World Of Warships: Beta Preview

Time to engage!
Time to engage!

World of Warships is an action packed tactical wargame. Emphasis on the action. Taking from their previous games, Wargames.net uses the same mold with World of Warships. The free to play model gives you instant access to one tier of small warships to start your campaign to collect them all. Like with Wargames.net previous entries, World of Warships has you earn experience points and cash that allow you to research and buy new ships and upgrades. From my early closed Beta test experience so far, they have done an adequate job of not making new equipment and ships seem inaccessible. You can generally find yourself able to afford a new ship after only a few battles, assuming you can hit the enemy on a fairly regular basis.

It's a lot of fun watching enemies explode.
It’s a lot of fun watching enemies explode.

Early gameplay is pretty fast paced as early ships are small and maneuverable, and don’t carry much fire power, nor hit points. These first few battles are quick and allow you to get used to the basic controls, navigation and firing techniques. Though the actual combat is more action oriented, and not a true simulation, it still takes a fair amount of skill to judge distance and speed before firing your canons, or loosing torpedoes.

As you gain experience, higher ranked ships become available. These ships vary in class from cruisers, to destroyers, to massive battleships or aircraft carriers. World of Warships does a great job offering a varied amount of combat once these second and third tier options open up.

Cruisers, the first ship type you have access to, offer balance in performance and firepower. They are fairly maneuverable and the higher tiers carry both an assortment of guns, as well as torpedoes, and anti-aircraft flak guns. Destroyers are fast and highly maneuverable. They tend to favour those who enjoy the torpedo game and can move quickly into range to fire, and escape by dropping smoke screens to hide themselves and allies. Battleships are the heavy hitters, and tend to stay at range firing massive guns for similarly massive damage. The aircraft carriers offer the most unique play experience, as they mostly lack any direct fire weapons and must rely entirely on their loadout of planes. When choosing and aircraft carrier, you find yourself generally moving between an overhead tactical view of the entire battle, and to your various planes, either fighters, bombers, or torpedo bombers. This mix of styles is very welcome, and offers variety to each battle.

It's almost as much fun watching yourself explode.
It’s almost as much fun watching yourself explode.

Visually, the details of each ship really stands out. You can zoom out and in, and see even tiny details like deck plates on each ship. Water effects are solid, and explosions are vibrant and effective. Throughout each battle you are given both visual and audio cues to let you know your status, and any potential threats. Incoming fire and torpedoes are clearly identified, and warnings flash on your screen if you are on a collision course with one of the many small islands.

The only current struggle so far in closed beta, is the sometimes clunky match making system. Wait times can be long, and sometimes teams are very unbalanced either in tiers or total players. Though many of these issues are derived from the current amount of players in the closed beta. Overall however, the game seems to run smoothly even at the highest graphic settings, with only occasional lag and hiccups.

In it’s early state, World of Warships is looking to match the addictive nature of it’s predecessors. It offers a solid variety of gameplay options, and many ships for you to unlock and collect. With the premium options limited to a small variety of ships, and faster xp and in-game cash accumulation this should turn out to be another success.

This War Of Mine: War Child Fundraiser, 11bitstudios

11bitstudios, creators of This War of Mine are doing a charity fundraiser on Steam to raise funds for War Child. War Child is an organisation that works with children in war-affected communities and helps them reclaim their childhoods. You can help by buying This War of Mine’s latest DLC pack on Steam, which includes new art for the game that you can find throughout the city while playing. 11bitstudios is planning to give 100% of the proceeds to War Child.

Personally I think it’s great to see a developer trying to give back to the community in this way. You can get the DLC in the link above, or visit 11bitstudios here. Also check out my review of This War of Mine here.

Trove: Beta Review

Massive dungeons
A new dungeon to explore

Welcome to the colourful, voxel world of Trove. Trove, currently in open Beta is an exploration based, RPG building game. Sounds like a lot, and it is, but Trove pulls off this multitasking well.

Built around similar concepts to the ever popular Minecraft, Trove allows you to build might structures. This time however, rather than stone and wood, you use simple coloured blocks as your main building materials. Yes, there are ores and special blocks and artifacts to be found and mined to help build more detailed blocks for your castle or house, or mighty tower too. Trove however differs from Minecraft in many ways. Each zone you inhabitat, whether it be a player filled hub, or a dungeon filled adventure zone, allows you to port your constructed home with you wherever you go, and attach it to pre-determined home spaces in each area. These unique difference continue in most areas of the gameplay for Trove.

Trove environments
My new home

Where Minecraft’s basic survival mode tends to revolve around, well mining, Trove takes a different path here as well. Questing and exploring the various adventure zones and their differing biomes is the main ingredient to the fun of Trove. Each hub world contains various portals with varying difficulties that port you to these adventure zones. Here you will find many dungeons, ranging from small caves filled with skeletons, to massive, multi tiered tree house fortress among others. Combat in Trove is fun and fast paced, with attacks and skills you might more commonly see in MMORPG’s like WoW, or Final Fantasy Online.

