Thursday, 22 November 2012

Finished: Orcs Must Die

Orcs Must Die is a third person shooter/tower defense game by Robot Entertainment.

The premise is pretty straight forward Orcs are attacking the fortresses of the order, trying to make their way through the Rifts they protect to get through to the juice vulnerable lands beyond. Most of the orcs and associated forces are very single minded intent upon reaching their target rift via the shortest path possible.

The order is unfortunately mostly out of commission, save that is for The Apprentice who is able to take up a trusty magical crossbow and conjure defenses to prevent the orc hordes from pouring through.

For the most part it is a pretty standard tower defense game, though on a closer and more personal scale. You have a budget provided each wave, but you also earn money per kill, earning more money for long killstreaks and combos, which doing multiple damage types to the unfortunate victim before it dies.

The game excels in providing a wide range of traps and weapons. There are only a limited number of slots a player can fill with weapons and traps, so choices are made around level layout, expected enemies and personal preference.

Performance in levels is scored, both with a score based on kills and combos, and a 5-skull rating system. 4 skulls are based on rift points remaining, 1 for beating par time.

These skulls are then spent on upgrades, every trap has an upgrade that will cost a certain number of skulls, this system is final, you cannot ever refund the skulls, and you can earn a maximum of 5 skulls from any given level, which does potentially mean that if you spend them badly it will be very difficult for you to progress late in the game.

I loved the traps in this game, there are floor traps, wall traps, ceiling traps barricades and minions. I particularly liked a combination of barricades (fortunately orcs can't jump or climb), grinders, tar pits and swinging maces where the terrain allowed it. I picked up this game just after it came out and I had a lot of friends also playing through it and having a great time. We all had a great time watching orcs get flung into acid pits, set on fire, shot with arrows, exploded with bomb, sucked into grinding machines and knocked down by gigantic swinging maces.

Unfortunately the late game really starts to drag, the levels get progressively longer and there is no mid level saving or check pointing. This is especially bad when aiming for 5 skulls, a minor mistake can set you back a significant amount of time.

As a result there was a significant gap between when I bought this game and when I finished it, it took Orcs Must Die 2 coming out to convince me to play through the rest of Orcs Must Die 1.


Games list at time of post: 410 unfinished titles
Changes since previous update: Finished 0 titles, dropped 0, added 3

Tuesday, 20 November 2012

Finished: Alan Wake's American Nightmare


American Nightmare is a gaming equivalent of the bottle episode. While it progresses the Alan Wake story beyond the original campaign and the two DLC episodes, it has been structured such that it can easily justify the reuse of a small number of level, art and character resources.

Personally I think it is a decision that pays off really well. To give a minor spoiler (skip this paragraph if you want to avoid it), the justification used is a time loop, each time you reach the end of the final map you are sent back to the first one. Except that you aren't just doing the same things over and over. Alan is not the only one aware of the time loop  meaning that while assets are reused, you don't just do the same damn things over and over.

It seems pretty clear that the focus of American Nightmare is combat, the horror elements are still there, but they have been pushed into the background, mostly surfacing in the Mr. Scratch videos. Instead the gameplay emphasises faster paced combat with a larger variety of enemies and weapons. The flashlight has been tweaked such that it no longer passively removes the darkness, Alan has to focus (and use battery power) to make enemies vulnerable and even to provide the temporary stun.

They added a bunch of new enemies, some that split when exposed to light, big enemies, ranged enemies (including grenadiers), even non-human enemies, making fights more varied and challenging. Finally rather than pistol/shotgun/rifle there are a range of guns allowing players to trade off between accuracy, rate of fire and firepower. Some guns are clearly better than others, but unlocking those are tied into the page collection mechanic.

The game has a few different modes, but I only played the single player campaign once. I found that the focused story and tweaked combat system really worked well for me and it was great to be able to pick it up at a cheaper price point than the main game. I am curious as to what other developers would do if they were to make a bottle episode in their franchise. Anyone able to name other examples of this kind of approach?

Now exams are over I want to get through this backlog of game posts before I head overseas. The plan is to continue the Note Taking App project as well.


Games list at time of post: 407 unfinished titles
Changes since previous update: Finished 21 titles, dropped 3, added 30
Been a while since I added this at the bottom


Thursday, 27 September 2012

Completed: Blackwell Deception


Blackwell Deception is the fourth game in the Blackwell series by Wadjet Eye Games. It is a point and click adventure game that takes two to three hours to complete and continues the story of Rosa Blackwell and her spirit guide Joey. I have posted about the previous three games on this blog.

