Archive for the ‘Review’ Category

The Novel Post: World of Warcraft: Dawn of the Aspects: Part III

20 May 2013 | No Comments » | iTZKooPA

This review of the World of Warcraft: Dawn of the Aspects: Part 3 novel by Richard Knaak is of the spoiler-free variety. Check out the entire Blizzard catalog in our Extensive Extended Universe post.

Before diving into the review proper, it’s important to note that Blizzard is releasing this book in a new fashion. Knaak’s latest work in the World of Warcraft universe will trickle out over the next few months in five installments. Each ringing up at $1.99, effectively costing more for those that purchase the full set. The serialized eBook is currently scheduled to wrap up in mid June. As such, this review will be concise.

Review of Part 1, Part 2, Part 3, Part 4, Part 5.

Dawn of the Aspect has been a struggle to read through. The delayed releases of the individual parts of the eBook has endangered the novel further in my eyes. Rather than continuing reading to reach the next interesting plot point or gloss over additional unnecessary and repetitive detail, one has been left waiting weeks to see anything move forward. It’s been slow going during the first two installments, comprising of 10 chapters. Continue Reading

The Novel Post: World of Warcraft: Dawn of the Aspects: Part II

9 April 2013 | No Comments » | iTZKooPA

This review of the World of Warcraft: Dawn of the Aspects: Part II novel by Richard Knaak is of the spoiler-free variety. Check out the entire Blizzard catalog in our Extensive Extended Universe post.

Before diving into the review proper, it’s important to note that Blizzard is releasing this book in a new fashion. Knaak’s latest work in the World of Warcraft universe will trickle out over the next few months in five installments. Each ringing up at $1.99, effectively costing more for those that purchase the full set. The serialized eBook is currently scheduled to wrap up in mid June. As such, this review will be concise.

Review of Part 1, Part 2, Part 3, Part 4, Part 5.

The story arc of Dawn of the Aspects is slow. Knaak divides the book between two timelines. The reader is rooted in the current timeline, focusing primarily on Kalecgos and, like his predecessor, his fearful decline into madness. Jaina Proudmoore is the only character aside from the former aspect that has a meaningful role in this thread. The reader may be rooted in the current World of Warcraft universe, but the majority of the novel pertains to the evolution of proto-dragons to dragons and the eventual creation of dragon aspects.

Hit the jump for the full review of Part II of Dawn of the Aspects. Continue Reading

The Novel Post: World of Warcraft: Dawn of the Aspects: Part 1

26 February 2013 | No Comments » | iTZKooPA

This review of the World of Warcraft: Dawn of the Aspects: Part 1 novel by Richard Knaak is of the spoiler-free variety. Check out the entire Blizzard catalog in our Extensive Extended Universe post.

Before diving into the review proper, it’s important to note that Blizzard is releasing this book in a new fashion. Knaak’s latest work in the World of Warcraft universe will trickle out over the next few months in five installments. Each ringing up at $1.99, effectively costing more for those that purchase the full set. The serialized eBook is currently scheduled to wrap up in mid June. As such, this review will be concise.

Knaak returns to his dragonkind after their pyrrhic victory against Deathwing. The former Earth-warder gone only at the cost of the Aspects themselves. The Aspects remain alive, but without their powers leaving them to be known only by their proper monikers. Kalecgos, the former blue aspect after Malygos’ terror was ended, notices a disturbing change in the other, older comrades. They’ve given up, removed themselves from the struggle against the persistent evils of Azeroth. Leaving the chore up to the “younger” races.

Hit the jump for the full review of Part 1 of Dawn of the Aspects. Continue Reading

The Novel Post: StarCraft II: Flashpoint

11 February 2013 | No Comments » | iTZKooPA

This review of StarCraft II: Flashpoint novel by Christie Golden is of the spoiler-free variety. Check out the entire Blizzard catalog in our Extensive Extended Universe post.

