Monday, 10 August 2015
Review: Dungeon Hacks and One Week Dungeons
Posted by
Andrew Doull
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14:37
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Labels: reviews, roguelike, roguelikes
Sunday, 22 May 2011
Falling deeper in love: Terraria
The reason I say Terraria is a beautiful game isn't because of the glorious pixel art; although the combination of pixel art, procedural generation, and smart use of lighting and particle systems are beautiful, but because many of the design decisions are just precisely right. For a game developed over 5 months by 4 people, it shows an incredible level of maturity.
The user interface is elegantly understated. My chief problem with Spelunky is the large number of controls needed to move through the environments: Terraria uses WASD movement but up and down are not used to start with, along with a 2 button mouse, space to jump and ESC; but this limited control set sensibly handles a huge number of interactions and permutations of objects, terrain and furnishings. (For pedants, yes there are other controls but those are strictly optional, and all just faster ways of selecting which items to use).
The ESC menu is particularly instructive: it overlays the ability to organise your inventory, drop and equip objects, craft items and buy and sell from the shop, and interact with containers, as well as save and exit the game; which you can do simultaneously from the same screen without requiring you switch modes at all. So you can craft an item, sell it to the merchant, drop equipment from your inventory to make space for another purchase, and then wear a new combination of items without having to exit out of the single menu.
Similarly, left-clicking with mouse lets you build and destroy, select items to use, attack or shoot at enemies and decorate your house - while right-clicking is only rarely needed and never in a moment of duress, for opening and closing doors, interacting with NPCs and opening containers.
I'm listing this here, because one of the few things Terraria gets wrong is that it doesn't explain the most straight forward thing you need to learn: which is that the mouse cursor is how you primarily interact with the world, limited for the most part by the requirement that your avatar be in relatively close proximity. Of course, close proximity in a game of plunging chasms, flooded caverns and spawning monsters is itself a challenge, but there is no point which so far I've felt like the control scheme has been frustrating or unresponsive.
Like Minecraft, Terraria uses its procedurally generated backdrop as a palette for you to build and dig, but that's where many of the simalarities end. Minecraft remains (as far as I am aware) a toy sandbox (once the thrill and challenge of the first 30 minutes wears off), Terraria an open ended game. I've been meaning to write an article about the importance of that key verb 'dig': because it lets you throw off the shackles of required connectivity that makes much procedural content generation so frustrating (to design and to play in) and lets you generate glorious playgrounds which ultimately may be broken, but which the player has the tools to fix. Where Angband has gone wrong is digging is slow and unrewarding, Spelunky makes the mistake of limiting the level size, but here the maps are effectively limitless in size (in reality, just really huge - use the 3rd party mapping tool - just once - to display a map you've spent 3 or 4 hours exploring to see what I mean), and for the most part well-connected enough so that it is clear where you need to dig to hollow out a pathway or bring down a cascade of sand, but still big enough to make choosing a random direction and tunnelling an exercise in patience and frustration and occasional delight (as so it should be).
Terraria makes the same smart decision that Minecraft does (and where Love goes horribly wrong) by using its pixel art assets to make it really clear what everything is: here are blocks of dirt, sand and rock, this is tree, grass and flower, and not only are they clearly delineated, but the clever crafting system makes these differences important. I say everything is differentiated: but at the same time rock, and the various ores are similar enough so that you need one next to the other to distinguish the two, forcing you to be keenly observant when you explore underground. Many times, I've paused at a rocky outcrop on the surface that I've run over tens of times, and suddenly realised that it was a valuable iron deposit.
Exploring underground is as glorious as it could be: musically, rhythmically, the deep, but survivable drops from tunnel system to tunnel system, the splashes of unseen enemies in murky pools, the lighting system which limits your exploration by the torches you bring with you (or have wood and the foresight to be able to construct on the way), the frequent rewards of pots to smash (another Zelda touch to go with the swords swishing through glass and the slime enemy design), and the glorious highs of a single hidden reward which can make a whole trip worthwhile. What has ultimately limited my descents, as well as my overland trips, is water, which a clever take on swimming prevents you from moving quite as freely as you'd have hoped, not to mention limiting your breath. What makes this especially interesting is that it is often water that I've inadvertently let lose from an aquifer higher in the dungeon, which has sunk to the bottomost depths of the level preventing me progressing.
I've begun exploring the [redacted] you can find on the surface, destroying my first [redacted] with some clever [redacted] placement, and I've found enough [redacted] that the first boss monster has noticed my presence. The surface [redacted] is enough of a challenge in its own right, taking away much of your usual toolset as well as more dangerous enemies, environment and geography; and I'm pausing for air before attempting what, given my equipment (copper and iron, and a nifty magical ranged weapon), sounds like it will be a challenge. Beyond that, I've got more bosses to fight and biomes to explore, and many more magical items to find.
But I'm worried that I may have already spoiled too much of the game for you. I strongly urge you to stay as spoiler free as possible when you play. Three things that have stood out for me as quirks, worth highlighting, plus one recommendation:
1. Once you build a room that satisfies the Guide, keep building rooms this big or bigger (use the original as a template) and make sure that you furnish and light it. I've missed valuable NPCs because my rooms weren't quite built correctly, or because I hadn't built a room at all, but had met the requirements for a new visitor.
2. Doors in particular can be fiddly, they are 3 units high, and have to have a top and bottom 'frame' of walls above and below, and remember when placing furniture you want to click on the bottomost grid that the furniture occupies (1 up from the floor).
3. Acorns have been weirdly hard to plant, for some reason. I've had to dig a hole 1 deep and a 3 wide to plant an acorn, and bizarrely had only one tree successfully grow.
4. Exploring the surface at night, once you can survive the enemies, is rewarding, and sometimes even worth it if you can't.
Posted by
Andrew Doull
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15:41
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Labels: procedural generation, reviews, terraria
Wednesday, 20 April 2011
Review: Portal 2
I am.
Shift technician one three six, audio diary day seventy four, notes for test pass four oh niner. Add drop light highlighting sealed liquid outflow. Test subjects four through six spent mean of 16.3 seconds in room interval transition - increase marketing screen size 3.2%. Widen conveniently fallen metal trellis work cross section by 2^40 picometers. Still waiting on results for next test subject.
I am test.
Amusing anecdote three needs to be moved to 32s from game start to allow reviewer to mention without spoiling. Test subject two was able to deviate by 0.2 radians from part one climax reveal - need to reduce prisoner pod yaw by 1 hammer unit. Come on people - we need ARG in-joke to be tangentially referred to in 68% of reviews. And where's the results for that test subject?
I am test subject.
Digipen spray unit four still malfunctioning due to Kimistry interferance: dropping this feature. 'A short game is a good game' - enlarge this sign in development team bay three and increase psych profiling to flush out deviation. Zombie search teams reporting remaining test subject for this pass lost in level 14 due to misaligned seam in pipe cross section. Need to recruit new test subject.
I am test subject seven.
Following remaining instructions from voice over: Forget Amnesia. Confiscate The Ball. Suppress Research & Development. Instead reuse nameless generic industrial facility we have been leasing for last thirteen years, refurbished with retro-trendy overtones. There is no such thing as over design. Cutting technician easter egg from final release.
I am test subject seven. Where did this Valve spit me out? Shivering in the rain, listening to the howl of mutant dogs, in a zone, somewhere, near Pripyat.
