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Savage 2

Blogs > zdd
Post a Reply
zdd
Profile Blog Joined October 2004
1463 Posts
December 25 2007 08:33 GMT
#1
Alright, since the NDA (Non-Disclosure Agreement) for Savage 2 is over today, I thought I'd share my Savage 2 beta experience with Team Liquid and comment on the game as a whole. [If you find this game intriguing, it comes out on January 16th as a download-only game (with both Windows and Linux clients hopefully) and only costs 30 bucks paypal/credit card to buy. The game is free to download (and you can play practice/lan free I believe) so what you're paying for is an account to use the game on multiplayer servers and get real-time player stat tracking on their website/in-game. For more basic info about the game, you can check out the official website at www.s2games.com ]

The game is highly skill-based, with many different play-styles rolled into one. You can be the commander, who directs the battle by having an RTS-like viewpoint, building the base, and giving players directions ("move here", "attack here", etc) which they don't necessarily have to follow. The commander also gives buffs to friends and debuffs to foes (quick movement speed, extra armor, etc) and heals/ressurects players, and summons peons (up to 3, I think) to help repair damaged buildings and attack the enemies. The commander mode however may seem slow/boring to the bw player after a while, unless they change the system, because there isn't much to do so you'd be able to play at 100% effectiveness with only like 80 apm. However, I'd categorize the current commander role as a "strategic advisor" rather than an actual commander, so it may be a whole new experience which is much more about communicating with the players rather than spamming keys. (a truly genius strategy would not only require perfect thinking/execution on the commander's part, but also effective communication skills to get the players to cooperate and understand what is required of them.)
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[image loading]


The human commander looks upon the ruins of the battlefield, defeat is imminent. He notices various cool features on the bottom left for drawing on the minimap and pinging it and such, and the ability/building selection on the bottom right piques his interest for a small while. He notices that only one squad is present in the top left. Not a good sign. The beta-testers are at it again with their exploit-finding.

Excluding the two commanders on the Beast and Human sides of the battle and the observers, all players either see the game from a 3rd person behind-the-character viewpoint for melee attacks and first-person for ranged attacks (except for siege units, who have ranged attacks and always use 3rd person). There's no auto-aim, so the first-person ranged combat plays like an actual skill-based FPS, except for the fact that where you hit the target doesn't matter (headshots and legshots do the same amount of damage afaik). However, weapons have limited range at which they do damage, so the skill factor changes from where you hit the person to when and how you hit the person with the ranged attack. The ammo runs out pretty quickly on most weapons, but luckily the human worker has an "ammo depot" feature, which puts down a 30-second depot which players can use to restore their ammo. Workers are very versatile units who can build offensive/defensive structures on the battlefield and use melee/ranged attacks, and if there is no commander, they can build/repair the base themselves.
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[image loading]


A savage using first-person to witness the super-cool red blade swipe effect of a friendly savage, while a beast shapeshifter wails in horror over the predicament fate has placed him in.

The melee combat system is a bit of high-speed rock-paper-scissors, with an "attack" (left-click) "block" (middle-click) and "block breaker" (right click), which gets really exciting when the players are moving at high speeds around each other and are guessing which combo of attack-block-break the other players are going to use when fighting. A successful block to an enemy attack stuns the enemy for a few seconds, letting you get some free shots on them, and a successful attack to an enemy block breaker does the same, as does a successful block breaker to an enemy block. This gets vastly more complicated when you're fighting with friends versus multiple enemies, because they can all be using different melee

commands.
+ Show Spoiler +

[image loading]


A savage appreciating the defenses of his base while his teammates desperately scream for help.

[image loading]


This same savage, now dying on the battlefield, witnesses a fast-paced melee skirmish between human healer and legionnaire and beast summoner and shapeshifter, whilst reflecting on his poor contribution to his team's success.

On top of all that, the game has a tightly integrated RPG aspect, because you get gold, experience, and a soul for every kill (and other things like damaging buildings and healing allies). The gold you can use to buy items in-game like healing/mana potions, armor, ammo containers, purchase a more advanced unit (such as a legionnaire, predator, or siege unit) or donate to the commander so that he can build buildings that allow you to buy better units/get new abilities for existing units. The experience levels up your character so that you can increase your damage, health, mana, or agility, to gain a slight edge above the enemy. Souls are used to summon uber units from a "sacrificial shrine", which is built on a "scar", usually late-game as a tie-breaker measure (these units cost 5 or 15 souls, which translate to 5 or 15 kills, so they can be expensive) There is also a stealth aspect to the game, where you can sneak around cloaked as a human scout and set up bombs to blow up enemy buildings. Gold, experience, and souls reset every match, so there is no repetitive "grinding" for items and experience like there is in MMORPGs.
+ Show Spoiler +

[image loading]


KaChing! Now to blow all that hard-earned cash on useless trinkets and experience points instead of investing it for the future. Bah! better to live well now, than to possibly live a little bit better somehow somewhere in an unknown future.

The game is very team-based, and working alone will never get you anywhere (even if you have lots of skill and have tons of items/attribute points, it is very difficult to fight 2 experienced people by yourself) so the game automatically creates "squads" at the beginning of every match, and a squad is supposed to stick together, because the squad captain can make a "spawn portal" at any point in the game at his location (if he has enough mana) from which his squad-mates can spawn. Otherwise you can spawn from the main base, a "garrison". or a gold mine, which is used to increase team gold for buildings. The game also has a built in tie-breaker measure called "upkeep", which requires your team to lose a certain amount of gold every once in a while to upkeep your buildings, and if your team does not have enough gold, the buildings become much more vulnerable.
+ Show Spoiler +

[image loading]


So many spawn points, so little time. If I could have a dollar every time I saw this screen, I wouldn't have to go to work every day

As of this writing, the game has 3 "normal match" maps (and 1 "duel" map, sort of like a UMS, in which the players can set up their attributes beforehand and fight in FFA melee/ranged combat ad infinitum), which are extremely varied in

terms of terrain, so strategies change wildly on the maps, because players and commanders can take advantage of certain aspects of a particular map to increase their chances of winning. I am not sure whether this game will come with a map

editor, but I think that regardless every new map will add more replay value to this game, sort of like how new maps add new strategies to bw.
+ Show Spoiler +

[image loading]


Detailed stats for every match, and they promise that every single match's replay will be recorded and stored on their site for a really, really long time. I don't think they've thought of the consequences of that promise, as a 25 minute game (very short by normal game standards) already takes up 1 mb as a replay.

