MMO and Gaming Blog from Tom Purdue. Its origins began in a journey through Wizard101 and grew to be much much more.
Tuesday, May 31, 2022
Moving on up in V Rising
Friday, May 27, 2022
Rising to Mid-Game in V Rising
When you finally reel in that Twilight Snapper . . . whew |
Living my best ratty life |
Learning to Grin and Bear it in Bear Form |
Now I'm looking like a friendly necromancer |
It took a few attempts. He was really good at lagging my computer tbh |
It's essentially one big room full of everything at this point |
Monday, May 23, 2022
Team Spode goes Vampire in V Rising
So after spending a good chunk of last year playing Runes of Magic as a vampire, I thought . . . let's do it again! Of course now I'm not playing Runes of Magic, now I'm playing V Rising, and it's super fun.
Last week V Rising launched, and its numbers on Steam went absolutely bonkers. The trend is up, and V Rising had 150k concurrent users in the past 17 hours. I was one of 'em.
Tipa was quick to set up a private server for us to play on, and soon after we started chopping down trees, cracking open rocks, and sucking the blood out of wolves and man alike!
My greatest fear as a vampire doesn't come from silly humans . . . it is from running out of blood, carrying silver, and the searing judgements of heaven every time I set a foot into the sun.
You can still survive out in the sun for a bit, but not for very long. Thankfully even a tiny pixel of shade can sometimes provide a nice escape.
Ultimately the name of the game is to simply follow along with the quest log in the top left hand corner of the screen. Just follow that and you'll be a master vampire in no time. Currently I'm stuck trying to build a throne so I can command my minions, socks and shoes, so they may terrorize the land.
But that's the catch, to build a throne, I need Iron Ingots. To get Iron Ingots, I need to have a weapon that can break iron nodes (which I have), and have unlocked the recipe for smelting iron. To unlock the recipe for smelting iron, you need to take down the Bandit King. To get to the Bandit King, you need to craft explosives to get inside his castle. It's that kind of layering on of requirements that makes this kind of survival game fun and keeps you playing for hours.
I've earned my wolf form, which allows me to run faster, but now it's time to earn my rat form as well. I'm thinking it most likely lets me sneak around unnoticed. Earning your rat form means you also need to fish for the elusive twilight snapper fish so you can spawn the rat boss you need to defeat. To my happy surprise, fishing this morning also produced a super cool straw hat!
It's too bad that straw hat doesn't actually provide any protection from the sun for me. I'd be the happiest vampire in all the land.
So far I'm loving this game and having a great time playing it. Better yet, I get to take it on with friends.
Happy Dueling!
Thursday, May 19, 2022
A Wonderland in VR: Down the Rabbit Hole
I've watched / played / experienced Alice in Wonderland in some incarnation or another maybe a dozen times? Maybe more if you count all the times I've been on the Alice and Wonderland Ride at Disneyland. In fact, most of that comes from the times when the only thing my youngest wanted to do was watch Disney movies over and over and over.
Down the Rabbit Hole is everything you'd expect it to be and nothing at all like you'd expect it to be. It's a VR game that relies heavily on the diorama view of the world where you are the disembodied camera looking down on a cute scene, and I do mean cute! It's a very charming world.
The really inventive "treat" we get as players comes from HOW you view these diorama scenes as you are literally climbing down a rabbit hole with each new puzzle you solve. There are vines you can cling on to in order to move up and down the scene. It's incredibly charming and fun.
Unfortunately with a title like "Down the Rabbit Hole," I don't know why, but I was expecting something a bit more sinister akin to American McGee's Alice circa 2000 where everything has a bit more of a sinister twist. This isn't that game.
This game is a VR puzzle game that is everything you'd expect from a game about the classic tale of Alice in Wonderland, and all the standard characters are present and accounted for. Re-playability for the game comes from finding all the invitation collectibles and in a branching story path with choices that basically lead to the same conclusions.
I have to be honest here though . . . thank goodness for quest walkthrough videos! I would have never realized I could grab the giant tart with my controller and physically hand it to the king's hand. I just wasn't making the mental leap needed for that.
All in all, Down the Rabbit Hole was a pretty charming game with an interesting presentation. Loved that you were actually playing a diorama styled puzzle that descended down a hole in the ground. That made for a really unique experience.
Happy Dueling!
Sunday, May 15, 2022
1, 2, 3 . . . it's Vader Immortal!
As per typical Marketing demands, the entire Vader Immortal suite of VR games was on sale when May the 4th was being with us. I obliged of course because, dude, getting 3 highly rated VR games for 15 bucks is totally worth it! Of course, finding time to actually play said games amidst everything else I'm committed to is a bit more difficult.
That said, there's really only about an hour of game play in each of the three games, which for most games out there would be a death nail in the game, but this is VR we're talking about. I'd lay down $60 for all my kids to have a VR experience at some random vacation resort and that'd be for a half hour of play at most. And that's the thing, when it comes to Vader Immortal you're paying for the experience of standing there right next to a life-sized Darth Vader holding his lightsaber menacingly right above your head. It's awesome.
