Imperium

18 August, 2008

This is the end, my friend…

Filed under: General Post

Finally, after a relatively short transition period, the new blog I announced in the previous post has materialised. It is now time to chop off the head (and limbs if you’re feeling a bit of a Lecter vibe) of old swampy Imperium, and usher in a fresher, more exciting endeavour - One More Turn.

Echoing the difficulty I’ve experienced in character creation processes in every RPG I’ve ever played, most of the aforementioned transition period was spent coming up with the name for the blog. I think it’s catchy enough, in spite of MozzerV12’s less than praising remarks upon hearing it for the first time. I don’t tend to put much stock in his opinion (since he is a complete bastard), and even if he’s nearer the mark than I percieve, One More Turn is but a name; not the platform, and not the content.

Without further ado, allow me to bid Imperium farewell (before the axe falls) and direct you to our new venue - One More Turn.

Signing off,

- Chris

27 July, 2008

Bats frighten me

Filed under: General Post

A rare double post for you - the supposed visitor to my blog - today. First, allow me to apologise for the absence of a review of Sins of a Solar Empire. At some point I will begin work on it, but for now I’m enjoying writing these smaller, more diary-like posts. I am now playing Sins again, as I’ve said, and I’ll make sure I’m in full critic mode henceforth.

In other news, tomorrow my brother and I are meeting MozzerV12 in London to see The Dark Knight, a film I have been desperate to see since Batman Begins swooped into my favourites list in 2005. Furthermore, we’re to see it at the IMAX, which I’ve never been to before. Hopefully, as long as there are no cretinous children in the theatre at the time, we will experience something quite magnificent.

I’ve not talked much about my interest in film on this blog, if at all, but let it here be known that my passion for movies is just as strong as my passion for games. To that end, sometime in the following weeks I will be combining my blog with my brother’s, Lack of Faith, where he posts his film reviews. I will stop contributing to Imperium, he will stop contributing to Lack of Faith, and we will create a new (as yet unnamed), stronger blog, enhanced for the Tiberium Age!

One vision, one purpose!

- Chris

Pining for HD

Filed under: General Post

I don’t know what exactly got me thinking about Deus Ex (the second best game of all time) this morning. I think it may have been an advert for the Game of the Year Edition on Steam (on sale for $10). Perhaps it was a link to the now deceased Planet Deus Ex in my bookmarks. Who knows? The point is that when I thought about Deus Ex I naturally thought of playing it as soon as possible.

Then I thought about the Deus Ex High Definition Texture Project (HDTP), currently in development. I realised I hadn’t heard anything from the HDTP team in a while, so I took a look at their website, and discovered that it (the site) has undergone a visual reboot. There are some new screenshots (one of a high def model for the knife that I love), and a video (below) showing off some of the team’s work.


What I can’t find is a progress report on the mod, which was present on the previous website, in the form of a list of the various areas of the game that were being worked on, and how much more work (as a percentage) needed to be done. As a result I now have no idea how close the mod is to completion. It’s been a long time (certainly more than a year if not two) since I last played Deus Ex, and the visual kick that I hope will come from the release of the HDTP project is the reason for the delay. My logic is that when I do return to the game, a graphical overhaul will go a long way toward making it feel like a new and more exciting experience.

The HDTP project is now in my RSS reader, so I’ll be keeping tabs on it from now on. For the time being though, I have plenty to play. I have a single player game going on with Stalker: Shadow of Chernobyl, which is proving to be hardcore but extremely atmospheric.

I’m playing through the final act of Diablo II on normal difficulty (with the expansion Lord of Destruction) as a barbarian, not (funnily enough) because of the recent announcement of Diablo III - not that that’s a bad reason to start playing Diablo II (if there even is such a thing).

At level 34 on the slopes of Harrogath, we’re on our (I’m playing with a friend, MozzerV12) way to kill the last of the surviving prime evils, Baal, before restarting the whole story on nightmare difficulty. We’ve been wiping the floor with every demon we’ve fought, even beating down the bosses (including the usually horrific Duriel and Diablo) thanks to my friend’s crippling curses (notably decrepify). I’m building my character to be a beserker, dealing massive damage that’s hard to resist, but at the same time leaving myself more vulnerable. That’s just how I roll.

