One of the best solo classes by far in LotRO is the hunter. While I've played the lore-master and the captain, the hunter's powerful ranged attacks and cleverly-designed skills clearly make up for the lack of a pet. As a hunter, I have been able to take down elites alone and complete quests two to three levels above me.Playing as a hunter is definitely fun. It is great to be able to take down an enemy in just a few shots and to constantly challenge myself by defeating enemies of higher levels. Hunters in LotRO don't have to buy arrows, unlike hunters in WoW. This makes it very easy to quest far from town, as ranged attacks are always available. Ranged attacks work even when close to the enemy, so I'm never limited to the weaker melee attacks. Hunters also get a 15% run speed bonus early on, making resource mining much easier.
One of the best features for a hunter is the ability to instantly travel to key locations. While other classes often have to spend 40-100 silver to get from location to location, hunters slowly earn the ability to travel instantly to almost any central hub for about 2-6 silver in traveling rations. My hunter is ill-equipped to handle large crowds, which are a central component of many group quests. Fortunately, I can use the fast travel abilities to jump between areas to find quests that I can complete alone.
The only disadvantages to being a hunter that I have found so far are that I miss having a pet and that I get over-confident. After getting used to having a summoned pet with my primary character (lore-master), I miss the security I felt when I had a companion with me. It's nice to be able to use various pets to tank or deflect a few blows, especially when playing solo. Although my hunter deals greater damage on her own, this can be misleading and often leads me to seek out enemies that are too powerful for me. I find that I die more often than I did with the other classes, but I hope that this will improve as I find better strategies.
The hunter seems to be a solid solo class, and players seem to favor hunters. When I tried to join a random group to complete a fellowship quest, there would always be at least two hunters in the party, if not more. It's easy to see why, given their travel abilities and high damage capabilities. Hunters seem to have a lot of advantages over other classes, but they do have their limitations.
PopCap's games have always shown a lot of charm, and Plants vs. Zombies is no exception. From clever names to a cartoon art style, the game exudes a level of polish not seen in many casual competitors. The sounds are also quite amusing, though they run the danger of annoying those who aren't watching.The gameplay starts out at a fantastically easy learning curve. PopCap truly understands the wisdom behind the "easy to learn, difficult to master" casual game philosophy. Plants vs. Zombies starts out in a very simple manner, with few resources and a small playing field. As the player builds confidence, the game expands at a very comfortable rate, allowing the player to experiment and form new strategies without being punished. While this difficulty level may initially seem too easy for experienced strategy gamers, I found it to be perfect for a more casual strategy experience. I beat every level on the first try, from levels one to ten, but there were still plenty of challenging moments to keep my on my toes.
Although the demo is relatively short, the game promises many possibilities and an increase in difficulty. In adventure mode, there is a basic mechanic with several amusing variations. While the main game has players dealing with placing plants and resource management, simpler variations allow players to use their resource knowledge in new ways. For example, one variation no longer gives players freedom to choose what plants to place; the player must choose to place (or not to place) items available for a limited time on a scrolling conveyer belt. This variation in gameplay can be learned in a minimal amount of time but keeps players from getting bored.
Plants vs. Zombies seems to be a clever, well-structured casual strategy game. I found it to be well-worth the time I spent playing it. However, I'm not sure that I want to buy it. I typically get tired of strategy games, and I think I'll stick with the other games I already own. However, I do recommend downloading the demo. After all, this is about as cute as zombies get.
Posted under:
Casual Games,
RTS
I wasn't wild about the idea of playing Final Fantasy games on the DS. I had tried out Final Fantasy III DS a few months ago and quit after finding it incredibly difficult. I prefer to have my DS experiences tailored to the size of the console and its portable nature.I recently found myself restless on an airplane. A friend had lent me Final Fantasy Crystal Chronicles: Ring of Fates, so I decided to check it out. I was soon so engrossed in the game that I refused to properly shut it down for landing, and instead just shut my DS. I picked it up a short while later and eagerly finished my level.
Ring of Fates took me completely by surprise. It was remarkably similar to one of my favorite DS games, The Legend of Zelda: Phantom Hourglass. The are several Zelda-inspired puzzles, and much of the gameplay takes place in dungeons. The combat is mostly real-time hack-and-slash with a bit of spell casting, which reminded me of Kingdom Hearts. There was a real sense of adventure and exploration, as I was playing as a small boy out to save the world.
