World of Warcraft: Battle for Azeroth – The Road so Far

I’ve played World of Warcraft since the Wrath of the Lich King expansion and I’ve loved the series from before the MMO even existed. I quested and raided my way through all expansions up until Legion, though in both that expansion and its predecessor, Warlords of Draenor, my life took a few turns that meant I couldn’t play nearly as often as I wanted to nor do so with my American friends.

I missed out on some content, getting raid clears only on one-off appearances. But with Battle for Azeroth, World of Warcraft’s latest expansion, I’ve made it my goal to return to the old days, when I logged into Azeroth at least once a day and completed every task set before me. Yes, it’s a grind, but it’s a fun one, especially during the initial stages of the expansion. Continue reading World of Warcraft: Battle for Azeroth – The Road so Far

World of Warcraft: Legion – My Nighthold Expectations

World of Warcraft: Legion Patch 7.1.5 launched this week and while I’m still getting used to the very positive changes to Balance druids—which in my case means more DPS and lots more fun—as an avid raider, my sight’s locked on the opening of the new raid next week, The Nighthold.

In the Nighthold we’ll bring the Suramar storyline to a close, take down the Nightborne leadership and bring the fight to the Fel Orc Warlock Gul’Dan, all while fighting his forces and the many abominations created by the wild energies of the Nightwell’s core, the last Pillar of Creation in our path, The Eye of Aman’thul.

It also means I don’t ever have to go back to Trial of Valor, because I hate that raid. I mean, I like the lore behind it, even if it makes me uncomfortable to help Odyn, who’s proven to be a monumental bastard—to not use a more fitting if extremely crude expression. I do hope Blizzard gives us the chance of truly beating Burnbeard the Viking to a pulp.

My issue with Trial of Valor is on the design of the encounters, particularly how much the fights drag on.

But the Nighthold is coming, and with it a slew of new bosses, new lore, more loot and hopefully some intriguing mechanics. So let’s go over what I hope to see in this new World of Warcraft raid and related content. Continue reading World of Warcraft: Legion – My Nighthold Expectations

World of Warcraft: Legion – Raid Season – The Emerald Nightmare

I’ve been enjoying the new World of Warcraft Expansion, the main reason I haven’t returned to Overwatch. And considering the Raid Season just started, I’m not likely to go back to it anytime soon!

Every expansion in World of Warcraft has one or more Raid Tiers, with an introductory raid early in the expansion’s lifetime to train newer players in what raiding is like and introduce new and old to some of the new boss mechanics that will surely become a staple of the expansion. Continue reading World of Warcraft: Legion – Raid Season – The Emerald Nightmare

World of Warcraft Legion – Bring on the Archdruid!!

Yesterday was the launch day for World of Warcraft: Legion and when the expansion went live I was stuck at the office, almost counting the hours to run home to log in with my Druid and take the fight to the legion in the Broken Isles. Continue reading World of Warcraft Legion – Bring on the Archdruid!!

Raids, Wipes and Giggles – World of Warcraft Memories

Next week, World of Warcraft: Legion launches. I am extremely excited. I want to dive back into WoW, to explore new lands, complete quests, level up and explore the many storylines I’m sure I’ll find on the Broken Isles. I want my Artifact weapon and I’m keen on relearning how to play my Balance druid—because they change the mechanics every expansion, so ever Boomkin has to relearn the class every single freaking expansion!

As we launch date approaches, I find myself thinking back to the best and worst of times in WoW. Yesterday I wrote about my favourite RPG systems and today I’ll do another soppy post on good memories and good times with a game by telling about these wonderful Warcraft moments.

By the way, the screenshots may or may not have anything to do with the stories. But they’re all full of nice memories! Continue reading Raids, Wipes and Giggles – World of Warcraft Memories

Why I love Hearthstone

There’s a reason I decided to make the Hearthbrawl series, a reason why every week I show you the current brawl and my misadventures in completing quests while taking part in them.

