Category: PC (Page 3 of 18)

Bullz-Eye game review: Civilization V

Civilization V reviewI’ve done a couple game reviews recently for our parent site, Bullz-Eye.com, so I thought I’d share them while I’m on a bit of a content hiatus. Most recently I had a chance to review Civilization V, which I really enjoyed. I’ve never been much of a Civ fan, so it was nice to find that I could learn to like the game.

Here’s a quick excerpt:

If there’s one thing RTS fans didn’t like about “Civilization,” it was the lack of warfare. In “Civilization V,” though, warfare is probably the most interesting aspect of the game. While building a robust economy can be fun, it’s typically easier to tech ahead of your enemies and rush them with mounted cavalry or rifleman while they’re still researching iron or steel. As I mentioned, the computer doesn’t manage troop movement well, and troops now have high enough mobility to allow for distance campaigns, which were nearly impossible in older versions of the game.

You can check out the full Civilization V review at Bullz-Eye, alongside a smattering of PC game reviews and just about any console title review you might want.

The confusing state of raid lockouts and badge loot

Icecrown Citadel.I know this is a subject that has been covered time and time again, but my friend (who you know here as Bojamba) and I have spent a lot of time talking about dynamic game environments and what it takes to keep a player interested in a game. With raiding as the end goal for many players in WoW, it seems the current raid system is a confused mix of incentives and gear, a system that tries to encourage team and solo play and really only promotes solo.

Let me start by saying this: I am painfully aware of the fact that WoW, and every other game, is a business decision at the end of the day. The game has to make money or no one publishes it, no one supports it, and so on and so forth. The more people that pay month to month, the happier Bob Kotick is. I do think, though, that higher quality design and focus on the customer (player) would yield even bigger profits than current models of business.

As it stands, raid lockouts serve a couple of purposes. For one, they limit the amount of loot you can access. This is really a dumb reason to have raid lockouts, especially in the current game system. Farming heroics, which can be done without penalty, nets you gear that is just shy of progression level raiding. In a couple days you can be ready to rock ICC if you want to be. And what of the ICC buff? So you want people to experience the content but not the gear? Artificial limitations to progression point to a flaw in design, and I think that flaw is the social aspect of the game.

A lot of people would say that WoW is the most social of games. After all, there are 11 million players. But what about the game experience is truly social? Raiding is, and it’s the reason that most guilds exist. With the new badge system, though, you don’t really need a guild to raid. The big loot pieces are achieved just by running the place (and a daily heroic), regardless of what you get from bosses. Guilds just give you the (hopeful) chance to limit the amount of mistakes made in a raid setting. There is accountability to other players. For casual players, though, guilds don’t make a lot of sense any more. If your play schedule changes week to week, it’s actually better to just PuG the content. I’ve seen most of Icecrown Citadel this way, and it’s very likely I’ll see a Lich King kill in a PuG before the expansion. That was the rarest of circumstances in BC, but it’s pretty common now. This has turned a lot of people from guild raiders into solo raiders, and some of those people are among the best geared on their given servers.

At it’s core, WoW is a solo game. Yes, groups are important, and yes, you need a group to see the highest level content. But most casual players have variable play schedules, meaning even if you start to level with a friend, within a couple weeks you’ll probably see a large level gap, or one of you will move on to a different toon. The methods Blizzard previously used to encourage team play, like raid lockouts, are largely irrelevant because of the badge system and the simplified content. In a way, it can be a good thing – guilds that exist to be social are organic social systems, not forced. On the other hand, it has killed off a lot of the social aspect of the game. Random heroics are silent affairs, unless you’re running with friends.

Blizzard needs to reconsider the social side of the game separate from the loot system in order to provide quality social experiences. If attaining loot is the only thing that encourages social play, the game will quickly turn into a solo experience, and that’s just not all that fun.

Looking back at the beginning

Nasus splash.

My post last night about our first characters made me a little nostalgic. One thing I love about video games in general, especially those with a longer arc, is looking back to see where you came from, as cheesy as it sounds.

Though I first played Kassadin, I really got my start with Nasus, the first character I picked up with IP. I was bad with him – awful, really – but I’ve come to enjoy Nasus in the right team comps. From there I picked up Twisted Fate because I loved his ability to port around the map. It was something completely new from DotA and dear god was it fun to exploit (TF is still on my top played because of my early obsession with him).

My real come-from-behind story is with Shaco, though. I had started playing LoL just as Shaco launched, and I loved the idea behind him. I had also seen him do well in games but every time I played him, and I mean every single time I just couldn’t get anything going. My farm would be terrible, my item build was all over the place, and at the end of the game I just felt like I couldn’t do anything right. My brother actually used to laugh as he watched me struggle to put together some semblance of a decent game.

Shaco has since become my most played character, and one of my better played toons, and I’ve come to enjoy a majority of the characters, each for their own reasons.

LoL: How viable is melee DPS?

Master Yi.A friend of mine really likes Master Yi. I try to understand, I really do, but at the end of the day all I see is a toon with no escape mechanism and no team utility. If your opponent is bad enough he can be fine, even great, but if your enemy is mildly competent you’re going to have some trouble. To some extent his problem can be blamed on the fact that he’s melee, and melee toons have it rough. You have to throw yourself in harm’s way and hope you can live through the CC and burst long enough to get your damage in. As one forum poster put it, “when will melee DPS be viable?”

Here’s what Phreak had to say:

Melee DPS poops on kids in Treeline. It’s going into matchmaking soon. Melee DPS being underpowered is simply a function of 5 people being able to burst down 1 melee DPS super quickly. Champions like Udyr, Tynda (sic), and Mundo are able to kite in and out and heal or shield themselves, ignoring a lot of the burst out there. Yi can do similar things with meditate, I suppose.

Mostly, I feel like melee DPS does really well in small battles, and then in the larger ones seems to require a good support champ like Morgana or Kayle to keep him alive vs 5 champions. Otherwise you need to use supreme discretion to get in and out. Generally you should grab Cleanse. Ghost isn’t a bad option either. IMO it’s a different playstyle.

I agree with him for the most part. Melee toons have to choose their battles very carefully, which is why a full melee team rarely succeeds. But played well, I think melee is just as viable as any ranged. Most ranged suffer, in fact, from a reduced health pool or slightly lower damage. I’ve had some excellent games with Nasus, a toon with no escape to speak of, simply through smart play and the Ghost/Cleanse combo. It’s all about picking your battles, and making sure your teammates can help support you on your way to close the gap.

D&D Online got the free-to-play model right

D&D Online.Everyone loves a free game, especially a free game done right. Take League of Legends – the game has been around for less than a year and has already been downloaded more than a million times. It’s a great model, but one that hasn’t been as successful in the MMO world. Dungeons and Dragons Online is bucking that trend, continuing to grow both its free and subscription fee paying user base.

Turbine announced that the game has seen more than a million players in growth since the re-launch last September. Paid player subscriptions have also doubled, and the game’s store transactions are blazing along at three times the industry average, giving the franchise a 500% growth in revenue. Can you imagine what WoW’s numbers would look like if Blizzard could pull that off? Are there numbers with that many zeroes?

CEO Jim Crowley summed up the success quite well. “We’ve known all along how great this game is and by implementing an innovative new model that put the players in charge of how they pay and play DDO Unlimited, we’ve successfully expanded our reach and injected new energy into the game. Without a doubt, DDO Unlimited is a hit!”

Source: Kotaku

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