Posts Tagged ‘games

09
Oct
09

Dragon Rising First Impressions

Just fired up Operation Flashpoint: Dragon Rising and took a quick spin to check on what’s new and what’s gone. I know it’s not a real sequel, as that would be ArmA, but I’ve heard of ArmA’s bugs and performance. Besides, Dragon Rising is shiny. I like shiny.

One thing I notice as soon as I start is that the menu is slick and tactile. Dragon Rising uses the same engine as GRID (which also had an excellent menu), so the first thing you learn by this game is that if you want a great main menu for your game, you need to use the Ego Engine.

Despite the consolized menus, I’m pleased to see that there’s attention to detail even before you start a mission. Briefing comes in two varieties: an advanced briefing and a to-the-point objectives list. You get to see (but not customise) the equipment loadouts for your squad and then you’re thrust right in.

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Being used to mute protagonists, I was confused at first as I wondered where the traditionally-black-squad-leader is talking from. Then I realised that it’s supposed to me. Good. Moving around feels heavy and there’s quite a movement bob, which gets dizzy after a while. Your gun looks gun and even feels heavy, so that’s good. They also sound great, meaning that I’m back into my old habit of firing random rounds as I walk across the island of Skira.

At the same time, differences from the original game become apparent to me, one-by-one. The game retains the third-person view of the original, but only in vehicles. In first-person, you’re forced into first-person. Not that I’m a fan of third-person combat, but I kind of liked watching my character run. Really, knowing Operation Flashpoint, getting from Point A to Point B isn’t going to be a grand adventure full of intriguing characters and scenery – it’s going to be a long, arduous walk. Just like in real life.

The scale of the island is much larger than any of the three islands in the original game. The map is helpful here, and it’s also a whole lot more readable than the one from the original, where you had to struggle to make out which of those little rings is yours. But going back to the long walks, the number one, and I mean Number One thing I miss from the original game is time control. In the original, a well-ignored little control allowed you to change the very speed of time. Not very realistic, but it sure as hell made your long marches and drives a whole lot shorter. No such thing this time. You’re going to have to bob your way all those kilometres.

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Another thing I don’t like: being the commander. I’d very much prefer being the lackey following the commander and the original game offered plenty of that. Here, you’re thrust right in as a squad leader on the first mission. Being the leader means that you also have some responsibility in the way of ordering around members of your squad. This isn’t nearly as tedious as it sounds – not because of the new radial command system, but because they rarely need any orders at all.

Your squad members are intelligent folk, and know well enough to take cover, take out the enemy and do what must be done, to be general. Still, the command system allows you to execute flanks, supressing fire and other such life-saving gimmickry, so I don’t think ignoring it is a very good idea. It’s a pain to use, that’s for sure.

Hitting the Q button takes you into the command mode. You then use your movement keys to navigate the weird radial menus and find the command you’re looking for. It’s not an especially bad idea… for an average shooter. When you’re facing fire from six Chinese soldiers and have a bleeding wound, navigating five menus to search a command is not a very appealing proposition.

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Even if the original game’s communication (and I mean communication because you had to relay information using it back then) system was based on the number keys, at least you could remember numerical patterns to throw orders around. The radial command is highly distracting, breaks the game’s flow and is also annoying when you forget that your order is placed wherever you’re aiming. Overall, the biggest design blunder in this game.

Combat is good ol’ Flashpoint flavour. Your enemies, usually several tens of metres away are little more than dots on the horizon. They’re smart enough to hide behind bushes, take cover and look very professional. As before, you can’t go in hero-style, and have to be especially cautious about your moves. Of note, however, is that shooting feels especially easier this time. This may have something to do with the modern weapons. The scope is a whole lot more helpful than aiming down the sights in 1985.

My second biggest gripe is the colour. What is it with all the brown? It quickly gets weary to watch, brown hills, brown building, brown grass, brown water, brown friends, brown enemies, it’s tiresome. Judging by the game’s screenshots, there should be some more colour in the other missions, and there better be.

