Showing posts with label CoS Arkadia. Show all posts
Showing posts with label CoS Arkadia. Show all posts

Wednesday, July 9, 2014

Full Steam Ahead With CoS:Arkadia's Patch v2.7

Well that's just typical! As soon as I start praising City of Steam's UI they go and change it and for the better, no less! The latest patch not only smartens up some of the already perfectly presentable functions like the mercenary roster it also adds some very welcome new ones, most notably a full Wardrobe system and an event Noticeboard. 
 
The patch notes are here and I think it's fair to say the whole package has been very well-received. Global chat was ringing with unsolicited endorsements for most of the ninety minutes I was there last night. The revamp to the cosmetic appearance system is very impressive. There's a whole raft of outfits to collect, from the gaudy to the sophisticated, all of which you can try on for size, allowing you to work out your look before you work out how to acquire it - or pay for it.


You even get five free cosmetic Basic cosmetic items and one Rare a day.

The new Mercenary Roster, which enhances both the appearance and abilities of existing mercenaries and adds a small army of exotic new ones is a visual treat. Arkadia was teeming with people trying out their new sidekicks, many of whom seem to be about twelve feet tall.




As well as these visual and practical improvements there seem to be yet more freebies on offer. CoS is by far the most generous F2P title I've ever played when it comes to showering non-paying customers with gifts. As well as the usual rewards for logging in there are a whole host of mini-games and activities that reward money, items, xp, collectibles and crafting materials. So much so that in the hour or so I generally have to give the game I barely have time to clear all the gimmes and get to the actual storyline quest I'm still pursuing.


So far I got a top hat, a wraparound skirt, goggles and a pipe (you can see my goblin puffing away on it in the wardrobe picture). I also got a fantastic mount, pictured below.

Mounts and pets, however, are two things the game doesn't like to give away so it's just a three-day temporary ride but I don't in the least begrudge Mechanist Games trying to tempt me. Now they're back in control of their baby they're doing sterling work in turning it into an all-round excellent entertainment and they need to make a living somehow or they'll have to stop, which, on this evidence, would be a terrible shame.
  
I was having so much fun I stayed up later than I intended and finished two more segments of the main quest. Several very close fights ran my goblin up against the level limit again and I need to hit 22 before she can do the next part. Very enjoyable and satisfying it was. Anyone who's played CoS in the past and didn't hate it could do a lot worse than check out the new patch. There's a lot of fun there waiting to be had in an all-the-fun-of-the-fair amusement arcade kind of way and the whole game feels really slick and professional, barring the odd wonky translation.

If nothing else you'll at least get free stuff and who can say no to free stuff even when you have no real idea what to do with any of it?


Monday, July 7, 2014

Look Through Any Window : GW2, CoS, Everquest

Yesterday's not very well-articulated post touched briefly on something I've been meaning to mention for a while: the significant impact of a really good UI. City of Steam, after a long and often uncomfortable journey, has arrived at a place where the form and function of its User Interface feels "right".

Having played through many iterations of the process that brought us to that end the difference is palpable. For the longest time CoS used various convoluted and complicated systems and represented them in fiddly, ornate, over-decorated frames.

Anytime you decide you need a Help button for your UI is time to start all over again.


There was an understandable desire to make the UI reflect the theme and atmosphere of the game but too often it came at the expense of clarity. Something has indeed been lost in the removal of all the pipes and cogs and widgets but a lot more has been gained. The current UI retains enough of the "steampunk" imagery while managing to be just about self-explanatory.

Red light spells danger!

The City of Steam UI uses a combination of fixed and moveable elements. The skill bar sits at the center of the lower edge while the quest journal pops out to the right and the character sheet to the left. Both can be retracted when required to give a clearer view. Chat, options and basic character information are lodged in the corners and all the other windows - skills, crafting, mercenaries, vehicles and so on - open on demand and can be moved around the screen at will.

Everquest's UI couldn't be much more of a contrast. Back when dinosaurs roamed the earth and we looked out onto Norrath through 15-inch CRT monitors, Everquest had the most rigid of fixed UIs. As if our screens weren't already small enough, the default UI - make that the only UI - was large fixed frame with a small hole in the middle.

Image borrowed from The Internet without permission. I doubt I even knew how to take a screenshot back then.

After the sheer wonder of being another world with people from all over this one began to wear off, EQ players clamored for more space and better options on their ever-larger screens. The tiny window went away and the UI went through various incarnations until it achieved Interface Singularity, otherwise known as "okay, if you think you can do better, go ahead and prove it".

