The madness behind the montage

So, have you ever seen a video game montage? The chances are you have; searches such as “Gears of War montage” and “Modern Warfare montage” bring up well over the excess of 200,000 results each on Youtube, and these videos alone barely scratch the surface of the amount of montages that can be found out there. They all share roughly the same purpose, however, and that’s to make the player in the montage look awesome at the game in question via the demonstration of skills that would (Apparently) make any woman swoon. This skill is then normally supplemented with a bunch of cool-looking visual effects, all aiming at the purpose of making your eyes bleed due to a pure overdose of visual joy,,. Well, at least, that’s the theory. The reality is something I can consider to be far away from this, and I’m going to explain why.

First, consider the very intrinsic nature of a montage – It’s a bunch of clips spliced together for a certain purpose, primarily for the showing off of mad skills. Yet these clips are only ever a fragment of gameplay, and mere seconds of what could prove to be an epic match that lasts for an eternity. More importantly, it can be mere seconds of a match where the player in question was constantly messing up, but managed to pull off one cool thing in the process of losing miserably. Everything else that isn’t that fragement of coolness just hits the cutting room floor immediately, never to be seen again. As a result, the whole montage kind of becomes just a big lie, and that’s not a good thing.

Even if the player actually is amazing all the time, there’s no way of telling this from the montage itself – After all, we all have shining moments of brilliance even though we may generally just fail at life, so it would only be a matter of time before we could collect those pieces of awesome and come up with the same result. It’s not a measure of skill in the end, it’s a measure of how patient you are at collecting the rare moments. The much more effective means of gauging skill generally comes from gameplay commentaries, which show off one full game as the player narrates over it. Not only can blemishes not be hidden this way, but true skill and great personalities also flourish as a result, which is something a montage can only dream of. Therefore, given the choice of showing off how good you are, it’s hard to see why you’d pick a montage anyway.

Not shown - The 600 failed attempts to achieve this.

Not shown - The 600 failed attempts to achieve this.

Montages can also arguably be seen as something that can change the way a person plays a game, often for the worse. Let’s face it; many montages feature pure luck, where an error of judgement just happens to be recovered with a massive killing spree. Yet many people watching the montage don’t know that, and promptly think that the way to look awesome is to run into the enemy base and spray bullets everywhere, or do some sort of cocky and arrogant manoeuvre only to die seconds later with nothing to show for it. Since this need to look awesome and enhance your e-penis often is ranked as a far greater priority by these people rather than actually going for the objective and winning the game, the end result is a bunch of people doing stupid things for a montage and merely ending up with a loss for you and them. This is perhaps a view that errs slightly to the extreme – thankfully most players have the common sense to not end up looking a bit stupid – but there are always those one or two people that could easily prove the rule. Sadly, as a result, this often ends up ruining everyone else’s fun.

Still, montages can be fun to watch, right? Well, they would be if you could actually watch them, but this is where editing rears its ugly head and attacks everything with screen glare and camera vibrations. Try as I might, I can never understand why this editing craze has taken off – It detracts from the gameplay itself, often looks ugly, and the amount of sharp cuts or other transitions can often make it so you’re just blindly confused as to what the hell is going on… Some montages even have intros up to and over a minute long, which makes you wonder if you’re watching footage of someone play a game, or a really bad amateur movie. Perhaps it’s just a desperate need to make everything look more awesome than it actually is, or perhaps (If I’m going to be a total cynic) it’s something that merely there to distract you a little from what is merely average gameplay. Whatever it is, I’ve only rarely seen editing that’s actually done well and adds something to the experience… Most of the time, though, it’s just there to try and invoke some strange form of motion sickness.

So, there you have it – A few reasons why montages aren’t really that big of a deal, no matter what they whiny 13 year old kid screams at you down the microphone to try and prove otherwise. Of course, this doesn’t mean that every montage is the spawn of Satan and should be cast into the pit – There’s some fun and well-made ones out there, it’s just that you have to sift through all the rubbish to find that barely glittering gem. It’s also worth noting that gameplay commentaries are quickly becoming the more preferred norm, perhaps due to the realisation that a mere 3 minutes of hastily pasted together footage doesn’t really prove anything in the end. Still, montages are never going to die, so a word of caution – Be alert and prepared for idiocy the next time you search for such fateful words as “Awesome montage lulz” on YouTube…

17

03 2010

10 fun things to do in the Just Cause 2 demo

Quick! What’s the unique selling point of Just Cause 2? Is it the deep and enigmatic story? The well-developed and likable characters? The stirring and powerful soundtrack? Of course not, it’s the ability to act like a complete lunatic and destroy everything in the process, and don’t the developers of the game know it. Not only has many a trailer shown off some of the stupid things you can do, but now the demo for the game is out, and the vast amount of terrain given to you is just screaming to be messed around in. So, what shall you do first? Well, allow me to make a few suggestions…

1) Bio fuel base jumping.

