Showing posts with label MMO. Show all posts
Showing posts with label MMO. Show all posts

Friday, July 31, 2015

The Return to Blogging

Many times this year I've thought about returning to TOP Gaming. I originally started this blog as a way to get back into writing. I'm a storyteller at heart, one of the few and proud gamers of the world who actually value a good story and strong characters over graphics (and to some extents gameplay). Blogging was mostly an exercise to get myself writing every week and perhaps launch into bigger and better writing projects in the future. After a personal tragedy in 2013, I returned to college to finish a degree in Applied Linguistics and decided that since I was writing a paper every week, I really couldn't afford the time to write about video games every week on top of that. I was certainly getting enough writing practice.

I wanted to do a grand reopening in January with a "Best of 2014" article, but that fell to the wayside as I prepared to move from Maryland to Hawaii. It's roughly 4800 miles to move a family of five. No big deal. My supportive wife says, "It's never too late." So perhaps I will do a review of 2014, or perhaps I won't. I haven't decided what to do, honestly. All I have decided is that I need a creative outlet. I've been out of school since January and comfortably settled in Hawaii since March. It's time to get back into writing - and hopefully back into blogging.

The last real post on this blog was Music May of 2013. It was a huge undertaking and it was one of my favorite projects that I've ever done. It took months of preparation and hours of writing and listening to music. When Grooveshark crumbled in April, I was fairly devastated. My entire blog was dependent upon Grooveshark to provide the optional, ambient background music of TOP Gaming. It was another crushing blow and another setback to my return, because I knew once I came back I'd have to address it. I still don't know how to solve the issue. There really isn't anything quite like Grooveshark on the internet that I'm aware of. I don't know how best to integrate video game music with video game musings. I'm sure that in time something will come up.

May 4th of this year, a new son was added to my family. He's asleep right next to me as I write. The weekend leading up to his birth was a very difficult weekend for me and I wrote a yet unpublished blog about how I was feeling at the time. I'd also like to polish up and publish that blog for you sometime as it was an amazingly powerful outlet for me to vent some pretty strong emotions - and yes, I somehow managed to tie it together with a video game, or specifically a video game song that I don't know how to feature on this blog at the moment.

That brings me to June - which it is for a few more hours. I didn't really have any life-changing or blog-disrupting changes this month. I probably could have posted a bit earlier, but I did not. I got caught up in the Heavensward launch for the MMO Final Fantasy XIV, but now things have settled down and I'm trying to set aside more time for creativity and expression. That's really all I have. I don't want to tease an audience (whatever's left of one) into thinking I'm truly back. I haven't really thought this through. I just thought it was long overdue that I sat down and wrote.


- TOP                    
@TOPGamingBlog 

Friday, March 16, 2012

Week in Review - 3/16/2012













Elder Scrolls V: Skyrim

I apologize I haven’t updated “Breton in Skyrim” yet this week. Hopefully, I will have time this afternoon. I had an extremely exciting adventure in Bleak Falls Barrow. I nearly died! Trying to play by a set of rules, and keep my friends and fans informed and involved in the adventure really adds an additional pressure to keep Genjo alive to blog another day. So these scenarios the game concocts to defeat me can really be an adrenaline rush due to the added incentives of keeping this “public figure” alive. It’s extremely fun.It nearly gave me an anxiety attack.


Final Fantasy IV (DS)

I’m continuing to work my way to the end of Final Fantasy IV. I try to beat one major boss a day. I’m currently stuck on Doctor Lugae in the Tower of Babil. He is not quite like he was on Super Nintendo, so I’m forced to think up a new strategy for him, or resort to looking online if I get tired and lazy. Cecil now has “Draw Attacks” which makes all single-target attacks hit him, making “Cover” obsolete. He’s almost the perfect tank now and up until Lugae, he was making the game a lot easier.


The Sims 3

The story of Holden and Gwen played out rather awkwardly. Pancho Villa moved in and to Holden’s dismay also moved in on Gwen. They had a baby together named Micaela Villa Glover. They were together for some time. Holden wrote lots of emotional books about the misery he was enduring. Then Pancho Villa (a successful doctor) had to go to the hospital on an emergency call on Gwen’s birthday. Holden took advantage of the opportunity and they finally got together. They had a baby named Edmund. Pancho Villa eventually moved out of the house. Everyone got their life goals accomplished!


