• Disney-Frozen-Logo

    So I finally got around to seeing Frozen.  Yes, you can pick your jaws up off the floor, I know it took me a while.  But I’m not a young spry chap with infinite free time that can see every animated film that comes out like I was back in college.  But those who know me know that I am a lover of all things animated, so I felt that writing a short review and sharing my thoughts on the film.  Why? Because it’s my blog.  And I have a whole category over there on the side clearly labeled “Cartoons & Anime”.  That’s why. Is that not enough?

    The Premise

    For those who aren’t familiar with the general plot of the story, it revolves around two sisters: Elsa and Anna. When Elsa was born she was gifted and/or cursed with magic over ice.  However, after an accident with Anna, her parents try to help her learn to control her powers. By locking her in their palace, and letting no one – not even Anna – interact with her until she has mastered her magic.  But the parents die, as they do in Disney films, and now Elsa is left as the Queen of their small but prosperous kingdom. However, during the coronation Elsa looses controls of her powers and is driven out by fear to the north mountains where she builds an ice palace in her own private idaho ice kingdom completely unaware that her actions have left the kingdom buried and frozen in a deep snow in the middle of summer. Now Anna has to try to convince her sister to thaw the kingdom.

    It sounds REALLY simplistic, but actually it constantly messes with your expectations and rarely do things like this stay so simple.  Treason, treachery, trolls, and snowmen also make appearances and often not where you expect them.  I don’t want to go into much or else I’ll spoil some of the awesome of the film but the film does a great job of screwing with your typical “Ah of course it’s Disney” stereotypes and tropes.  All the way down to the ending and how the plot is resolved challenges the way you would think a film like this would play out.  Honestly, it feels more like a Dreamworks story but the classic Disney quality to it and next to zero pop culture references (Seriously, Dreamworks. Tone that **** down.)

    The Visuals

    Gorgeous.  That’s all I can say.  Starting back when Disney Animation put on Tangled, I think they really hit on something with the overall emphasis on using facial animation to depict emotion.  It added an energy to the characters’ expressions that you didn’t see in a lot of other CGI films.  Combining that with the enjoyably cartoony body movements and you honestly have some of the most delightful characters to watch on screen in a long time (in my opinion at least.)  That same energy is brought to bare in Frozen, emphasized on the emotional turmoil that Elsa goes through over the film and the manic pixie girl like tendencies of Anna.  It’s an animated film that’s fun to watch and re-watch just to look at all the little details that each character has in a scene.  Something I’ve missed since the later seasons of Jimmy Neutron on Nickelodeon when the animators started really having fun putting gags in the background or with characters that are not the center of focus for the audience.

    Of course, I’d be called on it if I didn’t bring up the overly emphasized clipping errors that have been making the rounds on the internet.  Yes, Elsa’s hair clips through her arm at one point.  It’s not even a half second long and unless it’s been beaten into you by sites like Tumblr or wherever it’s being passed around you wouldn’t likely notice it. Honestly, I barely noticed it all even knowing it was there with all the other glorious visual being poured directly into my eye balls.  Like the ICE.

    Oh geeze, if there was ever a reason to buy a Blu-Ray player, watching this movie in high definition just for the ICE is going to be worth it.  Even in theaters the fractals of ice just look gorgeous.

    The Acting

    Honestly, this is probably where I have the least to say.  I’ve never been a huge critic of actors.  Everyone did really well here.  That’s about all I can say.  If there were any shows stealers it would be Olaf the Snowman voiced by Josh Gad who turned in an amazingly happy over the top and blissfully innocent snowman.  Honestly, we were astonished about how darn loveable that performance was.  Kirstin Bell (Anna) and Johnathan Groff (Kristof) turn in performances with a great chemistry between the two with well timed oral jabs at each other.  Idina Menzel as Elsa was…  well that’s complicated the more I think of it.  She does the high drama moments incredibly well (Not surprising for a Broadway star) but in the less tense moments felt a tad… meh.  It may be partly because outside of the fervent emotional turmoil, Elsa doesn’t have a ton going on as a character, especially in comparison to Anna who deals with her repressed worldview, her is she/isn’t she evil relationship with her sister, and her spontaneous and insane love life.  Elsa is just a bit more of a one trick character.  But that one trick is rendered masterfully.

    Other Things

    You know the theory has been passed around that Elsa’s story in Frozen is very much akin to dealing with a mental illness, and more specifically depression.  As someone with a mental illness, I can say that yea. There IS a lot of that. It did strike a serious cord in parts with things I’ve experienced in my own life.  And it handles them well.  Repeated phrases like Don’t show, don’t let them know and the insistence of just trying to control it. After all how many times have someone heard “Have you tried just being happy and stop being depressed?”  The message continues with the idea that no matter how bad, or how awful, or how much damage you might unintentionally cause – there will always those who care about you. Be it family or friends.  It was a nice message that really made me feel warm fuzzies walking out of that theater and I won’t lie – I teared up more than once.  (Okay, fine I tear up at the drop of a hat. I was flat out bawling tears at the end of Metal Gear Solid 3.)

    So would I recommend the film? Absolutely.  No matter how old or young you are there is something wonderful and powerful to be found in this film.  I have been beaming about it since we saw it and I don’t imagine my utter dumbfounded shock at how amazing it was will subside anytime soon.  So yes, go see Frozen. Do it.

  • ffxiii-logo

    In this post I will be talking about the ending of Final Fantasy XIII and the plot overall.  If you wish to avoid spoilers about how the game ends, I would stopping right now.  Back there.  No, not here. Over there.  That period you reached? After the word “now”? That’s where you should have stopped.  Yes, that’s it. Wait, you’re still reading aren’t you?  Okay, well, I warned you.

    So with Gran Pulse in the rear view mirror it’s time to head back to Cocoon and finish this whole thing.  But wait, isn’t that what the villain wants?  Why would they do that?  All they had to do to save Cocoon was just sit on Gran Pulse and live out their lives there.  Or get crushed by a giant turtle. Again.  So why go back?  Well, the game offers a few reasons for it.  One is that if they didn’t go back, they were essentially dooming others to their same focus.  That was a big one because it leads to their ultimate resolve to “save” Cocoon by ending the rule of the fal’Cie.  By killing them.  It really didn’t seem too logical considering that killing the fal’Cie – especially Orphan – is dooming Cocoon to plummet to the Gran Pulse and kill everyone right? Well, the answer is kind of embedded in the themes of the game.  The idea that humans are always capable of moving forward, building their own destiny, and never giving up is touched upon repeatedly.  Ultimately, the hope seems to be that by removing the shackles of the fal’Cie even at the cost of destroying their home, humanity itself will persevere. At least that’s what I took away from it. They may not save “Cocoon” the giant ball of land, but they’ll save “Cocoon” the people.

