Oct 172012
 


About this time every year, League of Legends players start to look forward to “The Harrowing” – Riot’s annual Halloween celebration. Summoner’s Rift takes on an orange glow, minions don pumpkin masks, and other Halloween-y goodness pops up for the Summoners to delve into. While we all appreciate the guise our beloved 5v5 battle arena map wears, the best part about The Harrowing celebration is without question the Limited Edition Halloween skins. These costume skins are only available during this time and once they’re retired, they’re locked away into the skin vault forever. Some of the previous entries include some guy who’s Definitely Not Blitzcrank, Bewitching Nidalee, Spectral Nocturne, Mundo Mundo, and Kitty Kat Katarina.

This year’s Harrowing is starting off with a blast – as Riot has decided to trick us all by announcing their newest batch of content just weeks before Halloween. New content, you say? Absolutely. Enter the realm of some of the most fiendish champions to ever grace Summoner’s Rift. Prepare yourself to delve into the Shadow Isles.

Users on reddit’s popular subreddit /r/leagueoflegends have been trying to sniff out this year’s Harrowing skins for quite some time, and while there’s one user in particular who’s gotten several of them right – no one expected these skins to be part of a new lore expansion that both tells more background about the lands that draw the allegiance of champions such as Karthus, Mordekaiser, Hecarim, Yorick, and Evelynn. On the Shadow Isle’s page, you’ll find updated lore for those loyal to these outlands, including a particularly interesting new story that’s tied to Riven. That’s right, the long rumored Spider Queen is finally coming! Elise the Spider Queen has been unveiled.
Aside from Elise and the new skins, Riot also announced skins for wards (!) so maybe we’ll finally see people start warding correctly! Yeah, you’re right – it probably won’t happen, but we can dream. Also of note, if you click on the orb at the bottom of the page, you’ll see a short teaser for the Isles themselves:

“Alone at the edge of the world, the Shadow Isles promise only death for those who find their shores, be it through avarice or misfortune. For precious few, however, the cold embrace of this mysterious lands yields unimaginable power.” Could this possibly be a new map? I’m hoping so, but I’m not sure what kind of map I’d like to see. Could it be the rumored “Supremacy” mode we heard of months ago? How about a 3v3 Dominion map to counter-balance The Twisted Treeline? One thing that’s certain, Riot’s got a ton of awesome surprises planned for this Halloween season, and it’s a great time be on the Fields of Justice.On the surface, she looks very similar to Zyra, but she’s obviously part human (wearing a helmet similar to Mordekaiser’s) yet wearing a skirt that looks like spider legs. As this is only promo art, there’s no way to be sure just how real those legs are; but one thing is for sure: She’s definitely poised to be a badass. There’s very little information about Elise other than her lore, but if her artwork is any indication, she’s going to be quite the formidable foe. What kind of abilities do you think she’ll have? I’m hoping she’ll be a top lane character, who throws out spider eggs that hatch out spiders (similar to Zyra’s plants) that chase you like Yorick’s ghouls. The only thing I’m willing to bet on? I think her ultimate will have to transform her into a giant spider, similar to how Shyvana’s Dragon Rage works.

This was written by GamingOgre.com‘s Jonathan White, be sure to leave him some awesome feedback so he gives you all some more awesome stuff to read!

Aug 172012
 

If you have been following Riot Games’ Gamescom activity, you may know that there was another champion that is available to play at their booth. That champ is Syndra, the Dark Sovereign and while we don’t have a splash yet to show people, we do know about her kit and her lore.

Syndra, the Dark Sovereign’s abilities are as follows, according to this Riot red post:

  • Transcendent (Passive): Each of Syndra’s normal abilities gain an extra effect at max rank.
    Dark Sphere: Spheres deal bonus damage to champions.
    Force of Will: Projectiles briefly knocks enemies into the air.
    Scatter the Weak: Cone width increases.
  • Dark Sphere: Syndra conjures a dark sphere at a target location, dealing magic damage in an area. The sphere remains for several seconds and can be manipulated by Syndra’s other abilities.
  • Force of Will:
    First Cast: Grabs a target dark sphere, enemy minion or neutral monster.
    Second Cast: Throw a grasped dark sphere or enemy at a target area. Enemies struck by the projectile take magic damage and are slowed.
  • Scatter the Weak: Deals magic damage in a cone and knocks enemies away based on how close they are to Syndra. Dark spheres within the area-of-effect are also knocked back, dealing magic damage and stunning enemies in their path.
  • Unleashed Power (Ultimate): Draws upon Syndra’s full cataclysmic power, harnessing all active dark spheres to deal additional magic damage to an enemy champion.