Star Wars: The Old Republic

This is a picture of my Vangaurd, Nerine. She’s my favorite character that I’ve made on Star Wars and she’s seen here in a graphical glitch on the Republic Fleet. Apparently Carrick Station has disappeared leaving her floating freely in space. I took two weeks off from Star Wars, but a recent trailer for the Legacy update in patch 1.2 has me a bit excited. So I’m logging on again to do dailies on Shikari and hopefully level up Nerine and my wife’s character Zelona.


Tales of Graces f

I just bought this game on its release on Tuesday. I’m excited to support a series that doesn’t always make it over to western shores. The first “Tales” game I played was Talesof Symphonia which didn’t grab me as much as I thought it would, and is worth a re-investigation since everyone speaks highly of it. The first “Tales” game that did grab me was Tales ofVesperia. I was hoping that a PS3 version of Vesperia would be released in the US, but Graces is the next to be released, skipping Hearts and Xillia. I have high hopes.


Related Links
A Breton in Skyrim - http://bretongenjo.blogspot.com
My Sims 3 Profile - http://mypage.thesims3.com/mypage/Kirutaru

Tuesday, March 6, 2012

Memoria de Eorzea



During the first two weeks of October 2011, I was possessed by the spirit of battle. I was presented with a daunting challenge, and I decided to step up and pursue it with everything I could muster. I gathered my friends and allies around me. I took volunteers willing to fight. I took anyone who would stand with me in battle to throw ourselves against fate. From these allies and volunteers, I forged a team I was sure would win and one after another they faltered, but each failure was bringing me closer and closer to victory. The time I spent out of battle was spent in deep thought, or in deep conversation with my trusted council of strategists. The thoughts of immanent victory consumed me. I ate and slept very little. I would see this beast fall. I would slay this being that shackled my spirit, imprisoned my mind and tested my sanity. I would defeat Ifrit.

The introduction of the Ifrit battle was a big deal, not just to Final Fantasy XIV, but to me personally. He is a recurring creature in the series, and most notably an early summon spell for summoner class characters, which have always been my favorite since my introduction to them in FinalFantasy IV, 1991. I believe part of my affection for the class (as well as “Final Fantasy” in general) is because it draws on a wealth of mythology to fuel its imagery. The summon Ifrit is based on Ifrit/Efreet from Arabian mythology, which is a type of djinn or genie that is an embodiment of fire. As a mythology enthusiast, I was drawn to these allusions within the “Final Fantasy” series. It was exciting for me to be able to summon Odin into battle, and equip Mjolnir or Excalibur. It set the series apart for me at a very early age, and since then I have had quite a strong connection with its summoners over the years. Unfortunately, Final Fantasy XIV does not have a summoning class at the time of this writing, so being able to stand toe-to-talon with this monster is the next best thing. It’s also worth pointing out that in order to summon these monsters, one often has to best them in combat to prove one’s worth, so if they ever did decide to add a summoner to Final Fantasy XIV, I would be ready.

Ifrit, via Final Fantasy XIV
Ifrit also fire-breathed new life into a very stagnant game. Due to a very poor launch state, Final Fantasy XIV is undergoing a continuous revision aiming for a re-launch as “Version 2.0” later in 2012. Players were allowed to continue playing and all understood that the game was undergoing some massive overhauls so we would have to be patient while waiting for a new battle system, class reforms, crafting reforms, and especially content which would require all these reforms to have a foundation at the least. So when Ifrit finally erupted into the game, it was a very momentous occasion. There was finally something to do and something worthy to fight. I am not understating this when I say that Ifrit is the most challenging content I’ve ever faced in a Massive Multiplayer Online game. He is a worthy adversary by no stretch of the imagination.

"Ifrit Bleeds We Can Kill It"
The first time I stood inside that burning circle facing Ifrit, I was bewitched. Never before had a “Final Fantasy” game required so much of me. My various defeats on that inauspicious day drove me into a frenzy. If I was awake, I was fighting against Ifrit. Day after day, defeat after defeat, I vaguely realized how I was becoming monomaniacal. I forged a team of players who I thought could defeat Ifrit, and though we came close, we hit a proverbial wall. We threw ourselves at it for days without making any progress and so I disbanded that team and formed another. Feelings were perhaps hurt, egos wounded, but I pressed on, blinded by my own ambition. A Japanese team was now consistently defeating Ifrit, and I threw myself at their mercy to train me, and teach me their ways. They shared with me in broken English their tips and techniques. They created a video for me and me alone to watch. Finally they took me and my strategist companion, Shin, with them to show us how it was done and everything fell into place. We had become the first North American and European on our server to see the monster bested in combat, but it was not enough.