Each player has the ability to switch between a great deal of different classes, from the basic Knight, to a Gunslinger, or a flying magical fairy, or even a Dragoon like fighter. The sheer amount of variety available to you is astounding. Enemies and items are also just as varied and amusing and are usually fun to fight.

So many choices
So many choices

The only aspect that doesn’t shine as much in Trove’s current build, is the multiplayer. Though most hub worlds are filled with people, as well as the adventure zones, there is rarely the need to partner with another player to complete quests. Assuming you are in a adventure area fit for your level, most of the enemies can be defeated easily so long as you don’t take on too many at once. It also tends to be a bit of a competition in adventure zones trying to beat others to the highly contested dungeons strewn across the map, though the map does at least tell you which dungeons have been recently cleared.

But otherwise Trove’s world is filled with colour and adventures to be found. Content has been regularly released and there is almost always something new to try when you log in, whether it be a new class, new items, or a new dungeon design. Trove offers a lot of fun for casual players, and enough detailed building materials for people with time and patience to build amazing structures to show off in their hub worlds, or in their own home world where they can invite people to join. All the character models and classes are just as colourful and varied and offer a wide range of play styles for all types of players.

Overall 8/10

The Universim: Game Preview

The Universe is yours
The Universe is yours

I recently checked out the early visual prototype for The Universim. Universim is a god-like civilization builder in the mold of the Populous games. Brought to us by indie developer Crytivo Games, Universim is still in pre-alpha. Though the prototype is a visual format only, and doesn’t give us any real functionality yet, it does give us a good idea of the scale and overall look the developers are going for.

The starter “Mother Earth” planet you begin on shows off several biomes. These basic environments range from grassy fields, to massive rocky mountains, vast oceans and forested areas. It also gives you a rough idea of the range of tech you will have at your disposal. From small tribes, to farms, to giant skyscraper filled cities, the plan to allow you to build a society up to the advanced stages of space flight is also evident.

Like most god-like games, the planned gameplay revolves around your interaction with the native people of each planet you may visit. The Universim plans to add more dynamic abilities by leaving these societies growth completely to the AI, and although you will be able to affect environments and events, you will not be able to control people directly. This should add a level of unknown to the game, as actions you take may often not have the results you intend. This will be balanced with a “Wrath” meter, which will fill up as you take actions, and allow you to reign down destruction on your people when they decide to take actions you disagree with.

The developers at Crytivo games have bold plans for The Universim. Colonization will be a key factor with The Universim. You will be able to send ships to other planets in the universe and build new habitats for your people. With random generated planets a lot of care and planning will have to go into each colony, as varying weather and environment effects will give your people new challenges with each planet you encounter.

With the crowdfunding effort for The Universim still on going, I am looking forward to seeing how far the devs are able to go in their quest for rejuvenating the god-like genre with their new concepts.

The Forest, Early Access Review

Welcome to The Forest, a survival horror game from indie developer Endnight Games Ltd. The Forest puts in control of a survivor of a plane crash which lands on a mysterious island. Your first vision as you awaken in the wreck is that of some strange-looking man pulling your son from the wreckage and fading quickly into the distance. Your goal, survive and find your son.

The first few hours of The Forest generally consist of the usual survival game tropes. Find food, make fire and chop down a heck of a lot of trees. You can build various structures and traps, as well as farms with the components you find. Building larger structures like a cabin or tree house can take quite a long time as they require a great deal of resources to pull off.

As you explore the island, you begin to notice strange camps, and markers, and may even encounter some of the locals. A band of odd, cannibalistic mutants. Sometimes these mutants are hostile and attack you, other times they simply gather around your camp and watch you. Either way they are slightly disturbing, and nearly impossible to kill if you choose to try. They also demonstrate the key factor that earns The Forest its Early Access title. They are very buggy.

Check out this gameplay courtesy of TheNeoNerd

The game is interesting in its storyline, survive, find clues, then find your son. Unfortunately the random and consistent bugs and glitches deter from many of these activities. Beyond immortal mutants, it is easy to drop through the earth into an abyss, or get stuck underwater where no water exists.

Built with the Unity engine, the visuals are solid, but not spectacular. Environments are rich and full of detail, but character models are too smooth and shiny, and make them look like they are made of plastic. The fauna on the island is also limited to mostly rabbits and lizards. None pose a threat, and are simply added as easy sources of food for you to consume.

