The "special something" alluded to last week is something I've handily managed to avoid over the course of the days following. Needless to say, but said anyway - that's not something in the cards for today's post.
As someone who keeps as close an eye on the scene as I do, it's nothing other than a damn shame that it's taken me so long to get around to playing Kenta Cho's latest game, Gunroar. It's a mystery to me how one man can consistently create some of the best shooters I've ever encountered, but it's not necessarily one I'd like to see solved. All the Cho trademarks are in place: Abstract blocky yet startlingly beautiful graphics? Check. Crazy music? Check. Frequent boss battles? Check.
While I'm not sure yet if it's going to claim the place of my favorite of the "series", Gunroar is most definitely a strong contender. For the first time in a Kenta Cho game, the element of cover has been introduced in the form of islands scattered about the vertically scrolling levels, complete with emplaced weaponry. This seemingly inconsequential new element gives the shooting a much more tactical feel, as the islands do block shots.
You'll be warned of enemy ships from a distance, as you see their red tracking beams long before you see the ships themselves. Not only is this incredibly handy when the difficulty picks up, it's a nice looking effect as well. In fact, Gunroar may be Kenta Cho's best looking game yet, a fact not to be understated when discussing someone with such an impressive body of work under their belt. Particle effects fill the screen so completely that, at times, you may briefly become confused as to where on the screen your ship is. Luckily, in my time playing, this never became an issue that effected playability.
There are a large number of control schemes available, including gamepad support. The mode I found worked best for me was the "mouse" control scheme, which basically lets you control the game as you would a first person shooter - the WASD keys control movement and the mouse controls aiming.
If you enjoy shooters at all, and have an OpenGL capable videocard, do yourself a favor and download this game. It's only 5.5mb, so even the slowest dialup can fetch this game with ease. If this is your first Kenta Cho shooter, be warned, you'll probably download the rest immediately after trying Gunroar.
Thursday, May 25, 2006
Thursday, May 18, 2006
Wii-bles Wobble, But They Don't Fall Down
Weeks without posts are starting to become routine around here, but let me assure you, I'm not exactly happy about the current state of affairs. Last week I was still halfheartedly absorbing the E3 coverage, and the only game I'd played all week was the latest alpha of OpenArena, which is in such an alpha state that it didn't really deserve it's own post. Anyway, more on that later.
As I'm sure most folks are aware, Nintendo's Wii had a good time at E3 - enough so that people aren't talking exclusively about the name anymore, but not enough to stop people from dubbing the controller the "Wiimote". I've got to say, over the past week my opinion of the system has shifted from something I was merely keeping an eye on, to something I'm genuinely interested in. If the price point is as low as some people are speculating, I'm even more interested. There's just the one problem, something I was discussing with a friend the other day - I'm not a kid anymore.
When I'm gaming, my primary reason for doing do is to relax. My days of jumping around like someone being stung by bees on the mat that came with the NES Track and Field game are, how do you say, over. I really can't see myself standing ready for battle, sweat on my brow, swinging the controller, shouting "Hyah!", or "Take that!" with each thrust of my pseudo-sword. It's something my neighbors could probably do without as well, especially since I do most of my gaming at night. I suppose we'll see. If the same results can be achieved in a more relaxed fashion, I'll really be inclined to take a look at the system.
I mentioned OpenArena at the top of the post, or rather, I mentioned it's un-postworthy-ness. I suppose, coming from the Linux world, I'm used to the possibility of things labeled alpha being usable. OpenArena is not one of these pieces of software yet. It has a lofty goal for sure - to (as the name implies) implement a completely free (as in freedom) version of Quake 3: Arena. Hey, I'm all for that. But, for now, there's just not a whole lot there. I'm in no way writing the game off, and I'll revisit it again for sure, but there's just not much you can do with the game in it's current state.
Well, that's about all I've got prepared for this week. I've been planning on doing a "special feature" of sorts for the past few months, but it keeps getting sidetracked. Seeing as the loyal people still reading after all the missed posts deserve something special, I'm going to try to pull it together for next week. See, AYE is pretty much a "Oh crap, it's Thursday, what the hell am I going to write about?" thing most of the time, and this is going to take a bit more time than that. Anyway, if it's not up next week, it is on the way, so stay tuned.
As I'm sure most folks are aware, Nintendo's Wii had a good time at E3 - enough so that people aren't talking exclusively about the name anymore, but not enough to stop people from dubbing the controller the "Wiimote". I've got to say, over the past week my opinion of the system has shifted from something I was merely keeping an eye on, to something I'm genuinely interested in. If the price point is as low as some people are speculating, I'm even more interested. There's just the one problem, something I was discussing with a friend the other day - I'm not a kid anymore.
When I'm gaming, my primary reason for doing do is to relax. My days of jumping around like someone being stung by bees on the mat that came with the NES Track and Field game are, how do you say, over. I really can't see myself standing ready for battle, sweat on my brow, swinging the controller, shouting "Hyah!", or "Take that!" with each thrust of my pseudo-sword. It's something my neighbors could probably do without as well, especially since I do most of my gaming at night. I suppose we'll see. If the same results can be achieved in a more relaxed fashion, I'll really be inclined to take a look at the system.
I mentioned OpenArena at the top of the post, or rather, I mentioned it's un-postworthy-ness. I suppose, coming from the Linux world, I'm used to the possibility of things labeled alpha being usable. OpenArena is not one of these pieces of software yet. It has a lofty goal for sure - to (as the name implies) implement a completely free (as in freedom) version of Quake 3: Arena. Hey, I'm all for that. But, for now, there's just not a whole lot there. I'm in no way writing the game off, and I'll revisit it again for sure, but there's just not much you can do with the game in it's current state.
Well, that's about all I've got prepared for this week. I've been planning on doing a "special feature" of sorts for the past few months, but it keeps getting sidetracked. Seeing as the loyal people still reading after all the missed posts deserve something special, I'm going to try to pull it together for next week. See, AYE is pretty much a "Oh crap, it's Thursday, what the hell am I going to write about?" thing most of the time, and this is going to take a bit more time than that. Anyway, if it's not up next week, it is on the way, so stay tuned.
Thursday, May 04, 2006
Two To The Uh Oh
Once again, apologies are in order due to two weeks of missed posts. Every time update day has come around I've felt like a wet sack of sick - something that doesn't exactly manage to put me in the prime mood for posting. Anyway, enough of that. The linux installer for the 2.0 version of Glest came out on Monday, so I figured I'd give it a whirl and try out the new techs/units.
Although both factions have received some fancy new units and tech upgrades, a lot of the focus seems to have gone towards the Magic faction. It definitely needed it. Previously, Magic was a heck of a lot harder to win a game with than Tech - now it's just somewhat harder. Units still don't seem to stand head to head with the opposite faction's rough equivalents - the new Golems are too slow to be of any use (they're basically defense structures that can move), Drake Riders seem to keel over nearly instantly, and the new Daemons (whatever the hell comes from a Wicker Daemon, I can't remember the name at the moment) don't seem much stronger than their lower-class brethren.
Still, it's the same old Glest we've come to know and love. Maybe a bit too much so, considering this is not a point release upgrade. I'd have loved to see more new maps, maybe a new tileset, and maybe some refinement in the pathfinding code. Hang on a second, what's that other thing? That thing I can hear people screaming off in the distance? Oh yeah. Multiplayer. Actually, I don't give a rat's ass (or any other part of it, for that matter) about multiplayer. Maybe I will when I stop getting my ass handed to me by the (non-Ultra mode) AI.
That handily brings me around to a subject that I've managed to safely avoid over the course of the 2+ years I've been doing AYE - I absolutely suck at real time strategy games. How I still suck at one of my favorite genres is a complete mystery to me. Turn based, that I can handle - I know my way all around Alpha Centauri; Final Fantasy Tactics is like taking candy from a baby; whatever Wesnoth (the AI, not other people) throws at me, I can handle. Change the "T" to an "R", and suddenly I'm curled up in the fetal position on the floor as flames cover the entire viewing area on my monitor, tiny enemy tanks rumbling over the ruins of my base, pissing on my corpse.