I haven’t played any Civ for a week or so now. Pigmental has gone on holiday (you can trawl through his illiterate dribblings on his new blog World Hop if you’re masochistically inclined) and a new game with MozzerV12 certainly isn’t rocketing forward. Sins of a Solar Empire has resurfaced with a new patch and we’re playing a game of that as well.

I’m spreading myself too thin. At this rate I’ll finish Stalker in September.

- Chris

5 July, 2008

Diplomatic Malfunction

Filed under: General Post

Baldur’s Gate has been on hold for weeks now. Race Driver: GRID, the second racing game I’ve ever bought (the first being Driver, which I remember buying with Quake III when it was released), has devoured most of my spare time. It’s so addictive that a few weeks ago I had clocked 17.6 hours of play time according to Steam. I’ll add it to the list of candidates in the next review vote.

The other game that I’ve been playing a lot of in the past few weeks is one that I’ve mentioned before (in my Birth of the Federation review), the similarly addictive Civilization IV. I think we (me, my brother and friendly Pigmental, previously dubbed Raedwulf) started playing our current game about a month or two ago. We’re on the second easiest difficulty setting, warlord (because we’re noobs), and we’re in all in a team against three teams of two AIs each.

At the close of our last play session we were well into the modern age. A while ago (at the beginning of the gunpowder age) we fought and won a war against Bismark and Pacal (an unlikely pairing to say the least), by concentrating our three-pronged invasion on Pacal’s island, quickly overwhelming his defences and leaving Bismark alone and helpless. After crushing Pacal we juiced Bismark for technologies, cash and anything else we could get our hands on (much like bloodthirsty ticks on a sweaty dog) in exchange for a cease-fire. He accepted our offer and we entered a prolonged period of respite and recuperation.

Unfortunately our peace has been shattered by a series of terrible betrayals. A few sessions ago, without any previous indication of animosity, Stalin and Kublai Khan suddenly declared war on us and instantly conquered two of Pigmental’s cities. This came as a shock to all of us because we were gearing up for an invasion of our own against Hannibal (who’s teamed up with William of Orange) which was going to be our strategic magnum opus - a D-Day style invasion that would make our domination of Pacal look like a playground scuffle.

Pigmental’s anger was combined with an equal measure of despair. Those two cities accounted for a substantial percentage of the total mass of his empire. We’re playing on a small map where land to build on is scarce. The loss of even one city is a catastrophe. We had been stung, and it was a painful sting, but we were still standing. Allied forces rapidly flooded to the front line, initially to shore up defences but later in preparation for a wrathful counter-attack. A few turns later we had snatched back the lost cities and we were ready to unleash hell.

It was at that moment, when we were quietly confident in our future victory, that the unthinkable happened: Hannibal and William entered the fray against us, bringing with them our old bitch Bismark, now acting as their vassal (an even lower rank of bitch). Now we were three at war against five - it wasn’t looking peachy. With Pigmental’s continent secured, we began a phased withdrawal of our forces back to our own lands.

We’re currently fighting on two fronts - east and west. To the east lies the main threat of Hannibal and William; to the west Pigmental is struggling against Stalin and Kublai Khan. All is not lost however. I’m now able to train my (America’s) unique unit, the Navy Seal, and as such my island has stayed free from the dreadful yolk of Dutch/Carthaginian government. The waters around America are fiercely disputed, I’m still losing plenty of battles, but the tide is gradually turning in our favour.

What’s struck me in retrospect though, is how crudely the AIs behave in Civ IV, this latest world war being a prime example. One moment we’re relaxing in our post-war paradise of reconstruction, scientific research and general consolidation, and the next the entire world snaps and decides that we have to be disposed of before we get too powerful. I admit we were eventually going to conquer the planet (preferably one team at a time) and I don’t object to the concept of an AI coalition against us in the end-game, but when the diplomatic climate shifts so fantastically without any catalytic action to justify it, what little immersion existed beforehand immediately goes up in smoke.

It’s not like there’s any heated conversation going on between civilizations that builds an atmosphere of restrained aggression or lingering envy. All there is to diplomacy in Civ IV, as in all strategy games, is a simplistic mixture of gift giving, technology trading, highly superficial matchmaking of civics (policies) and religions, and a cumulative record of your past offenses. This is all summarised with a single word signifying disposition, ranging from ‘friendly’ (good) to ‘furious’ (very bad), but it’s a word to be taken with a healthy gallon of salt. William was ‘pleased’ with us right up until war was declared, at which point the other (’furious’) half of his split personality - the part that enjoys kicking pigeons (and occasionally babies) when he comes across them on the street - took control.

