Posts Tagged Game Review

The Fruits of My “Research”

I recently took what ended up as a 2 1/2 month break from interactive fiction development.  Most of that time got spent on Dragon Age, but I also played through Left 4 Dead 2 due to an offhand comment by Zarf on rec.arts.int-fiction.  In addition, over the Easter weekend I traveled to my in-laws for the holiday and also to celebrate the birthdays of a niece and nephew.  While at Chuck E. Cheese for the latter event, I found an interesting game called “Let’s Go Jungle”, which in addition to sounding like something my daughter might say, incorporated an interesting gameplay mechanic that adds interest to what is otherwise a garden-variety rail shooter.

So to rationalize to myself that I didn’t just flush the last couple of months down the toilet, here’s some of the musings I drew from my “research”:

Read the rest of this entry »

Tags: ,

Game Review — Left 4 Dead 2

While gearing back up for some more interactive fiction development after my two-and-a-half-month detour through Dragon Age, I made a comment on rec.arts.int-fiction to the effect that the Drama Manager in Blue Lacuna, Aaron Reed’s XYZZY Award-winning interactive fiction title, was unique in my knowledge in terms of providing an auto-adapting pacing mechanism for gameplay.

Zarf (Andrew Plotkin) responded with a link to a design postmortem presentation for the game “Left 4 Dead“, by Valve Software, which talked about their use of procedurally-generated content to provide dramatic pacing for that game.  Now, Left 4 Dead is substantially different from an interactive fiction title, but I like a good FPS as much as the next guy, and was intrigued by the paper.  In a coincidence that was happy for my wallet but not for my productivity, Valve was having a half-price sale for Left 4 Dead 2 right after this exchange, so I was able to pick up the game for just $25 and give it a spin.

The premise of the L4D series is that there’s been some sort of contagious infection that is turning people into zombies.  You play one of the four Survivors, humans that have proven immune to the contagion.  The goal is simple — escape the zombie hordes before your brains are eaten.  To do this, you have to work together to protect each other and carve a path through the ravening hordes of zombies to reach an extraction point at the end of the level.

It’s a cooperative first-person shooter game — even if you play alone, the game spawns three “bot” players to help you.  And it’s a good thing it does, because the gameplay depends on close cooperation between players.  If one person gets separated from the group, it’s very likely they’re going to get killed before too long, because certain of the enemies — the “special Infected” — can pin or otherwise incapacitate lone Survivors.  If one of your friends doesn’t quickly kill whatever’s on you, you’ll watch helplessly as the zombie rips you apart.

A big chunk of the magic of this game, as the paper I read indicated, is in the pacing.  L4D2 generates loot and enemies procedurally, depending on where you are and what your calculated level of “emotional intensity” is.  If you’ve been fighting hard, with lots of zombies on you, the game will hold at that level of intensity for a little bit and then back off to give you a breather.  If you’ve had some downtime, the game will slowly start spinning up more enemies and eventually subject you to a “horde”, where a mob of common Infected rush you, trying to overwhelm you with a human wave attack.  And every so often you get a special Infected or boss Infected thrown into the mix.

These special Infected are by far the toughest part of the game.  Each of the specials has a powerful ability it can use to wreak havoc on a team of Survivors.  Spitters can spit globs of caustic saliva, causing damage and potentially cutting off escape routes.  Chargers can sprint into a group, grab someone, and carry them along in a straight line until they reach a wall, both damaging and separating them from the group.  Jockeys can jump on your shoulders and force you to run away from your friends, and can even force you off ledges.  The dreaded Tank can absorb a ridiculous amount of firepower, and does amazing damage and knockback if you are foolish enough to let it close to melee range.

The complement to the dynamic pacing is the atmosphere.  Level design is excellent, with decaying architecture, weather effects, low-light areas, and close quarters all serving to keep the tension heightened.  The music used on each level is different, and thematically matched to the play environments.  Hordes and bosses all have special theme music, which is again different depending on the level you’re playing, and it wasn’t uncommon for me to start getting twitchy and panicky when I heard that horde theme start up again while I was stuck hip-deep in swampwater.

Your fellow survivors have a great deal of scripted conversation that is triggered in certain circumstances; you definitely get to know their personalities as the game goes by.  In addition to the level-specific dialogue, there are a lot of coordination comments they use, from alerting you to weapons nearby to reporting their imminent death.

