Showing posts with label review. Show all posts
Showing posts with label review. Show all posts

Tuesday, August 11, 2015

Diablo 3 and Path of Exile compared

I've played a whole lot of Path of Exile, but until recently, I'd only played through Diablo once just after launch and I knew the game had changed substantially since the expansion (Reaper of Souls) was released. That all changed a few weeks ago when I started playing in the recent "Season 3" event of Diablo 3. I leveled two new characters from scratch to max level and got them both geared out for the end-game content: greater rifts. What follows are my impressions of the two games now that I have some more context.

Friday, July 26, 2013

Pinball FX 2: Table DLC reviews

Star Wars Pinball logo
On my Google+ feed, I've previously reviewed Pinball FX 2 for Steam, but I've been playing quite a lot of it recently, and thought it was worth a line-by-line review of the DLC that I've purchased for it during the summer sale. Below, you'll find reviews of 4 out of the 10 available DLC packs which includes 11 tables. I'll review the others when I have time.

For those who are new to Pinball FX 2, here's the short version: Windows-only (Microsoft, so not likely to change on that point) Pinball simulation with some "fantasy" elements (that is, events during games which are physically impossible on a real table) where the first game is free to play and each subsequent table comes as part of a 3 or 4 pack for $10 or alone for $3 when not on sale.

Thursday, June 13, 2013

RIFT: Free to Play first impressions

RIFT Free-to-Play launch page
I tried out RIFT on my far-too-old living-room entertainment center laptop last night in order to see how free-to-play was. I was kind of blown away, but there were negatives too, so let's get into it!

First off, in case you haven't followed it: RIFT, a popular second-tier MMO with a peak of an order of 1-2m users has gone free-to-play. I think that this is largely a result of their having lost user-base after the first rush of new users during their first expansion, Storm Legion... I'll cover why that was in another post. Free-to-play isn't the end of RIFT, though, if last night is any measure!

RIFT plays a lot like early WoW, before it got all of its sharp corners filed off. This is both good and bad. The game is far more dynamic than WoW, and presents the player with many more choices in terms of character development and play style. However, it also leaves casual players at the bottom of a deeper chasm of learning curve than the modern "just make it simple" MMO. As such, RIFT is much more of an MMO fan's MMO, and if you haven't played MMOs before, you might check out one of the simpler ones first (like Guild Wars or Star Wars... WoW is an option, but it's high-end grind is a bit too daunting in terms of time commitment for most new players right now).

Anyway, so RIFT is free-to-play; what does that mean? It means that you can log in (sort of... paying customers or "patrons" get priority if the server population is too high during peak hours), create a character, and do just about anything in the game, just like a paying customer. Paying customers get some bonuses like extra goodies, resurrection is a bit more convenient, etc.

Monday, December 24, 2012

Ingress: Google's augmented reality MMO

Ingress logo
+Ingress is Google's new augmented reality game that's currently in beta. It brings together a few things: first off, it's Android-only at the moment and has a strong preference for players and developers communicating via Google+. This is an obvious play for increased adoption of both platforms.

That aside, however, Ingress is the first MMO that I've played where the first step is, "go outside," and as you play the game you get a definite sense that Google isn't kidding about that. The game won't allow you to set your phone in location debugging mode (I suppose if I loaded a custom Android image, I could defeat that, but realistically it would be self-defeating) and they choose locations that are artistic or historical for elements of the game.

Monday, January 23, 2012

Rift: Max-level and raiding compared to WoW

A while back, I posted a comparison between Rift and World of Warcraft. At the time, I'd just started playing Rift after a brief period away from WoW, and wanted to write down what I thought about the two. It's not really meant to be a "rah, rah, go team!" sort of piece, but an honest comparison of my experiences. This is my followup in very much the same vein, but based on my experiences since reaching max-level in two of the classes. I've been raiding extensively, so that will be a big focus.

First, I should point out that my raiding experience in WoW was very limited post-Burning Crusade. The reasons were varied, but primarily I was having fun with friends doing the leveling thing on a new server and then raiding changed and became more machine-like in Wrath, so I never got into it. So, where I talk about WoW raiding, understand that this article talks about WoW in terms of what I saw long ago and what I've read about since.