Friday, April 13, 2012

Freemium Armada

I’ve had my last attempt at a Free to Play game. I’m done, no more. I used to play Tribes back in the day when the first one got released and so I thought I’d take one last look at the series (considering the last Tribes game was utterly dismal). Tribes: Ascend has been released in the last few days and is a free to play multiplayer FPS made by the same guys who did the MMO Global Agenda. My love for the series has now completely left me all thanks to that little word that is currently irritating the shit out of myself and a lot of other gamers: Microtransactions.

Sure, you do get free to play games without paying a cent and can play them as much as you want all the while gaining xp/currency to gain unlocks and progression but what’s the point when it takes an age to gain that extra level or get enough currency to unlock that extra weapon. If you enjoy the base game enough that you don’t care about rewards or progression, then I suppose you’re finding free to play games to be the best thing since dual thumbsticks. But if you give a shit about getting timely unlocks and progression or at least keeping up with the competition then your choice in free to play games is immediately obvious. Spend money or gtfo.

Now don’t get me wrong, I have no problem with spending money on games and some people may say “well why don’t you pay the same amount you would for a regular game and it’ll all work out even” or some such bullshit. The problem lies in the fact that these games are purposely designed to be a grind-fest if you don’t spend your hard earned RL currency. I remember when games that felt like a grind to play were condemned as having horrible player experience. The point is, if you go ahead and spend $50 to $100 dollars on a free to play game then fine, you may be able to gain all unlocks and it may even out. But what happens when the next content patch arrives? Suddenly there’s a ton of new gear/upgrades/unlocks and you have to fork out more again to keep up. You see where I’m going here right?

To experience the game as a whole the amount of money needing to be poured into most free to play games would far exceed the price of a regular game in the long run especially when compared to the quality of the title.

At this point it makes me wonder how far we are away from adopting more eastern design concepts into the microtransactions we’ve already borrowed. When will we begin to see western MMOs that add blatant peer pressure mechanics like paying a fee to revive your character on the spot? Imagine having a full raid group of 20ish people screaming at you to pay to revive immediately after you die mid-boss battle. Yay microtransactions!

Now some of you may be saying “but dude, you used to have a WoW subscription”. You do have a point there, but the catch is if you can find another game that releases large content patches regularly, constant fix patches, is as well balanced and has as amazing customer service as Blizzard provides then fuck, I can justify a subscription cost. Nothing else even comes close.

What I can’t stand is a huge buy now button covering a shiny piece of gear which dramatically affects my gameplay and will take me a stupid amount of hours to eventually attain the free way.

Tuesday, April 3, 2012

I Am Alive

DISCLAIMER: I’m a massive post-apocalyptic fanboy whore and will latch onto anything post-apoc. I’ve tried to be impartial here but I can’t help a squee or two, I’ll try to hide the boner.

I Am Alive is a post-apocalyptic survival game made by the guys over at Ubisoft Shanghai. The game is available on Xbox Live and PSN as a downloadable title which I personally managed to get 5 hours of gameplay out of in one playthrough, not bad for a downloadable title.



The key thing to note about this game is that it is a survival game in the purest sense of the word. E.g. People near me would often hear me exclaim in excitement when I found three bullets on an NPC I’d managed to kill. Everything about this game is survival, if you expect the status quo of post-apocalyptic games out there i.e. run and gun with clanky old weapons against ragtag enemies while speeding through the wastes in a makeshift buggy then you’re going to be disappointed. Consider I Am Alive closer in nature to the film: The Road. A brutal, cold struggle that kicks you out of the bed in the middle of the night then ass rapes you right as you’re falling asleep.

The developers did very well making everything in the game feel like it was a valuable resource not to be squandered. You have stamina that depletes as you climb or spend too long in dust clouds, requiring you to stop for breaks to recuperate. Bullets are few and far between and must be used sparingly. Any supplies you found must be rationed to ensure you’re never without them otherwise you’ll end up facing dire consequences.

Even re-attempting areas from a checkpoint becomes a commodity. You can gain ‘Retries’ through the game which allow you to reload from the last checkpoint should you die, if you run out of Retries you must reload the level from scratch. Retries can be gained by scavenging well as a few are found as physical items in the level or by helping others (usually meaning sharing your resources) which becomes a balancing act of deciding on what is more valuable to you at the time, the resources or the Retries.

