Review: The Incredible Adventures of Van Helsing, and a Brief Rant

One of my biggest complaints about the current state of the gaming industry is that demos seem to have hone the way of the dodo. I remember a time when every gaming magazine would come with a CD packed with demos, and rare indeed was the game that didn’t offer a demo of some sort.

My blog's bannerNowadays, demos are almost unheard of, and it baffles me. I will rarely take a chance on a game unless I can play a demo first. I usually only make exceptions if I have a very good reason to know I’ll like a game, such as it being a continuation of a franchise I enjoyed in the past.

With something like a movie, you can generally get a good idea of whether or not you’ll like it by looking at trailers and seeing who the actors, writers, and director are. Video games are a lot more complex. An otherwise excellent game could be ruined by one intolerable gameplay error, and what’s intolerable could very wildly from one person to another. So it’s important to be able to play a game before you buy it.

I’ve encountered many games that sounded amazing until I played them. Similarly, I’ve sometimes tried a demo for a game I never had much interest in, only to discover it was far better than I could have imagined.

And that brings us to today’s topic.

The Helsing: An Unexpected Purchase

A hidden lab in The Incredible Adventures of Van HelsingA few days back, I was perusing Steam’s autumn sale items, and noted The Incredible Adventures of Van Helsing for $6. It was only the low price that got me interested at all, as the name sounded very cheesy.

Reading its store page didn’t give me much more cause for confidence. The developer was an Eastern European indie company I’ve never even heard of, and it sounded like nothing but a cheap Diablo clone with a goofy premise.

However, it did have surprisingly good ratings on Metacritic, and more importantly, it had a demo, so I thought I might as well download the free sample and give it a try.

And to my amazement, it turned out to be of a much higher quality than its cheesy name and bargain price would lead one to believe, and before I knew it, I had purchased the full version and was gleefully wading through waves of werewolves and other beasties, swimming in loot and loving every moment of it.

Some of my early preconceptions proved accurate. The Incredible Adventures of Van Helsing is very much a Diablo clone, though a well-executed one, and it is quite cheesy, but it’s cheesy in an intentionally campy, tongue-in-cheek kind of way that proved quite charming.

The woods of BorgoviaThe woods of Borgovia in The Incredible Adventures of Van HelsingRather than following the iconic vampire slayer, this game is about his son, who also became a monster hunter — one of the game’s running gags is people always confusing him for his father, no matter how many times he corrects them. He has been called to Romania Borgova to once again save the locals from evil as his father did.

As it turns out, Van Helsing Senior might have done more harm than good. With all the ghouls of the night driven back, the people turned to the light of science and reason — only to have their country usurped by mad scientists. Borgova is now being torn apart by the war between fantastical beasts and steampunk abominations, and it’s up to Van Helsing to save the day.

The plot’s a bit thin, but it’s mostly just an excuse to run around slaughtering cyborg werewolves. It’s standard action RPG fare: click, kill, loot, repeat. But the combat’s fairly exciting, with fast-pacing, a decent level of challenge, and copious enemies for you to massacre.

Van Helsing also features surprisingly good graphics, surprisingly good music, surprisingly good voice acting… Surprisingly good is sort of the slogan for this game.

Lady and the traps:

Van Helsing does have some noteworthy features to set it apart from the pack. One is a companion NPC who assists you throughout the game, the Lady Katarina.

The obligatory spider filled mine in The Incredible Adventures of Van HelsingKatarina is a snarky, adventurous Romanian Borgovian noblewoman who bears a debt to the Van Helsing line and thus assists them in their adventures. Oh, and she’s a ghost, too.

Although the main storyline may be a bit weak, the banter between Katarina and Van Helsing is very entertaining, and shows some sophistication in its writing. While they are constantly teasing each other and trading jibes, you can tell there’s actually a pretty deep camaraderie between Katarina and Van Helsing.