You can open a seeming infinitude of windows in Everquest then size them and place them any way you like. You can save them on one character and load them on another. You can change the font and the colors and who knows what-all else. For someone comfortable with the game and the options available it's a godsend. For newcomers and returnees it can be a nightmare. We're back to that too much freedom, too many choices trope again.

Somehow my gaze just naturally veers to the left...

Even for the most nimble-fingered and confident UI wrangler, however, there's something EQ's ultra-flexibility doesn't provide that GW2's much less mobile UI does brilliantly: concurrency. It's very much a background effect that gets little to no attention but the difference it makes to the quality of MMO life is out of all proportion. In GW2 you can use just about all the windows and call on just about all the UI functions simultaneously without losing mouse-pointer focus, locking anything up or otherwise getting yourself or the game tied in knots.

Want to hit auto-run, open your bags, open the Trading Post, salvage your greens and sell the mats while you chat to your guild, all at the same time? If you have the manual dexterity and the multitasking mentality for it then GW2's UI won't get in your way. What's more, you can do all of that and plenty more in combat! For a pack-rat it's astoundingly useful. The number of times I've salvaged and sold in the midst of a bag-fest at a keep in WvW, well I wouldn't like to admit - not to our Commanders anyway.

It's okay, I know where I'm going. I don't actually need to see.

Even a really top-notch UI isn't in itself enough to keep anyone playing an MMO they otherwise wouldn't enjoy, of course, but if you've been lucky enough to take one for granted in your previous game you're likely to be quite intolerant of the absence of any of life's little luxuries in your next. This has the positive effect of both establishing and raising UI standards across the genre but at the expense of originality and local color.

It's no co-incidence that most MMOs have interfaces that closely resemble World of Warcraft. The City of Steam layout described above is WoW's with a few more moving parts for example. As the developers of Alganon learned to their cost you can take an homage too far but as a rule familiarity in this field tends to breed contentment rather than contempt. If you're trying to tempt people away from their comfort zone it's probably just as well to have another ready.

Used as I am now to GW2's anytime, anywhere interface I do miss it when I travel elsewhere. It's just one of many factors contributing to my lengthening residency in Tyria and it's inevitably going to be a consideration any time I contemplate a move. It's not something that will make or break a new MMO or my interest in one. It may not even be something of which I'm consciously aware but it'll be in there somewhere, one of those niggling little feelings that something's not quite right.

Attention to detail counts for a lot; in this as in much else. It's the designers who get the little things right that see the big returns. Or it should be.




Sunday, July 6, 2014

Dry Top, Soggy Bottom : GW2, Everquest, CoS

Five days in and the choice of Dry Top as our entry-point to Maguuma shows an increasingly wry and knowing edge. After nearly two months without the constant drip drip drip of Living Story One this feels like a hiccup in the pipe, a short splash that might presage a flood and then...doesn't.

Leaving aside my feelings on the size of the map itself, which haven't changed and have indeed only become more intense as the details of the explorable area become familiar and known, there's the question of what there is to do there. Dry Top really sums up the problem, if problem it is, with GW2 in particular and, to some extent, theme park MMOs in general.

It's been a good week to make connections and comparisons. GW2 began Living Story Season Two, Everquest has a double-xp weekend for Independence Day and then there was my return to City of Steam, bringing a wider perspective and some sometimes-painful clarity.

The whole theme park/sandbox dichotomy has always been an anathema to me or perhaps more accurately a puzzlement. For the longest time, many years, I found it quite difficult even to comprehend the supposed distinctions that were being drawn by the proponents on each side of the argument. From there I moved to something approaching an intellectual understanding of the differences without ever feeling an emotional connection to them.

It seemed to me (and still does) that almost any MMO, so long as it provides even a vestigial approximation of a virtual world, can act as a sandbox for any player willing to come to it with sufficient open-mindedness, imagination and individuality. Most of my time spent in so-called theme-parks wasn't spent on or even near the rides and I rarely felt the dead hand of an organizing power shove me squarely between the shoulder-blades to send me stumbling along some appointed path.

These last few years things have changed somewhat. Thanks to this blog I'm even able to point, approximately and retrospectively, to the precise moment the rot might have begun, so early in my blogging career that it's fair to say no record of my pre-lapsarian state of mind exists in the record. This week, moving between three disparate settings, I really felt,  possibly for the first time in fifteen years, less than wholly in control of my own destiny. An uncomfortable feeling.