    Of course that’s not the only reason they had to go back to Cocoon.  Barthandelus is pretty much putting all his cards on the table by manipulating the military into attacking Eden to assault Orphan, who’ve they’ve been led into thinking is the fal’Cie that enslaved their leader AND Barty has awoken and unleashed all the Gran Pulse nasties on the Ark that you spent hours hanging out on earlier.  So the Gran Pulse baddies are killing the people, the military is going after the fal’Cie that’s gonna drop Cocoon onto Gran Pulse but they don’t KNOW that…  Essentially, it’s damned if you do and damned if you don’t.

    Thanks to the protagonists intervention however, the military is mostly diverted to helping out people (the military that isn’t turned into crystal monsters) and it seems that overall that is what helped make sure that a lot of folks survived when Cocoon drops at the end.  Oh, did I mention that Cocoon DOES fall?

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    Yes, after facing off and finally killing Barthandelus (or so they think), Barty seems to merge with Orphan giving “birth” to some three-faced monstrosity.  It then proceeds to try and force Fang to become Ragnarok, a monster of incredible power, to destroy Orphan-tandelus and blow up Cocoon.  Faced with the choice of becoming Ragnarok or seeing Vanille die, she chooses Ragnarok.  Meanwhile, everyone else has turned into Cieth zombies. But in the midst of Fang-narok’s rage, the heroes are visited by visions of all that they struggled through and overcame through their journey, and BAM! No more Cieth Zombies.  And honestly, there is never given any sort of explicit reason why this happens.  Oh you can infer from the fact that they have whited out “burnt” l’Cie brands that something happened involving their focus. Most interpretations I’ve read is that they overcame their curse by sheer willpower of how much inner strength they had built over their journey. Hence seeing all the hardships they overcame in the flashes.  Other theories stand that it was Etro who intervened, but the official answer says that doesn’t happen till a bit later.  Ultimately, they overcame their focus and found a new one.  A rather ambiguous focus of them all smiling. So a happy ending.  Their focus is to have a happy ending now.

    Actually, that works for me.  We’ve seen twice that humans possess the power to make their focus whatever they want if they have the fortitude and faith to do so.  So why not?  Anyway, the team is re-assembled and Fang calmed down, its time to kick fal’Cie butt.  Barty and Orphan both go down and Cocoon starts to plummet.  And our heroes?  They hope for a miracle.  Yes, that’s right.  They kill the thing holding Cocoon up and then hope for the best.  Honestly, as much as I defend this story that’s a pretty WAFFy Anime facepalm moment for me.  Luckily, Fang and Vanille DO have an idea what to do.  THEY turn into Ragnarok.

    See the story went that Fang and Vanille were always supposed to turn into the beast together, but Vanille was scared so Fang did it alone, hence why her mark is burned out but Vanille’s isn’t.  It’s also why the attack on Cocoon hundreds of years failed, and why Fang-narok alone couldn’t do anything to Orphan.  But together, Ragnarok is fully powered and able to do amazing and miraculous things that no normal human could do.  Ragnarok then dives into a massive volcano in Cocoon, spilling a pillar of lava below the falling sphere.  They then turn the whole thing into crystal and envelope the whole thing in a crystal cradle to hold it aloft.

    The interesting thing I found about this was the way the crystals formed was very much akin to the way everything was turned into crystal when Animus, the fal’Cie in the Bodhum Vestige at the beginning of the game, died or completed IT’S focus (because as it’s been established, fal’Cie are bound to focuses as well, but lack the free will of humans to do anything about it). Does this mean that Ragnarok is a fal’Cie or of fal’Cie like power?  We’re never really told much about Ragnarok other than it was the ultimate monster to destroy Cocoon both at the present and during the War hundreds of years ago.  But it’s not summoned the way the eidolons/summons are.  Two l’Cie are tasked with transforming into the creature.  So it’s certainly possible that Ragnarok is a fal’Cie created by merging two l’Cie together, or of an ascended l’Cie like “Fang-narok”.

    Then finally at the end we have a glimpse of Etro’s actual involvement in the story.  After saving Cocoon through Fang and Vanille’s sacrifice, the rest of the party is turned to crystal for fulfilling their new self-appointed focus of saving the world.  However, they are turned back into flesh and blood along with Serah and Dajh (Sazh’s son), with their l’Cie brands removed entirely.  This is the action of Etro intervening as a reward to protecting human lives.  Of course, Etro piercing through from the Unseen World (Dead Land) to the Seen World (Not-Dead Land), is what allows the Chaos in the Unseen World to spill out and kick start the plot of XIII-2.

    So now at the end of the game and looking back, how was it?  Well, I’m not going to claim it was the best Final Fantasy game ever.  That title still belongs in my mind to the sixth installment.  Still, I don’t think this game is deserving of the completely and utter spite it gets.  The characters are far from flat, displaying a range of complex and difficult to deal with emotional struggles and trying to come to terms with both their faults, regrets, and fates.  They each develop and come to terms with things in their own ways, sometimes subtle and sometimes dramatically.  Sazh being given the choice to kill Vanille for costing him his son, Lightning facing the fact that her way of thinking is setting Hope on the path to becoming a murderer, or Snow having to deal with the fact that he isn’t an invincible hero and can’t always save people.  All of which I felt were handled magnificently.

    Where the game really hurt was the sometimes frustrating game of keep away the plot plays.  Not explaining everything in favor of a situation where no one has all the cards, and you never know if someone is lying or telling the truth. This is used to great extent with characters like Vanille, and handled horribly with characters like Barthandelus.  The game requires an extensive amount of in-game and out-of-game reading and knowledge that it often felt like watching the later episodes of Neon Genesis Evangelion (Another series where the plot is actually fairly simple but is obscured heavily to the point of utter BS.)  To compile the problem is the pacing, in which it takes 25-30 hours of gameplay to find out what the villain hopes to actually achieve.

