Category Archives: Games

Greatest strategy game ever?

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My copy of Grand Theft Auto IV still hasn’t arrived yet but I’m not unhappy because I’m fully occupied with Fall from Heaven 2 at the moment. This may have started life as a mere “mod” for Civilization 4, but it’s so complete and fully featured that I wouldn’t hesitate to call it a full game in its own right. Builds of it has been circulating since 2006 but the development team only announced it as being feature complete in December 2008 so I’m not feeling too guilty about waiting until now to invest time into it. Hey, if I’m going to put dozens of hours into it, I want the finished and polished package!

For players already used to Civilization 4, a simple glance at the screen reveals how much work has gone into this project: new models and artwork for the different units and buildings of the 21 factions, new terrain types and effects with associated art and sound assets, a revamped UI to incorporate the additional gameplay elements and even a detailed card mini-game within the game! By far the greatest accomplishment however is that while a faction in Civilization 4 is differentiated from its peers only by its leader traits and a unique unit and building, all of the factions in Fall from Heaven 2 are so different that it’s like playing a new game with each of them.

Not only do each of the factions have numerous unique units and buildings, they also incorporate unique gameplay mechanics. The Grigori faction for example, can produce Adventurers as Great Persons, effectively powerful heroes that can be customized according to your needs. The Calabim faction stands out by being the only one able to field vampires, and, yes, these really are as powerful as one would imagine them to be and can feed on your cities’ excess population. In addition to all that, the choice of religion also opens up new units, buildings, spells and civics.

All of this makes for a combination of rich and interesting choices that I’ve never seen since Alpha Centauri. Plenty of people have already named Civilization 4 as one of the greatest strategy games of all time, but I can confidently say that Fall from Heaven 2 improves upon it in every conceivable way. Watch this blog for updates as I explore the myriad possibilities of this amazing game.

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An interlude in Middle Earth

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Since I’m done with Empire for a while, I’ve been looking for something a bit more action-oriented. I’d already decided that it would either be Grand Theft Auto IV or Saint’s Row 2, and I’m slightly embarrassed that I ended up choosing GTA after having written this post. It seems that the PC ports of both of these games are awful, but Saint’s Row 2 is an order of magnitude worse, so GTA it is.

It’s going to take some time to get to me however because it’s backordered over at Pcgame.com.my so in the meantime, I thought I’d take advantage of the free trial of Lord of the Rings Online, one of the MMOs I’ve always been curious about. I’d always pictured LotRO as a sort of World of Warcraft 2.0 set in Middle Earth and I’ve heard good things about the Shire starting area for hobbits so I went ahead and downloaded the client and made myself a trial account.

No surprise that the game looks and feels a lot like WOW. Yes, instead of exclamation and question marks on top of the heads of quest givers, you have rings instead. Cute. What was surprising to me was that despite being able to copy so much from WOW, how unpolished it still is. Everything from the launcher, to the little icons for skills and abilities to how the UI doesn’t scale to your resolution, just reminds of how much better WOW does things. Of course, LotRO has a leg up on WOW in that its graphical engine is visibly superior, especially when looking at the landscape, but I found myself missing WOW‘s art direction.

As for world building, while I can agree that the Shire does indeed look superbly realized, I can’t help but roll my eyes at how the game breaks the lore in so many ways. Hobbits fighting men and even dwarves in the Shire? Traders in Michel Delving selling weapons to hobbits? I know that all this is pretty much necessary in an MMO, but it still induces severe nerd rage in me.

Anyway, I enjoyed my brief stay in Middle Earth and made it a point to visit some particular places of interest that I remember from the books, such as the Party Tree, but I don’t really see the long-term appeal in playing this. It actually made me WOW for a while. Still, it was free so I can’t complain too much and I got a good couple of days’ entertainment out of it.

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What makes a game fun?

As someone who has been a gamer since I first laid hands on the original IBM Personal Computer in primary school, the question of what actually makes a game “fun” is something that I often ponder. This recently popped on QT3 as a loosely related tangent in a discussion on whether or not gaming can be an addiction. One particular poster made an observation so insightful that I simply need to put it here:

What games actually do, imho, is give you sheer, unadulterated happiness.

How? The reason is simple. A psychologist called Mihaly Czikzhentmihalyi (sp?) discovered (I think in the 60s and 70s) through extensive questionnaires with statistically quite large samples, the secret of ordinary human happiness, and it’s laughably simple – basically, if you go through life setting measurable goals that are just outside your comfort zone to attain, and then attain those goals, and then move on to pick a new, slightly higher-level goal, etc., etc., etc., you will be happy.

It’s exactly this progression of increasing powers and ever-increasingly-difficult goals that games give you in a miniature, abstract form, and that make them so addictive – little jags of happiness as you set and attain mini-goals, constantly excelling yourself in skill, the attainment of lewt, the discovery of new stuff, etc., etc.

Of course, theoretically, we should all be getting that kind of happiness in real life, through our careers, family, etc., and most of us probably do, but sometimes life isn’t so forthcoming, things are difficult, and it’s nice to have a happiness-producing substitute.

In a response to a question from me, he posted a link to Wikipedia about the research he cited which is here. Pretty interesting stuff, no? I hope to expand on this later.

A Game: Empire Total War

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In a way, Empire is what Creative Assembly’s Total War series has always been building towards. Epic doesn’t even begin to describe its scope. Three distinct theatres, a dizzying multitude of major and minor factions, a greatly expanded strategic layer involving tech trees and multiple towns in each region, the ability to play naval battles in real-time mode for the first time and last but far from least, a spiffy new graphics engine so detailed and shiny that you can see the guns and buttons of your each of your soldiers gleaming in full HDR bloom.

