Gaming Round-Up: Cho’Gall, Towers of Doom, ESO, and War in the North

I once again find myself with a number of gaming topics to cover that are not quite big enough to deserve their own posts. Today, we’ll be visiting the Nexus, Tamriel, and Middle-Earth.

Slaying a Troll in Lord of the Rings: War in the NorthChaos! Madness! Like a hug for your brain:

This month saw the release of Heroes of the Storm’s wackiest hero yet, Cho’Gall. Played by two players at once, he brings twice the power of any other hero, at the cost of leaving his team a man short.

His release was also unique, with a handful of players getting him for free, and everyone else able to unlock him by partying with an owner and piloting a head for a few games. Those who already had Cho’Gall could earn gold by spreading the “virus” to more players.

Motivated by the lure of extra gold — or perhaps feeling masochistic — I waded into the depths of the Heroes community to acquire Cho’Gall, share him with enough people to earn my 2K gold, and level both heads to level five.

To be fair, it wasn’t quite the horror show I expected. Gall is pretty much the same as playing a hat-build Abathur — which I do with some frequency — and Cho is mostly just a standard warrior with a guaranteed pocket DPS. And I only encountered one prick while grouping with people.

Definitely don’t plan to play any more Cho’Gall going forward, though.

Not sure how I feel about him on the whole. I’ve heard lots of people say he isn’t that competitive. My knee-jerk reaction was that he was very overpowered, but I’ve softened on that. Truth is probably somewhere in between.

Cho'Gall horsing around in Heroes of the StormIt really depends on the players. A bad Cho’Gall can ruin its team, but a good one is absolutely terrifying. Gall’s damage is absurd, and a good Cho will almost never die.

If nothing else, he’s damned annoying to play against. He’s a nightmare to deal with in the early game, and he has few obvious counters other than Leoric and to a lesser extent Kharazim (who must give up his better ultimate to serve as a counter).

Props to whoever came up with the idea of smashing together the names of his two players, though.

Towers of Doom:

Slightly more recently, Heroes also added its latest map, and this one is a home run. Towers of Doom is very much not like any other map added to date, and although it’s a bit early to say for sure, it might be my new favourite.

For a while, map design was starting to feel a little stale, with pretty much all map mechanics being variations on a few themes. Towers of Doom still has some familiar elements — fighting over altars is much like trying to capture tributes on Cursed Hollow — but there are some key differences.

The new Towers of Doom map in Heroes of the StormThe mechanics of every map to date have been designed to help with pushing in some way. They help you destroy forts, and eventually the enemy core. Towers of Doom’s mechanic targets the core alone, and cores cannot be attacked by any other means.

This is a refreshing change of pace in a lot of ways, but the most important difference is that winning a map objective does not generally give you any significant XP lead, so there’s much less snowballing than on any other map. This makes an already volatile game even more unpredictable, and comebacks can never be ruled out.

It’s also a very well-balanced map in terms of what roles are required. Most maps will tend to focus on team-fighting or on more traditional laning and pushing, but Towers of Doom has room for both. You need to win team fights over the altars, but destroying enemy bases to claim their bell towers is also very helpful.

The fact that towns don’t stay destroyed further combats snowballing and makes the map even more back and forth. If you’ve lost some forts, you can always reclaim them and/or steal some enemy forts.

I also love the idea of bringing back the announcers from previous maps — in this case Cursed Hollow and Haunted Mines — to battle against each other. Especially since those are both two very colourful and amusing characters.

Zoning into a Heroes of the Storm match as JohannaThough I must admit to being a little sad every time I don’t end up on the Raven Lord’s side. You’re cool, too, Grave Keeper, but the Raven Lord is just so suave.

My only little complaint about all this is their decision to retire maps — at least temporarily — to prevent the map pool from becoming too bloated. I don’t understand why they don’t just let us blacklist one or more maps — that seems much better than the developers deciding for us what maps we can and can’t play on.

If I never see Dragon Shire again, it will be too soon.

Elder Scrolls Online: I’m still here

I continue to inch through Elder Scrolls Online at what I will generously call a snail’s pace, due to a combination of being frequently distracted by other things and the fact it’s a very slow game to progress in to begin with.

For the most part my opinion of it remains the same: It’s a solid but not stellar game. I remain somewhat unsure whether it will be something I stick with long term. It’s got a lot going for it, but I’ve yet to be blown away, and it has a lot of competition for my time.

My Bosmer sorcerer hides in the shadows in Elder Scrolls OnlineI have managed to finish the first zone, earn my mount, and unlock weapon swapping. The latter two things have had a very pronounced positive effect on my experience, which leads me to wonder why they take so damn long to unlock. The mount, in particular, took about twice as long to unlock as it would in your average MMO, and frankly I think the average wait time is a bit much.

