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Archive for September, 2010

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Crystal Shards – The Rolling Start Hypothesis

Welcome to Crystal Shards. It will be an ongoing feature for me here and I hope to provide you all with the insider’s view of Final Fantasy XIV. With the release (and my head start) there will be plenty to discuss and over the next few weeks I will be looking at the deeper elements of this AAA title. For today though, here is my launch impressions so far.

I ask you, is the popular way the best? Here we have the Stig and he knows something about acceleration and rolling starts. Segway, done.

Final Fantasy XIV has launched the head start and will officially go live for all tomorrow. Possibly the most cited critisim (At least with potential validity) is the content, or lack there of. Now as a player to me it is apparant that FFXIV is a large container. While not full it is perched below an overflowing producer who, let’s not forget, have been working on this title for years. To think this is all that is ready from Square-Enix is something that is foreign to me as many will know, love or hate thier games they are polished and massive come release.

Now how does this relate to launch day? If it’s ready, what possible reason would they withhold anything? Be it Chocobo’s craft reciepies or Quests. Think of the Stig, in a car which starts at 0 kp/h (Thats 0mp/h). If i was to ‘launch’ instantaniously to top speed, straight up to the ‘Top Gear’ what sort of damage would that instant stress place on the machine as whole? (Tied up that reference neatly)

Now think of that car as an MMO. This game, complex beyond all other genre’s with more working parts then any other piece of entertainment software (that is, players). Now, launch week gives us plenty of bug fixes and emergency maitenience. Issues and critical bugs which must be addressed with immediacy.

We have seen a spate of godawful releases. Games with crashes, server downtime to the point of extreme grief and incomplete skill sets and character balancing. No matter how much development is complete, this will always happen. Since that is the case, what then could be the ultimate solution?

Take your game, start the ignition and roll forward into first gear, slowly ramp up until 2nd gear and so on, until finally your game is at full speed in, Top Gear (I should figure out how to put a TM logo there). For Square Enix, the issues that arise come from the core game concepts. Level profgression, class balance and base crafting. Much easier to troubleshoot then if the full range of quests, mounts, abilities and map location were availble. Once this is stable the steady release of more new and exciting features mean if they break the game it is far easier to solve the problem with minimal disruption to service.

Which is the more responsable route? Release 100% of the game elements and spend exponetially more time fixing them, resulting in downtime to early adopters. Or is it more faithful to the players to release Core elements, maintain a steady service, progression through issues with small, reliable patches and increase the content on a solid foundation.

I’ll admit, I’ve loaded that hypothetical question. Some may say this is what beta is for. I would speculate that the server load and the activity of any game dramatically increases after Beta as I know several people who did not play to the same extent as they do now. Also there is no historical evidence of any Beta being sufficient to make launch day smooth and without event.

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View From The Top Episode 18 – EQ3 Raiding?

Getting back into the swing of things has been great for Karen and I. We’re recording once more and lining up great guests for the show! This show, however, does not have a guest! It is Karen and I talking about one of the most important things ever: raiding. Karen and I break down what we liked in EverQuest and EverQuest II and make some suggestions about what SOE can do with EverQuest Next! We also do some rapid fire “you make the call” questions and talk about a very special visit! Speaking of which, we’re running out of questions again folks! Please submit something for us to answer!

Show Notes

  • Karen has the PAX pox?
  • What we liked and did not like about EQ1 raiding.
  • EQ2 raiding, the good and bad.
  • Suggestions for EQ Next raids.
  • You make the call in rapid fire.

Acknowledgments

A special thank you to Trion Worlds, Scott Hartsman, the Rift’s staff and to several others for making our lives a bit better in gaming!

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The Multiverse – Episode #27: “The More Things Change…”

Hi Everybody,

Busy show this week! We were joined again by Gavin for the Flex Your Geek and MMO Voices podcasts, so thanks again to him for tagging along and keeping us in line. This week’s topics include:

  • The Michael Jackson MMO – Will Bubbles live to see the morning?
  • MMO Anniversaries – Three in one week!
  • MMOs and Smart Phones – How GW2 is taking things to the next level.
  • Does everything need its own comic book? I mean, really.
  • Finally we get to our main topic: the evolution of the MMO. As time goes on, we’re seeing more and more games being tagged with those precious three letters. Titles like Vindictus, DCUO, MAG, and FFXIV challenge what it is we accept the term to mean. Is that expansion a good thing or are we watering down industry expectations?

