Saturday, 15 December 2007

Bruce Parry does the Amazon

Bruce Parry of TRIBE fame, begins his journey..

http://www.bbc.co.uk/amazon/sites/map/index.shtml

He's using Googlemaps and video/blog entries along the way to tell the story interactively as he heads along the Amazon river. The expedition will culminate in a 6 part show in Autumn 2008, but you can follow it as it happens at this blogsite. I'm a big fan of Bruce, and I love this info tracking stuff when its focussed on a journey and a project.. onto Google Reader you go Sir!

Tuesday, 11 December 2007

Bellatorus

http://www.bellatorus.com

Bellatorus is a 3d rendered and much more polished card game version of one of my oldie favourites known as 'ants' - which was based on a game called Archomage.

http://www.the-underdogs.info/game.php?id=3761
http://www.antanasijevic.com/ants.html

Anyway Bellatorus seems to be more slick and looks much better, plus it has the fluff option of zooming around over your tower base, or even following an avatar through the base in 3d. You get to see buildings emerge as you request them, and even resources thrown into the air from the people generating them.

I used to love playing Ants, and always wanted a much more convincing graphical version of it, and I guess Bellatorus is it. Nice.

Monday, 3 December 2007

Mass Effect

I've finished a Normal run through Mass Effect in about roughly 25 hours. I would say it has been one of the most exciting and involving pieces of game play I've had this year. I must declare the fact that I come to Mass Effect prepared, in that I'd given enough time to read the prequel novel to the game beforehand. I enjoyed that novel and its story immensely. It was good, believable Science Fiction. Continuing that story into the game itself, was a big part of the experience, because I was able to step into that universe and take an active (if fairly predetermined) part in it. Places and races I'd imagined through the writings had become tangible and interactive. The pleasurable fog of imagination had been gently blown clear to reveal a living and pulsing environment where I could explore (and sometimes scrutinise) individuals to my hearts content, where I could exercise control over bursts of action, and decide what parts of the unfolding destiny I would delve into next. The prequel novel is by no means a requirement to enjoying Mass Effect, and if you question the right people, you get a summary of the books plot explained to you fully. But, what the prequel did was whet my appetite for this world, tease me with tidbits for the epic scale of the tale about to be told in the game.

I could wax lyrical about the game in terms of my emotive attachment to the character I created and controlled in that world. But I'd like to get across not only the cinematic euphoria that you open up along the way, but the mechanics by which they assemble this journey.

Highlights of the game:

Story: I've mentioned the Story already, a very adult and convincing story that takes place in a very believable setting. Drew Karpyshyn http://www.drewkarpyshyn.com, the writer, has certainly won me over and I'll be looking forward to sampling his other titles.

"Acting" and dialogue: Normally imparting a lot of dialogue to the player can slow things down, and hinder any sense of forward flow. Players begin to skip over sections in favour of tasting the action based "sweet spots". Bioware has managed to craft a mechanism by which NPC's can perform their lines with believable acting. Coupled with excellent voice acting, natural conversational flow and concise trimming of the information presented, their ability to impart story elements in a fascinating and engaging way is probably one of the games major achievements. I have been guilty of dialogue skipping in the past in many info heavy RPG's, but Mass Effect had me positively excited at the prospect of learning more about a character or about a story hook, wanting to delve deeper into the conversational tree and unearth more treats.

Mako: Much of the planetary exploration is done via the Mako, an all terrain vehicle, resembling an armour plated moon buggy. I found the Mako a joy to drive/pilot, I believe many people found the controls to be awkward. I think if you come at the Mako as if it was a Warthog from Halo, you'd be misjudging its elegance in control. Whilst it does have a similar point and move interface the right stick is primarily used for aiming the main cannon, or artillery shot. Moving the aiming reticule left of right will attempt to adjust the Mako's direction in small increments, if the left stick (for throttle) is pushed forward. However, the left stick is the key to controlling the Mako, not the right stick. Point the left stick hard left and the Mako will move forward in that direction, left. Move the stick back and the Mako will move backwards. So its entirely possible to circle strafe an installation or enemy using the left stick to determine the Mako's direction, and the right stick to aim the cannons. This coupling (and independence) of the two sticks makes the Mako a very manoeuvrable vehicle indeed. Plus on top of this you have the jump jets, that can launch the buggy up in the air - particularly useful for overcoming difficult terrain and avoiding slow moving rocket fire. The machine can turn on a sixpence and is very adept at climbing up steep mountainous landscape. I had nothing but fun with the Mako, driving it and positioning it for strategic shots was most rewarding. Escaping and taking cover and repairing it was necessary at times. It is a powerful armoured transport, but its no way invincible. The Mako physics were a real treat, once you understood and adapted to the controls.