I don't know why I continue to take the abuse, but I know that I do. As long as there are games like Glest around to drag me through the dirt - I'll cough it up, wipe the blood from my chin, and grab back on. Keep up the good work, folks.
Although both factions have received some fancy new units and tech upgrades, a lot of the focus seems to have gone towards the Magic faction. It definitely needed it. Previously, Magic was a heck of a lot harder to win a game with than Tech - now it's just somewhat harder. Units still don't seem to stand head to head with the opposite faction's rough equivalents - the new Golems are too slow to be of any use (they're basically defense structures that can move), Drake Riders seem to keel over nearly instantly, and the new Daemons (whatever the hell comes from a Wicker Daemon, I can't remember the name at the moment) don't seem much stronger than their lower-class brethren.
Still, it's the same old Glest we've come to know and love. Maybe a bit too much so, considering this is not a point release upgrade. I'd have loved to see more new maps, maybe a new tileset, and maybe some refinement in the pathfinding code. Hang on a second, what's that other thing? That thing I can hear people screaming off in the distance? Oh yeah. Multiplayer. Actually, I don't give a rat's ass (or any other part of it, for that matter) about multiplayer. Maybe I will when I stop getting my ass handed to me by the (non-Ultra mode) AI.
That handily brings me around to a subject that I've managed to safely avoid over the course of the 2+ years I've been doing AYE - I absolutely suck at real time strategy games. How I still suck at one of my favorite genres is a complete mystery to me. Turn based, that I can handle - I know my way all around Alpha Centauri; Final Fantasy Tactics is like taking candy from a baby; whatever Wesnoth (the AI, not other people) throws at me, I can handle. Change the "T" to an "R", and suddenly I'm curled up in the fetal position on the floor as flames cover the entire viewing area on my monitor, tiny enemy tanks rumbling over the ruins of my base, pissing on my corpse.
I don't know why I continue to take the abuse, but I know that I do. As long as there are games like Glest around to drag me through the dirt - I'll cough it up, wipe the blood from my chin, and grab back on. Keep up the good work, folks.
Thursday, April 13, 2006
Out With The Old... In With The New
Sorry about the missed post last week. A). I was doing some maintenance on my main box, which ran a bit longer than I expected B). I haven't been doing anything gaming-wise besides playing AO over the past two weeks or so. This week, I'd planned on writing up Glest 2.0, but I'm having a fuck of a time getting it to build, so I suppose I'll hold out for the installer. So get ready for yet another of installment of "What's Going On With Anarchy Online". Go ahead and hit the back button on your browser... now.
For a while there, I was starting to think we were dying out. People started to show up less often, then not at all. I hadn't seen our President in weeks. Eventually even my best buddy within the group hightailed it the fuck out of town. Sure, he gave me his gear, but what the hell was I going to do with it alone? I'm a fucking Trader. It seemed that, at this point, all that was left was for someone to come by and hammer a few nails into the top of our collective coffin, make it official. We weren't dying out. We were already dead.
I'd all but given up. Sure, I'd continue to show my polygonal face, it's something I couldn't not do, but I didn't expect much more than that from myself. When I logged in and saw people - people I didn't know, I was pleasantly surprised. When they kept on coming, well fuck, I damn near shed a tear. Our population had more than doubled, literally overnight. And they're still coming.
Of course, there are going to be a few bad eggs when you have such a large volume of people coming in to the organization so quickly. We're going to have to keep an eye out, and it's not going to be fun having to boot people, but it's a necessary evil. Most of the people coming in are great - a lot of them are quite new to the game so they have the eagerness to explore, excitement, and intensity that the few of us who were hanging around had been loosing. It's hard not to get caught up in their enthusiasm, to the point that it's really reignited my love of the game.
That about wraps it up for this week, you brave few who have continued reading up until this point. You deserve something special, but I doubt I'll be the one to deliver said thing. I'm figuring if nothing comes down the pike between now and next week, I'll boot in to "the partition whose name shall not be spoken" and give Glest 2.0 a whirl.
For a while there, I was starting to think we were dying out. People started to show up less often, then not at all. I hadn't seen our President in weeks. Eventually even my best buddy within the group hightailed it the fuck out of town. Sure, he gave me his gear, but what the hell was I going to do with it alone? I'm a fucking Trader. It seemed that, at this point, all that was left was for someone to come by and hammer a few nails into the top of our collective coffin, make it official. We weren't dying out. We were already dead.
I'd all but given up. Sure, I'd continue to show my polygonal face, it's something I couldn't not do, but I didn't expect much more than that from myself. When I logged in and saw people - people I didn't know, I was pleasantly surprised. When they kept on coming, well fuck, I damn near shed a tear. Our population had more than doubled, literally overnight. And they're still coming.
Of course, there are going to be a few bad eggs when you have such a large volume of people coming in to the organization so quickly. We're going to have to keep an eye out, and it's not going to be fun having to boot people, but it's a necessary evil. Most of the people coming in are great - a lot of them are quite new to the game so they have the eagerness to explore, excitement, and intensity that the few of us who were hanging around had been loosing. It's hard not to get caught up in their enthusiasm, to the point that it's really reignited my love of the game.
That about wraps it up for this week, you brave few who have continued reading up until this point. You deserve something special, but I doubt I'll be the one to deliver said thing. I'm figuring if nothing comes down the pike between now and next week, I'll boot in to "the partition whose name shall not be spoken" and give Glest 2.0 a whirl.
Thursday, March 30, 2006
Mix 'Em Together - Then You've Got Something
Well, fuck. The GDC has come and gone, and there's not an awful lot to say. Both keynotes I mentioned being interested in last week turned out to be reiterations of what we already been told so far. All in all, it was a real lackluster year for the GDC. So, forget that - I'm not going to rehash the same info you've been reading all week. Two of my current favorite games in the open source scene - Sauerbraten and GalaxyMage - got updates this week. Read on for details.
The latest release of Sauerbraten has two main features. The first - the addition of the Grenade Launcher - finally has me understanding what the whole "Physics Edition" business was in the last release. Although the projectile it fires doesn't exactly look like you would expect it to, it does act how you would expect it to. It's definitely a fun weapon to play around with, especially bouncing grenades around corners, but I have noticed that, at times, there is quite a distinct "skating on ice" effect when the grenade is moving across the floor. I'm sure this will be taken care of in a future release.
The title of this release is "Shader Edition", which gives you a pretty good idea of what the other major new feature in Sauerbraten is. This one, of course, doesn't have any effects on game balance or anything else besides the visual aspect of the game, so I can't really say I feel too strongly about it. Your weapons, as well as the various powerups and various static meshes peppered throughout the levels are all shiny now - that's it. I've noticed that mesh heavy maps take a performance hit from the new shader effects, so it's something mappers are going to have to take into consideration.
GalaxyMage basically has one major update for this release - Network play. Sadly, this mode isn't fully implemented yet. When selecting multiplayer you get a nice unfriendly screen asking you to input the IP address of the server you want to connect to. I've talked about this before, and my opinion on the matter hasn't changed any since the last time I mentioned it. I have good faith that the GalaxyMage team will pick up the slack and tack on a server browser some time in the near future.
Even if they do, I doubt I'll ever experience GalaxyMage's multiplayer mode. In my eyes, this type of turn-based strategy-RPG gameplay just doesn't seem to work in the online world. I'm sure this is an area where opinion vary wildly, but I just can't see it. At the moment, all the multiplayer mode means to me is that I had to install Twisted.
Well folks, that's it for this week. I've no idea what's coming down the pike for next week, so we'll just see what happens between now and then.
