Rather Infrequent Open Thread

I’ll be travelling today, so you all get a big list of links and the opportunity to talk about pretty much anything. Because that, Dragons and Dragonettes, is how we roll on this site.

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I am here.

Reckoning and more Reckoning!

Ian “Tiberius” Frazier’s upcoming RPG title, Kingdoms of Amalur: Reckoning, is beginning to get more press attention, mostly of the positive sort. Naturally, combat in the game is getting a lot of attention:

Using one button to use my firey staff of death (note: this is not the staffs name) and then laying in the pain with my daggers at close range, I found that the Boggarts were dying very quickly. I needed a further challenge, so I hit the start menu to see what the games difficulty was set to. It was on Casual, so I ramped it right up to hard and let me tell you, hard mode is -really- hard. I found myself being owned by simple woodland creatures, like wolves and bandits, and was forced to seek refuge elsewhere. I soon found myself in the front of this kind of tower, library thing with barricades around it and a whole platoon of soldier looking people. So I did what anyone who wanted to get the most of the combat in this game would do, I switched on a mode that allows you to attack civilians and other friendlies and engage with them in combat.

Combat in this title feels very similar to Fable and other similar Action RPGs, such as The Witcher 2. When I first engaged with this troupe of soldiers, I found myself getting owned quite easily and was forced to scoff health potions as my health waned. This forced me to think about the fight more tactically and engaged in a tactical retreat and engaged, after a fair distance, the fastest unit to approach me. After a long, but satisfying, firey, yet, eviscerated fight, I found myself ready to enter the building before me.

You’ll essentially want to have a gamepad connected to your PC to get the most out of the multi-weapon combat. When using a keyboard & mouse, players can use a primary attack (left mouse button by default) and magic (right mouse button by default), but are forced to use the mouse wheel to scroll to the secondary weapon (be it a bow, magic-infused staff or daggers). Conversely, if you use an Xbox 360 controller, for example, you’ll be able to use primary attack (X) secondary attack (Y) and magic (holding a trigger + A, B, X or Y) in a free-flowing manner. This allows greater control over your primary and secondary attacks, which are incredibly useful during combat. Granted, the keyboard grants direct access to submenus via single hotkeys and spells can be bound to numbers 1-9—functionality that the limited buttons of a controller cannot offer—but this still seems like an oversight given the emphasis on fast-paced combat.

Okay, so that second excerpt isn’t such a positive review, at least from a PC gamer’s perspective. Although, to be fair, the controls for Dungeon Siege 3 were similarly lambasted as being PC-unfriendly, and I found I had no problem whatsoever controlling that game. So…colour me skeptical.

One review also had this to add about the Destinies system in the game:

One of the features I enjoyed in this game, was the Destinies system. Essentially, what the system does is it allows you to change your class based on how you want to play. The more you level your character and distribute points, the different kinds of classes you can unlock. Each class has their own combat efficiencies, but I found my favorite to be the Rogue Destiny. This destiny made my attacks with daggers much more effective and matched my playstyle much better than any of the other available Destinies at the time.

Someone I periodically talk with on Twitter evidently also got a chance to get a look at the game, and praised it as being consistently strong with some exceptional standout moments.

Speaking of game previews that focus way too much on combat…

Mass Effect 3 producer Casey Hudson was challenged (on Twitter) by a fan over the amount of combat-focused previews that were being released for the game:

@CaseyDHudson @masseffect seems trailers are about combat. Worried story might be sacrificed for CoD crowd? Please say I’m wrong.

Hudson’s reply was both instructive and enlightening:

@MPMonroe88 @masseffect Nah, combat’s just easier to show and is spoiler free. The story is the series’ best so far – we’ll show more soon.

BioWare have been trying to keep a solid lid on Mass Effect 3 spoilers, so the approach of showing material that really won’t spoil the plot at all does make sense. Because if it’s a shock to you that you’ll be fighting husks or Cerberus soldiers in ME3, you have not been paying any attention to the series at all thus far, and probably don’t care anyway. And to be fair, I suspect that the same is largely true of the Reckoning previews we’ve been seeing. Combat is easier to show, and frankly looks better in a trailer anyway. And none of the game’s plot gets spoiled!

While we’re on the subject of things said on Twitter…

…this quote struck me as interesting:

Reason why The Old Republic might be interesting: last time a company with that much exp. making RPGs did MMO, we got Ultima Online.