Taking the three MMOs in ascending order of dirigism, for anyone outside of a high-end raiding guild Everquest is generally an extremely laissez-faire affair. The world is almost incomprehensibly vast and sprawling. At any given level there are probably dozens of places you could profitably spend time and many ways you could choose to spend it. For a long, long time as you play, which you choose really doesn't matter all that much, but eventually, no mater how individualistic your playstyle, assuming your base goal is to see the level of your character rise or the number of her AAs increase, preferably both, the rate at which xp ceases to flow and begins to trickle will tend to nudge you towards efficiency.

Efficiency in leveling an Everquest character can mean many things. It can mean grouping; it can mean knowing and understanding how ZEMs (Zone Experience Modifiers) work; it can mean using xp potions and veteran rewards. For the general, casual player, however, it probably means not much more than knowing where to find Franklin Teek and how to get to the current Hot Zone for the relevant level range. This does act as a voluntary choice limiter and on my current drop-in schedule of a handful of hours a week, if I play my level 87 mage I tend to end up grabbing a couple of Teek's "simple tasks", legging it out to wherever he wants his murders done, popping my Lesson and doing whatever he's told me to do.


It's simultaneously tedious and satisfying. On a double xp weekend with a potion running it's tedious, mildly stressful and very satisfying indeed. It doesn't in any way compare to, y'know, playing the character properly, as I was doing with my Enchanter recently in Befallen.I do know at all times, however, that I'm only burning through that thirty-minute lesson in such a clinical and cynical fashion because EQ is no longer my focus game. It's an expediency. Were I to be spending 20+ hours a week there, hot zones and lessons both would figure much less prominently. Knowing that at any time, should I choose, I could re-immerse myself in the vast, still considerably unexplored world outside of the Golden Path removes almost all the sting of doing things the "right" way.

In the middle comes GW2. At under two years old there's clearly no way Tyria Mark 2 can compete with Norrath, with its decade and a half of development and twenty expansions under its belt. GW2 did, however, set out at a dead run with a very large, open, explorable world filled with incident, spectacle and stuff to do. It also featured, at launch, an ethos so far from imposing direction on players that the main complaints came from people who felt lost, unguided and uncomfortable with the lack of hand-holding and signposts.

From that enviable and admirable start the developers have backpedaled away about as fast as their development cycle will carry them. To rehash the reasons would make this post even longer than it's already shaping up to be. Suffice it to say that GW2 has become a game based around daily tasks and tables of "achievements" all set not by the players but the makers. Everything is codified and calibrated, from the Tournaments to the Living Story. The great, open world is still out there to explore but except and unless a particular locale is featured in the story arc nothing changes and, more importantly, nothing is added.





Our new playground, Dry Top, consists of a small, self-contained area that flips between two states (Sandstorm and Not-Sandstorm) on a set schedule. Players can't affect whether or when a storm arrives. Nor can they affect its intensity. All they can change is the price vendors charge for the supposedly-desirable items they sell. Neither can players make meaningful choices abut how they bring about this fiscal benefit. Events pop on what appears to be a fixed timer or a trigger. By doing events players fill a progress bar. The more events they complete the better a deal vendors offer. That's about it, unless there are subtleties I've missed, which is always possible, even likely.

In addition to the events and the worked-for, paid-for rewards there are some achievements to knock out (finding Lost Coins is particularly enjoyable so long as you don't have an aversion to ArenaNet's obsession with jumping). There are also the Buried Treasure Chests which appear during the sandstorms and which contain a range of crafting recipes and useable items. To open the chests you need lockpicks, which you can get from completing the storyline instances or from the achievements you can get while repeating them. Alternatively you can buy lockpicks from the vendors using the special currency, Geodes, that you get from all events both in Dry Top and in the associated storyline. It's a neat, closed system. Talk about owing your life to the company store.

Still, it's fun. For a while. Especially if the chests or the vendors have things you want and for as long as the events remain fairly fresh. The tradeable items and recipes, which appears to be most of them, are already on the Trading Post at very reasonable prices, though, making the prospect of grinding for lockpicks and a random chance of getting items I want seem unattractive compared to grinding some other content for Gold and just buying them. And even if I wanted to do it the "proper" way, the crowds seem very fickle already. On the opening day they were light and that's being charitable. A day later there were big zergs. Now, on the first weekend, it feels quiet again. The chances of those vendors lowering their prices doesn't look good but then again I'm not sure that matters.

