Добавить новость
Январь 2010 Февраль 2010 Март 2010 Апрель 2010 Май 2010
Июнь 2010
Июль 2010 Август 2010
Сентябрь 2010
Октябрь 2010
Ноябрь 2010
Декабрь 2010
Январь 2011
Февраль 2011 Март 2011 Апрель 2011 Май 2011 Июнь 2011 Июль 2011 Август 2011
Сентябрь 2011
Октябрь 2011 Ноябрь 2011 Декабрь 2011 Январь 2012 Февраль 2012 Март 2012 Апрель 2012 Май 2012 Июнь 2012 Июль 2012 Август 2012 Сентябрь 2012 Октябрь 2012 Ноябрь 2012 Декабрь 2012 Январь 2013 Февраль 2013 Март 2013 Апрель 2013 Май 2013 Июнь 2013 Июль 2013 Август 2013 Сентябрь 2013 Октябрь 2013 Ноябрь 2013 Декабрь 2013 Январь 2014 Февраль 2014
Март 2014
Апрель 2014 Май 2014 Июнь 2014 Июль 2014 Август 2014 Сентябрь 2014 Октябрь 2014 Ноябрь 2014 Декабрь 2014 Январь 2015 Февраль 2015 Март 2015 Апрель 2015 Май 2015 Июнь 2015 Июль 2015 Август 2015 Сентябрь 2015 Октябрь 2015 Ноябрь 2015 Декабрь 2015 Январь 2016 Февраль 2016 Март 2016 Апрель 2016 Май 2016 Июнь 2016 Июль 2016 Август 2016 Сентябрь 2016 Октябрь 2016 Ноябрь 2016 Декабрь 2016 Январь 2017 Февраль 2017 Март 2017 Апрель 2017 Май 2017
Июнь 2017
Июль 2017
Август 2017 Сентябрь 2017 Октябрь 2017 Ноябрь 2017 Декабрь 2017 Январь 2018 Февраль 2018 Март 2018 Апрель 2018 Май 2018 Июнь 2018 Июль 2018 Август 2018 Сентябрь 2018 Октябрь 2018 Ноябрь 2018 Декабрь 2018 Январь 2019
Февраль 2019
Март 2019 Апрель 2019 Май 2019 Июнь 2019 Июль 2019 Август 2019 Сентябрь 2019 Октябрь 2019 Ноябрь 2019 Декабрь 2019 Январь 2020
Февраль 2020
Март 2020 Апрель 2020 Май 2020 Июнь 2020 Июль 2020 Август 2020 Сентябрь 2020 Октябрь 2020 Ноябрь 2020 Декабрь 2020 Январь 2021 Февраль 2021 Март 2021 Апрель 2021 Май 2021 Июнь 2021 Июль 2021 Август 2021 Сентябрь 2021 Октябрь 2021 Ноябрь 2021 Декабрь 2021 Январь 2022 Февраль 2022 Март 2022 Апрель 2022 Май 2022 Июнь 2022 Июль 2022 Август 2022 Сентябрь 2022 Октябрь 2022 Ноябрь 2022 Декабрь 2022 Январь 2023 Февраль 2023 Март 2023 Апрель 2023 Май 2023 Июнь 2023 Июль 2023 Август 2023 Сентябрь 2023 Октябрь 2023 Ноябрь 2023 Декабрь 2023 Январь 2024 Февраль 2024 Март 2024 Апрель 2024 Май 2024 Июнь 2024 Июль 2024 Август 2024 Сентябрь 2024 Октябрь 2024 Ноябрь 2024 Декабрь 2024 Январь 2025 Февраль 2025 Март 2025 Апрель 2025 Май 2025 Июнь 2025 Июль 2025 Август 2025 Сентябрь 2025 Октябрь 2025 Ноябрь 2025 Декабрь 2025
1 2 3 4 5 6 7 8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
Game News |

The Bazaar could be the future of autobattlers, if it stops strangling itself to death with its own microtransactions

If you've heard of The Bazaar, it's probably not for a good reason. Any excitement around its recent launch into open beta seems to have been almost entirely overshadowed by community outrage about its newly introduced microtransactions. The pot has only been stirred further by creator (and former professional Hearthstone player, esports team owner, and streamer) Reynad, who reckons your game's subreddit being permanently furious is good, actually.

