Tuesday, November 25, 2008

Michael Vick = piece of shit.

More details have emerged about Michael Vick and his dog fighting "hobby". I will keep this short, because I could go on and on about this asshole and how I would like to see him die. One thing I will say is that if for some unfathomable reason the Vikings sign him to be their quarterback at some point in the future, I will cease being a fan after some 35 years. I will burn every piece of Viking paraphernalia I own and the organization will be dead to me as long as the people who are responsible for running it are still around.

Fallout 3 update. Back to playing now...


Bethesda Softworks Announces Creation Kit and

First Downloadable Content for Fallout 3

Editor to be Available in December;

Downloadable Content coming for January, February, and March

November 25, 2008 (ROCKVILLE, MD) – Bethesda Softworks®, a ZeniMax Media company, today announced plans to make both its editor and downloadable content available for its award-winning game, Fallout® 3 in the coming weeks. The official editor for Fallout 3, called the G.E.C.K. (Garden of Eden Creation Kit), will be available for free download in December and will allow Games for Windows® users to create and add their own content to the game. In addition, the first official downloadable content, Operation: Anchorage, will be available exclusively for the Xbox 360® video game and entertainment system from Microsoft and Games for Windows® in January, and more downloadable content coming in February and March.

“We’ve always seen the original world of Fallout 3 as a foundation for even more content. Some created by us, and a lot more created by users,” said Todd Howard, game director for Fallout 3. “It’s fun to create your own character, but it can be equally fun to create your own adventures. We can’t wait to see what the community does with the G.E.C.K.”

The release of the G.E.C.K. provides the community with tools that will allow players to expand the game any way they wish. Users can create, modify, and edit any data for use with Fallout 3, from building landscapes, towns, and locations to writing dialogue, creating characters, weapons, creatures, and more.

Three downloadable content packs will be coming to Xbox 360 and Games for Windows Live starting in January that will add new quests, items, and content to Fallout 3.

  • Operation: Anchorage. Enter a military simulation and fight in one of the greatest battles of the Fallout universe – the liberation of Anchorage, Alaska from its Chinese Communist invaders. An action-packed battle scheduled for release in January.
  • The Pitt. Journey to the industrial raider town called The Pitt, located in the remains of Pittsburgh. Choose your side. Scheduled for release in February.
  • Broken Steel. Join the ranks of the Brotherhood of Steel and rid the Capital Wasteland of the Enclave remnants once and for all. Continues the adventure past the main quest. Scheduled for release in March.

Released on October 28 in North America and in Europe October 30, Fallout 3 has been hailed as one of the most anticipated games of 2008, and received a 10 out of 10 review score from Official Xbox Magazine, a result then repeated around the world with perfect scores by some of the industry’s most influential and respected critics including: Gamespy, GamePro, UGO, the Associated Press, MSN, The Washington Post, Guardian, FHM, G4-TV, The Toronto Star, and Eurogamer. MSNBC’s review offered the observation that it viewed “Fallout as a no-brainer for game of the year.” The Daily Star in the UK echoed that conclusion, saying “You can hold all bets on game of the year – I think we have a winner.”

Fallout 3 features one of the most realized game worlds ever created. Set more than 200 years following a nuclear war, you can create any kind of character you want and explore the open wastes of Washington, D.C. however you choose. Every minute is a fight for survival as you encounter Super Mutants, Ghouls, Raiders, and other dangers of the Wasteland.

Fallout® 3 has been rated Mature by the ESRB. For more information on Fallout 3, visit http://fallout.bethsoft.com and www.prepareforthefuture.com.



Tuesday, October 7, 2008

Vikings beat up Saints

The Minnesota Vikings beat up the hapless New Orleans Saints last night 30 - 27. The score was closer than the play on the field would indicate as the Vikings manhandled the Saints in all aspects of play. Even with the Saints getting all kinds of questionable calls going their way, the Vikes were able to overcome the obvious bias of the officials and bring home the win.


I think it is obvious now that the Saints should be disbanded and the franchise given to another city who would hopefully attract more intelligent fans. I mean, what a bunch of Cro-mags! Seriously. I don't think the average Saints fan can count as high as the the number of points scored by both teams. I have heard rumours that the Saints ownership is actively trying to bribe the NFL so they don't have to play the Vikings any more since they get pwned every time.