Vader Immortal is not a difficult game in any of its incarnations, and they don't need to be. Just playing in VR can be difficult enough at times. I was reading a really great article the other day that talked about how much slower people actually move in VR, and I totally agree:
Even simple concepts need to be redefined for VR. For instance, players take things much slower in VR than they do in a flat screen game.
"People slow down so much [in Half-Life: Alyx]," says Valve's designer and writer Sean Vanaman. "That's in contrast to how fast your character moves in Half-Life games traditionally. You're very, very, very fast in those games, and at the furthest end of the bell curve on the other extreme is how slow people go [in VR]."
To those ends, when Darth Vader is training you to be his apprentice and is throwing giant rocks at you while you're learning to catch them with the force, you may take "damage" and he may insult you as being pathetic when you duck instead of catch the rock, but you'll never die and have to restart the chapter.
This makes the whole experience very much like living inside a Vader Immortal Movie in three parts. The only thing that sucks is they leave the whole series with a cliff hanger, so no . . . there's no Vader Immortal 4.
Outside of the hour of gameplay there is also a lightsaber training dojo game inside each of the Vader Immortal games, and that definitely increases the value of the games. The dojos are a good work out and each of them is slightly different than the next.
- The first dojo in Vader Immortal 1 really concentrates on the remote training droids made famous in the OG Star Wars with Luke Skywalker. You'll be deflecting shots back at the droids and slicing them in half.
- The second dojo you'll find everything you found in the first dojo PLUS wield force powers and use a saber throw that is incredibly satisfying. Chucking your lightsaber out and having it boomerang back to you is super fun.
- The third dojo is the most challenging of the bunch. You'll get training droids AND stormtroopers armed with blasters. Once you strike down a stormtrooper you can use the force to pick up his blaster and shoot things, so you end up shooting with your left and slashing with your right.
There were a lot of fun moments in these games, and at some point I may return to play through them again . . .just like I'd watch one of the star wars films all over again.
I captured some fun footage yesterday while escaping a tunnel system deep below Mustafar. I have to say, it's really fun to force choke storm troopers and throw them into each other.
Happy Dueling!
Tuesday, May 10, 2022
A Tale of three VR RPGs and the quest for good UI
I've been playing a bit of a VR game called Vanishing Realms over my lunch breaks. It's a VR dungeon crawl/puzzle/RPG, and apparently the guy that made it (Kelly Bailey) broke away from Valve and started a solo indie project of his own (Indimo Labs) to make the game. He's implemented a lot of changes and updates over the years and even made an expansion to the game, which as of last night, I'm ready to download.
I've also been playing a bit of a VR MMO named OrbusVR. As I described it to one of my co-workers the other day, "It's like they slapped a Zelda Windwaker styled Mii theme over the top of VR chat and made an MMO." I'm level 8 and climbing.
And of course, I wrote about In Death Unchained back in April. It's firstly a procedurally generated VR Dungeon Crawl and secondly a VR Tower Defense game. In other words, the genre of "VR RPG" has been on my mind in one way or another from three games, which in reality are entirely different from each other.
Vanishing Realms has two movement modes: 1) teleport method and 2) joystick movement.
The teleport method is very familiar in VR games, and all three of the aforementioned RPGs all use this in one way or another. Basically you move your joystick in a direction and the camera teleports to that spot in the VR world. In Death Unchained is extra slick because you shoot your arrow at a spot to teleport.
Overall, joystick movement just isn't something I've seen used often, so today I tried it out in Vanishing Realms and WOW! It's super vertigo inducing. Mind you, it warns you of this when you select that option, but it took me quite some time to stop feeling a bit dizzy from it, and I'd say I have pretty good sea legs. *shakes head* It was surprising.
Eventually it was a combination of teleporting and joystick movement that worked best. It's kind of crazy I'd inflict that upon myself, but you just can't beat the joystick movement for when you do melee combat.
Another feature you'll find, well quite honestly in all RPGs -- VR or not -- is player inventory. Right? What's an RPG without a place to stuff your myriad of collectibles? Comparing and contrasting inventories from the three games is interesting. So far I like Vanishing Realms' way of solving RPG inventory a lot better than say how they do it in OrbusVR. In Orbus, they have a hybrid stash-on-your-person inventory mixed with a standard 2D MMO inventory UI that pops up in virtual space.
Conversely, in Vanishing Realms, if you look down at your waist, you have a number of backpack slots to select from. These slots categorize your inventory into "type." There's a bag for miscellaneous items like a torch, a pick, an apple, etc; a shield bag, for . . . um . . . a shield; a melee weapon bag; a ranged weapon bag; and a magic weapon bag. What's interesting in this system is that swapping is a bit complex. Sometimes you actually have to stash items before you select new items.