The latest release of Sauerbraten has two main features. The first - the addition of the Grenade Launcher - finally has me understanding what the whole "Physics Edition" business was in the last release. Although the projectile it fires doesn't exactly look like you would expect it to, it does act how you would expect it to. It's definitely a fun weapon to play around with, especially bouncing grenades around corners, but I have noticed that, at times, there is quite a distinct "skating on ice" effect when the grenade is moving across the floor. I'm sure this will be taken care of in a future release.
The title of this release is "Shader Edition", which gives you a pretty good idea of what the other major new feature in Sauerbraten is. This one, of course, doesn't have any effects on game balance or anything else besides the visual aspect of the game, so I can't really say I feel too strongly about it. Your weapons, as well as the various powerups and various static meshes peppered throughout the levels are all shiny now - that's it. I've noticed that mesh heavy maps take a performance hit from the new shader effects, so it's something mappers are going to have to take into consideration.
GalaxyMage basically has one major update for this release - Network play. Sadly, this mode isn't fully implemented yet. When selecting multiplayer you get a nice unfriendly screen asking you to input the IP address of the server you want to connect to. I've talked about this before, and my opinion on the matter hasn't changed any since the last time I mentioned it. I have good faith that the GalaxyMage team will pick up the slack and tack on a server browser some time in the near future.
Even if they do, I doubt I'll ever experience GalaxyMage's multiplayer mode. In my eyes, this type of turn-based strategy-RPG gameplay just doesn't seem to work in the online world. I'm sure this is an area where opinion vary wildly, but I just can't see it. At the moment, all the multiplayer mode means to me is that I had to install Twisted.
Well folks, that's it for this week. I've no idea what's coming down the pike for next week, so we'll just see what happens between now and then.
Thursday, March 23, 2006
GDC '06 - Part 1
While writing last week's post, I completely forgot that the GDC (Game Developers Conference, for the uninitiated) was going to be happening this week. The aforementioned conference makes up the bulk of this post, but not the entirety. Warning - there are a whole lot of links to Gamasutra, which may require you to register at some point. You can probably use BugMeNot, but honestly I'd deem Gamasutra as a register-worthy site.
First things first. Reaffirming that good things can still happen to good people, Darwinia won the top prize at the Independent Games Festival Awards - something I was hoping would happen. The awards ceremony's bigger, louder brother - the Game Developers Choice Awards, was basically swept by three games. Shadow Of The Colossus was the big winner, an event I have absolutely no problems with. Nintendogs and Guitar Hero were the other big winners, with Psychonauts putting in a small appearance.
On to the GDC. There were two major keynotes at the event yesterday, the first of which was the Sony keynote. Phil Harrison was the main speaker, although there were quite a few others showcasing PS3 demos. Apparently, what was shown was not that different than what we've seen and heard before, but there was a very interesting tidbit thrown out in the Q&A session after the keynote - the PS3 will be region free. Not the system itself, of course, but the software. That's great news already, but it gets me wondering if it will play PS1/PS2 games region-free as well. Not being a mod chip type of fellow, this could finally give me the chance to get my hands on some imports I've always wanted.
The next keynote speaker was Ron Moore (Slashdot link so you can see Cylon misspelled as Pylon), formerly of Star Trek fame, who is now working on Battlestar Galactica. It didn't have an awful lot to with games, from the coverage I've read, but it does give me a long-awaited opportunity to mention who much of a Battlestar Galactica fan I am. The original show I watched for the same reason I watch MacGyver - the cheese factor. The new one is just, well, I don't know what to say except that it's the only show on television I try not to miss an episode of.
That's it for now, but there are two keynotes of interest going on today that I'd like to cover - Satoru Iwata with some info on the Nintendo Revolution (I believe that keynote is going on as I type this) and Will Wright (Spore, man, Spore!), so if I get the chance, I'll be back later today with more on those. Otherwise, you'll get more GDC goodness next week.
First things first. Reaffirming that good things can still happen to good people, Darwinia won the top prize at the Independent Games Festival Awards - something I was hoping would happen. The awards ceremony's bigger, louder brother - the Game Developers Choice Awards, was basically swept by three games. Shadow Of The Colossus was the big winner, an event I have absolutely no problems with. Nintendogs and Guitar Hero were the other big winners, with Psychonauts putting in a small appearance.
On to the GDC. There were two major keynotes at the event yesterday, the first of which was the Sony keynote. Phil Harrison was the main speaker, although there were quite a few others showcasing PS3 demos. Apparently, what was shown was not that different than what we've seen and heard before, but there was a very interesting tidbit thrown out in the Q&A session after the keynote - the PS3 will be region free. Not the system itself, of course, but the software. That's great news already, but it gets me wondering if it will play PS1/PS2 games region-free as well. Not being a mod chip type of fellow, this could finally give me the chance to get my hands on some imports I've always wanted.
The next keynote speaker was Ron Moore (Slashdot link so you can see Cylon misspelled as Pylon), formerly of Star Trek fame, who is now working on Battlestar Galactica. It didn't have an awful lot to with games, from the coverage I've read, but it does give me a long-awaited opportunity to mention who much of a Battlestar Galactica fan I am. The original show I watched for the same reason I watch MacGyver - the cheese factor. The new one is just, well, I don't know what to say except that it's the only show on television I try not to miss an episode of.
That's it for now, but there are two keynotes of interest going on today that I'd like to cover - Satoru Iwata with some info on the Nintendo Revolution (I believe that keynote is going on as I type this) and Will Wright (Spore, man, Spore!), so if I get the chance, I'll be back later today with more on those. Otherwise, you'll get more GDC goodness next week.
Thursday, March 16, 2006
Consider This A Stew
Sorry about the missed post last week, this is becoming too frequent. As the title suggests, this is another hodge-podge post, sort of summing up what would've been mentioned last week and this week's happenings all at once.
First off - Final Fantasy XII was finally released yesterday (sorry about the 1up link). Of course, there are still many months to go until the game makes it out of Japan, but we're getting closer. This particular iteration has had more mixed feelings in the previews than any other Final Fantasy game this side of XI. Honestly, the game could score 1/10 ratings across the board and I'd pick it up without a second thought. When you've got the art director from Final Fantasy IX onboard, that's all I need to know.
I suppose that last week's missed post could be considered a blessing in disguise, as all you would have gotten is a short post about Triplex Invaders. Don't get me wrong, Triplex Invaders is an awesome "schmup", but there really isn't enough material there for a whole post. The game looks awesome, think Kenta Cho's shooters, but even more psychedelic. The game plays, well, like a shooter. The controls are tight, enemies are huge, and the explosion effects are satisfying. Throw in the fact that it's written in my language of choice, and you get a big thumbs up from me.
Things start to move faster at this point, so keep up.Sauerbraten has some more servers up now, and I've been playing quite a bit of the game. It's a bit of a shame that some of my favorite maps have yet to show up in a server rotation, but I keep logging on, hoping to see one of them loaded up. I tried to check out Stendhal, something I've been meaning to do for a while. The catch? I figured I'd run it on my old laptop, which apparently is not up to the task. I might have more on that next week, once I try it out on my main machine.
That's pretty much it for this week, loyal readers. With some more time on my hands, hopefully I can have a double feature up next week, but only time will tell. Anarchy Online can be a demanding mistress, for which an unheeded call can be disastrous. If I can break the spell of the siren song, there is hope.
First off - Final Fantasy XII was finally released yesterday (sorry about the 1up link). Of course, there are still many months to go until the game makes it out of Japan, but we're getting closer. This particular iteration has had more mixed feelings in the previews than any other Final Fantasy game this side of XI. Honestly, the game could score 1/10 ratings across the board and I'd pick it up without a second thought. When you've got the art director from Final Fantasy IX onboard, that's all I need to know.