Despite how badly I wanted to kill this monster, to see it done by a team I had not trained was surprisingly unsatisfying. Armed with new knowledge, a new team was forged from the ashes of the old and we progressed ever closer to victory. It was on one fateful night that I made the alliances with people whom I considered inferior moral quality, but superior playing ability (a decision I came to regret). Together with members of the new team, we managed to slay the beast and as a result my wife was the first North American to claim an Ifrit-themed prize. This was the victory I craved, though it came with cost. I had sold my soul and played with players I knew to be liars and cheats. I had done everything with single-minded purpose to defeat my White Whale in the form of a red, fiery demon. I swore next time would be different; next time I would be different.

Shai, Shin & Nimla, Heroes of Their Time
As far as I know, there will not be a next time, though. I’m still quite torn up about leaving Final Fantasy XIV behind me. I was looking forward to playing it since it was announced mid-2009. I was loyal and faithful to it for over a year beyond its botched launch. I really appreciated the original freedom to play how you wanted to play, and build your own class. Your character was a blank slate that you could fill up with abilities as you leveled new classes, and while there was no sword-wielding mage class, you could make one if you wanted by leveling two jobs and combining them. Much of the game orbited around the idea of creating the kind of character that you wanted to play in any way you could think to play it. However, this was too unstructured for people, according to player polls and responses, and all these interesting, creative features have been thrown out for a nearly identical job-system that the predecessor, FinalFantasy XI, features. The original systems of Final Fantasy XIV were bland and lacked a certain amount of flash, but I think the core ideas were truly impressive and I simply would have liked to see the idea fleshed out and added upon. However, due to the failed launch, the developer decided to redesign the entire game. They are currently aiming for a re-launch later in 2012 under the name “Final Fantasy XIV version 2.0.”

I miss Shai & Nimla very much.

There is a part of me that is still attached to my character, attached to the story the game was building and the lore of Eorzea. That part of me is curious about how version 2.0 will turn out. It whispers the evil thoughts to me that I may want to log in when it launches and see what kind of game this has actually become. I am, in a sense, heart-broken, though. It is an unpleasant experience to watch something you like wither and die and get replaced by something proven to be more financially successful. I remember people telling me that this is all for the good of the game, that it needs more people playing in order to generate enough revenue to keep it going and updating. I understand all that, but it’s simply not good for me, if I’m not even going to play it anymore. The game may go on and be successful, but if I’m not going to enjoy it, what difference does it make to me? I held the unpopular opinion that Final Fantasy XIV was at its core a great game, released before it was ready, and not allowed to blossom before they brought in the heavy machinery to tear it down and plant new seeds. I may see what grows in its place, but it mostly feels to be a worse version of Final Fantasy XI now, a game that I was done and tired of in 2009. I fear that despite my curiosity I won’t be heading back to Eorzea, but thanks again for Ifrit and the other fond memories.

-TOP

Related Links
 The Blog I Kept for Shai Hulud of Mysidia - http://kirushai.blogspot.com/
(discontinued, of course)

Tuesday, February 7, 2012

The Old Republic Under Review


Star Wars: The Old Republic has had the most successful launch of any Massive Multiplayer Online Role-Playing Game (MMO) that I have ever seen in 10 years of playing around in the genre. There is a lot to like for the hardcore veterans, the casual players, and the single-player role-playing game (RPG) fans. I have personally been playing various MMO since 2003 when I had my first true experience with online game addiction in Final Fantasy XI. Since then I have not been so drawn into a world by its story or compelling characters until now. While The Old Republic (TOR) has launched with its fair share of  bugs, glitches and imbalances I’m not going to spend any time picking those apart, but rather point out what sets this game apart from its contemporaries.

The Old Republic was developed by BioWare (Mass Effect, Dragon Age) and released on December 20, 2011. It has an Entertainment Software Rating Board (ESRB) of Teen meaning the content is suitable for 13 years old and older, but as with any online game the experience is truly dependant on the types of rude or vulgar people you meet (or do not meet) online.

