Tuesday, April 20, 2010
A Solid Step Sideways
Monday, March 8, 2010
Brilliant But Unnecessary
Friday, February 26, 2010
There Is No Truth
Wednesday, February 24, 2010
Machinarium
- Music. The music in Machinarium is absolutely amazing. If you are into video game music at all (I'm really not, but still enjoyed it), you will be blown away by the music here. I absolutely can't think of any game that had better music. It's so good, I know of people who paid pretty high fees to buy vinyl soundtracks from overseas. It really is that good.
- Art. Everything in Machinarium was hand-drawn and then rendered frame by frame in Photoshop. The game is just beautiful to look at and all the animations are beautiful. It's the kind of game where you could take a screen shot at pretty much any time and set it as your wallpaper.
- Puzzles. I loved the puzzle variety in this game. There were mini-game style puzzles (even a full Space Invaders game!), as well as more traditional adventure game style puzzles like listening to a radio and then playing the same tune back into a miniature piano like device. None of the puzzles in this game felt awkward or contrived to me; I never once had to use a rubber chicken as a pulley (Fate of Atlantis I'm looking at you) or anything like that.
- Narrative style. I was a little torn by this, but in the end I really liked it. Instead of using either written or spoken dialog, all the robots communicate in the game using pictures. In one area, I saw a sad wrench shaped robot. I "told" him that I wanted to use him to unscrew a large cap and he "told" me about how his record player was stolen and that he was sad. I was able to figure out exactly what he wanted me to do without the use of any words whatsoever. It worked surprisingly well and by the end of the game it had really grown on me.
- Hint system. The way they implemented their hint and walkthrough system felt so brilliant to me, I want other people to steal it. For every screen, you can press the hint button and your little protagonist robot will "think" of what the overall goal of the area is. His thought bubble gives you a valuable clue in what you are trying to accomplish without really spoiling anything for you. I thought that it worked so well, I found myself using it on pretty much every screen just to see what it would show. In addition, the game features a full walkthrough built into the game. To access the walkthrough, however, you are forced to play through another mini game in which you guide a bullet shooting key to a lock. Once the walkthrough book is open, it uses beautiful images to show you what you should be doing. (Just as a side note: I was able to quite easily finish the game without using the walkthrough, but I did use the hint system quite liberally.)
- It's a Flash game. Machinarium was made in Flash and plays in a wrapped Flash viewer. There is no reason that this game couldn't have been a web game. While some would think this a minor complaint, it bothered me more than I thought it would. One of the big problems with Flash is that the right mouse button doesn't do anything but bring up a right click menu to tell me about Flash. Also, when the game was in full screen mode, it was surrounded by blackness (admittedly not necessarily a Flash issue), however it was very annoying as lots of the areas were very dark and it made it almost impossible to see where the "screen" ended and the blackness began. That wouldn't have been much of an issue, but the only way to access the inventory was to mouse over the hotspot at the top of the "screen," click the item, try to use it, then drag it back to the hotspot and click to put it back. I would have loved to be able to put items back by pressing escape or right mouse clicking (I tried it do it throughout the entire game), but alas, the limitations of their development environment didn't allow it.
- Length. I absolutely don't feel like all games need to be really long; in fact, I've found myself enjoying shorter games more and more. However, Machinarium felt too short too me. The game doesn't take more than a few hours tops (unless you you fail at puzzles) and left me wanting more, but not in a good way. For how sprawling the city looking to be, it felt downright microscopic. Additionally, the game featured almost no back tracking, which could be good depending on how you look at it, but for the most part just made the game feel smaller and shorter.
Tuesday, February 23, 2010
Should have been Fahrenheit in the US too
- Interactive movie. I really liked the idea of "playing" an interactive movie. It was a unique experience that I don't think I have ever had before. Instead of merely taking control of a single protagonist and working to "win" the game, you actually take control of both a murderer and the detectives tasked with catching him. I found myself very torn at times and not quite sure who to root for. The separate story lines did fully converge late in the game and it became clear who the villain was. The narrative was strong and interesting, and it made for a great experience.