Posted by
Andrew Doull
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22:21
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Friday, 17 September 2010
Review: Minecraft
A theatre lobby, filled with speakers whispering the most innovative advertising campaign in movie release history: 'What is the Minecraft?'"
CUT TO
The scene on the screen inside. Outside a hotel built from cubes of rock.
ZOMBIE LIEUTENANT: I sent two units. They're bringing her down now.
SKELETON SMITH: No, Lieutenant, your men are already dead.
CUT TO
As the ZOMBIE COP moves forward to cuff her, TIGDB kicks a shell which knocks him down and then double jumps onto the head of the second ZOMBIE COP. The camera pans as she rewinds time and jumps onto the head of a third ZOMBIE COP who explodes in a shower of coins. She throws a bomb which blows a hole in the wall, and shimmies down a rope outside it.
A chase ensues over a procedurally generated roof top.
CUT TO
NEO GEO is lying face down in front of his computer. On the screen appear the words 'Press play on tape. Loading...' He wakes up. The words are followed by 'Follow the white Lolcat...'
There is a knock at the door. He opens a copy of Raph Koster's The Theory of Fun and takes out a CD which he gives to the couple outside. He notices the girl has been skinned with a white Lolcat on her shoulder.
CUT TO
NEO GEO sitting in his cubicle, having signed for a Fed Ex package. He opens the parcel, inside is a cellular phone. As soon as he picks it up, it rings.
NEO GEO: Hello...?
DWARF FORTRESS: Hello, Neo Geo. Do you know who this is?
NEO GEO: Dwarf Fortress?
DWARF FORTRESS: Yes...I've been looking for you, Neo Geo. I don't know if you're ready to see what I want to show you, but unfortunately you and I have run out of time. They're coming for you, Neo Geo, and I don't know what they're going to do.
NEO GEO: Who's coming for me?
DWARF FORTRESS: Stand up and see for yourself.
NEO GEO looks and sees SKELETONs SMITH, BROWN and JONES entering the office.
NEO GEO: What the hell do they want from me?
DWARF FORTRESS: I don't know, but if you don't want to find out, I suggest you get out of there. The cubicle across from you is empty.
NEO GEO tunnels from cubicle to cubicle across the office and into a supply room. He is finally caught by the agents and interrogated.
CUT TO
He wakes up in his apartment, the phone ringing.
DWARF FORTRESS: This line is tapped, so I must be brief. They got to you first, but they're underestimated how important you are... If they knew what I know, you would probably be dead.
NEO GEO: What are you talking about? What is happening to me?
DWARF FORTRESS: You are The Toady One, Neo Geo. You see, you may have spent the last few years of your life looking for me, but I've spent my entire life looking for you. Now do you still want to meet?
CUT TO
NEO GEO under a bridge when a car pulls up.
TIGDB: Get in.
NEO GEO gets into the car, as the driver, a blond woman named Witch, turns around in her seat and points a gun at him.
NEO GEO: What the hell is this?
TIGDB: It's necessary, Neo. For our protection.
NEO GEO: From what?
WITCH: Listen to me, Voxeltop. We don't have time for twenty questions.
CUT TO
DWARF FORTRESS: Do you know what I'm talking about?
NEO GEO: The Minecraft?
DWARF FORTRESS: The Minecraft is everywhere. It's all around us, even in this very room. Unfortunately, no one can be... told what the Minecraft is...you have to see it for yourself.
DWARF FORTRESS opens a chest which holds two pills : a blue one, and a red one. He puts one in each hand, and holds them out to NEO GEO. NEO GEO swallows the red pill. As NEO GEO looks at a mirror, its reflective surface starts moving up his hand, revealing specular highlights and a bump mapping that previously didn't exist. The bright colours run into a phong shaded muddy brown with diffuse shadow maps and an unnatural shiny surface. He passes out and wakes with DWARF FORTRESS standing over him.
DWARF FORTRESS: Welcome... to the Unreal engine. You believe that it is the year 1990, when in fact it's closer to 1999. I can't tell you exactly what year it is, because we honestly don't know. Come with me, see for yourself.
NEO GEO follows DWARF FORTRESS through the door.
DWARF FORTRESS: This is my ship, the Left4Dead2zer... Most of my crew, you already know.
TIGDB nods and smiles
DWARF FORTRESS: This is Hunter, Witch, and Smoker. The ones you don't know, Tank, and his big brother, Boomer... The little one behind you is Jockey.
CUT TO
DWARF FORTRESS: Welcome.....to the texels of Unreal...We have only bits and pieces of information, but what we know for certain is that some point in the early twenty-first century all of mankind was united in online gaming. We marvelled at our own magnificence as we gave birth...to V.E.
NEO GEO: V.E. - you mean Voxel Engines?
CUT TO
NEO GEO and DWARF FORTRESS fighting in a dojo.
NEO GEO hits DWARF FORTRESS in the shoulder and severs an artery.
DWARF FORTRESS hits DWARF FORTRESS in the knee and breaks a bone.
DWARF FORTRESS: Do you believe that my being stronger or faster has anything to do with my muscles in this place? You think that's 0x02 you're breathing now?
NEO GEO throws a coin at DWARF FORTRESS and severs his head.
CUT TO
NEO GEO looking at racks of weapons.
NEO GEO: The twelve gauge pump 3dfx Voodoo Extreme. The .45 Matrox G200 with laser sighting.
GUNSTORE OWNER: Those are brand new, we just got them in.
NEO GEO: A quad core Radeon HD 5970 in a dual SLI configuration.
GUNSTORE OWNER: Hey just what you see pal.
CUT TO
A hotel lobby, the pillars of which are getting blown apart as TIGDB and NEO GEO kill security guards rushing to stop them.
CUT TO
NEO GEO sinking to the ground, shot. His eyes snap open again and he stands up slowly. NEO GEO looks at SKELETON SMITH, and runs towards him. He appears to go inside SKELETON SMITH's body, eventually bursting through his skin, as pieces of the agent fly all over the room. For a moment, we see the room as it is through Neo's eyes now, 2D ASCII code.
Posted by
Andrew Doull
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21:46
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Labels: reviews
Sunday, 12 September 2010
Mashups
I try to use the reviews at ASCII Dreams as writing experiments: from fiction writing, to New Games Journalism, to advocacy for games which I feel have been overlooked (good and bad). I started wanting to say something about Arma II, but ended up with a completely vanilla, and somewhat negative review. But luckily, I'd also been thinking about the similarities in design between Arma II and S.T.A.L.K.E.R. - particularly the visual design and I suspect common texture assets - and how it would be great to play S.T.A.L.K.E.R. in the Arma II engine (or at least a sequel to the original) which has the open world capabilities that GSC were never able to achieve.
That is why my A.R.M.A. II review ended up as a mash up of what I originally wrote, interleaved with paragraphs from an earlier S.T.A.L.K.E.R. review. To underline the point - and give you a chance to figure out what was going on before I did the reveal here - I've shamelessly interleaved the majority of the Eurogamer reviews of Half Life 2, and Grand Theft Auto: San Andreas to review another great mash up Half Life 2: San Andreas. (This second review also highlights the amount of interchangeable discussion about the hype each game warranted at the time which the reviewer felt they had to address).
