Showing posts with label sci-fi. Show all posts
Showing posts with label sci-fi. Show all posts

Monday, November 28, 2022

Subnautica Below Zero Revisitied

 
By Rita Mariner 

For Rita's first review, Click Here.
 
 It's been awhile since I wrote about my gaming.  I am still playing both Subnautica and Subnautica Below Zero.  According to STEAM counter, I have over 11,000 played in Subnautica and closing in on 4300 hours, in Below Zero. How can I play both games, for so long and not get bored?  Simple, both games NEVER play the same way twice, in a row. Your starting point varies and stuff does get randomized.  The best thing is, you can chose to play the games, anyway you want.  For the most part it you search, discover things for yourself.

  Both games have 4 modes of play.  Freedom, where you only worry about health and air.  Survival, where you have to keep track of health, air, food and water. Hardcore, pretty much same as survival, but you only get one life.  You die, you lose everything and have to start over. Creative, you start out with everything, don't have to worry about anything, just play..

Two months ago they had a major update to Below Zero, fixed a lot of annoying bugs and added a new,Sea Truck Dock.  When you unlock the Moon Pool, you also get the new Sea Truck Dock. This allows you to now enter the dock, with your entire Sea Truck train. No need to detach any modules. It also has a built in vehicle control panel, allowing you to color and name your Sea Truck.  It also repairs and recharges the Sea Truck cab, while docked. You also get access to modules from the dock.  So it's very useful.

With the new Large Room addition, you can really get creative with your base building.  That is probably the nicest thing about the game. I put the Large Room out first, then build the rest of my base off of it.  Of course, you can build you base in any configuration you like.   

They also added a Control Room, you can add this to your base.  It was multiple functions, but the one most players like, you can color and name your base now, just like your Sea Truck and Prawn suit. I have seen some players color their bases in eye blinding colors.

As to the creatures in the game, some are retreads from the first game, but all the bigger ones are new and 90% of them think your on the menu. While most are just plain annoying, a couple can eat you in one gulp.  Even after 4300 hours, I still get unlucky, BITE!, SWALLOW! TASTY!

Regarding the alien in the game, I died laughing when I first heard his name. It's the same as my RL name, so I comment, "When I play this game, I am talking to myself."

Overall the game is beautiful to watch, they really did a great job on the environments.  It's easy to play, that helps a lot.  There is no real set path you need to follow, you go in your own direction and speed.  They give you prompts, but when you heed them is up to you. Plus the game is cheap and the music is awesome.

I can therefore highly recommend both Subnautica and Below Zero to play, if you want a good, relaxing time, mixed in with moments of horror. 
 
Images from Rita's steam account

Rita Mariner

Monday, July 19, 2021

Reader Submitted: Game Review - Subnautica: Below Zero

 
By Rita Mariner

I will be commenting on Unknown World's latest release, Subnautica: Below Zero. This video game has been in testing for two years.  I started playing it, on STEAM, in the experimental mode, at that time.  Since then the game has gone through several rewrites, primarily due to change in writers.

Below Zero still plays in the four basic  modes of the first game.  Survival, where you have to watch and manage your air, food, water and health. Freedom, where you only worry about air and health.  Hardcore, where you have to manage air, food, water, health and you get no PDA prompts reminding you, so if you die. YOUR DONE and have to start all over from scratch.  Then Creative, where you worry about nothing, you get everything at the beginning and you just poke around and do whatever you like. I would get bored in like two minutes.

In Below Zero, you play Robin Ayou, a female, Xenobiologist, who comes to Planet 4546B, to investigate the death of her sister Sam Ayou.  You aren't buying Alterra's story she died from negligence. While here you discover and get stuck in your head a rather annoying alien. So between investigating your sister's death, you now have to help an alien, so you can kick him out of your head.

Now for the good points of the game I have found.  The alien world is beautiful, lots of great detail, interesting new plants and creatures you get to investigate. The idea you are playing a female character, this time is a nice touch.  When you get a message to listen to, on the PDA, the face of the person talking will appear in your HUD, I like that. There are several references back to the first game, if you find them. Some of the plants and creatures you will encounter are brought over from the first game, but the bulk of the creatures and plants are all new and you will need to check them all out to see if they are useful, or not. One of the more interesting creatures, is the Sea Monkey, or Sea Thief! They look cute, but if you swim around them, with any of your tools out, it becomes THEIRS! You can swim after them and attempt to get it back.  

There are many bases and wrecks to explore and you will need to do that to collect all the blueprints you will need for the game. Make sure to make beacons to mark them, encase you need to return to any of them later.

