Saturday, April 24, 2010

Allods Online

I'm still playing Dragon Age when I get the chance, but in the meantime I've also been playing another MMO -- one that satisfies the craving for World of Warcraft that I sometimes get. It's been more than a year since I've played WoW, and I've missed it sometimes, but it's just too much of an investment of time and/or money, with that recurring monthly fee. Other than that, it's almost exactly what I want out of an MMO.

And that's why Allods Online scratches that itch. As far as the WoW-receptors in my brain are concerned, it is WoW. The gameplay, art design, and class types are virtually identical. It basically feels like a whole new expansion to WoW, with new lands, factions, and races with a Russian feel to them (since it's made by a Russian company). And, unlike WoW, there's no monthly fee to play. It also doesn't have WoW's huge addon/mod collection, but I see a few mods here on Curse Forge.

But first, a little about other games, for the sake of comparison. I've played a couple of other free-to-play games, which make their money through selling items in-game for real-world cash, like Free Realms (which I reviewed before) and Soul of the Ultimate Nation, and both seemed like perfectly good games in their own rights, but neither held my interest long enough to want to consider a real-world monetary investment in them. Both were visually attractive, but SUN suffered in its interface and insufficient in-game tutorial, and Free Realms was perhaps a little too watered down and kiddified, both in content and atmosphere. I had already complained about the ridiculous chat filter, but I never mentioned the root beer. There's a town where the half of the chug population that are lazy instead of militaristic have a perpetual Oktoberfest, where they brew and serve root beer. That's not the problem in itself, but that they apparently were so afraid that people might think it was actual alcoholic beer if it had any colour at all, they instead made it look like water. A frothy mug of water. And this isn't even some special other-world root beer, it's actual root beer made with sarsaparilla root, just like classic root beer, which is most assuredly not clear.

All this background about other games is to lead into my impression of Allods.

The game is well-made, colourful, full of quests and interesting landscapes and architecture, nice special effects, and a logical, easy-to-learn interface and combat/skill system (of course, if you're familiar with WoW, then there's not much you need to learn). Your character begins in a beginner's special instance, which acts as a tutorial before you're sent to the starter's area with other live players. You can turn off the tutorial messages, which is nice.

There are two warring factions, like WoW, with faction-only zones and some PvP contested zones, and the races are pretty distinctly different, though there seem to be only three races for each faction. Interestingly, though the Empire seems to be the evil faction, with their orcs and their Soviet/Nazi theme, the League isn't all sweetness and light either, because they have the elves, which resemble the WoW blood elves in appearance and sinister, opulent elegance. If you want to play as a warlock/necromancer on the League side, you play as an elf.

Minor downsides to free play

So far, it being a free-to-play game where you pay for special items or services hasn't yet intruded on my gameplay in the way that it did in Free Realms, where many quests, resource nodes, professions, and items were marked as "member-only", and free players can only advance so far in certain professions or questlines before hitting a members-only brick wall. They made a change a short time ago that made things even worse in my opinion, by allowing users to play all professions, but limiting them all to level 5 unless you become a member.

As far as I can tell, none of that occurs in Allods. All quests have been available for all to play, as of my highest level, (about 75% to max). From what I can tell, the pay items are a matter of convenience or special privilege, rather than things that are necessary to play the game, at least for a rather casual player like me, who doesn't plan to get into any hardcore raiding.

For instance, bag space is limited, and vendors don't sell bags, and tailors can't craft them. The only way to get a bigger bag without visiting the cash shop is through a grind-fest, collecting creature parts with very low random drop rates, from creatures in several zones. While doing this quest, the items will be stuck in your bag until you finish it, because you're not allowed to store them in the bank. This long, boring quest is meant to encourage you to spend a little money in the cash shop to simply buy a bag with real money. But people do complete the bag quest anyway, gaining a lot of XP and salable junk while doing so.

I have not seen any gear items in the cash shop. No weapons, no armour, nothing like that. Mainly just convenience items and consumables.

Level of mature content

The content in the English version has been very mild. The English forum run by the English-version licensed company states that forum content must be "PG-13", and it seems that the game content is about the same level. There is mild swearing, alcohol use, and Victoria's Secret style underwear. What irks me is that I think the content is being somewhat kiddified for the English-speaking audience, because there appears to be more adult-oriented content on the Russian version.

