Superior Realities Sixth Anniversary: Reflections

Six years have now past since the first post appeared on Superior Realities. Time flies when you’re yelling at Blizzard, I suppose.

The Greatest City in the WorldIn some ways it doesn’t feel like it’s been that long, but in others it feels like a lifetime. I was still writing Dispatches from the Romulan War when this blog started, for crying out loud.

When the blog started, I lived in Toronto, then I moved to the country for a few years, then I moved back to the city. Seems like rather a lot of effort just to move from the west end to the east end.

I still miss Parkdale. My new neighbourhood is nice, too, but that’s the problem. It’s too nice. I’ve been here for going on two years now, and I’m still waiting to get the bum’s rush. I don’t fit in here.

I try to visit Parkdale as often as possible. I feel like I belong there. It’s the only place I’ve ever been where I’m not the weirdest person around.

When I lived in Toronto the first time, I lived with my father and a couple cats. Now that I’ve returned, I live alone with many books but no cats.

When the blog began, freelance writing was still some new and exciting adventure I was embarking upon. Now it’s just old hat.

Looks pretty in the picture, but it's really a miserable placeI’ve written… three novels since this blog started. I think. Three or four. Of course only one of them (Human Again) has seen the light of day so far. I’ve also written who knows how many short stories in that time.

Six years ago, I had hair. I should really update that profile picture at some point. Male pattern baldness can suck it, by the way.

When the site launched, I was a huge Metric fan, and now I’m a huge Metric fan who’s shaken Emily’s hand (best day ever). I’m also now a huge Chvrches fan, but I haven’t shaken Lauren’s hand.

When Superior Realities began, I was still in the process of re-entering the gaming world. Of course I’d been playing WoW for a while by then and had also played StarCraft II and maybe one or two other things, but I was still a bit out of the loop on the industry as a whole.

Since then I’ve broadened my horizons considerably. I eventually got around to most if not all of the games I missed out on during my teen years and embraced many modern classics, as well as a few more obscure titles. I hated Bioware for a while, then I kind of liked them, then I loved them, then I think I hated them again for a bit, and now I’m just generally confused.

They had real winters up there. That's somethingI’ve blogged through four WoW expansions, the rise and fall of my passion for Guild Wars 2, and my totally unexpected dive into Star Wars: The Old Republic. I fell in love with The Secret World, and now I’ve had to cope with its inglorious collapse. In general I’ve created enough MMO characters to form an entire battalion, and like half of them are named Maigraith.

I’ve mourned the cancellations of Defiance and Sanctuary, and I’ve fallen in love with Continuum, Dark Matter, and iZombie. I’ve reviewed some very good movies, and also Immortals.

It has been suggested I should take this opportunity to examine whether I’ve achieved my goals for the blog, to which I can only say… maybe? I guess?

Honestly I’m kind of losing sight of what the point was originally supposed to be. Nowadays blogging is just part of my routine; it’s not something I think a lot about. Just an excuse to run my mouth (figuratively speaking) without anyone trying to change the subject on me like they usually do.

I’m mostly happy with the traffic I get, though of course it’d always be nice to get more, and I do get a decent amount of attention within the greater community, so that’s nice.

Best day ever

Shake your head, it’s empty…

I will confess that I wish I got more comments, though. Figure pretty much every blogger wishes they got more comments, and compared to the handful of blogs I follow, I seem to get less comments than most. Not sure why this is, but I imagine it’s some combination of my terrible opinions, my long-winded endurance test of a writing style, and my cantankerous personality.

Of course, reflecting on the past also invariably leads one to pondering the future. For the most part, I suppose it will continue to be steady as she goes for Superior Realities for the immediate future.

I’m always mulling ideas for new types of content, but I dismiss almost all of them.

There’s often the temptation to expand beyond my relatively narrow sci-fi/fantasy/video game focus (the lack of Simpsons content on this blog saddens me sometimes), but at the same time I think there’s something to be said for keeping a clear vision for the site. I like the idea that my readers know what they’re getting: angry nerd rants and Elves.