    The saddest part is that it makes a rich and fantastic mythology very difficult to get in to.  The Fabula Nova Crystalis has a great narrative to it but this first game does very little to deliver on it.  And really it all comes down to scope I think.  The story is centered entirely on the six main characters, and their perceptions shape everything we see.  So if they don’t know, we don’t know.  Now that works in a lot of stories and games, but not when you’re trying to tell Lord of the Rings.  Imagine Lord of the Rings if you only focused on Sam and Frodo.  Now try to think how you can relate to the reader what was happening at Helm’s Deep or Gondor from the point of view of two hobbits wandering into Mordor.  Can you think of a way? Me neither.  Other than a LOT of foot notes (or “Datalogs” if you will).

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    Overall, I enjoyed it.  Most of the issues had work arounds in the form of Wiki articles or extra reading. I didn’t mind the linearity so much. Some of the story elements required interpretation but it’s not anything more than your average anime fan has to probably deal with.  However, it might be worth a second look for people.

    And yes, I do plan on playing and likely talking about FFXIII-2 and Lightning Returns.

  • Vanille_Pulse

    Okay, so after like a full 24 hours holy crap that’s an actual full day of following the storyline from point to point, you finally get off Cocoon and to Gran Pulse.  At this point, most of the details of the plot have been offered.  Although the explanation requires some extra explanation.  Honestly, the whole thing is a fascinating attempt at telling a story where no one, and I mean NO ONE, is holding all the cards and knows all the details.  The villain? As mustache twirly as he is, he doesn’t know everything.  Heck, he doesn’t even know if his scheme will actually work.  Like at all.  To even begin to figure out what is going on in the story at this point you either need to do a LOT of reading between the lines or use a wiki.  I did a bit of both and honestly felt very comfortable with what was going on.  It felt a lot like watching an old anime where the story is coherent only within the themes being explored. In this case, the nature of free will and overcoming one’s past.  The l’Cie are told they have to complete their focus or are doomed to a terrible fate, but twice they’ve seen people turn to crystal (eternal slumber in happy dreams being the reward for fulfilling a focus) by doing something they’ve been told wasn’t their focus.  So it’s implied that they can kind of set their own focus.

    That of course makes sense when you know the never mentioned in game at all mythos for the Fabula Nova Crystalis.  Humans were formed by the god Lindzei out of the blood of the goddess Etro.  Etro being one of the three “deity fal’Cie” being created by the Maker, but unlike Lindzei and Pulse, Etro was never given a focus of her own.  So she had the freedom to do as she pleased, but with the grief of not being given equal treatment or power like the other two, she used her freedom to off herself.  Bam. Done. Dead.  The blood of a “free fal’Cie” was the building blocks of humans.  So it stands to reason that despite being branded with the l’Cie curse, they still possess the power to do as they please including deciding their own fate or focus.  It’s a shame they neglected to add the Fabula Nova Crystalis myth to the game in any proper sense, because it really does clear up a ton about what the fal’Cie wish to do, why the humans can break their curse, and the nature of the Goddess Etro whose mercy intervenes at different points in the game from the Unseen World (Land of the Dead) and also sets up the primary conflict of the second game. And yes, I fully plan on talking about the second game when I get to playing it.  Because despite all the rage and hate this game has gotten (and admittedly, a LOT of it is certainly understandable given the amount of extra-curricular work you have to do to assemble the larger narrative), I STILL like them.  A lot.

    Anyway, back to Gran Pulse.  Hell on Earth.  Despite no one having the vaguest concept of what hell or earth are.  This is the point where the game actually appears to open up a bit more instead of the run from plot point to plot point down tunnels that we have experienced thus far.  You get access to a few wide open areas, some side missions that unlock things like chocobos or better items, and the freedom to wander around these areas and complete whichever tasks you can as you see fit.  Granted, this is the only area like this in the game, but it does offer a great reprieve in comparison to what you’ve done so far.  There is no overworld map still, and the only transportation you get around Gran Pulse is chocobos that move about 50% than you do on foot and can dig up hidden treasures, and certain mission stones can be used as teleporters to the different areas.  The teleporters are honestly the most limiting aspect of this.  They tend to drop you right at the edges of areas, and can only be accessed by using a stone to go to another stone.  So if you’re grinding at the end of a tunnel, you have to go through 3/4ths of the tunnel to teleport out to somewhere else.  It’s not as bad once you get the hang of dodging enemies so you don’t have to do every battle along the way.

    Final-Fantasy-XIII-Review_Gran-Pulse

    The mission stones, called c’Ieth Stones technically because they are actually the final devolved form of what happens to a l’Cie that doesn’t complete their focus, offer a ranked mission starting from the easiest (D) to the hardest (A) and usually involve you finding and killing a monster.  They’re not all unlocked as once as you need to complete the difficulty ranks or use abilities that some of them unlock (like Chocobos) to reach.  Around the mid-B rank is where things go from “Need to take a minute to figure out the strategy here” to “OH GOD I AM DEAD AGAIN BEFORE I CAN DO A THING?!”  and it starts to become clear that some of the missions are not meant to be done on your first visit to Gran Pulse in Chapter 11.  Oh no. They are for the “End game” after you’ve beat the final boss and unlock your final tier of progression to go grind out.  I was able to beat one A-rank boss by using Vanille and spamming the hell out of the Death spell on it. It only took like 12 retries with about 10 spell casts per try I think before it finally insta-killed the boss and then just had to widdle away his insanely powerful minions. I didn’t really plan on doing that more than just that once.

    However, all things must come to an end and the freedom of Gran Pulse gives away to the linear corridors of plot as you head back to Cocoon for the final mission: To free humanity from the tyranny of fal’Cie once and for all! Which may or may not involve dooming Cocoon in the larger sense.  But they will die free!

  • header

    Continuing in my grand “Seriously, I don’t give two damns about Garrosh and seriously SoO feels way to grindy even on LFR” vacation from MMOs, I decided to finally boot up my copy of RPG Maker VX Ace.  I bought it on a steam sale over a year ago for like 60% off or something, and never really got around to using.  In fact my girlfriend was using it most of the time making seriously awesome stuff that would just make my jaw drop.  So I decided, Hey I like to run D&D campaigns, I’ve spent more time in Final Fantasy games than I have homework over the course of my life, why not give this thing a try?

