Sunday, April 18, 2010

Mount & Blade: Warband Review





Mount & Blade: Warband, developed by Taleworlds and published by Paradox Interactive.

The Good: Chaotic 64-player multiplayer with seven game modes, shiny new graphics, can become king and marry sexy ladies

The Not So Good: $30?, multiplayer is typically unorganized chaos, no cooperative modes, slower weapon times are frustrating, minor single player enhancements

What say you? This standalone expansion to the excellent mounted role-playing game is $10 too much, despite the occasionally pleasing multiplayer bedlam: 5/8



MY POORLY WRITTEN INTRODUCTION

What drew me towards Mount & Blade was its effective mounted combat, which made the game far more interesting than a traditional role-playing game. Skill-based things are always better than luck and die rolls in my opinion, and the unique aspects of the original game made it one of the very few RPGs I enjoy. Well, it’s time for the publisher (and, to a lesser extent, the developer) to make some money through everyone’s favorite plague: the standalone expansion! Yes, you too can charge an exorbitant price for a couple of new features! What we do get here is sixty-four player online chaos and a revamped single player campaign. This raises a couple of important questions:


  1. Is it worth it for existing owners of Mount & Blade


  2. Is it worth it for newcomers to the series?


  3. Can I get a fancy new hat?



All these questions and more might be answered in the following review!



GRAPHICS AND SOUND

Mount & Blade: Warband features significant graphical enhancements for a standalone expansion. The textures have gotten an overhaul, upping the detail from the individual soldiers to the landscapes you’ll be battling in. The game map remains largely untouched, though. Mount & Blade: Warband includes all sorts of fancy new processing like HDR (whatever that means), anti-aliasing, soft particles, and tone mapping. Welcome to the future! The game also includes new motion-captured animations for more realistic killing and/or dismemberment. Honestly, I never thought Mount & Blade: Warband was a bad looking game, especially for an independent title, but the added improvements here do let you take advantage of your fancy PC.



ET AL.

Since the general awesomeness of Mount & Blade has been well established, this review shall focus on whether Warband is worth it for new players and existing players. The main addition that Mount & Blade: Warband brings to the table is multiplayer pandemonium for up to sixty-four players (though most of the plentiful dedicated servers support thirty-two). There are a number of game modes to enjoy, from the tradition deathmatch for individuals and teams to more team-oriented events. Battle mode is team deathmatch with no respawn; if there isn’t enough dismemberment, a capturable flag is automatically placed (how nice!). Capture the flag also makes an appearance (you have to dismount to capture, to negate an obvious advantage for mounted individuals), as does conquest (called “assault” here) with control points to capture. Putting the setting to good use are the last two modes: fight and destroy where the defender must protect a catapult and trebuchet, and siege where the defender must protect a castle. Servers support options for random or custom maps, friendly fire, a gold bonus, or time limit. The number of game modes and options is the best part of Mount & Blade: Warband’s multiplayer features.



Each side has access to three classes: infantry, cavalry, and archer. You cannot use weapons outside of your class, but there doesn’t seem to be a restriction to how many players can be in each particular class (everyone could be mounted, for example…sounds sexy!). Mount & Blade: Warband features a cash-based equipment system where you purchase items between rounds: weapons and armor for increasing your stats. The items aren’t linearly balanced: there is almost always a “best” item to choose that balances price and stats, and the most expensive items usually aren’t worth it. Usually you’ll earn enough money to purchase the same equipment every time, as long as you aren’t suckered in by the best stuff. Each class has a weakness: horses can be brought down, ranged units take a long time to reload, and rank-and-file infantry need to be up close to rack up kills. Friendly units are clearly identified with crests floating over their head (they had icons in the Middle Ages, yes?) and you can incorporate bots if you so choose.



Mount & Blade: Warband is much better with an organized group of many people: most matches online devolve into a mess of horses running around, ranged units firing at nothing, and melee units turning around looking for targets. You are almost required to coordinate because of the high effectiveness of shields: you can simply hold down the “block” button and deflect most incoming shots. The only way to kill effectively is to double-team people from opposite sides. Traditional first person shooters get around mandatory teamwork by allowing individuals to successfully kill opponents (you are, of course, more effective by working together, though), but since you must work together in Mount & Blade: Warband, the game’s success depends on how well people are coordinated, and usually they are not. And if one side is coordinated and the other is not, expect quick slaughter. Mount & Blade: Warband can be entertaining if the matches are organized, but this is an uncommon occurrence in my experience.



The single player experience gets some minor adjustments. First off, the map gets an unnecessary makeover: an increase in size that needlessly spreads thing out, requiring much more travel time (and subsequent waiting) between cities with nothing added in between. Despite the addition of multiplayer, the campaign remains a one-person venture. On the good side of things, there are more complicated, multi-step quests added for more role-playing variety. Additionally, Mount & Blade: Warband adds marriage (Marriage? Nooooooo!). Male characters will need to increase their reputation by fighting and learning poetry from traveling characters. Females will attend feasts and kill people for the men to respect you. Pretty much how it works in real life! Successful marriage gives you land and better standing within your faction, so it’s a nice diversion along the usually progression up the character ladder. Trading is more balanced, and the end-game has gotten better since you can now rule an entire faction, get royal underlings, and give allied heroes land for their very own. These additions are nice but nothing spectacular or ground-breaking.



Combat has received some tweaks as well. Soldier morale is included: you will now see units rout during battle, scampering towards the edge of the map in an act of cowardice. You are also given many more specific commands for your troops, but since there are so many to choose from (stay ten paces back, spread out, hold fire, use blunt weapons), it now takes two button presses to issue one order, doubling the amount of time it takes, which may become an issue in the heat of battle. Mount & Blade: Warband features more realistic combat, meaning you swing and reload weapons much more slowly. While this makes for more stately combat, the result is more frustrating battles when you are surrounded by many foes (a common occurance) since you can’t dispose of them as quickly. You will automatically deflect incoming projectiles and you can pick up weapons from fallen soldiers (nice for archers who always used to run out of arrows), and you can throw weapons in close combat (spear in the face!). Still, the combat has gotten slower, which does not lend itself well to the game in my opinion.



IN CLOSING

The highlight of Mount & Blade: Warband is the multiplayer, and it’s a mixed bag. The game is far more effective when you battle many lesser-skilled opponents in the single-player campaign. But when you are up against similar foes, the powerful combat devolves into a chaotic mess. The game is more enjoyable using coordinated attacks with friends rather than joining a public server where everyone is doing their own thing. That said, there are many instances of satisfying combat to be had, from demounting a riding opponent to picking off enemies from a distance. The blocking system means most one-on-one attacks are impossible to land, leading to a lot of frustration if you don’t work well with others. The game does feature a wide array of multiplayer modes and the class-based combat seems to be balanced where no soldier type of overpowered. The single player game has received subtle, yet negative, changes: the map is bigger (for no reason) requiring more sitting around during transit times and commands require more button presses. But, hey, you can marry (some might consider this a negative, too)! The campaign cannot be played cooperatively, though, and most of the changes actually make the single player game worse. If you play Mount & Blade a lot, you’ll be getting this regardless of what I have to say (thanks for stopping by!). I would feel at lot better if Warband was $20; casual fans should wait until the inevitable Gamer’s Gate or Steam sale to indulge in the enhanced campaign and frenzied multiplayer.






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Friday, April 16, 2010

Game du Jour: Week of 19 April 2010





The following games will be discounted next week on Game du Jour, the first ‘one-deal-a-day’ website dedicated to indie and casual games:



Mon. April 19th: 45% off on The Adventures of Mary Ann: Lucky Pirates



Tue. April 20th: 45% off on Mystery Case Files: Dire Grove [Game review] Definitely worth it!



Wed. April 21st: 65% off on Heartwild Solitaire: Book Two



Thu. April 22nd: 65% off on Mahjongg Dimensions Deluxe



Fri. April 23rd: 45% off on The Palace Builder



Sat. April 24th: 65% off on Vampireville



Sun. April 25th: 65% off on Kuros










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Wednesday, April 14, 2010

Lead and Gold: Gangs of the Wild West Review





Lead and Gold: Gangs of the Wild West, developed by Fatshark and published by Paradox Interactive.

The Good: Area buffs and mobile respawn points encourage teamwork, several game modes, four distinct classes, short brutal combat, weapons and maps evoke historical setting, inexpensive

The Not So Good: Control scheme requires unnecessary button holding, no dedicated servers, only six maps

What say you? This low-cost western shooter emphasizes team coordination with distinctive gameplay: 6/8



MY POORLY WRITTEN INTRODUCTION

Yeehaw! No, I am not talking about the unincorporated community in Osceola County, Florida, I’m talking about cowboys! There simply aren’t enough Western games on the PC, as exemplified by a lone entry in the great Out of Eight pantheon. I like the online shooters, so what better way to visit the neglected Old West than shooting other cowboys in the face. Lead and Gold: Gangs of the Wild West features just that, a struggle for gold that may or may not involve lead (spoiler alert: it does). This is Paradox Interactive’s first foray into the evil world of console gaming, but the developers at Fatshark were nice enough to release the game on the PC first, and at a low price tag of $15. How does it stack up against other team-based shooters?