I guess a good illustration of the intensity of the gameplay is my reaction to the weapons available on each level.  You always start a level in a “safehouse” — an impregnable room with a selection of health packs, weapons, and ammunition.  You can choose a single heavy weapon (such as a rifle or shotgun) to take with you, and you can’t change it until you find either another safehouse or a hidden stockpile of guns somewhere in the level.  And since the levels are procedurally generated, you don’t always get the same selection of guns on every playthrough.

In most first-person shooters I have weapon preferences — in Half-Life I’m a pretty big fan of the shotgun (if I don’t have the gravity gun) — but if I can’t get my weapon of choice, or if I’m out of ammo, it’s not a big deal.  I’ll just use one of the other ones.

In L4D2, if I don’t get either the AK-47 or the M-16 (on levels where that tier of weapon is an option) I feel naked and exposed.  It’s very uncomfortable not to have the precise weapon I’m most skilled with, and it’s just nervewracking and not very fun to play the game until I find an acceptable gun.  I think this more than anything else is the triumph of the Left 4 Dead series — that they can control pacing and atmosphere to such a degree that they can give you that “character in a horror movie” feel, just from your expectation of what’s coming next.

I’ve really only played the single-player campaign, so I don’t have the experience of going out and playing with three other guys using voice chat.  They do have several player-vs-player variants, including a very fun one where two teams of four alternate being the Survivors and the special Infected and then see which team can make it farthest through one of the levels.  It seems there’s a lot of replayability here, and I’m looking forward to giving some of those other modes a shot.

Even the single-player experience, however, was well worth the $25.  As an illustration of how procedural, dynamic content can serve the gaming experience, and as a darn good FPS game itself, L4D2 is well-worth playing if you have any taste for first person shooters — or zombie movies.

Tags: ,

Dragon Age — Game Review

At the beginning of the year I took a “quick” break from development on my next interactive fiction title to play Dragon Age, which I got for Christmas from Robin.  I’m a big Bioware RPG fan from way back; I’ve played most of their titles over the years and have been really impressed at how they’ve pretty much singlehandedly taken the Western RPG from life support to marketplace dominance.  So I was expecting an epic-scoped of game with plenty of character development, relevant player choice, and intricate, intertwined plots.

What I was not expecting was a massive, addicting game that would eat up three and a half months of my free time.  Granted, part of that is because the amount of time I have for gaming is a lot more limited now, with newborn Jonathan and his massive disrupting effect on our family schedule.  It was common for me to only get one three-hour block per week to play during this period, and the game has somewhere around 100 hours of content, depending on how you play.  Speed wasn’t enhanced by my decision to play on the “hard” difficulty level, which ramps up the difficulty of the combats.  The main result of elevated difficulty was to require more time fiddling around with gear and a few extra restores on tough fights — again, costing more time.  By the end, I was almost desperate to finish the game, as like Zeno’s Paradox the finale always seemed reachable, but each individual step towards it only got me partway there.  When it was over, I was pleased to be done, and impressed with the excellent main plot arc and the incredible detail in terms of allowing meaningful player choice.  But I was also sick of playing it, and almost resentful of it for refusing to let my mind go.

Dragon Age was a hard master, and I’d finally won free.  I wasn’t going to stick around to give it another shot at me.

I’m going to cover the branching plot and analyze the conversational model of this game in an upcoming post that focuses more on the craft of building these types of games and the lessons we can take when writing interactive fiction.  In this review I’ll just cover the game itself.  There will be some plot spoilers, so if you don’t want the backstory and a bit of the plot spoiled, it’s probably best to stop here.

There are six separate openings, which you can play depending on which race and class you chose, and what background you want your character to have.  Each of the openings is about two or three hours long, completely separate from the others, and sets you up with contacts, history, and a place in the story that is unique.  Depending on which opening you play, other options open up for you throughout the game.  Someone that you wouldn’t know from any random passerby if you played the City Elf opening turns out to be your renegade blood mage friend if you played the mage opening.

The continent of Thedas is recognizable if you’ve ever read any of the myriad Tolkein-rooted Western fantasy series.  The game takes place in the nation of Ferelden, a relatively recent political construct wrested from the domination of the Orlesian Empire by a popular king and his friend and general, Teyrn Loghain.  Despite its brief current incarnation as a kingdom, Ferelden has a long and storied history that is revealed piecemeal as you travel the lands.

