Showing posts with label perspective. Show all posts
Showing posts with label perspective. Show all posts

Monday, 23 November 2015

My time with Guild Wars 2: Heart of Thorns release

Traditionally, one enters the expansion of an MMO with a number of thoughts.  There is a sense of anticipation regarding the new content available to experience; a drive to explore the new environments and discover rare treasures and Easter eggs; a determination to take on the new challenges before you and continue to forge a story of your character amongst other things that make an MMO special.  That being said, my time with expansions in the past has kind of been marred by the feeling of a need to ‘rush’ through the content so you can remain on par with the overall progression.  Whether it be rushing to max level so you can start gearing up for the end-game raid, or practising with your new skills to stay competitive in the new pvp season, for many players a lot of the content will fly past them swept up in xp numbers and the occasional ‘ding’.  Over the past few years, this concept has become less and less appealing to me, so to have Guild Wars 2s new expansion Heart of Thorns not following this convention with no level or gear cap increase has renewed my interest in playing through such content.  Now I've had a couple weeks with Heart of Thorns, I would say that it has been a thoroughly enjoyable one that I'm looking forward to its continued progress.  


The new character select screen has a nice UI fade-out showing off your character and the jungle motif.  Screenshot taken 22/11/2015



Heart of Thorns takes off from where Season 2 of the Living Story left us with The Pact in tatters after the attack by Mordremoth which tore the airships from the sky and sent Sylvari into an internal conflict as the jungle dragon twisted their thoughts.  The Pact Commander (the player character) is charged with picking up the pieces of The Pact while leading a small band of adventurers (more commonly known as Destiny’s Edge 2.0) to bring an end to Mordremoth; something which requires a great deal of exploration and information gathering.  
The story in this expansion has evolved from the game's initial release in 2012, removing the side-by-side dialogue cut-scenes and replacing them with in-game NPC conversations which feature in a mix of both open world and story mission instances; making the conversations feel a lot better in terms of context as well as getting the player character to voice / emote their thoughts to groups of people.  It is clear that these story missions have also learnt from the previous Living Story seasons with the addition of movement / vehicle mechanics (see the Zephyrites for such an example) but where it has added its own new feature is through the integration of the mastery system added in Heart of Thorns.  


The vines of Mordremoth cracking the stone it falls upon, show-casing the power of the expansion's main antagonist.  Image from Guild Wars 2, Heart of Thorns release trailer via YouTube.  Accessed 23/11/2015



As I mentioned earlier, Heart of Thorns doesn’t have any level cap increase which may spark the question “what character progression is there to be had?”  Masteries is what answers this through an alternative levelling system that looks to level environmental skills to aid one’s journey through the Maguuma Jungle.  For example, one can learn how to use a glider to assist in getting around the map in short bursts.  As you put more mastery points into this skill (a currency obtained by completing HoT objectives / achievements) you learn how to use up-drafts to gain height, stealth techniques to stop enemies knocking you out of the sky, and leans to become more efficient.  On the surface, this doesn't really do much, but in depth it gives the player a great experience of the map much like a metroid-vania; where you find a canyon you can’t cross at first but with that one skill improvement you find a way to reach the other side.  For me this was experienced early on in my playtime when I didn’t have access to the jumping mushroom skill (Itzal mastery).  There was an event involving the recovery of wyvern eggs from a plateau that took some 30-60 seconds to climb normally, but with this mastery I was able to reach the top in 10 seconds, allowing me to have a much greater contribution for the event.  I feel it's a rather clever way to extend the playtime of maps, because you can’t just rush through it 100%’ing everything without taking time to learn the new skills.  As I mentioned previously, I was one to rush through to end-game in previous MMos but my time in HoT hasn't felt rushed and in turn i’m taking note of more of the landscape, its characters and events.  


Flying high in the canopy showcases how much space is in the map.  Draw-distance aside, it's pretty big.  Screenshot taken 22/11/2015



Another thing I'm loving about these maps is the verticality they hold reinforcing the importance of these new masteries and depth of the playable space.  Before the expansion launched, there was a lot of talk about how each map would have 3 levels of interaction (Roots, Jungle and Canopy) and although each level doesn’t constitute a full map, it does add some interesting dynamics to the game-play.  The first map of the expansion (Verdant Brink) has you fighting in the jungle during the day, but when night falls you find yourself up in the canopy battling with one of the zone’s boss battles using your newly honed gliding skills to stop you meeting an untimely end below.  Although I have thoroughly enjoyed playing through this content there is something that has marred my experience being performance issues when interacting with large groups of players.  Having 15fps when trying to dodge a large fire breath attack from a rampaging Wyvern Matriarch creates its own unique challenge, but it is definitely one that I would like to not contend with.  This of course wouldn’t be an issue once I get my new PC built, but for now if you’re someone who has a low-performance PC you will probably find yourself sticking to the small form content such as the story and adventures.  


This boss event requires the players to glide off and throw eggs at it to make the ground safe and continue the fight.  Screenshot taken 22/11/2015



This is not to say that you’ll have a worse experience because one of the things i’m loving about HoT is its range of content available.  Adventures have been a great deal of fun for their ability to add small parts of competitive events without the taxing performance above.  These challenges are dotted around the map (usually correlating to a nearby outpost which may have conventional events tied to it) and task the player with racing/fighting/flying/etc their way to achieve a gold, silver or bronze reward.  These adventures also have leader-boards on them, which allow for players to hone their skills and look to get on the top of the leader-board for all to survey, which personally has been a task that I usually come mid/high in the rankings.  The adventures also have a nice connection with the mastery system, as many challenges are easier to achieve higher scores through the use of said skills e.g. Tendril Torchers has a mesa which one can access via a jumping mushroom, allowing you to clear a large number of tendrils that otherwise wouldn’t be accessible.  