Unlike other mashup culture, game mashups are unlikely to occur, unless officially sanctioned, because combining the disparate underlying technology is a much harder feat than remixing a song, or interleaving two strands of literature. The best known game mashup combines the rules, characters, art and level design of multiple different 2D games in a new game engine: 3D engines are more complex because of the need to decompile the 3D level which may incorporate textures, bump maps, lighting, collision and physics geometry, navigation meshes and scripting which may be implemented differently between engines. It is possible that a seam or gap in one 3D engine may be unimportant but might result in characters falling through the floor of the world in another engine. Similarly a 3D map - or even objects like guns in the HUD - may only contain geometry visible from locations that can be accessed when traversed using the rules which limit movement in that game; when accessed by an avatar which can move more freely, the map may fall apart like a Hollywood set.
Open worlds pose the additional challenge of bespoke map design: there is no common 3D standard for maps of the scale and streaming speed required of a particular world, whereas the BSP levels in Half-Life or static meshes of Unreal 3 may be interchangeable between games. It may be possible to virtualize the game in such a way that the video card representation of the level could be imported into another game to avoid having to build a custom import tool for the map itself: this would involve virtually mapping out the scene graph in the same way that special effects artists map out the geometry of the real world in order to digitize it.
The abstraction of games into engine, data and scripts (using common script languages like Lua) point to another possibility which has not been explored as much: importing the game data into another engine or rule set. Unangband's monster list consists in part of monsters invented in other Angband variants and then pulled across and reshaped to fit the Unangband game world.
Amateur enthusiasts are also prepared to spend significant amounts of time reimplementing older games in newer engines, but this is more to preserve the fidelity of the older game to keep up with the sensibilities of modern gamers than to mash up two games into a third. Open source reimplementations of games like FreeCiv allow different rule sets, to allow mashing up a game with it's sequels, but little beyond that. And fan fiction-like appropriation of one game into another, notably Little Big Planet's level's derived from Mario, Metroid and elsewhere, point to another possibility: user generated content allowing mimicry of multiple older games in a newer space. Think a Second Life world which has the island of Morrowind offshore from Liberty City.
What games would you like to see mashed up this way? Feel free to contribute a 'fake' review if you want. My inspiration for these particular mashups grew from playing both games at around the same time, and letting the ideas peculate and pollinate between the two in my mind. What games are you playing together at the moment?
Posted by
Andrew Doull
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13:53
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Review: Half Life 2: San Andreas
At a time like this when you've got a game with such massive expectations heaped upon it, it's almost futile trying to offer anything but the most positive comments you can possibly come up with. With Half Life 2: San Andreas, where we've been fed more pre-release information and preview opportunities than just about any game in history, it seemed impossible that the game couldn't be anything other than absolute mind blowing genius. Everything we'd seen, read and heard spelt out that this was a title so far ahead of the sorry pretenders that there simply could be no other game out there worth playing. The game of the generation. The game to end all games. Technically advanced, bigger, better, even more controversial. But you all know how it works. They would say that wouldn't they? The first commandment in the law of games is 'Thou shalt hype'.
At this point the Internet is quite possibly melting as hundreds of thousands of devotees all around the world simultaneously stress Valve's servers to breaking point. We haven't seen the likes of it. It's truly a momentous, agonising wait as we cross fingers and toes that Valve hasn't screwed up and underestimated demand; we were fearful, but like something approaching the Space Shuttle launches of our youth over two decades past, we have lift off.
But it was not always like this. Half-Life slipped out to zero fanfare, and worried PR types pleaded with journalists to not mention the violent aspects of the game, lest the British tabloids pick up on it and demand to have this 'sick filth' banned (only three years late, eh?). Even Opposing Forces emerged a healthy shade of pink, with a mere handful of screenshots to tease us with in the run up to release. The same deal with Blue Shift. And then suddenly Valve decided to go from one extreme to the other, literally bombarding our mail box with new shots, exhaustive documents going into meticulous detail about the various new features that have been shoehorned into the game. Then followed three preview events, but yet not one opportunity to wrestle the joypad off them; and no opportunity to review the game until the finished boxed copy was finally delivered just three days ago. It was akin to a starving man being forced to watch a culinary dish being prepared, cooked, tasted and savoured in front of him. "Look, smell, but don't taste. We'll give it to you when we're good and ready." Oh the agony.
But not everyone has such a smooth, seamless ride. As we rocket into the stratosphere we can just about make out the crimson faces of those left behind, venting furious, jealous, indignant anger at Valve for managing to mess up their dream journey, furious that even retail boxed copies fail to authenticate. It's a moot point, and a discussion that's still raging.
Somehow we preferred the enigmatic media blackout of old. Leave the surprises to be discovered. Let the word of mouth spread the game's gospel. That's how the last two worked; did Valve really need to go to such lengths to effectively spoil a lot of the game's surprises? The game could have hit the shelves today with zero advertising and no reviews and still sold out. It's that type of game. The less we know about it, the more we want to find out what's in there. The pre-release media splurge was a novelty; we thirsted for every morsel to begin with. Of course we did. Everyone did. Towards the end of the campaign, though, we actually couldn't believe quite how much Valve was prepared to spill and we politely declined to attend the final preview event for fear of spoiling it for ourselves, never mind everyone else. The very charm of the Half-Life games was the element of surprise; the exploration factor. Ringing your mates up excitedly reporting on your progress and all the craziness you've come across. Comparing notes. Playing through San Andreas did reveal a few surprises, nevertheless. It's that sort of game. You could write an entire book on the game and still only find yourself skimming over certain elements of it.
But after the roar of take off, a serene silence gives way. The G-Man looms large and loud and it takes somewhere in the region of two seconds to realise what all the fuss is about. Another stylish intro. A quickening of pulse, a shallowing of breath. A downtrodden yet magisterial air as another commuter journey begins. An atmosphere to savour. An oppressive beginning that gives a small taster of what we're about to experience; a world we have been trying hard to imagine for months, years. Blocking it out of our minds, trying not to spoil it for ourselves, yet filling time and column inches with games barely even worthy of the name, rushed out into the market only to let us down and chip away at our eternally optimistic resolve. Valve's approach was different. Valve's purpose was to take things forward whatever it took, however much it cost, and seemingly no matter how many people it pissed off along the way. And now the future is here.
But we're not here to exhaustively run through the myriad of things you can do in the game, but more whether they're actually fun and whether the game's really what it's cracked up to be. The first thing that cannot be overstated is that Valve really weren't making it up when they said it was a big game. It positively redefines the concept of what constitutes an epic game. There is absolutely no question that San Andreas is in the region of twice as big as previous Half-Lifes. Maybe even three times, depending on what lengths you'll go to. To even work your way through half of the missions alone would take more time than it would normally take to finish two average sized action-adventures. In value for money terms it's hard to imagine another game like it.
If Half-Life 2: San Andreas achieves one single thing, it's to put into sharp focus how far gaming has come, and more specifically how far behind some of its competitors in the FPS genre really are. Some doubted that the Source engine could match the technical brilliance elsewhere, but it has not only surpassed anyone else's achievements, it has done so without forcing people to invest in ludicrously expensive hardware. Reports persist from amazed gamers with mid-range set ups that have been blown away by how well the game runs on their systems. That Half Life 2: San Andreas looks more convincing, more understated, more realistic, more interactive and definitely more stylish than its peers yet manages it with far lower overheads is not only an impressive feat, but commercially a masterstroke. Not letting a fair chunk of your loyal customer base play the game because your content delivery system can't cope, however, isn't - although some would argue that the fact that a hacked version of the game didn't appear until day of release meant that the ends were worth the means. To an extent we'd have to agree; how much more money was earned as a result of slowing down the hackers we'll never know; but a hunch says it's a lot.