I suppose that last week's missed post could be considered a blessing in disguise, as all you would have gotten is a short post about Triplex Invaders. Don't get me wrong, Triplex Invaders is an awesome "schmup", but there really isn't enough material there for a whole post. The game looks awesome, think Kenta Cho's shooters, but even more psychedelic. The game plays, well, like a shooter. The controls are tight, enemies are huge, and the explosion effects are satisfying. Throw in the fact that it's written in my language of choice, and you get a big thumbs up from me.
Things start to move faster at this point, so keep up.Sauerbraten has some more servers up now, and I've been playing quite a bit of the game. It's a bit of a shame that some of my favorite maps have yet to show up in a server rotation, but I keep logging on, hoping to see one of them loaded up. I tried to check out Stendhal, something I've been meaning to do for a while. The catch? I figured I'd run it on my old laptop, which apparently is not up to the task. I might have more on that next week, once I try it out on my main machine.
That's pretty much it for this week, loyal readers. With some more time on my hands, hopefully I can have a double feature up next week, but only time will tell. Anarchy Online can be a demanding mistress, for which an unheeded call can be disastrous. If I can break the spell of the siren song, there is hope.
Thursday, March 02, 2006
No, Not The Food
Sauerbraten finally popped up on the Linux Game Tome this week, with a release that actually came out late last month. Since it is, after all, the successor to Cube, every release is a reason for me to be excited. The engine has taken shape, so the next few releases should be when it starts to get "really good".
The download is listed as "Physics Edition", and I'll admit, I don't know what that means. At the moment, the gameplay feels nearly identical to that of Cube, but I'll admit I haven't found a multiplayer game going yet, so my speculation is based purely on the single player modes. Speaking of that, the few single player maps included in the package far outclass even the best of Cube's single player maps. It's still pretty much Doom with every dial turned up to 11, but that is hardly a complaint in my book.
Of course, as with it's predecessor, Sauerbraten's main focus is on the multiplayer game. The multiplayer maps (and there are already a ton included) are really impressive. While my two current favorites - "moonlight" and "darkdeath" have already been around for a while, there are plenty of new and impressive maps that have come out since the last release I grabbed. "metl3" has made its way over from Cube, and "roughinery", "serpentine", and "face-classic" have all been ported over from the UT series. "legoland", which is exactly what its name would suggest, is absolutely surreal. There are even a few maps, such as "ladder" and "spiralz" that exist simply as a reference for mappers. If you really want to see how promising the engine is, take a look at the sprawling RPG maps included.
The biggest additional improvement over Cube is the absolutely gorgeous lighting/shadow effects. The aforementioned "metl3" looks significantly better than its Cube incarnation as a result. "nmp7" is another map with some brilliant lighting. Some other minor tweaks include better particle effects and it seems that textures can now be "fullbright". Either that or it's just another case of excellent lighting.
Now, I find myself wishing for two things. The first and more easily attainable is for some more servers to pop up. I'm seriously jonesing for some deathmatch action to test out the playability of the new maps. The second is to see some other projects start up using the Sauerbraten engine. As easy as it is to create maps, it would be great to see some mods with altered gameplay come to the scene.
So, come on. Give this baby a download, and we'll get this party started.
Update: I've had a chance to play a bit of Sauerbraten online, and it definitely plays as tight as Cube. I still don't really understand the bit about "Physics Edition" - the only difference I've noticed is that the "bouncing" effect on stairs seemed ramped up a bit. The larger, sprawling maps definitely make the Instagib mode quite a bit more enjoyable since you can have a fun time with more than four players. We still need some more servers online so, if you're that type, fire it up.
The download is listed as "Physics Edition", and I'll admit, I don't know what that means. At the moment, the gameplay feels nearly identical to that of Cube, but I'll admit I haven't found a multiplayer game going yet, so my speculation is based purely on the single player modes. Speaking of that, the few single player maps included in the package far outclass even the best of Cube's single player maps. It's still pretty much Doom with every dial turned up to 11, but that is hardly a complaint in my book.
Of course, as with it's predecessor, Sauerbraten's main focus is on the multiplayer game. The multiplayer maps (and there are already a ton included) are really impressive. While my two current favorites - "moonlight" and "darkdeath" have already been around for a while, there are plenty of new and impressive maps that have come out since the last release I grabbed. "metl3" has made its way over from Cube, and "roughinery", "serpentine", and "face-classic" have all been ported over from the UT series. "legoland", which is exactly what its name would suggest, is absolutely surreal. There are even a few maps, such as "ladder" and "spiralz" that exist simply as a reference for mappers. If you really want to see how promising the engine is, take a look at the sprawling RPG maps included.
The biggest additional improvement over Cube is the absolutely gorgeous lighting/shadow effects. The aforementioned "metl3" looks significantly better than its Cube incarnation as a result. "nmp7" is another map with some brilliant lighting. Some other minor tweaks include better particle effects and it seems that textures can now be "fullbright". Either that or it's just another case of excellent lighting.
Now, I find myself wishing for two things. The first and more easily attainable is for some more servers to pop up. I'm seriously jonesing for some deathmatch action to test out the playability of the new maps. The second is to see some other projects start up using the Sauerbraten engine. As easy as it is to create maps, it would be great to see some mods with altered gameplay come to the scene.
So, come on. Give this baby a download, and we'll get this party started.
Update: I've had a chance to play a bit of Sauerbraten online, and it definitely plays as tight as Cube. I still don't really understand the bit about "Physics Edition" - the only difference I've noticed is that the "bouncing" effect on stairs seemed ramped up a bit. The larger, sprawling maps definitely make the Instagib mode quite a bit more enjoyable since you can have a fun time with more than four players. We still need some more servers online so, if you're that type, fire it up.
Thursday, February 23, 2006
I Really Couldn't Think Of A Title
A no post last week was bad enough, but I'm afraid I'm going to have to leave you somewhat hanging again this week, as I'm rather sick. So I don't feel entirely guilty about this, I'll give you a quick rundown of my recent gaming activities, and maybe expand on some later if said expansion is required.
First off, just as I said I would, I gave Nexuiz another look, even if it took me a bit longer than I expected to. Long story short - I still dislike the game as much as the last time I played it. The CTF mode, albeit welcome, didn't do much to mitigate the effects of all the other parts of the game I don't like. By the way, I still don't find the graphics all that special - yes, even for an open source game. When I see the "it looks better than some commercial games!" comments (look at the Tome entry linked above), I can't help but wonder what games these people are playing.
I finally got around to checking out Narcissu, which is one of the most depressing things I've ever encountered. It's very well done, and the translation is solid, but stay away from this one if you're looking for something cheery. That's pretty much all I'm going to say about this one, anything else would be superflous.
I also checked out Outgun, which I suppose could be an alright game. I've only had the chance to play with the (newly introduced) bots, so the verdict is still out on this one, as I'm sure the game is entirely different with a little strategy thrown into the mix.
Well, the post ended up being a bit longer than I thought, but I still owe you folks something special. Check back next week, when I expect to be healthier.
First off, just as I said I would, I gave Nexuiz another look, even if it took me a bit longer than I expected to. Long story short - I still dislike the game as much as the last time I played it. The CTF mode, albeit welcome, didn't do much to mitigate the effects of all the other parts of the game I don't like. By the way, I still don't find the graphics all that special - yes, even for an open source game. When I see the "it looks better than some commercial games!" comments (look at the Tome entry linked above), I can't help but wonder what games these people are playing.
I finally got around to checking out Narcissu, which is one of the most depressing things I've ever encountered. It's very well done, and the translation is solid, but stay away from this one if you're looking for something cheery. That's pretty much all I'm going to say about this one, anything else would be superflous.
I also checked out Outgun, which I suppose could be an alright game. I've only had the chance to play with the (newly introduced) bots, so the verdict is still out on this one, as I'm sure the game is entirely different with a little strategy thrown into the mix.
Well, the post ended up being a bit longer than I thought, but I still owe you folks something special. Check back next week, when I expect to be healthier.
