Sunday, October 21, 2012

Buy One, Get One Free

That's right, it's a two-fer. I'll post screenshots another time, but I figure this time out, I can at least give my initial impressions of DCUO and The Secret World.


DC Universe Online (DCUO)

DCUO is not City of Heroes, let's get that straight right now. It's not really Champions Online, either. Honestly, the biggest plus for it right now is the lore itself. For a few years of my life, I was an avid comic book reader, and I still like the medium. One of the beginning hero arcs in DCUO pits you against Scarecrow and his crew, and I THOROUGHLY marked out for it. I don't think this game would work near as well without the advantage of an established, well-loved history.

For one thing, it doesn't have near the customization that CO or CoX boasts. You're pretty limited in terms of costumes and power combinations. You only have three travel powers to choose from: flight, acrobatics, and super-speed. Though, to their credit, they are hella sweet. Acrobatics and super-speed in particular allow you run up (and along) walls, which just looks badass. As for the powers themselves, you pick two general categories (one handed weapon, dual wield, fire, mental, martial arts, etc.) and specialize within 3 trees in each category. Each power has a prerequisite, which means you kind of need to know what you're shooting for.

The combat system allows for fast-paced fights, and once you master some of the combos, you can button-mash your way to some cool moves. It's not elegant but it gets the job done. Bottom line: thus far it's like cheap liqour. It's not ideal, and you always know you're settling in several ways, but it's pretty satisfying if you just jump in and start swinging.

I made DCUO versions of Mindstryker and Tommy Cortex (as best I could, anyway), but my most fun/success has been with a new, original creation. His name is Runestaff, a rogue sorcerer with increased physical skills who fights with a magic quarterstaff containing the soul of his former master. So far, he's beaten down Doctor Fate, Cyborg, Raven, Nightwing, and Starfire. Not a bad start!


The Secret World (TSW)

Oh, I have been waiting for this game for SOOOO long. My initial attraction stemmed from its concept and its claim that it wasn't level-based. You could select any from a selection of skills to make the character you want. I won a beta key, but since my rig at the time couldn't handle it, I couldn't take advantage of it. Finally, after a long and winding road, I downloaded it, and booted it up, quivering with anticipation.

I'm not sure what I was expecting, but it wasn't this.

First off, the game looks gorgeous. And while character creation isn't vastly customizable, it's not bad either. You're indoctrinated quickly into the game via a nerve-wracking 'flashback' mission in the Tokyo subways, and some tutorial missions. After the initial training arcs of whichever faction you chose (Illuminati, Templars, or the Dragon), you're sent off to Solomon Island, a fictional island off the coast of Maine, where all manner of mystery and horror await.

A bit melodramatic, but you get the idea. Well, actually, you don't. Seriously, I haven't even played through 1/3 of the content yet, but it's INSANE. Personally, what I've experienced thus far is just flat-out brilliant. The game FEELS like a well-done survival horror movie that's a LOT more intricate than your garden-variety zombie flick. Also, kudos on the design, writing, and voice-over work. Solomon Island's supposed to have been a sleepy little Maine fishing town, and that's just what it feels like. The characters' accents are authentic, the town layout is believable, and that just makes the horror more surreal.

It's like Stephen King meets George Romero with some Clive Barker thrown in. Wicked.

I did go in expecting to be able to choose from dozens of skills, both combat and non-combat. You get 9 main combat skills (Assault Rifle, Pistol, Shotgun, Blade, Fist Weapons, Hammer, Blood Focus, Chaos Focus, Elemental Focus) and one auxiliary (Rocket Launcher). There's a surprising amount of synergy between all these...the passive abilities in one can apply to another, and so on.

The puzzles you need to solve are a bit abstract at times, but so far everything's been very well done. However, the most damning thing I can say about it is this: it plays very much like a single-player game. Aside from a little PVP, there hasn't been much in the way of social interaction. Maybe the RP is somewhere I haven't got to yet, but you know how I feel about that.

I'm starting to think that CoX really was unique in terms of its RP potential. I'm starting to wonder if maybe I'm done with RP whether I like it or not. I don't know.