Communism: Now with more Psychic Powers

This was originally published as part of a game roundup on 28 February 2011.

Although I have been a longtime player of the Command & Conquer series (I had the original C&C for DOS), I had never gotten around to playing Red Alert 2 until just recently. I had obtained it back in college with a set of “Laptop Games” which I bought in order to get the expansion to Sid Meier’s Alpha Centauri. Considering that the game is over a decade old, it has aged very well and was still full of the old C&C charm.

Command & Conquer: Red Alert 2: 1 (but you don’t really need me to tell you this)

Monkeys…Monkies…something like that.

This was originally published as part of a game roundup on 28 February 2011.

The Secret of Monkey Island is a classic adventure game. Unfortunately,  badly clued games have somewhat gone out of fashion and, even with the graphical update, I found some parts to be arbitrary and frustrating. I’ve yet to finish the second game for similar reasons.

The Secret of Monkey Island: Special Edition: 0

Meet the New Vegas, Same as the Old Vegas

This was originally published as part of a game roundup on 28 February 2011.

Fallout: New Vegas feels a lot like a total conversion mod of Fallout 3, mostly because it kindof is. I thought that New Vegas did manage to give somewhat more freedom to the PC by giving real choice about endings and removing any “invincible” or “essential” NPCs (something that Fallout 3 had many, many of). Those choices gave the game a greater sense of weight than I thought Fallout 3 had. Of course, many of the engine bugs from Fallout 3 persist, but I’ve long since forgiven them.

Fallout: New Vegas: 1

Music is Insufficient

This was originally published as part of a game roundup on 28 February 2011.

The Polynomial was a pickup at one of the Steam Xmas sales. Basically, you play in an X-Wing style space shooter with a universe procedurally generated based on music. It sounds cool in theory, but turns out to be mind-numbingly boring after about 20 minutes. All the levels are essentially identical–even with radically different music used to generate them–and there never feels like any point. It would make a nice visualizer, but it is anything but a good game.

The Polynomial: 0

It’s amazing what you can get Flash to do these days…

This was originally published as part of a game roundup on 28 February 2011.

I actually got Machinarium as part of the Humble Indy Bundle a while back, but only recently got around to playing it. Despite it being an adventure game very much like Monkey Island above, it manage to feel somewhat less arbitrary and had an internal hint system that made it feel like I wasn’t cheating just because I couldn’t figure out which object to rub against which other object. Also, the fact that it manages to tell such a compelling story without any dialog was rather impressive to me.

Machinarium: 1

I don’t really think it was first…

This was originally published as part of a game roundup on 28 February 2011.

Alpha Protocol was another Steam sale pickup. This game feels much like Deus Ex in its genre and story: conspiracies inside of conspiracies and the like. Unfortunately, this game has one of the worst cases of Console-itis that I’ve yet to see in a PC game. Controls for ability selection are tedious when they should have been hot keys. Some menus “support” the mouse, but don’t quite work correctly. This causes the entire control system to feel somewhat shoddy. Nevertheless, the plot is quite interesting and most gameplay is still within the realm of acceptable. Overall, I’d recommend just playing Deus Ex again instead.

Alpha Protocol: 0

I was never sure about the reasonableness of this matchup.

This was originally published as part of a game roundup on 28 February 2011.

Aliens vs. Predator (2010) is the third AvP game that I’ve played on the PC and it is probably the weakest of them. Each individual campaign seems short–I think they were about 6 missions each. It seemed as though the three stories were supposed to weave together to create a single narrative, but weird timing discrepancies made me lose my suspension of disbelief, which is never a good sign. I’m of the opinion that AvP 2 (released in 2001) is probably a better game.

Alien vs. Predator (2010): 0

They call it Psychonauts because they only go into crazy minds.

Originally Published 8 July 2010

Last night, I finished Psychonauts. I know this review may not be timely, but I’d never played it until Steam had it for $2 a while back. For those left unaware, Psychonauts is a platformer released in 2005 for the PC, XBox and PS2. It was a critical success, but didn’t have a great deal of commercial success.

The game itself centers around Razputin–usually shortened to just Raz–a young psychic adept who runs away from his life in the circus to go to a summer camp where other young psychics are trained in how to use their powers. Most of the game takes on a similar quirky sort of humor.

Gameplay itself comes in two forms: the real world and the various mental worlds of camp residents. For the most part the two sections play identicaly. The main difference is that the real world has far fewer enemies and a large abundance of collectables (like most modern platfomers) whereas the mental worlds tend to be more enemy infested and have a completely different set of collectables. All of these collectables are used ultimately to raise your character’s level and thereby upgrade your abilities. The abilities themselves come in the sort of standard psychic toolbox: pyrokinesis, telekinesis, mind bullets, levitation, etc.

Surprisingly, the game actually holds up rather well given its age. Since most of the characters in the game are deliberately rendered highly stylistically, there is less of a realization that you’re playing a game that is as old as it is. A sort of “cartoony” vibe is everywhere and helps to gloss over what would otherwise be outdated graphics. The voice acting is also very solid (Raz is voiced by Invader Zim’s voice actor) which helps. Also, the plot manages to hold together despite its silliness to create a believable world–something that games which go toward off-beat routes have the risk of losing.