The game has a sparse feel overall, you’re placed in a wrecked, dust covered city years after what is simply referred to as “The Event”. After a while the greyed out art and dust can get a bit oppressive and dull but personally, I found it all added to the feel. (I’m not going to give away story or even premise because I think doing that is just shit) The city feels pretty much deserted, people are around but they’re few and far between and you only tend to encounter a handful at a time, their attitude towards you is another thing entirely.

Encountering people leans towards the psychological as opposed to the action-orientated shoot and ask questions later seen in most other games. Upon approaching another person, you can usually tell what you’re in for pretty quickly and learn early on to size up every person you meet. Are they carrying a weapon? Are they acting hostile, defensive or supplicative? and for the opportunist: Have they noticed you yet?



If they’re Hostile you enter a stand-off moment where they may attempt to assert their dominance and rob you. At which you point you can choose to lay the smack down using a combination of tactile shots fired on the most threatening members of the group and brutal machete kills. If they’re Defensive you can usually simply back away and leave them be as they may just be innocent people trying to protect what’s theirs. Then there are the people who are down and out that will ask for your help. At no point did I feel pressured into playing any particular way as there were pluses and minuses for both being a selfish, dick and for being an altruistic hero.

I Am Alive is a breath of fresh air for post-apocalyptic games and all of gaming in general, being a game which makes you think about your every action, reaction and interaction. As an added plus, I had no dramas with bugs throughout the game although I did get lost briefly a few times, but that was usually sorted by taking careful notice of my surroundings and thinking (shocking, I know). It was nice to play a game that didn’t hold my hand at any point and just let me figure things out for myself. Overall, I found the game seriously enjoyable and well worth the price tag (about $20). 

Friday, December 17, 2010

Control of Controls


One of the main reasons I hear when I ask someone why they purchased a game for a specific platform is preference of input device. E.g. I know gamers who will only play fighting and racing games on console or FPS and RTS games on PC. Technology is becoming more and more interconnected and users being given more and more choices about every aspect of any device they purchase whether it be from the colour to the OS, therefore the schism between console and PC standard input devices is starting to feel like an archaic argument with a forgotten beginning.

Plug and Play

PC seems at least a little more progressive in this respect. Many PC games now support gamepads even if the main reason is because a lot of games with gamepad support are also console ports, making it a no brainer. But regardless this has still been the case for years, combat flight/space sims on PC have traditionally been played with a joystick but also provided mouse/keyboard support, in addition many of them also had support for gamepads or any other type of controller you could somehow manage to connect to your PC. Now, I know that PCs are often considered home of the modder and therefore it’s expected that a wide variety of controller options will be available for the PC gamer, but I’m talking about games that specifically have setup options for gamepad use and some even with default button configurations for gamepads. 

I have a friend that plays racing games on his PC with a steering wheel, allowing him more direct control and an element of realism, steering wheels can now be bought for X360 for example as an official Microsoft product. Also, Microsoft PC gamepads now look exactly like an X360 controller... probably because they are an X360 controller. You can buy gamepads for “Windows” use but there’s literally no difference between that and buying an X360 controller except that the Windows Wireless gamepads come with a USB wireless connector. You can literally take these controllers and go play on an X360 with them.

So just to keep this train moving let’s keep on the subject of X360 for now. Here we have Microsoft who makes their own series of PC steering wheels, mice and keyboards. In addition, they also have their X360 branded series of steering wheels, gamepads (which are also supported by Windows). The X360 has two USB ports yet no support for a keyboard/mouse setup. Some people say this is a result of game developers not giving their console versions keyboard/mouse support, others say it is Microsoft not supplying their consoles with the required level of support even for using their own mouse/keyboards on the X360.

Quick conspiracy theory: Does Microsoft specifically not release X360 branded mice and keyboards for the console because then they are able to double dip their profits on two platforms? Knowing Microsoft’s money grubbing ways, it wouldn’t really surprise me. If they began support of mice and keyboards on X360 and a bunch of PC gamers moved over to console gaming, leaving their PCs behind then there goes a bunch of PC peripheral, GFWL (Games For Windows Live), Windows etc sales due to consolidation of all these things on the X360.