Found that big bio fuel storage area yet? It’s roughly due north of where you start, and the main event there is going down a shaft into the ground, overloading a console, and then legging it out of there before the whole place explodes. But just casually walking down the stairs to get to the console is boring, and you know it. It’s much more fun to get to a high altitude, and then jump/parachute into the very shaft itself, whilst all the military around you shoots at you whilst simultaneously thinking you’re a badass. The margins for error are tiny, and misjudge it and all you’ll end up as is pavement pizza, but who dares wins, right?

2) Bail out… And then in again.

It’s all very well and good taking a chopper up to ridiculous heights, then jumping out and enjoying the thrill of the rush back to the ground below. The only problem with this, however, is your poor helicopter is left spinning in freefall until its fiery doom as it hits the deck. So why not try and save it? Jump out your chopper, then try and track it down and grapple your way back in as you both fall thosuands of feet. It’s much harder than it sounds, mainly because a bad grapple angle will just make you bounce away, and there’s no guarantee you’ll be able to pull it out of the tailspin you’re in even if you do get in. Manage to pull it off, though, and you will feel awesome, and that’s a gauruntee.

3) Gas canister surfing.
• Grapple onto one of those long thin gas canisters by aiming at the top of it.
• Shoot at the base whilst holding on.
• ?????
• HOLY COW I’M FLYING THROUGH THE AIR!

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4) Jump off tall things… On motorbikes.
The black market has the capability to place any item or vehicle almost anywhere, and thus this is an element of the game that is ripe for abuse. For instance, getting the black market to drop a motorcycle right by you as you stand on top of a crane provides an excellent example of my point. Driving this motorcycle off then provides an excellent example of what many people call ‘fun’. Still, why stop with that basic idea? Order some remote detonated explosives, plant them at the base of the crane, and hit the detonator as you go to speed off the top. Congratulations! You’re just done a motorcycle jump off an exploding crane! It that doesn’t make you squeal with joy, you have no soul.

5) The floor is lava!
Come on, we’ve all played this one as a kid, albeit back then we didn’t have a grappling hook and parachute to help us out… Anyway! The concept is simple; Get airborne, trigger your parachute, and then see how long you can last without your feet hitting terra firma. Copious use of the grappling hook is key, and for bonus points and giggles sees how much stuff you can trash in a military base or settlement all whilst still drifting casually through the air. Not only is this fun, it also helps you get better with the parachute controls as well! See? Stuff that’s awesome AND educational – You don’t see that every day.

6) Fun with tethering!

Attaching a guy to the back of a moving car? Fun and all, but let’s be honest, that’s only the basic level of tethering things to each other. Since anything can pretty much tether to anything else, what you can pull off is only limited to your own imagination. Tether people to attacking helicopters and watch their apparently friendly pilot drag them about! Tether a car to another car and switch between them mid-jump as you drive one! Go wild, as I leave you with one last piece of picture evidence demonstrating the fun of tethering… It is one helicopter attached to another, as another helicopter attacks. I call it, “Helicopters”. I think the name is fitting.

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7) Radio gaga!
Seen those radio masts dotted about on the high ground? Pretty big, aren’t they? Well, this gigantic structure can be put to good use with a little ingenuity… For one, grappling onto one after a jump from a helicopter is a great way to get an overview of the area without alerting any of the guards. For another, it’s good for just the view alone, because DAMN, are those views pretty at times. If you get bored, though, hitch yourself up and jump onto the very top… It might take a few goes as there’s very little room to stand, but from there you’ve got a way to look awesome as well a prime position to snipe from. Destroying the mast also provides another great example of parachute jumping with extra explosives for effect, although be warned - parts of the mast do have the tendency to fall in a way that makes you unwillingly smack into them with your face…

8 ) Motorcycle faceplants…
A classic, stemming back to our primitive urges to go really fast and laugh at ragdolls falling in stupid manners. The premise is simple – get a bike and smash into things in a way that makes you fly off in painful ways. Yet its oh-so-more devious than that! Hopping around the potential bike selection will eventually net you one called the Cougar, which is so fast it’ll make your face melt. Combine that speed with, I dunno, a conveniently placed cliff, and if videogame characters could hate you Rico would be oozing molten hatred towards you from every pore. Not like you care, though, because it’s still funny.

9) KAMIKAZEEEE!
Get a plane. Set the plane at an angle that will cause it to smash into things for massive damage. Jump out to ensure you are not part of that massive damage. It’s not an original idea, because it can be seen in the trailer for the demo itself, but as with most things there’s so many ways to make it more epic. Why not add some triggered explosives to the side for some even more impressive fireworks? How about trying to go kamikaze whilst the plane you are in is actually upside down? How about not actually jumping out, and dying in a gruesome manner whilst you laugh manically? The possibilities are endless. That last possibility is also proof I am mildly insane.

10) Actually complete the mission…
Bet you haven’t actually thought of that one, have you? The demo mission actually proves to be a fun one, even though a lot of it is “Go here and get a keycard” and stuff. The variety of ways you can try and pull off the objectives also adds a bit more lasting value to the mission… Trying to snipe the guy carrying the keycard can prove to be a deadly game of cat and mouse, for instance, and the car chasee at the end provides ample opportunities for grappling people to the back of cars that are going to blow up the second you pull the trigger… From the top of another speeding car. So try it out if you haven’t already… You’d be surprised how fun it can be.

