Warcraft: Saving Baine

Spoiler alert for Patch 8.2

Today I finally did the Stay of Execution scenario, months behind schedule, and it was superb. Long an advocate for the Tauren, and for Baine Bloodhoof to become our next Warchief, this solo dungeon make it all the clearer that he is the right choice.


I unlocked it by finishing up some quests in Nazjatar, not really knowing what was going to happen - somehow I’d managed to avoid spoilers for all this time. I was shocked to find that Sylvanas was about to execute Baine for ‘betraying’ her when he reunited the newly Undead Derek Proudmoore with his sister Jaina.


A Shamanistic vision shows us that he is imprisoned below Orgrimmar (in a repurposed dungeon based on the Siege of Orgrimmar raid), and we need to act immediately to rescue him. We’re joined by Thrall and Varok Saurfang, heroes of the Horde and stars of the Safe Haven cinematic, and it’s a thrill fighting alongside the two elder Orc legends.


But that’s nothing to the shock of who we find half way through the mission.


Jaina. I was genuinely surprised, which I guess says something for how little attention I pay to the streamers and data-mining lore-reveals. It’s a nice feeling to find a game you’ve played for so long can still take you by surprise, and a reminder of just how strong Blizzard’s lore and writing team can be - and a reminder of why we keep playing.


Jaina is there to rescue Baine too, not just because of the Derek Proudmore moment, but because Baine is good people. He, of all the participants in this war, doesn’t deserve a traitor’s death. The confrontation between Thrall and Jaina is beautifully played out, as they - and we - unite to rescue Baine from Sylvanas’s prison.


A faction leader, disgracefully strung up by Sylvanas. No honour here.[/caption] The in-game cinematic that finishes the scenario is one of Blizzard’s best. Jaina and Thrall gazing down on Thunder Bluff, fearing Sylvanas’s retribution, and both reflecting on the terrible cost of the years of conflict and death.


Thrall’s regrets in particular struck home with me, his sorrow over the death of Baine’s father Cairne, and all the conflict and ruin that has wrought. Jaina’s reaction to Thrall’s pain is magic, and brings great hope for future peace between the two warring factions.


I still hold some slim hope that Sylvanas will somehow be shown to have been acting in Azeroth’s best interests, that rousing Azshara and N’zoth was required in order for the factions to unite and defeat the larger threat. But the destruction of Teldrassil has probably put paid to her reputation ever being rehabilitated. Her time is over.


If anyone can heal the rift between the Alliance and the Horde, it’s Baine Bloodhoof. And if Sylvanas really does try and burn down Thunder Bluff nothing can save her from our retribution.

#Blaugust19



FFXIV: She’s crafty

I’d forgotten that upon reaching level 10 I could start to train in the gathering and crafting professions - or Disciplines of the Land and Hand in game terms. It wasn’t only level 10 that was required, it was that plus finishing the mandatory Gladiator introductory sequence. I almost felt guilty being tempted when my Guildmistress told me that much as she hated to say it, I was free to go and train in other Classes.

What I didn’t realise was that training the Hand/Land classes was the same as switching to an entirely different Combat Class. When I trained as a Miner I suddenly lost all my Gladiator skills, my action bars swapped, and I was suddenly near-naked in the middle of the Mining Guild.

Now I understand why so many people are semi-dressed when they’re crafting


Working out how to dress more appropriately, I soon found the ‘Recommended Gear’ button on the UI, which very smartly worked out what gear I should equip for my current Class. And then I could save that as a Gear Set, and switch between Combat and Profession equipment with ease.

I was equipped with a Mining Pick and had a single action available called Prospect, which promised to reveal mining nodes on my minimap when active. This is very different to my experience in other MMOs where gathering and crafting are very much secondary skills, requiring only a tool or two in your inventory. Here you become a miner, or goldsmith, or tailor, etc.

At first I was sceptical that this was a good idea - having to swap entirely to a new load out and skill set just to mine some ore seemed quite cumbersome. And it means that you can’t just spot a node as you’re adventuring and gather it on the move. You need to set out specifically to gather, or craft, and abandon your combat role entirely. I do worry what would happen if you set out with mining pick and sub-optimal armour equipped, only to encounter some aggressive mobs that needed your full kit to counter. I wonder if you can swap mid combat, or if it’s like other games where once you’re engaged you’re locked out.

Mining pick equipped, I ventured back out into Thanalan and soon found my first node. They are much prettier than Warcraft that’s for sure.

Tempting


I duly started picking away at it, and discovered that FFXIV has a much deeper crafting system than I expected. One you find a node, you can choose what you want to try and extract from it, and what the chance of recovering each possible reward is.