Now, as you may have noticed, Syndra can actually use minions and neutral monsters as weapons in battle. This mechanic sounds like it could absolutely have some potential.

Redditors got their hands on a picture of Syndra’s lore (completely in German) and were able to translate it. Unfortunately, Syndra is not Kassadian’s daughter, something everyone has been looking forward to seeing.

“Power belongs to those who can wield it.” – Syndra

Born with immense magical potential, Syndra loves nothing more than exercising the incredible power at her command. With each passing day, her mastery of magical force grows more potent and devastating. Refusing any notion of balance or restraint, Syndra wants only to retain control of her power, even if it means annihilating the authorities that seek to stop her.

Throughout her youth in Ionia, Syndra’s reckless use of magic terrified the elders of her village. They took her to a remote temple, leaving her in the care of an old mage. To Syndra’s delight, the mage explained that the temple was a school — a place where she could develop her talents under his guidance. Though she learned much during her time there, Syndra no longer felt her power growing as it had in her youth. Her frustration grew, and she finally confronted her mentor, demanding an explanation. He revealed that he had dampened Syndra’s magic, hoping to help her learn control and restraint. Accusing him of betrayal, she advanced on the mage, commanding him to lift the spell that was holding her back. He backed away, telling her that if she couldn’t control herself, he would be forced to nullify Syndra’s magic completely. Furious, she summoned her power and dashed the old man against the walls. With her mentor dead, Syndra felt the rush of her unbounded potential for the first time in years. Though she had won her freedom, she refused to return to the society that had tried to steal her gift. Instead, Syndra decided to claim her former prison as a stronghold. Pushing the boundaries of her magic, she tore the structure from its foundations and raised it into the sky. Free to delve further into her art, Syndra now aims to grow powerful enough to destroy the weak, foolish leaders of Ionia — and anyone else who would dare shackle her greatness.

Hm… A villain from Ionia? That is also something new. We will update you with more information on Syndra as soon as it becomes available!

Aug 102012
 

I’ve heard rumblings of a new champion over the last few days, an item called Bonetooth Necklace recently appeared on the PBE and referenced a champion named Rengar. Now we know that Riot sometimes throws red herrings out, so I wanted to make sure we knew exactly what we were looking at before we put something together for you all. Well, here he is, Rengar the Pridestalker.

Rengar is a top lane brawler with 1 part Warwick and 1 part Darius. The awesome people at Reddit’s /r/leagueoflegends subreddit dug up his entire skillset, so here are all of his abilities:

Passive: Unseen Predator

While in brush or stealth Rengar will leap at the target when using his basic attack.

Rengar builds 1 point of Ferocity with each ability he uses on enemies. When reaching 5 points of Ferocity, Rengar’s next ability becomes empowered, granting it a bonus effect.

  • Q: Savagery

Rengar’s next basic attack deals bonus damage and grants him increased attack speed.
Ferocity Bonus: Rengar deals enhanced damage and doubles his Attack Speed bonus.

  • W: Battle Roar

Rengar lets out a battle roar, damaging enemies and gaining bonus armor and Magic Resist for a short duration.
Ferocity Bonus: Rengar heals for a large amount.

  • E: Bola Strike

Rengar throws a bola at his target, slowing them for a short duration.
Ferocity Bonus: Roots the target for 1 second.

  • R: Thrill of the Hunt

Rengar activates his predatory instincts, stealthing and revealing all enemy Campions in a large radius around him. He gains Movement Speed and rapidly generates Ferocity while stealthed.

 

Rengar seems to be a nod to Alien vs Predator, as he is a trophy collecting hunter whose motivation for joining the League is to get his hands on the one prey to ever escape him, Cho’Gath. While the story itself seems kind of interesting and he has some unique dialogue with Cho’gath, his lore is noticeably weaker than some of the newer champions or the reworked lore of characters like Fiora.

Are you excited to play this Lion-like champion? Will he be the bane of your top lane? It’s hard to say right now, but as soon as we get a chance to play him, we will let you know!

