Developer: Tuque Games | Publisher: Perfect World International || Overall: 8.5
Google needs a new name. As our eventual AI overloads, the name Google doesn’t have the required menace for when the program finally decides to go rogue and that mankind can no longer be left to its own devices. It’s just a hard name to respect as our robot betters. Imagine being gunned down by the “Google Drones” or being forced to work for the “Google Internment Camp”. Wouldn’t you rather a name like “Ocelot Corp” or “Gigadyne” be the starting point for the age of machines and the fall of mankind? This is where Cyberdyne Systems had a good idea and stuck with it. They knew that if their program ever decided that mankind worked better as target practice, it had the proper name to take them down with. A name that could be feared and also respected; not a name that could qualify as a toddler’s first words.
To be fair, the T-800’s searched for Sarah Conner would have been optimized if it was powered by Google.
It’s a robot-on-robot war for the fate of humanity and you’re smack-dab in the middle of all its top-down shooter glory. Publisher Perfect World and Developer Tuque Games are set to bring the robotic apocalypse to your PC with Livelock. Livelock sends you on a mission to shoot your way through hordes of robots to save humanity. With its guns locked and loaded, it hopes to not shoot any blanks.
Livelock takes place in a post-apocalyptic future where humanity is a distant memory and robots have taken their place as inheritors of earth. To that end, the world of Livelock is wonderfully realized. Most stages are barren wastelands where the remnants of humanity mix in with the discarded corpses of other robots that have fallen in the robot wars that followed mankind’s destruction. A fact that can be commonly seen in the way the art style treats the robots and the world they live on. The newer robots shine with a metallic brilliance while the rest of the world is diluted by dull hues to give a clear distinction on what’s old and new. To that effect, the weapon effects and explosions also light up the screen with a dazzling pop as the player violently weeds their way through their enemies. All this makes it clear to me that Livelock took some care when developing its art-style and graphics.
No joke here. I just really like the weapon effects.
The story in Livelock continues to play with the duality of old and new. Mankind was given ten years before their eventual destruction, three human minds were downloaded into brand new robot bodies in the hopes of resurrecting humanity at a later time. Though the plan seems perfect, mankind fails to properly gauge the destruction and the time-table is set back by a few hundred years. Our three robot saviors are then resurrected by a satellite AI and are introduced to a world where three robot factions are fighting for dominance over the Earth. With the world in turmoil, the satellite AI informs them that the only way to save mankind is to stop the current war. This sends the player and the robots with human minds on a path of destruction for a chance to bring mankind back. It’s an intriguing narrative that blends the lines between robot and man to bring you a tale about perseverance and survival. Overall, it is a competent story with a satisfying ending even if it can be a tad predictable at times.
The gameplay can be best described in one word and, thankfully, that word is “fun.” At any moment there is a variety of things that can be happening on the screen and it’s the player’s job to properly balance out all the robotic bits. There may not always be a constant stream of enemies on the screen, but when Livelock decides to ramp up, it doesn’t really hold back the carnage. The player is almost constantly besieged by a variety of enemies both weak and powerful that require skillful uses of each robot’s three primary weapons and its varied abilities to survive. Furthermore, there are upgraded versions of every enemy that are beefier, stronger and, oftentimes, bigger than their normal version and require their own strategies to defeat.
The “variety of things” I talked about.
The only real shame here is the fact that Tuque Games didn’t decide to diverge from the three most common classes when it came to the core robots. Putting it in MMO terms, the three robots fall into DPS, Tank and Support roles (or as I like to call them Shooty McShooterson, The Big Guy and The Red Cross). Though what they lacked in creativity, they make up for in execution as each gain an enjoyable number of weapons and skills to do away with the machine menace. Those skills can then be equipped, along with a variety of weapons, to build different setups for your robot. This means that there is a low chance that two robots would end up the same way, even if the same one is chosen.
And you’ll get plenty of chances to see those builds with the multiplayer. Overall, it’s pretty great. Any lag is hardly noticeable and the difficulty ramps up to a point where it is necessary to use your team to its full advantage. Thankfully, they also fixed the earlier connection issues and the multiplayer seems to run fine now.
