Friday, June 24, 2011

Dungeon Siege III

What is it about shiny new loot that makes action role-playing games so enthralling? There's something perpetually rewarding about seeing a heroic warrior graduate from lowly rags and a rusty sword to gleaming gold armor and a katana so sharp you can lop a cyclops' head with it in a single swipe. Dungeon Siege III has that same hook, so if opening treasure chests and breaking open urns is your addiction, this straightforward RPG will fuel it. Whether or not the game fulfills your other RPG needs is another matter. Dungeon Siege III marks a departure from the series in a number of ways. Most obviously, this is the first time the series has appeared on consoles (discounting 2006's PSP spin-off), and PC players in particular will at once feel the sting of multiplatform development. Control and interface elements that feel fine on console don't necessarily translate well to a keyboard and mouse; considering the series' famous focus on usability, this is an unusual turn of events. That's not the only turn for the worse in Dungeon Siege III, though that isn't to say that this game isn't entertaining in its own right. There's something oh-so-satisfying about carving up giant spiders and armored soldiers and pilfering stuff from their corpses. But so much has been stripped away in this sequel that if it didn't take place in the land of Ehb, you wouldn't even take it for a Dungeon Siege game.

Previous Dungeon Siege games didn't spend much time trying to weave an intricate story. Dungeon Siege III bucks tradition in this regard. You spend a good amount of time conversing with other characters, learning about primary villain Jeyne Kassynder and the kingdom's festering political conflicts. The plot is simple enough: you must defeat this wayward woman and restore power to the legion. Where Dungeon Siege III tries to excel is in the element of choice. As is the fashion in modern RPGs, your choices in dialogue trees can steer certain elements of the story, including the fates of primary and secondary characters alike. At predetermined intervals, and at the conclusion, the game wraps up the results in Fallout-esque summaries accompanied by attractive, sepia-and-gold-toned still images. These chronicles are recounted with great gravitas by a throaty narrator, as if this were a tale for the ages to be passed down from one generation to the next.
If only the tale were worth such solemnity. You play as one of four different characters, each of which has a different relationship to the Legion and different ties to Ehb's past. Dialogue and other story elements differ based on these elements as well as on your dialogue choices, and it's easy to appreciate how the story machine flips all the right switches as you move along. But mechanical intricacies don't necessarily make for an engaging story. Dungeon Siege III doesn't have enough character to give these decisions weight. You spend a lot of time hearing about Jeyne Kassynder's thirst for vengeance, but rarely witnessing it. There is a lot of familial reminiscing, but you aren't given any emotional hook to draw you in--no flashback scene, no signature music, no moment of quiet repose. Had Dungeon Siege III spent more time developing its forgettable cast of characters, these branching story paths may have succeeded. But while Dungeon Siege II stretched beyond 40 hours--more than enough time to weave an involving yarn--you could easily wrap this adventure up in a dozen hours or so.
If you're a Dungeon Siege fan, you probably wouldn't come to this sequel for involved storytelling anyway. In fact, you might be surprised by just how hard the game tries to frame all your mouse-clicking with meaningful choices. Rather, you probably came for the action and the loot, and on this basic level, Dungeon Siege III succeeds. If you prefer getting up close and personal, Lucas' swords allow you to wade right in. If you like keeping your distance, go with Katarina and her high-powered rifle. Among the four available characters, you'll probably find one to your liking, though series fans might miss the creative freedom of choosing and naming a character as they see fit. And then you crawl through crypts and scour forests, destroying skeletons and spiders and all the beasts you expect to find in fantasy games of this sort. The action culminates in a number of boss fights against teleporting mages, warmongering warlocks, and tentacled terrors. These are entertaining battles--tough enough to require some adept use of your powers, but rarely difficult enough to frustrate.
You eventually earn six offensive powers: three for each combat stance. Each stance lets you take a different role--usually long-range versus short-range--and three of those powers can be performed within that stance. You also earn defensive powers, and as you level up, you sink points into passive bonuses for individual skills, as well as for overall benefit. That sounds more complex than it really is. In practice, you hammer off standard attacks and tumble or block, while occasionally switching stances and firing off powers to clear the crowd, heal yourself, or send a fiery jackal to do your dirty work. It feels fluid enough on consoles; on the PC, it doesn't feel as smooth as you'd have hoped for a Dungeon Siege game. In most such RPGs, including prior Dungeon Siege games, you click on the target you wish to attack; in Dungeon Siege III, the autotargeting is not associated with your mouse pointer, so you must face your target first. You'd think you could just click on loot to gather it, or click on treasure chests to open them; here, you have to move in close and press a key. While tumbling and blocking feel natural enough with a controller, the way they function on the PC feels fiddly and out of place. And if you don't like some of the awkward key mappings, oh well: you can't change them