Jul 102012
 


Last week, we posted the teaser of Zyra that Morello leaked to League fans. Just a few minutes ago, the official reveal hit the League of Legends front page. Here is that info, along with a little about what to expect with this interesting looking champ. She also has 4 ears… Weird… Morello is in italics.

Sometimes the most dangerous predators in the wild are the ones you’d never expect – even the vegetation in Valoran! Zyra, mysterious and alluring, is one powerful plant that is poised and ready to unleash nature’s fury on the League of Legends. As fierce as she is relentless, Zyra uses the deadly vines and wild overgrowth of the Plague Lands as her weapons, planting seeds on the battlefield that spring to life into powerful allies. Are you the type that takes great joy in laughing maniacally as the thorns rise up around your foes, shredding them to pieces with the power of nature itself? If so, you’ll go wild for Zyra, Rise of the Thorns.

Let’s throw another taste out there…
One of her abilities spawns a seed on the ground that, initially, does almost nothing.
And….go!

Originally Posted by Raithis View Post
Would this be related to Sadida’s Shoe from Wakfu/Dofus? In Wakfu, they summon an immobile doll that doesn’t do anything. If you cast a spell on it, it comes to life depending on what the element of the spell was.

Wow, you actually did get the inspiration. It doesn’t play just like this (would have problems in LoL), but it sparked the idea.
Well done, sir.

Originally Posted by Inferno51 View Post
Morello, I created a champ that seems similar to your “Zyra” and you already have 48 Red posts on here and I will probably go through and read them eventually but for now I have some questions.1. Does she use a whip?
2. Is she a support?
3. If 2 is yes, is it universal / semi universal?
4. Will she have lore that ties her in with Lulu/Maokai?
5. If you do manage to answer these questions and the majoriy are yes, where did you hide the camera in my room?EDIT: So I went through and read the post and saw that she had an ability similar to my Q and she also had 2 cc and a slow, where the **** is the camera?

6. Can I just show up and give you guys champion ideas? (Some are unique, as in I haven’t seen them, while others are just for fun or lore.)

1) No
2) No
3 N/A
4) No
5) :P

The secret to design is that ideas aren’t that valuable or special on their own (that’s the easy part), but making it actually work, be fun to play as and against, be thematically cohesive, etc are the challenges. Pitching ideas can be fun for its own sake, but it’s not something we get a ton of value on (and can end up in ugly legal stuff if we’re not careful).

Jul 062012
 

A mysterious, grainy, picture is our first clue about the League of Legends’ 101st Champion. This news comes before the release of League of Legends 100th Champ, Jayce. Lead Champion Designer, Morello, decided to let some info slip in a “red” post today in the League of Legends’ forums.

While I maintain that Jayce’s whole weapon-transforming thing is really fun, it’s really not about some big mega-release milestone. It’s a nice round number, sure, but I think it’d be kind of ****ty of us if we were holding something back for this that we’d had been capable of doing previously.

I kind of see it as every champion needs to be a milestone of some kind – just trying to do something we hadn’t done before in regards to gameplay, art, lore, or any mixture of them. I’ll talk more about a couple of the big issues (monsters, why 3 masculine-style males so close) in a future post, but for this I wanna focus on the specific “champ 100 thing.” I feel if there was something more special we could have done here, why aren’t we doing that for every champion?

I actually did a quick interview for a cool little video that takes a look back at our first 100 champions…it shows some of the process we use and a bit of revealing the man behind the curtain. I think that goes live next week.

So, I probably shouldn’t do this, but what the Hell. I’m really stoked about champion 101 too because I got to work much much more directly on it than I usually do and it’s an archetype I think we’ve needed. I’ll….plant a little teaser for you.

(Hint, she’s not made of flesh):

So… We know that this is that Plant Mage we have heard about. We also believe her name is Zyra, as hinted at in the forums but also the name of the picture as well. We’ll be sure to post any additional info that we can as soon as it surfaces. Are you looking forward to this champ or still awaiting Jayce?

May 292012
 

As e3 approaches, many hints and mysteries have begun to show up regarding so of our favorite games. Riot Game’s League of Legends is no exception to this, in the past few months there have been small hints and clues that have been discovered by the community. While no official word has been said on what to expect, let’s take a look at some of the more realistic expectations.

Supremacy:

Not too long ago, a few eagle eyed members of the League of Legends community noticed that Riot had acquired domain names like www.leagueoflegendssupremacy.com and www.supremacy.com. This in itself was enough to keep the community interest piqued but many pointed out that acquiring names is also common in “just in case” they a company decided to move forward on a new project but didn’t mean there would be any guarantees. Well, League of Legends: Supremacy has officially been trademarked by Riot Games, just in time for e3, so what could it possibly be?