The gameplay is not much different from the previous Blackwell titles, though Rosa's smartphone purchase tightens things up a bit, it holds her notes, lets her look up information online and even lets her make the occasional phone call! It helps to reduce the tedious revisiting of the apartment that the previous games required when Rosa had to do a bit more research.

Rosa has become more public about her sideline of work and seems to have become more accepting that this Medium thing is her calling and that she can't quite get away from it, she has even started to advertise her services, allowing her to help more unfortunate souls. I am not sure that she really needs it though since she seems to stumble across ghosts around every corner.

I really enjoy the story of these games, Dave Gilbert has been continuing a fairly interconnected story since Blackwell Unbound, with each game revealing a little bit more about Rosa, Joey and the Blackwell family. I really liked seeing more about the Countess and the relationship between mediums and their spirit guides. I hope that Dave expands on this further next time, along with the other supernatural entities introduced in this chapter.

According to Dave posting on the Wadjet Eye forums, there are still another two to three games left in this story, it will be interesting to see where it goes.

Tuesday, 25 September 2012

Completed: Back to the Future: The Game

Back to the Future: The Game is an episodic adventure game series by Telltale Games, one of the few companies to actually do episodic game releases successfully.

The series follows the movies, the initial tutorial scene is set about 7 months after Marty gets back at the end of Back to the Future 3, the bank believes Doc is dead and has started to sell off all of his stuff. By the end of that scene, sure enough there is a reason to get into the Delorean and head back in time, to where a significant portion of the timeline is set, 1931. Prohibition era Hill Valley.

I think Telltale games did really well with the art style, they avoided going for a realistic view, the character models are all recognisable, but have exaggerated features and simplified colours and shading. It means that the game is attractive without the system demands being too high, after all this is a game available not just for the PC, but also for the wii, PS3 and iPad.

The voice cast features actors from the films including Christopher Lloyd (Doc Brown) and Claudia Wells (Jennifer) and even Michael J. Fox, though his voice is used in a cameo role. The VA for Marty McFly, AJ LoCascio, does an admirable job imitating Michael J. Fox's voice from the films. The entire cast did a great job, it has been some time since I have watched the films, but none of their performances jarred with my memories of the films.

The downside of the episodic structure that Telltale uses for these adventure games is that you can see the reuse of mechanical plot and settings. Very few environments are used only once, instead the same locations are used over and over again during the course of the series, with changes to account for time jumps and new people being in charge. Each episode opens with a fairly simple puzzle to get you going then seems to flow into a familiar structure where you have a few different puzzles that can be tackled in parallel before more plot will occur.

Overall though the story fits very well with those of the Back to the Future films, time travel inevitably causing changes not due to intent, but just because being present introduces new elements. Always the goal being trying to fix what went wrong and having the bad guys get their comeuppance. Somehow, after all of the problems Marty faces trying to get back to 1986, the final timeline results in everyone being happier. Oh and of course a Tannen always ends up in manure at some point. It just wouldn't be back to the future without that.

Friday, 21 September 2012

Complete: Quake 4


Quake 4 is a direct sequel to Quake 2, it was made by Raven Software in collaboration with id Software.

It turns out, whilst the main character in Quake 2 won a major success against the Strogg, the war is far from over. Now the Big Gun and the Strogg Emperor have been killed a ground invasion of Stroggos is possible and Earth has attacked trying to do remove the threat of the Strogg once and for all.

It was really interesting playing Quake 4 so close to Quake 2, you can really feel the impact that time and technology has made, the id Tech 4 engine is capable of significantly better interactions and improvements in AI, animation and storage technology means that friendly soldiers not only exist but play an active component in the missions of the game. Admittedly they do restrict the amount of time you spend actively fighting as part of a squad, this is still very much a single man FPS, they justify this by making your character a scout, often being sent on ahead to find and deal with other routes and finding a way to let your squad inside.

What makes Quake 4 so interesting to me is that the enemies you are dealing with haven't significantly changed. Most of the Strogg you fight are recognisably the same or very similar to the Quake 2 enemies, though they have much improved models and more impressive sounds and a few minor new tricks. The crude attempts at horror in Quake 2 where you see the results of Strogg processing humans are painted in entirely new lights. You get a lot more detail in game as to what it entails and how the Strogg control and use their human resources.

Doom 3 and Quake 4 still have the best computer interaction I have seen in first person shooters, the way it smoothly moves between pointing your gun at things and pointing your mouse at interfaces feels a lot more natural than zooming in on the interface and having it fill the entire screen when you press an interaction button. While it results in some laughably simple interfaces, but I feel that the trade off is worthwhile.

Quake 4 also avoids the problems of Doom 3 by spending a lot more time in outdoor environments and areas with nice big windows, it doesn't rely on darkness as much to create tension and lets you see pretty vistas. I really like the approach of using what appears to be concept art as skybox backgrounds, it continues the tradition seen in Quake 2 and it gives you a better idea of Strogg cities and other background elements.