Alongside Adventures, finding hidden mastery points adds to the enjoyment of exploration.  Screenshot taken 22/11/2015



As you can probably tell by this post, I am very much enjoying my time in HoT, but if you’re from a traditional MMo point of view, you maybe thinking that not having a level/gear cap increase somewhat diminishes the experience of an expansion.  This of course can be an issue but I feel that HoT has created an enjoyable combat loop with enough customisability to keep it fresh.  Since entering the HoT maps, I have tried a number of builds on my trusty engineer ranging from heavy damage condition builds to the more supportive boon / healing builds which have been relevant to keep some of the my more ‘glassy’ companions alive.  New stat combinations in gear have helped in making these builds more viable, but the addition of the specialisations have added a new interesting dynamic to my favourite profession in the name of the ‘scraper’.  This build gives the engineer a proper melee weapon (tool kit has been around but i’m classing it as a skill in this context) in the Hammer alongside an array of mobile drones to assist you in combat.  Like with many players, I went for my specialisation straight away to give it a try and found myself getting a lot of fun out of the build with its mixture of CC and combo fields, but in the long run I think I would need to properly invest in a gear setup to get the most out of it.  
Engaging with other specialisations has been a mixed bag of feelings between co-operation (pve) and competition (pvp).  I love how different weapon types like shields, torches, warhorns have these interesting skills such as the Chronomancer with their shield; but the learning process to properly know how to act on these skills has been a bit annoying especially due to my low performance set-up.  To give you an example, the Chronomancer elite skill ‘Gravity Well’ is a large aoe that causes float, pull and knock-down but due to my graphic settings and culling I get a very faint outline of this skill, if anything.  I also have a similar experience with the Dragonhunter skill “Hunter’s Ward’ because the barrier won’t show up on my screen, so naturally I knock into the barrier and potentially not get off that life saving elixir throw (speaking from personal experience in spvp).  Naturally, this will improve when my hardware improves, but i’m in that awkward space of not sure whether the range of skill effects correlate with a reasonable means of educating yourself to act upon it.  


A check-list with little hints to the next objective makes achievement hunting fun in-game rather than a chore.  Screenshot taken 23/11/2015



The last thing I wanted to talk about was something that on the surface is really minor, but I absolutely love as an explorer / achiever.  In the past, if you had an achievement with multiple tasks to hand (e.g. coin collection in Dry Top or the Dive Master) you had little means to know which ones you were missing outside of external guides.  In HoT, they have now put in a proper list system for these achievements so it's much easier to have a in-game / world means to discover and explore.  When I first came back to Guild Wars 2, I wrote about this explorer nature and how it really gets me involved in the world, so having this information available to me keeps me from alt-tabbing to Dulfy and just following a guide (not that it's a bad thing I just personally prefer the current setup).  


The Scrapper with his drones give Engineers a new way to play.  Image from https://www.guildwars2.com accessed 23/11/2015



Overall, I have thoroughly enjoyed my time in HoT as an experience continuing my enjoyment of the world of Guild Wars 2 and the MMo as a genre.  Having a expansion that doesn’t right off your achievements of the past couple years as well as giving you new challenges to go up against seems so logical that looking back at the WoW/Rift expansions makes them look ‘old-fashioned’.  A level cap increase feels arbitrary and now i’m enjoying the maps because I like being there, not because I need the xp to get to the next place.  This expansion respects your time whether you want to spend 30 minutes a day doing a couple events or power game your way through a 10 hour binge in meta events and raiding; which is something I hope stays relevant in the months to come.  Whether you’ve played many MMos or completely new to the genre, I think this game and its recent expansion Heart of Thorns is a great game to get involved in and experience what it has to offer.  

Wednesday, 22 July 2015

PoE Awakening: initial thoughts

Path of Exile’s first expansion has been in development for a while now with access to the beta to those who wished to do so, but its retail release has just come up prompting me to go in and see what’s what.  Over the past couple years, PoE has been a game that has garnered a lot of enjoyment from me and being able to experience new maps, bosses and skills allows me to continue to find fresh pieces of content that keep me interested in the game’s overall lifespan.  Today I want to talk about my experiences; first as a player and secondly from a design perspective. 

Playtime Experience

To get the most out of this I decided to make a new character in the soft-core “Warbands” league which features randomly generated enemy groups designed via a particular element e.g. a flame war band using flame/ searing totems, fireballs and other similar skills.  I made a Scion with the old spectral throw with elemental damage (somewhat similar to buzzsaw to those playing) with some room for new gems to experiment with and quickly got back into playing a class that I enjoy right behind the Templar.  Right from act1, I was able to experience the great additions that were on offer as Nessa (the potion and misc vendor) has a second page that features a nice range of low-level skill / passive gems at a price that a newly made character can easily acquire.  Moving into the act itself, I very much appreciate the changes to the waypoints as I have found myself doing less of the ‘running around finding it’ this time around which in turn has speed up my interim gameplay and made my playtime feel much more streamlined.

When talking about the experience being streamlined, one cannot talk about it without mentioning the shift of maps as a whole through the acts.  Each act has had a map removed (Coves, Forest and connecting Sewer) where they didn’t suit any purpose but to get the player to an ‘active’ map (inactive meaning no quests or significant event) as well as significantly changing Act 2 in regards to Bandits / Vaal.  In this version, you can clear the bandit quest before you interact with the Vaal vessel as the Vaal ruins that featured before the Wetlands now go after it.  To me it feels a lot better to get the bandit quest done and then focus on the Vaal because sometimes I would get to the Wetlands and feel like I’m going backwards and forwards to achieve my goal.  In Act 3 not much has changed but having 1 less floor in the Lunaris temple makes it feel a lot better as floor 2 could drag a bit. 


