At first I told myself that I'd just wait until the Linux version came out, since the words "coming soon" give you a certain expectation of how soon something may be coming. Well, it has been far too long for my tastes, so this week I downloaded the Windows version of NERO and gave it a try.
It's beyond the scope of this post to try to fully explain what NERO is and what it does. For details, look no further than the above link. For a very brief (and mostly fictional) description, read on. The product of a scrappy rag tag team of computer scientists, all-around general brainiacs (to use the proper term), and a few artists - NERO is the answer to the eternal question: What happens when you take the results of artificial intelligence research, add some figurative dressing in the form of the Torque Engine, and see what type of game comes out of it. It turns out that the answer is "Quite an interesting one".
Gameplay wise, NERO is of the oft overlooked school of "set it up and let it whirl" of games. The first phase is the training mode, in which you're tasked with teaching a group of bots basic tasks - such as navigating around obstacles on the way to the enemy, how much to avoid too much enemy fire, and other basic necessities of a fighting robot's very short life. You don't have direct control, so you can only set which behaviors are rewarded and which are discouraged via the "Smite!" command. Besides placing obstacles to create ever-expanding mazes the only other commands you have available are "Converge", which makes the other bots act more like the selected unit and "Milestone", a command that I'll admit I don't understand yet. It can take quite a while to get your NERO (short for Neuro Evolving Robotic Operatives) performing how you'd like them to but this phase of the game takes an almost god-game approach to the process, making a nice relaxing counterpoint to the next phase.
The battle phase is much more simple compared to the above. You take your hard trained team and throw them into battle, either against another team you (or somebody online - Network play is possible) created, or one of the other pre-trained teams included with the game. From there, interaction is limited to moving the camera around, watching the fight, and moving your team's flag around (it isn't what you think, it's just a way to get slightly better control over your troops, assuming they're trained to follow the flag). This phase is surprisingly intense, especially with a time limit. The intensity wears off after a few rounds against the same team, but the attachment you have to your boys (or your girls, call the robots whatever you want) keeps it interesting.
It goes for all games, but with NERO especially - it's certainly not for everyone. It's a game that requires quite a lot of patience as well as the will to start team after team, creating for each different methods of training. There's even some patience involved in the battle mode, as matches without time limits can often take quite a while. The payoff - watching your well trained team kick some ass - is entirely worth it.
Thursday, July 28, 2005
Thursday, July 21, 2005
Cue Freaky Zither Music
CodeRED: Alien Arena popped up on The Linux Game Tome this week I didn't really give it a second thought at first. With Thursday looming and nothing more entertaining to write about, I figured I'd give it a go. The idea was sent back to the factory due to a recall when I realized that this game was being brought to us by the fine folks behind Alteria. Yes, that Alteria.
Then again, I figured, there were no other options. On with the show. The download is around 130 megs or so which, while not the most pleasant way to spend an afternoon, is still within the realm of possibility for dialup users. As I prepared to launch the game, the terrors of Alteria were still undulating inside my mind. Lovecraftian visions of bad gameplay and worse voice acting - causing nightmare and reality to exist, to me, as one nauseating... OK, I think you get it.
At least I can say CodeRED: Alien Arena is much better than Alteria. Its sense of style is probably the strongest thing Alien Arena has going for it. There's a sort of colorful cartoony sci-fi look permeating the maps, and the characters follow suit. The sounds follow the same theme, but they're sort of a weak point when it comes to weapons. Some weapon sounds fit well, but the vast majority just don't carry the power or impact you're looking for.
Even though it's main focus is net play, there is a single player mode of sorts where you square off against bots. To Alien Arena's credit, the bots aren't too bad. It's a good thing they're included too, since I had no luck finding a server with more than 2 other players. One issue I have with the single player portion, though, is that you can't pick and choose which maps you want to play, but instead have to complete them in order. It gives more of a campaign feel, but I'd prefer to try out maps whenever I wanted.
You may notice that under the Linux Game Tome entry, there are quite a few people being fairly loud about the fact that the only GPL'd part of Alien Arena is the engine, ie. all the art and maps are not. I felt I'd warn you, in case you're the type of person that takes these issues very seriously. All in all - CodeRED: Alien Arena is no Alteria, but it just didn't really appeal to me. I like it a whole lot more than Nexuiz, but I can say with quite a bit of certainty that I probably won't be playing it much, if at all. Your mileage may vary.
