Game-related ramblings.

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History Lessons: Betrayal At Krondor (part 3)

New readers may wish to read my History Lessons Introduction first. Also be sure to read part 1 and part 2 before continuing. When you’ve finished you may wish to read part 4. Other History Lessons posts can be found here.

It’s been a while since my last post about Betrayal at Krondor, but if it makes you feel better, I’ve gotten farther in the game this time. I was nearing the end of Chapter 2 then, now I’m just starting Chapter 5. And I’m glad I waited until now to talk about the game’s overarching narrative, because it got a lot more interesting right after Chapter 2 ended.

In part 2 I discussed how the game’s open world is designed to funnel players through certain narrative experiences, offering a series of clues and encounters along the roads the player must take when traveling. The result is an experience that feels organic and emergent while still providing a set story. Chapter 3 offers even more freedom than the first two, and is the best example of Betrayal at Krondor’s unique narrative design so far.

Roguelike Updates: Gargoyles Are Pretty Good

Readers who are unfamiliar with roguelikes may wish to read my introduction to the genre, or peruse the various Roguelike Highlights posts. Also remember that you can click on images for larger versions.

Only two of the roguelikes I’ve previously covered have seen updates since my last Roguelike Updates post. Brogue had been sitting at v1.7.2 for some time, but it’s now been updated to v1.7.3. I haven’t had a chance to play it much, but the major changes relate to the stealth system and the progression system for friendly allies. Given that the last major update removed player leveling from the game, making combat a completely optional endeavor, I’m excited to see how the new stealth system plays out. A sneaky adventurer who slips past enemies unnoticed would be fun to play.

The other big news was the release of v0.13.0 of Dungeon Crawl Stone Soup last month. I have had a chance to play with this one, and I tried the new playable species that came with it: the gargoyle.

Skyjacker Returns To Kickstarter

Over a year ago, I wrote several posts about Skyjacker, a new space sim game which was seeking funding through Kickstarter. It didn’t make it, but developers Digitilus didn’t give up. Instead, they kept crowdfunding open on their own website, and returned to Kickstarter with the Starship Constructor, a tool used to build ships for the game. Backers of the successful campaign got to play with the constructor and funds went towards continuing development on the main game. Now, Digitilus is back to Kickstarter with a final campaign to finish Skyjacker.

Unfortunately, the timing isn’t so great, with high-profile space sim games like Star Citizen and Elite: Dangerous hogging the crowdfunding headlines. But I’m more excited about Skyjacker than I am about those games, and it’s not just because of my predilection for Russian things. Read on for some reasons why you might want to fund Skyjacker too.

History Lessons: Betrayal At Krondor (part 2)

New readers may wish to read my History Lessons Introduction first. Also be sure to read part 1 before continuing. Later entries are here: part 3, part 4. Other History Lessons posts can be found here.

At the end of part 1, I was marveling at Betrayal at Krondor’s open world, which left me free to wander the length of the Kingdom instead of attending to my rather pressing business. This is certainly not an unfamiliar concept; most recently, Skyrim embraced the same philosophy, and I’ve written about it at length. But in 1993, when Betrayal at Krondor was released, it was a more novel notion. Or at least, providing a world that feels like a real place populated by real people was. Other role-playing games, like Might and Magic: Book One, gave the player a world to wander freely, but these were abstractions — Might and Magic’s tile-based world was a symbolic representation rather than a realistic one, full of random battles with strange beasts and a lot of other things that didn’t really make sense. Today’s games, like Skyrim, instead try to offer a believable place to explore, with a recognizable landscape and culture. I was quite impressed with Skyrim’s achievement in this regard. So playing Betrayal at Krondor, which was one of the first games to try it, has been fascinating.

I Tried To Play Dwarf Fortress Again

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

It’s high time I wrote about Dwarf Fortress. What is Dwarf Fortress? It is gigantic, confusing, insane, and legendary. It has been the work of Bay 12 Games, consisting of two brothers — Tarn Adams, who does all the coding, and Zach Adams, who provides input into the design — for the past ten years. And they have every intention of working on it for another twenty. During this time they have lived entirely off of donations from players, with Dwarf Fortress itself being offered, in its still-incomplete state, for free. The business model is a modern equivalent of Renaissance patronage, with a loyal community happy to support the project and Bay 12 Games, in return, keeping healthy communication with these fans about future plans for the game. Many mistakenly believe that Dwarf Fortress is a roguelike, possibly due to its top-down ASCII graphics (OK, technically Code Page 437 if you want to get picky), and its Adventure game mode does indeed qualify as such, but Dwarf Fortress is far more (and far more interesting) than that. It is one of the most fascinating games ever made.