The flaming lava-falls of Kaom's realm fit alongside the monsters that follow a similar characteristic.  Screenshot taken 20/7/2015


Act 4 is of course the new act and as of writing I am at the Harvest collecting the organs to meet the game’s new end-boss; Malachai, The Nightmare and hopefully succeed in a relativity short amount of time as I’m only on normal with this new Scion.  Leading up to this moment, act 4 has been very enjoyable as the enemies have made me more aware of my positioning and take more time to move out of the way of attacks and telegraphs.  Even in the first map (Aqueduct) the named ‘boss’ of the area is a large bird-like creature that body slams after a short period of flight constantly so it requires you to move around to use the available space to your advantage.  As you continue to progress through the acts, the bosses ramp this up with enemies like Kaom and Corrupted Piety engulfing large amounts of the ground in negative space (such as flames / poison / etc) giving me the feeling of being back in wow raiding with things such as the famous Helgen Dance in Naxx.  Throughout all of this I’ve had one death due to my own mistake but overall I feel like the difficultly is appropriate for the content and I look forward to trying these fights on the higher difficultly. 

The Aesthetics / Design

The corridors between arenas balance the frantic battles against its small stature.  Screenshot taken 20/7/2015


Act 4 has a brilliant mix of map design and monster design that are able to do a lot with spaces that on their own aren’t too interesting.  I say this because a number of the maps (Dried Lake, Daresso’s Dream, etc) are a collection of channels and arenas but are able to instill life into the space within the context of its setting (see this post for my thoughts on the subject).  The Dried Lake may not be much to look at, but the mix of enemies’ present give the narrative of a battlefield of time long passed all the more presence with a somewhat washed-out, grey beach alongside a couple huts.  The large monsters that are a collection of many skeletal archers are particularly great as you can see individual archers acting on their own to attack you, while being a part of a larger monster that is intent on killing you.  On top of this, the way it splinters when you kill it offloading a couple of the archers to act on their own is a nice little touch which turns an enemy that fits a basic ranged combat role into something with a bit more detail.

The Darkness of the mines hide a mass of monsters awaiting your arrival.  Screenshot taken 20/7/2015

 
On the subject of enemies, there are some great interactions throughout the act which make the maps feel more alive and combative.  To give an example, the stone men in the mines throw pieces of themselves at the player with the potential to be stunned / knocked back in a darkened environment that can make it difficult to distinguish type add to the aesthetic of a mine that has sealed to the world for a long time where corruption has taken its time to manifest in the inhabitants.  Another example can be found in Kaom’s realm, where a number of enemies attack underneath the ground through lava channels leaving a burning path for the player to either dodge or experience the effect of burning.  It fits into the background of lava flowing like water as well as getting the player ready for the later battle with Kaom which requires a lot of dodging lava fields and fireballs to get through alive.  Although these are great examples, what I feel encapsulates great design is through Daresso’s dream and the two maps that feature within it. 

Daresso's Dream and the pits make a small square space into something special.  Screenshot taken 20/7/2015


Daresso’s story of being this young lad brought into the world of battle is setup in a great way through these two maps because of the way the character narrates while you progress.  Daresso talks about his time becoming a fighter, entering the fighting pits and making his way up to the gladiatorial arenas while you progress through the same areas has allowed me to learn about his story where previously I may of quickly skipped it through dialogue.  His story is one that feels the most prominent in my mind when it comes to Path of Exile because I was able to play it and when a story can marry itself to gameplay in such a way I believe they can truly work wonders together.  The maps themselves maybe a couple arenas with connecting paths, but the arenas have character that makes it a great place to interact with.  The ‘dream’ map has these small, muddied pits that have wooden-spiked gates that trickle enemies into the space giving me the impression of a skirmish/ brawl whereas the gladiatorial arena has crowds, side entrances and trapdoors that all throw enemies into the battle as you make a name for yourself.  There are a few pillars dotted around to punctuate the arena floor, but that’s all it needs because the fight does all the talking.  Even with all this going on, the final battle with Daresso fits into his own battle for the King of Swords; having a much more intimate space as two combatants wait to see the first show doubt and strike hard. 

The gladiatorial arena is just a larger square but does a lot with the space provided.  Screenshot taken 20/7/2015 


Overall, the Awakening expansion for Path of Exile has been a great deal of fun to play which has allowed me to interact with parts of the game that I haven’t done so in the past.  The overall flow of the game feels better and the new act 4 has a great mixture of monsters, maps and boss fights to keep many a player interested up to the end credits and beyond.  I hope you give it a try and see how much is going on beyond the genre title of an Action RPG that is free without you feeling like you’re missing out if you choose not to purchase its micro transactions. 


Couple more weeks and I may try hardcore again….

Monday, 29 June 2015

Lion’s Arch Rebuilt, Guild Wars 2

Last month, I discussed my thoughts on the redevelopment of Lion’s Arch as it stood in an awkward state of ruins and fortifications awaiting a shiny new look via the in-game organisation called “The Consortium”.  One month on and we able to see how those pieces of scaffolding and concept drawings have to come to life alongside a significant change to gameplay via the implementation of the specialisation system and build creator.  As a quick note, I very much like this system (even if I was a little confused at first) and have been trying out some builds I haven’t touched in quite some time. 

The Asuran Gateways have a new plaza for players to look and interact with.  Screenshot taken 28/6/2015


Anyway, onto talking about the rebuild.