GRAPHICS AND SOUND

The graphics of Lead and Gold are quite good, especially for a $15 game. The environments in which the game takes place all have nice attention to detail, with animated mills and varied terrain that harkens the historical setting well. The buildings are plenty detailed as well, and the wooden structures like ripe for intense firefights. The characters are nice, too: each of the game’s four classes have distinctive models (the game is in third person) that exhibit good animations when moving and switching between weapons. The game also has some nice effects, with cherry-red blood, explosions, and tracers a-plenty. I was pleased with the graphics in Lead and Gold. The sound design isn’t bad, either, with powerful weapon effects and the occasional rootin’-tootin’ (“no spelling suggestions”…I bet not) canned saying. The game also features some subtle background music that fits the overall theme of the game so well that I hardly noticed it and had to play the game again specifically to evaluate the tunes. Lead and Gold far exceeds its $15 price tag in terms of graphics and sound.



ET AL.

Lead and Gold is a team-based online third person shooter, centered around (a) lead and (b) gold. The game borrows match types from several other titles, although it changes things up by replacing a flag with a bag o’ money. There are six game modes and each are slightly different. Robbery is an assault mode where the attackers must carry gold bags from the defenders’ base. Greed is a capture the flag mode where both teams must carry a single gold bag back to their base. Conquest involves occupying three map zones in sequential order, while powder keg mode entails blowing up certain points of interest. There is also the usual team deathmatch mode called shootout and a cooperative defense game against AI bots for two players. Most games consist of two rounds, where sides are alternated to be fair. I like how the developers have changed up some rules to make classic game modes at least somewhat fresher: gold is heavy so people who carry it are slowed, and powder kegs can be blown up in transit, making them a dangerous commodity to transport. There are only six maps to play on (and powder keg and robbery only support two of them), but they are designed well enough and provide variety (large open spaces, mines, buildings) to keep things interesting. Lead and Gold supports up to ten players (five-on-five), but the maps are sized so that a smaller player count (four players or so) isn’t detrimental to the game experience. There isn’t any single player action to speak of, other than a brief tutorial against AI bots to explain the controls. Being a multiplayer-centric title, then, it surprises me that Lead and Gold lacks dedicated servers: there are the occasional connection issues, as you would expect with peer-to-peer hosting. I think that’s the reason why the maximum player count is kept so low: people simply can’t host more than ten at a time.



While you would think a control scheme for a shooter would be historically defined for any PC game, Lead and Gold includes a poor translation of controls clearly designed for a console gamepad. The problems manifest themselves twice: first, the “zoom” button (use required by all but one of the classes) must be held down instead of offering a toggle option. Secondly, there is a key that must be held down while pressing “fire” to activate your trait ability. Simply binding it to a button (“Q” for example) without having to hold it down would have worked just fine for setting traps or setting dynamite; the limitations shows the developers tried to cram the controls onto an inferior console gamepad. Unfortunately, neither of these options can be changed. Apart from that, though, Lead and Gold rarely has significant issues. The interface is designed well, clearly indicating important locations on your display, and there aren’t any other usability problems to speak of.



Lead and Gold features four classes of characters, each with different abilities and strengths. The blaster is the short-ranged class, with a powerful shotgun and dynamite. The gunslinger gets a short-to-medium-range revolver that can be fired quickly. The deputy is medium-to-long-range with the ability to spot enemy units for allies. And the trapper is the sniper who can lay traps. The game maps are varied enough where each class gets a location that highlights their attributes. Each class also has a buff that is automatically applied to surrounding troops: blasters provide improved armor, gunslingers better accuracy, deputies enhance damage, and trappers offer more critical hits. Additionally, being near others also heals you over time. Experience earned by shooting others and completing game objectives levels your character up, enhancing your particular buff. Buffs do not stack, so it benefits everyone to have one person in each class; a listing of the number of players in each class on the selection screen would remove guesswork in this aspect of the game. The synergy system rewards working together as a group, since everyone benefits from sticking together. The trapper is an inappropriate class for these benefits, however, as long-range sniping lends itself towards solitary confinement.



Combat in Lead and Gold is short and brutal: the semi-automatic weapons all deliver a punch and seem to be well-balanced, as each class is powerful at their optimal range. Weapons are more accurate when you are stationary, which seems realistic enough to me. Lead and Gold is a matter of playing your class correctly and coordinating with your team in order to maximize damage. Since you can revive teammates who are injured but not dead, being near your teammates is important. The game could do a better job clearly showing whether you are dead or simply incapacitated, though. Fortunately, Lead and Gold does a good job placing you with your teammates, as someone can carry around a respawn flag where others can appear; this really helps to coordinate your efforts and also significantly cuts down on travel time each time you die. Lead and Gold does not have voice chat, though, but since the objectives are straightforward enough, good communication is not necessary for good organization. A couple of other wrinkles to the gameplay include powder kegs that can be exploded and the removal of fall damage, which works to the game’s benefit. It's clear that teams that work together will win, which is the goal of any good team-based shooter.



IN CLOSING

Lead and Gold is a very nice team-based shooter that differentiates itself in several areas. First is the setting: the Old West theme is strong throughout the game, from detailed levels to convincing characters and weapons. The game also features a number of game modes culled from a variety of other titles, slightly adjusted to fit the theme: straightforward deathmatch, capture the flag (gold in this case), assault, and conquest. Although the game only includes six maps, each landscape is detailed enough and provides multiple paths to each objective location where repetition isn’t an issue. The lack of dedicated servers, however, can become an issue if the host is a poor server. The four classes are balanced nicely, from the short-range blaster to the long-range trapper. The buffs each unit grants to others, coupled with the mobile spawn point a team member can carry, helps to keep players working together; this is far more effective that simply saying “work together!” and not funneling people towards that goal. The old-school weapons mean gory combat, where only a couple of shots are required for death. This actually works quite well with the lower player count and respawn locations, providing intense battles over territory. The controls could use some PC makeovers, as using your special abilities and iron sights require simultaneously held buttons. Still, fans of team-based shooters will find a unique setting and some nice features to promote team-based play.






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Facebook’s Jewel Comes to PC: Bejeweled Blitz







Popcap GamesI’m a BB-holic, a Bejeweled Blitz-holic. I couldn’t stop playing the game over winter break until I finally set a resolution to break free. I played one day in the first week of January and haven’t touched it since.



Well, Popcap Games — the company behind the addiction — has released a Bejeweled Blitz for Windows. You don’t have to be on Facebook to play it. You don’t have to be connected to the Internet to play it.



The Windows version offers:




  • Full screen play.


  • Ability to play without an Internet connection.


  • More control over your screen size.


  • More audio sound and effects.


  • One million coins for “Blitz Boosts,” power ups and score-stimulating effects (must buy the game from Popcap to get the coins and use with Facebook Connect).


  • 48 achievement badges to earn.


  • Connect Facebook from the game’s main menu and play the game from the PC without having to open a Web browser. The game will publish high scores and star medals to your Facebook page when logged in Facebook.



You can download a free trial of Bejeweled Blitz, or buy the game.



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Game du Jour: Week of 12 April 2010





The following games will be discounted next week on Game du Jour, the first ‘one-deal-a-day’ website dedicated to indie and casual games:



Mon. April 12th: 65% off on Whisper of a Rose: Gold



Tue. April 13th: 60% off on Dawn’s Light



Wed. April 14th: 65% off on Green Moon



Thu. April 15th: 50% off on My Life Story



Fri. April 16th: 65% off on Super Granny 5



Sat. April 17th: 60% off on Lilly and Sasha: Curse of the Immortals



Sun. April 18th: 45% off on Diner Dash 5: Boom [Diner Dash 5 review]



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Game du Jour: Week of 8 March 2010





The following games will be discounted next week on Game du Jour, the first ‘one-deal-a-day’ website dedicated to indie and casual games:



Mon. March 8th: 50% off on House Racers



Tue. March 9th: 50% off on New Star Tennis



Wed. March 10th: 100% off on Space Spy – Free Game



Thu. March 11th: 45% off on Azada: Ancient Magic



Fri. March 12th: 65% off on Youda Legend: The Golden Bird of Paradise



Sat. March 13th: 60% off on Shaman Odyssey: Tropic Adventure



Sun. March 14th: 50% off on Hidden Identity – Chicago Blackout



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PC Game Review: Diner Dash 5: Boom!





Can you guess what happens in Diner Dash 5: Boom!? Diner Dash Flo indeed sees her diner go ka-boom! in Flo decides to provide a health conscious menu, so she posts a sign that says, “Fat-Free Breakfast.” Someone removes the “Fat-” on the the sign to show “Free Breakfast.” Naturally, when her diner opens, the whole town rushes in and destroys the diner. The nasty Mr. Big comes in and announces he has a standing contract with the city that any lot that goes unused for a week becomes his.



Hal, a contractor and huge Flo diner fan, offers to help her rebuild her diner within one week. While he gets to work, Flo goes from neighborhood to neighborhood running outdoor diners to help Hal with the rebuilding. As he progresses, he’ll ask you what design and color you want for the diner. The diner you customize will appear near the end of the game.



The game play remains the same in that you fill in as Flo. You’ll take orders, deliver the dishes, clean up, fulfill customer requests for special snacks and fix problems that pop up. You’ll met new customer types as well as some from past Diner Dashes. As usual, customer personalities can drive your strategy. Lawyers and working women have little patience, so you probably want to serve them first in a chain. One customer type takes his time. Librarians and bookworms like the quiet while the working men make a lot of noise talking on their cell phones.



