Category: Now Playing

Posts about a game we’ve just started playing. Think of these like journal entries as we work through a game or demo.

ArcheAge Travelogue: Wet Work on the High Seas

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While the vast majority of ArcheAge’s underwater terrain is simply empty peaks and trenches, there’s loads to find down there. Oysters and abalone can be harvested for some quick gold and shipwrecks randomly spawn treasure chests that can be brought to the surface and salvaged. There’s a volcanic field of steam vents I haven’t been able to explore yet and plenty of high level enemies to skirt around or be slaughtered by. That probably explains why I keep finding long-lost trade packs at the bottom of the sea.

Unlucky trade runners get caught by seabug mobs or giant jellyfish and the pack they were hoping to sell overseas for a hefty profit or rare crafting materials slowly sinks as they respawn back on shore. That was apparently the case with this pack that took me a few attempts to drag out of enemy territory and swim to the surface. My boat has oxygen tanks but once you reach the trade pack you have to swap backpack items. Without breathing potions or buffs it’s always a frantic speed-swim to see if you can make it back to the surface before dying yourself.

archeage-sunkenpack2   archeage-sunkenpack3

This one wasn’t too much of a problem to cash in. In less time than it would’ve taken to grow the ingredients to make these trade goods myself I brought it up, sailed to shore and rode it into town for a spot of gold.

ArcheAge Travelogue: Surprise! Free Money!

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The part of town in ArcheAge known as Vilanelle is ridiculously picturesque. It’s like walking into a traditional Japanese painting with huge, rounded mountain spires, stepped rice paddies, and deep red pagodas and temples dotted everywhere. I’d tried climbing those mountains in the beta with the basic glider and just ended up falling down a lot. But with my Ultimate Glider and some downtime between crop harvests I decided it was time to try again.

Hopping from one outcropping to another, using the glider’s upward boost ability to get some extra lift, I finally reached the top of a mountain. Naturally, all I found were other peoples crops. It costs money to have a farm of your own in ArcheAge so people will go out of their way to hide their secret gardens in what they think are remote locations. Trust me, I haven’t found a single corner in this game where there weren’t crops planted or other players dashing by, no matter how secluded it seems to be.

Anyways, I kept circling the edges up there, just looking to see what I could see, when my mouse cursor slid over something odd. It was too small on the horizon but the pop-up said ‘Falcorth Snowlion Yarn’. Surely people aren’t growing livestock up here too? I drew closer, aware that the item was on a pretty steep slope. Oh! It’s a trade pack of Snowlion Yarn! I looked around for a while, expecting the owner to come bounding down the mountaintop as well, but no one ever showed. Maybe they were trying to transport it on an airship and fell to their death, leaving the pack behind when they respawned. Where the tooltip would normally say the owner’s name it only said ‘Free Loot’ or ‘Free Goods’, something like that.

With Katy standing by in case I also fell and died, I managed my way down the mountain and rode the pack over another map to turn it in for 4 gold. That money will go towards replacing the trade pack that was stolen from my dead body when we were trying to finish our large farm. It was a heartbreaking ambush I wish I’d handled better. I may not tell that story. Anyways, it all worked out… except for whoever made the Snowlion Yarn. Sorry about that.

ArcheAge Travelogue: Seabugs & Soaked Packs

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That’s… a lot of skills

Much of what brought me to ArcheAge is the stuff you see above. I’m not into 50-man raids or guild meetings or PvP; I’m into crafting, farming, and other less glamorous pursuits. Once I reached the Blue Salt Brotherhood — the NPC characters that embody most of these skills — I focused almost solely on their quests. Not only do they reward you with designs for your own farm plots, they open up the arduous, terrifying and frequently boring art of trade runs. This is probably what most of my posts on ArcheAge will be about.

I’m no MMO player but I think the trading mechanic is unique to ArcheAge. It requires you to grow or gather all the ingredients for a regional specialty, trek to a specific crafting station and then slowly transport the final product to a remote buyer. The first two trade quests are pretty easy and let you get used to the process. The third run sends you across the PvP ocean into rival faction territory to make the sale. Last week we were finally ready to brave the open waters with our heavy packs in tow.