    Like being zapped by the MCP and taking my first few steps out onto the Grid, my life was forever changed.

    rpgmaker2

    RPG Maker is like handing a kid the world’s biggest LEGO construction kit and just saying have at.  It has a ton of power, lots to learn, and great deal of freedom.  It comes with everything you need to start making your own role playing game and even comes with built in pre-sets that allow to start tinkering as soon as you open the box.   I started with just using the basic tutorials that are on the website, which sadly appear to be incomplete.  You get to the last lesson and it just stops, teasing you with a “In our next lesson” bit that dangles a juicy fruit of useful information just beyond reach.  Luckily the web is vast and infinite and full of other non-official tutorials that offer thorough explanations of both the basics as well as the more advanced features of the game.

    While the advertisements for the software will boast that no programming is required, some basic knowledge of programming is incredibly useful.  Knowing how concepts like loops, if…then…else’s, and variables will prove vital in working your way through making your story come alive.  Luckily they’re not the hardest programming ideas to grasp.  But yea, the more experience you have with programming the more you’ll be able to do.  You can also add scripts to your game to add additional functionality using the Ruby based RGSS3 engine.  For instance, I’ve added a World of Warcraft like Reputation system as well as a crafting system with the scripts in the game.

    rpgmaker1

    Still the sheer amount of power you wield to tell any kind of story you wish complete with cutscenes, characters, classes, monsters, etc from the get go is an amazing feeling.  Once I finished the tutorial I began work on a slightly more sandbox-y style game, where you would find clues and tips about where to go next but no clear goal or marked areas.  For instance, someone in town mentions that the statue in the park had the gem stolen from it.  That’s it.  Where is the gem? Dunno.  Maybe you’ll find it.  Maybe you’ll find more clues.  Maybe an unrelated clue will actually lead you to the same thieves that stole the gem.  It’s awesome and fun to just lay clues down.  Especially since this allows me to do a sandbox style adventure when I don’t know if I could ever accomplish one in my Dungeons & Dragons campaigns.

    However, even more than a D&D game using RPG Maker requires a lot of planning ahead of time if you don’t plan on using the built in pre-sets for everything.  Just testing a formula for how much damage a character can take or dish out was a long process of trial and error.  Then planning things like stat growth, abilities, experience rates (which are somewhat limited by the software itself.  Like you can’t set it to take more than 90 XP to get from level 1 to 2. Though you might be able to change this with a script.  Probably can.  There hasn’t been much I’ve found that you CAN’T change with a script.)  So before I’ve gotten too far in the game I’m already buried neck deep in spreadsheets.  But hey kids, let this be a lesson. Learn Excel.  It can be used for fun someday!

    The sheer joy is in the creation though.  You’re making something.  Something new and yours.  It’s the kind of feeling that ignites your passion when you built the Three-Headed Dragon Super Space Ship With TWENTY Lasers So It Can Totally Blow Up Mark’s Ship Yes It Can Mark Shut Up Mark III with building blocks when you were a kid.  I have no idea if anything I make will ever turn out to be decent, or even great.  Nor does it matter if I can or can’t monetize it.  For now, I’m having fun with it all.  However, I might upload a copy of the first city as a ‘demo’ or something.  I’d love to hear what people out there in the Interwebs might think of it and get some feedback. Who knows?

  • angrysazh

    You know, I’ve been quite kind to this game in my previous assessments. Talking about the characters, and the story, and how it is actually quite enjoyable if you can make it through the utterly confusing first few hours.  But oh man, oh man, oh man, is there one aspect of this game that had me smashing my head into my keyboard just trying to find a way to UNDERSTAND how it worked: The Crafting System.

    Oh yes. Final Fantasy XIII has  a crafting system.  Tucked away beneath the save menu and the shops like some stack of dirty magazines that while you are ashamed of, proved somewhat (cough) vital in your mid-“game”.  The crafting system feels like this weird system that was tacked on to provide some semblance of more classical RPG systems with levels and experience since the actual characters did away with that in favor of the expanding Crystarium.  What you have to do is apply various components you’ve gathered to your weapons and accessories to give them experience points, when they reach enough experience points that weapon or accessory goes up a level.

    So YOU don’t gain experience, but your weapons do.  By pouring stuff you ripped off a dead beastie on it.  Seems somewhat simple if a bit confusing if you try to imagine how it works in any real world sense.  Or in any physical sense beyond a menu screen.  But that’s not all.  See once you get your item to a max level (indicated by the level becoming a star), you can upgrade the item with a stone which will transform it to a new, more powerful weapon.  So your weapons are also Eevees.  Oh oh but there’s more.  Sometimes you don’t WANT to upgrade the item with a stone, because when you disassemble (break down into more components…  think disenchant in World of Warcraft) a star level item, you might get another item that could be useful as well.  How do you know whether you should upgrade or disassemble an item?  Well, that’s easy.  You drop 20 bucks on a strategy guide or spend HOURS google-ing this crap like I had to.

    Oh but before the whole “Do I upgrade or disassemble” thing, there’s the issue of how do you level up these things to star level to begin with?  Oh you use components like I said.  Tons of them.  All kinds.  Glow horns, sharp fangs, dull fangs, sparkle ooze, eye of newt, breath of frog, computer chips, various lengths of wire, this thing I found in a garage, parts of a bomb…  the list goes on.  And each one gives different amounts of experience for different items. Oh and some items give bonuses like adding a multiplier to future experience gains.  Confused yet? Feel overwhelmed? Welcome to the club.

    The worst part is that trying to make heads or tails out of this system is so convoluted, it took me 45 hours of gameplay before I figured out roughly how to make it work properly.  So I will share my conclusions with you to prevent you from suffering as I did.  All components can be broken down into two major categories: Organic and Technology.  While there is no clear indicator of which category the component belongs to, you can usually tell from the name of the component or the name of the shop you are ordering from.  Organic components have things like oozes, fangs, or claws.  Technology components are usually wires, machine parts, cables, computer chips, or any other techie sounding thing.  The two categories are used for different things.  Organics are useful for building up multipliers but don’t offer as much experience.  Technology components give large amounts of experience but will reduce the multiplier on the item after they’ve been applied.  So you want to use organic things to get up to your 3x multiplier, then unload a single massive dose of a technology component to maximize that multiplier before it vanishes.  That’s pretty much the ebb and flow of the crafting system.  It only took nearly 2 full days worth of playing to figure that out.