Then again, I figured, there were no other options. On with the show. The download is around 130 megs or so which, while not the most pleasant way to spend an afternoon, is still within the realm of possibility for dialup users. As I prepared to launch the game, the terrors of Alteria were still undulating inside my mind. Lovecraftian visions of bad gameplay and worse voice acting - causing nightmare and reality to exist, to me, as one nauseating... OK, I think you get it.
At least I can say CodeRED: Alien Arena is much better than Alteria. Its sense of style is probably the strongest thing Alien Arena has going for it. There's a sort of colorful cartoony sci-fi look permeating the maps, and the characters follow suit. The sounds follow the same theme, but they're sort of a weak point when it comes to weapons. Some weapon sounds fit well, but the vast majority just don't carry the power or impact you're looking for.
Even though it's main focus is net play, there is a single player mode of sorts where you square off against bots. To Alien Arena's credit, the bots aren't too bad. It's a good thing they're included too, since I had no luck finding a server with more than 2 other players. One issue I have with the single player portion, though, is that you can't pick and choose which maps you want to play, but instead have to complete them in order. It gives more of a campaign feel, but I'd prefer to try out maps whenever I wanted.
You may notice that under the Linux Game Tome entry, there are quite a few people being fairly loud about the fact that the only GPL'd part of Alien Arena is the engine, ie. all the art and maps are not. I felt I'd warn you, in case you're the type of person that takes these issues very seriously. All in all - CodeRED: Alien Arena is no Alteria, but it just didn't really appeal to me. I like it a whole lot more than Nexuiz, but I can say with quite a bit of certainty that I probably won't be playing it much, if at all. Your mileage may vary.
Thursday, July 14, 2005
This Should Be A Title, But Isn't...
Sometimes, for reasons entirely unbeknownst to me, I'll go months on end without actually checking out games that I really meant to give a try. Such is the case with Glest, an open source (GPL) 3D real-time strategy game and relative newcomer to the scene. It's been out for a few months now, so I really have no excuse for taking so long to give it a look but, since it had an update this week I realized it's time had come at last.
Let's start at the beginning here. I was in no way prepared for the level of polish I was presented with upon running Glest for the first time. Its menu screens are beautiful, with the camera gracefully navigating fully 3D backgrounds as you make your way through the initial options. In most of the open source games I've seen (a few, like Planeshift, are excused from this discussion) menus are, quite rightfully, more of an afterthought than anything else. After all, what is the point of lovely menu screens when the actual game suffers as a result?
Beyond the main menu, Glest continues to sparkle. Although I haven't yet had a chance to play through them all, the maps I've seen appear to be well crafted, both from the gameplay and aesthetic sides of the fence, although with current lack of multiplayer, I could see certain balance issues popping up in the future. The background music, oft lacking in many open source offerings (for obvious reasons, we're not all composers), fits nicely with the epic nature of a game like this. For the more graphically-oriented among you, there are also some really nice particle effects at work, especially for burning structures, which look awesome.
Gameplay is more or less your standard RTS fare, but I doubt that most people looking to play an RTS will mind this. One area where Glest stumbles is an apparent pothole that most of its open source peers have hit as well: its lack of an in-game tutorial. Granted these aren't the easiest things in the world to build, and I give all due slack in this case, but this is something that could end up driving many a new player away. Any RTS veteran will know from previous experience to start harvesting, building, and cranking out as many units as possible, but this knowledge shouldn't be expected as a prerequisite.
Right now, it's Linux and Windows only, but at one time Glest was a Windows-only project which was quickly ported, so it's fairly safe to say that ports to other platforms aren't out of the question. Give it a try, I'd say it currently outclasses most of it's competition. I know I liked it a lot more than I was fully prepared to.
Let's start at the beginning here. I was in no way prepared for the level of polish I was presented with upon running Glest for the first time. Its menu screens are beautiful, with the camera gracefully navigating fully 3D backgrounds as you make your way through the initial options. In most of the open source games I've seen (a few, like Planeshift, are excused from this discussion) menus are, quite rightfully, more of an afterthought than anything else. After all, what is the point of lovely menu screens when the actual game suffers as a result?