08

03 2010

It’s over, Modern Warfare 2.

What happened, Modern Warfare 2? You had the chance of being fun for all eternity and making me and many others never get bored, yet via so many different events you’ve thrown that face-first into a wall and laughed at the carcass. I tried to take pity, give you second chances, but the conclusion had been reached way before the panicked no-scope that tossed me over the edge; you’re just not fun to me anymore.

Allow me to explain. It’s a well-known and highly publicised fact that Modern Warfare 2 is full of glitches and bugs that can prove seriously annoying, from your enemy calling in infinite care packages to that one guy who always insists on running around the map extremely quickly with a knife. These bug me, but it’s ok, I can let them slide as long as I can go around using strategy and skill to try and kill people. But, oh wait, I can’t, because there’s always going to be times I’ll just be blown up by a grenade launcher or shot down in one shot where I couldn’t take my killer down in ten. Sometimes, yes, I’m outsmarted, but other times there’s literally no rhyme or reason the person I’m fighting should win the fight. How many times have you gone into close combat with a sniper, only for him to mash his fire button whilst randomly hoping you fall over? Or how about the times he pulls out a shotgun that kills you due to its range of about two football stadiums?

This player is about to die due to no real fault of his own.

This player is about to die due to no real fault of his own.

What I’m trying to get at is this – Your cunning and skill can be thrown back into your face by random events screwing you over, or game mechanics being abused. You will lose fights most other games would make it so you would certifiably win unless you really stink. You can be the best player in the world, but still lose to a guy who is just mashing the fire button to blast tons of explosives in your general direction. Sure, the random element to multiplayer games is what makes them so fun in the first place, but when you’re reaching a position where the game is so random it’s impossible to predict, something’s gone wrong somewhere. Want a final piece of evidence to strengthen this claim? Look at the spawn system… Dropping you in places that leave you defenceless for the full three seconds of that life since 2009.

Another problem is the sheer balance of the game. Again, rewarding good players somewhat and having variety in your weapon selection are perfectly fine for a multiplayer game, and should be encouraged. However, Modern Warfare 2 takes this prospect, rips it up into pieces, and then rips the pieces into several more additional pieces. There are only about 10 guns that are truly frequently used, with all of these falling in the assault rifle or sniper rifle category, simply because they outclass most other weapons in practically every scenario. You can kill someone on the other side on the map with continuous firing of the ACR assault rifle from the hip, oddly enough, and it only takes an hour or so of play to witness such events for yourself.

These guns are then frequently used to trap your team in a small corner of the map, with gunfire and explosives preventing any chance of escape, and the spawn system stubbornly refusing to realise that where you keep getting placed probably isn’t the best place to be right now. Oh, and let’s not forget about the chopper above you picking you off every five seconds, which someone owns because they were apparently rewarded for staring at a doorway for 5 minutes. Chances are they’ll exert very little effort with that and still blow you up with a nuke, which is a situation that is just too brutal on a losing team struggling to survive in the first place.

A rare moment of being able to move anywhere without being shot to pieces.

A rare moment of being able to move anywhere without being shot to pieces.

The final point is one that is present in every game, but that doesn’t stop it building upon a rage that is already at a bubbling white-hot pitch. This point is the players themselves, and their tendency to try and look awesome whilst forsaking absolutely everything else. An experiment – Go play an objective game and see how many people go for the objective. Then examine those who are not (Read; Pretty much all of them) and see how many are hiding in a corner trying to preserve their kill/death ratios or running round jumping off this like a maniac trying to get “1337 no-scopez” (Read; Pretty much all of them). What’s even more annoying is that the game and the community around it practically seems to encourage this, to the level where the idea of having a challenging and tense game of capture the flag or any other mode is almost laughable. I’m guilty of such actions myself, I know I am, but I’m still constantly amazed at how the quietest points of a map are often the places where you’re actually supposed to be.

Couple all this together- Idiotic players, weapons shredding you to bits in seconds and any chance of you fighting back being negated by random chance – And you have a game where I end up raging at things more than I end up enjoying them. This, of course, entirely negates the point of playing the game in the first place. So back on the shelf you go, Modern Warfare 2, in favour of games I enjoy or don’t try to screw me over at every possible opportunity. I’ll probably end up playing you again in the future (Perhaps soon, if I’m a total hypocrite), but in the end, you’ll never wipe out days of my life again…

15

02 2010

The first hours with… DJ Hero

Rhythm games. They’re pretty much everywhere now, aren’t they? The idea of rocking out to some of your favourite tunes is a good idea indeed, after all, and chances are that at some point you’re picked up a plastic guitar and tried to be a music god yourself. But over time, the boom in popularity the genre got began to fade, drum kits and other peripherals began to line the back wall of your local game store, and each new release was met with a slight whimper instead of a big bang. DJ Hero was unfortunate enough to come out precisely the moment this decline began, and as such can be seen a hard purchase – A DJ deck? Really? Is such a thing really worth it? Well, read my first hours with the game and see for yourself…

0:00 - 00:20 It’s time to open the (REALLY heavy) box containing the limited edition of the game, and see what treats await inside. Straight away, it’s clear this isn’t just a product that has been thought about for a few minutes and then thrown together without any love or care. The carry case that comes with this edition is durable, well made, and looks pretty cool to boot. Opening the latches reveals the contents inside, lavishly packaged with protective padding and – oddly enough – a really nice smell. The turntable itself is again another good-looking and sturdy thing, with buttons, switches and sliders that are all natural to use and mess around with; it certainly beats the important task of not just feeling like a flimsy plastic toy.