Gain bonus points by matching customers’ colors with the seats and doing a bunch of the same activity in a row (chaining). For example, deliver the check to as many customers as possible ready to check out. The more you chain the same task, the higher your bonus.



For each level, you need to earn a minimum amount to advance. Those who like to challenge themselves can work toward the expert scores. After all, the more money you earn, the more you have for shopping for power ups before starting the next level. Power ups let you speed up activities whether it’s Flo getting around or Cookie cooking faster. But there’s one new type of power up — the kind that’s only good for one level, if you can afford it. You can hire Quinn of Wedding Dash to fill up the salad bar, get another set of hands for carrying things or a hostess to keep the people in line happy.



Oh, that’s right, we have the salad bar element. Sometimes diners choose to go to the salad bar instead of ordering from the menu. You need to drag the salad folks to the salad bar while ensuring the salad bar remains full. If one column of food is empty, the diners can’t move on.



Another new feature is Facebook. Diner Dash 5 can send your game updates to your Facebook page. You don’t have to use the Facebook feature. You can also win virtual gifts that you can give to a Facebook friend. While a cool feature, I didn’t know anyone who is a Diner Dash fan. If you send it to someone who doesn’t have Diner Dash 5, it’s useless.



One big improvement in Diner Dash 5 is that it’s easier. I could never get far in past games because they were very (yes, I am using this modifier) hard. This one, I did. Diner Dash pros — don’t fret… believe me, there are challenges in the game. This game does a great job of easing the challenge while retaining it for advanced players.



I still have problems with chaining at times. I’d be running all over, click, click, click only to find something failed and that failure can mean the difference between standard score and expert score. Plus, snacks break the chain. I don’t think that’s fair.



You get a lot of game value for the time. Once you play through the game, you can replay levels to reach expert scores. As of this time, only the Collector’s Edition is available and it requires a Big Fish Games Club Membership. The regular one — read: cheaper and no extras — will be available later. Extras include:




  • Advanced levels: Extra game play for those who love a good challenge.


  • Strategy guide: Walkthroughs to help you conquer levels and reach Expert scores.


  • Story comics: Review the story, which is divided into scenes. I wish it came with fast forward, previous and pause. The game plays the whole scene and repeats.


  • Wallpapers: Six screens for your background.


  • Screensaver: One animated screensaver, but it doesn’t let you preview how it looks.


  • “Flo Over Time”: Looks back to the history of Diner Dash.



The extras may or may not be worth it. You can get walkthroughs from forums around the web. You can review the story by going back to previous levels. I rarely change screensavers and wallpapers, so these had no value to me.



Free DownloadDownload iner Dash 5.



FTC disclosure: Review based on expired review copy received from publisher.



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Game du Jour: Week of 1 March 2010





The following games will be discounted next week on Game du Jour, the first ‘one-deal-a-day’ website dedicated to indie and casual games:



Mon. March 1st: 50% off on Imperial City: The Crown of the King



Tue. March 2nd: 50% off on New Star Soccer 2010



Wed. March 3rd: 60% off on Knight of Dulcinea



Thu. March 4th: 60% off on Be Rich



Fri. March 5th: 45% off on Treasure Seekers: The Enchanted Canvases



Sat. March 6th: 65% off on Magic Maze



Sun. March 7th: 65% off on Escape From Lost Island



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Game du Jour: Week of 29 March 2010





The following games will be discounted next week on Game du Jour, the first ‘one-deal-a-day’ website dedicated to indie and casual games:



Mon. March 29th: 50% off on Dark Souls



Tue. March 30th: 50% off on Dark Souls II



Wed. March 31st: 50% off on Kara’s Quest



Thu. April 1st: 50% off on Last Heroes



Fri. April 2nd: 65% off on The Serpent of Isis



Sat. April 3rd: 65% off on Miss Teri Tale 3 – Danger Next Door



Sun. April 4th: 65% off on 1 Penguin 100 Cases



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Game du Jour: Week of 22 March 2010





The following games will be discounted next week on Game du Jour, the first ‘one-deal-a-day’ website dedicated to indie and casual games:



Mon. February 22nd: 65% off on Million Dollar Quest



Tue. February 23rd: 60% off on Amazing Pyramids



Wed. February 24th: 50% off on Leeloo’s Talent Agency



Thu. February 25th: 65% off on Shutter Island



Fri. February 26th: 65% off on The Dracula Files



Sat. February 27th: 50% off on Amazing Adventures The Caribbean Secret



Sun. February 28th: 65% off on Mystery of the Lunar Archipelago



Ga



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Game du Jour: Week of 15 March 2010





The following games will be discounted next week on Game du Jour, the first ‘one-deal-a-day’ website dedicated to indie and casual games:



Mon. February 15th: 50% off on Born Into Darkness



Tue. February 16th: 65% off on The Clumsys 2: Butterfly Effect



Wed. February 17th: 65% off on Evoly



Thu. February 18th: 50% off on Many Years Ago



Fri. February 19th: 65% off on Farm Mania 2



Sat. February 20th: 65% off on Azteca



Sun. February 21st: 65% off on Green Valley – Fun on the Farm



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Diner Dash 5: Boom! Regular Version Released





The regular version of Diner Dash 5: Boom! is now available for $6.99. Here is the review of Diner Dash 5: Boom!



The Collector’s Edition includes:




  • Exclusive advanced levels for extra gameplay


  • An interactive strategy guide


  • Behind the scenes concept art


  • Animated screensaver and wallpapers


  • “Flo Over Time” historical retrospective



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Colony Defense Review





Colony Defense, developed and published by Mana Bomb Games Studio on Gamer’s Gate.

The Good: Challenging, action packed with almost constant building, enemy resistance prevents over-building a particular turret

The Not So Good: Planetary setting adds nothing since enemies are path restricted, terrible control scheme, slow linear unlocks, few weapons, insignificant upgrades

What say you? A very traditional tower defense game with wasted potential that adds nothing to the genre: 3/8



MY POORLY WRITTEN INTRODUCTION

As Al Gore continues to warm the Earth in order to sell more books, it is imperative that we reach out to other planets in our Solar System, so that we may pollute them into submission. I suggest colonizing Uranus (never gets old). Of course, we must defend these newly founded colonies against alien attack, and such is the premise of Colony Defense, an entry in the increasingly popular tower defense genre. We've seen games that range from very good to pretty good, successfully avoiding poor entries in the pantheon of tower defense games. Does our streak continue?



GRAPHICS AND SOUND

The presentation of Colony Defense is pretty much what you would expect for an independent game: adequate. The game reminds me of Light of Altair, taking place on a series of planets, but Colony Defense is worse off. The planetary textures are OK, although the planets are usually monochromatic and indistinct. Of course, you can’t make a sphere terribly varied, so some leeway should be granted here. The enemies have some nice models and you quickly learn the capabilities of each combatant based on appearance. The backgrounds are typical space stuff, and the paths the enemies follow are discrete yet subtle, blending well into the topography of the planet. Of course, having them move through actual canyons or valleys would make more sense, both visually and realistically. The sound design is acceptable, thanks to background music that I almost found entertaining. The sound effects are pretty basic: lasers and explosions that sound appropriate enough. What you get is what you expect in Colony Defense.



ET AL.

Colony Defense roots itself in a traditional tower defense game: there’s aliens afoot, and it’s up to you so construct static defenses and stop their unending quench for destruction. The game comes with thirty-four planets that offer different paths the enemies take; all of them take place on a spherical planet, so one planet looks almost the same as another. The paths almost always converge, granting you a choke point designed for maximum death. There are usually multiple spawn points and multiple bases to defend. There is a set amount of enemies that must be destroyed before the level ends, and you are usually allowed ten aliens enter your base before epically failing. The thirty-four levels, despite being displayed on an ever-expanding triangle, unlock in a strictly linear order, as do the weapons: disappointing. The weapons unlock slowly, partially due to the fact that there are only ten. Every level should feel different, or else why have it? Plants vs. Zombies was very good as adding something new each level, but Colony Defense suffers from an excessive amount of monotony. Good performance is rewarded with talent points, which can be spent on insignificant upgrades to tower cost, damage, and firing rate. Really, am I going to notice a 2% increase in credit income?



Significantly distressing is the absolutely horrible control scheme employed by Colony Defense. Clearly designed for a console controller (which is always an indicator of failure), you can use the mouse but not to place objects on the screen: the target reticule is always at the center, and you must scroll to place instead of using the mouse. I cannot express how limited and truly annoying this design choice is. The problem is only exacerbated by the fact that the spherical maps must be scrolled constantly: your hands will be tied to WASD to navigate around (you can’t move the mouse to the edge of the screen to scroll, of course). You get used to it after a while, but I still want to use the mouse to place towers anywhere in view, not have to scroll around. Yes, “designed for a gamepad” is simply a euphemism for “crappy.”



