Tuesday 23 June 2009

Mass Effect Galaxy

Firstly I have to openly admit that I love Mass Effect and I love the Mass Effect Universe, so this "review" might not be as objective as it should. As the game loaded on my new iPod Touch, I could hear the familiar tones of the original Mass Effect game play in the background, very comforting indeed.


This game is an abstraction of some of the elements that make Mass Effect such a compelling Universe to play in. It takes some of the storytelling, along with some of the dialogue and binds them together with sequences minimally animated in a comic book style along with tactical action based combat in small "single screen" arenas.

Taking each part of the blend in turn:

Story: There seems to be a definite storyline rolling along here, although much of the backstory is assumed (from the original game). New characters are thrown at you, with little reference to any existing ones, but they all have a familiar feel to them - Krogans are krogans, Asari are seductive etc. The arc here is meant to be part of the overall transition from the original Mass Effect game to the sequel Mass Effect 2, although it has yet to mesh into anything presented in the second bridging novel "Ascension".

Dialogue: The dialogue in the game is presented to you as alternatives represented by icons, thumbs up, thumbs down, question or exclamation marks. You drag these iconic options up and down, reading the accompanying text and settling on one to submit as your speech. You have to scroll through all options if you want to know exactly what you are saying, but since they're clustered into broad agree, disagree, or lets do it, you can just use the icons as a guide, but you'll be missing alot of the flavour of the conversational dialogue that way. If you're into Mass Effect at all, you'll know this is one of the pleasures of the game. If there is a chunk of dialogue coming from the NPC you're chatting to, theres often a pause, an elipsis and the need to press the continue icon. This would be fine, if the NPC dialogue remained in the same text box, however, you'll have read half of it, and then it will scroll up a box to present the continue option.. something which can annoy you if you're a bit eager to read the text presented, rather than wait for the scroll and continue to land. I'm not certain whether these dialogue options affect what happens in the game, most of it seems to be geared towards progressing you to the next section regardless, however there was one ocassion where instead of diving into combat I managed to convince the old pirate to surrender and have an easy retirement rather than take the "death or glory" option.


Comic Book Sequences: Some of the comic book sequences are really well animated conveying atmosphere and action without many frames being spent. The art is stylised, but fits the Mass Effect Universe perfectly. Some of the detail on the characters really shows through, and snipping it all up, it would make an excellent comic book on its own. I did notice one or two sections that were used again, some of the fight scenes, and the Mass Relay sequence for instance, but overall its enjoyable to see this stuff come to life in another media style.

Combat Action: Combat is presented as fixed packets of top down action, fighting in an arena with obstacles, destroyable items (crates), explosive items (power units), and several weapon toting enemies, often with differing strength. Each screen sized battleground is laid out with specific set paths and bottlenecks, with cover and removable cover. The object being to clear the area of enemies, and then advance through a doorway. There can be power ups (shields and health mainly) littered around the map at key places, or the enemies can drop power ups when they fall. You navigate your character through the area, using the iPod's Accelerometer, so tilting the device gently in a direction will cause your character to begin moving in that direction, tilting it more will make him run. Even though this sounds awkward it works remarkably well, since your fellow will auto fire at any enemy targetted, it becomes a game of movement, cover and line of sight angles.