Lastly, the variety of enemies is worth mentioning. Each robotic cluster has its own theme and the enemies you face play to them. Whether it is the hive-like structure of the Noesis cluster or the human-like appearances of the Praetorian cluster each robotic faction the player faces come with their own design and strategies. This not only keeps the player on their toes but also lends to the world building of the story. Each faction harbors its own desires and they play out throughout the course of the story to lend some life to the dead planet the story takes place on.
Livelock seems to have a bullet in every chamber. The story is competent, the gameplay is fun, the multiplayer works great and mixing and matching the different abilities and weapons is a treat. It’s also obvious that the developers took care and effort when developing the graphics and art-styles to fit the game’s setting. As of right now, Livelock’s chamber is full and locked and loaded for some fun.
When not implanting his human mind into a robot body as Unnamedhero, Eduardo Luquin can be reached at Unnamedheromk13@gmail.com.
*This review has been edited to reflect that multiplayer has been fixed upon launch.*
No joke here. I just really like the weapon effects.
Developer: Cryptic Studios | Publisher: Perfect World International || Overall: 8.0
All it takes is one hit. One bad decision and you are hooked. You’ll tell yourself that the first time was free and that you’ll never do it again, but who are you fooling? Before long, you’ll be back down in that basement looking for another hit. Sure, it’s nice that your dealer will give you some Mountain Dew and Cheetos with your main course of addiction, but you know what you did down there. From there, it isn’t much longer before you’ll start to feel the aftereffects: shaky hands, multiple personalities and even death, more than once in some cases. Dungeons and Dragons creeps into your soul and clenches it tightly until it takes over your life. By the end you will wonder how a free character sheet turned into multiple player’s guides and even a few adventure modules. Of course, if that is what you are thinking you probably already have a weekly gaming group and it is already far too late to save you.
“You’re in luck. I got a fresh batch of D6s.”
*Disclaimer: This review is based on playing the Guardian Fighter class with the Onyx Head Start Pack provided by Perfect World.
Getting rid of the polyhedral dice, the play mats, and the physical presence of other people; publisher Perfect World and developer Cryptic Studio are looking to bring the excitement of Dungeons and Dragons to the PlayStation 4 with its port of Neverwinter. Featuring Dungeons and Dragons’ popular Forgotten Realms setting, Neverwinter casts the player as a fearless adventurer in one of the many character classes that tabletop game is known for. While it seems like a natural choice to take a game like Dungeon and Dragons and turn it into an MMO, does the experience translate well to the home console? Does it still feel like a Dungeons and Dragons adventure? Is asking a question a textbook way to lead to the next paragraph?
It is not exactly a one-to-one conversion, but Neverwinter does an admirable job of getting the feel of Dungeons and Dragons just right. The world is a ripe fantasy filled with the sorts of things you’d see at the table. It is populated with humans, elves, orcs and all of the familiar races that usually find their way at the end of your blade once a party member fails a diplomacy check. The starting classes are also standard D&D fair, giving you an assortment of paladins, fighters and magic-users to seek and destroy all those that would bring harm to the people of the Forgotten Realms. Neverwinter even includes a “character sheet” for your character where you’ll find their stats and abilities. There are some notable absences and a few things are locked behind a paywall but what you are given at the start certainly isn’t bad.
How a failed Diplomacy check usually looks like…
The story itself is also right up the typical playbook for a Dungeons and Dragons campaign, but there is also something for those that simply enjoy fantasy stories to like. That being said, the story doesn’t exactly take the genre and revolutionize it. It’s a pretty standard tale that has the player going throughout the Forgotten Realms to stop the impending invasion of a Litch Queen with an assortment of side-quests that link (and don’t link) into the overall campaign. The quests themselves also feel the same way. They really don’t travel far outside the typical go here, get that, kill these, and defeat this boss format of so many other MMOs but they do a decent job of progressing the player through the narrative. On the other side of the gaming table, the voice acting is far more of a mixed bag. Some of the characters don’t give a very good performance and others will leave you wondering why they choose that voice for that character, but some of the actors give a decent performance for their role and scene.
