Showing posts with label gamer's review. Show all posts
Showing posts with label gamer's 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?

Wednesday, July 11, 2012

[Gamer’s Review] Portal 2

Hey readers. I know it’s been a while but I’m back with an exciting article on a game I recently got to play for the first time: Portal 2.  

Image courtesy of usatoday.net
Chell with the Portal Gun | portalgame.wikia.com
In case you haven’t played Valve’s innovative title or its predecessor, the Portal series focuses on you (playing the role of Chell, the mute protagonist) in a test facility ran by Aperture Science. In the first game, you are awakened from stasis to complete tests in order to receive the ultimate prize: CAKE! I know, cake doesn’t sound like a great prize… but supposedly it’s very delicious cake! 


The title is mainly a puzzle game designed in the manner of First-Person Shooter, but unlike other FPS titles, this one has one gun with unlimited ammo that does no direct damage. This weapon is called the Portal Gun, a firearm that can shoot two different portals (one orange, one blue) that are used to solve puzzles and advance through the story.





WARNING: THE NEXT SECTION FEATURES MINOR SPOILERS FROM THE FIRST PORTAL GAME
GLaDOS | gamespot.com
In the first game features Chell solving numerous test chambers, all the while taunted by the narrator and antagonist GLaDOS, who promises cake upon our hero’s successful completion of testing. The cake is a lie, however. At the end of her testing, it is revealed that Chell is to be terminated, having no further use to the “logic”-bound robots. Unsatisfied with this fate, she is able to think quickly and use the Portal Gun to escape certain doom. Before the game’s credits roll, Chell manages to find GLaDOS’s chamber and “kill” her in one of the coolest fights in a game ever! GLaDOS isn’t dead for good though…


 END SPOILERS FOR PORTAL

The second game features Chell (in the single-player mode) solving more puzzles - this time in an attempt to escape the facility with the help of Wheatley, a neurotic little robot with a good sense of humor. As the story unfolds, GLaDOS regains life and a lot of things spin out of control… but I won’t spoil that for you.

Propulsion Gel (from E3 2010 Demo) | games.softpedia.com
One of the most exciting gameplay additions comes in the form of three gels: Repulsion, Propulsion, and Conversion. Each gel offers a new spin on solving puzzles and is quite necessary for the remainder of the game. Repulsion, for example, acts as sort of a “jumping pad” reflecting the speed at which you connect with it and repelling you with the same velocity. Propulsion gel, on the other hand, acts as sort of a “speed boost” (if you’ve played any Mario Kart games or other similar racing titles – that’s Propulsion gel). The final gel, which comes in a bright white color, turns any surface it touches into a wall on which a Portal can be created. On their own, this totally amplifies gameplay and, together, completely alters it. If any of this seems complicated, do not fret! The game does an excellent job introducing every new gameplay element and ensuring that players understand how the gels work without handing them the solutions to puzzles.

Aperture Science robots, ATLAS and P-body | gamehounds.net
Another feature the sequel of Portal has is a co-op mode that allows a group of two to solve puzzles together as Aperture Science robots ATLAS and P-body. Unfortunately, I have not yet delved into this story line, but I hopefully will have a chance to in the future. From what I know, however, is that two players simultaneously solve puzzles together creating up to four portals (essentially two "sets" of portals) and that the players can communicate in-game via gestures.

The game is relatively short (for the single-player mode) which is great for any of you gamers that don’t have 40+ hours to delve into a title but still want a rich story with interesting and challenging gameplay. I’d highly recommend Portal 2 (and its predecessor) to anyone with a love for puzzles and logic, and especially to those who enjoy innovative titles with a heavy dose of humor. Oh, and the song at the end if priceless!


Congratulations Valve. This game really was a triumph.

Wednesday, April 11, 2012

[Gamer's Review] Indie Games: Journey

Journey's Title Screen | Thenerdpocalypse.com

Yesterday I went to GameStop to buy Journey, an Indie game developed by thatgamecompany.  It's a third-person game that I would best describe as a cooperative platformer.  I had first learned about Journey from Penny Arcade and was intrigued by the concept of the game.