- Game-like sections. Indigo Prophecy has two main gameplay areas: one plays more like a game with you controlling the character directly and one that is more of a cutscene with limited interaction. I very much enjoyed the areas focused on gameplay. For example, the start of the game is amazing. You witness one of the main characters murdering somebody in a public restroom and then are given control of him during which you frantically try to figure out how to clean up, hide the evidence, and get out of the restaurant. Soon after, you take control of the detectives and are tasked with investigating the murder scene your other character just left. Oddly enough, I even found myself enjoying the more mundane actions like taking a shower and getting dressed.
- The ending. The story in Indigo Prophecy is good up until a particular turning point (finding out the truth about Agatha). After that, the story takes a very strong turn directly into Crazytown. Everything after that feels rushed and most of it makes almost no sense at all. Furthermore, all three of the games various endings are wildly unfulfilling and left me filling pretty empty even when I got the "good" ending. It felt to me like they condensed what should have been three or so more hours of game into the last one. It just wasn't good. While reading a FAQ after I finished the game to learn about the endings/choices I didn't get/take, I found these glorious quotes very accurately describing how I felt about the latter part of the game.
Concerning Jade/Agatha:Another major turning point! Give the child to Agatha if you want, it's your choice. Now for a friendly warning...If you enjoyed the plot up to this point, turn the game off after giving the kid to Agatha or keeping it to yourself. Quit the game, deinstall it, forget about it... You're still here? Alright, but don't say I didn't warn you... *spoilers* What. The. FUCK. is an Artificial FUCKING Intelligence doing in a game about the OCCULT and about MAYAN RELIGION?! Seriously, fuck you David Cage. Fuck you.
Concerning the Carla/Lucas Relationship:Right, you thought that, at this point, you had seen all stupid plot twists, right? Well, guess what buddy, you're wrong. One kiss and...Aaahhhh, my eyes! Let's take two second to mourn the death of a potentially good story-line before we move on. See? Told ya you should have uninstalled the game while you could...
- Quick time events. While the half of the game that was more "game-like" was enjoyable, the other half wasn't. This section was basically nothing but cutscenes in which you much press keys at defined times following a Simon Says sort of pattern. The first 3 times I did these events I found them interesting, but they got very, very old long before the game was done. There were also plenty of them that were relatively unnecessary to the story such as the boxing match and the basketball game. While they were interesting in a way, at the end I think they were a failed game mechanic. There should have been variety and even times where they just didn't exist at all.
Friday, February 19, 2010
Army of Two
- Co-op play. Army of Two is completely saved by its co-op play. Playing with a friend is an absolute blast. The game does a great job of making you work together, such as one person drawing fire so the other person can sneak around and shoot people in the back. The game is also very well balanced for two people. While there is a single player mode (I suppose your partner would be AI controlled?), I can't imagine wasting any time on it. Seems like it just wouldn't be fun at all.
- Gun upgrades. The game features a money/upgrade system where you get cash for completing primary and secondary objectives that you can use to purchase both new guns and upgrades for those guns. Most upgrades are practical things: clip increases, damage upgrades, accuracy boosts, and so forth. However, each gun also has the absolutely ludicrous "bling" upgrade. It does exactly what you (and Fitty) would expect it to: it covers your weapon with gold and diamonds. While the option is undoubtedly ridiculous, I found it to be very fitting with the overall tone of the game and was a fun thing to do with all of my favorite guns.
- It's a console shooter. At the end of the day, this still annoys me. While I specifically purchased this game to play with my cousin while sitting on the couch, if it had been a PC game with us either playing in the same room or chatting via Skype, it would have been a better game. That's really all there is to it. The mouse/keyboard control scheme is better for shooters than a gamepad and nobody will ever convince me otherwise.
- Cliche and predictable story. I could see the entire story from the very beginning of the game. In fact, the plot twists were so unbelievably obvious, I thought that they couldn't possibly be true. No writer would be that obvious would he? Well, he was. The game was oozing with "bro-ness" and the story itself wasn't interesting in the slightest. The story did little more than provide a reason for doing what you were doing. (To its credit, it made more sense than the story of Modern Warfare 2. I suppose that's something.)
- No same machine versus mode. Unless I wasn't understanding the menu system properly, I couldn't play versus mode with my cousin. It appeared I could only play versus against people on line and then only in groups of 4. It seemed quite ridiculous to me that after playing through the campaign with my buddy, I couldn't then play against him.
