For this week's post I present to you this, a link to a link to a video clip of (as I've called him before before) master-of-the-art Will Wright's presentation at this year's Game Developer's Conference. Most of the presentation, which changes titles quite a few times throughout, is dedicated to Wright's upcoming game Spore. The presentation is mainly aimed at other people in the field of game development, but Will's humor combined with the gameplay aspects we're shown make it a must see to anyone who takes gaming seriously. A registration is required to watch the video, but sites like bugmenot.com help you to retain your anonymity during the process, if that's your cup of tea.
I'm not going to ruin the presentation by going through all the details for the remainder of the post, but this is clearly something to be excited about. With all the flash and sparkle of this year's E3, I haven't seen anything come out of it that seemed truly next generation. With it's procedurally generated everything, and all the possibilities hinted at with it's transparent player created content, Spore is a game that shows that real innovation is still very possible. Several times while watching the presentation, I was unable to stop the creeping of a huge grin on to my face, while other moments literally caused my jaw to drop. Go see for yourself.
In other, ahem, "news" - I've been playing the Phantasy Star Online: Blue Burst open beta a bit the week. Honestly, the more I play of it, the less interested I've become with the game. If the combat were more interesting, or if the game world offered more to explore, I could see myself enjoying the game quite a bit more. I guess I've been spoiled by the dynamics of Monster Hunter's combat system, which has a whole lot more depth than PSO's weak attack, strong attack, heavy attack system.
Just because I'm only going to be allowed to play it for a short time, I'll continue to mess around with PSO: BB, but I can't see paying a monthly fee for it, or anything for that matter. Hopefully more games will start to take the route that Anarchy Online has taken with it's "pay if you don't like ads but do like expansion packs" subscription model, because I can see the bursting of the bloated MMO bubble coming sometime soon, and the small time players may be entirely forced out of the industry. Anyway, go watch that Spore presentation.
Wednesday, May 25, 2005
Thursday, May 19, 2005
Bursts Of Blue And Other Curiosities
As someone who's heard an awful lot about the Phantasy Star Online series, but never actually played any of the games, I figured it was my duty to try it out at least once. From now until June 9th, you too can try out the Phantasy Star Online: Blue Burst Open Beta.
500MB is quite a hefty download, but considering Blue Burst includes PSO Episodes I and II right out of the proverbial box, it's seems to be worth it. I'll tell you, today's world of in-game tutorials being considered a near-necessity has softened me, more so than I originally thought it had. Starting up Blue Burst for the first time, once I got past the character creation screen I was quite hopeless. The Ship/Block thing I was used too, as it's analogous to Monster Hunter's Land/Area/Town system for separating players into more server friendly portions. After that, I could barely move my character around the screen. I actually had to log out and, gasp, read the manual.
I can definitely see Monster Hunter's roots firmly planted in the Phantasy Star Online series. That alone allowed me to have a vague idea of what I should be doing without having to log out yet again for another quick glance at the manual. Though, for now, I still prefer MH's signature brand of co-op boss fights, I can certainly see why PSO has left so many people with night sweats whenever unable to get their fix. I'm assuming that the somewhat simplistic(albeit still pretty) environments are an artifact from the series' Dreamcast roots, as are the comparatively low system requirements. The game still looks good, especially for what it is, and most people don't seem to be into PSO simply for the graphics. I'm not going to tell you what the rest of the game is about, since most people already know. I will tell you this: While I'll definitely not be paying a monthly fee for the privilege of playing Phantasy Star Online: Blue Burst, I will be playing the beta until forced to stop.
So, E3 has shown us quite a few pretties this year hasn't it? The videos for Killzone 2 and Killing Day on the PS3 were nothing short of amazing if, indeed, these were straight gameplay videos we were looking at. For current systems, there were still quite a few really good looking games coming out, too. What really mystified me was the news on the upcoming SOCOM 3. 32 players online, vehicles, maps with sub-sections for smaller player groups, and a message from Zipper basically saying "Yeah, the lag's gonna suck. There's nothing we can do about that." Fascinating.
500MB is quite a hefty download, but considering Blue Burst includes PSO Episodes I and II right out of the proverbial box, it's seems to be worth it. I'll tell you, today's world of in-game tutorials being considered a near-necessity has softened me, more so than I originally thought it had. Starting up Blue Burst for the first time, once I got past the character creation screen I was quite hopeless. The Ship/Block thing I was used too, as it's analogous to Monster Hunter's Land/Area/Town system for separating players into more server friendly portions. After that, I could barely move my character around the screen. I actually had to log out and, gasp, read the manual.
I can definitely see Monster Hunter's roots firmly planted in the Phantasy Star Online series. That alone allowed me to have a vague idea of what I should be doing without having to log out yet again for another quick glance at the manual. Though, for now, I still prefer MH's signature brand of co-op boss fights, I can certainly see why PSO has left so many people with night sweats whenever unable to get their fix. I'm assuming that the somewhat simplistic(albeit still pretty) environments are an artifact from the series' Dreamcast roots, as are the comparatively low system requirements. The game still looks good, especially for what it is, and most people don't seem to be into PSO simply for the graphics. I'm not going to tell you what the rest of the game is about, since most people already know. I will tell you this: While I'll definitely not be paying a monthly fee for the privilege of playing Phantasy Star Online: Blue Burst, I will be playing the beta until forced to stop.
So, E3 has shown us quite a few pretties this year hasn't it? The videos for Killzone 2 and Killing Day on the PS3 were nothing short of amazing if, indeed, these were straight gameplay videos we were looking at. For current systems, there were still quite a few really good looking games coming out, too. What really mystified me was the news on the upcoming SOCOM 3. 32 players online, vehicles, maps with sub-sections for smaller player groups, and a message from Zipper basically saying "Yeah, the lag's gonna suck. There's nothing we can do about that." Fascinating.
Thursday, May 12, 2005
6 Games - One Post
This week's post is something new and exciting, at least for this site. I've done a few roundups before, as you may recall, but until now they've been split up into multiple posts and, more importantly, have been games or mods by entirely different teams/individuals. All that and more goes out the window, and this week's one-post-roundup is devoted entirely to the arcade shooters by Kenta Cho.
The word "abstract" can often be in the same sentence as the title of any of the games I'm about to mention today, which is very fitting. I'd imagine that these games are what people thought the future of gaming would look like, back when Space Invaders was hot shit. They're all simple to pick up and play, and absolutely mesmerizing to look at. From the fast paced intensity of Parsec47, to the art-deco simplicity of noiz2sa - from the boss fight after boss fight of rRootage, to the "reinforce your ship with parts of theirs" mechanic of Tumiki Fighters - from the evade and conquer dynamic of A7Xpg, to the WipeOut meets Tempest bliss that is my favorite, Torus Troopers, there's an awful lot of variety here.
While, for me at least, none of these games are going to keep you playing for hour after hour, each one is perfect for a quick half-hour of fun, or whatever amount of time you may need to kill. The learning curve is steeper for some games than others, but even the strangest can be picked up within a matter of minutes. The graphics for each game follow the theme of "retro-futuristic", and while each game uses OpenGL for some awesome effects, there's a simplicity to the graphics that is very refreshing in this day and age. The only game that doesn't have strictly 2D gameplay is Torus Troopers, my aforementioned favorite. That's not the reason for my affinity for the game - the intensity factor is - but I'm definitely looking forward to some more 3D oriented gameplay if Kenta decides to do some more games in the future.
Each of these games is very polished. I haven't encountered any bugs with a single game, and each one seems a finished game, not a work in progress. Plus, the fact the so many of these games are very random in execution certainly ups the replayablity factor quite a bit. Each download is under 10mb, some a quite a bit smaller - so there's no excuse for anyone reading this right now to not download them immediately. By the way, Windows versions are available for all you non-Linux types.