Action: I found the combat to be fast paced and tactical. A major step forward in terms of going real time and ranged, from the turn based approach Bioware used in the Knights of the Old Republic games. What was extremely satisfying was the fact that if you died taking one particular approach to the combat, you could load the save game, change your tactical approach and see obvious advantages and disadvantages quite clearly. The gunfights are more Rainbow Six than Gears of War. But they still delivered the action based adrenaline surge, with the satisfaction of seeing different RPG tweaks and modifications manifest into victories or defeats.

Classes and Difficulty: The three main classes, plus the three hybrids give enough breadth for you to try the play through with a few characters and still see different approaches to the same tactical combat situations. The mix of ranged weapon types, with biotic powers and technological devices creates a very interesting mix for your characters development and those of the main accompanying squad members. You also have 6 squad mates who you can pick and choose from, with their fixed class/race representations. So you could play through with the same character build, and just choose different squad members to ally with and possibly have a different approach to combat situations. The variety on offer fuels your enthusiasm for creating a different build, and playing through again on a harder difficulty setting. As soon as I'd completed the game, I'd already mapped out what I wanted to be and how I was going to approach it on my Hardcore play through. I must say, as hardcore ramps up the enemies health and resistances, it does turn the game into a much more tactical experience.. and part of me wished I'd done it on Hardcore from the start. The combat now has to be thought out almost before the first shot is taken. And with a single run under my belt, I can now feel my way through parts of the game I didn't explore with my first character. I think the game has succeeded in creating something which is at least re playable and still entertaining for two or three passthroughs. Unlocking the specialist armour and arms in itself is a draw for some people.

Music: It may not appeal to everyone, but the almost vangelis like musical score sits very well with the art direction and general theme of the Mass Effect world/universe. I found it enhancing during combat situations and mood setting in most places. I like the enjoy game music outside of the game too, Anarchy Online's soundtrack still being an all time favourite of mine, and I think Mass Effect's musical score has a similar appeal.


Lowlights of the game:


Squad AI: There were a number of times when your squad members get stuck, or move somewhere inappropriate and get chewed up. I found if you paid close attention to the commands you sent your squad, holding them back mainly and opening up long range or crossfire opportunities, you could minimise these 'errors of judgement' on your allies part. But sometimes they hinder your movement in narrow corridors, sometimes they don't move when they should - stuck on environment.

Unlocking/Decrypting Mini-game: Adopting a very simple key tap process to give the impression of a complex hacking task is a bit too much like over-simplification. If they could have varied it slightly for different operations. Added some other mini-game mechanic in there to keep the process time dependant and interesting it might have helped. As it is, its hardly a 'mini game' and even lockers/containers that are deemed HARD, seem very easy to tap open. Its not a major downer, because it becomes just a pedestrian task to have to do, to get at the all important loot.

Elevators: A loading mechanism, that seems to be used very often in the game. The world of Mass Effect is littered with Elevators. And whilst you do get a chance to listen to some snippet of radio chatter, or your squad members banter, it only serves the purpose of slowing down the game with long inactive pauses. I realise with such a lot of information needing to be loaded its more aesthetic than a loading screen. But the long elevator rides do wear away at some of the enjoyment, possibly keeping you back from exploring places, simply because you cannot bear another long pause of doing nothing. I used most elevator rides to spin the camera round and admire my character's outfit and other attributes.

Exploration: In addition to the main storied planets, you can explore Uncharted Worlds. Essentially some of the planets in each galaxy, star system can be explored. Whilst this was a welcome addition, in terms of including side-quests (assignments) to the main story, the reality was that only one planet per system usually allowed set down, and then once there only one or two curiosities were available for you to drive up to and investigate. Sometimes you'd have to assault a base or check out an anomaly, but the bases tended to be built around a very limited set of tiles, often encountering the same base type on a number of Uncharted Planets. The freedom of the Uncharted Worlds is a real plus point in terms of longevity from Downloadable Content, because I can see a lot of scope for including additional content through this exploration mechanism, or even randomly generated assignments, the ability to do this is there, whether it is on the cards at Bioware I'm not sure. The limited implementation and repetitive use of tile sets at the moment take away from the feeling of galactic freedom that the game seems to promise.