There are currently third party devices you can find online that will allow you to connect a mouse/keyboard to an X360 in order to play any game you want. These are sketchy at best, for the most part they are a USB hub combined with controller emulation. Meaning that the device attempts to take your mouse/keyboard input and translate it to the X360 as if it were a gamepad. You think the response times and free movement of a mouse would translate well into a thumbstick? Not happening.

Sony Pushes the Envelope

I’m a big fanboy for Final Fantasy VII, yes I will admit it. So when FFVII: Dirge of Cerberus was released for the PS2 (this was a 3rd person shooter for the PS2), I immediately purchased it. I always have a quick flip through the manual of any game I purchase, while doing this I stumbled across something interesting in the controls section of the manual. Complete mouse and keyboard support with default control schemes. That’s right; a PLAYSTATION 2 game had support for mouse and keyboard. Now I’m sure, other games had done it before but this was the first one I had come across. I immediately plugged in a simple USB keyboard and (ironically) a 4 button USB Microsoft mouse. Now all the extra buttons on the mouse weren’t supported, but that didn’t bother me. The point was; I had complete and seamless mouse control in a shooter on console. My only problem now came with how to comfortably use my favourite control setup while sitting on a couch in front of the TV.

A more recent example is the release of Unreal Tournament 3. Unreal Tournament 3 was released on X360 and PS3 in 2008, the X360 version had no mouse/keyboard support yet the PS3 did. Gamers who owned both a PC and PS3 were now talking about buying the game on PS3 simply for the fact that they could now play one of their favourite FPS series on console with mouse/keyboard (although I’m sure the bigger screen sizes helped sway their decision).  X360 owners who wanted mouse/keyboard support were raging at the unfairness of it all and jumping off buildings all over the place (ok the last part was a lie, shutup). The game even had options to keep it fair, you could opt out of matches with mouse/keyboard owners if you used a gamepad and play in gamepad only matches.

Point being, even if they didn’t mean to, one developer blatantly pointed out the ridiculousness of the whole situation. Mouse/keyboard support is able to be done for Playstation... yet mysteriously not for Xbox. Gamers will switch from PC to console to follow their desired control setup to a more desired platform. A preference in controllers should not define a required platform.

Now the developers of UT3 (Epic Games) have traditionally been a PC developer creating games like Jazz Jackrabbit back in the early days, starting the Unreal series and creating one of the most accomplished game engines in the world, the Unreal Engine. Being a developer who has a history of PC development and mouse/keyboard setup it seemed like a simple enough shift to apply this to console games. Epic Games are also the developer of the Gears of War series. An excellent shooter series primarily for the X360 and also (shoddily, will get into it another time) ported to the PC. This says one thing to me; if a developer can create excellent shooters for PC and console all with mouse/keyboard support and then also create excellent shooters for X360 purely using the gamepad then Microsoft is opposing mouse/keyboard use on the X360.

Dost Thou Speak of Revolution?

It makes me wonder. If more developers applied mouse/keyboard support to games on PS3 to the point where there was a wide variety of games available with it, would it pressure Microsoft into following suit? If Sony, purely by not opposing it, had a lot of games on PS3 with mouse/keyboard support which were also available on X360 without the same support then wouldn’t many PC gamers shift to console for all the advantages that consoles bring? Wouldn’t this in turn make Microsoft lose not only their ability to double dip their profits but to completely lose some of their PC gamer generated profits? Sony could even release a Sony branded mouse with extra supported buttons to help this along, screwing Microsoft out of sales in the process. At the very least, it could be done for PC games that are also being released on console.

I’m sure there’s things here I’m missing and I definitely do not have all the answers or all the facts, feel free to enlighten me if there’s something else you think is affecting the situation. But to reiterate my point: A preference in controllers should not define a required platform. Where appropriate, players should not be confined to using a corporate mandated controller but should be free to use the controllers that allow them to enjoy the game as they see fit. In a perfect world.

