Star Trek Online First Look
When Cryptic announced that they had acquired the Star Trek license and were busy working on Star Trek Online while at the same time being busy developing their new superhero-MMO Champions Online, people were understandably nervous. Even Blizzard, sitting on all those money bags, seems unable to produce enough polished and entertaining content to keep the playerbase happy for a single MMO, how on earth a smaller developer would manage doing not one, but two major MMOs, more or less at the same time. Even if they'd share the underlying technology, the sheer volume of content, gameplay design, tweaking and testing would be mindboggling.Well, after Champions Online I guess we got an answer to that question. For details, you can check our review here. In retrospect, I was probably too kind to the game and it would have deserved harsher words. In any case, Champions Online indicated that Cryptic's "solution" was to skimp on everything. Major features that were barely functional, gameplay balancing that was done with a pseudo-random number generator and content that was so paper-thin that I doubt you can find a single "lifetime subscriber" that can honestly say that they are getting good value for money out of that game.
Trailer
Mere four months later, Cryptic now is about to launch a second MMO, Star Trek Online. Sadly everything seems to be pointing towards a re-run. In many ways, Star Trek Online feels a lot like Age of Conan at launch - rushed, unfinished, poorly balanced and thin on content. As the game hasn't technically launched yet, I'll give Cryptic the benefit of the doubt - a final word and scoring has to wait until a proper review based on the "real deal", sometime after the launch. During the "marketing beta", STO has received large patches with many fixes and tweaks that have wildly swinging the game balance around, so in theory, there is still hope for that mythical miracle patch just before launch.
This first look preview will include my initial impressions on what to expect based on the open beta as it is about a week before the launch (currently scheduled to be 2nd of February, with Head Start for preorders beginning on 29th of January). It is up to you if you believe in unicorns and launch day miracle patches. My view is that this is what we are going to get and it isn't very pretty.
Instance Trek
After the (very good) character generation - the bit that has always been solid in Cryptic games - my first impressions of the actual gameplay are not flattering. Just like in Champions, Cryptic has decided to toss the player in the middle of an epic event and you are expected to familiarize you with the controls and the basic game mechanics while a massive battle against the Borg is going on. Oh, actually, scratch that... there is nothing "massive" in Star Trek Online - it is all thinly populated instanced copies of zones, exactly like Champions Online. Both games obviously share the same engine and server code.
So, a battle against the Borg plays out in the background while you learn to move around, talk to NPCs, watch a loading screen, click glowing objects, watch a loading screen, shoot enemy NPCs and move about a bit, watch a loading screen, shoot some more NPCs and learn to crouch for aiming, watch a loading screen, click another glowing object... well, you get the idea. Everything is instanced and partitioned into tiny sections and basic "ground" gameplay is basically a Star Trek skinned version of Champions Online. Indoor areas also suffer from a puzzling "giant hall syndrome" - all rooms and hallways are several times larger than they should be, with doors over two times taller than your average Starfleet officer.
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You also get to pilot a starship and blow up some Borg ships and... there goes the suspension of disbelief, straight out of airlock, before the tutorial is over. A newbie field promoted ensign-acting-as-captain flying a crappy ship, blowing up Borg hardware at such ease that if you still happened to be immersed in the STO world after the assault of the loading screens during the early parts of the tutorial, the space combat part takes care of that problem. Cryptic, you have the most obvious "newbie tutorial" tool known to man, Holodeck, at your disposal and you go for this? I'm almost tempted to include a "Picard Facepalm" picture right here. Google it up, in case you don't know what I mean.
ompleted a small tour of the starbase at Earth, you are handed a bunch of generic MMO quests and then sent off to command your crappy Miranda-class ship around the galaxy. You do not actually command a ship from a bridge view - instead you travel by steering a model of your ship around a map of the sector. The map view is effectively a big room dotted with star systems and sector markers, complete with stupid invisible walls and marked edges that toss you to another sector (oh, another loading screen...). I guess a continuous map view of the whole galaxy was apparently too much for the Cryptic engine. This is the first time you actually see more than a couple of other players to go about doing their business, but like every other part of the game, even the map view is instanced - 30-40 players per copy seems to be the standard.