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Katy and I patiently awaiting our watery demise

That same day we had met another adventurous couple that were several levels higher than us who offered to go along. Carrying a trade pack means you move at a snail’s pace and can’t attack unless you drop it on the ground (making it fair game for anyone to grab). Companions are always helpful… even though none of us on this trip had a ship bigger than a rowboat.

The first obstacle we ran into were seabugs, big mid-30’s mobs spread out in front of us like World War II floating mines. It wiped out our companions and I but Katy was somehow immune and carried on rowing the boat. Meanwhile, my pack was sinking to the ocean floor and I was spawned way back where we started. I swam to the gravesite marked on my map and after a few lung-emptying dives I spotted my pack! We were back in action, now spread all over the sea trying to find a way through the seabugs. I kept going more north than west and started circling around an ominous isle topped by dark clouds and lightning… and more seabugs.

The bugs soon became the least of my worries as more and more clipper ships floated by. I caught the attention of the second guy and he swung my way but despawned his ship on accident. He was now keeping pace in a rowboat of his own. I thought my eloquent plea of “please no?” would be enough but even my explanation of earlier tribulations wasn’t swaying him. I veered around some outcroppings and lost sight of him when I ran into another clipper ship, this one much closer.

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There’s just no reasoning with some folks

The captain of the ‘Good Ship Griefer’ used some spell to pull me out of my rowboat and leave me waffling in the water. I decided this could only go one way for me so I dove as fast and far as possible, hoping to put my pack out of reach without risking his own life. Respawning all the way back where we started (again), I resigned this trade run to the history books and tried to keep up with what Katy was doing. She was piloting one of our companions rowboats which eventually despawned, leaving her even more vulnerable as she swam through the ocean. With the goal slowly drawing nearer it was a giant level 50 jellyfish that took her out in two swipes.

Trade runs, everybody. They’re hilarious and heartbreaking and definitely something I’ve never experienced in a game before. It’s like Animal Crossing with tension; like if one of your villagers could viciously destroy you on your way to pay off Tom Nook. There are surely more stories of epic calamity to follow.

I’m not trying to be one of the dicks I’ve seen in ArcheAge forum posts, but…

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I am starting to get worn down by the problems of this ArcheAge head start.  If this is what it’s like now, before the game is even open to the non-subscriber public, what will it be like on the 17th when the gates are really open?   I am unable to even login this morning which gives me time to write this when I would much rather be checking my crops.

I am new to MMOs so I assumed all the queuing, the authentication errors, failed logins and infinitely looping intro movie were normal for a brand new game. I figured Trion World does Rift and other mmos, so surely they are prepared.  I asked seasoned mmo players if 20 minute queues were normal for a paying member  at launch and found out they really aren’t. A friend said they were there for Rift’s launch and it was nothing like this.

I paid $50 for this game and the times I can get logged in to play it I feel it’s absolutely worth the money. I have already had $10 worth of fun since last Friday which I hope won’t be ruined when the official launch starts. I’m playing with online friends I really like that I don’t always get to team up with, plus my husband who I work well with in game (and out obviously).  There are so many routes a player can take in this game that from what I have heard are unique for an mmo.  I am leaning towards the gardening and crafting with a bit of trading.

I am sad that some people rushed to grab land so now many of us who were trying to take it gradually have nowhere to place a house. I have read that some guilds bought land up on purpose to resell or reserve for their guild or something, but as we know, most people are dicks, online doubly so.

I am able to login now, so that’s all I will say, at least until the official release.  PS We have a GameLuv guild as of last night “Gameluv dot com”

Still Playing: Trials Frontier (Android, iOS) Pt.3

Here’s some trans-media content for ya, a little video tour of where I’m at in Trials Frontier. I’m using ADB’s screen record function here so there’s no audio and it hits the framerate a little hard in spots but mostly this is what it’s like to play; slick victories and grindy prize wheel spinning alike.

