Review: The Hobbit: Desolation of Smaug + New Article

As regular readers of this blog may know, it’s very difficult for me to see movies in the theaters these days. There aren’t many theaters in the inflamed sphincter of nowhere, where I currently dwell. But there is only one force in this world that could keep me from seeing a Hobbit movie in the theaters. Know what that is?

Death.

Bilbo faces Smaug in the Desolation of SmaugThe Grim Reaper hasn’t gotten his grubby little mitts on me yet, so I had to form plans for a brief trip down to civilization to see the second installment of the trilogy, Desolation of Smaug.

I’ve now returned from my excursion to bring you my thoughts on the film.

How to milk your dragon:

I’m going to have to be honest: I was a little underwhelmed by this movie. Not to say it was bad by any stretch of the imagination, but it wasn’t the mind-blowing experience I’ve come to expect from Peter Jackson.

This movie takes a bit more liberties with the stories of the books, adding in more detailed depictions of Gandalf’s struggle against the necromancer of Mirkwood as well as new subplots dealing with the Elves of Mirkwood.

I think fleshing out the necromancer story was a good move. It has great significance to the greater story of Middle-Earth, and made for some very gripping moments.

A map of Middle EarthThe Elven story, though, did feel like little more than a shameless attempt to pad the story out to three movies.

It’s not even that it’s a bad story. It does a very good job of illustrating both the positive and negative sides of Elves in Tolkien’s mythos. They are very wise and noble, but also cold and indifferent to the world around them.

And more Elves is never a bad thing.

But this was already such a complicated movie. The original book was an epic, and the extra details added to flesh things out have only added to its complexity. In Desolation of Smaug, it reaches a critical mass where there’s just so much going on that none of the plots end up getting the time or attention they deserve, and the film loses a lot of emotional weight as a result. It jumps around so much that it’s hard to get invested in each story.

It’s like when you’re cooking and you add one too many spices to a dish. There’s nothing wrong with that particular spice — it might be delicious in another dish — but you’ve muddled the flavour so much you can’t appreciate each individual component.

Smaug the Stupendous:

Artwork of Smaug the StupendousBut this movie still has a lot going for it, and chief on that list is Smaug himself.

As sort of the original fantasy Dragon from which the modern interpretation of the archetype springs, Smaug is a character with a lot of weight and importance even beyond his role in the story of “The Hobbit.” It was very important that they get him right.

They got him right.

I couldn’t have asked for a better portrayal of Smaug. He’s a masterpiece of special effects technology, massive and terrifying yet still very real-feeling. His fire-breathing assaults are spectacular, but what’s perhaps most impressive is how expressive they were able to make his face. Getting a giant, ugly lizard to display emotion is no easy task, but they pulled it off very well.

I was also quite pleased with his voice-overs. It’s hard not to get a feeling of, “Oh, look, Benedict Cumberbatch again,” even as someone who hasn’t seen most of what he’s been in, but you can’t argue with the results. He does perfectly capture Smaug’s majesty, and his madness.

There were some other highlights to the movie, as well. Everything to do with Gandalf and the necromancer was as good as I could have hoped for. The plot is full of creeping dread, and it concludes with a truly spectacular confrontation.

The action sequences in general are as fun as one would expect. I was particularly fond of the scene in which the Dwarves escape Mirkwood in wine barrels. It’s one of the most absurd yet entertaining fight scenes I’ve ever had the pleasure to witness.

The titular dragon of The Hobbit: Desolation of SmaugAll in all, Desolation of Smaug is a pretty good movie. It’s just not as good as I’ve come to expect from Peter Jackson’s previous journeys through Middle-Earth.

Overall rating: 8.1/10

New article:

My latest contribution to WhatMMO is Combining MMO Classes. In case it isn’t obvious by now, I’m a bit bored with a standard class archetypes. But come on, rogues and necromancers belong together like peanut butter and chocolate!

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.