Continuing City of Steam's Closed Beta


cityofsteam3

We are into yet another preview of City of Steam, the upcoming browser MMO by Mechanist Games. Since this is the third closed beta weekend I have played, this is around the time where the little things in the game start popping out and really nagging me. Since this is a beta, I’ve agreed under MMO Fallout general rules of engagement that I am not to talk about bugs, even if I did manage to break yet another character and render him unable to progress through the main story quest somewhere around level six. Instead, my critiques will be laid at City of Steam on a conceptual level, not a programming level.

chrome 2012-12-16 23-02-46-90

The first thing I did when booting up this week’s edition of City of Steam was to see if the Warder class (melee) is still frustrating to play, and whether or not the class is still as functionally inept at early levels as I had previously experienced. It is, and for a simple reason: kiting, and this fact of life waits for you to enter the first dungeon before it clubs you over the head with a harsh reality: You are going to die, a lot. This about sums up combat as a warder: Enter room with two mobs, target mob A and start attacking while mob B attacks with range. Mob A continues to move away every other hit, forcing your character into an endless game of catch up as mob A happens to run faster than you do. And don’t think that just because you got mob A all by itself that this will remain a one on one fight, as mob A will inevitably lead you into aggro’ing a larger group.

Enemies will always find a way to screw over a warder, whether they lead you to a spot that gets your character stuck, run away over impassible terrain where you can’t follow them, or attack you from behind barriers that you have to break before you can attack back. My dual-wielding gunner doesn’t have the same problems as my dual-wielding warder. My gunner hits harder, faster, and doesn’t have to worry about Mechanist Game’s godawful pathfinding to be a reliable warrior, and strangely my gunner can also take a much heavier beating from the mobs of equal or higher level while my warder has trouble fighting his own legs without tripping over a pebble and cracking his skull open.

So essentially the warder doesn’t really do what a warder should. While my gunner is off actually killing things and doing so efficiently, my warder is stuck in a game of grab-ass chasing mobs around the map while the others take potshots at him. He has poor DPS, considering dual wielding was made for just that, perforates like paper in a hailstorm, and since he has trouble attacking at all, would be terrible at holding aggro in a group.

I’m sure someone will say “well the warder gets better at later levels,” and I wouldn’t really doubt that. Call me old fashioned, but when I play a game I expect that difficulty will start out at a level so easy I could defeat a foe by blinking at them forcefully enough and get harder as the game progresses, not start out unbearably difficult and slowly make its way to a more tolerable state. The warder gains certain abilities to stun enemies, pull them in, or slow their movement, but these feel like a bandage on what is fundamentally a poor game mechanic.

chrome 2012-12-16 23-45-44-89

Heading back to my gunner, the game becomes more enjoyable and the rest of City of Steam’s problems become just a whisper in the night. I’m not a fan of how the game sounds start becoming quieter as your hit points get closer to zero. It wouldn’t be as bad if the actual volume was going down, but in my experience playing the game replaces the game sounds with an audible low pitched white noise. Then again, I have a sensitivity to low-frequency noise, so it may just be a problem with how the game handles the volume decreasing while the actual level remains the same. Regardless of the noise, the volume going down in the first place seems unnecessary and is kind of obnoxious.

Another little “feature” that grinds my gears is the five second wait while traveling between zones and entering dungeons. I have a feeling this has to do with how the game handles groups, and that the reason there is a timer and a massive pad to stand on is so the game knows who to transport to the right version of an instance. Again, this seems like poor programming, whether it is the fault of the engine itself or on Mechanist Games. It’s not really a problem, per say, but when soloing it can become an annoyance and it seems like a strange mechanic to disconnect from the standard implementation of changing zones (clicking on a door or entering a portal).

Otherwise, I am having a fantastic time in City of Steam, which is an odd statement considering I probably seem like someone who is incredibly shallow or very incompetent at gaming. There is a ton of stuff to do, from crafting weapons and gear to doing quests, running dungeons to gather more materials, and playing with the lottery machine, salvaging items, and more. As I said in the first review, City of Steam doesn’t break a whole lot of new ground, but that doesn’t stop the game from being enjoyable.

chrome 2012-12-16 23-02-46-90

One particular feature I’ve found myself playing through regularly are challenges that offer a reason to continue going into old dungeons. Each dungeon has three challenges which range from killing x creatures, killing specific types of creatures, finding chests or opening boxes. The challenges can be replayed several times over, but the real rewards can only be obtained once every cycle (once per day, I believe). As you progress, you’ll also gain points in the overall area’s challenge score system, which opens up new prizes and rewards. While the game requires 2 or 3 players to join some challenges, opening up the interface will automatically put you into a public group with anyone else who happens to be available. City of Steam delivers my public grouping the same way I enjoy my elevator rides: no eye contact or talking. Touch my stuff and I will shank you.

