Category Archives: Games

The Dark Heart of Africa

screenshot0001_reduced

I’ve been looking to play something a little more actioney and a little less cerebral after finishing Space Rangers 2 earlier this month. Ideally, I’d be playing either Grand Theft Auto IV or Saint’s Row 2 right about now, but the PC ports of both of these games turned out to be nothing short of awful. I’ll probably break down and get one or both one of these days anyway, but not right now. Far Cry 2 wasn’t a game that was originally on my must-buy radar at all, but it generated some very interesting and conflicted discussion on QT3 and Tom Chick named it as his best game of 2008, so that’s how I found myself in the dark heart of Africa.

My first impressions of the game after its version of the introductory tram ride: man, is this game hard or am I just getting old? As per standard procedure when playing any type of shooter, I’d turned the difficulty level up one notch from normal. This is a habit I’d developed as shooters have become more and more mainstream and consequently easier. But at hardcore difficulty Far Cry 2 was kicking my ass without breaking a sweat. I’d be minding my own business in the jungle, come under fire and end up dying in short order while I’m running around like a headless chicken trying to see where the hell the bullets are coming from. I’m not ashamed to say that I quickly dropped back to normal difficulty. Things are much more manageable now, but still challenging enough that  get killed regularly if I’m just a little too reckless.

Other than being difficult, the game is also incredibly immersive. I’d followed the prevailing advice on QT3 and turned off music in the game to enhance the effects. I’ve actually been in Africa before, and I agree that this game nails it. Claustrophobic jungle trails that force you to rely on audio cues to know if any enemies are nearby. The overwhelming hugeness and openness of the savannah, so vast that it seems land and sky are joined and the world is a bubble around you. The graphics are quite Crysis level quality, but the fantastic environmental effects, day-night cycles and far greater variety in landscapes more than make up for that. So far, it also seems like it’s going to be quite a bit longer than Crysis or most shooters, so it’s looks like I’m going to be stuck in Africa for a while.

screenshot0004_reduced

Space Rangers 2 AAR Part 4

space_rangers_5c_reduced

Yay, finally done with Space Rangers 2 in the year 3330. The only way to defeat the Dominators once and for all is to eliminate the three bosses: Keller, Blazer and Terron. The main way to do that seems to be researching them by gathering parts from destroyed Dominator ships and handing them in to a scientific base. The more materials you hand in, the faster the research rate will be. The other way is to confront the bosses directly and defeat them in combat. As you’d expect, this is pretty hard as each of them has a ton of hit points, and the Dominator-controlled planets nearby will spawn an infinite stream of Dominators to protect the bosses.

As seen from the screenshot above, I’d managed to climb to the top of the rangers rating chart by 3324 after concentrating heavily on hunting and destroying Dominators, also becoming the most Distinguished Fighter in the process. It was also at around this time that the Coalition forces managed to whittle down the area controlled by the Dominators to just the three systems occupied by each of the bosses. I made a conscious decision to target the Keller boss first. This was because while the other bosses could only launch attacks against systems adjacent to their own, Keller has the ability to attack systems through black holes, allowing its forces to strike behind the Coalition’s lines, so to speak. This made it very annoying to have to constantly travel away from the front lines against Blazer and Terron to rescue a system attacked by Keller.

Continue reading Space Rangers 2 AAR Part 4

John Dvorak needs to learn “WASD”

UPDATE: Apparently I forgot to add a link to the article in question the first time around. Added now.

So when was the last time PC Mag columnist John Dvorak wrote something that wasn’t pure idiocy? Here’s a line from his latest:

And when you try to take on one of these games as an adult you soon realize that there is too much weird crud, like “hit the A button while moving the joystick forward while pulling the trigger while moving the mouse with your right hand and left clicking.” That’s just to walk forward!

As someone on QT3 posted in reply, all I need to do on my keyboard is press “W” to walk forward. Perhaps Dvorak needs to get himself a better keyboard. And which game needs you to use both a joystick and a mouse at the same time? Even the use of the word “joystick” reveals how out of touch Dvorak is. It was emblematic of the Atari 2600 days, but now that flight simulators have been relegated to a niche enthusiast community, few people actually use joysticks now. The closest modern equivalent are the sticks that are now selling out due to the recent release of Street Fighter 4, but those are now called “fighting sticks”.