Beyond the main menu, Glest continues to sparkle. Although I haven't yet had a chance to play through them all, the maps I've seen appear to be well crafted, both from the gameplay and aesthetic sides of the fence, although with current lack of multiplayer, I could see certain balance issues popping up in the future. The background music, oft lacking in many open source offerings (for obvious reasons, we're not all composers), fits nicely with the epic nature of a game like this. For the more graphically-oriented among you, there are also some really nice particle effects at work, especially for burning structures, which look awesome.
Gameplay is more or less your standard RTS fare, but I doubt that most people looking to play an RTS will mind this. One area where Glest stumbles is an apparent pothole that most of its open source peers have hit as well: its lack of an in-game tutorial. Granted these aren't the easiest things in the world to build, and I give all due slack in this case, but this is something that could end up driving many a new player away. Any RTS veteran will know from previous experience to start harvesting, building, and cranking out as many units as possible, but this knowledge shouldn't be expected as a prerequisite.
Right now, it's Linux and Windows only, but at one time Glest was a Windows-only project which was quickly ported, so it's fairly safe to say that ports to other platforms aren't out of the question. Give it a try, I'd say it currently outclasses most of it's competition. I know I liked it a lot more than I was fully prepared to.
Thursday, July 07, 2005
I've Had It
That's it. From here on out, the only commercial games I'm buying are wacky Japanese RPGs. It's been looming on the horizon for a while, and now it's finally come - games are just getting too "cool" for me.
Take a look at any game related website or magazine, and I'm sure you'll find the words "gritty", "urban", or "starring" in there at least once. As much as the series' merits are touted, the game to blame for the current situation is clearly Grand Theft Auto 3. Its improvements on the previous games in the series can't be denied, but as soon as it was realized to be the cash cow it is now, other companies couldn't help but throw their hats into the proverbial ring.
"Gritty" and "urban" don't really need much elaboration - it seems all gamers want to do these days is commit crime in large cities - be it through street-racing, underground boxing, or all out shooting sprees. "Starring", though, may come off as a little confusing at first - and it works from different angles. The first permutation would be the most direct - people starring in a game like someone would a movie, ala 50 Cent: Bulletproof or Shaq-Fu (if I was drinking milk right now it would have squirted out my nose from typing that). The second is directly related to the Screen Actors Guild demanding that they get a larger cut of the profits from the games they "star" in.
I don't give one crap whether or not the main character in the game I'm playing is voiced by Gary Busey, nor do I want every single game I play to be set in a sprawling city. I don't care about tricking out my "ride", I don't care about hot polygonal girls shaking it for no reason, I don't care about what music is licensed from who, and I really don't give one fuck about actors/athletes/musicians who think that their very presence in a game is enough to drain the masses of all their worldly belongings. I've had enough.
From now on it's quirky music, characters with dangerously large heads and even more dangerously large swords, and unknown voice actors (if there is voice acting at all) who were probably dubbing hentai before they were hired for the game. Be warned, the next time you see me, I may or may not be wearing large purple bunny-ears.
Take a look at any game related website or magazine, and I'm sure you'll find the words "gritty", "urban", or "starring" in there at least once. As much as the series' merits are touted, the game to blame for the current situation is clearly Grand Theft Auto 3. Its improvements on the previous games in the series can't be denied, but as soon as it was realized to be the cash cow it is now, other companies couldn't help but throw their hats into the proverbial ring.
"Gritty" and "urban" don't really need much elaboration - it seems all gamers want to do these days is commit crime in large cities - be it through street-racing, underground boxing, or all out shooting sprees. "Starring", though, may come off as a little confusing at first - and it works from different angles. The first permutation would be the most direct - people starring in a game like someone would a movie, ala 50 Cent: Bulletproof or Shaq-Fu (if I was drinking milk right now it would have squirted out my nose from typing that). The second is directly related to the Screen Actors Guild demanding that they get a larger cut of the profits from the games they "star" in.
