Game-related ramblings.

Author: waltorious Page 20 of 34

Roguelike Updates: New Crawlers and Redder Rogues

Readers who are unfamiliar with rogulikes may wish to read my introduction to the genre, or some of my Roguelike Highlights posts. Also remember that you can click on images to view larger versions.

One of the two updated roguelikes I’ve been playing is somewhat timely: Dungeon Crawl Stone Soup reached v0.14 a mere three weeks ago (and is now on v0.14.1 with some bugfixes). The other is not: Red Rogue (which is actually a roguelike-like) reached v1.0.3 over a year ago (and I even mentioned it an an earlier Roguelike Updates post), but I hadn’t gone back to try it until recently. And then I found myself drawn in once more, playing it far more than I expected and being impressed all over again. I decided it was worth adding to my original post about Red Rogue with my more recent thoughts on the game.

Read on for details on these two, plus a run-down of other updated roguelikes.

More Name Game: Elite: Dangerous

Despite having played a few games I want to write about, I’ve been extra busy and haven’t had time to write a post. Instead I’ve just been watching the disappointing progress of the Outcast HD Kickstarter campaign. It’s got 12 days left and ~$370,000 left to raise, so it needs a serious boost. Seriously, go donate to this. Outcast is awesome. It’s only $20 to get a copy of the game when it’s released, and if they don’t meet their goal you won’t be charged anything.

Anyway, to fix my not-posting problem I’m resorting to a tactic I’ve used before: making fun of a game’s name.

Now, I’m actually very excited about all the upcoming space-based games in development right now (and I may even post about some of them soon, if by “soon” I mean “in a few months”). TIE Fighter was a very important game in my youth, and both it and Freespace 2 are deserving of History Lesson treatment in the future. So I’m looking forward to the recent crop of Kickstarter-funded space sim games, including the two giants, Star Citizen and Elite: Dangerous. The latter promises to be a fully modern entry in the series that started the whole open-universe, free-flying space sim genre, and it’s looking really good. But oh, that name. It’s as if the developers just picked a subtitle at random. Well, two can play at that game. Here we go:

Elite: Scary
Elite: Intriguing
Elite: Dastardly
Elite: Afterburner
Elite: Shiny
Elite: Capitalism
Elite: Slightly Worrying
Elite: Make It So
Elite: Spaceman
Elite: Serious Business

More after the jump.

Original Outcast Developers Pitching An HD Remake On Kickstarter

Long-time readers of this blog may remember that one of the earliest History Lessons posts I wrote was about Outcast. Originally released in 1999, I didn’t play Outcast until shortly before I started this blog (2011, I think), but it was still one of the best games I played that year. In fact, it is one of the best I’ve ever played. It’s a beautiful, wonderful game.

It is, however, getting old. Processor speed issues made it difficult for me to run it, although these have been fixed in the version for sale on GOG. But it also runs in a very low resolution which some graphics cards and monitors no longer support, and the controls feel clunky in comparison to modern games. Fortunately, many of the original developers managed to buy back the IP (that’s “intellectual property“, for those who may not know) for Outcast, and they’re now pitching a full high-definition remake of the game on Kickstarter. They’ve made about a quarter of their goal of $600,000 with 26 days left at the time of writing.

They even quote me in their pitch video! Not from here, but from my user review of Outcast over at GOG. Still, it’s pretty cool. But I’m not just posting this because they quoted me, I’m posting this because I’d quite like this Kickstarter to succeed. The hope is that it will be the first step towards a full-fledged sequel to Outcast. Which is something we all want, even if you don’t know it yet.

Get Your Thoughts Straight: Anodyne

Before I started playing Anodyne, I did not know that its title is a real word. An older term referring to painkiller drugs, it has since acquired a wider meaning, describing anything that is blandly agreeable or even trying too hard to be inoffensive. It’s a fitting title for the game, which explores themes of human relationships and the pressures one might feel to maintain appearances or meet expectations. It’s also a slightly ironic title, because I think Anodyne will prove divisive among players, with many feeling very offended indeed at its “pretentious” presentation and use of symbolism.

Anodyne is very clearly inspired by the Zelda series, especially the early entries. It follows protagonist Young on his journeys through The Land, on a quest to save The Briar from The Darkness. This is accomplished by traversing many top-down screens and battling monsters with his broom. Yes, a broom — only one of many early hints that all is not as it seems.

Fist, Meet Face: Zeno Clash 2

As always, you can click on screenshots to view larger versions.

I played the original Zeno Clash before starting this blog, but I did mention it in my first proper post. That post was about why some seriously flawed games are still worth playing, if they’re interesting enough — in fact, they can be more worthy than a solidly-constructed but generic title. But Zeno Clash is not seriously flawed; I simply cited it as an example of a game that displays uncommon imagination. Made by Chilean developers ACE Team (the same developers responsible for the very different but equally strange Rock of Ages), it takes the mechanics of classic brawlers like Streets of Rage or Double Dragon and puts them in a first-person game. This works far better than expected, and would have been interesting enough on its own, but Zeno Clash also takes place in a bizarre and beautiful world full of surreal architecture and landscapes, and populated by all manner of bird-men and other hybrid species. As I played, each location provided some new, breathtaking vista or strange fauna to behold, and the story was even weirder. It is certainly a unique gaming experience.

