Dark Souls I and II

We spent probably close to 200 hours obsessively playing the first two Dark Souls games this month, and now I feel like I should tell you about it.  Normally I try not to bother writing about mainstream games (unless there’s something to bitch about), but I misunderstood the Dark Souls games and now I feel like I should try to ensure no one else makes the same mistakes.

I bought Dark Souls I a looooong time ago, when it first came out on Steam.  I spent a fair amount of time fighting what I called ‘the first boss’, which was getting GFWL to fucking work.  Once I got past that ‘boss’, I spent a fair amount of time on ‘the second boss’, which was getting the actual game to work by installing player made patches to fix all the bits and pieces that the people who ported the game over from console didn’t bother to do.  (The second ‘boss’ was much easier than the first ‘boss’.  Fuck GFWL.)  Then I ultimately died to ‘the third boss’, which was getting the controls to work.  There were TOO MANY BUTTONS and I kept swapping shit when I didn’t need to and jumping backward when I didn’t want to and… it was hard :(.  I was so exhausted from fighting the first and second ‘bosses’ that I didn’t get very far with the third ‘boss’, and I didn’t get very far into the game before wandering off.

My second attempt at Dark Souls went much better.  I made it all the way to the actual second boss of the game and spent some time dicking around trying to farm up souls and get some items before trying to actually fight it.  Which is about when GFWL took a big steaming shit and the game stopped working entirely.  Frustrated, I uninstalled the game and put it in a Steam category labelled “Broken because of GFWL >:(“.  It remained there for years.

Then they talked about GFWL shutting down and removing it from games that were fucked by it and my ears perked up.  And then they decided not to do that and I sighed dramatically and closed the “Broken because of GFWL >:(” category again (which was starting to collect more and more titles…).

Then I discovered that they had FINALLY.  FINALLY. actually properly removed GFWL from the game and I reinstalled it.  My husband reinstalled it at the same time (he had gotten much further than I did, but didn’t actually finish it).  THIS time the game worked beautifully, all the online integration was smooth, I still had to install the fan patches to make the graphics pretty but that was all smooth sailing as well, and because I didn’t waste 20 hours getting the fucking thing working, I was able to finally commit the controls to muscle memory.

And then we binged.  We binged so much that my forearms got sore from holding my shield block button.  And then the Christmas sale happened and we bought Dark Souls II, which my husband had actually already bought, but now it had the Scholar of the First Sin version which was all updated and shit so he upgraded to that too.  We completed Dark Souls and jumped straight into Dark Souls II.  And we binged.  Like seriously, my wrists are probably fucked from holding this controller, now.  But we “finished” the game, in that we completed the main story but there’s probably another 30 hours of DLC for us to go through still.  We are now very much looking forward to Dark Souls III, and we’re super pissed that Bloodborne is not coming to PC.  We cannot co-op when it’s on a console (unless we buy two PS4’s, I guess, buuuuuuut…), and the co-op together is what launched the games from “really good” to “fucking amazing”, so there’s not even any real point for us to buy it.  Shitty.

We had a really good combo going, for both games.  I went super-knight, with high melee and armor, and my husband went super-caster.  I was all “fuck magic” (mostly because I didn’t want to have to swap another button around…) and he was all casty explody.  So we’d team up for bosses, I’d piss them off, and he’d blow them up.  It was very effective.  On bosses that were difficult to melee, I’d just dodge the entire fight and try to keep it distracted away from him.  On bosses that were resistant to magic, I’d beat the shit out of them while he mostly tried to stay alive.  Good times.  Without the co-op I’m not sure how far I would have made it into the game.  The boss fights were challenging, but knowing you could team up and make it easier made even a hopeless fight seem worth tackling.  We only really stalled out on a couple of the bosses, and mostly optional ones that we tackled before we were really ready (we abandoned one of the DLC bosses in Scholar, which we DEFINITELY were not ready for.  But at least now that we’re at the end of the game we can just port straight to it and give it another whirl).