The box also comes with the game (Duh), a Jay-Z/Eminem CD (No thank you) and some legs to convert your carry case into a DJ table. This, of course, is awesome. After a quick and painless set-up, the deck is placed on the top of the case, you stand behind it, and the feeling of being an awesome DJ begins before you’ve even put the disc in the tray.

The renegade deck. Specifically, MY renegade deck.

The renegade deck. Specifically, MY renegade deck.

00:20 – 00:50 Into the game itself! As it boots up, it quickly becomes apparent that arguing this game does not have a distinct visual style would be a very stupid thing to do. The menus are colourful, crazy and certainly look the part, although whether you actually like the art style probably comes down to a matter of personal preference. I certainly did, and to be honest, if you don’t, questions should be raised as to what precisely you were expecting from a game called “DJ Hero”. The only minor irritation that becomes apparent is navigating the menus via the turntable controls themselves, with sliding the crossfader and turning the effects dial to move about being a bit wearisome. It’s much easier (And better!) to pop up the panel on the top left of the turntable and navigate with the controls there. Problem solved!

Anyway, the tutorials kick in, and some big DJ guy called Grandmaster Flash starts telling me how to “Get on the scene” and so on. These tutorials, however, are not lacklustre little things to be skipped right over – The game itself can prove quite complicated, and learning the nuances of scratching and crossfading the tracks at the right time and in the right way is a must. Thankfully, the tutorials pull this off well, and the fact you get a minute or so to practise on the Queen/Daft Punk mix after learning each skill is great. Anyway, job done, the skills you need to look awesome are firmly placed in your mind for all eternity, and it’s time for the first proper mix…

00:50 – 01:00 It’s Queen/Daft Punk on medium, and as the music kicks in and the chart begins to light up it’s hard not to get into the beat and enjoy yourself. Indeed, you’ll probably succumb after a minute or so, bopping around acting like a master DJ, but make sure you keep your eye on the chart, because it’s not something that can just be perfected with your eyes closed and instead is something that requires some degree of focus. However, the difficulty is not brutal or unfair at any point, and indeed strikes the perfect balance of making you act like a DJ without flooding the screen with actions every five seconds. The game also looks pretty, with your chosen character scratching the track out as lights fade and pulse around them, without ever being so eye-catching that they get distracting. In short, a perfect balance, and five stars on the track are easily obtained, along with a metric ton of the easy achievements all at once.

01:00 – 02:00 It’s time for more mixes on medium, ranging from fast rapid beats to stuff that proves to be slower and more technical. There’s a good range in tunes, too, and the chances are that even if dance music isn’t generally your thing, you’ll find something in here that you really like the sound of. If you hate every example of music such as this, there may be a problem, but that once again brings back the question of why you would purchase this game if this happened to be the case.

After each setlist, the amount of stars you obtained also transfers into prizes, ranging from more setlists to play to a whole bunch of characters (Each with alternative costumes) to bonus turntables and headphones for them to wear. It gives a nice feeling of progression, whilst providing the challenge of making you want to unlock everything. This will also take a substantial amount of time, even if you play on the easiest difficulty setting, something the game never really penalises you for besides stopped you getting a few of the tougher achievements. Indeed, the fact you can’t outright fail a mix is also nice, which means that even when the easy stuff proves elusive to grasp, the game isn’t shoving this fact in your face and laughing at you for it.

Some upcoming crossfading. This is the EASY stuff.

Some upcoming crossfading. This is the EASY stuff.

02:00 – 03:00 Feeling confident, I take my first tentative steps into mixes on the hard difficulty, and it doesn’t take long to realise that the higher difficulties will just destroy you if you have not had sufficient practise. Everything is taken up a step, with simple scratching sections requiring you to now scratch in a certain direction along with many other things, but once again this doesn’t feel unfair or stupid. All the charting just feels right, and the sheer existence of this challenge creates an end result where you feel incredibly awesome when you pull off some skilled DJ moves. It’s a classic example of gaining great reward from merely practicing, and the little glimmers of skill that occur even when most of the mix is spent with you just fumbling about makes you want to persevere with that practise. The potential for DJ addiction to kick in is certainly there…

03:00 - ??:?? The DJ hero-ing continues, with much more stuff to explore where the surface has only  been scratched so far, if you’ll pardon the pun. This includes online gameplay, DJ and guitar modes, and a ton of other stuff besides. In short, DJ Hero proves itself to be much more that a gimmick within hours of you first starting to play, and with so much enjoyable stuff to see and do, those first few hours are more than likely going to expand into many more…