My Jedi Consular, Shikari, with Nadia (Companion)
TOR is the first MMO in quite a long time to captivate my attention so effectively and it has done so in two easy steps. First, it has 8 compelling stories that all lightly intertwine and put you into some archetype roles you would expect to encounter in the Star Wars universe. BioWare will be the first to tell you that they made this game with storytelling in mind and I agree that as a story-lover they have done quite a good job. Second, the Companion system allows you to automatically recruit 5 crew members to your team and the interesting personalities and subsequent development by getting to know these characters will have you feeling reluctant to leave them behind when forced to choose one to adventure with you. These two story-telling mechanics help solve a large issue in keeping subscriptions in MMOs which is an attachment to your character. Someone playing World of Warcraft, for example, might have 7 years of dedicated work put into their character or characters and after a brief tour of Star Wars may be more invested in his previous work. That risk still exists, but TOR does a good job of getting you very wrapped around your character and the companions by involving them in a complex story and with their unique personalities. It is a good attempt to pull a player in emotionally and sever ties to old characters that are not quite as engaging.

My Jedi Knight, Kyru, with T7 (Companion)
TOR also manages to feel like a complete package with promise of more to come. One of the biggest problems with new launch title MMO games is they have to compete with some very well established titles that have had over 7 years of live updates and game changes based on customer feedback. There is so much to do in those games that new games may burn up all their content within a few months and those old games with plenty to do look mighty inviting. That risk also still exists for TOR, but they have managed to launch a game that feels like a full game - it does have, after all, 8 storylines to play through to get a full scope of what’s happening in the galaxy. It has essentially packaged 8 full-length single-player RPG games into one, plus the ability to play with your friends which is quite optional. Every story is able to be done solo or in a group, with group content being provided incrementally along the way for additional rewards and challenges. That is why from any avid RPG lover’s point of view, TOR may be quite welcoming, and for any MMO veteran’s point of view give you plenty of things to do while you wait for new content to arrive on your primary or favorite characters.

Once you finish your Prologue around Level 10, you are free to progress via questing, Player versus Player (PvP) arena content called Warzones, or group raiding called Flashpoints. They each provide unique rewards for your playstyle: quests often provide gear upgrades for your Companions who help you solo through the story of the game, PvP will reward you with gear that will better suit you to a future of PvP playing, and Flashpoints give some of the best Player versus Environment (PvE) gear in the game for tackling increasingly harder group challenges as you progress through the game. All of these areas could use and will receive work over time, but as they came at launch they are very well designed and implemented. I have enjoyed exploring all of the above content on a single character’s journey to the level cap of 50. 

Flying into Battle
The final thing of note is the space battles and that is a point of contention. At a certain point in your characters’ personal stories they will receive access to a ship that they will use to navigate the galaxy (a truly romantic experience on your first playthrough). They can also engage in space battles sanctioned by their allegiance’s command head quarters. Some players feel the battles should have been more like they were in Star Wars: Galaxies, the MMO predecessor to TOR (that I did not have the pleasure of playing) which as I understand it was a bit more along the lines of playing Star Wars: X-Wing or Star Wars: TIE Fighter. However, as it stands now, it is a moderately challenging rail shooter - meaning your ship is guided along a set course and you move about the screen dodging and weaving and shooting enemies “down” (a relative term that often does not apply in space combat). I truly enjoy it this way because it reminds me of my younger days playing Star Fox and Star Fox 64 and honestly is one of the most well developed “mini-games” I’ve ever seen in a role-playing game, much less an MMO. Unfortunately, in its current state it does lack multiplayer options so you won’t be flying side by side with your friends, nor will they be mounting your gun turrets like Luke Skywalker on the Millenium Falcon. You also won’t be targeting enemy players of the opposing faction. While I would welcome the upgrade to a more 3-dimentional space flight/dog fighting simulator, all I would really need is to add more “massive multiplayer” to this mini-game and I think it would truly shine even on rails, as it were. 

Star Wars: The Old Republic is a great experience for anyone who loves the Star Wars universe or role-playing games in general. It is fully voice-acted which breathes life into all your character interactions and is widely unprecedented in the MMO market on this scale. The story-telling is what will keep me coming back for more and keep me hopeful for more of its kind in future expansions and patches. This attention to character and story is what has earned it the TOP Gaming Seal of Approval and will be my MMO of choice for quite some time to come, I believe. Though it has a tried and true foundation based mostly on EverQuest and World of Warcraft, it comes with enough fresh new twists on a somewhat stagnant genre to really set it apart and keep it alive.

Related Links
Official Site - http://www.swtor.com/