Actually, that was one of the weirdest games I have seen in a long time and I think the Vikings were lucky to win. Good luck next week, Rikathos!

Thursday, August 21, 2008

The game that will own my life for a long time...

Dragon Age.


Friday, August 15, 2008

Saints pwnage continues...







Thoughts on the game to follow soon, but I thought I would post more of me torturing the Saints.

Thursday, August 14, 2008

Me, owning Deuce.







Monday, August 11, 2008

Props to the Madden producers

I have to give Phil and Ian at EA Sports some props for entering the Lion's Den and answering questions from rabid Madden fans and eliciting feedback from the restless mob that is teh Internets. Phil et al are haunting the forums over at Operation Sports and making quite a few posts. The plans they have outlined for this year's Madden are making me optimistic that we are finally going to see some good "next gen" football this year. Let's hope they can come through and meet the goals they have set for themselves.

I won't be getting Madden at Midnight tonight like some folks, but I will be picking it up tomorrow. I'll have some impressions shortly after that. Hopefully, Lucy won't pull the ball away as I am about to kick it again this year. Time will tell.

Friday, August 8, 2008

Triumph the Insult Comic Dog goes to Comicon

Hilarity ensues.

Thursday, August 7, 2008

Time to get schooled.

Wizard 101 came to my attention a few months back and I kind of just let it slip by without paying much attention. It's billed as an MMO for teens and that pretty much limited my interest right away. That goes to show you how good my instincts are. While the game MAY be targeted to that audience it certainly isn't limited to said demographic. It turns out the game is very deep, has great production values and most of all, is pretty damn fun.

You start out as a young student brought into a school for magic ala the Harry Potter stories. In fact, the game has obviously drawn a lot of inspiration from those books as well as World of Warcraft. By answering a few questions reminiscent of the old school Ultima days, your wizard type is given to you. These include Fire, Life, Storm, Death and many other types of magic. Then it is off to see your school master to get acclimated to your new environs. Movement is very much like the standard MMO fare using either the WASD classic set up or the arrow keys. You gain quests by talking to various NPCs throughout the starting city. It sounds rather run of the mill so far, but stay with me.

Combat is decidedly different than other MMOs. It consists of "duels" in the center of a fixed combat area that comes up when you encounter an enemy. The player earns spells by gaining cards they can add to their spellbook, and their deck of cards can be customized at any time. New cards and spells are acquired via combat, exploration and quest solving. The battle plays out sort of like a Pokemon meets Magic the Gathering contest as you strategically use your cards against the enemy. You can summon monsters which have great animations, cast spells directly on foes, friends, or yourself, and use one time use adventure cards. The strategy comes in to play when developing your spellbook and your wizard type. Different types of wizards have access to different spells. The school of magic you specialize in is the most powerful, but you can have a secondary school to focus on too.

The combinations of schools are huge. On top of all that customization, you can gain loot and items to equip on your character that help him in battle and look really cool to boot. I only got to play up to about 4th level before I went to bed, but the initial outlook for this game looks really good. It is something different and unique. It also has a great style and appeal that speaks to gamers of all ages. The game is in open beta right now so if you want to give it a try, click here.

Edit: I forgot about the mini games! When your character is low on mana and health you can go back to the city and play mini games to earn it back quicker (you can also find health and mana wisps by exploring). These mini games are re imagined from well know games like Dig Dug, Bejewled and Castle Defense. They all fit nicely into the theme of the game and are a blast to play. So what are you waiting for? Give it a shot. The game client downloads really fast and the game runs nicely on a wide range of computers.

Wednesday, August 6, 2008

That was me.

If you were wondering what that girlish squeal was just now, it was me after reading the latest producer blog for NHL 09. Here is the thing. The guys who have been developing the NHL series over the last few years get it. They know hockey inside and out and they also know how to create a compelling video game counterpart to the real life game. Here are some things you can expect from this year's version:

Realism
David Littman
Producer
Electronic Arts

Hey guys, David Littman here, Just wanted to say hi and sneak a couple of features out to everyone.

This is the most realistic game of hockey I have ever played in a video game. Obviously you guys will have to judge it for yourselves (and talk amongst yourselves about how we say that every year), but there are so many moments that just feel like hockey. We have balanced offense vs. defense to a point where there are some games where you will get lots of great scoring chances, and there are some games where you will only get a few. It all depends upon how you play.