The guns in Quake 4 almost all feel good and filling an identifiable role, you get weapon upgrades at various points through the game, a techie will ask to see your gun, play around with it and suddenly it has a new ability. Unfortunately the Railgun has been significantly nerfed, it has a terrible fire rate and its upgrade (shots go through people) is of such minor utility that it isn't really worth being handed out.

I had a great time with Quake 4, it really helped having only recently played through Quake 2 and having it relatively fresh in my mind to contrast and compare.

Wednesday, 19 September 2012

Completed: Cthulhu Saves the World

Cthulhu Saves The World is an 8/16-bit RPG parody by Zeboyd Games. It is available from Steam for an amazingly low price. I picked it up on launch but it took me quite a while to finish it.

It is built to be a very silly game, it has no respect at all for the fourth wall with Cthulhu only learning what is going on and determining his end goal by listening in on the narrator's opening spiel. Cthulhu has awoken ready to destroy the world, unfortunately (for him) an unknown holy cleric strips him of his powers. The only way Cthulhu can get them back is to become a True Hero.

Mechanically and graphically it looks and feels like an old SNES jRPG title, you have fixed characters interacting in a party, a limit of 3 characters at a time can be used in fights and it has random encounters and turn based combat. It seems pretty clear that the makers wanted to keep this old game feel, but didn't want to actually get bogged down in the flaws of these systems.

Random map encounters discourages exploration, so each location has a maximum number of random encounters, when that number expires you stop being interrupted. Not only that but you can trigger the fights by pausing and selecting fight from the menu at any time, meaning you can get all of the required fights out of the way when you are in a nice convenient location. You can also continue to have fights after the counter has expired as a way to grind XP if you want an easier time later on.

Similarly, whilst characters are fixed, their equipment types and abilities have a fairly linear progression to them, but the game lets you customise your party to your playstyle to a degree through a fairly elegant system. Whenever a character gains a level, you get a choice. Typically it will be between two variants of the same skill, or two different stat ups, you can gear your characters towards high damage single target spells over AOE, high defense and health over speed. I mostly aimed my party at doing high damage area attacks all the better to get the random encounters quickly finished, though at a hefty MP cost and leaving me in a more difficult position against bosses.

The game encourages quick and strategic combat in two different ways, monsters get more powerful the longer a fight lasts, and the player recovers MP based on how quickly a fight lasts, if you can throw a few heavy hits and finish a fight in one round, you may recover most of the MP you used. The game heals you up at the end of every combat, so MP is the resource that slowly dwindles as you explore a dungeon hoping you will find a save point to recover it rather than teleport back to town.

I really liked the use of the theme, I have to admit I haven't read deeply into the lovecraft mythos but I do enjoy it where it crops up in horror elements and it was good to see them parodied so thoroughly during the course of this game. It features all manner of lovecraftian names and locations taking advantage of the parodic nature to include them even though they don't make complete sense.

One of the key uses of the theme is insanity, here it is a condition that can be inflicted and removed upon your enemies. Insane enemies deal out and take more damage, it can be a good tradeoff to have a fast character use a move that inflicts insanity if the extra damage will let a move by a slower character to finish them off.

Overall, I think that the entertainment and length of this game are amazing for the price, I am not exactly nostalgic for 8/16-bit RPGs, I never really played them since my first home console was an N64, but this game is a bargain at the RRP.

Monday, 17 September 2012

Completed: Blackwell Convergence


Blackwell Convergence is in effect, the other half of Blackwell Unbound. In fact, Blackwell Unbound was intended to be an extended flashback sequence in this game until it ballooned out of proportion.

As a result it is full of returning characters, people that Rosa's aunt interacted with make their return as she attempts to allow three seemingly unrelated souls to pass on. It is interesting seeing Joey draw the connections between this game and the last, trying to deny the truth until enough evidence builds up.

I was pleased to have the Internet back in this game, I didn't really like the different item set up in Unbound, even though it made sense that Lauren would use a phone and phonebook. You still require a fair amount of trekking back to your apartment just to look up the next piece of information to let you progress to the next puzzle.

I think the links between this and the previous game really help pull me into the story, whilst I knew who the villain was, I still did not know how they were able to operate despite the mechanics not really changing. They make for an interesting character and help to give a little bit more of the previously missing information about the setting.

The game takes about two to three hours to complete and is a good third chapter for the series. I have to admit that I do have a tendency to mix up the titles a bit, I never remember which title goes with which number in the series, which is a minor problem given that these games have a clear continuity and don't make quite so much sense on their own.