14

02 2010

RTS strategems

…I think at least a few of us smiled happily as a selection box would entrap a few, powerful, end-game units within itself. Such action would possess those goliaths of the battlefield, and thus you will be their leader until their destruction or your success. You click on the closest enemy units, and the wave of destruction soon collides with the enemy. The initial shots turned the defenses into ruins and the defenders are forced to go through a bottleneck, where they get annihilated due to splash damage from the cannons of the behemoths under your influence…

…Another wave of units rolls into the volley occupied by your forces. This would be the fourth one in the past ten minutes. Not only they roll toward their sure demise, but they only use the same type of unit. It is the slow tank, which is only effective against other vehicles and buildings. First, the snipers shoot at the tank, luring the column into a carefully placed mine-field. Confused enemies try to go around the carcasses of the burning iron coffins, the final tomb for their fellow soldiers. Artillery barrage kills off the survivors; finally, your forces counter-attack the base, annihilate the resistance and attack the defenseless buildings…

…The force of stealth tanks are dropped above on the cliffs, above the enemy base. Dropships are sent at the enemy, to make him believe that he was successful in stopping the attack. The attack group enters into the range from which they can hit the enemy buildings without harm for themselves. As the enemy rushes all of his units to defend his precious infrastructure, the bombers annihilate everything in their path. The Anti Air defenses, without the backup of the other units, fail to stop the onslaught. Finally, the mother of all weapons is unleashed upon the enemy as a last strike against the last few clustered fragments of the base…

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Each faction has its own style of play, and choosing one which fits you, will allow to win more frequently.

Now, those three strategies are and have always been part of RTS gaming. More than that, those three ways of destroying your enemy, are indeed the ONLY three ways to do so. You either Rush, War of Attrition, or participate in All-Out strike. You are either going to simply send a wave of units until the defeat of the enemy, counter-attack the enemy who spent his resources, or you will attack with a careful all-out strike. Each of those has their own negatives: Rush uses up a lot of resources. Attacks take time and often require vigorous use of micro-management and planning. And finally, All-Out requires defending the base and resources at all cost, to keep the enemy in the unknown before he can be attacked. While it is true that each of those strategies work best in the certain situation, it is their combination that will achieve the greatest results, especially in the combination of allies (but this is not part of this article.)

I think that I was speaking truth when I spoke of the Rush and the feeling of power, the use of this strategy gives off. It is indeed the most basic and straightforward way of success within the RTS. The enemy is most likely to run out of bullets (firing at 400,000 dollars for 10 seconds, no less) than of targets. That is right, Mr. Rico – tanks, millions of them. The main strategy is either to attack the enemy with a lot of cheap units, to destroy them with a relatively large group of powerful end-game units, or if possible, with a group of units created before the enemy may set up any kind of defense.

Attrition strategy is to strike directly at the enemy weakness, exploiting it - from harassing his resource harvesting, to complete destruction of base infrastructure of his, well… base. The main idea is to force the enemy into a weaker position – thus, as the time goes on, you become stronger and stronger. Then, once you reach a certain point, you will counter-attack the last enemy assault and will bring the honor to the House Atrei… er, to mop up the weakened enemy, who will not be able to resists the final onslaught.

And then we have the man who will hide until the last moment. His allies might have been crippled or destroyed, but no one was yet to enter a spy into his base, and it is almost completely within the fog of war. Finally, the man strikes the enemies down, one-by-one, as his army annihilates the success-drunk enemies. The main strategy is to camp until the ultimate preparations can be ready. Those players would create impenetrable fortresses, from which they could easily expand. But no, instead they choose an alternative – their invisible forces enter every possible nook and cranny on the map. Once the time comes, they strike fear and confusion within the ranks of their opponents, as their army reveals itself. Perhaps the last strugglers may put up a fight, but the All-Out attack will end with the use of super weapons, prepared specially for this occasion.

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Demomen are overpowered and can be considered a superweapon.

Those three choices are the main strategies behind the RTS gaming. All other are simply deviations from those grand plans, and are only slightly different. Even if it a different theme from the one described here, it will still follow those guidelines. Perhaps instead of snipers, there would be archers and instead of the inkvine catapult, there will be a medieval one – but the basis of those will not change. The Rushes will use the knights and cannons. The Attrition will use ranged units, but of higher reliance and speed. The All-Out strategy will require a large castle and a large army… an army which one will not foresee – especially due to destruction of view of certain areas. As it can be seen, all themes follow those 3 base strategies in the creation of such things as factions, unit choices, stats of the said units, and other factors. But with 3 strategies, one will ask the worth of advances within the genre, which had became stale. But yet, the traditions are created to be broken.

The following table shows the list of RTS game factions that represent this idea. Observe carefully commander, you may have to command those sides in the field.

Observe, god damn it!Observe, god damn it!

31

05 2009

Indie gaming: Dwarf fortress

Dwarf fortress is an ASCII game wherein you begin with 7 dwarves, and grow into a mountainhome fit for the king of your dwarven nation. Like most ASCII games it is quite unforgiving, a single mistake can cause the hilarious ruination of your entire fortress.

