Showing posts with label game review. Show all posts
Showing posts with label game review. Show all posts

Friday, September 26, 2014

[Gamer's Review] Dungeons and Dragons 5th Edition - Part 1


Tiamat, Queen of the Dragons | Image Courtesy of Enworld
I know it's been awhile since I last reviewed a game, so I figured I would do something new with this post- review a table-top role playing game.  Now, for those of you unfamiliar with TTRPGs (which given the nature of this blog and the audience it would attract if it indeed attracted an audience is pretty slim), they are games wherein a group of people, usually ranging from 3-6, come together and use a set of rules to tell a story together.  Each game usually has a Dungeon Master (or Game Master) that works on the general frame of the story and presents challenges to the players, and 2-5 players that creature characters that interact with the world the DM has created.  Together they tell a story, usually one that isn't even remotely close to the one the DM wanted to tell (I'm looking at your RYAN!).

Even those unfamiliar with how a table-top role-playing game works probably still know what Dungeons and Dragons is, or have at least heard of it.  After all, the game has the brand recognition that few others can match.  It's left as much an impact, if not a great impact, in our collective conscious as Pikachu and Mario.

Here we have a Lv 9 Human Monk fighting a Dire Rat blessed by Thor. | Image Courtesy of The Mushroom Kingdom
Now Dungeons and Dragons (or D&D as it is more commonly called), has gone through many different versions, known as editions.  It started out with Gary Gygax and Dave Arneson's original version of Dungeons and Dragons, which was published in 1974, and underwent several changes including Basic Dungeons and Dragons, Advanced Dungeons and Dragons, Advanced Dungeons and Dragons 2nd Edition, Dungeons and Dragons 3.0 (and later 3.5), Dungeons and Dragons 4th Edition, Pathfinder (it's D&D and we all know it), and finally Dungeons and Dragons 5th Edition.  Many other games that were inspired by D&D or designed to play with a similar feel were also created, such as Pelgrane Press' 13th Age.

But now that we're done linking to a bunch of Wikipedia pages, let's get down to business with this article before you all close your browsers and move on to 4chan and Reddit to complain about Gamergate (Ha!  A timely cultural reference from a blogger that only posts once every two years!  That'll sure date this article in three years when it's finally read!).

Alright, seriously, we're going to buckle down now and actually review Dungeons and Dragons 5th Edition.  Now I've been playing D&D since I was sixteen when none other than Cameron Lawrence himself invited me to join his game of D&D (3.5).  One cringe-worthy backstory later and I was Ashiel Dragmire, half-elven sorcerer sent on a quest to recover some hobbit's treasure or something like that.

This?  I'm pretty sure it was this. | Image Courtesy of G4TV.com
Anyway, it only took about five minutes before I was in love.  I spent the ensuring seven years learning everything I could about D&D- the mechanics, the lore, how to optimize my own characters while simultaneously learning how to beat down players who tried to break my games with their own over-powered characters.  I observed Cameron's DM style, as well as the style of our other DM Nate, and tweaked them to create my own way of running games.  As a writer by hobby (and hopefully one day by trade so I can plug articles like this with links to my work), I wasn't worried about telling a story.  I had countless worlds floating around in my head and it wasn't hard to slap some mechanics to them and set my players loose.

Eventually I moved to college and met a new gaming group and picked up on how to play Pathfinder, which wasn't so different than D&D 3.5.  I never got into 4th Edition, mostly because I missed the session that my original gaming group used to test it (they weren't the biggest fans) and my new group's DM had an absolute loathing of it.  I played that for several years before finally joining the Dungeons and Dragons Next playtest.  My buddy Ryan and I created characters (I was, and continue to be, a human rogue while he plays a paladin of Wee Jas) and drove three hours to Scranton, PA for MEPACon, which if you're in the Pennsylvania area I highly recommend going to.  Affordable, some great people there, and all-in-all it's a lot of fun.