And once again, City of Steam has proven itself to be incredibly stable. I think there were one or two cases of the servers going down over the weekend, and personally the client crashed twice but that’s because I run 20+ Google Chrome tabs at once and run my computer to death, so those crashes are likely not due to anything wrong with the game. Lag was pretty bad sometimes, but it’s guaranteed when you have so many people crowded as closely as they were. Functionally, however, the game worked fine despite the lag in certain actions and the lag didn’t really cross over into the instances thankfully.

I look forward to City of Steam’s next beta weekend.

Continuing City of Steam’s Closed Beta


cityofsteam3

We are into yet another preview of City of Steam, the upcoming browser MMO by Mechanist Games. Since this is the third closed beta weekend I have played, this is around the time where the little things in the game start popping out and really nagging me. Since this is a beta, I’ve agreed under MMO Fallout general rules of engagement that I am not to talk about bugs, even if I did manage to break yet another character and render him unable to progress through the main story quest somewhere around level six. Instead, my critiques will be laid at City of Steam on a conceptual level, not a programming level.

chrome 2012-12-16 23-02-46-90

The first thing I did when booting up this week’s edition of City of Steam was to see if the Warder class (melee) is still frustrating to play, and whether or not the class is still as functionally inept at early levels as I had previously experienced. It is, and for a simple reason: kiting, and this fact of life waits for you to enter the first dungeon before it clubs you over the head with a harsh reality: You are going to die, a lot. This about sums up combat as a warder: Enter room with two mobs, target mob A and start attacking while mob B attacks with range. Mob A continues to move away every other hit, forcing your character into an endless game of catch up as mob A happens to run faster than you do. And don’t think that just because you got mob A all by itself that this will remain a one on one fight, as mob A will inevitably lead you into aggro’ing a larger group.

Enemies will always find a way to screw over a warder, whether they lead you to a spot that gets your character stuck, run away over impassible terrain where you can’t follow them, or attack you from behind barriers that you have to break before you can attack back. My dual-wielding gunner doesn’t have the same problems as my dual-wielding warder. My gunner hits harder, faster, and doesn’t have to worry about Mechanist Game’s godawful pathfinding to be a reliable warrior, and strangely my gunner can also take a much heavier beating from the mobs of equal or higher level while my warder has trouble fighting his own legs without tripping over a pebble and cracking his skull open.

So essentially the warder doesn’t really do what a warder should. While my gunner is off actually killing things and doing so efficiently, my warder is stuck in a game of grab-ass chasing mobs around the map while the others take potshots at him. He has poor DPS, considering dual wielding was made for just that, perforates like paper in a hailstorm, and since he has trouble attacking at all, would be terrible at holding aggro in a group.

I’m sure someone will say “well the warder gets better at later levels,” and I wouldn’t really doubt that. Call me old fashioned, but when I play a game I expect that difficulty will start out at a level so easy I could defeat a foe by blinking at them forcefully enough and get harder as the game progresses, not start out unbearably difficult and slowly make its way to a more tolerable state. The warder gains certain abilities to stun enemies, pull them in, or slow their movement, but these feel like a bandage on what is fundamentally a poor game mechanic.

chrome 2012-12-16 23-45-44-89

Heading back to my gunner, the game becomes more enjoyable and the rest of City of Steam’s problems become just a whisper in the night. I’m not a fan of how the game sounds start becoming quieter as your hit points get closer to zero. It wouldn’t be as bad if the actual volume was going down, but in my experience playing the game replaces the game sounds with an audible low pitched white noise. Then again, I have a sensitivity to low-frequency noise, so it may just be a problem with how the game handles the volume decreasing while the actual level remains the same. Regardless of the noise, the volume going down in the first place seems unnecessary and is kind of obnoxious.