More than ever you have to change up your style. Some CPU (and user) teams will play more of a trap style where you will have to dump and chase just to get the puck over the blueline. It is not a game of "take the puck down the wing all the time and gain the zone every time". You will also notice CPU defensemen are much more aggressive in front of the net, especially on the two higher skill levels. Even on Pro (default skill level) you won't always feel like you are on a power play like last year.

The other realistic part of the game is that for the first time I can remember, it is tough to get the puck out of your own zone. With the more aggressive CPU AI and the new forecheck strategies you can actually forecheck and cause turnovers. CPU players block passing lanes and sweep their sticks (which users can do also) to block and intercept passes that also make it tougher to leave your defensive zone. You can create your own breakout strategies to counter this, or like real NHL defensemen use the net as an obstacle, make smarter passes and when in doubt...dump it out. When an opposing team goes into a 3-2 style forecheck (3 forwards attacking the puck) which the CPU teams will do when they are down a goal with a few minutes left, dump the puck out (so you won't complain about catch-up AI).


Here are some other bits of info:

1. The default defensive control setting is:

Right stick is checking
Right bumper (R1 on PS3) is poke
Holding down the right bumper/R1 is an auto poke sweep
Holding down the right bumper/R1 and using the right stick is manual poke sweep

You can switch (basically reverse of above) to a different defensive control setting:

Right stick is defaulted to poke and sweep
Hold right bumper/R1 plus right stick to check


With the choice of control you can default to the set up you will use most. Some users check a lot, and some poke a lot. Checking is NOT easier this year (as I joked with Brian on a recent podcast). It is actually harder, and that is why Brian could not throw a check. happy We got rid of the hip checks and the big warping checks. Basically checking is similar to when you have the puck. Your left stick is your skates and skating direction, while the right stick is your upper body. Last year the right stick controlled your direction when hitting, so it just did not feel right. This also makes clearing the front of the net easier. Your defensemen can stand still and just use their upper bodies to clear the slot, while they still stay in position.

2. Loose pucks and one on one battles

This is the first video hockey game where I have seen users with the puck slow down on odd man rushes to see what plays develop and to see if they can bait the D-man into being overly aggressive. It is the first hockey video game I have seen where players bump and battle as they try and get loose pucks (there are way more loose pucks this year with our much improved puck physics and bounces, and blocked passing lanes).

3. Passing

Passing is not always tape to tape like last year. Although if you have a clear passing lane and you are facing the receiver, most passes will be great passes. We tried to put error on passing (based on passing attributes), and believe me, it is frustrating (there is a bit, but probably not as much as the realism junkies want). We did put more of a penalty on passes behind your back, and there is a huge penalty when trying to pass out of the one handed protect puck.


4. You can set period times by intervals of one (from 4 minute periods to 20 minute periods).

5. Demo - Yes we are doing one, and we are looking at giving you a small taste of Be a Pro, and a harder skill level.

Madden 09 Patch details

Ok, I took a hiatus for a while, but the petitions for the site return got to be overwhelming so I decided to come back. My first post back is just an update on the status of Madden 09. Not surprisingly, the game needs a patch. In this case two patches and downloadable content. At any rate, if EA actually delivers on their promises then this could end up being a really good game. Why they couldn't just wait until the middle of September to release the game is beyond me. Oh and yes, I realize that Madden cover is "shopped" as the kids like to say, but sue me. I don't care for Brett Favre.

Here is the update from Madden producer Phil Frazier:


Evening,

There's been a lot of discussion around rosters and patches so i wanted to go ahead and post an update.

Rosters
For those that manged to get an early copy, you may have noticed that a roster update was recently made available. Many of you also noticed that Brett Favre was listed as the 2nd QB for the Packers. This roster was posted up as a final test of our roster update capability. We're actually prepping a more final roster update that should be available on 8/11.

As for our roster update frequency... Our current plan is to update rosters about every two weeks. This could change based on major roster movement but expect us to drop rosters on an average of twice a month through the Super Bowl.

Patch
Yes, I'm finally going to discuss the state and details of the patch.

Regarding the patch status... Yes we submitted a patch to MS and Sony about a week ago. They are currently going through certification and all indications point to them going live some time next week. Please understand that it's very easy for issues with the patch to delay the release of the patch. For example, if MS finds a new bug with the patch, it would easily be delayed by 2 weeks. We're hopeful the patch will drop on or around 8/14.

