Backlog Battle Report (16th Oct 2017)

Proving once more that I am fickle and need to work harder on maintaining a schedule, here is Monday’s post ahead of the late Right Click to Zoom article. It’s coming soon, really. Also proving my lack of attention span is another slew of newly started games and not a lot of continuation on previous stuff. Well, at least I’ve got some things to say.

Final Fantasy 14 (PC) — Patched up

As I said last week, the major 4.1 update for Final Fantasy 14 dropped a few days ago and I jumped right back into it. What surprises me the most about this, however, is that I actually haven’t played much of it all despite expectations.

This is nothing to do with the lack of content, or lack of options and new things to do. That’s all there, with a new bunch of side content, further expansion on the Stormblood plot, a new four man dungeon, a new high difficulty trial, and a new raid that heavily ties Final Fantasy 12 and Tactics together into an interesting worldbuilding exercise. What I’ve played of it is all very well done and genuinely pretty high quality. The precursor quests to that raid had me geeking out pretty hard, and it was a joy to go through.

Thing is, I’ve still only done the precursors. The actual raid? Haven’t jumped into yet. The new main quest? That jumps into the new dungeon fairly quickly, and that’s where I’ve stopped. At the moment, I’m in no particular hurry to jump into the group content without a group to play with, and I have no real desire to queue up with random people. And even if I did have that desire, I don’t have the item level required; I played so little after reaching the level cap on both my characters that I didn’t spend much time gearing them up, so I’d have to do that for a couple of runs before I could tackle the new stuff.

Continue reading “Backlog Battle Report (16th Oct 2017)”

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Backlog Battle Report (9th Oct 2017)

Last week’s Right Click to Zoom went up mere hours ago, which is a little less late than the previous but still not really acceptable to me. That said, it was a hell of a lot more difficult to get to a state that I considered good enough to post, and even once it was done I was given feedback that made me realise some missed opportunities I could have used. Alas. Hopefully this week’s article will come along more smoothly. If you’re reading this and didn’t know about that new post, do consider checking that one on the way out.

With that said, here’s this week’s status update.

The Elder Scrolls Online (PC) — Can’t see the forest for the trees

This was still the majority of my game time this week, though I suspect it’ll start to slow down now. The next content patch for Final Fantasy 14 is finally around the corner, so I’ll likely be focusing on that instead. Doubly so since most of my ESO playing friends will be busy with that, so there’ll be even less interaction and discussion on the subject with them.

Nonetheless, I’m still chipping away at the mountains of quest content at my disposal. My Templar is now in the early 40s and, surprise surprise, I’m still in Valenwood. There are so very many quests here, and while each of the zones within that region are different story and encounter wise, I’m honestly sick of forested area this, Green Pact that… my forays into the Thieves Guild quests and the desert city those take place in are welcome opportunities to break it up.

As always, I could go and do other stuff, but I like to be thorough and want to finish zones. It hasn’t reached levels of intolerable similarity, but the moment it does I’ll probably go and party Daggerfall somewhere.

Continue reading “Backlog Battle Report (9th Oct 2017)”

Right Click to Zoom — Addressing the Notion of Exclusion via Game Difficulty

Welcome to Friday’s late iteration of Right Click to Zoom, the more in-depth article side of this blog. Today’s topic is a follow up to the one that started this whole segment a month ago. Simply put, is video game difficulty excluding people? If so, is this a bad thing, and how should players and developers alike adjust?

Previously, I spoke about competency and professionalism in games journalism and touched on many of these concepts briefly, so it might be worth starting with that article if you’ve yet to read it. Regardless, the discussion has carried on in the month since, and it’s grown to the point that it’s time to address the newer parts.

Video games started their history by being fairly difficult, both by design and by technical limitations. Forget life bars or progress metres; it was usually you against the high score, with your progress being how much money you managed to save on coin-operated arcade machines. One hit was often all it took to end a run, and the backlog of extra lives usually wasn’t much leeway. That was how the games earned their money, after all.

It wasn’t until home consoles arose from the arcade scene that we started to see games with the kind of progression that we’re more familiar with now. Technology advanced and games were now able to feature stories beyond barebones excuse plots. Rather than being the semi-infinitely repeatable levels of Pacman and its ilk, games had clear beginnings and endings that were quite different. Concepts like tabletop RPGs were ported to video games with titles such as Dragon Quest or Ultima, giving more consistent worlds.