Another little “feature” that grinds my gears is the five second wait while traveling between zones and entering dungeons. I have a feeling this has to do with how the game handles groups, and that the reason there is a timer and a massive pad to stand on is so the game knows who to transport to the right version of an instance. Again, this seems like poor programming, whether it is the fault of the engine itself or on Mechanist Games. It’s not really a problem, per say, but when soloing it can become an annoyance and it seems like a strange mechanic to disconnect from the standard implementation of changing zones (clicking on a door or entering a portal).

Otherwise, I am having a fantastic time in City of Steam, which is an odd statement considering I probably seem like someone who is incredibly shallow or very incompetent at gaming. There is a ton of stuff to do, from crafting weapons and gear to doing quests, running dungeons to gather more materials, and playing with the lottery machine, salvaging items, and more. As I said in the first review, City of Steam doesn’t break a whole lot of new ground, but that doesn’t stop the game from being enjoyable.

chrome 2012-12-16 23-02-46-90

One particular feature I’ve found myself playing through regularly are challenges that offer a reason to continue going into old dungeons. Each dungeon has three challenges which range from killing x creatures, killing specific types of creatures, finding chests or opening boxes. The challenges can be replayed several times over, but the real rewards can only be obtained once every cycle (once per day, I believe). As you progress, you’ll also gain points in the overall area’s challenge score system, which opens up new prizes and rewards. While the game requires 2 or 3 players to join some challenges, opening up the interface will automatically put you into a public group with anyone else who happens to be available. City of Steam delivers my public grouping the same way I enjoy my elevator rides: no eye contact or talking. Touch my stuff and I will shank you.

And once again, City of Steam has proven itself to be incredibly stable. I think there were one or two cases of the servers going down over the weekend, and personally the client crashed twice but that’s because I run 20+ Google Chrome tabs at once and run my computer to death, so those crashes are likely not due to anything wrong with the game. Lag was pretty bad sometimes, but it’s guaranteed when you have so many people crowded as closely as they were. Functionally, however, the game worked fine despite the lag in certain actions and the lag didn’t really cross over into the instances thankfully.

I look forward to City of Steam’s next beta weekend.

City Of Steam Coming To Steam Greenlight


cityofsteam3

Name one thing City of Steam needs. If you said, I need City of Steam to be on Steam so I can play Steam while I’m on Steam, then may Cthulhu have mercy upon your soul. Announced today, City of Steam is making a bid to be on steam, with the goal of expanding its community, reaching a wider audience, and a general misunderstanding of what constitutes irony. As we’ve pointed out here on MMO Fallout, Steam Greenlight works pretty simply. A developer slips their game, along with a $100 bribe, under the doors at Valve Headquarters, and the game is listed for the community to vote on. Once the game becomes trending, Valve takes it into consideration as a possible release title.

Following the contemplation period, and a lengthy ritual involving the sacrifice of a Moogle to the great god Newell, a list of titles are announced as greenlit. To give players more reason to play through Steam, the folks at Mechanist Games are offering 7 extra pets, 3 new steambikes, 8 new dungeon types, many new hats, jetpacks, and extra customization options.

And just because:

(Source: City of Steam)

City of Steam Coming To New Markets


I know what you’re thinking: “Omali, I want to try out City of Steam but I live in Turkey and only gained the ability to speak English for the sake of this email. What can Mechanist Games do for me?” The easy answer is: Everything. With the next beta weekend coming, Mechanist Games has put out a press release detailing some upcoming expansions. In the near future, City of Steam will be published in the Middle East, North Africa, and Turkey. Not only will the game be available in those regions, but gamers will be happy to see that it will be published in both Arabic and Turkish alongside the English version.

Closed beta testing in the Middle East, Turkey, and North Africa is scheduled for Q1 2013. If you would like to check out the closed beta tests currently ongoing, grab a key from our banner link at the top of the page.

(Source: Press release)

City of Steam Giveaway: Part Two


It’s only November and yet it already feels like Christmas. City of Steam is heading into closed beta! What is City of Steam, you ask? City of Steam is an upcoming MMO by Mechanist Games, based in the Unity3D engine and set in a steam powered, industrial world. Players are able to choose from ten races with four classes (with more on the way), with a branching story that lets you decide what path you take. I had a chance to play City of Steam during its beta-phase, and I enjoyed the game so much that I leaped at the opportunity to get some of my readers in-tune with the game.

There will be four beta phases for City of Steam, and any key you use will be good for all beta weekends.