Wednesday, February 17, 2010
I Don't Let People Rent Space In My Head
- Uniqueness. I have never played anything like Psychonauts before. The game really is in a league all its own. While the actual game mechanics are nothing too original, the story/setting itself is totally unique. The thing about this game that really sets it apart is the excursions you make into the psyches of those you come in contact with. Each person is haunted by some sort of a demon: sorrow over the death of a loved one, anguish due to a failed relationship, and so forth. These demons all manifest themselves in very interesting ways. In one mind you find yourself squaring off with Napoleon Bonaparte in a "strategy" game. It's up to you to recruit the villagers you need for your militia and find the weapons and food they require. In yet another, you find yourself in a sort of neon, Mexican wrestling, bullfighting inspired world. Each mind was completely different from the previous and I found them all very entertaining.
- Powers. The other thing I was really impressed with is that they managed to come up with as many psychic powers as they did. While some of them had very little usefulness (Pyrokinesis), others (Levitation) were insanely useful. There was an even a power to see through the eyes of another (Clairvoyance), which, despite the fact that it was only really necessary in a single mind/world was constantly entertaining to use on people and see what they thought of you. My only complaint here is that I wish that they had found ways to make all the powers more continually useful, but it's a minor gripe at best.
- Humor. The spunky protagonist, Raz, was the source of never ending entertainment for me. Despite the fact that a large portion of the main characters were children, the game was definitely written for adults as the humor was quite mature. Some of the conversations in this game literally made me laugh out loud. One of the real highlights for me was when I fought Kochamara. The boss calls out each move right before he does it, and the first times he called out "Overly Intricate Combination" and "Hard to Avoid Area Attack" I ended up getting smacked around as my reflexes plummeted due to my laughter. The writing, story, and setting here are absolutely top notch and are definitely the reason the game is regarded as highly as it is.
- Bugginess. This was one of the buggiest games I've played in recent memory. On top of a single Blue Screen I got while playing, sound choppiness issues, and some very serious framerate issues, the game manifested an absolutely crippling graphics bug. It happened 3 or 4 times during the course of my playthrough. While playing, the graphics would suddenly alter. Raz would become completely silver and many of the textures in the world would fail to render, including the 2D graphics of the interface. That meant that I couldn't even save the game and restart. I did discover that if I changed "zones" even though the graphics were still messed up, I could see the menu and save. The challenge of trying to either navigate back to a zone change or find the bacon/salts in my invisible inventory to leave the mind I was in was very frustrating. I did manage to play through all of my annoyances though, but they were definitely there.
- Last gen. While this game was probably a lot better back when if first came out now, I found the graphics to be notably last gen. Even with all settings maxed, there were plenty of low quality textures and jagged edges. It wasn't enough to detract from enjoying the game, but it was enough to be noticeable. Along the same lines, the game didn't have any support for my Xbox 360 gamepad's trigger buttons which were required to have enough buttons to properly control the game. I ended up using a third party app to map the trigger buttons to keyboard keys. Again, this wasn't a huge issue, but definitely a mark against the game.
Tuesday, February 16, 2010
GTA Mars
Unfortunately, I was a bit disappointed.
- Destruction. This game is all about pure, wanton destruction. With few exceptions, every building in the game is destructible. You can drive cars through buildings, blow up their supports with sticky bombs, and even just take them down with your trusty sledge hammer. The destructible environment is definitely the big selling point of this game and I must admit that it delivers. I had a blast (pun intended) blowing stuff up and driving large trucks directly into turret filled buildings. It truly is a very well implemented game mechanic.
- Mission variety. There are quite a few different side quest types and even though I didn't enjoy some of them (see below), there were a lot of choices here. My favorite one was the demolitions master. In each of these, you are given a target to destroy (a building, some pipes, etc) and a very specific set of equipment. Sometimes it's just your sledge and other times you get thermabaric rockets. Each of these has a very generous completion time and stingy pro time. There were some of these missions I literally attempted dozens of times trying to hit the pro time. I had a ton of fun with these. Lots of the time I was reminded of bowling: you throw your ball (or set off your explosives) then just as you often see bowlers leaning left or right to "steer" the ball or get that last pin to fall down, I was finding myself doing something similar trying to will the building to topple. Besides the demolition missions, other favorites included Heavy Metal (get inside a Mech Warrior style walker and kill a set number of enemies) and some that had you riding on a the back of a vehicle shooting a turret.
