Reviews: Dark Matter, “Being Better Is so Much Harder” and “It Doesn’t Have to Be Like This”

Dark Matter is back!

A promotional image for Dark Matter season threeTo my eminent joy, the best sci-fi action-adventure on TV today has returned with a two-part premiere, and as always, Dark Matter is hitting the ground running.

“Being Better Is so Much Harder” (season premiere):

Season three picks up immediately after the end of season two with the crew of the Raza scattered following their shocking betrayal by Ryo — for he is Four no longer. Six and Two cling to life in a crippled Marauder as their life support systems fail. Three crashes on a barren world alongside the Galactic Authority officer who apprehended him. Five makes it back to the Raza only to come under attack by the forces of Ferrous Corp.

And all across the galaxy, the first shots of corporate war are fired.

It wouldn’t be Dark Matter without plenty of action, and I do love that Five and the android are continuing to kick all of the ass. I’m already getting the impression Five’s huge leap into the spotlight in season two wasn’t a fluke.

But by far what impressed me the most about this episode is the much quieter scenes focusing on Two and Six.

Two has always been this larger than life, superhuman character. But finally now she’s reached her breaking point. She blames herself for Nyx’s death, and she’s hit the end of her rope. And damn, it’s powerful.

Five being badass. Again.Six really shines, too. I kinda don’t want to get into too much detail for risk of spoiling more than I already have, but while this isn’t necessarily the best episode of Dark Matter to date, it could be the one with the most depth and meaning.

I am a little mixed on Nyx’s death. I was just starting to like her, and it feels a bit like a waste of potential.

On the other hand, it does wonders for ratcheting up the intensity of the conflict with Ryo. This is a “crossing the Rubicon” moment. Ryo may not have been the one holding the blade, but he is responsible for her death all the same. I don’t think that’s something the crew can forgive, nor should they.

I’m calling it now: This arc will end with Ryo having a change of heart, but too late. He’ll end up making some sacrifice for his former friends, regaining his honour at the cost of his life. I can’t seem him being welcomed back into the fold after what he’s done, but I don’t think they’ll entirely ignore the influence his time as Four had on him.

This being sci-fi, it is possible that we haven’t seen the last of Nyx, of course. Especially given that rather cryptic final scene…

My one real complaint about “Being Better Is so Much Harder” is that Three’s plot didn’t add much. They needed to give him something to do, but his story is not particularly compelling or illuminating. It’s just there.

Two and Three in Dark Matter season threeStill, a solid start to season three.

Also, glad we’re still seeing Torri Higginson’s character. I like her.

Overall rating: 8/10

“It Doesn’t Have to Be Like This”:

Perhaps not surprisingly, Dark Matter is wasting no time in escalating the conflict between Ryo and his former comrades.

Using her stolen memories, Five learns where Ryo is holding the blink drive, and the Raza goes to reclaim it as the first part of their plan to defeat him. While Two, Three, and Six storm the proverbial castle, contending with Ryo’s defenses and the errant laws of physics alike, Five suffers side-effects from looking into the past one too many times.

This is a very standard episode of Dark Matter. It keeps you on the edge of your seat, it has good character moments, it has some interesting revelations, and it advances the plot a bit.

This show is nothing if not consistent.

“It Doesn’t Have to Be Like This” isn’t as special as the premiere, but it also offers very little cause for complaint.

The cast of Dark MatterI am glad to see yet more evidence that Five is going to continue playing a major role. I guess I should stop being surprised, but it’s just so rare for a character like her to get so much attention and so many opportunities to play the hero, and it’s so damn refreshing.

Now, her latest revelation is a bit soap opera for my taste, but if anyone can make a plot like this work, it’s Jodelle Ferland.

Overall rating: 7.4/10

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.