The word "abstract" can often be in the same sentence as the title of any of the games I'm about to mention today, which is very fitting. I'd imagine that these games are what people thought the future of gaming would look like, back when Space Invaders was hot shit. They're all simple to pick up and play, and absolutely mesmerizing to look at. From the fast paced intensity of Parsec47, to the art-deco simplicity of noiz2sa - from the boss fight after boss fight of rRootage, to the "reinforce your ship with parts of theirs" mechanic of Tumiki Fighters - from the evade and conquer dynamic of A7Xpg, to the WipeOut meets Tempest bliss that is my favorite, Torus Troopers, there's an awful lot of variety here.
While, for me at least, none of these games are going to keep you playing for hour after hour, each one is perfect for a quick half-hour of fun, or whatever amount of time you may need to kill. The learning curve is steeper for some games than others, but even the strangest can be picked up within a matter of minutes. The graphics for each game follow the theme of "retro-futuristic", and while each game uses OpenGL for some awesome effects, there's a simplicity to the graphics that is very refreshing in this day and age. The only game that doesn't have strictly 2D gameplay is Torus Troopers, my aforementioned favorite. That's not the reason for my affinity for the game - the intensity factor is - but I'm definitely looking forward to some more 3D oriented gameplay if Kenta decides to do some more games in the future.
Each of these games is very polished. I haven't encountered any bugs with a single game, and each one seems a finished game, not a work in progress. Plus, the fact the so many of these games are very random in execution certainly ups the replayablity factor quite a bit. Each download is under 10mb, some a quite a bit smaller - so there's no excuse for anyone reading this right now to not download them immediately. By the way, Windows versions are available for all you non-Linux types.
Thursday, May 05, 2005
Ann and me. Terri, Tory?: Part 3
OK, so I said this wouldn't happen again, and it did, but it's still all ETF's fault. After a member of the team suggested that my download might be corrupted I downloaded the full 1.3 version of Enemy Territory Fortress, and it still didn't work. I did finally get it to work by installing it in the stock ET directory, instead of my home directory like I'd been doing all along. So, yeah, my bad - but keep that in mind if you're having problems with the game.
Perhaps because it took so long to get the game working, when I finally did log on to a server and start to play, I was overwhelmingly underwhelmed. I've heard a few people complain about the graphics, and they're not really that bad. The characters look kind of cartoony, which I think is a nice touch, but where things start to fall apart graphics wise is the maps. It could be that a lot of them are redone versions of maps of historical significance among the Team Fortress community, but I've seen much better looking maps in Cube, not that I meant that in a bad way toward either game. Intermittent lack of prettiness aside, the maps included with Enemy Territory Fortress seem to be well-balanced and fun.
Gameplay in ETF if much faster and generally more Quake-like than stock Enemy Territory or Total Combat: Elite. This and the class mechanism, I'm sure, are part of the reasons that Team Fortress mods have remained popular for so long. Anybody who's been reading this site since back in the day knows I'm a huge CTF fan and, luckily for me, most any game I jumped into involved flags and the capturing thereof. That's one huge edge over both ET and TC:E in my book.
Since this is a roundup of sorts, I'm going to go ahead and do something I've always thought previous roundups were missing: I'm going to pick a winner. I'll tell you right away, it's not ETF. Sure it's fun, but it just doesn't stand up to True Combat: Elite. Enemy Territory on it's own is a blast, but there's something about True Combat: Elite that just... does it for me. So, there's your winner. That being said, both mods and the stock game itself are as fun as they are free, so if you've got a fast enough connection(you could try dialup, but I wouldn't) go ahead and try them all anyway. By the way, stuff should be back to normal now so expect weekly posting to resume.
Perhaps because it took so long to get the game working, when I finally did log on to a server and start to play, I was overwhelmingly underwhelmed. I've heard a few people complain about the graphics, and they're not really that bad. The characters look kind of cartoony, which I think is a nice touch, but where things start to fall apart graphics wise is the maps. It could be that a lot of them are redone versions of maps of historical significance among the Team Fortress community, but I've seen much better looking maps in Cube, not that I meant that in a bad way toward either game. Intermittent lack of prettiness aside, the maps included with Enemy Territory Fortress seem to be well-balanced and fun.
Gameplay in ETF if much faster and generally more Quake-like than stock Enemy Territory or Total Combat: Elite. This and the class mechanism, I'm sure, are part of the reasons that Team Fortress mods have remained popular for so long. Anybody who's been reading this site since back in the day knows I'm a huge CTF fan and, luckily for me, most any game I jumped into involved flags and the capturing thereof. That's one huge edge over both ET and TC:E in my book.
Since this is a roundup of sorts, I'm going to go ahead and do something I've always thought previous roundups were missing: I'm going to pick a winner. I'll tell you right away, it's not ETF. Sure it's fun, but it just doesn't stand up to True Combat: Elite. Enemy Territory on it's own is a blast, but there's something about True Combat: Elite that just... does it for me. So, there's your winner. That being said, both mods and the stock game itself are as fun as they are free, so if you've got a fast enough connection(you could try dialup, but I wouldn't) go ahead and try them all anyway. By the way, stuff should be back to normal now so expect weekly posting to resume.
Thursday, April 21, 2005
Yeah, It Happened Again.
So, there was no post last week. This has been happening with a startling frequency over the last couple of weeks but, I assure you, it won't happen again in the near future. The reason for last week's no-post was, once again, Enemy Territory Fortress. As was previously mentioned, I found it impossible to connect to a game running the mod. I was so sure that the 1.3 patch was going to A). solve my problems, and B). be released before last Thursday, that I was completely unprepared when it turned out that neither happened. The not-released-before-Thursday thing is the reason for the missing post. But yeah, that's right, I still can't play ETF. The same problems are present, and it's pissing me off.
So, I played some more Anarchy Online. After "blitzing" missions for so long that I nearly gained a level from picking locked chests, I finally gained enough money to buy my very own Yalmaha at the modest level of 62. "What's a Yalmaha?", you may be asking. Well, it's a vehicle that not only let's you move much faster than foot travel allows, but also grants the ability to fly. The world of Rubi-Ka seems to change immediately, as you're no longer restrained to explore places that are more or less "safe" to travel. Out of the range of enemies, you're free to travel anywhere you please. This I did - as soon as I had my Yalmaha equipped I must have spent an hour or two zipping above the treetops, checking out the sights. Then, satisfied, I decided to take a break. Too much of a good thing, you know how it goes.
So, I've been playing Monster Hunter quite a bit more again, lately. I haven't really "accomplished" anything, as if that really matters, but I did manage to log on for the first time and find out it was "extra materials at the material shop day", so I've got a whole bunch of level 3 pellet ammo just begging to be unloaded in some dragon's ass. A strange fact regarding Monster Hunter - whenever you enter an empty town and signal that you're playing solo, other players show up faster than an N-Gage to a landfill. As soon as you signal that you're looking for some people to team up with, the town is so empty that you start to think of the tumbleweeds rolling by as friends.
One more thing this week, on the free stuff front. I don't know how long it's been around, but with all the hubbub surrounding the Hitchhiker's Guide to The Galaxy movie(which I'd love to talk about, being a huge Douglas Adams fan, but this is a videogame site, after all), it's popped up onto the radar. What, you ask? A slightly graphic-ized version of the 1984 Hitchhiker's Guide to The Galaxy text adventure game. Yeah, that's right, the Infocom classic. There are apparently not one but two versions of the illustrated version available, so choose the one you prefer. Don't forget the junk mail.
So, I played some more Anarchy Online. After "blitzing" missions for so long that I nearly gained a level from picking locked chests, I finally gained enough money to buy my very own Yalmaha at the modest level of 62. "What's a Yalmaha?", you may be asking. Well, it's a vehicle that not only let's you move much faster than foot travel allows, but also grants the ability to fly. The world of Rubi-Ka seems to change immediately, as you're no longer restrained to explore places that are more or less "safe" to travel. Out of the range of enemies, you're free to travel anywhere you please. This I did - as soon as I had my Yalmaha equipped I must have spent an hour or two zipping above the treetops, checking out the sights. Then, satisfied, I decided to take a break. Too much of a good thing, you know how it goes.