For instance, there is official artwork on the Russian site depicting a seated, rather disinterested-looking male elf with two naked female elves "servicing" him as he gazes off, lost in thought with a glass of wine in his hand. See also here for what looks like an alternate, earlier draft of the same image. Both of these images are used in part on the official web sites.

Secondly, there is a bath house quest, which I've read about, which seems like it would be entertaining and funny, but which appears to be completely excised from the English version. (This is not to be confused with the public sauna which is near the windmill outside Novograd.) The bath house is still in the game, but you can't go in, and the attendant standing in front gives you a blank dialogue box if you talk to him (usually, a message saying "interaction not available" will appear instead of a dialogue box, if they have nothing to say.) This was not even adult material, in my opinion, since even in the baths the characters would not be nude (unless you have the nude patch installed). Nevertheless, considering the average ages of the people I've seen chatting in-game and on the forum (30s, on average), and the age of the average gamer (35, I seem to recall), I see no reason why any adult content should be excised. Keep the kids out, I say, and let us grown-ups have our fun. The world should not be limited to what is suitable for children.

Spammers

One problem is spammers. I encountered spammers hawking their gold-farming web sites as soon as I was out of the tutorial instance, and it was so bad I couldn't see any legitimate chat until I figured out how to add them to my ignore list, so fast were they spamming their messages. WoW definitely has better chat handling features in this regard, where you can just right-click on anyone's name and either block them or report them for spamming. Here, you have to manually enter their names into your ignore list (easiest way at the moment is to click their names once, which starts a whisper message, then click it again, which copies the name into the chat box, where you can highlight it and copy/paste it into the ignore list.)

The nonsensical thing about these spammers, is that this is a game with a cash shop. If we wanted to spend real-world money on in-game items, why buy in-game gold from some irritating spammer when we can just buy items from the cash shop, and sell them in-game on the auction house? Many people do that to make quick gold in the game, in fact, so for those who don't want to visit the cash shop at all, you most likely will never have to.

We could also use some basic filter options, to let us players block any particular words or sequences we want.

Classes

I've tried three classes in this game: Healer, Summoner, and Psionicist. The healer is basically a cleric/priest, the summoner is a warlock, and the psionicist...well, I don't really know what to compare it with.

These classes, from my experience, differ somewhat from their WoW counterparts, but are very comfortable to play. Although there are paladins in the game, the mêlée-specced healer functions more like WoW's ret pally. Healers also get to wear leather at level 10, and plate at level 30. Plate! I've never seen a priest in plate before.

Summoners have the different demon pets, such as the tank and the support-type ones warlocks get in WoW, and they have the DoTs and curses you'd expect, and have a mechanic similar to the soul shard from WoW, which in this case are drops of blood harvested from enemies, which are used in various spells. The biggest difference with Allods' summoner is that it has healing spells. Some, like Plague of Mending, are very powerful group heals. I've heard some say that at the current patch, healing-specced summoners heal better than healers at high levels! I wouldn't know. I go for damage.

As in other games, certain classes are restricted to certain races. Since only gibberlings can be psionicists on the League side (the good guys), I ended up making a human psionicist on the Empire side. The most I can tell about this class is that they're intended mainly for crowd control. But for survivability, I find that the "mental twin" talent is the most useful. This allows you to project an illusion of yourself around your selected target, and the enemy will attack that illusion instead of you, allowing you to unleash damage on your target with impunity unless it destroys the illusion (the game treats the illusion as a "pet", with its own health bar, and it gets hurt more easily than you would).

Starting experience

There is a single, unified starting experience for each faction, which may be a disappointment if you were hoping for a unique starting area for each race, like in WoW. All League players begin in a tower where you won't encounter any other players, and then after the tutorial adventures, you progress to the first small starting island with other players, where you can get acquainted with quest hubs and group quests. Empire players start on board an astral ship, as a newbie recruit in the Empire's compulsory military service (note the short-skirted sailor suits that are Empire military standard uniform for girls). This is the only opportunity anyone gets to see the ship to ship combat and giant astral raid bosses that are a major part of the end-game content, until your guild manages to build a ship to sail the astral. After this, you make your way through petty internal politics and governmental red tape until you reach the first sewer areas where you meet other players, and do the sort of thing the League players do, just in different surroundings.

Both factions, at the end of this, end up in their respective capital cities, where you get access to the mail system, the bank, and the auction house, and get to pick up a profession to make money. It seems to me that the League starting area was much longer and more interesting, and the Empire boots you out into the capital much sooner. You also stay within the Empire capital much longer than you stay in the League capital zone, because the Empire city is a huge megalopolis, whereas the League capital is a modest kingdom, and most of the quests are out in the surrounding forest.