Now for the parts of the game I wasn't to thrilled with.  One is right at the beginning.  Our character PLANNED to come to Planet 4546B. She knows where she is going is COLD! Yet the only item she brings with her is 3 bottles of water, 3 nutrient bars and a PDA?  She doesn't bring a full set of basic tools and a COLD SUIT! She is suppose to be this experienced xenobiologist, and planned this trip and brings NOTHING with her?  PLEASE!

The next thing they never explain is, why did ALTERRA leave the planet, no one from ALTERRA is there, period.  Also at the KOPPA MINING SITE, there are no habitats for an office, crew break room, power supply and storage.  Plus they have drillable chunks of Titanium, Copper, Ruby, Gold, Diamonds, Quartz, in the game, but no Lead or Lithium and you need a boatload of those two items, in this game. Since they changed most of the blueprint recipes around.

There are several new leviathans in the game, a couple you want to avoid at all costs, especially if your outside your Sea Truck or Prawn Suit, they can KILL You.  The Chelicarate and the Shadow Leviathan. Even then, they will put a serious hurt on your Sea Truck or Prawn Suit. Unless you have the Perimeter Defense Module for the Sea Truck.

Which brings me to the Sea Truck, I hate it! If All I had to do was haul stuff from point A to point B, it does okay.  Unfortunately, that's not all you need it to do.  You have to explore!  The Sea Truck is ill-suited for that job. It gets caught on everything, plants damage it,  hard to control and clumsy.  I have gotten to the point I explore the Sea Monkey Tunnels, near The Pilot's Last Reported Position, in my Prawn Suit.

Is Below Zero a bad game? No, it's playable and can be enjoyable, but it could have been so much better.

Rita Mariner
 

Wednesday, February 27, 2019

Reader Submitted: Game Review - No Man's Sky


By Xymbers Slade/Aegis Hyena

It's been a long long time since I've written for the Newser (only reason I don't come back to Second Life is because "Why? I did what I wanted to do there" and I'm out of touch now anyway). I've been wanting to write this one for a long time for Bixyl, so here it is.

No Man's Sky has had its share of ups, downs, and zero-g moves that make the Titanic crashing about in a storm look like a mother rocking her baby to sleep. Pushed out far earlier than it should have, it met with fury from the fans, almost dropping to less than a 18% positive rating on Steam for quite some time. As I understand it, the investors knew it couldn't be done in time, pushed the company, took the money and ran (probably to another planet).

The game was marketed as being all procedural. With over 18,000,000,000,000,000,000 planets, it marketed as everything being new and original. The problem is, is that it's a computer game. Computer games need assets. As I wrote in a steam review, "There's not enough assets on this planet (heh) to completely make it seem like the universe truly has random plants and animals on every planet."

On top of that (also copied word for word from my review), they took a concept and applied a synonym to it... while you might find an Abandoned Planet somewhere, you'll find the mostly the "same kind" of planet if you find one that is marked Airless, Dead, Desolate, Empty, Forsaken, Life-Incompatible, Lifeless, Low Atmosphere, or Terraforming Catastrophe -- one planet type, many descriptors to simulate depth even though it's the same bloody thing. Come on, devs, you can do better than that. Problem is it requires work time and money which most people don't have.

You start on a hostile world, having to find materials to power your Exosuit (Sodium, to be exact, as well as oxygen, dihydrogen, and carbon). You have a mining laser strapped to one arm, which can be upgraded over time if you find better models. You then proceed to find a crashed spaceship, repair it and take to the stars, exploring planets and warping from place to place, learning to manage inventory (the starter ship has very little room, as does your Exosuit and you need creative managing talents) while you piece together what's going on.

You start alone, and while there is a multiplayer function, I think it's more fun as singleplayer. Sometimes other players CAN warp into your system, and by default voice is activated, so you can communicate with the visitor for trade or PVP or whatever. I've only seen one visitor (because the universe is vast -- it's *that* rare that it happens) in my time playing and might soon jump into multiplayer and trade with whomever I randomly join.

The main storyline is something that revolves around something called Atlas, and the goal of the game seems to be to get to the center of the galaxy where you might be able to warp to a new one. As I selected "free explore" instead of going about on the main paths, I don't know a lot about it and have spent all 130 hours of my current game in my starting system, trading and shooting pirates.

There are three races in the universe: The Korvax (computer hivemind), the Gek (lizard-people) and the Vy'keen (reskinned Klingons). I haven't followed the lore enough to learn more about them.

As with any game of this large a scope, there are an unfortunate amount of bugs. There are more bugs in this game than there are lies coming out of most politicians these days. One bug is a "crate" bug, where you can't remove stuff (I find shutting down the game and coming back 15 minutes later wakes it up). This bug is almost 3 years old, so either the devs won't fix it, can't, or don't know how without breaking the game. Another bug is that locations you loot can only be looted once. If the game later assigns the location as a quest, the terminal is already looted and the quest can't complete. A third bug has quest "return locations" go to empty spots where there is no questgiver present to give the reward, so the quest has to be abandoned.