Also, look carefully at the last line of his column:

A game like Garage Band or Guitar Hero isn’t the answer. But what is?

Uh, “Garage Band”? Someone should take this guy to one side and kindly explain to him that he’s just making a laughingstock of himself at this point.

Space Rangers 2 AAR Part 3

Lots of combat in my ongoing Space Rangers 2 game from 3307 to 3312. I’d finally managed to join a proper military operation to liberate a system in the game, but while it was success, taught me to pay attention to which system is actually being liberated. You see, these operations start by docking with the military base organizing the expedition. When you agree to join in, you’re placed in suspended animation until the date and time of the attack, and then the entire base warps into the target system held by the Dominators. Then everyone undocks from the station and proceeds to kick Dominator ass.

The battle itself went well enough, as by that point I’d upgraded to a great combat ship with max weapons slots and a special +15 to shields, which means any incoming damage is reduced by a further 15% in addition to the base defense of my shield generator. I did need to redock with the station for repairs once, but overall, destroying all of the Dominators garrisoning the system was fairly easy, and I happily hopped over to one of populated planets to be properly congratulated and feted.

Continue reading Space Rangers 2 AAR Part 3

Space Rangers 2 AAR Part 2

Just a quick update on my Space Rangers 2 game from the year 3303 to 3306. As I noted in my previous post, I’ve been meaning to get more involved in combat, and this I did. Combat in this game isn’t terribly involved. Each ship has a limited number of weapons slots, from 1 to 6, and basically the more weapons you mount, the more firepower your ship can muster. Your accuracy and mobility skills make a big difference of course, and your defensive options including armour which blocks a fixed amount of damage and shields which block a percentage of all damage, but in actual play, it’s a simple matter of choosing a target and shooting it until either one of you dies or someone runs away.

This process is prolonged by the fact than any combatants can always dock at a friendly planet or base to make repairs. This means that very often, actually destroying an enemy can involve chasing it down, shooting it until it’s smoking at which point it’ll run to get repaired and you’ll need to wait until it takes off again. Repeat until you destroy the enemy or it runs out of money for repairs.

Continue reading Space Rangers 2 AAR Part 2

Space Rangers 2 AAR Part 1

I’ve been mucking around with the copy of Space Rangers 2 Complete that I bought at the beginning of the year when it went on sale on the Impulse platform for a measly US$3.99. This was a game that I’d briefly tried when it first came out, and though I really wanted to like it and loved the very idea of it, I was put off by its opacity and how unforgiving it can be. The chorus of acclaim for the game on QT3 convinced me that persevering with it would be worth my while, and since I’ve never written a After Action Report (AAR) on any game before, I thought it would be fun to keep a sort of diary as I make my way through the Space Rangers 2 world.

You start off by creating your character, a freelance Ranger tasked with defending the galaxy against the incursion of the robotic aliens known as the Dominators. The game takes place in a galaxy that’s dynamically generated every time you start a new game and you’re free to either take the fight to the Dominators as you’re supposed to, or do your own thing. It’s as open a sandbox as anyone can imagine. For me, since this is my first playthrough, I’ve decided to play my usual goody two-shoes with the intention of building up my character and ship until I’m strong enough to take the fight to the Dominators.

Continue reading Space Rangers 2 AAR Part 1

A Game: Armored Core Formula Front (PSP)

Since I knew I wouldn’t have access to my gaming PC over the Chinese New Year holidays, I made sure to have something to play on my PSP in the meantime and the game I picked was Armored Core: Formula Front. I’ve had an eye on this game for a while now but couldn’t find an English language version of it and playing such a complex game without being able to understand the on screen text was completely out of the question.

I’m normally not a fan of Japanese games, so I had to look it up to know that Armored Core refers to a fairly well established mecha action game series. This PSP version involves mecha as well, but the twist here that made me interested in this title in the first place is that you’re not really supposed to manually pilot the Armored Cores, as the mecha are known. Instead, you’re supposed to put together your own stable of ACs from a collection of parts, devise a strategy for them and the AI will try to implement your strategy as well as it can in a series of gladiatorial one-on-one fights against ACs from other teams. This makes it more of a strategy game than an action game as success depends on finding the optimal combination of parts to make an AC that’s well suited to carrying out a particular fighting strategy against enemies with specific builds and strategies of their own.

Continue reading A Game: Armored Core Formula Front (PSP)