Basically you're a robed figure (that looks kind of like a Garo Robe from Majora's Mask) on a journey across a vast desert to a large mountain.  You start this journey alone on the far side of a fairly large hill, and as you climb to the top of the hill and explore the ruins on the other side.  The controls are very simple, the left analogue stick makes you move, "Circle" lets you communicate and interact with the environment through what I can only describe as song.  "X" eventually allows you to jump and glide.  The camera can be manipulated with the right analogue stick or if you have the proper controller, simply by tilted or leaning the controller in one direction or another.

Your intrepid traveler. | MasonicGamer.com

The developers of the game really don't hold your hand much throughout the game, instead forcing you to use things like observation skills and common sense in order to figure out what you're supposed to do.  The only real "tutorials" were when I learned that "Circle" lets me communicate with others and "X" lets me jump and glide.  Everything else you have to learn either through watching the cut scenes or by observing your traveling companion.

Speaking of your companion, you're not alone in your travels across the scorching desert.  Shortly after learning the controls (all three of them), you run into your companion for the rest of the game.  Or at least I did, I have yet to do a second play-through of the game to be absolutely sure.  You aren't told your companion's name and you can't use a headset to talk to him or her.  Rather, you're forced to rely on pantomiming your actions and using "Circle" to get his or her attention so they watch you do something.  It takes some getting used to, but my companion and I figured out how to work with each other shortly after solving the first puzzle.

As it turns out, we were both fluent in "hieroglyph." | Stevivor.com
I did learn at the very end that it is possible to write short messages in the ground, which usually leaves footprints behind for a couple of seconds.  I wrote out "Hello" in barely legible cursive for my companion last night, but I don't think he noticed.  Next time I hope to discuss the socioeconomic status of Poland with a complete stranger.

The game does offer a single player experience, or at the very least you can play without an Internet connection.  I'm not sure how that would work, as there were several times that without my traveling buddy I would have been completely screwed.  You see, there are some puzzles that are easier to solve with two people, and by "singing" you can recharge the runes on your companion's scarf, allowing them to continue jumping and gliding.  Without such a companion, you'd be forced to rely on the environment to recharge the runes, which while possible, would certainly make things more difficult for you.

As you can probably tell from the images throughout this article, the visuals on this game are simplistic, yet I found them to be stunning.  Maybe I'm just an artsy kind of guy (I'm not), but I found myself enthralled by the Wind Waker-esque graphics style (what is that, two Zelda references in this article?).  In a way, the graphics style reminded me of some of the paintings I've seen from the three museum trips I've made during my twenty-year-long life.  I may have visited one of those museums twice.

The game's soundtrack, which seamlessly switches between calming and almost Zen-like to tension-filled and "Oh shit don't let those flying robot snakes find you!", was composed by Austin Wintory, who has composed soundtracks for several Sundance Films and video games, including fl0w, also by thatgamecompany.  The music remains subtle throughout the game, but without it I firmly believe that Journey wouldn't have been nearly as good as it is.

"Are we there yet?" | Thatgamecompany.com
I realize that I've been gushing over this game for the past 641 words (don't believe me?  Count 'em up, I'll wait.), so I'll dive into the critiques and criticisms portion of this article.  The only real beef I have with Journey is the fact that it's so short.  The game only took me two hours or so to complete.  The game play and my overwhelming desire to get to the top of the mountain made that time fly by, so it seemed ever shorter to me.  However, I don't think that the developers could add anything to Journey that wouldn't ruin the game, so it would be best for everyone if they ignored that complaint.

While I understand Journey's an indie game and therefore has a smaller budget at their disposal, it would have been nice if I could have done a little character customization.  Even changing my brown cloak into a nice red would have been enough for me.  It is possible that such a thing would ruin the experience of the game, since it's supposed to be about two strangers helping one another on their mutual quest, but it'd still be nice.

"You go first."  "No man, you go first." | Gamecatalyst.com
 Journey is not a game for everyone.  If all you look for in a video game is awesome graphics, intense game play, and lots of sex and violence, there are other games to spend your money on.  If you like cooperative game play and puzzle solving (something I never thought I'd like), then look in between your couch cushions for $15 in change, because that's all that Journey will cost you.

All in all, I loved this game.  If I had to assign an arbitrary number to Journey (say, between 1 and 10), I'd give it a 9.  If you have $15 and two hours of free time, I definitely recommend that you give Journey a chance.

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