I’ve thought about doing a series on various songs that I use for inspiration when writing fiction, but most people’s ears start bleeding when confronted with my musical taste.

I could also probably get a lot more posts out of the head canon and backstories for my video game characters, but my previous posts on that subject have the dubious distinction of being the least popular posts I’ve ever done by every available metric, so I probably won’t bother with that.

To winter I belongI tried my hand at video content recently, and there’s some temptation to do more of that, but it’s another thing that didn’t get much reaction. Plus I’m not sure I can bring anything to the table that the legions of YouTubers out there aren’t already covering, and I definitely have a voice for text (which is like a face for the radio, kind of).

I’m also often tempted to post more of my fiction and thoughts related to it on the blog, but again, such posts never seem to generate much interest, so I’m kind of gravitating away from that at this point.

Seriously, if you ever feel like doing me a favour, go read some of my stories and leave feedback. I don’t mind criticism as long as it’s constructive. I’m particularly interested in opinions on The Wounding and Lady of the Dawn, as that setting is very important to me, but In Her Sister’s Pose is probably the best thing I’ve written as far as short fiction goes.

Anyway, if any of these ideas sound like they’d interest you, or if you there’s something else you’d like to me to do with the blog, let me know, but otherwise it’s probably going to be status quo for the time being. There is many a Warcraft rant yet to be written.

In closing, I would like to thank my readers for sticking with me all this time. Be seeing you, sweetlings.

In the half-light.

Cheating on WoW: Kritika Online

Kritika Online isn’t a game that’s really been on my radar. On paper it seemed to be a very generic action MMO made noteworthy only for its anime-inspired cel-shaded graphics, and even that’s not exactly unique.

Using a powerful vamp skill in Kritika OnlineHowever, a faint curiosity inspired me to try the recent closed beta event, and while my expectations weren’t entirely disproven, I did find the game to be surprisingly well-executed in many ways, and it stands as a strong argument for clarity of vision in game design.

Hit the ground killing:

A lot of the marketing on Kritika Online talks about how you’ll jump into the action right away. This is a promise I’ve seen a lot of MMOs make, but very rarely do they deliver on it.

Kritika is a welcome exception.

Immediately after character creation, you’ll already have enough skills to comprise a basic rotation, and you’ll set off slicing and dicing your way through hordes of enemy minions.

This, really, is pretty much the entire game. You carve your way through small, linear dungeons; head back to town for a few brief minutes of handing in quests and managing your inventory; and then head back out to start the cycle all over again.

If you’ve played other dungeon grinds like Vindictus, the routine will feel familiar, but Kritika manages to pare the formula down even further. This is as a no-frills of an experience as you’re going to get.

Dodging a boss in Kritika OnlineIt is a very simple, very shallow game, but for what it is, it manages to work pretty well.

While visual character customization is severely limited, there is a healthy selection of possible playstyles for your character. While the class list is relatively short, each class can later evolve into one of several advanced classes, and these add a lot more variety. Oddly, the number of advanced classes isn’t equal between classes, but perhaps they just haven’t all been implemented at this stage of beta.

I chose reaper as my base class on the grounds that it has a scythe. I was rather hoping it would be analogous to the oracle in Dragon’s Prophet, an excellent class trapped in a very mediocre game. I wasn’t entirely disappointed on that front, but the class didn’t start to get really interesting until I chose my advanced class.

I picked “vamp,” which is silly name for a pretty fun playstyle. It’s a sort of melee/caster hybrid that eschews mana in favor of draining the blood from its enemies. This blood is then used to fuel the most powerful spells.

Also you can turn into a cloud of bats and eat people’s faces.

In general I greatly enjoyed Kritika’s combat. It maybe could have benefited from a bit more combo play, and there seems to be a certain degree of redundancy between some of your abilities, but overall it’s visceral, visually engaging, and just plain fun.

Slice and diceA game like this really lives or dies by the strength of its combat, and the Kritika devs clearly understood this. Hacking and slashing your way through endless swarms of trash mobs might not be the most intellectually stimulating gameplay ever, but damn if it’s not entertaining.