Monday, December 6, 2010

Bioshocking

One of the most enjoyable gaming experiences I’ve had in recent memory is with a well known and much raved about series I’m sure everyone knows called Bioshock. Combining solid FPS gameplay with RPG elements, an elaborate and interesting world and solid storyline; the Bioshock series has quickly become a favourite of gamers across all platforms. The following is a glance at the different elements of Bioshock from weapon systems to its rich world and all the awesome in-between.

Enrapture

The Bioshock series takes place in an underwater, dystopian, pseudo-50s city called Rapture. The city was built on the bottom of the ocean with the most advanced technology of its time. Meaning the city has a distinct post-war feel to it as is seen in everything from the advertisements to the architecture of the city. Rapture was built with the best of intentions and promised to be a utopia for intellectualism and the advancement of mankind yet eventually crumbled into a state of dystopia as ideals like this are wont to do due to the base nature of mankind. The Rapture the players visit is a shell of its former self, falling apart at the seams and full of the now twisted remnants that were once it’s citizens.

This is just a basic explanation of the setting of the Bioshock series, the games themselves have incredibly in-depth storylines (which I won’t reveal here) full of post-war styled characters and machiavellian twists. The story will take the player on a roller coaster of events, emotions and intrigues all the while giving a multitude of ways to upgrade your character and slaughter your enemies. 

The scientists in Rapture stumbled across a sea slug native to the depths of the ocean around Rapture, this sea slug produced a substance named ADAM which allowed them to retroactively alter the genetics of humans. Such a discovery quickly threw into production a series of modifications which allowed people to alter their DNA to give them superhuman abilities through the use of items called Plasmids and Tonics. People could now shoot lightning from their fingertips, run faster and for longer or even influence other’s minds.

Another feature of the Bioshock series which complemented its immersive nature greatly was the audio within the games. It’s one thing to walk down creepy dark, leaky corridors. It’s another thing altogether to hear all the creaks and groans of the city as it falls apart, the water dripping and rushing through cracks in bulkheads, the maniacal chattering or laughter of nearby insane citizens all the while hearing the near delusional happiness of 50s style radio ads being blared out by vending machines:
"My daddy's SMARTER than Einstein, STRONGER than Hercules and can light a fire with a SNAP of his fingers. Are you as good as my daddy, Mister? Not if you don't visit the Gatherer's Garden, you aren't! Smart daddies get spliced, at the Gardens!"
A world this rich is able to pull players into it regardless of how little they pay attention to the story. The story and history is never shoved in the player’s face and it is always your own choice as to how much you wish to learn about what happened to Rapture, the gameplay is never stopped to force the player to pay attention yet it becomes hard to not become pulled into the insanity held within Rapture’s walls.

Man as God

Bioshock gives the player two weapon systems to decimate their enemies with. On one hand the player is given your standard fare shooter weapons (revolvers, shotguns, machine guns etc) but with a post-war makeshift twist. On the other hand players have Plasmids, which allow them to use a variety of superhuman abilities like lighting their enemies on fire or electrocuting them. This allows players to mix and match their two weapon systems strategically to kill. For example, the first combination players are taught is to stun enemies with a bolt of electricity which will stun the target then to finish the job with a swing from your trusty industrial wrench. This gives the players an effective low resource attack which can take down enemies. 

Key to this dual weapon system is a dual resource system, ammo for the weapons which includes three different types for most guns. For example, the machine gun has regular, armour piercing and anti-personnel ammo which can be changed as the situation requires. Alongside this is the Eve system which acts like a mana system for your plasmids, requiring an Eve hypo (syringe) to refill your Eve levels just like a mana potion from traditional RPGs. This dual weapon system felt like it was almost borrowed from a high fantasy game yet felt right at home in Rapture and complemented the gameplay perfectly, additionally the concept of ADAM and Plasmids also provides a great amount of Bioshock lore and storyline. 

Using two weapon systems side by side like this give players a huge variety of ways to kill their enemies and allows you to cater to any situation that arises. Although at the same time this can cause players to identify an effective method to kill with and use it constantly throughout the majority of the game. This can be a good or bad thing depending on the player you talk to.