Ready for an SAT comparison? Flashpoint is to StarCraft II: Heart of the Swarm as World of Warcraft: Jaina Proudmoore: Tides of War is to Mists of Pandaria. Christie Golden’s latest effort comes on the heels of Devil’s Due, her previous work in the universe, and launches the story of James Raynor, his Raiders and their “allies” into the early workings of Blizzard’s second entry into the StarCraft II trilogy.

Fans looking for deeper understanding of the Zerg or Protoss won’t have much success with Flashpoint. Sure, Sarah Kerrigan is a main character of the novel. One that’s largely comatosed for the novel following the closing cinematic events of StarCraft II: Wings of Liberty. That’s not to suggest Flashpoint is lore that should be skipped. Completely the opposite in fact. Golden keeps the focus on the Terran struggles by returning to James Raynor, his Raiders, their struggle against Arcturus Mengsk and hope for redeeming the Queen of Blades.

Unlike the previous novels featuring back story to humanity’s most successful backwater Marshall, Flashpoint puts readers right in the thick of the universal struggle to be continued in Heart of the Swarm. Connected to past keys events in the lives of Raynor and Kerrigan via flashbacks, Golden describes the constant struggle the pair have had with trust. From leaders to friends, their past is littered with betrayal. A constant companion. Continue Reading

Ragnarok Online 2 Open Beta: First Impressions

8 January 2013 | 3 Comments » | pixiestixy

There’s just something about the cuteness factor of Ragnarok that made me want to come back. It was probably about 10 years ago that I first played the original Ragnarok Online, my first experience with an MMO.

A super-deformed sprite of the original Raganarok Online, fighting the same creature type pictured in the background of the RO2 screenshot above.

I’ve gone back and played the original game many times through the years, and even picked up the game for Nintendo DS a couple years back, but never really got back into it after having experienced the updated graphics and gameplay of World of Warcraft.

But now, the long-awaited and once-scrapped sequel is finally in open beta, and I was keen to get back into the game. But just as I was about to download the client, an unexpected announcement from the game administrators seemed to thwart my attempts:

“…It’s with our deepest apologies that we announce we will not be able to provide the RO2 game service to players outside of our optimized countries – Malaysia, Singapore, Thailand and Vietnam – due to our license agreement with the game’s developer, Gravity Co., Ltd.” — RO2 Administrator, AsiaSoft (source)

This announcement sent huge shockwaves throughout the RO2 community. Many players on the official forums have expressed disappointment and even anger, saying that they feel like they’ve been strung along for years, only to be told at the last second that they wouldn’t be allowed to play the game. But we also have not yet heard any clarification on the topic from the admins — is this a temporary thing? Or maybe just for the beta period? Will the full game eventually be released worldwide? I’d assume yes, but like I said, we’ve not heard that officially.

Regardless, I suppose the game servers have only intermittently received the message that only players in certain areas should be allowed access — I and many others located outside of those areas have still been able to sign up, download and patch the client, and play the game since after that announcement was made. I’m unsure whether that will continue, but I’m happy that I can at least review and share a few screenshots from what I’ve seen so far.

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MoP Rewind: The Jade Forest in Words and Pictures

1 January 2013 | 2 Comments » | pixiestixy

Spoiler Warning: This post contains potential spoilers for World of Warcraft gameplay. It covers the journey to Pandaria and questing through the zone of the Jade Forest.

First, a recap. Then, my review.

Upon setting off to explore the new world beyond the mists of the southern great sea, heroes of Azeroth land in the mysterious Jade Forest in Pandaria. Our first greeting to the continent comes in the form of a battle at sea as warriors of the horde and the alliance seek to conquer what could be theirs. Both sides wash up to the shores of the new world, friendless in a mystical world that they yet know nothing about.