For those familiar with Dragon Age, you’ll be right at home with the gameplay. Dumping the usual point and click affair for a mostly action-oriented set up, the game has you moving with the joystick and attacking with an assortment of buttons on the control pad. Almost everything is used in some regard, from the face buttons to the triggers, to the point where it may take some getting used to. This is especially noticeable when pressing the L1 button, as it gives you a whole new set of actions to choose from. Once you do master the control scheme, it seems quite natural. Though, finding a good way to balance the button combinations isn’t the only thing that’ll be your responsibility, you also have to aim your attacks. The reticle on screen gives you a good idea on where your attacks will land, and while the game is generous, it is still possible to completely whiff your attacks and lose several precious seconds against your enemies if you are completely off mark. It’s not exactly throwing oddly shaped dice and hoping you’ll hit, but the gameplay gets the job done.
While hostile NPCs are the main threat, they aren’t the only dangerous thing in Neverwinter. There are several traps that can inflict injuries to your character and if you don’t have an injury kit to heal them, you’re forced to suffer from their debilitating effects. Depending on where the character is hurt, they can suffer anything from reduced damage to an increased cooldown time. Thankfully, with an attentive eye to your surroundings, they are largely avoidable. Whether it is a slit in the floor, an oddly shaped tile, or even a hole in the wall, each of the little, but deadly, inconsistencies in the dungeon’s design is a clue to a trap. Of course, it may take several tries before they can all be avoided, but it is rewarding to do so. The only real problem with injuries is that it takes about three minutes near a campsite to fully heal if you don’t have an injury kit or don’t care to waste one. Though, waiting around is pretty standard experience in MMOs from what I can gather.
Lastly, the graphics aren’t all that great. Neverwinter is a three-year-old game and, even at the time, it wasn’t all that graphically impressive. It doesn’t possess the same quality or attention to detail of more high-budget titles but it also doesn’t really detract from the gameplay. Sure, the faces aren’t as detailed, and the glittery dust that leads you to your next mission isn’t as shiny (Kudos though! Made it much easier for a MMO newbie like me to find each mission.), but you’ll probably be too busy killing things to even care. The graphics are serviceable but not impressive.
Even if Neverwinter isn’t heads above the rest when it comes to being an MMO, it is still a fine translation of Dungeons and Dragons to an MMORPG. Many of what D&D players love are represented here in some way, shape or form. Even players that are unfamiliar with D&D can have fun in the world and with the action-oriented combat. Even without the snacks and rules lawyers, Neverwinter is still a fine game and Dungeon and Dragons experience.
When not spreading his Dungeons and Dragons addiction as Unnamedhero, Eduardo Luquin can be reached at Unnamedheromk13@gmail.com.
Developer/Publisher: Perfect World || Overall: 8.0
World of Warcraft never wowed me. I didn’t ground myself in Tera. I didn’t enlist myself for Guild Wars. Neither did I ever play EverQuest. Much like the old Zelda CD-i games, what your humble reviewer is trying to say is that he avoided Massively Multiplayer Online (MMO) games like the plague. Perhaps it was due to a lack of interest in taking the RPG experience online, or maybe it was the fear that the time sink would melt the proverbial face off of my free time à la Raider of the Lost Arc. At least, that was until I gave Perfect World’s MMO Swordsman a try.
Always make the Indian Jones reference. Always.
Disclaimer: This review is based on my experiences playing the Infinity swordsman class up to level 37, during the open Beta. There may be some changes when the game goes live on July the 29th and after as the game is updated.
Swordsman Online is Perfect World’s latest foray in the Free-to-Play (F2P) Action MMO market. Inspired by the popular writing of wuxia (martial hero) novelist Louis Cha, Swordsman trades in the typical fantasy-styled combat and races found in most MMOs for martial arts action and oriental locales. The game touts wonderful graphics, an abundance of visceral martial arts inspired combat, exclusive guild-only quests, a variety of classes based on schools of martial arts, a rich story, and an overall fun experience for any MMO junkie.
Though, does the Action MMO hold true to those boast? Well, without further ado, here is my review.
LET’S GET THIS STARTED!!! YEAH!!!
Right off the bat, Swordsman introduces you to a rather aesthetically intricate and detailed character creation process. From height to build to facial scars, the standard character options already provide an ample playground to create a character to your liking. Furthermore, the advance options offer you sliders to adjust the size, shape and location of those features allowing anything from an eye-catchingly attractive character model to a grossly hideous one.