The harbor features a large sculpture of a lobster/ shellfish much like other important landmarks in LA.  Screenshot taken 28/6/2015 


Lion’s Arch new look is something that holds a great deal of aesthetical beauty and strength while maintaining its impression as a maritime-focused settlement.  It has a collection of aquatic-themed sculptures defining each section of the city such as trade skills, banks and harbour that use a combination of polished white stone and jade-like glass with minor details adorned with gems e.g. the squid’s eyes by the banker across from the mystic forge.  The residents have a nice mixture of timber framed lodges and stone-clad houses which fit nicely into the maritime feeling in particular with some of the timber buildings being built from a ship’s hull (or at least designed to look like it was).  The fortress gives the impression of a formidable position as it continues the stone masonry creating high walls punctuated by a collection of canons finished in metal and gold that tie into the Lion’s Guard regalia which gives credence to one NPC’s line saying that “Lion’s Arch is the safest place to be these days”.  Outside of this, a tall lighthouse sits on the edge of the city as its bold rays of light circle around its central point giving the people of LA a means to help those looking to dock and be more aware than ever when a threat is upon them.  Overall, it is a significant increase in size and bulk that is somewhat different to how I believe it would work out. 

A combination of wood and stone give LA a particular feeling.  Screenshot taken 28/6/2015


LA being this ‘pirate state’ originally fit into its aesthetic with a selection of shacks, wooden structures and makeshift architecture from boats alongside a bazaar-like trade district.  This is why in my earlier post, I wished for a North-African souk/bazaar feeling as I feel it would instil a feeling of business and life into the area.  That’s not to say that the current trade district doesn’t have the potential to be loud under its glass sea-life canopy, I just hope that place gets to be a bit chaotic from time to time; with NPCs peddling their goods and players running around achieving their goals for the day.  This follows into my thoughts about the landscape of the main areas in LA which feature an ordered array of houses and offices against a white stone formation.  This place to me feels like it’s been ‘colonized’ akin to the British Empire days where places like the West Indies would have their ports and architecture heavily influenced by their ruler’s design.  Although at first I was on the fence about the look, I feel that it does make sense when one considers the story, as LA has become a place that has seen its fair share of conflict and an external organisation (Consortium) has paid for its reconstruction.  So, by welcoming our new overlords, I’d like to talk about what I enjoy about the new LA. 

The spaces feel properly landscaped making open spaces feel relevant against the urban feel.  Screenshot taken 28/6/2015


Lion’s Arch is a lovely piece of landscaping which looks to create a good mix of tall structures, residential blocks, green spaces and artistic sculptures that all fit into the overall aesthetic.  It does a great job of bringing together an urban environment within a rural setting which the racial cities haven’t really experimented with to this degree.  I believe it’s something that is very much similar when we look at the development of town planning in the 20th century with Garden Cities and New Towns. 

The Garden City and its concept of urban living in a rural environment.  Image from http://www.morrissociety.org/ accessed 29/6/2015


Ebenezer Howard’s vision for a Garden city was created towards the end of the Victorian age where the desire for industrialisation was closely followed by the increase of designated parkland and green-spaces as concepts like ‘jogging for pleasure / fitness’ started to become more apparent.  The idea of having factories fitting into a backdrop of rolling fields and wooded areas was commonly seen in concept work, finding its way into a couple real world examples with Letchworth and Welwyn in the late 1800s / early 1900s in England.  Garden Cities found a new lease of life after the Second World War due to the creation of New Towns with my home town, Harlow, being developed from 1947 onwards.  The ability for services, shops, residential blocks and communal spaces of an urban design being wrapped in a mixture of green verges, fields and forests is something I’ve greatly appreciated during my time living in this environment.  The fact that I can sit in the town centre and see 2 wooded areas, rolling hills and horses trotting around a field is something I’ve rarely experience elsewhere when it comes to a town and / or city.  Taking some time to review the new specialisation system made me have a similar feeling sitting on a landscaped piece of grass with a tall urban city present around me. 

(Right) Harlow Town centre (Left) green hills and woods.  Image from Google maps c.October 2014.  Image accessed 29/6/2015


Overall, I would say I’m happy with the design of the new Lion’s Arch.  It fits into the new identity of the city and it’s created some nice new vistas (visually not mechanically) which make for some lovely screenshots.  That being said, I still would like to see a bit more NPC life being brought into the place which potentially could be solved with some living world updates or short-term celebrations being held in LA. 

A spot to watch the world go past while I figure out my new engineer build.  Screenshot taken 28/6/2015



As a rough end-point, I’d say the patch is pretty cool and the Karka exterminate collection has created a nice incentive for people to explore the new city while gaining a very useful item in return.  If you’ve played GW2 in the past, it’s a pretty cool time to return.  

Monday, 22 June 2015

Blog: New Ventures and General Thoughts

These last couple weeks have been a bit all over the place for good reasons.  After a year and a bit of doing primarily freelance work I got offered a job which I am enjoying a great deal.  It has allowed me continue my work within the heritage sector while continuing to grow my people skills; of which I’m interacting with from lots of different national backgrounds.  In essence, this work is very similar to my small local museum, just on a much larger scale. 
This job has required me to commute for a relatively large distance (~3 hours a day) but it has allowed me to have time to think about new topics and ways to discuss ideas through the duality of architecture and video games.  Well, I would say that but there has been a couple other things on my mind thou.  First of all, I have ~160 years of maritime history to learn alongside local history which has occupied a decent amount of time and secondly I’ve kind of been tripping over thoughts I’ve already brought up.  To give an example, commuting has got me thinking about the occupation of space in transit which I’ve pretty much talked about 3-4 times at this rate so it’d probably be best to leave that alone for a while.  So what I thought I would do is give a couple ideas I’m working on with some brief notes and we’ll go from there.  As the title suggests, think of this as a typical blog over regular stuff.

Facades
I’m currently working in the area of Greenwich which has some great pieces of architecture nestled within its borough.  One piece I have a particular interest in is the maritime museum which has a fantastic façade with its pronounced pillars and wings accenting the main building.  This got me thinking about two things: the grand buildings made in games full of design and intricacy that are primarily used to wow the audience and the everyday building that fills sandbox city games like grand theft auto.  I’m more inclined to talk about the everyday buildings but I need to play some recent titles like GTAV or Watch_dogs to build up a better assessment. 