So, I've been playing Monster Hunter quite a bit more again, lately. I haven't really "accomplished" anything, as if that really matters, but I did manage to log on for the first time and find out it was "extra materials at the material shop day", so I've got a whole bunch of level 3 pellet ammo just begging to be unloaded in some dragon's ass. A strange fact regarding Monster Hunter - whenever you enter an empty town and signal that you're playing solo, other players show up faster than an N-Gage to a landfill. As soon as you signal that you're looking for some people to team up with, the town is so empty that you start to think of the tumbleweeds rolling by as friends.
One more thing this week, on the free stuff front. I don't know how long it's been around, but with all the hubbub surrounding the Hitchhiker's Guide to The Galaxy movie(which I'd love to talk about, being a huge Douglas Adams fan, but this is a videogame site, after all), it's popped up onto the radar. What, you ask? A slightly graphic-ized version of the 1984 Hitchhiker's Guide to The Galaxy text adventure game. Yeah, that's right, the Infocom classic. There are apparently not one but two versions of the illustrated version available, so choose the one you prefer. Don't forget the junk mail.
Thursday, April 07, 2005
Um, Sorry.
OK, sorry about the whole no post thing last week - I'll explain what happened. In keeping with the recent theme of things I'd planned to spend last week's post writing about Enemy Territory Fortress, another total conversion for Enemy Territory in the theme of the many Team Fortress mods. The ET2.60 patch threw a stick between the spokes of my gaming bicycle, so to speak, and I found myself unable to connect to a server. Hence, no game to write about for last week's post. When I realized this I panicked, figured I'd never figure out a backup plan in time(which I didn't), and gave up on the whole thing. I'm not the only one having the problem with ETF, so hopefully by this time next week we'll be back on the right track.
So anyway, I've been playing a little bit of Anarchy Online again lately. The new advertising system is in place and, honestly, it's not that bad. Billboards have been scattered about Rubi-Ka since I got my first glimpse anyway, now they're just advertising real-world products instead of in-game items like Yalmahas. The really sweet part of this deal is it's starting to look like stock Anarchy Online is going to move into the realm of being free for quite a while. Sure, there haven't been any major announcements, but I give you this quote from the news bit linked above: "... I am confident our free players will welcome the permanent continuation of our complimentary subscription in the ultimate sci-fi MMORPG". Seems like a solid hunch to me.
I've bumped my Adventurer up to level 53 by now, but it's been a slow process. Leveling in Anarchy Online, at these levels anyway, is actually quick and easy - it's me that's slow moving. For me, the draw of an MMORPG has nothing to do with leveling, quests, or even socializing. No, for me, it's all about exploring the massive, intricate worlds laid out in front of you. I spend the vast majority of my time in AO doing just that, running around looking for cool areas and maybe taking a screenshot or two, if the mood is upon me. Maybe, if ETF isn't patched by next week, I'll post some of my favorite snapshots of my travels.
I often wonder how different my character would be if I'd never met the kind soul who gave me a million credits and a backpack full of BBI Faithful 22 pistols. I'm sure that I'd be quite a bit more impoverished, as well as having died quite a bit more. I've just recently equipped the last two pistols of the bunch, so that means that pretty soon I'm going to have to take matters into my own hands when it comes to weapons. It also means that pretty soon, I'll be able to do the same favor for another clan Adventurer - I just hope I don't end up giving away hundreds of thousands of credits worth of free pistols to someone who, later on, reveals themselves to be a walking pile of crap.
So anyway, I've been playing a little bit of Anarchy Online again lately. The new advertising system is in place and, honestly, it's not that bad. Billboards have been scattered about Rubi-Ka since I got my first glimpse anyway, now they're just advertising real-world products instead of in-game items like Yalmahas. The really sweet part of this deal is it's starting to look like stock Anarchy Online is going to move into the realm of being free for quite a while. Sure, there haven't been any major announcements, but I give you this quote from the news bit linked above: "... I am confident our free players will welcome the permanent continuation of our complimentary subscription in the ultimate sci-fi MMORPG". Seems like a solid hunch to me.
I've bumped my Adventurer up to level 53 by now, but it's been a slow process. Leveling in Anarchy Online, at these levels anyway, is actually quick and easy - it's me that's slow moving. For me, the draw of an MMORPG has nothing to do with leveling, quests, or even socializing. No, for me, it's all about exploring the massive, intricate worlds laid out in front of you. I spend the vast majority of my time in AO doing just that, running around looking for cool areas and maybe taking a screenshot or two, if the mood is upon me. Maybe, if ETF isn't patched by next week, I'll post some of my favorite snapshots of my travels.
I often wonder how different my character would be if I'd never met the kind soul who gave me a million credits and a backpack full of BBI Faithful 22 pistols. I'm sure that I'd be quite a bit more impoverished, as well as having died quite a bit more. I've just recently equipped the last two pistols of the bunch, so that means that pretty soon I'm going to have to take matters into my own hands when it comes to weapons. It also means that pretty soon, I'll be able to do the same favor for another clan Adventurer - I just hope I don't end up giving away hundreds of thousands of credits worth of free pistols to someone who, later on, reveals themselves to be a walking pile of crap.
Thursday, March 24, 2005
By The Way...
The Linux version of the Darwinia demo, as well as the full version, are now available. OK.
Ann and me. Terri, Tory?: Part 2
This week it's all about True Combat: Elite, a total conversion for Enemy Territory. It's also a sequel of sorts to the original Quake 3 engine-based True Combat. I'd already downloaded TC: E before last week's post, and I'd like to say I've been enjoying it straight from then until now. I would - I've enjoyed what I've played so far - but, as is too frequent an occurrence, I hit a snag.
What snag, you ask? Well, if you already play Enemy Territory, you already know. The 2.60 patch was released on Monday, as well as the Mac client. I, the type who upgrades as soon as one is available, had the patch downloaded and installed minutes after I'd heard the news. The problem? I guess nobody else did. When I loaded up Enemy Territory, there were four servers running. Two were empty, the others had about eight players combined. While the amount of available ET servers quickly started to grow, the servers for True Combat took a while longer to catch up.
Anyway, I've only had the chance to play about five games of True Combat: Elite but, what I've seen, I've liked. The gameplay can best be described as a mix of Counter Strike, the SOCOM games, and vanilla Enemy Territory. There are two gameplay modes: Objective and Bodycount. Bodycount is more or less a slowed-down, objective-less version of the ET gameplay. You get killed - no big deal, you respawn in a few seconds. While this mode is pretty damn fun, Objective is where the real meat of TC: E lies.
In Objective mode, you're limited to one life a round, just like the other two games mentioned above. There are also, yes, objectives to be accomplished. While that sounds pretty ET like, especially with the addition of classes, right now it's basically what most other games would call Demolition mode. It's almost right in the middle of the Counter Strike and SOCOM Demolition modes. There's one bomb, which needs to be picked up, only accessible by the Terrorist team. The other team defends one of two points where the bomb can be placed. Slow-paced fun ensues.
The people behind True Combat: Elite have done an excellent job on this game so far. The maps I've played so far are great looking, as well as truly well balanced. Of course, these guys have probably had some time to get used to the Quake 3 engine, since some of the team members worked on the original True Combat - but they've really gotten it to shine. I do have one major gripe though. The server list keeps disappearing after connecting and playing one game, seemingly only fixable by a complete reinstall. I can't even use XQF to find a server, as the 2.60 ET patch uses a different master server than the 2.56 version. Luckily, tcetest games show up in the normal ET server browser, but it's a less than optimal solution to an annoying problem.
Still though, True Combat: Elite kicks at least as much ass as the game it's based on.
