Age of Mythology: Retold is still mostly a classic RTS, but the visual overhaul makes a big difference.
How the mighty are fallen. In a bygone era, Tiberium harvesters and chariot archer rushes were a mainstay on my monitors, and my keyboards bore careworn lines where the 'build archery range' shortcut keys lay. It was a time of plenty, but modern real-time strategy games are far rarer, and that means the stakes always feel high when one arrives. Particularly one that starts with Age of...
Enter Age of Mythology: Retold—not a 100% faithful translation of Ensemble’s 2002 original but, as the name indicates, a modern interpretation which walks the tightrope of updating the bits that feel clunky by today’s standards without killing the sense of nostalgia. It’s a particularly tricky kind of alchemy, and although there are some tonal mis-steps *cough* voice acting *cough* it largely succeeds in knowing when to stick and when to twist.
That’s despite a list of developers so long that it makes the average Call Of Duty seem like a mad auteur’s passion project. World's Edge, Forgotten Empires, Tantalus Media, CaptureAge, and Virtuos Games have all lent their talents to this one, and maybe it’s unfair for me to be surprised that it feels so cohesive. This is modern game development after all, the pipeline that never sleeps.
Age of Mythology is more or less Age of Empires set in mythical eras, where powerful hero units and mythological beasts fight alongside conventional military archers and spearmen. Friendlier and slower-paced than Starcraft’s ruthlessly aggressive take on RTS, but built around the usual rock-paper-scissors game of unit strengths and weaknesses. Victory is wrought by finding the right army composition and using your limited resources—food, wood, gold and favor—to materialise it.
A UI and visual overhaul occupies the headline billing since it’s the most noticeable element, and it feels in touch with the original game without being overly married to it. The arrangement of your units, resources and build options is logical and clean. Hero units glimmer with a distinctive aura, and the ancient environs hit your eye with impressive detail. One of the many reasons I’ll never rank particularly highly online in this game is that I get distracted by the lovely oceans and spend seconds at a time just… watching them.
Onto more meaningful nuts-and-bolts changes: I’ve chalked up many Ls in RTS skirmishes past and present due to over-adventurous units taking mad hikes across the map, but with the new ‘attack move’ command in Retold comes a lifeline. Micromanagement’s still important for arranging your unit types so that they hit the battle in the right order, but ‘attack move’ tells everyonne to engage with all enemies they meet along the way to your waypoint. That meant no suicidal dashes towards buildings for my campaign armies while ignoring the infantry units pelting them in close proximity. Outside of combat units can still be caught going for an unsanctioned wander off into nothingness, but Retold feels like a big upgrade on the original’s often baffling pathfinding where it matters most.
The best thing about combat in this game is finding the sweet spot between human and mythical units, and knowing when to send super-tough heroes into battle with them. It took me a few skirmishes to find that mix for Nords, whose reworking now involves more ranged units but still play very differently to their enemies (pro tip: their military units also handle building construction).
With apologies to all historical shipwrights, I found great success in naval combat by spamming ships to distract my enemies and keep the pressure off my base. That meant destroying their docks was an important step towards resigning them to the history books. With all ship types available from the Classical age, the aquatic version of rock-paper-scissors is just as tactical as the terra firma equivalent that you’re managing with your archers and infantry.
God powers are no longer one-shot, game-changing cataclysms, but now operate on cooldown timers and can be deployed more than once per round. I can’t decide whether that feels more or less strategic—the gravity of deciding when to use a powerful one-shot in the original game is offset by the depth of timing one just right in Retold so that you’ll get it at a useful moment later. The powers break down into AoE damage-dealing abilities, with some enjoyable twists like Aphrodite’s curse, which turns enemy units into pigs, and resource buffs.
God powers aren’t exclusively about raining death down on your foes with satisfying AoE icons, though. Take wonders, for example. Where before you could construct certain wonders that would win you a round if you defended them for long enough, now they simply provide you with constant passive buffs that hasten your victory. That feels like a less stressful route to the win, but not necessarily a simpler one since you still need to carefully consider how to spend those resources.
The sell here, after sitting with all of Retold's changes to a 22-year-old game, is that the slower pace and the combination of historic and mythological units makes for a relaxing, therapeutic RTS session. The Greeks, Egyptians, Norse and Atlanteans play differently enough to take some pleasure from mastery of each, and although it’s an odd business decision that the Chinese—added as DLC after the original’s release—haven't been bundled in, they are at least being added in Retold’s first DLC.
There have been concerns over the character portraits in Retold, and speculation that the devs used AI to generate them—an accusation that the devs squarely denied, stating clearly that they’re drawn by human artists. The problem to my eye isn’t who drew them, it’s that they lack charm. People get understandably attached to characterful touches in classic games when so much of the presentation was of limited fidelity, so the bar’s high when you’re updating them. It’s a minor misstep that they lack some personality, nothing more.