Missions are, at least initially, very generic stuff. Fly to solar system X, fight either in space or on foot, click some glowing objects, collect loot and XP, repeat. What strikes to me as the biggest issue with all this is that everything is just generic MMO gameplay with a Trek skin applied on top. Instead of being a Star Trek game, STO is a MMO game with some Star Trek makeup.
The game is also very combat heavy and the sheer volume of ships and NPCs you have to kill during even the most basic mission is just silly... I mean, a basic job to investigate an outpost that hasn't been heard from for a while and the game expects you to blow up a dozen Klingon warships (alone, still in your newbie Miranda-class starship with basic weapons), taking on up to 3-4 ships at once. You are then expected to proceed on foot and blast away a small army of Klingon warriors with your away team. These are not Klingons - these are generic_MMO_enemy_level1 with some Klingon models and textures.
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The only upside is that at least the space battle mechanics are, on the most basic level, passable. You have to maneuver your ship to present different shield quadrants to the enemy, take into account weapon systems with limited firing arcs and further spice things up with bridge officers doing "special moves" of sorts - boosting shields, improving weapons and so on. It is very much two-dimensional affair with no top/bottom shields and little reason to move up/down, but Star Trek space battles never were that three dimensional to begin with - with Wrath of Khan being one of the exceptions that proves my point - so I guess it is okay.
Beaming Down
Should your mission include a ground part, you get to beam down to yet another tiny instanced area, this time with an away team consisting of your bridge officers and random redshirts filling up any leftover slots. To complete the task at hand, the away team runs around in a Trek-skinned Champions Online mission, complete with packs of enemies that sometimes include bosses (sorry, I mean "officers") that are completely blind to anything that happens more than ten feet away. At least in Champions Online you were a superhero that could be expected to take on an army of villains and the combat was suitably over-the-top. Here you just fumble around shooting phasers, watching the AI to fail at pathfinding and duck away to keep your "personal shields" topped up in case you get shot. Can't recall seeing personal shields in Trek, but I guess there had to be a way for characters to take tons of weapon fire without getting nasty questions why they are still standing.
Instead of actually trying to model combat that would somehow look a bit like in the TV series, STO is just reskinning Champions Online and replacing superpowers with special shots and gadgets. Heck, I find the whole combat-heavy gameplay to be decisively so-not-Star Trek that in my opinion Cryptic has completely missed the mark in their treatment of the license.
Star Trek has always been primarily about exploration, talking and problem-solving - often with liberal amounts of technobabble thrown in. STO does none of these things in any noticeable quantity and substitutes them with massive amounts of senseless combat that is poorly executed and doesn't fit the theme. Yes, there are several specific missions that feel a bit more like an episode of Star Trek, but for each interesting storyline mission there is five others that are nothing more than "shoot X enemies and click some glowy objects or blow up Y number of enemy ships" - repetitive, unimaginative, boring and not Star Trek.
STO also appears not to bother explaining away dying and has no death penalty whatsoever - got killed along with the rest of your away team or watched your ship get blown up? Well, just wait a few seconds for a respawn. Kamikaze tactics seem to work just fine - just keep zerging and you'll do fine. Not sure about you, but I would be extremely worried that such basic gameplay aspects appear unfinished two weeks before launch.
Further adding to the confusion, the skill system is poorly explained and there seems to be no respec options available. I assume this is because originally skills were supposed to be uncapped - in essence, you could eventually learn every available skill to maximum level. This was just recently changed to a skill cap, requiring specialization. I'm not entirely sure what the final word on this is and in game it is hard to see practical benefits from spending skill points, at least early on, so I'll just chalk the whole skill system to "needs more work" category.
Multiplayer? Where?
Yes, there are other players in the game as well. Not that you have to care about the fact as there is absolutely no need talk to anyone. As an attempt to try and get people to play together, by default most mission instances have Auto Grouping on. In this mode, you are automatically tossed into an instance of the area with some random people who happen to be on the same mission. Any opposition automatically scales based on the number of players your side has. In away team bits, any additional human players replace AI-controlled away team members.
