I’ve signed up for Blaugust 2018, which is a wonderful initiative from Belghast at Tales of the Aggronaut to initiate or (re)kickstart gaming blogs. It’s amazing what one enthusiastic blogger can do – so far there’s 80+ blogs signed up, and a great list of mentors from the more established blogs out there. So many thanks to Belghast and crew for all the work on this – and for helping waking this blog up again!
With the Thonry War underway, I needed to get away from Sylvanas’s crazy crusade for a while, and there is no better way to find some peaceful equilibrium than fishing1.
I’ve been tootling around the Legion zones seeking all the rare fish for the Bigger Fish to Fry Achievement. There’s a fun mechanic where you occasionally fish up a special bait that in turn gives you a two minute buff in which you can catch the associated rare fish.
The bait names are all pretty amusing – from Message in a Beer Bottle to Stunned, Angry Shark – and some even create things like a Sleeping Murloc who runs around throwing fish with gay abandon. Each zone has it’s own fish, and it’s a nice way to tour some of the more out of the way places on the (still beautiful) maps.
But I mostly love just quietly throwing in a line and waiting. Those moments when nothing is happening, and you can simply enjoy the serenity and scenery. It’s like real fishing, but with less rigmarole, and far less smelly.
For the first time as a dedicated Horde player I am questioning my role in events. The pre-expansion quests have Sylvanas leading the Horde in a wholescale invasion of Alliance territory, quite clearly an act of war, and only very marginally justified – if at all.
I’ve always liked Sylvanas, and loved her role in the Legion and BfA cinematics. She’s a true Queen, getting down and dirty with the rabble, and unleashing that banshee wail. I was proud to serve under her, and one of my oldest characters is an Undead Rogue who has always followed her Queen.
But this war she has started is unsettling. Her justification – that we need to stop the flow of Alliance Azerite into Darnassus – is very flimsy, so flimsy that there must be more to it. Taking my Tauren Hunter into the campaign alongside her felt almost like a betrayal – I don’t want to be doing this, and it feels wrong, but I’m following along because we must.
I’d love to see the Alliance side of what is going on, it’s almost enough (but not quite) to use the 110 boost to jump in on the Alliance side and witness what they are experiencing. Is there another side to this story?
It certainly feels bad dragging the recently recuited Highmountain Tauren into this conflict too. They joined the Horde in good faith having seen what we could do against the Legion and to defend their lands. Before they have time to breathe, they are being asked to join what appears a phony war with a dark and irreversible ending.
As Rohan at Blessing of Kings noted, this is different to what Garrosh did at Theramore, as we are personally involved. Garrosh was a monster, but one we didn’t have to follow directly into catastrophe, which is where this feels like it’s headed. Rohan is right that we should applaud Blizzard for committing to the conflict and forcing the players to acknowledge it, but it’s also hard when you basically have no choice. We can’t conscientiously object.
Having said that, it was interesting to see that it seemed like the bulk of attacking forces were Orcs and Goblins. I hold some slim hope that perhaps this is the time for Baine Bloodhoof, son of the mighty and betrayed Cairne, to step up and hold the moral line.
Coming back to your PC one afternoon to find it dead, and still dead after hours of fiddling, and deader still after days of troubleshooting, and confirmed dead after weeks of swapping parts, and finally condemned after even a multimeter on the motherboard couldn’t help, is not recommended. It certainly puts a stop to any MMO play, and also puts a stop to blogging.
Due to a combination of option paralysis and over analysis, it’s taken 6 months to get a new one built and installed. Which put me so far behind in Warcraft that all I could do before Battle for Azeroth was finish of Legion flying, and unlock the Highmountain Tauren and Nightborne allied races (I pity the Alliance who could only unlock their extra races after finishing late-game Argus factions). I’ll mainly regret never getting the Field Medic title, but after grinding hundreds of poor murlocs (some revenge for the many times they swarmed a levelling lowbie) time just ran out.
However the enforced break did have some positive consequences, mainly in the form of playing some long queued-up PS4 and Xbox One games1.