He may well have a point. I’ve played two beta weekends of The Old Republic so far, and am in the middle of a third now. And I quite agree with Sergorn: it’s a great game. It has a compelling look and feels convincingly like you’d expect the galaxy far, far away to feel. Gameplay is pretty solid, my griping about being unable to attack with the left mouse button nonwithstanding. Voice acting is generally good, and sometimes great.

And the story! Some of the side quests are fairly cookie-cutter, but the main plot (at least for the Jedi Consular character I’m playing) is really quite excellent. This is a game that will be difficult to put down.

Skyrim will get incremental updates next year.

Bethesda have announced that they will continue to release regular full-scale updates for the game, plus incremental updates to fix issues as they are identified, starting in 2012.

Expect that the PC version of the game, thanks to Steam, will get them earlier and perhaps more often.

Tonight’s post brought to you by ban Halo weapons!!!

Joe Eskenazi argues that these dangerous assault weapons should be illegal in the US.

26 Responses

  1. Thepal says:

    For the Skyrim update, that is meant to be in the next few days for PC, I believe, and soon after for consoles (it will definately be before 2012). Bethesda worked out pretty quickly from the feedback that they broke the game with the latest patch (I’ve decided to be patient and stop playing the game until the fix is out since I’d prefer not to get annoyed at my game breaking).

    I ordered ME3 collectors edition yesterday. It might be three months away, but I am looking forward to it more than any other game in recent history. Just found out that there is an unofficial fix for the Conrad Verner bug as well (basically, a save game editor that lets you flip the flag that says you intimidated him in ME1): http://social.bioware.com/forum/1/topic/105/index/7219368http://social.bioware.com/project/4373/ . I’ll be giving that a go when I replay the games next year (I have a timeline of Mass Effect done up to play/read through before ME3 is released).

    As for TOR, I have a preorder registered now. Got my brother-in-law from the US to buy two copies on Origin and then send my wife and I the preorder codes. They seem to have attached themselves to our accounts properly, so all should be good.

    Too many damn games at the moment. I’ll never have time to finish everything.

  2. Sslaxx says:

    Yes, we did get Ultima Online. But let’s also hope Origin’s fate doesn’t befall Bioware in any way. And I’m not necessarily talking shutdown either – there wasn’t much left of Origin between 2001-2004, was there.

    • WtF Dragon says:

      Sslaxx: Very true. I contemplated mentioning that, but decided against it. The overall contexts are a bit different, though the similarities do go beyond the merely superficial.

  3. Infinitron says:

    I ordered ME3 collectors edition yesterday. It might be three months away, but I am looking forward to it more than any other game in recent history.

    I’ve heard word from people who spoiled themselves with the leaked plot of ME3 that said plot is kind of stupid, but that people who thought ME2 was the best game evar ought to like it.

    • WtF Dragon says:

      That said, there’s been chatter on various gaming sites about how BioWare are addressing some of the…er…”feedback” from said leak, and making adjustments to the game as a result.

  4. Infinitron says:

    BioWare are addressing some of the…er…”feedback” from said leak, and making adjustments to the game as a result.

    Perhaps it’s the word ‘leak’ that should be in quotes.

  5. Sergorn says:

    The leak came from the beta multiplayer that was mistakenly put on the XBLA actually. Russian gamers looked into the file and found some rather indepth plot informations within.

    On a side note, if Bioware actually IS tinkering the game’s story on account of some people’s negative reactions to these leaks… well I think that’d be really lame.

    If anything I’d argue the issue with Bioware is that they spend way too much time listening to fan feedback, especially the bad ones.

    Reason why The Old Republic might be interesting: last time a company with that much exp. making RPGs did MMO, we got Ultima Online.

    That’s a nice if rather naive quote considering TOR is being done by a whole separate studio from you regular Bioware games. I believe Bioware Austin actually have quite a few Origin/UO/SWG alumnes as well.

    Just to say it’s hardly comparable to Origin making Ultima Online, even if I’ll admit TOR’s writing feels out of a AAA Bioware Edmonton game which is good.

    there wasn’t much left of Origin between 2001-2004, was there.

    There was – just because none of the (numerous) stuff they were working on was released doesn’t mean there wasn’t an Origin anymore.

    Of course the situation is not even remotely comparable since as I said above: different studios. Whatever happens to TOR, it will not affect the other Bioware studios in any way.

