Free To Play Guide: Warframe

The last MMORPG I played and had heavily invested hours of leveling up my characters on different classes was Perfect World which offered a classic seamless open world MMORPG where one can get easily lost on exploration alone. The grind still catches up to you though and after more than 1000 hours logged and characters at level 106. I started staying away from MMORPGs for good while and played PC Game titles such as Prince of Persia’s Franchise, Skyrim, and Assassins Creed Saga from AC1 to Syndicates. I’ve noticed games are evolving and are not just offering cool powers to bring down your enemies, action, magic, adventure, or lore. Open world games that offer a lot of content for discovery and freedom to explore the environment have been popping out for the last 3 years from Skyrim, Dragon Age Inquisition, and the game that is still setting the benchmark for open world PC game titles The Witcher 3 Wild Hunt.

After a while, you miss that interactive gameplay with other people and start looking for new game titles that might offer something different. I’ll be honest playing single player PC game titles can get pretty lonesome. So I started browsing steam for new titles and I found something called “Warframe” with its game trailer saying “Ninjas Play for FREE!!!! (OMG even better it’s for free!!!) I know I’m such a cheap bastard but gaming can be an expensive hobby and I would like to see some free stuff out there can offer some really interesting content.

I started playing Warframe in January last 2016 and after 2042 hours or more logged over at Steam. The game is among one of the most-played games available on Steam. Digital Extremes attributes the success of the title to the frequent updates they are developing for the game and the game’s fanbase. Digital Extremes describes the game as a “rogue success”, as the game is able to secure and sustain a large number of players without gaining significant attention from other people. More than 26 million players have played the game upon launch. It’s been a year of extensive gameplay of a refreshing new free to play MMORPG and I can’t remember the last time I got hooked on a free to play game title.

Warframe is a free-to-play cooperative third-person shooter video game developed by Digital Extremes for Microsoft WindowsPlayStation 4, and Xbox One. In Warframe, players control members of the Tenno, a race of ancient warriors who have awoken from centuries of cryosleep to find themselves at war with different factions.

In Warframe, players control the Tenno, a race of ancient warriors who have awoken from centuries of cryosleep to find themselves at war with the Grineer, a race of militarized and deteriorated human clones; the Corpus, a mega-corporation with advanced robotics and laser technology; the Infested, disfigured victims of the Technocyte infection; and later the Sentients, an alien force of mechanical beings returning from the Tau system after being driven back centuries ago. To fight back, the Tenno use remotely controlled biomechanical suits to channel their unique abilities — the eponymous Warframes.[1] Later missions reveal that the Warframes are actually biomechanical shells which are connected to the consciousness of the actual Tenno, human children who were given unpredictable powers by the Void. Those powers led to them being demonized and they were exiled into stasis pods on the Moon. The Tenno and their Warframes were used by the Orokin Empire in a desperate fight against the Sentients and stopped their invasion. However, for unknown reasons, the former turned on the latter and caused the Empire to collapse. The Empire shattered with the remnants becoming the Grineer and the Corpus while the Tenno were placed in stasis until centuries later.

GAMEPLAY

The player may engage in PvE content through missions or PvP content through “Conclave”. There are also “Quests”, which are a set of PvE missions with a narrative or story behind them.

Available missions are scattered across the planets of the solar system, the moons Phobos, Europa, Lua (Earth’s moon), and dwarf planets Pluto, Ceres, Eris, and Sedna. Players can also access missions set in a pocket dimension known as The Void through completing junctions on other planets or through Void Fissures, small volatile rifts which react with acquirable Void Relics.

The titular Warframes are biomechanical suits that possess a set of 4 active abilities as well as a passive ability, as well as varying attributes and statistics. The player begins with a choice of Warframe among 3 initially offered. Additional Warframes can be acquired through various in-game activities, such as mission rewards, quest rewards, etc. Players can possess all Warframes in their inventory but may only equip one at a time. Warframes, as well as various other elements in the game, are highly color-customizable. New Warframes are developed and released every 3-5 months.

The players are equipped with three weapons: a primary weapon (such as a rifle, bow, or shotgun), a secondary weapon (typically a pistol, but sometimes ranged bladed weapons like kunai), and a melee weapon (such as swords, axes, and hammers). All equipment can be upgraded with “mods” that drop from enemies or are given as mission rewards; these can be installed, removed and upgraded into slots on the piece of equipment. Companions can also be equipped and accompany Tenno on missions, each with their own powers. These can be floating mechanical sentries, or, following a quest, players can earn their own Kubrow, a canine like monotreme with a horned nose, or a Kavat, a feline like animal with reptilian features. Warframes, equipment, companions as well as various other elements in the game can level up, which increases attributes and/or allowing more “mods” to be equipped.

Players rest and travel in their own small, customizable ship in-between missions. Up to four (Trial missions allow eight) players work together to complete missions, such as eliminating enemies, retrieving data from terminals, assassinating high ranking/dangerous targets, defending an artifact, or surviving as long as possible, before they can be extracted and the mission considered a success. Missions are ranked on a level basis, indicating the strength of opponents the player will face. There are various endless wave missions, which enables the players to continue for as long as they like, with increasingly difficult enemies and proportionally greater rewards.

The camera is positioned over the shoulder for third-person shooting. The player can jump, sprint, slide, and roll, as well as combine techniques to quickly move throughout the level and avoid enemy shots. The game also allows players to utilize parkour techniques to evade enemies, bypass obstacles or gain access to secret areas. Maps are generated procedurally with pre-built rooms connected together so that no levels have the same layout. At times, the player will be required to hack security terminals by completing a puzzle mini-game within a small time limit to proceed in the missions. Credits, ammo, resources, and mods can be found in set locations, such as lockers and destructible containers, as well as dropped by enemies. If a player’s Tenno loses all its health, that Tenno is down; if the player is alone, they can expend one of their revives for that mission to be returned to full health, while if with other players, another player can revive that Tenno. If all Tenno are down and no one revives, or in the case of certain missions if the objective is not met, the mission ends prematurely with players forgoing any rewards beyond what they have already collected.

New weapons, Warframes, equipment, and blueprints to construct such equipment can be purchased in the market, using either Credits earned in-game, or Platinum, a premium currency that can be purchased via microtransaction or traded for in-game.[2] Also, some blueprints are dropped by certain enemies. Gear defined by blueprints can be constructed using resources collected from missions. Players can engage in trading/selling of some of earned blueprints and gears as well.

Waking Up

After a short cutscene, players start off with a choice of three starter Warframes: Excalibur, Mag, or Volt (A year back it was only Excalibur offered as a starter frame). Other Warframes can be purchased using Platinum or crafted in the Foundry later on in the game. Primed variants of the standard Warframes are also available in the game and are received in the form of prime blueprints as a reward for unlocking void relics. The game starts off with a tutorial mission that walks players through the basics of movement and combat. Unfortunately, there is no option to skip the tutorial since the tutorial mission is part of the game’s story. The tutorial mission will have players trying to evade capture and escape Grineer forces with help from the Lotus. After successfully escaping on the player’s old ship, they then proceed to go on missions to repair the ship’s damaged segments. Oris, the ship’s AI, literally has a few screws loose. Whether it’s from sustaining damage or from being abandoned and left alone for too long, we’ll never know for sure, but that AI definitely has some issues. Some of his lines really had me cracking up, especially the part about being self-destructed during a bout of depression early in the game. Replacement segments for the ship are acquired by completing the first few missions. The first mission to retrieve the communications segment can only be done solo. Succeeding missions can then be completed alone or with help the help of friends through the game’s cooperative mode.

Carrying Out Orders

After the tutorial mission, the game continues as a campaign that slowly acquaints players with Warframe’s gameplay features, such as crafting and upgrading, while revealing the story of the Grineer’s plans for domination and why the Tenno need to stop them. Missions can be accessed through the ship’s cockpit. After completing the campaign, players can choose from a variety of missions located in different planets and moons across the solar system. Missions range from simple extermination and sabotage to more difficult ones, like survival and rescue missions. Some missions also take place in space. Space missions, however, require that a player’s Warframe is equipped with Archwings – the first of which can be acquired by completing a quest upon reaching Mastery Rank 2. Aside from the loot that players pick up during the course of the mission, successfully completing missions also rewards players with credits, items for crafting, as well as Modules (Mods for short) to upgrade their Warframe parts. Achievements, like getting a certain number of stealth kills or killing a certain number of enemies, are also automatically awarded to players once they meet the requirements.