[image loading]


Detailed stats for every player. I R good! Well, sort of. I just wish I had a kill/death ratio or more than 1

The online stat tracking also includes "Karma", which you can give to gm or take away from bm players after each match in an effort to combat bad manners. Eventually some servers may require a "minimum karma value" to play, which will lead to good-mannered servers for everyone to enjoy. And so concludes my review of Savage 2, and even though I think I only covered about 70% of all the information you need to know about the game, I hope this has informed at least one person about the existence of this awesome game and/or helped them make a decision as to whether they will play it or not.

-zdd


****
All you need in life is a strong will to succeed and unrelenting determination. If you meet these prerequisites, you can become anything you want with absolutely no luck, fortune or natural ability.
DURRHURRDERP
Profile Joined May 2006
Canada929 Posts
Last Edited: 2007-12-25 08:41:32
December 25 2007 08:39 GMT
#2
what's your savage 1 id?

edit: and i've heard some bad things about savage 2

probably wont try it until savage1 dies
"I am an iconic role model for everyone aspiring to be better at League of Legends." - Roffles
jimminy_kriket
Profile Blog Joined February 2007
Canada5539 Posts
December 25 2007 08:57 GMT
#3
Ive played savage 1, its pretty cool and has WoW type graphics. The thing about these games is that you need your whole team to be good, which can be hard in a game like savage that is played casually and usually in public games.

Its still fun and I suggest everyone download and play savage one as its FREE!!!!

http://www.s2games.com/savage/downloads.php

life of lively to live to life of full life thx to shield battery
zdd
Profile Blog Joined October 2004
1463 Posts
December 25 2007 08:59 GMT
#4
Sorry, I actually haven't played Savage 1, so this whole Savage 2 thing was a whole new experience for me (found out about it through Ctrl+Alt+Del comics). However, from what I have read on the beta forums, most players consider the game much better than savage 1 in most respects. One major universal gripe seems to be about how the commander doesn't have much to do... but I think that can be fixed quite easily, and the game is certainly playable even without a commander (albeit much tougher if you have a team that likes to spread out instead of working as a team, and no one to man the worker in the base building and repairing buildings)
All you need in life is a strong will to succeed and unrelenting determination. If you meet these prerequisites, you can become anything you want with absolutely no luck, fortune or natural ability.
azndsh
Profile Blog Joined August 2006
United States4447 Posts
December 25 2007 09:12 GMT
#5
Hmmm, sounds really interesting, though I wouldn't call it a review: you didn't give your opinion or a rating =P

It seems like the ultimate team-based video game, maybe TL should start one and own everyone
zdd
Profile Blog Joined October 2004
1463 Posts
December 25 2007 09:31 GMT
#6
On December 25 2007 18:12 azndsh wrote:
Hmmm, sounds really interesting, though I wouldn't call it a review: you didn't give your opinion or a rating =P

It seems like the ultimate team-based video game, maybe TL should start one and own everyone

This is true. I'd give the game about a 8/10, because there are some quirks that need ironing out and the commander role needs to be reworked (unless they can somehow make the current role more engaging), but keeping in mind that this game is still in beta, and the speed at which its programmers apply patches (I sometimes have to download 2 patches a day!), I would imagine that any balancing issues and the like would be eliminated a month from now, as soon as the game begins to be heavily used (and abused) by the much larger population of those people who did not get into the beta test.

As for my opinion, the game is extremely engaging and fun to play. The hours go by and you don't even notice. I feel that graphics, and other mechanics of games matter a whole lot less than their fun-factor, so my opinion of this game is very high.

Definitely agree about the team thing. It is possible to start our own clan even, though I don't really know the details of how many members are allowed and how the whole system works, it may be worth checking out, if we can get enough people from teamliquid interested.
All you need in life is a strong will to succeed and unrelenting determination. If you meet these prerequisites, you can become anything you want with absolutely no luck, fortune or natural ability.
fight_or_flight
Profile Blog Joined June 2007
United States3988 Posts
December 25 2007 09:47 GMT
#7
Wow, it sounds really fun, thanks for the writeup.
Do you really want chat rooms?
DURRHURRDERP
Profile Joined May 2006
Canada929 Posts
December 25 2007 09:56 GMT
#8
i highly recommend trying savage 1 first (but sign up for a savage2 beta account too)

savage 2 just seems way too complicated with all the new features...i've played savage 1 for a few months now and it is really balanced and fun, plus, a lot more people play savage 1 (even with the open beta - there are like 30 people online...on savage one there are usually a few hundred people on at any given time)
"I am an iconic role model for everyone aspiring to be better at League of Legends." - Roffles
Falcynn
Profile Blog Joined June 2005
United States3597 Posts
December 25 2007 17:44 GMT
#9
Savage 1 is an awesome game to play casually. It's probably the only shooter that I can play without ever getting pissed off like FPS Doug. I don't really know what it is, but when I get killed in Savage I'm able to easily laugh it off unlike with CS, CoD4, or BF2142 where whenever I get killed I just start screaming at my monitor.
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