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Guild Wars 2 Feature Pack – Part 3

by Tim Morris

Copyright ArenaNet Source: guildwars2.com
Copyright ArenaNet
Source: guildwars2.com

Guild Wars 2 goes “mega.”

Welcome back! This is the third and final part of our coverage of the Guild Wars 2 Feature Pack, which goes live on the 15th! We’ve covered balance updates, PvP, quality of life upgrades, the new wardrobe feature, and new traits, but this part of the patch figures to be bigger than them all! Responding to the game-wide issue of certain zones and cities being barren and unpopulated, ArenaNet has seen fit to completely overhaul the way servers operate, giving birth to the “Megaserver System.”

How will it work? Well, for starters, it won’t be going entirely into effect on the 15th. It will be a deliberate process, beginning with the Heart of the Mists PvP hub and the maps with the lowest populations, and should be complete by the end of the year. The Megaserver System seeks to provide players with well-populated zones around the clock, that way there’s always someone to play with and the less populated events in the game get done more often. Instead of each server having one main copy of a given map, the Megaserver System will combine all worlds together and only have the number of copies it needs to accommodate the player population in a given map. It will also allow for players who are in the same party or guild to play together more easily, with functions dedicated to ensuring that related players are placed in the same instance of a map or can easily join friends if they’re separated.

But wait! World bosses spawn at different times on each server! How will they be affected? Fear not, players. With the rollout of the Megaserver Systems comes a standardized schedule for the various world bosses, which you can find here. Bosses that previously did not have failure mechanics or timers will be getting them, to ensure that the game remains on schedule. Also, many of the bosses will be tweaked to preserve balance, and this includes abilities, overall difficulty, or even the event chains that lead up to their encounters. Such changes were not detailed in the reveal, but will be available in the release notes next week.

Waypoints, dungeons, and temples will be slightly affected by the new changes as well. For instance, you will no longer be able to tell if a waypoint is actually uncontested until you arrive on the map that it’s in. In the Orr maps, which have many contested waypoints, this figures to be a bit of a hassle. The same goes for the three dungeons that require event chain completion to open: Citadel of Flame, Crucible of Eternity, and The Ruined City of Arah. You will now have to waypoint to Fireheart Rise, Mount Maelstrom, or Cursed Shore, respectively, to find out the status of these dungeons. As for temples, the god statues that normally have cross-map mechanics will no longer function that way, and instead will only be active when the nearest temple becomes contested.

The final aspects of the Megaserver System covered were guilds and World vs. World. Guilds will remain separate for now; they will still be server-specific until the Megaserver System is completely implemented, but once that happens guild members will earn influence towards the same total regardless of their home world. Guilds will still have a hard cap of 500 members and if a guild has chapters on multiple servers, they cannot be combined. World vs. World will remain unchanged for the time being and logically speaking, it’s unlikely to be affected by the Megaserver System at all. ArenaNet is making many ambitious changes here, so it’s nice to see that they’re preserving the identity of Guild Wars 2‘s WvW game mode for the sake of those who have made their legend on the battlefield.

With all of these imminent changes coming to Guild Wars 2, the game will never be the same again! I’m admittedly skeptical about a few things that ArenaNet is trying with this patch, but I’m also greatly excited that a number of issues that have existed since launch are finally getting the proper attention they need. If you’ve never played Guild Wars 2, now would be a great time to jump in; it really is a fantastic MMO during its high points (and it’s on sale for $24.99 until Saturday). They may not get everything right, but I have a strong feeling that ArenaNet knocked this out of the park.

For more information regarding the Guild Wars 2 Feature Pack, click here. For more of our coverage on the Guild Wars 2 Feature Pack, click here (Part 1) and here (Part 2).

Filed Under: ENTERTAINMENT, TECHNOLOGY Tagged With: april 15th, arenanet, feature pack, guild wars 2, Mac, MMO, PC, rpg, video games

Guild Wars 2 Feature Pack – Part 1

by Tim Morris

Copyright ArenaNet Source: guildwars2.com
Copyright ArenaNet
Source: guildwars2.com

Time to change the game.

With the first season of Guild Wars 2‘s Living Story wrapping up, developer ArenaNet has begun wheeling out its “feature patch”, which will drop on April 15th. They are releasing information about the patch in bite-sized portions over three weeks. Thus far, three pieces of the patch have been revealed and I will be covering those in this article, which will be the first of three outlining the new content.

