The Secret World: Puritan and proud of it

shotgunI love that feeling when you’ve just been trudging along in a game, making very slow progress, and one day everything clicks and you’re just flying.  Usually that involves crossing a threshold (level, skill, zone) and finally achieving some goals that makes gameplay a lot more enjoyable.

I’m now flying in TSW.  I am in heaven.

I’ve chewed on my build frustration on this blog before.  TSW’s open-ended skill building system offers remarkable flexibility and synergy potential, but it also means the devs have designed the game for those running builds that work pretty darn well and not the rest of us who are going around with mis-matched, underpowered, or non-theory-crafted setups.  My old build could take down a mob in an ice age or two, and I got sick of dying due to not killing that I just started stacking health gear like a tank without the tanky skills.

Anyway, a few days ago I said “Fudge this!” (fudge is not a substitution word; I like to throw imaginary fudge on my problems) and dedicated a login session to making something that, y’know, worked.  I didn’t want to just hop on board someone else’s build because I needed to figure this out for myself, plus I wanted something that catered to my playstyle and skills I liked best.  I also swapped out some of my health gear for +attack to get that DPS back up.

The end result is a shotgun/blades build that is fundamentally different than anything I’ve tried before, and it works so beautifully.  It’s not uber-DPS, but it’s respectable DPS coupled with incredible survivability.  I focused my build around two concepts: single-target strike damage and penetration.  I used to rely on blast (multi-target) skills, but they’re so horrible in taking down individual mobs that I should’ve given them up a long time ago.

The whole build concept hinges upon penetrating foes and then triggering all sorts of passive proc effects from that.  There’s boosted damage, an AOE added effect, lowering the DPS of the enemy, and so on.  There are so many penetration synergy passives that it’s agonizing to pick between them.  I threw in a +10% shotgun damage and +7.5% strike penetration chance, and I have an active skill that increases penetration chances by 40% for 8 seconds, which goes so well with the five-quick-shot Shotgun Wedding skill.

Survivability is even better with this build.  I kind of have gone overboard, but I love it all and really love not dying.  My chainsaw gives me a damage-reflecting shield, for starters.  Then I have a straight-up health skill and an evade while it throws a HOT on me skill.  Finally, there’s a passive elite called Forged in Fire that heals me up 40% when my health dips below 50% (75 second recharge).  All in all, I’m chewing through mobs while they’re having a hard time getting my health down below 75% even as a pack.  It’s lovely.

On top of the new build, I finally entered the Carpathian Fangs, the final Transylvania zone, and it’s as great as people have said.  The missions so far have been easy and rewarding, the mobs not too tricky, and the landscape lovely.  Plus, there’s a magical teddy bear or something.  I spent three hours on Saturday doing nothing but plowing through mission after mission here, taking note of a few that would make excellent repeats to stock up on AP.

The final wind in my sails is the fact that I finally got my first non-basic deck build outfit, the Puritan.  I could’ve gotten one of these outfits a long time ago if I hadn’t been constantly switching weapons and ideas, but it’s nice to get one and start on my second.

I’m pretty darn excited for the upcoming Issue #7, which takes place where I am.  I might even sub up for a month to get a few extra perks while affording the DLC.

The video game music deal of the year?

mystThis just might be.  Special thanks to Tesh for pointing me toward the Retro Game Music Bundle.  For as low as $10, you can pick up 21 (they just added three more today) complete video game soundtracks.  Some are smaller indie productions, but there’s some good stuff here too: Myst, Duke Nukem 3D, NimbleQuest, and Double Dragon Neon.  I’ve only listened through Myst and DDN, but right there is worth the cost of entry.  There’s got to be at least $10 worth of good music in all of this, so I feel happy passing the link on to you.

There’s also the option to get five soundtracks for a buck, which isn’t half-bad either.

Planescape Torment: Ragpicker’s Square

massacre(This is a continuing series detailing my playthrough of Planescape Torment.  You can check out the whole run on the Nostalgia Lane page.)

Time isn’t usually kind to video games, even ones you used to hold up as classics.  We don’t realize how much we get used to new systems, new features, and slicker technology until we jump back in time five, ten, or even twenty years to play old favorites.  Planescape Torment has a few crow’s feet around its eyes, that’s for sure.  The combat is pretty dull (I usually just trigger the attacks and watch static dagger swiping until I win while occasionally healing) and the model graphics are too small to get a good feel for the characters.

Yet what does hold up admirably well is its sense of world and quality of writing.  The writing, both in the descriptions and dialogue, fills the graphics gap, offering up terrific mental images of the people you meet.  What is even more captivating is the world itself.  I always loved Planescape because it’s so anti-typical fantasy to its very core, yet it’s still fantasy.  Everything about this bizarre world has internal logic that holds up, but you can’t depend on familiar tropes to navigate it.  You have to learn about the lay of the land and its people, figure out the slang, and piece together who you are and how you belong here.  This works in parallel between you and your character, so if you’re feeling a little off-kilter about the weirdness that surrounds you, it’s OK because so does your amnesiac immortal nameless one.

Plus Sigil just has so many concepts that engross me.  Two of them came up in today’s play session: portals and the ugly economy of Sigil.  Yup, I’ve finally arrived at Ragpicker’s Square, the supposed home of my main quest target Pharod.  Who is this guy?  Is he a friend or foe?  And does he have my journal?  I want answers, darn it!