Dark Souls has a reputation of being incredibly difficult and frustrating, and I think it’s been misconstrued.  It’s challenging for sure, and the co-op helped a lot with that, but I was MUCH more frustrated with Diablo 3 than I was with Dark Souls at any point.  In Diablo 3 I was continually getting fucked by randomness that I had absolutely no control over (wrong kind of rift that you have no chance of winning?  Welp lose that keystone I guess).  Nothing felt random in Dark Souls, and I was far less frustrated as a result.  I died a lot, but I could always see exactly why, and learn from it, and then come back and try again.  It was kind of interesting because I am far more patient than my husband, so I was willing to creep forward and scout, and wait out the enemies to attack them, and I ended up doing far better in combat than he did.  But he was far better at memorizing the layouts of the levels, so I’d focus on the monsters and traps and whatnot I was dealing with and then get turned around and be annoyed because I couldn’t figure out where to go next, and he’d zip through the level and forget that there’s a monster around that cor—oops you died.  In some of the particularly terrible twisty layouts (Sen’s fortress, or Blighttown with the god awful toxic shit) we’d just co-op to make the exploration smoother.  I’d deal with the monsters and he’d guide me through the place so I didn’t get lost.

At first it seems super punishing because you lose all your collected souls (which are used as experience and currency) when you die, but you only lose them if you cannot collect them again.  In reality, you really only truly lost the souls if you were reckless.  I found it very easy to position myself so that if something went wrong, retrieval would be easy.  And often I didn’t even care.  You quickly progress to a point where the majority of your souls will come from boss fights and victories, and any you manage to preserve on the route there are just a bonus.  My husband referred to it as “exploration mode” and “farming mode”.  When you first bust into a new area and you have no bonfires lit, you’re in exploration mode and don’t even bother worrying about the soul counter.  Once you have them all lit, you can clear it out a few times and build some levels if you want.

One of the things I was really hesitant about when I started the game was the PvP aspect.  Other players can invade you and kill you.  But they can only do that if you are human.  The only time this was an issue was in a certain area we were trying to co-op in (you must be human to summon your buddy, which leaves you open to attack).  Also, it’s not even such a big deal if you die in pvp.  You don’t lose anything except a few minutes of time to run back to retrieve your corpse, and once they hit you once you’re no longer human, so you can’t be hit repeatedly.  Unless you’re trying to summon your friend in a high pvp area… then it’s pretty irritating.

The summoning your friend aspect could really have been smoothed out, though.  We had a LOT of issues with it in Dark Souls I.  We’d sometimes have to reboot the game a few times to try to end up in the same invisible ‘lobby’ to be able to see each other’s summon signs, and sometimes it was frustrating to get it working at all (ok I was wrong, Dark Souls did frustrate me quite a bit… but it wasn’t the god damn gameplay that did it :P).  Also, once you kill a boss, you cannot summon each other anymore, which meant we screwed ourselves out of co-op on a couple of exploration areas by doing things out of order, which sucked.  I really wish they had made it smoother and let you summon your friends preferentially, especially now that it’s integrated into Steam.

Dark Souls II DID improve the summoning aspect.  I was worried at first because they tightened the summoning restrictions.  In the first game you must be within a certain percentage of each other level-wise (usually ~15 levels worth).  In the second, you must be within 10 levels and a certain ‘soul memory’, AND they added restrictions for how long another player can be in your game, solidifying the “I’m just here to help with the boss” aspect and making it less of a co-op exploration experience (although you can now summon each other at any time, even if the boss is dead… so they both tightened and loosened that restriction).  But then they added a nifty little ring that lets you choose a god, and then you can summon anyone nearby who has chosen that god regardless of requirements (and also prevent people who have not chosen them from picking you up randomly, which was far more of an issue in II than it was in I, due to much higher player counts I suppose).  The ring made coordination MUCH easier, and the lobby problem seemed to be resolved in II as well.  The only issue we ever had summoning each other in II was the day the servers crapped out, which we finally figured out when we realized we weren’t seeing messages anymore either.  It could still be done a lot nicer, but at least they made it less horrible to summon each other.

The other thing I really disliked when I first went into II was that it seemed to punish you for dying.  This is DARK SOULS dammit.  Why the fuck would you punish the player for DYING??  In II, when you die you lose a % of your health pool permanently, and on top of that, the monsters can be permanently killed.  In the first game you always had the option of just going back and farming an area to regain the souls you lost.  In II, you could kill monsters, take their souls, and then die and lose them with no way to get those souls back.  They would leave your game forever if you failed to retrieve them.  This was stressful to me.