Traits are what define builds in Guild Wars 2. Fresh Air for elementalists, Altruistic Healing for guardians, Prismatic Understanding for mesmers, etc. You don’t invest fully into a trait line for the stat boosts, since you can easily make up those points in your armor and trinkets; you invest for the traits themselves. ArenaNet has decided to simplify this system, as well as offer alternatives to obtain traits that will surely please players who enjoy exploration and a bit more challenge. Instead of having 70 points to distribute when your character hits level 80, you’ll have 14. To balance this, each point will equate to +50 of the associated stat boost, instead of the previous +10. As an example of what this means for spreading points, I’ll use my elementalist build. Right now I run 30/30/x/10/x, and once the patch releases it will be 6/6/x/2/x. In addition to this, the progression is also changing. In the current system, players can earn their first major trait at level 20. After the patch, new players (existing ones will be grandfathered in all aspects of the trait updates) cannot earn that same slot until level 36.

Perhaps the biggest piece of the change to traits comes in the form of trait guides. As homage to the first Guild Wars, players can choose to go adventuring and earn their traits by completing in-game tasks, or they can buy them from the profession trainer NPCs. All characters, new and old, will have to use one of these methods to unlock their new Grandmaster-tier traits (five for each class, one for each trait line). The final piece of the trait revamp is related to quality of life aspects, such as the ability to instantly refund all trait points (now free of charge) as well as the ability to move points around by clicking a newly-added minus button. These changes are being touted as a way to make experimentation easier and more streamlined, but it definitely throws a wrench into the thinking of people who use a specific gearset. Celestial armor carries equal boosts to all attributes instead of one major and two minor upgrades like all the other armor sets. With trait points being reduced from 70 to 14, there is no longer a way to evenly split them across all 5 lines, and so it throws that balance off.

Balancing the game has often been a trial for ArenaNet, as the community is often divided (and quite frankly, uninformed or biased) regarding what classes need help and which ones should get hit with the nerf gun. Through tinkering with runes and sigils while also addressing class balance with the new traits and other small adjustments, they hope to achieve a better meta across all game modes. The first major change here is that two-handed weapons will now have two sigil slots, something that was sorely needed. You won’t be able to equip two identical sigils, two different “stack on-kill” sigils, or utilize the old trick of getting 25 stacks of a boost and then unequipping said weapon, but overall the change is for the better. ArenaNet is also removing some of the hidden rules regarding sigils, and now each of those that have triggering effects will have their own cooldowns.

Runes are also receiving a long look in this feature patch. ArenaNet wants players to invest in complete rune sets as opposed to mixing and matching, and so they are making it more worthwhile to equip five or six of the same rune as opposed to two or three. For example, the Superior Rune of the Eagle has the following bonuses, in increasing number of runes equipped: +25 precision, +3% critical damage, +50 precision, +5% critical damage, +90 precision, and finally +5% damage to targets with less than 50% health. Here’s the new spread:

Copyright ArenaNet Source: guildwars2.com
Copyright ArenaNet
Source: guildwars2.com

For those wondering, ferocity is the new stat that affects critical damage (more on that later). The extra 10 precision and 1% damage to weakened foes may seem like a small boost, but as someone who runs offensive gear on all of my characters, every little bit helps. Also receiving buffs are runes that have a sixth bonus where something triggers at a given rate when a condition is met. For instance, the Superior Rune of the Nightmare currently has a 5% chance to inflict fear on an enemy who hits you. For this and all other runes with this type of bonus, the rate at which the effect happens is being increased to a whopping 50%. I could see this becoming an issue in PvP, but looking at it from a PvE standpoint I think it’s a welcome change.

The final major reveal so far is the change being made to critical damage and it is the one that I have a problem with. Critical hits carry a base 50% damage increase, and then whatever the character’s critical damage bonus is gets added onto that figure. On my main toon, who wears the best gear in the game, I have a 109% critical damage bonus. Due to the existence of active defenses in-game as well as how apt bosses are to deliver attacks that down players with a single blow regardless of , going with a fully offensive setup has always been the most optimal for PvE gameplay. Oftentimes this has led to arguments both in-game and on the forums between players who run optimal setups and players who continuously say “I play how I want” as their excuse for using everything else. These players, whether they know it or not, only make it harder for the offensively-geared to survive because enemies don’t die as quickly when they’re around.

