Archive for the ‘PC’ Category

SimCity

Wednesday, May 30th, 2007

Who wouldn’t love to be mayor of a city? You would get to virtually play (a fairly limited) god and decide what and where to zone, plan transit systems, balance taxation with spending, provide for public safety, and all of the et cetera that goes along with it.

Limitless fun!

I don’t really know what it is, but taking control of hundreds of invisible simulated people inside your game is oddly compelling. You get to see how your control of your city’s dollars will affect your city’s growth, you gain an appreciation for how complex a web of airports, factories, ports, and residential high-rises all interact to entice people to move to (or from) a city. You also learn how to deal with an attack by a giant rampaging lizard-monster. Protip: get out of the way and build lots of fire departments to assist with the cleanup.

Your goal in this game is pretty much whatever you want it to be. You can try to get the biggest city, the Megalopolis, you can try to make a lot of money by playing the budget, you can experiment with mass transit vs. traditional roads, or you could run the city into the ground, the choice is really yours. Which might be why the game is so compelling. Or boring depending on how much freedom you like in a game.

Stepmania

Sunday, May 20th, 2007

As a concept, Dance Dance Revolution is pretty simple: stomp on arrows in time with the music. And it would seem that this would be an easy concept not only to imitate and (questionably) improve, but to clone. And clone, they did.

Stepmania is, at its heart, a DDR compatible program that does a very good job of mimicking all of its features and adds a few new ones (that I pretty much couldn’t care less about).

What is kind of neat is that there is a gigantic selection of songs that fans have converted into the proper format. Unfortunately, about 90 percent of these songs are either poorly done (like scrolling so fast that you miss the arrow before you can see what it is), or have button combinations that would be impossible to pull off if you were using an actual foot-pad (like hitting three arrows at once). Of course people have also recreated the levels from the real DDR machines, which I suspect was the main impetus for the creation of this game, but I’m paranoid that way.

The Game of Life

Monday, May 7th, 2007

Surely you’ve heard of the board game The Game of Life. It’s the board that simulates all the fun of living, working, having kids, and retiring, without the tedium of actually waiting for several dozen years while your actual life plays out.

The video game adaptation of this game is pretty true to the board game version, with the added bonus of there are less pieces to lose. You spin the wheel, drive forward the requisite number of spaces, have some life event happen (you have another daughter!, your house burns down!, etc.), you adjust your funds, and you steadily head for retirement. All the while a slightly cheesy (and very annoying) announcer emcees the whole deal. Pretty standard stuff.

However, unlike the board game (and completely inexplicably) there are little arcadey challenges that occasionally pop up. These completely break the flow of the game, and aren’t really more than tangentially related to the main game. Thankfully you do have the option to turn them off (I think), making it a $20 or so version of a $12 or so game that you can play on your television. What progress!

Puzzle Bobble

Sunday, May 6th, 2007

Puzzle Bobble (known in some parts as Bust-a-Move) is not your typical puzzle game, instead of building up a puzzle from the bottom of the screen, you have worry about a puzzle coming from the top of the screen, and once it crosses the bottom, you lose. Puzzle Bobble stars the dinosaurs from Bubble-Bobble along with some supporting characters. Their mission is to shoot the colored bubbles at the advancing wall of colored bubbles, with the eventual goal of lining up three or more to pop them. Why? It differs from game to game, but it’s usually to drive off the forces of evil. How does besting an evildoer in a puzzle game save his planet? I don’t know. I try to not wonder about these things and just play the game.

Bejeweled

Friday, May 4th, 2007

I do not like Bejeweled in the slightest, and I can’t really fathom why some people do. Bejeweled is purportedly a puzzle game, but it’s a very basic one. You have a grid, and this grid is full of jewels of various colors. You can swap two jewels either horizontally or vertically, if and only if (and this key) they complete a grouping of at least three like-colored jewels in a row. If it doesn’t make a match, too bad! You don’t get to make that move. If it does, then great! They disappear and new jewels fall from the sky to take their place.

My biggest beef with the game is that it’s nigh-impossible to plan for anything. Since semi-random pieces fall from the sky, two things tend to happen when I play: 1. in the first couple of levels I clear the whole stage from making one or two clears, the pieces that drop in create an accidental Super Combo. 2. The later levels get next to impossible, mostly due to the fact that all of the clears are gone and the pieces that drop from the sky are no longer able to be cleared easily without a ludicrous amount of forethought. Exacerbating the problem is that if you are idle for more than about 20 seconds, pondering your next move, is that the game will show you a legal move, presumably to kickstart your brain if you can’t find the next match. The only problem that I found is that it’s usually the wrong move to make, ensuring that my game will be thankfully short.