BUT.  As before, it ended up being not nearly as bad as I imagined.  Just like in the first game, the majority of your souls come from bosses, not farming.  Being able to perma-clear an area actually ended up being a really NICE feature because you could spend 10 minutes clearing out that annoying asshole monster that fucks you every time, and then never have to deal with it again for the rest of your playthrough, which could be a strategy for clearing out a tough combo in an area.  And the health thing was a non-issue, because we were playing co-op.  Going human or helping another player restores your health pool completely.  It was less of a punishment for dying, and more of an encouragement to step out of a solo game and help other players.  Even if you hate playing with others, the humanity restoring items were everywhere, and you can burn them to prevent people from invading you if you were super worried about that.

The Dark Souls games are unique, which is a difficult thing to claim nowadays.  There have been a few attempts at copying it (all of which my husband has jumped upon, and then quickly abandoned), but they utterly fail at capturing the magic.  Also the games are GORGEOUS.  Even in the first game which has kind of shoddy graphics, there are plenty of places you just look around and go “Wow.”  The second is even better.  And what I’ve seen of Bloodborne is incredible (too bad I can’t play it >:(.  Fuckers.)  They really accomplish something with their graphics and I am impressed.

Very excited to require wrist surgery once Dark Souls III comes out.

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Super Mario 3D World

We had a hankering for some Mario action so we bit the bullet and bought a Wii-U.  At least this way I will be prepared when the Xenoblade sequel arrives… plus it’s got delicious unique co-op options going on.  Mario 3D World is one of them.

Mario 3D World is pretty typical Nintendo.  It’s essentially Mario 3 (the best Mario), mixed with some Mario World (probably the second best Mario), and then named after both of them with some stupid gimmicks thrown in so they can pretend it’s new.  Despite the recycled and snipped together name, the gameplay is really good.

Normally we’d “co-op” a Mario game by passing the controller back and forth once one of us landed in a pit, but 3D World has fully functional drop-in co-op where you’re both running around on the screen jumping on koopa shells and occasionally accidentally (“accidentally”) picking up your partner and throwing them into lava.  There are decent cooperation sections where you can both work together toward a goal – like when there’s a movable platform that requires more than one body to activate – but the game remains fully soloable as well (those same platforms can be activated with an item that creates clones of you.  It’s just easier with other humans to communicate with.  Until they pick you up and throw you off it, anyway…).  In most cases having a partner to work with to have someone’s head to bounce off of or have someone pick you up to chuck you to a goal simply makes things easier, but doesn’t change the dynamics immensely.  There are multiple characters to choose from, and they each have mild differences that make them distinct in ways beyond character models.  And yet they’re all balanced well enough that you can pick your favourite and not worry about the impact the changes will have on your game.  There’s also a small element of competition because it shows you a head to head score after every stage, but it’s 100% meaningless other than for bragging rights, which has the side effect of being not frustrating, either.

My biggest complaint with a 3D platformer is always going to be the camera, because fuck cameras that wander off or randomly adjust themselves in such a way that it changes the direction your controller thinks is “that way” and suddenly changes your perfect jump from “that way, onto the platform” to “that way, into that pit there.”  I did not have any problems whatsoever with the camera in 3D World, and that’s WITH a human companion running in the opposite direction and causing the screen to stretch and zoom out in order to accommodate both of us at once.  Nintendo may finally have this shit figured out, at least to the point where the camera is such a mild annoyance that you can forgive its small transgressions when they occur.

One of the amusing (yet pointless) features they’ve tried to add is the “Dark Souls” style communication system, where people can post pre-made stamps (which are one of the many collectables in the stages) for others to enjoy on their travels.  The game also lets you sketch or type small notes in there, so you may come across someone’s Mii standing on the map, or see a string of notes after you complete a level, which will give you an idea of what people think of things, or just admire whatever amusing stamp combinations they’ve come up with.  Most of them are something along the lines of “this is fun!” or “That level was really easy this is my score”, or “This game is lovely!” (I highly suspect that one came from someone’s mom), and sometimes it will be some really cool original art that relates to the stage you just went through… but every now and then some clever child realizes they can use the sketch feature to write swear words that won’t get caught by the filter, and you’ll see “BUTTHOLE” scroll past.  Heh henh hnhnheh butthole.  So edgy.  They must be moderating it pretty heavily though because “butthole” was the most egregious thing that wandered past in our travels, and that’s just statistically improbable.  I am suspicious about the extremely high positive comment ratio, as well… hmmmmmmmmmmmmm.

