#NBI2015Safari – Doomsday, Eat Your Heart Out

Posted in Virtual Tourism on May 30, 2015 by The Iron Dagger

Cry printscreen and let slip the screenshots! Now that Murf has lifted the limits on the NBI Screenshot Safari, I think I’ll go for broke and grab a shot for each of the two categories I haven’t submitted for yet.

My fifth #NBI2015Safari entry will have to come from DCUO once again, after all. Because what else can qualify as an Epic Achievement than, you know, beating down Superman?

#NBI2015Safari – Epic Achievement

Even more so when the beater was specifically designed for that purpose. That’s my villain, ARMSEAR MkII (Autonomous Robotic Meta-powered System for Extraterrestrial Armed Response), moments after fulfilling his prime directive of neutralizing the most powerful alien on Earth – aboard the Justice League Watchtower, no less!

This was snapped in March 2014, at the end of the Meta Villain main quest. I had an absolute blast playing a character obsessed with taking down DC’s finest – the cop-out of his first clash with Supes, where Luthor tanked while he scurried around fetching kryptonite like a harried waiter, was more than made up for by this finale. I remember every minute of that protracted duel, wearing the Man of Steel down move by move, mano a mano.

Despite DCUO’s setting, I like to think this beaten-down blue boy isn’t the old, classic Superman, but the current ‘I can explode in a solar flare but become mortal for 24 hours’ one. Count me among those raising a glass to the New 52’s long-delayed demise.

The case for nostalgia: Pillars of Eternity

Posted in Opinions on May 29, 2015 by The Iron Dagger

If a well-made game is a steak, nostalgia is my Tabasco sauce. Fortunately, Obsidian served a nice free flow of it with my Pillars of Eternity order.

They called it a return to the days of Baldur’s Gate, and they weren’t kidding: every step of the way, I saw echoes of my time on the Sword Coast in the UI, in the plot, in the wordsmithing, and in every frenetic, spacebar-spammy fight. Not the misty-eyed kind, just the kind that somehow took down any unconscious barrier to sinking deep into the game experience.

Full disclosure: I never finished Baldur’s Gate – far from it. Because reasons. But I saw enough of its characterization and combat (the latter of which I found nightmarishly tough) for Pillars to work its animancy on me. And the fact that my limited experience with its stylistic model was enough to enjoy it the way the devs intended, got me thinking.

Tapping existing fans

At what point does a ‘blast to the past’ game design become less a matter of its own merit, and more of a move to tap a well-entrenched interest base?

Pillars went beyond the staples of the Black Isle isometric; beyond rich characterization and mechanics like pause-heavy tactical combat. Look & feel-wise, it might well have been the original Baldur’s Gate Enhanced. So here’s the question: would Pillars have reaped the success it did with a different, original skin?

After all, Dragon Age had those staples as well, and yet its acclaim was far more a product of the game experience as a whole.

To answer that, I have to look back on my own 40+ hours on Eora, and cut away the filter I experienced it through.

For storytelling and world depth, Obsidian doesn’t disappoint. I personally wasn’t comfortable with the whole business of souls and past lives and reincarnation – The Elder Scrolls’ much more utilitarian approach is enough for my palate. But masterwork is masterwork (and Chris Avellone’s writing one of the finest cuts of this steak).

For combat that, at least half the time, felt less like a faceroll and more like conducting an orchestra, the game delivered as well. While considerably less punishing than its spiritual predecessor (the Hire an Adventurer mechanic would have been so welcome back then!), Pillars managed to make me micromanage in even random wilderness encounters. And winning fights with your brain instead of your twitch is so much more satisfying.

So yes. For me at least, Pillars wasn’t just a throwback. It was something I willingly stuck with to the end on its own taste. The old-school feeling was just sauce – like many sauces, a nice-to-have.

(Bad analogy, maybe; I’m aware of the culinary taboos associated with sauce in certain places, and on certain dishes – and I know, too, that certain dishes are made by their sauce! But I like a dash of Tabasco with my steak, so there…)

Not just nostalgia – what works

To further illustrate, I can point to another game I’m not sure a whole lot of folks remember – EA’s The Lord of the Rings: the Third Age.