Thursday, February 09, 2006
Loki: The God, Not The Publisher
Before we get started, apologies again for the underwhelming start to this season of AYE. Anyway, the Linux version of the Northland demo hit today, and since I'd never managed to get into the beta, I figured I'd give it a try. The game has obviously aged a bit at this point, but I came away from the demo feeling much more impressed with Northland than I had prepared myself for.
The first thing that struck me is that Northland has a lot of charm working in it's favor. From the little bit of music that plays when two of your Vikings get married, to the grunts and other audio cues given when your minions receive an order, the atmosphere of the game is well fleshed out. Graphically the game, while somewhat simplistic, has a very distinct cartoonish look. It's somewhat strange, since at first glance it may cause the game to seem lacking in depth, which is certainly not the case.
Even the amount of depth in managing your villagers, while not readily apparent, is nearly staggering once you move past the beginning stages. A series of tutorials is available to introduce you to the finer points of the game, and that is certainly appreciated, although the tutorials themselves could use some work. At a few points during the tutorial I happened to find situations where a simple mistake such as marrying a citizen to the wrong person, or turning the wrong farmer into a miller, left me unable to continue.
Combat in Northland is much as it is in similar title and honestly, my least favorite part of the game. This is, obviously, a personal preference - I'm the type of gamer who could tinker away with my town indefinitely. The economic simulation adds another interesting layer of depth to the game, and the combat certainly isn't bad, but I found managing the villagers needs and improving my village as a whole the most enjoyable part of the demo.
The game isn't actually available for Linux yet, but according to RuneSoft, it should be out soon enough. There seems to be a lot to do in the demo, especially if you're like and enjoy the village management, or if you're the type who will play through scenarios with different tactics. Definitely one of the more interesting commercial titles for Linux I've tried recently.
The first thing that struck me is that Northland has a lot of charm working in it's favor. From the little bit of music that plays when two of your Vikings get married, to the grunts and other audio cues given when your minions receive an order, the atmosphere of the game is well fleshed out. Graphically the game, while somewhat simplistic, has a very distinct cartoonish look. It's somewhat strange, since at first glance it may cause the game to seem lacking in depth, which is certainly not the case.
Even the amount of depth in managing your villagers, while not readily apparent, is nearly staggering once you move past the beginning stages. A series of tutorials is available to introduce you to the finer points of the game, and that is certainly appreciated, although the tutorials themselves could use some work. At a few points during the tutorial I happened to find situations where a simple mistake such as marrying a citizen to the wrong person, or turning the wrong farmer into a miller, left me unable to continue.
Combat in Northland is much as it is in similar title and honestly, my least favorite part of the game. This is, obviously, a personal preference - I'm the type of gamer who could tinker away with my town indefinitely. The economic simulation adds another interesting layer of depth to the game, and the combat certainly isn't bad, but I found managing the villagers needs and improving my village as a whole the most enjoyable part of the demo.
The game isn't actually available for Linux yet, but according to RuneSoft, it should be out soon enough. There seems to be a lot to do in the demo, especially if you're like and enjoy the village management, or if you're the type who will play through scenarios with different tactics. Definitely one of the more interesting commercial titles for Linux I've tried recently.
Thursday, February 02, 2006
I Call It Pulling A Megatokyo
What a way to kick off the new season. I woke up today feeling fine - not so much now. Sorry about the no-post, folks. I'll make it up to you next week.
Thursday, January 26, 2006
Level 3
Two days short of two years ago, Avert Your Eyes started off with the same vague ramblings that most sites like this do. I'd never planned on updating with any amount of frequency. In fact, I'll let you all in on a little secret - the only reason AYE updates on Thursdays is that, after a few weeks, I realized all my posts had been on Thursdays and decided it was a fine enough day to update. This week we're taking a look back at the past year, which henceforth shall be known as "The Year With Many Missed Updates".
I ended up writing about the Darwinia demo a mere two weeks after voicing my concerns about Steam. Strange, that - as less than a year later, Darwinia is being distributed through that vile service. That said, it's still great to see such an amazing game finally get some of the spotlight time it deserves. Hopefully it'll get some attention in the independents portion the next time I "cover" the GDC.
I suppose 2005 was a year for firsts as, at the very least, it saw me try my hand at "playing" a creepy visual novel. Another first? Me not liking a space-based game. Another? The complete awesomeness of the Spore video. The year also saw the first time I actually received a rebuttal of sorts from a disgruntled team member. By the way, sorry to say it Nexuiz folks, but your game hasn't gotten any better. I'll be over here playing Warsow while you're working on it. Last, but not least, you can't mention firsts without mentioning NERO.
Before I wrap this up, I'm going to give credit where credit is due and mention some of my favorite games that saw their first releases during AYE's last "season". Some of them I've already mentioned above, such as Darwinia and NERO. Other favorites of mine include Glest, GalaxyMage, and a handful of abstract shooters that finally made their way over to Linux.
Thanks to everybody who's stuck around and kept reading the site through all the missed posts, I'm going to try to make that happen less during the next "season". Although I did complain a little bit, it's been a great 12 months for the scene - let's hope it keeps up the momentum.
I ended up writing about the Darwinia demo a mere two weeks after voicing my concerns about Steam. Strange, that - as less than a year later, Darwinia is being distributed through that vile service. That said, it's still great to see such an amazing game finally get some of the spotlight time it deserves. Hopefully it'll get some attention in the independents portion the next time I "cover" the GDC.
I suppose 2005 was a year for firsts as, at the very least, it saw me try my hand at "playing" a creepy visual novel. Another first? Me not liking a space-based game. Another? The complete awesomeness of the Spore video. The year also saw the first time I actually received a rebuttal of sorts from a disgruntled team member. By the way, sorry to say it Nexuiz folks, but your game hasn't gotten any better. I'll be over here playing Warsow while you're working on it. Last, but not least, you can't mention firsts without mentioning NERO.
Before I wrap this up, I'm going to give credit where credit is due and mention some of my favorite games that saw their first releases during AYE's last "season". Some of them I've already mentioned above, such as Darwinia and NERO. Other favorites of mine include Glest, GalaxyMage, and a handful of abstract shooters that finally made their way over to Linux.
Thanks to everybody who's stuck around and kept reading the site through all the missed posts, I'm going to try to make that happen less during the next "season". Although I did complain a little bit, it's been a great 12 months for the scene - let's hope it keeps up the momentum.
Thursday, January 19, 2006
Like Mixed Nuts, Only Not
Yeah, yeah - I've been missing for two weeks. I guess that's what happens when I walk the streets with a bag on my head and a sign that says "You don't get this joke". Kudos to you if you did. Anyway, given my recent absence, today's post is going to be a hodge podge of a few different things. On to item the first.
It seems that the team behind a game I've always had quite the soft spot for - UFO: Alien Invasion - has gone MIA. Well, that was actually rather apparent a year ago. Anyway, fear not. It seems some enterprising members of our community have stepped up to pick up the workload. If you read what is currently the top post on the LGT page linked above, it seems their missing a few files, so if you happen to have what they're looking for, help 'em out. Watch out! It's item the second.
GalaxyMage has been rolling along rather steadily, hitting us with a 0.2 release that's huge improvement over what was already a very solid 0.1 release. The new features packed in are surprisingly in abundance. Terrain smoothing, random maps, new character classes, and improved A.I. are just a few. While there's still no apparent mouse control, the keyboard controls are as solid as the last release. Not to mention, they do add to the console feel of the game. I've got to say again that I'm really impressed with how this project is coming along. You knew it had to be coming, didn't you? Item the third.
Things have been damn fun in Anarchy Online lately, and apparently I've made a good name for myself within my organization. Last week I received a promotion to Squad Commander, meaning a whole lot more responsibility for myself. Granted, I've noticed this has caused me to log in quite a few times more because I felt like I should than that I really wanted to play. New responsibilities haven't stopped me from gaining level 80 and a nice shiny Yalmaha, which was actually bought for me by an org-mate who I now owe my soul, ass, and my sole ass. This turn of events effectively locks the door I had left open for myself as an escape route, meaning I'm not going to stop playing AO any time soon.