I’ve yet to see much evidence of the supposedly high quality storytelling this game boasts, but there was one quest that impressed. It was very disturbing, but very well done.

It involved what amounted to a residential school for Bosmer and Khajiit. Uncovering all the abuses suffered by the “students” was a pretty unnerving experience, especially given the history of my own nation. I did quite enjoy the opportunity to bring justice to the perpetrators in the end.

The whole “High Elves are racists” theme was prevalent throughout the Aldmeri starting zone, but it was mostly a very sanitized video game version of racism. This was the only quest to show the terrible results of bigotry, and it did so very effectively.

Also, as half-hearted as the whole racism story was, I also liked the game’s complete and utter disrespect for those who hold such attitudes, particularly Razum-dar’s insistence on simply calling them “idiots.”

I really hope I haven’t see the last of Razum-dar.

Rescuing a traumatized Khajiit woman in Elder Scrolls Online

Generally I find this game’s writing fairly mediocre, but this is one of the more poignant pieces of dialogue I’ve seen in a video game.

I’ll also say I do enjoy this game’s eye for detail. I really like all these little stories that play out in your letters from the crafting hirelings (pro tip: Don’t **** with Pacrooti), and there are other small touches. The other day an NPC guard randomly complimented me on one of my heroic actions — which happened weeks ago in an entirely different zone.

War in the North: It’s okay, I guess?

Finally, I’ve also been working on getting through at least some of the backlog of games I’ve developed on my Steam account, starting with Lord of the Rings: War in the North.

I thought about doing a full review of it, but I don’t think I’ve got enough to say on the matter.

It’s not a terrible game, but I’m not sure I’d recommend it. It is, at best, adequate.

Despite an admiral effort at telling a new story in Middle-Earth while staying true to the books, there just isn’t much in the way of a story, nor are any of the characters developed enough to be interesting. Mostly it’s just an excuse to wander around decapitating Orcs.

On the plus side, you get to wander around decapitating Orcs.

The combat is mostly quite visceral and fun, but it can also get rather frustrating in certain spots. A lot of high level enemies pretty much just chain-stun you endlessly, which gets incredibly aggravating after a while.

Andriel cuts down an Orc in Lord of the Rings: War in the NorthUltimately the main thing I liked was simply the character I chose to play as: an Elven battle-mage. I do love playing a spell caster who can wade into the fray and get their hands dirty. Plus she was voiced by Laura Bailey, which is always plus.

I’ll also give the game some credit for making its female armour actual armour.

Review: StarCraft II: Legacy of the Void

It’s been a long time coming.

Hierarch Artanis and Executor Selendis rally the Golden Armada in StarCraft II: Legacy of the VoidAs StarCraft fans, we waited over ten years for a follow-up to Brood War, and as a Protoss fan, I had to wait even longer for the expansion that would at last put my favourite race in the spotlight.

It’s been a long time coming, but to paraphrase that most quintessential Canadian band, it’s well worth the wait.

The End War:

I enjoyed the first two installments of StarCraft II. Wings of Liberty had some flaws, but mostly it was a strong story that I enjoyed. Heart of the Swarm was somewhat of a disappointment, but even it had many highlights.

Legacy of the Void vastly outstrips both its predecessors. The fact I am a Protoss fan may bias me, but I think there’s a lot more to it than that.

LotV’s campaign begins with the full might of the Daelaam Protoss united at last, ready to retake Aiur from the Zerg and reclaim the pride and tradition of the Firstborn. But in remarkably little time, things go terribly wrong.

Artanis and Raynor in StarCraft II: Legacy of the VoidThus begins the End War, the final conflict with the void god Amon. Whereas the last two installments spread themselves thin over many stories that had at best only tangential relationships with one another, LotV focuses entirely on the conflict with Amon, and while it can at times feel a little abrupt or rushed, mostly it does an excellent job of selling the idea of a universe teetering on the brink of destruction.

Over the course of the campaign, Artanis must bring together the disparate tribes of Protoss, some familiar and some new in LotV, to forge an army capable of facing Amon. Something that I’ve liked about the Protoss from the start is that although they are a very alien race, they are also very diverse, with many differing viewpoints and philosophies within their ranks, and LotV builds on that well, further deepening the Protoss culture even as it goes through great changes.

Legacy of the Void is in many ways a story about multiculturalism and the strength it brings. Although its handling is at times somewhat inelegant, I think this is a very noble message to send, and quite relevant in this day and age.