YOUNG MAN YOU WILL STOP PLUGGING AND LINKING AND START REVIEWING! | Image Courtesy of Jesus-Is-Savior.com

So Ryan and I had our freshly-rolled characters and a set of rules that at many points seemed very contradictory, but hey, it was a playtest so we understood.  Once we got to playing we found the game to be a little slow and clunky in places.  The DMs at the convention had us take notes about their adventures and the mechanics in general after each 4-hour gaming slot, and when we returned next fall we were given packets with several updates that made for a smoother, more fluid game.  Some old things we liked were taken out, but several newer and better mechanics were added in.  It continued on like this until finally the playtest was closed.  The long wait for the Player's Handbook began...

When the Player's Handbook finally hit the shelves I bought a copy and poured over it.  I was immediately in love.  All the things that I liked from the playtest were there (somethings were nerfed a little more than I liked, but I wasn't about to get all up in arms on the Internet about it.  Wait...) and several new mechanics I wouldn't have even thought of were added in.  At a glance the classes and races appeared rather well-balanced, and several new backgrounds were added in to provide even more options for players.

The Races

 
The Tiefling, a personal favorite of mine and a welcome addition to the PHB | Image Courtesy of Enworld
There are four "core" races in D&D 5e: Dwarves, Elves, Halflings, and Humans.  These represent the four main races that can be found in just about any published Dungeons and Dragons setting without standing out.  Each of the non-human races has at least two sub-race options, allowing players to further customize their character within its race.  For example, a dwarf can either be a hardier hill dwarf, or a stronger mountain dwarf while an elf can either be a magical high elf, wilderness-savvy wood elf, or vile drow.  Humans have the option of using a variant human rule that makes them more akin to 3.X's human race, giving them a free bonus feat and two skill proficiencies at the cost of reduced ability score bonuses.  It's probably the best race option in the game, as feats and skills are immensely powerful and important.

In addition to the four core races there are dragonborn (totally different from the character you've played in Skyrim, gnomes, half-elves, half-orcs, and tieflings.  They are separated from the other four races as they are treated as "unusual" races that may not be present or appropriate for all games and settings.  Due to their more unique natures, these races don't have any sub-race options, at least not in the Player's Handbook.

Overall I was satisfied with the amount of race options in the Player's Handbook.  There were more for me to choose from than in the 3.5 or Pathfinder's Player's Guides, which means I have to do less pleading to get my DM to let me play something uncommon like a tiefling or dragonborn.

The Classes

The Warlock, a unique caster that takes traits from multiple warlock incarnations throughout D&D's history. | Image Courtesy of Enworld
Next up are the classes.  Right away I was impressed with the number of options I had at my disposal.  While there was only one "new" class compared to the PHBs I was used to, it just felt like I had a nearly unlimited number of choices- probably the result of the rather limited choices I was left with in the playtest for this edition.  I could choose anything from the anger-management needing barbarian to the whimsical bard to the wizened cleric to the hippie druid.  I could even be a monk, and more importantly not suck.  Yes, the classes were actually balanced!

Well, mostly.  So far in my time playing 5e as both a player and a Dungeon Master I've found that spellcasting classes are still a little more powerful than non-casting classes, but it's more due to their increased versatility rather than straight damage.  Fighters received a much-needed boost with their Battle Master and Eldritch Knight Specializations, and even monks can use ki to "cast spells."  While basically giving everyone the ability to use magic is a cheap way to balance the game, it is effective and so far I haven't felt as if my character can't contribute to the party, nor as a DM have I seen any one class shine brighter than the rest.

The thing I like most about each class is the option to choose between two or three specializations (clerics and wizards have a larger number of domains or schools to choose from, but the differences are more subtle).  Much like Pathfinder's Archetypes and 3.X's Alternative Class Features, a specialization allows you to narrow your character's focus and give them some cool abilities that not all members of their class might have.  For example, as a rogue you can be a guild thief, an assassin, or an arcane trickster.  As a thief you become more mobile and stealthy, making it easier to sneak up on others and rob them blind as well as survive in dungeons.  Assassins gain the ability to blend in with the crowd and a powerful death attack that allows them to deal even more sneak attack damage (which has been greatly boosted in this edition of Dungeons and Dragons).  Finally, arcane tricksters learn how to cast a few spells and use them in unusual ways to gain an edge in combat.