I still greatly appreciate Civ IV and I won’t stop appreciating it anytime soon, but the way that Firaxis seem to have put developing AI on hold since Civ II (correct me if I’m wrong) seems to me a missed opportunity. One can’t rely on AIs in Civ IV, there’s no room for building trust with them, and without that there’s no way one can regard them as anything other than impersonal, rigidly programmed entities.

Throw us a bone Sid Meier… throw us a bone.

- Chris

2 June, 2008

Games crash when wyverns die

Filed under: General Post

Baldur’s Gate is (predictably) moving at a slow pace. But games always end up on the back burner when I’m playing them with three other people, all with different social and academic engagements, online on some days and not on others. When we have been able to play though I’ve found the experience to be extremely mixed. It’s certainly nothing like how I remember it when I played it single player many years ago. The simple fact is that, as in multiplayer Neverwinter Nights, the storyline is ill suited to being shared with companions, simply because it was written with a single (hero) protagonist in mind. The host of the game has become that protagonist, and the rest of us are along for the ride, so to speak.

Most enemy encounters have been a doddle, including some boss fights and dungeons that previously would have sent a shiver of dread down my spine at their even being mentioned. Prior to this re-run my lasting memory of the mines of Nashkel (an early quest area) were of a kobold infested subterranean hell, where I felt the difficulty slowly tightening its grip around my throat as I struggled in vain to keep my party rested and fresh for combat. Fast forward to the here and now and we’ve blasted our way rather casually through those mines and quite effortlessly vanquished the source of the evil, the anti-cleric Mulahey, in his deep sanctum. I can’t remember having rested once.

We’re all making a conscious effort to immerse ourselves in the dialogue, taking turns acting those parts (the majority in the Baldur’s Gate series) that aren’t voiced in-game. I don’t know how much it’s brought us closer to the characters, but it can be hilarious when someone you know tries their hardest to portray fantastical personalities, or instead caricatures an otherwise run-of-the-mill paragraph. I like to think this exercise constitutes dipping our toes in the warm pool of hardcore D&D role playing (table-top style), where nothing exists in the game world that you don’t imagine, describe or enliven.

Sadly with BG running on modern PCs that pool is infested with bloodthirsty piranhas (bugs and glitches) constantly swarming around our feet and chewing away pieces of the immersion we’re trying to build. Quests are generally less tightly woven than those in BG II. Some have vague goals, and others seem to tail-off without any satisfying resolution. We recently picked up an elven ranger, Coran, who, when we happened upon him in the wilderness, was desperate to hunt and ultimately slay a fabled wyvern (a relative of the dragon). Being adventurers in name and stature we naturally accepted, allowing him to join the party on a temporary basis.

He’s been tagging along now for far too long, slowing us down by dying repeatedly (low constitution and third-rate gear making him an easy kill). We’ve gutted many a wyvern, but he’s not said a single word in recognition of our achievements. Consequently we care less and less about Coran as the game goes on (barely enough now to travel back to a town and resurrect the bugger at a temple), and we’re no closer to knowing how to bring about an end to his quest.

We’re particularly bitter about the Coran fiasco because of a rather blatant and catastrophic crash involving the aforementioned wyverns, which occurs whenever one is killed on screen. When the bug first popped up we ignored it (having been somewhat desensitised to them by now), rebooted the game and carried on, only to find that the bug was recurring. A search online confirmed that it was a common problem, and that it was caused by some cock-up with the wyvern death animation. Lacking any decent troubleshooting suggestions or fixes, we stumbled upon a work-around: we don’t look. You see, as long as the wyvern is off to the side of the screen (not in view), the game doesn’t crash.

What you’d think would be a bullet to the head of our game has enthused our wyvern battles with much joviality and mirth. They’ve also been prolonged (to dramatic effect) because we have to pause more frequently to communicate our next move, and ensure that everyone has averted their gaze before unpausing.