The social structure is feudal, similar to medieval Britain.  The king nominally rules over the whole land, but vassals administer the actual holdings.  The majority of these nobles are known as “banns” — the equivalent of “barons”.  Particularly exalted banns are known as “arls”, and the top rank of the nobility are the “teyrns” — analogous to dukes, or more accurately the sovereign princes of the Holy Roman Empire.

Actually, the comparison to the Holy Roman Empire is fairly apt, as the church is a major force in Ferelden as well.  In this game, it’s known as the Chantry, and consists of priestesses of the prophetess Andraste, the Beloved of the Maker, and their militant arm of Templars.  Templars are warriors trained to fight rogue mages, known as maleficarum.  They also serve as protectors of Chantry property and personnel, and as somewhere between guardians and jailers for the approved mage circles.  No one trusts the wizards after the tyranny of the magister lords of the old Tevinter Imperium, and Chantry policy in Ferelden and nearby lands since that time has been to lock down all mages until they have proven themselves able to resist demonic corruption.

There’s a very noticeable Gnostic influence at play in the depiction of the Chantry; the Maker is presented as capricious and almost petulant, an aloof and grudge-holding god who seems to expect the worst of the world he created.

Humans are the dominant race in Thedas, having destroyed the ancient elven culture centuries ago.  Elves now either roam the wilderness, trying to avoid human encroachment, or live as an underclass in “alienages” in major cities.  Dwarves exist as well, although their great subterranean civilization has dwindled to the single city of Orzammar under the constant onslaught of the darkspawn.

Oh, yes, the darkspawn.  How could I forget?  The darkspawn usually roam the Deep Roads — the abandoned underground highways and outposts of the dwarves.  Every few centuries, however, they find… something buried in the earth, and awaken it.  These paragons of evil become archdemons, forge the mindless darkspawn hordes into legions of evil, and lead them onto the surface to wreak havok on the kingdoms of men in an event known on the surface as a Blight.

In Dragon Age, regardless of which origin story you play, you end up becoming a Grey Warden — one of an elite group of warriors dedicated to fighting darkspawn and ending Blights.  And just as you become one, all the other Wardens in Ferelden but one get themselves killed.  So it’s up to you to secure allies, figure out what’s going on, try your hand at politics and intrigue, and eventually put an end to the archdemon and end the Blight.

That’s the 10,000 foot view of the plot.  The actual game is played out through a series of interlocking quests, seasoned with cut scenes and extensive dialogue.  There is plenty of combat, and they’ve done a good job implementing it, but what really makes the game shine is the setting, the writing, the structure of the plot, and the interactions between you and the other characters in your party.

As you travel around, the characters in your party will have conversations among themselves.  These are generally short exchanges unconnected to surrounding events, and appear to be triggered at certain geographical points.  You can also initiate conversation with your party members at any time, although certain topics (and the romantic subplots) can only be pursued in camp.  You can find out a great deal about the backstory of the characters by talking to them, but often you can only get them to really open up if they trust you, which involves impressing them in conversation or with your actions when they are accompanying you.

I chose to travel with: Morrigan, an amoral sorceress from the Korcari Wilds; Alistair, a templar, the other Ferelden Grey Warden and secret bastard son of old King Maric; and Leliana, an Orlesian lay sister of the Chantry and sneak thief.  The writers did a pretty good job with these characters — although they have distinct personalities (approaching caricatures at times) there is a bit of subtlety in the changes in the way they react to you over the course of the game.  For the most part, their attitudes seem consistent with their backstories, and the writing and voice acting flows well.  There was a wide selection of other potential party members, many of which I acquired but never traveled with.  They ended up relegated to spots in camp, where I could talk to them but little else.

It was really the NPC interactions that drove the game forward, and here they did a very good job.  There were very few “FedEx”-style quests involving delivering items from one place to another.  There were a larger number of “kill” quests where someone wanted you to take care of some sort of problem, from protecting them to eliminating competition, but there was almost always a compelling rationale provided for your actions, and you could usually get to the solution in multiple ways.

This is particularly true for the main plot quests.  There were always major choices to be made that could have serious ramifications in the future.  Ally with the elves or the werewolves?  Mages or templars?  A choice here could not only affect the ending of that particular quest segment, it could affect options available in the next segment, and change the disposition of troops available to you at the endgame.