You have three additional abilities at your disposal, a Biotic Hold, a Grenade launcher, and a Tech Shield sabotager, along with this you can pause the action at any time, to take stock, reset your current target and apply one of the specials. Depending upon the movements and reactions of the enemy in the level, you may have to switch targets to prioritise the kill, this is done by simply tapping on the enemy you want. You can also tap and target on crates and explodable power units, providing you with a useful ability to carve a different path through or to lure enemies into an area like a trap and detonate the environment for maximum damage. Your targetting reticule shows up thicker when you have a much tougher enemy, so you can prioritise your targets and eliminate the weaker ones first. Whilst dispatching the enemy, its always wise to have an escape route, or cover point handy as well as know where the shield and health power ups are.. the early combat levels are quite easy, but later on you will rely on environmental placements of cover, explosives and power ups to make it through. Whilst not providing exactly the same combat experience, this delivers an action based tactical burst requiring some thought to attain success. The Tech and Biotic powers are severely limited to one of each, and their use seemed more circumstantial, whereas I was always spamming the grenade whenever I could. The characters cautious fluid movement along with the gun effects do make it feel like a Mass Effect game despite its top down appearance. Since all combat takes place in a screen sized area, its often fast and furious, but bite size enough to make you want a bit more. Some encounters are a chain of a number of these "rooms", whereas one or two were just a single room.

The storyline does lead you off into the galaxy, and there is a 2d flat galaxy map you traverse in the order you want, but its little more than a number of locations, that you select, and then press the travel button. A part of the game that does feel lacking somewhat, is the absence of any RPG tweaking or party play. You do meet others whilst out on a mission, and you have your sidekick holographically jump in for some dialogue now and then, but you are all alone on the battlefield.

For a short mobile game, giving you bursts of Mass Effect mythos it doesn't do a bad job. For me, its definitely worth the couple of quid, simply to glimpse some more of the Mass Effect Universe.

Friday 19 June 2009

Upgrade Complete

I've been recently impressed by a rather nifty little shooter from Armor Games named UPGRADE COMPLETE, which has a total of about half an hours play in it. However, the concept behind the game involves the usual upgrade mechanism, but applied to everything in the game. The game loader, titles, menus, progress bars, backgrounds, graphics, all novelty additions but the upgrade process is also key to progressing in the game itself.



Your ship starts out quite humble with a coin collector and two gun turrets. The ship moves left and right, but can angle as it does so, to provide you with an arc of fire. The enemy descends from above and you have to terminate them upon which they relinquish the valuable coin cargo. Collecting this with the center of your ship adds funds useful for upgrades! Completing the wave successfully gives you a bonus to the funds collected. Back to the shop you can then add more equipment spatially (within a defined rectangle around the ship). Equipment includes magnets to attract the coin to your collector, engines to boost ship speed and agility, turrets, lighting arc generators and missile launchers - all of which can be upgraded using coinage to a maximum of level 5. You have a limit on the number of items you can attach to your shipspace, and therefore a lot of the "strategy" involves working out a balance between firepower and coverage, as well as how fast you want the ship to move and whether you want to maximise your coin collecting abilities.

Placing your firing mechanisms across a wide area as possible is good to sweep the enemies up, but having some forward to soften them up, and some below your main ship, to catch stragglers that get by you is also important. A major part of the enjoyment of this casual blast em up is building your ship, and boosting the parts in a particular order to get you past the next wave, collect as money as you can and begin the re-design process as you add more or better equipment to the mix. The ability to go back to the main menu, and upgrade the system graphics and music options really does stack novelty onto enjoyement. When you have finally pushed on through to wave 20/20, there is still one or two things you can tweak up, to open up acheivements and end screens.

9/10 for providing a novel and entertaining bitesize of retro, yet original gaming. I wonder where you go with this sort of idea in a much more complex iteration of the game.

You'll have to spend $2000 to upgrade me to provide a better review, possibly a 10/10.

P.S. Although the 4 levels of graphics are entertaining, the people I've discussed this with have all agreed that graphics option 2 is the best - and once you upgrade theres no going back... although there is an upgradeable option to start from scratch.. thankfully.

Friday 5 June 2009

Genre Hopping

Inspired by the "Genre Aversions" discussion over at Gamers with Jobs, I posed the following question to the UKGamer crew...

Can we all dig deep and come up with 3 games (from the past or present) that encouraged us out of our comfort zone and to hop into a genre we wouldn't normally play in? Sort of, the game that inspired you to try something else, whether it be a totally new genre defining game, or whether its just a game that sucked you in and broke your normal game genre favourites. Sort of name the games, with genre, and then what was it about the game that pushed you into the genre hop.

