Average User Score: 4.6May 28, 2013I fear MOP is a reflection of when the whining masses get their own way. Let me be up front and state this: just because people want something in a game, does not mean it's good game design.
Do you remember when tanking and healing used to take skill and some forethought? You won't find that here. Healers cannot go OOM and tanking takes very little attention.
Characters have become very homogenized and the differences between the classes are small.
Blizzard cannot balance PVP. This is the worst pvp I've played in any wow game. Sure, people used to get gibbed in vanilla, but at least you could see it coming most of the time IE stuck in a seduction while a warlock fired up a soulfire with a 6 second cast. Combine this with boatloads of instant CCs and instant heals and instant everything else and I'm left wondering who finds pvp fun anymore?
Many of the raid fights I've been in had hard enrage timers. Many fights aren't about mechanic mastery, but about pumping out as much dps as you can. This made for some of the most boring boss battles I've done yet, and the most frustrating.
Blizzard has taken an approach to eliminate all aspects of socialization or need to communicate and coordinate. Why CC a mob? Looking for raid is pants on head stupidly easy. No longer is there any mystique because all raids are cleared on day 1 with a raid full of people who don't communicate and are not punished for standing in the fire the whole fight. How is this even a game? There is no challenge to be found here. Just because I'm a casual player doesn't mean I want to be treated like someone who has never seen a computer before.
Grinding has been replaced with daily quests. Remember how in vanilla or TBC you could log on and go kill mobs for drops to get rep with the scryers or timbermaw? Yes, it was a grind, but what we're offered in place of this is daily quests. Now the ability to accumulate rep is throttled instead of being something you could do on your own time! Just because it's a daily quest doesn't mean it is not a grind. You are still killing mobs or picking up items. I miss being able to farm twilight texts and selling them to other players who wanted their rep grind quickly. I also miss how grinding mobs in an area for drops usually meant players were going to be in the same area for a while and provided good opportunities for PVP.
Cross realm zones have ensured that the low level crafting materials are going to be extremely rare. This is opposed to the mop lvl zones where you literally cannot go 2 seconds without seeing another resource node to loot. Have fun lvling that new character's trades!
I'll conclude by saying that I stand in the group that firmly believes Vanilla and especially TBC were the pinnacle of wow. I still play on a private vanilla wow server and I find it infinitely more enjoyable than mop. It is not the nostalgia factor at all as many mop supporters would like to think. Wow used to be simple to learn and hard to master. It used to require team work, communication, and some struggling which just made the rewards that much more enjoyable to get. There used to be a reason to go out into the world, and you could make real rivalries and get a reputation for yourself. Blizz made wow so people who want to be anonymous jerks or are really bad at the game are able to accomplish just as much as everyone else in the same span of time without ever leaving the main cities. There is no challenge to be had here. This is the last Blizzard game I will ever purchase (I said that when I got D3 and I should have stuck to my guns). The worst part is that much of the community supports the direction WOW is going so I really do think we are going to see WOW fizzle out and die because the people who made the community good, enjoyed a challenge, and didn't want everything handed to them on a silver platter have been alienated.
The few good things, challenge modes, and improved graphics, are the only pros I can think of. Even challenge modes though are just a race against the clock however and only provide aesthetic rewards. Not worth coming back for IMO.… Expand
Average User Score: 4.6May 28, 2013I think there is some potential here for this to be a good game but I just couldn't make it past the controls. Every step of the way it felt like I was battling the camera and more often than not it would be the cause of my death. When I really think about it, I think the camera control in this game is the worst out of any game I've ever played. Definitely try the demo out first if you're thinking of getting this.… Expand
Average User Score: 7.3May 22, 2013This game is arguably a strategy/puzzle game. The "god" aspect of the game comes from you using four giants to manipulate a world to try and help cities of people accomplish their goals creating buildings which require a certain amount of resources being available to them. The challenge comes by requiring you to use your giants (whose abilities synergise) to make enough resources available in a limited amount of space and time. This requires planning in placement, and planning in deciding which of your giants get additional abilities upgraded along the way to meet these criteria. Additionally, if you grow your cities too fast, then the inhabitants will become greedy and start trying to destroy neighbouring cities, which usually runs against your objectives. The gameplay is simple to pick up but takes time to learn and master. It may appear superficial and shallow at the beginning but the complexity really starts to stack up as you progress through the game.
The presentation of this game through the art and music is admittedly what drew me into this game and I think that it delivers in this area. The music is laid back and calming (unless cities are trying to destroy each other) and the art style I believe is well suited for what the game is trying to do. Through the art and game mechanics, the game did engage me on an emotional level a lot more than I was expecting it to, however this is something subjective to me and may not hold true for other players.