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I also tried the mission editor, easy-to-use as always. I assembled all the game’s vehicles in a row to try them out (as a certain General Zheng), and they all handle quite well. The ground vehicles are fun to drive, and I especially like the Hummer. I also didn’t know the M1A1 was as flexible as it is. The air vehicles have changed a lot, and controlling them is going to take a bit of time. Also, you only get to play as either the gunner or the driver (or commander), never both (which the previous game did allow). This kind of takes away the fun of using air vehicles, because one of my favourite strategies in the previous game was hunting out and hijacking a jeep, driving it to an airbase, stealing the chopper and bringing it to the battle. Nothing like a bit of homebrew air support.

25
Jul
09

Solving the Low-Volume Voice in Mirror’s Edge (and maybe some other games)

Noticed this issue on my new computer where the voice in Mirror’s Edge sounded way too low-volume. I could barely make out what Merc was saying, but figured it was a game issue. The cinematics had the same problems too, though. I think the issue exists with all UE3 games, because I noticed the same thing in Unreal Tournament 3 (that is before I uninstalled it on account of its horrible campaign).

And turns out it’s not a game issue, it’s in the drivers. You need to update your HD Audio Codecs for your Realtek sound device, which you’ll find here.

Happy Parkour-ing, or whatever it is they say.
m-edge

28
Jun
09

Arcanum: Of Steamworks and Magick Obscura

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Arcanum’s a delectable little RPG gem. It was developed by Troika Games before they made the awesome Vampire: The Masquerade – Bloodlines and then had to drop dead because they didn’t get any funds.

It’s probably the last major D&D-style 2D RPG in the vein of Fallout, Planescape or Baldur’s Gate, and I personally think it plays out better than any of these (it could be the age, and besides, I’m playing a patched version, I hear the original is very buggy). The interface is slick, gameplay is stylish and while I’m no fan of combat of this very genre, Arcanum handles it suitably.

What I like best about the game is its Steampunk art style, despite being set in a fantasy world populated by elves, dwarves etc., we see the marvels of the Victorian age – blimps, lanterns, flintlock guns and dapper suits. The UI has a very Victorian aesthetic, wood and polished metal, the dialogue is lovely with its 19th Century trappings.

I think this is largely the handiwork of Leonard Boyarsky, who also worked on creating the story, setting, aesthetic and dialogue of Fallout (the story, setting, aesthetic and dialogue happen to be Fallout’s shining points, the rest of the game was fairly passable).

The character-creation is reminiscent of D&D, but fairly different. Using character points and such, I’ve created a spiffy Half-Orc, skilled in Charm and Stun and Spike Traps as well as some prowess in prowling and pickpocketing.

Wikipedia

10
Sep
08

Gordon Freeman Spotted at the Large Hadron Collider

Crowbar.

Gordon Freeman at the LHC. Not pictured: Crowbar.

26
Mar
08

Curse you, old RPGs.

Icewind Dale Box ArtI love old school RPG games. They can be on my VBA, or on my PC and they are good. They have this cozy, comfy feeling of being in these old graphics so that they give you an idea of where you are and what you are doing, but still leave plenty to the imagination. I especially love it when you get these literary lines during gameplay, like “(player name) walked through the pristine glade and found a druid who looked so old, he looked like he could drop any minute into the tar-black cauldron he was stirring.”

So I figured I’d download one of them old classics – I’ve already played the Fallout games (albeit I should replay them now) and I have yet to play Baldur’s Gate, Icewind Dale and Planescape: Torment. Innocent little old games. How big can they be, I think. I check.

Let us check Wikipedia now. How many CDs would these games come on? 1 should be more than enough for a pre-2000 game, I conclude. After all, these games didn’t have 16x AA or ulta-real textures to worry about. Ah, Planescape: Torment – 4 CDs, with 2 extra since later releases.

Baldur’s Gate? 5 CD-ROMs (a DVD is also available). Now, I normally wouldn’t have a problem with 1-DVD games. But seriously, this game came out in 1998. Didn’t they have some sort of audio compression tools back then?

I suppose that leaves Icewind Dale, which packs in 2 CDs (which is still more than I had expected). I guess I will give this one a try sometime soon, or blast it and go back to good old Fallout, which I am going to have to replay anyways, considering Bethesda’s ambitious third installment is in the line.

07
Mar
08

A silly RPG project

I’ve been working on a silly RPG project on Python for the past week, with some advice and creative talent from Sandman. It is more like one of those fighting games where you are fighting a random enemy for the heck of it.

It isn’t terribly complex and in fact, does not utilize more than say, a dozen functions. But am I impressed with my ingenuity – with my hardy knowledge of Python, I have created a non-graphic, singleplayer, single-fight RPG/Fighting game that totally rocks the socks off of someone.

The code itself is more than ugly, but I guess I’ll keep improving on it as I learn more. There is also, of course, no real AI to speak of (the computer’s moves are entirely randomized) and you can only fight once for now, but with my genius brain, I shall no doubt turn this into an RPG that will sell more than all of BioWare’s games combined.

You watch it, BioWare.

11
Jan
08

Indigo Prophecy

Indigo Prophecy

First off, Indigo Prophecy (also known as Fahrenheit out of the US) is really a good adventure game, that leaves a mark on you no less than classic point-and-click adventure games. It focuses on the game’s storyline and how the plot plays out based on your interactions, as opposed to anything else. If that doesn’t qualify it as an adventure game, I don’t know what will.

Indigo Prophecy takes place in chilly January in New York, where a handsome ordinary guy named Lucas Kane, in a trance, murders an unknown man in a diner restroom. Confused, shocked and scared, Lucas’ life starts going downhill from here on as he begins to see visions, monsters and stuff, all the while hoping the cops don’t get him. The big question is of course, what happened on that cold January night that caused Lucas to kill a man.

Continue reading ‘Indigo Prophecy’

09
Jan
08

Hooked

Sector Sweep” and “Vortal Combat” , from The Orange Box Soundtrack have me hooked, especially the former. Add to that Martina Topley-Bird’s “Sandpaper Kisses” from the Indigo Prophecy/Fahrenheit soundtrack.

09
Dec
07

Game Script Idea going

Got an idea for an adventure game a few minutes ago. I’ve been absorbed by the indie adventure gaming scene, after playing 5 Days a Stranger and 7 Days a Skeptic, both by the marvellous Yahtzee – yep, the very one on The Escapist’s Zero Punctuation.

This idea of mine, I find it fairly innovative and borrows references from a lot of science fiction media I’ve referred to in the past, with examples of Ghost in the Shell, Stand Alone Complex, The Matrix, Ergo Proxy, I, Robot and Deus Ex, or rather, Deus Ex: Invisible War. You can probably get a hint as to where I’m going with this.

Once I’m done writing the game’s story, I’ll probably give a shot at one of those Adventure game making tools, or maybe assign someone else with programming and such. Time to start writing the screenplay!

13
Nov
07

Concept: An RTS that uses Satellite Imagery

In what would be a mashup of Civilization and Google Earth, my concept RTS would work like this: Satellite imagery, as seen in WorldWind, Google Maps and Virtual Earth is used to create 3D worlds. With Google Earth’s booming 3D-buildings facility, this is even more possible. The only problem would be to dynamically recreate every inch of the Earth in three artificial dimensions intelligently.

The task is, of course, out of human hands. It would take a mammoth army to code every bit of the world into 3D, but if certain algorithms are invented, that can guess the size and height of buildings and features, that would be possible. Satellite data, if it is supplied, can help guess topological details of land, as well as other such geographical information. Buildings can be generic, so that is a huge load off.

Textures are extracted directly from satellite imagery, so that makes the game an online streaming one. The AI will have to be extremely intelligent, however. It must know how to accurately navigate the magnificent world and to use it to strategic advantage. This means that it can, in no way be a scripted AI – it must be adaptable, dynamic and damn intelligent. Spore’s AI appears to come closest to this, although I fear that even it will fall short.

The most interesting thing is that if it is built to scale, the entire world will be able to support millions of soldiers on it at a time, allowing massive battles between players involving deep strategic thought. This is one direction I hope the gaming world takes.




What came way before.

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Grumpy Gamer - Ron Gilbert's Blog!

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Sonalism

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StuffWeLike.com

Diary of a Bee Hoon

Jeff Moeller

The Zombie Pages.

 

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