- Am I there yet? Red Faction seems to delight in making you drive all over the planet. Besides the missions that are nothing more than driving a car halfway (or all the way!) across Mars, it felt like every mission would have me drive to the starting spot then drive somewhere else to actually do the mission. It got REALLY old to always need to drive somewhere else. While the game does offer some quick travel options, in at least 2 of the zones, the safe house (where you quick travel to) is at one side of a really long zone. In all seriousness, when I was done playing this game, my middle finger hurt from holding down the "W" key to move forward. In fact, it still aches a bit, and I finished playing this game last Thursday! And yes, I played the GTA games with the keyboard, and no, they didn't make my finger hurt the same way.
- Inconsistent Difficulty. Most of the Red Faction missions seemed to either be trivially easy or insanely difficult. The last mission in particular took me at least a dozen attempts (with each attempt being 5+ minutes). In addition, the save points in many of the missions were very unforgiving requiring me to repeat large sections of the game. Meanwhile, some of the other missions boiled down to little more than driving my car somewhere and shooting a couple of guys. Side missions in particular suffered from this bipolar difficulty scale, which I'll discuss below.
- Terrible side missions. While I appreciated the variety, some of the side missions were just terrible, mostly because they were just way too hard. A particular class of mission had you infiltrate a building of some kind, liberate some hostages and drive back to base. These hostages were all guarded quite heavily. You basically have two choices: perpetually kill guards (as you kill more, your wanted level goes up and more come) or kill very few and merely make a break for it with your comrades. Unfortunately, all the comrades seem to have large targets painted on their backs as they are gunned down insanely fast. I only did a handful of these (as they annoyed the hell out of me) and I nearly always lost all but one of the hostages. The other truly bad side mission were the ones that had you get in a random car parked somewhere (often somewhere VERY remote) then drive it to a safe house. Not the nearest safe house, mind you, but a specific one. The one that was nearly always the absolute farthest away from your current. I won't even mention the fact that the time requirements were often very unforgiving and you could easily drive for 4-5 minutes and still fail the mission.
Wednesday, February 10, 2010
I Ain't Afraid of No Ghosts
- Writing. Ghostbusters was written by Dan Aykroyd and Harold Ramis... and it shows. The writing is absolutely top notch. The story was engaging, interesting, and in perfect harmony with the Ghostbusters movies. They could have EASILY made some minor modifications to the script and turned this game into a movie. In addition to the story itself, the game is full of witty banter between the various cast members that feels 100% Ghostbusters authentic. I was completely blown away by who engaging this game was.
- Voice Acting. Not only was the game written by original cast members, but they managed to pull together practically the entire cast to reprise their roles as well. Having the original actors lend their voices was amazing. I'm positive that the game would have been quite lacking with sound-alikes. As it was, they all delivered great performances and felt totally in character. You can tell that they all have a soft spot for Ghostbusters; not a single one of provided a "phoned in" performance.
- Weapons. If I were to ask you to name Ghostbusters weapons you would probably come up with the two I would have come up with: the Proton pack and the ghost trap. Bonus points if you also named the PKE meter. While these are without a doubt the quintessential Ghostbusters weapons, if they were the only weapons in a game of this magnitude, I think it's safe to say we would all be disappointed. I was definitely a little bit concerned by the additional weapons; I really wanted to them feel like they belong to the universe. I'm happy to say that my fears were unfounded. In addition to the weapons previously mentioned, you also have a Proton ball you can launch from your Proton pack. From there, you can switch your pack to Dark Matter mode (a shotgun like weapon and a stasis slowing beam), Slime Mode (slime spray for Black Slime enemies and a slime tether for physics puzzles), and finally Meson mode (a high damage blast/marker and a high speed marker seeking mode). Everyone of the weapons had a use and all were perfectly suited for a Ghostbusters game.
- I'm a Ghostbuster! This game just did a remarkable job at making you feel like a part of the Ghostbusters team. They compliment you when you do well, they give you grief when you fail, and they pick you up when you get injured. In addition to that, you spend the whole game wrangling ghosts into traps, watching Venkman get slimed, and you even get to fight iconic ghosts like the Stay-Puft Marshmallow Man. It really was just a lot of fun to get to rub shoulders with the Ghostbusters for a handful of missions.