The overall sense I got from the game is that the devs genuinely cared about this project and put a lot of effort and soul into it.
TLDR: A well presented game with original and enjoyable strategy/puzzle mechanics (simple to learn and hard to master) and an art-style that engaged me as a player.… Expand
Average User Score: 3.9Jun 1, 2012I have 60 hours + in and I can honestly say I'm not digging the game anymore. Once the novelty wears off, which it does fairly quickly after the first playthrough, I was left with the question of why I am even playing anymore. @ max level there is no more progression for your character outside of acquiring gear which is best obtained from the auction house. Blizz even admitted that they balanced item drops with the AH in mind; Blizz also takes a cut from the real money AH when it goes live. There is no point in having more than one of each class because skills aren't built up and you don't place stat points, everyone has the exact same everything. Even when picking stats on gear it's pretty much a no-brainer. I've paid far less for games that I've enjoyed much more, but the first few playthroughs especially if you play hardcore can be quite entertaining. Initially I would have given this a 7 but because of the lack of offline single player (why do I have to be online and lagging all the time on my single player character?) and the persistent problems of servers being constantly down at inconvenient times for over two weeks now, I am giving it a 6. I don't think this game is worth 60 bucks at all, maybe 20. Woe to those who are expecting a new and improved Diablo 2; this isn't it.… Expand
Average User Score: 4.5Apr 9, 2012I don't think this game deserves all of the zeroes that it's been receiving. Granted, the game can certainly be frustrating and luck definitely plays a factor, but I think some people are coming into this game with the wrong mindset or may not see how the developer handled the progression and difficulty in this game. First off, characters are not permanent and they do not level up; your stats increase through loot, and permanent buffs (permanent until you beat the dungeon or your character dies). This innate hardcore mode suits the game because at longest a map is going to take a couple of hours to complete so it's not super frustrating to die; I actually found it to be the opposite - where I have been progressing well and things started to get really hairy and intense, knowing how hard it can be to clear a map and how easy it is to die made for some very suspenseful and intense fights. This game with 8 bit graphics evoked more suspense than something like Skyrim ever did for me because there is no form of save at all.
There is no real character progression. If you think you're going to beat every map with the base starting characters (which I think a lot of people are angry when they can't) then you are playing this game wrong. The difficulty between the maps are not the same (the first one is not the easiest) - some are much easier and some are much harder; it's up to you to figure that out and to choose the best class for the job if you want the best chance of success. By beating maps and dieing a lot, new classes are unlocked which are a little bit more powerful than the previous ones. This lets you do a little bit better each unlock until you are beating those ridiculously hard maps. Also, beating some maps will result in "artifacts" which are then given to new characters when you start a new map, giving you an advantage which is honestly needed to make it past some of the harder maps.
As for there not being any strategy or balance, I am going to have to say I disagree with this statement. Every map has a set type of mobs IE "The King's Castle or whatever" is going to always have lots of mobs using poison. Knowing this when playing the map, my top priority is to find poison resist gear and hold onto it for dear life - otherwise I know I'm not going to make it far. Yes, luck plays a role in finding the gear you need, but once you have put in some time, unlocked some artifacts and new classes, luck has less and less of a role. If you think you need to clear every level of a map to beat the dungeons then you are wrong. There are times where because of bad luck, you won't be equipped to fight the mobs on your level, so it may be prudent to take what you have and head straight for the boss instead of clearing levels and levels looking for loot and buffs. The game asks you "do I keep exploring, or do I try to bring this to a conclusion? What are the benefits and risks of one over the other?" Sometimes if you are lucky with gear drops these questions are irrelevant, but more often than not you have to decide to cut your losses at one point and just go for the end goal of the dungeon.
The second point I want to make about strategy is that it does get deeper when certain item enchantments drop. You can't plan for this, but when it happens, some of these items absolutely change how the game is played IE regenerating health, or gear that lets you have 2 turns to the mobs 1 turn. Usually it just results in you moving around more to stay alive better, but you do then need to take into account what your environment is like and how it can benefit you even more. In conclusion, don't let the lack of a leveling up system make you think that there is no method or progression to this game - there most certainly is. The more thoughtful you are about it, the easier of an experience you will have. This is not a heavy game, but is good for some quick light-hearted fun. I think it's deserving of a 7 or 8 but it's getting a 10 to try to counter-act a lot of the zeroes it's been receiving.… Expand