Probably the most disappointing aspect of Colony Defense is the use (or lack thereof) of the planetary setting. Enemies are still confined to paths: although there are multiple paths on each map, you can still predict with certainty where aliens will appear. Why, then, does the game take place on a planet? Even flying units are confined to the paths (which makes no sense); at least the developers could have placed the units in canyons or something to at least justify the restriction. There is simply no difference between playing Colony Defense and a traditional tower defense game on a 2-D map, except this game requires a lot more scrolling (with the keyboard, of course). The turrets you place come in several flavors: lasers for medium ranged attack, flame throwers for short ranged attack, artillery for slow but powerful attack, and air to air weapons. The six basic weapons can be accentuated with boost towers that can slow the enemies down or improve range, speed, and damage of nearby turrets. And that’s it: you’ll run through the gamut of options pretty quickly, and Colony Defense becomes a matter of slowing down units and placing turrets at choke points. You can’t overlap turrets and each has an area of effect that is clearly shown while placing a turret, which is helpful. Cash is earned by destroying enemies, which can be used to purchase turrets and upgrades. If you place too many of a certain type of turret, enemies become resistant to them, requiring you to place other turrets or upgrade existing ones, which improves range and firepower. Once you place your turrets, it’s just a matter of waiting for things to die. You can use an orbital cannon (firing on the target reticule that’s always fixed to the center of the screen) to eliminate pesky units, but it’s slow and underpowered enough to make it meaningless. Humorously, units disappear before the cannon shot hits them, which initially confused me. Levels can be complex enough where you need to constantly move, so there isn't a lot of waiting, and each level is short enough to keep the action flowing. Still, Colony Defense doesn’t offer anything above and beyond any other tower defense game, so there’s real no reason to play it.



IN CLOSING

Simply put, Colony Defense should have used the planet setting to better effect. What we get is a very standard tower defense game that takes place on spherical maps that require you to constantly move the camera. Enemies are still confined to paths (even flying ones!) so their movements and behaviors become quite predictable. The game is challenging, though, and you are busy constructing new turrets most of the time. You are given six weapon turrets, but really they are repeats of two themes: slow and powerful or fast and weak. Four support turrets are also granted to slow down the enemies or provide small bonuses, but your strategic options feel very limited. The maps are quite repetitive and never distinctive, offering slightly different paths that cross, providing easy choke points to defend. Like most tower defense games, Colony Defense becomes a matter of simply placing and upgrading structures. Doing this is more frustrating than it should be, since the controls are absolutely horrible. Why support a mouse if you can’t use it to place objects? Restricting interaction to a static reticule constantly positioned at the center of the screen is archaic and cumbersome. Because of the proliferation of tower defense games on the PC, a new title should provide a unique experience (like Creeper World) or a highly polished one (like Defense Grid), but Colony Defense does neither and fails to capitalize on its unique setting by relying on traditional linear enemy paths.







Game du Jour: Week of 12 April 2010





The following games will be discounted next week on Game du Jour, the first ‘one-deal-a-day’ website dedicated to indie and casual games:



Mon. April 12th: 65% off on Whisper of a Rose: Gold



Tue. April 13th: 60% off on Dawn’s Light



Wed. April 14th: 65% off on Green Moon



Thu. April 15th: 50% off on My Life Story



Fri. April 16th: 65% off on Super Granny 5



Sat. April 17th: 60% off on Lilly and Sasha: Curse of the Immortals



Sun. April 18th: 45% off on Diner Dash 5: Boom [Diner Dash 5 review]



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Facebook’s Jewel Comes to PC: Bejeweled Blitz







Popcap GamesI’m a BB-holic, a Bejeweled Blitz-holic. I couldn’t stop playing the game over winter break until I finally set a resolution to break free. I played one day in the first week of January and haven’t touched it since.



Well, Popcap Games — the company behind the addiction — has released a Bejeweled Blitz for Windows. You don’t have to be on Facebook to play it. You don’t have to be connected to the Internet to play it.



The Windows version offers:




  • Full screen play.


  • Ability to play without an Internet connection.


  • More control over your screen size.


  • More audio sound and effects.


  • One million coins for “Blitz Boosts,” power ups and score-stimulating effects (must buy the game from Popcap to get the coins and use with Facebook Connect).


  • 48 achievement badges to earn.


  • Connect Facebook from the game’s main menu and play the game from the PC without having to open a Web browser. The game will publish high scores and star medals to your Facebook page when logged in Facebook.



You can download a free trial of Bejeweled Blitz, or buy the game.



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Game du Jour: Week of 5 April 2010





The following games will be discounted next week on Game du Jour, the first ‘one-deal-a-day’ website dedicated to indie and casual games:



Mon. April 5th: 65% off on Empress of the Deep



Tue. April 6th: 65% off on My Kingdom for the Princess



Wed. April 7th: 100% off on Hidden Expedition: Devil’s Triangle



Thu. April 8th: 65% off on Mishap: An Accidental Haunting



Fri. April 9th: 65% off on Jane’s Realty 2



Sat. April 10th: 60% off on Unwell Mel



Sun. April 11th: 45% off on Alice’s Tea Cup Madness



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Monday, April 05, 2010

Distant Worlds Review





Distant Worlds, developed by Code Force and published by Matrix Games.

The Good: Gigantic living galaxies to explore with up to 50,000 planets, smart automation or advisor guidance of tasks, self-regulating economy simply requires protection, robust starting options with twenty different races, fairly easy access to tons of information, all-inclusive ship and base design, per-component combat damage, intelligence operations for sneaky types, customization with game editor

The Not So Good: No multiplayer, general instructions and limitations for automated military ships would be nice, nuanced learning curve

What say you? Grand strategy and classic 4X mechanics combine in a vibrant world made easier with optional automation: 8/8



MY POORLY WRITTEN INTRODUCTION

Another game set in space gives me yet another opportunity to make a joke about Uranus. Oh, what a gift from the gods the name of that planet is, far more hilarious than, say, Neptune or OGLE-TR-211. So let’s get the formalities out of the way first: Distant Worlds, 4X game, in space, huge galaxies, macro-scale, send a probe to Uranus looking for black holes. And, we’re finished. On to the review!



GRAPHICS AND SOUND

Distant Worlds features decent graphics for a title in the 4X genre. The game is entirely in 2-D, which makes it easy to import custom bitmaps for a more personal (or copyright-infringing) feel, but it also produces rougher zooming and less dynamic effects. The overall look obviously pales in comparison to more flashy titles like Sins of a Solar Empire, but it is similar to more graphically conservative games like Armada 2526 and Space Empires. The ships do rotate and show some progressive damage, but the weapons are simple effects at best. The art for the aliens looks good: while static and not animated, it does create some interesting species to interact with. Planets and asteroids look like, well, planets and asteroids, revolving around their respective stars in an elegant ballet of elegance. The background fits the space setting, and can be easily modified if desired. Despite the 2-D graphics, Distant Worlds does need a high-end machine to smoothly simulate large galaxies: it’s certainly playable on modest systems like mine, but zoomed out the game displays at only one frame per second. The sound design is functional: appropriate effects when important in-game events occur, and music that is appropriate for the theme. Graphics certainly aren’t the primary focus of independent games like Distant Worlds, but they are functional and that’s all that ultimately matters.



ET AL.

Distant Worlds starts out like any other 4X strategy game: a small empire must expand throughout the stars, colonizing planets and waging war in an epic struggle for survival. Except it doesn’t: you can start out as a feeble newcomer, but Distant Worlds gives you comprehensive options for your nation including age, meaning you can start out as a mature empire with colonization already completed and conflicts soon on the horizon. This is great for players who prefer a more military-focused game and like to rush through the colonization part of a game, since you can skip it altogether. Additional options include the galaxy shape, size (from 100 to 1,400 stars), frequency of independent aliens, AI aggression, research speed, and amount of creeps and pirates. Distant Worlds gives you twenty races to choose from, each with different reproduction rates, intelligence, aggressiveness, cautiousness, friendliness, and trustworthiness. Most races have a more appropriate form of government to choose from the twelve available; these affect approval ratings, population growth, war weariness, research speed, corruption, maintenance costs, troop recruitment, and trade income. Your empire and those of your soon-to-be enemies can be given a specific starting location, home system quality, and tech level to make for more varied encounters. In fact, Distant Worlds includes several “quick start” options for fast or epic games where you can be the lead empire dealing with numerous hostile underlings. You can even edit your galaxy while playing from within the game, a neat feature that I’m surprised other single player space games haven’t allowed. Speaking of, yes, Distant Worlds is only for single players, but honestly the AI is decent enough and the universe is alive, which makes it feel like a multiplayer title, just without the connection issues. While Distant Worlds is one of those games that works without victory conditions, you can specify a percentage of total colonies, population, or economy that can result in triumph. You can continue to play forever, though, even after the victory conditions have been fulfilled. Learning the game can be difficult and involve several play-throughs before nailing the basics, since mechanics in Distant Worlds are quite different from other 4X strategy titles (automation and fuel, namely); the tutorial does a decent job explaining the basics, while the Galactopedia gives beneficial context-sensitive help at any time by pressing F1.



The main feature of Distant Worlds (other than the massive scale) is the use of automation to assist in running your empire. This does not mean that everything is done for you, however, as you can disable any of the options as you wish. You cannot, however, disable transporting goods in the economy (as this is done by private vessels), but honestly this process is so tedious I can’t imagine anyone wanting to worry about it. Most options can be set to fully automate, human controlled, or a happy medium where advisors give suggestions on what to do next. What are those options, you ask? Good thing you said something, as I spent some time typing up a list: colony tax rates, ship design, agent recruitment, troop recruitment, fleet formation, colonization, ship construction, intelligence agent missions, attacks against enemies, sending diplomatic gifts, treaties, and declaring war and trade sanctions. The great part of the automation is that Distant Worlds can appeal to different gamers with different tastes. Want to concentrate on mining and exploration? Great, automate the military and diplomacy. Prefer to design custom ships? Have at it. And so on. In addition, you can even give input in an automated area for tweaks along the way, like designing a custom ship or signing trade pacts; just because it’s automated doesn’t mean it’s locked from your input. Automation is a fantastic feature that allows you to make Distant Worlds your own, and allows you to run a massive empire without getting completely overwhelmed.



