Thursday, March 29, 2007

Ow

I'd seen Penumbra: Overture Episode 1 on the front page of the Linux Game Tome before but, until now, had never bothered to check it out. So, guess what today's post is about. Good job.

Penumbra: Overture Episode 1 is a commercial offering from Frictional Games but they do plan on supporting Linux. I say plan on because the full game isn't available for Linux yet, but there is a beta version of the demo available and, yes, it does work quite well. It's a first person game, but not quite a first person shooter, more of a puzzle action mix with a heavy emphasis on the physics engine.

Therein lies the problem. I was really enjoying the demo, but occasionally some of the required interactions with objects felt less-than-intuitive. Very early on you're required to break ice off of a hatch and then open said hatch to get yourself to safety. Picking up a rock to break the ice was easy enough, but the actual act of turning the wheel on the hatch was far too much trouble, to the point where it became frustrating.

That's a real shame because, minor physics quibbles aside, Penumbra is a very well made, very interesting game. The story is well told, the graphics are well done, and the general "feel" of the game is spot on. In fact, I'll even admit that once I got a bit further into the demo, the physics-related problems all but disappeared. That still doesn't diminish the fact that after about a half hour of play, my wrist was starting to hurt from holding down the left mouse button so much to drag various objects around.

Still Penumbra: Overture Episode 1 is a damn solid game. Hell, I might even buy it when the full Linux version is available. I'll just probably doom myself to carpal tunnel by doing so.

Thursday, March 22, 2007

You've Got To Be Kidding Me

Short one this week folks, as I'm busy with lots of other things, but I couldn't let this opportunity slip by.

Last week I was talking about the avalanche of roguelikes abound, and now we have this: Doom - The Roguelike. None of the fun of Doom with all of its name! It'll have to wait though, as I'm busy playing Tetris - The Text Adventure and Bejeweled - The First Person Shooter.

Thursday, March 15, 2007

Enough Already

It's been a while since a good old fashioned rant graced the front page of Avert Your Eyes. In fact, it's been far too long. I'm prepared to receive a little heat for this, but it's something that has to be said: I, and many other people, are absolutely fucking sick of roguelikes.

If you don't happen to know what a roguelike is, you could either take a quick look around Wikipedia, or look no further than the venerable Nethack. Now, there is a reason that type of game has become so popular - they can be fun. It really is remarkable how much fun you can have with Nethack given that its entire interface is ASCII (leaving out Falcon's Eye and other frontends).

Yeah, Nethack was fun, but the hundreds of clones and other roguelikes? Not so much. I'm not the type of person who thinks games need great or even good graphics to be worth my time. I am, however, the type of person who gets sick of playing the same game over and over. You say your game is like Nethack but it takes place in a slightly different setting? How the fuck am I supposed to know? Regardless of what some people might say, story has never been any of these games' strong points.

There have been times in the past few months where I have counted no less than four games on the Linux Game Tome's front page that had the word "Rogue" in their name. Four. Out of ten. That is, by far, more than we need. A roguelike's strongest point is how long it can be played for. We don't need twenty new ones coming out every month. They might be somewhat easier to produce, but so are ASCII tic-tac-toe games. It doesn't mean we need to be overwhelmed with them.

In the end, it's up to the developer. They're not writing their games for me, they're writing their games for themselves, and that's how it should be. I just don't see the fun in cranking out clones in a genre that is so specific it's named for its likeness to one single game.

Thursday, March 08, 2007

Apology

No post this week. No real excuse - I'm just busy with other things and had no time for an update. Check back next week.

Thursday, March 01, 2007

More Fun Than Actually Being A City Planner

Sorry about last week's no-post (how many times have you heard that before?) - call it a sick day, because that's exactly what it was. Anyway this week I took a look at lincity-ng, a game I'd been meaning to check out since it was Game Of The Month over at The Linux Game Tome.

The original LinCity might have been the first open source game I played. Well, it might have been Xbill or something like that, but LinCity was the first real open source game I encountered. My first time playing the game, I ruined a meal that I was cooking because I had gotten so wrapped up I forgot to check the stove.