It’s not often you see this kind of male/female “comrade in arms” story in video games, and it’s a refreshing change of pace from the usual “the girl is just there for eye candy” style of things.

Katarina is also pretty handy from a gameplay perspective, as well. Her skills, stats, gear, and AI are all heavily customizable, and she can serve a number of purposes. You could build her as a melee tank, or a ranged glass cannon, or anything in-between. She can also help you gather and store loot — you can even decide what kinds of loot she’ll pick up or ignore — and you can send her back to town to sell loot and buy potions while you continue your slaughter.

The other main distinguishing feature is Van Helsing’s oh-so-subtly named Secret Lair. At several points throughout the game, the Lair will come under attack by the bad guys, and you’ll be tasked with defending it. But Van Helsing’s strength isn’t enough on its own, so you need to set up traps and automated defenses in the surrounding tunnels to help hold off the waves of foes, effectively blending an action RPG with a tower defense game.

Defending the Lair in The Incredible Adventures of Van HelsingThis is a pretty clever idea, and it’s executed well. The RPG combat blends seamlessly with the tower defense concept. My only complaint would be that this feature isn’t utilized enough, with only a handful of quests featuring the Lair coming under attack.

There are a few other ways Van Helsing manages to stand out. While the number of skills you can have equipped at a time is very limited, you can empower your two main attacks with various power-ups to give them additional effects. Some are as simple as increasing the attack’s damage, but others are more interesting — such as restoring health for each enemy hit.

I was also impressed by the depth of gear customization. There are extensive and easy to use systems for adding stats to gear via enchanting and slotting essences. There are also some items that actually level up as you use them, gaining new affixes based on factors like the number of enemies killed with it equipped. This is an idea so clever I can’t believe I’ve never seen it before.

I’ve played a lot of games focused on loot, but this is perhaps the only one where loot actually felt interesting to me.

Complaints:

There are a few flaws with this game, though they’re fairly minor.

The Old Town of Borgova in The Incredible Adventures of Van HelsingBy far the most egregious is the fact that there are only three classes, and two require paid DLC to unlock. Normally, I’d consider this an unforgivable cash grab, but there are a few mitigating factors that make it tolerable, if still a little distasteful.

One is that Van Helsing is an incredibly inexpensive game, even if you don’t get it on sale. You could buy it and all of its DLC and still pay less than you would for most other recent games.

The other is that the base class, occult hunter, offers a lot of different ways to play. Magic, firearms, and swords are all options. Focus on one, or use them all. So even if you don’t pay for the extra classes, there are still options.

Another issue is that the difficulty is oddly tuned. Rather than a steady curve, it tends to peak and plateau. When you come to a new area, you’ll often find yourself getting curbstomped until you level up a few times, and then things balance out. Until you get to the next area.

Also, while both the environments and the soundtrack are quite lovely, they both lack variety, and after a while, everything starts to look and sound the same.

A night battle in The Incredible Adventures of Van HelsingVan Helsing is a short game, too. It does have some endgame play options, such as scenarios with unique objectives and a “never ending story” mode, but I don’t see this is a game with a lot of longevity. Though for such a low price tag, it’s hard to complain.

The other thing that bugged me is that there’s very little visual customization. Even equipping a whole new set of gear has almost no noticeable effect on Van Helsing’s appearance, and Katarina’s look never changes at all.

Conclusion:

As much as I love high concept games like Mass Effect, The Secret World, and Remember Me, sometimes it’s nice to have a game that’s not trying to be anything more than simple fun. And that’s exactly what The Incredible Adventures of Van Helsing is: fun. Nothing more, nothing less.

Overall rating: 7.5/10 Not the greatest RPG of all time, but an enjoyable adventure nonetheless, and it more than justifies its paltry $15 price tag.

* * *

And to think, I never would have played it without a demo. Developers of the world, take note.

Review: World of Warcraft: Mists of Pandaria

Epic nerd rant time.