Enter the camera system. In the first Bioshock players were given a still camera with which they could take photos of enemies, using the camera to “research” their enemies would allow players to unlock damage bonuses or even entire tonics. Bioshock 2 gave the players a video camera instead which directly tackled the issue of players progressing through the entire game with two or three attacks. The video camera required the player to take footage of enemies and perform as many different attacks as possible on the target before they died, the more attacks the player used the more valuable the research and the faster they were able to unlock bonuses. The player was still able to research enemies with only a few attacks so that players who preferred that play style could continue with it yet for players who wanted to use more abilities the video camera provided the means by which they would get rewarded for downing their enemies creatively.

Advancement of Man

Bioshock takes the player on an adventure of epic proportions, all the while the player is able to upgrade and advance their character using systems commonly seen in RPGs. Although Bioshock is first and foremost an FPS the character progression and economics systems provide a simplified and streamlined way to provide the player with customisation. These systems eliminate the majority of the nitty gritty details that are prevalent in many RPGs such as gear, stats and levelling.

The player has no inventory per se, just a screen which lets them switch ammo types quickly. All currency counters appear on screen momentarily after receiving money or ADAM then fade away. These can be checked in the pause menu which frees the HUD from unnecessary clutter. What it comes down to is that the majority of character progression comes from attaining either of the two forms of currency or using the camera. This means players are not constantly concerned about when their next level is coming or when they need to go sell junk to create money. The shopping and customisation in Bioshock is as simple as:
See a vending machine. Do I have [insert currency]? Yes! = Go buy stuff! No = keep going till I find another shop.

The camera research system previously talked about will at different levels of research on targets provide the player with simple damage increase stats. E.g. The first level of research on an enemy may provide a 10% damage increase on that target in the future. This is as heavy as the stats get in Bioshock and once achieved is quickly forgotten and boils down to “I kill those dudes faster now”.

ADAM is periodically attained and can be spent at Gatherer’s Garden vendors to purchase Plasmids and Tonics which boils down to your RPG ‘weapon shops’. Although all Plasmids are primarily offensively orientated, Tonics give players their character functionality and quirks. For example; one tonic allows players to gain more health from food in the world, another will let the player gain some Eve whenever using a Health Kit.

With these systems in place Bioshock is setup to strip messy character advancement systems down to their core and allow upgrades and customisation to be done by quick choices which don’t slow the game pace down or affect player immersion. This helps the series be more accessible to a wider audience of not just more casual gamers but also hardcore gamers who don’t want to screw around with a ton of customisation options.

The Future is Rapture!

Bioshock 2 introduced multiplayer to the series, with multiplayer character customisation and progression through your standard fare deathmatch and teamplay shooter game types. This leaves a question in my mind though. Considering how much of a solid single player experience the first title was and how well implemented the multiplayer was without subtracting from the main storyline in Bioshock 2... how likely is it that we will ever see a co-op mode for Bioshock? (I told you I was a whore for co-op!)

I figure that it’s potentially viable without subtracting from their well crafted storyline for example, the player is never forced to watch any storyline events in the campaigns (players can run around and loot or do whatever while the antagonists rant and waffle on about stuff). Adding even a second player allows more combinations of ability and weapon attacks. Can you say combined plasmid attacks? Players could even customise their characters differently to make the most of all the plasmid/tonic setups or even create twin characters to effectively take out enemies how they want. For example, picture two players with tonics that cause them to move quietly, do increased melee damage and go invisible when standing still causing their game of Bioshock to turn into a stealth assassination game!

Currently in production is Bioshock Infinite which is said to be a spiritual prequel to the Bioshock games. Set in a flying city before Rapture was built and ADAM was discovered. Sounds interesting but I guess only time will tell. 

The Bioshock series quickly became one of my favourite series of games for a plethora of reasons. It’s inspired design shows how simplicity can sometimes give so much more than all the games out there trying to do everything at once. It’s rich and fantastical world gives a huge amount of depth to the series and provides an excellent setting for the well thought out storylines. Bioshock will definitely be a series to keep your eye on in the future.

Friday, November 26, 2010

Co-Operative Obsession


If you know anything about me, you know I’m a whore for Co-Op gaming. Don’t get me wrong, I enjoy the utter destruction of other players but nothing compares to progressing through games with friends. In recent times we’ve seen the rise of co-op modes becoming prominent in popular games as well as a number of titles released that feature co-op as a major theme to the game or even have gameplay that completely revolves around co-operative play. I couldn’t be more happy about this progression. 