Graphical Glitches: Some frame rate slowdown when the combat becomes very frantic and littered with enemies. That was the main graphical downer for me. And I must say it only happened a handful of times. People have reported the texture pop-in being a major cause for concern, but I didn't find that annoying really. It meant less time loading in elevators or in game transitions and more time in game. So there were few seconds of low texture mapping till the proper textures were loaded up, it was a price I was prepared to pay.


Overall:

Bioware had me, as I delved into their prequel novel. I was sold on their concept of bringing a believable science fiction universe to life, where I could take part in the main story line, and explore the nuances of the details left in all the sub-plots and side assignments. Mass Effect is going to be a trilogy, but the first installment was satisfyingly brought to a close without leaving a frustrating cliffhanger. The game world has enough depth to open up the story for the next games to come, I think Mass Effect will become a very popular vehicle for Sci Fi RPG's on the 360, and I'm hoping they will boost the games longevity with key downloadable content, building upon the uncharted world mechanism they have in place. Despite the few niggles and mechanisms that don't seem to work that well, I think Mass Effect has pushed the envelope significantly forward on what we will expect in our action RPG's in the future. What worries me is how can I watch other games dialogue scenes without having the same level of "acting" and lavish story detail? They've set a new bar for NPC interaction, and I doubt most games will be able to hurdle it.

Mass Effect, well worth your time and money, if you have any interest in good Science Fiction, Tactical Action, and Character progression/tinkering.

Monday, 5 November 2007

HellGate: Sight Seeing

Piccadilly Circus (in a bit of a state after the demons started partying there..)



The Houses of Parliment (as viewed from a drained River Thames basin)



This next shot doesn't do the scale of the conflict justice, but my task was to help the local Templars out defending an area in the basin of the Thames river, activating the shock turrets, whilst chipping away at the horde of Vortex Guardians that were swarming the area.



You can see the shock turrets laying electricity streams onto the giants, and the downed templars, I'm just about to run in and start hacking at their shins, if I can find some medi-stims in my armour pockets.

Lastly a shot of how not to take down a flying Ravager. These demonic vermin, scurry about avoiding your blades, and then pounce a long distance at your face..

Sunday, 4 November 2007

Hellgate

The more I play Hellgate, the more I fall in love with it. I'd sort of sidelined it, after the beta, as a distraction that was ultimately souless. As an FPS it is poor. If your'e wanting to play this game in first person then you're probably coming at if from the wrong angle, buy Bioshock, or Timeshift, or Blacksite, they'll probably deliver in the first person shooting department tenfold over Hellgate. Wheelmouse your expectations backwards, and take on the third person perspective, better still take up a tech sword, splash damage boomstick or kit yourself out with some attack droids and inhibitor drones.. and you'll be ready to take on Hellgate as the action fest it is meant to be.

This is Diablo. In the future. But with the demons. And guns. And robots. Played in sumptious 3d gore-o-vision. There are six classes on offer, which all play different enough to warrant your exploration of them. The game provides London tube stations as hubs for you gather quests and tweak your kit, with generated instanced quest locations to dive into and test out your latest action hero. The game has single player and multiplayer modes, both of which follow the same storyline, and quest progression. However the multiplayer mode allows you to group up with others. Although it offers a paid subscription for additional functionality in the multiplayer game, this is probably only something Hellgate fanatics will bother with. You get 2 character slots for single player and 3 character slots for the multiplayer game - so your average Joe will have enough slots just out of the box, to explore most of the game with the classes they want. The nutters who want to pay the subs fee, get another 20 odd slots, can make guilds, can hold more items in their stash and inventory, as well as download content that has been promised in the future.

So, taking on the demonic hoards, whether single player or solo-ing on a multiplayer server, is a rewarding affair, mainly because you get frequent rewards, theres a lot to tinker with in terms of item upgrading with slotted additions, item breakdown to constituent parts, and the forging of new items from those parts. Theres always something to tweak after each high octane blast of action. And the station hubs provide more or less everything you need for that tinkering process. You'll also be climbing the skill tree, slowly but surely, experimenting with new skills, seeing how it fits in with your overall idea of the character. I think the most rewarding experience in the game, is taking on a new skill that sounds "cool" and then taking that skill out and seeing where it fits in to the chaos of the combat. Grabbing a high arc swing of your sword that is meant to take down otherwise unreachable enemies in flight, and then scrapping with a room full of sonic bats, and dropping high arc's, to see your futuristic character leap into the air, and slash her weapons hard down grounding the bat, and finishing him in one swing.