Well, hopefully this week's installment makes up for the lack of posts over the last two weeks. Anything I've forgotten to mention, I'm sure you've already read somewhere else. Next week is going to be special, as it's A.Y.E's 2nd anniversary post, so make sure to stop by.
It seems that the team behind a game I've always had quite the soft spot for - UFO: Alien Invasion - has gone MIA. Well, that was actually rather apparent a year ago. Anyway, fear not. It seems some enterprising members of our community have stepped up to pick up the workload. If you read what is currently the top post on the LGT page linked above, it seems their missing a few files, so if you happen to have what they're looking for, help 'em out. Watch out! It's item the second.
GalaxyMage has been rolling along rather steadily, hitting us with a 0.2 release that's huge improvement over what was already a very solid 0.1 release. The new features packed in are surprisingly in abundance. Terrain smoothing, random maps, new character classes, and improved A.I. are just a few. While there's still no apparent mouse control, the keyboard controls are as solid as the last release. Not to mention, they do add to the console feel of the game. I've got to say again that I'm really impressed with how this project is coming along. You knew it had to be coming, didn't you? Item the third.
Things have been damn fun in Anarchy Online lately, and apparently I've made a good name for myself within my organization. Last week I received a promotion to Squad Commander, meaning a whole lot more responsibility for myself. Granted, I've noticed this has caused me to log in quite a few times more because I felt like I should than that I really wanted to play. New responsibilities haven't stopped me from gaining level 80 and a nice shiny Yalmaha, which was actually bought for me by an org-mate who I now owe my soul, ass, and my sole ass. This turn of events effectively locks the door I had left open for myself as an escape route, meaning I'm not going to stop playing AO any time soon.
Well, hopefully this week's installment makes up for the lack of posts over the last two weeks. Anything I've forgotten to mention, I'm sure you've already read somewhere else. Next week is going to be special, as it's A.Y.E's 2nd anniversary post, so make sure to stop by.
Thursday, December 22, 2005
The Sequel Will Be Called: UniverseKnight
This week, you get a bit of a break from the deluge of Anarchy Online related posts. That break comes in the form of GalaxyMage, another entry into the ever-growing lineup of Open Source strategy games, but this one's got a twist. GalaxyMage takes the form of a Strategy RPG (although the GM team seems to prefer the term "tactical RPG"), much like Final Fantasy Tactics and mostly everything Nippon Ichi has ever done.
It's no surprise that I downloaded GalaxyMage the minute, no the second, no the very millisecond I saw it pop up on the Tome. Chances are, between the Playstation and GBA versions of Final Fantasy Tactics, I've spent more time playing those games than I have breathing. Really, this is the kind of project I've been waiting for someone to start (and have thought about starting myself) for years. I would have found myself quite inconsolable if, after all these years spent twitching in anticipation, the game was a turd.
Luckily, it's not. GalaxyMage is still in a very early state - the sprite graphics have been taken from Wesnoth and the maps aren't anything that's going to knock you out of your chair - but, it's completely playable. Not that half-assed "Well, it's playable online if you know your friend's IP address" crap either, its got AI. This is a far cry from most of GalaxyMage's Open Source brethren, and earns the game a huge amount of brownie points in my book.
If you've ever played Final Fantasy Tactics, you'll be able to play the game as soon as you find out what key does what. The battle system is nearly identical, of course with the names of skills and such things changed. There seems to be, as far as I can tell, no character advancement system in the game at this point in time, but I'm sure that one is planned.
You'll probably see me writing about this game again - probably more than once. As good as GalaxyMage is in such an early state, it looks like the Wesnoth team may have some competition for the top of the Linux strategy heap on the way.
It's no surprise that I downloaded GalaxyMage the minute, no the second, no the very millisecond I saw it pop up on the Tome. Chances are, between the Playstation and GBA versions of Final Fantasy Tactics, I've spent more time playing those games than I have breathing. Really, this is the kind of project I've been waiting for someone to start (and have thought about starting myself) for years. I would have found myself quite inconsolable if, after all these years spent twitching in anticipation, the game was a turd.
Luckily, it's not. GalaxyMage is still in a very early state - the sprite graphics have been taken from Wesnoth and the maps aren't anything that's going to knock you out of your chair - but, it's completely playable. Not that half-assed "Well, it's playable online if you know your friend's IP address" crap either, its got AI. This is a far cry from most of GalaxyMage's Open Source brethren, and earns the game a huge amount of brownie points in my book.
If you've ever played Final Fantasy Tactics, you'll be able to play the game as soon as you find out what key does what. The battle system is nearly identical, of course with the names of skills and such things changed. There seems to be, as far as I can tell, no character advancement system in the game at this point in time, but I'm sure that one is planned.
You'll probably see me writing about this game again - probably more than once. As good as GalaxyMage is in such an early state, it looks like the Wesnoth team may have some competition for the top of the Linux strategy heap on the way.
Thursday, December 15, 2005
The Better Team
So, in case you were wondering - Yes, I picked a character. Yes, I'm going to make you wait longer before I tell you, as to build suspense. Yes, this is another post about Anarchy Online. Proceed.
It's the Trader, I picked the Trader. Yeah, I know, what a surprise. I picked the only character I've played in months. Anyway, there are other reasons I decided to stay with my lovable cash-hungry wrangle jockey. In last week's post (referenced above) I mentioned that my character was, how do you say, without an organization. Well, he's alone no more. As of Sunday evening, I'm proud to say I've joined an org - a great bunch of folks they are, too.
The aforementioned organization will, of course, remain nameless. I can say that I've had such a great time since joining, AO has almost become a different game. Pickup teams - although I'm sure I haven't seen the last of them for good - have gone to being my bread and butter to the equivalent of fast food. I haven't yet met a member of the organization who was an asshole - hell, I haven't met a member who I haven't liked immediately, and I'm not the type of person who goes around liking every person they meet. Quite the opposite, in fact.
I was a bit worried at first that joining an organization (or guild, if you'd prefer) might sap into my time for doing things such as blitzing missions, buying new weapons or, um, blitzing missions. Luckily, that hasn't been the case. If I need the time to do something along those lines (and I have needed it, what with installing a whole new set of implants and trying to blitz a new set of armor) it's mine, nobody's going to bother me about it.
One thing I am a bit worried about, a thing that worries me about the entire MMO genre, is that with my newfound organization, I'll lose out on time for playing other games. I'm sure I'll pull through - after all, if pretty much everyone in the world who does a webcomic can get their work done while remaining completely addicted to World Of Warcraft, I'm sure I can find time in my busy schedule for a few more games. See you next week folks.
It's the Trader, I picked the Trader. Yeah, I know, what a surprise. I picked the only character I've played in months. Anyway, there are other reasons I decided to stay with my lovable cash-hungry wrangle jockey. In last week's post (referenced above) I mentioned that my character was, how do you say, without an organization. Well, he's alone no more. As of Sunday evening, I'm proud to say I've joined an org - a great bunch of folks they are, too.
The aforementioned organization will, of course, remain nameless. I can say that I've had such a great time since joining, AO has almost become a different game. Pickup teams - although I'm sure I haven't seen the last of them for good - have gone to being my bread and butter to the equivalent of fast food. I haven't yet met a member of the organization who was an asshole - hell, I haven't met a member who I haven't liked immediately, and I'm not the type of person who goes around liking every person they meet. Quite the opposite, in fact.
I was a bit worried at first that joining an organization (or guild, if you'd prefer) might sap into my time for doing things such as blitzing missions, buying new weapons or, um, blitzing missions. Luckily, that hasn't been the case. If I need the time to do something along those lines (and I have needed it, what with installing a whole new set of implants and trying to blitz a new set of armor) it's mine, nobody's going to bother me about it.