The other problem is that the game seems really short.  Really short.  We’re on what appears to be the last stage after roughly 6 hours of messing around with it.  Granted that’s not getting 100% of the stars, but still.  We fucked around and died a lot, too.

I suppose the only thing wrong with Mario 3D World is that it is on the Wii U, where no one will get to play it.  Things seem to be picking up over in Wii land though, and I’m excited to check out some of the other unique co-op options available.  Hopefully I’ll wring some blog entries out of it yet…

Rust / 7 Days to Die

Once upon a time there was a game called Minecraft.  It was a game where you could mine, and then craft things out of the things that you mined.  So the name was appropriate, you see.  And I thought to myself “This is all I have ever wanted from a game.  Why did it take so fucking long for someone to make it?”  And then about 8000 other games tried to copy it and all of them fucked it up somehow, so I honestly am not sure why such a simple formula seems so hard to pull off.  Let me collect resources and use those resources to modify the world I am in, and ideally give me a purpose for doing so, and I will start throwing money at you.

Today I am going to compare and contrast two games we’ve tried recently: Rust, and 7 Days to Die.  Both are Early Access with similar themes of “scavenge to survive”, and both borrow somewhat from the Minecraft formula with resource collection and base building and cowering from zombies that want to wreck your shit. (Sort of.  I’ll explain soon.)
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Resident Evil 6 (Co-op)

We had heard a lot about how Resident Evil 6 was terrible, but co-op makes everything good.  We played a pretty shitty game called “Dungeon Lords” for hours and hours because it was co-op.  So when RE6 came on sale we snapped it up.  And then we played it while drunk.

The first thing we noticed is that it’s really god damn confusing to try to get co-op started.  The game starts, asks you to fiddle with some graphical settings (which kinda seemed to be wrong.  It asked me to adjust the gamma until I could barely see a “6” that by default looked like it was lit up by a spotlight.  I have a new monitor so I wanted to make sure things were calibrated correctly.  Turns out the default gamma was spot on perfect, and adjusting it at all based on the visibility of the “6” resulted in a game that looks like some dimly lit faces floating around in a sea of black.  I changed it back to default pretty quickly.), then dumps you straight into an action sequence.  I assumed I had done something wrong and missed the co-op option and backed out of it, but no, there were no menus before that point.  You had to play through the intro bits to get to the point where you select a campaign, THEN you can choose co-op.  It was really odd, especially since the into bit stars Leon and then you could go on to pick someone else entirely for your campaign.
So we played the intro bits simultaneously, getting wildly out of sync due to fucking up quicktime sequences and having to redo bits, not to mention pausing to look over and see if the other person is ahead of you or not and then yelling “oh my god SPOILERS you’re RUINING THE STORY for me!”

I was playing with keyboard+mouse because I hate shooting and camera movement with a controller.  Mouselook forever.  I almost questioned my decision during the many quicktime sequences in the intro… I will reiterate: beer was involved.  But it felt really scrambly sometimes like shit would happen it would be all “HIT THIS KEY” and I’d be all “uhhh fuck what key is that OH SHIT R R HIT R R RRRRRRR whew okay survived” and then it would go “NOW HIT THIS KEY OMG OMG QUICK” and I’d be all “fuck what keys are those?!?!”.  Embarrassingly, it once popped up the icon to hit left and right rapidly to ‘shake’ something off and I flailed around trying to hit left and right on the arrow keys, when of course it meant “A” and “D” from WASD, which I had been using to move the whole time so you’d think that would be obvious.  But it didn’t say A and D :( (remember: beer.)  In my defence, I only did that the first time and I felt really dumb about it.

I almost picked up my controller, under the assumption that the quicktime events would be a little more natural since the game is all console-ized to expect you to hit those buttons… or at least the button flailing would be more effective having less options to flail at.  Then I glanced over at my husband trying to shoot something with his controller and went “oh yeah.”  Once we finally got together for co-op, I ended up doing most of the shooting while he stabbed things with knives simply to avoid having to aim with his controller.  Teamwork.