The same’s probably true of the voice acting. It’s probably just a minor issue. Probably. After all, cutscenes are not the game. They’re the bits that bookend it. But the performances are a rogue’s gallery of slightly off accents, and that does detract from the drama and immersion. I found myself feeling harsher towards this one point as I got deeper through the campaigns, but we should all probably remember that bad cutscene performances are basically mandatory in real-time strategy. The great Tim Curry taught us that.
Retold is brave enough to play with the balance and the stat values of its source material, and that makes for some knotty, tactically fascinating skirmishes. Watching Hittites flanked by Minotaurs lay siege to the walls of Troy has been a genre highlight for me. It could have been braver about the stylistic bits, the way gods and heroes are characterised visually and in motion. But given real-time strategy’s tenuous spot in the current PC gaming pantheon, Retold is an important, if qualified, win.
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3 months ago
NCSoft Just Announced Guild Wars 3
You know it’s a good day when you wake up and see news that one of the largest, most influencial, arguably most popular free to play MMOs get a confirmed sequel. That’s what just happened with Guild Wars 2.
When I first mentioned NCSoft were potentially developing a Guild Wars 3, people told me I was crazy, that there was no way that could be the case.
When I followed up several years later with confirmation that NCSoft were hiring programmers to create an MMO in an already pre-existing intellectual property, people said there was no way that could be Guild Wars 2. The game is too healthy, a staple of NCSoft’s roster of games, and by association, potential to make a quality game.
Yet according to multiple sources online – Inven – which documented NCSoft’s shareholders’ meeting on the 28th, and several websites that have since covered the reveal, Guild Wars 3 is already deep in development. Much further than any of us likely even thought possible after this announcement.
But what would a Guild Wars 3 look like? Will it differ from Guild Wars 2? Is it the same team working on it, and how will this ultimately affect Guild Wars 2? Especially given ArenaNet’s commitment to releasing more frequent expansions each year.
That’s what we’re going to try and find out.
The investor’s meeting began by acting chairman, Park Byeong-moo – who we’ll refer to as Park for the remainder of this video – stating that the global gaming market in 2023 is very unstable, and NCSoft has experienced difficulties both internally and externally, resulting in a decline in stock price.
With how poorly Throne & Liberty did in Korea, and NCSoft’s recent statement confirming it’s up to Amazon with the Global release to save the game, with Aion, Blade & Soul, and their mobile games all doing poorly – this was to be expected.
Park followed this up with a statement referring to the companies history over the last 20 years. “If you look back at NC’s history, there are a number of successful IPs that were developed independently in Korea.”
Which is true. Aion, Lineage, Blade & Soul. All exceptional MMORPGs that did fantastic, financially, until they were ruined by NCSoft’s mismanagement and greed.
“I am confident that NC will be able to develop its capacity for sustainable development again.” – With regards to new intellectual properties? Unlikely. Potentially, by expanding on already existing intellectual properties like Lineage, Aion or Blade & Soul because they already carry a fanbase.
He then goes on to confirm “Innovation for change has already begun,” further elaborating on NCSoft’s Global vision by stating “this year is NCSoft’s first step forward as a global game company.”
“I dare say it’s the first year,” explaining that they’re in the process currently of releasing numerous games that fill a variety of different genres – some of which haven’t been done before, like the new open-world Trailblazer game, among many others.
The CEO, Kim Taek-jin is in the process of traveling around the world at present, in an active effort to expand not only their brand, but also their scope and games by engaging in Global collaborations.
As noted, one of the most important routes for the companies’ success moving into the future, is “establishing a foundation for globalization,” along with “continuous investment to increase new IPs.”
2024 is going to be a very important year for NCSoft and its shareholders, with much of its potential success riding on how well received Throne & Liberty is Globally.
A question was asked of Park, “NC West has been running a deficit for 8 years, and I don’t understand why the person in charge remains the same.” NC West is the North American studio in charge of Lineage, Aion, Guild Wars, and Blade & Soul across America, Europe and Oceania.
Park goes on to respond to this by confirming that originally, NCSoft had six studios within the United States, and after extensive work, with likely quite substantial costs, every studio was integrated into one: ArenaNet. ArenaNet is the developer behind Guild Wars and Guild Wars 2, and it’s at this point that the revelation was made concerning Guild Wars 3.
“ArenaNet are currently working on Guild Wars 3, looking at this process, we have considerable competitiveness. Although it is not completely profitable” – referring to ArenaNet – “I believe that it has increased its competitiveness.”
ArenaNet and the Guild Wars intellectual property have proven to be the continued driving force behind NCSoft in recent years, looking at their sales breakdown by region from the 4th quarter of 2023, you’ll see that “NA/EU sales grew by 15% quarter over quarter due to strong sales of Guild Wars 2.”
Park further elaborates on NC West by reiterating this is their “first year Global leap forward,” but they are also “reorganizing the Global headquarters.”
Park talked a little about he, the COO and CEO’s claims of excessive financial compensation, even in light of their continued stock price decline, but navigating further down, we see a question asked concerning NCSoft’s reputation – and how brand value has fallen recently.