Continue reading this series with Part 1Part 2 and Part 4

Still Playing: Trials Frontier (Android, iOS)

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Quests, coins, upgrades and time sinks

In my last post about Trials Frontier I was on the verge of unlocking a new bike and a new tier of races. That much went fine but shortly after the game’s progression hit one of those trademark Trials inclines that looks impossible to ascend.

The new tier was fun to explore and the courses really feel on par with Trials Evolution. There’s even a few physics-y gimmicks I don’t remember dealing with in any previous Trials game. It was around this point, though, that bike upgrades became a necessity and not just a periodic quest line. It doesn’t look like it by the tiny sliver of top speed or acceleration that you’ll get out of a $20,000 upgrade but you can definitely feel it.

And so the grind has been on for coins and crafting materials while I continue to beat my head against an array of ghost races. At least three different quest lines have you racing AI or live player ghosts to progress; one set is literally a bunch of races against a ghost. Despite the impressive number of tracks available (I’ve got 50 unlocked so far) the game seems to favor the same seven or eight courses which makes things feel even more tedious. Adding to the slow new pace of progress is some actual slowdown. Sometimes a race will load and the framerate on my Galaxy S4 will be cut in half. The slow-mo effect has helped me win a few races by giving me time to fine tune my landings but overall it’s a bummer.

All this could instantly be rectified if I were willing to pump some money into the game. For $5 I could get enough gems to skip the crafting materials and for another $5 I could buy enough coins to pay for the next few upgrades. But the races themselves still have to be run and won so I’m taking this new pace as the game’s slower middle age.

I still play several times a day and almost every day. The slot machine continues to provide fun new challenges and doles out some nice rewards between quest victories. Just the act of playing Trials still feels great and that’s enough to keep me going for the time being.

Continue reading this series with Part 1Part 3 and Part 4

Now Playing: Max: The Curse of Brotherhood (Xbox One)

Welcome to blaaaaaaaaah

Welcome to blaaaaaaaaah

Eagerly awaiting my “free” games for Xbox One I was still a little bummed with the initial offering of Max: The Curse of Brotherhood. Giant Bomb’s Quick Look of the game didn’t impress but I’ve always appreciated what the series has done to add to the archaic platformer gameplay. That said, my first night with the game didn’t immediately destroy my trepidations. There’s not so much a learning curve to Max as a ‘learning wet noodle’. The game doles out its gameplay mechanics excruciatingly slowly but just as it got past bedtime things were finally getting interesting.

The setup here is that Max wishes his annoying little brother away and realizes what he’s done just as a gargantuan claw swipes his sibling. Max leaps through the portal after him but he’s already been swept away to MacGuffin Tower. Hot on the trail, Max runs into an old witch who is oddly happy to transfer her soul into his magic marker allowing him to manipulate the environment in unique, if specific ways.

At the start it’s simply pulling towers of dirt out of the ground to make platforms or move objects around. It’s neat enough but the mechanic is a little cumbersome and there are a few too many simple tutorial bits that ram home how it works. You’re also in a desert which doesn’t do anything to add to the appeal beyond some hi-res textures and nice animations. You’re also… kinda lame. Max’s quips are as flaccid as that wet noodle and while that’s fine for a younger audience there’s no high level Pixar style writing to smirk at so far.

Oh! This is much nicer

Oh! This is much nicer

Finally, though, things started picking up as I unlocked the second magic marker ability: BRANCHES! What I thought was going to be a simple draw-a-platform mechanic turned out to be a pretty big deal. With the ability to raise towers out of the ground and draw plank and box-like vines the game has started to feel a lot like Trine; less platformer and more physics puzzlery. There are some pretty clever puzzles, especially if you’re after the collectibles which have been more fun to suss out so far than simply moving forward.

That’s about where I stopped for Day One. The visuals have gotten much nicer as I’ve started climbing this huge tree and coupled with the atmospheric musical cues I’m getting a nice Rayman 2 vibe. I hope to return with even more surprisingly pleasant stories about the game but I’m still a little worried I’m just going to give up before long.