The Way of the Ninja

Warframe’s controls are easy enough to get used to and is quite similar to typical FPSs. The environment allows players to sprint, slide, jump, do backflips, and run on walls to gain an advantage over enemies during combat. Combat can be as fast or slow as players want it to be. They can opt for the shock and awe method or they can use stealth to their advantage, depending on their preferred playstyle. Mission levels and enemy positions are randomly generated using pre-designed rooms and halls, so no two missions are the same. However, some of the levels still look pretty much the same, even if they’re randomly generated, and tend to get old fast, especially when grinding for that rare item needed to craft the weapon of your dreams. Even though combat is fast-paced and fun, Warframe feels a bit too easy sometimes.

End Game: FashionFrame

Warframe features an in-depth customization system that lets players customize basically everything about their Warframes, from the type of helmets and shoulder pads to their overall color scheme. Players can also choose from a variety of weapons depending on the mission or their playstyle. Feel like going Rambo on the Grineer? Strap on an assault rifle and a sub-machine gun, and blast your way through their ranks. Want to take on a rescue mission with a bit of stealth and finesse? Equip a bow, throwing knives, and a futuristic katana and stealth-kill your way through the whole mission.

Bigger and Better

Weapons and Warframes can both be customized and upgraded using Mods that players acquire as loot, as rewards for completing missions, or by purchasing them from the item shop. Mods can also be bought, sold, or traded with other players. Rare mods can even be sold for Platinum, the game’s premium currency. Another way to get Mods is to Transmute four unranked Mods to generate one random Mod. Weapon Mods are different from those used for Warframes and are automatically sorted in the Arsenal menu. Mods, when equipped, give bonuses to a weapon or to a Warframe’s stats or abilities. Keep in mind, though, that the number of equipable Mods and are limited by the available Mod capacity. The number of Capacity points a Mod uses up is shown in the Mod description. Mods can be swapped out at any time by visiting the ship’s Arsenal bay.

Weapons gain Affinity or XP when used in combat and increase in rank when the Affinity points reach a certain level (up to a maximum of 30 levels). Mastery Points are also awarded to players when one of their weapons levels up. Players gain Mastery Ranks when their Mastery Points reach a certain level. Higher Mastery Ranks unlock additional weapons and Warframes and increase a player’s daily trade limit.

Like weapons, Warframes also gain Affinity points and gain rank up to Level 30. Warframes are rewarded Affinity points by using abilities, killing enemies, reviving fallen teammates, completing objectives, or by simply completing the mission. Aside from getting additional Mod capacity, Warframes also get passive increases to health, shields, and energy capacity as well as Mastery Points. Warframe abilities are also unlocked automatically and improve every few levels.

Foundry

The Foundry is a section of a player’s ship where crafting takes place. The player can craft Weapons, Warframes, Archwings, and Sentinels (mechanical “pets” that assist in combat), provided that they have the items and blueprints required for crafting. Players then have to wait for the crafting process to finish, which happens in real time. Items with long build times can be left building since the process continues even when the player is offline. Players can also spend Platinum to instantly complete the process. Different items, however, require different amounts of Platinum to instantly finish.

Check this trailer compilation on Warframe’s content on Youtube

Final Verdict – One of the BEST MMORPG in its own Genre.

For a free-to-play game, Warframe is a great MMO that can keep players entertained and hold their attention for hours on end unless you’re the type that’s easily put off by grinding for items because this game has more than its fair share of repetitive grinding. The lack of endgame content and goals may also deter hardcore players. Even so, it’s still worth checking out, even if it’s just for the campaign or for players looking for a change of pace from their usual mainstream games. The community is awesome and it’s been the most non-toxic gaming environment I have ever been into. Overall, I’ve hooked and two tiers away from its highest mastery level. Warframe is a fun game with huge potential. Aside from the visual eye-candy, the fast-paced gameplay and ninja/parkour combat alone should be enough to entice even the most finicky player. I mean, who doesn’t love ninjas?

 

NOTE: If you want to try out the game, click my In Game Name and join our Storm Clan be sure to add me as a friend so I can help your journey as well.

IGN: Mordhekhai

Clan: Amestris

Position: Ex-Council Member/ Discord Moderator/ Sage

Mastery Rank: Rank 24

Witcher 3: Wild Hunt First Play-through Finished

I just finished Witcher 3 Wild Hunt, and took me 300 – 350 hours of over all play with the least afk times from the game. The game provided me with great experience and left me very satisfied at the end. How the  story was delivered over all was masterful. I thought the story was well written and kept me intrigued throughout the game and mission designs were different except for the overuse of the Witcher sense. The few side quests that i did were similar or even better than the story quests and are quite involved. Open world games generally have an issue of emptiness as filling that world with fun activities is difficult but the Witcher 3 has set a high standard now. You can go anywhere and you will always find something interesting to do and it is a gorgeous game to look at. For new players the story from Witcher 1 and 2 are subtly explained between the character interaction but would recommend reading a wiki to truly understand their past together.

If there are anything resembling “fetch” quests, they’re entirely optional and woven into natural exploration of the map. For example, you might stumble across a monster nest where you kill a number of ghouls and drop a bomb down their hidey-hole to ensure they don’t come back. In other games, someone in town would have tasked you with going out and destroying three ghouls next and returning for a quick one-liner and a small reward. Here, The Witcher makes these moments entirely optional, and though they have the potential to reward you with XP and prizes, CD Projekt Red doesn’t pretending they’re remotely deep enough to warrant “quest” level classification, something other RPGs have done for years.

Comparing The Witcher 3 to last year’s Dragon Age: Inquisition is probably the most jarring contrast you can assemble, especially given all the lavish praise that was bestowed upon Bioware’s game. Both are massive, sprawling RPGs with a lot of characters and side-quests, but so often Dragon Age would force players to get bogged down in minutia, tasking them with itty bitty nonsense quests like I’ve just mentioned in order to even be remotely the proper level to take on story content.

The Witcher, from what I’ve found so far, is the opposite. It shoots a shotgun blast of quest types at you, of all different levels. I have some that are far below me, and others 20 levels too difficult. But for the most part, it’s easy to keep progressing in the main questline which hovers usually somewhat close to your level, if not under it. Rather than throwing up a wall that locks the “good” missions until you do a bunch of smaller useless ones, The Witcher 3 allows you to forge straight ahead with big quests if you want, and as an added bonus, the smaller quests are far from useless as well.

The problem this has created? The next time I’m tasked with collecting 10 or 20 anything in quest, or killing a specific number of enemies in a zone, I’m going to think “The Witcher did this way better.” Even “great” RPG-style games like Dragon Age, World of Warcraft, Skyrim, Fallout and more have been given a free pass on this for eons. Now, The Witcher has come along and shown that a smaller studio can create a more involved, complex, enjoyable game than the giants of Bioware, Blizzard and Bethesda in many ways. What’s going to be their excuse if they continue with more of the same?

The Witcher 3 is a wholesale improvement over the already-good Witcher 2, combining the free-roaming exploration of Red Dead Redemption with the complex branching storytelling of Dragon Age and the tightly designed melee combat of a Monster Hunter or a Dark Souls. It doesn’t always execute those things as well as the games from which it draws inspiration, but thanks to some sharp writing, smart design, and marvelous technical wizardry, Wild Hunt is engrossing despite—and even occasionally thanks to—its many familiar elements.

The game’s map is very large:

The Witcher 3 Is Even Bigger Than You Think

Which is impressive on its own. Every tiny road on that map is a road you can walk down, every little patch of green is a full forest you can explore. To put things in perspective, the city of Novigrad (to the north), which looks teeny on that map, is properly city-sized. Here’s the view from the southwest side of the city’s port:

The Witcher 3 Is Even Bigger Than You Think

There are still areas and alleyways in Novigrad that I haven’t seen. There’s a yellow quest exclamation-mark waiting for me in the western part of the city, but I haven’t visited it yet in part because it’d take so long to walk over there. That whole city takes up but a tiny portion of the northern tip of the map.

What’s more, that map doesn’t even really convey what’s remarkable about The Witcher 3’s scale. (For starters, it makes Skellige look much smaller than it is; it’s hard not to boggle when you arrive there after countless hours in Velen only to find a map that feels just as large.) What stands out to me about The Witcher 3 isn’t just its geographical size, it’s how much there is to do within that space.