These are old games now, but they still play as smooth as butter and look good too in their remastered states. It’s on-rails (literally in the case one of the best sequences on a moving train), Indiana Jones meets Lara Croft high adventure, all told with great vim and vigour, and the British humour is welcome.
There’s a tad too much gunplay sometimes, but the sheer inventiveness of the set pieces and beautiful locales make it all worthwhile. I’m pleased to think there’s 3 more games to go – just have to wait for the PC to break again I guess.
Next I plunged in to Horizon Zero Dawn, which is a beautiful game to play and watch. The scenery is often breathtakingly lush, and it’s set in a unique and totally compelling world of mechanical animals and primitive human civilisation.
The lead character, Aloy, is a great protagonist, vastly different from the smirking Drake and a perfect example of how to create new and interesting heroes without having to fall back on standard tropes.
The control and animation is a treat too, all feeling natural enough to pick up and play relatively easily even after a break. I spent a lot of time just wandering around foraging and exploring, slightly resenting having to deal with the mechanical wildlife when I strayed too close.
I didn’t finish HZD though, mainly due to the sheer size of the game. I thought I was traveling quite well and progressing the story, only to unlock a new section of the map that totally took the wind out of my sails. It was overwhelming to see how much more there was to do, to the extent that I downed controller and moved on.
As a palate cleanser I dipped back in to the online stalwart that is GTA V.
The single player game is too brutal for me, but the online version is so full of ridiculous things to do (play golf or tennis, try and steal an army jet, race through Hot Wheels tracks in the sky) that it’s hard to resist. It’s an MMO without any question, albeit one without any structure other than the city you live in.
Due to various Rockstar bonus events, I managed to save enough to buy a posh apartment this time around, which was fun – just like real life without the responsibility. I find GTA has only short term novelty value (though many would disagree – there’s plenty of role playing and career gaming happening there), so before long it was time for the highlight of this console escapade.
Red Dead Redemption.
Easily one of the greatest games I’ve ever played. I’m a sucker for Westerns and RDR revels in the stories and traditions of the genre, then lets you live in it2. It’s quite incredible.
I’d started and stopped it many times before (‘I should be paying Warcraft not this’), but this time it got the hooks in deep. RDR is a sprawling Western told through the eyes of John Marsden, a perfectly realised and written Western hero, fitting every stereotype yet rising above them all. The land he inhabits is full of wonderful characters, ranging from mad grave diggers to Mexican Cartel Generals, and everything in between.
The range of personalities is great, and they’re all fully voiced, but it’s the landscape that is the real star. It’s beautiful and barren, dangerous and serene, begging you to stay on horseback and just ride as far as you can to see where you end up.
For an 8 year old game it still looks stunning, and the fact there is a remastered 4K version for the Xbox One X almost made me buy a whole new console just to see it in full glory.
Of course being a Rockstar game there are few women, and unfortunately RDR2 looks to continue that tradition, but there is one very well written NPC that makes up for some of that. Some of the storylines are throw away, but many pack gut punches and emotional heft well beyond what you would expect from such a well trodden genre.
And, no spoilers, but it has the most powerful endings to a game I’ve ever experienced.
And just like traditional sports, there are city based teams with trainers and managers and owners. At first I was wondering how a game that sells for ~$50 could afford to support all this, but when you see the amount of OW merch available it all starts to make sense. Today they announced a new in game currency would be available to purchase OWL skins for your favourite teams. There’s plenty of cash in them thar hills.
It’s quite incredible the amount of money that is being poured into this endeavour, and shows just how important esports are becoming. The 12 members of each team are provided with “USD $50,000 minimum base salary, healthcare and retirement savings plans, and housing provided during the season”, there’s a Commissioner, and superhighqualityprofiles of top players.
What they don’t have, however, is women.
There are 96 official players (8 teams of 12 players), and they are all men. Given the seriously good push for diversity and representation in the game itself, this is incredibly disappointing. This is a brand new sport, invented from scratch, with no rules and no historical precedent, and yet the inequalities of rusted on sporting tradition seem to have been applied.