In principle, an interesting idea to inject some multiplayer action into otherwise instanced-to-death solo game. Sadly the system is ripe for exploitation and game mechanics feel unfinished. You can just warp in or beam down, go watch some TV while letting others to do the killing, returning when the mission completes. There is no way for others to kick you out and there is no penalty for leeching. It doesn't even matter if they somehow try to get you killed due to the lack of death penalty. In missions where the objective is to find some glowing items, there is no real benefit from being the one who bothers shooting at the enemies, so you can let others do the hard work and just quickly grab the mission item and get out. At least when playing with a NPC away team, you actually have to do some bits yourself to complete the required objectives.
During space-based missions, you can also end up with an unfinishable mission if enough people decide to take off mid-mission. If you entered with four people, you got enemy spawns based on that - completely unkillable with just one or two ships. In theory, I guess you can wait and see if more people turn up, but in practice the system is just broken.
Stuff like this should be well thought out and solved ages ago in a game that is already in "marketing beta". This is basic game mechanics level stuff that may not be trivial to fix. Heck, many aspects of STO gameplay could have used a lot more iteration before any beta testing ever took place. I'm sure griefers will have a field day with the feature and the the practical result is that everyone will turn Auto Grouping off (it is an option - thankfully) and play the game as Massively Singleplayer Online Game instead.
Klingons! Cardassians! Romulans!
In addition to Starfleet characters of various species, it is possible to create a Klingon faction character once you reach rank 6. However, at launch Klingons have effectively no PvE content available, so the only reason to create one would be to play very limited PvP (with balancing to be patched in later). In practice, anyone who plays a Klingon will be playing a punching bag for the masses that are playing their Starfleet main characters.
Klingon side of the game is also unfinished in other ways - Klingon faction has no tutorial and you instantly level up to rank 5 when talking to the first NPC after character creation. This probably explains the odd reason to make them unlockable only after you have completed the Federation tutorial and reached rank 6. Cryptic didn't have a tutorial ready for Klingon side, so they... improvised. There are also many small details that betray hurried inclusion of them. You find plenty of Starfleet insignias and other obviously unfinished bits - transporter effects are not Klingon, many decisively non-Klingon icons are shared and while some effort has gone towards faction-specific UI elements, it is a mishmash at this point. Romulans and Cardassians are even worse off - they have been quietly moved to "future promises" section. In practice, the game has only one playable faction (Federation) at launch.
The license does offer almost unlimited potential for new factions and locations, but considering what we appear to be getting at launch (not much), I would be very careful about all the promises Cryptic is making about future content. I'm sure there is a pile of stuff cut from launch that is in different stages of development - available trailers show as much - but considering that most of the content that is going to be there at launch also feels rough and unfinished, it may be a while before all the big promises are fulfilled and I have some doubts about the quality.
Milking The Fanboys
While Star Trek Online really could use another 6-12 months of work, ready or not, it is launching in February. Marketing departments at Cryptic and Atari are going ahead with the launch, complete with special deals for the fanboys. The most obvious money grab is the lifetime subscription (special pricing before launch, while supplies last) - should you wish to skip paying the standard monthly subscription fees ($15 a month), you can opt for a lifetime subscription - yours for the cheap price of $239! It should be noted that they are talking about the lifetime of the game, not you - there is a difference. For those that might hesitate paying a grand total of almost $300 to play STO (no, game box price is not included in the lifetime deal - that's extra), Cryptic offers some exclusive perks - the ability to play a "liberated Borg" character and two additional character slots.
"Two character slots? Who ever fills all their character slots in a MMO?" Well, Star Trek Online is normally limited to three characters per account with one of them reserved for a Klingon character that you must first unlock. You also cannot just create more characters on other servers as the game uses one global server cluster, just like Champions Online. It all seems like an obvious set-up - I'm willing to bet that Cryptic is planning to sell extra character slots at a premium.
