Photo Review: Saints Row The Third

January 2nd, 2012 1 comment

I have a confession to make. I’ve been working on a review of Saints Row The Third for a little while now, but Christmas got in the way. I’ve 100% the game and loved every minute of it. However my long form review was more-or-less captured by ex-RPS writer Kieron Gillen in his Eurogamer review. In short, it’s a game of pure madness, where if you trust the developers to give you fun, they’ll deliver by the truckload. It’s not at all subtle or particularly sophisticated, but it’s very, very fun. I like what they are doing with player-based content and telemetry, and it’s great to see a developer smack it out of the park with good humour.

Anyway, I had captured over 100 screenshots in preparation for the review, and I can’t let them go to waste. So I present to you my insane, not-safe-for-work holiday in Steelport (aka Saints Row 3):

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Coming soon…

December 12th, 2011 Comments off

Coming soon

Categories: Games, News, The Day After Tags:

Review: Star Wars The Old Republic Beta Weekend

November 27th, 2011 Comments off

Thanks to the lovely folks at RockPaperShotgun, I managed to snag a weekend beta pass to Star Wars The Old Republic. I’ve never been huge on MMORPGS but I’m not alien to them – I invested a fair amount of time into Matrix Online, a reasonable amount of time in Lord of the Rings Online, played some WoW and D&D Online, and I still play the heck out of Kingdom of Loathing (although KoL is a slightly different beast). SWTOR has been dubbed a potential “WoW killer”, so I was interested to see how it panned out. I wasn’t personally interested in playing, until my friend showed me this:

I mean, seriously. A Jawa with a rocket launcher? What’s not to love?!

So this weekend I put in a few sessions with the game as a female human Smuggler (in that I’m a female smuggling goods, not ladies). She’s got the whole Han Solo thing going, which is cool. She’s at level 8 or 9 now. I’m still in the newbie class-specific area (that I share with Troopers). My character’s recent skill acquisition was effectively “kick them in the groin”. It complemented my “throw a grenade into their face” skill.

What’s it like? Well, it’s like a MMO. It’s like WoW. It’s like expansive, slightly low res environments where nameplates run around and there are little pockets of bad guys standing around, waiting to die. It’s like watching cooldown on icons so you can do your same cycle of skills to kill yet another insurgent that’s getting in the way of you running to a dude and getting the next location to run to. Of course, I’m overly cynical here. SWTOR is definitely an improvement over the WoW style (last time I played WoW). Having conversations with quest-givers actually be little cutscenes (a la Mass Effect or any other modern Bioware game) is neat. My first bunch of NPCs were really boring and I was a bit disappointed that they had spent a lot of time and money getting voice actors to deliver boring stuff. But as I got on, the animation got better, the writing more nuanced and the voice acting more varied and interesting. I wasn’t blown away by it, but man, it’s so much of an improvement over WoW “oh gawd, I dunno, fetch 10 wolf pelts” streamlined quest givers.

I don’t know if Lord of the Rings started it, but I like the seemingly new design choice to make the quests from quest-givers actually something with a plot, and incidentally along the way you can kill 10 bad guys and get a bonus. LotRO invested more in it (in that the “kill 50 dragonflies” were quests that hung around) but SWTOR seems to make them more thematic. For example, all of mine thus far have been to teach a lesson to the separatists as part of a larger campaign, so I kill 12 separatist scum whilst travelling between quest-giver and quest-Macguffin.

All the things you’d expect for a MMO to have is there: an extensive list of social actions, quick-fire slots for all your skills, hub cities with clusters of vendors, if you hover over an item it’ll tell you what you get by equipping it versus what you already have… There’s a fast travel taxi service between areas, and my character at least had a special “Quick travel” skill to zip between known areas. It’s all from Ye Mighty Checklist of Modern MMORPGs and it’s all done pretty competently. The UI is slick and help isn’t too hard to get. The codex entries are fairly detailed, but I never read them. There were some nifty surveys on quests to help them fine-tune the game. I grinned at a support request coming back to me via “Protocol Droid M0-T0 of Human-Cyborg relations”.

It’s all very well done. Maybe better done than WoW. But to me, it’s still just polishing that old tile. A lot of my time was spent creeping between pockets of bad guys, gradually nuking them with grenades, or finding the racing line between them to avoid aggro. All the bad guys exist to die, and you kinda have to wait your turn for them to respawn before you get your chance to kill them. It’s like an oversized fun park where you have to travel sizable, awkward distances to get anywhere, and all the rides are Skinner boxes. In this sense, SWTOR was not much different to the Star Wars MUD I played about a decade ago.

The writing here is much better than I’ve seen in other MMOs, but it’s not excellent as far as real writing goes. Most characters are introduced just to discard once the quest is complete. Despite their plight, there’s nothing to invest in here. I like that quest-givers are voiced and animated, and there are usually interesting camera angles on the action. But the animation in cutscenes is merely serviceable, and the vast majority of your interactions in the world are with very strict animation state machines (aka bad guys).

All-in-all I think SWTOR is a good take on the modern MMO formula, but with all the money and talent they threw at it, I’m a little disappointed that it’s a shinier version of more of the same. It’d be risky to do something new and there’s a lot of money on the line, but the gameplay has barely evolved since the mid-2000′s. I would love to see someone turn the formula inside out and produce something new. Regardless, I know a bunch of my friends will invest sizable chunks of their life to this game, but I don’t think I will. My mistress has and probably always will be Team Fortress 2, but if someone would do something significantly different from prettier, more fine-tuned Skinner boxes, I’d be into MMOs in a heartbeat.