All of that’s a shame, because I do enjoy a good puzzle game, and the popularity of Bejeweled made me think that it might be a good game. Unfortunately this is not the case.

Dungeon Lords

Thursday, April 19th, 2007

Who is D.W. Bradley? A cursory search of the Internet tells me that he is a video game designer from way back, working on such games as Wizardry and Cybermage, games I’ve never played. But there in the store was a copy of D.W. Bradley’s latest masterpiece, Dungeon Lords.

I’m a sucker for a well crafted adventure game. Heck, I’m apparently also a sucker for an adventure game that I’ve only just heard of, regardless of quality.

Dungeon Lords is probably the most generically derivative medieval-themed adventure game that you’ll ever play. That may or may not be a bad thing, depending on your tastes. I don’t really know what the plot to this game is, I couldn’t stomach enough to learn very much.

Without going too deep into the specifics, I’m going to try and explain how this game works, or more accurately, doesn’t work at all. After the extremely basic character creation, you’re plunked down in the middle of some Generic Woods near a Generic Bonfire and get your first Generic Quest from the Generic Messenger to get into the Generic Castle-town. From here you have two options: wander through the woods aimlessly while slaughtering things or wander around the woods toward the castle while slaughtering things.

In an obvious nod to the Diablo series of games, you will be equipped with weapons and armor befitting a warrior of your chosen class. These items will lose durability with use and eventually break. This is important to note.

The real meat and potatoes of any adventure game is the amount of ’stuff’ to do, and the enemy encounters. I can’t really comment about the ’stuff’ part, since I never got more than one quest. The enemy encounters, on the other hand… Well, let’s start by calling them unbalanced.

Enemy encounters come in two types: creatures standing in a specific place on the map, and creature ‘waves’ that assault you every so often. Creatures standing in a specific place are by far the least common types of enemies. They guard bridges, guard huts, guard anything you might want to look at or explore. They’re a moderate threat.

The other way you might encounter monsters is in ‘waves’. Every so often, seemingly every five minutes or so, you will be assaulted by three or so monsters appropriate to the area. You defeat these monsters, move on a bit, get assaulted by more monsters, move on a bit, get assaulted by yet more monsters, etc.

Getting assaulted every few dozen steps wouldn’t be so bad except for a few things that cascade together into a gigantic mess of design:

  1. Every time you get into a fight, your stuff goes down in durability, and you have no way to repair it until (presumably) you get to town. I never actually made it to town.
  2. Since your stuff is perpetually decreasing in durability, it will eventually break. The monsters drop wearables so rarely that once your starting armor does break (and it will break) you will have that much less armor
  3. Since you are wearing progressively less armor, you take progressively more damage from the area monsters
  4. Since you take more damage from the area monsters, you die a lot. When you die you have a chance to not only lose some experience, but statistics as well. Statistics that govern your effectiveness as a fighter. Stats that can only be increased by leveling your character, making you weaker overall.

The game has other failings: the art direction, the sound design, the voice acting, the limited variety of monsters, and the ridiculously obtuse controls, but they’re not really worth going into. The biggest flaw with the game is the game itself. The design at its core is flawed, and the rest of the game just turns into a gelid mass of failure.

It’s worth noting that I actually got the Deluxe Edition of the game, the version of the game that had features that didn’t quite make it into the first game, like a map. Too bad they weren’t able to put any fun into it.

Great Qin Warriors

Friday, April 6th, 2007

Great Qin Warriors is a game that is so ludicrously bad that, if I didn’t know better, I’d swear was a giant practical joke put on by the developer, Epie Games, because a game cannot be this bad by accident.

The story is convoluted, and I know that I wasn’t able to fully wrap my head around it from the intro movie, but here’s what I think I learned: In the Mysterious Future humanity has built this crazy-powerful super weapon, which has inexplicably created a second earth that’s the opposite of the real earth, i.e. the new earth is evil. So, obviously, war breaks out between the two earths and their armies of giant battle robots. In the ensuing battle, a hole is ripped in time and sends the robots back in time to feudal China where a giant land-war is taking place. Robots from each side of the conflict join opposing sides of the war, and are christened the Great Qin Warriors. At least that’s how I remember it. I don’t feel the need to watch it again.