Far more interesting than any of the prepared entertainment on offer are the conversations between Dry Top residents and the intrigues they hint at. For now this corner of the park is very much all about the rides but we can at least imagine that when the Living Story carnival packs its tents and moves on something of more substantial, lasting interest might replace it. Similarly, after a whole year of LS2, we can hope for a significant tract of land in which imaginary people lead imaginary lives the way background characters in MMOs do.

It's a hope beyond anything I can muster up for City of Steam, much though I still, and
despite everything, retain a strong interest and affection for that game. The hopes of anything resembling a coherent, growing, developing world there were dashed long ago. Sad remnants linger to remind us of what might have been: the housing stubs, the railhauler stations, the billboards and signs in the city squares and streets. Beautiful and useless.

The main storyline plugs away, seemingly divorced from the reality around it, which reality being an increasingly impressive, entertaining and polished series of mini-games, activities and diversions attended to by an ever-cleaner, more responsive and intuitive UI. As a game, CoS:Arkadia is both slicker and better than it has ever been and I can endorse it more wholeheartedly in that context than at any time in its peculiar, shaky history. As a virtual world, however, it died in a ditch a long while back.

I'm really enjoying playing. I've gotten almost back to where I was on the old servers before they closed, hitting level 20 this week. I'm moderately determined to see the end of the storyline which is probably another fifteen or twenty levels away I would guess. I even feel that I might be willing to play up another character, which, given the unbending linearity of the format, was something I didn't think I'd ever say.

All of which gets us nowhere very much. Depending on context, undirected gameplay can be overwhelming, over-directed gameplay stifling. Depending on context, linear gameplay can be satisfying, free-form gameplay liberating. There's a point where too much freedom intersects with too little to do and another where a satisfying series of goals becomes a tedious succession of chores. Pleasure lies in the hinterland surrounding those points and a map to that territory could make someone very rich indeed.

I do feel that things are shifting, somewhere, very slowly. Things have changed. The upside is that I now get pleasure from activities that would once have irritated me yet at the same time I know I'm missing something I used to have: control. I'm just not sure, yet, whether it's control I've willingly given up or whether it was wrested away from me while my attention was distracted.

I just hope it's not going to take me another fifteen years to work that one out.









Saturday, June 28, 2014

A Cold Wind In Summer or What Did Steam's Summer Sale Ever Do For Us?

It's that time of year again or, rather, it's one of those times. How many sales does Steam run, anyway? I should know - I do have a Steam account. I opened it a long while ago for some specific reason that I no longer recall. I'm not sure I have ever actually used it for anything.

Once in a very blue moon I log into Steam, look around, wonder what the heck I'm doing and log out. Usually I've been prompted to remember Steam exists by a flurry, a blizzard even, of fervid, manic, gleeful blog posts, in which excited bargain-hunters list all the games they've bought together with the prices they paid and how much money they saved.

It reminds me of the aftermath of a World Boss event in GW2, when people link any Rares and Exotics they've looted from the Big Chest. That used to be a thing, back when you could easily go a week or two between Rares and a month between Exotics, even if you ran the circuit every day. Then Anet added the guaranteed daily Rare and tweaked the loot tables so that, now, the chance of a yellow item feels somewhere close to 50-50 and mostly people don't make a song and dance about it every time they get one.

[Pro-tip - The Maw always gives a Rare, often two or three. I do it at least once every day, more often two or three times, and  I've been keeping a close watch on it since about last November. I have never, not once, failed to get at least one yellow item from Fred the Shaman. No other World Boss is as generous or as consistent].

Poor Fred. He gets no respect.

This year a sense of ennui, or maybe it's disenchantment, seems to be dogging the Steam Sale. Some bloggers are so sated they're skipping it altogether or, more realistically, planning to skip then caving in. Some, naturally, remain gleefully willing to throw money at Valve as fast as they can get their wallets open, but the general feeling appears to be one of caution, wariness, even concern.

Ayren is challenging Steam users to, y'know, play the games they buy. There's an idea ahead of its time if ever I saw one. Sales, after all, aren't about getting things you need, or even things you want. They're about getting things for less than they ought to cost. The value of the transaction comes at the moment the money leaves your hand, not when you finally get around to using the thing you bought, if indeed that should ever come to pass.

One of the primary reasons Mrs Bhagpuss and I ended up with MMORPGs as a full-time hobby was almost certainly the superb job Everquest did of replacing our previous pastime, which was spending weekends traveling to every town, village and field in a fifty-mile radius to visit car boot sales, jumble sales, book and record fairs, charity/thrift/junk shops, markets... any place at all where A Bargain might be found.