There can be no argument about physical differentiation in esports, so not mandating some kind of gender balance or ratio seems like a huge missed opportunity. Imagine the positive change that could be made by Blizzard enforcing a 50/50 or 60/40 ratio of men to women. The competition for those spots would be intense and reveal a whole new tier of skilled players. But without the seeing the chance to play at the highest level, professional female players will surely struggle to be motivated.
The arguments would be made that viewers only want to watch the top 100 players, and if they all happen to be men then so be it. But that is of course a self perpetuating problem, and Blizzard could have made a huge and positive difference to how women view, play, and are encouraged to become professional sportspeople, in a way that is uniquely available to esports. Not to mention the incredibly positive press you would imagine this would generate for Blizzard – and they are one of the few companies powerful enough to shut down the inevitable haters.
It will still be fun to watch, but in the back of my mind will be the feeling that it could have been so much better.
EDIT 6 Dec: As if on cue (the marketing people are doing their work) there is a long profile of OWL in Wired. It addresses the gender issue, and predictably the answer from Blizzard is ‘it’s complicated’. Disappointing to read that “When asked what the Overwatch League was doing to attract more female players, nobody at Blizzard could point to any specific outreach or recruiting efforts.”. Perhaps most damning is this quote from Nate Nanzer (Blizzard’s global director of research and consumer insights):
“There was never a question that I was going to sit and play games with my son,” he said. “But then the other day my daughter asked me, ‘Can I play Overwatch too?’ and I was like, oh shit, I gotta be better about this. I gotta treat it equal.”
If the ‘director if insights’ has only just had this…insight…then it’s no wonder the league is a testosterone festival.
With the announcement of BfA came the inevitable news that we would all be receiving a free level 110 boost along with the release. This is now expected with every increase of level cap, theoretically to allow a new player to jump in and start playing the new content immediately. Or maybe it’s for luring lapsed players, tempting them back with the offer of immediately playing with their still subbed friends.
Neither of which makes a lot of sense. If you’re a new player, than you would be much, much better off starting from the very start. MMOs have an overwhelming number of systems and mechanics to learn, and the idea that a brand new player could – or should – start close to level cap seems counter productive. The most likely result is feeling lost, confused, and unlikely to continue. Compare that to levelling from scratch, discovering the world and your class as you quest, and experiencing the wonder of the MMO genre. I can’t imagine playing GW2 or LotR or SWtoR, games I’m far less familiar with, and starting anywhere but at the beginning.
Similarly for lapsed players, the rust takes a while to shed, and chances are you would be better served rolling a fresh character and feeling your way back into the game. With levelling pathways so streamlined and rapid, even without heirlooms, there’s no reason not to. And if you are playing with friends, the recruit-a-friend mechanic should be tempting enough to get them to help you speed your way to the top.
Which leaves us with existing players. Perhaps that’s who these boosts are targeted at? A bonus auction mule, or crafting specialist, or gathering bot. That’s the only reason I can think they might be tempting. If you’re already playing, you’ll have favourite characters and are unlikely to want to roll something brand new.
I’ve had boosts for the last few expansions, and used them eventually, but found that as soon as I boost a character I never play it again. During Warlords I developed a plan to level a couple of alts in order to have a full complement of crafters. The boost mechanic meant that if you were level 60, and had any level of profession, your profession level would be boosted to max along with your character. So I dutifully levelled a Herbalist/Alchemist Druid and a Mining/Blacksmithing Paladin, and boosted them to 90.
The problem was that once I logged on to them I didn’t recognise who they were. Weird armour, strange abilities, meaningless action bars.
I think the problem is I tend to invest in the story and mythology of each character I level, so skipping 30-40 levels of those experiences means the characters become strangers. I don’t know them, and they don’t know me. Compare that to all the many alts and several max level characters, who are all someone in my head, and who I can’t face deleting even though many are long parked. A level 10 Rogue who server transferred several times just to snatch some twink trinkets. Two stalled level 60 Paladins (hello, Hellfire Pennisula!), a Tauren and a Blood Elf, each seeking their own interpretation of using the Paladin’s light.