Pile on the extras and it's almost too much to comprehend. Pimping missions, Trucking, Driving school, Ammu-Nation challenges, Dating, Territory occupations, and more join the usual distractions on offer such as Taxi driving, Vigilante, Ambulance, Fire fighting and the ongoing quest to find hidden items; in San Andreas' case they're not as prevalent as you'd expect, but seek and you shall find.
But we don't want to get bogged down in the relative merits of Steam, the shoddy packaging of the boxed version or any of the periphery issues that have clouded this momentous launch (the forum's choked with enough vitriolic bile to melt Gabe Newell's face as it is). We're here to talk about the game. And what a game. 14 chapters, 18 or more hours (skill/approach dependent) of almost relentless, fat free entertainment that's the gaming equivalent of watching several blockbuster action movies back to back. If this game isn't worth the asking price, we don't know what is.
As veterans of previous campaigns it's easy to come to hasty conclusions about San Andreas. Your expectations really don't help. What we perhaps expected was more of the same. Much more of the same, with tweaks, technical improvements and the benefit of an entirely contrasting set of scenarios, characters and, naturally for a game set in 1992, the soundtrack. What you don't expect or even particularly acknowledge at the time is how the game lurches dramatically in different directions, often throwing you completely off balance into the bargain, and not always in a positive sense.
Sometimes we like to utter a few sentences on the back story to give you a flavour of what to expect, but Valve being Valve has elected to keep things as enigmatic as possible. It's not possible to know this by just playing the game (and there's no manual anyway), but apparently the game takes place 15 years after the Black Mesa incident. No one knows (or even hints) what has happened in the intervening years, or why you're on your way to City 17, or what role you're supposed to perform once you get there. Suffice to say it's a grand city under an oppressive police state rule, with scary looking Tazer wielding-grunts (known as the Combine) armed to the teeth should anyone step out of line. It's part Big Brother, part Matrix with Eastern European architecture lending the setting an impossibly beautiful backdrop almost totally at odds with the climate of fear that perpetually pervades the environment.
You start out, of course, in Los Santos as Carl Johnson - a twentysomething former Grove Street gang member returning to a less than enthusiastic welcome after five years in Liberty City exile. Soon it becomes apparent the game's much less of a clichéd Half-Life; it's about a low-down bum working his way up the crime tree, and far more focused on the ins and outs of gang culture, the relationships between the 'family' and restoring the gang pride of old. Soon, of course, stamping your authority on the immediate vicinity and taking out frustrations on the rival Ballas gang becomes the priority.
Although this is 'the future' we're dealing with, it's a more realistic vision of the future, blending the more pleasing elements of the architecture of past with the cold sky scraping steel monoliths of the future. This isn't A.N.Other Blade Runner rip off, with neon skylines and hover vehicles. It's something distinctly fresh, and believable, all rendered with craft, life, logic and intelligence. If the devil is in the detail, then Half-Life 2 is Satan in a party hat, kicking back with a beer and engaging his fiendish accomplices in a toast to the future. Cheers.
Ruling Los Santos proves to be an early highlight, and immediately sets the game apart from the other Half-Lifes by virtue of its focus on dialogue, narrative and constantly going that extra mile to set the scene - not just via the between-mission cut-scenes, but through regular colourful exchanges as you're driving, and all manner of banter during each mission. As a cinematic experience it goes to inordinate lengths to get things right, with a quite staggering attention to detail providing endless opportunities to truly immerse the player in a convincing environment where every character, every pedestrian feels as part of the day to day life as you are. Check out the huge roll call for the pedestrian voice actors to see the crazy lengths Valve has gone to make sure the ambience of the environment matches up to the quality on show elsewhere.
The moment you start wandering the game's first locations a feeling of arriving somewhere special kicks in and barely lets go until the credits roll 13 chapters later. As if to deliver a cheeky nod about being in a new playground, Valve even drops one in the game's opening location, almost entirely pointlessly, other than to remind us all that's what this is all about. It's not about re-inventing the wheel, but pimping up that wheel with spinning hubcaps, bass boxes, neon strips and gadgets that would humble even Bond himself.
Once again the voice acting and radio stations are simply incomparable to any other game out there. If anything, the musical variety is even greater than before, drawing on a greater diversity of genres, ramping up the DJ humour to almost genius levels of parody and providing an excellent template for the game that no other game has yet to come anywhere near close to matching. Even after 40, 50 hours, you're still hearing fragments of dialogue, spoof adverts and songs that you've somehow never heard. It's the sort of thing you'd be happy to pay money for on its own; that it's such a throwaway part of the game just goes to show how far Valve is willing to run with this excellent concept. Sure, the music won't always be to your taste, but somehow in the context of what you're doing it all fits, so you don't mind while the truly cringeworthy "All My Exes Live In Texas" or "Queen Of Hearts" play for the third time that evening, or, if you do, flicking to another of the ten stations is but a mere D-pad nudge away.
But Freeman is no double-O. If anything, he's the most personality-free zone in the history of gaming. Once again he never speaks, you never see him (not even so much as a reflection) yet everyone greets him like the ultimate living legend. Not bad for a "man of few words". If he ever uttered a thing our hearts would probably stop with the shock, but somehow the game gets away with pulling the same silent narrative trick of the original, engaging you this time with characters of far greater emotional depth than any FPS has dared to venture. All of this comes, as the original pioneered so successfully, from a combination of scripted set pieces that you watch silently unfold and various events that kick off with your arrival. By necessity and by design it's another story-lead on-rails shooter, and can only stray outside of those barriers to a minimal extent. To some this may come as a slight disappointment when it transpires that there is generally only one way to solve whatever your current dilemma is, but where Half-Life 2: San Andreas succeeds beyond any doubt is in its ability to consistently and repeatedly create richly diverse and believable environments that enrapture the play experience with a suspension of disbelief that makes the thrill ride just as enjoyable as we expected to be.
And as if the pedestrian voices and DJ scripts aren't enough, you get hit by the likes of Samuel L Jackson and Chris Penn making you realise just how good and how compelling gaming narrative can be when you're prepared to hire the right talent for the right price. The constant swearing might not be to everyone's taste, but when you've got a Valve game about hardcore gangsters, what does the audience really expect? In truth, some of it does veer a little into the realms of shock for the sake of it, and the way certain characters flit in and out of the storyline doesn't always make for a coherent, logical plotline, but for the most part they're enjoyable, amusing, and energetic, and a lesson to many publishers as to not only use as a plot device, but for pure entertainment and reward for the efforts you've put into playing some often intensely challenging missions.
Just like any game there are high points and low points, but when you bask in the warm glow of completion there are so many high points to recall it seems almost pointlessly pig-headed to find serious fault with what you've just experienced. If you can seriously come away from Half-Life 2: San Andreas disappointed, then ask yourself which first-person shooter is better, and why? For the vast majority of us, the overwhelming emotion will be the pure joy of having experienced something that sets new high marks in so many areas as to reaffirm your belief in the ability of game developers to push things forward.
Review written with edits under fair use provisions. Please refer to here and here for original material.