What's in the patch?

There's a number of changes in this patch. Most would never be noticed by the average consumer but some were targeted at improving the experience as quickly as we could.

1. Changed default quarter length of online leagues to 5 minutes.
2. Solved a very rare stability issue that occured when using a couple of playbooks.
3. Eliminated a button mashing glitch during high latency online games.
4. Eliminated a stability issue that sometimes occured while viewing the player HUB in online leagues.
5. Fixed a tricky disc eject glitch that occured at specific points of online games.
6. Kick Return Tuning - made improvements to help reduce frequent long kick returns.
7. Safety Tuning - eliminated issue where safeties in deep zone coverage would sometimes not react to a run to their side.
8. The game skill slider for interceptions was tuned to amplify it's affect.

What about some of the other early feedback on the game? Keep reading, we're not done.

Patch #2 & DLC
Now that some details for patch #1 have been discussed, it's important to note that we're not done. We think it's very important to continue to improve the game even after it's release. We're actually very happy with the non-patched product but having the ability to patch the game to make it the ultimate experience is fantastic capability that we definately want to use.

We're already hard at work on the 2nd patch and are also evaluating releasing a FREE DLC. Here's a sneak preview of what you might expect in future updates.

Patch #2 Possibilities
Please understand this list is under construction and won't be finalized until we've received more feedback on the final game from the community.
1. Ghost Juking OOB fix - aka CPU players running out of bounds
2. CPU Accuracy tuning
3. Amplify the field degredation effect (the system is currently working but is hidden by some of our late added post effects)
4. Other post-release community feedback

DLC Possibilities
The same warning comes with this one. We're still evaluating these changes and are working hard to get them out as quick as possible.
1. Accelerated Clock
2. CPU Sliders (you would have the all new human sliders as well as a brand new screen of CPU sliders)
3. Legacy Gen Controller Config
4. Madden Community Gamerpics (a variety of gamerpics that will show what community you belong to. make sure your community managers know you want an OS gamerpic.)


We're targeting a mid-September release for patch#2 and the DLC but will give constant updates and screenshots as we progress.

I look forward to seeing all of your very constructive feedback next week when the game is released and will do my best to answer additional questions here.

Phil

Monday, June 16, 2008

Spore Creature Creator is here.


The Spore Creature Creator has been leaked to the Interwebs and I just happened to get a copy to check out. I don't think there is any real problem with that since it is a free thing EA is letting people experiment with until the game comes out in September. The idea is that over the next three months people will make thousands of creatures that will then populate the game's "Sporeopedia" and thus be available to the community at large on launch day. It's actually a very good idea and I am sure it was something Wil Wright thought of and not some marketing punk at EA. Anyway the editior is really easy to use. I am including some pictures of some creatures I made really quickly as a test.

The editor gives you complete control of your creation right down to its spine. You can quite literally create anything your fevored imagination can think of making. You start with a blob representing the body mass and you can stretch and shape that any way you want by elongating the spine or increasing and decreasing the mass along the spine using the middle mouse button. Once you have the body the way you want it to be you can go about adding limbs and appendages the same way. Each part can be modified to a high degree. The program is very good at fitting each part logically onto the creature. Once you have added the mouth, eyes, legs, hands, etc you can go into a paint section and give the creature a very detailed skin. I would not be surprised to see some people take hours to perfect a creature, but you really can make one very quickly.

Once it is made you can take your creature into a little holding pen and have it go through a series of emotes and gestures to see how it will animate. I haven't made anything that would break the laws of physics, but I am sure there are people out there who will try. You can even hatch "babies" to see what the creature will look like when they are young. If this demo is any indication of the end product, I think Wil Wright has another hit on his hands. There are still some doubts about what kind of shape the actual Spore game is going to take, but even in a sandbox "what-if" form it is going to be loads of fun. Here is a link if you want to download the demo and try it for yourself.

Friday, June 13, 2008

Future plans for Age of Conan. Sounds interesting.

PvP evolved – To the Death
The great combat system in Age of Conan has taken MMO fighting to a new level of fun, and Player versus Player combat plays a major part in this. As a result, a massive new PvP update is planned for late June. Aptly called To the death, this update brings more consequence and rewards to PvP, and an important part of it is the Fugitive system. The more lower level players you kill, the easier it is for others to hunt you down. In addition, ten PvP levels with additional ranks will be introduced, as well as specific gear and weapons for PvP.