After the completely bizarre intro, we’re thrust into the game proper. I was only able to force myself to play the first stage. This stage consisted of a gigantic square-shaped open snow field with a building plunked in the middle, which I think was a Chinese temple (the back of the box proudly proclaimed something to the effect that this game was the finest digital representation of Chinese culture and buildings yet created). Scattered around the level are evil people in evil giant robots and evil gun turrets on the (I assume) neutral temple. Both the evil robots and the evil gun turrets have the ability to shoot and hit you from a distance so great that you can’t even see them to fire back. Your goal, although not explicitly stated in any place that I could find, seemed to be to destroy everything hostile on the map without letting your giant robot get destroyed.

This shouldn’t be so hard of a goal, but the level is absolutely enormous. If the robots were people-sized, then the level would be the approximate size of a 4×4 grid of football fields, except not quite as flat and without the lines drawn on the ground.

Another problem is that the levels are incredibly sparsely populated. The absolutely enormous level should be teeming with enemies, with plenty of foliage to hide behind to provide a sense of immersion. What the level actually has is about a dozen enemies hidden in the corners furthest away from you. You can’t see them, but they can sure see, shoot, and kill you.

Also, hidden somewhere within the level is something that looks like a portal that provides a minuscule influx of new evil robots. I was not able to destroy the portal directly, but I was able blow up all of the evil robots that came out of it, thereby destroying it.

The level took me nearly an hour, and the bulk of that time was finding the lone robot in the corner of the map that I didn’t fully decimate. I had damaged the thing, but it was stuck in the corner waiting for me to come back and finish the job instead of chasing me for any length of time. Then I uninstalled the game and decided to never play it again.

There is no part of this game that is fun or makes sense. Even at $1 it was seriously overpriced.

Titan Quest

Thursday, March 29th, 2007

Based on the reviews I read, Titan Quest promised to be a fun distraction. It was a pretty blatant ripoff of the very successful Diablo II formula: run around the landscape, kill things, gain levels, spend skill points, etc. etc. Only this time, it’s set in ancient Greece.

There’s a story, but it really doesn’t matter what it is. You get to slog through ancient Greece and search for monsters to kill, which will make you stronger and give you the ability to kill stronger abominations. Your character will start out the same every time and how you fight and develop your fighter will ultimately determine its class.

As you level up, you get Skill Points. You can spend these skill points in up to two Specializations. Picking two Specializations that benefit each other will make your character a force to be reckoned with. Sounds like some built-in replayability. If you can stand the game.

I’ve started the game three separate times so far, and each time peter out after a couple of hours, barely making it to Level 10 (out of 99 or so). I’m not sure why. I think it comes down to the presentation. It’s not really clear why I’m fighting, and as a consequence, I don’t really care about the people that inhabit this world. They’re just going to have to deal with their problems without me.

Oh, but I can get the Special Edition Best Buy version of the Expansion pack, with limited edition Best Buy armor. I didn’t really get to see what that meant, but I couldn’t shake the thought of running around ancient Greece fighting mythical beasts clad in a blue polo and khaki pants.

Okay, yes, that would be pretty hilarious, but not worth the price of admission.

Skullduggery: Adventures in Horror

Monday, March 12th, 2007

It’s no secret, I would have no problem putting it on a tee shirt and wearing it out in public: I like, but am terrible at, text-adventure games.

Text adventure games should be perfect for me. I like reading things, I like to think that I’m reasonably intelligent (I may not be, but I like to think I am), and I like solving puzzles. Text-adventure games bring together all three of these things to tell an interactive story that is fueled by imagination. Text adventure games were borne by necessity. Older computers didn’t have the graphical horsepower to push amazing visuals, and even if they did, storage space was at a premium. You couldn’t just put crazy-high resolution pictures in your game. This was in the days before the Internet, so unless it fit on a couple of disks or took more than an hour or so to download from your favorite BBS, then it wasn’t getting played. It was too much hassle.

The classic format of a text adventure game is presented entirely in the second person, putting you directly in the middle of the action. You are the prime mover, if you will. You can envision the entire world as being divided up into discrete ‘rooms’ laid out on a grid. You can generally move in any of the cardinal directions, and sometimes, if you were lucky, the diagonals. Your goal was to MOVE throughout the rooms, PICK UP and EXAMINE items, SEARCH for clues and attempt to solve whatever mystery you were presented with. In the case of Skullduggery the mystery is: Where is the secret treasure that was hidden by your ancestor?

Skullduggery presents you with the standard description of what’s around you, and has the standard one line at the bottom of the screen to type the cryptic commands to your avatar. One of the things that makes it stand out is the map. Skullduggery has a somewhat crude map made out of ASCII characters (letters numbers and symbols) that shows roughly where you are, and largely removes the need to sit there with a pencil and graph paper to keep track of your movements.