Being an ASCII game the graphics are almost non-existent. however DF makes up for that by being extremely complicated in other respects, for example, it is maybe the only game where water follows the laws of physics. Before you can even start a game, you need to generate the world, a process where the program forms an entire continent with ecosystems, histories, heroes and wars. once your continent is formed, you chose your starting location, give your first 7 dwarves skills, and choose your supplies.

dwarffortress-big

Dwarf fortress is not a game where you play once and win the game, Dwarf fortress is a game where you play once, flood your fortress in three seasons, get angry at the game, and delete it off your system, before going back and playing it again… and then filling your fortress up with magma. The in-game help is absolutely useless, going so far as to tell you “Losing is fun”. So instead you have to look online for help, there are a series of video tutorials, and an extensive wiki, but even after studying both extensively you can still succumb to raging elephants, or human error.

The truly great thing about dwarf fortress is constructing things, whether it be a diabolical trap, a huge glass cathedral, or just an excellent defence. You can build traps the way you build buildings and they will be powerful enough, but once you have 80 dwarves and ten of them have nothing to do, you can build really elaborate traps. Lava waterfalls? Digging out an entire block of mountain, and dropping it on your enemies? Using a bridge to launch enemies across the map? All are possible, and all are awesome.

A popular way to play the game is to have one person play for an in-game year and write what happened on a thread, swap the save to another person, and do the same. It’s called a succession game, and the results can be awesome

Links:
Official download
Better looking version
Completely awesome succession game-even if you don’t want to play Dwarf fortress, it gets absolutely hilarious towards the end
Wiki
Video tutorials

21

05 2009

Beaten to the punch

I was going to do a  video review of Far Cry 2, but Unskippable seems to have summed up the intro sequence I was going to use pretty well.

Now for my actual review:

Gameplay:

The gameplay in Far Cry 2 can be adequately described as 5 hours of gameplay, stretched into 25. It’s good fun shooting people and blowing up cars, but after you’ve blown up the same arms dealer 6 times, (Deus Ex Machina anyone?) it gets quite dull.

As for the weaponry, in most cases its either balanced(sniper rifles, shotguns), or underpowered(pistols, smgs). Except the machete. Its just awesome.  The explosion effects in this game are top notch, even adding in the flame system. The flame effects and physics are very realistic, though I get the distinct feeling that I’m not actually doing anything by setting the camp on fire (Get it? Camp on fire? Campfire? Oh that slaps me on the knee.)

Wheeeeeeeeeeeeee!

Wheeeeeeeeeeeeee!

Story:

To put it simply, you don’t play the game for its story. At all. Ever. The NPC’s blather about for what seems to be an eternity, but don’t actually SAY anything important. As demonstrated by the video above, cutscenes are unnecessarily long, and the characters seem to be talking much too fast, and they STILL take too long.

Graphics:

It runs on the original CryTek engine. Needless to say, its beautiful if you have a good system. Not much more to be said. (see above screenshot.)

Sound:

Voice Acting:

At best, mediocre. All the characters sound uninspired and flat, which makes for… even duller cut scenes.

Effects:

Guns sound like guns, wind sounds like wind, fire sounds like fire. Not anything special.

Music:

Not very noticeable, and used excessively when you listen for it. Every time you shoot, the same generic fight music plays. Regardless of the situation. (For example, I threw a grenade just for giggles, with no enemies in the same county as me, and fight music starts playing. I must have scared the elderly guard a mile away.)

Overall:

The game is definitely fun in short bursts, but in any length of time longer than say, and hour, it loses its charm.

For those of you that can’t stand READING (gasp!):

4/5

8/10

80/100

etc.

17

05 2009

Why I Hate Sonic

I’ve given this post a sensationalist title with the dual purposes of interesting those of you who are flicking randomly through the archives and in the hope that it will increase traffic to my webpage. I do not hate Sonic the Hedgehog in the sense of a deep and irreversible loathing, but I do dislike his games. And not just the gimmicky crap-arse 3D games and their infamous camera issues – I don’t like the “classic” 2D games either.

Before I continue, I have to say this in the interests of fairness; I am a bit of a Nintendo fanboy. This isn’t ye olde Sega vs. Nintendo rivalry, though, since that doesn’t really exist anymore – this is just my opinions on Sonic games, which unlike most Nintendo fanboys I intend to express eloquently.

What I do like: It would be unfair if we didn’t discuss what I do like about Sonic games before getting down to the nitty-gritty. First things first; I love Sonic games when all they’re asking me to do is hold down left on the D-pad (or forward on the control stick) and look at the pretty lights. Sonic games do this very well indeed, primarily because of the second thing which I like; graphics. The graphics in the 2D games are excellently drawn and work fluidly, and the backgrounds go well with the stage. The 3D games (when your camera isn’t stuck in the wall) are also very pretty, because they look good without looking “realistic” (a games-industry codename for “brown and grey”). Sonic Team do great cartoony-stylized graphics. The level design in Sonic games is also very good, especially the “shortcut” mechanic in all the 2D and most 3D Sonic games – it’s a nice way of giving skilled players a tangible reward for their awesomeness. There is also one (and only one) Sonic game which I think is an unappreciated masterpiece – yes, masterpiece. I’m not going to tell you what it is just yet, though, because when I do you will stop reading and pick up your guns. So now let’s get into the business of what I don’t like.