Tuesday, June 21, 2011

Kingdoms of Amalur: Reckoning First Look Preview

Developers 38 Studios and Big Huge Games took the opportunity at this year's Game Developers Conference to show off their new action role-playing game Kingdoms of Amalur: Reckoning. Founded by former Major League Baseball pitcher Curt Schilling, 38 Studios has assembled a talented cast from across the entertainment industry to bring its primer title to life. These include Spawn creator Todd McFarlane, New York Timesbest-selling author R.A. Salvatore, and Elder Scrolls IV: Oblivion lead designer Ken Rolston. We got the chance to peek into their fantasy world during a hands-off demonstration last week.
We began in a crypt, knee-deep in a pile of corpses. All we knew was that our character had recently died. Now, he was alive once more, thanks to the efforts of an excited gnome that had appeared on a balcony overhead. However, the one-sided conversation was cut short as the gnome urged our character--a blond-haired bruiser decked out in a pair of long johns--to arm himself against the crypt's hostile inhabitants. Our character lifted a broadsword from a nearby corpse, and right on cue, he was attacked by a skeleton warrior.
As the two traded blows, the developers explained how they had integrated some traditional action game combat mechanics, such as launcher attacks and enemy juggling, into Reckoning. Each attack from our character was controlled with just one button, with variations in timing determining which attack was used. Our character opened with three quick strikes; then, he performed the same series again and paused slightly after the second hit before attacking again. This triggered an upward slash that lurched the enemy into the air, leaving him vulnerable to more hits.
With the battle concluded, our character collected some loot from the skeleton's body. As it turned out, the fiend had a bit of a leather fetish because he was holding a pair of leather pants, boots, and armor. These items could be compared against our character's current equipment and even equipped from the loot screen if we wanted. The developers made it clear that they wanted all of the customization options found in a traditional role-playing game, but without all the cumbersome menu diving found in other releases.
As we exited the crypt, our pilot skipped us ahead to the city of Didenhil. This scenic forest village served as one of the game's main quest hubs. Here, we received a crash course on item crafting as our character produced a special gem that, when socketed with our broadsword, created a flaming broadsword. To help demonstrate how awesome this new sword was, he chased down an unsuspecting chicken and used it to punt the creature clear across town and into a small pond. It was an impressive shot.
Our pilot cleared out of Didenhil soon after and rolled up on a snoozing, snakelike creature. Hungry for more animal cruelty, he engaged the monster by alternating between his new sword and a large war hammer. Just like our previous encounter, each weapon was controlled with a single button, and our character could alternate between the two midcombo. The serpent responded by vomiting up a few of its offspring to attack us, which we used to try out our magical abilities. Even though our character was more of the warrior type, he still had access to some aggressive spells that complemented his play style. He could deploy waves of jagged rocks to damage nearby attackers, use a shock wave spell to knock back enemies, or call upon a magical hand to pull targets into melee range.
Once the snake was slain, we spied an entrance to a dungeon not far from our position. Once inside, we noticed that our character had been transformed from a warrior to a wizard. And while wizards aren't known for their martial prowess, the developer wanted to make sure that the magician's weapons were just as much fun to use as any other. Our character quickly encountered some kobolds and drew an ornate wooden staff. Cascading waves of ice covered the cave's floor with each swing of this weapon. And if one foe got too close, our pilot would teleport away before tagging it with the mark of flame spell. This spell transformed the feral fiend into a living bomb that could be detonated at will.
Our demonstration ended with a head-to-head battle against a cave troll. Here, our character made use of his second weapon, a pair of flaming chakrams, to engage the monster from a midrange distance. While these deadly rings lacked the reach of the staff, they excelled at quick hits and covered a lot of space on the front and sides of our character. Once the monster had taken enough punishment, our pilot triggered a quick-time event to finish it off. Luckily, he didn't have to worry about failing the event because it only involved tapping one button repeatedly to do additional damage. Onscreen, this manifested as a giant, magical spear being jammed through the troll's skull.
In the aftermath of this encounter, our character leveled up, which meant he had some skill points to spend. In Reckoning, what skills you have unlocked determine what class your character is, and you will be able to switch between classes with the same character. The skill tree itself is broken down into three branches: might, finesse, and sorcery. Each branch dictates a specific play style with numerous pure and hybrid classes available to unlock. While we didn't get to try out Reckoning ourselves, it looks like 38 Studios is making a lot of smart decisions with the design of its game. If you're ready for another high-fantasy romp, then look for Kingdoms of Amalur: Reckoning on the Xbox 360, PlayStation 3, and PC in 2012.