For those of you who don't know and have no powers of logical deduction, LinCity was a clone of Sim City. lincity-ng (they're the ones who don't know how to capitalize things, not me) is simply the same game with a new coat of paint. The perspective is shifted from overhead to isometric, and most buildings are now pre-rendered in 3D as opposed to being simple pixel art. It's not minor upgrade either, lincity-ng does look much, much better.

The gameplay is, as far as I can tell, untouched. This is a good thing, as LinCity was always immensely playable. If you're familiar with Sim City (and who isn't, really?) then you'll be able to pick it up right away. If by some freak chance you're not familiar with how the game is played there is now a nice and friendly in-game help system.

The game industry has already proven multiple times that taking tried and true gameplay and putting it inside a new candy shell is a valid method for success, and that rule is firmly in effect here.

Thursday, February 15, 2007

Cave

I was playing Rappelz last week, not really doing much, wondering what there was to look forward to, when my thoughts drifted to World Of Warcraft. I've managed to avoid it for two years now - mainly because I wasn't thrilled with the prospect of paying a monthly fee. OK, entirely because I wasn't thrilled with the prospect of paying a monthly fee.

I figured that after this long, it couldn't hurt to give it a try, so I downloaded the client and set up a trial account. A day later, my opinion on monthly fees had pulled a 180. I'm not going to go on about how great the game is - everybody knows that by now, but the fact that my viewpoint changed so fast does say something.

I suppose it may have to do with the MMO's I've been exposed to. Anarchy Online was great when I was playing it - I wasn't lying when I mentioned how much I miss it sometimes a while back - but Funcom really gave too much of the game away. I already had access to what interested me, so it didn't make any sense to pay for what seemed to me like a minor incremental upgrade. The GPotato games are a special case since they don't charge a monthly fee, but I haven't spent a cent on any of them for the same reasons.

I can finally see why World Of Warcraft has become as popular as it has. For me, it's the cohesiveness of the world, which is the same reason I dug Anarchy Online so much. It feels like a real place, and that realness adds a sense of gravity to the encounters (positive or otherwise) with the other players in the game world.

I'm going to try not to write about it too much - there are literally thousands of other places you can go if you want to read about World Of Warcraft - but damn, I am hooked for now.

Thursday, February 08, 2007

Sometimes, I Have No Idea What To Call These Things

It's a pain in the ass when Thursday comes and I have no idea what to do about an update. Today was once of those days, so today's post is going to be a mix of a few things. At least they're all game related.

First I took a look at Wormux which is, you guessed it, a clone of Worms. I'd been meaning to take a look at it for some time, but the lack of artificial intelligence and online play meant that it was a little less than easy for me to evaluate the game. No online play yet (that's coming in the 0.8 release), but Wormux finally has artificial intelligence. Well, it's certainly artificial, but whether or not it's intelligence is highly debatable. Perhaps the fact that the key to initiating a battle against the A.I. is to name the second player "AI-stupid" should have been a clue.

I'll say this: the game has a nice solid look and feel. The 2D graphics are drawn nicely and have a comfortable cartoon quality. The destructible environments don't generate into pixellated hell, even after a long battle. Once Wormux is playable over the net, it will be a lot of fun. For now, the artificial intelligence is just a bit too keen on getting stuck and walking in place for the duration of its minute long turn for the game to keep any sort of pace. If this only happened occasionally it would be easier to deal with, but it happened to me nearly every turn. I'll definitely be keeping an eye out for the network enabled release, though.

The second game I checked out was Brutal Chess which is, according to its bio on Happy Penguin, inspired by Battle Chess. For those of you who don't remember, Battle Chess was basically a good old fashioned game of chess with one gimmick: animations of your pieces actually fighting each other when you made a move.

While Brutal Chess is a nice looking front end with the option of picking different chess engines, there is absolutely nothing brutal about it so far. Well, unless you consider plastic chess pieces knocking over other chess pieces brutal. I don't. I am fairly sure that they plan on adding animations over time, as there is built in support for loading md3 (Quake 3) models. They also mention a particle engine, which I never saw used. It may be me, though, I haven't spent too much time with the game.

Lastly, I very briefly checked out Pox Nora. By very briefly, I mean I signed up for an account and took a short look at the tutorial. I'm not one for blindly jumping head first in to multiplayer games, so it may take a while (possibly forever) until I have anything to say about this one. If I actually manage to play it, I'll post my thoughts on it next week.

