Never Say Never… Winter

If you’ve followed this blog for a while, you know that I wasn’t exactly blown away by Neverwinter when I tried it, despite its thrilling combat and a few other positive features. You might also remember that I have nonetheless been tempted to give it another go.

Exploring the wilderness during a Foundry quest in NeverwinterThe addition of the new hunter ranger class finally spurred me to return to the game and give it another shot. I’ve been playing heavily for about two weeks now, and I’ve come to the conclusion that Neverwinter is a very odd game. In many ways, it is quite tacky and amateurish, but in others, it’s incredibly good.

Good: The hunter ranger

You know how I’m always ranting about how lame archer classes in MMOs are, how they tend to be gimpy turrets who have to cower behind pets and avoid close-quarters combat at any cost? How they’re always fit into an incredibly narrow box with no diversity or creativity in their abilities?

My prayers have been answered. The hunter ranger is not quite my perfect ranger class, but it’s pretty damn close.

For starters, Cryptic is one of the few developers to remember that rangers are supposed to be versed in many styles of combat. They’re not just archers. The hunter ranger can not only freely swap between bow and blade at any time, but are actively encouraged to by the class mechanics.

Their versatility doesn’t end there, either. Single target attacks, ruinous AoE damage, gap-closers, gap-openers, stealth, self-healing, group buffs, magic… The hunter ranger does it all. It’s like if a Swiss army knife was a playable class.

My hunter ranger doing battle in NeverwinterThey’re not tied to pets,* and there’s actually creativity in their abilities. Far from being limited to just shooting arrows in various colours, I can also summon plant wards to assault nearby enemies, impale enemies with vines bursting from the ground, or even summon mighty thunderstorms to assault my enemies.

*(No more than any other class in the game, but companions lack many of my annoyances with traditional MMO pets.)

Even the more generic abilities are made interesting by clever mechanics or awesome visuals. The hunter ranger has the standard “multi-shot” AoE attack, but with a twist: The longer you charge it, the more damage it does, but the less area it covers. So you have to carefully time your release to ensure you hit as many enemies as possible while also doing as much damage as possible.

They also have a backwards leap similar to the disengage ability used by WoW’s hunters, but instead of just lamely leaping backwards, my character rockets away from enemies in a burst of emerald nature magic, leaving behind a flurry of leaves and numerous after-images of my character in dramatic poses.

MMO developers of the world, take note: This is how rangers should be done.

Bad: The business model

I think I’ve established myself as an apologist for the free to play model at this point, but even I have limits. Neverwinter hasn’t passed those limits yet, but it’s come really, really close.

A gelatinous cube in NeverwinterAs a free player in Neverwinter, you will be held back in virtually every area of the game. If you want to be the best, you need to pay, period. Now, Cryptic restrains from completely crippling free players. You can still progress in the game and compete decently well without paying. You’re just going to run into a lot of speed bumps. A lot.

Theoretically, you can get all the paid stuff for free with astral diamonds — a bizarre currency that serves most of the purposes gold would in an another game — but the grind required to do so is astronomical — pun intended.

Getting paid items for free is made even more impractical by the fact that very nearly everything in the game has an astral diamond cost attached to it. Most of these costs are conveniences and can be avoided, but it’s yet another speed bump. This, too, is a roundabout cash grab, as players can buy cash shop currency and then sell it to other players for AD.

Again, the AD grind isn’t enough to break the game. It’s just annoying.

What’s bugging me the most is upgrading my companions — NPCs that assist me in combat. Like gear, companions come in various quality levels, which determine their maximum level. The only free companions that aren’t freakishly hard to get are white quality, meaning they cap out at level 15 — purple companions max out at 30.

You can upgrade companions with AD, but again, grind. The maximum AD you can earn for free in a day is 24,000 (I’ve never even come close to getting that in a single day). It costs 300,000 to upgrade a companion from white to green, and around 1.5 million to fully take a companion from white to purple. I have four companions.