The vast majority of that upset, however, is coming from the existing playerbase—dedicated fans as well as backers of the original crowdfunding campaign, many of whom have been playing in the closed beta already for months. Understandably, they feel betrayed by what they see as broken promises, and upset that a game they've already been playing has suddenly changed.

(Image credit: Tempo Games)

As someone who'd never tried the game before, I was curious whether I might feel differently coming to it completely fresh, with no preconceptions. Are the microtransactions really that heinous, or are they just jarring for long-time fans who didn't expect them? And is the game accessible for someone who doesn't already have 100s of hours logged?

The Bazaar is an accessible, shiny, and clearly very Hearthstone-inspired take on autobattlers. Over a series of rounds, you buy or otherwise acquire a board of items, which will then automatically carry out various effects when you battle monsters and other players.

The game's clever conceit is that it takes place across an enormous, fantastical marketplace. Where in other autobattlers you're often building a roster of heroes, here you're shopping for items—everything from guns to cargo shorts to skyscrapers to jellyfish. It's a great marriage of mechanics and theme—given that you spend most of your time in all these games buying and selling, why not make merchants the stars?

(Image credit: Tempo Games)

What you're looking for is synergies. Your board has limited space, with each item taking up one, two, or even three slots, and the key to success is finding the perfect spread. Which items are next to which, what types of items you have, whether you have lots of small ones or a few big ones—it all makes a difference in a fight.

A double-barreled shotgun, for example, is quick and powerful, but limited in ammo. Put it to the right of a powder flask, and that'll give it more bullets every five seconds. But the shotgun can fire every four seconds if properly stocked, so we might want to put a captain's wheel next to the powder flask, which will speed it up at regular intervals. But then a captain's wheel itself gets faster if you have at least one three-slot item, so we should get one of those and ah we're running out of space…

The squeeze

(Image credit: Tempo Games)

The game makes a great first impression as you begin to experiment with the possibilities. Randomised shops and events force you to adapt your build as you go, whether you're creating a menagerie of poison fish, steadily increasing the protective power of a smuggler's cove by selling illicit goods between rounds, or finding increasingly devastating ways to roll a giant boulder at your opponent.

But even in these giddy early stages, the dark shadow over The Bazaar is obvious. Completing runs in the free "normal" mode generates no rewards at all—but not only that, the final screen makes a show of letting you know what you would have won if you were putting real money in. Ghostly chests you can't open stack up, taunting you, and you walk away only having made progress via any daily or weekly quests you were able to complete.

(Image credit: Tempo Games)

If you want to get something for your time, you need to play ranked mode, with each run costing a ticket. Some can be acquired for free, though at an increasingly slow pace—but once you run out, you have to pay a dollar a time. But even then, half your chests will still be incorporeal. To get all of those rewards, you also need a $10 monthly subscription.

But at least then you'd be set, right? Well… no, because then you also need to buy the premium season pass for the month for another $10, which is the only way to actually unlock new items for the game rather than just cosmetics. Make sure you've got that subscription as well, because without its double XP bonus (and long daily play sessions), you won't be getting far along the pass to actually get the things you've already paid for. In fact, redditors have worked out there's almost no room for error—without bonus XP, the pass requires you complete all your daily quests for 27 out of the 30 days it's active to reach its end, meaning anyone buying it after the first day of the open beta may already be shafted.

(Image credit: Tempo Games)

And then if you want to play any characters beyond starting hero Vanessa, it's 500 gems for the first, 1500 gems for the second, and 2500 gems after that. (Currently only three characters are available, including Vanessa, but at least three more are planned.) Technically that's earnable through very slow grinding, but otherwise it's equivalent to $5, $15, and $25. It's here that the theme of rampant, fantastical capitalism starts to feel a little on-the-nose.