Thursday, February 01, 2007

Level Four

Three days ago marked three years of Avert Your Eyes. The third year was a rough one, to be sure. Out of the entire year only one month had the four weeks worth of posts it was supposed to have. Two months had only one post for the entire month. A lousy season for sure, but there still were some highlights, and that's what this post is for.

The season kicked off with the demo of Northland - a game I meant to buy. Like many things this year, I never got around to it. Still, you can't deny the appeal of a quirky RTS featuring vikings as the main characters. I still load up the demo every now and then just to tinker around with them.

The award for most talked about game of the year goes to Sauerbraten. I started following it back in March, and continued to follow its progress for most of the year. The game has improved by leaps and bounds since I've been keeping my eye on it, and it seems poised to continue with this momentum throughout 2007. I can't even begin to speculate where the game might be by this time next year. I will however speculate that, by this time next year, nobody will even remember EDM. Good riddance I say. Also, don't forget that Sauerbraten's predecessor, Cube, hasn't yet thrown in the towel. At least not if ActionCube has anything to say about it.

If you combined the GPotato games - FlyFF, Space Cowboy Online, and Rappelz - they'd have beat out Sauerbraten in the most-talked-about category. FlyFF doesn't seem to have much staying power, I haven't even played it since I mentioned it. SCO and Rappelz, however, have had much more play time than their respective mentions might have led you to believe.

How could I mention MMORPGs without giving a nod to one of the more personal series of posts of season 3 - my retreat from Anarchy Online. It was tougher on me than it may have seemed. I'll admit, there are times when I miss it - quite a bit, in fact. There are even times when I think about going back. I don't know that I could, in fact I'm almost sure of it, but it certainly is a testament to how much gaming really can affect you.

Those were the major events of the season, as far as I'm concerned, but they're far from being the only event. At the beginning of the season, the Wii was still called the Revolution and nobody knew a damned thing about it. The year saw the 2.0 release of Glest, two amazing shooters - Gunroar and Z-lock - from Kenta Cho and Jumpei Isshiki respectively, the liberation of Savage: The Battle For Newerth, and probably the last mention of a UT2004 mod on the site.

What will the next season hold? More posts and a more regular schedule, if I have anything to say about it. Aside from that I can't say I know. There's only one way to find out... wait and see. And keep on reading, I hope.

Thursday, January 18, 2007

What A Novel Concept

It's been a quite while since I mentioned a UT2004 mod on the site. Hell, it's been quite a while since I've even played a UT2004 mod. Tactical Operations: Crossfire was the only interesting looking thing on the Happypenguin front page this morning, so the choice of topic was fairly obvious.

TO: Crossfire is another mod in the "extremely influenced by Counter Strike" vein, what with the buying weapons and what not, but it's far more of a straight up action game. One stray bullet is not going to kill you, unless it's a headshot or a grenade, and this alone makes it a bit more interesting than the countless Counter Strike ripoffs out there (not that they can't be entertaining).

Weapons sound convincing, voice work is well done, and the music is more than serviceable. The highlight of TO: Crossfire, however, is the map design, at least for me. Each map has certainly had a lot of time and effort put in, not to mention that by this point in UT2004's lifespan, mappers have gotten to know the limitations of the engine very well.

I hopped on a few public servers and had a good enough time. Nearly everybody I played with was far better than me, but what the hell, I've only been playing since this morning. It's good to see that there is a community built around the game, as playing with bots is certainly not as fun as it could be. To be fair, the bots are lackluster in pretty much every UT2004 mod out there.

Next week is the 3rd anniversary of Avert Your Eyes, so a year's recap is in order although, with as many posts as I've missed this year, I could probably just cut and paste every post from this year and it wouldn't be too long of a read. See you next week folks.

Thursday, January 11, 2007

Well, They're Used To Shareware Anyway...

Late last night I decided it was time to scrap my current Linux install and go for something exciting and new. I'm still in the middle of configuring the new install, and I'd like to get back to that as soon as possible, so it's going to be a short post today folks.

Today's subject is AstroMenace, an old-school style vertical scrolling shooter with new-school 3D graphics. It's closest relative would probably be Chromium B.S.U, if you happen to be familiar with it. right down to the (optional) mouse-driven control scheme. An interesting twist is that you earn upgrades to your ship not from powerups, but from money you earn on a per-level basis.