Most importantly, they introduced means of progression and power development that was based on more than just player skill. Suddenly, it didn’t have to be how accurately you timed your jumps or how well you dodged, but it could instead be about which items you’d collected or what level your characters were. The differentiation between those two concepts of player progression is something that deserves its own article, but that’s not what I’m here to talk about.

Continue reading “Right Click to Zoom — Addressing the Notion of Exclusion via Game Difficulty”

Backlog Battle Report (25th Sept 2017)

I was a little less diverse in my gameplay time this week and instead was more focused on just a couple of titles. Some decent progress made in what I did play, but nothing to cross off the list since Samus Returns last weekend. With my new job and potentially a second one in the wings, game time might be slightly reduced, but that shouldn’t stop me from still having some opinions to share as I go. So here’s what I’ve been up to.

Elder Scrolls Online (PC) — The current MMORPG of choice

As stated last week, I ended up attempting this one again and getting far more invested than I had previously. Couple a number of friends playing alongside me, and it has remained compelling enough throughout the week to quickly become the game I gravitate towards most when I have a few spare minutes. Again, that will probably change once the next Final Fantasy 14 patch drops in about a fortnight, but the subscription-free system of ESO means I can comfortably drop in and out without issue.

Regardless, I’m fully wrapped up in this one now. The game has continued to provide me with a good mix of content and variety, with even the more basic and genre-standard stuff still proving entertaining to keep me focused. I’ve healed dungeons with friends, gone exploring solo in the public dungeons, tried out the opening zones of all three factions (the Dominion still seems my best fit), and otherwise just gone wandering and questing through the world. My internet and general game lag makes me disinclined to try PvP, but I might end up doing that eventually.

I wasn’t here for the launch of the game, but what I initially saw following ESO’s announcement and from beta footage left me completely disinterested. It’s really impressive to hear and see how much it’s turned itself around. With the removal of level and faction restrictions on so much of the content, it really does provide a huge world to go exploring in, with all sorts of compelling and interesting quest chains that I literally just stumble into.

There’s also a lot of versatility in how one builds a character. Effectively, every character has a variety of skill lines that they can choose to invest points in, ranging from armour and weapon types to guild or faction specific abilities to class skills. You gain skill points every time you level up, by completing certain quest chains, or finding collectables in the world. The actual skill lines level up through use as they do in regular Elder Scrolls games, which unlocks more of their abilities and passive bonuses.

So as well as all the universal skill lines based on quests and weapon types, each of the four classes has three unique trees that you can go into. You also gain a single stat point when you level up which you can drop into Health, Magicka or Stamina and upgrade relevant abilities that way. What’s really interesting is that there’s no set ways to build these classes; a Dragonknight might typically be a heavy armour wearing tank, but I’m building mine as a full magic damage type.

At the moment, I’m juggling three characters but primarily sticking with my Wood Elf Templar tank. Currently I’m in the late 20s for level with them (level cap is 50 but with further progression afterwards) and looking to push ahead, but there’s no real rush. Absolutely everything in the game gives experience, so I’m just exploring, crafting, doing quests or faction objectives as I see fit and having a good time.

It’s been a while since I’ve just been able to completely lose myself in a world like this. Plus, for all its pros and strengths, Final Fantasy 14 doesn’t really make much use of its actual world after you finish the main questlines. There’s less to discover and accomplish just by wandering as this game incentivises, and it’s wonderful. Definitely will be chipping away at this for some time to come.

Continue reading “Backlog Battle Report (25th Sept 2017)”

Backlog Battle Report (18th Sept 2017)

This week saw very little in the way of console activity, instead seeing long stretches of me glued to my 3DS or else tinkering with settings on my PC to get specific old games working. Monster Hunter Stories, Witcher 3 and Yakuza Kiwami are all surprisingly absent from this week’s report, but that’s almost certain to change in the coming days. I’ve also got the new Prey, the first Warhammer Total War, and a number of recent RPGs I never played through properly on my agenda. Let’s go through it, shall we?