What snag, you ask? Well, if you already play Enemy Territory, you already know. The 2.60 patch was released on Monday, as well as the Mac client. I, the type who upgrades as soon as one is available, had the patch downloaded and installed minutes after I'd heard the news. The problem? I guess nobody else did. When I loaded up Enemy Territory, there were four servers running. Two were empty, the others had about eight players combined. While the amount of available ET servers quickly started to grow, the servers for True Combat took a while longer to catch up.
Anyway, I've only had the chance to play about five games of True Combat: Elite but, what I've seen, I've liked. The gameplay can best be described as a mix of Counter Strike, the SOCOM games, and vanilla Enemy Territory. There are two gameplay modes: Objective and Bodycount. Bodycount is more or less a slowed-down, objective-less version of the ET gameplay. You get killed - no big deal, you respawn in a few seconds. While this mode is pretty damn fun, Objective is where the real meat of TC: E lies.
In Objective mode, you're limited to one life a round, just like the other two games mentioned above. There are also, yes, objectives to be accomplished. While that sounds pretty ET like, especially with the addition of classes, right now it's basically what most other games would call Demolition mode. It's almost right in the middle of the Counter Strike and SOCOM Demolition modes. There's one bomb, which needs to be picked up, only accessible by the Terrorist team. The other team defends one of two points where the bomb can be placed. Slow-paced fun ensues.
The people behind True Combat: Elite have done an excellent job on this game so far. The maps I've played so far are great looking, as well as truly well balanced. Of course, these guys have probably had some time to get used to the Quake 3 engine, since some of the team members worked on the original True Combat - but they've really gotten it to shine. I do have one major gripe though. The server list keeps disappearing after connecting and playing one game, seemingly only fixable by a complete reinstall. I can't even use XQF to find a server, as the 2.60 ET patch uses a different master server than the 2.56 version. Luckily, tcetest games show up in the normal ET server browser, but it's a less than optimal solution to an annoying problem.
Still though, True Combat: Elite kicks at least as much ass as the game it's based on.
Thursday, March 17, 2005
Ann and me. Terri, Tori?: Part 1
How I could have let something like this slip by me while it was fully in the scope of my radar for so long remains a mystery to me. Maybe in the days before I had broadband it could be considered acceptable - the download is pretty big, after all - but it's simply inexcusable that it's taken me so long to finally try out Wolfenstein: Enemy Territory.
The list of commercial games available on the Linux platform is growing, but it's still fairly minute. The list of commercial games available for free on said platform is considerably smaller. As you may already know, since the game has been out for more than a year, Enemy Territory was originally developed as an expansion pack for Return To Castle Wolfenstein. The project was canned and, thanks to some kind soul, released for free shortly thereafter.
In retrospect, it was probably Call Of Duty's multiplayer aspect that kept me from downloading Enemy Territory as soon as I was broadband-enabled. Anybody who's played COD multiplayer knows exactly what I'm talking about - it's as addictive as... well, something really addictive. I don't know if it's longevity will match that of COD but, at least for now, Enemy Territory has me pretty well hooked.
It's really nothing new. An objective-based multiplayer shooter with different player classes set in WWII... I can think of quite a few games that might describe. The execution of Enemy Territory is where it really shines. All the stock levels, while small enough to keep it fun with small groups of players, create an impression of being massive - even though, in actuality, they're quite confined. Where the genius is, when it comes to level design, is the inclusion of very well-placed chokepoints that ensure that most of the action is happening in no more than one or two particular areas at any given time. Of all the online shooters I've played, the only one that used chokepoints almost as effectively as Enemy Territory was, yes, Call Of Duty.
You may wonder why this post's title has a "Part 1" at the end of it. You see, the world of Enemy Territory includes more than just the one game. There are a few mods out there - from small server side mods that add a few nifty features, to full blown total conversions. In the next couple of weeks I'll be taking a look at those mods, so stay tuned.
The list of commercial games available on the Linux platform is growing, but it's still fairly minute. The list of commercial games available for free on said platform is considerably smaller. As you may already know, since the game has been out for more than a year, Enemy Territory was originally developed as an expansion pack for Return To Castle Wolfenstein. The project was canned and, thanks to some kind soul, released for free shortly thereafter.
In retrospect, it was probably Call Of Duty's multiplayer aspect that kept me from downloading Enemy Territory as soon as I was broadband-enabled. Anybody who's played COD multiplayer knows exactly what I'm talking about - it's as addictive as... well, something really addictive. I don't know if it's longevity will match that of COD but, at least for now, Enemy Territory has me pretty well hooked.
It's really nothing new. An objective-based multiplayer shooter with different player classes set in WWII... I can think of quite a few games that might describe. The execution of Enemy Territory is where it really shines. All the stock levels, while small enough to keep it fun with small groups of players, create an impression of being massive - even though, in actuality, they're quite confined. Where the genius is, when it comes to level design, is the inclusion of very well-placed chokepoints that ensure that most of the action is happening in no more than one or two particular areas at any given time. Of all the online shooters I've played, the only one that used chokepoints almost as effectively as Enemy Territory was, yes, Call Of Duty.
You may wonder why this post's title has a "Part 1" at the end of it. You see, the world of Enemy Territory includes more than just the one game. There are a few mods out there - from small server side mods that add a few nifty features, to full blown total conversions. In the next couple of weeks I'll be taking a look at those mods, so stay tuned.
Thursday, March 10, 2005
Apparently Forever Was Eight Years Ago
There's been a whole lot of videogame-related news this week, although most of it's been crap. That which was not crap I deemed largely unworthy of my attention. The Game Developers Choice Awards were given out, basically all to Half Life 2. We all know how I feel about that whole thing already, so I won't get into it - but the only game this year that actually did anything ground breaking in terms of gameplay to deserve the awards it received was Katamari Damacy. Kudos to them.
The Independent Games Festival portion of the GDC was a bit more interesting. The titles that got the awards(Alien Hominid, Gish) definitely deserved them and, at least in the case of Gish - they were probably more interesting and original than the games that got the "Big Boy" awards, Katamari Damacy excluded. Aside from that, the most interesting part I found in reading the coverage of the GDC was Emily Dickenson - The Game, a competition of sorts between masters of the art Will Wright and Peter Molyneux, as well as some guy I've never heard of named Chris Hocking. It would take me entirely too long to explain so I'll just link to the Slashdot article and let them sort it out for you.
But wait! There's More! Sony and Microsoft both continued to hype their new consoles, Shigeru Miyamoto and Nolan Bushnell both got "walk of fame"-style stars and, there was some possible news on the supposedly most realistic physics engine yet. What game is it to be used in? Halo 3? Half Life 3? Unreal 3? Not by a long shot. The honor goes to, wait for it.... Duke Nukem Forever? That's right. The game that's taken so long to come out that even jokes about how long it's taken are way too old has finally resurfaced... again.
Am I excited? Crap no, it's Duke Nukem for fuck's sakes. What's wrong with you?
The Independent Games Festival portion of the GDC was a bit more interesting. The titles that got the awards(Alien Hominid, Gish) definitely deserved them and, at least in the case of Gish - they were probably more interesting and original than the games that got the "Big Boy" awards, Katamari Damacy excluded. Aside from that, the most interesting part I found in reading the coverage of the GDC was Emily Dickenson - The Game, a competition of sorts between masters of the art Will Wright and Peter Molyneux, as well as some guy I've never heard of named Chris Hocking. It would take me entirely too long to explain so I'll just link to the Slashdot article and let them sort it out for you.
But wait! There's More! Sony and Microsoft both continued to hype their new consoles, Shigeru Miyamoto and Nolan Bushnell both got "walk of fame"-style stars and, there was some possible news on the supposedly most realistic physics engine yet. What game is it to be used in? Halo 3? Half Life 3? Unreal 3? Not by a long shot. The honor goes to, wait for it.... Duke Nukem Forever? That's right. The game that's taken so long to come out that even jokes about how long it's taken are way too old has finally resurfaced... again.