Monday, February 8, 2010
Zombie Driver
First of all, the game is VERY stingy with ammo. After picking up a weapon, it's possible to burn through all of the ammo just clearing out the first group of zombies you run across. I'm not kidding; you get 5-7 rockets/rail slugs and perhaps 5-10 seconds worth of continuous machine gun/flamethrower fire per pickup. What that means is that I spent at least half if not three fourths of my time without ammo just ramming zombies.
I think I could have been more forgiving of the low ammo counts if I could have picked up all the guns at once, however the game limits you to carrying a single gun at a time. If I could have waded into each battle with a full stockpile of all the ammo types, I think the game would have been MUCH more enjoyable.
Charted
The combat is laughable in its ridiculousness. With few exceptions, the enemies appear in what I've heard referred to as "arenas." Basically, they are areas that have obvious cover points (pillars, waist high walls, etc) with enemies at the far side. You enter the arena, find cover, and pop up and slowly shoot each and every enemy. Most areas have 1-3 respawn triggers too, meaning that after you kill the initial batch of enemies, more of them appear. Kill that batch, you get a third batch. The combat felt like I was entering a shooting gallery. I just waited for the man looking thing to pop up or out from behind its obstacle and then proceed to shoot it.
The painfulness of these encounters was further exacerbated by the console controls. If I had been playing this with a mouse and keyboard, I'm quite certain that although it still would have been terrible, it wouldn't have been quite as bad.
Saturday, February 6, 2010
Power Calc Version 1
- I had been looking for a C# project for a while
- I wanted something super light weight and fast
- I wanted it to do EXACTLY what I wanted it to do
- It stores every result in a variable ($1, $2, etc), you can use that variable in future calculation, e.g. $1 + $2 + 3838.
- You can use the up and down arrows to pull in previously entered equations.
- If you start an expression with a standard operation (+,-,/,* currently), it will automatically pull in the last result.
- You can store values in variables and use them later. Type in "x=3", press enter, then do "9*x" and you'll get the result you expect.
- The software requires the .NET framework (unsure which version exactly), but most people have that these days, so go download it if you don't.
- The licenses involved (both mine and for the features I used) can be found in the included README.txt file.
- Download the file from FileDen.com here: http://www.fileden.com/files/2010/2/6/2752189/PowerCalc.zip
- Extract the zip file and run the setup.exe file.
- Ignore the certificate warning; I couldn't be bothered trying to get that straightened out.
- The application should now be searchable in your Start Menu if you just type in "Power Calc." (Unsure where it installs it quite honestly; let me know if you figure it out).
- To uninstall, merely visit Programs and Features in the Control Panel and remove it there.
Thursday, February 4, 2010
Drake Era: Beginnings
- BioWare at its best. Lots of people have said that this is one of the best RPGs of the last few years and even BioWare's best RPG ever. While I don't necessarily agree with a statement that strong, Dragon Age is without a doubt BioWare doing what BioWare does best: epic RPGs. I found the game very familiar and easy to pick up having played previous game. In lots of ways, it's a super charged version of Neverwinter Nights and that is a good thing.
- Origins. One of the big selling points in Dragon Age are the various origin stories. There are 6 in all (dwarf noble, dwarf commoner, human noble, mage, Dalish elf, and city elf), each of which provide a unique starting experience depending on the character you create. While I haven't had a chance to play through them all (all the way through 1 and part of the way through 2 others), I'm very impressed with the uniqueness each provide. All of them present you with some great history for the race in question and set you up for the rest of the game. I'd even dare say that the best and most interesting writing in the whole game occurs in those first few hours.
- Game play. If there is one thing that Dragon Age has really going for it, it's the core game play. Dragon Age is just a fun game to play. There is lots of world to explore, the combat is nearly always satisfying, and there are plenty of loot drops. While the game definitely leans toward the too difficult side, all in all the challenge for most of the game was about right.
- Loading. I can't remember a single game I've ever played where the loading times were so long and painful as they are in Dragon Age. Just walking into a house could take 15-30 seconds. I had times where a random encounter would happen while traveling and it would take the game almost a full minute to display the crossed swords signifying the random encounter, i.e. I would just stop moving across the map and the game would flash loading. If I hadn't known what was going on, I would have thought the game had crashed. The game also seemed to take longer to load the longer you played it consecutively; it got to a point where I would keep my iPhone next to my computer so I had something to do while waiting through the screens.