Forgive me, I’m short on time at the moment, but this is a good one, I promise.

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TORQue: A Smuggler’s Life

It seems that lately, there has been less and less news leaking out about our little gem known as “The Old Republic.” So much so, that it seems that Bioware has been rehashing or just reconfirming old news. The past two weeks, though, Fan Friday has been littered with some new tidbits. The update on Jedi’s from last Friday did not come as much of a shocker. If you play a Jedi you will be able to be “bad.” Not evil, just bad.

The Jedi news did not come as a shock to me, and fits in very well with the way Bioware does their games, while not trouncing on Star Wars canon. The video they released with the news depicts a Jedi Knight standing outside an airlock, with a few enemies on the other side of the door. He then hits a button and releases his opponents into the bowels of space. Not exactly what I’d call a merciful act, and definitely does not fit the normal architecture of a Jedi. But still, it would seem this is about as “Evil” as a Jedi can get. Again, no surprise here as you can’t have your storyline Jedi Knights slip into the Dark Side of the Force (although I think that is a choice you should be able to make, there are plenty of Jedi in the books *cough* Anakin Skywalker *cough* who embrace the Dark Side and leave the Jedi way behind).

Beyond that comes this weeks major update, and that is about the Smugglers. This update was very intriguing, to say the least. There was quite a bit of re-released info about the way a smuggler plays, but Bioware also threw in some extra features as well, outlining the Smuggler’s companion, and their ship. Bioware is definitely showing their creativity in this part, but letting the Smuggler choose whichever companion they want, as long as it’s the Wookie. Oh, and of course, any ship they want as long as it’s the one that looks like the Millenium Falcon. Did you sense the sarcasm there? Good. While TOR his me super excited, this is the one aspect of the game that I feel it’s ok to complain about. There is NO (zero, zilch, nadda) customization with ship type, and in this case, companion character as well. I know that we currently do not have all of the info, so I’m holding out hope that this is something that changes in the future.

The Smuggler does have a unique play style to counteract this. One of the main things this class can do is “Stealth” and “Cover.” The stealth mechanic is nothing like you would see in World of Warcraft. In fact, it’s not even close. It would seem more like a hybrid of the “Sneak” ability in Everquest, which allowed you to be undetected by mobs by sneaking around them slowly, and not totally disappearing. In my eyes, this is an awesome addition to the game. It’s much more realistic than just completely disappearing from the screen. As for the cover system, this is great as well. A Smuggler can do more damage by hiding behind an obstacle and using it as not only a shield, but a vantage point from which to shoot and take out his enemies. This is a mechanic that is fairly fresh to the MMO genre, and a welcome addition.

As of right now, the Smuggler class has me the most intrigued. While I do plan on playing either a Jedi Knight or a Sith Warrior, as of right now a Smuggler will be my first alt. They bring a very unique play style to the game, and while their companion and ship are very Han Solo-esque, that is something that can be overlooked, especially if the story is done correctly. If you’d like to read more about this original class and it’s play mechanics, it can be checked out here, over at the TOR Official Site.

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Old School

Last night I did something I haven’t done in quite some time, I played split screen multiplayer. At one point in time this was a regular occurrence for me but as my friends and I have gotten older it happens less and less frequently. There is something that is special about having your friends in a room as you pass around controllers from one to the other, something that you just don’t get when you play with your friends online.

Its funny how we have progressed as gamers though in the past 10-15 years. When my friends would get together to play games like Goldeneye or Mario Kart 64 we did so on a 13 inch television situated atop the dresser in my bedroom at my parents’ house. Last night we sat down to play Halo: Reach in my living room on my 60 inch television. The split screen portion for each player last night was bigger than my television at my parents’ house.

Its also funny how much has stayed the same. Those that were good at the games back in the day are still good at the games today, the trash talking is just as bad as ever, people are still looking up porn as we play (although it used to be on my PC but is now on their cell phones), and we still had to tone it down a bit as the night went on although now it was for fear of waking my kids instead of my Mom.

A lot of people grow apart from their childhood friends as they get older and I count myself lucky to have a core group of friends that has been with me for nearly two decades now. They are the best dudes in the world and I wouldn’t exchange them for anyone. I hope that I can still say this in ten, twenty, thirty years because while it doesn’t get to happen as often as I’d like, I enjoy it just as much now as I did in high school.