I don't give one crap whether or not the main character in the game I'm playing is voiced by Gary Busey, nor do I want every single game I play to be set in a sprawling city. I don't care about tricking out my "ride", I don't care about hot polygonal girls shaking it for no reason, I don't care about what music is licensed from who, and I really don't give one fuck about actors/athletes/musicians who think that their very presence in a game is enough to drain the masses of all their worldly belongings. I've had enough.
From now on it's quirky music, characters with dangerously large heads and even more dangerously large swords, and unknown voice actors (if there is voice acting at all) who were probably dubbing hentai before they were hired for the game. Be warned, the next time you see me, I may or may not be wearing large purple bunny-ears.
Friday, July 01, 2005
A Rich Tradition
There have been a few notable releases this week, which I'll try to touch on next week. I'll be honest, it's not this week because in the limited amount of game time I've had, it's been spent playing Anarchy Online.
I was pretty busy with a number of other things this week, so my Trader has only leveled up to 21 or 22 (I can't remember) in the two nights I was actually able to play. I've actually been finding good teams this time around, which helps things go quite a bit more quickly leveling-wise. One thing I did not expect was to actually make some in-game friends. The buddy list of my level 65 Adventurer is so empty it's begun to collect cobwebs, but so far I've actually got quite a few on my Trader's list.
You may remember this old post, in which I mention a kind soul who gave my lowly Adventurer a lovely bag of pistols and some (ok, quite a bit more than some) credits, on the condition that I pass them on when I outgrew them. I'd actually outgrown them quite a while ago, but hadn't found the right person to pass them on to.
The other night, I was teaming with some people and everyone save myself and another player logged off. We were in the process of selling our "Ph4t l00t" when he mentioned that his pistols sucked. Having teamed with him, it seemed he was worthy of such a mighty bounty so, a few minutes later, he had a fresh new bag of pistols. Once again, the condition was that he pass them on when they were outgrown.
Hopefully, those pistols will enjoy a long lifetime of being passed from Adventurer to Adventurer, seeing much more of Rubi-Ka than any other weapon could dream. If they end up in the hands of someone who doesn't deserve them, I suspect they will "malfunction", resulting in the wielder wondering where all this blood is coming from, and why he feels so lightheaded.
I was pretty busy with a number of other things this week, so my Trader has only leveled up to 21 or 22 (I can't remember) in the two nights I was actually able to play. I've actually been finding good teams this time around, which helps things go quite a bit more quickly leveling-wise. One thing I did not expect was to actually make some in-game friends. The buddy list of my level 65 Adventurer is so empty it's begun to collect cobwebs, but so far I've actually got quite a few on my Trader's list.
You may remember this old post, in which I mention a kind soul who gave my lowly Adventurer a lovely bag of pistols and some (ok, quite a bit more than some) credits, on the condition that I pass them on when I outgrew them. I'd actually outgrown them quite a while ago, but hadn't found the right person to pass them on to.
The other night, I was teaming with some people and everyone save myself and another player logged off. We were in the process of selling our "Ph4t l00t" when he mentioned that his pistols sucked. Having teamed with him, it seemed he was worthy of such a mighty bounty so, a few minutes later, he had a fresh new bag of pistols. Once again, the condition was that he pass them on when they were outgrown.
Hopefully, those pistols will enjoy a long lifetime of being passed from Adventurer to Adventurer, seeing much more of Rubi-Ka than any other weapon could dream. If they end up in the hands of someone who doesn't deserve them, I suspect they will "malfunction", resulting in the wielder wondering where all this blood is coming from, and why he feels so lightheaded.
Saturday, June 25, 2005
Better Late Than Never
I goofed up and didn't actually upload this week's post. It's below, original date and time intact. Sorry about that.
Thursday, June 23, 2005
A Change Of Pace
The cause may be that I simply didn't have enough time to play anything new this week, or just that I felt like it but, whatever the reason - today's post is once again about Anarchy Online. To tell the truth, once I got my hands on my Yalmaha and hit level 60, I hit a wall of sorts when it comes to leveling. Not that it's difficult, I just haven't found myself doing it much. I spend more time just cruising the Yalm around, trying to find "dyna-bosses", as they're called, and killing them. That, along with a few missions, has gotten me up to level 65, but I was still itching for a change of pace.