This kind of blew my mind, as this made gathering is a game in itself, with chance and gambling and decision making instead of just mindless clicking on shiny nodes. There’s a full list of levels and skills to be learnt, quests and objectives, and I presume you could play the game as solely a crafter if you were willing to forgo combat.


I’ve always been intrigued by Bhagpuss’s reports of the full crafting storyline in EQ2, and it looks like FFXIV has at least some semblance of that, though whether it goes quite as far as EQ2 does is yet to be seen:

It’s completely viable [in EQ2] to have characters who only craft and still have a well-developed, structured throughline from creation to cap that includes everything an Adventurer could expect. There are signature questlines at all levels, side-quests, storylines, upgradeable gear and tools, important NPCs to meet, titles to earn, achievements, you name it. There are even craft raids.

Training Mining also unlocked a Gathering Log full of lists of items to find while Mining. Similarly training Weaving created a Crafting Log, though it was more functional, containing recipes for how to make gear and accoutrements. Crafting an item involves chance, material wear, and action bar skills in order to make the object you desire. The animation is also pretty great, a full spindle or needlecraft pad appearing for weaving, and accompanying over the top excitement when you successfully make a ball of twine.


Exploring this has opened up a whole new world within FFXIV, and I found myself excited to start progressing the profession chains - perhaps even more than following the actual storyline. The fashion, armour, and weapons you see just wandering around Ul’dah continue to be astonishing, and I assume that much of it is created via crafting, no doubt at great expense. The bigger capitals and endgame hubs must be a sight to behold, and I can imagine setting up as a crafter of exclusive goods must be an excellent earner and satisfying game in and of itself.

Wondeful and beautiful design


My only regret is Fishing isn’t available in Ul’dah, for that I need to travel to somewhere called Limsa Lominsa - and to get there I need to get to Level 15 apparently. I’ll do that on my Gladiator given I’m 12 now, unless Gathering ore becomes more interesting!

#Blaugust18



FFXIV: Motivation

I dipped back in to FFXIV today, spending some time following the main story questline. At my low level it doesn’t seem to be terribly different from the non main story quests, or at least the objectives aren’t. One had me handing out exactly four treats to starving children, another dealing with precisely three bad-guy Lancers. Meanwhile the side quests were more or less the same - collect eight ribs, investigate four bits of ore on the railway tracks.


The main difference was that there were occasional cut scenes (still unvoiced), and the reappearance of the Handsome Stranger. I faced down a gigantic animated clump of boulders, and a mysterious black robed figure marvelled at my apparent skill in defeating it. So there is the hint of something larger brewing, though it’s hard to follow exactly what that is.

Not so handsome now


I found it quite hard to stay motivated, though it’s hard to say whether that’s the game or I just wasn’t in the mood for MMO style gaming. While I enjoy the open world of an MMO, sometimes the tight confines of an on-rails single player game can be more absorbing, or at least more distracting.

The other thought I had was that it would be more fun to be doing this in a group. I found the same thing in GW2 and SWtoR, where I would have fun playing solo to a point but then drift away and never complete any characters.


In SWtoR it was often because it seems a waste missing out on the group conversation options, which is one of the underrated features of the game. Playing in a group allows you to independently choose the dialogue option you want, and then a random roll determines which choice ‘wins’. It makes questing much more interesting as you often get to see responses you wouldn’t otherwise have chosen. In GW2 I think it was more the same kind of problem I’m feeling in FFXIV, namely uncertainty about exactly why I’m doing all this if I’m not playing with friends, or heading to an endgame where I could.


The thing that makes me question that theory is WoW, where I will more often quite happily play completely solo, working on alts or grinding out reps and rewards on my main. The difference being that there’s a group of us that noodle about every so often, and with who I had a brief and vaguely glorious period of raiding, and one day might do so again.


I wonder if were I a GW or FFXIV veteran instead of a Warcraft one I would find WoW had the same issue. Or, more likely, I’m just having an off day and I’ll be back in the chocobo saddle tomorrow.

#Blaugust17



Red Dead Redemption 2: Ballad of a Well-Known Gun

Last year I finally played Red Dead Redemption and said it was “easily one of the greatest games I’ve ever played”. Now I’ve played the sequel prequel and it too is up there in the pantheon.


Rockstar took the unusual approach of releasing it as a prequel to the original game, which at first seems like an odd decision. But that decision immediately pays off, as you are introduced to the new protagonist - Arthur Morgan - via a mission to rescue the hero of the first game, John Marston. This provokes two instant emotional reactions: one being the joy of seeing John again, and the other the beginning of forging a new bond with Arthur - a bond which is the core of RDR2. It’s a brilliant beginning to a brilliant game.