AstroMenace has a bit of a narrative, a welcome addition for those who desire a bit more motivation than "kill it because it's there." It's mostly a gimmick, but it's a gimmick that works well in AstroMenace's surprisingly consistent world. The graphics definitely help this cohesiveness - it almost looks like a 3D space shooter that has been restricted to two dimensions of gameplay.

Something to take note of for those of you who don't happen to run Linux: while AstroMenace is freeware (yes, freeware, nothing open source here) on Linux, it's shareware on Windows. Yep, you've gotta pay. Would I pay if I had to? It's an interesting question but not one I can give a definitive answer to. Would I consider buying it? Sure.

Thursday, January 04, 2007

One One One

Well, now that the holidays are out of the way, it's back to posting in full force. Rappelz Epic 3 came out a few weeks ago - essentially it's an expansion pack.

The pace of the gameplay has been sped up, albeit not considerably. It's definitely faster paced, but it hardly feels like an action game as the patch notes would have you believe. It's not just the gameplay that has been sped up, either: experience gain is now nearly doubled and the rate at which you gain job points has been increased as well.

Not everything about the update is sunshine and roses, however. Players started to realize that, once installing the (mandatory) update their stamina was not regenerating when the were logged off, as it had before. Now the only method of reacquiring stamina is stamina potions which are either given as quest rewards or, more commonly, bought from the cash shop. I'm not into paying real money to build a fictional character so, more or less, it means no stamina for me.

As far as I'm concerned, the experience gain was raised, so it evens out: no big deal right? Not everyone seems to share my opinion on this matter. Within a day or so every other message on the Rappelz message board was pleading for the offline stamina gain to be brought back. "Now paying players have an advantage, it's unfair" they cried. Guess what? Paying players always had an advantage and, no, it's not unfair.

The people at Gpotato are in business. A key part of being in business is, you guessed it, making money. It's a free game, folks. Nobody forced you to download it, and nobody is forcing you to play it.

Thursday, December 14, 2006

Menus That Abandon You

Sorry about the lack of posts over the past few weeks. Last week I decided to migrate AYE to the new Blogger beta - a process that ended up taking the rest of the day - and the week before that I just plain didn't have much to write about.

Sauerbraten had an interesting release last week. Not only have we got some new fancy graphical effects since the last time I checked, but also a host of other tweaks and improvements. The new water effects (which were actually introduced in the "water edition" a little while back) are quite a step up. As shiny and pretty as the new mater may be, I'm not noticing much of a performance hit, aside from on maps that are just plain covered in the stuff. Still, if it's too much for your machine to handle there is - as always - an option to turn it off.

When I hit the escape key to bring up the menu for the first time, I was a bit surprised. Gone is the familiar old menu system we've been used to since the days of Cube, replaced by a fancier and arguably less functional menu system. It's nice looking sure - the menu basically hovers a foot or so off the ground in front of you and you navigate with mouselook - but, depending on where it is you're standing, it can be a downright pain to use. Hit the escape key while you're falling and watch that menu stay firmly planted above you as you continue to plummet.

The single player mode has received a few small updates, including a new (to me, anyway) gameplay mode that appears to be somewhat of a mix between Cube's "invasion" themed DM-SP mode and straight up single player. The new maps are, as usual, very well designed. I know it's quite an engine, but every once in a while I almost forgot I was looking at the Sauerbraten engine instead of something along the lines of UT2004.

I jumped into a few games online to make sure the net code is still holding up alongside all of these other tweaks, and it remains as smooth as ever. Instagib is still an insanely fast experience that will get your hands sweating in the first 30 seconds or so. My only complaint is that you can't download only the updates you need. When Sauerbraten was smaller, this wasn't a big deal, but now that it's pushing 100 megs, it gets a little annoying when you know that half of what you're downloading is already sitting on your hard drive.

I'll return next week. With what? No idea. But, I assure you, I'll be here.

Thursday, November 16, 2006

ActionCube or ExcitementSphere?

This week you get a brief reprieve from my exploits in the world of Rappelz. The reason? A Cube mod (who thought that we'd ever see another one of those?) that's recently come out: ActionCube.