Guild Alliance Warfare
Preproduction has started on a MASSIVE free update which will come later this year. Currently titled "Kingship!", large clusters of guilds will be able to form alliances, and rule and conquer on a massive scale. Everyone in a guild alliance will play a part in this system, and together they can even erect unique looking alliance Battlekeeps. The alliances can also fight over, and build, culture-specific "wonders of the world", with a direct link to higher powers! As part of the system Funcom will also facilitate larger amounts of players in massive battles.

Powerpoints
This fall, a unique reward and character evolution system called Powerpoints will be introduced. This rewards active in-game behavior, and allows for gathering points through numerous methods, including owning a Battlekeep, playing the end-game at level 80, winning PvP matches, or simply being an active guild member or subscribing to the game. There will be many ways to obtain Powerpoints, and numerous rewards, ranging from exclusive Powerfeats to weapons, armor and potions. Powerpoints may even allow you to level faster!

New areas and dungeons
You won't need to wait for an expansion pack to explore exciting new areas. In the next period, Funcom will include several new areas, as well as evolving already existing areas. This includes a brand new dungeon in Aquilonia, reshaping three dungeons in Stygia, and an entire mountain range in Cimmeria!

Improved player-made villages and Battlekeep systems
While the guild alliance system brings a whole new level to the game, Funcom will continue to expand the existing player-made areas and the systems running them. A focus on evolving the massive elements of the game even further continues, ranging from placing NPC's in the cities to more choices and benefits.

Social updates
An MMO is nothing without a good social scene. While Conan is all about crushing your enemies, social enhancements are also getting some love. A fun example is the combo-based dancing system which is now coming to the game, and it's entirely motion captured by professional dance artists.

More adventures
Age of Conan has received tremendous praise for immersion and the great voice-over quests. This is but the start of the adventure, and numerous new quests are coming into the game, spread across the entire world and across the level ranges. Soon 60 additional quests will also get full voice acting, further improving immersion.

Wednesday, June 11, 2008

NWN 2 Suddenly becomes relevant....

I was going to talk about Civilization Revolutions for the Xbox 360 today, but I was unable to do any multiplayer. The demo doesn't let you create a match with a friend. You have to search for a random game and I wasn't in the mood for that. I will have to put my thoughts about that game on the back burner until it comes out in a few weeks. I am still getting the game, so I will report on it after it is out.

A bit of surprise news comes in the form of a newly announced NWN 2 expansion called Storm of Zehir. I have heard good things about the Mask of the Betrayer expansion although there were still some issues that kept me from playing it. Along comes the following announcement from Atari and my interest has been rekindled:

Game Features:

  • Travel the Sword Coast and Samarach using the open-ended exploration of the new Overland Map. Use skills like Spot and Survival while on the Overland Map to avoid ambushes and even find hidden locales and lost artifacts.

  • Create your own full party of adventurers. Devastate your foes with a squad of fireball-flinging Sorcerers, form a solid wall of steel with a party of Fighters, or strike the perfect balance in your party by spreading out the classes you choose for your characters.
  • Improved party gameplay including streamlined party conversations, a new Teamwork Benefit System, and powerful party feats.
  • The world's economy reacts to your adventures and choices. And, through trading and quests, you can expand your merchant company into a massive trading empire.

That sounds a lot like an updated easily moddable version of Baldur's gate. It always annoyed me that your party was stuck in the set path that the module maker determined. This feels more like a D&D session to me and less like a linear video game representation. The inclusion of party feats sounds a little bit like 4th Edition, but we will have to wait and see when more details come out.

Monday, June 9, 2008

Battlefield: Bad Company. Booya!

From the IGN description:

Battlefield: Bad Company drops gamers behind enemy lines with a squad of renegade soldiers who risk it all on a personal quest for gold and revenge.

Featuring a cinematic single-player experience loaded with adventure and dark humor, the game delivers the series' trademark sandbox gameplay in a universe where nearly everything is destructible. Battlefield: Bad Company also features a full suite of the franchise's trademark multiplayer options with deep gameplay designed to take full advantage of the game's massively destructible environments.