When our resident cleric, Thorian, proclaims during a pause that he’s about to summon his skeleton mob (really nothing more than cannon-fodder), I yell back “No! Don’t summon them there you silly bloody dwarf! I’m already casting fireball! Get the hell out of there!”, and then (as I’ve come to expect) everyone moans about how they’re still in the area of effect, and that I should have warned them before I started casting. I instinctively compound my error by forgetting to initiate a visibility check (where we all sound-off that we’re looking away) before hitting the space-bar, unpausing just in time for my comrades to watch their computers freeze as a wyvern falls before our fighter Gloddson’s final sword-stroke.

bg_wyverns

I’d be lying if I said that I didn’t feel a measure of disappointment and shame with BG at the moment. It was one of the games I played on my first PC (a 400Mhz Celeron-based machine from Gateway), and for a long time my favourite. I even remember rating it more highly than Half-Life (the first PC game I ever owned), when I was younger and a great deal more deranged. Playing BG has made me appreciate more than ever the startling leap made by BG II in terms of quality. I fear that for my companions, the series may be in dire need of redemption when we begin BG II. I hope that BG II will serve well as redeemer.

- Chris

15 May, 2008

Kindly vote once more

Filed under: General Post

Round two of the great voting experiment commences now. I’ve added in Max Payne 2, which I finished a few days ago. Sins of a Solar Empire is a definite favourite. And I’ve decided that I’ll do a comparative review of Dreamfall and Psychonauts. I played the two games one after the other and there were many interesting points of contrast I noticed between the two. That sort of stuff makes for juicy review fodder. Here are the candidates:

Sins of a Solar Empire
Dreamfall/Psychonauts
Max Payne 2
Prey
Crysis
Dark Messiah of Might and Magic

Annoyingly I’m unable to install plugins into Imperium, so I can’t add a proper poll. Until I migrate the blog to a better platform please accept my apologies and vote by e-mail at c.scrace@gmail.com, or by posting a comment for this post.

Also, Jesus Christ!



MUTO a wall-painted animation by BLU from blu on Vimeo.

Many thanks,

- Chris

12 May, 2008

Gears of War

Filed under: Review

I am pleased to announce that my review of Gears of War has arrived, right on time for a half-year after its release!

__________

Gears of War

Do you know what it feels like when you land a rocket directly beneath someone’s crotch in Quake? It’s a beautiful thing to behold. First comes the muzzle-flash, the rocket leaves the long barrel, it sails, torpedo-like, toward its destination. It closes the distance (all of this happens in a matter of a few seconds at most) and with a sensation akin to a warm, friendly hug, you realise that it’s going to hit home. Finally it detonates and your foe explodes in a shower of blood and gibs, reminiscent of a New Year’s Eve fireworks display.

How about a good old fashioned frozen orb in Diablo II? The concept: a top-tier spell on the Sorceress’ cold tree with a freezing area-of-effect. The reality: a shimmering sphere of levitating luminescent white and blue elemental energy spraying deadly spikes of ice every which way, all the time freezing demons solid in their tracks, leaving them helpless against the continuing massacre. Rarely, if ever, have I felt a greater sense of being master of all that I survey than when I was dishing out frozen orbs in all directions, fending off blunderbores, giant maggots and shambling squadrons of zombies without being touched.

These and other wonders are rightfully cherished pieces of the rich tapestry of computer gaming history. And now, carried on the scorched wings of the reborn flaming phoenix of co-operative multiplayer that is Gears of War, there comes another addition to that tapestry. Bid a fond farewell to Quake’s gauntlet and pry Gordon Freeman’s crowbar from his cold dead hands and chuck it in a skip (if you can). There’s a new butcher’s mate in town – the chainsaw bayonet.

The bayonet is a work of art, a thing to be feared – an aspect of terror. You haven’t lived until you’ve pounced on a locust (Gear’s alien menace) and buried your saw deep within his chest, watching him writhe as the camera is splattered with dripping blood and bits of shredded lung. It’s the most visceral experience to be had in the game, and certainly one of the most visceral experiences in the genre. No matter how you spin it in the violent video games debate, in-game gore, done well, is always going to be damned entertaining.

gearsreview_sawed

The now iconic bayonet comes fitted to the ‘Lancer’ assault rifle, arguably the core of a small but stunning armoury including the screen-shudderingly beefy ‘Gnasher’ shotgun, a similarly beefy but more petite magnum revolver, and the torque bow – a true oddity that fires its meat-cleaving adhesive projectiles in a similar fashion to an attached grenade launcher, but looks more like a crossbow.