It’s because I love Hearthstone. And I’ve come to realise that my love for the game is not in its mechanics—or not just. It’s not the cards themselves, their abilities, the combinations I can think of in decks—which aren’t that many to be honest. It’s not the ladder or the competitive scene. It’s not even because it pulls at that part of me that played Magic the Gathering, Pokemon TCG, World of Warcraft TCG and even Star Wars TCG.

It’s how whimsical it is. Continue reading Why I love Hearthstone

I Love a Good Tavern Brawl!

I love Blizzard games, all of them. I play World of Warcraft with my trusty Druid. I have a Witch Doctor in Diablo III I visit occasionally for a nice hop through some rifts. I have faced the Zerg and Protoss in StarCraft II, and I regularly kill stuff and get my butt handed to me in Overwatch.

And of course, there’s Hearthstone, a game that speaks to my love of the world of Warcraft and my one-time addiction to Magic the Gathering and other collectible card games. I play it almost every week, but there is something about the game that continues to annoy me: quests involving classes and decks that I don’t use—a very wide category considering I only play Druid decks. Continue reading I Love a Good Tavern Brawl!

Warcraft: The Beginning…and maybe also the end?

I love the world of Warcraft, the universe. I love the stories, the characters and its rich history—that is not without its retcons and mess-ups. Up until the moment I started country hopping, moving to a new place with frightening frequency (a little adventure I hope has ended), I collected and read every novel written in the universe. I enjoyed reading about the War of the Ancients by Richard A. Knaak, the man responsible for the entire Dragon lore in the Warcraft universe and many more stories. I loved reading Christie Golden’s stories on the Rise of the Horde and The Lich King. Jeff Grubb took me to Karazhan to meet Medivh and his increasingly erratic behaviour and possession by Sargeras. Continue reading Warcraft: The Beginning…and maybe also the end?

Overwatch Analysis – On Storytelling

I like Overwatch. I think I’ve mentioned that in the past. It’s the first multiplayer first person shooter I’ve genuinely loved and I’m waiting for the launch next week on the 24th, the same day I return to streaming. Coincidence? Maaaaybe…

But that’s not what I’m going to talk about today. This time I want to focus on the story, characters and the storytelling—or lack thereof to be honest—of this new Blizzard Entertainment IP. Continue reading Overwatch Analysis – On Storytelling

Annoying Game Mechanics – Timed Sequences

Annoying Game Mechanics are those that just make you groan when you see them in a game. You’ve seen them at their best but you’ve also seen them at their worst. You can’t love them but you can’t hate them either, but you can definitely be annoyed!

This week the mechanic I’m having an issue with is Timed Sequences! I’m pulling this one from the 1001Up.com archives, as this was the last AGM to be featured on the site, and it was a video! Thankfully, there are no records of it ever existing and the world is a happier place for it. You don’t need me mumbling on video with poor audio. You already have me mumbling on video with good audio!

Sometimes games need to add a bit more pressure to your current task. Maybe they want you to hurry the hell up before the nuclear reactor blows up, or maybe they want you to hold on to dear life and withstand something unfairly difficult for a little while before something else happens! These are Timed Sequences, events or segments in a game where you have a finite time window to complete a task. Unlike other Annoying Game Mechanics, there are two types of Timed Sequences:

Timed Tasks, as their name imply mean you have a set time to go about your business. Maybe it’s escaping a room before a bomb blows up, or escape a crime-scene before the police arrive, or lock your doors before someone comes barging in. These timed sequences add tension to a sequence. The gameplay remains the same as do all the rules, but now you have that timer pressuring you.

Survival Countdown sequences are not specific tasks, not simple objectives to follow. Instead your only goal is to survive or hold on until the time runs out or some other even triggers. Real Time Strategy games are fond of this one, of giving you a five minute window until victory triggers with the difficulty ramping up the more time passes. While the previous mean to increase tension, these are frantic and meant to test your composure and reaction time.

If done properly these sequences do exactly what they’re meant to do, they add tension and make for exciting gameplay. They make you nervous enough to make mistakes as you fumble with the controls, but lenient enough that you can commit errors and still make it through. The successful ones add an incomparable adrenaline rush to your game and in doing so enhance the player’s immersion.