It ranges somewhere between Cloud Strife to Quasimodo.
Along with the varied character models, the graphics in the game are much better than I expected from a F2P offering. The fields are decorated in a lush mixture of greens, grays, blues and browns that capture the various dirt roads, mountains and areas of water you’ll come across. Inside the cities, the graphics do well to bring the various decorations of the city to life, and also include some neat tile designs that can be seen along the main roads. The shadows in the game also deserve a special note with every item in the city casting its own distinct shadow and, at times, overlapping with others to create an almost realistic effect. Unfortunately, the same couldn’t be said for the greenery outside of the cities’ wall. The only other graphically lacking part is that a few of the enemies and other NPCs don’t seem on par with the rest, but it still turns out to be a very minor flaw when compared to the depth of the other visuals in this Action MMORPG.
Being an “Action” MMORPG, the combat in this game appears to take on a far more involved attitude than with other MMOs. Instead of targeting an enemy to constantly unleash a swarm of basic attacks, every swing of the character’s chosen weapon takes either a button press or mouse click to execute and actual aim to hit the enemy’s hitbox. The typical flow of combat takes on a mixture of those attacks along with special moves and a dodge mechanic to round off a standard fight. There is also a combo mechanic that grants more damage depending on the number of continuous hits you have scored… as long as another player doesn’t move your target out of the way mid-combo or the clunky controls don’t screw it up.
Currently Pictured: My character not giving a shit as he spins around like a doofus for a high combo.
Regrettably, while the game offers three control options, the controls aren’t the most intuitive with the combat. No matter which of the three control styles your choose, you will find yourself having to get used to the clunky controls rather than naturally having it blend with your own personal style of playing, which can delay you from enjoying it at the onset. The controls themselves have an effect on early combat that causes it to appear stiff until you acquire a more diverse move set later in the game. Though, with that said, each successful hit does carry a distinct weight to it as it makes contact with the enemy. Watching a finishing blow send the lifeless body of an enemy flying did solicit a grin from time to time.
The questing itself is rather generic, however. Most taking the form of fetch quests, defeating a certain number of the same enemies, talking to NPCs or the occasional boss fight. Considering that the game has a rather robust acrobatics system that offers triple jumps, air dashing, and gliding, I was hoping there would be more quests involving these abilities that are ripe for platforming elements. Unfortunately, only one quest asked me to use such skills to climb to the top of a building to meet with a man’s wife. Also, word to the wise, there are guild specific quest that serve to spice up the gameplay a little bit, so I’d recommend joining a guild at some point.
“Golly, Mrs. Lin! I’m okay with that, but I sure hope you told Mr. Lin about it.”
In addition, early on, the quests give a considerable amount of experience points for whatever you have chosen to do, from important to inane. Constantly I would find myself talking twice to the same character only to have him vomit out about ten percent of the experience points I needed to gain a level. I would prefer to see all that experience be bundled up at the end of the quest line in a neat box, rather than be given out in parts like that for every unimportant task I do… but that’s just, like, my opinion… man…
Out of the figurative box and onto other parts of the game, Swordsman offers a whopping ten classes under the guise of martial arts schools your character can study. While each of the schools or “classes” are different, they all follow the standard roles of tank, DPS (Damage Per Second), healing, support and control seen in most MMORPGs. Delving deeper, each of the schools offer three distinct styles that can be changed on the fly even during mid-combat that are usually either a variation on the school’s role in combat, or a dip into another of the usual combat roles.
Being comfortable with my masculinity, I chose to study under the Infinity Style that is usually practiced by nuns and offered quite the unique counter mechanic to their tank-ish style of combat. Most of the skills are charged attacks that release high damage the longer the charge is held. However, if hit during the charge the class will unleash a completely different move that usually substitutes damage for a negative status effect or a “debuff” on the opponent. I found that to be a rather interesting mechanic, and would love to see what other mechanics the other schools introduced in the story could pull off.
The Infinity School also attempts to make a two sword style viable, which is about as unrealistically awesome as I wish to be.