What brings these fantastic weapons to life – apart from the shocking impact they have on flesh – are the hectic, heart-pounding encounters with the enemy, infused with the almost claustrophobic atmosphere introduced by the game’s famous cover system. Heroic charges are pretty much out of the question, especially on the higher difficulty settings, thanks to the colossal damage that even a bog-standard locust grunt can do to you when he brings his boomstick to bear.

There’s plenty to keep you from feeling brave – manned turrets, ‘troikas’, that feel like they could tear a tank a new one, the locust elite (original wielders of the intimidating torque bow), boomers (hulkish brutes carrying rocket launchers), and nemacyst (slow-flying squid creatures – akin to sentinels in The Matrix – that explode on impact). The message comes across loud and clear: “Get your head down!”, and so you shall, tapping the space bar every five seconds to huddle behind a low wall, deftly slip around a corner, or dive to that next life-saving man-sized object, all with military precision and grace.

gearsreview_incover

Because of all this hardship, and the reflexive ducking and hiding that will inevitably consume half of your combat time, kills, though not rare by any stretch of the imagination, feel far more meaningful. When you bring down a locust you’ll feel like you’ve leaped a hurdle. Accuracy is key; hitting particular body parts will quickly bring them to their knees, disabling them for a short while and leaving them vulnerable to your face-breaking coup de grace – the curb-stomp, a despicably violent finishing move that involves your boot and their head connecting at dangerously high speed.

Like Call of Duty 4, Gears can be severely punishing to play – mainly because it (unsurprisingly) saves at checkpoints (having been ported from console hell) and doesn’t provide the player with any other save options. A helping hand comes in the way that death is handled. When your health is depleted you keel over in a pool of your own blood and rock back and forth in agony. From there your (hopefully selfless) squadmates can rush to your assistance and miraculously lift you to your feet. It’s not ultra-realistic stuff, and it might anger the fanatical “vita chambers are a cheat” crowd, but it encourages co-operation, and it works.

gearsreview_generalcombat

Not that Gears needs these additions to instigate co-operation – the intensity of the pressure brought to bear upon you and your squad in combat is quite sufficient. Every encounter is a tactical challenge with intuitive solutions, and you’ll no doubt find yourself easing into the action. The basic rule (as with all proper squad combat) is to flank the enemy and dominate them, and you can achieve that well enough in single player, with your AI buddies providing suppressing fire as you advance.

But I didn’t use the words ‘flaming phoenix’ lightly before – these maneuvers come alive in multiplayer in a way that will make you loathe to go solo. Disappointingly, the co-op mode only supports two players (the other two characters in your four-man squad being directed by AI of average competence). If you’re the host you’ll be in the shoes of ultra badass Marcus Fenix; if you’re player two you’ll be his loyal companion, the more softly spoken and moderately hardened Dominic Santiago. They’re both hollow characters driving, or being driven by (it’s hard to say which) an empty shell of a plot, but that’s never a problem for the gameplay.

gearsreview_marcusdominic

Most of the time Fenix and Santiago fight side-by-side (often with the other two squad members), but to spice things up they’re occasionally separated. A far cry from the classic Resident Evil “let’s split up so we can cover more ground” scenario, these splits are entirely believable. For one thing, they usually benefit the team (unlike Jill Valentine having to face off with a giant mutant snake on her lonesome), with Marcus seizing control of a troika pinning Dominic down, or Dominic providing Marcus with sniper protection from a balcony above his position.

And there’s always a satisfying reason given for why the team is scattered – either the trams on a railway leading to a destination are so small they can only support one man, or there are two objectives in different locations that need to be completed in a short space of time. It all smacks of inventiveness.

Unfortunately some of the other special stages are nowhere near as inspired. The few boss fights that there are aren’t terrible, but they’re eyesores compared with storming a locust-held mansion or emerging victorious from a pulse-racing street fight. Even the fearsome Brumak, touted as a central selling point of the game (particularly the PC version, featuring several Brumak-powered levels not available in the console release) is really no big deal when he’s up close.