    The crafting system is just a pain.  It’s a tedious grind, since until way late in the game, you will not have the money to buy components or finding them with enough frequency.  Really, the whole thing doesn’t become doable until around Chapter 11 when you begin to wander around Gran Pulse and can do the repeatable missions for items, cash and components.  Note that the system becomes available in Chapter 4.   Out of 13.  So for almost half of the game, the whole thing is pointless and for another quarter of it, it isn’t available anyway.  Really, this is my biggest complaint with the game thus far.  Heck, it’s an RPG.  I’m used to grinding experience/crystarium points.  I expect that!  But this is grinding, so you can grind, to help you with grinding.  It’s so frustrating that I’m not even going to use a “Yo dawg I heard you like…” joke for that, because I am just tired of it (The grind and the joke really).

    So for people who HATED Final Fantasy XIII, and sought out any positive opinions they could on the internet to help fuel their rage and smugness…  well, you got me.  This part of the game really kinda stinks.

  • Oh geeze, what a crazy past two months.  I moved, I went to Disney World (those who follow me on Twitter got treated a series of photos of Vry & his girlfriend wearing various hats), and then the insane holiday whose name is so feared it begins with the dread letter “X” (except not really. But X-mas is almost X-men, so that makes it the better spelling. WOLVERINE SAYS SO.)  And of course the one year anniversary of the end of the world.  Kind of crazy to think that the world was completely destroyed by the planet Nibiru and a simultaneous massive solar flare only a year ago. How time flies in a post-apocalyptic wasteland, even when you don’t push the ‘T’ key. (That’s for you Fallout 3 fans)

    As for gaming this year, I haven’t explored a ton of new ground I’m sad to say.  Mostly exploring my two major MMOs (SWTOR and WoW), and then dabbling in a few indie titles and oldies like Game Dev Tycoon and Rollercoaster Tycoon 3.  I suppose I did get my feet wet with some newer titles.  Finally starting to explore more in Skyrim by going around from town to town and completing them instead of doing the main storyline. I finally got to play Bioshock Infinite late this year and absolutely loved it.  That ending.  Oh geeze. I might have to do another post at some point just gushing my love for that ending.  Probably when Burial At Sea – Episode 2 comes out and I’ll just yak about the whole thing.

    Of course the other big game that I tackled this year – and still working at it – would be Final Fantasy XIII.  The always controversial title that I went from downright loathing to absolutely being absorbed into the mythology of.  I really need to write more about it.  I keep scolding myself for not keeping up with that.  But I recently got a copy of Final Fantasy XIII-2 and Lightning Returns on pre-order now.  So I imagine you will be seeing more from that.

    Finally in gaming news, my girlfriend and I have recently begun our own personal retrospective on the console games of the Zelda franchise.  Starting with the original NES title and currently progressing through Ocarina of Time, I haven’t decided if I’ll share my thoughts on going back through these wonderful games. But hey, if people ask I definitely will.

    In some good news for the future of this blog, I received for the holidays a BlackMagicDesign Intensity Pro HD/SD capture card.  This little piece of shiny tech will let me capture video from any of my consoles instead of just stuff on my computer.  Combine this with a new copy of some editing software, and a 1 terabyte hard drive and hopefully I’ll be able to start producing Let’s Play videos that I keep talking about soon.  I actually have the stuff.  Now I just need to do it.

    Overall, I must admit that I’ve been stearing towards single player games more lately than my MMOs.  Neither SWTOR or WoW seems to be keeping my attention for any long period of time at the moment.  I have no desire to start from scratch in another MMO, and my Steam Library is now boiling over 100 titles at the moment.  Perhaps it’s time to explore the rest of my library for a bit instead of sinking time into MMOs out of habit.  I want to finish leveling up some professions, but honestly I can do that later.  So you’ll probably being seeing less MMO posts and more “Adventures of Vry in Skyrim” or some other weirdness for a while.  If you come here looking only for weird anecdotes or rants about only specifically MMO content…  I’d say sorry but let’s be honest you’ve been disappointed for a loooong while.

    And now for a quick run down of non-video gaming stuff I’ve done this year:

    – D&D Next Playtest: Enjoyed it. Ran a Halloween adventure. Might post it. Still need to get used to the whole saves thing.
    – Doctor Who 50th Anniversary: I’m a fairly recent convert to the show, but the special was nice. Only seemed to focus on the new show – bad. John Hurt got some awesome lines – good! Answered some questions and gave the show somewhere to go – Good! Pretty much undermined a ton of my favorite characterization bits – bad.
    – Comic Books! Pretty much stopped reading them.  Pretty much entirely Scott Lobdell’s fault.
    – Cartoons: CARTOON NETWORK. STOP CANCELING SHIT I LOVE. DAMNIT.
    – Anime: I just watch stuff on Netflix.  But that’s been pretty fun! That’s about it.  Really.

    So here’s to 2014.  One year away from Third Impact.  Let’s make a fun one!

  • url

    So the new Star Wars the Old Republic expansion is making its way into the world slowly.  By that I mean the extremely gradual release schedule depending on whether you are a subscriber, preferred or free to play.  The release schedule is broken up by about a month between each tier meaning that the subscribers will get to play for two whole months before the free to play people.  I’ll get into that and its consequences in a bit but first I wanted to give my first reactions to the new PvP expansion:

    Ahem…

    “WHAT THE HELL IS THAT? HOW DO I GET THERE? WHAT AM I SHOOTING AT? WHAT DO I DO?!  WHY CAN’T I SHOOT MORE? THERE’S A LIMIT ON SHOOTING?! WHY AM I DEAD AGAIN? HOW DO I SHOOT THEM BEFORE THEY KILL ME?! OH GOD! HOW DO I DO THIS? WHAT DO THESE POWERS DO?! WHAT THE HELL AM I DOING?!!?!?!?!?!?!??!!”

    That’s about how it went for the first hour or so.  I eventually did start to grasp some of the mechanics a bit more, things like what the buttons did, how to tell how much boost and weapon power you have left, how to attack and fly.  But really, the tutorial doesn’t give you a lot of guidance beyond how to get in to the “hanger” (the UI for Galactic Starfighter) and how to customize a ship in there.  Beyond that as far as I could tell it is all trial and error.  You will die. A lot.

    I eventually realized that getting into to dog fights that require constant circling, strafing, and flips was not my strong suit and I often found myself dead before I could do anything and then spend another two minutes flying back from the spawn point to just die again.  I tried out the Gunship (as opposed to the quick skirmisher Scout ships or the middle of the road Strike Fighters) and found the long range “sniping” ability was much more likable to my un-twitchy play style.  I would plant myself hiding out on an asteroid at a distance and then fire off my rail cannon at the enemy, only moving when my location had been potentially compromised or I ran out of targets.  Once I switched to the gunship, the game became a lot more fun.  I racked up kills, did massive damage, and didn’t have to deal with the constantly spasming of being waist deep in the havoc of the battlefield.