Life is too short to photograph Gonk Glasses. Even that I thought about doing it is problematic.

The upshot of several years of such behavior was a house filled to bursting with unconsumed entertainment and ironic kitsch. There's a yellow melamine-handled 1950s egg whisk hanging on the wall and a set of 1960s Gonk glasses on a shelf in our kitchen to this very day, while in the seldom-used front room slumber stacks of vinyl albums by bands who turned out to be a lot less interesting than their names might lead you to believe, piles of books that are never going to be opened let alone read (complete set of Starsky and Hutch paperbacks, anyone?) and a lot, no, really, a LOT more.

All of it was "a bargain" or at least it felt like one at the time. If any of it had been for sale at collector's prices in an antique shop we'd never have gone within a mile of it. Then, like a digital intervention, enter Everquest with its seemingly endless array of desirable items that take up no space whatsoever, distributed wide and far across a whole imagined world to travel, alive with towns, villages, castles and keeps, each with its own scatterings, clusters, whole streets and marketplaces filled with vendors willing to trade you the cast-offs of tens of thousands of adventurers. Oh, and I think there might have been some monsters.

I won't re-hash the ineffable joys of vendor diving in EQ. We've been there all too often. I will say that it had its own issues, though. By the time we moved to EQ2 we were about in need of a 12-step program, not for Evercrack itself but for those whole sessions spent trying to cover every vendor in Plane of Knowledge just in case someone might have sold a Foul Smelling Liquid or a Razorfiend Talon by mistake.

Fire a little to the right, Jeeves.

I've been a collector and a pack-rat all my life but Everquest and the MMOs that followed successfully moved my obsession into the virtual. Our house is still as full of stuff as it was fifteen years ago but at least we haven't added that much since. I hardly buy anything any more. There's no need.

As my habits and hobbies have changed, so has the world. The whole Steam Sale phenomenon and the rumblings of discontent it's starting to induce exemplify how. For certain classes of entertainment the physical carrier is becoming obsolete. In the transitional phase movies, games and music continued in a dual format - digital information bought on a hard copy at a store and carried home to be installed, or you could order online and wait a few days for it to land with a clunk on the doormat.

Now all of them, joined by books and comics, newspapers and magazines, exist, flourish, and thrive as purely digital artifacts, downloadable, streamable, permanently available in an instant anywhere on Earth on any device capable of hosting them. Steam capitalized on this change but now even the change is changing.

When I was growing up scarcity ruled. Even information was sparse.There was no WorldWideWeb, no Wikipedia to turn to for the full bibliography of the author whose tattered paperback novel you'd come across in the cut-out bin in Woolworths, where I discovered William Burroughs Jr's Speed. No YouTube to flick to to get your Tallulah Gosh fix.

No, it was grab it if you saw it and bloody well hang on to it. Lend a book to a friend and you were running a major risk. Take your treasured seven-inch of Love Goes To A Building On Fire to a party and it was odds-on you'd never see it again. Not that I'm bitter.

This place is heaving!

So that's what I learned to do. See it, sieze it, stash it. Have I moved on now the digital future's here? Not much. I stack digital files and double-stack them separately just in case. Just in case what, though? In case my house burns down? In case Google goes out of business? In case they close YouTube down? In case someone switches the internet off?

It's not rational, is it? The bag is open and the cat jumped out. If Google vanished overnight taking YouTube with it, would it even matter? All this stuff has been digitized. It's done. None of it is going away, ever. And if the Internet ever falls down and can't get up then I think we'll all have something more pressing to deal with than lack of immediate access to The Monks on German TV in 1966.

So it is that I find myself wondering, more than ever, what is the point of a Steam Sale? Why does anyone even bother? All these games will be there, always. If anyone really wants to play them they can play them, any time. If Steam or GOG go away, won't they just be replaced, one way or another? And most importantly, will generations growing up in a world of surfeit not scarcity, at least when it comes to digitized entertainment, even consider ownership an issue? Or understand what it means?

In just over four weeks Sony Online Entertainment will switch off the machines that keep Vanguard alive. As I alluded a few posts back there's a possible afterlife and as Argo and others have demonstrated MMOs can respawn. Still, of all the digital distractions on offer persistent, online virtual worlds may be the most evanescent. Ironically they're also about the last you can't possess.

Pondering on all this brought me to take two overdue actions: I bought the full version of FRAPS so I can record some of my favorite places in Telon before they vanish, and I logged into City of Steam : Arkadia for the first time in far too long, because word association.

That's what I got out of this year's Steam Summer Sale. Bargain!



