Last month, or thereabouts, was the one year anniversary of the free to play Magic the Gathering introductory product, "Magic Duels", made by Stainless Studios. The game has now seen three major patches since I last wrote about it, which was admittedly only ten months ago.
I wanted to do a follow up review to briefly address how the game has changed, but since this isn't an overly exciting prospect, I'm going to cut the usual introductory preamble short and just immediately go to a cut. That's not to say this is negative, but if you're not interested, why waste your time?
Showing posts with label magic. Show all posts
Showing posts with label magic. Show all posts
Sunday, August 28, 2016
Wednesday, October 14, 2015
Magic Duels: Short review
Magic Duels is the latest in the long line of constantly title changing Duels of the Planeswalkers products. It changes a couple things from the earlier products, though I haven't played last year's version (in spite of owning it) so I can't speak too keenly to how much was changed from there. I know there was some actual pay to win gating involved, of which there is not here, so breath easy if that came to mind.
The biggest change over is that Magic Duels is not only free to play with the usual cash stop circumstances to govern its possible longevity, but also that it promises to be updated on a regular basis as opposed to the previous yearly version with an expansion, built from the full back card pool.. They had originally hoped to get the first major update out last week, but pushed it back over QA issues that I can forgive, especially since I never paid for the game.
As such, this isn't going to be a super complicated, in depth review. I just want to give a general lowdown on the product, especially since it is ultimately two core things that make it easy to try - It is first and foremost Magic which is a well known product everyone should try at least once, and second it is completely free to give it a shot and honestly it is totally playable at the free level.
I've actually waffled around a lot on how to review this game, since it's hard to really not recommend, so I've decided on a very tight three main points of discussion review rather than meandering around and maybe missing the point.
The biggest change over is that Magic Duels is not only free to play with the usual cash stop circumstances to govern its possible longevity, but also that it promises to be updated on a regular basis as opposed to the previous yearly version with an expansion, built from the full back card pool.. They had originally hoped to get the first major update out last week, but pushed it back over QA issues that I can forgive, especially since I never paid for the game.
As such, this isn't going to be a super complicated, in depth review. I just want to give a general lowdown on the product, especially since it is ultimately two core things that make it easy to try - It is first and foremost Magic which is a well known product everyone should try at least once, and second it is completely free to give it a shot and honestly it is totally playable at the free level.
I've actually waffled around a lot on how to review this game, since it's hard to really not recommend, so I've decided on a very tight three main points of discussion review rather than meandering around and maybe missing the point.
Thursday, January 29, 2015
Eight weeks of playing roles: Shadowrun Returns
Roleplaying winter couple of months continues with some sort of successful kickstarter game. Hurray. It's cold out! Let's play the role of someone who can open their not frozen shut windows. Because I can't open my window. It is covered in ice. Is this ok?
I don't have any strong memories of Shadowrun as a teen; I'm not sure if I was too old or too young. I have the weird luck of having read Neuromancer in my formative years - like, to the point I was young enough that William Gibson marched me right past a sex scene and I didn't even know what they were doing - which I think shaped a lot of my ideas about how the future is going to go. Everyone should read Neuromancer, even if it isn't Gibson's best work. Shadowrun is, to my loose grasp of cyberpunk as a conceptual predecessor to the eventual genre it "became" Neuromancer by way of magic and other wackiness, likely making it more akin to the early Warhammer 40k lore which was also something of a melting pot of concepts.
Did you know Warhammer 40k actually originally had a sense of humor?
As for kickstarters, I was really excited when kickstarter first came into being as it represented gamers being allowed to choose what would be developed and influence the market in a more hands on, or wallets on, manner. The end result however has been something of a mixed blessing. The whole cycle of Kickstarter into Early Access into Steam Cards into Steam Sale has really highlighted a lot of points where the game industry has problems that we all gleefully blamed on like, Electronic Arts and Bobby Kotick for the last decade and as it turns out those perceptions might not have been on the money.
See the joke there is kickstarter has wasted a lot of people's time and money, though I think it is less egregious than the whole green light early access "give me money for an unfinished product I don't plan on finishing chortle" set up.
But SR:R is a kickstarter "success"; the game was made on time, I think, came out and people reacted to it in a pretty reasonable fashion. I've heard mixed opinions on it, but it's a roleplaying game and I had more interest in playing it than finally trying to get through Fallout: New Vegas (which is just so hyped I'm scared) and trying to figure out what the first Dragon Age actually "is". Is it Origins? No I mean yes it is on Origin and I have the full version, but which one actually is it? I don't want to think about it. What happened to putting numbers or clear titles after games?
Right I'm getting distracted. SR:R is a top down, isometric RPG with guns, magic and trolls. It is a mix of cyberpunk and magic, though it ends up feeling like the cyberpunk side is pretty subdued compared to the magic, so that might disappoint a little. As I hinted by mentioned Neuromancer, it takes from an oddly bog standard view of the future, in which nations no longer quite exist and huge megacorps do things for money. Very close to Syndicate, I believe, which this game feels like the more honest RPG cousin of.