That said, the single vehicle section in Gears – a dreaded night-time gauntlet driving a two-seater APC across a city infested with flesh eating alien bats, the ‘Krill’ – is unfathomably more shitty. It might sound like a thrilling getaway, but there’s a catch; you’re forced to fend off the swarms of Krill with an ultraviolet searchlight which, thanks to a stroke of mechanical genius, draws power directly from the engine, thereby slowing your escape. It’s not good if you suffer from stress. There’s nothing wrong with the Krill though (apart from their hunger for your bones) – think of the man-eating flying insects in the X-Files episode ‘Darkness Falls’ and you’ve more or less got the idea.

gearsreview_vehicle

On top of everything Gears is a hell of a looker; a delicacy if you’re (like me) a connoisseur of fine graphics. At the time of writing I’ve just been wowed by the next ‘evolution’ in visual detail present in the gameplay demo of Gears of War 2; and yet I still hold praise for the delightful amalgam of gothic and futuristic elements exhibited in the aesthetic of the original.

Everything looks and feels meaty in Gears. Fenix and Santiago – and later Cole and Baird (the other two main cast members) – don’t look like normal men; they’re built more like mutated rugby players. They’ve got that bulky space marine-esque quality about them that seems to seep through naturally from the Unreal Engine. The locust take that inhuman figure to an extreme with their sickly, almost undead-like skin, and horrific, razor-sharp teeth.

What’s impressive is that Epic have crafted an enemy that is simultaneously a close match with the humans in size, shape and strength (a worthy adversary), yet utterly monstrous and repulsive in appearance. The environments are plenty and varied. Some feature grand architecture and chunky stonework; others are Moria-like subterranean mazes with gaping chasms and overhanging rock formations. Unfortunately they rather screwed up with the rain effects – I caught some water in the act of flowing upwards over a rock – but let’s not dwell on minor hiccups.

gearsreview_caverns

Let’s instead dwell on Windows Live, the near-unbearable menu and lobby system serving as the hub for all your Gears activities. If I remember correctly it was a bit of a chore to even sign up because the login system was conflicting with some other software I had installed, so for a few hours I wasn’t able to play the game at all. The menu is more confusing than most to navigate, multiplayer options that one could take for granted in other games (like being able to invite friends to your game) have been reserved for Gold account holders (who have to pay a fee), and you can only have one single player and one multiplayer game on the go at one time. The fact that the interface is plastered with annoying instructions for players using an XBox 360 gamepad is the icing on the cake.

And I’d be remiss without warning you that there are some major bugs (still unfixed the last time I played) which will stop you in your tracks. The one that happened to me several times was that I would get to the finale of Act Two (the game is split into five acts), the game would crash and all of my saves would be wiped. All in all I’ve probably completed the majority of Act Two about four or five times, the silver-lining being that I have an unusually intimate knowledge of Marcus and Dominic’s night mission.

But please don’t be discouraged from purchasing a copy if the preceding tracts of adoration had you seduced. I’ll tip my hat (or at least I would if I wore a hat) to Epic and say that they’ve created what I consider to be by far the finest co-op game in existence. It’s so good that I’m having trouble thinking of any other in its class. Time after time it delivers some of the most challenging, exciting, gruesome action scenes in gaming, and at no point does it sacrifice immersion for cinematic flamboyance (apart from during the cinematics of course).

If you want an over-the-top, testosterone-fuelled frag fest of an FPS with an amazingly solid tactical dimension whisked in, then this is your medicine. And if you want to take a break from squabbling with your comrades in frivolous deathmatches to join the co-operative revolution, then this is your ambrosia. Drink your fill.

92%

__________

My apologies for the delay. I’ve been busy writing posts for Planet Half-Life (where I’m once again reporting as suedama) so the frequency of my updates on Imperium has sadly suffered.

I got a whopping three votes in my last poll, which has encouraged me to get a new one up for my next review. I’ll bash that together in the next few days.

Boom!

- Chris

24 March, 2008

“What the fuck do we do now?”

Filed under: General Post

I’ve decided to conduct an experiment of sorts. I’m trying to decide which game to write about for my next review, and I want to see if I can get a popular vote here on Imperium. If you’re sufficiently concerned to pick one of the games in the selection below and leave it as a comment, or indeed e-mail me at c.scrace@gmail.com, then I salute you.

Crysis
Gears of War
Sins of a Solar Empire
Dark Messiah of Might and Magic
Psychonauts

I’ve thrown Dark Messiah in there because I started writing a review of it many months ago, but for some reason I can’t recall, I stopped. I’d have to go back and refresh my memory of the game, which would be fun. The other four games are much fresher in my mind. I completed Crysis only a week or so ago, I’m still playing through Gears of War on insane difficulty (sporadically), and I’m nearing the end (or at least I think I am) of Pyschonauts as I type this post. Sins is a special case. So far I’ve devoted myself to playing as the Advent, so if I’m going to evaluate the game properly I’d have to play as the TEC and the Visari - an interesting prospect.