    • WtF Dragon says:

      That’s a nice if rather naive quote considering TOR is being done by a whole separate studio from you regular Bioware games. I believe Bioware Austin actually have quite a few Origin/UO/SWG alumnes as well.

      Different studio…different division within a studio…the difference is not so large as it seems, especially considering that BioWare Austin has a goodly number of people on staff who previously worked at BioWare (including a certain writer whose absence from ME3 you periodically bemoan).

      And yes, they also have a number of MMO industry veterans, and even (I’m told) a few artists who worked on assets for Ultima 7 (among other titles). Again, the difference with Origin is not huge here…we know from Raph Koster that Origin hired many multiplayer/MUD veterans when crafting UO.

      There are differences, to be sure…but there are similarities that, like I say, go beyond the superficial.

  6. Sergorn says:

    BioWare Austin has a goodly number of people on staff who previously worked at BioWare (including a certain writer whose absence from ME3 you periodically bemoan).

    Do they? Sure they have Drew Karpyshyn (which is indeed a loss for ME3), but I haven’t heard of many Edmonton’s key people moving to the Austin studios besides him and James Ohlen. If anything when the game was announced and the dev team announced it was rather all new people there, some of which not very reassuring at first (such as the Lead Writer coming from NBA Streets you know? Though I’m glad my fears were proven wrong :P)

    Either way that’s a far cry from Ultima Online, which still had a *lot* of people who worked on the regular Ultima games.

    I just have issues with games being touted “by the makers of” when we’re talking about a different studio altogether. Now granted the Austin seems to have crafted a game on par with what Edmonton can go, but in the end it’s a different studio and different people and they should get the proper credit rather than just a generic “Bioware” thing (though of course we know this aspect will be getting worse with the Bioware name being used for a lot of unrelated studio altogether – I hope those C&C rumors aren’t true :P)

    • WtF Dragon says:

      Sure they have Drew Karpyshyn (which is indeed a loss for ME3), but I haven’t heard of many Edmonton’s key people moving to the Austin studios besides him and James Ohlen.

      There’s Georg Zoeller as well, who was on the DAO/DA2 devteam before, and he periodically makes references to “other people” who’ve moved south.

      So there is a least a core, a nucleus if you will, of old BioWare blood there.

      Though I do entirely agree about the “by the makers of” phenomenon. Some of that was inevitable once BioWare became a label, including this C&C-looking thing…though I understand that “The Doctors” still exert final authority over any game to be published under their label. That’s been the final control on the company’s creative direction since it was formed, and that in turn is not a bad thing at all.

      And as to the C&C looking thing…it probably is more C&C, probably done by Victory Games. And I’m actually not sure that’s a bad thing, given who is at the head of Victory. Jon Van Caneghem is a legend, not unlike Richard Garriott, in his own right.

  7. Sergorn says:

    Yeah but even with the Doctors having final authority this just feels wrong – in the end it’s akin to publishing Shadow Caster as an Origin game, it completly overshadowed Raven’s role in it (hell this is true about Heretic, Hexen and a lot of their games in truth :-P).

    I mean if that rumored Ultima Mythic thing comes to pass, I can totally pictures it being marketed as “Bioware’s new take of a classic legend!” with no direct mention of Mythic cos’ you know, Bioware 😛

    Of course this is nothing new in gaming, and everybody does this (how many people were actually aware that Diablo and Diablo were not made by Blizzard themselves but by the separate Blizzard North studio?), but lack of proper credits irks me.

    And yeah word was that Jon Van Caneghem was going to handle C&C, so I hope the new Bioware game is not “Command&Conquer Alliances” but I have a lingering fear of the “new Bioware studio” being a rebranded Victory Games and going “Oooh Bioware revints C&C look guys!”

    I’m hopefully just paranoid, altough I’m not sure what to expect from that VGA annoucement (and I’m much more interested by the re-reveal of Metal Gear Solid Rising to be honest :P)

    • WtF Dragon says:

      The issue of how a studio or producer’s label is applied to a game is a tricky one. If it’s being done solely to cash in on brand recognition, it’s more than likely not a good thing. Raven in many ways is a perennial victim of this: very few of their games have been released in a way that nets them the public recognition they deserve. And Shadowcaster is a fine example of this. Ultima Underworld probably would have been another — that is: Looking Glass’ involvement would have gone almost unnoticed — were it not for the legend that has (rightly) been built up around the game’s bizarre copyright situation.