It made me start thinking about how I'd love to find a VR game that elegantly solves the RPG inventory issue. I guess when I compare both Vanishing Realms and OrbusVR to the procedural dungeon crawl of In Death Unchained, the answer really is to keep inventory as bare and minimal as you can when it comes to VR.
For instance, if you find a new type of arrow in In Death Unchained, you slot it invisibly into your bow where you can store 4 different types of arrows. That's it. Outside of that, there really is no inventory. Gold is just automatically put into your backpack and there's nothing else to worry about . . . no keys or torches or anything. aka Keep It Simple Stupid (KISS) philosophy.
The one thing you lose with a system like that of course is that MMORPG people just like hoarding and collecting stuff, lots of it, and they want it accessible at any time in any location.
I have to say that sloppy UIs that pop up in a virtual space leave me with a bad taste in my eyes. Poor OrbusVR with its chat dialogs popping up and overlapping quest completion notices. There was a wacky, running chat box floating all the way up in the air at a hard to read angle. I don't know. It felt like if there was a case study for what NOT to do with UI in a VR game, OrbusVR would be on that list.
Now as for combat, OrbusVR had all things and everything depending on which class you played. There's a gun-slinging musketeer, a gesture based wizard class, a sword and board class, a bow class, etc. etc. Conversely In Death Unchained is just the bow and a shield, and that's it. It's super focused and what they do, they do well. Vanishing Realms doesn't go quite as far in what they offer for combat (no guns), but they have sword and board, two-handed axe swinging, and a wand that, quite frankly, feels freaking amazing to use . . . until you run out of mana.
Probably the coolest thing about Vanishing Realms is that the combat doesn't feel as faked as it does in OrbusVR. You block sword swings from your enemies with your shield and they attack from a number of directions. It all feels very gladiatorial.
I did a little digging after playing this combat style, and I started reading around. Apparently if you like the gladiatorial combat in Vanishing Realms, then there's another game called Gorn that may be up your alley. It's a fighting game from the advertising, so . . . might be cool, but doesn't look like an RPG. I'll have to keep it in mind.
So, there you have it. I've been playing a few RPGs with my Quest 2 headset and having some fun with it. If you happen to have a VR RPG that you would like to recommend, please send it my way. I'd love to try it out. (It would be cool to compare and contrast the Zenith MMO to OrbusVR.)
Happy Dueling!
Tuesday, May 3, 2022
Astrobot and Lucky's Tale -- two peas in a VR pod
It's hard to think of something made in 2016 as being the OG VR Platformer, but really the Oculus Rift has only been around since 2016 and that's really when commercially viable VR headsets started to become available. (Shhh Nintendo Virtual Boy fanboys . . . just lemme call Lucky's Tale an OG VR Platformer, ok?)
A couple years ago when we all went into lockdown for Quarantine, I discovered a love for Astrobot on the PSVR. I was legitimately kinda losing my mind in lockdown, and Astrobot was the perfect escape. It felt like on some of those levels, I could just lean back and enjoy the digital world around me, and you can't escape the similarities between Lucky's Tale and Astrobot when you play them.
In Lucky's Tale and in Astrobot, you, as the camera, float along behind the hero of the story on a track. This is completely different than say how platforming is handled in the game, Moss, where you are viewing the level from a darkened side view. Lucky's Tale and Astrobot both have a really charming and cute hero that gushes with personality, and of course, they're both VR Platformers.
I need to find a better way of recording gameplay from Oculus, but for now, here's a little "silent" movie of some Lucky's Tale Gameplay. (btw, I should make a side blog post about how awful VR gameplay footage is to show around . . . it doesn't capture the essence at all and always ends up super jittery or super zoomed in . . . ugh)
A friend of mine was talking about the ingenious use of VR's ambionic sound in Astrobot. For the layman, that means when a hidden robot is sitting in a location saying "help me," you get a sense of direction to where they are hidden in the level. I wish there was more of that in Lucky's Tale. It's just done better in Astrobot.
The obvious difference is that Astrobot uses the playstation controller, and the input for Lucky's Tale is done through your two hand controllers. I do think that both are successful in using the controls in clever ways, however. In Astrobot you can fire ninja stars and grappling hooks with the touchpad. In Lucky's Tale, you throw bombs and use headset view positioning to target.
Another obvious difference is that Lucky's Tale is much shorter than Astrobot, but also came at a lower price point.
Both characters from Astrobot and Lucky's Tale were charming enough that they both got a sequel game. Astrobot introduces everyone to the PS5 in Astro's Playroom and I wouldn't doubt that there will be an Astrobot 2. Lucky's Tale has the Super Lucky's Tale and the New Super Lucky's Tale on the Switch. Interestingly enough, neither of these follow on titles are in VR.
Ultimately I liked both games enough that I kind of want to try both Astro's Playroom and the New Super Lucky's Tale.
The next VR platformer game I need to take a look at is Carly and the Reaperman. I'm loving this genre of VR game enough that I feel comfortable in exploring around here . . . perhaps enough time has passed that I can even give Moss another shot?
Happy Dueling!