Special shout out to whoever was the kid who randomly friend requested my friend Reid last night and then endured 40 minutes of me and Andy screaming insanely into the mics ultimately culminating in my telling him to go to bed. My wife swears our collective IQ drops to just above retardation when we get together to play games like Halo and I think our conversation with you certainly proved that but you were a good sport and for that one has to be grateful.

Anyway go play some games with your friends, kids, and keep doing it. It keeps me sane and I’m sure it will do the same for you.

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The Perfectly Sane Show Volume 2 – Episode 6: Drunker Than Usual

OK that is a lie as Jeff is the only drinking but everything seems less coherent as Fozzy and Chris are both sick. This week the guys quickly mourn the sudden loss of Tony to a lightning strike, talk more about Halo: Reach, touch on Sonic the Hedgehog, Beat Hazard, cover some news, make their NFL picks and answer a questions about bad game titles and hallucinogenic drugs. Enjoy.

Special thanks to Fozzy’s cousin who opens and closes the show with some of the most unearthly noises we’ve ever heard.


Music in this episode:

Strike of the Devil’s Axes OC ReMix by CarboHydroM & LuIzA
The Path to Glory by Sixto Sounds
Lufia II: Rise of the Sinistrals ‘The Very End’ by Nekofrog

E-mail comments (or questions) to pefectlysane@vagary.tv or follow us on Twitter and send them there.

Tony – iamnapoleon1066
Jeff – JustSomeDude899
Cyrus – FozzyTehGamer
Chris – kariyanine
Perfectly Sane Show

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XBOX 360 Review: NHL 11

Twenty years is a long time but it is the length of time that Electronic Arts NHL series has been around. Dating back to the Super Nintendo and Sega Genesis days the series has gone through many, many changes and like any series, it has had its fair share of ups and downs. Over the last three years EA has left its closest competitor NHL 2K in the dust and the latest game in the series, NHL 11 is no different as it continues the strong pedigree set forth by it predecessors.

At first glance NHL 11 may seem to be very similar to NHL 10 in nearly every respect and honestly who could blame EA for resting on their laurels when NHL 10 was such a strong simulation of the sport. But if one takes the time to explore NHL 11 more intimately they will find numerous gameplay additions that help to enhance the game and deliver the best and most genuine hockey experience ever released.

Right off the bat one will notice that the face-off system has been overhauled. It is now a much deeper system that gives players the most authentic face-offs in a video game to date. It allows the player to control if the center takes the face-off on his backhand or forehand, use the body to block out the opposing center or push forward to open up room for another player to come in and get the puck and most importantly adds a layer of strategy not seen in that aspect of the game before.

While the new face-off system is the most evident of the gameplay changes, NHL 11 also has a handful of moderate changes that help to enhance the game as whole. For one, the speed of the game has been adjusted a bit, yes the game plays about a half-click slower than NHL 10 but it helps to accentuate the strategic aspects of the game. Some are going to complain about this change but it really does serve a purpose as it now seems like marquee players have a better jump on the puck than others and if it is really that bothersome, the game speed is easily changed via the options menu.

Checking has also seen a major overhaul and due to the new physics engine in place body checks carry the weight that they should. A defenseman can now line up a winger with a brutal hip check and it plays out exactly as you would expect it to. But more impressive than the new checking system is the fact that NHL 11 has included broken and dropped sticks into the game. Anyone who has ever played or watched a hockey game knows that broken sticks happen quite frequently and losing a stick puts the opposing team at an immediate advantage. Much like the checking system, it is just a small change but it adds so much to the overall experience that I can’t believe it has taken this long for EA to get it in the game.

Fans of last year’s game will be happy to see all the old modes return as well as one big new one. NHL 11′s Be a GM evolves nicely adding Restricted Free Agents into the mix. It is just another layer for the already hardcore management mode but one that much like everything else added into the game this year, enhances the authenticity of the gameplay. Be a Pro on the other hand only gets a small makeover with the inclusion of Memorial Cup into the pre-draft scenario. Playing the handful of games in the Memorial Cup helps to better determine your placement in the draft and while it is a fun little addition the rest of the mode is generally the same as last year’s. The game also has the familiar online modes, with the EA Sports Hockey League once again making an appearance. To play online though players will have to activate their EA Sports Online Pass, which comes with all new copies of the game or can be purchased for those that get the game on the second hand market.