Since then, I've been thinking long and hard about the genre hopping question I posed, and I must say with a memory like mine its difficult to come up with historically accurate examples of this.. however a few of them immediately stand out in my gaming history..

Tekken - FIGHTING

Which sort of hit me with a double whammy, because it was the game that not only introduced me to fighting games as a genre, but it was also the game that pushed me over the edge and into the money leeching caverns of console gaming. A friend and I had planned a weekend of renting an original Playstation console from Blockbuster, along with the game Tekken. We used my membership card and hefty deposit and began a costly adventure in console gaming. Needless to say, after that weekend, I purchased my first PSX console, and spent the rest of my life funding a life of gaming. I also joined the ukgamer mailing list, or psx-list as it was then. It was 1995.


NBA Live '96 - SPORTS

This PSX game was responsible for my mid-nineties obsession with basketball. And ultimately it lead me into other sports (mainly American ones), where previously I had not tread. As an early teen I was a computer nerd (Vic-20, Commodore 64 were my life), I was always so far away from sports of any kind, that they just didn't exist to me. 1996 and NBA Live '96 changed all that, in the game I found a competitive spirit I'd not seen before, I'd found a game that required team play, but from my own gamepad, personalities I could begin to collect and learn, cool moves and dunks. Suddenly I had stepped into a world of fandom and love for The Game. I began watching basketball, getting US shows on VHS tapes from a mail order company (because I couldn't source any TV with Toronto Raptors games over here). I began going to UK Basketball matches, and watching local basketball matches, as well as creating websites for local teams and generally soaking up all things bball. It broke the ice for me on the sports genre, and I began to eat it all up, with my NFL addicition floating to the surface much later. It even opened up my eyes to football, something I'd never have dreamed of watching, playing as a game..

Colin McRae - RACING

The original rally game on the PSX, was the only driving game I'd taken to, because of the muddy slide physics. Most other driving games left me cold. And although I did hop onto the driving genre for a bit, with Metropolitan Street Racer on the Dreamcast, and Gran Turismo on the PS2, I still only have limited success with driving games, and I tend to gravitate more to ones where you can engage in combat as well (such as the Twisted Metal games).

Sled Storm - PHYSICS RACING

With my foray into the racing genre, I become indirectly involved with other physics based racing genre's such as sledding - with Sled Storm being one of my favourites, the handling and feel of the Sled, and the amazing music that accompanied the game (Econoline Crush, Rob Zombie), I was hooked and was propelled into the world of snowboarding like Cool Boarders, hoverbiking like Jet Moto and speed boat racing like Rapid Racer.

Since I'm a gamer who has a PC gaming pedigree of strategy, roleplaying and action based shooters (FPS and third person) the above genre hops were really out of character and ultimately all console bourne.

Damn those consoles.

Tuesday 2 June 2009

AI War: Fleet Command

AI War is a game that almost passed me by. A 2d space based RTS that sailed past stealthily cloaked and headed for the nearest warp gate 'outta here'. Luckily my Impulse client explore page slyly winked a small ad for the game and like a distress beacon it caught my passing attention.


The game presents itself in 2d, all craft and structures are flat sprites. The backgrounds are rendered 3d planets and starscapes, but are purely for flavour - they do not affect the flow of the game. The scope and scale of the game however is big, you have large planetary systems as your main conflicted play area, interconnected via warp gates into a web weaving and winding itself into a chaotic galactic tapestry. The game setup allows you to randomly seed the generated Universe and select the number of planetary systems available. The connections between systems are "spun" in a chaotic fashion, and they can lead to isolated systems, ideal for defense, or well linked "junction" systems giving you many paths to travel and explore. Zoom is your friend, and as you plan your movements and offensives you will rarely notice the 2d sprites, because your broad strokes of battle will usually be made on the max zoomed iconic representations anyway. The sheer number of units that can be deployed is astounding, 10,000+ is not uncommon. The game was inspired by the similar large scale conflict and zoomed out operational approach that Supreme Commander adopted.