Thursday, December 5, 2013

Et In Arkadia Ego : CoS

The new City of Steam opened its doors last night. At two in the morning where I live. On a work night. Thanks for that. Wasn't 'til this evening that I managed to pop in for an hour. No time to go into detail - haven't gone far enough in to have much detail into which to go. Just throwing out a few very early impressions...

The graphics, already excellent for a browser game, seem to have been polished up even further. I also noticed a number of significant improvements in the UI. Seemed smoother, tidier, less cluttered. Player names turn off. Hooray! Still no "Hide UI" button that I could find. Boo!


They changed the music. It's still lovely but I miss the old tunes. Tune really. There was only one but it was a good one. Maybe it turns up further in. I hope so.

Character creation's streamlined to perfection. Looks great, takes no time at all. Very clear. Once past that, the opening Fall of Denton sequence has been heavily pruned and is much, much better for it. All the good bits, the atmosphere, the lore and background color, the delightful cut-scenes - still there. The deadweight and repetition - all gone.

The whole extended tutorial whips by in just a few minutes. I've done it in far more iterations than I can remember but I think this is the best version so far. Perhaps they'll keep it.


Once you hit Refuge it's straight to your new home. No faffing about. Again the fat's been pared. The original goblin house is back too...I think. The one-roomer. It looked as though maybe the rump housing quests that were left in the R2 version even though they no longer went anywhere have been removed at last. Whether anything replaces them I didn't have a chance to find out because...

...the Cellar under my house leads to Heaven! Well, Arkadia but it looks like Heaven, if Heaven has cogs. It appears to be some kind of hub zone with all the facilities, including Fishing and Mining mini-games that I didn't quite understand on a first run. But, hey, fishing! Visually the whole area is positively spectacular. Also bright, airy and sunny. What with that and all the flowers in Refuge the whole tone of the early game feels lighter, more positive.


You get a vehicle as soon as you arrive in your house. Free! Okay, it's a wonky dirt bike but the Guide Toiler in Arkadia, a robot with some kind of 80s shoulder-pad fetish, runs you through some upgrade and crafting routines to improve it. Upgrading your vehicle's now a thing.

Plenty of people there taking in the new sights. It was busy, really busy. Then again, so it was last time it launched. Keeping people around's the trick. This time, though, there were GMs in chat. Chatting. Reminded me of Fallen Earth, that. Also lots of events flagging up. No idea what those are yet.


Perhaps most importantly of all, the whole of the opening part of the game now has the feel of an MMO. All the tutorial instances I did were effectively open dungeons, albeit very small ones. Huge improvement, although I saw a couple of complaints on the forums from people who prefer to adventure alone at all times.

My very uninformed first-look impression; seems like a much-improved offering. It feels very  different to the gritty, bleak world that so impressed me way back at the beginning but it's none the less intriguing and for once it feels like it might have heft, traction.

We'll see. I'll certainly be playing on.

Monday, November 25, 2013

Back On Track : CoS:Arkadia

It seems City of Steam will be pulling out of the station a bit sooner than anyone expected. Okay, than I expected. I really have no idea what anyone else thought. I also have no idea why I keep using train metaphors every time I write about this game...

In not much more than a week, December 4th to be precise, should you be so minded you can start playing CoS: Arkadia, the new "English" version of the game formerly known as City of Steam. It was barely a month ago that I reported on the startling news that Mechanist Games had bought back the rights to their own game and closed the server down. They announced a plan to revamp and relaunch for the English-speaking market and look, here it is, back already.

A month really isn't long enough to revamp and re-launch a stalled MMO. One can only assume some work was going on in the background while the game was stagnating. A lot of work. Must have been some fun times, working in that office. I do hope the full story of all this comes out one day...

The official announcement emphasizes change. "Please don’t get the idea that the English version will be the same. It won’t", they assure us. It seems they got the message loud and clear: the highly-committed fanbase this game had built up before launch did not like the final version they were given nor the way it was run. Let's hope there are some fans still around and that they're willing to take another look.

We're promised "a slew of new features such as Mercenaries, Alchemy, Fishing, etc, along with redesigned dungeons and improved gameplay". Given the excruciatingly long and painstaking testing process City of Steam "enjoyed" the first time around, this is an astonishing change of approach. No public testing at all - straight to Live.

Well, I'll be giving it another go. Fortunately the new launch date is the day before the end of GW2's World vs World Season One. I should finally have time to play something else. Maybe even time to write something longer than this squib, which was all I could manage today between map calls...

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