- Silent protagonist. After playing Mass Effect and falling in love with the very vocal Shepherd, not hearing anything come out of my characters mouth was almost unforgivable. The dialog system in Dragon Age feels like a huge step backwards in comparison to Mass Effect, I literally just don't know what they were thinking. While the dialog choices were quite varied and interesting, I REALLY missed not hearing my character speak. Others I talked to didn't seem to notice it as much, but it was actually distracting for me and was a huge break in the immersion.
- Generic setting. Where Mass Effect felt really interesting and unique, Dragon Age does not. At all. The setting is Tolkienesque at its best: the elves have pointy ears and shoot bows; the dwarves are short, have axes, and live in caves; and the humans think they are better than everyone and are slowly taking over. Additionally, the writers took normal English words and changed them in minor ways; e.g., Earl becomes Arl and Sir becomes Ser. What was supposed to be interesting and give the world depth just came off as feeling super cheesy to me. As usual, the game is absolutely brimming with codex entries that provide back story and interesting information about the world, but for the life of me I just couldn't make myself care. The world just wasn't interesting enough.
- Pointless loot. I had the collectors edition of Dragon Age which meant that I started the game with both the Warden's Keep and the Stone Prisoner DLC. At the advice of a friend, I did these two pieces of content first. While I'm glad I did, they sort of trivialized the entire game; the loot that they contained (and companion) were leagues better than just about anything else I ever found. That in general was a problem in and of itself, while the game throws a lot of loot at you, the VAST majority of it is completely worthless. In all fairness, the first Mass Effect definitely had this problem too, but for some reason it felt a lot more in my face here. I guess I just wished that I would have seen my gear upgrade more frequently; if your game takes over 56 hours to complete, don't make me use the same staff for 30 of them.
- Length. Dragon Age is too long. WAY too long. Games like this that so strongly encourage multiple playthroughs via choice decisions, origins, etc really need to be short enough to make a second playthrough feasible. By the time I finished my massive 56ish hour playthrough, I was just completely done with the game. The game should have been at least half as long if not more. If this game would have been 20-25 hours, I'm almost positive I would have done two back-to-back playthroughs (if not three). As it is, I'm unsure if I'll ever play the game all the way through again.
Tuesday, January 26, 2010
Weight Repercussion
- Vocal Protagonist. This is without a doubt my favorite feature in the entire game. It's also the thing I'm most missing while playing through Dragon Age. Mass Effect has what I consider to be the best dialog system in an RPG. Instead of a choosing from a list of predefined lines to say, you select a general idea, such as "Personal question." Your character, Shepherd, then proceeds to ask the NPC a personal question of some kind. It works really well because it makes for conversations that are actually two sided. Instead of feeling like people are talking at you, you actually talk to them. It's also constantly entertaining to see just exactly how Shepherd will interpret the conversation direction you give him. This was a huge step forward as far as Bioware RPGs (or RPGs in general) go, and it was disappointing to see the feature non-existent in Dragon Age.
- Streamlined Combat. My least favorite feature in other, similar games is the overly tactical combat. While there are probably plenty of people who disagree with me, I'm the kind of person who likes to roleplay a single character and give my companions nothing more than basic directions. Mass Effect excels here. The combat is fun and fast paced, often resembling a shooter more than a traditional RPG. Giving your friends orders is as simple as holding the spacebar and making a few clicks to tell them what to do next. It never interrupts the combat and it works very well.
- Universe. The Mass Effect universe is amazing. It somehow manages to feel completely original, rather than derivative. While it would be impossible to argue that it wasn't influenced by Star Wars/Trek, Bioware did an amazing job of making a plausible, not too distant space travelling future. The alien races are unique, easily recognizable, and full of history and back story. It's all too common to play a large RPG and get lost in the history of the individual peoples (or just not care), but that wasn't the case for me here. Each group has their own unique struggles, personalities, and even racial quirks. I'm happy to hear that there is plenty planned for the Mass Effect universe in the future.
- Haven't I Been Here Before? In typical RPG fashion, Mass Effect contains a decent length amount of "main story" content and a similarly decent amount of "side quest" content. While nearly everything you see and experience in the main story line is unique and interesting, the side quests get repetitive really, really fast. If you ever need proof that there is a God, merely look at the planets in the Mass Effect universe. Apparently, when he was creating the universe, he took some spheres, punched them a couple of times each to make some bumps, then painted them a color representing their climate: green for temperate, white/blue for cold, black/red for hot, etc. Additionally, there are apparently a couple of very wealthy building companies out there, as they have prefabricated 3 different under and above ground installations and then managed to put them everywhere. In all seriousness, the sameness of the side quest worlds, locations, and even the quests was VERY disappointing and a large blemish on this otherwise amazing game.