I have a lot to say, both good and bad, so I’ll get right to it. Let’s start with…

My monk stares down the Sha of Doubt in World of WarcraftThe bad:

For me, Mists of Pandaria has been an expansion defined by grind, excessive gating of content, and a tedious and confused endgame that seems designed to keep me playing the game for as long as possible not because I enjoy it, but because that’s the only way to play.

Let’s start with the daily grind early on. This issue has been beaten to death, but I’d like to address it anyway, because I think some important points have been lost in the arguments.

There’s nothing wrong with dailies. They’re a valid form of content, and an important part of WoW’s endgame. The problems with dailies as they were at the start of Mists of Pandaria are twofold.

One is that most of them were simply not good dailies. They were largely lacking in vehicle quests, bombing runs, or anything else interesting. How many expansions need to go by before Blizzard realizes that killing crabs for meat at a 25% drop rate is not fun and never will be?

The other, more important issue, is that forcing everyone into a single type of content to be competitive is always a bad idea. We went through this in Cataclysm with “raid or die.” In MoP, it became “rep or die.”

My rogue is inducted into the Shado-panNeither dailies nor raids are bad content; the problem is that everyone had to do them if they wanted to progress, whether they enjoyed them or not. People should be able to progress through whatever content they most enjoy.

This worries me more than anything, because it shows Blizzard isn’t learning from their mistakes. MoP had many of the same problems as Cataclysm, just in a slightly different wrapper.

On top of that, endgame progression was made all the more daunting by how confusing it was. I’m pretty tolerant of iteration in a live game, but the changes to the gearing path just about gave me whiplash.

“You need to grind rep to buy valor and justice gear. Okay, now just valor gear. Now you can also use your valor to upgrade your gear. Oh, wait, nevermind, we removed that. Here’s new valor gear locked behind a new and marginally less painful rep grind! Okay, now we’re bringing back the valor upgrades, and some of the old valor gear now costs justice, but no new valor gear.”

Valor and justice were also greatly devalued. Valor rewards were drastically reduced from where they were in Cataclysm, and justice was made so useless that it was mostly just converted to honor so people could buy PvP gear as a starter in PvE.

My warlock grinding Black Prince rep in the Dread WastesLet me repeat that: The primary PvE currency was only useful as a way to buy PvP gear, to use in PvE.

The mind boggles.

And this hobbling of valor and justice rewards made players more reliant on luck with drops, further increasing a sense of grind. Nothing like running raids all week and getting absolutely nothing meaningful out of it.

I hate relying on randomized reward systems.

For as long as I’ve played WoW, my endgame has revolved around farming justice and valor (and frost and triumph before that). It’s what I enjoy. It’s how I like to play.

By completely mangling the valor/justice system, Blizzard all but destroyed my endgame. They tried to make me do more, but they left me unmotivated to do anything at all, and I wound up losing interest in WoW for months at a time.

This brings me to another point: I find Blizzard’s efforts to artificially extend the life of content to be ultimately self-defeating.

My warlock meets with Lor'themar Theron following the Purge of DalaranFor instance, I loved the Landfall storyline in 5.1. Absolutely top notch storytelling. But I did it once, and I’m never doing it again, because I’m burnt out on the dailies needed to unlock it.

By contrast, I also loved Elemental Bonds back in Cataclysm, and since it’s all fun and no grind, I’ve done it on every character that’s hit 85, and will continue to do so for the foreseeable future.

Another thing that greatly irritated me was the immense gating on the Raid Finder. Waiting over a month to see a full raid after its release is ridiculous.

It’s especially painful if you care about the story, because it means you either have to cut yourself off from the WoW community entirely or have everything spoiled for you long before you get to experience it yourself.

And it’s yet another thing that sends the message that anyone not in a raiding guild is a second class citizen.

Then there’s a lengthy list of little annoyances: The pointless removal of Have Group Will Travel, no “Tome of Pandarian Flying” for alts, no spectral gryphons while dead, etc..

