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Tycho

Gabriel has told me that Little Deviants is very, very bad.  He hasn’t told me why, and only shivers at the mention of it, so I’m not saying you should invest this assessment with great import or something.  He did, however, discover a novel input methodology.  I have coined the term “Rear Stylus,” and I am offering it for use royalty-free.

I was gone when it would have been relevant, but I’ve played through Syndicate.  How is it (pretend that you don’t know)?  An earlier iteration of myself might have called the single player campaign “retarded.”

In 2012, an era of diplomacy and grace, I might call it concussed.  This is more robust, anyway: it describes a state of such profound head trauma that confusion and even unconsciousness are the result.  In a time where Deus Ex: Human Revolution did not occupy some portion of our media consciousness, or that the original Syndicate had never existed, this new one would just be dumb.  In a time where DE’s sharp script and transhuman themes are still present and actively pulsing, it’s almost unconscionable.  Unlockable journal entries and the introduction itself reveal that clever writers were in the vicinity.  What happened?

Until a game is released, it is many, many games.  I’ve seen this happen with my own erect, greasy eyestalks.  This is part of the reason Day One DLC isn’t something I get up about; what we call “the game” was probably done a long time ago.  I wonder at what point this Syndicate became “Syndicate,” brand scion; the solo portion is pure fondant, it’s all structure with a vague, nominal sweetness.

The campaign has a few visionary moments, times where its spartan environments seem elevated to the ideal of Homogenous Corporate Sterility as opposed to simply plain.  There are overwhelming fights where your suite of “App” powers flow into one another, and you get a sense of the good game they might have made instead.

The multiplayer invests that loose jumble with a clean matrix of startling, platinum wire.  Every weapon, every ability, and your character itself become research trees.  Missions generate currencies.  The weapons themselves are thoughtful and (generally) pragmatic in their construction, and communicate their weight and power.  You’ll be eaten alive if you don’t play together.  I loved it in the demo, and it only gets better.

Which of these games came first?  They have no business being on the same physical platter; If I were to leave it out on the counter overnight, I expect that in the morning I would see two half-sized discs.  Was the single player campaign created as the “ballast” for a Triple A retail release, or was this multiplayer the result of some strange alchemy performed on the existing assets?       

(CW)TB out.

this is for right now

Gabe

I played a bunch of Tera this weekend during their beta test. I was able to get an archer up to level 12 and I had a great time. I wanted to share some of my thoughts about the beta with you guys. I should mention that I did not try any of the PvP and I’ve heard that’s something Tera does very well. My take on the beta is based on a purely PVE experience. I’ll start with the stuff I liked.

First of all Tera is the best looking MMO I have ever seen. It’s just fucking gorgeous. The crazy thing is that not only does the game look amazing, but it also runs great. I can’t believe how fast this game loads and how smooth it runs considering the visuals.

I have to say the best part of Tera though is the combat. This is an MMO but it plays more like an action game. There is no hotbar clicking here. You assign skills to your mouse buttons and the number keys but the real fun comes in building triggered skills. Essentially you create long chains of skills that you can trigger with a press of the space bar at the right moment. For example my archer started fights with a basic arrow shot, then I tap space bar and she moves into a melee attack with the bow, tap it again and she fires an explosive arrow at the ground that throws her back and gives her some distance, then another tap triggers her charged shot and so on. These combos are totally customizable. You just select a skill and then select what other skill it should trigger.

Since dodging and blocking are so integral to combat in Tera you can fight monsters that are much tougher than you are. If you play smart and dodge their attacks you can take on monsters way above your level. This game isn’t about standing in one spot and taking your licks until the monster is dead. This is an action game and how well you play has a lot to do with the outcome of a fight.

With all that said, I did have one major problem with the game. The quests in Tera are horrible even by MMO standards. From 1 to 12 I saw nothing but kill, gather and fetch quests. I know it’s a joke by this point but I was passing notes between NPC’s who were literally standing ten feet from each other. After a couple levels I wasn’t even reading the quests. Just click accept then check the map to see where I had to go. Maybe I’ve been spoiled by SW:TOR and its fully voiced and interesting quest chains. Tera suffers from the worst sort of old school MMO grind bullshit. As bad as the quests were I kept doing them because I wanted to keep fighting. But there is something wrong with an MMO when you would rather grind than do their quests.

In the end I’m actually excited to play more. I think between the combat and the art I could probably play Tera long enough to max out a character. Would I stick around much after that? Probably not.

-Gabe out