I found the interface to take some time to comprehend, as I had the habit of finding information through the most inefficient means possible as I was learning the game. The two key features are the expansion planner and the selection panel. First, the expansion planner lists all of your resource needs and any planets that can be colonized, the resources they would produce, their size, proximity to capital, and native population (if any). You can also see a list of planets that can be mined for resources, either ones your empire demands or would make for good galactic trade. It’s a very, very handy application that makes expanding throughout the 1,000 star galaxies (with 5-10 planets in each solar system) manageable. The selection panel, which display information about the currently highlighted object, has tabs that can be used to cycle through your planets, star bases, constructors, exploration vessels, fleets, or idle ships. There is also a gigantic list of all ships and bases, which can be filtered to show specific types and any information column (type, firepower, location, fleet) can be used for sorting. Also notable is the mini-map with pre-set zoom levels (planet, solar system, sector, entire galaxy) for getting around. Some of the information is sequestered in odd locations, like placing your resource needs on the expansion planner, but once you learn where everything is and the fastest way to access it, navigating through Distant Worlds becomes easy.



Step one: explore (step two: rinse, step three: repeat). Because of the huge hugeness of the galaxies in Distant Worlds, you must explore early and often by sending out exploration ships. You can set them to fully automate, or do what I do and tell them to search everything in a specific sector (I don’t fully trust the AI to do it as efficiently as I could) and assign a new sector when finished. You are allowed to move anywhere in space at any time, in contrast to more restrictive games like Armada 2526 or Sins of a Solar Empire. The galaxy is populated with tons of planets (continental, gas, volcanic, ice, desert, swampy) and other objects (nebula clouds); your race can only colonize a couple of types, which eliminates a lot (but not too many) potential sites for development. Those that are unsuitable for colonization can still be mined for their juicy resources, though. Colonies grow by having low tax rates and a high development level, improved by providing luxury goods. The universe of Distant Worlds feels alive, much more along the lines of a space adventure game with NPCs going about their business without your input. Most (if not all), 4X games are a barren wasteland of military vessels, but Distant Worlds is much more convincing with tons of traders and miners shuttling around your distant worlds. And I must also mention the fact that planets and asteroids actually revolve around their stars (yay!), and there are space creatures and pirates out in the dark reaches of the universe that must be dealt with. Exploration also comes with events, half of which are good (a new ship, money, or technology) and half of which are bad (lots of monsters). The living nature of the galaxy and extensive size makes exploration in Distant Worlds seem less tedious than in other 4X titles.



Unlike most 4X games, both the economy and research are completely automated with no direct input. What you can do, however, is support them through auxiliary actions: colonizing and mining specific planets and keeping trade routes safe from pirates and space monsters. With many other things to worry about in the universe, this is actually a very nice approach, and adds to the immersive nature of the game by featuring lots of little private freighters flying about you don’t need to worry about. Sources of income include taxing the private citizens, sales taxes from trade, citizens purchasing ships from you (automated, of course), and trade agreements. Finding a balance in taxation levels is key, as too low will reduce your funding while too high will cause colonies to revolt; taxation (like most other things) can be handled by the AI for you. Distant Worlds features a ton of resources that are required for ships, space ports, and individuals; choosing the right targets for colonization and mining and making sure goods are protected while being transported is how you keep your economy humming along. As for technology, research projects are completed at random, but you can guide the results by placing labs that emphasize four different fields of research (energy, high tech, industrial, and weapons) around your planets. The seventeen different areas of research provide gradual improvements in components available in ship design, making your empire a more formidable opponent.



Before you haphazardly invade every opposing empire in the game, you might want to conduct some diplomacy first. Relations with other nations are affected by ongoing trade, government type, gifts, hostile actions, and static alien ratings (like friendliness). You can enter trade agreements to acquire precious resources, mutual defense treaties, or impose trade sanctions. You can also trade technologies, money, or colonies; the game gives a numerical value of each item once it’s added for easier negotiating. The interface, however, doesn’t explain why another empire rejects a trade agreement, leaving you to infer the cause from the relationship score. The diplomatic options in Distant Worlds are not terribly original and somewhat limited in their scope overall. If you want to decay relations, several intelligence operations are available for your agents to carry out. You can sabotage construction, incite colonial rebellions, or steal maps and research. Agents given a longer amount of time to complete their mission will have a higher success rate, and the interface specifically states the chance of victory.



Distant Worlds includes space ships. Weird, right? They cost both an initial investment for construction and a monthly maintenance, so keeping an eye on your budget is important. There are many types of ships in the game, from military vessels (capital, frigate, destroyer, cruiser, escort) classified by size to space ports (defense, ship construction, research) to explorers and transports. An extensive aspect of Distant Worlds is ship design: rather than having set hulls where a limited number of parts are plugged in, the game just has a few minimum requirements (engines, life support) and lets you fully customize your vessels otherwise. The game helpfully provides hints (add shields, dummy!) and warnings to assist in making functional designs, and can filter out obsolete components for a shorter list of items. You can also specify a ship’s behavior against stronger and weaker opponents, during invasions, and when to retreat. You want components? You got them: area weapons, armor, beam weapons, cargo storage, colonization modules, combat targeting, command center, commerce center, construction yard, ECM, damage control, docking bays, energy collectors, engines, fuel storage, habitation modules, hyperdrive, life support, long range scanners, manufacturers, medical scanners, passenger storage, proximity arrays, reactors, recreation centers, research labs, resource extractors, resource profile sensors, shields, stealth, torpedoes, and vectoring engines can all be added. Yes, that list made my review significantly longer. In short, if you like to design ships, Distant Worlds has robust features. And if you don’t, just let the AI do it: they do a good job, although the results are less efficient and more scripted than if you designed them manually. You can, of course, add in the occasional design and let the AI worry about designing and upgrading the less exciting ships for a happy medium.



Ships can be ordered to move, patrol, attack, blockade, escort, build, colonize, explore, escape, retrofit, retire, repair, refuel, or stop. Because of the size of your galaxy and the number of ships that must be constructed, most of your vessels should (but don’t have to) be automated, and I assign a number of ships to manually-controlled fleets, which can be easily accessed using the selection panel tabs. Usually, I have my more powerful military ships assigned to a couple of fleets and use those to engage the enemy and pick off pesky pirates and space creatures; the automation does a good job assigning patrol and escort missions to keep your economy humming along. Invading enemy colonies is as simple as bringing along a troop transport filled with eager marines and right-clicking on the target. Space combat is just as simple: just point and shoot. Ships can be damaged on a per-component basis, which is a cool amount of detail. Ships do not earn experience or level-up during combat, however; while the ship properties should remain the same (more fights doesn’t arbitrarily strengthen your armor), I could see making ships “smarter” by having more experienced captains at the helm. Ships could be more situationally aware, as there are many instances of nearby enemies that are ignored by ships who aren’t given a specific “attack” or “patrol” order.



One of the key concepts of Distant Worlds when it comes to ships is fuel. Since you are free to quickly travel anywhere in the galaxy along any path, there must be some strategic limitation, and that limitation is fuel. Ships must recharge at a friendly base or a deployed resupply ship (done by giving the “deploy” command on a gas giant containing the fuel your ships’ engines require) or they can’t fire weapons or move very fast. Automated ships will do this on their own, but manually controlled fleets must be specifically instructed to refuel every so often. Initially, you fee like you are giving up control by automating half of your military. But then you realize that’s what the game wants you to do, so the smaller ships can escort miners and merchants without you having to worry about it. The best course of action it seems is to keep one or two fleets under manual control for pirate hunting, monster killing, and eventually planetary invasion. I would like to know what automated ships are doing: they AI seems to do a good split between issuing escort and patrol missions, but an optional list of preferred patrol locations would be a nice addition. Newly constructed ships always start automated; I would like to see an option to automatically assign them to a fleet (like a rally point) or place them under manual control from the start. Distant Worlds could also use no-fly zones for automated military ships: too often they have entered territory owned by other nations and caused wars to start without my intervention.



Because Distant Worlds lacks multiplayer of any kind, it better have strong AI, and it does. Your competition will provoke you with small, isolated attacks on your mines, trade routes, and outlying colonies. Alien races will also attack vulnerable systems with little to no defenses. Additionally, the always-automated freighters and merchants and optionally-automated ships behave intelligently, with the small caveats I mentioned earlier. While AI is never a substitute for unpredictable humans, it does a good enough job here. The pace of the game always gives you something to do: there is no waiting around for stuff to happen, with pirates, creatures, attacks, mining, new ship designs, colonization, diplomacy, and trade routes to worry about. Most 4X games feature a lot of “end turn” at the beginning of the game, but Distant Worlds offers constant action, and you can even skip the initial colonization in the game settings and start with a developed imperial power if you choose. In short (too late!), Distant Worlds lets you play how you want, highlighting the parts of 4X games you like and leaving the tedium to automation.