Story: The original Sonic games had a very silly story, and that’s fine. All the games from that era had ridiculous stories (a certain plumber who eats mushrooms to grow bigger and stomps on evil turtles springs to mind). However, the success of these stories lay in the fact that they didn’t try to explain themselves or take themselves seriously. Gameplay came before story.

Of course, our modern gaming world is quite heavily concerned with its storytelling. I like a game to have a good story, but I don’t really care how said story is actually told, because I’ll just read the plot summary on Wikipedia three months before it comes out in Australia. My personal favourite method of storytelling is the tried-and-true RPG method of combining dialogue, cutscenes and events into one big multilayered tapestry of a story, although I do love a good scripted scene. But Sonic is lagging at least five years behind this trend.

To clarify; there are two things that the story of a game can be – either a) silly or b) sensible. If a game is silly, then it has to “know” that it’s silly. Banjo-Kazooie had an immensely silly story, but that’s okay because it didn’t take itself too seriously – fun gameplay and joke-filled dialogue cleared that problem up. The Halo series and most other “hardcore” games take themselves very seriously, but in doing so there is a very strong sense of the life or death of the protagonist and all his friends/family/pets/acquaintances/species/enemies resting on your actions. Some games (such as my aforementioned favourite Sonic game ever) fall in between these two extremes, and they generally do so by having a sensible-ish plotline but not taking themselves too seriously. A few games are both silly and sensible (anything by Tim Schaefer, for example) but these are rare and hard to pull off.

Sonic Team have experimented with both “silly” and “sensible” in the post-3D era, and have pulled both off really badly. A lot of their games (like Sonic Heroes and Rush) have fairly silly plots, but for some reason Sonic Team feels compelled to explain, explain, explain EVERYTHING instead of just letting the gamers get on with it. Of course, some newer Sonic games (Shadow the Hedgehog, that uber-crappy 2006 360/PS3 Sonic the Hedgehog) try to have sensible storylines, but they cross the line from “sensible” into “angsty and complicated.” There are so many characters, all with complicated motivations, but it’s hard to get over the fact that you’re talking to a fox with helicopter tails. A blue hedgehog who runs at the speed of sound is silly, Sonic Team. Just admit it and get on with hiring some comedians to write your dialogue.

Rings: Boy oh boy oh boy, do I despise ye olde ring system which Sonic Team feels compelled to put in every single Sonic game. A lot of old games have limited health systems, where it only takes a few hits to send you to Arcadion – Mario games and Crash Bandicoot spring to mind. A few modern games also have super-punishing health bars – play any FPS on Super-Hard Mode or equivalent and you’ll see what I mean. However, most of these games have updated their punishing health bars either by adding a) health packs b) a forgiving continue-point system or c) a Super-Hard Mode so that you’ll only be as fragile as a glass statue if you want to be. Not so with Sonic.

How many of those of you who’ve ever played a Sonic game have ever been charging along at a few thousand kilometres an hour with 99 rings before – BOOM – you go crashing into an enemy which you didn’t see until AFTER you’d hit it (see below for more on this) and you’re riiiight back to zero rings? That would be all of you, right? The rings system is obscenely punishing, because there’s no tangible difference between one ring or ten thousand, apart from those extremely hard-to-get extra lives. It makes boss battles much harder than they would otherwise be, too, especially since bosses’ health bars always reset after your death.

There are some Sonic games which do something good with their rings, my all-time favourite Sonic game and Shadow the Hedgehog among them. In these games, when you get hit, you don’t lose all of your hard-earned rings when you take a hit – you only lose, say, ten or twenty of them. This gives you a much better reason to collect rings than an ephemeral extra life, because you can stay alive for longer off more rings. Sonic Team; I want to see this system (or better yet, a health bar, but you can’t change everything at once) in ALL future Sonic games. Change with the times, guys!

Difficulty: This is a biggie, especially in the 2D games. I think that even the hardcorest Sonic fanboys would agree that Sonic games look kiddy. They’ve got lots of bright colours and are filled with anthropomorphic animals beating the crap out of evil robots – that’s about half of all kids’ TV shows in summary. However, the difficulty of Sonic games, which varies from “rather tough” to “screaming at the television” makes them inappropriate for a younger audience. I’m not asking Sonic Team to make Sonic games look less kiddy (or, Godot forbid, “realistic”), but rather using this as a critical device to frame the obscene difficulty of their games.

The number one difficulty problem in Sonic games is the rings system, as mentioned above. The instant-loss-of-all-rings-issue is especially bad when you combine it with Sonic’s trademark – his speed. Quite frequently in the 2D games, especially on small screens like the NDS screen, you’ll go crashing into an enemy or obstacle so fast that you didn’t see them until post-crash. You can’t honestly expect me to believe that a hedgehog who runs fast enough to break down giant stone walls would be knocked for six by a pathetic little robot, can you? The 3D games at least partially eliminate this difficulty thanks to the wonders of perspective, but the crappy camera angles still kind of ruin it. As far as I can work out, you can only successfully avoid all enemies and obstacles in a 2D Sonic game by either having the reflexes of a panther with ADHD (which not many of us lethargic gamers do) or by memorizing the level layouts exactly over a period of several hours. Kids don’t have that kind of patience, and nor do I.