The damage caused by the weapons can be quite specific, such as fire direct, or electric splash, so its worth having an array of specifc weapons set up to tackle certain enemy situations. Tailoring the spectrum from close panic striken direct damage, to rocket launchers that hit floating entities, and fire splash guns that lay a carpet of napalm for that added area effect, slowly gnawing away at the enemy, slowing them down and controlling the flow of seemingly endless minions of beelzebub. I think one of things that strikes you as you play through, is the variety of attacks coming from the enemies side, and the variety on offer from the player side to counter this. Theres nothing that new about roaming hordes, mini bosses, and then lovely tough bosses to take on. The areas are fairly consistent, broken streets of London, underground tunnels and warehouses, or staggeringly epic halls of hell - but a lot of the time the area adds a hint of flavour to the combat, but isn't the main thrust of the dish, its the combat that slaps your tastebuds around and satisfies you at the end of the meal.

There are mechanisms in place, common to MMO's, for travelling swiftly through the world - station terminals that will port you from station to station, as long as you've visited it before. There are recall gadgets for piping yourself out of an instance temporarily (or not) - so you can complete that quest, tinker with your set up, sell up etc. Although some instances have recall blocked.. if they're end quest lines, or boss levels. Death is handled in a way that doesn't seem to harsh, you can pay a sum of money to resurrect where you are, or you can enter the current instance as a ghost at the beginning, and then you can be resurrected when you get back your deathstone.

The game seems to have some sort of memory leak at the moment, so after a few hours play, shutting it down, your system will need a reboot for it to start performing again. There are moments of intense slow down, which is a shame. Because a lot of the time it does come across as stunning to look at, with lots of atmospheric lighting and weapon/spell effects on the go.

There doesn't seem to be an online community as such, the time I've spent on the EU server, has resulted in lots of silence, no co-operation, only one group. The grouping tactics haven't yet revealed themselves to me. Apart from melee characters get in up close and personal, and ranged ones don't. However, I can see this game being very enjoyable if a small group of friends decide to take it on, with characters all levelling at the same pace, enjoying the thrill of the action as they progress together through its challenges. Whether MMO style guilds and co-operation takes off, I'm not sure.

So, I reckon Hellgate is pushing the action RPG onwards, taking what Diablo did so well, but twisting it third person, removing the endless clicks, and giving it almost an MMO lick of paint - but with a candidate for "twitch" action mechanics on offer rather than your usual queues of special attack keys. This is the new Anarchy Online. Sci Fi action in bucketloads. But at your own pace. In your own futuristic armour. Lovely Jubbly.

Monday, 29 October 2007

The Witcher

http://www.eurogamer.net/article.php?article_id=86156

An action RPG, using the much enhanced Aurora toolset 2007(NWN2), so you can play it top view (diablo style) or Over the Shoulder OTS (almost Gears of War style). The world is beautifully realised, much more grittier and realistic than Two Worlds (or even Oblivion), with a strong storyline by Andrzej Sapkowski (http://tinyurl.com/2k6gch ) behind it. I've only dabbled in it for an hour or two, but it does seem to be another sound action orientated "free roaming" RPG game with good presentation and a selection of unique skills to explore.

The one area that is difficult to get to grips with is the combat mechanics. Basically if you're in OTS mode, you expect it to play out weapon strikes by clicking and holding your left and right mouse button.. but since its all based around a point and click mechnism from a top down perspective, to get the hang of it, you simply click the opponent at the appropriate time, to build up a chain of weapon swings. So it's not entirely free form and real time as such. You tap out the battles key strokes, when your icon turns into a flaming sword. Get the tap wrong, and you lose the chain, and sometimes can fumble the strike.. initially I struggled to understand this mechanism. And I would almost constantly be interupting my own attacks, making me seem inept at battle. But as you get into a rhythm with the game, it starts to click (forgive the pun) and you see how this almost turn based sort of timed combat actually works and is very cinematic and pleasing to watch. If you play it in top down mode, and you've played NWN/NWN2 you should find the combat easy to slip into to. I think its just the perspective change, and your expectations of real time sword swinging conflict with this "rhythm tap" style game.

Did I mention its an 18? And theres every encouragement for you to get drunk and have intercourse with some of the female NPC's you come across? It's all very artistically done, and I'm pelased it has such an adult approach to the gritty fantasy world. It kind of makes it a bit more exciting to be honest. In fact some of your key combat skills rely on you being drunk to perform them! Now then!

Well I've only scratched the surface of the game really, there seems a complex alchemical system built into the game for potion creation, the day and night phases of the world affects the encounters you have, and the starting quests are full on, no gentle lead in really, which is good.