Sunday, January 17, 2010
Now: Coming to Your Ears
On this week’s GCP: essential features in PC game ports, the “Rockstar Wives” and the ethical issues behind working in the game industry, the games we bought over the holidays, and which game companies we’d work for.Hope it's at least half as enjoyable to listen to as it was to record.
Thursday, January 14, 2010
Three for the Price of One
After dropping large amounts of time into inFamous and Dead Space I was ready to play something that was a bit more bite sized. Thanks, once again, to the miracle of the Steam holiday sale, I picked up Trine for little more than a song and a dance.
The premise of the game is simple yet unique. A warrior, a mage, and a thief become magically fused into a single being. As the player, you are able to swap between any of the three characters at any time. Each has unique abilities: the warrior is a combat juggernaut, the thief can swing with a grappling hook and shoot arrows, and the mage can conjure platforms and boxes and even levitate and move some objects. The game plays like a mix of an old school 2D combat/platformer and a modern puzzle game.
Loved
- Premise. The idea of swapping between three different characters on the fly is a very unique idea. Lots of people compare it to the old Blizzard game, The Lost Vikings, and while the comparison is apt, Trine is definitely an evolution on the idea. The three characters are constantly working in harmony with each other. It was not uncommon to see a swarm of skeletons and switch to the warrior. As the last one would fall, I would switch to the mage and pick up a nearby box and raise it up until it stuck into some spikes sticking down from the ceiling. Finally, I would swap out to the thief and grapping on to the now hanging box and continue on with the level.
- Variety. I read one review were the author was convinced that the mage was amazing and you would use him all the time. Another reviewer said almost the exact same thing about the thief. The fact that two different people could approach the game so differently really says something about the level and puzzle design in Trine. Each puzzle, obstacle, and enemy can be tackled in a plethora of ways. Whether you drop objects on the enemies, shoot them with a bow, or hit them with your sword, is a decision totally left up to you.
- Art. The art is Trine is absolutely beautiful. The game sits very comfortably in what has come to be known as 2.5D space, i.e.
everything is rendered in 3D, but all of the action takes place on a single 2D plane. As a result, the creators were able to put a ridiculous amount of polish in all the things that the player does see. The backgrounds are gorgeous and the characters are easily recognizable and very iconic. The game is not just beautiful on the eyes, but also manages to put together a very decent soundtrack and a surprisingly cohesive and narrative.
I know I usually put a "Hated" section down here, but try as I might I can't think of a single thing I really hated about this game. It wasn't a very long game (around 3-4 hours), but I don't think it should have been any longer. The game was perhaps a bit too easy at times, but there were two difficulties past the one I was playing one. The biggest gripe I've heard with the game is that people say the last level is substantially harder than the rest of the game. While I will admit that it was harder (it took me 2 tries instead of 1), it really wasn't a big enough jump to be noticeable to me, and I probably wouldn't have thought anything of it if I hadn't heard it mentioned.
While Trine is certainly not a perfect game (and I'm not trying to imply that it is), it is a really good game. It takes a simple concept and a simple set of gameplay mechanics and polishes the hell out of them. The game even features a 2-3 player co-op mode I didn't even get a chance to play. Trine is just a brilliantly polished little game that I think just about anybody would really enjoy.
Friday, January 8, 2010
An Infamous Hero
- Powers. I was a little bit surprised by how many different powers they came up with with electricity. They are: lightning bolt (like a gun), electric grenades, the megawatt hammer (like a rocket launcher), a force blast (like you'd see in Star Wars), static thrusters, an electric shield, and the ability to call down lightning itself. In addition, most of those powers are upgradable and even have different abilities depending on your moral alignment. My favorite was the upgrade for the megawatt hammer. Basically, you shoot a handful of them into the air, then shoot something with your default electricity attack. The next thing you see is all of your hammers swing back around and smash into your target. It's one of those powers that makes you giggle the first time you use it. The variety was just a lot more varied and interesting than I thought it would be.