IN CLOSING

What saves Distant Worlds from being completely unmanageable is the optional automation the game features. This allows you to focus on the parts of the game that interests you the most, whether it be the military, ship design, diplomacy, colonization, exploration, economy, or intelligence. Of course, this may left you feeling like your empire is being run without your input, but you can always intervene in any aspect of the game that is being directed by the AI and disable it if you want more direct control. Honestly, running an empire spanning hundreds of star systems and thousands of planets would be too daunting and frustrating otherwise. It seems better to automate most things and intervene when necessary (move troops, build a new ship design, conduct diplomacy). That said, when another race asks you to leave their system, there should be an option to prohibit automated military ships from entering it before war erupts. Distant Worlds features very nice game customization options that are beyond the one-colony norm for the genre: you can start out with a fully colonized system and concentrate on military and economic conflict, rather than wasting your time exploring if you wish. You can also customize the behavior, proximity, and strength of all the alien races, or leave it up to chance. Distant Worlds even lets you edit the galaxy during the game. The interface gives easy access to all of your assets, from the useful expansion planner that makes colonization a breeze to the selection panel where you can cycle through specific ship types easily. The universe of Distant Worlds is alive with activity, with NPC merchants and miners going about their business automatically, leaving you to worry about the big picture: a very nice change of pace from the usually micro-intensive offerings of the 4X genre. You own fleets and bases can be custom designed, choosing from an extensive array of components including weapons, construction yards, fuel storage, life support, research labs, and stealth. Or you can leave the design up to the AI, who tends to produce more scripted but usable offerings and upgrades them as better components become available. The AI puts up a decent fight, invading with force at vulnerable locations when appropriate. People might be miffed that economy and research are both automated, but you can still influence the direction of each by protecting trade routes from pirates and constructing research labs to guide technological advances. It takes some time to learn the game, but this is simply because it is different (in a good way) from other 4X titles. Distant Worlds features uninspired diplomatic options and lacks multiplayer, but these are insignificant complaints in what otherwise is a hallmark 4X strategy title.






4:00 PM 0 comments
Friday, April 02, 2010

Game du Jour: Week of 5 April 2010





The following games will be discounted next week on Game du Jour, the first ‘one-deal-a-day’ website dedicated to indie and casual games:



Mon. April 5th: 65% off on Empress of the Deep



Tue. April 6th: 65% off on My Kingdom for the Princess



Wed. April 7th: 100% off on Hidden Expedition: Devil’s Triangle



Thu. April 8th: 65% off on Mishap: An Accidental Haunting



Fri. April 9th: 65% off on Jane’s Realty 2



Sat. April 10th: 60% off on Unwell Mel



Sun. April 11th: 45% off on Alice’s Tea Cup Madness



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12:00 PM 0 comments
Thursday, April 01, 2010

GearGrinder Review





GearGrinder, developed by Targem Games and published by Buka Entertainment and Headup Games on Gamer’s Gate.

The Good: Twelve distinct race types, racing and combat truck modes, weapons and vehicle upgrades

The Not So Good: LAN-only multiplayer, very inconsistent difficulty, push-over AI produces bland repetitive racing, essentially unlimited ammunition makes for dull destruction, obvious weapon upgrade choices, terrible cut scenes

What say you? An impressive array of racing modes is hindered by boring AI, shallow gameplay, and limited multiplayer in this arcade combat racing game: 5/8



MY POORLY WRITTEN INTRODUCTION

Now that NASCAR has thankfully filled the void between the end of football season and the beginning of football season, we can turn our attention to the five-month diversion that is auto racing. And what better way to kick off the start of the racing calendar than with a racing game? I surely can’t think of a better way! GearGrinder realistically depicts the exciting and competitive world of truck racing, by placing weapons on semis. That’s how it’s done in real life, right? Let’s blow up some trucks and check out this diesel-fueled take on combat racing games like Death Track.



GRAPHICS AND SOUND

GearGrinder certainly looks and sounds like a budget game, or at least a racing title from, say, 12 years ago. The trucks models are the best aspect of the graphics, consisting of a nice amount of detail, especially when it comes up the various upgrades you can equip on your vehicle. The other cars: not so much. In fact, the explosions are downright disappointing and the repetitive sedans that populate the roadways are, well, repetitive. The default third-person view is terrible, as you can't see over the cab of the truck! The in-cab first-person perspective fares much better, and has the added benefit of a realistic implementation of the user interface on the dash. The circuits are generic caricatures of the U.S., with urban and rural settings with a low amount of detail. GearGrinder also has some shockingly terrible cut scenes with laughably bad voice acting; luckily, you can skip these with a quick press of the escape button. The music can also be bypassed, as you can import your own MP3 to rock out to during your dance of destruction. Overall, I was disappointed in the presentation, considering what competing budget racing games have mustered up.



ET AL.

GearGrinder is a combat racing game where you hop in a truck and shoot and run into other trucks and innocent passers-by. Good family fun! The single player “story” mode involves something about gangs and cops and vehicular homicide; like I stated earlier, I made a conscious effort to skip past all of the cut scenes. Taking place over forty levels spread across six episodes, the highlight of GearGrinder is the numerous racing events you will encounter along the way. In addition to “normal” races where the objective is to finish in first place, there are survival races where the last place driver is eliminated each lap, timed missions where you must destroy enemies or neutral cars for more time, arena missions where you must survive an enemy onslaught in an enclosed space, slalom races with pick-ups on the track (like the gatecrasher mode in DiRT 2), bowling events where you crash into a set of vehicles (eerily similar to FlatOut), times where you control a remote control car equipped with a bomb (eerily similar to Grand Theft Auto), rail shooting events where you control a turret instead of the truck, transporting events where you do not control the speed, destruction events where you inflict damage, protection missions where you protect a friendly vehicle, and boss battles. Impressive, no? Some races begin with a “hot start” timing mini-game, which is conducted like kicking in Madden, adding some more diversity. This variety saves GearGrinder from being complete drudgery.



While the races are organized in a tree, you will only encounter the occasional choice in the next level: a disappointing limitation that becomes an issue when you come across a very difficult level and subsequently get stuck (as I did). You don’t have to win to progress through the campaign, but you do need to at least get the bronze medal; this is sometimes difficult, especially in the timed game modes. You can go back and replay earlier levels using a better-equipped truck to place higher and unlock better parts to make a better-equipped truck. It’s a vicious cycle. Racing games are always fertile ground for multiplayer, and GearGrinder surprisingly has very limited options at your disposal. You can only play over a LAN. Yeah, I know. In addition, you can only enjoy circuit races or arena destruction derbies, limited options considering how many event types are available in the single player campaign. I realize that, in all likelihood, there wouldn’t actually be anyone playing GearGrinder online anyway, but you should still have the option. You can add bots to fill out the field, but then it’s no different than advancing your way through the campaign.



Unlike other combat racing games, GearGrinder has two distinct modes for your vehicle: racing and combat. You can switch between the two during a race: racing mode makes you move faster, while combat modes lets you shoot things at a decreased driving speed. There really is not enough of a transition delay to really make a tactical difference in your approach to a race, but it’s an interesting concept nonetheless. You are given a primary and secondary weapon (which are fired simultaneously with the same button) in which to dispose of those pesky competitors, in addition to spikes for ramming and mines for mining (I assume). Weapons are given essentially unlimited ammunition in the form of rage, accumulated by smashing other cars or just driving along. This really reduces the interest of GearGrinder, as you can just hold down the trigger while in combat mode and then transition back to racing mode when everyone done got blowed up. Upgrades to these weapons and other truck attributes (acceleration, engine, transmission, control, brakes, armor) are earned with gold medals in the events. The upgrades are very obvious choices: they are always positive, increasing the stats of your truck without any tradeoffs. The physics of the game are firmly entrenched in the “arcade” zone: trucks are easy to control and braking never becomes an issue except during hairpin turns. The AI competition is not good, easily beaten in racing events with little effort. Strangely, the requirements for timed missions are disproportionally hard, producing some questionably unpredictable difficulty. Some simple tweaks in the timed mission limits would greatly reduce the annoyance in the game.



IN CLOSING

GearGrinder takes a really fascinating assortment of racing modes, the likes of which we have not seen since FlatOut, and almost completely ruins them. Why, you ask? GearGrinder is plagued by very erratic difficulty: the AI in racing events is not competitive, but the timed events border on impossible. It's hard to get the difficulty right in an arcade racing game like this, so GearGrinder goes for the manic-depressive angle to annoy everyone. That’s too bad, because I was well prepared to give this game a higher score based on the variety of race types, from straight-up races to more destruction-oriented events. The fun stops there, however, as the campaign unfolds in a very linear fashion (despite the presence of a mission tree) and weapon upgrades are no-brainers, as each increases the capabilities of your vehicle with no real drawbacks. I do like the strategic decision of utilizing racing and combat transformations during an event, but this is the only unique aspect of the gameplay. The infinite ammunition causes the shooting in GearGrinder to be quite dull (just spray and pray) and removes any inherent strategy or skill. The final nail in the coffin is LAN-only multiplayer; because of this, GearGrinder must rely on the quality of its single player mode, which unfortunately is too inconsistent to be enjoyable.






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Monday, March 29, 2010

Just Cause 2 Review





Just Cause 2, developed by Avalanche Studios and published by Square Enix.