I think if you like action RPG's, such as Two Worlds, Diablo, you'll like The Witcher.. even those of you who fawned over Oblivion will see this game has merit. Whether you can get on with the Aurora way of combat, is another matter though. But as jarring as it is at first, I can say after 15 minutes or so you should slip into it with ease..

Eye of Judgement

Well this sort of game is right up my street, and its easy for me to see why it causes a lot of excitement, real cards initiating on screen summonings.. move over Yu-Gi-Oh! If you want a totally unbiased and well balanced review, then look away now. I must confess I am a card-a-holic. I love everything to do with cards. I have collected weird and wonderful variations on playing cards, I have buckets of collectable and non-collectable card games. I'm a recovering Magic the Gathering Online user. I've dabbled in Decipher's Lord of the Rings Trading Card Game Online. So.. where does this leave me with Eye of Judgement? As a fan, I think. By default.

Having said this, I must say I was sceptical about the setup, it seems an awful lot of faffing about to knock out a game of cards... but then the draw of physically performing the summonings was too much to turn away from it. It was easy enough to get the thing hooked up, apart from the folded creases in the material playmat, which irritated me more than the camera. The tutorial videos went through the whole process from setup, to play. Sometimes, being a bit too thorough in their slow paced re-iteration of the same facts. I was dying to jump in and get started, but I forced myself to watch their videos... so I wouldn't hit the game confused in anyway whatsoever.

The cards themselves were a bit of a disappointment, mainly because the artwork is contained in a very small band across the center of the card, with lots of seemingly extraneous fluff and whitespace, with the runic "bar codes" at the top and bottom of the card. The card text is tiny too. A "squinter" as us oldies call it. So I'd prefer more outlandish splash of artwork, but presumably that might hinder the card recognition system. And still, you're seeing all the 3d renderings moving about on screen after a summoning, so you don't need too much artwork on card. I suppose coming from a card loving background, an expectation to see some luscious art in hand was mistakenly there. But I'd have made the text a lot bigger. Because you use that when deciding on which card to lay from your hand.

My first game against the COMP was a bit of a disaster. In terms of strategy and winning. I lost. But I must say, the thrill of laying cards down and performing summonings physically, rather than with the controller, is very tangible. I suppose it takes the best from both worlds, proper card battling at a table, and computer controlled card battling, and melds them together. The game itself, is played out on a small board, made up of 9 square "fields", and comes across as a more complicated version of noughts and crosses really. But the complexities are layered on in terms of elemental field types (each square possessing two elements, one on its upper face and one on its underside) - water, fire, earth, wood - where summons are affected by the elemental type of the field they are placed upon. Other complexities involve direction of attack, and vulnerability of back attacks. Some of the summons have multi-directional attacks, some include direction changing in their attacks. Spell cards add to this by flipping the fields and changing the elemental field type, or changing the direction of a unit. So from such a small play area, there are quite a few options and strategies that can be built upon to make sure you secure the 5 fields out of the 9 to win the game.

The battles themselves are often a simple animation and the resulting attack and defense numbers are resolved. Not as elaborate as one would have liked, but the battle animations are functional, and you do get to see your units rendered and in motion. If a unit is killed, you have to remove the card from the play area. There are four special action cards that you use to perform things like designate a target of attack, or to end your turn. You have 30 cards in your play deck, and you can buy boosters and themed decks (from early November allegedly) to tweak your deck. In the box off the shelf, you get 30 cards in a starter deck and a booster with 8 random cards. So with each box you do have a slight amount of variation from the rest of the people who bought the game. I can't see me delving into buying a lot of booster packs, and what not, trying to compete online, because thats not really where I derive pleasure from such games.

Anyway, Eye of Judgement is a niche novelty product, and in its current state, it has enough going for it, to provide a rather entertaining distraction from your normal console gaming. I can't see it winning over any of the casual gamers, because of the strategy elements and the involved setup to play it. But it does serve as a card lovers wet dream, and so far the AI opponents set to beginner have given me the run around once or twice, so there is mileage there in just the single player experience. I've yet to take it online and play someone who is as daft as me for buying it, but thats planned. For the online experience, you have to scan your cards in to a custom play deck, and then as you are playing an opponent the game itself will shuffle your custom deck and tell you which card to draw next, preventing player cheating at stacking the cards. Having to shuffle through your 30 cards to find the next draw does seem to go against normal play, but I can see in the interest of fairness its the only way it could be implemented easily.

Right, I'm off to have another wet dream, and summon some bikini clad elven archers...