Priced out

(Image credit: Tempo Games)

From a new player perspective, however, the biggest problem here isn't just how aggressive this system is. It's that so much meaningful stuff is paywalled, there's almost nothing left for me to actually do for free.

Essentially I can play the same character over and over, increasingly aiming for one of a handful of viable builds, to grind for ranked tickets via slower and slower progress on the free season pass. When I can play ranked, my performance is rarely strong—the game is accessible but not easy, and I'm regularly matched against players with the kind of shiny borders and "Founder" titles that suggest they've already been invested for months. Their greater grasp on the game's nuances frequently sees them obliterating me in seconds.

(Image credit: Tempo Games)

When I'm not being wrecked by veterans, I'm running afoul of real money characters and items. I'm not experienced enough to say whether there's truly a pay-to-win element here, but I can certainly say it sucks having my ass kicked by seemingly very powerful things I'm not able to use or experiment with myself.

Once I limp my way to the finish line, my reward is a few chests if I'm lucky. Each contains a paltry amount of gems, and a minor cosmetic. These always seem to be slightly animated portraits for existing items—but to add insult to injury, they're frequently items I can't use, because I haven't unlocked the relevant character yet.

Buyer beware

(Image credit: Tempo Games)

The resulting experience is brutal, struggling against a tough learning curve with no sense of progress or reward. Even levelling on the free track of the season pass has already slowed to a pitiful crawl, and after over a week of pretty regular play, I'm still 90 crystals off even unlocking my discounted first new character—remember, getting another after that will take at least three times as long, and then even longer for any beyond that.

It'd be less of a slog if my ranked results were better, there's no doubt about that—but there's no draw to invest the time in learning and improving when I'm simply doing the same thing over and over with the same content I started with.

(Image credit: Tempo Games)

The monetisation feels aimed at milking an already invested audience of closed beta players—that's distasteful enough on its own, as the community's strong reaction has illustrated. But there's also so little here to give anyone not already in that diehard playerbase any reason to jump in and stick with it. I'm not opposed to putting some money into a game I'm enjoying, but I need to feel like I'm getting something out of it already before I take that step. Here, it feels like a total of $20 a month is mandatory before the game will even begin to let you make meaningful progress.

That's a real shame, because there is a good game at the heart of this frustration. The slick core experience has been compelling enough to keep drawing me back for one more run, and though that can sometimes feel like just one more pull at the slot machine of randomised items, there is genuinely engaging and interesting strategy to play with here. In the way it makes a complex and sometimes intimidating genre into something approachable and charming, it lives up to that Blizzard inspiration. With the right structure around it, it's easy to see how this could become the defacto autobattler gateway drug.

(Image credit: Tempo Games)

But as it is, by the time I end a run I'm always left frustrated and disheartened, swearing it'll be my last. Whether that's because I've hit a brick wall of opposing builds I can't match without a clear path to doing better next time—or worse, because I've actually done well, and the game's incapable of acknowledging it unless I pay for the privilege.

On the one hand, this is an open beta—improvements may be on the way for the monetisation system, and some of my troubles may be down to limited content in the initial offering. On the other, you do somewhat lose the benefit of the doubt of a beta when you're already asking for $20+ a month from players, and given the bad feeling The Bazaar has managed to generate in just over a week of being accessible to the public, any u-turn it makes at this point will need to be fast and dramatic. Thus far, there's little sign of that.



Читайте также

Создатели Where Winds Meet ответили на частые вопросы игроков (промокод внутри)

Players are piling in to the Guild Wars remaster, and it's giving the servers trouble: 'Demand for Guild Wars Reforged blew past our projections'

Tom Morello worked on a song for Final Fantasy 14's latest raid tier after finding out the game's composer was a huge Rage Against the Machine fan




Game24.pro — паблик игровых новостей в календарном формате на основе технологичной новостной информационно-поисковой системы с элементами искусственного интеллекта, гео-отбора и возможностью мгновенной публикации авторского контента в режиме Free Public. Game24.pro — ваши Game News сегодня и сейчас в Вашем городе.

Опубликовать свою новость, реплику, комментарий, анонс и т.д. можно мгновенно — здесь.