You could argue that these are pointless characters given they’re not playing endgame, nor ever likely to, but I agree with Bhagpuss: “Sometimes the sheer fun of doing something is all it takes to make something worth doing”.
Like Syp, I would often level tanks through dungeons, enjoying the low level leadership and fast pace of levelling. And it does give you some sense of story, even if it’s contained to instanced events. But I recently decided to take a Bear Druid via the same less travelled path, eschewing heirloom armour, choosing levelling zones to play and finish, and avoiding dungeons.
It’s slower, but not terribly much, and far more interesting. You meet characters of great lore and history (note Sylvanas and Deathwing above, both encountered through levelling), and many of the quests are extremely well designed – Garrosh Hellscream’s story in Stonetalon manages the nigh-impossible feat of making him seem like a reasonable fellow. Most of the zones are beautifully crafted, especially Northrend where I’m up to now. Bonus things like capturing unique battle pets as you travel and levelling gathering skills through each zone makes the whole exercise relaxing and entertaining. And I understand my character perfectly: the rotation, which gear to use, which skills to add to the hot bars and which to ignore.
Maybe the best use of a boost character is to park them near some old world rare spawns, or outside Karazhan to try for the horse each week, and treat them like the strangers they are.
With a new expansion being announced, I decided it was finally time to play Legion. This appears to be my traditional approach now – not playing until it’s almost too late. I’ve realised that some of this is down to wanting to avoid the expansion level rush, and the pressure to ‘keep up’, but waiting 14 months was probably overdoing it. On the plus side, it has meant a very relaxed and meandering approach to getting to 110.
As a Tauren I headed straight to Highmountain, which turned out to be one of my favourite zones in the game. An entire region dedicated to moose horned Tauren was as good as it sounds (if you’re that way inclined). The Taunka zones in WotLK came close, but Highmountain was something special.
You’re tasked with reuniting the scattered tribes of Highmountain, with each having their own story and theme. The quests are wide and varied and there’s plenty of exploring to be done. The mountainous design of the zone led to some terrific viewpoints once you’d circuitously scaled your way to the top of a distant peak. Perfect for the snow loving brigade out there.
There are also many named mobs – aka Silver Dragons – scattered throughout the zones, and they’re all worth seeking out for both the loot and (minor) fight challenges. There are plenty of nooks and crannies that you stumble upon, with either small stories to tell or sometimes just flavour. And of course the Murlocs are plentiful.
Draenor introduced the concept of treasures into Warcraft, and they are used in Legion to great effect as a tool to lead you to far and varied locales. Some are easy, some are tricky and may require add-on help to find, and it’s a fun addition and nice levelling boost to boot.
I would quite happily have spent the entire levelling process in Highmountain if it were possible, but as it was I had run out of content by level 105. So I grumblingly bid farewell to my home away from home and headed off to Stormheim, picked mainly due to the name sounding good.
And it was quite good, with the grappling mechanic in particular being fun. Early on you’re equipped with a grapple, and throughout the zone there are vertiginous points to attach to. These allow you to scale crazy cliffs and scoot overhead through enemy Vrykul villages, which is all good fun. The story was less compelling, but I am biased, and the zone overall had a bit of a dreary tone to it – it seemed to be raining 75% of the time I was there. I’d love to see it in sunlight as some of the vistas and golden leaves look nice. It’s a pity the Vrykul aren’t one of the new BfA playable races, but I suspect their size would be a problem (they tower over Tauren), but the models for the Highmountain are all excellent which more than makes up for it.
Just as I was done with the main Stormheim storyline I dinged 110. So it only took two zones out of four, covering most treasure finding and mini bosses, which seems much quicker than other expansions. It was nice how each zone story culminated in a dungeon, though being so far behind the curve meant the dungeons were being cleared faster than I could loot, let alone fire off a few shots on a boss.