      Is that’s what is happening in the BioWare context? In one direction, yes. BioWare’s various studios are, in general, discontinuing the use of their “unique” names in favor of becoming part of one massive, technically globe-spanning BioWare entity. Mythic doesn’t have the big, bold “Mythic” logo in its lobby anymore; it has the BioWare logo, more or less identical to the one in the lobby of BioWare’s offices here in Edmonton. The “Mythic” label has been officially dropped, though it still sees a bit of use as a means of differentiating between that particular BioWare studio and one of their other geographically disparate locations.

      I would imagine something similar happened to Victory Games. And in this sense at least, yes, there is a parallel to be drawn between historical examples and the present circumstances.

      But…how much design control did Origin exert on Raven’s work on Shadowcaster? How many times did Raven’s people have to get Richard Garriott’s approval on design decisions? How many times did Garriott see a presentation — and give his approval — of the game in e.g. an alpha state?

      We know that whatever Ultima-related goody that Paul Barnett has been tweeting about since whenever has been subject to all of that under BioWare, that “The Doctors” have had that kind of exposure to — and power over — its development process. The same is presumably true for whatever new game they’re announcing this month.

      And that, I think, is where things are a bit different from how this sort of thing has happened in the past. Available evidence suggests that BioWare is not really interested in slapping its name on every piece of shovelware they can; they still want to produce something that they are willing to take responsibility for.

      At least that’s the read I get. Correct me if I err in my assumptions.

  8. Sergorn says:

    I’ll grant that by having the Bioware doctors as a supervising role for all the Bioware studios is somewhat different from the Shadow Caster situation in that there is a common “higher up” denominator giving the go and such. Okay.

    Still… I think the risk is that it’ll diminish the brand really – Bioware meant a certain standard of games, I mean if you take all of Bioware’s RPGs… you can see for better of worse than they were made from the same studio. Now Bioware will just be a label for many different thing (and eck having EA2D and their crappy Facebook Dragon Age game as part of Bioware already does dilutes the brand IMO :P) and I just… don’t like it. Basically if Bioware is to be a RPG label I would rather have it like you know a “Bioware presents” kind of a thing, with then a separate subpresentation like say you’d boot up Ultima Online 2 by Mythic, you’d get “Bioware presents” and then “A Mythic game” (or like how you had the Black Isle logo with Baldur’s Gate :P) which would feel like a lesser evil than having everything rebranded as Bioware.

    I guess the bottom line really, is that I’m just not fond of the idea of Bioware being reduced to a label.

    I think this is also why I’m not excited about the new Bioware game annoucement at the VGA awars. New Edmonton IP? I’d be exicted. New studio? Yeah well… not so much.

    Oh well…

    were it not for the legend that has (rightly) been built up around the game’s bizarre copyright situation.

    Don’t you mean System Shock? It don’t think there has ever been any copyright issue with Underworld.

    But yeah if it hadn’t been for System Shock and later on them doing Thief and other stuff away from Origin, I do feel Looking Glass would have gone by unnoticed by most.

  9. Thepal says:

    I’m choosing to think of this as a good thing. Bioware, Bethesda… they’re both growing and beginning to get other teams under their banner. That should be a good thing. They are both groups with vision, that seem to be happy letting the studios create the games they want to create (for better or worse). There needs to be some competition for EA and the other companies (and yes, I know Bioware is a part of EA). We’re starting to see a lot more unique games coming out. Plus, it does allow for some old game series’ to be somewhat resurrected (which I know will not always be a good thing).

    I see it as the more creative companies being more in charge, rather than the money being in charge. 10 years from now, Bethesda and Bioware may be new EAs and Activisions, but at the moment I’m only seeing good things.

  10. Sergorn says:

    Sure, but the difference between how Bethesda/Zenimax and Bioware/EA handles is just that… they didn’t rename ID Software as Bethesda Games Dallas or Arkane as Bethesda France you know?

    Now of course Bethesda was still acting as Zenimax’s publisher label before that so it’s note quite like the EA/Bioware thing, since Bethesda is basically EA in this case.

  11. Infinitron says:

    We’re starting to see a lot more unique games coming out.

    Unique?? What we have is sequels, sequels, and “action-adventure-RPG” sequels.