Riot has dropped hints a few times that they have had interest in mobile development, one solid possibility is that Supremacy could indeed be a brand new game for mobile devices. While it would seem unrealistic that a version of League of Legends could bring it’s current style of gameplay to the mobile market it isn’t far fetched that Riot, a company with Free to Play success, could develop a new mode of sorts to make use of social networks to create another way to draw players in.

Many players are hoping that Supremacy could be a brand new game mode, joining the current PvP options of Summoner’s Rift (5v5), Twisted Treeline (3v3) and last year’s Dominion (territories). Something that has been often requested is a form of PvE or an ARAM (all middle all random) game mode that officially let’s players find a different and challenging way to play an already great game. Another popular theory is that as the multiple nations that represent Runeterra grow with champions, a lore driven and faction based mode could make an appearance. This seems the most likely as League of Legends’ lore based newsletter has come to a close last week but Riot has stated they would find other ways to continue lore. The possibility of seeing a new game mode seems likely, but if we know anything about Riot Games, they have a flair for the dramatic announcement. I wouldn’t be surprised if Supremacy is something that no one even expects.

Draven, the Glorious Executioner:

Last week, the website sm1rtpick.com (link doesn’t work any longer) and reddit uncovered files regarding a new character. Draven, the Axe Thrower (at the time) appears to be a new ranged AD (attack damage) champion that has an affinity for dramatic flair. Soon after this revelation, Riot themselves unveiled the artwork for this mysterious character and confirmed some of the info on him. Draven is the brother of the most recently released champion, Darius, and seems to be quite the flashy fellow (see pic). According to the info dug up, these are his stats:

  • Wicked Blades Draven’s Critical Strikes deal bonus physical damage over time. Spinning Axe also causes this effect even if it does not Critically Strike.
  • Spinning Axe (Q) Draven’s next attack will deal bonus damage. This axe will ricochet off the target high up into the air. If Draven catches it, he automatically readies another Spinning Axe. Draven can have two Spinning Axes at once.
  • Blood Rush (W) Draven gains increased Movement Speed and Attack Speed. The Movement Speed bonus decreases rapidly over its duration. Catching a Spinning Axe will refresh the cooldown of Blood Rush.
  • Stand Aside (E) Draven throws his axes, dealing physical damage to targets hit and knocking them aside. Targets hit are slowed.
  • Whirling Death (R) Draven hurls two massive axes to deal physical damage to each unit struck. Whirling Death slowly reverses direction and returns to Draven after striking an enemy champion. Draven may also activate this ability while the axe is in the flight to cause it to return early. Deals less damage for each unit it hits and resets when the axes reverse direction.

Champion Stats:

  • Range: 525
  • Move Speed: 305 Base Armor: 16
  • Armor level: 3.3
  • Base Mana: 240
  • Mana level: 42
  • Base Cricical %: 0
  • Critical % level: 0
  • Base Mana Regen: 1.39
  • Mana Regen Level: 0.13
  • Base Health Regen: 1
  • Health Regen Level: 0.14
  • Base Magic Resistance: 30
  • Magic Resistance Level: 0
  • Base Health: 420
  • Health Level: 82
  • Base Attack: 46.5
  • Attack Level: 3.5
  • Defense: 5
  • Magic: 3
  • Difficulty: 4

Lore: ’The best’ is wherever I decide to set the bar each day.’ Unlike his brother Darius, victory in battle was never enough for Draven. He craved recognition, acclaim, and glory. He first sought greatness in the Noxian military, but his flair for the dramatic went severely under appreciated. Thirsting for a method to share ”Draven” with the world, he turned his attention to the prison system. There he carved out the celebrity he desired by turning the tedious affair of executions into a premiere spectacle. At Draven’s first execution, he shocked onlookers when he ordered the doomed prisoner to run for dear life. Just before the man managed to flee from sight, Draven brought him down with a flawless throw of his axe. Soon, all Draven’s executions became a gauntlet through which Noxian prisoners raced for a final chance at life. He used this trial as his own personal stage, and turned executions into a leading form of entertainment. He rallied onlookers into a frenzy, while desperate prisoners scrambled to evade him. They never succeeded. Rejecting the solemn, black uniforms of Noxian executioners Draven donned bright outfits and developed flashy signature moves to distinguish himself. Crowds flocked to see Draven in action, and tales of his performances spread quickly. As his popularity grew, so did his already-inflated ego. He belonged at the center of attention. Before long, the scope of his ambitions outgrew the population of Noxus. He decided that the glorious exploits of Draven should be put on display for the entire world

The guy sounds like a handful for counterpicks and also a potential replacement for older characters like Sivir and Olaf. I would not be surprised to see Draven’s Genghis Khan-looking self make an appearance at e3. If he is up, you can bet I’ll be taking him out for some bottom lane carry.