As usual once hitting cap, the game suddenly changes tack. Instead of venturing around helping shore up our forces, you’re suddenly invited to help save some ghostly Night Elves in Suramar (and spend the rest of your days there I assume). Can’t say that was very tempting, especially after the, er, highs of Highmountain, so I think it’s back to the other two zones for me. Or maybe some alts.
Having finally played the 10 levels, I tend to agree with those that find the Beastmaster Hunter class less satisfying to play now. You are now mainly about controlling your menagerie of pets more than anything else, which leads to the animation spending a fair amount of time showing you doing anything but firing your bow. That’s kind of disappointing, as is losing Kill Shot which allowed you to land those satisfying final blows on low health mobs. Time to try Marksmanship on another character, though running without a pet may be a step too far.
The other major Legion mechanic is of course the Artifact weapon. I enjoyed slowly powering up Titanstrike, though around level 109 it suddenly ground to a halt with thousands of points being required. Which made it even stranger hitting 110, when suddenly the meager 25 point boost items in by bags morphed into 25 million point boosts. Obviously a catch up mechanic, it did make the slow progress I had made to that point kind of redundant. May have well have waited to 110 and powered up the lot on one go.
Overall Legion feels like an excellent expansion, I feel kind of silly having missed most of it. Though with BfA probably a year off, there’s plenty of time to see more.
After attending PAX Aus last year, I was keen to go again but pondering if maybe every second year was sensible. Then it was announced that Acquisitons Inc, Penny Arcade’s RPG spin-off, would be making its first trip to Australia which sealed the deal. Just like last year, it was time and money well spent.
Because AI was on Friday, and my nephews could only go Saturday, I plumped for a two day pass this time. It was definitely worth it just due to Friday being far less crowded in vendor land. There was plenty of space to try things, even the (still) hot Playstation VR setup (which was impossible to try on Saturday). Microsoft had a fully fledged tall ship docked outside on to demo the very promising Sea of Thieves, Square Enix challenged players to run boss fights in FFXIV (complete with running commentary), and best of all was an oasis in the chaos created by two picnic chairs setup for some super relaxing fishing in Far Cry 5 – a minigame within the larger shooter that made buying the full game much more appealing.
Last year Overwatch dominated all, but this year it was clear that PlayerUnknown’s Battlegrounds was top dog. It was everywhere, on massive screens with pro players competing in demo world, and being played by the amateurs on the majority of the PC free play machines.
I played for a few hours, and came away pretty meh about it. The concept is fun, with the slowly ratcheting tension, but like most combat simulators it comes down to who has the better headshot, and that was definitely not me. There is a lot of hiding and waiting for the map to shrink, which was kind of boring after a while, but the other option – run and gun hunting – means certain death. The graphics and animation are incredibly janky and second rate for such a popular game. I think I’ll give Fortnite’s version a go – it looks a bit more graphically entertaining – and see if there’s more action/less toe-tapping on offer.
The AI session was great, despite it not being D&D as I’d hoped. Instead the team ran Star Wars: Edge of the Empire, which turned out to be great fun with an intriguing dice system. Instead of one dice hit/miss rolls, multiple dice are rolled to decide the outcome of the action as well as other things like advantage or special heroic actions. It meant that sometimes an attack would miss completely but the player nevertheless earned some advantage actions, that would allow fun things like reflected laser fire or setting off fire suppressant systems.
The success of watching 5 people doing live role play in a massive theatre is very dependent on the players and GM, and lucky for us these guys were all great. Hearing an audience of thousands draw breath as a dice roll went wrong – or cheering when it went right – is pretty entertaining. As is rules-lawyering from the crowd! It was especially impressive to watch Penny-Arcade’s Gabe in the GM role, given he was suffering from a major anxiety attack at the time. Much appreciated that he not only hung in there but GM’d with aplomb (and it was super nice seeing Tycho, his long term sparring partner, subtly supporting him during the game).