As the name suggests, ActionCube is inspired by ActionQuake (as are most of the various Action* mods floating around). More realistic environments and weaponry meet the fast gameplay Cube is known for. ActionCube takes a more team-oriented approach to the world of Cube, something I've been waiting to see for quite a while.

The release I'm playing is the most recent - before that the Linux package apparently had some problems. The problem with this is that either the master server is still showing the older version, or compiling ActionCube themselves. Every time I've tried to get online, the servers in the server browser simply say "[unknown]" under the "players" tab.

Luckily for me, ActionCube has bots. Not like the monsters in Cube which just run towards you while shooting either - I'm talking actual bots. At the moment, the only single player game type is straight out deathmatch, but that's enough to get used to the weapons and maps before taking it online.

The five maps included are all pretty well designed, and they definitely play very well in the deathmatch mode. How well-balanced they are is something I can't yet comment on since I haven't had a chance to try out the game's team modes. I'll have to get back to you on this aspect (as well as a whole lot more) of the game.

It's easy to wonder why we're seeing a mod for Cube so late in the proverbial game. It seems that Sauerbraten would have been a better choice, although there could be some engine maturity issues I'm not taking in to account. Either way, ActionCube still looks pretty good - there's still life in the Cube engine yet.

So far, I'm enjoying ActionCube, and I'm most definitely looking forward to the chance to actually play it online. I'll report back here either later today in the form of an update, or next week in the form of a whole (or at least half) post. For now, the best way to find out more is to play it for yourself. Keep in mind, this does not need the original Cube. Just download and enjoy.

Thursday, November 09, 2006

Yep, Like A Soft Drink

Well, it's been a week since I last touched base (as usual), and Rappelz is still interesting. I guess that's not a bad sign.

My main character on the Tortus server, an Asura Strider, has only made it to level 21 since last week. I mentioned last week that leveling wasn't too fast in this game - I wasn't kidding. I suppose I'd be a bit higher level-wise if I hadn't started a new character: A level 13 Gaia Kahuna.

Yeah, it's a silly name, Kahuna, but it's a fun class to play so far. Unlike the Strider which, in either the melee or ranged variety (I chose ranged), is basically a straightforward class, a Kahuna is a little bit of everything. You've got damage over time spells, direct damage spells, you even get some heals later on. Don't feel like wasting your mana? Well, you're pretty handy with a mace as well.

Still, I've been playing the Strider more, as my Kahuna hasn't even made it off of the Trainee Island yet. Although the leveling is slow, the game hasn't lost its Diablo-esqe reward system. If you're not about to level up, your pet probably is. If you're not about to finish a quest, you're probably on the virge of affording that new weapon or armor upgrade. I've yet to feel the "grind", though at my low level I suppose that's not uncommon. Still, from what I can tell, it seems that even at higher levels the game still maintains its fine pacing.

One thing I neglected to mention last week was the music. Usually in an MMO the music is either annoying or nonexistent. It's almost never likable. I've spent more than a week hearing the music in Rappelz, and I've got to say: not only has it not started to annoy me yet, it's by far the best music I've encountered in an MMO. Epic symphonic swells definitely do a much better job at instilling a sense of purpose or accomplishment than the off-the-rack J-Pop that accompanies your adventures is either other GPotato game.

I've been playing it strictly solo, as is my style, but I hear that around level 30 partying (not that kind of partying) is pretty much required. Actually, I don't mind one bit. I'm sort of looking forward to the prospect of it, especially since I'm not a Cleric. Strange for antisocial me, I'll admit, but I can't deny that I'm waiting to see how my own skills match up against other's. I doubt I'll have information on that by next week, but I won't say that next week's post won't be Rappelz-related.

Thursday, November 02, 2006

Rappelz Sounds Like A Soft Drink Company

It's always a good sign when I have to tear myself away from playing the game of the week so I can actually write about it, and that's exactly what happened this week. The culprit is Rappelz, the latest MMO from GPotato, which officially comes out tomorrow.

I've got to say that GPotato seems to have a keen eye for highly addictive games, a statement their latest entry supports. It's another straightforward "kill everything in sight to upgrade your character so you can kill everything in sight" MMORPG, but as with their other games, the magic of Rappelz lies in its pacing.