The big addition in NHL 11 to the army of game modes though is Hockey Ultimate Team (or HUT). HUT takes players back to the time when they collected hockey cards and would compare them against their friends cards arguing over who had the better team. Teams are assembled by opening packs of cards and assembling a roster of minor, international and NHL players to take to the ice. Packs are opened by using EA Pucks, acquired by playing the game, or by actually purchasing them from the Online Card Store. Unfortunately by being able to flat out purchase packs of cards using real money, players can stack their team with marquee players outclassing those that choose to just play and unlock, making the balance of the mode in multiplayer highly suspect and potentially a turn off for some players (like me).

From a technical standpoint EA has once again delivered a great looking game. The new in game animations are fantastic and close up shots of players do not have that waxy look that they have had in recent years. The game plays fantastically smooth and the television presentation is in full force, to the point that once again it fooled someone into thinking I was watching an actual hockey game at first glance. If there is a complaint with the visuals though it is that some of the end of period animations and celebrations are recycled from last year. Most notably the Stanley Cup celebration is identical to last year’s edition and while its not a big deal, it would have been nice to get something new with the biggest and most important cut scene in the game.

Gary Thorne and Bill Clement return to announce the game again and once again do a wonderful job but like all announcers in games, they begin to repeat themselves over the course of a long season. EA Trax provides the soundtrack and once again it is a solid mix of new music and arena classics. Additionally the game soundtrack can be completely custom built with the user’s own music collection. Want to hear Guns N’ Roses “Welcome to the Jungle” when your team hits the ice, program it in. Now if I could just get MP3s of the Flyers organ my set-up would be complete.

NHL 11 is another fine edition in the long running series and an improvement over NHL 10. Personally though I was hoping for something more with this iteration. The 20th anniversary of Madden saw the inclusion of a classic Madden game. I was kind of hoping for a chance to get my Super Fan #99 on with the best NHL game in the series NHL ’94 but alas it was not to be. I suppose we will all just have to make due with the great game that is NHL 11.

4 out of 5.

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n00bketeers Episode 36… Dicks Knob

Every once in a while, the news seems kinda boring, the internet seems to lag a little more than usual which results in people talking over each other, and lastly, I seem to just not say anything original or funny … Continue reading



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16bit Radio » Podcast 2010-09-23 15:21:00

In this week’s broadcast, we talk about the dismal fate of All Points Bulletin, the King of Kong, Steve Wiebe, and Super Mario RPG.

We’ll also take a look at the original 3D stealth game, Tenchu, in “Dead Pixels,” a 4-player co-op RPG in “Dirt Cheap Games,” Super Mario Bros. and Warhammer Online in “This Week In Gaming,” and we analyze the N64 classic, Shadows of the Empire, in “The Good, The Bad and The Pixelated.” We’ll also reveal the next title in the 16bit Gaming Club.

Tonight’s music will highlight Break.com’s, Geek and Gamer Girls, The Guild’s “Do You Wanna Date My Avatar,” 8bit Duane’s Action Adventure World, a little Brentalfloss and zealous1 with his World of Warcraft mix.

Find out more on this week’s show by visiting 16bit Radio.com or listening live, each and every Wednesday at 9 p.m. EST on UltraWorld Radio.

You can also email us at comments[at]16bitradio[dot]com

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The Multiverse – Episode #26: “Guest Starring: Green Armadillo”

Hello again, everyone!

Hopefully this Monday is treating you kindly, but to help with that we’ve prepared another episode of The Multiverse for your listening pleasure. This week we had the pleasure of being joined by Green Armadillo of the Player Versus Developer blog. A big thanks goes out to him for tolerating Ferrel and I on his first ever podcast. We were glad to have him along as he was truly a great (and very well spoken!) guest.

This week we talk about the closure of APB, PotBS going free-to-play, and the soft launch of Vindictus, Nexon’s latest oh-so-shiny brawler. We spend a little time getting to know GA a little better and then move on to our main topic: have we moved beyond the subscription fee and are they a blessing or a curse on new games.

Let us know what you think in the comments. As always, we welcome your email at multiversepodcast@gmail.com and promise to highlight any and all 5-star iTunes reviews.

Enjoy the show!

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