The Witcher 3 is a currently in a league of its own. Still, I’m not sure everyone grasps just how massive it is. You can’t even compare a single region with Dragon Age: Inquisition as a counter part. I would say Skyrim or GTA V would be a better comparison to it, but it still holds its own with vast number of things you can do with the places you can visit.

But that’s what you would expect iIguess :). I don’t see why people are complaining about graphics etc… me personally thought the graphics were amazing and even though it might not be on the same quality it is still the one of best looking games out there. You can always do away with SweetFX to get more presets on enhanced graphics for Witcher 3 check my first entry on Witcher 3 Wild Hunt here.

“Wild Hunt” is actually a pretty good subtitle for The Witcher 3, but it could just as easily have been called The Witcher 3: Hello Ladies. There are more beautiful women in this game than you could shake an enchanted tree branch at, and you sure can have sex with some of them. (Indeed, you can even do it while sitting astride a stuffed unicorn.)

The Witcher series has always been unabashedly sexy; as you meet people aware of Geralt’s legend, it becomes clear that he’s as well known for banging sorceresses as he is for slaying monsters.

Wild Hunt is a grand adventure that feels distinctly of its time. It manages to set new standards for video game technology while accentuating the fleeting nature of technological achievement as an end unto itself. It is a worthy exploration of friendship and family, mixing scenes of great sorrow with scenes of ridiculous lustiness, tempering its melancholy with bright splashes of joy and merry monster guts.

For whole 300+++ hours I have enjoyed it and the only bad thing is. The geralt story is finished :(.
If you haven’t completed it, oh man you need to, ITS GREAT!

Game Review: Witcher 3: Wild Hunt PC Review

So, I have been playing the game since Friday 22nd May, 2015 and I would say I’m not halfway through the story and about 40% on side quests. First, I suppose the specs of the PC I played The Witcher 3 on are relevant:

  • AMD Trinity A8 5600k
  • 8GB Ram
  • Radeon HD 7750 2GB DDR3

With those specs, The Witcher 3 recommended my PC run at high settings. It ran fairly smooth as well, as I noticed no significant FPS dips throughout my time. Though, it would regularly dip to maybe 27 or so, usually hovering around 50. Also, the few loading screens I ran into went by quickly. The load times when using fast travel were very fast and never really an issue. Even when loading up a whole new area I never waited that long.

Also, the day one patch must have helped. There were some mentions of bugs, crashes, and other errors in the version that went out to early reviewers, but I ran into nothing like that here. Granted, I have only been playing for a little bit, so there is the possibility I will still run into something.

Considering all of the issues there had been with The Witcher 2 on launch, CD Projekt RED seems to have done a great job on this time. No real complaints at all so far.

the-witcher-3-the-wild-hunt-geralt

Now into the game. The Witcher 3 looks absolutely incredible. With my relatively average machine, on medium settings, I was blown away several times. Specifically, I can’t get over just how great the texture and modeling work is for the character’s faces. The main characters in particular look great, but even the average person you run across looks better than most games I’ve seen. So, while I can’t speak for the game on its best settings, it looks very good to me on high, as I am sure the screenshots throughout will show.

Without more variety in scenery so far, there isn’t much more I can say other than what I’ve seen so far has been great.

The whole first area you spend your time in is more or less a tutorial. It gets you familiar with the different things within The Witcher 3 – the contract board, questing, combat, monsters, etc. It is quite expansive and there is a ton to do. Throughout The Witcher 3, there are plenty of things to explore on the map, coming in the form of lost treasures, bandit camps, deserter camps, monster dens/nests, treasure, and many more.

The first area alone had quite a few things to do, and, just to see, I did everything I could find, which took about six of those eight hours. When I got to the second area, I was rather surprised at how much larger it was than the first. It’s hard to quantify the map seize, but the much smaller first area felt like it took up a significant chunk of Skyrim‘s map in terms of area. Considering there are plenty more areas yet to be seen, I wouldn’t be surprised for The Witcher 3‘s total map size to be at minimum twice the size of Skyrim‘s – most likely more.

But, unlike Skyrim‘s, The Witcher 3‘s world isn’t one big world. Instead, there are several different areas you can visit, each with their own game world. To compare it to something like Dragon Age: Inquisition would not really be comparable as the individual worlds for The Witcher 3 are much, much larger than Inquisition‘s.

While it may be hard to definitively say, all should know that there should be more than plenty to do in The Witcher 3 with a lot to explore.

the-witcher-3-the-wild-hunt-graphics2

Because I spent so much time just doing a bunch of other stuff, which was fun – some of the side quests were interesting, making me excited for what’s to come – I didn’t really spend a lot with the main story. Only when I had to end for the night did the main story seem to kick off, and I still don’t really know what’s going on.

So, sorry, can’t say much other than I am intrigued by what little I have seen so far. Most of The Witcher 3‘s time with writing at first is spent on worldbuilding and setting the stage, which will make you quickly realize that there is a lot more going on in the world around you than what you’re mostly concerned with in the main story.

Basically, the Nilfgaardian Empire is slowly taking over the continent, leaving despair and poverty in its wake. There is a lot of contention between recently conquered citizens and the new soldiers in town, which is a driving force for a lot of the early conflict I have seen so far in the game with the various characters you interact with.

There are a lot of allusions to Geralt getting somehow involved with the war in some way. Many characters tell him he should stay out of it, and so far in the story I’ve seen he has. Though, with all of the references, I wouldn’t be surprised to have Geralt being involved in some way play a significant role in the overall story. Will Geralt actually be an assassin of kings this time around? Probably not, but they seem to be foreshadowing Geralt doing something regarding the war.

This short video released a few days ago shows off the design behind The Witcher 3‘s combat perfectly. I am playing on the highest difficulty, meaning the challenge is much more immersive to reality. Enemies have posed a significant challenge in almost every encounter.

the-witcher-3-the-wild-hunt-visuals1

The Witcher 3‘s combat relies on preparation and playing smart. Just like in the video, for the bigger monsters you’ll likely need to prepare some potions, bombs, and maybe some special bolts for your crossbow (though I have only seen just the plans of those). You may even need to do that for some of the more difficult packs of enemies as well.

This design lends itself to the middle of combat as well. You can try to spam buttons, swinging wildly, but that will only work very rarely. Just like Geralt, enemies can parry, counter, dodge, and roll away. So you have to be very careful with your movements and choices in terms of combat. You could easily get caught mid-swing by a second enemy or have them parry your attack causing you to have to change plans quickly. Also, be mindful that fighting humans and monsters in the world is different. Its very different and you’d see that parrying with humans are much more effective than using the parry system with monsters big or small.

At first I was a little annoyed as I saw felt The Witcher 3 was being a bit less responsive. It wasn’t until I thought about what the game was doing that I realized it was in fact being responsive, I was just making poor decisions. In standard hack and slash affair, doing just that, hacking and slashing, should seem to work. But here you have to consider enemy movements, attacks, and deliberately choose your attacks. If you are going to do some quick attacks, don’t spam it, get at most a few hits in then change up what you’re doing.

The combat is much more varied and decidedly more engaging than The Witcher 2. The amount of movement options really opens up the gameplay and lends itself to making each fight seem a lot more tense as enemies force you to escape when they counter or dodge, to have you reengage later. I haven’t seen a huge variety of enemies yet, though they have been different enough that I need to reevaluate how I approach them much of the time. Knowing how and which signs (the five “spells” witchers have) to use becomes incredibly important as well, each having its own level of effectiveness depending on the enemy.the-witcher-3-the-wild-hunt-talents3

Leveling up is an odd process that is a talent system similar to most people would have seen before. The image above shows the screen you can put ability points in, which is broken into four categories.  The Witcher 3 chose to go down the road of passives, rather than having you unlock more abilities as you go along (at least through ability points).

So, instead of working your way towards a certain thing, the variety in creating your own playstyle is choosing which abilities you plan to use most. Will you jump around the battlefield, quickly slashing away to jump out again? Will you rely on bombs, potions, and crossbow?

Also, you will be limited on what you can have equipped at any one time. While you can put points into just about anything, you must have a slot to then put that ability. It gets more complicated, but know how abilities are arranged matters. Instead of going too much into it, just know that the talent system is all about amplifying what Geralt starts out with, rather than doing something new and seems to favor mastering a few things slowly over time rather than spreading the player too thin.