The Empire city aesthetic makes me think of 1940s or 1950s eastern European, with its apartments, cafeterias with refrigerators, wood-paneled auction house, and heavy industrial power plants with smokestacks. The League areas, on the other hand, have very much a fantasy aesthetic. I prefer the League by a long shot, but Empire is nice for a change of pace now and then, as long as I don't mind feeling like an oppressed citizen of a totalitarian state.

All in all, I highly recommend this game if you like WoW, and want to try a free alternative. You'll get a bonus if you like PvP, as there are no PvE servers, and the higher-level zones start turning on your PvP flag against your will. For me, that signals the time to play another game. Your mileage may vary, and you'll certainly enjoy the first 25 levels out of 40, if nothing else.


A repeatable quest where you turn into a werewolf to hunt down sparkling "Twilight Vampires"... Hmm...

Some more random screenies

Wednesday, December 16, 2009

Trying other origins

After a very frustrating time in Redcliffe, which may not have been so bad if I'd visited there first as Alistair had suggested at Lothering (but which I forgot), I decided to take a break from the main campaign and try out some of the other origin stories. Unfortunately for me, there's really only one origin for mages, so this meant that to experience any of the other ones, I had to go as a rogue or a warrior. Since I've never liked warriors (and it's not like I didn't get a feel for what it was like to play one, since I have several warriors in the party), I went as a rogue.

I tried the dwarven noble origin first, which was pretty fun. I tried a couple of alternative courses of action with the "brother" plot, played to Ostagar, and stopped.

Next I tried the human noble origin (as a rogue again). This one was just excellent. It draws you in, and feels very rich and well-developed. You have a real past in this place, and a loving family (unless you choose to be a smart-mouthed brat, I suppose), and it involves you emotionally. Also nice is that you have a chance to talk a visiting noble and/or his handmaiden into bed.

The only thing that jarred me out of it was a certain heroic sacrifice that "had" to be made during a cutscene dialogue. "Go on without me," says gravely wounded Father. "I'll hold them off and give you time to escape." "No, come with us," says Mother. "We can get you healing magic!" He refuses, not wanting to slow us down. All the while, I'm carrying about 10 healing poultices, and my dialogue options are frustratingly mute on the issue. So mother decides to stay at his side and go down fighting, and here I am, unable to save them, and vowing revenge on the man who did this, when Duncan forcibly conscripts me! Duncan, you bastard, I'm glad you're dead, after this and what you did to Ser Jory.

I played a little longer with my noble, as far as going into the wilds for the darkspawn blood.

Next, I played the city elf origin (guess which class I picked?) Another great, emotionally compelling story, which rivaled the human noble! Once again, Duncan came to recruit me, but this time I played nicely, even though I could have simply killed the 5 guards that came to apprehend me, if the game would have allowed it. Hadn't I just slaughtered a whole castle full of soldiers? But yes, I know, the game is about being a Grey Warden, and that means going with Duncan, like it or not.

I played this one past the Tower of Ishal, all the way into Lothering, where I picked up Dog, Sten, and Leliana! I noticed that when playing as a mage, the two NPCs that joined my party at the Tower of Ishal were warrior and archer, whereas when I played as a rogue, the two NPCs were archer and mage of the Circle. Very handy!

I think my city elf rogue will be a nice alternate to my human mage. Maybe I'll play some of the DLC with the rogue, whenever I buy some, assuming I do.

I still haven't tried the Dalish elf or the dwarven commoner, but I feel like getting back to my mage now.

Important recent mods

Of the mods I've added lately, these are the ones I found most indispensable.

  • Natural Bodies: A true nude mod. No more ridiculous underwear during those love scenes.
  • Dexterity light armour: Light armour (what a rogue would wear) is changed to check your dexterity, not your strength, as a requirement for being able to wear it.
  • DA Modder: A replacement for the DA Content Updater for installing .dazips, which also manages your core override mods.
  • I'm also using a mod that makes arcane warriors able to cast without sheathing their weapons, but I can't find wherever I got it now.

Sunday, December 6, 2009

Alistair, you had your chance

This entry is essentially an epistolary fanfic of mine, with spoilers for many plot points in the character romances, so I've put the whole thing into a spoiler block.

Spoiler: Click to display/hide

Do not copy without permission.