Members of both factions set off to form alliances with anyone they can get help and resources from — the horde with the hozen, and the alliance with the jinyu — but the pandaren race, for the most part, remains unconvinced that either side is worthy of inhabiting their sacred lands. Certain individuals, however, are willing to give the newcomers a chance, teaching them the ways of the land and the people. Heroes of both factions lend their hands to assisting the pandarens however they can, and in doing so they earn powerful friends all across the Jade Forest.

But the uncertainty that the majority of pandarens hold is not unfounded. As the two factions continue their conflict, the negativity that they brought ashore affects the land in ways unexpected by the newcomers. Continue Reading

Planetside 2 Review

26 November 2012 | 6 Comments » | Mike

When Planetside 2 launched last week, like many MMO launches, it was a bumpy one with the majority of players unable to log into the servers for hours, myself included. However by the end of the day the bugs were fixed and I was ready to deploy, I just didn’t know I would be deployed straight into a warzone.

My first life was unfortunately a short one being killed within 5 seconds of deployment and my second life wasn’t much longer. For some reason SOE thought the best way to teach players how the game works was to put them directly into a active combat zone. After a few more respawns and a few more deaths I got the basics of what was going on and managed to get to a safe area where I could finally figure out what the hell I was doing. The controls are very similar to any other FPS you might have played, but the UI is very overwhelming with lots of icons all over the screen. I couldn’t tell if the icons were pointing out allies or enemies so I had a few incidences of friendly-fire in the beginning, but soon figured things out.

After about an hour of examining the classes, item shop, upgrades, the map and everything else, I got a pretty good feel for the game and was on my way.

For those wondering why I skipped character creation it’s because there is none. You’re character is covered in armor, which can be customized in-game via the item shop and unlocks, so there’s really no reason to have a character creation.

Planetside 2 is pretty much exactly what you would think it is. Take any FPS game, increase the map size 100 time, add a few thousands players and make it persistent and that pretty much sums up the game. Outposts and command centers are scattered around the map allowing factions to control them and gain resources from them, although this system seems to be flawed.

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Guild Wars 2 World vs World Review

29 October 2012 | No Comments » | Mike

Having hit the level cap almost two weeks ago, my focus, aside from the on-going Mad King Halloween event, has been World vs World. I touched upon it a bit in my Guild Wars 2 review, but it really deserves it’s own review since it’s a completely separate system then PvE. So here we are.

As I stated in that review, my currently relationship with WvsW is a love/hate one. It solves a lot of problems other MMORPGs have with RvR, but doesn’t get in quite right and makes a few errors itself.

I’m going to start off by talking about map size as I feel everything is in some way influence by it. The World vs World area is split into four deceivingly large maps and while they feel and appear to be large at first, they’re actually very small and the source of many of WvsW woes.

Currently the primary, and really only successful tactic, is to form massive armies to attack structures around the map and while this type of tactic is expected, it ends up being the only tactic used. I’ve tried soloing or running with smaller groups, but they don’t last long; you’ll run into a massive army after taking a camp or two and will be forced to retreat. The problem is that maps are so small, these zerg armies are able to go after small bands of players while on their way to larger structures. There’s no decision to be made whether or not to take a camp as it’s only a few seconds off the path and players that separate can quickly regroup with the zerg in a few mins.

If you expand the size of the maps, these zerg armies will be forced to break into smaller groups to go after small hold points or bands of players. Creating a greater variety of combat other than massive scale.

Moving on, lets discuss towers, forts and castles. Towers require small armies to take over, while castles are the crem della crem of massive PvP combat, with forts being somewhere in the middle. Sound good, right? Well the problem again comes from the small map size. While towers should be objectives taken by smaller groups of armies, it ends up being large scale combat most of the time. The problem is that 2-3 defenders can successfully hold off a group of 10-15 attackers fairly easily to give enough time for reinforcements to arrive. So what ends up happening is people get discouraged, join the zerg, then attack the tower. The problem again stems for small map sizes. While a group of 10 attackers might eventually overwhelm the defenders, they can’t take over the structure in the speed required to avoid reinforcements.

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