Empire covers a relatively thin slice of history, but what glorious history it is! The French and American Revolutions, the rise of gunpowder and the apogee of the Age of Sail, the Age of Enlightenment and the beginnings of the globalized world. No one is ever going to mistake the Total War series as a replacement for a real history textbook, but this is as close as you’re going to get in a mass market video game. Total War fans already know the drill, but here it is anyway for those who have managed to miss out on it for the past 10 years.

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Potholes on the Road to Independence

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In a moment of weakness, I decided that my next big game after finishing Far Cry 2 would be Empire: Total War. Don’t get me wrong, I’ve loved the Total War series ever since the first Medieval and I’m the guy who’d once wrote that I’d buy Total War set in just about any genre. Still, I have to admit that I start way more Total War campaigns than I actually get around to finishing and the standard formula might just be wearing a bit too thin for me. Plus, there’s the fact that the initial releases have always been buggy messes. I knew there was a good reason why I waited for the Gold Edition before buying Medieval 2.

Empire turned out to be far more of a mess than any of the previous releases. I’d had intermittent sound problems, multiple crashes to the desktop within a single play session and even out of memory errors. Some folks have reported corrupted savegames and campaigns that had to be abandoned due to irrecoverable crashes. Granted, the 30 March patch seems to have fixed most of these technical problems, but my first impressions have been irredeemably soured by all this.

Partly due to all the crashes, I’m still playing the “tutorial campaign” called the Road to Independence in which the player guides a fledgling America towards indepedence from the British Empire. One thing that has to be said is that the game is gorgeous. The naval battle portion in particular features ships so richly detailed it’s silly, because you’re unlikely to actually go in for such close-up views more than a handful of times. The strategic portion has been significantly revamped, apparently to make it play more like the Civilization games, a change that I have mixed feelings about and will go into more detail about later. As for the land battles, while it’s cool to see ranks of infantry firing guns at each other and seeing just how far your artillery can hit, the fact that all infantry can now fire missile weapons makes all of the factions a bit too similar to one another.

Anyway, I’m well on my way towards clearing the Brits out of North America completely and then we’ll see how much I like the real meat of the game, the Grand Campaign. Now, which nation should I play first?

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The Path. Art or game?

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I suppose the constant stream of discounts on Steam is having the intended effect because I bought and played through The Path over the weekend. I have to admit that I’d never have bought the game if it weren’t for Tom Chick’s comments on it on Fidgit and the discussion thread on QT3. This is because The Path is as atypical a game as you can think of. In fact, it’s barely a game at all. Its website boasts it was designed for accessibility, meaning that there’s no combat, or hard puzzles or any of the other challenges you’d expect to find in a typical game.

Instead, it’s something that you experience rather than play. The game draws on the familiar story of Little Red Riding Hood (which like many other fairy tales is really quite horrific if you think through it). Six different girls, each with different personalities and dreams, need to walk through a forest to reach their grandmother’s house. Your job is to guide them there and you’re admonished to always stay on The Path! But can the girls (and you, the player) resist the temptation of wandering through the forest?

I probably shouldn’t post too much about it because a big part of the “gameplay” is actually about realizing what the “rules” are and how the “world” in this game works. The end result isn’t quite horror, but it is most certainly an extremely disturbing experience that will leave you wondering, in true David Lynch fashion, what the various elements mean. Do note that as the developers claim, while there’s no graphic violence or sexuality portrayed in game, there are plenty of allusions to it, and in many ways this is far more psychologically effective, making this one a game strictly for adults only.

One reason why I was drawn into the game in the first place was because I was intrigued by Tom Chick’s comments on how rare it is to have horror done well in games. In something like, for example, F.E.A.R. which touts itself as a horror game, the horror element doesn’t really work because the monsters are just another type of enemy to deal with. In order to really scare the player, a game needs to make the player feel truly helpless but this isn’t really possible in an action-based game. Adventure games like The Path is probably the best way to convey horror, but they end up being a sort of tightly directed experience with interactive elements. Still, I’d certainly recommend this one just because it’s so different and, yes, even genuinely scary. And hey, it only costs US$9 and takes about a couple of evenings to play through.

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Far Cry 2 Tips

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I haven’t spent enough actual time in Far Cry 2 to call myself any kind of expert on it. Still, from my one play through of the game and miscellaneous advice I’ve gleaned from various forums, here are some tips that someone playing for the first time might find useful:

  • Buying a weapon provides an infinite supply of that weapon from any armoury. Also inside the armoury and each safe house are storage cases for each of the three weapons slots. Whatever weapon you put into a storage case will stay there regardless of where you access the case from. This allows you to arm yourself with a particular weapon while travelling to a mission location and then switch to another weapon at a nearby safe house once you get close to actually do the mission. You do have to purchase the cases as separate upgrades before you can use them.
  • Buying the vehicle upgrades increases the damage it can take while you’re driving it and greatly reduces the time it takes to repair it.
  • Stealth is a completely viable option, especially once you’ve purchased the camouflage suit upgrade. Do note that contrary to what you might expect, sneaking up to an enemy from behind and killing him with the machete is not stealthy because he will invariably cry out before he dies. You need to use a silenced weapon to headshot the enemy for him to die silently. Also note that if you leave the body when other enemies can see it, they will raise the alarm, ruining the stealth option.

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