You may want to back up saves if you want to explore main story or delay it to prepare for a big hunt. Bigger game needs more preparations and some quests here are time crucial some has a major effect on the ending of the game itself. There is a lot more to talk about – like the dialogue (Geralt is a lot funnier than I remember), the music, crafting, gear, traveling, and more – but a lot of that can be left to our official review. To conclude, I have loved everything I have seen so far in my short time with The Witcher 3 and have been thoroughly impressed. If I were to guess, The Witcher 3 seems to be one of those games that will indeed live up to the hype.

To achieve better graphics effects, I used Sweetfx – Reshade by Kputt

General installation instructions

Install using SweetFX Configurator

  1. First step, you need the SweetFX Configurator version 1.3.3 or later.
  2. Select the game in the games list (you might have to add it to the list first)
  3. Click the “Save / Load configuration” button
  4. Click “Import preset” OR drag the downloaded settings file to the preset list
  5. Select the new preset in the list
  6. (Optional) Rename the new preset
  7. Click on “Load selected preset” and the preset will be loaded into the Configurator main window

Manual install

First of all, you need SweetFX to use these presets. For installation I’ll just refer you to that thread, which have pages of information, and link to a great introductionary youtube video.

Then, when SweetFX is running and enabled for the game, you either :

  1. Copy the downloaded preset into the game folder
  2. Edit the file “SweetFX_preset.txt” to point to the new file

OR just copy the content and replace the existing SweetFX_settings.txt content.

For more screens check my albums here Witcher 3 Screens

30 Reasons to look forward to 2013

 

The 30 games I’m looking out for this year:

1. Aliens: Colonial Marines
2. Army of Two: The Devil’s Cartel
3. Beyond: Two Souls
4. BioShock Infinite
5. Castlevania 2: Lords of Shadow
6. Crysis 3
7. Dark Souls II
8. Dead Island: Riptide
9. Dead Space 3
10. DmC: Devil May Cry
11. Gears of War: Judgement
12. God of War: Ascension
13. Grand Theft Auto V
14. Injustice: Gods Among Us
15. Lost Planet 3
16. Metal Gear Solid: Ground Zeroes
17. Metal Gear Solid: The Phantom Pain
18. Star Wars: 1313
19. Remember Me
20. SimCity
21. Sly Cooper: Thieves in Time
22. South Park: The Stick of Truth
23. Splinter Cell: Blacklist
24. StarCraft II: Heart of the Swarm
25. Metal Gear Rising: Revengeance
26. The Elder Scrolls Online
27. The Last of Us
28. Tomb Raider
29. Watch Dogs
30. Rayman Legends

FREE! – Juggernaut: Revenge of Sovereign Review

One of the biggest problems facing RPGs is the stagnation of turn-based combat. While it’s not something that ruins every game, it’s hard to deny that constantly clicking through a menu with limited interaction isn’t very engaging. Juggernaut: Revenge of Sovereign breaks through this mold with an overhand swing by creating a touch-based combat system that’s fun and surprisingly deep. Did I mention that it has great visuals and is free to play?

Your typical playthrough of Juggernaut: Revenge of Sovereign will look something a great deal like Infinity Blade. You’re seeking to destroy a great force of destruction (Sovering, Demon of Grief), but you have to battle through waves of enemies in one-on-one combat to get to him. Unlike your typical RPG, gameplay puts a high emphasis on combat and a low emphasis on story.

Your journey begins by choosing one of five unique heroes. Each one brings a different skill, elemental affinity, and weapon. Whether you want to pound your way through with Ursula’s war hammer or fry your foes with Torus’ magic, there’s a character that will fit your play style.

Each section of the game is divided into its own chapter of five to ten unique encounters. Every victory brings you experience, gold, and loot, while also bringing you another step closer to Sovereign.

 Revenge of Sovering

Battles make complete use of the iOS touch screen, with directional swipes, taps, and motions determining your every action. Unlike traditional turn-based systems, Juggernaut: Revenge of Sovereign is constantly active, with character models striking and weaving throughout the battle. Every foe has a respectable set of combat animations, making each fight feel unique and dynamic.

Gameplay begins simply: a swipe of a finger attacks your enemy in the direction that you please. However, as the game presses on, the system gets pretty heavy. Certain blows will spill mana orbs from your target, which can be collected in order to unleash powerful magic attacks. Certain enemy attacks will expel rage orbs, which allow you to engage in a risk-reward system of combat bonuses. Some enemy attacks can be dodged by completing a quick-time event, such as tapping all of their magic orbs in time, or by successfully recreating a memory sequence.

It sounds like a lot to handle, but the game introduces each new element one-by-one in a tutorial that keeps things easy to understand.

 Revenge of Sovering

The only factor that I didn’t really enjoy was the game’s execution feature. Occasionally, enemies you fight can be expelled by a gory Mortal Kombat-style finishing move. Unlike Mortal Kombat, however, the move is mandatory, and rewards you with twice the amount of loot. For a game that really isn’t very violent otherwise, it’s a pretty strange mismatched aesthetic.

Aside from chapter combat, there are plenty of side quests at your disposal. Each completed area draws loyal citizens who pledge money to your cause. Occasionally, a monster will attack the citizens, giving you a chance to fend them off and keep your gold earnings high. Completed areas can also be scoured for treasure with scarabs, letting you earn large rewards of treasure and items through a lock-picking minigame.

Being a free-to-play game, there’s the usual pick of in-game and premium real-money currency. You can buy the game’s best items right away with real money if you want, but there’s no point if you want a decent challenge. I was able to play for several hours without having to invest a dime, and I was able to buy plenty of gear along the way with regular gold.

 Revenge of Sovering

The problem, however, is that this system doesn’t last forever.

By the time that I had been stumped (at the final boss of chapter 4), there simply wasn’t enough gold available in order to power up without dropping real-life money. I’m not opposed to a system like this at all, especially after a game has let me play it for nearly half a dozen hours for free. Unfortunately, one quick look at the game’s shop had me looking the other way.

In my scenario, it would have cost me 1600 of the game’s premium currency in order to upgrade each of my eight pieces of armor. The cheapest way to get that much currency through microtransactions? A whopping twenty-three dollars. While I’m not sure that I would need an upgrade for all eight of my items in order to beat the boss that I’m stuck on, that is still a very steep price to climb.

Yet, despite the giant price hurdle, I really can’t complain too much. Juggernaut: Revenge of Sovereign looks great, plays great, and has plenty of different modes to keep a player occupied for a long time. While Mail.ru could likely have drawn several more hours from me with a more attractive premium system, I still loved the zero time I spent with it, and will likely be trying out a second character soon.

Pros:

  • High production value with cutscenes, voices, and dozens of unique models and animations. Unique and engaging turn-based combat system. Several minigames and extra features to keep you occupied for hours.

Cons:

  • “Execution” feature seems very out of place. Difficulty curve skyrockets at the end of chapter 4, requiring a considerable amount of in-app purchases to stay competitive.
General Overview of the Game
The graphics of this game are fantastic. The attention to detail is outstanding. – PadGadget (4/5)
Juggernaut: Revenge of Sovereign looks great, plays great, and has plenty of different modes to keep a player occupied for a long time. – GameZebo (4/5)
Juggernaut: Revenge of Sovering is a unique experiment in touchscreen gaming, and brings something unexpected to the fantasy action genre. – Slide To Play (3+/4)
This is a fantastic game. It is beautiful and has amazing graphics. The gameplay is exciting without being overwhelming. –AppAdvice
If you are a fan of turn-based RPGs, this game is a must for your collection, and even if you weren’t before, this game might just make you a fan of the genre. – iPhone Life
*******
An entirely new breed of RPG has risen from the smoldering ashes of Haradan. You, as one of 6 legendary warriors known as “Scorpions”, are entrusted to defeat the terrifying Sovering and save the land. Venture into a surreal 3D world to slay over 100 horrifying beasts and complete perilous quests on your way to an epic final battle against the formidable demon! After eons of ceaseless bloodshed, the time to destroy civilization’s greatest adversary has come. Can you take on the legion and fight your way to freedom?
–Features–
– 6 customizable legendary warriors to choose from: each with unique skills, back stories and weapons
– 12 classes of mighty armor
– A wide array of items and weapons that change the appearance of your hero
– 4 schools of magic and 12 fighting spells for you to cast upon enemies
– 30 levels of progression for each hero
FIGHTING MECHANICS LIKE NEVER BEFORE
– Choose to fight your enemies 3 different ways: Tap, swipe, or use combo-hit control!
– Turn based fighting with unique twists: act swiftly and be sure your enemy isn’t looking in the direction you attack from
– Epic cinematic executions for each hero
– 3 in-fight mini games: “collect the mana”, memory game and fighting the “evil eye”
FIGHT FOR HARADAN’S FREEDOM
– 100+ terrifying enemies to fight
– 30+ hours of heart-stopping gameplay
– 15 unique locations, from forests and deserts to cities and caves, in which to battle fiends
– 5 special quests that open 5 out of 15 secret locations
– 2 mini games: locating buried treasure and lock picking
– 50+ achievements
– Beautiful 3D graphics
Keep up with all the Juggernaut: Revenge of Sovering buzz by visiting us on Facebook: http://www.facebook.com/JuggerMobileGame
“Juggernaut: The Revenge of Sovering” – innovations in the game!
The first players have already set foot on the scorching land of Radway to do battle against the terrible Sovering and his minions. But this does not mean that the game’s developers are resting on their laurels. Work is constantly underway to improve Juggernaut: The Revenge of Sovering!
There are no limits to perfection, and the creators of “Juggernaut: The Revenge of Sovering” have many more surprises in store.
  • Note : No Root Required
  • This Application May Have not purchased “ERROR” you can Clear Data of Juggernaut from Manage APPS and place data folder properly,then play.
password : Galaxy4Gaming.in
Install APK and place data folder in SDCard/Android/Obb/ and play
Data Folder LOCATION: Android/Obb/ru.mail.games.jugger

Slender GAME scared the living crap out of me!!!

A first person horror game where your goal is to find eight scripts about a paranormal creature called Slender Man.

You start of at night in a forest, and your only source of light is a flashlight that will run out of juice pretty quickly. You can turn off the battery to conserve power, but that leaves you standing in the dark with only the stars in the sky to lead your way.

The documents that you need to find are found on larger objects like a building, a giant tree or a rock formation, so that you do not have to stare down on the grass and every single tree you come across to see if one of the documents can be found there.

The game area is fenced and you have paths that you can use to walk around on the map. You are not limited to those though, and it is perfectly possible to wander off in hope of finding a shortcut or escaping Slender Man who is after you.

Slender Man’s presence becomes more apparent once you find the first sheet of paper. When Slender Man comes close, music starts to play to warn you of the presence. You can sprint instead of jog when that happens, but sprinting reduces your characters stamina which you need to refresh by walking or standing still.  You should not look at Slender Man during an encounter as it will end the game if you do that for too long.

General game controls, moving, running, collecting pages, etc.

  • W,A,S,D – Moving
  • Mouse – Look around you
  • Left Mouse Button – collect script notes
  • Right Mouse Button – Flashlight
  • Left Shift – Run
  • Q/E – Zoom-In/-Out

“The more directly you come in contact with the Slender Man, the faster your sanity drains.”

Things you should know:
  • The difficulty increases with each collected page (note).
  • After collecting 3 pages Slender Man will appear right in front of you. RUN!
  • You can use the sky to keep your orientation.
  • Only run when necessery.
  • The 8 places to collect the pages are marked in the slender-world map.

Graphics are pretty good for an indie game, and the sound effects fit well into the game as well.

Slender is a portable game for Windows and Mac that should run on all recent versions of both operating systems. It is not a game that will keep you entertained for hours, but the intensity of getting closer to finding all eight pages is well worth the download.

I took down my own video playing this sick game! For those looking for a real scare… this is way better than RE5 or Silent Hill

Biggest MMORPG’s of 2012: Pros and Cons

We’re still a few months from finding out if 2012 will mark the end of the world, but five months in, I think it’s safe to say that this year at least marks a new beginning for the MMORPG genre. For the first time in years, developers are producing games that seem like something other than World of Warcraft or EverQuest clones. TERA, Guild Wars 2, and The Secret World all have ideas within them that warrant some attention, and even Blizzard’s mixing things up a little with Mists of Pandaria. All in all, it’s a good year to be an MMO fan. But will these new games still be standing as tall this time next year? I’m no Mayan, but here are my predictions for how each of these games will perform in the coming months.

TERA

TERA dresses for the job it wants, not the job it has.

Working in its Favor

After using TERA’s crosshair aiming, combat in other MMOs seems excessively boring.

Although it may not be the first true action MMORPG (Vindictus, and even DC Universe Online may have stronger claims to that), it’s hard to argue that TERA’s combat system doesn’t beat out the current MMO juggernauts. After using the crosshair aiming, combat in other MMOs seems excessively boring. Enemies sometimes leap over you, which might cause you to miss a killing blow and change the course of a battle. Bosses and “BAMs” exhibit a little more intelligence than what I’ve found elsewhere. It also runs so smoothly with the graphics cranked up and dozens of players running around on the same screen that it’s tough to lighten up on other games that buckle under the same conditions (Star Wars: The Old Republic, I’m looking at you). For that matter, it’s frickin’ beautiful.

Working Against it

In its current form, TERA’s essentially a polished one-trick pony. (Ok, two tricks counting its innovative political system.) Beyond that exciting combat, TERA sports one of the dullest quest systems imaginable, complete with many quests that require nothing more between running back and forth between NPCs. Several key features, such as player-versus-player battlegrounds, aren’t even implemented yet, and judging by the apathy of the Korean development team, patches might be dangerous slow in coming unless the American team at En Masse manages to release steady patches of their own design. Even the fun of combat starts wearing off for most classes around level 40 or so, and if you’re not keen on slogging through those boring quests again with a different class, TERA’s replay value is low.

Prediction Time!

TERA will build up a strong community of devoted players over the next couple of months, but it won’t become the sleeper hit that its community hopes for. Once the majority of players reach the level cap, subscriptions will drop off — and that subscription model will thus prove unsustainable unless En Masse essentially goes rogue with self-made content. If it doesn’t, TERA will eventually move to a buy-to-play or free-to-play model.

Guild Wars 2

Beware the beta lag monster! (They’ll probably fix that.)

Working in its Favor

Sometimes, just wandering off in a random direction is a better way to find quests.

Guild Wars 2 has plenty of good ideas, the least of which are quests and kills that multiple players get credit for even if they’re not grouped, and dynamic events that keep the leveling experience from devolving into monotony. It sports character storylines that at least approach the charm of those in Star Wars: The Old Republic, and it encourages exploration by making the bread-crumb trail of quests more difficult to follow than is typical. Sometimes, just wandering off in a random direction is a better way to find quests than trying to figure out where the designers wanted you to go. It’s also a somewhat casual-friendly game, in that you don’t feel obligated to rush to the level cap or devote hours every week to succeed, and this structure complements its buy-to-play model.

Working Against it

Guild Wars 2 places a lot of emphasis on its movement-based combat, but once you consider that it’s still based on tab targeting and largely familiar abilities, you might find that its appeal wanes in comparison to games like TERA (or even WoW, if you’re still invested). I’ve also noticed that players have a tendency to slip into the roles of healer, tank, and DPS, even though one of ArenaNet’s selling points for Guild Wars 2 is that the Holy Trinity no longer applies. Its endgame also leaves too many questions unanswered, since it seems to focus almost entirely on forms of PvP and dungeon runs with comparable gear available from each. Players who want to raid will likely end up staying with other games.

Prediction Time!

Guild Wars 2 won’t be the WoW killer that so many fans make it out to be, but it will provide a strong alternative to Blizzard’s long-reigning champion for players who want control over their game time instead of adhering to job-like raid schedules. It’ll certainly be much more popular than Guild Wars 1, and it will likely attract a lot of the more casually minded (or PvP-oriented) members of WoW or Rift’s audiences.

The Secret World

You can’t go wrong with zombies — or so Funcom hopes.

Working in its Favor

The Secret World goes even deeper than Guild Wars 2 in chucking some of the conventions of the genre, complete with an ostensible lack of levels and a reliance on traditional gear. Its “real-world” setting provides a nice break from the the elves and big swords we’ve become accustomed to, and its three factions vying for world dominance provide a welcome alternative to the duality of faction warfare. Clue-based missions such as “investigations” will attract players who want a little more out of their quests than killing and fetching, and the challenges of basic combat that I saw in my time playing might entice players who dislike the ease of battle in other MMORPGs.