What did I do? Well, I started a new character. I've tried this a few times before, but none of them ever got higher than level 5 before I'd just go back to using old faithful. This time, I tried a Trader, and it's been pretty damn fun getting him up to level 15, even if it did come at the price of being in a few bad subway teams. The differences between playing an Adventurer and a Trader are nearly night and day when it comes playing the classes. I've got to admit, as an Adventurer I got pretty used to being able to solo pretty much anything that came my way with little effort. A Trader's capability for soloing is nothing to sneeze at, it just takes a different approach.
I wouldn't recommend Trader as a first character to someone new to the game, since there's a bit of finesse required to make the class shine. Traders get nano-formulas called drains, which hinder an opponent's offensive skills while improving yours, which is cool right off the bat. It gets cooler when you realize that drains boost nano-skills which are used to get better drains, and said drains stack. Draining to be able to cast better drains has a ladder effect that soon lets you equip a much better weapon than you should be able to. As long as you keep your drains up high enough that your weapon doesn't become less effective, you've just turned yourself into quite a badass.
Traders also get a nice line of roots (which render an opponent unable to move) and calms (which, well, calm) that make blitzing missions for easy cash a breeze. Needless to say, it's quite a bit easier making money than it was when I started my Adventurer. If you read the description linked above, you'd already know that making money is more or less what a Trader does. The name gives a slight clue. Once I get him up to level 25 I get access to the Trader Shop, to which you can sell items for a much higher price than your normal shops. Pretty soon I'll be wiping my ass with credits, if that's possible in any way.
One last note to those of you who already play Anarchy Online, before I wrap this up. Somewhere in the options is a little check mark to use "Offscreen Surface Technology". I'm not sure what types of videocards can use it, but I'd suggest trying to turn it on as it basically amounts to a "Make Water Way More Pretty" button.
What did I do? Well, I started a new character. I've tried this a few times before, but none of them ever got higher than level 5 before I'd just go back to using old faithful. This time, I tried a Trader, and it's been pretty damn fun getting him up to level 15, even if it did come at the price of being in a few bad subway teams. The differences between playing an Adventurer and a Trader are nearly night and day when it comes playing the classes. I've got to admit, as an Adventurer I got pretty used to being able to solo pretty much anything that came my way with little effort. A Trader's capability for soloing is nothing to sneeze at, it just takes a different approach.
I wouldn't recommend Trader as a first character to someone new to the game, since there's a bit of finesse required to make the class shine. Traders get nano-formulas called drains, which hinder an opponent's offensive skills while improving yours, which is cool right off the bat. It gets cooler when you realize that drains boost nano-skills which are used to get better drains, and said drains stack. Draining to be able to cast better drains has a ladder effect that soon lets you equip a much better weapon than you should be able to. As long as you keep your drains up high enough that your weapon doesn't become less effective, you've just turned yourself into quite a badass.
Traders also get a nice line of roots (which render an opponent unable to move) and calms (which, well, calm) that make blitzing missions for easy cash a breeze. Needless to say, it's quite a bit easier making money than it was when I started my Adventurer. If you read the description linked above, you'd already know that making money is more or less what a Trader does. The name gives a slight clue. Once I get him up to level 25 I get access to the Trader Shop, to which you can sell items for a much higher price than your normal shops. Pretty soon I'll be wiping my ass with credits, if that's possible in any way.
One last note to those of you who already play Anarchy Online, before I wrap this up. Somewhere in the options is a little check mark to use "Offscreen Surface Technology". I'm not sure what types of videocards can use it, but I'd suggest trying to turn it on as it basically amounts to a "Make Water Way More Pretty" button.
Thursday, June 16, 2005
All Frosting And No Cake
I've been hearing a lot about Nexuiz lately, so I decided to download it last week (still trying to get rid of the weird feeling that accompanied last week's post), and gave it a try. I'm all for the idea of a GPL first person shooter (you may be thinking Cube, but that's under the zlib license as far as I know) but, having played this game, I can't really understand why everyone is so excited about it.
The title of this post says it all, when it comes to Nexuiz. Sure, it's got realtime lights and way too much bloom, but the gameplay is nothing more than the standard deathmatch we've all been playing for years. Additionally, the graphics aren't even that good. Normally, screenshots pale in comparison to the actual game in action - here it's a case of the exact opposite. The screenshots look nice, but the first thing you notice running the game is the janky animation of the character models.