Transitions
This one is a bit more abstract but pretty much I’m thinking about the process of moving from one space to another.  This was somewhat influenced by the recent play through of Dark Souls by Extra Credits as the game does doors pretty well with its overbearing doors requiring effort from the player to open.  I’ve got a selection of games I would like to talk about this so I will probably be looking to do this next. 

Layered design
In terms of video games, it would probably be better to say “verticality” but I felt that would associate the subject with tall structures.  What I was thinking about was the different between architecture being built on top of each other and the spaces in-between them, creating new experiences.  This was inspired from my travels on the Docklands Light Railway which tends to travel on a multi-layered track which is visible to the everyday traveller.  A game like Deus-ex: Human Revolution comes to mind when talking about this as its hub towns feature a great deal of these concepts, but as with these other subjects I would like to get some more knowledge of the subject. 


So that’s everything to do with me at the moment.  Things have been really busy recently and I wanted to write something to make sure I didn’t just stay mute for two weeks.  Hopefully this will give an insight into my thought process and see what’s to come.  

Tuesday, 26 May 2015

Thoughts on Rebuilding Lion’s Arch, Guild Wars 2

So I’ve been playing Guild Wars 2 over the past couple weeks to the point where I’ve got into the mentality of pre-expansion clear-up.  This generally means finishing up on little things you want to clear (gear, certain achievements, living story) before you’re hit with a large amount of content.  Because of this, I haven’t really been that engaged with Tyria recently, but a recent change to the city of Lion’s Arch perked my interest enough to talk about it. 

The lighthouse has seen its fair share of damage over the past couple years.  Screenshot taken 23/5/2015


Lion’s Arch has seen its fair share of damage over the 2-3 years of playtime with its most significant attack coming at the end of season one of the Living World.  It’s been left somewhat scattered and broken for over a year now and there has been a decent discussion about whether it should be rebuilt; with some believing it would undermine the factor of destruction and the toll it took on those who chose to defend the city.  Regardless, there has been some stirrings in Lion’s Arch recently and the Consortium (a corporation involved in Southsun Cove and the Fractals of the Mist) have footed the bill to rebuild the city and reignite some prestige into it.  It’s an interesting story with the potential for it to backfire but for now I want to look at what they’re doing from an architectural point of view. 

Construction slowly starts above the WvW portals.  Screenshot taken 23/5/2015


On the surface, one could say that there isn’t a great deal to look at when it comes to the current level of construction.  There are a great deal of scaffolding up with a wooden frame against a metal mesh and masonry that are focused in at 2-3 sites around the city.  These sites are quite tall, using airships to move in large curved formations giving the impression of a large rounded tower to be built overlooking the current Asuran portal gates to the major cities of each race.  Reading the blog post, one sees why these structures are being put into place as follows:

“The plan of the city leaders is not to attempt to fully restore the landmark as it once was, but rather to implement an enhanced design that will more realistically serve the Tyria of today. In light of the lessons learned from the Scarlet Briar and her massive airship drill, the Breachmaker, the city will be a more fortified city, with a design intended to protect citizen and visitor alike.”

The airship brings in a large piece of wall for the construction of a tower-like building.  Screenshot taken 23/5/2015


A tower of such height of course gives the city the ability to see threats from afar and the structures being curved diminish the potential weak spots of a square or flat frontage building.  That being said, having tall, imposing structures give the potential for them to impose onto the city itself disrupting the original feel of Lion’s Arch in Guild Wars 2 being this pirate run city and not a capital with a standing army.  The events of the Living Story may have changed this, but I still think it’s important to make sure these potential structures don’t stand out beyond the rest (A bit like Brutalism and how some structures are considered concrete monstrosities). 

Artist impression of what the new Lion's Arch could look like.  From https://www.guildwars2.com/en/news/lions-arch-construction-nears-completion-new-player-poll-announced/ accessed 23/5/2015


Looking at the blog, they did show a couple impressions of what could be going on in Lion’s Arch but I don’t really feel connected with them for a couple reasons.  First of all, I’m not too sure where this picture would fit into Lion’s Arch at the moment.  I think I would need a couple perspective / axonometric shots to truly come to terms with what they’re looking to do.  Second of all, I don’t feel a sense of centralisation which is a bit harder to pin-point when it could it said that Lion’s wasn’t centralised in the past.  What I’m looking for with this rebuild is a means of people to connect through either a route or an action; like the forge square previously where people would pass through to access their bank, TP or crafting professions while also being a route for people to go beyond the city into the world.  Because of the setting, aesthetics and previous interactions with other organisations in the world of Tyria, I do feel there’s a way to do this well through the creation of a bazaar or market-like square akin to the Mediterranean / North African settlements that trade from its docks to its markets. 

Souk of Marrakech.  Image from http://www.tripadvisor.co.uk/ accessed 25/5/2015


Places like the Souk in Marrakech are a melting point of culture, art, food trade and social interactions that creates its own mini-settlement for all to enjoy.  The basis of the land may be calm, but the stalls are awash with colour across the spectrum to delight the eye and inspire the mind.  The act of trading is not just a matter of transaction, but a social event through introductions, haggling and the purchase which sums up the level of interactions one experiences in such a place.  This is what I would love to see come into the more pedestrian areas of Lion’s Arch; creating an environment that gets people to interact with from a sociable point of view as well as movement.  The city is kinda half way there when it comes to the current mystic forge spot, but I feel that if Lion’s Arch is going to have a remake I’d love to see an injection of mercantile chaos into this fray.  Whether players would warm to such an idea is of course something that is unknown before implementation, but much like my previous post on player housing, we can create architecture through more than just bricks and mortar. 