There are a number of ways to fix the problem of Guild Wars 2 being too reliant on DPS (damage per second) as opposed to a balance of damage, support, and control, as was originally intended. Making enemy AI smarter, as in having them behave more like a human player, would’ve been the best way. Having mobs attack more times for fewer damage per strike would certainly help to reward defensive and healing setups while also allowing the big damage dealers to feel like they can eat an attack or two and save their dodges for bigger threats. Another idea I’ve seen tossed around called for making both the amount of endurance used per dodge and its associated recharge rate different across the eight classes, which would be a decent stopgap change. I’ve also read proposals that would simply buff healing and toughness to make them more worthwhile.

What did ArenaNet decide to do? Nerf the best players in the game. The switch from the easily understood critical damage % stat to the new ferocity has been said to be about a 10% drop in overall damage for the most offensive specs, but theorycrafting on the official forums and on Reddit has determined that the figure will probably be higher, with some saying it could reach 30%. Given the fact that certain classes can produce completely silly amounts of damage given the right circumstances, I could see how addressing this would make the list of potential adjustments. However, it’s by far the laziest option that ArenaNet had and it’s ill-advised when there are more pressing issues with the current metagame.

According to the reveal schedule for the feature patch, it seems as though next week’s information will be of the “quality of life” variety. Check back with us in a week’s time and stay in the loop!

If you’d like more information about the individual features discussed here, click on this link.

Filed Under: ENTERTAINMENT, TECHNOLOGY Tagged With: exploration, feature patch, ferocity, guild wars 2, MMO, mmorpg, pve, pvp, rpg, rune, sigil, traits, updates

Top 10 – South Park Episodes

by Tim Morris

Getting you primed for The Stick of Truth.

Copyright Viacom Source: South Park Studios
Copyright Viacom
Source: South Park Studios

This coming Tuesday marks the release of the long-awaited game, South Park: The Stick of Truth. The anticipated RPG promises deep gameplay with the wild humor that South Park brings on a weekly basis, and I feel it best to honor the series’ storied success with my personal Top 10 favorite episodes, in advance of the game’s release:

10. “Royal Pudding” – If tradition is more your speed, then saddle up for some wacky Canadian customs. Some examples, you ask? Well, how about ripping off your bride’s arm and then shoving it up your ass? Covering your arms in butterscotch pudding, then having the bride scrape it off and spread it on her face? There actually is a story to be had, too, and that is the rescue of the Canadian princess from the evil Tooth Decay by Ike.

9. “Crème Fraiche” – Ever wish for a sex hotline for foodies? This episodes brings such a desire to life. After becoming addicted to and seemingly sexually aroused by the Food Network, Randy pursues cooking while Sharon discovers the Shake Weight when she believes that she is no longer attractive to Randy. While she’s working out, he’s appearing on challenge shows after taking over the school cafeteria. Eventually, Sharon realizes the true purpose of the Shake Weight, which is what we’re all thinking every time one of the commercials airs: handjobs.

8. “Super Fun Time” – Go back to 1864 in this “super fun” episode where a class trip to Pioneer Village turns ugly real fast. A group of armed men who had just robbed a Burger King show up and take everyone hostage. Meanwhile, Butters and Cartman had ditched the trip (Cartman wanted out and Butters is his buddy for the field trip, so he’s forced to go along) to hit up Super Phun Tyme, a nearby arcade. Since the people of Pioneer Village can’t break character, the hostage situation only gets worse in the most hilarious ways possible. Eventually, Stan plays this to his advantage and saves the day.

7. “Fishsticks” – A rather benign joke from Jimmy turns into a crisis when Kanye West believes he’s been called a gay fish (sources say that this might actually be true) and as he’s done with most of his career, Carlos Mencia claims credit for the comedic sensation. Meanwhile, Cartman spends most of the episode convincing himself that he was the one who came up with the joke, and that Jimmy stole it from him. Finally, Kanye comes to terms with being a gay fish, and swims happily among his own kind.

6. “Cripple Fight” – Jimmy and Timmy throw down in what I consider to be the greatest fight in South Park history. Here is the iconic fight in all its glory for your viewing pleasure. I need not make a further case for this episode’s inclusion on the list.

5. “The Return of the Fellowship of the Ring to the Two Towers” – What do you get when you cross Harry Potter, Lord of the Rings, and a misplaced video that happens to be the most vile and disgusting porno ever? A completely traumatic and golden episode that ranks with the series’ best. In this instant classic, the boys embark on a mission to return the porno to the local video store while Butters takes on the role of Gollum in search of the tape, predictably referred to as his “Precious”. After successfully returning the tape, battling both Butters and a bunch of 6th graders, the boys receive a lecture from their parents about some of the less traditional aspects of sex. Problem is, the only one who actually saw the tape was Token.

