Tag: Permadeath

Roaming the Mad God’s Realm

Roaming the Mad God’s Realm

Time to pull my head out of Stardew Valley and make good on the potential of my new laptop.

Let’s talk about Realm of the Mad God.

RotMG is a browser-based MMORPG of sorts developed by the independent Wild Shadow Studios and bought by Deca Games in 2016.

It has the multiple servers, raid battles and virtual economy you would expect out of titles like World of Warcraft or Final Fantasy XIV.

But in terms of gameplay it’s a free-roaming bullet hell similar to Enter the Gungeon.

Just more stylistically and mechanically simple.

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It’s a game that has been around since 2010.

Patches and balance updates have been constant throughout the game’s nine years, as recent as May 9, 2019. But looking through RotMG’s update history on its curated RealmEye forum shows a particularly interesting early life.

Around 2011 you can see the game launch servers for different regions worldwide, and in February 2012 a stand-alone client was released on Steam that can be used in conjunction with the browser version.

Plus some cool moments like a charity event for Hurricane Sandy relief in late 2012.

I can’t tell you exactly when I first played RotMG but it was undoubtedly early on in the game’s lifecycle. Probably around the same time as I was playing tower defense flash games on Addicting Games — which is honestly a post for another day.

Recently I had a craving to pick up the game again, and found that many things were the same despite its scope growing wildly.

Now I’m sure you must be asking, “how exactly does RotMG work?”

After you make an account, first you pick a class.

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And by that I mean you start with Wizard and have to unlock everyone else. More classes are unlocked as you reach level milestones, such as the Priest coming when Wizard reaches level 5.

With a character in tow you choose a realm to explore out of the Nexus hub world.

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Within each realm you encounter hordes of monsters based on fantasy creatures and tropes led by a larger boss variant.

Or… Not so fantasy creatures. Like this Sumo Master and his minions.

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Though they are the exception to the rule.

Sometimes a boss monster has multiple phases when damaged.

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In case you couldn’t tell, I really like the Sumo Master. He stands out in the best way.

Occasionally a monster will drop the entrance to a stand-alone dungeon on top of their typical loot.

These little mazes have a major boss at the end that will usually drop a couple pieces of loot.

Now would probably be a good time to discuss gameplay specifics so you can understand the loot system.

RotMG is simple to play. You move with WASD, aim and shoot with the mouse and use a special attack with spacebar.

That’s it.

Every class uses different weapons, special items and armor alongside a few overlapping items like rings with universal effects like raising health.

Characters are balanced for different play styles. Archers can shoot up to three arrows at once, making them more offensive than the Priest with one slow shot. However, the Priest’s special attack is a local heal that can buff allies.

Yet none of them have armor that compares to the Warrior.

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My slightly more open character roster.

Loot drops are the only way to improve your character’s weapon and armor without resorting to microtransactions, but enemies are just as likely to drop goods for a different class.

Killing monsters will level your character up to 20, at which point you start accruing “fame.” Whenever they die (because there is Permadeath in RotMG), fame is tallied up for a system where each class can earn up to five achievement stars.

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RIP Wizard…

As far as I’m aware the stars are purely a status symbol, though fame can be leveraged to do things like start a guild.

That’s about all there is. You fight hordes to level up and gain loot to survive until you can defeat bigger boss enemies on each map, all the while collecting pets and making friends.

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Once all of the Mad God’s “Heroes” are killed, all players in a realm are teleported to the Mad God’s Castle… But so much happens that my game lags until I get kicked out.

So I’ve never personally seen Oryx.

But the game is still incredibly fun in how simple and immediately goal-oriented it is. The art style is charming and design philosophy appeals to my fantasy leanings.

That said, my main problem with RotMG besides its tendency to lag (on browser at least — I’ve never the steam version) is microtransactions.

There are an obnoxious amount of quality of life benefits locked behind currency you need to buy with real money.

If you could purchase these things with fame or obtain coins through grinding, I wouldn’t be so annoyed at the system.

But to be fair, nothing is behind a paywall that impedes gameplay. Even if in-game purchases are more prevalent than I remember.

At least additions like daily log-in bonuses have improved the experience over time.

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Now if only they could add more than one looping music track over every part of the game.

You’ll want to play on mute. Perhaps catch up on GDQ runs in the background.

Music aside, if you’ve never heard of Realm of the Mad God before, I’d recommend checking it out. It’s a free game with a big history on the Internet that’s simple to pick up and try.

If you have heard of it before, let me know! I’d be cool to get some confirmation I’m not the only person in my small sphere of influence that has challenged Oryx.

Sacred Stones and The Dropout

Sacred Stones and The Dropout

Once again, a large portion of my day has been spent doing homework between a rock and a hard place.

I was feeling pretty lazy and had no desire to do work… But my weekend plans did not allow for procrastination.

Yesterday was the CBS Broadcast Center tour.

Tomorrow I have a St. Patrick’s Day party to attend over in Fullerton.