[keys id=9257]

How to redeem your key:

  1. After getting your Beta key, head to the City of Steam website here .
  2. Register an account (or sign in if you already have one), copy/paste your Beta Key, click the register/sign-in button, then click on the ‘Play Now’ button and test out City of Steam’s Closed Beta release (or if the test is not yet up, your key will be safely activated and ready for when the game goes live).
  3. Enjoy!

Key Features Include:

  • Character and Weapon Customization – Weapon appearance changes when modded
  • Branching Storylines – Choose the path your story will take
  • Lightweight – No massive download or install required
  • Full Featured – Content you’d expect from a AAA MMO, but all easily accessed from a browser
  • Beautiful graphics and scenery
  • 10 races, 4 classes, with more on the way
  • Content for casual and hardcore gamers alike

Beta Perspective: City of Steam Weekend #1


A long time ago, the four nations of the world lived in peace and harmony. But all of that changed when the fire nation attacked. I’m sorry, I’m thinking of the wrong IP again. City of Steam is an upcoming browser MMO by Mechanist Games, set in a not-entirely-steampunk world of goblins, draug, dwarves, and man. The game is built over the Unity-3D engine, offering excellent graphics and smooth gameplay with all the benefits of being a browser game. It’s been a long time since I played the alpha, so I took the chance to sit down over the weekend and play in the first closed beta.

City of Steam allows you to choose from ten races and four classes (tank, mage, ranger, healer). Each class is divided into several subclasses that determine what kind of weapon and abilities you start out with. As you level up and gain skill points, you can choose to train in other fields of combat. The first thing you’ll notice is how amazing the game looks. Unity 3D has the ability to push some heavy graphics, and every part of City of Steam looks crisp and rides with the theme. Even better, while there are a few gameplay bugs to note, the game itself ran incredibly well despite the hustle and bustle of players crammed into the beta server. I didn’t experience any lag or graphical hitches, and the game did not crash once during the weekend.

After you create your character, you are given a direct sight to just how grand of a scale this game aims for: With the view of a massive behemoth attacking the city. Even your starting hub is much bigger than it appears to be at first. As the tutorial (which can be skipped) progresses, you learn the usual spat of controls, combat, and healing. Mechanist Games wants to please everyone, however, so while the game can be controlled entire through the mouse, players are also able to use WASD movement controls with the standard keys for abilities and perks. Just remember that your “injections” (hp and mana) are on the Q and E keys. I kept accidentally using health potions instinctively hitting E to pick up items.

Overall, there wasn’t a whole lot to do this weekend. Quests were dramatically cut short for the sake of the beta, so once that was over (around level 6) there wasn’t much else to do but run dungeons. Still, for what was available, City of Steam is turning into a very enjoyable game. If you haven’t picked up a key, you can do so at the link in the above banner. Grab a key, and it is good for all four beta weekends, so if you pick one up now (or in future tests) you won’t need another one for each subsequent weekend.

City of Steam Beta Key Giveaway


It’s only November and yet it already feels like Christmas. City of Steam is heading into closed beta! What is City of Steam, you ask? City of Steam is an upcoming MMO by Mechanist Games, based in the Unity3D engine and set in a steam powered, industrial world. Players are able to choose from ten races with four classes (with more on the way), with a branching story that lets you decide what path you take. I had a chance to play City of Steam during its beta-phase, and I enjoyed the game so much that I leaped at the opportunity to get some of my readers in-tune with the game.

There will be four beta phases for City of Steam. From MMO Fallout, you can get your hands on a beta key for this weekend:

  • Springtime (Nov. 16th – 20th)

[keys id=9160]

How to redeem your key:

  1. After getting your Beta key, head to the City of Steam website here .
  2. Register an account (or sign in if you already have one), copy/paste your Beta Key, click the register/sign-in button, then click on the ‘Play Now’ button and test out City of Steam’s Closed Beta release (or if the test is not yet up, your key will be safely activated and ready for when the game goes live).
  3. Enjoy!

 

Key Features Include:

  • Character and Weapon Customization – Weapon appearance changes when modded
  • Branching Storylines – Choose the path your story will take
  • Lightweight – No massive download or install required
  • Full Featured – Content you’d expect from a AAA MMO, but all easily accessed from a browser
  • Beautiful graphics and scenery
  • 10 races, 4 classes, with more on the way
  • Content for casual and hardcore gamers alike