Morello’s Mysterious AP Champion:

Lead Champion Designer Morello has let a little tidbit out about his first champion that he designed himself, apparently it is a female AP caster. Fans of League lore have been hoping to see veteran champ Kassadin’s daughter for some time. She is also a victim of void exposure, so it would fit in line to see another void based champ make an appearance. If she is indeed at e3, we’ll get all the info we can!

Feb 172012
 

Anyone that knows me knows how much I love the Mass Effect series. Mass Effect 2 is in my top 5 favorite games of all time, and needless to say, I am really looking forward to Mass Effect 3. However, the reason I love the series is because of the characters, the amazingly well realized setting and lore, and the compelling overarching story. The gameplay was decent in the first game, and greatly improved in the second; but if good third person shooter gameplay was all it took to win me over, then it would be Gears of War as one my all time favorite series, not Mass Effect. So obviously, I was skeptical of the co-op mode in Mass Effect 3, given that it is basically removing a lot of what I love about the series in favor of straight up action.

I say I was skeptical of the co-op in Mass Effect 3, but unlike some people, I am not necessarily against the idea. I have always praised Mass Effect 2 as having combat that is just as good as the top third person shooters. What really sets it apart is the rock/paper/scissors mechanic with the various types of powers and defenses. Some powers are only effective against unshielded opponents, while others excel at taking down shields, barriers, and armor. Luckily, this basic mechanic is maintained in Mass Effect 3, and overall I would have to say I have really enjoyed what I’ve played of the multiplayer.

The co-op mode in Mass Effect 3 is a wave based survival mode, and a good one at that. This type of mode has become very popular since Gears of War 2 kicked off the trend in 2008 with Horde Mode, and everyone has their favorite. In my opinion, Firefight in Halo Reach and Horde 2.0 in Gears of War 3 are the best examples of this mode, but I have to say I do like Mass Effect’s take on this mode. It works just like you’d expect, with each wave the enemies increase in numbers and difficulty, with the ultimate goal of surviving until your squad is extracted. The one twist is that every few waves, you will get objectives your team needs to complete in order to move on. These are usually time sensitive, and consist of things like holding a specific area, eliminating certain targets, and activating several nodes at various spots on the map. There are three difficulty levels, and let me tell you, the game doesn’t mess around. To have any chance of completing even the easiest difficulty, you basically need a squad of 4, or at the very least, a skilled squad of 3 all communicating. I was able to routinely complete the bronze difficulty level with squads of just 3 other random players, but I have yet to get much more than half way on silver. I’d imagine you would need a group of highly leveled characters to complete the higher difficulties.

Which brings us to a feature that really sets this mode apart from other similar modes, character progression and customization. The character leveling you’ve come to expect from the Mass Effect series is fully present in the multiplayer. All six Mass Effect classes are present in the co-op, and they remain mostly unchanged from Mass Effect 2. The Vanguard still has that awesome biotic charge, the infiltrator still has the cloak, and each class plays like you would expect them to. As you level up, you gain points to spend to unlock powers, with each character having 2 powers in addition to the specific class power. Obviously the game has to take place solely in real time, which is why you are limited to just three powers mapped to buttons, not having access to the power wheel. When you begin, you only have access to human characters, one for each class, with all the other races being locked from the get-go. To unlock them, you have to earn credits.