The pirate council of Lion’s arch have given the city a great sense of character to me coming to Guild Wars 2 as someone not involved with the series previously.  Its reconstruction led by the consortium showcases a great deal of potential for the city; I just hope that the character from its pirate / mercantile backgrounds shines through against the fortifications in progress. 


Time of course will tell.

Monday, 18 May 2015

Returning to Path of Exile: Hardcore League, Knowledge and Architecture

So my last couple weeks have been a bit all over the place….

I originally planned to continue my Building in Starbound mini-series but I’ve come up against a couple things that I feel are important.  First of all, I don’t have that many resources available to me, especially with the recent update I’ve had to get back to my Homebase to work from my foundations.  It’s been a bit all over the place so I felt that I couldn’t really do something to the quality I was looking for with it.  I did look into using my older Terraria save, but there are a couple functions that I much prefer in Starbound such as augmenting existing blocks into something else e.g. glass block with frame for a window. 

There has also been the factor of some things I’ve found quite interesting recently and of course it’s much easier to write about something you’re enjoying rather than half-arsing it.  I do want to return to it in the future but I think I should spend some time re-educating myself about the practice of drawing building features before trying to replicate it in a virtual world.  In the mean-time, I have topics outline for the next couple weeks so should get back on schedule quickly. 

Without further to do, let’s talk about Path of Exile….

My first character from PoE.  Rather under-powered in comparison to my current play-through.  Screenshot taken 17/5/2015


I originally played PoE early 2013 coming off of playing Torchlight and getting a lot of enjoyment out of it.  ARPG’s had never been a genre I had played in the past, but by this point it was becoming a genre I could see myself playing for years to come.  I played a Templar which is a character that can naturally fit between the physical strength and magical caster to which I took a tanky ‘sword and board’ approach with elemental melee attacks.  I got a lot of enjoyment out of it, but it lost my interest in the later levels as it started to take a decent amount of time to clear mobs and I kinda wasn’t as tanky as I once thought.  Since then, I have become more aware of the game’s mechanics and with the announcement of the expansion the game has perked my interest once again.  This time however, I wanted to take a different approach. 

My current Templar with much higher dps while still keeping similar hp.  Screenshot taken 17/5/2015


I watched videos on the game from YouTubers such as ZiggyD, trawled the wiki and used the PoEBuilder to see how one can tailor a character and after playing through a couple new characters in ‘softcore’ I decided to go for it and make a character in the ongoing (or previous depending when you read this) Hardcore 1 month league.  I made a Templar again, but this time I looked to use projectile magic with buffs and totem summon with a nice mixture of stats for both defence and offense.  I was aware of the resistance reduction during the difficulties so planned accordingly, focused strongly on a core set of skills rather than lots of different ones and built regeneration to make sure that I wouldn’t be held back too often in terms of efficiency.  At the time of writing this, I’m half way into act 2 on Cruel difficulty and although I’ve had a couple close calls (~5% hp or less) I’m still holding on.  To the well versed PoE player, this isn’t anything special, but for me this means a lot as it took something to want to play in a mode where everything’s on the line.  Being cautious in the hardcore league has made my take on certain situations a bit slower, but as a by-product of this I have been able to take in the surroundings and see how much is going on as you traverse the landscape.  One such place was the Lunaris Temple with particular mention of level 3. 

Gold detail, smooth decor and sewers of blood throughout the lower Lunaris Temple.  Screenshot taken 17/5/2015


Lunaris is a place of contrast at heart within the bleakness of Wraeclast.  With grand walkways and golden motifs wrapped in quality cloths accenting the bold colours it gives the impression of a once powerful empire holding residence.  As you descend thou, you see Piety’s work (the boss of this location) created from a swarm of bodies and the blood runs dark red throughout its sewer system that perfectly back-up the array of miscreated beings that look to attack you as you progress through the area.  The gold and cloth are still there, it’s just being saturated by the blood creating a contrast that makes a piece of architecture seem so bleak and disgraceful have its own beauty.  This contrast is a narrative of architecture that has taken the building materials, the cladding and the décor and made something new of it.  Darkness, grit and grey can seem boring in many games but in the right hands (like with architecture) so much can still be done with its aesthetic.

Finer things in life within the Lunaris Temple.  Screenshot taken 17/5/2015


Being someone who finds Brutalism a fascinating time of architectural design, I very much hold this opinion that this bleakness can inspire and morph into something special.  Brutalism is often regarded as concrete monstrosities due to their concrete construction and greyish look, but through human interaction it has its own appeal.  Places like the Barbican Centre in London encapsulate this by being grey and concrete while adding different levels of high-rise, gardens, water and larger form walkways than your average tower block. 

Barbican Centre, London.  Photograph taken 14/02/2010


That being said, I wanted to find a piece of real-world architecture that encapsulates the Lunaris level 3 map and I feel that this does it…

A bone chandelier at the Sedlec Ossuary.  Image from Wikipedia 18/5/2015


The Sedlec Ossuary in the Czech Republic is a piece of architecture that makes bleakness and morbidity beautiful as it creates art through its bone collection.  Its chandelier, candelabra’s fixtures and various other items are all made from bones of the dead to around 40,000 remains (if Wikipedia is to be believed, unfortunately I’m not sure on the number myself I thought it was closer to 20,000).  On the surface, this place may seem outrageous or morbid, but its architecture has gone beyond its walls and created a narrative from it, much like Lunaris.  It’s in the nature of the ARPG to focus on the mob pulls and skill affects, but if you find yourself running through PoE anytime soon, take a second to look at the environment and think about what it portrays about what you’re doing and where you may be going.  I hope you found this interesting and good luck to those who choose to take the jump into a hardcore mode for the first time.