    This early on the game is fairly fun because most haven’t begun to unlock the full potential of the upgrades and abilities their ships can use.  But that’s what has me worried about the staged release.  While I get that it is important to reward the subscribers, this is creating a fairly clear hierarchy of who has access to what upgrades.  When the preferred players, and even more so the F2Pers get access to the content, a subscriber playing fairly regularly will have vastly more powerful ships than those just walking in, and it is already a slaughterfest due to the experience gap, but now increased due to the equipment gap as well. New players are likely going to face a grueling slog fest of deaths to get enough points to buy the upgrades to give them even footing.

    Hopefully that will be offset by the fact that Galactic Starfighter doesn’t feel like PvP.  At least not like a battleground.  There’s never a clear feeling that you are up against other players beyond their names hanging in space like forgotten nametags tossed aside at the end of seasonal employment.  The three dimensional arena, and fixed objective based goal areas makes it seem like you are less likely to run into that situation that you’ll have the entire enemy team descend upon you and gank you.  Not that it doesn’t HAPPEN.  It just doesn’t feel like it.  Namely because the whole thing is just utter chaos and movement.  There’s no seeing the entire enemy team descending upon you from a single point like you can in a battleground/warzone.  It’s more “fun”.  Yes, you die a lot. But the deaths have very little consequence beyond the long flight between the spawn point and the majority of the battlefield with limited boost time and the sometimes long-feeling respawn timer.

    Overall my first reaction was mixed.  If you can find some kind of tutorial or run down of how each ship plays and study what each ability does before you enter the match (looking at the mouseover tooltip mid battle is near impossible).   Play around with the different ships and find one that plays the way you like.  There’s apparently a 4th ship style – the Bomber – coming in February when the F2P people get access, so that should add some shake up to things.  But yea, you might like it.  Just be ready for a steep mostly unguided learning curve when you hop in.

  • Yea, yea. I told you I’d have them posted and I ain’t no liar! Except all those other times.  But those weren’t lies.  They were just coming Soon(tm) and then we were shelved because we didn’t feel the reward of reading those posts was worth the time investment in developing them.

    CAN YOU TELL I’VE BEEN OBSERVING BLIZZCON?

    Okay, let’s get this right out of the gate:

    Vry’s Favorite Blizzcon Moments:

    Chromie & Mekkatorque crash the Costume Contest:  Oh they didn’t even get the honorable mention, but this pair won my heart.  The gear shield, the wrench mace, the pure unabashed gnome love.  There was nothing to not appreciate about these two.  Especially since, unless that was damn impressive make up, they looked to be a bit up their in the years.  Older WoW players cosplaying GNOMES?  SOLD!

    Conan O’Brien Attacks Arenas: If you didn’t have a chance to watch the Arena matches, you probably missed this.  Thankfully my girlfriend caught and showed it to me because oh my titans it was hysterical.  Conan O’Brien commenting on Arena matches without a clue in completely serious deadpan voice.  Jay Mohr WISHES he could have touched this performance.  The best part? “Of course I know what the global cooldown is. I find it condescending that you would even think I wouldn’t know that.  Now tell me who won the match because I don’t have a clue.”  Oh I won’t be forget those guffahs anytime soon.

    Chris Metzen’s Voice:  THAT VOICE.

    Garrisons: I’ll talk more about this further down, but I have always wanted a chunk of a MMO world to call my own.  A place that I could customize to some extent and make it feel like it was mine.  Well, Garrisons are it.  And just when I thought it was “oh that’s cool, all the need is like a trophy wall where you can unlock and show off cool stuff” BAM. That’s in there too.

    New Expansion: Warlords of Draenor

    NOTE: This section of my reactions contains SPOILERS for the story elements of the next expansion.  If you wish to avoid that, skip to the next sections where I simply discuss the mechanical changes to the game.  If you don’t want that spoiled either, you probably should just stop reading now.

    So from how they’ve been describing this one, I’m guessing it will be uh… Savage?  So for those who haven’t heard the big WoW news, the next expansion is the speculated Warlords of Draenor.  Essentially the set up is thus:  Before standing trial, Garrosh escapes and with the aid of an unknown time traveler (Some have guessed Wrathion, I suspect Kairoz) and traveled back to around 2 years before the orcish clans drank the blood of Mannoroth on Draenor.  From there he has begun to unite the clans into a single ‘Iron Horde’ and rebuilt the Dark Portal to serve as a time/space gateway to modern present day Azeroth to conquer it with a united Horde in its prime just like he was told in the bedtime stories.

    I don’t really have that much of an issue with that plot.  It actually kind of seems like a cool next chapter in the tale.  Unlike a lot of people, I haven’t had the issues with Garrosh’s characterization.  He’s an orc that idolizes the Horde of yesteryear, who completely missed out on all the bad crap that happened because of it, and wants to recapture that old Horde bad asses-ness.  The time travel aspect does intrigue me though.  The Devs were quick to point out that Time Travel is more of a ‘How’ and not a ‘What’ of the expansion, and as such will not be the main focus.  Still I’d love to see some Bronze Dragonflight in-fighting, rips in space and time appearing as events, and things like that.  It will be nice to go back and see some older aspects of Warcraft lore fleshed out with a more modern problem we are trying to solve.

    Some of the questing news intrigued me as well.  The idea of sparse questing, icons on the map where significant story quests are located versus the optional side chains, and more focus on leveling through random events (ala the Timeless Isle) or dungeons is calling a lot of flashbacks of Guild Wars 2.  That’s not bad, I suppose.  But I am curious how it will work.  Will leveling become a tedious mob grind because everyone is hunting events so fast that there is no chance to grab them unless you are camping them like on the Timeless Isle?  Will the hidden treasures be character specific like on the Timeless Isle?

    On the note of quest, I suppose the announcement of ‘hardly any dailies’ isn’t much of a surprise.  Blizz seems like it always acts in giant swings of a pendulum.  People complain about nothing to do?  HERE’S A ZILLION DAILIES!  Oh, that’s too many dailies? NO DAILIES AT ALL! Which is sad for me, because as I’ve noted so many times I actually liked having the dailies to do.  It’s something I actually enjoyed.  Except the Golden Lotus which just felt unbalanced and long.