One thing I am a bit worried about, a thing that worries me about the entire MMO genre, is that with my newfound organization, I'll lose out on time for playing other games. I'm sure I'll pull through - after all, if pretty much everyone in the world who does a webcomic can get their work done while remaining completely addicted to World Of Warcraft, I'm sure I can find time in my busy schedule for a few more games. See you next week folks.
Thursday, December 08, 2005
The Good Team
Before anything else is said, apologies are definitely in order. The circumstances surrounding the absence of the last two weeks' posts (and the lateness of this one) are not something I'm going to get into - it should suffice to say that I'd be very surprised if an army of orcs ever tried to invade my house again. It's a sad occurrence, as this marks AYE's 100th post. To see it delayed is to see my own insides wrapped around themselves in a glistening knot of pain. Anyway, it's yet another AO post.
My Trader has been hanging around the Temple of the Three Winds the last couple of days and, being a Trader, it's not like I can just run in there alone and solo everything. Teaming is a necessity, albeit one that usually comes with more than it's share of pitfalls. Lately, though, I'm starting to wonder if some sort of mystical change is taking place in the world of AO. It's the teams - they've... been good. Not just good enough either, I am proud to say that I've been in some damn good teams this last week.
Pick-up teams, as they're called, are all I've got. My character has no Organization (like a guild or clan in other games, for those of you who don't play AO) and no friends (yeah, I know, go ahead and start sobbing now). Well, that last part isn't entirely true, it's just that I haven't seen anyone on my friends list actually logged on in months. So, while the elite (no, not the l33t) sit back knowing they can team whenever they want it, I have no such luxury. I can only hope that some people around my level feel like teaming, and that they'll invite me to their team.
Most of time, I know what's going to happen before the first mob is targeted. This is ToTW we're talking about, not team missions which have the effect of forcing a little team work, whether you want it or not. No, this is ToTW - even if you're not killed instantly, chances are your teammates will train, kill-steal, and generally be assholes to any team in the vicinity. When you find a team who does none of the above, has people who actually know how to play their classes, and just generally stomps on through any mob they may meet, well, you can see why it brings a tear to my eye.
Next week, depending, we may bear witness to the final showdown between my two characters. At last, both the same level - the decision must be made. Who will level beyond 65? Who will continue the down the noble path laid out at both of their feet? Who will... well, you get the picture. Stay tuned, folks.
My Trader has been hanging around the Temple of the Three Winds the last couple of days and, being a Trader, it's not like I can just run in there alone and solo everything. Teaming is a necessity, albeit one that usually comes with more than it's share of pitfalls. Lately, though, I'm starting to wonder if some sort of mystical change is taking place in the world of AO. It's the teams - they've... been good. Not just good enough either, I am proud to say that I've been in some damn good teams this last week.
Pick-up teams, as they're called, are all I've got. My character has no Organization (like a guild or clan in other games, for those of you who don't play AO) and no friends (yeah, I know, go ahead and start sobbing now). Well, that last part isn't entirely true, it's just that I haven't seen anyone on my friends list actually logged on in months. So, while the elite (no, not the l33t) sit back knowing they can team whenever they want it, I have no such luxury. I can only hope that some people around my level feel like teaming, and that they'll invite me to their team.
Most of time, I know what's going to happen before the first mob is targeted. This is ToTW we're talking about, not team missions which have the effect of forcing a little team work, whether you want it or not. No, this is ToTW - even if you're not killed instantly, chances are your teammates will train, kill-steal, and generally be assholes to any team in the vicinity. When you find a team who does none of the above, has people who actually know how to play their classes, and just generally stomps on through any mob they may meet, well, you can see why it brings a tear to my eye.
Next week, depending, we may bear witness to the final showdown between my two characters. At last, both the same level - the decision must be made. Who will level beyond 65? Who will continue the down the noble path laid out at both of their feet? Who will... well, you get the picture. Stay tuned, folks.
Thursday, November 17, 2005
The Sweet Smell Of Free
...And we're back. It's been quite a while since an Anarchy Online related post, so that's what this week is going to be all about. Go ahead and groan, I hear you.
So far, I've only gotten my Trader up to level 55. That's not an awful lot, taking into account how many months I've had the character. The other character, my Adventurer, is only level 65. So, we'll knock off ten levels as part of the MMO formula that as levels go up they come slower - and we realize that, were I playing one character, after nearly a year I'd only have a level 110 character in a game where the max is 200(+20 with expansions). What's the point of this, you almost but don't quite ask? Read on, and all will be revealed.
The point I was trying to get to was this: There's quite a few good reasons I don't like the idea of paying monthly fees for a game, and the above paragraph is one of them. In a game where I'll go a month or so without looking at it, I really don't want it eating up my cash just to sit there on my hard drive - ready, shall I ever need it. Nor do I want some sort of 21 day game card solution where every time I let my character sit idle in the game for a second while I hit the bathroom it's costing me money.
I used to look at the AO message boards and, upon seeing the multiple "That's it. I quit!" threads, I'd always think: "Why don't you just stop playing the game for a while?" I could never understand the fanaticism at hand whenever a character class had some changes made: "Play another character, that's what I'd do". I guess you start to look at things a little differently if your character has literally cost you hundreds of dollars to hold on to. Now I'm actually starting to understand a bit.
Hey folks, go ahead and bitch about that new profession nerf - you deserve it, you paid for it. Me? I'll be over here. With my money.
So far, I've only gotten my Trader up to level 55. That's not an awful lot, taking into account how many months I've had the character. The other character, my Adventurer, is only level 65. So, we'll knock off ten levels as part of the MMO formula that as levels go up they come slower - and we realize that, were I playing one character, after nearly a year I'd only have a level 110 character in a game where the max is 200(+20 with expansions). What's the point of this, you almost but don't quite ask? Read on, and all will be revealed.
The point I was trying to get to was this: There's quite a few good reasons I don't like the idea of paying monthly fees for a game, and the above paragraph is one of them. In a game where I'll go a month or so without looking at it, I really don't want it eating up my cash just to sit there on my hard drive - ready, shall I ever need it. Nor do I want some sort of 21 day game card solution where every time I let my character sit idle in the game for a second while I hit the bathroom it's costing me money.
I used to look at the AO message boards and, upon seeing the multiple "That's it. I quit!" threads, I'd always think: "Why don't you just stop playing the game for a while?" I could never understand the fanaticism at hand whenever a character class had some changes made: "Play another character, that's what I'd do". I guess you start to look at things a little differently if your character has literally cost you hundreds of dollars to hold on to. Now I'm actually starting to understand a bit.
Hey folks, go ahead and bitch about that new profession nerf - you deserve it, you paid for it. Me? I'll be over here. With my money.
Thursday, November 10, 2005
Now With 100% More Seething Fury!
I suppose that today continues the new policy of picking a random game from the front page of The Linux Game Tome when nothing more pressing is at hand. At least that's what it was supposed to be, but I'll get to that... right now.
This week's pick is VDrift, a racing game. Now, I've been known to enjoy a few racing games in my time but, until now, all of my experience with the genre has been on consoles. Why? Quite simply, I don't own a gamepad. I know they're not exactly something hard to find, but since most of the PC games I play are best played with a mouse/keyboard control system, it's never been high on my list of priorities. Somewhat sadly, I never even got the chance to see how the cars would control with a keyboard, as the game (at least the most recent binary version, which is the version I downloaded) is broken.
I'm not even going to mention the various troubles I had even getting the game to run in the first place, aside from mentioning that if you plan to try running the game without installing it first, you'll need some luck. What really got me is this: The game comes with no default controls configured. The first time I tried to actually play the game, I was greeted with an idling but entirely unresponsive vehicle. I figured I'd take a look in the control section of the options menu and figure out what key did what. Much to my surprise, they were all unbound.