4. “Imaginationland” – I’m grouping all three parts as one episode here because they truly capture the essence of the show as a whole rather than separate parts. The saga begins with another argument/bet between Kyle and Cartman. Cartman believes that leprechauns are real, and naturally Kyle does not. If Cartman can prove they exist, Kyle would have to suck his balls. If not, Cartman owes Kyle $10 (kind of a lopsided bet, in my view). After stumbling upon one and later being transported to Imaginationland, the boys embark on a mission to save all the fabricated creatures from their evil counterparts in an attempt to cram as many awesome references as possible into three incredible episodes.

3. “The Losing Edge” – If you’ve ever heard someone yell out “I’M SORRY, I THOUGHT THIS WAS AMERICA” while impersonating Randy, this is the episode they’re referencing. The boys are stuck playing baseball, a sport they all hate, and continuously try to lose games to no avail. Randy takes the “being a crazy parent at their kid’s sporting event” archetype a bit too far when he constantly gets wasted and fights fans of the other team at every game. Eventually, he meets his match when he takes on Batdad, and when the fight spills onto the field he gets the South Park team disqualified to the delight of the boys.

2. “Good Times With Weapons” – What if South Park tried an anime episode? Take the kids to the fair and let them buy ninja weapons, and you have your answer. Cartman creates an omnipotent persona for himself as the boys fight evil and other ninjas with their very real weapons. After Butters (as the nefarious Professor Chaos, who I hope appears in The Stick of Truth) catches a shuriken to the eye from Kenny, instead of taking him to the hospital and admitting fault they dress him up as a dog and try to take him to the vet.

1. “Scott Tenorman Must Die” – If there’s one episode of South Park that will always appear in a top whatever list, it’s this one. If it doesn’t, tell the person who made it that they’re wrong. Kicking off the show’s fifth season, this episode features Cartman being bullied by 9th grader Scott Tenorman. Mostly centered around money and pubes, Cartman gets trolled by Scott at every turn. That is, until he hatches the most brilliantly evil plan I have ever seen in action. It’s so evil that I could never do it justice by trying to explain. Click here and enjoy the deliciousness.

Filed Under: ENTERTAINMENT, OPINION, TECHNOLOGY, TELEVISION Tagged With: butters, cartman, Comedy, Comedy Central, kenny, kyle, Playstation 3, rpg, south park, stan, the stick of truth, video game, xbox 360

Guild Wars 2 – It’s Wintersday!

by Tim Morris

images

Guild Wars 2 is bringing you a White Christmas!

 

Avid MMO gamers will be pleased to know that Guild Wars 2‘s Wintersday events have returned to Tyria! Players can venture to the now snow-covered Lion’s Arch and participate in all kinds of fun activities! Snowball fights, escorting caravans with gifts, battling malfunctioning toys, a bell choir mini-game that is reminiscent of Guitar Hero, and Toypocalypse, where you must protect gifts from angry toys, are all part of this content update. Alongside this content is a boatload of new achievements, along with titles, gift boxes, loot bags, and a whole lot more to satisfy your Christmas spirit. In my estimation, this is the best update to the Guild Wars 2 Living Story since Halloween’s Mad King Returns event.

As someone who missed out on Wintersday last year due to being burnt out from the game (followed by losing my account password), this content is all new to me. While running around Tyria, I’ve instantly felt deprived for missing out on all the fun from a year ago. Unwrapping huge gift boxes in the open world, only to have them explode and release hostile armies of angry toys was certainly a fun surprise, though in the higher level zones this becomes more of a hassle to deal with than it’s really worth; one can simply bypass the boxes, however, so the choice is up to the player. The player vs. player Snowball Mayhem activity features two teams duking it out in a winter wonderland. Players are awarded points for defeating opponents as well as carrying a gift back to their base. Another piece of content that I found entertaining was the new dungeon, where you help Toymaker Tixx keep his workshop under control and operating smoothly. There is much to do this Wintersday, and so ArenaNet has stated that these events will persist for a month, until January 10th. After all the flops that the Living Story has produced since Halloween (namely the entire Tower of Nightmares arc), this is one update that I’m going to miss once it’s gone.