Working Against it

This close to its June 19th release date, there are still just too many people who don’t know about it.

The Secret World is a perfect name for Funcom’s new creation — it’s so secret that several of my non-press gaming friends still shoot me blank looks when I talk about it in casual conversation. This close to its June 19th release date, there are still just too many people who don’t know about it. At worst, this might show how many players in general are interested. I also worry that the lack of gear to build up for greater challenges will cause many players to lose their interest, since the “bragging rights” in other games won’t be as prevalent here. Getting rid of these might sound commendable, but the fact remains that acquiring this gear makes up much of the endgame experience elsewhere. Take SWTOR — many of the complaints I saw at the level cap centered not so much on the raids themselves, but how little it took to get all the best gear available at the time. Robbed of anything “better” to get, players just stopped playing. In the absence of such gear in The Secret World, they might not play at all.

Prediction Time!

One of the things I can’t stand in modern MMORPG culture is the tendency for players to yell “Free-to-play in XX months!” when a game they don’t love with all their hearts comes out, but I can’t see The Secret World remaining under a subscription model for long. Its design seems almost made for a free-to-play or buy-to-play model, and unless something changes I think it’ll reach that point sometime next year.

World of Warcraft: Mists of Pandaria

“How dare you call me cute and cuddly!”

Working in its Favor

Mists of Pandaria brings back a lot of the features that many of us missed in Cataclysm, including one coherent, explorable continent instead of new zones scattered about smashed-up versions of the places we’d grown to love over seven years. The bright, Asian aesthetic also signals a welcome change over the gloom of Cataclysm. A vocal group of players complain about the introduction of anthropomorphized panda characters, but I don’t think this will have as negative of an impact on WoW’s subscription numbers as the doomsayers would have us believe. After all, World of Warcraft has featured cutesy green-haired gnomes with pigtails since launch day, and the silliness of these characters far outdoes the rather stoic and dignified Pandaren. Meanwhile, Pandaria’s short dungeons recall the accessible ambiance of Blizzard’s popular (though oft-maligned) Wrath of the Lich King expansion, and new additions such as pet battles give players yet another activity besides combat.

Working Against it

It will succeed, but only in the sense that it manages to hold its own against its new competitors.

Despite all that, Mists of Pandaria still relies too heavily on the the traditional WoW quest-and-leveling structure, and its endgame appears to revolve around the usual options with a colorful Asian theme. Everything I’ve seen in the beta seems impressive enough in light of Blizzard’s past successes, but it’s hard to shake the feeling that I’ve seen all this before in different skins and different settings. In light of the fresh ideas floating around in the MMORPGs above, Pandaria seems too old fashioned, and it does too little to distinguish WoW from these other MMOs — or even from itself. Blizzard’s current design philosophy seems to focus on what worked in the past instead of working in the competition, and that may prove disastrous.

Prediction Time!

Mists of Pandaria isn’t going to kill World of Warcraft, but it’s not going to bring back the subscribers who left after Cataclysm, either. It will succeed, but only in the sense that it manages to hold its own against its new competitors. It’ll likely still be the king of the hill by this time next year, but that hill won’t be as high as it was before.

Assassin’s Creed Brotherhood Review

There are a number of key differences between Assassin’s Creed II and its follow-up, Assassin’s Creed: Brotherhood, but if there’s one that some PC enthusiasts will appreciate the most, it’s that Ubisoft’s stringent copy-protection scheme has been jettisoned. This is cause for celebration in itself, though it’s the captivating beauty and joyous exploration that make Brotherhood another standout in this ever-evolving franchise. The Assassin’s Creed games have gone to great lengths to depict their environments and circumstances with painstaking historical authenticity, and Brotherhood is no exception. Its stunning re-creation of Rome will have you occasionally gasping at its beauty–the sun so bright, you can almost feel it warming your skin. A disappointing story, some audiovisual glitches, and a few other missteps might occasionally yank you from your reverie. But if you worried that a direct sequel released so soon after Assassin’s Creed II would feel rushed or incomplete, then rest your mind: Brotherhood is a big, high-quality sequel deserving of both your time and money.

Brotherhood doesn’t quite have the same emotional impact as its fantastic predecessor, however. Once again, you don the robes of master assassin Ezio Auditore. After a battle at the family’s villa in Monteriggioni, Ezio’s nemesis, Cesare Borgia, steals the all-important artifact known as the Apple of Eden. With the help of Caterina and other old friends, Ezio heads to Rome to retrieve the Apple and rid the city of Borgia influence. There’s a bit of drama when an associate is accused of betrayal, but for the most part, Brotherhood’s plot is the most straightforward in the series, and because Ezio exhibits little personal growth, there’s a hint of staleness to his escapades. You don’t play just as Ezio, however: you once again take on the role of Desmond, the modern-day bartender-turned-lab-rat who relives Ezio’s memories inside a machine called an animus. He has a greater role to play in Brotherhood than in the previous two games combined, and his endgame actions lead to an astounding finale that rivals Assassin’s Creed II’s for pure shock value.

The plot may not be intricate, but a cast of excellent characters makes it easy to stay invested. One of them is Salai, Leonardo da Vinci‘s assistant and a mischievous rascal who enjoys flirting with Ezio as much as he does playing dice. You meet him in a set of missions called The Da Vinci Disappearance, which were released as premium downloadable content for the Xbox 360 and PlayStation 3 versions of the game. Salai’s impish grin and cascading curls make him an excellent addition; however, most of Brotherhood’s leading players are returning ones. You once again spend time with Caterina Sforza, Nicolo Machiavelli, and Ezio’s sister Claudia, though the game’s most memorable presence is that of a new character: Lucrezia Borgia, Cesare’s sister–and lover. Lucrezia’s sharp tongue is matched by her severe, almost vampiric appearance, and she isn’t afraid to test the boundaries of human decency in the pursuit of power. Wonderful voice acting brings all of these characters to life. When Claudia stands up to her overbearing brother, you hear the strength in her voice and appreciate how much she has grown. Salai’s overt lustfulness might make you squirm, but a charming voice-over gives him too much clever twinkle for you to ever lose patience.

Many towers you climb don’t allow you to simply ascend with little care; they require more conscientious navigation. In fact, numerous towers not only require climbing, but must be burned to the ground as well. The Borgias have spread their influence around Rome, and to undermine their rule, you destroy their edifices. Before you can do that, you must assassinate a commander in the vicinity. Often, your target will flee if you directly engage the guards that surround him, so you will want to approach carefully. In many cases, this gives you a chance to put a new weapon, the crossbow, to good use. Not only is it handy for picking off one of these key figures, but it’s also useful should a number of enemies charge you on horseback. In any case, once you have offed the key officer, you may climb to the top of the nearby tower and torch it. Afterward, you automatically take a leap of faith into a hay bale or wagon of leaves conveniently placed beneath, while melodramatic organ chords signal the importance of your endeavor.

Eliminating Borgia influence is important because you then gain access to local vendors, though this access isn’t immediate. The economy, an interesting but messy feature in last year’s installment, has been fleshed out in smart ways. As before, you must spend money to make money, but Brotherhood’s catalog contains a lot of big-ticket items. If you want access to blacksmiths, doctors, tailors, and so on, you first must purchase and renovate their shops. Not only does renovating an empty storefront give you access to supplies, but it also begins to generate income. As you bring in money, you eventually purchase landmarks, which cost a tidy sum. In addition, the PC version includes an online investment feature. By holding the space bar on the map screen, you can see where other players are investing their money. Investing in a popular business increases the amount of cash you earn from it, and you earn specialty items when you reach certain investment milestones. You also find such items (prayer beads, diamonds, jars of leeches) when looting corpses and treasure chests, and when tackling escaping pickpockets. These items can be offered to designated vendors in return for high-quality weapons, tougher armor, and the like.

There’s little talk of Templars in Brotherhood’s campaign, though there are some Templar hideouts to explore. There is also a new group of enemies to contend with: the followers of Romulus. Most of your contact with these beastly, fur-clad zealots is in their lairs, which take the place of Assassin’s Creed II’s tombs. Lairs are improvements over the tombs, however, in part because time limits are no longer so central to completing them. There is also a lot more design variety to them. In one, fires erupt beneath you, and you must leap from pillar to pillar to avoid falling into the flames. In another, you leap across great heights and use your crossbow in creative ways to cause an enormous chandelier to crash into a column. One fascinating lair is an expansive abandoned residence, which is a nice visual change of pace from the darker, more structured tomb architecture.

