We all know that Hellgate: London didn't exactly have the best of launches; actually it had a very terrible launch. The biggest problem was probably all the bugs in the game, which more often than not were responsible for regular client crashes among other game-ending glitches. This sort of thing tends to kill games forever, but Hellgate: London has been sticking it out over the past several months and things have actually gotten better -- at least as far as the bugs and additional content goes. So now Flagship Studios is hoping players will come back and give the game a second (or possibly third) chance.
From what we've heard and seen of these updates, it sounds like Flagship isn't pulling any legs here -- the game really has gotten better. Even so, we really have to wonder if that's enough to bring previously-scorned players back to the game, as many of them have no doubt moved on since last year. Maybe it would be wise to drop the price on the game a tad and offer some sort of incentive for players to come back or try the game for the first time. Mythos might be the perfect conduit to spotlight these new improvements; if Flagship can think up a clever way to do it.
Reader Comments (4)
Posted: Apr 10th 2008 9:58AM (Unverified) said
I have found a nice game-killing bug in the solo game. Haven't played since it kept crashing on me. Hoping the new solo update will solve it.
Posted: Apr 10th 2008 10:26AM Ghen said
I never experienced any bugs. It was a decent game and I played through it. The story was basically nonexistent and the dungeon sets were varied but all looked the same anyway which basically led to a game with little replay value as the "background" to the level grind and itemization was too boring.
Also, you didn't feel very powerful. That was one of my first complaints with hellgate. Even at early levels it would take a good 10 minutes to kill a boss in elite mode. Sure its supposed to be harder, but not gratingly so.
A fun hack and slash, but it didn't try hard enough in some areas where it should have.
Also, you didn't feel very powerful. That was one of my first complaints with hellgate. Even at early levels it would take a good 10 minutes to kill a boss in elite mode. Sure its supposed to be harder, but not gratingly so.
A fun hack and slash, but it didn't try hard enough in some areas where it should have.
Posted: Apr 10th 2008 4:15PM GreenArmadillo said
To sum up in one word: No.
It's too bad that they didn't have enough of a budget to finish the game before launch. But that's not my problem. When you ask for my money for the box and even more of my money for features that easily could have been in the package I've already paid $50 for and then you deliver a broken experience, it takes more than a sad tale of woe to get a second chance.
That said, I'm not even sure that the bugs or the payment model were the dealbreakers for me. The real dealbreakers were crappy parts of Diablo II that sucked 10 years ago that they didn't bother to fix. I have no problem with a suit of armor taking up more space in my bags than a single bottle of potion, but would it have killed them to implement an inventory sorting scheme so I don't need to play a crappy version of Bejeweled every time I go to loot something that will fit in my bags after I spend two minutes shuffling stuff around? I have a big problem with having to make irrevocable skill choices without the opportunity to find out whether you like the new spell or not, and I especially hate having to play the low level game with almost no skills for fear of investing skills that become obsolete at level 10. (Diablo II partially fixed this in a FREE update that added skill synergies long after Blizzard was still making money on the game, but apparently that was after the Flagship crew struck off on their own.)
So again, to sum up: No.
It's too bad that they didn't have enough of a budget to finish the game before launch. But that's not my problem. When you ask for my money for the box and even more of my money for features that easily could have been in the package I've already paid $50 for and then you deliver a broken experience, it takes more than a sad tale of woe to get a second chance.
That said, I'm not even sure that the bugs or the payment model were the dealbreakers for me. The real dealbreakers were crappy parts of Diablo II that sucked 10 years ago that they didn't bother to fix. I have no problem with a suit of armor taking up more space in my bags than a single bottle of potion, but would it have killed them to implement an inventory sorting scheme so I don't need to play a crappy version of Bejeweled every time I go to loot something that will fit in my bags after I spend two minutes shuffling stuff around? I have a big problem with having to make irrevocable skill choices without the opportunity to find out whether you like the new spell or not, and I especially hate having to play the low level game with almost no skills for fear of investing skills that become obsolete at level 10. (Diablo II partially fixed this in a FREE update that added skill synergies long after Blizzard was still making money on the game, but apparently that was after the Flagship crew struck off on their own.)
So again, to sum up: No.
Posted: Apr 11th 2008 5:25PM (Unverified) said
How about giving something back to those of us who paid -$210- on launch ($60 for the CE and $150 for the Lifetime sub). I've yet to touch the game after beating it in normal. Why bother? Mythos is more than fun enough, and runs a HELL of a lot better.
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