Posted by
Andrew Doull
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13:20
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Review: A.R.M.A. II
It turns out, ten hours into Arma II, that everything great about the single player campaign I've experienced so far can be found in the demo, as well as most of the terrible parts. The terrible parts almost entirely consist of attempts to script parts of the game engine - hilarious scenes where you are liberated from capture, but your guards don't react to the flash bang attack and silenced bullets to the head until their walking animations finish playing some ten seconds later; or you encountered villagers on the road arguing about the invasion and then drive through them like a ten pin strike on your return.
And this attachment to your fellow stalkers forms early in the game, possibly at the first encampment, where other loners gather on the edge of the Zone, unsure of whether they'll move inside or stay here as outsiders. The black marketeer you start out getting missions from seems less enamoured of humanity: he points out the in-game stalker rankings and suggests you can work yourself the way up the list, perhaps by shortening it a little. He gives you assassination missions - I accepted the first, and then didn't have the guts to go through with what seemed the pointless murder of one man among many.
The great parts involve pointing your sighting reticule at a ten pixel high man a kilometer away and clicking the mouse button to make the clump of pixels fall over. It is impossible to describe how rewarding this experience this is without including the Herculean effort required to get to this point: the monotony, the battle with the overburdened control scheme (which makes perfect sense and is easy to use once you master it), the graphical and AI glitches, the lack of foreshadowing which allows you to blunder into the enemy and spend the entire firefight writhing on the ground in a pool of blood, the poor check pointing and game design which makes you wonder if you're doing the sensible thing at all. Arma II highlights the importance of authorial intent in games: not in the sense of a scripted roller coaster providing a guaranteed quotient of fun, but in the sense of 'am I doing the right thing traveling 15 real world minutes in this direction or am I just wasting my time?'. Ironically, for a game which needs this direction more than most, there is an incredible paucity of walkthroughs and FAQs on the Internet.
What keeps you attached is the relentless and inhospitable nature of the zone. The mutated beasts that roam it, and the anomalies that sparkle in the twilight. Existence is fragile here. And the world is alive and continuously changing. If you confront the pack of blind dogs, they're as likely to surround and savage you - no matter how powerful the punch your automatic weapons pack. But if you leave them alone, you'll come back to find them chewing on the body of a fellow traveller. And when you find a scoped rifle, you can watch the pack sit and play in the distance, animals to the end. Guilt grows until every encounter becomes a mess of indecision.
The first five seconds of any time you move is also great: the incredible fidelity with which your interaction with the environment around you, crawling through grass, peering around a corner, running to cover, the squeak of your rubber boots as you start a forced march, the way the grit and dust accumulates on your wind shield. The problem is the 15 minutes following those first five seconds during which you continue to crawl forward, run in a straight line, drive while staring out the tiny view port of a LAV-25, the blur of Eastern European villages and fields and meadows and forests. Especially if it's the indeterminate wait while you lie bleeding out, while the bodies of those colleagues trying to heal you accumulate around you. If this is an accurate simulation of war, then it must be even more terrifying than I suspected.
I avoided the bandits who shot at me unprovoked and bypassed the military under the bridge while they engaged in a fire fight elsewhere - but murdered my way through a checkpoint into the second zone area. I had to progress; and there seemed no other way. Then a distress call: some of my fellow stalkers were in trouble in a junkyard. A bloody and messy close encounter in which, submachine gun ammo depleted, I had to engaged point blank with a sawn off shot gun and pistol. The grass became strewn with bodies between the wreckage of old cars. I was angry that I'd been forced to this pointless existence.
Arma II has one innovation that makes it stand head and shoulders above any other open world game: you can get someone else to do the driving. Bring up the map, press space bar and click, and (provided you've marshaled everyone into the vehicle correctly) your driver will execute a ten point turn and then smoothly drive you to your destination.
One of the bandits lay dying, groaning, cursing. I aimed down the pistol at him. Damn you for this. And shot him, unblinking.
(Based on others experiences of the game, I wouldn't trust a pilot to do the same).
It wasn't until later, presented with this option again, I reconsidered. Did everyone have to die? Everyone has a name here. A roll-call of stalkers, bandits, people, some suggestive of a history, a physical defect. It shows you the name when you loot the body, to remind you, under the gun sight when you aim. I looked down the barrell of my much improved rifle at the mercenary clutching at his guts.
Arma II is a awe inspiring accomplishment of a game; but one which needs the camaraderie of multiplayer, the tyranny of others to share your miserable, muddying experience on the battlefield. Find yourself a real person to walk you through the learning curve, in the same way that you could shyly sneak down to the local game hobby shop to learn how to push around miniature armies on hexagonal paper. Read Tactical Gaming Done Right to get excited about it, then reach out to some military simulation grognards.
The enemies: When you find an injured enemy, you are not given a choice. You cannot talk to him, heal him, help him in any way. If you walk away, he'll die. You can't loot the body while he's alive. It becomes a trade-off. Guilt, as the blood spatters and the body twitches and rolls. No one carries much here: vodka, some sausage, anti-radiation drugs. The price of a life. But if you walk away, his cries follow you, pleading, angry, alone.
Decisions.
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Andrew Doull
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12:06
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Sunday, 18 July 2010
Review: Clive Barker's Jericho
Clive Barker's Jericho is as much fun as you make it - a squad of seven special ops straight from the Laundry each of which is equipped with enough weapons and supernatural abilities to be the lead protagonist in any other first person shooter.
And that is its greatest failing. Jericho cries out for the inspired level design and puzzle solving featured in the God of War series, and makes the mistake of borrowing the quick time events instead. And it is because you never spend enough time with any one of the squad that you will miss the depth and subtleties of each soldier's specialties.
Jericho desperately needs a Miyamoto to craft it puzzles using a strong visual language or a Warren Spector to build places explorable using a wide variety of strategies, or even just the rebel encampment from the original Predator movie to allow you to practice all the bad-assedry you'll finally get comfortable with just as the game is winding down.
You'll end up blaming the AI or seemingly under-powered characters* or uninspired corridors with their monster closet cramped close quarter fighting when you should instead be celebrating the fact that you can be a self-cutting ninja with a machine pistol whose blood sprouts snaking tentacles which grasp out at your enemies while you slice them limb from limb, or a dual-pistol wielding priest with three different ammunition load outs per weapon who can drain the life of his enemies and resurrect the fallen, or a telekinetic sniper who can steer bullets with her mind and whose high performance rifle has an under-slung grenade launcher, or an astral walking ancient history expert who has thoughtfully attached an automatic shotgun to his assault rifle - and can set alight or blood ward any creature he possesses, or a warlock with a mini-gun, a demon embedded in his arm and the largest customized pistol I've ever seen, or a reality distorting, time slowing technical expert with programmable grenades who can conjure ammunition for the rest of the team and scan enemies for weak spots.
But in fact, you are all of them.
Clive Barker's Jericho is available on Steam for a criminally low price. Play it because more games need warlocks with mini-guns.
* Two glaring examples of how badly the game explains or requires the protagonists powers: almost every review cites Jones, the astral traveler, as being underpowered. Except he can set on fire any enemy at any range which he can see, and use Church's blood magic abilities at a distance where she must do so close up. And Cole's visor highlights enemies weak spots, should you zoom in. I neither used or was aware of either ability on the first play through.
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Andrew Doull
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19:12
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Labels: reviews
Saturday, 26 June 2010
Review: Dark Messiah Might & Magic
This game is like every fun Dungeons & Dragons campaign you played as a teenager - a tenuous plot which takes you from set piece to great set piece. It is a fantasy Half-Life 2: cleverly designed physics, beautiful visual design and animation, well-thought out abilities which combine with classic RPG tropes (zombies, dragons, goblins) to make you feel like a fantasy hero. It also succeeds as one of the few fantasy games to make every opponent a worthy challenge.