I tried to play Dwarf Fortress many years ago and didn’t get very far. So I tried again with the latest release, colloquially known as DF2012, this time determined to see my fortress to the bitter end. I failed to do that, but decided to write about the game anyway.

History Lessons: Betrayal At Krondor (part 1)

New readers may wish to read the History Lessons Introduction first. The rest of the posts about Betrayal at Krondor are here: part 2, part 3, part 4. Previous History Lesson posts can be found here.

It’s been too long since my last History Lesson post. Nearly a year! Time to get back in the swing of it. This time I decided to tackle a game I’ve been meaning to play for some time: Betrayal at Krondor, originally released back in 1993. It is fondly remembered by fans as one of the earliest attempts at an open-world role-playing game, and for its strong ties to Raymond E. Feist’s Riftwar novels (Feist later novelized the game, officially accepting its events as canon in his fantasy world of Midkemia). Given the huge popularity of Skyrim and the other games in the Elder Scrolls series, known for their open-world role-playing design, I thought it would be interesting to look back at one of the first attempts at this type of game.

I actually tried to play Betrayal at Krondor a couple of times in the early ’90s. My first attempt was foiled by an insufficiently powerful computer, which could barely even load the game before crashing. Later, I borrowed a copy of the game from a friend to try on a newer machine, and managed to get a little ways into the game before hitting a game-stopping bug, probably due to some hardware incompatibility. In 1994, the game was re-released on CD-ROM (instead of 3 1/2″ floppy disks), but I never had a chance to try that version. Now, it’s conveniently for sale on GOG.com, bundled with its less popular semi-sequel, and pre-configured to run on modern machines using the DOSBox emulator. A good opportunity, then, to take another look.

Trenchcoat Time: X-Noir Demo

Diligent readers may remember that I quite liked the massive, free Japanese-style role-playing game Master of the Wind. Since it was completed, developers Solest have been working on two other games, the short puzzle game Labyrinthine Dreams (which recently had a successful Kickstarter campaign to fund an art overhaul), and the detective game X-Noir. X-Noir was announced first, and the news about Solest’s Kickstarter campaign reminded me to catch up on their catalog. So I decided to take X-Noir for a spin.

Very, Very Fast: Race The Sun

Why do humans enjoy moving at high speeds? Apparently it is because the speed triggers a neurological response to danger, and the brain releases a mixture of adrenaline and endorphins to help cope with the perceived threat. This mixture is responsible for the “rush” that many people find so pleasurable. The problem with this is that moving at high speeds is, in fact, dangerous, which is why we’ve developed ways to simulate the same feelings while minimizing risk. Riding a rollercoaster, skiing down a mountain, and more mundane activities like going down a playground slide or swinging on a swing set are all ways to mimic the feeling of moving fast while staying relatively safe. But the only way to be completely safe while feeling like you’re moving at high velocity is to not move at all, and mimic the feeling in some other way. Like in a game, perhaps.

There are many games that involve moving really fast, but few of them are as pure as Race the Sun. It’s a game about steering a solar-powered craft as it chases the sunset, dodging obstacles and trying to keep moving for as long as possible. Because when the sun goes down, your ride is over.

A Tunnel-full Of Words About Metro 2033

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

This one is late, as usual. I had originally planned to play Metro 2033 before its sequel, Metro: Last Light, was released. But I was in the middle of the Indie Platformer Marathon, and other demands on my time meant I wasn’t getting through games quickly enough. Metro: Last Light released back in May, and I’ve only finished Metro 2033 now, towards the end of August. There was a brief moment where I thought I might get lucky and actually have a semi-timely post, because Metro 2033 featured in the recent Humble THQ Bundle, but that window of opportunity passed me by too. Oh well. I suppose the timing really isn’t important anyway.

Metro 2033 first caught my attention because I have something of a fascination for Russian things. And Metro 2033 is a very Russian game.

Upgrade Your Gray Matter: Kanye Quest 3030

If you’re like me, you’re a fan of the album Deltron 3030. Because it’s awesome. A hip-hop concept album about the year 3030, with production by Dan the Automator, turntables by Kid Koala, and rapping by Del tha Funkee Homosapien — what’s not to like? If you are even more like me, then you’ve been wondering when the follow-up album, Deltron Event II, is going to come out. Production began on the album way back in 2004, and the album’s been plagued by a series of delays ever since. The latest word is that it will release on October 1 of this year, but the album has missed release dates before. So I guess we’ll see.

In the meantime, why not play Kanye Quest 3030?

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