Even if the actual benefits of playing an ex-Borg are questionable, when deals like this go beyond cosmetic rewards like pets, limiting a "playable race" or a reasonable number of character slots only to someone who is silly enough to effectively pre-pay 16 months of subscription time on a bunch of promises is flat out wrong. In my humble opinion, this time Cryptic has gone too far. Pre-order bonuses, special deluxe edition bonuses and other junk are a disease, and the only way this crap will end is if people stop buying games that use them. Everything also points towards plans to double-dip with a microtransaction store in addition to the subscription fees - perhaps the next playable race will be sold to you for Cryptic Points? Of course the microtransaction store isn't quite ready yet, so we don't know what the actual plans are.
Initial Impressions: Not Ready
Based on my initial impressions, I cannot recommend Star Trek Online for anyone at this time. It is unfinished and full of gameplay loopholes large enough to drive through a Galaxy-class starship. Even if all the bugs, loopholes and balance issues somehow magically got fixed, we then get to the other big problem - it just isn't immersive or fun to play. Everything is instanced to the death, loading screens break the action at every turn and missions are so unimaginative and filled with senseless slaughter that it just doesn't feel like Trek. In many ways STO feels like a "burger MMO" for the consoles - which I guess was the plan at Cryptic all along. Never mind that they haven't spoken much about the Xbox 360 version of Champions Online recently and with STO heading towards a very rough launch, I wouldn't hold my breath.
Okay, this is just my first impression based on limited play hours, so I guess we'll see. I understand that after level 11 (Lt. Commander rank) you can specialize to three different ship types that effectively fill "tank", "healer" and "dps" roles. While this is yet another generic MMO gameplay concept being re-branded for a Trek game, it is possible that later on there is some actual reason to group and combat may gain some additional depth. However, at least early on abilities are very limited, missions lack depth and combat is repetitive and boring.
For a MMO gamer that doesn't care about the license, STO offers a pile of rehashed gameplay mechanics that can be found implemented better in just about any other major MMO. Those days when a grossly unfinished MMOs could be thrown out with the hope that the audience would still gobble it all up and wait for patches are history, and that doesn't bode well for STO. As for a Star Trek fan that is new to MMOs, I guess STO could provide entertainment for a couple of weeks. Still, once the shallow and bug-ridden gameplay is uncovered beneath all those Star Trek bits, I'm sure Trekkies will be the ones that will be mercilessly ripping the game apart for failing to be true to the franchise on forums long after MMO gamers have already moved on - either back to their favorite games or to beta testing the next MMO, hoping that maybe it will be somehow different. Too bad. I would have loved to play a solid sci-fi MMO with a strong existing universe, but it looks like this ain't it. Bioware, you are my only hope...
Update: People have pointed out that the third character slot isn't actually reserved for a Klingon. My bad. Still, if you wish to play what little Klingon content there is, you most likely will still roll a Klingon which then eats up one of the character slots. Conclusion is still the same - the number of slots available is very limited and the carrot of two more slots is being presented as a reason to go for the lifetime subscription, which in my opinion is going to be poor value due to lack of content. Just ask anyone who went for the lifetime subscription with Champions Online...
Prince of Persia
The 2008 release of Prince of Persia took the franchise in an invigorating new direction, employing open-world design and a painterly artistic style to great effect. It breathed life into a series that had been treading water for years, but you won't see any of those new elements in The Forgotten Sands. This is a throwback to the superb Sands of Time, focusing on elaborate level design and the sort of acrobatic wonder that would make even the most agile monkey jealous. Unfortunately, the leap back in time is not entirely smooth. The early portions have a paint-by-numbers feel, offering no surprises for those familiar with the franchise, and the combat is shallow and lacks the flair the prince so often exhibits. But those missteps fade away once the prince gets into a groove. The intricately designed levels are full of surprising twists and the deft maneuvering required to pass the more challenging sections makes completing a particularly tricky room rewarding. A few problems keep The Forgotten Sands from reaching the level of its timeless predecessor, but playing through this gravity-defying adventure is still time well spent.