I pulled out my stage coach times And I read the latest news I tapped my feet in dumb surprise And of course I saw they knew

The journey of the game is a familiar one to Western fans, following Arthur and his adopted family of outlaws and rebels through their dreams and tribulations on their quest for a better and free life. Arthur himself is a rough man of few words but long on loyalty and honour. And over the course of the game you grow to love him deeply.


The Pinkertons pulled out my bags And asked me for my name I stuttered out my answer And hung my head in shame

Being a Rockstar game you are mostly free to play Arthur as good or as bad as you choose. You can be an upstanding gangster grudgingly respected by even the law abiding citizenry, or you can be a nasty piece of low down villainy who terrorises from lake to landing. Naturally I chose the former, though there are enough moral conundrums and choices to ensure that you’re never quite the model citizen, always straying outside the law rather than in.


Now they’ve found me Lord I say at last they’ve found me It’s hard to run From a starving family

The game world is stunning, the most alive and realistic (within the Western framework) world I’ve ever ventured in. The wildlife and nature is quite incredible, both graphically and audibly, each valley or mountain top or forest swarming with movement and sound. For much of the game you are simply riding free and exploring, drawn to the next vista and watching herds of bison grazing on the plains.


Reading that ornithologists have studied the game and gave it top marks comes as no surprise. Nor that a friend’s father examined the railway details all the way down to the joinery on the sleepers and rails and was amazed by their accuracy. It may sound crazy to put that level of detail in a game of this type, but it pays off in spades with the immersion and joy the world generates.

Now I’ve seen this chain gang Lord I say let me see my priest I couldn’t have faced your desert sand Old burning brown backed beast

Special mention must be made of the horses in the game. The models are beautiful, from their movement to their coats to the idle animations to the incredible detail of their faces. Over the course of the game you can tame wild horses and develop their skills, and by the end you will have made a bond stronger then iron with your favourites.


The poor house they hit me for my kin And claimed my crumbling walls Now I know how Reno felt When he ran from the law

Some reviewers have said you don’t need to play the first game to play the second, and while that is true it also means you would miss out on a huge component of the RDR2. Knowing the fate of many of the characters you play alongside brings an emotional heft that is extremely affecting. It’s quite different to a sequel where you are continuing a story, here you are starting a story where you know the ending, and that makes all the difference in the world.


Now they’ve found me Well I won’t run I’m tired of hearing There goes a well-known gun

It is an extremely emotional voyage the game takes you on if you let it, one which can be played with great freedom of action and yet remain a shining example of the power of a single player game to craft and shape a story that lives on beyond the boundaries of the game. And in Arthur, Rockstar have created one of the great videogame - or any medium really - characters. Spend some time in his skin and you’re unlikely to forget it.


#Blaugust16

Song lyrics from Elton John & Bernie Taupin’s ‘Ballad of a Well-Known Gun’



Warcraft: Blackrock and a hard place

Our Alliance Guild ran Blackrock Depths this evening - or at least the first 7 bosses: it has 20 in total. I suspect this is the largest 5 man dungeon in Warcraft.

One great feature is seeing where you will end up…


Doing some research for the run, I was amazed to read that when it was originally released in Patch 1.3.0 in 2005 it would take 4-6 hours to run. That’s remarkable, and remarkable that people would have the stamina to do such a lengthy run. Especially given how much harder it would have been on release with mobs at level and no min-maxxing possible as this Dungeon would have been dropping the best gear in game.

…as you progress through the dungeon


Even just navigating it must have been a challenge, with multiple levels and an dizzying array of routes and obstacles. These days it’s much easier with Dwarven mole machines allowing fast travel to various spots throughout the maze.

With my Emerald Dragon Whelp allies summoned from this excellent sword


It has unique attributes like The Black Forge which is the only place in game where you can smelt Dark Iron Ore, and The Black Anvil which allows those bars to be crafted into items. And those two locations are deep within the dungeon, so you can’t just traipse down there to do a bit of crafting.

It’s lovely that the gear you forged was largely fire-resistance, which set you up for the yet to be released Molten Core, the first Warcraft raid. The Forge is even located just before the entrance to the Raid as a hint and teaser. That kind of precise logical progression is sorely missing from the ‘retail’ game.

The scale is stunning


Places like Blackrock Spire are another reason Classic is going to be fascinating. When even the Dungeons are challenging marathons, it will be a real test of the capacity of the modern MMO player. Assuming it’s successful enough to move off Patch 1.12, which it surely will be given the current level of interest.


#Blaugust15