This is a sample of how it plays, and it should be enough to ring bells for longtime Final Fantasy fans (Final Fans?). Yes. On the right. That’s the battle queue from FFX, rebranded.

I at least had the subtle benefit of hearing no such bells, being an avowed opponent of the FF franchise and all its abominations. My enjoyment of Third Age – a mediocre title little better than a movie tie-in – stemmed purely from my love for LoTR plus a lack of better games at the time. But were my tastes to the contrary, I’m sure the familiarity of that queue would have translated in no small way to the accessibility of the game at large.

That’s how I see it, anyway. Sure, maybe this doesn’t count as nostalgia, since FFX and Third Age were released within too short a time for that to set in. But the tactic of reusing a proven element is the same.

Tapping emergent fans

Nostalgia can be a risky play. The folks who played and loved Baldur’s Gate are 15 years older. As has been mentioned umpteen times in umpteen places, many of them don’t have the time for games they once did.

Going old-school to appeal to such a crowd is, in essence, banking on the power of video games as experiences – the power to bring people together even across years. That’s going up against the demands of real life. Chancy, to say the least.

However, oldbies wouldn’t be the only ones drawn by a nostalgia play. Many new-age gamers who appreciate, or are curious about, the classics (I am one) would give such games a spin on the strength of that value proposition alone – just for a shade of a feeling of what it might have been like. Bonus points if said classics were ‘before their time’.

So well done, Obsidian: you disproved the ‘aim for everyone, hit no one’ marketing mantra. Because you knew that gaming greatness is something ‘everyone’ is interested in. Even if that’s just an echo thereof – and Pillars of Eternity is, at least, an explosion of echoes.

How Skyrim let its lineage down

Posted in Lore, Opinions, Roleplay on May 27, 2015 by The Iron Dagger

This is a retooled version of a piece I wrote after playing through The Elder Scrolls V: Dragonborn, a couple years back. Meant for readers familiar with the Elder Scrolls series and its lore.

Newcomers to the Elder Scrolls franchise can probably be forgiven for thinking it starts with Skyrim. Thanks to savvy marketing, great visuals, and arrow-to-knee memes, TESV still basks in the afterglow of a success its predecessors never quite matched in their heyday.

I find that curious since, objectively, just about all of those predecessors are held above Skyrim where the things that make TES TES are concerned.

Take the two seen in the preceding decade: Morrowind and Oblivion. Neither’s perfect: an overly restrictive plot in one, and an overly derivative conworld across the board, are just the tip of the iceberg. Yet the spell both have woven on players endures yet across the years, in a way Skyrim can only dream of – without mods coming into the picture. So where did the TES magic go?

Reinventing the wheel

It might help to first examine the one thing all three titles share: their conworld.

For all its painstaking depth and lore, Tamriel is still built upon a hearty dose of real-world ripoffs. From the patently Ancient Roman getup of your welcoming committee in Seyda Neen to the land of Vikings, horned helmets, and mead halls nine years on, the Elder Scrolls series has, like most conworlds, never shied from wearing its historical inspirations on its sleeve.

Bethesda certainly won’t be the last worldbuilder to play this card, because it works. Morrowind’s undisguised Roman Legion imagery, for instance, must have been a cake to sword & toga fans, topped with the thick, sweet icing of said Legion being joinable. I wonder how many first-timers on Vvardenfell rolled as a Maximus or a Julius Caesar, swore the sacramentum, and gunned for Knight of the Imperial Dragon.

But such brazen derivation is exactly where problems with immersion arise. Yes, tapping real-world influences makes a conworld instantly accessible to anyone with a modicum of cultural knowledge, and lets players – at least, those that care about such things – flavor their gameplay experience with preconceived notions and archetypes. However, infusing credibility into such a world takes considerably more work, which offsets the fact that such an approach makes the worldbuilding easier in the first place.

And here’s where Skyrim finally dropped the proverbial ball.

The problem of where you are

An outstanding mix of art direction and storytelling kept Morrowind and Oblivion feeling fresh despite real-world references left, right, and center. But unlike those predecessors, Skyrim simply shoehorned a thinly veiled copy of Norse culture into a tradition of propping Tamriel up without leaning too much on Earth or Middle-earth influences.