Over the course of the past few play sessions, it’s become clear from talking with NPCs that Pharod — a “collector” who rounds up corpses to sell to the Dustmen — has come upon a seemingly unlimited supply of dead bodies and is making a fortune off of them.  About three characters have tasked me with figuring out the secret behind this, so I’ve added it to the list.  Between harlots, thugs, thieves and corpse sellers, there aren’t many people making an honest living around this place.

I stumble into an empty house in Ragpicker’s Square and find myself trapped in a one-room abode.  What’s happened is that I’ve accidentally gone through one of the thousands of portals that make up Sigil, and I lack the key (whatever it may be) to open it back up.  A jerk shows up to shake me down for a return trip, but I slaughter his face and loot his body for it instead.  Man, I have really abandoned the whole pacifistic route thing.

Another potential portal presents an obstacle to getting to Pharod, as a rubbish-filled doorway blocks my access to the underground warren where he lives.  A little detective work finds out that the key for this portal is… junk.  Actual junk.  The stuff I’ve been finding everywhere and discarding because it’s worthless.  So I grab some more and pop through the portal, making my way into the warren for the first time.

Hellooo!  Anyone home?

Battle Bards Episode 4: Lord of the Rings Online with Chance Thomas

bardssquaresmallThis week on Battle Bards, Composer Chance Thomas joins the bards to talk about the stories behind Lord of the Rings Online’s score.  It’s a strange chance to offer our own reviews and then have the composer review our reviews on the spot — but we loved it.  It’s equal parts education, entertainment, and Elves on this preciousss episode!

Episode 4 show notes

Check out Chance Thomas online!

Contact the Bards:

Special thanks to Tesh for the logo!

Scrap the Titan, Blizzard!

260px-Titan2005The big news of the day (or yesterday) is that Blizzard has apparently decided that its quite-secretive Titan project needed to be torn down and rebuilt from scratch.  Or something.  Since the studio is barely saying anything about this project, we’re left with a lot of rumors and dubious reports to give us a sketchy idea of this black bag MMO.  The only thing that Blizzard said is that it needed to overhaul the technology or adapt like the Borg or… something.  I kind of get a Duke Nukem Forever vibe here — how many times did that team restart the game from scratch due to a new engine?

Anyway, here’s my completely unwanted and unheard advice to Blizzard: You should completely scrap Titan.  Like, burn that puppy to the ground, move on, and don’t look back.  It will not end well for you if you proceed.

Wow, that does not  sound like the game-happy, usually positive Syp, now does it?  No it does not.  But the more I think about it, the more I see so many ways this could go wrong and only a couple where it could go right.  TLDR: It’s a massive risk for the studio and players will be expecting the devs to strike lightning twice.

If anyone could do that, it would be Blizzard, right?  The studio is well-known for several attributes: It develops at a glacial pace, it puts a huge emphasis on polish and iteration, it has no compunctions against pulling the plug on products that it sees as sub-standard (Starcraft Ghost and Warcraft Adventures), and it does not like to take risks at all.

But that’s what Titan is: It’s a huge risk, especially if the studio is creating a new IP for it (I’ve heard conflicting reports on whether it is or not).  It doesn’t just carry the standard risk that all MMOs have, even from established and experienced game studios, but it has additional risk due to the overwhelming expectations that Blizzard’s legions of fans will have for it.

In a way, I have sympathy for Blizzard because World of Warcraft’s monumental success also became the studio’s biggest obstacle to developing a new MMO.  Everyone will be comparing the two, even if they are light years apart in similarity, and everyone will be expecting a monster, 10+ million player hit on day one.  What we tend to forget is that WoW launched at this golden sweet spot for  a potential hit of an MMO, not to mention the fact that it took some time to swell up in subscriber size (in other words, it wasn’t at 10 million subscribers at the end of the first month).

Blizzard cares deeply about its reputation and position as an industry leader.  That’s another obstacle, because any stumble, no matter how small, will be taken and used as a weapon against it by capricious gamers.  For example, while Diablo III has sold quite well and boasts a healthy population of players, the error 37 and auction house debacles have damaged the game’s reputation while slapping some egg on the face of the studio.  Blizzard has had to learn humility over the past couple of years, and it is odd and unnerving to see this formerly arrogant company stuttering out apologies.

This brings me back to Titan.  Maybe it will be a wonderfully polished product that will gain a huge day one advantage due to Blizzard’s built-in fanbase.  But it will also be compared mercilessly to World of Warcraft by fans who will want it to be a successor and provide that new-car feeling all over again, it will be mercilessly examined for weaknesses, and it will find that it’s dwelling with the rest of MMOs instead of  automatically being at the top of the pack.

I don’t know if Blizzard can handle that.  I totally would not blame the studio for feeling like it was a deer stuck in headlights, doubting and rethinking its every move.  Maybe this delay is just to buy the company some time to see how the competition launches and figure out if their product can top what’s coming from Bethesda, Carbine, and the rest.  But if I was in charge, I’d say scrap the project and focus elsewhere.  Making a full-fledged MMO right now is painting a huge target on their forehead and sets the studio up for a showdown that will only have one of two outcomes: Either it will miraculously be a huge, polished success, or it will be devoured by the wrath of gamers who have been waiting to pounce on the big dog for some time now.

Podcasting around the blogoverse

Podcasting over the past year or so has been a lot of fun, and I am definitely aware that several fellow bloggers are into it as well.  I thought it was time to point you to some of their projects if you’re looking for more “talk MMO” to listen to: