Archive for November, 2005

The Xbox 360

Wednesday, November 16th, 2005

The Xbox 360 is almost here – about 2 weeks from now. Aparently it’ll cost $400, or 400€ (the “real” version – only a complete idiot would buy the $300 “core” version which doesn’t include virtually essential things that, bought separately, cost more than $100…)

Not an especially innovative console, and the first batch of games are mostly from EA Sports (Fifa 2006, NHL 2006, etc.). Apparently, Project Gotham Racing 3 is awesome, though.

Most importantly, it includes an interactive music visualizer by Jeff Minter.

I don’t know if I’ll buy one – maybe when my finances improve. But I want a Nintendo DS first.

What about you, “gentle reader”? Do you plan on buying an Xbox 360?

The Longest Journey (PC, 1999)

Tuesday, November 15th, 2005

In the 80s, adventure games – where you take the role of a fictional character, solve puzzles and live a story – were quite popular – never a “mainstream” genre, but one of the most successful “niche” ones. Most games then were text adventures, where descriptions were text-based (possible with a static picture at the top of the screen), and the game had a parser which was able (up to a point) to understand what you want. I’ve talked about one of them, The Hobbit, before.

In the early 90s, as more powerful computers became available, the genre shifted a bit, to graphical adventures. Many of them were from Sierra (Police Quest, Leisure Suit Larry, etc.) and from LucasArts (then LucasFilm Games) (Indiana Jones and the Last Crusade, Monkey Island, etc.). These were much more successful, as players no longer had to do that scary thing called “reading”, or that even scarier thing called “imagining”. One of the best ones, which I’ve mentioned here before, is Gabriel Knight: Sins of the Fathers.

But in the late 90s, adventure games mostly vanished off the face of the earth. People, it seemed, wanted only first person shooters, and endless revisions of sports games. Thinking, solving puzzles and interacting with other characters were, apparently, out of fashion.

Then, in 1999, there came two amazing adventure games which, while not making adventure games highly successful, at least were a blast to play, and sold very well for adventure games. One of them is Gabriel Knight 3, which I’ll talk about in the future (hint: “The Da Vinci Code” is but a watered-down version of it). The other is Funcom’s The Longest Journey.

And what a magical game it was.

The Longest Journey 2

The Longest Journey 1

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Second impressions: Fire Emblem: Path of Radiance

Monday, November 14th, 2005

This was the game I played the most, this weekend. Since I already wrote some incredibly short “first impressions” a couple of days ago, these impressions are “second”. :)

Let’s see. The game is, as everyone probably knows, a turn-based tactical RPG, where your characters fight several kinds of missions against several kinds of enemies, becoming more powerful, and can be customized (up to a point) however you want. There’s also a story, and the characters have some personality, which is good.

The music is great; however, the graphics are not. They aren’t “bad” in any way, but the Cube is capable of much, much more. Still, the graphics aren’t really the point.

Although the game itself seems fairly linear, there are many ways to influence what happens. For instance, if a character dies, he or she really dies – no Phoenix Downs or anything like that. Although you can, of course, reset the console and try again, later battles are long and hard, so you will probably have to make some sacrifices by then. Besides, it’s fun to see variations of the story without playing a “perfect” game where everyone survives.

Many characters are optional, and not that easy to recruit. For instance, in one of the first missions, where you’re attacking a pirate ship, a girl riding a pegasus is already there fighting them, and after the first turn you can easily see that she won’t last long. But… if you can quickly move through the rest of the pirates, reach her and talk to her, she’ll leave that battle, and come back a few missions later to join you. If you don’t get there in time, you can still complete the mission, but that girl is lost to you for good. Choices like this are common in the game.

Mission objectives are varied: they include killing every enemy, killing a particular boss, reaching a particular place on the map, or, some of my favorites, defending a position for X turns. In those, the enemies never stop coming, you simply have to endure, move wounded fighters to the back and replace them with other characters (assuming you have them, of course), heal the wounded, protect your mages and healers, and so on. Sometimes you can even use a couple of characters to run towards a boss and kill him – it’s risky, it won’t win you the mission, and you’ll have to run back to your battle lines, but bosses tend to have some good weapons…

So far, a very good game.

Chrono Trigger (SNES, 1995)

Monday, November 14th, 2005

Along with Final Fantasy VII, Squaresoft’s Chrono Trigger is probably my favorite console RPG ever.

Chrono Trigger 1 Chrono Trigger 1

Chrono Trigger 1 Chrono Trigger 1

Fantastic graphics, music and presentation. An original combat system, which made battles interesting until the end of the game, instead of the usual FF-like repetition (attack, attack, attack, cast spell… yawn). Great characters, and a fantastic plot, which included what is probably the best use of time travel in a computer game. Mutiple endings. No random encounters. And all that in a 16-bit cartridge game.

Hmm, I must play this game again, soon. :)

“Nintendo for kids”?!?

Friday, November 11th, 2005

I’m tired of this stupid argument by ignorant people, so I just had to copy this comment I just saw on Slashdot (it’s by an AC so I can’t give proper credit, unfortunately):

What the fuck does a game’s rating have to do with who it’s aimed at? Just because a game doesn’t feature exploding corpses, lakes of blood, automatic weapons, random senseless violence, demonic possession, bouncing boobies, or gratuitous sex, it doesn’t mean that it’s “for kids”. In fact, games with stuff that earns them an M rating are exactly the kind of games that are intended for kids, specifically teenagers between 13 and 18 – the hormonally imbalanced “I want to be grown up” lot, who think that playing a game where you go around beating up prostitutes makes them more of a man.

Games that are aimed exclusively at young children (in the way you seem to think Nintendo’s games are) are extremely rare, and far more likely to be released for everything that’s electronic and plays games (PS2, Gamecube, Xbox, PC, GBA, DS, PSP, possibly others). Stuff like the endless stream of Spongebob Squarepants or Disney games, or whatever. These games are absolutely awful, because they’re developed with the idea that kids are too stupid to know any different, and they largely sell because parents who don’t know any better buy them. Anyone over the age of 6 finds them unplayable, and even then they aren’t very good games.

That’s not even close to what Nintendo’s games are like. Nintendo’s games are designed for everyone. They aren’t intended to exclude everyone over a certain age as kids’ games are, and they aren’t intended to exclude everyone under a certain age either. In order to be playable by everyone, they need to qualify for the appropriate ratings, so that means they can’t include content that would kick their rating too high.

If you thing those ratings are the same as the age ratings on a toy, or a jigsaw puzzle, or whatever (the ones that say things like “Ages 6 – 11″ or “12 and up”), you’re seriously deluded.

New games: first impressions

Thursday, November 10th, 2005

Those 3 games have arrived, 2 days ago, but due to work (and work and work), I haven’t had almost any time to play them. Still, here are a few initial impressions:

Civilization IV

I love the new interface, presentation and music. And the new technologies narration by Leonard Nimoy is fantastic. However, I haven’t had much time to dwell into the game itself. Most of what I know about it is from reviews.

Civics come from Sid Meier’s Alpha Centauri, though it was called “Social Engineering” there.

Religion is a new concept in the Civ series, and it basically works these way: the first civilization to get to each of 7 particular technologies (e.g. Meditation for Buddhism, Polytheism for Hinduism, and so on) has one of its cities become a “holy site” for that religion (think Mecca or Jerusalem). The religion then spreads through trade routes, including to other civilizations. Cities can have citizens of several faiths, and you can build temples. You can also build missionaries to influence other cities (especially those of other players) more directly.

Both civics and religion are used in diplomacy – civs tend to like other civs with the same state religion, or using the same civics, more – and the other way around. They may even suggest changes to yours – such as Mao asking you to change to State Property. And you can also suggest changes to them.

Religions are, in game terms, the same. Political correctness and all that. Not like Europa Universalis 2, where each religion had particular bonuses and penalties…

Rome: Total War – Barbarian Invasion

Looks extremely promising, but my puny PC can’t really handle R:TW decently. Although load times are better than Medieval’s, the battles are much less smooth. And I have to lower the detail a lot for it to be playable – which, oddly enough, makes it look worse than M:TW (with maximum detail).

One to “devour” when I get a newer PC. Must… get… rich… :)

Fire Emblem: Path of Radiance

Only played through the first 2 missions (including the training one), so I have seen virtually nothing of the game. It’s like Final Fantasy Tactics / Shining Force – either a tactical RPG, or a tactical strategy game with heavy RPG elements. Lots and lots of classes, weapons and so on, with a nice story, and turn-based. Looks great, but I’ll only have anything to “report” after I spend some more time with it. Work, work, work… :(

Darklands (PC, 1992)

Wednesday, November 9th, 2005

Ah, the hours and hours I spent with this one. Why aren’t there more games like Microprose’s Darklands?

Darklands

Too intellectual, I’d guess. Or too original. People, unfortunately, do seem to want more and more of the same. :(

Darklands was a computer role-playing game. “Ah, another Tolkien rip-off with elves and orcs and dwarves, where you do quests and, mostly, kill monsters for experience points (XP), which make you level up, then be able to kill bigger monsters, which give even more XP, and so on”, you may think.

And you’d be right for, well, almost any other CRPG (the exceptions are those which aren’t medieval, but futuristic, for instance – and the rest of the description still applies).

But not Darklands.

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Gabriel Knight: Sins of the Fathers (PC, 1993)

Tuesday, November 8th, 2005

Chalk this one as another “don’t play anything else until I get to the end” game. The year was 1993, and the game was Sierra’s Gabriel Knight: Sins of the Fathers.

Gabriel Knight

Written by Jane Jensen, whose games I’ve never missed after this one, GK is a mature adventure game, set in New Orleans. The main character, Gabriel, is a horror novelist who begins to investigate a recent succession of apparently Voodoo-related murders, in order to get inspiration for the plot of his new book. Little does he know that he will get much more personally involved with them than he ever thought possible… or desired.

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Doomdark’s Revenge (ZX Spectrum / Commodore 64, 1984)

Tuesday, November 8th, 2005

In 1984, there was a little game for a little 48 KB machine which amazed everyone – nobody had done something like that with a computer (even a “bigger” one) before. You may have heard about it. I’ve even mentioned it here, some time ago: Mike Singleton’s Lords of Midnight.

In the same year (!!!), Mike surpassed himself, with a game that was even bigger, better, more complex and detailed, more varied… and still used only 49152 bytes of RAM. It wasn’t very well named, though. The game was Doomdark’s Revenge.

Doomdark's Revenge 1 Doomdark's Revenge 2

Why wasn’t that a good name? Because Doomdark, the villain from the first game, was, indeed, dead, after his defeat in LoM. Really dead, not “undead”. The “revenge” was from his daughter, Shareth the Heartstealer, who was even more powerful and evil (aren’t they always?), and who wanted Luxor the Moonprince to pay… because she had wanted the pleasure of killing her father for herself. Nice daughter, isn’t she?

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Medieval: Total War (PC, 2002)

Sunday, November 6th, 2005

This game has a big problem. The load times. For some reason, in my Athlon XP 2000 with 1 GB of RAM and a fast hard drive, they’re huge – not “read a book”-like, but, still, 30-60 seconds to load a battle and 30-60 seconds to come back to the main map are, IMO, too much. Especially since Rome: Total War, their more recent and even more detailed game, actually has shorter load times.

That’s the problem. In almost every other respect, Medieval: Total War is virtually perfect.

Medieval: Total War 1

Medieval: Total War 2

M:TW, like its predecessor Shogun: Total War and its successor Rome: Total War, is a historical turn-based strategy game with fantastic real-time battles. These are really wonderful – no other game, except perhaps Close Combat, simulates a battle so well – and that one was squad-based. This one, though, can have armies of 10.000 men. On each side. And they all move, shout, fight and, possibly, die.

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Creative Commons Attribution-NonCommercial-NoDerivs 2.5 Portugal
This work by Dehumanizer is licensed under a Creative Commons Attribution-NonCommercial-NoDerivs 2.5 Portugal.