Now, about the shooting.  We only finished one chapter last night (of the Leon campaign) before we got too drunk to survive anything and gave up, so I only got to spend skill points once and I suspect that will help things immensely.  BUT.  I cannot quite adequately explain how angry it makes me to unload three shotgun blasts into a zombie face and have it not fucking die.  Why are the bullets so god damn useless!  I was doing flying kicks and drop-elbow moves simply to hoard my bullet stash under the assumption that they would be more effective than kicking a zombie in the nuts, but noooo… when shit goes down and I pull out my gun I feel less effective.  Bullshit.  I also really disliked how my aiming reticule would float.  I originally thought it was some console auto-aim bullshit, but once I saw the skill list I decided it was supposed to represent my character sucking at aiming.  I’m not sure if I like the way it was implemented at all.  I’m used to games using a floating reticule that you have to wrestle with, but in RE6 I’ve got my mouse rock steady on the thing’s skull but the aiming dot is floating down to the middle of its chest.  Fuck you, dot.  Get back in the sights.

The rest of the game was pretty Resident Evil-like.  The writing… ahahaha the dialogue.  Let’s just say the characters are very insightful, and beer will almost certainly enhance the experience of making fun of their terrible lines.  We also spent a lot of time making fun of my character for apparently being incapable of opening a door without Leon, especially the time I stood there waiting for him and when he finally arrived and completed the co-op “open this door” chain, my character stepped back to let him gently push it open.  /facepalm. The co-op stuff was also really… “janky”, I suppose is a word.  Once, my husband went to the door and hit the “open this with your partner” button so it snapped him into standing there waiting, and then something jumped out and started nibbling on me right next to the door.  My character literally fell at Leon’s feet and wrestled it off, and Leon’s only comment was “Help me open this door, will you?”  Thanks Leon.  Thanks.  Something similar happened when I opened my menu to look at the settings (actually, looking to see if I could fix the wandering cursor problem that I thought was auto-aim) and it completely neglected to inform me that a quicktime event was happening.  I was run over by a train while looking at my cellphone, which could probably be some sort of social commentary if it wasn’t more likely to be terrible programming.

The primary complaint I’ve heard about this game is that it’s got too many quicktime events, and not enough freedom.  That’s pretty much entirely true.  Quicktimes don’t bother me, but it’s very on rails.  In the intro sequence you can’t even walk in a direction other than forward, which is kind of the point where you say “so why isn’t this just a cutscene, then”.  I don’t really have a problem with playing an interactive movie because co-op makes it awesome, but I can see how it might be annoying in single player since it’s not like the writing is amazing enough to carry it.  It can definitely feel very limiting, too.  We walked past some corpses that you KNEW.  YOU KNEW were going to attack as soon as we picked up the doodad we were going for, and my husband flailed away with some melee attacks but nothing happened.  “If these things come to life when I can’t kill them now I’m going to be pissed” he said.  Guess what!  They attacked.  At another point we had to “split up” so I could open a door for him, and I pushed a block out of the way to get to the door to unlock it.  I got turned around and went back instead of jumping down (beer) and my husband was saying “no no you must have had to push the block THIS way so I can climb on it!”  I found the door just as he said that and he followed up with “oh yeah.  It wouldn’t have given you a choice in what direction to push it, anyway.”

We’re still going to play it, and we’ll probably enjoy it because co-op… but RE6 definitely has a lot of flaws that drop it pretty far below its predecessors.  And sometimes that bar isn’t all that high to begin with…

FORCED

You know what I’ve always wanted?  I’ve always wanted the raid fights from World of Warcraft, but for 2-4 players.  Something that requires a lot of strategy and coordination, with specific roles for each team member, but without the need to collect and manage a group of 25 or more competent team members.

That game is FORCED.  We’ve played it for about 3 hours and only made it to the second set of challenges, but I already feel confident enough to recommend it.

The premise is that you are gladiators dumped into a ring, and you must battle through a series of challenges.  You can choose one of four roles/classes, then proceed into challenge chambers and try to succeed.  Succeeding at a challenge involves your standard “kill shit that is attacking you”, “avoid things that will kill you” (I accidentally referred to a giant spinning death beam as a “Lurker Beam”.  Sigh.  If you don’t understand that then, well, good.), as well as the novel mechanic which is passing an orb back and forth. The orb will activate switches which do various kinds of things (heal you, kill enemies, blow shit up, etc.), it might activate blocks which need to be pushed onto switches, or various other kinds of goals. Each encounter has three objectives: Succeed, succeed really fast (time attack, usually requiring a high degree of coordination), and a sort of “achievement” style challenge which can be anything from “do this perfectly” to “do this crazy shit that no sane person would attempt”.  Each time you complete a challenge you get a gem, which is used to unlock abilities, perks, and keys to bind things to.  I had originally thought that beating the chambers was fairly easy and that the real challenge of the game would be to complete all the extra challenges.  Then we had our asses kicked repeatedly in chamber 2.