The opening questlines are very linear. You can't "hire randomly" -- you need to go to specific spots for specific races to join your base, wherever you decide to build it. If the quest requires you to make antimatter, and you find some elsewhere first to use it to warp to another system before you follow the steps / get the recipe for it in order to make it, it'll bug out and possibly lead to problems later.

Finally, and this thing bugs me, is that you can only have nine crates. These crates are twice your size, but only have five slots (a starting exosuit has about 25). If later you get a freighter, the crates you put there mimic the ones you have on the ground, sharing their inventories. What genius was responsible for that idea? This is the 9999th century up in space here. There should be planets that sell warehouse space!

The game is *very* pretty to look at if you're a casual kind of gamer, but like I wrote above, you'll run into repeats (especially locations) very early and very often. The grind especially in the early game will wear you down from a six foot long spear point to six inches of blunt shaft of wood, so be prepared to put in long hours. I like playing hardcore (one life, deleted save if you die) but after a few deaths on this game? Not here. The grind overpowers that of Minecraft's grind for iron and diamonds by a factor of about sixteen.

Overall, the devs got pushed too hard too fast, paid for it, TRIED to rebound (18% positive to 80% positive as of two or so weeks ago, it's back down to about 50% now) and are at least TRYING to come through on their promises. It's still not worth the $60 asking price, so I say get it if it's on sale as an impulse buy. It gets three dragon hoards out of five from me, because at least they're trying and will continue to try.

Aegis

Editor's note: When I wrote about the problems of "No Man's Sky" in Sept 2016, it looked like the game's days were numbered. It seems it's been sticking around due to enough people continuing to buy, the developers determined to redeem themselves, or something of both.

Wednesday, August 23, 2017

Eve Online: The (Goonswarm) Empire To Strike Back


By Bixyl Shuftan

Eve Online was once described as "Second Life's Evil Twin." While not a sandbox virtual world, players do have a lot of options in playing alone, or part of a group, to mind one's own business, or raid other players. What would be branded as "griefing" in Second Life can reap rewards here, and raiders can and will enjoy the "yummy tears" of the targets they've successfully demolished. One faction in Eve Online that's been around for years is Goonswarm. Supposedly, it was where a number of former Second Life griefers ended up when they got bored and left, heading to Eve. But it also had some men of obvious distinction, such as Vile Rat who was one of those killed in the terrorist attack on the US Embassy in Libya in 2012.

Factions often form alliances that can and will fight major wars over territory and resources, and sometimes revenge. But in early 2016 came what was billed as "The Largest PVP War in Gaming History." The biggest alliance known as The Imperium, led by the "Goonswarm Federation," threatened smaller alliances in low-security space with invasion unless they paid up protection money. But instead of giving in, some of these alliances formed a coalition and to the surprise of onlookers, the Imperium suffered a major defeat. As a result, old enemies of The Imperium "quickly came out of the woodwork," and what became known as "World War Bee" was in full gear, "with over 60,000 players around the world choosing sides." The fight has also been called "The Casino War" as the owner of an Eve gambling website began bankrolling the war effort against The Imperium. The result was a series of defeats for The Imperium as key stations were overrun and factions left it. The Imperium's strategy was to try and outlast it's enemies, then retake what they lost.

Finally on August 2, there was an announcement that The Imperium would be on the march again. And soon close to a thousand capital ships from Goonswarm moved to a strategic location close to two areas held by their enemies, sometimes called the "Moneybadger Coalition." The goal of the ships there seems to be to mainly harass the enemy for now by sending numerous lone ships to multiple hard to defend locations. "Massively" writer Brendan Drain felt, The Imperium's plan was a "highly aggressive" one, not to worry about losing the economic war, "relying instead on it's huge industrial and (cash) farming base ... to replace lost ships quickly. That sounds good in theory, but losing the (money) war on paper can give the enemy a huge morale boost and a reasonable claim to victory, even if they concede star systems and lose citadels.

The "Casino War" hasn't seen a fight yet on the scale of "The Battle of B-R5" in which over $300,000 USD worth of ships went up in flames. But in a game noted for not just massive battles, but suprpising political moves, backstabs, and drama, a lot can happen. About the only thing writer Drain felt was certain was, "with the game's largest and richest alliances involved, at the very least we can be sure that some very expensive stuff is going to explode."

Source: Massively

Bixyl Shuftan

Thursday, July 14, 2016

Gaming Goings-On: Rust, Star Trek Online, And Tree of Life


By Bixyl Shuftan

With all that's been going on in Second Life, there have been a few developments in computer gaming. Pokemon Go has been in the news a lot, but that's not so much a computer game as a mobile ap game. But yours truly has been made aware of a couple developments in games we've wrote about in the past, Rust and Star Trek Online. There's also a new one my friends and I have been playing: Tree of Life.

