Tag: Hearthstone (page 3 of 3)

Game Review: Hearthstone

One of the things Blizzard Entertainment does very well is presentation. World of Warcraft‘s visual style has aged rather gracefully, StarCraft 2 has remained consistent in its high-quality art and sound assets (if not necessarily the stories it is telling), and the technical alpha for Heroes of the Storm looks and sounds impressive, from everything I’ve seen. I will write more about that when I actually get into the game. My point is that, when I first discussed Hearthstone: Heroes of Warcraft, it already looked good and sounded good. It is now in wide release, and is even available on iPad, so now seems the right time to give it a full review.

Courtesy Blizzard Entertainment

Hearthstone is a game that plays a great deal like Magic: the Gathering, and is both simple and free to play. In fact, there are characters within World of Warcraft that can be seen playing the game. In essence, it’s a pub or party game played by the denizens of Azeroth, either as a break from or a substitution for grander adventures. All sorts of Warcraft staples are present, from angry chickens to towering giants, and some legendary figures represent the player while others stride across the playing field. Or charge, in the case of some minions like Leeroy Jenkins.

In terms of development, little has changed between the production edition of Hearthstone and its closed beta. Some graphical glitches have been either addressed or smoothed over, cards work the way they’re intended more often than not, and Blizzard’s visual panache is as strong as ever. Its familiar characters, strong tactile design, and business model all make the game consistently appealing, and easy to pick up and play.

Courtesy Blizzard Entertainment
The game presents constant strategic and tactical questions. Provided your draw is at least half-decent.

“Pick up and play” is even more apt now that the game is available on iPad mobile devices. The app is free to download, of course, and controls with the touch screen instead of a mouse. The translation of some functionality, such as dragging the mouse to a target, is replicated or replaced rather well, making the transition from the computer to the tablet very easy. The game does lag a bit here and there, though, so the implementation could probably use a few tweaks. Still, it makes it even easier to enter the game, say if you’re on a flight path in World of Warcraft or waiting in one of Blizzard’s many multiplayer queues.

Recently, “free to play” games have come under a great deal of scrutiny. Often, such games are powered financially by business models that often lend themselves to the description of “pay to win.” In essence, such games are presented in such a way that if one pays enough money, they can get clear advantages over other players and basically pay their way to the victory within the game. In spite of accusations of one class or another being overpowered, Hearthstone avoids the “pay to win” trap by being quite well balanced. It is entirely possible to go into Ranked play with a deck using only the cards one gets for joining the game the first time, without spending a single cent, and rise to the Legendary ranks of the game. Decks with Legendary cards might be more efficient or flashier in what they do, but you don’t have to spend any real money to be successful in Hearthstone, which is definitely a feather in its cap.

Courtesy Blizzard Entertainment
Life totals aren’t everything. Warlocks know this better than most.

Hearthstone is a game I return to on an almost daily basis. It scratches the itch left by card games like Magic: the Gathering and Netrunner, does what it does with panache, and doesn’t take up a great deal of storage space on one’s shelf. It continues to be challenging months after my first game, delivers fantastic moments of fascinating turnarounds and snatching victory from the jaws of defeat, and seems to only be getting better. A new adventure mode has been announced, and the first ‘dungeon’ we’ll be facing to gain new cards is the necromantic stronghold of Naxxramas. I’m very curious to see what will happen next in this game, and if you are too, there’s never been a better time to check it out.

2013: The Best

Courtesy Irrational Games

This is the season for Top 5 or Top 10 lists. Games or films or books or toys – people like to rank what was best for the year, and find out how those ranking stack up against others.

You may have noticed that I’m not really doing that. It’s hard to pick just one thing from among the various pools of entertainment into which I dip, but things I’m still thinking about, and enjoying thinking about, in this late part of the year are definitely worth discussing, if not mentioning. So, without further ado, here are the best entertainment experiences I had in 2013.

Best Video Game – Bioshock Infinite

I want to mention Hearthstone at least in passing. Blizzard’s computerized CCG is an absolute blast and challenge to play, with a surprising amount of depth and bursting with variety. The monetization system makes a great deal of sense, and it’s one I don’t mind at all. However, as much as I enjoy playing it, it wasn’t the best game I’ve played that came out in 2013. That honor goes to Bioshock Infinite.

While the combat isn’t necessarily ground-breaking, which can be a major blow to a first-person shooter, the story and its presentation are what keep this game in my mind long months after its release. The fact that the story is less about gritty, hard-boiled everyman Booker DeWitt and more about Elizabeth and her plight is, to me, a sign that storytelling in games is moving in the right direction. The ‘Burial At Sea’ DLC reinforced this, and with the news that we will, in fact, play as Elizabeth soon, I’m quite curious to see how 2014 treats the franchise.

I played a lot of great games from 2012 this year – Journey, Spec Ops: The Line, The Walking Dead – but among the games that came out in 2013 that I actually played, Bioshock Infinite takes the prize.

Best Board Game – Archipelago

2013 was the year I got back into board gaming in a big way. I started building my own collection, I had design ideas and gave feedback to others, and I continue to espouse that there’s more to board games than staid, stale standbys like Monopoly, Clue, and Risk. I’ve played a lot of games with hidden roles (Avalon, Coup, Battlestar Galactica) and several cooperative games (Pandemic, Elder Sign, Escape: The Curse of the Temple), but one game that’s stood out in my mind since I started this endeavour is Christophe Boelinger’s Archipelago.