One more update to the game is the release of ascended armor. With ascended weapons and trinkets already in the game, armor will allow players to complete their gear sets and maximize their effectiveness. Naturally, it’s a huge grind to gain all the materials needed to make the armor, and taking a shortcut by buying completed components on the trading post is going to leave a huge hole in your virtual wallet. Unfortunately, not all characters are on an even playing field when it comes to crafting these goodies. While heavy and medium classes have had opportunities to craft items that can also be used on armor in the weaponsmith and huntsman professions, light classes have had no previous method of acquiring the cloth needed to make their armor. My two level-capped characters are both light classes, so it’s an inconvenience for me. However, removing all biases this is something that should have been addressed prior to the release of the update. I’m still going to make at least one set of ascended, it’s just going to take me longer than some of my friends who play warriors and thieves.

As always, this Guild Wars 2 content update is free to download and will do so automatically once you start up the game. Happy hunting!

For more information about Wintersday, click here

Filed Under: ENTERTAINMENT, OPINION, REVIEWS, TECHNOLOGY, uncategorized Tagged With: arenanet, Christmas, download, games, guild wars 2, MMO, rpg, Tyria, update, Wintersday

Guild Wars 2: Is It Really “Play The Way You Want?”

by Tim Morris

images

 

Guild Wars 2, developed by MMO savant ArenaNet, released back in August of 2012 and offered enough alternatives to the traditions of the genre that it almost broke the mold. Gone was the “holy trinity” of in-game parties. For those who don’t know, this entailed making sure that your party had at least one tank (someone to draw and maintain the enemy’s attention), one healer (self explanatory), and the rest DPS (damage per second, or damage dealers) characters. Guild Wars 2 set out to allow every class in the game the ability to perform roles in their own three-way setup: damage, support, and control. Allow me to explain the way ArenaNet intended this system to work:

  • Damage is effectively the same as it is in other MMOs. People with a damage setup will oftentimes have gear that improves their power, precision (increases critical hit chance), and critical damage bonus. Sometimes they will also have gear that improves their damage on conditions (i.e. burns, bleeds, torment, and confusion applied to enemies), but this is not necessary.
  • Support is meant to heal, remove conditions from allies, and apply boons (buffs) to them as well. Generally a support character will have stat bonuses to vitality, healing power, boon duration, and toughness, as they are largely defensive characters. Their job is to keep the DPS upright and chip in damage of their own when they have nothing better to do.
  • Control characters are the condition appliers. They will often use skills that effect a wide area in order to both damage and inflict statuses on enemies, namely stun, daze, immobilize, or any other skill that would normally interrupt attacks. These characters will usually have condition damage/duration builds, with bonuses to other stats as needed.

Now, I’m sure ArenaNet meant well when they came up with this system, as based on any given party there are certain merits to each setup. However, the game has wound up being fairly unbalanced and has led many to discover that damage builds are the only viable setup when doing high-level or endgame content, such as dungeons.

Speaking from my own experience, my main character is an elementalist. Elementalists are the resident “jack-of-all-trades” class, because they can do a little bit of everything reasonably well. Changing weapons grants varied skill sets, ranging from high single-target damage to full melee to massive area damage and control. However, they have the lowest health pool of all eight classes, are light armored (meaning they get squished quickly), and have a steep learning curve. Over the course of my time playing the game, I’ve tried different builds. First I went with a full offensive build, known within the community as a “glass cannon” setup. I put everything into maximizing my damage. However, as I still wasn’t very good at avoidance and such, I died a lot… to the point that I changed it up. I kept all my gear the way it was, which was for the most part offensive, but instead put my traits into defense. I had more health, better toughness, and could stay alive longer. However, my damage effectively cratered, as I was down 300 points in power and precision, and I even noticed that my group heals were still inadequate. That’s when I realized that the best builds are the offensive ones.

This is not to say that you can’t succeed playing some other way. Open world content and player vs. player are still there for those who prefer more balance or full support, but against the toughest of monsters, one needs only to remember the following: a dead enemy does no damage. The quickest method for ending the threat of getting killed by a boss is to kill it first. While you can mitigate the damage and keep removing conditions all you want with support builds, it’s only going to take you that much longer to eliminate the target, and more time defending means a greater chance of a mistake or having to wait for your heals to cool down. Is the hardest content still doable with a non-glass cannon setup? Sure, given enough skill and tenacity.

ArenaNet pounded the “play the way you want” mantra into everyone’s heads leading up to the release of Guild Wars 2. Over a year after its release, the verdict I give is that their statement is partially true. If you’re simply trying to complete the content at hand with no regard to time spent or loot gained over time, then yes, you can certainly play the way you want. However, if you’re a hardcore gamer who wants to maximize the potential of your character, well, you’re going to have to play the way the game rewards most and deal with it.