So while Jawas with rocket launchers are hells cool, and I enjoyed my weekend as a female Han Solo, I think I’ll leave SWTOR to the millions and millions of people who will enjoy the heck out of this game.

Categories: Reviews, RPGs Tags: , ,

Rage subsides

November 11th, 2011 Comments off

I finished Rage last night. Steam says I clocked up 17 hours, which is not too bad for a modern game. All in all, I was a bit disappointed. It felt like they had three acts in mind, got 75% done on the second act and had the vice-like grip of Zenimax squeeze them into releasing now. The third-last mission: pretty awesome. A very vertical level with hundreds of bad guys swinging in from all angles. The second-last mission: You shoot 6 mutants, a tank, two dudes and press maybe 3 buttons.  I expected the final level to include amazing sights and a massive boss fight. Nope. Press three buttons and watch your spider droids kill “super soldiers”. No big celebration afterwards. No rousing speeches from your main man saying how they couldn’t have done it if it wasn’t for you… Nothing. Just a quick pre-rendered cutscene of not-very-exciting stuff happening, then roll credits.

For what it was, Rage could have been awesome. For what it is, it’s a big disappointment right before the most spectacular months of gaming in years.

I took a bunch of screenshots of Rage that I thought I might share. I absolutely loved the character design, so most of the shots are about them.

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Review: Rage

October 23rd, 2011 1 comment

My mother visited her grandchildren recently and took them to the park. Little Dani (4 years old) was having a good old time, swinging on the swing and jumping down the slide. At one point she stopped, ran over to my Mum and asked, “Nanny, I am having fun, aren’t I?” Adorable. Worlds and realities away, if John Carmack was watching me play Rage over my shoulder, I’d keep turning to him and go: “John, I’m having fun, aren’t I?”

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Getting That Balance

October 18th, 2011 Comments off

Recently I’ve been working on The Day After, my board-game that became a board-game themed PC game. Primarily I’ve been writing the scripting language for it so I can start sewing in game mechanics and messing around with things. I’m using a scripting language because you can iterate (and debug) quicker that way. Anyway, working on the general gameplay model lead me to working on the scripting language, which lead me to nailing down some of the concepts I had floating around. One of them is Roles and balancing them for gameplay. I thought I might chat about that.

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Quick note

October 4th, 2011 Comments off

Hey guys, I’m not dead, just busy with non-video-game-related stuff. Things will be back to normal soon, and when that I’ll post a bunch of reviews to games I’ve played recently, and unveil some exciting new stuff for The Day After. Thanks for your patience!

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A retro-spective on Outpost

August 30th, 2011 Comments off

I’ve been hanging out at my folks’ place for a little while and the other day, amidst welding machines, hammers older than me, and dog biscuits, I found my old copy of Outpost, still in its original box. Outpost was an old Sierra game from 1994 (or thereabouts). It’s interesting to see how the artifact of a game (the box, the manual, the storage media) has changed so much.

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Poll: Project Name Duel, part Deux

August 26th, 2011 2 comments

I’ve been working away at my board-game-now-a-video-game game, with the working title “The Day After”. I’m starting to get some art and a website together, so I need to fix upon a final name. I was okay with the working title, though other people think it’s a little weak, which I concede. My girlfriend suggested the name “Aftermath”. I’ve been toying about with variants on that – “The Aftermath”, “<adjective> Aftermath”… “The Day Aftermath” ;)

In case you didn’t know, I’m working on a multiplayer video game (with a board game aesthetic). The city has fallen into chaos after citizens go on an inexplicable homicidal rampage. You are one of a band of survivors who need to cooperate in order to survive until being rescued, potentially exploiting the situation for your own gain or perhaps uncovering the truth behind this disaster. I’m aiming for a survivalist horror feel somewhere in the ballpark of zombie films, natural disaster films and The Day of the Triffids.

This is where you come in. I need to decide on the name for the game. Have your say via the poll, or suggest alternatives in the comments!

Which do you prefer "The Day After" or "Aftermath"?

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Categories: The Day After Tags: , ,

The Long Tail

August 8th, 2011 1 comment

I was visiting my local board games and RPG shop. I went upstairs to check out the RPG gear and noticed there was some new Magic The Gathering gear. When I was younger and nerdier, I was all into Magic The Gathering. It was a new thing then, so I could kinda keep up with it. Then I grew out of it (and the hobby grew beyond my meagre spending cash). Now I’m older, wiser and richer so I thought, “Heck yes, I should buy some starter decks and give it a go and see how the game has changed.” But then I looked at what was on display. “Focus decks” with particular themes or something. Two new product lines and no real distinguishing information on either. I read the back and it was all about quests and things that made no sense to me as a tabula rasa for Magic. I asked the dude behind the counter, told him when I last got into Magic and wanted to know what these things were, using the words I knew like  “Starter deck”. What I got back was a bunch of terms that again made no sense to me. Magic has moved on and I’ve been left behind. So I left with less of an idea than I came in with, and the same amount of money. Read more…

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