Quite often co-op used to be relegated to bug-filled, community made mods or games that featured half hearted attempts at the mode. Now I’m not talking about your classics of co-op; your old school arcade titles or beat-em ups (even though my love affair with co-op gaming did start with Golden Axe) so let’s stick to more recent releases as examples so as to not delve into the entire history of gaming. 

I personally remember being at LANs with friends and fumbling around with co-op mods for games like GTA III or Rune back in the day and usually getting too frustrated with the lag issues and game problems that we called it pointless, or the time me and a friend discovered we could force Unreal to load single player maps in multiplayer and play through the campaign. Eventually we discovered Sven Coop (http://www.svencoop.com/ - these guys are still creating co-op action even today) which was a well made mod for Half-Life 1 that purely revolved around supplying players with co-operative maps to play on, whether it was against waves of zombies or playing through HL1 campaign together. Before this most of our co-op gameplay revolved around Diablo 1 and 2 or RTS games against the AI. Not that this wasn’t fun, we just didn’t have a huge amount of variety. Console gaming always gave co-operative gaming a comfortable home, it is so much easier to pick up a controller next to your friend and begin an epic adventure than it is to play online or have LANs.

The Era of Co-Op Shooters

It seems after spending years of time hanging out with beat-em ups and RPGs, co-op had found a new buddy. Shooters.


One of the first games I ever stumbled across that featured co-op as a main theme was Army of Two; a console, cover-based shooter which had built all its action around co-op. A player goes down? Not a prob: head over, drag him to cover and revive him to keep the action moving. Of course this has become a staple of any co-op shooter, the ability to help each other out with resuscitation, boost each other over obstacles, trade gear and generally get each other’s back is now a common seen feature in co-op shooter gameplay.

The difference with Army of Two? This game was built from the ground up to be played with two players, even the story centred on dual main characters. Sure the game could be played single player but the second player’s role would be taken by a bot. This felt very unique for me at the time and so began a resurrection of my love for co-op gaming. Since then I’ve played through numerous shooters with friends that either have a solid co-op mode or are completely designed for co-op, games such as:
  • The Army of Two series
  • Gears of War series
  • Resident Evil 5
  • Borderlands
  • Halo series
  • Left 4 Dead series
Even Call of Duty got their finger in the co-op pie with World at War allowing complete co-operative play through the main campaign and with the now famous zombie mode.

Future of Co-operation?

It appears as if co-operative gameplay is here to stay, it’s making a comeback in a big way. Many gamers are now asking for co-op game modes for their favourite games and developers are responding. I’m sure I don’t need to talk about some of the more popular co-op titles that are in development *COUGH* DIABLO 3 *COUGH* but here a few gems coming out that you may or may not have heard about:

Brink: A co-op FPS that is combining elements of RPG character progression and gameplay with team-based multiplayer.

Hunted: The Demon’s Forge: Said to be the dark fantasy answer to Gears of War. Two player cover based shooter with one player taking the role of a spell caster/archer while the other is a melee specialist.

Dungeon Siege III: The third of a hugely successful series of ARPGs.

Portal 2: If you haven’t heard, the sequel to Valve’s masterpiece puzzler will have co-op.

Magicka: A four player humorous ARPG where each player takes the role of a little wizard, allows players to combine their spells to create crazy attacks. 

You better believe I’ll be pissing off everyone I know within a 200km radius to play games with me as co-op gets bigger and better... or just annoying the hell out of my partner :D
The only question that all of this leaves me with is, with co-op now big in three different genres and with game design becoming more advanced and expanding all the time... when are developers gonna start applying the epic awesomeness of co-op gameplay to new and interesting genres? (Yes I know Dawn of War II has co-op campaign which is great for an RTS, but still). I can’t wait to see wait the future will bring... hell, I may just go out there and make the future myself ;)

Monday, November 22, 2010

A Beginning - Majesty 2: A Love/Hate Story.


I am told all tales have a beginning, middle and an end and that you have to start somewhere. So here begins my official journey through Games, Gaming, Game Design and the subculture which is permeated with these subjects.