Check out the main site for more info.

Filed Under: ENTERTAINMENT, TECHNOLOGY Tagged With: arenanet, builds, customization, dungeons, guild wars 2, Mac, MMO, PC, rpg, specs, video games

Classic Titles: .hack

by Tim Morris

The PS2-era was saturated with RPGs of varying quality. We had Final Fantasy X, Final Fantasy XII, Kingdom Hearts (and its numerous remakes and spin-offs), Baldur’s Gate, Digimon, Grandia, Persona, Suikoden, and Xenosaga. Somewhat lost in all the big names of that generation was a little JRPG that could, and it was called .hack.

.hack//Infection, the first game entry in the series. Source: http://dothack.wikia.com
.hack//Infection, the first game entry in the series.
Source: http://dothack.wikia.com

Describing the .hack games is difficult to do with words; it’s really better to become acquainted with them through playing. In a nutshell, the .hack games simulate an MMORPG, or “massively multiplayer online role-playing game”. There are multiple MMO elements present here: mounts, trading with other players, the ability to ask your party members to perform certain actions, and a short mail system for forming parties. In this simulated MMO called The World, anomalies in the game cause unforeseen effects on its players, most notably that some players become comatose as a result of playing the game.

It’s worth noting that there are actually two separate series of .hack games for the PS2. There is Project .hack, which refers to the first four games: Infection, Mutation, Outbreak, and Quarantine. These games tell the story of Kite, who on his very first adventure in The World watched in horror as his friend Orca was killed by a bugged monster and rendered comatose in the real world. After his traumatizing experience, the game follows Kite’s investigation into Orca’s demise and his experiences with other player-characters. The second series, known as G.U., consists of three games: Rebirth, Reminisce, and Redemption. G.U. chronicles the adventures of Haseo, who seeks revenge on the mysterious Tri-Edge for killing his friend Shino in-game and causing her to become comatose. Both sets of games rely heavily on their stories to hook players, but the gameplay is not to be overlooked.

Gameplay from .hack//Infection Source: Gamespot
Gameplay from .hack//Infection
Source: Gamespot

When it comes to game mechanics and the like, if you enjoyed Kingdom Hearts, you’ll probably enjoy .hack‘s seven offerings. Fans of turn-based RPGs need not apply, as .hack is a real-time, action-based effort. However, the control afforded to players in .hack was unparalleled for its time. There are general commands that will tell your AI-controlled party members to use their skills, heal, only attack with magic or physically, or use an item to warp you out of a dungeon. That sort of control is nice enough, but then it goes far deeper. You can tell a particular teammate to attack a specific enemy and even dictate to them which skill or spell you want them to use. Ultimately, the system allows you to approach a battle in any number of ways and rarely are you shoehorned into using a single method to take out a monster.

The timeline of the .hack franchise actually begins with a novel, called Epitaph of Twilight. There are also a number of manga, anime, and OVA works in the series to seek out. As far as which of these you need to experience (in addition to the games) to get a better understanding of the universe, the two major anime series, .hack//SIGN and .hack//Roots, are required viewing. You really need to see both of them to get a better understanding of what’s going on in the games, but also because they’re quite entertaining, and this is coming from a guy who isn’t much for anime.

Without spoiling too much, each series of .hack games is full of twists and turns, new friends and enemies, and a noticeable rise in activity as the games progress. Even though each game takes only 15-20 hours to beat, there’s a lot to do; there are numerous side quests and optional adventures that will keep the series feeling fresh long enough to finish. The one problem this series has nowadays is the price point. Since the games have gotten hard to find in game stores, one must resort to the likes of Amazon and eBay, where prices have skyrocketed over the last few months. When I re-purchased .hack//Quarantine a few months back, it cost me $80, as it is the rarest of the seven existing titles. However, the other games all cost me less than their original price of $49.99 when they were released, so the price wound up being more than worth it.

I don’t think it’s much of a stretch to say that the Playstation 2 was the golden age of the RPG. With so many good ones out there, it’s tough to narrow your collection down to only a few; unless you’re rich, in which case more power to you. However, if you want a truly deep gameplay experience with an epic story, look no further than .hack to satisfy your needs.

Filed Under: ENTERTAINMENT, OPINION, TECHNOLOGY, TELEVISION Tagged With: .hack, classics, playstation 2, rpg

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