Star Trek Online recently got a new expansion: "Agents of Yesterday." Fans of the Original Series, which was first aired 50 years ago. will cheer as they can now play characters and missions of the story universe that started the franchise. Three new character slots have been opened, as well as a 23rd Century Federation faction, and missions and areas set in the time period of USS Enterprise's first five year mission, taking place in 2270 the year after the TV series. 23rdCF characters can be one of four races: human, Vulcan, Tellarite, and Andorian. The uniforms are from the style of the Original Series, including the infamous mini skirts for female characters and the red shirt for those specializing in Security.

The first mission for a 23rd Century Federation character starts with them at rank Lt. jg., with the ship in orbit around Taurus II (the planet in which Spock, Scott, and five other crewmen had to make an emergency landing in "The Galileo Seven"). The player is assigned as part of an away team to look for survivors of a shipwreck and investigate while dealing with the planet's hostile natives. As it turns out, the crash was no simple accident. At the end, the ship's captain is promoted to admiral and the player character promoted to Lieutenant and given command of the ship.

After a couple missions, one of the more recent crewmen comes forward saying he's a "Temporal Agent" from the Federation in the distant future, which has been involved in a "Temporal Cold War" by powers trying to manipulate the timeline for their own benefit while it seeks to preserve it. Trekkers whom have watched the "Enterprise" prequel series will recognize the conflict from the TV show.

Fans of the Original Series will enjoy the chance to interact with some of the characters there, such as Chekov whom is voiced by the actor who played him, Walter Koenig (whom at 79 is much older than the young man he was in the TV show) and Chief Engineer Scott, whom is voiced by his son Christopher Doohan (James Doohan died in 2015). Not every Trekker however is a fan of time travel, a number feeling it's been overused for plot material. Still, "Agents of Yesterday" is an expansion which fans of the classic sci-fi TV show, old and young, will enjoy.

Sources: Memory Alpha, Star Trek Online, Trek Today, Trek Core, Cosmic Book News  


The survival MMO "Rust" is back in the news. After over a year of development, it's Experience System has finally been unloaded into the game. Gone are the blueprints that players had to collect in order to learn how to make objects. Instead, players accumulate experience points, or XP, which can be used to gain the skills to make new objects. Which objects are available depends on the players level, which is raised by gaining a number of experience points. It takes just a few XP to rise to Level 2, but the number to rise increases as the levels do.Unlike games such as Ark, leveling up does not mean an increase in hitpoints or strength.

Players gain XP though various actions such as gathering wood from trees and stone and ore from mineable rocks, picking up resources from the ground, smashing drums and looting crates and boxes, making items, and more. I have read that if someone else makes items from resources you gathered, you get some of the XP, though I have yet to see this in person.

Level One characters are limited to several basic skills.They can make paper and the map and blueprint, sleeping bag, campfire, map, blueprint,tool cabinet, wooden door, wood lock, wood window bars, bandage. The only weapon they can make is a bone club. The only clothes they can make are the leather gloves, burlap shoes, baseball cap, and boonie hat. So beginning players will have to remain nearly naked unless they make a lucky find in a drum or crate. Beginning players can make structures and could reinforce them up to armored if they somehow had the materials. But they would not be able to make doors stronger than wood or a lock better than wooden. One noticeable change is players can now make the basic rock if they happen to loose theirs, made from ten stone which can be gathered up around the island.

As one levels up, skills become available to purchase, Level Two allowing the wooden spear, burlap trousers, skirt, and fish trap. The latter is a relatively new item to catch fish to help stave off hunger, which has become more challenging in more recent updates of the game. The stone hatchet and pickaxe are available at Level Three. At Level Four, you can get the ability to make basic storage boxes. At Level Five, the burlap shirt is available (and female characters need no longer be topless), as well as the furnace. At level six, one can learn how to make the much desired code lock. Level Seven allows for the repair bench, wood shutters, and bow and wood arrows. At Level Eight, the sheet metal door and metal window bars are available. T-shirts and gunpowder, once available at the start, don't appear until Level 12.

Going up to Level Eight took me about an hour, and dying twice from the patrol helicopter. So some of the old problems are still there. And this time, the small but real possibility of a beginning player to find a rocket launcher and rocket blueprints are gone. Some places such as the Airport have been overhauled, such as some parts of the place now destructable, such as boards covering some doors. And radiation, which was a factor in places in the early Rust, is back, at least at the power plant area, so the radiation pills one occasionally finds now come in handy.