It will take you a little while to get the feel for the game: don't worry so much about making every stealth kill, because the joyous melee combat engine will win you over. Some mechanics are also not made initially clear - both oil and barrels require you have a separate source of fire to be useful, you can throw your dagger at a fleeing opponent or when you have adrenaline for an instant kill - but where it betters Half-Life 2 is that solving the physics problem won't win you the fight alone. And yes, there are points where it feels like you can kick your way through, but don't ignore the fact most attacks will knock your enemies backwards and take pleasure from the clash of blades, flight of arrows or burning agony of your enemies.
Highly underrated on release because of some poor reviews, along with teething problems with bugs which have since been ironed out. Ignore the apparently atrocious Xbox 360 release, crank the video settings up to the max which should be fine for most modern graphics cards and enjoy the ride.
You should get this now on sale on Steam. (Unless you are afraid of spiders).
Posted by
Andrew Doull
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12:48
5
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Labels: reviews
Sunday, 31 January 2010
Review: Bioshock
The last ten years have been eventful for Team Soho, but probably not in the way they expected or wanted. The Getaway was delayed eighteen months from the original release date intended to coincide with the release of the Playstation 2 launch, and the technology originally envisaged for the sequel ended being co-opted and released as Playstation Station Home. And then there's Bioshock, caught between the two like a fly in amber.
Widely lauded as the game of 2007, Bioshock is a fluid puzzle game where you have to expose pipe sections then switch them around to redirect an slowing streaming flow of liquid to the exit. It is important to say I've only played the first few levels of this game and I'm looking forward to more sophisticated variations featuring multiple coloured fluids, and criss crossing sections of pipe. The reason I've only been able to get to a few levels is the same reason that few people take advantage of the Playstation Home interface: navigating the game lobby is inconvenient and would be much better replaced by a simple menu system.
That's not to denigrate the design or tech behind these lobbies: you can see why Sony saw fit to make this system the centre piece of this generation of console technology. Much like The Getaway modeled the city of London, here the ambition has been scaled upwards to feature a whole country - reading between the lines it is clearly New Zealand. The opening area, called Rapture, is inspired by the city of Napier-Hastings, which following an earthquake and fire in 1931 was rebuilt in an Art Deco style.
At some point though, the Unreal engine suffers a little as it is re purposed for a multi-user lobby system. The draw distances suffer, with little effort going on the landscape outside the windows except for a watery looking distance fog, and the continuous game world of the Getaway replaced by separately loading areas.
Inevitably human nature is the biggest flaw in this game: all of the areas I've been to so far have been filled with griefers. You hear them lolcatzing before you see them, and they are dressed like the masked and bondaged rejects of Second Life: which with the dayglo neon sheen of the environments gives the whole place the tawdry feel of a sex club. Worse still, the remnants of the Getaway's unsatisfactory first person shooter code still exist in the lobby system - hampered by the poor walking speed of your avatar and the fact the environment design restricts the combat distance between you and your opponents to approximately ten feet. Since ammunition for the two weapons I've managed to find is so limited, I've had to resort to hitting them repeatedly in the head with an over sized nipple clamp that I appear to have picked up at some point. There's no strategy to this as you cannot block with this weapon, so you're forced to merely watch the increasingly blood spattered fantasy gimp outfit of what in reality must be some overweight thirty something American trying to click the mouse button faster than you.
I'm convinced some of the devs must have been moonlighting to make the lobbies more interactive, but it is so frustratingly incomplete. Picking up one of the tape recorded messages would start to play recorded dialog explaining the history of the place in every other first person shooter in existence, but not here. And there's some kind of magic system that helps you against the griefers, but you have to stare at their feet to figure out whether they're standing oil or water to decide which ability to use, instead of going for the head shot which you'd intuitively choose. Ideally there'd be well balanced integration between the main game - which you access by going up to one of the elabourate arcade cabinets and pressing v - and the lobby meta-game: see Paradroid for a beautiful example of how to implement this.
I hope the developers respond to some of the criticism they must have inevitably received in the follow up Bioshock 2. I'm convinced your avatar's slow walking speed - my personal peeve - will be addressed as the second game features a protagonist called Big Daddy; his impressive height must justify an increase in pace.
Posted by
Andrew Doull
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18:50
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Labels: reviews
Sunday, 20 December 2009
Review: Avatar
James Cameron has clearly spent his time since Titanic both becoming a fervent environmentalist and working closely with the team at Weta workshop developing his new 3d technology, because Avatar both recycles the plot and characters from hundreds of science fiction stories and contains all of the nauseating overindulgence and none of the quirky characterisation of director Peter Jackson.
In this remake of Jim Henson's the Dark Crystal for the Harry Potter generation, any time this Jim is in any danger of expressing an original idea, he instead refers to the scribbled notes he copied as an angsty teenager whilst getting beaten up by seniors and reading Orson Scott Card. Actually, that's an offensive suggestion: the Dark Crystal had balls and something to say, whereas this movie makes Ewoks: The Battle for Endor read like Solaris. These skinny blue Ewoks with boobs set back the cause of science fiction - no, make that rational thought, by a decade.
The only person to emerge with any credibility is Sam Worthington, avoiding this train wreck of a film by managing to spend less than fifteen minutes on screen. Nonetheless, I have never punched the air quite as hard as when the protagonist dies at the end of the movie (spoiler warning), which is longer than any of the characters spend reflecting on the deaths of most of the supporting cast. African and Carribean traditional dress and accents are used as shorthand for alien, which speaks volumes about the racist sensibilities of the production and design direction.
Normally the special effects team would be commended in an otherwise lackluster big summer blockbuster, but they appear to have been lost in the collision of a truck carrying hyper colour t-shirts and a tanker of vaseline.
Ages 5 - 13 will find this movie an enjoyable and inoffensive rollercoaster ride.
1/5
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Andrew Doull
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15:49
26
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Labels: reviews
Tuesday, 20 October 2009
Review: Canabalt
Canabalt is the most adrenaline pumping, heart-stopping four dollars* you'll ever spend on the iPhone - a homage to the chase scenes in Point Break, the Matrix and Se7en with but the purity of a John Woo movie and the timing of Buster Keaton.
*Australian iPhone pricing. As per usual, the most expensive world price.
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Andrew Doull
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20:26
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Friday, 2 October 2009
Review: Puzzle Quest: Challenge of the Warlords: Chapters 1 & 2 for the iPhone
It was the word cull that finally made me balk. The sallow humans who needed me to thin the numbers of goblins in the nearby forest: sunken eyed and dark-lipped as if inbred with their ghoulish neighbours to the south. They wanted the goblins dead, but phrased the process in terms of clinical population management. The same goblin race that I was trading with across the mountains were here no more than cattle or game overrunning it's permitted habitat.
Sure, I killed a few. But the word echoed in my head as I butchered the first three: burnt flesh and blood on my hands (and boots, and hair and everywhere else that the clubbing blows I inflicted sprayed their arterial viscera). And I stopped. Not because of any moral code but mere distaste for the work. (and the decision fell nowhere in the deliberate morality I had chosen: freeing the daughter from an arranged marriage, who still travelled with me, never stealing or cheating - but brutal, brutal bloody murder...)