- Story. Games like this seldomly grip you with their story, but the story here was actually quite decent. There were a handful of main characters that you came to have an interest in and the game even had a pretty satisfying end game twist. I also really like the dead drops scattered throughout the city that added some great backstory to the narrative.
- Replayability. While the moral choices in inFamous are certainly nothing to write home about (usually killing somebody or not killing them, etc), the fact that the powers are so different for the two alignments is quite laudable. I've finished both a good an evil playthrough, and I've really enjoyed the differences in powers between the two. Both of them have things that are a lot of fun and really effective. While the story of the game itself isn't that much different between the two, just the power differences alone give you a reason to play through the game a second time.
- Similarity. My one biggest gripe with inFamous is that while it does pretty much everything right, there really isn't a whole lot of innovation here. It sort of felt like it took all the best pieces of all of the best games and tossed them in together. While that isn't necessarily a bad thing, and I will definitely give them props for the electrical powers idea, in general the game seemed pretty common place. I also think that is probably why I didn't play it right away; it looked like it would be like every other similar third person shooter.
- Morality. The moral choices presented in inFamous are not at all impressive. As I previously mentioned, they generally boiled down to helping somebody or not, killing somebody or not, and other similar things. I'd let that slide if it wasn't for the fact that your choices just don't have any affect on the game itself. The story is almost perfectly identical whether you make good choices or evil. Additionally, the game actually penalizes you for mixing good and evil, so don't even consider making a character that is neutral.
Did They Hear Me Scream?
- Setting. The space setting was absolutely superb. The ship felt gritty and real, the weapons made sense, and the enemies (necromorphs) were gruesome and frightening. This was the kind of game where you find yourself looking over your should then realizing that the monitor is in front of you. They did an outstanding job at making that ship "come alive," if you will, despite the fact that most of it's inhabitants were dead. In the horror game genre, the environment/atmosphere are everything most of the time, and the developers absolutely nailed it here.
- Weapons. Dead Space had some of my best weapons found in any third/first person shooter. On the low end, you have the simple plasma cutter. A pistol like weapon that shoots three bullets in a line, either horizontally or vertically. While it seems simple and weak, it was easily one of (if not the best) weapons in the game. Versatile and quick, the plasma cutter killed everything. On the high end, you have the contact beam. The contact beam is this game's answer to a rocket launcher. It has a bit of a charge up time, but when unleashed, it knocks just about anything back and onto the ground. My personal favorite, however, was the ripper. This weapon shoots out a saw blade that levitates in front of you for a while. It's then your job to guide it to the correct spots to inflict maximum destruction on your enemies. It was wildly fulfilling when done properly. The weapons in general were all quite good (except perhaps the flamethrower), and the ability to upgrade them made them all that much more interesting. I did a second play through of the game just to spend more time with the weapons I hadn't used.
- Enemies. Horror games also can fail if the enemies don't work. Too often, designers go over the top when designing them, too bloody or just cheesy. I loved the necromorphs in Dead Space. They were creepy and had a lot of presence. I can't count the number of times I jumped when I turned a corner or opened a door and had an undead mutant staring back at me. The other thing I really liked about the enemies was their weaknesses. Instead of merely shooting them, all of them were weak on their limbs. You couldn't just headshot someone and move on, you had to carefully shoot off their arms and/or legs. It was a very unique idea that made a lot of sense in the context of the game. Using the previously mentioned ripper to saw off both legs then both arms of some of the nastier baddies was awesome.
- Hud. I'm a huge fan of games that make the in game hud more interesting or try to incorporate it into the game some how. It was one of the things I liked about Far Cry 2, if you wanted to see a map, your character held up a map in front of you. Dead Space took that idea to all new levels. Every hud element presented in the game was tied to the environment or your character's suit. If you wanted a map, he'd project a map. If you needed to save, you interfaced with a save station. Even things like gun ammo and health were handled elegantly; gun ammo would show as a read out on your gun when aiming and health was an obvious bar that showed on the back of your suit. It was a great mechanic and really helped the immersion of the game.
- Mouse Lag. I always feel like I have to put something down here, so this is a minor nitpick at best. When I first started the game, I had vertical sync on. Apparently, this causes your mouse to have a lot of lag in the game. It was terrible; I considered swapping out to a gamepad. I Googled the problem, found the obvious solution, and played the rest of the game very happily.