Am I excited? Crap no, it's Duke Nukem for fuck's sakes. What's wrong with you?
Thursday, March 03, 2005
This Week: GL-Pong... Really.
So, Darwinia is supposed to be out tomorrow, and there is still no Linux demo available. That's certainly no way to make me happy, but the game is so good I'll let them slide on that one. Sure, you can play the Windows version of the demo via Cedega, but there are quite a few people out there who either can't or won't install Cedega, myself included. Let's just hope that the Linux versions of both the demo and the full game are out sometime soon enough. Anyway...
My post two weeks ago was titled "Next Week: GL-Pong". Honestly, I sort of intended it as a joke. Little did I know that there are actually quite a few 3D Pong variants out there, the most interesting of which is Pong2. See, most 3D Pong clones are just the original Pong with 3D graphics, nothing more. While it's not the first to try this, Pong2 moves the whole operation into actual 3D space.
There's just one problem. Actually, there are a few problems. The first is that Pong2 is just not fun. Playing by yourself, this game is literally impossible to win. No, it's not hard - it's impossible to win. You're not playing against an A.I. or even another player, it's you versus, well, a wall. Yep - one big, infallible wall. Network play is supposed to be the heart of Pong2, and here's where another problem comes into light. If you want to play Pong2 against one of your buddies, you need to know their IP addresses. I'm sorry, but in this day and age, this is simply unacceptable. Server Browsers aren't the way of the future, they're the way of now. Hell, with the right utility we didn't even have to worry about this shit in Doom.
Another problem: Pong2 just doesn't feel right. There are a couple different camera modes you can try out, but none of them really feel like you can see what you're doing as much as you'd like to. Your paddle is green and transparent, so there's no missing shots because you couldn't see the paddle or because you couldn't see through the paddle - but there are quite a few occasions where you miss a shot simply because you were sure you had the paddle in the right place but, thanks to the camera, misjudged your paddle placement a little bit.
OK, you do have to keep in mind that Pong2 is only at the 0.1.0 stage, so this is a release where bugs should be expected, and I got them. Actually, I've had to re-type this entire post because while trying to switch Pong2 to fullscreen mode it, for some reason, saw fit to crash the X server, thereby erasing the entire post. Keep that in mind, and maybe Pong2 will keep you entertained for, oh let's say, 5 minutes? Maybe.
My post two weeks ago was titled "Next Week: GL-Pong". Honestly, I sort of intended it as a joke. Little did I know that there are actually quite a few 3D Pong variants out there, the most interesting of which is Pong2. See, most 3D Pong clones are just the original Pong with 3D graphics, nothing more. While it's not the first to try this, Pong2 moves the whole operation into actual 3D space.
There's just one problem. Actually, there are a few problems. The first is that Pong2 is just not fun. Playing by yourself, this game is literally impossible to win. No, it's not hard - it's impossible to win. You're not playing against an A.I. or even another player, it's you versus, well, a wall. Yep - one big, infallible wall. Network play is supposed to be the heart of Pong2, and here's where another problem comes into light. If you want to play Pong2 against one of your buddies, you need to know their IP addresses. I'm sorry, but in this day and age, this is simply unacceptable. Server Browsers aren't the way of the future, they're the way of now. Hell, with the right utility we didn't even have to worry about this shit in Doom.
Another problem: Pong2 just doesn't feel right. There are a couple different camera modes you can try out, but none of them really feel like you can see what you're doing as much as you'd like to. Your paddle is green and transparent, so there's no missing shots because you couldn't see the paddle or because you couldn't see through the paddle - but there are quite a few occasions where you miss a shot simply because you were sure you had the paddle in the right place but, thanks to the camera, misjudged your paddle placement a little bit.
OK, you do have to keep in mind that Pong2 is only at the 0.1.0 stage, so this is a release where bugs should be expected, and I got them. Actually, I've had to re-type this entire post because while trying to switch Pong2 to fullscreen mode it, for some reason, saw fit to crash the X server, thereby erasing the entire post. Keep that in mind, and maybe Pong2 will keep you entertained for, oh let's say, 5 minutes? Maybe.
Thursday, February 24, 2005
I Wish I Was A Darwinian...
I decided I couldn't wait any longer for the Linux version of the Darwinia demo to come out so, a few days ago, I downloaded the Windows version and took it for a test drive.
First things first, this game is oozing with style. The still screenshots hint nicely at the look of the game, but to get the full effect you need to see the game in motion. Sound, although not as impressive as the visuals, is very well done - from the little confirmation bleeps and bloops to the sound of dying virii. Yes, virii. See, the world of Darwinia - if memory serves me correctly - is(or was, we'll get to that later) a theme park of the virtual variety. Then all hell broke loose, and there are evil virii trying to take it over.
Darwinia, for the most part, is an RTS in the classic sense; but there are quite a few nifty features that set it apart from the rest. The first is the "task manager". Much like the little sidebar you have in, say, Starcraft - the task manager is responsible for unit creation among other things. What makes it unique is the "gesture system", much like the one in Black & White, where you draw certain symbols with the mouse to get the desired effect. Once you're used to what the gesture for a certain action is, this is a much easier system than the old-fashioned sidebar approach.
Another not-so-common feature of Darwinia is the squad. I know that doesn't sound as special as it's supposed to, probably because it's a word that's used in most games nowadays. Darwinia's squad however, is a group of four soldiers which are under your direct command. Sure, left click on the map and they'll go there, but right clicking will cause them to fire at wherever the mouse pointer is, giving the game a bit of a Diablo-esque point and click hack and slash feel. One more interesting feature is the way you move Darwinians around. They can't be directly controlled, so only by promoting a Darwinian to an Officer, which can order other Darwinians around. As you might have guessed, there seem to be a lot of opportunities for some very deep gameplay here.
I, for one, am thoroughly impressed by the one level packaged with the demo, although it's lack of a mid-demo save feature is responsible for my not finishing it yet. The Linux version of the demo is supposed to be out by the end of February, and with the release date of the game(March 4th) quickly coming up it should be Linux-demo-fied soon. If you have Windows and can't wait, don't. The file is only 10.8 MB to download so, even with a modem, it's worth downloading twice. The fact that it's so freaking cool is just one thing, the fact that it comes from an indie developer(Introversion Software, who also did Uplink a while back) pushes it into obvious territory. I will buy this game, no doubt about that.
First things first, this game is oozing with style. The still screenshots hint nicely at the look of the game, but to get the full effect you need to see the game in motion. Sound, although not as impressive as the visuals, is very well done - from the little confirmation bleeps and bloops to the sound of dying virii. Yes, virii. See, the world of Darwinia - if memory serves me correctly - is(or was, we'll get to that later) a theme park of the virtual variety. Then all hell broke loose, and there are evil virii trying to take it over.
Darwinia, for the most part, is an RTS in the classic sense; but there are quite a few nifty features that set it apart from the rest. The first is the "task manager". Much like the little sidebar you have in, say, Starcraft - the task manager is responsible for unit creation among other things. What makes it unique is the "gesture system", much like the one in Black & White, where you draw certain symbols with the mouse to get the desired effect. Once you're used to what the gesture for a certain action is, this is a much easier system than the old-fashioned sidebar approach.
Another not-so-common feature of Darwinia is the squad. I know that doesn't sound as special as it's supposed to, probably because it's a word that's used in most games nowadays. Darwinia's squad however, is a group of four soldiers which are under your direct command. Sure, left click on the map and they'll go there, but right clicking will cause them to fire at wherever the mouse pointer is, giving the game a bit of a Diablo-esque point and click hack and slash feel. One more interesting feature is the way you move Darwinians around. They can't be directly controlled, so only by promoting a Darwinian to an Officer, which can order other Darwinians around. As you might have guessed, there seem to be a lot of opportunities for some very deep gameplay here.
