Assorted Wolcen Thoughts

As I wrote yesterday, Wolcen finally released and I have to say it has improved significantly even from when I last played it. It has been interesting to see game evolve from something that felt very ramshackle and sandboxy to what we have today. Wolcen feels like the love child of Diablo 3 and Path of Exile, having points that fans of both series would ultimately enjoy. From Diablo 3 it gained gorgeous animations and a fast pace style of combat that isn’t just hitting things with a broken chunk of wood for 10 levels. From Path of Exile it gained the sphere grid, albeit a way more sane and rational version of it. Each pick on the sphere grid feels like it is significant, rather than just having an excessive number of picks that felt so incremental that it was hard to notice any difference.
Something I noticed that I did not on previous play time was how much the Diablo 3 style of encounters seemed to be infused with them game. The path you are taking as part of the quest is littered with mini-dungeons that allow you to venture forth and take down what is likely a mini-boss for some loot opportunities. These are like the shacks and caves that you encounter in D3 and are roughly the same length with a warp at the end that takes you back outside. I also encountered my first version of this games Treasure Goblin, which was effectively a glowing beetle that scurried around dropping gold and trying to get away from me. When I finally did manage to kill it, it dropped about the same amount of loot that you would expect from a Goblin with a similar spread of rarities.
I also noticed the game had a bunch of little mini-games out in the world like kill these monsters that just spawned in order to unlock a treasure chest. I’m not really sure the breadth of these but so far the one or two I encountered felt more like Path of Exile shrines than they did Diablo style cursed chests. Another thing that I don’t think I remember from before is that you can learn all of the abilities that you encounter, not just the ones that you can currently equip. This allowed me to fill my bar early on and get some levels in the starter abilities for other builds not just the ones that matched the equipment setup that I happened to be using. The spell vendor seems to more expensive than I remember it being before, but thankfully the game was pretty generous with dropping ones that were usable by me. I now have a full bar worth of abilities that are usable and one or two alternates to swap to as I see fit.
One thing that I did not get to play with but I noticed was happening was the collection of items for the cosmetic system. Apparently you access this in game by hitting the B key and it brings up the interface shown in the above cosmetic preview video. While roaming around the world I kept noticing that every time I picked up an item I had not encountered before it was telling me that I was collecting its appearance. Then when taking down bosses in the game occasionally they would drop a dye pot, which unlocks that color permanently. So already they are on the right foot because I would rather build up a stable of armor tint options than having to keep around a bunch of expendable items to dye my armor. Additionally I love systems that collect appearances as I play the game without having to put a focus on specifically doing something else to override an items appearance.
I saw reports from friends that they were encountering issues playing last night, and thankfully I personally didn’t have any of these. That said I also didn’t really get settled in to play until around 8 pm last night, so potentially after any initial problems that they might have had. I know that they patched a few times, and this morning I attempted to pop in for a screenshot or two of the cosmetic system and I am getting game service timeout errors. You can check out the official Twitter to see the random problems they encountered throughout the night so it is in fact an MMORPG launch fraught with the same sort of issues that you have with those. You can play in offline mode but apparently there are issues with playing in Offline mode if you don’t have the latest version of the game, so I have just been sticking to online personally.
I did not make it super far last night, because the maps themselves are rather large when it comes to traversing them. Again this is one of those things that I would connect more to Path of Exile than Diablo 3. Still however I didn’t find myself getting frustrated by the slog and looking like a dirty hermit like I do with PoE. All in all I am digging what I am experiencing and I think this might be the game that scratches that “waiting for Diablo 4” itch for me. I’m actually looking forward to getting home tonight and playing some more which is usually a good sign for me and a game. So the question is… did you manage to get in last night? What are your own thoughts? Drop me a line in the comments below.

Wolcen Release Day

I didn’t think I had a post for today and then suddenly I did. Today is the day that Wolcen: Lords of Mayhem leaves Steam Early Access and officially releases. This has been a day that I have been waiting for and quite honestly it snuck up on me. I’ve talked about Wolcen before, but for the uninitiated it is an ARPG in the style of Diablo 3 from the eponymous Wolcen Studio from Nice, France. It began its life as a Kickstarter for a game called Umbra, which shifted into the game that has been available on Steam in Early Access for the last few years. In the time it has been on my radar it has changed significantly and morphed into a really enjoyable gameplay experience. It is a game where you more or less “build your own class”, and the initial decision that you make on character creation can be undone and changed at pretty much any point during the process.
Your character is effectively made of up three components, the first being the gear that you wear. This gear gives you specific stats that will ultimately dictate whether or not you can equip specific abilities. Through gearing you can choose to go all in on a more melee tanky warrior build like I have, or split down the middle and maybe focus on Strength and Agility both to do more of a tricksy light fighter with some ranged abilities. The third component is a complicated sphere grid style talent tree which allows you to rotate sections of it to match up what is your ideal build. I would say it is less complicated than Path of Exile, but definitely less straight forward than Diablo 3 skills.
The biggest change since I first started playing back in February of 2018, is that the game has a proper story line with what appears to be a rich and interesting world. I admit to date I have purposefully limited my play time with the thought of wanting to be able to experience the game proper once it finally and officially releases. At first glance though the storyline has deep undercurrents of feeling similar to that of Tyranny, which ranks among my favorite RPGs. You start out potentially not one of the good guys, and through actions completely out of your control are branded a pariah by your own people. You travel your path with two companions and I am curious to see how the intertwining story arcs play out in the end.
Since release appears to have come with a character wipe, I plan on playing around tonight and restarting the mostly tanky character that I had been playing previously. This means likely my adventures in Star Wars Galaxies and my play through of Mars: War Logs will be put on hold for a bit. In my experience in playing a lot of the games waiting in the wings all vying for the Diablo crown, this is the one that was the most promising. Others like Last Epoch are on fundamentally flawed ground and still more like Torchlight III formerly Frontiers are still gestating. For the time being however this is probably the best new Diablo game we are going to get at least until the release of Diablo 4. I know Grace has access to Wolcen as well and I am hoping to see how good or bad the group play is at some point once she finally gets internet again.
Yesterday a brand new trailer arrived in honor of the release day and it hints at some of the story elements. The game itself is roughly $30 on Steam and in my humble opinion well worth picking up if you like Action Role-playing Games.

