Gaming Round-Up: ESO, Bless, Zeratul, and MMO Mobs

Once again I find myself with a number of gaming topics that are worth discussing, but not worth filling a full post on their own.

A story cinematic in Bless OnlineBless Online: Actually okay

With its launch as a full free to play title, I decided to give Bless Online a try. Given the incredibly negative buzz, I was surprised by how decent the game is.

Once again I feel the need to point out that the universal and hyperbolic negativity of the gaming community has made word of mouth entirely meaningless. I no longer know which games I should avoid, because basically everything is decried as a broken cash grab, regardless of reality.

That’s not to say Bless is a masterpiece. It’s not. I actually gave up on it fairly quickly. But this is much more symptomatic of how jaded I’ve become than the quality of the game itself. It’s got a lot going for it.

The graphics are gorgeous. The world is detailed and filled with personality. The story is surprisingly high effort and actually halfway interesting. The combat is very flashy and engaging, if once again much too easy. If I weren’t in a period of feeling somewhat burnt out on video games in general and traditional MMOs in particular, I’d probably have played a lot more.

In the end, that may be Bless’ one major sin: It launched too late into a market too crowded.

A flightpath in Bless OnlineESO: Home sweet villa

After months of hard work and with the assistance of an ESO Plus trial event, I’ve finally finished decorating my Grand Psijic Villa home in Elder Scrolls Online.

I am not sure why I did this. There is no gameplay reason to spend time in my own home, and I have no friends who play to show around the place. I suppose it’s a nice virtual environment to wander around and reflect on my life choices.

Ahem.

The place is so huge I had to wall off a few rooms because I didn’t have the resources or energy to furnish them properly. Even so, I did manage to include a feast hall, bedrooms for both my Aldmeri characters, a kitchen, and indoor gardens. Meanwhile the exterior is home to as much plant life as I could cram in, a campsite with a hammock, some lovely statuary, and a semi-submerged coral garden, among other attractions.

It is fun to express yourself through design like this. I’m beginning to catch a glimmer of why people are so passionate about player housing in games. I just wish it was a more fleshed out feature.

SC2: En aru’din Raszagal

Surprisingly soon after the release of Tychus, StarCraft II has gained another new co-op commander: Zeratul.

I preface my thoughts on him by saying that I think Zeratul is fun to play, and I don’t regret purchasing him. He has some cool abilities, a unique mechanic in the hunt for artifact fragments, and his unit skins are gorgeous.

That said, he does somewhat reinforce my perception that the co-op team is running out of ideas. Aside from the artifact mechanic, he could basically be described as “Nova, but Protoss and somehow even more overpowered.”

Zeratul is very powerful, and very easy. His macro is simplified to the point of being almost non-existent — even his upgrades are researched automatically — and he also has surprisingly low micro requirements.

Your only real strategic choices are what top bar abilities to pick (which is a neat mechanic, I grant), as his unit selection is limited, and you really don’t need anything other than Void Templars and Enforcers with the occasional Shieldguard for back-up. His only real micro in battle is casting blink and dropping his calldowns. Meanwhile his base runs itself.

Zeratul in StarCraft II co-opI mean, I hate economic management, and even I feel Zeratul may have gone too far in eliminating it.

Zeratul’s fun, but I can’t pretend there aren’t a lot of ways in which he’s simply a failure of good game design. If nothing else, I have to believe there are more interesting things they could have done.

New article:

In other news, I’ve published a new article on MMO Bro. This one seeks to rethink the design of open world mobs in MMOs.

Review: Mass Effect: Andromeda: Annihilation

If there’s one question Andromeda left me wanting an answer for, it was the fate of the Quarian Ark. Oh, there are many more unanswered questions from the last Mass Effect game, but none of the others have such an immediacy. Questions about the Kett, Jaardan, and Benefactor can wait for the sequels — and yes, for all the doom-saying around Bioware in general and Mass Effect in particular these days, I do expect Andromeda sequels, though perhaps not for a while.

Cover art for Mass Effect: Andromeda: Annihilation by Catherynne M. ValenteThankfully, that burning question has at last been answered. In the new novel Annihilation, author Catherynne M. Valente uncovers the true fate of the Keelah Si’yah.

I will say off the bat: This is a delightful book. Initiation was fun, but not really essential reading, even for hardcore fans. Annihilation, on the other hand, is something I’ll recommend to any fan of any of the Mass Effect games. Not only because it answers a crucial mystery from Andromeda, but just because it’s so good.

In the truest Bioware tradition, the best feature of Annihilation is its characters. The Keelah Si’yah carries not just Quarians, but members of many other less influential Milky Way races, allowing for a cast as diverse and colourful as any of the Mass Effect games. Particularly memorable are the acerbic Volus fashion designer Irit Non, lovesick Quarian outcast Senna’Nir, and the Elcor wannabe thespian known as Yorrick.

What really surprised me is how funny Annihilation is. I was expecting a very dark, unhappy book, and in some ways it is, but the characters are such oddballs and the writing has such a wry, quirky style that I found myself laughing out loud on almost every other page.

Not to say that it can’t be serious when it needs to be. Actually I found the mystery of why so many things are going wrong aboard the Ark quite effective. The ultimate reveal is not at all what I was expecting, though it makes perfect sense in retrospect — everything a good mystery’s conclusion should be. It’s also far more interesting — at least in my opinion — than any of the popular fan theories for what wrong aboard the Keelah Si’yah.

It is not entirely perfect, of course. I really only have one complaint, but it does cut down on the enjoyment of the book a fair bit: It’s much too short, and much too rushed. These characters could have carried a book twice this long. They could have carried a trilogy, or a quartet. I wanted to spend more time with them. I wanted to see their relationships continue to grow and evolve.

Annihilation is like a delicious, inventive meal, but the portions are all too small, and it leaves you hungry for more.

Overall rating: 8.1/10