My ranger and her sellsword companion in NeverwinterDo the math.

[Edit: Slight correction to make. There is a way to exceed the 24K daily limit on AD: Sell items on the auction house. I forgot to mention it because this hasn’t proved to be a useful source of AD for me, but maybe I’m just doing it wrong.]

You don’t really need to upgrade your companions — white companions still do decently well even at max level, I’m told — but in a way, that’s what’s most frustrating. Why put such a grind on something so minor? All I really want is to unlock some prettier outfits for my companions. I’ve gotten attached to the little rascals. I’d like them to progress along with me.

At least you can vendor or delete lockboxes now.

Bad: Leveling content

One of the main things that drove me away from Neverwinter the first time was how bland most of the content is. It’s all incredibly generic, and the stories are even worse than I remember — bland, cheesy, predictable, and rife with poor writing and amateurish voice-acting. Jesus, I got better voice actors when I did that audio drama series, and I wasn’t even offering any pay.

In fairness, the group content’s a bit better. It’s not stellar, but it’s good enough. Skirmishes are quick little lootfests for when you’re bored, dungeons are lengthy and packed with epic fights, and the PvP is still surprisingly fun. None of these things are enough to make the game worthwhile, though, even taken all together.

But Neverwinter has one saving grace.

A mysterious sanctum in a Neverwinter Foundry questGood: The Foundry

I’ve realized I had the wrong idea when I played Neverwinter before. I was using the player-made Foundry to break the monotony of the professional content. This time, I’m using the professional content when I want a break from the Foundry, and it’s making a big difference.

There are a lot of MMOs that have seemed to bank on one or two unique features to compensate for their otherwise mediocre game. Neverwinter may be the first game to succeed in that strategy.

It’s hard to find words to do justice to how awesome the Foundry is. A virtually unlimited source of high-quality content with enough variety to suit most every taste. How can you not love something like that?

I’m continually blown away by the quality of content some fans can create. Not only are these quests better than the professional ones in Neverwinter, they’re better than most MMO quests I’ve played, period.

One of the first ones I played after returning almost could have given The Secret World a run for its money. A moody, horror-themed dungeon crawl with spooky ambiance, plenty of action, and an epic conclusion featuring a battle for control of my own mind within a surreal dreamscape.

A surreal dreamworld in a Neverwinter Foundry quest(It’s called “A Clash of Wills,” if you want to check it out.)

Not all are that good, but it’s rare for me to play one that isn’t at least decent. Yes, it’s true that there are plenty of nimrods churning out mindless mob grinders and worse, but the sorting functions make it easy to avoid most of the lower quality quests.

The Foundry makes all of the game’s other flaws bearable. Foundry quests rarely offer significant challenges or travel time, so all of the hobbling effects of its business model have little or no impact if you focus on Foundry content.

This time, I’ve also tried making my own quests with the Foundry. I started with a very basic quest to learn the ropes (“Shrine of Atonement”), and I’m now working on a much more ambitious dungeon crawl featuring multiple custom maps and unique enemy models, optional objectives, a bone-chilling story, and even a few simple puzzles. I’m calling it “Birth of a God,” and I’m hoping it will be up for review soon.

The Foundry is incredibly easy to use, if a tad time-consuming. There are a few things that seem mildly counter-intuitive (like the fact that you’ll be doing most of your designing via the “play map” feature), but once you figure those out, it’s smooth sailing. 90% of the work can be done via dragging and dropping or basic text editors simpler than the WordPress HTML I’m using right now.

I’ll also give them some credit for not attempting to monetize the Foundry in any way. No payment whatsoever is needed to get the full benefit of it, as a player or a designer.

Designing a quest in Neverwinter's FoundryConclusion:

Neverwinter is a bizarre mixed bag of a game. It’s hard to imagine how the same company could produce awesome things like the Foundry and the hunter ranger, and craptastic things like… nearly everything else about Neverwinter.