For it's engine, Nexuiz uses a customized version of the Darkplaces engine (edit: it was pointed out to me in the comments that it's actually just the stock Darkplaces engine). Hey, for something based on the Quake (not Quake II) engine, it looks pretty good. That being said, there isn't much that can be done to improve the actual level geometry so, even with new particle effects and textures, it's just not as impressive as it wants to be. The Nexuiz web site makes a big deal how some of the features can only be used by fairly recently released high end computer hardware, but who the fuck cares when games with lesser system requirements end up looking and running better?
I haven't even gotten to the sounds yet - they're not good. At least on my system (on which every game sounds fine) firing a weapon sounded suspiciously like throwing pebbles at a tin roof. Weapon models and tracer effects are unimpressive, some character models (animation aside) are just plain ugly. You want my opinion? Go play Cube. Don't care about open source? Go play Enemy Territory. Don't even care if it's free? Go play any game in the Unreal Tournament series. Any of the aforementioned games are infinitely more enjoyable than Nexuiz. How the fuck are you supposed to pronounce that name anyway? To me it seems like it would be "Neez-weez"...
The title of this post says it all, when it comes to Nexuiz. Sure, it's got realtime lights and way too much bloom, but the gameplay is nothing more than the standard deathmatch we've all been playing for years. Additionally, the graphics aren't even that good. Normally, screenshots pale in comparison to the actual game in action - here it's a case of the exact opposite. The screenshots look nice, but the first thing you notice running the game is the janky animation of the character models.
For it's engine, Nexuiz uses a customized version of the Darkplaces engine (edit: it was pointed out to me in the comments that it's actually just the stock Darkplaces engine). Hey, for something based on the Quake (not Quake II) engine, it looks pretty good. That being said, there isn't much that can be done to improve the actual level geometry so, even with new particle effects and textures, it's just not as impressive as it wants to be. The Nexuiz web site makes a big deal how some of the features can only be used by fairly recently released high end computer hardware, but who the fuck cares when games with lesser system requirements end up looking and running better?
I haven't even gotten to the sounds yet - they're not good. At least on my system (on which every game sounds fine) firing a weapon sounded suspiciously like throwing pebbles at a tin roof. Weapon models and tracer effects are unimpressive, some character models (animation aside) are just plain ugly. You want my opinion? Go play Cube. Don't care about open source? Go play Enemy Territory. Don't even care if it's free? Go play any game in the Unreal Tournament series. Any of the aforementioned games are infinitely more enjoyable than Nexuiz. How the fuck are you supposed to pronounce that name anyway? To me it seems like it would be "Neez-weez"...
Thursday, June 09, 2005
Now 100% More Disturbing
I doubt that many people think of me as a strictly blood and guts type of gamer - after all, my favorite genre is RPGs, so that goes out the window right there. Still, I'm a little bit frightened to be as far away from familiar territory as I am with the Hanihani -Operation Sanctuary- demo.
In the Linux Game Tome entry (the link is back there), the game is described as being "A typical japanese 'choose a phrase' adventure based on a famous anime." I've watched some anime in my time, I'm not averse to it. You can hardly be a fan of the RPG genre and not have had your share of anime at some point. So, I decided to give it a go, although I'll admit I had second thoughts when I realized the download (torrent only, by the way) was ~150MB.
To try to put this as nicely as possible: This is not so much a game per se, but more of an interactive visual novel. I think that's what they call them, anyway. You can actually throw the whole thing into auto mode and just kick back while the story advances. You'll sit through the demo for a long while before you actually get to the point where you can make a choice, and I do mean a long while.
As far as I can tell, the story is mostly about a young man who goes to school and has a very short teacher. There are also some bizarrely uncomfortable moments of apparent sexual tension between this guy and the school nurse, among others. What I saw would be allowed in a PG-13 movie, but was still quite embarrassing to watch. One note, on the download page is does say that you must be 18 or over to purchase the full game - apparently it's a bit racier than the demo. It's also in Japanese, only the demo is translated as far as I know.
If really slow moving anime/manga or those creepy (sorry, but they are) dating sims are your thing, check out the demo - I'm sure you could do worse. Anybody who's interested in a game for the sake of a game, stay far away.