Both of which are great social things to do, so I cannot complain. However, my first paper for Gaming in American Culture is due tomorrow, so that became an assignment I was unable to push-off.

Luckily, in spite of my complaints about overwriting the other day, I was finally able to focus and cut the paper down. It’s now six pages exactly, with a bibliography and citations in Chicago Style — something I’ve never used before.

Long ago I wrote about my turmoil trying to decide what video game I should write about for this paper series.

That impossible choice wound up landing on Fire Emblem: The Sacred Stones, my favorite game in the turn-based tactical RPG. So far it has been a great one, as I’ve had a ton of fun analyzing how Sacred Stones is arguably one of the most replayable games in the series due to its unit variety, random stat distributions, intentionally restrictive player choice options, multiple pathways and Permadeath concessions.

All wrapped up in a polished, 32-bit handheld bow that I adore.

Perhaps when all three parts of the paper are finished, I’ll try to compile everything and post it on the old blog here. Seems like something that would fit.

I’ve also spent time working on my essay for Cognitive Psychology, which involves analyzing a study that corresponds with the presentation I gave in-class last Thursday.

While the paper was easy to pull together, having a 3-page maximum limit, I’m still kind of struggling with the finishing details because of how confusing the professor has made certain instructions.

Though I’ve talked about that before, so I won’t bore you here.

Something that has helped me work through all of this essay writing is a brand new investigative reporting podcast I recently discovered called: The Dropout.

Helmed by Rebecca Jarvis, the Chief Business, Technology & Economics Correspondent for ABC News, this podcast discusses the rise and fall of a company called Theranos and its female CEO Elizabeth Holmes — which basically defrauded millions of dollars from investors in promising a miracle medical test, also putting millions of people at risk.

Sounds like an ad, I know. But it’s not an ad.

Though… It could be an ad?

Hit me up, Rebecca. I’m sure you’re dying for these 10+ views/day.

Seriously though, it’s a fascinating story. I’m about three episodes deep and really looking forward to finishing the rest during my next couple commutes.

It’s another great addition to my growing collection of one-shot journalistic podcasts. Joining the ranks of Dirty John and The Butterfly Effect.

Because I could listen to Nando and DJ discuss movies on Mostly Nitpicking or Kevin Smith and Ralph Garman discuss celebrity news on Hollywood Babble-On for hours. But sometimes the real, raw journalism is far more of a fascinating subject to absorb.


Featured Image courtesy of Wikimedia Commons

The Tumultuous Tempest Trials hit Fire Emblem Heroes

Now here’s a special event I can really sink my teeth into.

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Today a special event called the Tempest Trials dropped in Fire Emblem Heroes. Like the text I screen captured above says, the event has introduced a new game mode in which you fight through a series of maps that bring to the table an element highly characteristic of Fire Emblem games as a whole: Permanent character death.

Or at least, permanent death in a certain sense.

Before I get into that, however, I figure I should hit this particular discussion in what I would consider a ‘chronological order.’ In this case, starting with a discussion of how the event fits into the game’s lore. After all, this more massive undertaking of an event does present an interesting addition to the continual plot of the game.

To explain the event in storied terms, one new Xenologue has been added:

The Xenologue only has one mission (with three difficulty levels that each give 3 orbs – leading to a net 9-orb profit as per convention at this point), and it isn’t a particularly hard mission. At least, it isn’t particularly hard for the units I have. However, there is quite a bit more plot surrounding this one mission than what a supplemental map usually receives.

Here’s the gist:

The ever-present antagonist of the game, Princess Veronica of the Emblian Empire, has teamed up with a mysterious new shape-shifting entity called Loki… Who for now apparently prefers to take the form of Anna.

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I’ll just leave the Marvel‘s The Avengers crossover joke here. There’s plenty I could do with it, but it doesn’t quite seem worth the energy right now.

Loki uses Veronica’s assistance to bring forth the Tempest, a magical vortex meant to bring about chaos by… Well… I’ll let Loki (in a different form – because shapeshifting) explain what it is.

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Yeah, essentially that. Tearing the worlds of Fire Emblem games apart, slamming them together in screwy, cacophonous ways. Cats and dogs living together. Mass hysteria. So on and so forth.

The mission ends with the Tempest opening and a new special hero, Masked Lucina (or Marth, as per her canonical cover when she arrives from the future in Fire Emblem Awakening – though that plot is also plenty complicated to explain so I’ll leave it there), coming forth to help fight off the despair and chaos brought about by the disaster.

And that, in a nutshell, is all you need to know. Worlds are colliding and heroes from all those worlds are coming together to fight against Veronica’s contracted heroes in a series of maps. Or at least, mostly worlds from Fire Emblem Awakening, since you’ll see in a second that the 3DS title is the focus of this particular iteration of the event.

Although the actual method of opening the Tempest is left vague at best, the overarching narrative is admittedly pretty engaging considering it’s mostly just supposed to outline a new challenging game mode in a mobile title.

After all, that’s exactly what all this plot has led up to: The Tempest Trials game mode.