What is not obvious upon your first play with the tutorial levels is the nature of the more strategic scale of operations you will play out. It is your goal to scout and explore a path through the systems to locate specific advantageous enemy structures and either destroy them or capture them. This almost surgical precision applied to your offense is your greatest strength, because if you advance aggressively through the Universe conquering all you meet, you will quickly meet your demise, because with each takeover the AI's aggression turns up a notch. With every conquest, you're essentially stoking the AI into a frenzy and into more advanced tactics to employ against you. A more carefully planned and well considered approach is needed to balance the AI aggression as you make your way forward. Destroying its data centers deny the AI valuable computational resources and thus reduces the AI's aggression level. Capturing Advanced Research facilities will open up to you some of the more specially developed equipment that the AI can use against you, equalising the odds when it comes to tech vs tech conflicts. Another key tactic to employ is to secure your travel lanes, by blockading warp gates and holding the AI enemy at bay whilst you planet hop your way around the most economic and efficient path.

So, in essence, you are:
  1. scouting and pathfinding
  2. exploring and searching out key targets
  3. plugging and unplugging warp gates
  4. capturing planet systems to install resource gathering equipment
  5. eeking out scientific knowledge from new planetary systems
  6. managing your manufacturing and fleet content so that when you find the AI core base you can annihilate it!
The unique draw of this game is that you're plunged into a randomly seeded Universe, where the AI can be scaled in difficulty and tweaked with various play styles into very different opponents. As the name suggests the AI plays a very important role in the games appeal, and as such it can be tailored to your needs, and pacing. The developer has provided a very detailed explanation of the unique features of the AI, from its swarm intelligence to its completely emergent sub-commander logic, and a layer of fuzzy logic applied over it, so that its not always predictable and precise. Another feature is that the game supports up to 8 players working cooperatively against the AI, so gather your disparate fleets to survive, live long and prosper (the AI also scales depending upon the number of players involved in the conflict). Sadly, the game doesn't support player versus player combat, with the main focus of the game pitting the strategic and tactical capabilities of the human player against this finely crafted AI.



There are a large variety of hardware on offer and many of the techs will open up new tactical possibilities, with free downloadable content being available in the form of new community requested features and ships. Some examples of the equipment you can utilise (in addition to the usual range of fighters, bombers and starships) are: defense turrets, mines and mine repairers, tractor beam turrets, laser turrets, long range sniper turrets, missile turrets, force field shields, de-cloaking devices, detectors of incoming ships through warp gates, to name a few, and I've really only scratched the surface in terms of the unit specialisations. I am assured that as you play the game, increasing AI difficulty levels and AI play styles, you will find new uses for existing equipment and you will discover new equipment and new tactical ways to deploy them.

I would recommend watching the video guides presented by the developer to get a feel for how to get started with the game, and to see an explanation of the "bigger picture" strategic game.

Since you specify the parameters of the Universe you play in, there are a lot of replay opportunities and the degrees of AI difficulty and play style will also further add to that, so you're getting a lot of indie-fuelled strategic play for your $20. But you are also encouraged to become part of the AI War community, and participate in its future evolution and development. With DLC already being rolled out regularly, and a planned expansion in the works, you too could be a part of its emergence.

Whilst playing the game, I'm reminded of other games, Supreme Commander, Sins of a Solar Empire, Stars!, but also see glimpses of Battlestar Galactica's desperate plight of jumping through a Universe full of Cylons and having to "box clever" to stem the tide of the AI toasters and jump your way through secured corridors of space, picking up what little resources you can... but then I do have a vivid imagination for those sort of things.

JUMP!