Let’s hope my Templar stays alive up to the end of Cruel at least.  -60% resistances is gonna be a bit of a bastard to deal with….



Tuesday, 5 May 2015

Retrospective RTS: Warzone 2100

So another week has passed and I have found myself without a time period to play Starbound for the purpose of this blog.  For you see, I usually look do organise content for this blog over the weekend ready for Monday, but this weekend I found myself blindsided by a hangover from not a great deal of beer which probably shows how long it’s been since I've ‘properly’ drank.  Just like with anything, it’s all good then one time it’s just awful =/.

Anyway, enough about that because I would like to talk about something I have been doing this past week and that’s playing the campaign of an old RTS game called Warzone 2100. 

RTS games have always been a staple of my gaming interests with titles such as Warcraft, Command and Conquer and Total Annihilation.  When I only had a PSX thou, there were only a few titles I could play outside of going to a friend’s house to use their PC but I battled through the awkward controls to find some great titles.  It was on that old PSX I first encountered Command and Conquer as well as its follow-up Red Alert, but one month there was a demo in the Official PlayStation Magazine for a little game called Warzone 2100 that kept me playing way beyond its perceived time-length.  Warzone 2100 was special to me because of what it did.  It had this expansive tech tree I had only previously encountered in a game like Civilisation and a highly customisable set of tanks using a relativity simple body/propulsion/turret manufacturing tool giving me the ability to make lots of different kinds of vehicles of offensive and defensive properties.  Around this time in my life, I had a large number of constructional toys like K’nex and Lego in which I would make custom objects like cars and bipedal robots so it’s natural to see how I could be enthralled by a system such as this. 

Warzone 2100 features a mix of vehicles, cyborgs, VTOL and Hovercrafts alongside a whole host of structures.  Screenshot taken 13/4/2015


Warzone 2100 originally came out in 1999/2000 depending on where you lived, but for me it wasn't until a couple years later when I had a PC to use myself and a good friend who let me borrow it over a period of a couple weeks.  This was a great time for me, because I got to see how far the customisation went and experienced things like VTOL crafts and cyborg manufacturing plants filling my mind with even more possibilities.  I would play skirmishes just to build lots of different kinds of vehicles and compare them to each other not really thinking about the AI or what affect my decisions made on the battlefield.  RTS’s like Command and Conquer were always great, but Warzone 2100 just had this unique selling point (to the best of my knowledge) where I feel the only thing that gets close is the wide range of units a game like Total Annihilation has (and continues to create via community support).  That being said, after my two weeks of playing I had greatly enjoyed my time doing this one thing but it would be many years until I saw this game again. 

The start of Alpha mission 1 starts the player on a small map where they progress throughout the initial campaign.  screenshot taken 5/5/2015


I originally found out about the wz2100 project during my time at university in the year 2009.  I had been discussing old games with a housemate and I could not for the life of me remember the name of this game.  I knew of its customisable tanks and nuclear war scenario but the name had completely eluded me.  Out of some sheer determination (or luck) I found out what it was from random YouTube video watching and quickly found out that it was still being updated as an open source program.  Since this day, I have played it ever so often (a bit like DK2 in reference to this post) but only recently have I actually played the campaign which has allowed me to have a new appreciation for this title. 

A couple missions later, the base has grow from your own construction and the map has greatly increased.  Screenshot taken 5/5/2015


In your typical RTS campaign, you will have a mission that features a map and you carry out the objectives in an appropriate manner to reach the end goal.  After doing this, you will most likely move onto a new map with new objectives and only have a rare chance to return to the previous map (e.g. early CnC Red Alert Allies missions).  What Warzone 2100 does is that during each of its main campaigns, it has a core map which gets built upon with the addition of ‘away missions’ to bring in a new map ever so often.  The core map keeps all your buildings, units and defensive structures where they were even in away missions where your base continues to manufacture vehicles, generate resources and gather research.  When you start the campaign you have a relativity small map of a few valleys and a single clear movement path, but by the 9th mission the map is around 4 times bigger where you've built multiple outposts across the zone signalling past victories.  It also keeps these earlier sections relevant, as in later missions the enemy retaliates with unit drops across the map requiring the player to bolster their previous defenses or position units accordingly. 

The manufacturing features a 3 point design with many different combinations.  Screenshot taken 5/5/2015


The away missions create an interesting twist on the ‘no base’ mission type with the addition of a transport that can carry up to 10 units every couple minutes to the away mission spot.  Add on top of this the continuation of production while away and you can (in a simple format in comparison to modern titles such as Planetary Annihilation) management 2 maps at the same time which I find thoroughly enjoyable.  In these missions, you don’t just grab a load of turreted vehicles, but mix in a building truck, commander node or repair tool to give your LZ a defensible position and increase your map awareness with sensory towers.  I've never been too keen on ‘no base’ missions in titles like CnC, but this feels great for the setting because it keeps that link of my available resources while still requiring me to make decisions regarding my troop movement. 

Starting off in a away mission, the LZ is being protected while the units scour the nearby landscape.  Screenshot taken 5/52015


So, in a rough assessment that’s what my previous week has come up with.  Warzone 2100 will always hold a positive memory for me and going back to playing it again recently has showed me how much a game such as this still has to offer to the player.  Of course, the great work of the wz2100 project has allowed this game to continue working with updates but I hope that in the future we can see a modern interpretation of this game.  Maybe we already have in some light (I kinda gave reference to Planetary Annihilation earlier) which if you know of please comment, but I just don’t feel I've all its components come together quite like it.  