Bethesda tried, as they have always done, to balance this derivation gone overboard with cosmopolitanism – a must in any game with a menagerie of playable races. Cue the ‘racial hotspots’ peppered around Skyrim:

  • The Orc strongholds.
  • The Forsworn (Breton) insurgency in the Reach.
  • The Argonian dock worker community in Riften.
  • The Dunmer refugee ghetto in Windhelm.

But what was the effect of all these? Did they dilute the cultural homogeneity, and temper the overwhelming THIS! IS! NORDLAND! feel throughout Skyrim?

Not quite, to me at least. However, cosmopolitanism was not the culprit. Cyrodiil did boast a few racially themed cities. (Bruma, Cheydinhal…) And Vvardenfell needed no ‘racial hotspots’, with just about all non-Dunmer the player met having gone native. No, I blame Bethesda’s vision for Skyrim.

That vision fell flat against Morrowind’s stupendously realized alienness and the masterfully woven Western medieval of Oblivion. Vvardenfell’s ashlands succeeded in taking me (and many others) far, far away from any country on Earth. And the seemingly generic townships and villages of Cyrodiil housed little worlds with personalities and idiosyncrasies of their own. By contrast, in the holds of Skyrim, I felt merely a tourist in a superficially fictionalized Scandinavia.

It might be argued that Ye Olde Middle Ages tropes have been so spammed in games over the years, that a sprinkling of castles and counts in one more fantasy RPG is accepted as a matter of course, whereas the rarity of longhouses and jarls contributes to the jar (no pun intended) of their appearance. But either way, such a laser focus on the Nord culture led only to one end: Skyrim pandering to a single character archetype.

The one on the box.

The problem of who you are

Aesthetics and culture aside, main quests are another bone of contention.

Oblivion did fantastically here by casting the player as vaguely as possible: an everyman who helps save an empire. Lower on the scale is Morrowind, where the player discovered they are a reincarnated folk hero with a destiny to fulfill – pigeonholing them into a role they may not fit comfortably by virtue of what their character was born as.

And then came Skyrim. Which had the player, in the Nordic fatherland, discovering they possessed a legendary power that was also uniquely Nordic. Yes, uniquely Nordic. From Miraak through to Talos, the franchise mentions no past Dovahkiin who weren’t Nords. (And that’s Dovahkiin, not Dragonborn as in the Dragonborn Emperors – per Mike Kirkbride, St. Alessia and the Septim line were not soul-stealing dragon-slayers.) Without even considering how pyrotechnic superhuman powahs distract from the player character’s own journey of discovery, this is pigeonholing of a pretty high order.

Taken together, the blatant Nord bent of Skyrim’s Skyrim and the plot of the Dovahkiin’s quest produced a game experience where all but one or two races were mere window dressing; fine fodder for cinematic epicness, but not all that musical for immersion and replayability. True, Morrowind and Oblivion were both about the natives. But the devil is in how the other races of Tamriel fit in.

From the perspective of wanting to play an organic role in the world-shaping proceedings, is there really a reason to roll as a race other than the one said proceedings fixate on?

In Oblivion, yes. Because there was no fixation. You were nobody. You were anybody. There was no compelling reason to be an Imperial just because you were in the Imperial heartland. The game’s environment saw to it that no cut-and-dried, set-in-stone hero heritage was foisted on players.

With Skyrim, and regrettably, even Morrowind too, no. Because there, you were somebody. “Holy hell, I’m that legendary figure”, and all that. Becoming the Nerevarine and the Dovahkiin as anything other than a Dunmer and Nord, respectively, was less Luke Skywalker and more of being pushed along on cultural rails. The problem with being a folk figure turned out to be the ‘folk’.

This, I feel, constrains the fundamental Elder Scrolls premise of a freeform RPG experience where you are who you choose to be.

Bethesda’s counterweight

Morrowind tried, at least, to address cognitive dissonance on the player’s ‘hero mantle’ being clearly and unavoidably tailored for a Dunmer:

  • Players are slapped with ubiquitous Dunmer xenophobia from the get-go.
  • Locals persistently express disbelief that an ‘outlander’ could be the Nerevarine.
  • All the ‘Failed Incarnates’ were local Dunmer in life.