Many of the standard missions should be familiar to series fans: tail your target by slinking from one group of citizens to the next (it’s nice that they engage in conversation with each other when you do this now, rather than remain silent); fend off a series of attackers; or navigate to specific locations so you may eavesdrop on important conversations. But even within these assignments, there is a great deal of diversity. In one case, you must infiltrate a Passion play and determine the appropriate target before he can poison your contact. In another, you slink among a group of drunken revelers. The missions surrounding da Vinci’s inventions are perhaps the most memorable, however. They recall the flying machine mission and carriage escapes in Assassin’s Creed II, but this time, you get even more impressive toys to play with and more thrilling scripted sequences. Some tasks don’t quite rise to the same level. Assassin’s Creed’s loose movement mechanics are wonderfully suited to its free-form climbing and so-called social stealth, but are less ideal for tasks that require precision. This can lead to frustration in missions that automatically fail if you are spotted or that require you to give chase and tackle your target. Fortunately, these are infrequent exceptions; on the whole, Brotherhood’s mission structure is inspired.

Assassin’s Creed: Brotherhood’s most noteworthy new feature isn’t introduced until you’re several hours in. In a callback to the original Assassin’s Creed, distressed citizens might be under attack by Borgia’s loyal soldiers. Rescuing one makes him or her loyal to your cause. From here, you control this underling’s fate, sending him on various missions around the region, and even calling for his assistance in battle. These missions are handled via menus when you visit a pigeon coop. You select a contract and choose a recruit or recruits to assign, and they hopefully succeed. By completing missions, the recruits level up, and you can then improve their armor or weaponry. Eventually, they become full-fledged assassins and even celebrate their newfound status in a ceremony. Provided you haven’t sent the whole cache of recruits on missions, you can call upon a few in battle, at which point they either rain down arrows from an unseen vantage point, leap out of haystacks, or charge in on horseback and engage their targets.

This aspect of Brotherhood is another way of giving you something to do in a game already full of content. At the very least, it’s fun to call upon your brothers and sisters and watch them do their dirty work on your behalf. Ultimately, however, this aspect feels unnecessary and contrived. This is due in part to the combat’s lack of challenge. Swordplay has been tweaked for the better, but a move that lets you string together one-slash kills keeps it from ever being so challenging that you need to call on your fellow assassins to gain a strategic advantage. More importantly, there’s never any payoff for spending time improving your subordinates. The very existence of an ever-growing group of murder machines hints at an overall purpose–a grand final battle or some sort of reward for putting together the most powerful brotherhood possible. But no such reward exists, which makes the entire process feel like busywork. Granted, it’s entertaining busywork, and it implies that Ezio is the full leader of a growing order. However, the feature lacks direction; it’s as if you spent hours leveling up in a role-playing game, only for it to end without a climactic standoff.

Assassin’s Creed: Brotherhood also introduces an unusual multiplayer component that doesn’t deliver constant thrills, but is a satisfying alternative to the multitude of shooters on the market. There are several match types, which include the Assassinate and Escort modes released to consoles in the Da Vinci Disappearance pack. Most of Brotherhood’s modes are variations on the same theme: you hunt an assigned target (alone, or in a team) while simultaneously trying to avoid the player assigned to assassinate you. This isn’t as easy as it sounds. You get a general indication of your target’s location, and you know what your target looks like. But then again, many of the non-player characters look exactly the same; if you’re smart, you’ll move slowly and stay close to your look-alikes to throw your hunter off your trail while keeping your eyes open for the telltale signs of another player. To further complicate matters, you can level up and earn special powers, such as temporarily disguising yourself, or using eagle vision to spot your victim.

Experiencing Ezio’s rise from streetwise youth to devious assassin was one of Assassin’s Creed II’s finest pleasures. In Brotherhood, he gets plenty of chances to flash his disarming smirk, but his character arc isn’t nearly as fascinating as it might have been. Nevertheless, this excellent period adventure has a magical allure that draws you in with its sheer beauty. Additionally, few games make it such a pleasure to simply move from place to place, whether you are galloping on horseback, soaring through the sky from rooftop to rooftop, or diving into a bale of hay from hundreds of feet above. Like Ezio himself, Assassin’s Creed: Brotherhood doesn’t exhibit the growth you might have expected, but its charms are almost impossible to resist.

 

The Witcher 2: Assassins of Kings

The Witcher 2: Assassins of Kings is a gift, gilded with moments that stay with you even after the curtains close on its dark tale of uncertain pasts and uncertain futures. Like the rare Roses of Remembrance you might find growing in this role-playing game’s lush fields, these moments are carefully cultivated. They’re meaningful not just because they are packed with excitement, but also because there are stakes–both personal and political. As Geralt of Rivia, your actions don’t just bring you closer to the truths of your own murky history, but they also influence the tides of war. And just as you exert your power on this game’s events, they work their power on you, drawing you further into a gorgeous world populated by quarrelling trolls and drunken, sex-crazed dwarves. Some bugs, combat quirks, and other foibles prove bothersome, but they don’t greatly diminish the impact of exploring a dungeon whose walls ooze the agony you’ve just witnessed. This superb role-playing sequel offers a bold world woven together by tenuous alliances and closely guarded secrets.

The Witcher 2’s phenomenal visual design isn’t its defining characteristic, but it’s an effective lure and makes for an immediate connection with the game’s provocative tone. On the outskirts of a dwarven enclave, sunlight glistens upon a misty pond; a tower just beyond it bristles with potent magical properties; the underbrush surrounding you casts deep shadows, yet rays of golden sun coax you onward. In The Witcher 2, sights like these communicate so much. The delicate lace of a sorceress’s collar gives her a regal air, yet dark makeup and dark brown eyes speak to mysteries beneath the surface. A red scar above a defiant elf’s upper lip is not just a testament to past violence–it suggests a permanent scowl. Walls, cliffs, and meadows aren’t just repeated textures. Look closely at the patterns carved into a stone column, and you notice how each one is slightly different. These may seem like unimportant details, but they’re indicators of how much care went into every facet of this game’s environments and character models.

The superlative art is rendered by equally superlative technology that ensures you can admire the rips on a mercenary’s trousers, a harpy’s individual feathers, and the buckles and seams on Geralt’s clothing. Yet The Witcher 2 is as much about grand gestures as it is textural detail. You cross paths with a giant dragon and other grotesqueries, each of which moves with a sense of weight appropriate to the creature’s proportions. Pungent colors, roaring flames, and shafts of glowing light make mainstay environments like sewers and caves a wonder to explore. Impressively, all of this beauty is rendered using DirectX 9 technology rather than the newer DirectX 11. The game is nevertheless demanding of your hardware, though it is attractive even at lower settings. A few imperfections stand out amidst all the graphical wizardry, such as mechanical facial animations, characters that pop in during cutscenes, and the occasional frame rate dip. But such quibbles are easily tolerated in this luxuriant digital world.

And what a world it is, alive with activity yet tinged with violence and sorrow. The opening moments ready you for the game’s brutal overtones, showing a captive Geralt of Rivia whipped and taunted by his jailers. Geralt’s defaced flesh is not an easy sight to take in, but it’s thematically relevant: The witcher is scarred by his past. Geralt, once thought dead, is still piecing together his memories of a savage battle and a beauty called Yennefer. The story takes its cue from these lost memories, juxtaposing violence and sex. It also presents both as inevitable and natural results of the human (and nonhuman) condition. You can still bed various women in The Witcher 2, as you could in the original game, though you no longer collect sex cards. Lovemaking (or ploughing, as so many characters call it) is a frequent subject of conversation, and it’s one of Geralt’s favorite pastimes. You can bed a few different women, and the game hardly shies from nudity, handily earning its mature rating. The lacerations on Geralt’s back are a stark reminder, however, that this earthly pleasure is only a temporary respite for him.