Monday, 30 March 2015

My Modern Gaming Architecture: The Black Citadel

During last week’s retrospective on my influences from gaming as a child, I made reference to a piece of design that encapsulates my interests in the industrial aesthetic and engineered feel in the Form of the Black Citadel.  Today I want to try and describe what I think makes this special to me but first, a little context to its existence…

The Black Citadel is the main city for a bestial race called the Charr within the Guild Wars series.  The site in question originally played host to a large Human nation called Ascalon, which protected itself against the Charr through the construction of a large wall amongst other things.  It was an ongoing battle, but the Charr used a great power to cause great amounts of devastation to the land which became known as the Searing.  Over time, the Charr moved into the lands and construction of the Black Citadel started over the ruined remains of Rin, becoming the main post for the Iron Legion (one of 4 recognised Legion with the others being Ash, Blood and the opposing Fire).  In Guild Wars 2, players get to visit the Black Citadel as one of 5 racial cities and one neutral city where all are available to explore its contents. 

To come at the Citadel from a broad point, it’s mass of being this vast piece of connected metal and ongoing mechanical sound perfectly encapsulates the Iron Legion’s ethos of engineering, weaponry and pragmatic thinking while having a certain sense of beauty in the finer details.  It is my belief that pure function construction finds ways to create art through it just working; a little bit like Victorian age railway archways or similarly-aged greenhouses showcasing an aspiration to let people know it can be done.  You could imagine the Charr being proud of this structure, but due to their nature it may be to it being a continual reminder of victory over a previous enemy. 

Here are some words on specific parts of the Citadel that I find great. 

The Core
The Black Citadel and its main core looking from the Lion's Arch Portal.  Screenshot taken 30/03/2015


 As I looked to get setup to take these screenshots, I had to take my character from Lion’s Arch (the neutral city) to the Citadel via a portal.  This meant that my entrance to the Citadel was not via the conventional front gates that sit lower down on the ground but a higher side-entrance that roughly sits in the middle in terms of height.  Regardless of view, it presents you with a massive core that combines many sheets of metal to create a sphere that dominates the landscape.  Its exterior which creates this look is a suspended form that comes from a mass of supports that are dimly illuminated by the afternoon sunlight and torch-poles, giving it an almost golden look in the reflection.  This very much reminds me of visit the Eiffel Tower in Paris during my first year university trip, where during the late evening I stood underneath the tower looking up through the structure.  Due to lighting, the tower appeared orange in colour giving it an odd glow that I thought was brilliant. 

The exposed structure that keeps the shell of the core in place.  Screenshot taken 30/03/2015

 Going back to the core itself, the look of it makes me think of two particular things.  Firstly (and more relevant to my thoughts) it makes me think of and jet engine or similar rotary device that has been put into an explode view while it’s been stopped in time.  The Citadel features quite a few fans, propellers and doors that rotate in a similar fashion so it all fits into the aesthetic of an industrial feel.  The other image I get from this structure is that of astronomy as the orange pod-like blips in this context could represent planets revolving around a central being like a sun.  Although I do see this, I personally don’t feel much connection with the general aesthetic. 

Beneath the Eiffel Tower at night presents a similar feeling to the framework in the Black Citadel.  Photo taken 02/2009



The Bane / Ruins
The ruins being overlooked by the ever present Charr stronghold.  Screenshot taken 30/03/2015


To the rear of the Citadel the player is able to interact with areas that look to transition the space between the older Human ruins and ever-present Charr settlement.  The more obvious place for this are the ruins of Rin that around the west / south-west reaches of the Black Citadel on the much lower ground level.  A player interacting with this space will most likely come for the couple vistas and Points-of-Interest for map completion, but in their haste they may end up missing the vast contrast that the ruins sit in.  The small collection of upright sections of tower and crumbling walls are all but overwhelmed by the ever-present core and smog that looks to surround it like some kind of aura.  This example encapsulates the contrast between the ‘old’ and ‘new’, but where I feel it’s done even better is with the gladiatorial arena called the Bane. 

The Bane arena built without concern to the present ruins of their previous enemy.  Screenshot taken 30/03/2015
The Bane sits at the bottom of the main core of the Citadel in which fights between Charr (primarily Gladiums) are fought in an arena beneath an audience.  What makes this great is that the arena’s circle is interrupted by a ruined structure which was incorporated into the design rather than demolishing it.  It reinforces that feeling of victory as mentioned previous, but in this context could also refer a reminder of an ongoing battle with the Ascalonian ghost that continue to siege the land. 

The Forge

A melting pot of scrap and ingenuity that defines this place.  Screenshot taken 30/03/2015 


I wanted to end on this piece because the sheer scale of it continues to present the Citadel as this mass of industrial achievement.  The southern section of the Citadel is primarily a massive metal forge in which the player looks down from a high up viewing point and fly-over vista when activated.  This forge is not designed as much as formed together; with a vast amount of scrap metal littering the ground being instructed by a colossal metal crane that forms the material anew into the ever-increasing armour of the Citadel.  It’s an organised mess that keeps the cogs turning and machinery turning so that it remains the most prominent feature on the map to anyone who may gaze upon it. 


Last week I was able to see potentially how much my time with video games had influence my interests as an adult in terms of architecture.  Today, I wanted to see where my current gaming time fitted into this and whether my thoughts had changed in any specific way.  Naturally, I would say that I’m more aware of it these days and as such may be reading more into the subject than I would of normally.  That being said, I feel that what makes the Black Citadel a great piece of architecture in my eyes is that industrial, mechanical feel that features heavily in my younger days of gaming and its much lower textured brethren.  What I feel sets this piece part is the factor of context; with its ability to incorporate many years of lore so that its narrative comes alive amongst its aesthetics to create more than just a place in the Guild Wars 2 world.  As mentioned last week, a field is a field but the story creates architecture.  


*If you would like to know more about the Lore surrounding the history I briefly mentioned, please watch this Lore video by Wooden Potatoes: Guild Wars 2 Lore: The Fall of Ascalon