Now Playing: Trials Frontier (Android, iOS)

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Not that there’s much barrier to entry now that Trials Frontier is available for free on both iOS and Android, but for anyone still wondering you only need to answer one question: Are you good at ignoring free-to-play conceits like limited energy and for-pay currencies? If you said ‘yes’ you should already be clicking one of those links to grab the game for yourself. Because beyond the mobile game “features” is a Trials game that’s just as fun to play as any before it and light years better than all the other knock-offs.

I love that the very first thing you do — before the title screen, before being bugged about your Facebook account — is play Trials. You’ve got forward/reverse on one side of the screen and left/right lean on the other, now go run through this little course. If Trials Fusion is set in the far-flung future then Trials Frontier is the Mad Max post-apocalypse that comes after it. An almost-cel shaded look accentuates the old west/steampunk/retro-future designs and color palettes. It runs smooth, loads fast (reloads even faster) and has a comprehensive menu system that shows you all the little details of the various races. It also has crafting.

Because what modern publisher wouldn’t want to pad its game with resource gathering and pin them to a luck-based wheel of fortune spin regardless of how well you raced? It’s a gross mechanic that requires you to re-race the same courses in order to spin for fabulous prizes like… rusty nuts and blueprint scraps. The upside to it is that you get to play more Trials which, despite the grind for silly mats, remains fast and fun. The quests that require these crafting materials regularly coincide with bike upgrades so as you grind it out you notice the subtle changes to handling and speed as you clock faster times. I hate to say it but I’ve never gotten as much of a reward from these little improvements as I have with this game.

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Naturally, you can pay real money to skip a lot of this junk. You can buy more gems to spin the spinner endlessly to farm resources. You can spend gems to get a bigger “gas tank” so you can run more races before “refueling” which, of course, costs gems if you don’t want to wait. Passing checkpoints in races earns you the coins needed for upgrades but you can spend gems to speed up the timer or purchase a coin doubler. Eventually you’ll hit the point I’m at right now where you need a new bike to continue onto new courses and you’ll be faced with the choice: grind or buy. So far I’m perfectly happy racing old courses to pass the time because the game feels so good to play. The one thing they won’t sell you is a way to remove the commercials that sometimes burst onto the screen after races, overriding your phone’s volume setting. Yeah, that’s a pretty big bummer at work.

So it’s time to ask yourself again, is all of that junk worth some sweet, free Trials thrills in your pocket? It definitely has been for me. Like having Spelunky ever at my side on the Vita, I’m happy just to know that Trials is always ready to go for a spin regardless of how long it takes me to unlock more stuff.

Continue reading this series with Part 2, Part 3 and Part 4

Now Playing: Dragon Coins (Android, iOS)

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There are two types of mobile games that usually catch my eye. There’s the physics games like Stair Dismount… and there are coin dozers. Why are coin dozer games so captivating? Maybe it’s because I never, ever wasted my arcade tokens on them when I was younger. That’s not to say I didn’t want to watch my hard earned token set off a shower of coins that would enable my crippling wax bottle candy addiction. It just always seemed like a better value to keep playing shooters and brawlers. While arcades with physical coin dozer games have mostly fizzled out, the coin dropping fire from my youth never has.

First it was Game Circus’ Coin Dozer on iPad and their many variations. Then Coins vs Zombies which added all kinds of weird wrinkles. Now Sega has gone and combined coin dozers, collectible card games and role-playing games in the questionably dubious Dragon Coins. Why so uncertain about its dubiousness? Being a mobile game, Dragon Coins is naturally bogged down by stamina timers, friends lists, consumable items, and no less than four different currencies. That said, I have yet to be bombarded with ads or requests to spend real money. They’re both in there but the game doesn’t assault you with them which is good because there’s a lot going on in this game.