The story doesn’t end with Legacy of the Void’s main campaign, though. There is also an epilogue campaign consisting of three missions that give you the chance to play as each race once more.

Actually, calling it an “epilogue” is perhaps a bit misleading, as it is every bit as epic and intense as the main campaign, and it at last brings a close to all of the story and character arcs that began all the way back in the 90s.

The Spear of Adun comes under attack in StarCraft II: Legacy of the VoidI was sufficiently impressed by that ending that I struggle to think of what to say about it. It was awe-inspiring. It was emotional. Most of all, it was immensely satisfying.

The mechanics of storytelling were also better than ever this time around. Cinematics are as ever a feast for the eyes, and they are both incredibly numerous and more seamlessly integrated than ever before. At times, cinematics even play in the middle of missions, shifting from gameplay to cutscene and back with total smoothness. Very impressive.

That’s not to say the entire campaign was perfect. I can poke some holes here or there.

By far my biggest complaint is how small a role was given to Executor Selendis. Blizzard has spent years dropping hints that she was going to be a big deal in the coming story, but in actuality she appears in only a handful of missions, and then in a relatively small role.

I also had issues with some of the ways the Protoss culture changed over the course of the campaign, including but not limited to the fact they tend to happen a little quickly and/or with poorly explained reasoning.

Still, on the whole, it was definitely the best part of the StarCraft II saga, and possibly the best installment of the franchise to date. Definitely a worthy end.

The wrath of Amon is terrible indeed…Except it’s not the end; story DLC is already on the way, which is now giving me mixed feelings. On the one hand, yay, more StarCraft. On the other, there’s pretty much nowhere to go from here but down.

RTS done right:

From a gameplay perspective, Legacy of the Void’s campaign is also a step up from its predecessors.

Wings of Liberty and Heart of the Swarm had excellent mission design, bringing a breath of fresh air to the sometimes stale RTS genre, but they relied too heavily on missions with some sort of time limit. Every level was a sprint the finish, and it became exhausting after a while.

LotV still has some missions like that, but they’re not as omnipresent. There are a lot more missions that allow you to take your time, plan your strategy, explore the map, and gradually fight your way to victory. There’s still a lot of fresh ideas, but it also brings back some of the long, epic battles of more old school RTS games. It’s the best of both worlds.

I was quite disappointed to not see the return of hero units as seen in Heart of the Swarm, but being able to call upon the abilities of the Spear of Adun is a decent substitute. They’re similar to the god powers of Age of Mythology, but with the advantage of not being limited-use.

Unleashing the Spear of Adun's full power in StarCraft II: Legacy of the VoidI also greatly enjoyed the mechanic for customizing units this time. Instead of upgrades in the traditional sense, each unit has three variations based on the various Protoss factions, each with different advantages. You can swap between different variations between missions, so there’s a lot of encouragement to experiment and tailor your forces to a specific challenge.

If I have a complaint about the campaign’s design, it’s that it takes a little too long to unlock more advanced units and abilities early on. It makes a certain degree of sense from a story perspective, but after two games, I’m kind of over the “slowly build up your forces from nothing” angle. Let’s cut to the chase, shall we?

Multiplayer:

I dipped my toes into competitive play for the first time in years, but I didn’t stay long enough to get a comprehensive view of what Legacy of the Void has brought to the table in that regard.

I will say that I think the economic changes are very good. They cut down on a lot of the tedious downtime at the start of a match and allow you to get to the action more quickly. If anything, they don’t go far enough — there’s still too much economic busywork in this game.

But mainly what I learned is that I’m still terrible at competitive StarCraft II, and still lack the emotional fortitude to deal with the high stress of it all. Especially now that the game is faster than ever.

A co-op mission in StarCraft II: Legacy of the VoidTo their credit, Blizzard has put some effort into opening avenues of multiplayer that are not so intense. Archon mode allows two players to work in tandem, splitting the responsibilities of running a single army. Cool idea, but to me it just sounds like you’d constantly be stepping on each other’s toes. Doesn’t appeal to me.

More interesting to me are the co-op missions, which allow two players to work together against the AI using powerful units and abilities from the campaign. These don’t replicate the campaign experience as well as I was hoping, and I feel they’re best played with a friend, but they’re still pretty fun, even if you’re playing with a stranger.

On the whole, I’d rate co-op missions the most positive addition to SC2’s multiplayer.

* * *

With a stellar campaign and some solid changes to multiplayer, the final installment of the StarCraft II trilogy is also by far the best. This is why I’m such a big Blizzard fan; they may screw up a lot, but when they get it right, they get it right.

Overall rating: 9.5/10 Possibly the best Blizzard game since Warcraft III.