My main complaints about the game are, unfortunately, the last two areas. At the end of the game, there is a final “real” world and a final “mental” world. Both of these are far less polished than the rest of the game. Rough jumping puzzles abound in these areas. To make matters worse, in the earlier levels, the game always was kind to leave you with something like “recovery points”. If you managed to get high up in one of the jumping puzzles, the game would periodically add things that would let you skip the rest of the puzzle to get back to your starting location if you fell. In the last two areas, the game–for whatever reason–refuses to provide any. Several times, I fell down through minutes worth of puzzle only to have to climb the entire thing again. I’m not sure if they were aiming for an increase in (fake) difficulty or what. Of course, these were also the areas where all of the foibles of the control system became obvious. As an example, I beat all of the final bosses without losing more than 2 lives between them. On the other hand, I went through two complete stacks of lives (10 lives per stack) in the final platforming areas.

Despite the end game being a bit less satisfying, I think this game is still worth the time I spent playing it. It is rare to find a game with such a bizarre sense of humor that still manages to mostly be fun.

Psychonauts: 1

How’s a dwarf come to be named Shepard?

Originally Published: 26 Feb 2010

Earlier this week, I finished up Mass Effect 2. As it is a sequel, I should note that I may include spoilers about the previous game as they are necessary to give even a brief outline of the plot of the second game.

Mass Effect 2 picks up two years after the end of the first game. Shepard, soon after the events of the first game, had been sent out on a patrol looking for Geth and had her ship shot down by unknown hostile forces. She was spaced and fell through the atmosphere onto the surface of the planet that she’d been investigating. Needless to say, this killed her. However, being the protagonist has certain advantages, and a fervently pro-human organization that had been mentioned a few times in the first game manages to find your corpse and spend the next two years putting you back together. This is the reason for both your inventory of spilling and your lack of knowledge of what has progressed since the last game.

Shepard quickly discovers that the universe destroying evil from the previous game has been dismissed as an advanced battle machine of a less dangerous race and now is basically alone in her fight against it save the people from the organization that ressurected her. Added on to that, human colonies outside the jurisdiction of the human government have been “disappearing”. In every case, the entirety of the population simply vanishes leaving the buildings, factories, and fields undamaged. Your organization finds this problematic.

The game mostly centers around building up your party to face whatever evil is behind the disappearances and to gain more information about the universe destroying evil. In terms of plot centric content, it is probably similar in size to the previous game, but it feels much smaller. I think this is due almost entirely to the removal of the “screw around in the Mako” sections that the first game had. For those unaware, the first game had a mechanic wherein you could wander to various uncharted star systems and scan planets. On a fraction of these worlds, you could land your multi-wheeled all-terrain vehicle and wander the surface looking for various useful things such as equipment, money, or upgrades. The second game replaces this with a “resource gathering” minigame when you scan planets and has short missions on some planets to pursue. What’s important to note is that the “some planets” with missions here translates to roughly 0-2 planets per star cluster with a strong trend toward the lower end of the scale.

Gameplay wise, there has been one other large change. In the first game, you could generally always go back to locations that you’d visited previously. In this game, most areas (with a very small number of exceptions) are treated as “missions” which have a mostly one-way progression. Periodically, doors will close behind you preventing backtracking and forcing you to go forward. Once a mission is complete, you generally cannot return to the area in which it took place, so anything missed will be lost forever. This mission-centric vision has another effect: experience is based almost entirely on mission completion. Killing enemies doesn’t grant any XP. Instead, fixed rewards are given for completing each mission. Periodically, a sidequest will give a small XP bonus, but those are somewhat rare with the game preferring to give money as its reward.

As long as we are speaking of experience, I should note that the leveling system has been entirely revamped. Rather than having nearly a dozen skills with upwards of 10 possible levels in each skill, the choices have been cut down substantially. Most characters have 4 skill tracks each of which has four levels costing one additional skill point per level (i.e., level one costs 1 point, level two costs 2 points or 3 total, etc). This of course also means a dramatic cut in skill points. My rough estimate is that Shepard could max out four skills while everyone else could max out 3. Of course, maxing out those skills would mean that they reached level 30 which is something that I was unable to do even though I completed everything in my journal, the two DLC missions that came with my version of the game, and visited and scanned every world accessible. I ended up reaching level 28 after beating the final boss.

I found the game to be somewhat conservative in its scope. Most of the ground here has been tread before, but remains solid and at relatively high quality. Perhaps learning from the fiasco surround the “hardcore lesbian sex” allegations in the first game, all of the romantic choices are strictly heterosexual (well, you can romance one Asari, but doing so will kill you regardless of gender and lead to a non-standard game over). It seems a bit strange given the relative diversity of possible romantic entanglements available in Dragon Age, but I can understand their desire to not draw more negative press with one of their more successful series. Since I had imported my character from the first game and all of the possible romantic options for a female in the second game were uninteresting, I suppose I ended up sticking with Liara.

My hope is that they get more ambitious for the third game.

Two other notes before I finish: firstly, if you buy the collector’s edition of the game, DO NOT OPEN THE ARTBOOK until you’ve beaten it. It has artist’s sketches of the final boss as well as all of the new PC characters. I luckily didn’t look at it until after I’d finished the game, but I can imagine the irritating of having a major revelation spoiled by a CE “bonus”. Secondly, despite being released after Dragon Age, the game doesn’t seem to be integrated with Bioware’s social networking site. This means that although Bioware have their own achievement system and the game has achievements, those aren’t recorded anywhere. I’m having increasing difficulty understanding what Bioware is trying to accomplish with their social networking site. If they aren’t going to support what is obviously their biggest game of the year, but are still going to have it waste 2-3 minutes connecting to their servers whenever it starts up, what are gamers supposed to think? To me it just looks like another piece of irritating copy-protection without any benefit at all.

Mass Effect 2: 0