The specializations aren't quite as balanced as the classes, and it's pretty clear which specializations are superior to others (I'm looking at you Champion.  God you were a disappointment.).  While it's a shame that the same amount of effort wasn't put into the specializations as the classes themselves, I don't think it'll ruin the game in the long-run.  Each class has at least two specializations that are viable.  Hopefully when the Dungeon Master's Guide is released it will come with some new specializations for those classes who don't have as many (*cough cough* sorcerer and barbarian *cough cough*).

The Backgrounds

The Soldier Background, a common choice amongst Fighters, or so I have found. | Image Courtesy of Enworld
While I was originally going to review all of the 5th Edition material I've encountered so far in this article, I'm already at 1,723 words (not including captions!), so I'll wrap up after this section.  Backgrounds were not something I expected from Dungeons and Dragons, but boy am I ever glad to see them!  They're a great tool for new and veteran gamers alike, making it easier for neophyte dungeon delvers to flesh out their characters beyond "I'm a fighter with a sword and I like to kill things, drink ale, collect gold, and make love to beautiful women."
Not that there is anything wrong with that! | Image Courtesy of Collider.com
There are several backgrounds ranging from the Soldier pictured above to the acolyte of the faith to the sly charlatan to the rugged outlander.  Each background provides several proficiencies, either in skills or tools, additional gear that might come in handy in your adventures, and a unique ability that, while rarely provides a mechanical benefit, has a nice role-playing ability or hook.  For instance, a folk hero can more easily find shelter amongst the common people.  There is no mechanical benefit (he doesn't get a +2 to the roll or gain advantage), the DM and the player role-play the encounter between the player's character and the smallfolk whose aid he is trying to gain.

Many of the background also have an alternate background option, such as the guild merchant option for the guild artisan background.  The alternate option might have a slightly different set of proficiencies and different fluff, but it is too similar to the base background to warrant being an independent background choice.  While a nice addition to the playtest's set of backgrounds, I didn't feel as if they brought a whole lot to the table (Hell, I was a guild merchant before it was even a thing!).  Like with the class specializations, I hope that the Dungeons Master's Guide will come with more backgrounds.

I apologize for not getting around to reviewing more of D&D 5e's many, many options, but I feel like I've already used up enough of your time.  Join me next week and we'll look over feats, spells, and the Monster Manual!  Now before I go, I'll leave you with this fantastic video.  This actually happens every time a game of Dungeons and Dragons is played.  Seriously.  Every.  Time.


You can download the Dungeons and Dragons 5th Edition Basic Rules for free here, courtesy of Wizards of the Coast.  Wasn't that nice of them?

Thursday, May 3, 2012

[Gamer's Review] Mass Effect 3

Spoiler Alert! 
The following discusses Mass Effect 3 in detail, including the ending. You’ve been warned. If you’re looking for more general information on Mass Effect 3, check out the Mass Effect 3 wikia.

ME3 Cover | technabob.com

Alright… There’s an elephant in the room, so let’s get it out. The ending of Mass Effect 3 wasn’t the best. In fact, it wasn’t even very good… Okay, let’s face it; each potential outcome was the same exact thing, with different colors and slightly different textures to accompany those colors. Oh, and the flashbacks? Not necessarily of your romantic lover or your favorite squad member... just, ya know, arbitrarily picked friends. Don’t know what I’m talking about? Check the YouTube video to the right.
  