While I have had my fair share of complaints about child characters in video games, Ring of Fates fortunately avoids many of those pitfalls. The child protagonists are cute without being annoying, and I actaully began to like them. There is a natural chemistry between the boy and his twin sister that rides the line between rivalry and friendship.
The art style is well-suited to the DS. Like Final Fantasy III, there are some lovely FMV videos, but most of the game is in a lower resolution 3D style. The avatars are cute in their small scale, and the artists managed to put in large amount detail on many of thier outfits. The medieval setting seemed well-suited to the story and the characters.
Gameplay was enjoyable overall, but I did find a couple of weaknesses. Although the levels were scaled well and had a good sense of pacing, the game is in an isometric perspective. This can get confusing, as the D-pad controls your movement (which doesn't always match up with the perspective) and the maps are also in a square overhead view. It took me a little while to get used to the navigation in the game.
I've really enjoyed playing Ring of Fates. I'd like to see more of it, and I hope that it can be as much fun as Phantom Hourglass. It has certainly shown promise so far, largely due to the fact that the developers understood the scale and potential of the DS.
Despite my dislike of stealth games, I was looking forward to Velvet Assassin. I'm rather fond of strong female leads, whether they are in comic books, movies, or games. Velvet Assassin appeared to have the type of protagonist I wanted to play. Unfortunately, the game I was hoping to like wasn't forgiving enough for a newbie like me.I understand that cover is a very important part of stealth games. I was doing my best to utilize the cover system, but Velvet Assassin didn't make it clear enough for me. I could tell that I was in cover when I was hidden in shadows, but other objects made it less clear. For example, some bushes were cover and some were not, despite their identical appearances. This led me to be spotted by an enemy while I was crouched in some bushes, falsely believing that I was safe.
I felt very limited in the game in general. There were mechanics that seemed to serve no purpose and mechanics that were missing. I could drag bodies around, but there was little point. My movement speed was greatly reduced while dragging a body, and where was I supposed to hide it? The bushes were clearly not a good place, as the cover was inconsistent. Adding to my frustration was the lack of melee mechanics. While I am no stealth expert, it was my understanding that stealth games should at least have a punch of some sort. My character was left with no way to defend herself once my bullets were quickly expended, making her seem pitifully weak.
I ended up dying three times in the tutorial, and I couldn't get past the second group of enemies. The tutorial did little to motivate me to play through the rest of the game. There was a lot of terrain but not much actual gameplay. The art style looked flat, the game had an overly serious tone, and there was a very poor introduction to stealth. The tutorial narration and tips would disappear instantly when I pressed the action button; I accidentally skipped through what little information I was given.
Velvet Assassin provided me with an incredibly frustrating twenty-minute experience. Perhaps my inexperience with the genre or my high expectations colored my view. Regardless, I didn't feel anything like the powerful female I had wished to be; I felt like a pathetic, frail woman who had no business being a spy.
Posted under:
Stealth,
Velvet Assassin
It's no secret that I have a strong preference for Lord of the Rings: Online (LotRO) over World of Warcraft (WoW). I recently began playing as a new character to directly compare the opening 10 levels to those in WoW. I quickly realized that, despite the many similarities, LotRO has a much more epic and engaging opening.LotRO begins with an instance specific to the race of your character. The elf instance starts in the crumbling remains of a small elven village. The instance was catered to be exciting and make my player feel epic. I had to defend the town from goblins sprinkled across my path. Soon a troll stomped in front of me, and I watched from behind the safety of a gate as Elrond defeated the foul creature. I knew that I was in way over my head, but I was never faced with anything I couldn't handle as a level one character. Although I was unable to group from the very beginning (which some argue is an advantage in WoW), the brief instance immersed me in the setting of the game and the conflicts that I would continue to face each time I logged in. My character was already an integral part of the struggle, having hid precious relics, and facing a terrible foe named Skorgrim just minutes from the start. It was an exciting experience, and a great way to start the game.
LotRO contains many other elements that help to create a very polished gameplay experience. The quest flow is fantastic. The quests are centered around the conflicts between races and regions. The quest dialogue is more detailed than that in WoW, so the lore is there for those who care. I constantly felt like a hero, whether saving a lynx cub or gathering allies to defeat an evil wraith. The areas are also catered to gameplay. While an area may appear to be a wooded field from a distance, the trees are placed in clusters to allow for proper combat and gameplay space. Also, areas are often full of quests. When I left a town, I could frequently complete five quests before I returned.