These helped. They established the notion of a foreigner becoming the people’s savior as only slightly more believable than a Chinaman kickstarting the American Revolution. A big Chekhov’s gun, meant to elicit a powerful irony when finally fired (or, in this case, turned on its racist little head). And, on top of all that, the plot mixed in a “what, the national hero is reborn as an alien, hence the real enemy is the enemy within” spin on prophecy – a credible enough justification for Nerevar reincarnating as a non-Dunmer.

What did Skyrim do here? It threw in a book – a piece of completely optional, and easily overlooked, content. A single, deliberately vague treatise which, in essence, says, “being Dragonborn, or Dovahkiin, however you slice it, is a matter of being chosen by the elder god and not of race, and even that is uncertain since, you know, gods work in mysterious ways”.

Hardly a firm, or satisfying, pretext to be receiving dragon Quickenings and wielding the most powerful vocal chords outside of draconic throats. It answers nothing. What exactly does being Dragonborn mean (besides a destiny of dragon-slaying), and why does the player character have this Shang Tsung thing going on that Dragonborn of legend don’t? That book might have stood finely on its own before Skyrim, but not now that the Dovahkiin is out of the bag.

What next?

The Elder Scrolls verse has always been rather protean, what with all those brilliantly conceived explanations of inconsistencies between games. But what TESV did with the ‘Dragonborn’ concept, and the ensuing popularity, raises my concerns on how far future titles will stretch the believability factor. Will we start seeing renditions of Warcraft’s ludicrous Draenei retcon, next?

Despite Skyrim’s broad appeal and pop culture status, I cannot see it for anything more than a mainstream, fan-serving knockoff of horned helms and drakkars. A gallant but unworthy successor to a lineage of some of the most spellbinding RPGs ever made.

It did not fail on the level of Diablo III, to be sure. THAT is a feat I’m sure no game developer is eager to equal. But it failed an altogether different, nobler pedigree.

#NBI2015 Talkback Challenge #4: The Seven Gaming Sins

Posted in Random Thoughts on May 25, 2015 by The Iron Dagger

Firstly, mad props to the Newbie Blogger Initiative’s latest Talkback Challenge for reminding me of Morgan Freeman’s god-awesome recitation of the seven deadly sins in Se7en.

Now that that’s out of my system, on to the questionnaire…

Lust – Do you enjoy games more if they have scantily clad and “interestingly proportioned” avatars? Do you like playing as one of these avatars? Why or why not?

Yeah, yeah, there’s no accounting for taste. But I’m one of those male gamers that draws a line here. Too scanty and busty (Asian MMOs, I’m looking at you), and it interferes with my immersion.

Give me a game where female avatars are not all supermodels, and can rock practical, covered-up outfits, anyday. I hope Kingdom Come: Deliverance nails its realism in this area as well!

Gluttony – Do you have a game backlog of unfinished games but still buy new games regardless? Why or why not?

No. Just no. I’m busy enough these days that I don’t have time for more than one at a time, and the games I do choose to play are, more often than not, long, sprawling affairs – so adding to that queue does not compute.

One of my closest gaming buddies, however, is so guilty of this sin that he’s taken to watching ‘Let’s Play’ videos on YouTube to make up for lost time. Sounds like a smart move; I wonder how many others do that.

Greed – Do you enjoy hand outs in a game? Have you ever opted to NOT do an action / in game activity because the rewards were lacking? Why or why not?

As a roleplayer and selective completionist, rewards are seldom a reason for me to refuse quests.

It makes even less sense to not do quests in MMOs, because those, regardless of flavor, serve only one purpose: character progression. It first hit home for me in Age of Conan, when my Cimmerian, a former galley slave, turned down a task that had something to do with slavery. As I watched her walk away from the questgiver, I remember thinking, “Wait, is this going to change anything?”

It wasn’t. Roleplay or no, I realized I was only gimping my character gameplay-wise by passing on opportunities for XP, loot, and upgrades. And all the while, the world would go on turning, with me a few steps behind.

I still didn’t do that slaver’s quest, but that epiphany has stuck with me across the years.

Sloth – Do you ever leech or AFK in a party? Do you discourage others from attempting things that you feel are difficult? Have you ever seen someone that needed help, but decided not to help them? Why or why not?