However, for now, I am finding that its strengths outweigh its flaws. Not by a lot, but by enough.

I think the best way to think of it is thus: Neverwinter is not a good game. However, it is an excellent platform for the creation and distribution of player-made content. If you think of the Foundry as the heart of the experience and everything else as bonus frills, then it’s actually a lot of fun.

Retro Review: Age of Empires III

In retrospect, I can’t believe it took me this long to play Age of Empires III.

A battle in the Rockies in Age of Empires IIIEven if MMORPGs have become my focus these days, I grew up loving the real time strategy genre, and it still feels the most like home to me. When I think of the games that defined my childhood, nearly all of them are RTS games: names like StarCraft, WarCraft, and Age of Empires.

I can’t even begin to count the number of hours I lost to the Age of Empires series. I remember playing the original Age of Empires with my best friend online — my very first online gaming experience. I remember pitting my Mongol horse archer armies against the AI in a rough estimate of eleventy bajillion skirmishes in AoE 2.

The Age of Empires series sparked my interest in history. I spent many hours researching ancient cultures, particularly the Mongol hordes, because I wanted to learn more about the civilizations I’d been playing as.

I also loved the Age of Mythology spin-offs, and they helped to kick-start my lifelong love of ancient mythology.

But Age of Empires III was another game that came out during that period where Real Life prevented me from gaming. Even when I did return to the realm of pixelated slaughter, it sort of got put on the backburner of my mind.

A battle in Age of Empires IIII suppose it’s down to the fact that, for whatever reason, I never had much interest in history after the Middle Ages but before World War 2 — the period AoE 3 focuses on.

Still, it seems silly that it took me this long to play it.

Comfortably familiar:

Mechanically, AoE 3 changes little from the previous games in the series. The basic formula remains unchanged from the original: Begin with a town center and some villagers, gather resources, advance through the ages, and eventually build yourself into a mighty military power and crush your enemies.

Stone has been removed as a resource, and there’s now one more age, but those are about the only major changes to economics, at least for the vanilla civilizations. The native and Asian civilizations added in its expansions have some unique economic mechanics, such as the native fire pit, which provides powerful buffs when villagers are assigned to dance at it, and the Asian civilizations’ export resource, which can be used to recruit European support.

Similarly, the military mechanics are a familiar rock/paper/scissors set-up, only slightly altered by the more advanced technologies of the setting. Basically, infantry have guns instead of swords now, but they still counter cavalry.

A battle during the Japanese campaign of Age of Empires IIIAoE 3 definitely lacks innovation, but I’m inclined to file that under, “Not fixing what wasn’t broken.” They had a winning formula with the previous games, and I don’t see why they should’ve changed it. I found a pleasant sense of nostalgia to going through the old base-building

And there are a few significant updates.

One is that players now begin each game with an explorer unit. These are similar to the heroes from Age of Mythology: They’re more powerful than standard units, have special abilities, and can be revived if killed. They can also collect treasures hidden around the map, ranging from small boosts of resources to units that will join your army.

Explorers are hardly game-changers, but searching for treasures does help make the early game a bit more interesting.

The other main addition is the home city system. Each civilization has a home city that can be leveled up like an RPG hero as you play the game. As your city levels, it gains access to more and more powerful shipments, which are boosts that can be called upon during a game. Shipments can be anything from extra resources, to more units, to powerful upgrades for your forces.

I’m not sure how I feel about home cities. There’s certainly nothing bad about them, but aside from speeding up and streamlining the game slightly with shipments, they don’t really add much. Your customization options are never great enough that it starts to feel like it’s “your city,” and shipments, while plenty useful, are never game-changing enough to feel all that exciting.

The home city screen in Age of Empires IIII suppose there’s something to be said for the persistent progression between battles, but I feel that home cities are somewhat a case of wasted potential.

The one other change is that the single player campaigns are now fictional stories rather than being based on actual events — barring the Asian campaigns, which are more historically based.