As with last year, the cosplay was amazing, the tabletop section a highlight, and the enthusiasm and acceptance of the crowd was inspiring. The sign out front says ‘Welcome Home’, and that seems a perfect description of PAX – it’s a home for the people who want to dress up as elves, wear man-skirts, paint miniatures for hours, argue about the intricacies of role playing systems, and play all of the games.
It will be interesting to follow how this pans out. There is very little detail, and obviously a lot of questions to be answered, but it is exciting to consider officially starting afresh. I hope they follow Everquest’s lead and take the approach of polling the community for decisions for some things (like expansions timetables or unlocks of features). It sounds like this won’t exist for some time yet – I’d guess late 2018 at best – but the fact Blizzard announced it on their biggest stage makes it seem pretty likely to actually happen:
“One of the things we do know is that by announcing this, we’re in the WoW Classic business forever. Once that starts, there’s a commitment on our end that we’re going to continue maintaining those servers for as long as there is a World of Warcraft.”
Meanwhile in the current Warcraft timeline the new Battle for Azeroth expansion was announced. This was more predictable, though the pitting of Alliance vs Horde perhaps took some by surprise. Legion has seen the factions work together, and the opening ceremony boasted of the togetherness of the Blizzard community, so renting them asunder in Warcraft was perhaps unexpected. Someclearlyhate the idea, while others seem tentativelysupportive of a reset to the basic ‘red v blue’ idea of Warcraft.
I have a strong Horde bias, and don’t mind the idea of there being an ongoing struggle for superiority. Hints of a raid vs the other faction (“shouldn’t we be raiding a member of the opposite faction? he said this slyly!”) sounds very interesting – if they can pull off something like the Broken Shoreclimax where the two factions are fighting in a single raid toward an ultimate boss, that could be very nice. Overall though the excitement of a new expansion announce seemed quite subdued, so there is work to be done by Blizzard to convince the fans this is the right direction for Warcraft to take.
The main thing I liked about the announcement was the ability to play Highmountain Tauren as a new race.
Also, and maybe it was just me, but was it super weird seeing Anduin dressed as Mordred from John Boorman’s brilliant Excalibur?
Meanwhile over in Overwatch land, the announcement of a new hero, new map, and new cinematic came as no surprise. Moira looks like a great addition, and it sounds like she plays well too. A channeled heal powered by channeled damage draining is a great mechanic, and her ultimate sounds lethal – or opaf as Jeff Kaplan (who was the best by far of the Blizzard presenters) put it.
I’m not sure where it leaves Mercy though – the constant nerfing of her signature rez may mean she’s relegated to a very secondary role with Moira on the scene. Mind you, watching the Overwatch World Cup finals, it does seem like Mercy changes the small one on one victories and pace of the matches a little too much even with the nerfs, so perhaps the rez rethink really is required. The finals were good to watch, Blizzard has improved the spectator experience a lot with team colours and permanent x-ray, though there is still work to be done to direct the camera work to the right place at the right time.
The new map, Blizzard World, looks like fun in a super meta way, and I guess they’ll sneak it into the lore as it actually appears: a theme park in a fantasy world where Blizzard and their games is a thing. Kind of like the X-Men comics that appeared in Logan. The Reinhardt cinematic was gorgeous and interesting, as it painted him as a bit of a jerk, which took some of the oomph out of the live crowd’s reaction to the unveil. Having the voice actor on the spot was a win though – very discombobulating hearing Reinhardt’s voice coming out of a dapper fellow in a suit.
Overall it was a fun series of reveals and teasers, with the Classic server being the most intriguing, and unfortunately the one we’ll have to wait longest for. Major props to the Wowhead, Blizzard Watch, and Massively OP teams for the coverage – no need for a virtual ticket with those teams on the case.
Tyler F.M. Edwards over at Superior Realities wasn’t impressed by the Destiny 2 PC beta:
It proved to be a deeply disappointing experience. Not because of anything wrong with the game, but because the beta offered such a small sliver of it as to be entirely pointless.
