Everyone knows that the various people portraying characters at PAX East are just there to portray a character. That’s not who they really are. Just because an attractive young woman is dressed up as a character in a way that cleverly circumvents the event’s ostensible policy against “booth babes” does not mean that she is actually a bounty hunter, for example. (She could be, though. We’ve all got side hustles.) So it should come as no great surprise that the Guild Wars 2 griffon was itself playing a part, just like the other actors on the floor.
I was lucky enough to sit down for an interview with “Feathers” (it specified that its real name would break my eardrums) on the show floor, and since I was sitting very still to avoid triggering its instinctive hunting reflexes, I could also record everything it said perfectly. So please, to cap off our PAX East experience, enjoy my interview with this mythical creature of sand and wind.
Those who have read a fair amount of my work will know that nostalgia is something I tend to rail against pretty hard. I’m a big advocate for constantly spot-checking your nostalgia in the cold light of reality and asking yourself if your memories are accurate.
This is not because I don’t feel any nostalgia. It’s exactly the opposite. It’s because I am wildly aware of how powerful a force it can be as someone who often will spend extended amounts of time working in elaborate mythology gags for character traits based on old roleplaying, to the extent that one of my characters has a particular class as a reference to an old game no one else I know actually played.
All of this is a long-winded way of pointing out that Pantheon: Rise of the Fallen already had a bit of an in with me when I sat down to play. Because while I wasn’t personally familiar with the game that it was referencing, I am personally familiar with that game’s close cousin, and I have a fair amount of familiarity with the playstyle. And it’s a playstyle MMOs have, in large part, moved beyond.
My experience with Rend last year felt a bit like stepping into a faerie circle and slipping into another world, sneaking up to a rather secret meeting in a restaurant on the Boston pier and seeing this game that at once seemed like a very obvious take on a familiar formula while also being immediately appealing to me personally. So it was a given that I would go back, and I can confirm that the fish restaurant itself was very real; I had some fried fish. It was tasty.
Of course, by that point I had already seen Rend again because it had a booth on the show floor showing off what it had on offer.
I didn’t get to actually play the game on the show floor this year, but I did get a guided tour through all of the things that the game had gone through in the year since I had seen it. As I was told repeatedly, when I saw the game then, it was the work of five guys crammed into a basement working on something. Now, though, the game is approaching something much bigger, better, and brighter.
This year’s PAX East featured a lot of games early in their testing phase, but Ashes of Creation was one that had splurged for a very large booth toward the center of the show floor. And let’s be fair here; the game sure looked like it was ready for prime time. Between the animations on display and the general look of playing the game for onlookers, this is the sort of game that, at a glance, certainly did not look like something in pre-alpha. All of its graphical polish was being shown off to great effect.
Of course, looking good is one thing. The real question was how it played. But that was why the game also had demo stations set up, so that players could see what the game looked like in its current state of development and get a feel for the game from the PvE side and the PvP side.
I took a tour of a brief PvE dungeon with a GM assisting our party and three other people, which served as my chance to get a handle on what the game was offering. Of course, this was also a very early test build, so there’s no doubt a lot that’s going to be changing over time. But it did, at least, feel like a good fundamental base for combat.
One of the fun parts of this job – or one of the odd parts, depending on how you prioritize things – is how you can agree with absolutely every point someone else is making while having an exactly opposite reaction. You may recall that Andrew tried out the build
of The Elder Scrolls Online: Summerset
and walked away with a shrug, which to a certain portion of the ESO
fanbase is apparently a vile insult (demos are serious business). I guess if your reaction isn’t fawning adulation of ESO
, you hate the game, or something. I’ve never gotten that one myself
At any rate, the fact is that I agree with Andrew on this point. I even agree with his overall conclusion. But my walk-away conclusion is altogether different; I found myself impressed with what the game was doing and thinking that this was going to be a pretty good expansion. It might not have anything as show-stoppingly novel as the Warden, but you can’t give every single expansion a bear-based class, I assume. (There has to be some reason.)
At this year’s PAX East, I discovered that my mental picture of Casey McGeever did not match the actual man in person, but that was a positive thing; meeting the man himself, he projects an aura of warmth and earnestness that’s almost impossibly infectious. Not that it should be all that surprising, as he’s spent so much time talking about the strength of community when it comes to building up the base behind Ship of Heroes as a whole.
McGeever and I had an opportunity to speak about a number of issues surrounding the City of Heroes-inspired superhero MMO, starting with some talk about the game’s roadmap moving through the remainder of the year. The roadmap covers the past few months and recent known developments, but it had to be delayed slightly while the team pushed through the early stages of pre-alpha, engine upgrades, and the associated tasks. Now we’re into April, and it’s time for the community to see what’s on the docket for the next three months.
It’s not every day that you walk into a building dominated by an enormous griffon, the enormous statue replicating the mount in Guild Wars 2: Path of Fire
. You could, of course, argue that the griffon is functionally an upgraded version of the glider from Heart of Thorns
, but that just brings you back to the idea that Path of Fire
is closer to what people wanted from Heart of Thorns
in the first place. It’s a bigger expansion for people not interested in the rather narrow focus of the jungle.
Which makes sense, since according to the game director, Mike Zadorojny, the focus of what the expansion was meant to be about was radically different between the two expansions, and Path of Fire was closer to an expansion of the base game.
I had the chance to sit with Zadorojny and chat about various issues of both current development ant future direction, although we did not have that chat on the back of the griffon. (There were people waiting in line.) But considering the nature of the griffon and the talk, it might have been appropriate.
It’s easy to have little to no idea about how Final Fantasy XIV
is localized. Obviously the localization team has advanced beyond the days of Final Fantasy Tactics
(which apparently was translated by someone with Babelfish and a rampaging hangover), but it’s still pretty easy to picture the localization as a matter of the Japanese staff dropping a stack of untranslated text on someone’s desk with a laugh and a note to have fun figuring it out.
The note, presumably, would also be in Japanese.
This is not just wrong, but it bears absolutely no resemblance whatsoever to the actual localization process. I had the chance to talk with main scenario writer Natusko Ishikawa and localization lead John Crow, who helpfully went into some details on both the localization process and their personal feelings about the story and characters therein. You can also check out the embedded footage of the panel below, which goes into more detail on the writing process.
Among the more unusual business model setups for the incoming wave of indie MMORPGs is Pantheon: Rise of the Fallen’s. As we’ve previously covered, Brad McQuaid’s Visionary Realms studio offers pledge packages for would-be players that range up to $10,000, payable in monthly chunks. The particulars have allowed the studio to sometimes dodge complaints about having a pre-alpha sub as well as about having high backer tiers, when in reality, it pretty much has both.
If that doesn’t bother you because you really want to see another McQuaid game reach live, then you might want to point your eyeballs at the game’s latest pre-order package in honor of PAX East. It’s similar to the regular-flavor $1000 tier, with a few extra perks, including pre-alpha access to let you hop into the game in May.