I, for one, am thoroughly impressed by the one level packaged with the demo, although it's lack of a mid-demo save feature is responsible for my not finishing it yet. The Linux version of the demo is supposed to be out by the end of February, and with the release date of the game(March 4th) quickly coming up it should be Linux-demo-fied soon. If you have Windows and can't wait, don't. The file is only 10.8 MB to download so, even with a modem, it's worth downloading twice. The fact that it's so freaking cool is just one thing, the fact that it comes from an indie developer(Introversion Software, who also did Uplink a while back) pushes it into obvious territory. I will buy this game, no doubt about that.
Thursday, February 17, 2005
Next Week: GL-Pong
Well, in keeping with the old-school tastes I've had as of late, I've downloaded and tried out not one but two Quake clients - FuhQuake and Tenebrae.
Tenebrae is, at least in most ways, the better looking of the two clients. Two features - stencil shadows and per-pixel lighting - are Tenebrae's claim to fame and, for the most part, it looks pretty good. There is only so much you can do using comparatively primitive art and a modern engine, but textures have the same "sheen", for lack of a better term, that Doom 3 constantly overuses. The intro map as well as the first mission of episode 1 have had slight upgrades to the lighting and even some slight additions that really show off what the engine can do, but after that is where things start to get a little dicey. Every other level has not had it's lighting redone, and Tenebrae's new lighting technique serves to darken every level apart from the aforementioned two. That is... not so cool.
FuhQuake(I'm still waiting on Fuh Q2... heh) is much more simple in terms of scope - it's basically GLQuake with support for colored lighting and snazzier particle effects. It's also the one I prefer to play. Tenebrae is all well and good, but until every level is re-lit I'm going to stick with something I can actually see. Take a look at the screenshots for each one and see for yourself. One word of caution though - FuhQuake actually has Linux binaries available but if you want to play Tenebrae on Linux, you're going to have to get it though CVS and compile it yourself.
Tenebrae is, at least in most ways, the better looking of the two clients. Two features - stencil shadows and per-pixel lighting - are Tenebrae's claim to fame and, for the most part, it looks pretty good. There is only so much you can do using comparatively primitive art and a modern engine, but textures have the same "sheen", for lack of a better term, that Doom 3 constantly overuses. The intro map as well as the first mission of episode 1 have had slight upgrades to the lighting and even some slight additions that really show off what the engine can do, but after that is where things start to get a little dicey. Every other level has not had it's lighting redone, and Tenebrae's new lighting technique serves to darken every level apart from the aforementioned two. That is... not so cool.
FuhQuake(I'm still waiting on Fuh Q2... heh) is much more simple in terms of scope - it's basically GLQuake with support for colored lighting and snazzier particle effects. It's also the one I prefer to play. Tenebrae is all well and good, but until every level is re-lit I'm going to stick with something I can actually see. Take a look at the screenshots for each one and see for yourself. One word of caution though - FuhQuake actually has Linux binaries available but if you want to play Tenebrae on Linux, you're going to have to get it though CVS and compile it yourself.
Thursday, February 10, 2005
Steam, By Definition, Is Constantly Evaporating.
So, honestly, the few times I've played anything this week, it's been Counter Strike or Starcraft. I've said various things to this effect before, but I'll say it again: If you're not familiar with those two games, you have absolutely no business reading obscure gaming weblogs. If you have to ask, you'll never know. That being said, the remainder of this post does have to do with CS.
So this week, it's all about Steam. As you may have noticed from a certain previous post, I'm certainly no fan of Valve Software. When it comes to Counter Strike, more specifically the Condition Zero version, I'll make an exception. So, for that one game, I'm forced to use a "service" that I'm very much against. Why, you ask? Read on, I say, read on.
Sure, I play CS online using Steam. After all, it's the only way you can play online. What I can't comprehend is how anyone with the mental capacity to understand how a computer works could purchase a product they intend on keeping via Steam. In that respect, Valve could not have picked a better name for the system. Within the recent connection problems lies a vision of the future. Buy a game through Steam and you're at their mercy. What has to be kept in mind here is that the game industry is quite volatile. I'm sure certain employees might want to think otherwise, but the fact of the matter is that Valve Software is not going to be around forever. No Valve, no Steam. No Steam, you're out 50(or 90, depending on the package deal) bucks.
If you have a box with a CD, you can be fairly certain that said CD will not self-destruct at the same time as the company. The exact opposite can be said about Steam. Not that I'd ever consider this(for reasons stated in the aforementioned previous post), but the only way to actually get a CD(or DVD, I'm not sure) and a box for Half Life 2 through Steam is to pay ninety dollars for the super duper "platinum package".
Everyone knows that with any online game supported by a central master server(which is pretty much all of them), it's all over the minute the developer decides to pull the plug. We accept that. What needs to be asked is: Can you really accept the same for an offline game?
So this week, it's all about Steam. As you may have noticed from a certain previous post, I'm certainly no fan of Valve Software. When it comes to Counter Strike, more specifically the Condition Zero version, I'll make an exception. So, for that one game, I'm forced to use a "service" that I'm very much against. Why, you ask? Read on, I say, read on.
Sure, I play CS online using Steam. After all, it's the only way you can play online. What I can't comprehend is how anyone with the mental capacity to understand how a computer works could purchase a product they intend on keeping via Steam. In that respect, Valve could not have picked a better name for the system. Within the recent connection problems lies a vision of the future. Buy a game through Steam and you're at their mercy. What has to be kept in mind here is that the game industry is quite volatile. I'm sure certain employees might want to think otherwise, but the fact of the matter is that Valve Software is not going to be around forever. No Valve, no Steam. No Steam, you're out 50(or 90, depending on the package deal) bucks.
If you have a box with a CD, you can be fairly certain that said CD will not self-destruct at the same time as the company. The exact opposite can be said about Steam. Not that I'd ever consider this(for reasons stated in the aforementioned previous post), but the only way to actually get a CD(or DVD, I'm not sure) and a box for Half Life 2 through Steam is to pay ninety dollars for the super duper "platinum package".
Everyone knows that with any online game supported by a central master server(which is pretty much all of them), it's all over the minute the developer decides to pull the plug. We accept that. What needs to be asked is: Can you really accept the same for an offline game?
Thursday, February 03, 2005
Linux Free Strategy Game Roundup Part 4
This week's entry into the venerable Linux Free Strategy Game Roundup is netPanzer - a game that unlike, let's say netHack, is actually playable over the internet.
The last sentence was a bit of an understatement on the scale of "air is breathable by lungs". You see, netPanzer's main focus is hectic online play. Any player can jump right in to the middle of any game, at any time, no matter what. This small, seemingly inconsequential detail provides netPanzer with the bulk of it's staying power. When a player joins a heated battle, any multitude of things can happen. An area that had previously been thought safe can suddenly become a new source for a volley of shells, making an already heated battle even more chaotic - or the same battle can be swung in the favor of a struggling army if the newcomer decides to become allies. The ally aspect, by the way, is built right into the game, something I can't remember seeing in any of the other games in this roundup so far.
netPanzer's graphics, while not stunningly beautiful in screenshots, are a step up from, or at least on par with any of it's peers. Clouds of smoke billow up from still flaming ex-tanks, explosions are well animated, and the battlefields have a nice pseudo-3d look. One note against the graphics is that, while running 1024x768 resolution, the framerate is only around 48 fps. I'm not sure if they just have it capped but, at the same resolution, Cube gets 100+ fps. Only after pushing the resolution to 1600x1200, with 3x full scene anti-aliasing, does the resolution start to fall that low. Sound, while not the best I've ever heard, does a good job at capturing the intensity of a given situation with explosions-a-plenty.