Forget about that mobile stuff and let’s focus on the gameplay. You’re some kind of hero in charge of a team of five monsters represented as collectible cards. Each has an elemental affinity, unique health and attack ratings and special skills. You choose four monsters, designate a Leader (which unlocks a unique skill of its own) and pick another players’ monster to fill in the fifth slot before heading into battle. Coin Battle!

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The game is broken up into an array of chapters and areas and battles but there’s no story to tie any of it together. Basically, poke the Mission button and then the Start button. You’ll see the familiar coin dozer interface with your five monsters at the bottom of the screen and waves of enemies at the top. Your goal is to strategically drop coins in the upper area and hope they push coins off the bottom edge to charge up your monsters’ attacks. Some monsters take multiple coins to charge up so there always seems to be something kicking off as the momentum builds and the coins slide around.

As you attack with multiple monsters you’ll build up a combo causing enemies to spill gold and health coins and skill cubes across the board. This is where Dragon Coins feels the most satisfying. You can only drop a prescribed number of coins before the enemies attack but with combos you can keep filling the board with coins and tearing them apart. Collect the skill cubes and you can unleash all kinds of powerful, temporary boosts like making the pusher move faster, bringing up walls on the sides of the board and doing double damage. There’s a great tension to battles as you build up a glut of coins until they’re teetering on the edge and then try to manage your boosts as everything explodes with a single drop.

It’s a coin dozer game you guys! It’s not especially hard and you’re encouraged to grind past missions to build your team but that’s where the mobile stuff kicks in. Leveling up monsters requires you to Fuse and Evolve them with other random monsters you find while battling. This costs Gold Coins but you’ll never get that many coins without grinding old missions. Playing missions costs Stamina which slowly recharges over time or can be refilled with a consumable item. These items also cost coins but these are Rainbow coins, the really rare currency you can buy with cash. I’m several dozen missions into it now and have yet to be cut off. I usually do a few rounds at a time and quit just as I’d run out of Stamina for the hour. But I know it’s coming, the moment when the enemies get so hard or the Stamina drains so fast that the game offers that simple solution: hey man, you’ve got all those Rainbow coins, get a fix, I’m here for ya.

It’s icky. I hate those mobile game “features” but Dragon Coins is a strategic and fun evolution of the coin dozer. It’s got permanence and progression — quite a bit with 758 monsters — and for that I’m willing to deal with energy and currencies. Will I ever catch ‘em all? Doubtful, but for the time being it sure is fun (and free) to try.

My new Fashion model/nail designer/layout coordinator job

Girl's Fashion ShootWhat I mean by that is: Hey look I started Girl’s Fashion Shoot for Nintendo 3DS yesterday and it’s super cute!

It’s hard not to compare it to Style Savvy or its sequel Style Savvy Trendsetters even though it’s not quite the same. The first video will be up on my Youtube channel at 10A EST today from when I streamed on my twitch channel yesterday.

I auditioned and was hired as a new model for Rising Star, but I don’t just model because that wouldn’t really be enough for a video game.  They also have me choose outfits and do nail design. After you do that you do a page layout for a magazine which is like designing photos in something like LINE Camera using frames & stickers which I already love doing (examples 1, 2, 3).

Unlike SST (Style Savvy Trendsetters) there doesn’t seem to be a day cycle.  You can keep going around in the infinite daytime doing things like buying makeup, clothes and new poses.  The only thing that seemed to show time passing was when I completed the 3 jobs that were available for the month.  The time change afterwards from April to May just seemed like a new day change in SST.

There are other models at the agency that you’re being ranked against, but they all want to be friends with you (this isn’t an American reality show). You can check your rank and read your fan mail! I received 2 so far and I admit they made me smile even if they are just game generated compliments.  You guys, I am someone’s favorite model!

After you complete a job you can export the photo from your cellphone album.  Below are three I did yesterday following the given themes they specify.  I’m not far into it yet, but I will say that unless it surprises me down the line, I don’t think this game will appeal to everyone who loved SST.  If anything sways me from that I will come back and post about it here, but if you just wanna see my future quips and images from it follow me on Google+.