The way the unlocks work is actually really unique, and it brings some classic RPG style to the Call of Duty style unlock system. All your powers and passive health, damage, and shield upgrades are unlocked with points from leveling up, but all the weapons, items, mods, and characters require money to unlock. However, you don’t simply buy the items you want, instead you buy a box containing five items, with a random selection. You can choose to spend 5000 credits for 5 items, with a small chance of getting a rare. If you want to save up 20000 credits, you can buy a box of 5 items with a guarantee of getting at least one rare. Rares are basically the things you really want; weapons, characters, and mods. The non rare items are mostly one time use items like ammo for your rocket launcher, medi-gel (which allows to revive yourself if you go down as opposed to waiting for a teammate), and an other similar one time use items. I think the system is simply awesome. It can certainly get frustrating when you play for hours on end just trying to get a certain item or character, but every time I buy a box, I get those feelings of anticipation, like opening in a chest in a loot driven RPG. Maybe this is the time I get that awesome rare item!

As far as the actual gameplay goes, it’s not as big of a leap as from Mass Effect 1 to Mass Effect 2, but there are definitely some improvements. The move set has been expanded, with human characters now being able to roll and jump between cover, bringing the game more in line with what you’d expect from a third person shooter. The other races handle a bit differently, though I’ve only unlocked 2 to this point. Turians can’t roll or slide between cover, but they do start with more shields than humans. Drell are the other race I’ve played as, and instead of the basic combat roll, you do cartwheels and back flips. Aside from the movement stuff, the only major change to gameplay is the addition of special melee attacks. Each class has their own heavy melee, which does more damage than a regular melee in addition to looking awesome. There are also several new powers spread out across the various classes and races, and they all seem to fit in well. The rock/paper/scissors style balance has maintained, though there have been slight changes to warp and overload, which I was at first against, but when I thought more about it, seemed to make sense. In Mass Effect 2, warp was effective against barriers, armor, and unarmored organics, while overload was effective against shields and synthetics. Now, overload works against barriers, shield, and synthetics, while warp works against armor and organics. This makes more sense from a balance perspective, even if not really from a fiction perspective.

Overall, the co-op in Mass Effect 3 seems like a nice feature for those that want it. Many people lost their minds when it was announced, proclaiming the end of Mass Effect, and cursing EA for “ruining the franchise”. I don’t think we will ever really know how much input EA actually has in the development of Bioware games, but whether Bioware would have done this on their own or not, I think it’s a pretty cool mode. Obviously, the core essence of Mass Effect could never be maintained in a wave based survival mode, but with the leveling, the classes, the powers, and the loot, there is enough RPG and enough Mass Effect in this mode to make this a nice diversion. When I finally get my hands on the final game, I will more than likely play through the single player multiple times before I ever boot up the co-op, but it’s nice to know it will be waiting for me once I’ve played the story a few times.

Nov 302011
 

One astute Elder Scrolls fan has extracted the in-game text from the books found across Skyrim and has made them available to the masses.  Well, to the eReading masses anyway.  This dedicated fan goes by the name of Capaneus, who runs his own website.  It is here where he has made the texts available via MOBI (for Kindle) and EPUB (The majority of eReaders).  Snatch them and dump them into an eReader before they are gone.

Another viable and awesome (yet time consuming) option would be to print all those texts and bound them into an actual book as this pc mag article suggests.  Regardless of your preferred method, being able to carry around books full of Skyrim lore (The Black Arts on Trial, anyone?) is pretty darn cool.

Nov 282011
 

By now you have probably discovered that in The Elder Scrolls 5: Skyrim, you can become a werewolf. I won’t say how, but if you have done it yourself you have probably also discovered that it isn’t very much like being a werewolf at all.

Though unless you're Benicio del Toro you probably don't know what that's like, either. And if you ARE Benicio del Toro, then, hey, Benicio, why don't we hang out anymore?

  

You see, lycanthropy in Skyrim feels like a big missed opportunity. Besides looking like a werewolf, there is little else that suggests or ties into any accepted lore or mythos regarding werewolves. Silver hurts you, but that’s it. Your transformation is not determined by the lunar cycle. There is no sort of bloodlust or frenzy to the state, and you can change anytime you want. You end up naked when you turn back into a human, but all your stuff is in your inventory and must simply be re-equipped, so there’s no point to it (being naked suggests your clothing and armor was ripped off, but if it was unharmed, wouldn’t it be easier to accept you magically changed forms, and just as magically changed back?).

Being a werewolf just feels like a beast mode – and in fact, that is what it’s called in-game. Beast form. Like any other powerup, you activate it for some cool abilities and that’s it. You could just as well have transformed into any monster, like a dragonling (you are the dragonborn after all, why not?).