No, no, and no.

If I have to AFK for longer than half a minute, I always sing out. And leeching? Isn’t that, like, sitting out boss fights and then claiming the loot? Who does that and not get booted?

I’m more tolerant of random AFKers than many, because there’s always the possibility their hardware or Internet sucks. I’ve been there. And I remember what it was like being yelled at in Diablo II sessions because I was still in the loading screen when folks had already zoned in, repaired their gear, sorted their stash, and regrouped by the town portal.

As for discouraging others, what exactly are we talking about here? Discouraging the party from taking on a boss because you keep wiping on it? Er, no. You’re likely to just, once again, get the boot. Besides, I myself must have hit the Watcher in the Water, back in LoTRO, ten times before I finally got into a PUG that downed it.

And come on, being slothful when it comes to helping people? Maybe if they ask rudely…

Wrath – Ever get angry at other players and yell (or TYPE IN CAPS) at them? Have you ever been so angry to stalk a person around in game and / or in the forums? Why or why not?

No. Next.

Envy – Ever felt jealous of players who seem to be able to complete content you can’t? Do you ever suspect they are hacking or otherwise cheating? Why or why not?

I have been guilty of this sin in two cases, both times in LoTRO and with the aforementioned gaming buddy.

One, he was almost never refused a spot in big PUGs, while for me, getting an invite was almost like winning the lottery. But that was because he was a Captain (who are always welcome) and I a Guardian (who are like steering wheels on cars – only one is needed). Who asked me to roll a tank instead of a healer/utility class…

Two, there was a time we were farming reputation drops in the Icereave Mines in Forochel, and he won rolls like, 20 times in a row. That’s not exactly random now, is it?

So, yeah. As for hackers, what’s the point of jealousy? I wouldn’t be jealous of a guy who takes the elevator to win at a stair-climbing competition.

Pride – Are you one of those people that demands grouping with other “elite” players? Do you kick players out of your team who you feel are under-performing? Why or why not?

Those who game with me know that I am, in point of fact, diametrically opposed to elitism in group content – especially the “X class, Y build only” kind, and the “EXP only” kind.

No MMO I know of has solved the old chicken-and-egg dilemma: if people will only group with you if you’re experienced, how the hell are you supposed to gain experience in the first place? It’s a community thing – a human thing.

Every time similar topics come up, I recall a Minstrel I met back in LoTRO’s Rise of Isengard who insisted on running instances in a DPS build; needless to say, he couldn’t perform to save his own life, and got repeatedly savaged by the party. Because, you know, Minstrels are damned healers, so stop making like a damned Hunter!

I’m happy to say I was the only one in the group who abstained. I only advocate giving underperformers the boot if they’re rude or unresponsive. Otherwise, no. Everybody else deserves the chance to learn.

#NBI2015Safari – An International Incident

Posted in Virtual Tourism on May 24, 2015 by The Iron Dagger

I hate selfies… except when they’re of game characters, in which case I condone narcissism to the nines.

Choosing one for my fourth and last #NBI2015Safari entry was no easy task! With the past three being from LoTRO and DCUO, I considered putting up one from WoW or Dragon Age for diversity – but eh, this one is just too good.

#NBI2015Safari – Selfie

This was one of the first times I took my hero, Lady Trace, into the Kahndaq raid, back in March 2014. I will never forget how blown away I was by the place – a whole Egyptian-styled city open for roleplay and photography! And DCUO being DCUO, nobody I saw reined in the bum-rushing to do anything of the sort.

I love this shot for how beautifully the sunset accentuates Trace’s getup. My concept for her was basically a paramilitary British Batgirl, so a lot of time went into carefully mixing costume colors to achieve a Union Jack resemblance. It didn’t occur to me that people would think of the American flag instead! (“Looks like Cap and Bats”, I remember one guy saying…)

And there endeth my submissions for the NBI Screenshot Safari. I’ll take this opportunity to say thank you to the great folks of the Newbie Blogger Initiative, for inspiring me to unearth all these forgotten gems, and especially to Murf for kicking this off!