Call of Duty: Elite First Look Preview

Activision Blizzard's other major breadwinner in the family, World of Warcraft, has proven that to be successful in the extremely competitive gaming landscape, creating a vibrant, fun world isn't enough anymore. To keep players engaged, they need to be immersed not only in the content within the artificial world, but also in talking about it with the friends they make and thinking about their virtual pastime long after the console or PC has powered down. With this in mind, Activision recently gave us a sneak peek at the Call of Duty: Elite service that it hopes will keep shooter fans coming back for more games and interacting with other like-minded players.
Our presentation began with some impressive stats: globally, more than 30 million people have played Call of Duty multiplayer matches in the last year, 20 million players continue to play each month, and 7 million log on to cap each other each day. However, as a result of the franchise's yearly release schedule, player fragmentation means that they're not all playing the same game, let alone conversing with each other in the same space. With this in mind, Activision hopes that its Elite service (formally code-named Project Beachhead) will create a "connected service" that will "enrich the multiplayer experience."
Marketing mumbo jumbo aside, what is Call of Duty: Elite, and how does it work? Great question from you there in the back--let us elaborate further. Elite is designed to create a single, portable profile that spans across COD games, moving seamlessly when a new title is released and giving you access to a huge amount of player data for you and your friends, as well as for total strangers. Unfortunately for those of you (and there are plenty) still actively playing older games like Modern Warfare 2, Elite will only support Black Ops and future titles, with Modern Warfare 3 being the first game to be built from the ground up to include Elite functionality.
Activision is working hard to ensure that no matter where you are, you'll have access to your stats--they'll be available through the game's multiplayer mode, accessible online with a Web browser, and (though we didn't see it in action) an iPhone app. The service will be split into three major elements: Connect, Compare, and Improve. Connect will allow you to find friends and keep track of them through a new grouping system. Searching for groups in your areas of interest (in our demo, photography) would return all available joinable groups that you could opt to become a part of. If a group doesn't already exist, one will be automatically created, and you'll become a member. Activision hopes that it will bring together people with similar interests, and eventually feed back into the game, allowing them to foster competitive leagues and impromptu battle groups, such as fans of one football team taking on another.
The Career category works like an extended version of the Combat Record found in Black Ops and provides a breakdown on your kills and deaths, your proficiency with individual weapons, and top-down heat-maps for each environment. Leaderboards can be filtered to show your mettle in the larger COD community, or boiled down to compare against only your friends' records.
Compare and Improve are the two new features we can see being most useful to players. Improve acts like a personalised COD trainer, giving expert hints and tips on each map, weapon loadout, perks, and kill streaks. It lists spawn points, shows the most effective weapon combinations for maps, and opens up potential for plenty of theory-crafters to compare weapon damage breakdowns and kit effectiveness. How much the coaching will improve each player's game remains to be seen, but it never hurts to get a few pointers from the pros.
From what we've seen so far, grouping could be laying the path for more serious competitive play in the future. As it stands, the current system will allow players to enter Activision-sponsored events such as screenshot competitions. Prizes will include a mixture of digital items, like emblems and medals, and real-world tangible goods like Call of Duty belt buckles, iPads, and (at least for North America) a customised Jeep.Read our Q&A with Chacko Sonny for details on how regional competitions will work.
So, how much would you expect to pay for this new suite of tools and data? Well… we don't know, either. While Activision has said that Connect, Compare, and Improve features will all be available free to current players (multiplayer games will also remain free), there will be a premium subscription available that will include the various DLC drops that are released for each game. All we know so far is that according to the publisher, it will cost "less than any comparable online gaming or entertainment service."
From our time using the system, the wealth of information on tap is deep, the interface is easy to use--if a little daunting for first-timers facing waves of info--and the social aspects will help players expand their circles. We'll be interested to see how the system fares once players begin tracking and participating in a large number of groups, how well regionalisation of competitions will be handled, and whether the stigma that comes with subscription pushes away potential users. Call of Duty: Elite will be available for Xbox 360, PlayStation 3, and PC owners later this year. Stay tuned for more details in the coming months.