For all that, however, the playable sections are small, extremely linear affairs, linked by narration and cutscenes. Not unlike Metro 2033, in fact, but the locations in Zeno Clash are much smaller. Later, ACE Team confided that they had originally envisioned an open-world game, where the player could wander freely, getting into fights and otherwise interacting with the locals, but they soon realized this was too ambitious for their first game. So they focused on the fighting mechanics, and built a linear game instead. With Zeno Clash 2, they returned to their original vision of an open-world game with similar mechanics. It’s safe to say I was excited (even though I’m playing it almost a year after release… I am slow to get through my backlog, as always).

The Devil Is In The Details: Solium Infernum

As always, you can click on screenshots for larger versions.

It’s high time I wrote about Solium Infernum. Like many players, I purchased it back in 2010 after reading the epic (and epically entertaining) Gameboys From Hell report of a single Solium Infernum game over at Rock, Paper, Shotgun. I started playing shortly thereafter and I never really stopped, not until recently. Solium Infernum is a turn-based play-by-email strategy game that casts the players as archfiends vying for control of Hell, taking heavy inspiration from Milton’s Paradise Lost in its aesthetic. It has simple graphics, no animation whatsoever, runs at a fixed, low-ish resolution, has an unintuitive user interface, and is absolutely fantastic.

Blog Experiences Delays

I’ve been rather busy and will continue to be for the next month, so I’ve had little time to play games, let alone write about them. But never fear, I’ll be posting more once I find the time. Stay tuned!

Card Hunter Is Even Better Than Expected

Please remember that you can click on screenshots for larger versions.

Many recent games have utilized the new “free to play” business model, in which the game itself is free but players are encouraged to make small purchases, known as “microtransactions”, while playing. Purchases can range from purely cosmetic items to convenience features (reduced waiting times, single-use boosts) to major upgrades that have big impacts on the game. Multiplayer games especially have had great success with this model; since the game is free there are always a lot of players to keep things interesting, and only a small percentage need to spend money for the game to be profitable. But many players (especially older players accustomed to purchasing games with a single transaction) decry the free to play model, citing constant pestering to make purchases and game designs that ignore artistry and vision in favor of squeezing money from players. This certainly can happen, but it’s a mistake to denounce all free to play games on the basis of a few bad ones. There are plenty of games for which the model works very well, garnering both critical praise and popular support. One such game is Card Hunter by Blue Manchu Games, and it’s the perfect game to convince older, curmudgeonly players that free to play isn’t so bad after all. Why? Because it’s an homage to a beloved, classic genre that’s older than even the earliest computer game: the tabletop role-playing game.

Split, But Not Broken: Broken Age Act 1

This is as timely as my posts are ever likely to get. Act 1 of Double Fine’s point and click adventure game Broken Age was released a mere week ago; usually, months or years elapse between a game’s release and my posts about it. But the release of Broken Age is especially notable. Long before Act 1 went on sale, Broken Age was already famous for the circumstances of its creation. Tim Schafer, the industry veteran and fan-favorite developer who heads Double Fine, pitched the game (or, more accurately, proposed making an adventure game in general) on Kickstarter roughly two years ago, and the overwhelming response opened the doors for countless other game projects seeking crowdfunding. From other industry veterans to untested indie teams, the influx of games on Kickstarter and other crowdfunding sites can be more or less pinned on Tim Schafer, and everyone wants to see how Broken Age, as the poster child for the movement, is going to turn out.

It’s undeniably exciting, and certainly worth discussing, but I think Broken Age deserves to be judged on its own merits. So, much like Broken Age itself, I’ve split this post into two parts: the first covers the history behind the genre and the development of Broken Age, and the second discusses the actual game. Read on.

History Lessons: Betrayal At Krondor (part 4)

New readers may wish to read my History Lessons Introduction first. Also be sure to read part 1, part 2 and part 3 before continuing. Other History Lessons posts can be found here.

At long last, I have finished playing Betrayal at Krondor. I’ve had some time to reflect on the experience, and I’ll offer my thoughts about the game as a whole a little later. First, I should pick up where I left off. When I wrote my last post I was tackling some shorter, more story-focused chapters, but I predicted that the game would open up again afterwards. I was right; Chapter 6 is one of the biggest in the game, and full of interesting things to do and places to go. Unfortunately, it began with an abrupt and jarring plot reveal that seemed unrelated to anything that had happened up to that point. Stranger still, there was little in the way of further explanation until the huge, freely explorable chapter was over. Later, everything is tied together, and in hindsight the overall story is well thought out. But the pacing definitely faltered, and someone who hadn’t read Raymond E. Feist’s Riftwar series could easily have been completely confused by the turn of events.

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