It was a pain in the ass, but I'm not so elitist that I can't be bothered to bind my own controls - that is, as long as it's really possible. Every time I tried binding a key to the accelerator, hitting the key would simply floor the pedal. It was quite effective at stalling the vehicle, but nothing more. The brake key did nothing to alleviate the problem, and there was no binding I could find for deceleration. Frustrated, I tried reinstalling the game a few different ways - wiping out any traces left behind (such as ~/.vdrift) each time. No luck. So, long story short: I'm not playing VDrift right now, I haven't yet played it and, as annoyed as I'm feeling right now, I won't ever play it again.
When the game's README file says things about pressing certain keys to do certain things, it can reasonably be expected that these keys will, in fact, do certain things upon being pressed. It's not fucking rocket science to hard-code some default controls. I know how these things are done, and it's absolutely bullshit that the game is downloadable in such a state. Apparently, from the messages listed in VDrift's Tome entry, compiling the game is an exercise in masochism as well.
Sorry, VDrift folks. Maybe instead of having flashy polls on your web site about which car should be included next, or whether car interior details are more important that more cars or tracks, you should be putting in a little time to ensure that the game runs on a system that's not your own.
Update From The Future: Forgot to post, here it is.
This week's pick is VDrift, a racing game. Now, I've been known to enjoy a few racing games in my time but, until now, all of my experience with the genre has been on consoles. Why? Quite simply, I don't own a gamepad. I know they're not exactly something hard to find, but since most of the PC games I play are best played with a mouse/keyboard control system, it's never been high on my list of priorities. Somewhat sadly, I never even got the chance to see how the cars would control with a keyboard, as the game (at least the most recent binary version, which is the version I downloaded) is broken.
I'm not even going to mention the various troubles I had even getting the game to run in the first place, aside from mentioning that if you plan to try running the game without installing it first, you'll need some luck. What really got me is this: The game comes with no default controls configured. The first time I tried to actually play the game, I was greeted with an idling but entirely unresponsive vehicle. I figured I'd take a look in the control section of the options menu and figure out what key did what. Much to my surprise, they were all unbound.
It was a pain in the ass, but I'm not so elitist that I can't be bothered to bind my own controls - that is, as long as it's really possible. Every time I tried binding a key to the accelerator, hitting the key would simply floor the pedal. It was quite effective at stalling the vehicle, but nothing more. The brake key did nothing to alleviate the problem, and there was no binding I could find for deceleration. Frustrated, I tried reinstalling the game a few different ways - wiping out any traces left behind (such as ~/.vdrift) each time. No luck. So, long story short: I'm not playing VDrift right now, I haven't yet played it and, as annoyed as I'm feeling right now, I won't ever play it again.
When the game's README file says things about pressing certain keys to do certain things, it can reasonably be expected that these keys will, in fact, do certain things upon being pressed. It's not fucking rocket science to hard-code some default controls. I know how these things are done, and it's absolutely bullshit that the game is downloadable in such a state. Apparently, from the messages listed in VDrift's Tome entry, compiling the game is an exercise in masochism as well.
Sorry, VDrift folks. Maybe instead of having flashy polls on your web site about which car should be included next, or whether car interior details are more important that more cars or tracks, you should be putting in a little time to ensure that the game runs on a system that's not your own.
Update From The Future: Forgot to post, here it is.
Thursday, November 03, 2005
Well, I'm Back.
So, first things first, apologies are in order. Due to a seemingly conspiratorial series events including the unexpected longevity of an aforementioned sickness, long-term power outages, and a whole lot of being busy with other things, this site has been update free for two weeks now. For that, I'm sorry. The business mentioned above is largely the culprit for yet another problem - I had absolutely no idea what to write today. So, from now on, a new policy can be considered in effect: Whenever I've got nothing else planned, I'm just going to pluck a random game from the front page of The Linux Game Tome, give it a go, and relate my experiences.
This week's pick was Warsow, another entry into the ever growing pool of multiplayer-focused first person shooters appearing on the Tome. I wasn't expecting much going in, which isn't to say I was expecting to be disappointed. It's just that after a while, all the various deathmatch oriented shooters seem to blend together into one twitching mass, at least to me. In a way, I got what I had been expecting, but I did end up quite pleasantly surprised by what I found.
The first thing you'll notice about Warsow is that it has a whole lot going for itself in the style department. It's a Quake 2 based engine(QFusion I believe it's called), but it's cell-shaded - definitely a first for free FPS games. Most of the other features games like Nexuiz and Alien Arena have been cropping up with, such as light bloom, are also in effect. It's not this that really caught my eye, though - I've seen these effects before. It's the way they're used that really shines. The wdm2 map is one of my favorite deathmatch maps ever - credit definitely goes to the way it plays (we'll get to that in a second), but the look of the level is so unique but, at the same time, cohesive - it's a level of immersion I've rarely felt in a deathmatch situation. Not to mention, light bloom (and related new, shiny effects) look much better in a clean, crisp sci-fi setting than they do elsewhere.
When I first started up a local server and took a look around the maps, I wasn't sure if a game with so much style would have any gameplay to go with it. Luckily, it plays just as tight as any of it's peers, even Cube (which is a huge plus in my book). Since I just grabbed it today I've only had an hour or two online with it, but the DM games I took part in (both free for all and team varieties) played smooth and fast. The weapons don't stray from the standard shooter pantheon but they are represented well, and they look and sound great for the most part. Sounds in general are good - the power up and character sounds are especially good, although the rocket launcher sounds lack a little "oomph".
Warsow has definitely got a whole lot of promise. It's only got a small handful of maps, but the gameplay is already solid. Once they've had some more time to add some maps (capture the flag is apparently already supported, just no maps yet), it should be even better. Frankly, it's my favorite of the current multiplayer FPS games floating around.
This week's pick was Warsow, another entry into the ever growing pool of multiplayer-focused first person shooters appearing on the Tome. I wasn't expecting much going in, which isn't to say I was expecting to be disappointed. It's just that after a while, all the various deathmatch oriented shooters seem to blend together into one twitching mass, at least to me. In a way, I got what I had been expecting, but I did end up quite pleasantly surprised by what I found.
The first thing you'll notice about Warsow is that it has a whole lot going for itself in the style department. It's a Quake 2 based engine(QFusion I believe it's called), but it's cell-shaded - definitely a first for free FPS games. Most of the other features games like Nexuiz and Alien Arena have been cropping up with, such as light bloom, are also in effect. It's not this that really caught my eye, though - I've seen these effects before. It's the way they're used that really shines. The wdm2 map is one of my favorite deathmatch maps ever - credit definitely goes to the way it plays (we'll get to that in a second), but the look of the level is so unique but, at the same time, cohesive - it's a level of immersion I've rarely felt in a deathmatch situation. Not to mention, light bloom (and related new, shiny effects) look much better in a clean, crisp sci-fi setting than they do elsewhere.
When I first started up a local server and took a look around the maps, I wasn't sure if a game with so much style would have any gameplay to go with it. Luckily, it plays just as tight as any of it's peers, even Cube (which is a huge plus in my book). Since I just grabbed it today I've only had an hour or two online with it, but the DM games I took part in (both free for all and team varieties) played smooth and fast. The weapons don't stray from the standard shooter pantheon but they are represented well, and they look and sound great for the most part. Sounds in general are good - the power up and character sounds are especially good, although the rocket launcher sounds lack a little "oomph".
Warsow has definitely got a whole lot of promise. It's only got a small handful of maps, but the gameplay is already solid. Once they've had some more time to add some maps (capture the flag is apparently already supported, just no maps yet), it should be even better. Frankly, it's my favorite of the current multiplayer FPS games floating around.
Thursday, October 20, 2005
Sick Day
Sorry, folks, but no post this week. I'm just feeling too ill to produce one. I'll try to make up for it next week with something special.
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