The Good: Grappling hook and parachute produce very unique stunt-based gameplay with over-the-top action, extensive sandbox world to explore and subsequently destroy, large library of upgradable weapons and vehicles

The Not So Good: Repetitive outside of missions, atrocious voice acting, no multiplayer

What say you? An exhilarating action movie come to life: 7/8



MY POORLY WRITTEN INTRODUCTION

First person shooters have been in a realistic mode of late, entrenching themselves in Modern Warfare Battlefields of Bad Company. There’s only so much room for titles like ArmA II and its extreme attachment to reality. Sometimes, you just want to run around and blow crap up. That’s Just Cause 2 in a nutshell: you are recruited to overthrow an evil government by laying waste to fuel tanks and cranes. Makes sense to me! Just Cause 2 comes with two “killer apps”: a grappling hook that can be attached to anything (or between any two objects) and a parachute that can be deployed at any time. That sounds like physics-filled fun and mayhem; does Just Cause 2 provide enough longevity to make tethering a jeep to a helicopter fun each and every time?



GRAPHICS AND SOUND

The graphics of Just Cause 2 are generally quite good. First off is the setting: the island of Panau, being a completely fictitious setting, exhibits a dramatic range of climates, from desert to jungle to glaciated. Each of these biomes is littered with tons of detail, from small hamlets to large cities and military bases, all complete with lots of (albeit repetitive) buildings and things to blow up. Explosions are nice fireballs, and vehicles show some amount of gradual damage before they burst into flames (darn those flammable windshields!). Character models are well done, with some nice detail on the protagonist that you will be staring at for most of the game, as Just Cause 2 is played from a third person perspective. The most impressive aspect of Just Cause 2’s graphics is the draw distance: you can see the terrain from one end of the archipelago to another, and travel to anything in between. There is no fog on the horizon here, just some concessions on surface object detail based on the power of your machine. Things also look nice as you transition into nighttime, complete with scenic sunsets. I experienced good performance and little lag when accessing a new part of the map: pretty impressive. The sound design is less impressive, however: while the weapons sound convincing enough, the voice acting (if you can call it that) is truly terrible, and not in an amusing way. From mispronunciations to stereotyping, listening to people speak in Just Cause 2 is a painful experience all around. You can skip most (but not all) of the cut scenes that will burn a hole in your soul. Still, Just Cause 2 delivers solid graphical results, so that’s certainly something.



ET AL.

You are Rico “Stereotype” Rodriguez, hired to shoot some guy in the face in the Asian island nation of Panau. Your first choice is difficulty, without actually knowing how challenging Just Cause 2 is; I just went with the “normal” option and it seems to be well balanced. The tutorial, which lasts the first two missions before you are let loose, actually lets you do fun stuff instead of inane target practice that is so common in combat-focused games. Just Cause 2 allows you to save your progress at any point, but if you exit the game, you’ll always start again at the nearest stronghold, though anything you’ve collected and destroyed will stay intact (well, not intact, I suppose). If you die during a mission, you thankfully don’t have to do the whole thing over, as the frequent automatic checkpoints are liberally distributed. The biggest (and really only) missing feature is multiplayer: you cannot enjoy Just Cause 2 with others. It’s actually probably a good thing that Just Cause 2 doesn’t contain competitive multiplayer. Think about it: imagine thirty-two people running around with grappling hooks and parachutes. You’d never be able to hit anybody; it would be idiotic chaos. Now, cooperative multiplayer with two people would be fun, but I do not think it’s a must-have inclusion. The world of Just Cause 2 is vibrant enough to make single-player-only features sufficient.



Just Cause 2 features a more complicated control scheme than your typical shooter. It takes a little while to become accustomed to the correct commands, but the constant on-screen hints help the process. I do prefer having more keys for the various actions rather than recycling the game buttons, though, so at least Just Cause 2 takes advantage of the keyboard’s increased range of options. Before too long, you’ll be evading and grappling with ease. Just Cause 2 does feature quick time events using the number keys; I always prefer having a skill-based affair rather than coordinated button mashing, but at least the decrypting sequences make contextual sense. Just Cause 2 features an impressively large and detailed game world, spanning a thousand square kilometers over several islands. There are over three hundred points of interest set in many different climates that provide a variety of places to kill some enemies, from towns to military bases and offshore oil rigs. Just Cause 2 features a good waypoint system: just middle-click on any place on the map and arrows superimposed on the roads show you the way.



Most of your time in Just Cause 2 will be spent blowing up government structures, clearly marked with red and white stars. These range from gas pumps to SAM facilities to radio towers to propaganda trailers. “Clearing” villages by destroying all of the red buildings and collecting all power-ups is the fastest way of unlocking new missions and items. It can take some trial and error finding everything hidden away: there is a radar in the upper left corner of the screen that blinks if you are close to objects, but the game does not indicate where destroyable objects might be lurking. I have several towns that are 90% complete and I can’t seem to find the last pesky item to destroy: kind of annoying. Earning chaos by destroying things unlocks missions from the agency and three criminal factions, new strongholds to storm, and additional black market items. The missions are somewhat repetitive, usually involving escorting a unit, killing a key enemy, or destroying a specific item, but there is some variety in the enemies you’ll encounter and the friendly units that will assist you. It’s certainly more interesting than mindlessly blowing stuff up. Taking a stronghold for a faction will unlock new missions in that area and give you a base to respawn at when you die. Enemy units will engage you when you start destroying their shiny things, but interest dies down quickly enough so you aren't constantly harassed by enemies. The racing challenges, however, are completely out of place.



Time to talk about what makes Just Cause 2 unique. First is the grappling hook, which can be attached to any object for movement purposes or between any two objects for even more fun and excitement. The possibilities here are endless and you’re always trying to think of new ways to use it. The game has some suggestions through the achievements you can earn: pulling enemies off ledges, dragging enemies behind cars, hanging enemies from a ceiling, dangling a car beneath a helicopter and using it as a wrecking ball, attaching enemies to a gas canister and shooting it so it flies away. This is stuff that simply can’t be done in other games, and that’s the appeal of Just Cause 2. This is coupled with the liberal use of the parachute, which can be deployed at any time. Need to get out of a car before it hits a fuel tank? Deploy parachute! You can also move around vehicles easily while they are on the move, jumping from hood to hood and using the grill as cover. Action sequences such as driving a vehicle head on into an enemy jeep, parachuting out at the last second, grappling to a helicopter, throwing the pilot out, blowing up an enemy silo with rockets, jumping out and grappling to a sniper tower, dragging an enemy off another tower, grappling an enemy jeep to the ground causing it to flip, and detaching a turret for increased firepower are common-place in Just Cause 2. And that’s why it’s awesome.



What’s an action game without guns? Lots of guns. Rico can carry two one-handed weapons (pistols, submachine guns, sawed-off shotguns), one for each holster, and one two-handed weapon (assault rifle, shotgun, sniper rifle, rocket launcher), secured to his back. Makes sense, and you can see your character take them out in third person, which is kind of cool. Add in grenades and triggered explosives and you have a walking force of nature. You can dual wield two one-handed weapons simultaneously (personal favorite combination: sawed off shotgun and submachine gun), though that obviously limits your ability to throw grenades. Just Cause 2 features limited ammunition, which means you’ll be picking up new weapons from fallen enemies often, kind of annoying since guns are expensive to purchase. You’ll also have access to a variety of vehicles: motorcycles, jeeps, tanks, helicopters, jets, cars, and boats. There are a variety of ways to get around the islands. You can use the vehicles to knock down trees, or attach a car to a helicopter and crush some enemies. Vehicles suffer damage over time and you can actually blow out tires to slow down pursuers. Just Cause 2 features plenty of unnecessary explosions. If you can’t find interesting weapons and vehicles, the black market dealer can provide them for a price. New items are unlocked over time and can be upgraded with collectable upgrades for weapons, vehicles, and armor. The black market dealer can also provide speedy transportation to any previously visited location around the islands for free. He’s so nice!



Just Cause 2 obviously features unbalanced battles, where you are up against superior numbers in almost every confrontation. The enemy AI does show some intelligent behavior, taking cover behind vehicles or other objects. They don’t run to those objects, though, so if you start shooting at them in the middle of the road, they are as good as dead. You certainly need to cleverly utilize your grappling hook in order to dispose of the enemies efficiently, though. Picking your battles is important and retreating when you are outnumbered, waiting for the heat to die down, is a good strategy. Teammates are almost useful: they will man guns on equipped vehicles and at least give you ten seconds of fire support before they get shot (or you drive into a ditch, flipping them out of the turret…oopsy!). This behavior occurs outside of scripted missions, too, increasing the immersion of a living world. There is no auto-aiming on the PC to compensate for an inferior control mechanism (mouse and keyboard FTW!), but the grappling hook indicator does preferentially select enemy units for easier grabbing and pulling. You commonly look for unconventional and exotic ways to dispose of the enemies; simply shooting them one at a time will not suffice, since they are always several of them and only one of you. There is no severe penalty for death: you simply respawn at the nearest base (or reload the last checkpoint if you are on a mission) with all of the progress saved. Because of this, even the most heavily guarded bases can be cleared eventually, since you get an infinite number of retries (although ammunition is continually used up). You are intrinsically motivated to clear everything, and Just Cause 2 gives you enough tools to make the adventure action-packed. The action does get a bit repetitive, since most villages are comprised of the same features (water tower, trailer, statue). But then you find a tank, and all is right with the world.