The story in The Forgotten Sands focuses on the sibling rivalry between the prince and his brother. At one point in their lives, they got along perfectly fine, but relationships tend to crumble when demonic possession rears its head. Although the story is ho-hum cliche, there is a certain charm in the manner it's told. The prince narrates the events during the action, and his personality interjects some lighthearted fun into the proceedings. Thankfully, thi

s is not the dour prince who appeared in the previous game in the franchise, but rather the good-natured fellow from The Sands of Time, and his quips add to the experience. Unfortunately, the prince's personality is not the only thing borrowed from The Sands of Time. The opening level, in which you try to break into a castle under attack, borrows heavily from the opening sequence of its predecessor, and it seems as if the predictable level design is a portent of things to come. The Forgotten Sands does break free from its inspiration after a few hours, but that doesn't excuse the forgettable introduction.
The removal of the open-world design means that The Forgotten Sands is entirely linear, but this turns out to be one of the game's strengths. Each of the stages builds on what came before it, continually blending new techniques with your core abilities to create something special. Like in previous games, the prince starts out with the power to run along walls, leap between posts, and slide down dangling banners. But there is so much more to making your way from one point to the other than that modest list indicates. Your original moves are tweaked throughout the game, twisting the basic concepts to produce something unique. You may get in the habit of running along a wall and jumping off with casual ease, but when a quickly closing door forces you to speed things up, you need to approach this basic maneuver from a different angle. This reinvention of established themes keeps the platforming sections consistently thrilling.
However, the thing that really pushes these levels to new heights is the moves you unlock during the course of the game. The first and most widely used is the ability to freeze water. Waterfalls and leaking spigots can be frozen with the push of a button, creating walls and pillars of ice for you to climb upon. Initially, these water-based puzzles provide only an aesthetic twist to the standard platforming, but once you understand the basics, things become a lot more interesting. You often need to freeze and unfreeze water in midair, making it possible to leap between geysers that are not synced or crash through a wall of water that was frozen solid just a moment earlier. You unlock new abilities as you go through the adventure, and these are all mixed seamlessly together to keep you continually on your toes. And because many of the puzzles require you to adapt on the fly to new obstacles with pinpoint precision, it's an empowering feeling to make it past a particularly difficult stretch.
Aside from the impressive acrobatic abilities you must exercise, there are a fair number of puzzles as well. These are generally of the turn-the-crank variety, and though they do put a kink in the swift pace, it's still satisfying to solve their ancient mysteries. Problem solving crops up during the platforming portions too, and though it's always fun to figure out exactly what needs to be done to reach the other side, the limited camera is sometimes the biggest obstacle you have to overcome. The view is frequently zoomed in too far and strips away full control, making it impossible to tilt the angle to get the best view possible. This is especially troubling during portions of the game in which perspective is paramount, making it difficult to tell in which direction a waterfall is draining or from which wall you need to leap to grab onto a pole. There are only a few times during the game when the camera is a serious problem, but those sections chip away at the goodwill fostered by the excellent level design.
Outside of platforming, there are brief combat sequences, though these are sadly the weakest portions of the game. The prince has never been a particularly accomplished fighter, but the combat has always had enough style to overcome its shallow nature. However, in The Forgotten Sands, the smooth camera angles and nimble counter system from previous games are nowhere to be found, resulting in duels that require little more than mindless button tapping. You unlock new moves through an experience system, and it is fun to tweak your abilities to your fighting style. However, instead of giving the combat more depth, the added moves just make it even easier to dispatch of your undead foes. Once you unlock an ice attack toward the beginning of the game, even the most fearsome warriors quickly fall to your blade. In addition to being way too easy, the combat also suffers from technical problems. The choppy animation of the prince makes it difficult to string moves together and the inconsistent hit detection makes it a chore to line up a killing blow. Mercifully, there isn't a lot of fighting during the adventure, but what is there only serves as a detour from the otherwise fun experience.
There are challenge rooms to complete after you finish off the final boss, but because these focus on the forgettable combat rather than the exhilarating platforming, they add little to the overall experience. But where the combat falters in The Forgotten Sands, the platforming rises in its place, delivering the exquisite level design and breathtaking acrobatics for which the series is known. The prince's new abilities add unexpected wrinkles to the standard jumping and running, continually tossing in new ideas to keep you transfixed until the thrilling final sequence. Despite its slow start and shallow combat, this is another fun entry in the long-running franchise. Series veterans will once again marvel at the prince's uncanny ability to reach higher ground while newcomers will wonder why they took so long to tag along for the ride. The problems keep this from joining the ranks of the best games in the franchise, but this is still a good effort that surprises and entertains.