More than just that, the mechanics to being a werewolf are poorly executed as well. There is only one downside, literally just one: you lose the rested bonus from sleeping in a bed. Compared against the advantage of being immune to all diseases, many players opt to contract lycanthropy simply for the immunity and never even transform. And that is clearly a design flaw, at least with no downsides. It’s not as though one can contract vampirism and not suffer a few consequences, even if all one is interested in is the stat bonuses. And when transformed, you recover lost health by feeding on corpses, but again there is never a negative consequence of this, either.

I think a few tweaks ought to have been made to lycanthropy in Skyrim to make it more balanced in the game, and to make it follow more closely the lore of the werewolf. Now, of course you might say that balance in a single-player game doesn’t matter, and I would agree to some extent. But just wait until you hear the ideas, and then see if you don’t think they lend the whole affair some real weight.

The first change would be to introduce the bloodlust, the true bestial nature, to the transformation. I propose that when transformed, werewolves would be governed by two systems: health, and time. The duration of the transformation would remain constant, determined by an invisible timer, just like it is now, but unable to be extended. Because, secondly, the health bar would deplete at a constant rate, only refueled by feeding on one’s victims.

This means that every transformation is now a race against that failing health bar to find, kill, and consume more victims. That means that despite the player’s (human) desire not to, he is going to have to mercilessly slaughter enemies if he wants to survive. The werewolf will also be given a detect life state, so that he can more easily hunt prey, as well as the ability to feed on non-humanoid creatures. But care must be taken when choosing to transform, because it may be that the player will find himself with nobody to devour but the companion he brought with him, or perhaps even the poor inhabitants of that nearby farm…

"What is it, mother, another skeev- OH MY GOD I JUST WANTED TO GROW POTATOES!"

But this is all a very stiff penalty suddenly imposed, so there must be increased benefits to lycanthropy as well. I suggest a ten percent boost to health, stamina (and the regeneration of both), strength (for attacking and blocking), and movement speed while in human form. This way, even if the dreaded transformation is avoided, some of the werewolf still feels present. Furthermore, this bonus will increase by half a percent every day, with an additional five percent boost at night, never exceeding twenty percent.

Now you might be wondering why players who chose to contract lycanthropy just for the immunity, and whom I seemed to want to punish, appear to be getting an even better deal. After all, now they are even discouraged from transforming, and ten days after their last feeding they could end up with a twenty percent bonus to major, baseline abilities!

This is where I suggest utilizing the classic werewolf trope. Typically, those cursed with lycanthropy transform on the night of the full moon. But Tamriel has two moons, and even if we stuck to the thirty-day cycle, that’s a long time in-game. Furthermore, it is predictable and allows players time to prepare, nestling in somewhere out of harm’s way, and it would also give them a solid twenty days with the maximum human stat boost.

Instead, what if players were forced to transform, and to feed, not on a marked day but when their inner beast grows too far out of control? Instead of relegating a stat-resetting, mandatory transformation to a timeclock, players themselves would, in a way, be responsible for when they change. The longer a player goes without transforming and feeding at will, the increased likelihood his inner beast will break free. Hence the human-form stat boost. So somewhere after ten days or so, at a random time, the transformation occurs as a punishment for trying to reap the rewards.

But this time, it’s different. Instead of the normal transformation, time will simply skip forward, and the player will find himself awakening the next morning in a random, far-off village. The randomly chosen NPC will tell the player he was found naked on the side of the road. He will be given some coin, rags to wear, and some meager supplies before being allowed on his way, warned by his host to be careful of the horrible beast on the loose.

Oh, look. A penis joke. Fantastic

With his entire inventory missing, the player will have to track down what happened to him and where his beast form took him during the night, with no memory of it himself. He will discover the various settlements and towns between where he awoke and where he first changed have been devastated by a horrible beast; NPC’s will be dead seemingly at random, and each location will hold clues to the next, allowing him to track down his lost items, which could have been stolen by brigands (forcing the player to fight some thief wielding his own top-tier equipment, perhaps by using the very same beast form that got him in this predicament to begin with) or hauled off by a traveling citizen to be stashed in the cellar, or pawned off for coin.

Once players retrieve their items they will find that every town which suffered their wrath will impinge upon them a fifteen percent decrease in speech bonuses – though they may not be sure the player was the beast, they know he’s something to do with it. Adding on the possible lost equipment and the dead NPC’s, I feel like the anal retention of most gamers, generally completionist control-freaks, will make this lycanthropic transformation feel like the real curse it’s meant to be. A curse which when indulged can be controlled, if you give in to and accept the bloodlust, but is certainly not one which can be abused.