#NBI2015Safari – Lady of Steel

Posted in Virtual Tourism on May 23, 2015 by The Iron Dagger

As I hunt down and sift through my scattered folders of game screenshots for the NBI Screenshot Safari, I’m finding more and more stuff I forgot even existed. Like all the gorgeous shots I snapped during my DC Universe Online career.

What better game to grab a picture from for #NBI2015Safari’s ‘Heroes or Villains’ theme? Time for a break from LoTRO, for my third entry!

#NBI2015Safari – Heroes or Villains

Seems a long time ago that I was rockin’ out in Gotham and Metropolis, but the date-stamp on this shot says April 2014, so I guess time is relative. That’s my hero, Lady Trace, standing up for Supes at the end of the Fortress of Solitude: Power Core raid.

I used to wonder why the devs placed these two guys so far apart, until the ‘ahhhh’ moment came – so we heroes have space to form up! Back off, Luthor!

Would that some of the raid had stuck around for group photography, like in other MMOs… but fat chance of that on one like this.

#NBI2015Safari – The South Remembers

Posted in Virtual Tourism on May 23, 2015 by The Iron Dagger

The Newbie Blogger Initiative continues to impress. Only a couple of days since I got on board, and already I’m stumbling across far more game blogs than I thought existed. Takes a movement like this to show you the limits of your exposure before!

And it turns out the NBI Screenshot Safari isn’t strictly a weekly thing. So I’m going to do right by my old screenshots, and carry on contributing.

Here’s a second #NBI2015Safari entry, for the ‘High Fantasy’ theme.

#NBI2015Safari – High Fantasy

Compared to my first submission, this is a more recent shot, dating back to May 2012. The lore context makes it one of my favorites. That’s my LoTRO main, Annúnion Arantir of Gondor, before the statue of Elendil in Tinnudir Keep – a man called ‘King’s Guard’ rendering salute to the High King of the Dúnedain!

It was a tricky shot. I had only about one second to snap him in mid-flourish, sans glowy magical effects – and the cooldown on the ability that produces said flourish is one hour! No pressure…

#NBI2015Safari – Unquiet Ruins

Posted in Virtual Tourism on May 22, 2015 by The Iron Dagger

As it turns out, launching The Iron Dagger this month was a stroke of serendipity! Turns out there’s a thing called the Newbie Blogger Initiative, and it’s been around for a few years now, revving up every May to encourage new game bloggers. How about that!

And, since this thing has a thing called the NBI Screenshot Safari, what better time to dig deep into my meager compilation of game screenshots? I know I’m late to the party, with only one weekly submission remaining, but better late than never.

So here’s my #NBI2015Safari entry, for the ‘Scariest Place’ theme.

#NBI2015Safari – The Scariest Place

This screenshot dates back to January 2011, and it’s hands down one of the best I have ever taken, in any game. That’s my very first LoTRO character (currently out of retirement for a photographic expedition across Middle-earth) facing the shade Captain Riamul amid the ruins of Fornost.

Before Turbine hanged, drew and quartered it, Fornost was a rather eerie instance. I found its atmosphere of dilapidated, defiled glory creepier than any evil spirits, and so did my poor Champion of Rohan. This screenshot is unaltered – I snapped it while he was under a considerable amount of Dread, to take advantage of the screen-darkening effect.

Neverwinter and main quest facerolling

Posted in Opinions on May 21, 2015 by The Iron Dagger

So I reinstalled Neverwinter to give the Oathbound Paladin a spin – was looking forward to it in a big way, since I always play paladins in D&D settings and consider it almost a crime that the game launched without them.

I expected to be entertained – Neverwinter’s combat is perhaps the only thing keeping a lot of folks coming back, despite the rampant lockboxing, consolish community, and a currency bloat to rival the World Bank.

What I did not expect was the ability to one-shot story bosses.

Seriously. If you haven’t tried the Oathbound Paladin, do so, just till the end of the starter zone. Take a few seconds to clear the skeletons around the Harbinger, and pop your Daily. Holy hand of smackdown! I blinked a few times before I realized it was over. Just like that.

Rinse and repeat for the Guardian of the Nine, and Honor Reagh, and Fleabottom, and Karzov – the last of whom my other characters had to tango with a good hundred times longer.