The storm giants were next. Their chieftain I had somehow chosen to spare, turned and asked for the head of one of the thieves who had guided me to his mountain habitat. I agreed to his request, but no thief will feel my stormblade. I did hunt pegasus eggs in the mountains for them, but the nobility of the mother in her throes of death turned me from hunting any more - even though taming one of these beautiful creatures as a steed would have greatly benefitted me.
The collection of heads as bounties is no trivial matter. The tendons in the neck are tough, and need to be cut, or more often hacked through with a sharpened blade post-mortem, with particular attention paid to popping the vertebrae apart between segments. You should move the body between three and four a.m. to minimise the risk of being noticed, cut into four or five approximately equally sized pieces in the bath or shower and double-bagged in plastic garbage bags. Store the parts in the freezer to avoid the stench of decomposing flesh until you're ready to proceed, and change the sumps that could trap human matter to minimize the forensic footprint.
Every fantasy world feels like a Pangaea through which you wade waist deep in a bloody river of your own design. Humanity has always acted this way: from some primeval fear when we stared deep into the eyes of Neanderthal man and saw something truly alien staring back at us. Our so-called civilisation still gives lip-service to the idea of universal intelligence, saving dolphins to sack the rest of the sea. But as soon as we can stuff it in our mouths and swallow, we'll 'harvest' it until the wellsprings run dry. Witness the fiasco of governments stumbling to avoid declaring the bluefin tuna an endangered species. But governments have always stumbled: perpetual extensions of our partitioned, hypocritical by design brains.
Humanity as a xenophobic monoculture - eusocial and spreading through the stars in a genocidal crusade. That's why science fiction to me rings truer than those tired recreations of the hero myth.
Distract me with the shiny gems of achievement, and let me not think.
Posted by
Andrew Doull
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17:28
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Labels: reviews
Friday, 9 January 2009
Review: Far Cry 2
Far Cry 2 has been an exercise in frustration. I appear to suffering from a disease that prevents me moving over anything knee high or higher, even when I jump; which manifests itself most frequently trying to climb out of boats.
Then there is the complete lack of check point saves.
Unfortunately, I appear to have spent money on something that reviewers somehow liked while failing to mention any of these basic facts.
Posted by
Andrew Doull
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18:39
4
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Labels: reviews
Wednesday, 15 October 2008
Review: World of Goo
John Riccitiello awoke, sweating between the sheets, caught on the shores of a dream like a Cretaceous lung-fish slipping from the mud.
The pipes in the house were clanking and shuddering. He lay there, listening to the bad plumbing, grasping at the last fragments of fugue clearing from his head. The metaphor was obvious, of course, alluding to the release of Spore, whose half-formed legs had stumbled over the gaming public, knocking the critics off perches and planting its seed in the minds of those who played it. With the expansion packs, that seed would grow. Will Wright had done his best work – or had he?
It was the ninjas he worried about. Goddamn ninjas. They scuttled around the Maxis office like beetles under a rock – he avoided the place as much as he could with its fetid stench of stale smoke bombs, and programmers prone to wedging themselves in cracks on the ceiling or hanging clock-like in zen stances on the walls. He’d had to hire them: no one else had the development chops to pull that kind of game off. And they owned Japan - as Microsoft had learned at great cost.
Darker images came to mind – the sewers under Tokyo. He had been there in ’98 to try to arrange the release of the Wachowski brothers. His private security force had warned him against it, but the meeting was near the warzone, and they had skirted a few of the skirmishes. Black clothed bodies lay strewn amidst the wreckage of MSN DirectXdroids. Things, he shuddered, had peeled open people’s heads like grape fruit to get to the hypothalamus. And the consequences? The Xbox releases crashed against the shores of Fortress Tose and failed to get a foothold.
The brothers' documentary about the war gave him flashbacks, sent him from the cinema shuddering like a vet from Saving Private Ryan. He’d anesthetised the sequels because of it: sieved the scum of possibility from the surface of the second. And the third. Robots versus guns? What use was a gun against a thousand Vista servolets drilling into your cortex?
That’s why he needed the ninjas.
It was all about the API – of course. The only way to reprogram the pleasure centres of the brain. Microsoft dominated the landscape, with the warring houses fighting a losing rearguard action against them. Sony and Nintendo held out one hand of hope and slapped supplication away with the other. He knew the capabilities were there. The early iterations of Spore in the EA Advanced Weapons Labs had showed the way. But the cost... they’d had to nuke an escaped Brian Crecente on the corner of 4th Avenue and Broadway. Only a clumsy Gawker clone and a Sims expansion pack which wiped the knowledge of that intersection from the public mind had ensured the cover up. His favourite noodle house had been on that corner. Really great noodles.
He could go to Valve again, hat in hand. But EA had surpassed the brain shunt technology Gabe had defected with – it was only the distribution mechanism that needed perfection.
He sat up, his throat dry. There’d be water in the kitchen.
Sony. Goddamn Sony. The numbers were big – LittleBigPlanet big. He didn’t know how they’d done it: apparently some kind of molecular technology that bound directly to the neural sheaths. They’d looked at chemical procedures before. But rumour had it that Sony had the technology to extract the resulting cocktail directly from the adrenal gland, multiplying its potency a thousandfold. It was something open source. ODE, OGL... irrKlang? He couldn’t remember the acronym - some biotech cooked up in a home laboratory by an enthusiast amateur.
He had his eye on the second tier. Apple, naturally, but their recombinant DNA tech had let them stumble into the game without understanding the rules. Adobe was selling its Flash solution to the highest bidder: another battle front in the making but one that could only deliver in fifteen minute increments. He wondered if he should arrange another attempt on Stephen Totilo – the wounds from the Desktop Tower Defense debacle were still fresh. But it was the little guys who were causing the real problems: penetration attacks from TIGSource were getting more common every day and Stallman still lived, protected by the xkcd mafia, despite that outrageous price on his head. He could feel the sand slipping through his fingers like goo through a pipe. How could he identify the next big thing if he couldn’t even see the potential in his own staff?
He looked down at the glass of water in his hands. The liquid seemed to resolve for a second into a thousand perfectly spherical droplets, each shimmering like an iridescent pearl. Tired – he was too tired. He should get back to sleep. The mind makes mistakes when overstressed – like the time he let Tim Schafer peek at his therapy transcripts. Another waste of time and effort: the only successful graduate of the the Psychonauts program had just been disbarred. The brain is a battleground and only a fool lets his guard down.
He drank deep. Funny. He thought he could hear faint cries of UNATCO as the water trickled down his throat.
Posted by
Andrew Doull
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10:13
8
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Labels: fan fiction, game industry, reviews
Sunday, 5 October 2008
Review: Egoboo
Whilst reading through the Roguelike Developer FAQ, I stumbled across mention of a 3d roguelike Egoboo. Intrigued, I downloaded it, and was stunned by the beautiful art style, Zelda-like 3d graphics and my complete inability to play the game.
(I hate these kinds of bitchy reviews - particularly when I get one about Unangband, but I've discovered that public bitching seems to get a reaction, so bear with me).
I've included some of the art to the left. The in game graphics look intriguing, stylized and professional. But, frustratingly, my experience with starting to play has been completely negative.
It has a Windows installer, which works smoothly (but doesn't put a folder in the Start menu). My first experience of running the game on Vista, was an error message, telling me that Adobe couldn't load the game manual. Not a big problem - I'll get onto that later.