Halo and Wolcen

Halo Reach

I have to admit I got caught up in the Halo hype last night like so many other players. The key difference for me is that I have never really been a Halo aficionado. I never owned an original Xbox and I first played the game with the pretty tragically bad PC port that came significantly after the fact. At the time I thought Unreal 2 was a much better game and doing a lot of the same things that Halo was. However there are times when you see how much a franchise means to people that you respect, and you desperately want to understand what they like so much about it. This is why I keep throwing myself down the path of Halo games and trying to figure out how to flip the switch inside of me that makes me love them.
With the PC release of The Master Chief Collection, Microsoft has opted to dole the games out one at a time rather than giving us all of them at once like exists on the Xbox One. The first game up is Halo Reach, which came out in 2010 and is in theory the second game chronologically, centering around the defense of a planet called Reach. That is pretty much all I know about the game because at this point I am only two missions into it. The controls do not feel amazing by modern standards and the voice acting in 2010 was significantly lower fidelity than what we are used to today as well. Both of these things lead me to bounce out pretty early last night on the campaign.
The core problem that I always have with Halo is its weapon system. There are weapons that feel good to use, but they are generally the Spartan weapons and while out in the field you can never seem to find ammunition for them. This means you are going to ultimately have to keep throwing away the gun that you like and picking up some random piece of trash just to survive. This gameplay feels awful to me, and I am super thankful that Bungie went on to create Destiny… a game largely focused around playing with amazing feeling weapons. I appreciate that Halo exists because without it I wouldn’t have gotten Destiny, but I am still struggling to glean what makes the game so magical.

Wolcen: Lords of Mayhem

On a whim I decided to reinstall Wolcen the other night, because it had not significantly played the game since February of 2018. At that time I believe my assessment was that the game was “very alpha” which is my polite way of saying it is a buggy and formless mess. In the months between then and now the game has completely changed into something that is extremely playable, and to the best of my understanding has at least one act completely finished. There is also a planned launch in January, which would indicate to me that we are getting pretty close to its final form.
The end result is a game with a pretty solid storyline and good voice acting, as well as combat and systems that feel pretty polished. Gone is the complete free form system and instead one that sort of nudges you into one of three paths largely centered around melee combat, ranged combat or magical casting. However you can at will jump off the rails and go in whatever directions you want to because in theory there isn’t much difference between these paths at the beginning of the game. You pick up spells while roaming through the world and these serve as your abilities. Each one has specific weapon requirements, leading your way down those three paths for the most part.
Combat feels solid and fluid and a seemingly good blend of difficulty, where it is absolutely easy to sink into but can be punishing if you are not paying attention to your surroundings. There is a dodge system bound to the space bar and it follows a pip based system giving you 4 charges of dodge before you have to wait for them to regenerate. Shocking to no one I am largely centered around a melee build and have an interesting blend of abilities including: a leap attack, a charge, a death grip, a warcry shout of sorts and a big hammer that I slam down dealing AOE damage. The interplay between abilities feels really good and they have added little perks like you automagically charging into combat with your primary attack as a gap closer if you were out of combat.
The gearing system all seems to more or less be standard fare for an ARPG, with the added element of wearing armor of a specific play style giving you extra attribute points for that play style. So ultimately your “build” becomes a combination of your skills that you use, your talent picks and the items that you happen to be wielding… all of which sort of adding up to a total character identity. I’ve more or less stuck to heavy armor which greatly increases my resistances, but there have been moments when a significantly better item drops of another armor family, and I was able to freely swap stuff around to fit the need. I know Grace also has Wolcen and at some point I would like to group up with her and see how the group play feels. Ultimately that is going to be the make or break for the game, because while I enjoy playing an ARPG solo… there is limited life in doing that. We come together each Diablo 3 season because group play is fun and rewarding, and while I want to see the story play out in Wolcen, unless it also has rewarding feeling group play I am not sure if it becomes a real option for the long haul.

AggroChat #249 – The Star Wars Spirit

Featuring:  Ashgar, Belghast, Grace, Kodra, Tamrielo and Thalen

aggrochat249

Last week we failed to announce the 5th anniversary of our show so we start off talking a bit about that.  From there Bel goes into a discussion about the BlizzCon Spirit and how he seemingly has caught the Star Wars version and returned to SWTOR after the Star Wars Celebration announcements.  We talk about the game quite a bit and then get into a discussion of Jedi Fallen Order which we missed from last week. From there we talk Magic the Gathering Arena and how Kodra is finally playing Standard.  We also talk about doing some direct Duels and the current Magnificent Momir format. Finally a discussion about Pagan Online that devolves into a discussion about upcoming ARPGs in general.

Topics Discussed:

  • The Blizzcon Spirit
  • The Star Wars Spirit
    • Star Wars the Old Republic
    • Fallen Empire
    • Eternal Throne
    • Overall Tweaks to the Game
    • Jedi Fallen Order
  • Magic the Gathering Arena
    • Standard Format
    • Direct Duels
    • Playing with Jank
    • Magnificent Momir
  • Pagan Online
    • Early Access
    • Potentially Eventually Free to Play
    • Wolcen
    • Last Epoch
    • Torchlight Frontiers
    • Grim Dawn