Something else I liked is that each instance has four separate difficulty settings that you can choose from freely — there are recommended character and item levels for each, but they’re not strictly enforced. This makes it very easy to find a difficulty that feels comfortable for you, and it’s something I deeply wish more MMOs would offer, though I grant it would be very tricky to implement in an open world game.

I also found the game’s story to be of a higher quality than I was expecting. Oh, don’t get me wrong; I’m not going to be listing it as one of the great story-driven MMOs anytime soon. But I was expecting nothing, and I got something.

Kritika’s story is very straightforward. A genius inventor created revolutionary new magical technology that vaulted society forward, but in the process gained nearly total dominion over the world and has now become a ruthless tyrant. The player finds themselves fighting alongside a rebellion to bring him down and restore peace and liberty to the world.

Again, it’s simple, but it works. It gives you a decent motivation, and the whole steampunk/magitech feel of the setting is kind of neat (though hobbled by how shallow and limited the content is). The quest NPCs actually have some personality, and the dialogue is well-translated and actually reads pretty well most of the time, if you don’t mind a little cheese.

Mutant rats. AyupThe chief downside of Kritika is that this is clearly a very, very grind-heavy game. Even as a low-level character just playing through the story, you can expect to have to repeat each dungeon several times before moving on. I can only imagine what it’s like at endgame.

This is further complicated by the game’s rather extreme version of rested experience, which severely curtails your rewards if you play too much each day. I don’t doubt there will be a way to circumvent this with real cash. In general Kritika has “overbearing monetization” written all over it.

As an MMO:

If you’re a purist, it could be debatable as to whether Kritika Online is actually an MMO, honestly. With its tiny maps and total reliance on instancing, it’s certainly not massive. What about the multiplayer part?

One of the stranger things about Kritika is that from what I can tell it doesn’t have dedicated group content in the traditional sense. It’s entirely up to you whether you want to tackle the dungeons solo or with allies.

Realistically, I expect that grouping becomes mandatory at higher levels and/or difficulties, but at least early on it’s all up to you, which is a level of flexibility I can’t help but admire.

My reaper in Kritika OnlineThis flexibility is further reinforced by the fact that Kritika doesn’t seem to be obey the “holy trinity.” A few classes seem like they could be analagous to tanks, but I saw nothing resembling a healer. This would be in keeping with the game’s overall philosophy of removing all obstacles between you and the brutal mayhem of the combat.

Again, this is all surprisingly good design from what’s obviously a low budget game. I could see Kritika being a great game for casual, small group play. Doesn’t matter what classes you play or your relative skill levels. With no trinity and a wealth of difficulty options, it should always be easy to play with a friend or two.

When it comes to PvP, though, the news is a lot less positive. Kritika doesn’t appear to have any matchmaking. Instead, there’s just a rather difficult to navigate player-run lobby system, which I guess is great if you’ve been craving that retro 90s nostalgia. For the full effect, have someone shriek dial-up noises at you over the phone while waiting on a match.

I couldn’t find any other players near my level, so after getting curbstomped by someone ten levels above me, I decided it was time to give PvP in Kritika a pass.

The one thing I did find interesting about the experience is that Kritika allows you to spectate other players while waiting on a match. It’s a nice idea — something more games should offer.

A town in Kritika OnlineClarity of purpose:

There is something to be said for a game that has a clear vision and executes it well. Kritika Online is mindless and grindy, but it was never meant to be anything else.

And as mindless grinders go, it’s not half bad. The combat is fun, the classes are interesting, the story is a little thin but adequate. It’s a fundamentally good game to play. The developers seem to have set out to make the best mindless grinder possible, and for the most part, they succeeded.

Kritika Online won’t be for everyone. I’m already losing interest. But I do admire the purity of its design, and I’d recommend trying it. Even if you don’t stick with it for long, the sheer addictive violence of it is bound to provide a few hours of entertainment.