I’m not happy with this change. I preferred the historical epics of the original games — they were a very rare case where a video game actually did make learning fun. The new stories don’t have the same historical weight to them.

As for the stories themselves, they’d best be described as “adequate.” They’re not bad, but they’re not especially memorable — with the possible exception of the Sioux campaign, which I greatly enjoyed.

Old school rules:

The thing I most enjoyed about AoE 3 was its old school RTS feel, particularly its slower pace.

When I think about my fondest RTS memories from my youth, I think of epic, brutal scenarios played out over days. The sort of games where nearly every resource is mined out, where bases change hands multiple times, where countless digital soldiers have lost their lives in back and forth battles.

The Battle of the Little Big Horn in Age of Empires IIIAs much as I love the innovations of games like StarCraft II and Warcraft III, they don’t quite bring that same feeling of epic war that RTS games can capture so well.

AoE 3 has that in spades. While some missions are hurried, plenty more are lengthy brawls of the like to bring glee to any RTS fan’s heart.

Even in the shorter missions, I often found myself delaying my own victory just so I could spend more time exploring, upgrading, and building my civilization. After the over-caffeinated intensity of StarCraft II, the more relaxed pace is incredibly refreshing.

I also quite enjoyed the skirmish versus AI mode. Much as I think Blizzard is the master of the RTS genre, they’ve never managed to get their versus AI matches to a decent place. The AI is always incredibly predictable, one-dimensional, and just plain wonky in its strategies.

The AI in AoE 3 is much more balanced. There are a variety of difficulty settings providing appropriate experiences for all skill levels, and the AI is capable of executing relatively complex strategies effectively.

An interesting twist this time around is that each civilization has a unique AI personality based on a corresponding historical figure. These personalities all have distinctive playstyles, usually relating to their civilization’s strengths, and that adds a fair degree of variety to the versus AI matches. A battle against Henry the Navigator plays out very differently from one against Ivan the Terrible, even with all other factors being equal.

An army of Indian units in Age of Empires IIIIt’s also amusing that the personalities are fully voiced, and will sometimes taunt you or otherwise communicate, and just like their strategies, their styles of communicating vary wildly from one to another. Napoleon is a condescending prick, whereas Hiawatha is a noble, poetic soul.

Aesthetics:

The graphics of AoE 3 have held up surprisingly well, considering it’s getting pretty old in video game terms. The land units don’t look the best up close, but the environments are still very pleasing to the eye, and the ships are spectacular.

There are also some very impressive combat physics. Ships and buildings will not only catch fire when attacked, but they can have large pieces blown clean off. I’ve rarely seen the like even in much more recent games. Large-scale naval battles are particularly spectacular as masts topple, the air fills with cannon smoke, and shards of wood and broken beams splash into the surrounding waters with every brutal impact.

The music is pleasant enough, if not particularly memorable. The sound effects are good, especially the cannons, which provide satisfyingly visceral booms with every shot.

What I really enjoyed about the sound design was the continuing tradition of units speaking in their civilizations’ native tongues. Its fascinating to hear all these exotic languages from around the world. I particularly enjoyed the musical words of the Indian units.A naval battle in Age of Empires IIIVerdict:

If there is anything to complain about in Age of Empires III, it would perhaps be a lack of ambition. There are some underdeveloped features, and there aren’t a lot of mind-blowingly awesome moments to be had.

But honestly, I’m reaching. There might be areas where it could have been better, but I can think of nothing about AoE 3 that’s actually bad. Games really don’t get more solid or polished than this. This is pretty much a flawless mechanical execution of a real time strategy game.

8.5/10 In the ludicrously unlikely event that you’re a strategy fan who hasn’t picked up AoE 3 yet, do so right the Hell now.

Reminder: World Spectrum holiday sale

In case you missed it, I’m holding a sale on my World Spectrum novels from now until January 1. You can pick up the entire series for under $5, and they’re free of DRM, so they also make a great gift option.