People keep saying it’s an ARPG/Diablo clone, and I can see why because I also thought at first it was going to be a WoW/Diablo game (in fact… I think their own site refers to it as a Diablo style game)… but it’s actually not much like Diablo, aside from having a third person isometric camera angle and shit to kill.  There is no loot or experience.  The only progression comes from completing challenges and unlocking more abilities.  The real challenge is all on you as the player to execute the encounter correctly, and the advanced abilities only make that marginally easier by giving you more playstyle options that might better fit your comfort zone.  Basically, if you enjoy beating a challenge for intrinsic reasons (because it is challenging and then you can tick it off the “done that” list), you will love this game.  If you enjoy beating a challenge for extrinsic reasons (because it drops shiny items), you might wonder what the point is.

I also don’t see how this game will ever be fun to play with random groups.  My god, the ways you can fuck over an encounter… I can see this game ruining a number of legit friendships when they’re actually putting in effort, nevermind random internet assholes trying to grief things.  One tap of the space bar calls the orb to you, which calls it off-course from wherever it was going before.  A lot of the orb objectives require precise timing and aiming, and we screwed the encounter over so many times simply by losing track of which character was ours amongst the swarms of monsters.  Much cursing was heard.  And that’s on the second chamber with only two people who are physically in the same room and can yell instructions to each other easily.  I can only imagine it gets worse at higher levels, never mind with 4 people accidentally hitting space… and maybe some of them aren’t on voice chat… and then that one asshole keeps doing it on purpose…
Yeah.  Play this game with friends.  Very good friends that you aren’t likely to want to strangle.

The really unfortunate thing is that the game is suffering some launch issues, and I feel like that, combined with the misinformed “just another ARPG” vibe people are getting from it, will really hurt its reputation before it gets off the ground.  The netcode is apparently a little shaky, and the developers couldn’t afford to have dedicated servers for it.  The result is that the host has a perfectly solid game, but there are some pretty gnarly lag spikes for most everyone else.  My husband and I are in the same room and he was still having some connection issues (LAN doesn’t appear to be an option either…).  I’m really hoping they can iron it out or get some dedicated servers up before they lose rep.

My one legit complaint with it is that the camera gets in the way a lot.  The camera follows the orb, so when you and your buddies split up, it just zooms out so that you can still see everything.  Except you can’t really see everything and sometimes it messes you up.  Cameras are such a difficult thing to do correctly… it’s really only an issue because the game requires so much precision.  The other issue is that I found it really easy to lose my character in the mobs of monsters, or lose track of which character was mine on the screen (something that happened to both of us frequently, and it’s really bad because you’re like “Oh if I call the orb now it will hit that pillar perfectly!  … why is it going THAT w…, oh FUCK.”).  We were both on sinus decongestants at the time which probably wasn’t helping, though…

The game is fairly unique and I really want to support co-op endeavors like this, plus the developers themselves have a pretty awesome origin story and I feel like I want to support these guys.  The first review they list in their trailer literally says “Fuck your game!”.  What other evidence do you need!  Buy FORCED.

Wizardry Online

This review might be a bit premature, but I have a feeling it’s only going to get worse, so maybe now is a good time.

Wizardry Online!  Where did this come from??  I had heard absolutely nothing about this game until it actually came out.  I used to play the shit out of the old Wizardry series, along with Might and Magic.  Of course, the last Wizardry game I remember clearly was Wizardry 8, and since then it has apparently become an anime series full of elves with big boobs.  Unfortunate.

My husband and I spent a lot of time in Dungeons and Dragons Online, going back several times and usually subscribing for several months each time.  In fact, if it weren’t free to play, we probably wouldn’t get sucked back in so easily. The model works, as long as you’re not a greedy shithead with your pricing schemes and restriction of free accounts!
Wizardry is also free to play, and it seemed to have the kind of gameplay we like.  Co-op dungeon diving (that can be done with 2 people, but allows for more), hacking and slashing monsters in sewers, solving “puzzles” to advance through the dungeon, traps, treasure… the promise of multiclassing and other forms of advanced character building… hell we played the shit out of a game called Dungeon Lords which was about as polished as a fresh lump of clay, and we enjoyed that immensely because we were muddling through together, so Wizardry intrigued us.

Read 3500 words worth of bitching!