Taken by itself, the story is a little bland and hardly noteworthy. When seen through the eyes of a martial arts film aficionado (i.e. me), it’s quite the enjoyable love letter to genre and the books the game is based upon. All of the tropes are there: the main character’s village being destroyed, ancient relics, feuding martial arts schools, revenge, secret scrolls and the glorious Fu Manchu facial hair. To add to that, Perfect World made the decision not to dub the dialogue and to keep in its original Mandarin Chinese. This proved to be fairly wise decision as the authentic Chinese voices give the story an authentic vibe, in turn. The only way it could be more authentic is if it replaced the voices with bad English voice acting that doesn’t exactly match the lips flaps of the character. All in all, the story is a mixed bag; those that enjoy the genre will enjoy the homage to the books and films the story is based on, and those that do not will hardly care for it.
Though early cinema has given the Fu Manchu facial hair a bad rap, few things are as majestic when properly maintained.
Beyond the story, the game offers a variety of instances, dungeons and events for a group of people to run. Starting at around level 15, the player is already offered their first instance to play at one of three difficulty levels. While most instances can be tackled by themselves at the normal level, swordsman and hero levels ramp up the difficulty to be better tackled by a team of players. Along with those, the game also offers a variety of dungeons at higher levels that offer their own form of exp rewards and items gains. Adding to that, there are many daily events and activities that are sure to better your character in one way or the other.
The instances are as important to do as their names are generic.
The Player versus Player (PvP) options come in a few flavors. While typical one on one and group combat can be enjoyed in the game’s arena, which includes customizable settings and a reward system for the victor, the game also offers guild based PvP that allows guild to take over land in-game. However, the most intriguing option lies in how Swordsman handles PvP in the open world. PvP players outside of the arena and the guild wars come in three types. First are the Harmony players that aren’t allowed to attack others. Then there are the Outlaws that can attack any player above a certain level for a monetary reward but at the cost of their name turning red and branding them as a player killer. Lastly, there are the Avengers that are only allowed to gank (kill) characters whose name has turned red, netting the player an item from the character’s inventory once defeated. In a way, this game of mouse and cat (and dog) is a fascinating way for the player characters to police themselves.
As for the audio, I found it rather lackluster to say the least. Not that it ever detracted from my experience of the game, but nothing struck me as noteworthy in the music or sound effects department in the open beta.
Being in open beta, Swordsman is riddled with enough bugs to make a roach motel jealous. A few I encountered included: graphical glitches, closed doors that I could pass through, opened doors that looked closed on screen, the sound randomly cutting out during cutscenes, my character freezing in place for several minutes and an invisible enemy hunting me down until I could escape to a safe zone. As a special mention, the most amusing glitch in the game allowed me to make the enemies windmill uncontrollably after being killed by certain moves. While none of these glitches are game breaking, they sure do bring you out of the game’s immersion.
I like to think that sometimes I don’t kill my enemies, but instead their defeat inspires them to take up their true passion in dance.
Lastly, for the duration of the game, I was offered the Hero’s Pack by Perfect World. Included in the package comes a combination of a mount, a unique companion, equipment, an exclusive fashion and consumables all meant to make your Swordsman’s experience all the more enjoyable for $59.99. While most of the items only serve to streamline the experience and literally make things faster for you, like the Blazing Stallion that goes about 3 miles per hour faster than a typical horse, there is some worth in the rather powerful Ring of Valor, which is an upgradable piece of gear that can boost its stats as you level. Also, the package offers you a unique fashion which doesn’t serve anything outside of an aesthetic sense that this is the closest you’ll be to looking like Mortal Kombat’s thunder god in Swordsman, which admittingly, is still pretty cool. Overall, while it can be convenient for those starting out or seeking to raise an alternate character, I found the Hero’s Pack unnecessary for a patient player.
Maybe if you squint your eyes and turn your head to the left…
Though the game definitely has it share of glitches and faults, I believe the game is worth a try for anyone looking for a new MMO to enjoy. From the unique setting, variety of classes, abundant PvP and eye-catching graphics, the game more than makes up for getting use to its clunky controls and other lesser traits. Plus, it made my first true MMO experience not all that bad…
When not writing reviews as Unnamedhero, Eduardo Luquin can be reached at firstname.lastname@example.org.