You know what else sucked about Mass Effect 3? The DLC released the same day as the game for an extra $10. Granted, the DLC doesn’t suck, but the fact that you pay extra on top of your $60 does. Aside from this, and the highly ridiculous and unfulfilling ending to a great series, the game was nearly perfect. Because it was nearly perfect, we have to examine the few glimmering oversights and errors of the game. I’ll say upfront, however, despite any and all criticisms for the game, I fully recommend and suggest readers purchase it, because it really is fantastic. In fact, looking at it objectively, the game’s story, itself, really isn’t the flawed part – moreover, it’s the politics involved outside the game’s world, where corporations and the entertainment industry reside… But, I digress. Anyway, before we dive in completely, you should take a look at my prior adventures in the Mass Effect universe here.

Just as a reminder: I played the Vanguard class through all three games and had a Paragon reputation through the first two.

The game opened up and refreshed my memory as to how everything worked. Once I got back into the swing of things, it was time to leave Earth, the human home world being decimated by the Reapers. This short introduction also set a nice tone for the adventure that was about to unfold. My Shepard was quickly thrown for a loop when Ashley, his old flame, made an appearance and accompanied him on the mission to Mars. This was an exciting moment. An old friend and lover now distrusting the main character and reluctantly helping him is a level of depth not often explored in the video game realm. It was during that time that I started debating if I would go back to Ashley, knowing she never stopped caring. Imagine the dismay Shepard felt when Dr. Eva attacked her and left her nearly dead at the end of the Mars mission. Imagine my surprise when EDI, my ship’s AI, took the body of the mechanical Cerberus operative that harmed Ashley.  It pushed my Shepard and Ashley closer together than ever before. Imagine my surprise when Miranda enters the picture again. I couldn’t help but tell Miranda that I still cared for her. And the repercussions of that were… kind of unsatisfying, to say the least.

masseffect.wikia.com
The main issue I had with telling Miranda this was not that it would continue a romantic relationship with her, but that it completely ended things with Ashley and that was the end of it. Call me a jerk (or rather, my Shepard), but when Ashley asked if I was committed to honestly putting in effort with her to make our relationship work, I said, “Yes.” Keep in mind; this is prior to meeting up with Miranda. Once I met up with Miranda and she asked if I still had feelings for her, I agreed that I did. After I confirmed my affections for Miranda, Ashley didn’t say another romantic word to me. Not only that, but she didn’t say a word to me about lying to her only moments earlier. The girl who was insanely jealous that I had a fling during the events of Mass Effect 2 all of the sudden doesn’t care that I lied? It just seemed unrealistic. Granted, the galaxy is at a point where petty arguments cannot be had because there is a lot more at stake then that, but it doesn’t make sense. This may seem like a shallow complaint, but look at the bigger picture. I’m not saying that I wish I could’ve had them both as romantic interests or condoning the fact that you can say one thing to one person but do another action. I’m simply stating that, in a real, believable world, which is what the Mass Effect universe is striving to be, a jealous woman would continue to be jealous. Oh, and she probably wouldn’t fight alongside you or support you when you kill the human’s Council representative. She would probably figure you’re not trustworthy, as she can’t even trust you with her feelings. While this is not integral to the plotline story of Mass Effect 3, these romantic relationships are integral to my Commander Shepard’s story in Mass Effect 3.  This really is a minor complaint, though; given the scale of things and the sheer amount of things you can do in the game. It’s just a note for any developers or players that had the same experience I did.

Ashley, Miranda, and EDI weren’t the only familiar faces (well, EDI’s technically wasn’t a familiar face, but you get the idea) that I came across early in my adventures. It seemed anyone and everyone I had ever came into contact with over the previous two games made an appearance in one form or another.

masseffect.wikia.com
Some of these people were simply “there” during a mission, like Jacob Taylor when Shepard and crew go to help some scientists evacuate their laboratories during a Cerberus infiltration. While I can’t expect every character I have ever spoken with or fought with to join my cause (because it would be unrealistic), it is still good to catch up with them and see what path their lives have taken. I may also feel this way because I didn’t really care for Jacob in the previous game, either. Other people from Shepard's past played more significant roles. One of those people, that I was elated to see, was Mordin, the Salarian Scientist and most hilarious squad member ever, in my opinion. During a mission n Sur’Kesh, the Salarian home world, Shepard finds Mordin working on a cure for the Krogan genophage. During my story, Mordin nobly sacrificed himself on Tuchanka, the Krogan home world, while uploading the genophage cure to a beacon that would disperse the cure into the planet’s atmosphere spreading it across the planet to all of the Krogan.