I just want to point out, this isn’t a recent occurence. This is a reputation that has been deteriorating for the better half of 2 decades.
Park states that NCSoft has a “negative image among streamers in the gaming industry,” and that these creators will likely change their opinion about them after seeing the quality games they plan on releasing in 2024.
I haven’t seen a single game announced by NCSoft that screams a significant alteration in terms of quality. Or a drastic departure from what they’ve become synonymous with.
The rest of the Investor’s meeting went over topics that were unrelated to Guild Wars, but it looks as though they’re anticipating Guild Wars 3 will be a large driving force behind the studio’s expansion into the Western gaming market.
Which could very well be true. Guild Wars 2 is keeping the studio afloat right now. Guild Wars 3 could bring an entirely new audience to their games. But let’s take a look at what people have to say.
Honestly, I think Guild Wars 3 has the potential to be a phenomenal game so long as the people that made Guild Wars 2 stick to a formula that people love. There’s no need to reinvent the wheel, just optimize and improve on what worked.
But at the same time, I don’t forsee this game releasing for many years. Probably sometime after 2030. So they have plenty of time to craft the perfect formula.
Until then, there’s always Blue Protocol or Throne & Liberty, right? Right?
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3 months ago
World of Warcraft’s The War Within headstart is live – prepare for a long spoiler-dodging weekend
Depending on how much you shelled out for World of Warcraft’s newest expansion, this is either the best or longest weekend of the year for you. Early access for The War Within kicked off yesterday, with the world-first level 80 happening a shade over an hour later.
WoW players who don’t have access to the head start are advised to stay off the global chat channels, streams, and WoW fan sites as spoilers are being flung around pretty fast and loose right now. Those “left behind” can continue to enjoy the Radiant Echoes event, although this had a nasty (but now corrected) issue where the XP was pretty much disabled.
Meanwhile over in WoW Classic, Blizzard is consolidating all of its Season of Discovery servers to one PvP and one PvE realm per region with free character transfers available. “Most of the origin realms currently still have healthy populations, and we recognize that moving characters can be disruptive to player communities, so this is not a decision we take lightly,” the studio said.
Source: World of Warcraft, 2
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3 months ago
Skull and Bones’ Into the Dragon’s Wake kicks off a new season on August 22
Just when you finally got your pirate vessel fully insured, along comes a new ship and cannons to blow up your deductible. Yet look on the bright side of your sinking boat: You get a new Skull and Bones content update on August 22nd.
Into the Dragon’s Wake is about to arrive in Ubisoft’s naval combat sim next week: “Hailing from the Middle Kingdom, Li Tian Ning and Commander Zhang of the Dragon’s Claw make their prowess known to the Indian Ocean. Their arrival stirs tension between the Rempah and DMC in the East Indies, amidst a new seasonal story, world events and challenges.”
The update includes the Battle Junk juggernaut that can taunt other ships, an epic long gun named Divine Thunder, two new types of cannons, and special “immortal” armor for your vessel. Ubisoft is also introducing Imperial Jade as a trading resource, better controls, a new merchant convoy event, and a new third-person camera view.
Next up on Skull and Bones’ calendar after the patch is the Mooncake Regatta event, which is running from August 27th through September 17th.
#game #massive #preview
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3 months ago
Bethesda Announces New Elder Scrolls Mobile Game Dubbed 'Spiritual Successor' To Fallout: Shelter
The Elder Scrolls fans looking for a little fun to help stay occupied until the next Skyrim platform somehow drops now have a new answer. Bethesda has just announced Elder Scrolls: Castles, a semi-idle simulator mobile game that the team directly referenced as a “spiritual successor” to its prior mobile game, Fallout: Shelter.
The Elder Scrolls: Castles does share a lot of similar traits to its “spiritual predecessor,” Fallout: Shelter, with some changes. What remains are a lot of the core gameplay system, such as unique/varying NPC “subjects,” the “room” system, and even external quests your subjects can take to level up and gather materials.
It’s definitely a lot more light-hearted and casual in presentation than just about any other Elder Scrolls franchise title in both aesthetic and gameplay style. There are more aesthetic choices that can be made, though some do seem to affect how gameplay shakes out. Players can also change the layout of the castle, which makes decision-making a little less urgent.
It seems Castles leans a lot more into certain storytelling decisions similar to the Reigns mobile series of games (or just about any decision-making game). Different choices will have different costs and outcomes, but like any choice-making game, it’ll be vital to the future of your castle.
The rogue-lite combat system also seems a bit more intensive this time around, though in a way that looks like it’ll make it more approachable and engaging on a regular basis. The actual combat has a more fleshed-out UI, and players can pick up level-ups and the like that’ll help more immediately.
The release date is sooner than it looks, being set for September 10 through Google Play and the App Store. There's also some nifty art on the official website.
SOURCE: mmorpg.com
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3 months ago