    Level 90 Boost

    OMIGAWD THE SKY IS FALLING! SELLING LEVEL 90’S!  PAY TO WIN! PAAAAAY TOOOO WIIIIIIIN! Okay, okay, joking aside I actually dig on this idea.  Skipping right to the current content is great for those who have fallen behind or those of us who were tired of dragging every alt they want to play with through a gazillion levels.  Maybe the lower level content is fun for the first few times, and I will happily say the story stuff is fun to experience pretty much always for me.  It DOES get tedious.  And it is a bit of a disuasion to those who look to come back and think “My buddies are all 90, my highest toon is like 64.  Why bother?  I’ll always be behind them now.”

    Is there room for abuse in buying 90s?  I suppose.  That really depends on how you define abuse.  Is it going to ruin the game for me if other people can just drop wads of cash to boost their army of alts?  I honestly can’t say that it will.  I tend to worry about my gameplay and not what other people are doing.  So if they want their sparkle ponies (okay, I do have one of those.  It’s name is Twilight DOOMSPACKLE.  Capitalized just like that.), or level 90s, or anything like that – let them.  I personally don’t care.

    Garrisons

    All I can really say is FINALLY.  Player Housing comes to WoW at last.  And right on the heels of hearing a rumor that a dev mentioned that ship customization in SWTOR will likely never happen due to the fact it is used in so many cutscenes (*sneez*BS!*/sneeze* Oooh pardon).  Not only will you be able to access other professions, send your followers on missions – even offline – that might result in loot for you, and customize an entire town to suit each character needs and wants, then add things like trophies and other vanity things earned by acheivements and whatnot to make it look cool.  Add a dash of being able to bring your friends in to see it and you’ve got a killer feature that has my attention instantly.  THIS is what makes the expansion worth it for me.  This is everything I’ve been wanting for years!

    UI Improvements

    Adding a toybox for all the fun items, and an heirloom interface for truly account wide heirlooms?  Potential for built in tabard storage?!  AND TALK OF FUTURE POTENTIAL IN A DIABLO III LIKE TRANSMOG SYSTEM WHERE YOU DON’T HAVE TO KEEP THE ITEMS TO TRANSMOG THEM (Granted, won’t be there for the expansion launch, but they’re still talking about it at least) ?!?!?!  It’s like christmas for the backpack space starved Vry and his minions of ever collecting crap alts.  This will free up so much bag space reserved for my toys and hopefully tabards.  Plus allow me to use those heirlooms on the three different servers I play on!  Oh happiness!  Oh joy of joys!

    Some of the other things they’re adding is just slightly more conveinent stuff like letting crafting mats stack up to 100 to save space and the ability to craft from the bank.  It’s nice and all, but I wish they’d just rip off the account bank from Guild Wars 2 that has specific slots for each type of crafting item separate from your normal bank, let you craft from that, and have the button in your bags to automatically deposit all your crafting goods to that crafting bank from anywhere in the world.  That’s convenient! But one step at a time I suppose.  I guess just mimicking their questing system is enough for now. Hee hee.

    Itemization Changes

    Wow.  Talk about an overhaul.  This is really where Blizz stands out in comparison to companies like EA/Bioware Austin stand out.  The massive sweeping changes to things like the core mechanics and gear in their game.  For instance: Hit, expertise, dodge, parry?  All gone.  Intellect plate? Gone.  Now your armor changes primary stats to fit your spec.  A pally’s armor will instantly go from strength to intellect if they swap specs from Retribution to Holy.  And if that’s not convienent, I don’t know what is.  Instead it seems that the focus is going to be creating diverse bonuses to gear.  Not everything has a gem slot.  Gem slots don’t give bonuses, aren’t part of the budget, and gems are gonna be way more powerful.  Not everything can be enchanted.  Enchants will be diverse and powerful and give more selection to the items that can be enchanted.  Items will have tertiary stats like life stealing, cleave (adds AOE damage and heals), movement speed, or sturdiness (no durability loss) and won’t be included in the item budget.

    Honestly what it sounds like is that items will have a randomized ‘third spot’ for things like tertiary stats or a gem slot or an enchantment slot.  Kind of like in Diablo III (honestly, WoW seems to be borrowing a lot from Diablo III in this expansion.  Not bad at all either.)  Which makes me wonder if this will apply to raids too outside of tier armor.  Like one week you get Shatterstorm, Bad Ass Sword of Some Orc with a gem slot, the next week Shatterstorm, Bad Ass Sword of Some Orc with the Cleave stat drops instead.  None of these are part of the item budget, so you could have a set item with a randomized spot on it so there’s more variety in the items that drop.

    Finally, the item squish is happening.  But they’re assuring everyone that they are gonna to take care to make sure that solo-ing old raids and whatnot continues to be a viable past time what with its recent rise in popularity with transmog and battle pets since the first time they talked about the item squish (when soloing old raids was something that they didn’t mind but weren’t gonna go out of their way to support with future changes).  Honestly, I am indifferent to the item squish.  Big numbers, little numbers, as long as the bosses die I’ll be fine with it.

    Raiding Changes

    The big changes here is the whole LFR/Normal/Heroic (Formerly LFR/Flex/Normal) is all flex, with the super heroic “Mythic” mode being 20 person only.  I don’t do heroic raids.  I just don’t.  Never have.  Unless it’s two expansions old and I’m farming titles, chievies, mounts, or transmog stuff.  My bigger question is that all non-Mythic modes will be ‘Flex’ and scale from 10-25 people.  That includes LFR.  Does that mean as long as we have 10 people in the LFR group that the stuff will scale to it?  I can see that being good and bad honestly.  As a primarily LFR raider (Yes it’s raiding. I’m a raider. I enter a raid where raid is a group that exceeds the group size of 5.) I can see having a flexible size being great for late nights when gathering 25 isn’t nearly as easy as it would be at peak hours, but it also means that as long as there’s 10 people in the group, there’s less safety from being kicked.  No more is there this “Oh if we kick them, we’ll have to wait for more people.”  Oh no.  Now it will scale.  Kick all you want, and we’ll keep plowing through.  It’s a double edged blade for sure.

    New Character Models

    If you want to see the thing that flat out sold me on the next expansion, here:

    bconArtOfWoW052

    Oh yes. New gnomes.  I’m there.