Gamers are used to paying a premium for the limited edition of any given title, but EA will be bucking that trend with the release of Medal of Honor. Earlier this month, the publisher said that it would be packing in a handful of exclusive and early-access in-game weapons and camouflage to Limited Edition purchasers, all for the standard $60 price tag. PlayStation 3 gamers who pick up the package are even being offered a free copy of Medal of Honor Frontline.
Today, EA announced that it would be sweetening that deal even further. Those who pick up the Medal of Honor Limited Edition will also be afforded access to the multiplayer beta test for EA Dice's Battlefield 3.

EA has yet to announce a launch date or platforms for Battlefield 3 and declined to specify whether the offer would be extended to all three platforms that Medal of Honor will be available for. However, the publisher did note that the beta window will open up within 12 months of MOH's October 12 ship date.
The first installment in the series not to be set during World War II, Medal of Honor will follow a group of elite commandos called Tier 1 Operators during missions behind enemy lines in Afghanistan. With the single-player campaign being handled by EALA, DICE has taken the reins on Medal of Honor's online multiplayer.

They discovered, ho
wever, that they were not the first to tap that lode: deep below the surface they came across ruined civilizations full of corpses that bore evidence of unspeakable evil. Someone, or something, had corrupted the Ember, spelling certain doom for those who dared disturb the underworld, unless someone can find the source of that evil and defeat it.
That’s your cue. When you arrive in Torchlight and head toward the mine, you come across a pair of adventurers locked in a battle against several gruesome monsters. One of them, too injured to continue, sends you after her companion, who has plunged alone into the depths. Thus your first quest begins.
Questing
You enter the mine, your faithful pet (a wolf or a lynx) at your side. The
Orden Mines are your first destination. You come across Rat People, slimy round Gels, and other simple monsters who don’t pose much difficulty. Don’t be fooled, however: they’re but a warm-up for the challenges to come.
Victory in combat gives you experience points as well as all kinds of loot, including gold, better armor and weapons, and a variety of magical items, such as rings. When necessary, return to Torchlight and sell unwanted stuff so you can buy better weapons, armor, and magical items. Earn enough experience points and your character gains another level, allowing him to increase his skills in various areas and enhance his abilities.
The citizens of Torchlight also offer quests that reward you with not only experience but fame points too. Each new level of fame brings with it a title appended to your character’s name — such as The Unremarkable or The Memorable — as well as extra skill points.
Skills are key because they allow your character to specialize in different areas, depending on the class chosen at the beginning of the game: the Alchemist is a spellcaster who can summon minions, such as imps, and unleash powerful pyrotechnic spells; the Destroyer is a fighter who can become adept with ranged weapons or elemental spells, in addition to traditional melee weapons; and the Vanquisher mixes melee and ranged weapon skills with the ability to set traps. All three can use magic to some degree.
Challenges Await
Each dungeon level is randomly generated and features secret rooms, moving bridges, traps, more powerful boss monsters, and other obstacles that will keep you on your toes. The Orden Mines were dug by the miners who came to Torchlight, but they soon give way to a labyrinthine crypt, a form
er prison overrun by goblins, the ruins of a Dwarven city, and more. Eventually you’ll discover the Black Palace, where the villain behind the Ember corruption lurks.
Along the way, you’ll have the opportunity to access small side dungeons by stepping through the phase portals left behind when you kill Phase Beasts. Those areas are a treasure trove of gold and special items, but the monsters you’ll encounter are of the much-tougher champion variety. However, you’ll score extra fame points if you survive those encounters. Other dungeons can be accessed by talking to Torchlight’s citizens, and when you complete the main story, an endless dungeon will open in the town graveyard.
Once your character has reached the heights of glory, you can have her retire and pass one item to a new character, enhancing its powers in the process. Now you can master a different character class or explore an area of the dungeon you missed last time. Or perhaps you’ll be ready to tackle the endless dungeon. After all, that’s where all of Torchlight’s discerning heroes spend their time.
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