Now, as I stated before, netPanzer's focus is online play but it is possible to get a game going with bots - it just takes a little more work than you may be used to. I'm not going to give step by step instructions here, as they're included in the README that comes with the game. For most GNU/Linux distributions, the game is either included on the installation CDs or available from a package management system like apt-get, so it's easy for most users to get their hands on. As with most any game now, Windows binaries are also available for download. Sorry OSX users, nothing for you yet. If you can, get your hands on this one, it's quite possibly my favorite out of all the games mentioned so far.
The last sentence was a bit of an understatement on the scale of "air is breathable by lungs". You see, netPanzer's main focus is hectic online play. Any player can jump right in to the middle of any game, at any time, no matter what. This small, seemingly inconsequential detail provides netPanzer with the bulk of it's staying power. When a player joins a heated battle, any multitude of things can happen. An area that had previously been thought safe can suddenly become a new source for a volley of shells, making an already heated battle even more chaotic - or the same battle can be swung in the favor of a struggling army if the newcomer decides to become allies. The ally aspect, by the way, is built right into the game, something I can't remember seeing in any of the other games in this roundup so far.
netPanzer's graphics, while not stunningly beautiful in screenshots, are a step up from, or at least on par with any of it's peers. Clouds of smoke billow up from still flaming ex-tanks, explosions are well animated, and the battlefields have a nice pseudo-3d look. One note against the graphics is that, while running 1024x768 resolution, the framerate is only around 48 fps. I'm not sure if they just have it capped but, at the same resolution, Cube gets 100+ fps. Only after pushing the resolution to 1600x1200, with 3x full scene anti-aliasing, does the resolution start to fall that low. Sound, while not the best I've ever heard, does a good job at capturing the intensity of a given situation with explosions-a-plenty.
Now, as I stated before, netPanzer's focus is online play but it is possible to get a game going with bots - it just takes a little more work than you may be used to. I'm not going to give step by step instructions here, as they're included in the README that comes with the game. For most GNU/Linux distributions, the game is either included on the installation CDs or available from a package management system like apt-get, so it's easy for most users to get their hands on. As with most any game now, Windows binaries are also available for download. Sorry OSX users, nothing for you yet. If you can, get your hands on this one, it's quite possibly my favorite out of all the games mentioned so far.
Thursday, January 27, 2005
Level Up!
As I write this, I'm a little bit drunk. Drunk with a capital D and a whole lot of "unk" at the end. The letter "R" is also figured a little bit more prominently than it really deserves. Why, you ask? Well, I'm celebrating.
You see, three hundred and sixty days ago I decided to start a stupid little weblog like so many thousands(millions even) have done before. To be honest, when I started Avert Your Eyes I had no idea what was going to come of it, or what it was even going to be about. With the first two posts(two different links there), it was pretty apparent where things were headed. If you really need me to explain where it was that things were headed please go search now for something that you're actually interested in. Otherwise, read on because for the duration of this week's whatever-the-hell-you-feel-like-calling-it, I'm going to give honorable mention to the posts(Oh, I guess that's what they're called) I've done this year that I feel deserve some, well, honorable mention(be warned that there are many links to old posts ahead, you know, reminiscing).
I honestly can't remember why I started doing roundups, but that's when Avert Your Eyes started to feel like a real website. So far Free Linux RPGs, Unreal Tournament 2004 mods, and Free Strategy Games for Linux have all been a part of the roundup family, and I'm sure it will continue throughout the new year. Though, that's not all that's happened. Over the course of this year you've heard about my various addictions to Vendetta , Eternal Lands, Monster Hunter and, most recently, Anarchy Online. I've also tried my hand at serious videogame-related journalism. I've tried to cover E3 as well as newer, though just as disappointing developments. Most of all, though, I got pissed.
If not for the people out there making games that even a GNU/Linux user can play, or the(and I quote Penny Arcade here) unstoppable creative torrent of the mod community 2004 would have been a much more disappointing year. Even though many good games have been released this year(check the archives, I'm linked out...), with Electronic Arts deciding they're going to be the Microsoft of the videogame publishing world, more and more of us are going to have to start looking at what's being created by people who actually care about games. To end this post as others have ended: I'm out. Oh, and happy belated gaming new year, you fucks.
You see, three hundred and sixty days ago I decided to start a stupid little weblog like so many thousands(millions even) have done before. To be honest, when I started Avert Your Eyes I had no idea what was going to come of it, or what it was even going to be about. With the first two posts(two different links there), it was pretty apparent where things were headed. If you really need me to explain where it was that things were headed please go search now for something that you're actually interested in. Otherwise, read on because for the duration of this week's whatever-the-hell-you-feel-like-calling-it, I'm going to give honorable mention to the posts(Oh, I guess that's what they're called) I've done this year that I feel deserve some, well, honorable mention(be warned that there are many links to old posts ahead, you know, reminiscing).
I honestly can't remember why I started doing roundups, but that's when Avert Your Eyes started to feel like a real website. So far Free Linux RPGs, Unreal Tournament 2004 mods, and Free Strategy Games for Linux have all been a part of the roundup family, and I'm sure it will continue throughout the new year. Though, that's not all that's happened. Over the course of this year you've heard about my various addictions to Vendetta , Eternal Lands, Monster Hunter and, most recently, Anarchy Online. I've also tried my hand at serious videogame-related journalism. I've tried to cover E3 as well as newer, though just as disappointing developments. Most of all, though, I got pissed.
If not for the people out there making games that even a GNU/Linux user can play, or the(and I quote Penny Arcade here) unstoppable creative torrent of the mod community 2004 would have been a much more disappointing year. Even though many good games have been released this year(check the archives, I'm linked out...), with Electronic Arts deciding they're going to be the Microsoft of the videogame publishing world, more and more of us are going to have to start looking at what's being created by people who actually care about games. To end this post as others have ended: I'm out. Oh, and happy belated gaming new year, you fucks.
Thursday, January 20, 2005
Linux Free Strategy Game Roundup: Part 3
OK, this week's game is Advanced Strategic Command, otherwise known as ASC.
Last week, before I revealed which game I was talking about, I mentioned that there were some things about it's interface that made it hard for me to get right into. The second time I tried it, I was able to understand the interface quite a bit faster, but this fact alone is one of the most annoying things about the whole open-source gaming scene. There are far too many games around where the developers have been working on it for so long, they've forgotten that not everyone is going to be a familiar as they are with the game's internals.
Anyway, back to ASC. As it's based on Battle Isle(apparently a classic I'm not familiar with), the gameplay is turn based. The feel of the game can actually be likened quite a bit to the Advance Wars series on GBA, except for two reasons. One, it's hex based like The Battle for Wesnoth, which lends a different feel to movement. Two, it doesn't look as good as Advanced Wars(a GBA series, if you weren't aware). If you're looking for graphics, don't look here. Both games previously mentioned in the Roundup surpass ASC graphically in every way.
Yeah, the gameplay is fun. The problem is, the game doesn't have a very "game-like" feel to it. It almost feels more along the lines of a game that should come bundled with Gnome or KDE than it does something you'd download on your own, for fun.
Last week, before I revealed which game I was talking about, I mentioned that there were some things about it's interface that made it hard for me to get right into. The second time I tried it, I was able to understand the interface quite a bit faster, but this fact alone is one of the most annoying things about the whole open-source gaming scene. There are far too many games around where the developers have been working on it for so long, they've forgotten that not everyone is going to be a familiar as they are with the game's internals.
Anyway, back to ASC. As it's based on Battle Isle(apparently a classic I'm not familiar with), the gameplay is turn based. The feel of the game can actually be likened quite a bit to the Advance Wars series on GBA, except for two reasons. One, it's hex based like The Battle for Wesnoth, which lends a different feel to movement. Two, it doesn't look as good as Advanced Wars(a GBA series, if you weren't aware). If you're looking for graphics, don't look here. Both games previously mentioned in the Roundup surpass ASC graphically in every way.