While lovely, the feedback from interacting with the menus needs to be improved. I'm unable to tell if I've clicked an option or not: it appears that there are several delays loading or generating new menus, but you'd never guess, because there is no change in either the button you click, or the mouse pointer, to tell you that it is processing.
Tip 1: Never build your own GUI. Use a tool kit that supports the game framework you are using.
Nonetheless, I battled through the menus, picked the Elf, and started the game.
I could see the UI, but the whole screen was frustratingly dark, and my elf, who I can barely see, is clearly capable of attacking, but fixed in place. It was only after I read the spoilers on the wiki, that I realised I was trapped in prison, and had to jump out of the hole I was in.
Tip 2: Don't ever start your game in the dark. Tip 3: Don't ever start your game with the character unable to move, unless it's during a cut scene.
Since the Elf was one of the 3 choices on the starting screen, I can only assume that one third of people who download Egoboo are going to stop playing in disgust. It didn't help that I ended up in the Audio menu option, which I could not exit, and had to kill the game process to exit.
Tip 4: Make sure that each of the menus in the game can be easily exited.
I restarted the game, configured it for windowed mode, picked the Adventurer, and started to play. Only to find that I couldn't move.
I had to at this point load the manual, to try to figure out the command set. But the command section in the manual only discribes how to remap commands. It doesn't tell me the basics, like how to move a character, how to attack, how to get my torch when I accidentally switch it off, like I did while pressing keys at random on the keyboard.
Tip 5: Have the commands listed at the start of the manual, with the keys required for each command.
I could get my character to vaguely wobble around the screen, but not move in satisfying way, and certainly not in a straight line for more than about five feet.
It was while reading the manual I realised something. The developers have never considered the fact that someone might play the game on a laptop using a mouse in windowed mode. (Whereas they've had the decency to provide joystick support for those people still living in the 80s).
As a result, mouse movement is sort of supported, but not in the classic sense of clicking somewhere to get the character to move in that direction. Instead, you roll the mouse in a particular direction to move them that way. This of course means I need an infinitely big window to move the character around the large and impressively drawn overworld map, or to keep picking my mouse up everytime I get near the edge of the window, as the mouse pointer ends up outside the window.
Tip 6: If you support mouse movement, it has to be point and click, with the screen automatically centering on the player as you move. That is how a mouse works.
As for the fact I couldn't move using the keyboard, it is because I don't have a numpad. So I'm immediately cut out from being able to interact using the keyboard. Which because of the mouse movement problems, is the only way I can play the game. (I realise I can remap the keyboard to numpad, but that'll cut out whatever commands are on those keys in the keyboard).
Tip 7: If you use the numpad for movement, ask if the user is running a laptop first, and provide a usable alternative.
I look forward to the above issues being addressed, and will provide a much more positive review in the future.
Posted by
Andrew Doull
at
10:33
4
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Friday, 11 January 2008
Distractions
In case you haven't known, I'm working my way through 'games I own and should have played', and figured you may appreciate my thoughts on the matter. These are a little off-topic, but allow me to procrastinate while I look at the long and well-organised Unangband bug list that Mikolaj has put together for me.
If you want numeric scores with your reviews:
Call of Duty 4/10
S.T.A.L.K.E.R. 9/10
I've really enjoyed S.T.A.L.K.E.R. - immensely so, and it has given me new appreciation for the ability of dynamic AI and monster re-population to keep a location feeling fresh. I would in many ways call this game a roguelike-like for this reason. A couple of things that didn't make the review cut.
S.T.A.L.K.E.R. reminds me of why inventory damage in Angband is such a great mechanic. S.T.A.L.K.E.R. has equipment damage for thematic reasons - it means you can't get too attached to any item, and have to constantly throw away and upgrade your equipment. This fits the Zone: the only thing being made here is the weird artifacts and everything else is temporary and disposable including the people who inhabit it. The dynamic and frequently failed quests work well for the same reason.
Those people who install equipment repair mods seem to be missing the point.
I got quite attached to one of the stalkers, Fox, who appears early on in the game, and who you help out fighting off a pack of dogs. The first time, I kept my weapon drawn too long after wards, and he went from neutral to unfriendly as stalkers do when you threaten them and shot me in the head. Reload. Then he stayed by the fire in the lonely ruined building waiting for someone. I returned much later, and was horrified to see a body there amidst another pack of dogs: relieved when it wasn't his.
I also made the classic error that Sean Bean does in Ronin of trying to position men on both sides of an ambush. Result: I shoot the bad guys, and my Duty allies, they go hostile and return fire.
Let me know if you're enjoying these.
Posted by
Andrew Doull
at
12:52
1 comments
Review: S.T.A.L.K.E.R. : Shadow of Chernobyl
A man lies on the road. He is curled up into a fetal position, head pressed to the tarmac. Fluid gurgles in his lungs. As you move closer past the ruins of a burned out bus, he sees you, and begins to curse and plead with you in a voice you can't understand. He speaks Russian, with a strong Ukrainian accent, but you only know that because of where you are - in the radiation blasted reaches of Chernobyl. You have lost your memory, but there's one thing you have learned.
There are many factions in S.T.A.L.K.E.R., some of which you can ally yourselves with. Others start out hostile and seem to stay that way - but it's never made clear why they're that way inclined. Only a thin line of ambiguity separates the stalkers from bandits, mercenaries, the military in the Zone. You've spoken to the damaged men standing around the camp fires, swilling vodka and listening to the strains of a guitar. Few have much to say, most have none, but the untranslated Russain forms part of the haunting sound scape of the game, and the laughter a friendly counterpart to the howls of wild dogs and worse that infest the wilderness around you.
Posted by
Andrew Doull
at
11:40
2
comments
Labels: articles, game industry, reviews
Wednesday, 9 January 2008
Review: Call of Dirty
I've got nowhere else to rant about it, but I'm currently playing through the dirty brown spray that is Call of Duty 4. I suspect deep down it's my play style, but I'm failing to see anything of the Game of the Year recommendations that seem to have sprung up mushroom-like from it's fertiliser-based medium.
[Edit: While I disagree with CoD being a great game, it does have a great message. Have a read through the last comment nominated here for a good view of what Call of Duty 4 does right. I think reviewers may have got confused a little and marked the message, not the game play].
Posted by
Andrew Doull
at
16:07
1 comments
Labels: articles, blog, game industry, reviews
Monday, 24 December 2007
Review: 6 GR8 7DRLs
A seven day roguelike is a programming challenge to yourself wherein you write a complete roguelike in 7 days. The 7DRL events are run on rec.games.roguelike.development on an annual or biannual basis, and were inspired by Joseph Hewitt's Dungeon Monkey. Not only are they are a great opportunity to test your coding skill, but they allow you to quickly prototype or explore a particular game mechanic.
A quick sampler of six follows:
You Only Live Once: The central game mechanic turns a prototypical roguelike into a poignant meditation on life and death. To say more would give away the delightful surprise at inevitable failure.
Letter Hunt: Spelling hurts in a labyrinth of letters where you must overcome 52 different monster types in order to write words.
Save Scummer: Makes Progress Quest look progressive.
Bone to Be Wild: Summoning Gone Wrong: Two bad puns by a Dark God reveals a tech demo gone right.
ChessRogue: Mate in 3.
2DRL in 2K: In Fuerst, review longer than game source code.
Posted by
Andrew Doull
at
23:44
0
comments
Labels: reviews, roguelikes