LotRO is certianly more exciting in the beginning than WoW. I found that starting in an instance was a fantastic way to immerse me in the lore of the game. Although I have skimmed my fair share of LotRO quests, I am always glad that the lore is there behind every quest I complete. LotRO's world feels more real to me, and it is a place where I feel respected as a player.
Posted under:
Lord of the Rings Online,
MMORPG
One of the most challenging issues to deal with in our society today is a lack of productivity. People can spend eight hours at work and come home, feeling as if they got nothing done all day. Yet games such as World of Warcraft (WoW) provide a very rewarding structure. In just half an hour in WoW, a player can kill 20 vermin and complete a quest or two. In a night, a player can gain an entire level, especially at lower levels. WoW is excellent at providing rewards, but is it fun?In the early levels, playing as a draenei paladin, I found WoW to be both fun and rewarding. In just four hours, I reached level 10. The game is cleverly tailored to beginning players; the opening area is easy and harmful creatures are clearly marked. Enemies are often not hostile until attacked.
Blizzard added a lot of very thoughtful design concepts to the opening quest flow as well, making questing quite painless. Players are given just a few quests to manage at first - no more than five or six. Breadcrumb quests are given to lead the player to the next area, and there are often additional quest-givers along the way, providing both a visual cue for the player and reinforcement that he is on the right path. Quests given out the same time are often grouped in the same area, reducing frustration for a player, as he can often get rewarded for killing the enemies on the way to a quest item. The actual numbers of items to be collected are also kept to a minimum, often between 1 and 8, reducing tedium. Another nice feature was a remote quest giver, such as a scout in an enemy area, that could give the player credit or move him forward in a nearby quest without the need for the player to return to town.
The quest flow in Ammen Vale and Azuremyst Isle was enjoyable, but still not quite satisfying enough for me. There were only a couple memorable quests out of the many that I completed. I was very impressed by the Prophecy of Akida quest chain, in which I could turn into a panther and travel through the world as if I were in a spiritual realm. The game took on a sepia tone, and the screen swirled into a haze. It was a fantastic experience, but, unfortunately, such quests are the exception. Most of the quest writing is somewhat bland and uninteresting; while WoW does have a fairly consistent writing tone, it seems to be written for those that only wish to skim the text. For this reason, I felt that, although I was generously rewarded for completing quests, the rewards themselves were hollow. The people who gave me the quests were not characters, just resources. The work I did seemed to have little impact on the world around me.
Although playing through WoW at a normal pace was more satisfying than playing with triple experience, I found that it is still not the MMO for me. The unmemorable quests encourage the player to push through the levels without much thought. It seems to promote instant gratification with minimal effort or investment in the world. I prefer a world that encourages me to be invested in the story and to reward me only when I deserve it.
Posted under:
MMORPG,
World of Warcraft
Blizzard has a recruitment promotion for World of Warcraft (WoW) that gives the recruiter and a new member triple experience while questing together. I'm interested in working in MMO development, so I thought this might be a good way to get to the endgame in WoW. While it seemed like a good idea at first, I soon found that this type of unbalanced leveling led to a host of problems.I began as a blood elf hunter and my friend chose a blood elf warlock. The first few levels felt easy, which is typical and helps to get players hooked. There were some nice areas, such as Farstrider Square, that had a lot of quests and were well-designed.
The problems started occurring after the first few levels. I actually got to a point where I had absolutely no quests, perhaps because I had missed a breadcrumb quest or leveled too quickly for the area. There were too few quests to start, and then there were too many. My friend and I began abandoning more fun but time-consuming quests for the kill quests, as they would provide more experience points for our time. The quest flow was completely thrown off by the triple experience. We were abandoning quests that would unlock other quests, and leveling became a dull grind.
There were other problems caused by the unusually fast leveling. We had too little money, as items we would normally gather and sell in the completion of quests were no longer acquired. This led us to be too poor to buy some skills unlocked as we leveled beyond our financial means.
I may have enjoyed WoW more at a normal pace, but the triple experience seems to turn leveling into a grind. I would hope that a lot of the fun in an MMO could come from the journey, not the destination (or endgame). If I'm going to spending hundreds of hours in that virtual world, I want to enjoy as much of it as I can.
Posted under:
MMORPG,
World of Warcraft