    Final Thoughts

    Warlords of Draenor seems to be a pretty cool expansion.  It’s not a “THIS WILL CHANGE EVERYTHING!” expansion like it kind of felt with Cataclysm and Mists of Pandaria were.  Which is good.  Because those expansions didn’t change everything, so maybe a little less hype and a bit more ‘Ooh this will be neat’ this time around will do the game some good.  This expansion FEELS like an expansion, and not a revolution.  And that’s okay.  I’ll be interested to see where it goes and what happens as we move forward to it.  It definitely has some features I am looking forward to trying, and is whispering of some very big changes to questing that I am excited to see.

    I know I didn’t really go into Starcraft or Diablo III: Reaper of Souls much here, because honestly I don’t follow them nearly as much as I do with WoW.  There’s a Diablo III expansion coming, it’s adding a bad ass transmog system that WoW needs to steal like yesterday.  Starcraft II has a third installment coming.  I don’t think they announced anything about it.  There ya go.

  • Guess I spoke too soon?

    Your Garrison will be woven deeply into the storyline of Warlords of Draenor, beginning when your faction leader commissions you to establish a beachhead on this alien world—but the ultimate fate of your personal fortress on Draenor is entirely up to you.

    Garrisons Preview

    I don’t have the slightest clue if this is going to tackle some of my issues with the story telling mechanics that I discussed in my previous post, but it definitely seems to be pointing in a good direction.  Hears hoping.  I’ll have my full thoughts on the Warlords of Draenor posted later, but I really wanted to point this one out!

  • With my recent return to Star Wars: The Old Republic, I keep finding myself mentally comparing things to World of Warcraft.  I have no ill feelings toward WoW in my heart, and it still stands as a fun game.  In fact, I will be one of the first to defend Mists of Pandaria in a conversation.  After all Mists has done wonders for the way that Blizzard has decided to portray story in their games.  However, there is something that has been gnawing at me since I’ve come back to SWTOR.  Where do I fit in the story?

    Dating back all the way to the Ruins of Ahn’qiraj, WoW has had an ever shifting sense of perspective that seems to draw less on the player characters being heroes and more that they are the upper echelon of the nameless grunts.  More and more the stories, especially for raids, have focused on large organized armies assaulting the dungeons/bosses/whatever to accomplish the goal, with you simply being the tip of the spear (or in some examples the rest of the arrowhead with an NPC being the tip).  No longer are you the hero, but simply the ones more likely to survive out of a massive attack by a hundreds if not thousands.

    For example, the Shattered Sun Offensive’s assault on the Sunwell, the Ashen Verdict’s battle in Icecrown, the Guardians of Hyjal in the Molten Front and assaulting the Firelands, backing Thrall and the Aspects during Deathwing’s Fall, The Sunreavers or Kirin Tor breaking through the Thunder King’s walls, and the entirety of the Alliance or the Darkspear Revolution during the Siege of Orgrimmar.

    In each of every one of those examples, you are not the heroes or saviors.  You are simply one part of a much larger effort to defeat the enemy.  This has even extended into questing in Mists of Pandaria, where it no longer matters if you’ve killed C’thun or defeated Kel’Thuzad the master lich twice, you are just another nameless faceless piece on the board along with so many others.  Now this isn’t universal either.  There have been raids and dungeons throughout the expansions that have you and your group as a small team working your way into a dungeon to silence a dark big bad all on your own.  Historically, these usual are the first tiers of raids in each expansion.  Karazhan, the Molten Core, Blackwing Descent, Mogu’shan Vaults…  there’s no army with you for these.  It’s just you against the dark.  Imagine if all of Ironforge joined together for a massive assault against Ragnaros with an army that took over the Dark Iron cities with Magni leading the assault.  Magni who steps on Majordomo Executus’ tail and demands to be let into the Firelord’s chamber.  Magni who proclaims victory once the Hand of Ragnaros is firmly planted in the earth and the enemy vanquished.  Would that be better?

    Compare this to Star Wars: The Old Republic where you are cast in the role of the hero for the entirety of the narrative.  YOU the Jedi Knight confronts and battles the Sith Emperor.  YOU the Bounty Hunter who wins the Great Hunt and goes after the Supreme Chancellor single handedly. YOU the brave imperial that freed the Dread Masters from their prison.  The game devotes itself to you and you alone being the central figure of your tale.  Compare Rise of the Hutt Cartel Imperial Side to the Horde side start of Mists of Pandaria.  In both, a small tactical squadron lands in the area to cut a swathe of it and get what is of interest to their respective faction.  The big difference is that in Mists, you are a lackey to General Nazgrim who is leading the team.  You report to him and he tells you what to do.  In the Rise of the Hutt Cartel, you are the leader of the small team.  Mostly guiding the narrative and giving the orders to your subordinates who provide support and information to you, their leader, to help carry out the mission.  Star Wars: The Old Republic goes to great lengths to make you feel like you are the star. Even in the Operations (Raids) and Flashpoints (Dungeons), you are treated by the NPCs like they HAD to get you because you are the best of the best and only you are capable of handling this problem, not because hey, you’ve got a better health pool than the grunts, so you make it to the end.

    However, that’s not without it’s drawbacks either.  When you see five bounty hunters rocking the ‘Champion of the Great Hunt’ title, it breaks the illusion a bit since your brain stops for a second and goes, “Hey, wait a minute. Didn’t I win that?” And the answer is yes, yes you did. This isn’t the worst thing ever, but I will admit it’s a drawback to the immersion.  But ultimately it comes down to experiencing the story and the feel of leading the narrative along.  I say feel, because honestly there are no dead ends, and no real way to break off the rails that Bioware has laid down for you.  This may cause issues with role playing a character when everybody has followed the same path, but I’m not a real hardcore role player in game so I am not even gonna attempt to go down that road.

    So which one is better?  Well that’s for each to decide for their own.  I personally enjoy feeling like the hero and leading the story forward, but I can see that there’s an allure to the whole thing.  And honestly, when you sit and look at all the NPCs that are aiding in raid boss kills or massive armies tackling the citadels of evil, that’s really our fault from the get go.  Since I can remember I’ve heard things like “It’s ridiculous that X boss can be killed by 10/25 nobodies.”  Well, okay then. We’ll have a somebody do the killing. You just help.  And it’s not for me. I won’t lie, it makes World of Warcraft – a game I LOVE the lore to enough to create an entire site like the old Oddcraft blog and do things like the Warchief Election – a little bit harder to get in to and enjoy.

    So what about you?  Which form of storytelling do you prefer and why?  I’m curious to hear your thoughts on this, Internet.