While the game had far too many missions (which is a good thing) to detail every single exciting adventure, some of the highlights included tackling the Ardat-Yakshi monastery on Lesuss, rescuing Jack and her biotic students from Jon Grissom Academy, the missions on and around Rannoch, and the all of the events on Thessia.  Oh, and the part with Legion in the Geth collective mind was weird… but very creative and a cool visual representation of a linked consciousness.

Combat-wise, the game played very similarly to Mass Effect 2. My memory may be faded, but it also seemed that Mass Effect 3’s cover system was a lot more responsive, but they were probably similar. I enjoyed the variety of enemies and landscapes. Favorites such as the Husks (mowing them suckers down is FUN!) and the standard Geth troopers make appearances, as do new enemies. These new foes include troops from Cerberus like Centurions, squad leaders with the ability to conceal themselves in smoke, and Phantoms, operatives the utilize close-range combat and come complete with katana-looking swords, as well as Reaper-based enemies like Marauders, Turian-mutations that can give allies armor plating, the Brute, an all-Armor Turian-Krogan hybrid behemoth, the Banshee, a Reaper-mutated Asari with crazy biotic powers, and - the big daddy of ‘em all – the Harvester, the dragon equivalent for this Sci-Fi world.

masseffect.wikia.com
While the variety of enemies was fine, the frequency of each variety left something to be desired. I was slightly disappointed with the ridiculously high amount of enemies that used Shields as opposed to any other protective covering, like Barriers or Armor. Granted, some of the enemies were purely Armor, such as the Brutes, and others incorporated Barriers and Armor, like the Banshee, I still felt the majority of enemies utilized Shields, at least in the first half of the game.

masseffect.wikia.com
Due to this, I found myself using EDI nearly every mission due to her access to Overload. If it wasn’t EDI, then Garrus was there to take her place. The few times I tried to branch out and try different combinations, I found myself wasting ammo just to break down Shields that EDI or Garrus could’ve easily decimated. Granted, once Tali came back into the picture, I was glad to use her Energy Drain ability, but by that point I had already figured out tactics for my EDI-based party configuration. Javik, the last living Prothean, is also a welcomed addition to my team. His biotic heavy arsenal and access to assault rifles makes him a great soldier, especially when in thick firefights. On a personal level, he seems to be complex and very detailed. His insight into the Reapers and the cyclical nature of their destruction is very important in understanding the story and helps us, as players, to draw conclusions and similarities based on his stories and memories. It’s odd, though, to think that he is not a streamlined part of the story – rather, he is only for those who spent the extra money on the DLC. He’s not really “story” important (read: he's not mandatory in any part of the game), but he makes understanding the antagonists easier and makes relating to the universe much more interesting. If I wasn’t such a biotic heavy player-class, I would’ve definitely liked to use Javik more.

I guess this is a minor complaint, as I still ultimately have a choice in which squad members I use, but it is still something I wish was more balanced. On the whole, however, combat was much more precise and felt a lot smoother. The variety of guns also made the game more fun, once I became more willing to explore options outside of my trust Assault Rifle. The Scorpion, a handgun that fires detonating charges, became one of my favorite (and most useful) weapons by the end of the game.

All things considered, I would highly recommend buying Mass Effect 3 so you can finish your Commander Shepard’s adventure. I realize the ending, and the few complaints I’ve outlined here may make you question whether or not it’s worth it, but the polished and engaging moments in the game far outweigh the negative aspects.

What did you think about Mass Effect 3? How did your story turn out? Leave your comments and thoughts below!

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