And speaking of the endgame, the sheer number of ways the denouement can play out based on the choices you’ve made throughout the game is just crazy.  Who rules Ferelden (there are about 5 different possibilities here)?  What becomes of Loghain?  Does the main character even live?  Not only do you get to talk to each of the major characters at the end of the game to get a debriefing on their status, but at the very end you get an epilogue summary for each character that lets you know what became of them.

It’s a fantastic, deep game, one that I’d strongly recommend for folks with a taste for dark heroic fantasy and some time to burn.

Tags:

GemCraft Is Evil

All “tower defense” games are evil, compulsive time-suckers, but some are more evil than others.  My entire extended family has become addicted to PopCap’s Plants vs. Zombies, which is quite possibly the most perfectly-refined TD game in existence.

I’ve had brief relationships with several other TDs in the past, from Desktop Tower Defense to several space-themed variants.  The latest one I stumbled across is the nefarious GemCraft Chapter 0.  (I provide these links solely for educational value, of course).  I don’t know if its mechanics are a touch too subtle for me, or if its upper levels are fiendishly calculated to lie right on the razor’s edge of possible solvability, but I have very seldom been so frustrated by a computer game.  I can get through 18 or 19 of 20 levels, only to fail on the last one.  Replay after replay gets me a bit closer, Zeno’s Paradox style, but I’m walking away now.  It’s not worth the frustration, or the waste of precious free time.

Be warned.

Tags: ,

Game Review: Jade Empire

Jade Empire, Bioware

4.5/5 stars

aa1_jade_empire[1]

Before Jonathan, before IFComp 2009 (how many years ago was that, anyway?), I was playing Jade Empire.  I’d gotten about halfway through it by the time I got sidetracked with interactive fiction development, and then really sidetracked by Jonathan.  Even after recovering a bit from that, I was reluctant to pick Jade Empire back up, as I’d forgotten some of the combat mechanics and didn’t really relish trying to come back up to speed and figure out where exactly I’d left off.

Finally, though, I did.  A half-hour here, an hour there, and I finally completed it last night.  It’s definitely in the top echelon of Bioware games, which are all consistently excellent.  I thought the writing was quite good, the plot was interesting, and the combat mechanics integrated very well with the mood of the game and the more conversational aspects of gameplay.

Like many Bioware games, Jade Empire gives you a choice of morality.  Unlike most Bioware games, however, the choice in Jade Empire is not along stark good/evil lines.  Instead you gravitate between the Way of the Open Palm — an altruistic, communalistic, almost paternalistic ethic — and the Way of the Closed Fist, which is a more individualist, borderline-Nietzschean philosophy (“solve your problems yourself, or you don’t deserve to live”).  This gives the moral choices a bit more subtlety and interest than the usual “give money to the poor child or cut her throat” options that are found in some of Bioware’s other titles.

Combat uses three resources — health, chi, and focus, and all of these are emphasized in different ways depending on what style of combat you favor.  If you use standard martial arts, you are limited in range, but don’t inherently deplete chi or focus to fight.  If you use weapons, your focus drains as you fight, and if you use magic or transformation styles, your chi depletes.  On top of these basic mechanics, you have several different types of martial arts, different weapon styles, and different schools of magic and transformations, and you can choose to amp up your damage by spending extra chi, or slow down your opponents by spending focus.  The end result is a very option-rich combat model that is very adaptable to the way you want to play.

The plot follows a Hero’s Journey-type structure.  You’ve been trained in combat at the beginning of the game, and then discover that you have a Mysterious Past™ that gives you a Great Destiny™.  You are forced out of the nest, meet companions, learn more about yourself as you gain strength, and then learn the full extent of what’s been going on for the last twenty years.

The way these revelations are handled in the context of the player’s progression, however, is what makes this game such a high quality experience.  You’re given enough information to make successively wrong conclusions at several points throughout the game, and the twist at the end is pretty unexpected.  Also, by the time you’ve figured everything out, the game linearizes a bit.  I think this was a great choice; you already know what to do, and at that point it’s just a question of doing it.  Putting in a big exploration section near the end would have compromised the flow of the game — and taken me extra weeks to finish it.

Also, your companions are pretty fully-realized, with distinctive personalities and goals of their own, which helps immersion.  There are romance plots available, and while some of the dialogue seems a bit forced, they’re doing romance better at Bioware these days than they did back in the era of Baldur’s Gate 2 and Neverwinter Nights.