Bethesda, if you are listening, think about it. DLC, perhaps?

Nov 242011
 

With disc trays around the world spinning Bethesda’s newest masterpiece, gamers are spending countless and unfathomable hours exploring the vast and amazing world that is Skyrim. But despite all its merits, there are some shortfalls right at the heart of the game that I think need to be considered. And while it’s too late to do anything about it now, perhaps if we observe what steps need to be taken to bring the next outing fully into the next generation, Bethesda, or somebody else, will listen. Perhaps with a little reprioritizing we will see something truly immersive.

There is no denying that Skyrim is a technical marvel, and certainly it exists leagues above its predecessors. This game does what no other can in terms of sheer scope and detail, simultaneously presenting us with a vast, staggeringly huge world and a living, breathing level of detail that nearly blows the mind. But all the lore and detail, all the quests and options, all the fantasy and all the fluff cannot mask a problem that lies at the game’s core.

Skyrim handles like crap.

She, on the other hand, handles like a dream.

Now, to reiterate: technical marvel. What is happening here is astounding. I am not saying Bethesda is full of irresponsible, lazy coders and animators, and I am not saying that they did not do the best job anybody could do with the engine they had to work with, and considering all they had to incorporate. But, despite the great leaps that were made, the combat and even the movement is still a stiff, clunky mess.

Mostly gone but not entirely forgotten are the days of the wooden animations found in Oblivion or even Fallout. NPC’s go about tasks while you talk to them, and simple 3rd person walking animations look much smoother, much more fluid. But although the combat and world-interaction are better than they ever have been, thanks to amazing detail and new, realistic animations, what has happened here is more like putting a bandage on a bleeding infection: the symptom has been treated but not the source.

The next entry in this series is going to require a major overhaul to remain viable. Indeed, games in general are going to need to step up their game to compete, because these old engines are not aging well. All the immersive features in the world are well and good, but when your core fundamentals are flawed, they can do nothing to hide the videogame beneath. And that is what immersion is; making you forget you are playing a game.

This is a form of the Uncanny Valley which games occupy. They may look convincingly real, but when we experience them, when we watch things move around in them, the effect is totally lost. I predicted then what I am experiencing now: Rockstar’s Red Dead Redemption would ruin every game I played after it that did not utilize Euphoria.

Don't worry, little blue man. You only have to fall over, get beaten up, and die in a few games right now.

Euphoria is an engine developed by NaturalMotion to better and more fluidly describe in-game physics by assigning realistic values to objects, then letting physics, instead of canned animations, do the work. By removing scripts that determine how a character interacts with the world and instead calculating his each interaction on the fly, that character suddenly becomes a part of the world, instead of a separate entity. If every footstep is determined by the exact and unique variables of the moment, like in reality, then nothing is ever exactly the same, and all of a sudden even the most basic actions – walking, running, jumping, falling – feel infinitely more real.

Any game experience is generally defined by a few main factors. Two things we spend more time doing in a given game, indeed the very axes upon which most gameworlds function, are navigating it and killing the things that populate it. An engine like Euphoria redefines how even these basic factors are experienced, which in turn brings the immersion of a game to a whole, new level.

I am not saying the next Elder Scrolls game needs to be a RAGE-based Euphoria vehicle, and neither am I saying that being such a game means flawless handling (Grand Theft Auto IV and Red Dead Redemption both still felt very clunky and wooden, even if they didn’t look it). However, allow me to present an example from Skyrim itself to explain what I am thinking.

You crest the top of a hill. A wolf the next hill over spots you and rushes in for an attack. As it descends the slope, you notice that its running animation remains consistent, no matter how steep the grade. It is not running down that hill, you see. Rather, it exists independent of the gameworld. It lives in a bubble, and it runs on a flat, horizontal plane. Its legs do not propel it; the plane simply floats over the ground at a constant speed.

The same problem persists when you try to scale Skyrim’s many steep cliffs, and in fact learning what you can walk freely on and what will send you sliding oddly down means the difference between getting around and being stuck. Because, and this is especially apparent in third person, you are not really there. Your avatar appears to run and move at the same pace on flat, even ground as he does on a seventy-degree slope. And more than just the same pace, he navigates this slope in exactly the same way as he does a perfectly paved path.