Currently the XP system is still under development, so it may experience some changes soon. One unknown is how will the XP system change the Player vs Player aspect of the game. If you still get some XP if a raider swipes and uses your stuff, it's not a *complete* loss (though still damn irritating). If you gain XP if someone else eats your food, being generous to the newbies has at least that guaranteed reward. My fellow Rust player Brandi Streusel thought the update would somewhat ease the ruthless nature the game can sometimes take in more active servers ... somewhat. Old habits are hard to break, and some players just love to grief for the sole purpose of making others miserable. In the meantime, core Rust fans and those who keep going back to the land of naked men (and women) with a single rock can see for themselves how this major update affects their own play. 

Sources: Rust Devblog 

One game that me and my Second Life friends have been into lately is "Tree of Life." Designed by OddOneGames, a Korean Indie game company, Tree of Life was first released about a year ago in late May 2015. It is sold as "early access," so it may change a little over time. Like Rust, it's considered a survival game. But the graphics are a little more "cartoony" than it's more edgy counterpart. Starting off with only a simple shirt and pants, players need to gather resources in order to build tools, and then build buildings, plant and harvest crops, make clothes, build weapons, etc.

Players have a number of skills, or masteries, which can be leveled up though experience points. They also have four stats, Strength, Dexterity, Constitution, and Intelligence. Constitution determines the number of hitpoints a player has. Strength determines how hard a player can hitwith melee weapons and what armor they can wear. Leveling a mastery increases a certain stat bya level. For example, raising your mining mastery raises your strength stat by one. Players start out with 100 Strength and 100 Constitution, but they will soon increase as the player goes about in the game.

At the very beginning, survival can be an issue as they player has to deal with hungry wolves, and at night zombies and skeletons, which will attack players on sight. Begining players are advised to stay clear of them, and run when attacked. Hunger can be an issue as when a character's stomach is completely empty, speed will slow to a crawl. Hitpoints are lost only due to hostile attacks, but are restored only when the stomach is at least two-thirds, or 400 of 600 points, full. Players can hit trees to get branches and apples, the latter of which can be eaten for food, and hit rocks on the ground for stones. Stones and rocks can be used to make logging axes to chop down trees into firewood and mining pickaxes to break down rocks into stone and coal and copper nodes into coal, copper, and rocks. When one's Carpentry level is two, one can make a bonfire and cook food. At Carpentry Level 2, one can make a workbench, which is necessary to make a number of items. At Carpentry level five, one can make survival tents and store them.

Unlike some survival games such as Rust, the character does not sleep when the player logs off, but temporarily vanishes. And should a character be killed by NPCs, all that might be lost is whatever item was active in the players hand at the time, so the personal inventory is safe. So the only things that are at risk from other players are one's builds and whatever are stored in them. So players will eventually want to build rusty locks, available at Tinkering Level Four, to secure buildings, and crude watchtowers, available at Carpentry Level Seven, armed with stone arrows, available at Carpentry Level Six, to protect anyone who tries vandalizing your builds.

Safety isn't quite guaranteed as it's possible to pick locks with lockpicks, so eventually as a player levels up in masteries, they will want to eventually build better towers, better arrows, and walls and gates to protect what's theirs. Players can also form and join guilds to both protection and help in common goals. Players have to log in every day at their base, or the builds will soon start to decay. Eventually, an abandoned build will fall apart and the land returning to it's natural state. There's also the ghostly "Mr. Bobo" who wanders around. You can trade goblin coins, which you find on monsters, with him for a few items.

My personal experience with the game is that the Player vs Player aspect is less vicious than Rust, but it does happen. My friend Jasmine/Jazmare joined a guild, but soon saw it was one that pushed around other players, and soon got the attention of other guilds whom eventually harassed it into abandoning their base and moving. But they left her alone when hearing she wanted no further part of them, and later formed another with me and Kryxia. But the base has had a few people try to vandalize and pick it's locks, and once going in and swiping things when somehow a section of wall either decayed or was completely vandalized. On the other hand, there have been a number of helpful players whom are either motivated by finding allies, especially ones with one or more skills higher than they or guildmates, or just want to be helpful to neighbors.

So if Rust is a bit too graphic and ruthless for you, or you just want a break from it and still have a survival game itch, Tree of Life might be the game for you.

More information on the game is available at Tree of Life Wiki .

That's all for now from PC games. As my friend Nydia would say, "good gaming to you."