Without further ado, here is my most recent incident with a lovely little game called Majesty 2:


Years ago I encountered the first Majesty game and had vague memories of it being somewhat fun if a bit slow, this spurred me into picking up Majesty 2 to see what had improved and refresh myself on the somewhat unique style of RTS gameplay the Majesty series employs.

Majesty 2 allows the player direct control over building placement, base upgrades and any affairs that would be the responsibility of a “sovereign” (the name the player is referred to in the game) just like all RTS games. The difference is that all actions involving unit control are under an indirect control system. For example, the player can build a Guild wherever they please which allows them to train Heroes, spend money to train said heroes and then in order to control the heroes they must place flags with rewards attached to them in order to entice the heroes to perform actions. This means if you want to explore and push back fog of war then you must place a flag in the middle of nowhere and apply an appropriate gold reward to the flag to cause the heroes to leave the comforts of your town to explore for you. The smaller the reward or further away the explore flag is, the less inclined heroes will be to do it. Additionally the player is able to place flags on friendly units and buildings in an attempt to have them guarded or on enemy units and buildings ...you get the idea.

All of this gives Majesty 2 a fun and different take on your generic RTS gameplay, I was having a fair bit of fun with it while playing through the campaign. Then came the dragon level.

Go to Google and type “Majesty 2 dr”, you’ll notice that one of the most searched for terms will be ‘Majesty 2 dragon level’. Basically the premise for this level is that there’s a big nasty dragon who wants to do the usual evil dragon stuff and you’re gonna stop it. Fine, fair call. Here’s where things get tricky:

This dragon, named Rafnir, periodically flies to your base, breathes fire all over a building you spent your hard earned money on and then gets the fuck out only to come back and do it all over again later . At the same time; your base is surrounded by flying snake assholes who love to fly from their bust-ass snake ghettos and basically swarm your town. Still, fine. The problem comes when this is the fifth level in the game (if you count the tutorial) and the player hasn’t seen waves of enemies anywhere near this big yet let alone throwing a pissed off dragon in the mix.

The player has been taught through tutorials and learning the hard way how to start a new level. Build a Guild and get some heroes out as fast as possible, build a marketplace for the tax collectors to keep gaining revenue and so the heroes can buy all the heroing gear they need, build a defensive tower or two to hold off any early enemies that stroll by and smell the awesome.

Even if the player surrounds their town with defensive towers (which get increasingly more expensive the more you have) they still can’t hold off all the flying snakes. Spending your starting money on a nice mix of guilds and towers results in you having no money to afford much else and it’s a struggling fight to break even when barely any money comes in, meaning you must spend your miniscule allowance in order can’t train heroes, build buildings and purchase upgrades. Any heroes you do train, usually die instantly due to waves of enemies that they can’t handle as fresh recruits, which in turn makes any hero upgrades you purchase practically useless. Not to mention good old Rafnir flying in every once in a while to rape one of your buildings into a smoldering pile of unrecognizable ash and other random monsters who also wander in every once in a while to join the general pillaging and plundering of your once happy little town.

Maybe it was just me, maybe I just suck at games. Fine, fair enough. I just don’t think it’s right to throw the player in the deep end like that with little to no prior experience in how to handle the fucking lizard-geddon.

One of the best tips I saw from random forums was to build a single, lonely building at the north side of your base and put all your important buildings on the south side. This at least causes Rafnir the hateful dragon to attack that one building and leave your others alone, you can keep rebuilding it as a sort of sacrifice to appease the thing. Seems a fair few players used this advice to get through the level. Good tip, although this feels like exploiting the game AI to complete a level as opposed to actually winning through the methods you’ve been taught thus far in the game. Plus it still doesn’t answer the problem of a tidal wave of pissed off flying snakes.

Any one of a few things would have greatly improved this level for me. More starting money, less flying snake assholes, no random extra monsters wandering in, snake ghettos placed further from the player base to increase their travel time, a longer delay between dragon visits. 

If I had a major lack in vision when playing something in this level and there was an easier way to do this then let me know. But after all my searching, it appears I wasn’t the only one to rage quit, uninstall and delete every trace of Majesty 2 from my system. It seems to me this was one seriously hard level which should have been scaled better to player experience. If it wasn’t for the notorious dragon level, I would still be playing Majesty 2 today.