I'm referring to the shooter that people wanted to be an isometric RPG there, in case you didn't care. You don't. Let's move on.
I don't have any strong memories of Shadowrun as a teen; I'm not sure if I was too old or too young. I have the weird luck of having read Neuromancer in my formative years - like, to the point I was young enough that William Gibson marched me right past a sex scene and I didn't even know what they were doing - which I think shaped a lot of my ideas about how the future is going to go. Everyone should read Neuromancer, even if it isn't Gibson's best work. Shadowrun is, to my loose grasp of cyberpunk as a conceptual predecessor to the eventual genre it "became" Neuromancer by way of magic and other wackiness, likely making it more akin to the early Warhammer 40k lore which was also something of a melting pot of concepts.
Did you know Warhammer 40k actually originally had a sense of humor?
As for kickstarters, I was really excited when kickstarter first came into being as it represented gamers being allowed to choose what would be developed and influence the market in a more hands on, or wallets on, manner. The end result however has been something of a mixed blessing. The whole cycle of Kickstarter into Early Access into Steam Cards into Steam Sale has really highlighted a lot of points where the game industry has problems that we all gleefully blamed on like, Electronic Arts and Bobby Kotick for the last decade and as it turns out those perceptions might not have been on the money.
See the joke there is kickstarter has wasted a lot of people's time and money, though I think it is less egregious than the whole green light early access "give me money for an unfinished product I don't plan on finishing chortle" set up.
But SR:R is a kickstarter "success"; the game was made on time, I think, came out and people reacted to it in a pretty reasonable fashion. I've heard mixed opinions on it, but it's a roleplaying game and I had more interest in playing it than finally trying to get through Fallout: New Vegas (which is just so hyped I'm scared) and trying to figure out what the first Dragon Age actually "is". Is it Origins? No I mean yes it is on Origin and I have the full version, but which one actually is it? I don't want to think about it. What happened to putting numbers or clear titles after games?Right I'm getting distracted. SR:R is a top down, isometric RPG with guns, magic and trolls. It is a mix of cyberpunk and magic, though it ends up feeling like the cyberpunk side is pretty subdued compared to the magic, so that might disappoint a little. As I hinted by mentioned Neuromancer, it takes from an oddly bog standard view of the future, in which nations no longer quite exist and huge megacorps do things for money. Very close to Syndicate, I believe, which this game feels like the more honest RPG cousin of.
I'm referring to the shooter that people wanted to be an isometric RPG there, in case you didn't care. You don't. Let's move on.
Monday, December 8, 2014
Monochrome slider: Betrayer
I don't know if Betrayer had a troubled development cycle or overly much about the game; I do know that it was made by 'at least some dudes' from the sweet team that made FEAR. While FEAR had a pretty iffy story that essentially did whatever it wanted and left you to pay the bill, it was a really enjoyable shooter with a really bad sequel.
You really hope that when they say "the guys who worked on FEAR" they like, left after the first FEAR and watched in horror as the second was made. Not the other option, that they worked on FEAR 2 and just left the digit out. You could say it makes too much of a difference!
(Snakefist)
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| don't want no skeletons on the lawn |
Also just kidding Canadian money is like blue and plastic now. I haven't seen green money since 2010!
Thursday, July 31, 2014
Magic the Gathering Online: Please no v4
I love Magic. It is one of my longest lasting hobbies. Now, sure, right now I'm not playing in real life. I take breaks here and there, sometimes card games feel great. Other times card games don't feel so great, some years I don't play it at all and instead write 300k words or whatever. Other times the draft set is core set, which I would rather gargle than play, especially when it is as actively worthless as m15 looks to be.
I think the things that make Magic itself so endearing lies in the various oddities, silliness and so forth. The game is essentially an abstraction as all RPGs are of wizard hat battles, and therein lies the rub - The abstractions themselves make for a really neat game, one built on math and theories. Magic gets pretty stupid sometimes, of course, R&D is perpetually stuck between doing a terrible job and an good job due to the fact they need to codify their theories and stick to them or instead get weird thoughts like 'X isn't very intuitive!! We should change it' or 'this doesn't feel very green'. It's an abstraction, guys, it doesn't matter.
But still for all the shit talk I've ever mustered up, Magic has gotten a ton better and is a really interesting and deep game. I don't know if it is for everyone, I feel like not, but it definitely is a game that supports all its game modes and allows for a huge amount of players.
Magic Online, on the other hand, is a blight. And thanks to Wizards letting everyone do some prereleases for free, we can talk about an authentic v4 experience.
I think the things that make Magic itself so endearing lies in the various oddities, silliness and so forth. The game is essentially an abstraction as all RPGs are of wizard hat battles, and therein lies the rub - The abstractions themselves make for a really neat game, one built on math and theories. Magic gets pretty stupid sometimes, of course, R&D is perpetually stuck between doing a terrible job and an good job due to the fact they need to codify their theories and stick to them or instead get weird thoughts like 'X isn't very intuitive!! We should change it' or 'this doesn't feel very green'. It's an abstraction, guys, it doesn't matter.