Bixyl Shuftan

Friday, February 12, 2016

Second Life vs. Entropia


By Wesley Regenbogen

Introduction
Second Life and Entropia Universe are both virtual worlds, but they are not similar to each other. In this article I will review both of these worlds and explain what the differences are and which similarities they have and what makes them special.
Second Life ( SL )
Introduction to Second Life
Second Life is a virtual world where avatars can walk around and teleport to different places in-world. You can download the client software at http://www.secondlife.com, but there are alternative viewers available as well.
Your first steps into Second Life
When you first sign up with Second Life you can choose from different types of default avatars and choose a name for your avatar. After your avatar has been created, you download the viewer of your choice and then login with your username and password.
You will first arrive at Learning Island, where the basics of Second Life are explained. This is the place where all new avatars arrive in the Second Life environment. After finishing the tutorial is a teleport to Social Island, though I suggest instead heading to  NCI ( New Citizens Inc ) at Kuula.
There is a real life cash economy in Second Life, where you can buy Linden Dollars ( L$ ) and you can also convert your L$ into USD or any other currency. You can also earn L$ by doing a virtual job in Second Life ( I’ll explain this later on in the article, so keep on reading, please ).
In Second Life you don’t really have game elements that are placed within the virtual world, at least not in most places. You can find games to play in Second Life.
The places you visit in Second Life are known as “sims” (short for simulations)
Account types in Second Life :
There are two account types in Second Life, Basic, or free accounts, and Premium, or accounts of which one pays a fee on a regular basis to Second Life's owner Linden Lab.
    Earning L$ in Second Life or getting a Premium account for real life money
    To earn L$ in Second Life, you can do a virtual job, like me as a virtual journalist for Second Life Newser. Or you can find another virtual job that suits you, of course, such as DJ or content creator. It all depends on your real life skills or interests. To own or buy land you need a Premium account, which costs real life money, such as buying L$ as well. What makes Second Life unique is that it has numerous shops and stores and also many clubs and live concerts in Second Life.

    Second Life Marketplace website

    The Second Life Marketplace ( http://marketplace.secondlife.com ) is a website designed to buy items from when you are not in-world. You have to login with your username and password to fully access this website and buy items from the website for your avatar.

    Entropia Universe ( EU )

    Introduction to Entropia Universe

    Entropia Universe is a virtual world/game, which takes place in the future and you are being dropped as a colonist on the planet that you choose to start on. There are six different planets and space in Entropia Universe. Each planet has its own properties and creatures. When you first sign up for an Entropia account, you need to choose on which planet you want to start. I chose Planet Calypso, and I did the tutorial there in Thule, the starting place. From there, I went to Port Atlantis where my adventure started.

    Graphical details in Entropia Universe vs Second Life

    The company behind Entropia Universe, MindArk, was behind all of Entropia's creation. The graphics are amazingly detailed and when you run into bushes, the bushes move when you run through them. Very high detail graphics are everywhere. 

    With Second Life on the other hand, the graphics are not that detailed. That is because Entropia Universe uses the CryTek gaming engine, which is used in the Crysis game series and a few other games as well. In Second Life, the Havoc physics engine is used.

    Teleporting in Entropia Universe vs teleporting in Second Life

    Teleporting is also done in another fashion then in Second Life. In Second Life you have “landmarks” that you can use to teleport to another place. Or you can be invited to teleport to a friend’s place in Second Life. In Entropia Universe you need to go to a “teleporter” machine to be able to teleport to another place. Unless you find a vehicle or an helicopter that can take you there, for PED of course.
    Another difference between Second Life and Entropia Universe, is that your avatar makes a moving motion when you walk around in Entropia Universe. In Second Life your avatar seems to”float” above the surface. In Entropia Universe you can push the “R” key on your keyboard and your avatar will auto-run.

    Another difference between Second Life and Entropia Universe is that your avatar can get “killed” by creatures that attack you when you shoot them. You are automatically teleported to the nearest so-called “revival point.” It’s basically a terminal where you are teleported to. Your health bar will slowly fill back up after a long while.

    Terminals in Entropia Universe

    Speaking of terminals, here are some types of terminals you will encounter :
    • Revival Point ( see above )
    • Trade terminals ( to trade your goods for PED and also buying items from someone )
    • Society terminals ( “societies” are almost the same as “groups” in Second Life )
    • Manufacturing terminals ( these terminals are used to construct items, when you have the blueprint of it, of course and the needed items to make it )
    • Storage terminals ( these are terminals where every Entropian can store their personal items. Basically it’s your personal locker to store your personal items )
    • Auction terminals ( these terminals are like the word says to buy or sell items )
    • Repair Terminal ( to repair your items if they are damaged during an attack )
    Hunting and Mining in Entropia Universe
    You can hunt down the alien creatures that you encounter in-world in Entropia Universe and you can loot them and get items from them and sell them if you wish. After the tutorial, at least on Calypso, you should have some guns and ammo available to you.
    Mining I've read is much more difficult to do, because it involves many more skills than hunting does. I haven’t been into mining yet, so I can’t tell you more about it.
    Missions you can do and get rewards for doing them
    At some camps you encounter, you can choose to do missions, like in a normal game, if you succeed in them, then you get rewards, like guns, ammo or something else.