But The Witcher 2 is not primarily about sex, nor violence. It’s about the search for truth. Geralt seeks clues to his past, as well as the royal assassin that ended the life of King Foltest at the conclusion of The Witcher. This man’s identity is not a secret for long, but then, this is not a murder mystery; rather, it’s a chronicle of discovery, redemption, and political upheaval. Geralt is blamed for Foltest’s murder, but as he gets closer to the true killer, he becomes more and more involved in the region’s power struggles. Not including the prologue and epilogue, The Witcher 2 is split into three acts. The first is primarily concerned with following the killer’s trail, while the second greatly expands the plot, introducing so many new characters and so much lore that you might be initially confused. Yet, the convoluted plot seems poised to explode in the final episode, only to fizzle at the end. The lack of closure intimates a sequel, and it makes the final act feel abrupt when compared to the robustness of the first two.

Characters new and old both assist and hinder Geralt’s quest. These include the flamboyant bard Dandelion and the earthy Zoltan, a foul-mouthed dwarf who, like most of The Witcher 2’s dwarves, loves women and drink. Dwarves are a rich source of humor in most role-playing games, and The Witcher 2’s are no exception. Yet, the tone is different here. These are the raunchiest dwarves you’ve ever encountered, yet the comedy is undercut by underlying anguish. It’s initially funny to learn that teetotaling dwarves are outcasts. But when a dwarf confides that he fears being ostracized because he doesn’t drink, you understand his dread. You might admire a bearded character’s enthusiasm for heading to battle for the first time, but when pressed, he admits his misgivings. Aside from the occasional expository speech, most of the dialogue sounds natural, including the asides spoken by random citizens. Most of the voice actors do a good job of bringing these characters to life, in spite of the occasional hollow note. (The actress playing Triss Merigold again sounds like a random meter maid rushed into the studio for some last-minute line readings.)

The Witcher 2 is not an open-world game in the way of The Elder Scrolls games; each area is relatively contained though expansive enough to encourage exploration. The rewards for doing so aren’t just pretty vistas. You might uncover a chest that can be opened only by interpreting the clues on a nearby scroll or stumble upon a giant arachnid guarding treasure. However, the game’s flexibility isn’t a result of wide-open journeys; it is the extraordinary ways you can influence the story and fundamentally change the direction of your future travels. For example, choices you make at the end of Act 1 not only determine how immediate story events play out, but also have a dramatic impact on the entire game. The characters at your side, the enemies you face, the dialogue–they all differ based on a series of decisions that the game never forgets. And these aren’t “good” or “bad” choices: these are ambiguous circumstances with ambiguous results, which is just as well. Geralt is not interested in heroism or villainy. He navigates turbulent waters seeking neither justice nor injustice, only answers.

A number of stupendous moments punctuate your choices. Typically, the events you most fondly recall from RPGs are story related: the characters, the plot twists, the losses, the finales. By contrast, The Witcher 2 etches gameplay events into your imagination. What you remember most isn’t just what you witness, but what you experience firsthand. Once such moment occurs when a large clash on a battlefield causes it to become awash with a golden supernatural mist. This moment is recalled several times later yet retains its power due to its otherworldly ambience, sense of scale, and fun combat. Its terrifying scream makes your first encounter with a harpy unforgettable. Viewing another’s memory, taking on a ghostly identity, and other inspired occurrences plant seeds of apprehension: you never know what might be lurking around the bend.

If you played the original Witcher, then forget what you learned from its combat mechanics. The Witcher 2 abandons that rhythmic system for a more traditional and challenging one. You still switch between silver and steel swords, depending on whether you are facing monsters or humans, but regardless of the weapon you equip, be prepared for the occasional beatdown. You initiate standard attacks with your mouse, and you block and cast signs (Geralt’s magic spells) with the keyboard. (You may also use a gamepad.) Your first encounter during the prologue/tutorial makes for a punishing introduction: Expect to die a few times as you learn just what the game expects of you. The extreme difficulty right off the bat, paired with tutorial hints that don’t pop up long enough or soon enough to be much help, don’t make for the friendliest introduction. But you learn an important lesson: You must tread carefully. Eventually you grasp the rhythm, which is similar to that of the PlayStation 3 game Demon’s Souls. You must position yourself well and pay close attention to your supply of vigor, which is required to block, as well as cast signs; get in a few choice hits; and then block or tumble into a safer position. You may also want to soften the enemy or control the crowd by throwing bombs (blind them!) or laying traps (turn enemies on each other!), particularly during the first act, when you feel most vulnerable.

Even after you grow accustomed to The Witcher 2’s combat, there are a few scenarios that are more than just difficult: They are cruel. A couple of boss fights are frustrating, as is a quest in a dark cramped mine that has multiple dwarves crowding you, all while you are hounded by fiendish foes that explode upon death. It’s too easy to inadvertently tumble toward an enemy behind the one you meant to attack and find yourself in the center of a deadly mob. Yet, the action is largely satisfying and enjoyable. There’s a great sense of weight in every swing. Geralt might somersault toward his victim and slash him with a steel sword or use a flaming staff pilfered from a succubus to land slower, heavier blows. As you level up and spend skill points in four different skill paths (witcher training, swordsmanship, magic, alchemy), combat becomes more manageable, and you begin to feel more powerful. And yet, the action never becomes a cakewalk, and it always retains a sense of urgency.

And so death is inescapable, but The Witcher 2 allows you to properly prepare before trying to conquer the wilds. You aren’t stuck with the same weapons and armor, of course. You loot new ones or buy them from vendors, and these can be upgraded in various ways. You might also purchase equipment schematics and have a vendor craft items for you using the iron ore, timber, and other raw materials you stumble upon as you explore. You can also brew up potions and quaff them, though you can’t just down a health drink in the midst of battle. Instead, you must down potions while meditating. Meditation is a returning mechanic, though you no longer have to find a campfire as in the first game. Potions are toxic to Geralt; thus, the number you can drink is limited. It might take you a while to come to terms with this “prepare in advance” approach to potions. Brews act as statistic buffs rather than immediate cure-alls, and unless you know what monsters you might be coming up against, you don’t necessarily know which potions to take. When the story snatches you up into a series of battles and cutscenes, you may never be allowed to meditate and, thus, never reap the benefits potions may have granted.

It may also take some time getting used to the interface. It isn’t complex but there are some minor idiosyncrasies, some of which are rather sensible. You can’t hold a key to identify loot and items of interest as you can in most RPGs; instead, you activate Geralt’s medallion. It’s a neat way of taking a game-y function and making it seem more natural. Other interface quirks are less understandable. You can’t quickly identify and sell vendor trash, for example, and there is no easy way to compare the equipment a merchant has for sale with your current stuff. These are minor quibbles, however. Not so minor are the few quest bugs that can aggravate your travels. A quest marker and journal entry may refuse to update when completing an action, leaving you to wonder what to do next; choosing dialogue options in a particular order might lead to a similar circumstance. The only solution to these circumstances is to hope you accidentally stumble upon the next phase of the story or reload a previous game save. These are disappointing errors in a well-made game with an otherwise stellar presentation.

Combat is central to The Witcher 2, but it’s not the only way to pass the time. Dice poker returns and works much the same way as in the original. Proving your mettle with your fists is a more consistent way of earning some extra coin, however. You can trade blows with certain locals, though you may cringe when you first learn that doing so entails quick-time key presses–the kind associated more with console action games than computer RPGs. (Such quick-time events crop up in various boss fights and other scripted sequences as well.) Yet, the game hardly relies on them too much, and the close camera angles and barbaric punches give brawls some pizzazz. An arm-wrestling minigame is much less enjoyable, forcing you to keep a sluggish cursor within the proper boundaries. And, of course, certain characters (and the town’s task board) will have some odd jobs for you, many of which involve the game’s signature moral dilemmas. Who do you believe: a mythical seductress accused of murder or the elf jealous of her many lovers? When each accuser is equally unconvincing, you must carefully consider your path. And in this complicated world, just as in the real one, there isn’t necessarily a right or wrong choice–or a neat resolution.

Like many ambitious games, The Witcher 2 requires you to shoulder some minor burdens; in this case, it’s a finale without bite and some unfortunate bugs. Yet, you rarely sense that any given element suffered because more attention was given to another. This distinguished game makes an important statement: Visual beauty, challenging action, and game-changing decisions can coexist in a modern RPG. In one beauteous stroke, The Witcher 2 has raised the stakes. No longer need we accept that role-playing games must sacrifice the quality of one element in favor of another. Instead, we are allowed to have it all. And how wonderful that we have it right here, right now, in The Witcher 2: Assassins of Kings.