IN CLOSING

Just Cause 2 is one of those games you tell stories about, like the time I tethered a motorcycle to the back of my jeep and used it as a nunchuck, whipping enemies off their feet. Good times. The game successfully executes its unique combination of outrageous stunts involving stunts, the parachute, and the grappling hook. You can attach yourself to anything, or attach anything to anything else: this amount of freedom is fantastic and allows you to pull off some amazing stunts and truly inventive ways of disposing pesky enemies (melee kill a dangling enemy, for example). Add in vehicle stunts (riding on the hood and moving around the grill) and we have completely unrealistic but completely fun mechanics. The AI isn’t a total push-over, as they will use nearby cover (walls, vehicles) to make for a more difficult opponent, but expert use of your grappling hook will dispose of them quickly enough. The extensive control scheme takes some time to learn, but the game helpfully provides constant hints on how to pull off various actions. The island nation of Panau is amazingly large and exquisitely detailed, with over 300 villages and bases to explore and/or destroy. It is also a vibrant setting, as normal citizens go about their normal activities while you blow stuff up around them. And blow up you will, as destroying government structures is required to advance along the main story line and unlock new missions and items to buy from the black market dealer. There is a wide selection of upgradable weapons and vehicles to purchase and/or steal. The missions serve up the same general objectives (kill somebody or collect something), but the varied elements you’ll encounter along the way make for some distinctive jobs. Yeah, cooperative multiplayer could have been really cool and the sandbox nature of the game does get a bit repetitive after a while, but Just Cause 2 sure is a fun ride.






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Friday, March 26, 2010

Rise of Prussia Review





Rise of Prussia, developed by AGEOD and published by Paradox Interactive.

The Good: Reduced unit count and smaller geographic area makes the game easier to control, comprehensive orders and postures for historically detailed units, variety of leader attributes, mostly informative interface, capable AI, play by e-mail, nice 2-D map, unique setting

The Not So Good: Too similar to previous titles, needs more smaller scenarios

What say you? A smaller scale makes for a more intimate and relatively simplified strategy experience: 6/8



MY POORLY WRITTEN INTRODUCTION

If there’s one country that’s been waiting far too long for its due, it’s got to be Prussia. I mean, it’s like Russia, but with extra “P”! You simply can’t get any better than that. Thankfully, the grand strategy forgers over at (this must be shouted) AGEOD have crafted another title: Rise of Prussia. Following a series of mostly successful games, it looks to be about time to grab your musket and head to Germany to shoot some Prussians and/or Austrians during the Seven Years' War. To be honest, I didn’t realize the conflict was so large (or even existed, actually), spilling over from the French and Indian War that gets much more focus here in the States. Let’s see how AGEOD’s engine has adapted to the 18th Century conflict.



GRAPHICS AND SOUND

If you’ve played any of AGEOD’s previous titles (Birth of America, American Civil War, Napoleon's Campaigns), then you know exactly what you are going to get in terms of graphics: a very nice 2-D map. Rise of Prussia continues the developer’s tradition of offering a detailed rendition of the region (this time Germany) with a nice artful style that looks great. Additionally, Rise of Prussia contains seemingly historically accurate portraits of most leaders in the game, when white wigs were all the rage. This really helps to immerse you into the game: you are playing with actual people, instead of rectangles with lines in them. There are no battle effects to be seen (just numbers counting down), but this is not a big deal: I would much rather see nothing than a crappy 3-D scene. The music selection is also period-specific, putting you in the mood for historical bloodshed on an epic scale. In short, Rise of Prussia gives you a great presentation for 2-D wargaming.



ET AL.

Rise of Prussia features the Seven Years’ War, a major conflict from 1756 through 1764 pitting Prussia and Great Britain against Austria, France, and Spain. The game includes three tutorials to teach the basics of the game, from the interface to the command structure to attacking enemy units. Once you have the essentials down, there is a short scenario introducing the start of the war and six larger campaigns offering different starting dates. All of the main scenarios end in 1764, starting from 1756 through 1762, depending on your level of dedication. Like previous AGEOD titles, Rise of Prussia suffers from a lack of short scenarios to ease you into the grand campaigns: it would be nice to have small missions sequestered to a portion of the map involving only a couple of armies, but my constant, annoying pleas remain ignored. One thing Rise of Prussia has going for it is the smaller (relatively speaking) map: it makes for a more simplified game (in a good way), with less geography to worry about and lose units across. Victory points are earned by controlling cities and destroying enemy units, and high national morale means an instant victory. If the AI isn’t enough of a challenge for you, play by e-mail is available, although the 100+ turn length of the grand campaigns would require a significant time investment.



The interface of Rise of Prussia is pretty good. Most information is displayed on the main map, from the terrain to weather and resources. Units statuses are also shown on their icon (posture, strength), offering a quick glance at the effectiveness of your military. The new addition to Rise of Prussia is an army outliner, partially stolen from Europa Universalis III, which lists all of your army units along the right side of the screen for easy access. While this is quite nice, it does not allow you to see a list of corps or brigades that are independent of an army, making the outliner only useful for finding a handful of units. Here’s hoping the feature will be expanded in the future. I should also note that it can be difficult to differentiate between countries, as the portrait backgrounds look too similar for Prussia and Austria (blue and gray…seriously?). The comprehensive ledger shows a list of all of your units, in addition to victory conditions and possible replacements, but it’s very unwieldy and should be more streamlined.



Units in Rise of Prussia cover the usual gamut of things that make boom, from infantry to cavalry to marines to artillery to sharpshooters. These units are organized (automatically, according to historical records) into elements (companies, batteries, squadrons), units (battalions and regiments), brigades, corps (is the plural corpses?), and armies. This natural stacking makes controlling a large number of units very easy, as all you need to do is move armies and corps around and all of the subordinate attached units will follow. Couple this with the reduced unit count found in Rise of Prussia and you have a game that’s much easier to control than any of its predecessors. Constructing new units or reinforcing existing ones is a straightforward affair using the revamped interface that features filters meant to simplify the process, which works well. Units are comprehensively rated in a bunch of different areas: offensive fire, defensive fire, initiative, range, rate of fire, protection, discipline, assault, ranged damage, assault damage, cohesion, movement, speed, detection, hide value, weight, support, police, supply, ammo, patrol, and blockade. Not only is that an impressive list, but including it also made my review significantly longer. It’s win-win! Each unit is can be given a number of orders, from simple movement commands to raiding a province to entrenching against an enemy or building a depot. You can also dictate a unit’s offensive or defensive posture and rules of engagement, which determines when they will retreat. For a game that essentially only features moving units around on a map, Rise of Prussia offers up a lot of options to keep it more interesting. The level of detail when it comes to leaders is also impressive: from attributes to special abilities like skirmisher, partisan, hothead, and admired, each leader has distinctive qualities that make them stand out, much more than a generic infantry man found in other games. Leaders can be promoted and demoted, and if you choose to bypass seniority, there is a penalty to be paid in national morale and victory points. The level of detail that was paid to the units and leaders of Rise of Prussia would make and historian proud.



There are a number of variables that must be considered when waging war around the wilds of Germany. Terrain plays an important role, as marshland, bridges, and rich territory can alter your strategic plans. Capturing cities and towns is your primary goal, since this is where all of the victory points are earned. Towns are also where most of your supply is earned, automatically distributed by the computer (thank goodness), so they are doubly important. Supply wagons can carry supplies and units can forage for food, but these are short-term solutions that must be enhanced by capturing territory. Of course, marching into enemy lands has its drawbacks, as attrition from supply shortages and unpleasant weather conditions will take their toll. Combat is completely automated, using all of the attributes and abilities of your units to determine a victor. You can view a detailed battle report to view the kills round by round, but only the truly obsessive will even bother. The AI puts up a nice fight, going after vulnerable units, taking objective locations, and managing its army well; I have no complaints here. While Rise of Prussia features a very detailed engine in which to do battle, so did all of the previous titles, and the lack of extreme innovation is why this game will only ultimately appeal to fans of the series.



IN CLOSING

If you like any of AGEOD’s previous efforts, then you will like Rise of Prussia. If you hated any of AGEOD’s previous efforts, then you will hate Rise of Prussia. If you were intimidated by any of AGEOD’s previous efforts, Rise of Prussia is a good place to start: the smaller map and decreased unit count makes it easier to handle in comparison. The game would benefit from more shorter scenarios, but you can start the conflict in pretty much any year from 1756 to 1762 until the end of the war in 1764. The tutorials do a decent job teaching the basics, and the interface is effective: the new army outliner makes it easy to access your largest units, but it would be nice to put corps and independent units on there as well. There are a multitude of options available for your strategic needs, from commands to postures to placing units in hierarchical order. Rise of Prussia also seems to be historically accurate, giving you all of the correct units and leaders for each of the starting conditions. The units and leaders themselves are detailed, with plenty of attributes to make automated battle outcomes more interesting. You must also pay attention to supply (thankfully automated), weather, and disease, adding to the strategic depth. The AI is just as good as before, offering up solid competition if you prefer not to engage in a play by e-mail contest. The problem is that we’ve seen this all before, so in the end Rise of Prussia is just Birth of America and American Civil War and Napoleon's Campaigns in a slightly different setting: it all plays out in the same way, so you can think of Rise of Prussia more as a standalone expansion (the game is priced appropriately at $30). The end result is that fans of the developer will be pleased with essentially the same product, and those who steer clear of the series need not apply. Rise of Prussia is the most approachable of any of the games so it is a fine place to start, but it just doesn’t offer that many differences from what’s been available several times over for the past three years.






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