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Coming to an increasingly overpacked menu screen near you…

Over the course of two weeks, players can enter the Tempest Trials and put their stamina on the line to take on a number of successive battles, the number being outlined by the difficulty level they choose.

For example, choosing the highest caliber Lunatic difficulty presents a series of seven battles to fight through. These battles, as I teased at before, implement permadeath for the teams chosen to take it on. The damage units take carry over from one battle to the next, and if a unit dies they don’t return to help you for the next stage.

“But Jason, expecting players to take on seven battles with just four heroes is ridiculous,” I hear you saying from behind the comfortably fluorescent screens through which you’re reading this text.

Well, you’re right, and that’s why the difficulty levels also outline the number of teams you’re permitted to use during the particular challenge you’re undertaking. Here’s how it works:

It’s battle number five. You enter the field battered and bruised, your units not quite strong enough to take on the challenge presented. After just a few hits, you lose. Game over. Those four units you started your journey with are permanently dead.

However… They were just Team 1.

Enter Team 2, freshly composed of units that aren’t quite in your A+ squad, but that just so happen to be a great combination in their own right. Now, it’s Team 2 versus the world.

But it would be unfair for the game to throw you back into a challenge without in some way acknowledging that you did your best with the fatigue of successive battling, now wouldn’t it?

Of course.

That’s why all enemy units start off with slightly less health when you begin to use a new team against them. It’s a small gesture, but an appreciated one. Your Minerva thanks the game developers for implementing such a system as her axe cleaves straight through the Gaius who has slain your first squad with much less trouble.

Maniacal laughter rings out, echoing across the darkened blue walls of your room, upsetting the silent stillness of the Super Mario Galaxy poster set up above your long unused desktop computer.

All is good.

In a fully hypothetical sense, of course.

In all seriousness, at the highest difficulty level, you get four chances. On top of that, the permadeath element only applies to your current run in the Tempest Trials. Once that challenge is over, you get all of your heroes back.

In a free-to-play title where the heroes you have are received through what is essentially a random chance game of color roulette, the merely pseudo-permanent nature of this inevitable death is greatly welcomed.

Personally, I only have enough units to make two good teams with one team of middling strength. So… For me, I basically have two chances to get to the end. Radical.

At the end, you come across Princess Veronica herself, fighting alongside her contracted heroes with all the same overpowered tendencies as she has had in the game’s story mode.

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Fun Fact: As my friend Jonathan pointed out to me, since I neglected to realize it when I first saw the map at about 1 a.m., the final map is based on the Dragon’s Table in it’s appearance in Fire Emblem Awakening, a game in which it is a pretty significant set piece. Pretty awesome stuff, honestly.

In my few attempts at the Tempest Trials thus far… I have yet to beat this final map. Luckily, the game still rewards you with points even for a loss, and there are two weeks or so for me to figure out the best way to win.

That provides me a nice Segway into the next leg of this journey: The rewards.

Obviously a big challenge event like this can not expect to gain traction without implementing a series of prizes players can receive. If you ask me, the prizes offered up for the Tempest Trials certainly seem to be worth going after.

After each victory or loss in the Tempest Trials, you receive a certain amount of points based on the factors outlined in the lefthand picture above. When you receive a predetermined amount you get a prize like orbs, as seen in the righthand picture above.

While there is a certain economy of scale in that the more points you accumulate the more saturated your prizes will be (more orbs, more crystals, more feathers, etc.), there are some prizes that are clearly what you’re meant to aim for. For example:

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A four-star Masked Lucina is the prize at 6,000 points, with a five-star Masked Lucina similarly available at 30,000 points. There are also two sacred seals available at 20,000 points and 50,000 points, with 15 additional orbs available between 50,000 and 99,999 points.

Currently I’m sitting at a solid 400 points based on my cumulative efforts. It’s certainly a long road to trek.

However, it will be all worth it for the new unit. Lucina wearing her Marth mask in Awakening is a pretty big source of my imagined personality preferences for her when I play through the game, so I’m looking forward to having the special, meaningful character in my roster.

But I digress.

Though that’s about all for my coverage of the Tempest Trials as a whole, it’s also worth mentioning that a new summoning focus has come with it.

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None of the heroes in this focus are new, but they are all popular characters from Awakening who provide point bonuses if you use them while fighting through the trials. I might not personally spend my accumulated orbs on this, but it is a nice addition.

Alongside starting to do work for my Internship and beating Fire Emblem Echoes, this event should help keep me rather busy for the next couple of weeks. Frankly, I’m looking forward to it. It’s only been out for a few hours, but I essentially stayed up until well past the witching hour to pull this post together, so clearly I quite enjoy the prospects of the event.

How do you feel about the Tempest Trials, if you play Fire Emblem Heroes? Are you excited about the challenge? What games and special characters would you be interested in seeing coming in as prizes in future iterations of the event – assuming they continue to release new versions in the future, of course.

Let me know in the comments below! Because for now, I’m off to get some sleep. The automatic scheduler will take care of putting this out at a more reasonable hour.