My warlock earns her legendary cloak at the Seat of KnowledgeAdd all that to my longstanding complaints about the game — such as my dislike for the subscription model and Blizzard’s apparent unwillingness to put any significant effort into moderating the community — and I’m finding it very hard to get excited about WoW like I used to.

But the heartbreaking thing about MoP isn’t how much went wrong. It’s how much went right.

Behold the wonders of Pandaria:

Probably the best thing about MoP was Pandaria itself. The entire continent is beautiful, immersive, and filled with memorable characters and captivating soundtracks.

I can’t say enough good about Pandaria. It’s so different and exotic, but yet it doesn’t feel out of place compared to the rest of the Warcraft universe. Blizzard crafted thousands of years of new history for this continent, but it doesn’t feel random or slapdash. It fits perfectly into the greater story of Azeroth.

Speaking of story, MoP featured one of the best main storylines in WoW to date. Far from the kid-friendly expansion many expected, it was incredibly dark and mature. It harkens back to the glory days of Warcraft III with its moral complexity and epic scale.

The Sha of Hatred in World of Warcraft: Mists of PandariaAt its best, Warcraft has always been a bit subversive. It seems to glorify war at first glance, but at its heart, it’s really about how evil and pointless war truly is. MoP exemplifies this.

MoP made me emotionally invested in a way few other expansions have. It wasn’t afraid to paint both Alliance and Horde as less than perfect. We as players did terrible things and failed in some spectacular ways, but we also had the opportunity to redeem ourselves and make things right. It was a very satisfying arc.

Please, Blizzard, give us more of this.

I was also quite impressed with the Pandaren themselves. I was never a panda hater, but I definitely had doubts about whether they would be a worthy addition. I was quite happily wrong; the Pandaren are one of the best cultures in Warcraft.

The clever thing was that Blizzard let us see all sides of Pandaren culture. From the humble Tillers, to the sage Lorewalkers, to the mighty Shado-pan. Seeing such diversity among the Pandaren made them feel like a complete people, not just an archetype.

Also, I absolutely adore Lorewalker Cho and Taran Zhu. Each is utterly awesome, but in completely different ways.

My rogue plants the banner of Theramore in OrgrimmarMonks were also a very positive addition. Admittedly, as a rogue player, I can’t help but feel cheated by monks getting all the improvements we’ve spent years asking for, but brewmaster tanking is stupidly fun, so I can’t stay mad at monks.

While the progression model was a train wreck, the actual content of MoP’s endgame was very good, dailies and Timeless Isle aside. Throne of Thunder was a bit dull, but otherwise, the raids were all fun. I loved all the details and cameos in Siege of Orgrimmar.

Scenarios are fantastic. They fill a great niche of quick, low-stress group content, and they’re a great storytelling tool.

I believe that the five-man dungeons in MoP were among the best in the game’s history. They were visually engaging, had good lore, and were neither too long nor too short.

Unfortunately, this brings up another complaint, as MoP was the first expansion in WoW’s history to not add any five-man dungeons after launch.

There’s not much to say about this decision other than that it was terrible, and it once again sends the message that what I want doesn’t matter because I’m not a raider.

My rogue exploring the Temple of the Jade SerpentLet’s be clear. The choice was not dungeons or raids. It was dungeons or slightly better raids. It leaves a bitter taste in one’s mouth when giving one section of the fanbase a slightly better version of their preferred content is a bigger priority than giving you any content at all.

It seems as though there’s no positive aspect of MoP that doesn’t come with some annoying caveat.

The verdict:

MoP had all the right ingredients to be a mind-blowing expansion. But they still managed to suck almost all the fun out of it with a litany of poor design decisions. I won’t say it was a bad expansion, but it fell far short of its potential, and the way Blizzard keeps making the same mistakes year after year leaves me very worried for the future of the game.

Overall rating: 7.1/10 As a story and a piece of art, it was excellent. As a game, it was a major step backward from where we were at the end of Cataclysm.