The best way I can describe Archipelago is “Settlers of Catan meets Twilight Imperium where everyone sort of works together but not really”. I love its expanding scope and constant need for players to cooperate to keep ahead of a loss, but also allows subtle plays through worker placement mechanics and hidden objectives. Its gameplay is much deeper and less random than Settlers, and it doesn’t take anywhere near as long to play as Twilight Imperium. As much as I adore a deep and rich space opera universe in which I can take an active role and vie with other players for dominance through diplomacy, trade, and treachery as well as straight-up space combat, I also like to play a game that takes less than an entire day. Archipelago hits all of the right notes in just about perfect harmony, and on top of not being able to recommend it highly enough, it’s the best board game I’ve played in 2013.

Best Book – The Fault In Our Stars

Okay, this is where I cheat again. The Fault In Our Stars was published in 2012. And while I’ve read quite a few excellent books – and one particularly shitty one – the one that had the most profound effect on me was John Green’s New York Times bestseller. In world where a lot of people tend to look towards young adult works with skepticism or even open content, here’s an example of dramatic, involving, romantic young adult fiction done absolutely right.

Green paces his story just right, fleshes out realistic and endearing characters, and invokes our sympathy and support without pandering, writing down to his audience, or relying on cheap tricks or narrative slight of hand. It’s a fantastic read and extremely well-written. I feel like I’m going to be repeating my review of the book a great deal, so here’s a link to that. And here’s a link to buy the book on Amazon.

Best Film – The Hobbit: The Desolation of Smaug

Apparently, 2013 was saving the best for last. None of the films I’ve seen this year were truly awful (again, I avoided certain ones deliberately), there were only a couple of disappointments, a few surprises, but for the most part, I’d say the movies of the year were “good, but not fantastic.” I like that I’m seeing more character-focused storytelling, more investment in world-building, and comic relief that doesn’t feel too forced. However, the experience in cinemas that excited me the most, involved me the most, and blew me away the most was definitely The Hobbit: The Desolation of Smaug.

There’s so much I like about this film. Thorin as a noble, dignified dwarf reminds me of why I like them so much in Middle-Earth, in Dragon Age, and even in World of Warcraft. Bilbo Baggins is shown truly coming into his own and still employing his brain and wits as much as his sword. Gandalf and Radagast working together always makes me smile. The world feels expanded and deepend with stops like Beorn’s house and Laketown. And Smaug. Smaug. I really don’t have to say anything else, do I? It’s my movie of the year and I’m really looking forward to seeing it again.

There you have it! 2013, all wrapped up. I’m interested to see what the year ahead brings, in many ways. I hope you all have had a safe, warm, and rewarding holiday, and are ready to ring in the new year. I know I am.

First Impressions: Hearthstone

A few years ago, Blizzard Entertainment tried their hands a trading card game version of World of Warcraft. I was into it, for a while, as were quite a few other fans. It coupled the familiar themes and powers of the MMO with excellent art and an interesting mechanic for getting cards into play that sought to reduce some of the problems inherent with a TCG’s necessary randomization. While I no longer play it, it seems to still be going, if the shelves at Target are to be believed. And now, Blizzard seems to be working on bringing that sort of turn-based strategic and collectible experience to their PC fanbase with Hearthstone: Heroes of Warcraft, currently in closed beta.

Courtesy f2p.com

The game behaves like most TCGs: you acquire a starter set of cards, assemble a deck, and do battle with other players. Every turn within a game session, you receive a mana crystal with which to cast spells or summon minions from your hand, ensuring you never get shorted on the resources necessary to play. The goal is to reduce your enemy’s hero to 0 health while keeping yours alive. There’s a hero for each of the nine basic character classes in World of Warcraft, from ancient legends like Malfurion and Gul’dan to relative newcomers like Valeera and Anduin. Each hero has some class-specific cards, and a general pool from which they can gather other minions. The game is certainly not rocking the boat when it comes to traditional aspects of TCGs, and as with most things, the devil is in the details.

There’s an astounding amount of detail in Hearthstone‘s art and sound design. The play areas themselves are interactive, every minion has a unique voice, opponents slam into one another with resounding cracks to the cheers of the onlooking crowd – it all leads to a greater sense of immersion. The minions’ abilities are varied quite nicely, opening up multiple avenues and playstyles as they are added to decks. Each hero has a power to which they always have access, meaning that a player is only rarely entirely out of options. There are two play modes: regular or Constructed, in which players assemble their decks from their personal collections before doing battle, and The Arena, where a brand new deck is constructed from a pool of random cards and runs are more limited. Both modes offer up rewards, as do Quests which are distributed once a day, most commonly in the form of gold which can be used to enter The Arena or buy ‘Expert’ packs of cards. And if you don’t need some of the cards you get, you can ‘Disenchant’ some, breaking them down into Dust which is then used to assemble different cards, from Common cards all the way up to Legendaries.

As much as I like Hearthstone, I recognize it has some flaws. There’s very little to do on an opponent’s turn. There are ‘secrets’ which are cards that activate on certain triggers from an opponent, but only a few classes have them and they’re not that difficult to deal with. A couple classes feel a little unbalanced (looking at you, Priests) and it can be difficult to assemble an effective ‘theme’ deck. There are some glitches here and there, but the game is still in beta and that’s par for the course. Finally, the game can be a bit stingy with its in-game currency and rewards, and while the nature of its systems keep it from being a ‘pay-to-win’ style game outwardly, I feel like higher quest rewards or more Dust from the Arena would be better incentives to keep playing.

That said, Hearthstone is a rock-solid implementation of a good premise for an extension of one of Blizzard’s longest-running franchises. I am enjoying the beta, and continue to sneak matches in around writing sessions and bouts with longer games like Skyrim and World of Warcraft. It scratches the Magic: the Gathering itch quite well and, flawed as it is in places, I’m curious and eager to see how it behaves in its final form.

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