I downloaded Battlefield:Bad Company the other day on the urging of my friend, Rikathos. I finally got around to playing it a bit last night. I have only played it for about two hours, but my initial impression was very postitive. I logged in last night fully prepared to get owned like I did in CoD 4 and my expectations were pretty much spot on. I got killed left and right for a little while, but then something happened. I got the feel for the game and the layout of the level. More importantly I got the feel for what the objective was and I soon began to do better. The game has nicely varied classes and I spent my time with Demolition, Assualt, and Support mostly. Oddly enough, I think I did the best with Support. The game is still frenetic, but to me it has a slower pace than CoD 4. The fact that you can use vehicles and a wide variety of fixed weapons was a big plus for me.

Once Rikathos left, I focused on trying out the vehicles and I have to say the tank was my favorite. It reminded me somewhat of the old days of playing M1 Abrams Battle Tank. I got the hang of the controls and what it could do. I then proceeded to wreck havoc on the enemy's base. For a while I was even leading in points score. That is new for me since I usually don't do so well with these games. The brief time I spent with the demo convinced me that I want to buy the full game when it comes out. I understand there is a good deal more to the game than what I have experienced so far which is a bonus. I'll report back with some specifics once I get more play time in, but the game holds a lot of promise. Check out more details here.

Friday, June 6, 2008

Kill screen coming up!

This is a little late and I said I was going to talk about something else today, but I can't help myself. I finally watched the movie: King of Kong. What a great movie! When I first heard about it, I thought that a documentary about someone beating the long held Donkey Kong high score would be a little boring, even for a gamer like myself who grew up in the Video Arcade era. I couldn't have been more wrong. I fired up the trusty ol' Netflix streaming and settled in to watch. What followed was a funny, touching, sad, and eminently enjoyable film.

I don't want to go into too much detail lest I spoil the movie for people who haven't seen it yet so I won't talk about specific things concerning the movie or the controversy (yeah seriously) surrounding it. I would like to discuss the feelings and memories the film evoked within me. Back in the day, during the video game craze (it really was a craze) I spent many hours in the local arcade. The games were not as involved or sophisticated as what we are used to these days, but what they lacked in sophistication they more than made up for in charm and difficulty. I say that in a good way. The games were more difficult. They were designed to eat your hard earned quarters. It was only the best of the best who could play extended periods of time on a specific game - especially Donkey Kong. High scores were a badge of honor and seeing your initials on the high score list at the arcade was a satisfying accomplishment.

There is something about playing a game knowing you only have a limited amount of lives that heightens the tension dramatically. Add on top of that the atmosphere of the arcade with people watching and a high score at stake and you have a recipe for fun. It speaks to those of us who are compulsive which I think, is common to gamers. I remember thinking I would spend just one more quarter and then it would be an hour later and I would be broke. We don't have an arcade locally that let's me relive these memories. However, the Funspot arcade where many of the scenes were filmed is within driving distance of where I live. Maybe I will just have to convince my fiance to take a trip down there. I'll tell her it's to vacation at the world famous Lake Winnipesaukee. After you watch the movie take a look at the Twin Galaxies website to see some of the "official" high scores for various games. It takes some serious skill to do stuff like that.

Wednesday, June 4, 2008

Hope remains...

Sorry for the lack of posts today, my fiance and I are in the process of buying a house so I haven't played much to talk about. Some good news though, it looks like the proposed buyout of Take Two by EA has been put off longer while the FTC investigates. Click here for details.

On Friday I will have some impressions of the Civilization Revolutions Demo if I am lucky and Monday I want to talk about the new Battlefield: Bad Company demo if I get a chance to try it.

Monday, June 2, 2008

New Fallout 3 Screens

The kind folks at Bethesda sent me some new Fallout 3 screens, I guess in order to stoke my already raging game boner. Seriously, this is like gaming Viagra for me with the side effect of an extremely prolonged erection. It looks like you can make called shots if the image to the left is any indication. I have to say that I think they definitely have nailed the feel of the game world. the graphics are highly reminiscent of the old Fallout games. I guess that is the relatively easy part though. Gameplay and content will be the real judge. It has been years since I played Fallout 2 and like anything else the memories are heightened by a great deal of nostalgia. This is going to be another one of those times where I have to make up my mind about whether I want the game on PC or 360. I won't buy both like I did with Oblivion you bastards! I know that the lead development platform is the 360, but the great memories all come from the PC and I think it will be much easier to control with a mouse. Mods will be readily available for the PC and if the past is any indication they will be some great work by inspired people. Here are a couple more shots to whet your appetite.