Call of Duty: Elite

Call of Duty: Elite confirmed as premium-tier service, MW3 multiplayer still free
[UPDATE] Activision is planning to launch subscription service alongside Modern Warfare 3; will feature extra maps, free Facebook-like social network; beta begins this summer; first trailer inside.





The Wall Street Journal has confirmed speculation that the online service Activision is planning for the Call of Duty franchise will indeed be called Call of Duty: Elite. Speculation about the name surfaced earlier this month when a logo for Elite surfaced online. The service is being developed by a recently formed internal studio, Beachhead.
As suspected, COD: Elite will be a premium service offering extra content for a monthly fee, notan attempt to charge for multiplayer gameplay. In fact, some of the content offered on Elite, such as a Facebook-like social networking aspect, will be completely free.
"COD ELITE is free, for all players, some paid aspects TBD. Absolutely NO fee to play #MW3 multiplayer. Detailed reveal coming tomorrow AM,"tweeted Infinity Ward creative consultant Robert Bowling Monday night. "#MW3 multiplayer is free to play as it always is."
According to the Journal, Activision executives expect the monthly cost for COD: Elite to be less than that of Netflix's lowest-level service, which costs $8/month. In exchange for that fee, subscribers will get access to more map packs and analytical tools that will let players gauge their in-game performance according to kills by weapon type and other factors.
Speaking with the Journal, Activision CEO Bobby Kotick said that the service is intended to supplement the Call of Duty experience and emphasized that the multiplayer aspect of Modern Warfare 3 will remain free. He also said that customer service for Elite is so extensive that the service couldn't be supported for free.
[UPDATE] Activision has now formally announced Call of Duty: Elite, saying "many key features" of the service will be free. It also confirmed that the premium level of the service will include "a wide range of state-of-the-art services, exclusive entertainment programming and all-inclusive game content for less than the cost of any comparable online entertainment service currently in the market." The company did not, however, announce the price of the service.
Activision also revealed that Elite will be the stage for a variety of Modern Warfare 3 competitions, as well as undefined "events." Both types of festivities will see the doling out of both in-game and real-world prizes to winners. A just-released trailer for the service (see below) reveals that Elite's social aspect will let players form groups and clans, as well as share films of themselves in action.
A public beta for Call of Duty: Elite will begin this summer using Call of Duty: Black Ops, with sign-ups already under way at http://www.callofduty.com/elite. However, when the service launches on November 8, it will be "fully" integrated with Modern Warfare 3, allowing for two-way communication between Elite and the game. That means that actions made in Elite--which can be accessed via mobile devices, PCs, consoles, and games themselves--will affect users' in-game experience.

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