I’m already making notes and gathering my thoughts in preparation, so don’t keep me waiting long. Stick a knife in me!

- Chris

8 March, 2008

Two-wheel drive

Filed under: General Post

And lo, Crytek didst bring forth a new patch (1.2) for their flagship action game Crysis, and the people waited for the download to complete with much nervous twitching. The change log was extensive, the fixes were many. The download came to an end, the people fell silent with quivering anticipation, and then, shit happened.

What exactly is wrong with patch 1.2 for Crysis? Oh, nothing much really, I’m sure there are a lot of fine fixes hiding behind the scenes, things are probably generally better, but I can’t help but notice a certain something has gone horribly wrong. You see, there are no rear wheels on the jeeps.

No rear wheels on the jeeps? Come on! How does something like that slip through the patching process? These wheels aren’t itsy-bitsy; they’re big bastards. We’re talking about Humvee size tires here. Granted, this isn’t a first - there are load of graphical screw-ups in Crysis that I’ve noticed (Koreans occasionally getting stuck in floors, US marines stacking on top of each other as they skip down the ramp of a VTOL craft, and phoney flashlight effects to name a few) but it can’t be a good sign that more are being added after the game’s release, can it?

I had a bit of a scare for a minute or two after I installed the patch too. All of my settings (graphics, hud, sound and all) had been reset to their defaults and my save games weren’t showing up. If you’ve had this problem, don’t fret: simply reselect your profile and your saves should appear.

Maximum game, indeed.

- Chris

24 February, 2008

KOTORs

Filed under: Review

Many apologies for the prolonged wait. Finding the time for Imperium is much harder now that I have other things taking up my time. My review of the KOTORs is now finished, as promised:

__________

Knights of the Old Republic I & II

About a month ago now I reached the finale of my revisitation of the Knights of the Old Republic saga, a revisitation that started when I gazed across the room at my brother’s iMac, on which he was playing through the opening sections of KOTOR for the first time.

I couldn’t help but feel pangs of nostalgia when the menacing Darth Malak turned, in that frightening Vader-esque way, to face one of his officers. Fond memories quickly resurfaced of an epic storyline on a galactic scale, worlds populated with masses of characters, a huge body of side-quests, tonnes of force powers, lightsaber combat and the conflict between the light and dark side tying it all together. In short, a classic Bioware production.

I had decided before the game was even installed that I was going to play a dark side character (my default path), perhaps for no greater reason than to avoid the cringe-worthy light side ending cinematic. My class choices came later – Scout for the first chapter and Jedi Consular for the rest of the game – but ended up suiting my twisted ego all too well. As a Consular inclined toward the dark side, I was free to revel in the full destructive power of force lightning, and the life sapping potential of force grip and drain – my favourites.

kotor_intro

The introduction was enthralling enough, with various tutorials (essential for a newbie) skillfully punctuated by the slowly building drama of the ship you’re on being ripped apart and boarded by ‘Sith’. Sadly that drama vanished rather too quickly once I’d crash landed on the planet below.

You’d be forgiven for thinking that a wrecked escape pod might’ve attracted the attention of the local authorities, especially when those authorities were Sith, the very same chaps who were desperately trying to assassinate me only moments beforehand. If KOTOR was a great RPG, the crash would’ve been swiftly followed by a chase scene, or a narrow escape from capture – something to make me feel like actual people lived on Taris (the planet in question) rather than a bunch of mindless drones who didn’t seem to give a shit about anything outside of their pointless daily routines.

Alas, whether because of mediocre designers hired sometime after the release of the Baldur’s Gate series, or through sheer laziness, Bioware filled the majority of KOTOR with uninspired side quests and boringly tranquil city hubs in which very little of import ever occurs. Does anyone really give a toss about procuring a serum to cure a load of hapless beggars of the dreaded ‘rackghoul’ disease? Was I supposed to care when I came across an OAP alien with a head shaped like a bent crucifix being bullied by a couple of children? Maybe so, but I didn’t.

kotor_dantooine

The quest-giving characters in KOTOR are (without a single exception that I can think of) a lot like the desperate couple in the diner in Pulp Fiction: they may have great lines (not that I think that the quality of writing in KOTOR even comes close to Pulp Fiction’s) but they’re never given the screen time of the main characters. As a result I’m never as involved with them emotionally as I am with Bruce Willis’ ‘Butch’ or John Travolta’s ‘Vincent’, or in KOTOR, Bastila or Malak.