Leveling is actually slower in Rappelz than it is in either Flyff or Space Cowboy Online, but this issue is resolved by adding other methods of character advancement. Not only do you get experience from fighting monsters, you also earn Job Points. These go towards new skills, upgrading existing skills, or raising your Job Level, which is necessary for unlocking higher level skills.

A big point of Rappelz is taming and summoning creatures, and this is something you can start doing fairly early in the game. My character is only level 13, and I've had a pet Pantera (no, not the metal band) since I was level 11. Like you, your pet also gains both experience and Job Points. Unlike you, your creature doesn't need to worry about Job Levels. There are also ridable creatures which you can't own, but you can rent for 6 hour (in game time) periods. These make getting around a lot faster and easier.

Personal shops are implemented - something I think no MMORPG should be without anymore. I love being able to walk away from the computer for a few hours and return to find my character much richer. One issue arises in the form of "stamina", which doesn't effect you character's performance, but the rate at which you gain experience points and job points. The fastest way to regain stamina (besides potions) is to log out of the game, so you may find yourself torn between raising your stamina levels or your cash flow.

There are three different races to choose from: Asura, Deva, and Gaia, each with their own home city. When I first left the Trainee island and arrived in the Asuran home city of Kahlan, I was breifly awestruck. Towering statues spouting flames, huge stone walls rising on all sides around me, this looked like the home city of the race which represents everything dark should look. I've since taken a brief sightseeing tour of both of the other cities (by teleporter, walking or riding at my level would be impossible) and they're both nice looking, but not as impressive.

PVP is possible, but I find it surprising that there is no storyline set-up for it. Sure there are other races, but you're not at war. You just live in different areas. I suppose I've been a spoiled in this area by my time playing Space Cowboy and Anarchy Online, but PVP, especially large scale PVP, is what keeps long time players coming back, in my experience. There just doesn't seem to be much motivation for it at the moment in Rappelz.

The game officially launches tomorrow, so if you want to join in on the chaos that usually ensues on the first day of games like this, I suggest you start downloading soon. The download is 1GB (as in one gigabyte - ie. big) so depending on your connection, it may take a while.

Thursday, October 26, 2006

I Love Being Told What To Do

It feels good to be back. Believe it or not, I'm still not feeling 100% better, but I am feeling well enough to get back in the posting saddle. A lot has happened in the month I've been away, most of it unremarkable. So what do I do, you ask? The answer is simple: I don't write about anything that has happened in the last month.

Savage: The Battle For Newerth is a game that had me interested, but for some reason I never even got around to trying out the demo. Since it was liberated last month, I figured it was about time I tried it out. Honestly, I can't believe I've deprived myself of this game for so long. It was definitely a smart idea on the part of S2 Games, as I'm now also very interested in the sequel.

If you're unaware of the game's concept, Savage is a novel mix of a first/third person shooter, and a real time strategy game. One player is elected commander and sees the action unfold RTS-style, while the rest of the players see the battlefield through the eye of a traditional soldier.

The part of Savage's recipe that appeals to me so much is actually knowing what it is I should be doing. I'll admit it, in most games, I'm just following the largest group of my allies. Having a little notification pop up, telling me to attack, followed by a glowing column of light showing me exactly where I need to go is something wonderful, as far as I'm concerned.

Of course, it's not like there's some unseen hand forcing you to bend to its will. If you don't like your orders, there's absolutely nothing stopping you from running off on your own and doing whatever the hell you please. Sure, chances are your team will hate you and your base will end up a flaming ruin, but it's your choice.

The battles I've had a chance to partake in have generally been nothing short of epic. The music is a big help in this case, so much so that even losing is fun due the dramatic score swelling up as your comrades fall around you. If there's one fault, it's the melee combat. It feels clunky, there's no way around that. The best you can hope is that your team does well enough that you'll have access to ranged weapons soon.

I'm going to give Savage: The Battle For Newerth a very high recommendation. I did myself a tremendous disservice by not trying it out until now, a mistake I certainly won't make with its sequel which, like its predecessor, will have a Linux version available from day one.

Thursday, October 12, 2006

Don't Support Pointless Forks

Still in recovery, folks, but I wanted to comment on EDM. Basically, some guy who doesn't get along with Sauerbraten head honcho Aardappel decided he was going to take his ball and go home. Thus began EDM. Forks spawned by ego, no matter who's fault, are never a good thing. Do yourselves and the rest of the community a favor, folks: Stick with Sauerbraten.