    Conclusion :
    Although Second Life and Entropia Universe are virtual worlds, they take on a different approach and a different experience. This is due to the different graphical engines, and also the “game play” is different. Don’t let that scare you off, though, because it’s a worthy experience in both places.
    For a Second Life resident, Entropia takes some getting used to, so keep calm and relax. But in the end you should get used to the differences and enjoy it, trust me.

    images from planetarkadia.com

    By Wesley Regenbogen

    Editor's note: In the past, Entropia has made real-life news by players buying up virtual real estate for thousands of dollars, such as the sale of the Crystal Palace Space Station, for almost a third of a million US dollars in 2010. So there is potential for a few devoted players to make some cash. However, there's no shortage of ways to make dollars in Second Life, as real estate barons such as Anshe Chung have demonstrated in the past, as well as clothing, virtual pets, and other businesses. 

    Friday, January 9, 2015

    Gaming Review: A Look At Eve Online


    By Bixyl Shuftan

    Eve Online is not a new Multiplayer Online Game, but has been around since 2003, slightly older than Second Life and a year older than World of Warcraft. Unlike some other MMOs, it was able to stay somewhat in the gamming public eye as unlike most it's a science-fiction space game. It has made news time to time due to the money and time some players are willing to invest in the larger ships, in addition when one of the US personel who died in an attack on a diplomatic building happened to be not just a player but one of the top men in one of the game's factions.

    Eve Online has once been described as "Second Life's Evil Twin," and not without reason. Every ship beyond the newcomer vessels players use was made by other players. Unlike the more cooperative culture that predominates the virtual world in which people are not supposed to bother one another, what would be called "griefing" by SLers is often rewarded in Eve. Although some areas are protected by local security forces, some are places where anyone is fair game to anyone else's guns. And those whom venture in such places are subject to being blown apart and the surviving parts and cargo plundered. But it's not just for resources some commit such acts for. Aparently there's a concept that one called "yummy tears," players taking joy at the misery of others. For other gamers, they would just simply prefer fewer rules rather than worry about being banned for an activity they didn't know was wrong.

    Players band together in groups, the largest ones being corporations. And often these corporations band together in temporary alliances. And when they fight, the result can be battles involving hundreds, even over a thousand players. No other game can boast this kind of Player Versus Player combat! Probably the most noteworthy battle took place a year ago on January 25, 2013, which saw the destruction of 90 Titan ships alone, a gargantuan vessel needing $7600 US Dollars worth of game currency to build.

    Although the fleets of ships created by these corporations can be quite a force, nothing is certain. Espianoge and backstabbing is always a possibility, and corporations have been done in because a trusted member turned out to be a mole whom once in the right place at the right time was able to transfer all or a great deal of the financial and material assets to an enemy.

    With this in mind, perhaps an older gamer like myself who knew no one in the game would have been wiser to look elsewhere. but When an opportunity came to give it a try for a month for a fraction of the usual price, I was willing to give it a chance. So I downloaded it and gave it a try. And if it was worth playing, maybe I'd keep on by paying the monthly fee ($15 to $12 a month, or 10 to 7.50 Pounds) depending on how much time you pay for).

    The plot of the game is that far in the future, humanity came across a wormhole that led to another part of the Milky Way galaxy. Thousands settled on the other side in what came to be known as New Eden. Then the wormhole collapsed and society on the other side fell into a dark age and high technology forgotten. Thousands of years later, the humans on several of these worlds would discover space travel again, and eventually form five interstellar states, four of which are playable.

    After creating an account, one chooses how one's avatar looks. This is currently a cosmetic feature that does not affect gameplay, as players interact only in messages and group chats, besides acting upon each others ships. After that, one is directed to fly one's pod to their first ship, where an AI will begin helping the new pilot learn basic techniques. After that, the player is contacted by five people from five different fields, business, combat, advanced combat, industry, and exploration. These people offer some begining missions with gear and sometimes ships, in addition to credits for rewards.

    Although ships can be flown manually, most players usually just point and click, giving the ship commands and let the automatic pilot turn the ship. One can't be damaged just by bumping into another object, so no worries about scraping space stations, asteroids, or other ships. Maybe it was just the quirks of my system, but lag seemed to be less of a problem then on some other games, including Star trek Online. I was never disconnected. Although the scenery was limited to space scenes, the ones I saw were done very well, with good use of lighting to produce picturesque scenes of stars and nebulae.

    One of the features in Eve is Skills, the knowledge your character has to perform certain actions and operate certain pieces of equipment, such as repairs and operating certain types of weapons. Without certain skills, you will not be able to operate the equipment they need, or the actions required by them. They are learned in real-life, and progress continues even when the player is not logged on. They are either bought from the market or awarded for completing a mission. But just because you get a skill book doesn't mean you can start learning it. Sometimes you need the prerequisite skill. to learn certain skills.