And that’s KOTOR’s greatest flaw, shared by KOTOR II, as well as other Bioware productions like Neverwinter Nights and the more recent Jade Empire. The lion’s share of the content of all these games is a mire of embarrassing crap that’s frankly unpleasant to play. It’s crap because it smells, and it’s embarrassing not to me or you or anyone else, but to the finer elements of the games themselves.

In the case of the KOTOR series, those finer elements are the few truly intriquing playable characters who travel with you on your journey, the menacing villains who overshadow your every step (the Darths), and those rare moments when you’re steeped in Star Wars lore, visiting places where only legendary Jedi and Sith Lords have dared to tread.

Combat is generally a tiresome chore in both games. Even the most extravagant force powers tend to become very underwhelming very quickly, given that you’re more or less forced (no pun intended) to use them every five seconds. Lightsaber duels, though somewhat captivating at first, are the same from beginning to end, no matter who’s dueling, and so also become mundane early on. Gun fights are even worse: with no cover system to speak of, all you can do is stand twenty paces away from your enemy and exchange fire until one of you drops to the floor.

kotor_combat

The player character is a great deal weaker in KOTOR than the one in KOTOR II. In KOTOR battles are more or less always challenging, often irritatingly so; in KOTOR II they progress from being fairly easy to totally one-sided about three quarters of the way through.

Don’t get me wrong, there are a lot of fights that a Jedi should never have trouble with, and it’s good to have those in the game so that I can feel warm with smug superiority, but I think you’ve got to make the duels with other Jedi (light and dark) more trying. The balance is perfect in Jedi Academy, where the duels are perilous right the way to the end, but stormtroopers and the like are a pushover.

Where KOTOR really bitch-slaps its younger brother is in the polish department. I remember when I’d first played through KOTOR II (around the time of its release) it was in its youthful unpatched state, and therefore crippled (though not quite as crippled as the infamous Vampire the Masquerade: Bloodlines, which I adore by the way) by bugs as well as missing or unfinished content. Coming back to it recently I found that several patches, some containing the bulk of the that missing content, were available for download.

My opinion of the game is somewhat changed for the better as a result. Though I noticed that some things were still missing, like a few side-quests and NPC conversations on Nar Shaddaa, it is a much more complete affair, and (crucially) free of fatal errors. But it still never feels as well rounded as KOTOR. There’s something intangibly disjointed and spaced-out about the way that KOTOR II plays; with KOTOR everything just felt right – mostly not up to scratch as I’ve already described, but still a fully intact work.

kotor2_finale

Stuff like your alignment (light side/dark side) changing depending on your choices in and out of dialogue makes much more sense in the first game than in the second, in which the rules of morality were hard to grasp to say the least. I actually had to cheat to turn myself to the dark side near the end of KOTOR II. I knew I was evil, that my actions had been deliciously unsavoury throughout, but apparently the game had calculated me to be a model of virtue. I wanted force crush, not some namby-pamby aura!

Ultimately KOTOR has the edge over KOTOR II for this and other reasons, some difficult for me to articulate. There are bits of KOTOR II that are quite charming, but it never comes together properly. What matters more than the differences between these two games though are the differences between them and other (far greater) RPG titles.

I’m about to embark on a play through the Baldur’s Gate saga with my brother (who stopped playing KOTOR about an eighth of the way through funnily enough) and a friend, and if my memory serves me well the BG storyline is far more involving and the side quests nowhere near as pathetic as those I’ve just ranted about. We’ll see, but for the time being I think I’ll warn you not to bother with these two pretentious miscreants. They’re revered in the RPG gaming community, but for me they’re anything but special.

KOTOR: 72%

KOTOR II: 66%

__________

Woah, those scores are harsh. I almost feel like going back and giving WOW’s score a good kicking the in the bollocks to restore the balance. It would lose ten percentage points I expect. Perhaps another time.

Next up will probably be Gears of War, which I’m now playing through on insane difficulty when I get the time. Stay tuned.

- Chris

Get free blog up and running in minutes with Blogsome | Theme designs available here