Yes, yes – it’s only act one. Wait till you hit the big league, and start grouping, and all that. But is that an excuse to make the single-player experience (especially early on, in new players’ ‘evaluation phase’) a complete faceroll, even for one class? A great many people solo MMOs. Would playing an Oathbound Paladin (and it is the newest class, so many would) make a first-timer equate Neverwinter with brainless, challenge-less games like, I don’t know, any random idle game out there?

Neverwinter has a bad enough rep. I personally, despite my liking for the action, detest the cash grabbing, and what they did with the franchise (fan of BioWare’s NWN here), and the lip service paid to roleplay. Compounding things by removing all challenge from the main quest, a la so many other MMOs, is just one more step down the slope. I’m not asking for Dark Souls. Just for the potential of the game’s combat system to be maximized in the single-player experience as well.

But I guess the OPness worked after all. Because by the time I cleared the Blacklake District quests, I was wondering just how far my paladin was going to be this ludicrously powerful. Which means I’ll carry on playing her. Not for progression – but for curiosity.

I suppose this could hook first-timers as well. And at least it beats damned lockboxes.

Lost trails of LoTRO: Vol I

Posted in Roleplay, Virtual Tourism on May 18, 2015 by The Iron Dagger

Redwine Eardwrecca

Massively Overpowered asked, “What MMO gets you exploring?”, and that got me thinking – back to the good times I had in Turbine’s Middle-earth.

As much as I savor the pixelscapes of virtual worlds, I don’t really consider myself an obsessive screenshotter, which explains why almost all my shots from The Lord of the Rings Online are of characters, combat, and roleplaying moments rather than scenery.

That was a mistake. Over two years in LoTRO, I must have had a hundred chances (at least) to build a photo album of Turbine’s beautifully realized vision of Tolkien’s world. But thanks to MOP and the commenters on that Daily Grind topic, I’ve decided it’s never too late.

So I blew the dust off my very first character – my Rohirrim exile, Redwine Eardwrecca (Old English for ‘one who is banished from his country’) – and got him back into the saddle for the first time in years. Only now, his lonely gallop across Middle-earth will be punctuated not by cutting down Orcs and Dunlendings, but by tracking down little-known, scenic corners of the game world.

I’ll feature these shots a few at a time, and hopefully make a series out of this. Here we go…

Ruined bath-house outside Ost Guruth (32.4S, 30.4W)

Ruined bath-house outside Ost Guruth

Lone-lands (32.4S, 30.4W)

I use the term loosely, but looking at this structure, I can’t imagine it as anything but a Roman bath. A Turbine reference to Arnor’s Roman connotations, perhaps?

Well, there are only so many Arnorian ruins I can recall that have water in them (Annúminas doesn’t count!), so there. If you are going to bathe here, just be careful – Orcs and predators lurk in the surrounding area, and with a town so near, there’s always that other sort of predator…

Campsite in the High Moor (33.9S, 8.1W)

Campsite in the High Moor

Trollshaws (33.9S, 8.1W)

For those roleplaying cross-country journeys to or from the Last Homely House, this little campsite is a welcome respite from the rigors of the road – and the predators of the High Moor.

It’s the last stop before Rivendell, or, if you’re bound for Eregion, before the perils of Giant Valley. Take some time to rest under the stars and drink in the highland air.

Pity Frodo never saw it, since he was unconscious from the Ford of Bruinen all the way to Elrond’s…

Abandoned Graveyard north of Bree (26.3S, 52.2W)

Abandoned Graveyard north of Bree

Bree-land (26.3S, 52.2W)

An infinitely less creepy, and undead-free, version of the Tranquil Gardens Cemetery from WoW’s Duskwood.

Discovering this place was an accident. I had set out to locate a neat little cluster of benches that I remembered lay somewhere between Bree and Hengstacer Farm. Seems my memory failed me, but just minutes out of Bree’s west gate, I did find this.

The graveyard has its own zone name, though it’s not marked on the map, which leads me to think it was once connected to a quest or two. Nothing here but headstones, a (sealed) cabin, and a single (rather talkative) mourner – ideal for roleplaying a funeral or a vigil.

Or maybe not, since the carnival grounds are right next door. You can see the streamers over the next rise. Seriously, is this Dia de los Muertos? Who throws revelries beside a graveyard anyway?

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