In the Linux Game Tome entry (the link is back there), the game is described as being "A typical japanese 'choose a phrase' adventure based on a famous anime." I've watched some anime in my time, I'm not averse to it. You can hardly be a fan of the RPG genre and not have had your share of anime at some point. So, I decided to give it a go, although I'll admit I had second thoughts when I realized the download (torrent only, by the way) was ~150MB.
To try to put this as nicely as possible: This is not so much a game per se, but more of an interactive visual novel. I think that's what they call them, anyway. You can actually throw the whole thing into auto mode and just kick back while the story advances. You'll sit through the demo for a long while before you actually get to the point where you can make a choice, and I do mean a long while.
As far as I can tell, the story is mostly about a young man who goes to school and has a very short teacher. There are also some bizarrely uncomfortable moments of apparent sexual tension between this guy and the school nurse, among others. What I saw would be allowed in a PG-13 movie, but was still quite embarrassing to watch. One note, on the download page is does say that you must be 18 or over to purchase the full game - apparently it's a bit racier than the demo. It's also in Japanese, only the demo is translated as far as I know.
If really slow moving anime/manga or those creepy (sorry, but they are) dating sims are your thing, check out the demo - I'm sure you could do worse. Anybody who's interested in a game for the sake of a game, stay far away.
Thursday, June 02, 2005
Vega Strikes Out
Vega Strike has been out for quite a while now, but during the Vendetta Online beta, there never really seemed to be a good reason to download it. Vendetta has been in the commercial realm for quite a while now, so I can't play that anymore. It started to seem like a good time to give Vega Strike a try. At around 200MB the download is pretty hefty, albeit still dialup-able for someone with the time and patience. Is it worth it? Read on.
I'll be honest, I find myself trying to like Vega Strike more than I do actually liking it. Hey, it's got promise. Decent 3D engine, space - you know, the prerequisites for a modern-style space flight simulator are all in place. What isn't in place is the controls. I like to use the WASD keys for control, not the arrow keys. I'm sure there are better buttons to use for speeding up and slowing down than the + and - keys. Why the hell did they make the secondary fire button the enter key when the primary fire is the space bar? I find myself hitting the wrong keys constantly, and there is (as far as I know) no way to remap them.
The controls are my main aggravation, but there are other nuances of the game's design that I just don't like. I know space is big, and that stars don't fly by you super quickly, especially in a small spacecraft. I'm sure most people know that. You know what, though? That hasn't stopped every other space sim in the fucking world from flinging them at you with vigor. You know why? It gives you a sense of movement. In Vega Strike, there is no sense of movement at all until you get to some of the highest speeds available with your SPEC drive, and it's annoying.
There are things that I do like about Vega Strike. The open-ended gameplay is nice, no missions crammed down your throat when all you want to do is fly around for a while - maybe trade some cargo. Um, wait a sec. There's more. Like, um... space?
I'll be honest, I find myself trying to like Vega Strike more than I do actually liking it. Hey, it's got promise. Decent 3D engine, space - you know, the prerequisites for a modern-style space flight simulator are all in place. What isn't in place is the controls. I like to use the WASD keys for control, not the arrow keys. I'm sure there are better buttons to use for speeding up and slowing down than the + and - keys. Why the hell did they make the secondary fire button the enter key when the primary fire is the space bar? I find myself hitting the wrong keys constantly, and there is (as far as I know) no way to remap them.
The controls are my main aggravation, but there are other nuances of the game's design that I just don't like. I know space is big, and that stars don't fly by you super quickly, especially in a small spacecraft. I'm sure most people know that. You know what, though? That hasn't stopped every other space sim in the fucking world from flinging them at you with vigor. You know why? It gives you a sense of movement. In Vega Strike, there is no sense of movement at all until you get to some of the highest speeds available with your SPEC drive, and it's annoying.
There are things that I do like about Vega Strike. The open-ended gameplay is nice, no missions crammed down your throat when all you want to do is fly around for a while - maybe trade some cargo. Um, wait a sec. There's more. Like, um... space?
Wednesday, May 25, 2005
This Title Has Been Procedurally Generated
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.
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.
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?
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