Yeah, the gameplay is fun. The problem is, the game doesn't have a very "game-like" feel to it. It almost feels more along the lines of a game that should come bundled with Gnome or KDE than it does something you'd download on your own, for fun.
Thursday, January 13, 2005
You Know I Hate You
Honestly, I was planning on Part 3 of the Linux Free Strategy Game Roundup for this week. However, a stick was thrown between the spokes of my progress with the as of yet unnamed game in the form of a difficult-to-use interface, which I'm sure I'll mention next week. So, this week, you get more about Star Ocean: Till The End Of Time.
Having put over 50 hours into it at this point, my fondness for this game is now firmly cemented. I know I touched on it last week, but I'm still learning new intricacies of the battle system all the time. The different play styles for every character are really unique - if every character looked exactly the same, you'd still be able to tell which one you were controlling by feel alone. The invention system - again, something I mentioned last week - had me entirely confused at first but, while it can be frustrating, the amount of depth it offers to anyone willing to take a look is truly impressive.
Now, here's where certain people are just going to start to laugh at me. I admit that with Star Ocean, the gameplay is where the strength lies. That said, I really ended up liking the game's characters and story. Granted, this is a Square-Enix production we're talking about, so that's not exactly unexpected. The story doesn't end up taking too much shit, but if you frequent certain message boards, you'll see an awful lot of bitching about every single character. Except one. Albel. I won't spoil it for anyone who has yet to play the game, but let's just say he's the type of guy who appeals to the Sephiroth crowd. Let's also just say I hate his guts. At least you get a chance to tell him, if you wish.
All the time I've been spending with Star Ocean has been keeping me away from my two other current gaming addictions: Anarchy Online and Monster Hunter, so I've decided the only thing that really can be done is to beat Star Ocean(or at least the story portion, there's more afterwards) as quickly as possible. In fact, I'm off to work on that now.
Having put over 50 hours into it at this point, my fondness for this game is now firmly cemented. I know I touched on it last week, but I'm still learning new intricacies of the battle system all the time. The different play styles for every character are really unique - if every character looked exactly the same, you'd still be able to tell which one you were controlling by feel alone. The invention system - again, something I mentioned last week - had me entirely confused at first but, while it can be frustrating, the amount of depth it offers to anyone willing to take a look is truly impressive.
Now, here's where certain people are just going to start to laugh at me. I admit that with Star Ocean, the gameplay is where the strength lies. That said, I really ended up liking the game's characters and story. Granted, this is a Square-Enix production we're talking about, so that's not exactly unexpected. The story doesn't end up taking too much shit, but if you frequent certain message boards, you'll see an awful lot of bitching about every single character. Except one. Albel. I won't spoil it for anyone who has yet to play the game, but let's just say he's the type of guy who appeals to the Sephiroth crowd. Let's also just say I hate his guts. At least you get a chance to tell him, if you wish.
All the time I've been spending with Star Ocean has been keeping me away from my two other current gaming addictions: Anarchy Online and Monster Hunter, so I've decided the only thing that really can be done is to beat Star Ocean(or at least the story portion, there's more afterwards) as quickly as possible. In fact, I'm off to work on that now.
Thursday, January 06, 2005
Linux Free Strategy Game Roundup: Part 2
So, it's been a while since the first part of this series, but it's finally back. When it comes to strategy games on GNU/Linux systems, the battle for the most popular game would probably be between part one's game, Invasion: Battle Of Survival, and this week's game: The Battle For Wesnoth.
This game has been around before, and I've played it before as well, I've just never mentioned it before. If you're not familiar with the premise, it's a turn-based game that plays out on a hex battlefield. It follows the "all your units move and attack, then all their units move and attack" formula, but with the possibility of more than two armies on the field of battle. The visuals, while not the best you'll ever see, are some of the most cohesive in any fully open-source game out there right now, and the story sequences in between and during battle are up to the same standard.
Where Wesnoth really trumps BoS is in it's inclusion of a tutorial to get players quickly up to speed with their surroundings. By the time you're in your first battle, you have a fair idea as to what exactly to do, and how to do it. The difficulty ramps up fairly quickly, to the point that the game's developers actually suggest that anyone playing through the campaign for the first time play on the easy difficulty setting. Of course, there are many who will ignore this advice and be promptly wiped out by the enemy's forces.
Anyone who's a fan of turn based strategy should check this out, without a doubt. While the developers will obviously continue to work on new content, game balancing, and everything else, the game is in a totally playable state right now. Oh yeah, I haven't even mentioned the fact that multiplayer exists. Multiplayer exists. There we go.
This game has been around before, and I've played it before as well, I've just never mentioned it before. If you're not familiar with the premise, it's a turn-based game that plays out on a hex battlefield. It follows the "all your units move and attack, then all their units move and attack" formula, but with the possibility of more than two armies on the field of battle. The visuals, while not the best you'll ever see, are some of the most cohesive in any fully open-source game out there right now, and the story sequences in between and during battle are up to the same standard.
Where Wesnoth really trumps BoS is in it's inclusion of a tutorial to get players quickly up to speed with their surroundings. By the time you're in your first battle, you have a fair idea as to what exactly to do, and how to do it. The difficulty ramps up fairly quickly, to the point that the game's developers actually suggest that anyone playing through the campaign for the first time play on the easy difficulty setting. Of course, there are many who will ignore this advice and be promptly wiped out by the enemy's forces.
Anyone who's a fan of turn based strategy should check this out, without a doubt. While the developers will obviously continue to work on new content, game balancing, and everything else, the game is in a totally playable state right now. Oh yeah, I haven't even mentioned the fact that multiplayer exists. Multiplayer exists. There we go.
I Hope The End Of Time Isn't Soon
This last week, I've been playing Star Ocean: Till The End Of Time, a late gift. It's been a while since it's been out and, while there have been reviews both good and bad, I was somewhat suspicious of the game after seeing what Penny Arcade had to say about it. Reading other reviews seemed to paint an entirely different picture, but which one was right? Penny Arcade has generally been dead on, as far as I'm concerned, but this time we don't see eye to eye.
Yeah, that's right. I really like this game. The real-time combat system, which I thought I'd be maligning over in no time, is good to the point that it actually gives me some hope for Final Fantasy XII. While it doesn't sport a particularly liquid-smooth feel, attacks have a sense of weight which makes pulling off combos very satisfying, especially when switching between characters for maximum effect. While your AI controlled party members generally don't fight too well at the beginning of the game, an interesting system where you actually increase their skill(not strength) while leveling eventually has them fighting well enough to hold their own in any battle.
Yeah, any game has got to have bad parts. With Star Ocean, a lot of reviews have mentioned shoddy character detail but neglected to also mention that only certain characters look like crap. Why this is remains a puzzle to me - the character models themselves are well done, but the texture work on some(mainly NPCs you see clearly for a second or two) just looks awful. Does that really matter? Not to me. The only other problem is just as much a problem in any recent Japanese RPG as it is in Star Ocean: squeaky voice acting. At this point though, that's just come to be expected.
Yeah, that's right. I really like this game. The real-time combat system, which I thought I'd be maligning over in no time, is good to the point that it actually gives me some hope for Final Fantasy XII. While it doesn't sport a particularly liquid-smooth feel, attacks have a sense of weight which makes pulling off combos very satisfying, especially when switching between characters for maximum effect. While your AI controlled party members generally don't fight too well at the beginning of the game, an interesting system where you actually increase their skill(not strength) while leveling eventually has them fighting well enough to hold their own in any battle.
Yeah, any game has got to have bad parts. With Star Ocean, a lot of reviews have mentioned shoddy character detail but neglected to also mention that only certain characters look like crap. Why this is remains a puzzle to me - the character models themselves are well done, but the texture work on some(mainly NPCs you see clearly for a second or two) just looks awful. Does that really matter? Not to me. The only other problem is just as much a problem in any recent Japanese RPG as it is in Star Ocean: squeaky voice acting. At this point though, that's just come to be expected.
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