UPDATE: Here is a picture of what the collector's edition will contain:

Friday, May 30, 2008

MMO Musings

Saying that I have tried a lot of MMOs is like saying that the ex Governor of New York likes hookers -- in that it is true. At least one specific hooker anyway. I have been thinking about what drew me the most to the particular MMOs that I tried. Was it the universe the game was set in or the game mechanics that the MMO offered? Also, did I overlook some glaring faults in game mechanics because I was so enamored of the game universe?

My first MMO was Ultima Online. Back then there were grand ideas of what an MMO could be. There was talk of persistent worlds that the player would shape and create. There were grand discussions about good versus evil and PvP warfare. Ultimately (pun intended) I was drawn to that game because it was set in Britannia which was one of my favorite gaming settings up to that point. I had no expectations about game mechanics because the genre was just being invented. Fast forward a few years and the next MMO to catch my eye was Everquest. I had grown weary of the isometric graphics of UO and the game mechanics that allowed for PvP gankers and for other players to steal your hard earned items. Call me a care bear if you will, I don't much care. There was no lore associated with EQ that I could identify with. It was being invented out of whole cloth for the purposes of the game. I had no expectations of what the universe was going to be like. The game mechanics were much different than UO however, and I looked forward to the changes. I played both games for about three years each being pretty much equally addicted.

It was at that point that a new kid on the block called Dark Age of Camelot was being touted. The game had similar mechanics to EQ, but was set in Medieval England which is of particular interest to me. The game appeared to be the Holy Grail (pun intended again) of MMOs in my book. It had game mechanics that I had grown used to and was set in a game universe that was right up my alley. I played DAOC for four years or so mainly because I loved the universe so much and really only left it due to most of my friends moving on to other games (mostly World of Warcraft) and from being tired of the genre in general. Nothing changed about the game or the universe, but I had gotten about as much out of the game as I figured I could. I hesitantly moved to the WoW universe again more for the change of pace, and promised enhanced game mechanics. The WoW universe was something I could live with or without. I only lasted a couple of years in WoW, reaching the level cap and had some stints with City of Heroes. In the "tween" years I had flirtations with many and varied other MMOs.

What kept me coming back for more and trying all of the different MMOs was the initial promises that were made that the player was going to be living in an alternate world and effecting the shape of it. As it turns out that promise has never been kept. The genre has stilted and been distilled to an essence by Blizzard and now WoW is what most people think of when the MMO genre is mentioned. Looking back at my time in MMOs I realize that what most attracted me to the games was the game universe. The game mechanic never REALLY changes. Sure, publishers tout new and "unique" ideas, but it all boils down to the same thing in the end. It all became evident to me when I played Age of Conan. AoC was touted as being really different due to its unique combat system. The jury is out on that one, but from my limited experience it is like all of the other innovations promised in MMOs. It is a bit different at first, but in the end you are doing the same things you did in any other MMO. However, I am a huge fan of the Conan universe.

So to finish up what has turned out to be a long rambling post, I think what initially draws me the most to MMOs is the game universe they are set in and marginally the game mechanic. I have lasted the longest in MMOs where I was really into the game universe. I tried many others for the sake of a promised different gameplay mechanic. I suspect that is why my friend Rikathos played CoH for so long. The game was no different than any other MMO, but he is enamored with the superhero world. That isn't even a bad thing. There is nothing wrong with these games. I was gullible enough in the beginning to buy into the over selling of the genre and expected more than was realistic. These days I haunt MMOs whose worlds intrigue me and stay only as long as I am enjoying exploring them. I no longer try and level four or five characters to max level. It is all about experiencing the world to me. That is why I am continuing with LOTRO and why I will cave in and try AoC. In order to keep this from being like an abusive relationship, I meter my time and make sure that I don't burn myself out. If someone makes a Hockey MMO I may be doomed.

Thursday, May 29, 2008

Gamefly I CAN quit you.

I canceled my Gamefly membership because of low availability and long turn around times so I had to send the one game I had left back to them. I sent it back on Tuesday and I got an email today saying they received it. That is a record for them. It is at least five days quicker than they ever acknowledged receiving anything else I ever sent them. I am so glad I dumped them.