Having also played the beta I can see where he’s coming from. For someone who never played the console original, there was no tutorial or explanation of what was going on, you are more or less just thrown in and told ‘go’. And there was only really the intro run and a single PvE mission to try out (unless you like PVP).
In fairness to Bungie it was meant to be a beta, not a free ‘check this out’ weekend, or an introduction to the game. However unfortunately for Bungie that’s exactly how a lot of PC players treated it, especially those that always wanted to play Destiny but never owned a console. For those players, it was a bit of a mystery how everything worked, but like any shooter it’s pretty quick to pick up the basics. And I assume the full release will offer a much better paced introduction to the concepts.
I had played Destiny, on PS4, and admired how the game looked and felt, but as usual found a controller hopeless for FPS shooters. So I was super pleased to hear D2 would come out on PC. It seemed to play pretty much exactly the same as the original, though apparently there have been (controversial) changes to loadouts and how you can equip certain weapons. It’s a fast paced, in your face gun shooter, with hordes of faceless aliens and the occasional boss.
After playing the intro I didn’t feel particularly compelled to keep going, but I queued up for The Inverted Spire, the only ‘Strike’ (aka dungeon) available, and I’m glad I did. It was a great showcase of what I assume is D2’s best content (other than raids), a three player fight against the environment and some nasty bosses. It was surprisingly lengthy, and surprisingly challenging in parts. My pug was silent but helpful, rezzing when you were down and even sticking around to retry the boss when we wiped.
It often looks spectacular, particularly some of the set pieces. Massive – really massive – mining equipment grinding a pit into the ground was a highlight, as was coming up against the final boss who drops you through floors and takes a lot of shooting and agility to take down.
My main disappointment is not being able to convince any of my gaming friends to even try the beta. As usual, the social/schedule boss is the hardest to defeat. It seems like the kind of game that would be excellent for a three person team to challenge, particularly if the dungeon quality is maintained throughout. Bungie are spending a lot of time emphasising that D2 missions and raids should require planning before attempting, so a good team and good comms seems like being essential.
So it’s a solid ‘maybe’ – with three like minded players I can imagine it being a compelling challenge, but as a solo player it probably doesn’t offer enough gameplay variation.
(Images borrowed from the Internet, as I forgot to screenshot before it was all over)
Dishonored 2 follows in the esteemed footsteps of the first game – both great, involving, story based FPSs. As with the first installment, it wastes no time putting you straight into the game, only this time you have a choice between Corvo (protagonist of the first game) and Emily, the (now) Empress. The choice seems to make a fairly substantial difference to how the game plays out, or at least the reactions to your presence, so it’s not simply window dressing to allow a male or female lead.
You’re introduced to your powers in short order, and spend the game tweaking them via runes and bone charms that are hidden throughout the world. It’s designed to allow you to craft how you want to play: run and gun, hide and sneak, or some combination of both. As in the first game, the vertical movement allowed by your powers opens up the game to great creative ways to progress through levels. There were several levels where I barely touched the ground, instead bampfing around ledges, rooftops and sentry poles with the patrolling guards none the wiser.
The real strength of D2 comes in the level design. Two in particular – the Clockwork Mansion and Aramis Stilton’s Mansion – are stunning pieces of work. The first is, as the label says, made of Clockwork, and you have to learn its mechanical secrets to get through the puzzles and guards. And the the second opens up an entire new time based system that is ingenious and brain stretching to decipher, but the rewards are great when you do.
It’s worth mentioning and applauding how the game treats women: no differently to men. The developers don’t make a fuss about it or single women out, it’s just entirely normal that there are an equal number of female guards and NPCs as there are men. Similarly with the heroes and villains, people are just people rather than being defined by their sex. It’s refreshing and shows how (relatively) easy it is to accomplish balance in a genre that often suffers the reverse.
Entirely worth playing, especially if you play the first one, um, first, as some of the background and echoes of the past come through very strongly in the sequel. Added bonus: if you start now, there’s just enough time to play through before the next expansion – Death of the Outsider – which is due soon.