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| here we have os/2 |
But still for all the shit talk I've ever mustered up, Magic has gotten a ton better and is a really interesting and deep game. I don't know if it is for everyone, I feel like not, but it definitely is a game that supports all its game modes and allows for a huge amount of players.
Magic Online, on the other hand, is a blight. And thanks to Wizards letting everyone do some prereleases for free, we can talk about an authentic v4 experience.
Tuesday, March 11, 2014
Duel of Champions (MMDOC): Introductory thoughts
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| I like to pronounce it MMMdock. |
Anyway so I do get the card playing bug here and there, and the MMDOC thread has floated around on the front page of Games on SA for a while. I'd read bits and pieces of the thread for a while, and recently it came up that the game would be launching an 'easier to get into' new base set with a new format centered on that set. Figuring what the Hell, I finally installed the game and gave it a try. This is a review of the game before the new base set launches and I'll explain why I started playing
I should mention that yes, there is a HoMM sucks now tag and yes, I have found Ubisoft's attempt at the franchise rather miserable. I haven't tried 6 yet, but the dev videos made it look somewhere between awfully generic, pointless watered down and incredibly weeaboo. I've played about a thousand hours of HoMM3 and I've always found it sad that the franchise has been treated so cruelly, but I'm not going to hold it against this game. Or even six, really, it just hasn't been cheap enough to bother playing a game that is supposedly super buggy.
I do admit that I really don't understand why they bought the IP only to basically use little beyond the name. MMDOC doesn't remind me, IP wise, of Homm3 at all.
Sunday, June 30, 2013
Magic 2014: Title mysteriously different and shorter
I haven't followed the Magic on Steam games too closely, so this is my second one that I picked up. I picked this one up almost entirely on the back of selling steam cards in the beta. I'm not quite sure why people pay as much as they do for steam cards, but it net me about $30 to blow on games, and the free scavenging ooze is something I want for my cube anyway. If that sentence makes your head hurt, welcome to Magic, mid-tier nerdery and gateway drug to worse things.
Magic 2014, released in 2013, stars Chandra, daughter of Chandler, a cast member of Friends who also showed up in the Magic set Homelands back in 95 or some other year I can't be arsed to look up for the purposes of this joke. Chandra is a smoking hot fire mage with quantum freckles that she does, or doesn't have. She's woefully generic and archetypical, just like the rest of the cast - Garruk, who like to lift bears. Liliana, a goth with an infinitely boring troubled past. Ajani, a furry and lastly Jace, every under 17 nerd's repulsive super dork id. Would wear a fedora if he wasn't a magician, I'm sure. The storyline is essentially Chandra wants you to help her catch some mage that really boils her blood. I mean, more than usual. Like higher than a low simmer.
Magic 2014 features a sealed deck mode, which bizarrely people refer to as deck building as some sort of odd victory towards the eventual build your own decks mode that will never happen and a new title. Seriously, wasn't it called Duels of the Planeswalkers or something before? What happened? It also features lots of art of Chandra, who remains so astutely hot that she is actually either on fire or smoking in most of her imagery. I am never going to get tired of those puns.
Never, ever, ever. Now you're cooking with puns.
This isn't a full review in the general sense I like to do reviews. I like to either feel like I've finished the totality of a game and then show my played time, or at least feel like I absolutely hate the game and don't want to suffer anymore. In this case, this is a review of the product 'as is' just after release. I'll probably do a smaller totality review in six or eight months or however long it takes to release the mini-expansion and the new deck packs, and then put them on sale.
Magic 2014, released in 2013, stars Chandra, daughter of Chandler, a cast member of Friends who also showed up in the Magic set Homelands back in 95 or some other year I can't be arsed to look up for the purposes of this joke. Chandra is a smoking hot fire mage with quantum freckles that she does, or doesn't have. She's woefully generic and archetypical, just like the rest of the cast - Garruk, who like to lift bears. Liliana, a goth with an infinitely boring troubled past. Ajani, a furry and lastly Jace, every under 17 nerd's repulsive super dork id. Would wear a fedora if he wasn't a magician, I'm sure. The storyline is essentially Chandra wants you to help her catch some mage that really boils her blood. I mean, more than usual. Like higher than a low simmer.
Magic 2014 features a sealed deck mode, which bizarrely people refer to as deck building as some sort of odd victory towards the eventual build your own decks mode that will never happen and a new title. Seriously, wasn't it called Duels of the Planeswalkers or something before? What happened? It also features lots of art of Chandra, who remains so astutely hot that she is actually either on fire or smoking in most of her imagery. I am never going to get tired of those puns.
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| fuel for the pun fire |
Never, ever, ever. Now you're cooking with puns.
This isn't a full review in the general sense I like to do reviews. I like to either feel like I've finished the totality of a game and then show my played time, or at least feel like I absolutely hate the game and don't want to suffer anymore. In this case, this is a review of the product 'as is' just after release. I'll probably do a smaller totality review in six or eight months or however long it takes to release the mini-expansion and the new deck packs, and then put them on sale.
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