The writing in the game is reasonably good, especially taken in consideration with the minimap. They come together to give the locales a sense of scale that is refreshing as you search the countryside to solve the puzzles.

Oh yes, the puzzles. Like any good text-adventure game there are puzzles. You have to PICK UP and USE the right items in the right order to proceed. The only problem is that many times you have either no clues to help you or the clues are so obtuse they may as well be written in Esperanto. For example: One part of this game has you putting a corpse (I won’t even go into how you even get the corpse in the first place) on a Ouija board, killing yourself, crossing the river Styx, fishing a bottle out of the river, filling up the bottle with river water, going to the other Ouija board, getting the corpse (the Ouija board is apparently a magic portal of sorts), taking it to an altar, setting it on fire, putting the ashes into the jar of river water, setting the ashy river-water on the Ouija board, letting the Grim Reaper resurrect you, going back to the first Ouija board, retrieving the jar, and using the contents as one of several ingredients in a magic potion. As a wide-eyed kid playing this on his monochrome computer, I figured out how to to cross the river and get the water. And that’s about it. And it wasn’t for lack of effort, I poured at least two dozen or more hours into this game, and just couldn’t make any headway.

Years later, in January of 2007, I found a text file on some website with the solution and a copy of the game from an old shareware site. I downloaded both, played through the game, and finally know what happens to the protagonist when you don’t have him commit suicide out of frustration. It turns out that if you know what you’re doing you can finish the game in about two hours or so. All in all, it was a good afternoon.

Indigo Prophecy

Friday, March 9th, 2007

Indigo Prophecy is a very peculiar game, possibly because it came from France. I had never actually heard of it or knew anything about it until recently when I saw a review on the former Video Game Channel. What I saw made me want to check it out. The only problem was that it was for the PS2 and XBox, consoles that I didn’t (and still don’t) own. So I promptly put it into the back of my mind and went about my business. Some months later I found a lone copy of the PC version I didn’t know existed sitting on the shelf at my local EB Games.

Indigo Prophecy initially places you in control of the main protagonist, Lucas. Although, initially, ‘control’ may not be the right word. You begin the game by helplessly watching as your avatar commits a pretty grisly murder that you’re powerless to stop. When you come to your senses you have to hide the body, evade the police, and figure out what’s going on. In short order, you get introduced to the two other main characters, Carla and Tyler, who are the police officers trying to solve the murder.

It all sounds a little weird on paper, and there are some interesting moments in the game, like when the main characters interact with each other, but overall it comes together surprisingly well.

There are four things that stand out about this game: the animation, the camera angles, the controls, and the story.

Most of the animation in this game has been motion-captured. This make every movement look eerily realistic, and you can look past the rather lackluster character models. Interestingly, I understand that the animators used puppetry techniques to animate the faces of the characters, making them more expressive than I’m used to seeing in a game. I’m so used to expressionless zombies wiggling their lips when they talk, that I was pleasantly surprised. It helped complete the suspension of disbelief, and certainly made the game more engaging.

The camera angles in this game are unique to any game that I’ve ever played. Very often, you will get several different camera angles of the same bit of action all at the same time. I’ve never watched the series, but I understand that it’s very similar to the techniques used on the show 24. The camera angles are used to draw attention to something important in your immediate vicinity, like a phone ringing or someone you’re needing to stealth your way past. They also might show the same thing from several different angles to paint a more complete picture of the action.

The game’s controls make use of the analog sticks in a unique way to perform many of the motions in the game. The actions you have to perform on the sticks roughly equate to the actions you’re wanting your character to do. For example, you want climb up a structure, you move the right stick a quarter-circle right-to-up then the left stick a quarter-circle left-to-up, repeat until ascended. There are other mini-games that take place that require you to keep your balance by tapping the shoulder buttons, or following along with a bizarre Simon-like interface that pops up during action sequences.

Many points in the story have you making moral choices, each of which will cause the story to play out in a slightly different way. None of the choices will impede you from making progress, but they will affect what the characters say and do, kind of like an interactive ‘Choose your own adventure’ kind of way. In a rather lengthy discussion, the developer indicates that his original vision was for the game to be told over several smaller installments, or episodes, but that didn’t come to pass. I didn’t really notice this until about the last quarter of the game where the pacing of the story gets completely out of whack, completely skipping over large chunks of time/exposition, which left me a little confused, and then the game just ended rather abruptly.

The game itself felt kind of short, which is probably due to a combination of being very engaging, and that the game was scaled down from its original epic scope to fit into one ‘episode’.

I wouldn’t hesitate to recommend this game to anyone, except to maybe preschoolers.