In its current early state The Forest is not as enjoyable as its premise would make it out to be. Though building and exploring can sometimes be fun and rewarding, the constant glitches and lack of a full story leave much for the developers to work on. Recently adding a multiplayer mode, and some bug fixes the developers at EndNight Games LTD. are trying to do just that. I hope to revisit The Forest when it is fully released to see how those improvements have affect the gameplay.

Overall 5.5/10

Medieval Engineers, Early Access Game Preview


Game Preview; Medieval Engineers

I recently got my hands on the early access release of Medieval Engineers, currently released by Keen Software House on Steam. Medieval Engineers is a voxel based, physics game, that allows you to build massive structures and mighty siege weapons using real to life engineering concepts.

Currently in early alpha, Medieval Engineers supports only a creative mode at the moment, but has a vast array of tools at your disposal for building mighty fortresses out of stone, or simple wooden homes. The game features realistic volume and physics. This means each block you place has weight and as you build higher that weight is transferred down through the layers to create load. You have to keep these factors in mind. You can’t simply build to the heavens without first thinking about structure and how you will support it as you go. By default these physics effects are live, so you have to consider each step in your build carefully, or see your walls crumble to the ground as you try to build a new level to your castle.

The real beauty in this game currently resides in this same destructibility. Poorly supported structures crumble in a fantastic effect as stones crumble to pieces, wood splinters and cracks and a cloud of dust arrises. It is sometimes just as fun destroying a beautiful castle as it was to meticulously build each step. Though at this stage of the alpha, the game engine is not yet optimized and this magnificent destruction sometimes leads to dropped frame rates and crashes. The developer team however is quick to update and fix, and is quite vocal in the community. With a quick submit option whenever there is a crash it really shows they want to get the game fully functional soon.

The engineering community so far has been able to create some amazing structures, though many of these take advantage of a few unintended effects currently in the game, the results are still beautiful with both historical as well as fantastical castles and cities rebuilt in scale precision. This creativity was best expressed as I climbed the many steps to the top of Minas Tirith from the Lord of The Rings trilogy.

Medieval Engineers
Holy s*@#!

The developers are very active, so the potential for creativity grows weekly. With teased multiplayer experiences coming in the future, great fortress battles should follow. New tools available regularly allow you to control even more of your environment and structures, even the sun. I am truly looking forward to more with Medieval Engineers whenever it achieves a state ready for final release.

Free to play, or fee to pay?

With seemingly everything going free to play these days, and the regular threat of pay to win arising each time where should we gamers stand? It’s true that most of these free to play options come on mobile devices, where the majority of people are looking for quick fixes, and generally a lack of attention span is required as built in wait times in most of these games require us to close app, an open the next app, or finish that email we were supposed to be writing at work.

Free to play games have existed for awhile in the PC market, generally associated with MMORPG’s like Star Trek Online, or Final Fantasy XIV, among others, and often cases also associated with games that failed as pay to play games. There are also other popular titles the likes of DOTA, and DOTA 2, or Mechwarrior Online: Mercenaries that were designed from the start with free to play in mind. All of these run under the principle of microtransactions that add to enough money for the developers to not only keep servers up and staff paid, but the expectation that new content will be released on a regular basis.

In theory it sounds great, we the players don’t have to pay for a game, and we still get at least some basic access to it’s functions, but without the bells and whistles, extra game functions, more experience points, new equipment or tools to speed up our characters’ development. But not unlike the surge of early access games, and playable alphas currently available, free to play models are often associated with games that are not complete, and may never be complete for those of us who decide not to buy in game currency, or penny up for that new suit of armour, or what have you. When does this balance begin to ruin the play experience?

Going back to a game that I had highly anticipated having played many of the previous versions, and having had one of my first forays onto online gaming with in the early 90’s, Mechwarrior Online: Mercenaries had me hooked early on as a potential game to relive one of the better communities I had been a part of before. Although a well made game, what it became instead, was a consistent tease of what I had hoped for. A game that would grow and build a strong community that I could be a part of. Instead, it became more of a card collection game, as rather than features being added on a regular basis, it seemed only a stream of new mechs and new items to stick on my in-game dashboard were coming my way. And although these additions didn’t affect the balance or playability of the game for me, the constantly extended wait for the community made it hard for me to continue to support the game, and the friends I had reunited with, slowly slipped away into a constant offline state.

The question then stands, would I have rather paid for a game that contained all the features I wanted, or played a game for free, and potentially spent just as much money on over the long term, in hopes they would eventually add the features I hoped for?

Certainly if given the option, I would probably choose to pay a fair price over being nickled and dimed for countless months. Free to play often is a great way to take a look see at interesting game without making a financial investment in it, but once you’ve decided you like the game, and want to continue to grow your character, is it really fair to have to make regular payments to do so? I can’t say yes.

What’s your opinion? Let me know in the comments below, or like or retweet if you agree.