One great aspect to the game is the inclusion of several homages to the great Barry Hughart, author of the Master Li and Number Ten Ox series of novels.  I greatly enjoy these books, and was very excited every time a reference (and there were many) came up.  If you enjoy the game, you’ll definitely enjoy the books — they’re some of the best fantasy writing I’ve ever encountered.

All in all, Jade Empire is definitely in my top 5 Bioware and Bioware-derived games.  It doesn’t quite equal the Planescape: Torment or Baldur’s Gate 2 experiences, but it’s right at the level of other top titles like Knights of the Old Republic (the first one) and Mass Effect.  I recommend it to all who enjoy Bioware titles or fantasy with an oriental flavor.  You won’t be disappointed.

Tags: , ,

Game Review — Batman: Arkham Asylum

batman_begins[1]Batman:  Arkham Asylum — Rocksteady Games

Rating:  4.5/5

I’ve played a lot of FPS-type games (including tight over-the-shoulder 3rd person games) over the years, starting with the original Doom.  It’s not my favorite genre — I tend more towards role-playing games, interactive fiction, and turn-based strategy.  It takes quite a bit for an FPS to impress me these days, but Batman:  Arkham Asylum has what it takes.

The premise is fairly simple.  You’ve just captured the Joker and are carting him into Arkham Asylum for the usual ineffective treatment.  Unbeknownst to you, however, the Joker has already salted Arkham with inmates that are actually his goons from a nearby prison, and has a plan in motion to bust out and take over the island.

You, as Batman, must stop him.

The game gives you a very impressive range of gadgets with which to play.  From the Batarang and Batgrapple to the late-game Batline and Batclaw, you always have tools to support what you want to accomplish.  These gadgets support not only different movement options, but also give you great tactical flexibility in combat.  Explosive gel can be used to set traps for enemies or blow open thin walls.  A cryptographic analyzer can short out security nodes and allow access to otherwise-inaccessible areas.  The Batclaw can disarm enemies and pull them toward you, and the Batarang can knock them out.  You can fly with the Batcape, as well as stun enemies with it.  And, of course, you can beat the crud out of enemies with the good old Batfist.

Speaking of combat, the game does an excellent job of hybridizing the “shooter” and “sneaker” genres.  Batman can simply wade in, fists flying, and take out almost unlimited numbers of unarmed goons.  However, armed enemies give Batman more trouble, and for these he is often better off swinging between gargoyles up in the rafters, maneuvering behind the guards in order to take them down silently, in gameplay that’s like an amped-up version of Thief.

Another facet of gameplay leverages Batman’s legendary detective skills.  You can enter “detective mode” at any point, which highlights objects you can interact with, lets you see through walls, and distinguishes between armed and unarmed enemies.  In detective mode you can also use environmental analysis, which allows you to detect, say, a trail of Harley Quinn’s fingerprints or trace levels of alcohol breathed into the air by a treacherous guard.  My only real complaint about detective mode is that it was so useful that I spent the whole game using it, which means that I didn’t see enough of the beautiful environs of Arkham.  If they do a sequel, I’d suggest integrating detective mode more with the natural view of the environment.

Of course, no Batman game would be complete without a selection of big-name enemies for Batman to fight.  This game’s big baddie is the Joker, supported by a host of classic Batman villains including Bane, Szasz, Killer Croc, Harley Quinn, the Sandman, and Poison Ivy.  The Riddler also makes a cameo, having littered the grounds of Arkham with secrets for Batman to find.

These supercriminals usually fall into one of two categories — big bruisers that Batman has to defeat using superior agility and tactics, or more traditional “bosses” that must be defeated in a particular, scripted scenario.  Both these types of fight are done well, although the “Batarang-and-dodge-the-charging-brute” tactic tends to get old by the end of the game.

The environments are very well-rendered, and most areas are visited more than once, since the additional mobility options you get later in the game serve to open up areas you couldn’t get to on the first run-through.  The result is a game that feels open while it subtly guides you, and where you get to learn the lay of the land early on so you can use it to your advantage in the endgame.

I was a bit let down by the final battle, particularly after the high bar set by the rest of the game.  But really, this is a very good title if you are a fan of Batman or like tactical or sneaky combat games.  I’d have no qualms recommending it.

Tags: ,

The Quern is Digg proof thanks to caching by WP Super Cache