If they screw up, on the other hand, the only thing they’ll cause is stress and frustration, becoming tall walls the players need to overcome to move along with the rest of the game. They kill the fun and immersion they tried to enhance and make sure the player doesn’t have fond memories of the game.

The staple of an annoying mechanic is that it’s seen both good and bad days. The following are some of the best and most disappointing uses:

Good:

  • Every Metroid game has at least one timed sequence, usually in the form of an escape. From leaving the self-destructing planet at the end of Metroid 1 and Super Metroid to the reactor core meltdown in Metroid Fusion. These sequences are exciting and tense but you have enough leeway to royally screw up and still make it out in time.
  • Warcraft III has a few of these. The most memorable one is the last mission in the Undead Campaign, where you summon the Burning Legion to Azeroth. The enemies become ever stronger and the units come out faster and it’s a frantic race to keep your defenses up until the time is done. Thankfully your new masters send you aid in the form of demonic units to help vanquish your enemies and give you some breathing space!
  • Guild of Dungeoneering has an interesting take on the timed tasks. Some dungeons will feature a “sleeping” monster. The creature will come after you in a number of turns and you have to do your best to gear and level up before it does. The best part about it is that if you manage to reach it before it wakes up, it will take a hit to its stats, making the fight considerably easier.
  • Resident Evil games also have a tendency for self-destruct escapes. Resident Evil 2 is the most memorable of them in my opinion by having a boss fight right in the middle of it. It would be stressful if not for two reasons. First, the timer is generous enough. Second, by the time you get to the boss you’ll have a massive arsenal with which to take the boss out with time to spare. So it works as a wonderfully tense situation.
  • One of the most memorable stages in StarCraft is the mission where you must hold on until evacuation comes by resisting attacks by the Protoss and Zerg. This is the mission where Kerrigan falls. It was wonderfully paced and by the end you hate to leave her behind.
  • The Call of Cthulhu: Dark Corners of the Earth has a wonderful starting timed sequence. You have to jump out of bed and block out the entrances to your room before the villagers can come after you. From then it escalates into a chase sequence where each locked door adds a bit of time for a breather. If you’re playing on the PC version—in which the main character moves at 1/6 of the normal speed—this extra time is vital!
  • Final Fantasy VIII has a fantastic timed sequence. While fighting Seifer on the Lunatic Pandora, Odin will appear and attempt to kill him only to die in the process. You then see Odin’s sword flying through the sky and a mysterious hand grabbing it as it parts the clouds. If you then stretch the battle on, eventually Gilgamesh will show up, kill Seifer and take Odin’s place as your new summon. It’s entirely optional but very rewarding!

Bad:

  • Dracula 2 added these to the game, but they are outstandingly frustrating. With the poor resolution on its static backgrounds, finding the latch to close the door or the mirrors to move to kill a vampire is a bit of frustrating pixel hunting that will annoy you to no end.
  • Batman: Arkham Knight added VR challenges for the Batmobile, where you race from one end to another or have a limited time to do something with the clunky tank. By that last sentence you should know why this is a bad one. The Batmobile has worthless maneuverability, making each turn take so much time that completing the challenges becomes painful. It doesn’t help that time boosters are so out of the way that it’s pointless to get them.
  • Guild of Dungeoneering makes the list again but this time with its monster chase quests. In these the monster is coming after you and will get to you in a matter of turns. With the way the AI works for determining its next move, these quests can be very frustrating when your character walks straight into the monster’s path.
  • Various JRPG, including Xenoblade Chronicles, have unbeatable boss fights where you just have to hold on for a certain number of turns until something else happens. These sequences feel cheap and are insanely punishing and barely beatable. Worse still, if for some reason you out-level the content, then it feels as though you lose by plot even if you manage to defeat the monster.
  • Tomb Raider: The Angel of Darkness has a few of these. The first one is at an old lady’s house, where you must escape before the police get there, but not before you find a journal. The only problem is that the journal is nowhere in sight. So you look around and of course, it’s in the kitchen? What? The time you have to do this is very tight and the ridiculous location for the item just adds to the confusion.
    • Later on you need to escape from a room where someone set a bomb, but even the smallest of missteps will make the thing go boom.