  12. micro magic says:

    Well, I guess I’ll play the optimist this time. It could be a very good thing to have two very large rpg makers with a good deal of influence on the games.

    I hope they don’t say “the new cnc game is great but it needs more stats and leveling to be a bioware game” ;P

    I have a feeling this is gunna be a generals sequel. Which would be alright. I guess I can wait another ten yrs for cnc ra4.

  13. Sergorn says:

    Unique?? What we have is sequels, sequels, and “action-adventure-RPG” sequels.

    I think this is a tad unfair. Just looking at RPGs, things like Mass Effect, Dragon Age, Two Worlds, The Witcher, Risen, Torchlight are rather new IPs on the whole even if they are forking up sequels.

    And as far as other games goes frankly, this generation has seen *tons* of new IP. Some failed, some met with success and brought sequels sure… but saying all that we had lately are just sequels in kind of an exageration 😛

    That being said I don’t see the issue with doing “sequels” when they are good and improve upon the originals – it took over seven games for Ultima to bring what many considers its “crown jewel” and when I see something like Skyrim I’m sure glad Bethesda kept doing Elder Scrolls game to the point where they managed to create something that I both enjoy and reminds me of my favorite RPG series of all time 😛

    Now there’s such a thing of doing too many sequel and rendering the formula stale sure, but I think we’ve (mostly) avoided that for the Major IPs.

    Regarding C&C, I expect some form of reboot really. Though to be honest I’d rather have Jon Van Carnaghem working on a new RPG IP than doing C&C.

  14. Sslaxx says:

    Thought he’d left the games industry after the 3DO debacle. Wouldn’t mind him working on another Might and Magic, though.

    • WtF Dragon says:

      I think he might have…and I’d be curious to know what prompted him to come back.

      Then too, I seem to recall that Ken Rolston also left the industry after Oblivion was released, only to realize how much he missed it…hence his return at the head of Reckoning. I’d suspect something similar in Van Caneghem’s case.

  15. Sergorn says:

    Seems he didn’t leave after the 3D0 debacle actually. After 3D0 closed, he joined NC Soft for a couple of years, after what he funded Trion World Network before he left it to join EA back in 2009.

    Of course him working on a new M&M ain’t gona happen ever unless he joins Ubi Soft, and since Ubi doesn’t seem interesting in doing RPGs out of the Might&Magic IP well…

    But still it’s weird that EA has such a RPG legend amongst them, and have it head the C&C IP. It’s kinda as if Richard Garriot were hired by Blizzard to work on Starcraft 3 you know…

  16. Infinitron says:

    I think he might have…and I’d be curious to know what prompted him to come back.

    Money, dear boy?

    Or maybe he wants to make C&C a turn-based game with heroes. 😉

  17. Sergorn says:

    *smacks head*

    It’s true he created Heroes of Might&Magic as well. I completly forgot about that.

    So thinking of this, I can see how he might have some interest in handling C&C since he obviously has interest in strategy games

    • WtF Dragon says:

      Or maybe this new C&C will have strong RPG elements, building off the Earth 2160 template?

      Note: 2160 did not, in and of itself, have a crazy-strong RPG element, but it dabbled in it with its “agents” system, which added elements of additional story and interpersonal dynamics to the game.

  18. Sanctimonia says:

    Interesting conversation. The points I take and propose are that great games don’t automatically come from the same people or studio label/brand, and that both are ever more interchangeable. Since the corporatization of the video game industry, individual players are moved between companies for every reason under the sun whether voluntary or through layoffs and firings. It’s become very chaotic and much less personal.

    I like the idea of an established team of specific individuals working well together to bring their vision to the public and by doing so controlling their financial destinies and subsequently the destiny of their team as a creator of games. When talent in the game industry becomes as freelance and interchangeable as that of the film industry we get a bunch of games with a mix of successful elements and no clear vision or purpose.

    Think of how many studios BioWare has, the influence EA has over all of them and how resources are allocated based on sales figures. They probably swap employees like trading pawns in a chess game. The old days are long gone. Metrics, demographics, distribution models, DRM, localization, corporate and government politics, investor funding, platform and brand exclusivity, design decisions based on multiplatform (mobile) support, genre and gameplay trending; you name it and someone’s making sure it all happens at any cost other than their own job.

    The business of games is becoming quite refined.