    When trying out these first newcomer missions just after the AI training, I soon began running into trouble. First a cargo bay expansion I needed to do one mission couldn't be installed because I lacked to particular skill to install it. Frustrated, I went to another that required me to scout an area. But I couldn't complete the mission without finishing off a pirate, and I found my weapon was somehow useless! I had the idea of buying another on the market. But as it turned out, I lacked the required skill to use it. Being blocked from doing all of the second group of newcomer quests, well, my desire to play any longer was pretty much killed for the day.

    I talked to a few others whom had played the game in the past, and was persuaded to give it another go. One had to tell me that it wasn't enough to just carry the ammunition, like one could carry probes when one had a probe launcher, but one had to click and drag it to over your weapon. I was also told not all of the skills I would be needed would be rewarded from quests, but would have to be bought from the Marketplace and then learned. Fortunately one can queue a number of skills to be learned later, up to fifty, so one can still be learning when not playing for a few days.

    Since then, I've continued to make slow progress, running more missions for rewards. I've also made contact with one other player from Second Life, so it seems I won't be alone here after all. Another friend told me she had also given it a try, but also lost interest quickly due to it's steep learning curve. Another told me this wasn't a game that one could just play for fun for a month, but that it was one a player could spend months trying to figure out, "it's a lifetime game."

    One told me even in the safe areas piracy can be a problem as there are some willing to make "suicide attacks" on ships in which the pilot seems to be Away From Keyboard, such as mining vessels in an asteroid belt, if they think the rewards from the debris to be recovered later outweigh the police forces quickly arriving on the scene and blowing them up. While there was a way to turn the tables, she requested that her technique not be published in case she goes back to pirate raiding.

    I'll be continuing to play the game for the remainder of the free month at least. So my verdict on the game, it has a higher learning curve than other space games such as Star Trek Online, so it requires more patience to figure out. On the other hand, there seemed to be less of a problem with lag. While one doesn't have to be a "gaming god" whom enjoys blowing people up "for the luz" to play, one has to take precautions when going into zero security areas or risk getting blown up. If you're a casual gamer whom would rather spend just a little time learning the ropes and going in alone, you' may want to skip the wild world of Eve Online. But there are devoted players whom have spent years there, amassing wealth and power, so there is the possibility of gaining some powerful allies.If you already know people here, even better. So if you don't mind taking a little time to get the hang of the game, who doesn't mind the lack of rules, and you already have friends playing the game here, you may want to consider at least giving the free trial period a try.

    Links: Wikipedia, eveonline.com , "Eve Online Beginners Guide (Youtube)"

    Bixyl Shuftan

    Friday, July 11, 2014

    Game Review: Robocraft


    By Xymbers Slade

    I haven't been in-world much (less so once I heard Linden Labs is making a second SL, so to speak) but I haven't forgotten about Bixyl and the gang, and when I was browsing Steam the other day and found something worthy of writing about (which is very very rare for me these days) I just had to bring it up here.

     The game is called Robocraft. released July 8 on Steam Early Access. It's effectively World of Tanks smashed together with Minecraft (well, in the extent that it uses cubes to build your tanks with) and there's real physics thrown in the mix (which surprised me), so if you make your tank top heavy or too light, you'll flip over and be powerless to move. Too many guns makes you heavy and slow; too few guns and you'll be blasted to bits.

    It's a deathmatch; you are paired with others of the same "tier' (you advance tier by unlocking more powerful weapons/armor cubes and putting them on your tank) and the goal at the moment seems to be capturing the opponent's control point, like in Team Fortress 2 Control Point maps. There are only two levels right now (Mars and an ice planet) but as it's VERY Early Access (I did say it was just released on the 8th), I do expect things to be added to.

    There are two methods of movement... flying machines (with "hover" platforms you attach, like wheels) and tanks (that use wheels).

    The game is free to play (with microtransactions, unfortunately, if you want more cubes to build with without earning "robopoints" to spend; robopoints are earned via multiplayer battles), but there are -no- tutorials yet and the controls are unintuitive (right click removes a block instead of placing a block and left click places a block, controls I'd have expected to be vice versa). You can only have one kind of weapon (no paring submachineguns with plasma cannons) and weapon selection is limited (submachine guns for short range, plasma cannons for explosive, and rail launchers for long range)

    I'm going to give Robocraft a rating of three dragon hoards out of five; it stands to be an exceptional game if done -RIGHT-, but there's a lot of features lacking at the moment. Microtransactions don't help any; as usual it's just a lure to get cash (though it probably goes right back into game development).

    Xymbers Slade