That's all I've got to say for this week. Hopefully I'll return in full form next week. Thank you for your patience.

Thursday, October 05, 2006

Apologies

Sorry for the lack of posts. No, this isn't a cheap cop out. I've been pretty sick over the past too weeks, definitely not feeling well enough to post. Hopefully I'll be back next week. Hold tight.

Thursday, September 21, 2006

Next Up: Underwater Cyclist Online

So I take a month-long break, then miss a post only two weeks in. Only here at Avert Your Eyes folks, only here. Anyway, as was alluded to last week, this is going to be another Space Cowboy Online post. Take it or leave it - it's all you're getting.

My I-Gear has made its way to the not-so-stately level of 35, something that actually didn't take too long to happen. I've been playing casually at best, with only one long grinding session taking place over the weekend. Weapon drops, at least for me, have been plentiful enough - there's almost always been a new piece of gear a few levels away. Combine that with the skill upgrades, and you've got that whole Diablo II feeling, pushing you to progress.

The main reason this game has got such a hold on me is my recent introduction to the world of Nation Wars. Yes, I've managed to bag a few killmarks (an item that drops when you take down another player's gear), some quite a few levels above my own. It's a great feeling when, after firing off a few Edrills, you manage to take down the enemy gear that almost took you out in one hit. The fact that skill plays such an important part in combat levels the playing field considerably. No longer are you constantly killed by opposing players simply because they log on twice as much in a week as you do.

There, of course, is some bad that's crept up during my playing time. First, it's always annoying when the (much overpowered) enemy decides to invade the area you're currently attempting to level in. All too often will you be happily chasing down mobs when one missile, out of nowhere, turns your gear into a hulking wreck of smoke and metal. The other, far more annoying problem - present in every MMO out there - is the incessant bitching of other players. They get killed, it's your fault - you should have stopped grinding and joined the raid. I've heard this at least 20 times in my time playing, and I'm not exaggerating for effect.

That said, I'm still going to be playing SCO for quite some time, and I'm sure you're going to be hearing about it. Especially if you don't stop grinding and come to Bark City immediately.

Thursday, September 07, 2006

Well, I'm Back

After a month long break I return, rested and refreshed, to the world of Avert Your Eyes. I'd been looking at Space Cowboy Online - a MMO/shooter hybrid - for quite some time now, as it seemed the sort of thing that would be right up my ally. This week I decided to take the plunge, and there is definitely a whole lot to like.

After spending more time patching the game client than I had spent downloading the 983MB installer, I finally made it to the character creation screen. The four "gears", as they're called, are SCO's equivalent of other MMO's classes. Only having four choices may seem limiting at first, especially since there is no branching out at later stages in the game, but different choices in equipment and stat point distribution can produce radically different characters. I, playing for the first time, decided to go for an I-Gear. After choosing your gear, you're introduced to the game's control system by a quick succession of tutorials.

After finishing the tutorial, you'll find yourself standing in Bygeniou city. This is where the game actually begins. You could just hit the Take Off button at this point and start taking out mobs left and right, but the game will take the liberty of offering you missions that help you level up a lot more quickly (I hit level 16 in my first session). These missions usually task you with killing a certain amount of a certain type of mob, but every now and then they mix it up by having you find some items laying around a map or (gasp!) fly through a cave.

The real time combat instantly makes the "grinding" inherent in every MMORPG much more enjoyable, simply because it's so fun. Barrel rolling to dodge enemy missiles and trying to get in to position to return a volley of your own is much more enjoyable than watching your character fight slowly, an eye on your skill refresh meter, wondering how it's possible for 15 seconds to last 30 seconds.

Unlike FlyFF (another GPotato game), which is fun but doesn't give you much motivation to level, Space Cowboy remedies the situation by offering up some very interesting PvP. Upon reaching level 11, you're offered the mission "Decision", which requires you to side with one of two warring nations: Bygeniou City United or Anti-National influence United (I picked the latter). This is the basis of the game's focus on large-scale PvP which, though I haven't yet participated, has got me very excited.

I've only seen a small portion of the game so far, so I'm going to wrap it up for this week. I'm sure that, as interested as I am here, I'll be writing about this one again.