Pokemon Shuffle (3DS) — A puzzling time filler

Match 3 games have been a guilty pleasure of mine forever, usually filling the void when I wasn’t regularly playing Tetris. It’s a simple and addictive concept, though some games take the concept and run with it in interesting ways. Puzzle Quest turned it into an RPG, 10000000 and its sequel You Must Build A Boat merged the genre with endless runners, and HuniePop had dating sim aspects.

Pokemon Shuffle does none of these things, really. The idea is that you have a limited number of turns to inflict damage on the target Pokemon, then get a chance to catch them. You can level up the Pokemon caught through these puzzle battles and make them stronger. It’s RPG-esque, but it’s pretty basic. Still, it’s an addictive way to fill in time when in game queues or some other situation.

It’s also free to play, meaning small time brackets are the only ones you’ll get anyway without tossing money at Nintendo. I have other products to give money to however, so for now it’s just something to do.

Continue reading “Backlog Battle Report (18th Sept 2017)”

Backlog Battle Report (11th Sept 2017)

I spent some time looking at options and possibilities for extending the activities on this blog to YouTube and recording versions of this for those who would rather listen than read. Unfortunately, the internet connections and speeds available in this part of Australia effectively limit my options to “move elsewhere” or “suck it up”. Since only one of those is viable, this’ll probably remain a text only venture for a while.

Still, I like writing, so hopefully people still like the reading. With all that said, let’s get into the games.

Heroes of the Storm (PC) — Obey the Call!

Let’s start with the new patch of Heroes, which I’ve played a good chunk of games on. Of the four hero reworks in the patch, I’ve only had the chance to play two of them so far, meaning Morales and Jaina I have no comment on. Chromie and Leoric I’ve played a couple of games of apiece, and then a number of Kel’thuzad games to cap it off.

The Leoric rework is, in a word, awesome. Don’t know how he is in terms of power overall, but the adjustments to his spells and auto attack pattern feel a lot more responsive and his talent choices feel much more interesting. While I haven’t picked up a set build yet, the talents that give Wraith Walk more utility that leads into more damage makes for a decent way to start a fight. Both his ults feel like viable choices now as opposed to just the one, though I still need to play around with the 20 talents. He’s great fun.

Chromie is a little less stellar in the long run, but comes with the caveat that I might just be completely awful at her. Either way, her ability to combo and delete somebody instantly is gone unless you manage to ramp up early by getting good hits and completing your baseline quest. That said, in two games I only managed to finish it in one, and then only just before the game ended. Does that mean I’m an awful shot, or is she undertuned? Probably more the former, but either way I can’t really give a full opinion on how she is numbers wise. This needs a bit more time. Continue reading “Backlog Battle Report (11th Sept 2017)”

Backlog Battle Report (4th September 2017)

As mentioned in my previous post, I’m planning on setting up a weekly routine of a more serious and in-depth article, and then a more casual article detailing my gaming experiences for the past week. This is the first of the latter! It made sense to name it the Backlog Battle Report given the name and aim of the page, and I’ll be getting these out every Monday night/Tuesday morning as time permits from here on if all goes well. As for the other article type, that will probably debut on Friday, so keep an eye out.

For now, let’s talk about the games I’ve played over the last week. I’ll also include a few things that reach a bit further back just because I’ve been inactive for so long. Let’s kick it off.

Heroes of the Storm — As always

I won’t be mentioning this much in the future reports unless something stands out, but Heroes of the Storm is still my primary go-to when I feel like playing a competitive multiplayer game or MOBA. I’m sure some of you may scoff at the thought of calling it “competitive”, but the game is as deep and competitive as you want it to be, and I like to push myself in it.

The latest ranked season will be ending in a matter of days, so there’s something of a mad scramble to get last minute rankings for the rewards, but I’ve been abstaining and keeping to the non-ranked modes for a while. This is mostly just due to queue times for ranked being considerably longer in Australia, or else it’s because I’m playing with friends who take the game much more casually. However, it’s also because I’ve already reached Diamond 5 rank after a couple of seasons coasting in high Platinum since tanking my MMR last year. I’ve got the rewards I sought, so I can hold off any further attempts until the next season kicks off.

Kel’thuzad is due to be the next hero release in just a couple of days, and his patch comes with a number of character reworks, so I’ll have a good amount of new things to learn and play shortly. Should be a good time. Continue reading “Backlog Battle Report (4th September 2017)”