Another problem is Sonic’s lack of traction. Okay, if he’s running at the speed of sound, I can kind of understand him skidding a bit when he wants to stop, but the 3D Sonic games have him slide around like a greased ice-skater even at low speeds. It’s bloody hard to line up jumps correctly when one mistap of the control stick can send you skidding into oblivion. On that subject, let’s talk about jump control. For some reason, whenever Sonic’s feet leave the ground, he is no longer in control of his own destiny but is instead bound to continue moving in whatever direction he happened to be travelling at the time. Yes, this is how real-world physics works, but Sonic isn’t realistic (graphics- or physics-wise); it’s cartoony and silly. In platformers we expect some control over our jumps, please. Whenever a Sonic game decides to go into “platformer mode,” you just know that thanks to your skiddiness and lack of jump control, many lives will be lost to the grim pit of death, and you’ll have to make your way back to the platforms from the continue point, which is always about six kilometres away, only to face mocking pitty oblivion once more.

Ultimately, I think that there is a way to fix Sonic games, and bring them up from “crap” to at least “average” or even slightly better. That way is this; TEST TEST TEST. A lot of Sonic games are riddled with bugs and difficulty spikes which make anyone who knows anything about the gaming industry say “Why didn’t the testers pick that one up?” Honestly, I’d swear that some Sonic games (crappy 2006 Sonic, anyone?) hadn’t been tested at all. Sonic Team: TEST YOUR GAMES. And don’t just get mad Sonic fanboys to test them – get ordinary gamers, even non-gamers. Pull folks off the street if you have to. Maybe then Sonic will turn into a game hero who is actually on par with our modern idols instead of a buggy slippery blue piece of crap.

Moral message aside, it’s now time for me to reveal my favourite Sonic game ever. Drum rolls and fanfares, please…

Sonic and the Secret Rings.

Read that again. I’ll wait.

Before you grab your torches and pitchforks, you may want to know why I like this game. You wanna know why? Because SatSR removes just about all of the problems which infest other Sonic games. Granted, it’s not without its problems – more than a few glitches slipped through the testers’ rather holey net, and the multiplayer – a cheap Mario Party rip-off – would have been much better as a multiplayer version of the single-player, with characters actually racing each other. Gameplay-wise, the reversing mechanic sucks and should have been assigned to a button, and Darkspine Sonic (this game’s equivalent of Super Sonic) is for some reason far, far worse than regular Sonic, making the real final boss battle horribly annoying and difficult. But in my opinion, SatSR fixes just about all of the problems listed above.

Basically, I think that Sonic Team were dead wrong when they decided to make their 3D Sonic games into platformers. It just doesn’t work that way. However, SatSR feels a lot more like a racing game, and this is exactly how it should be. It doesn’t over- or under-use the Wii Remote, a problem which plagues a lot of Wii games – it works just right. The RPG mechanics are great, because they’re quite simple to use but with many hidden depths to plough.

SatSR deals quite well with the problems of story. The story is fairly silly and treats itself as such in part, but also manages to get a moderately serious tone to it. The rings system only shaves off 20 rings per hit, and you can reduce it to 10 with a skill. While there’s still the odd difficulty spike, at least it’s possible to just go to another mission and try it out – something rather lacking from most Sonic games. The addition of a brake button and the ability to instantly drop down from a jump fixes up the platforming pretty well, and the Wii-remote-powered Homing Attack works a hell of a lot better than those pinpoint-timing systems found in most 3D games.

Unfortunately, SatSR crashed pretty heavily, and Sonic Team went back to their old ways with its sequel, Sonic and the Black Knight, a game which I have little to no interest in. Ah well. That’s what the internet is for; complaining about shit you don’t like.

Peace out,

God of Pie.

14

05 2009

The Timeless Struggle; PCs vs. Consoles

Note from Editor: Slipstream has decided to leave the *charged community. This was a finished draft. So long Slip, thanks for all the Rena-chan  fueled debates.

We’re entering harsh territory here, boys and girl. Hang tight. I don’t hope to end this strange (and frankly pointless) debate, but I at least hope you’ll understand it more than I can.

Ever since people learned to put pixels on a screen and make them do something for our amusement, we’ve had gamers. Wonderful little chaps, usually riddled with acne and wearing Napoleon Dynamite brand glasses. Well, that’s a stereotype but I digress…
However, somewhere in that old space of time before I was born, the path of gaming split in two. One with keyboards, one with joysticks. Call the console wars the great division, but this PC / Console conflict is segregation to me.

A little history may offer some insight. The larger option for the path of the gamer is the console. Starting on maiden voyages on Odysseys and shipping off on great Ataris, the console was hardly recognized as a gaming machine back then. One thing lead to another and all of a sudden, when things looked bleak, a little grey box called a Nintendo Entertainment System was made. 8 bits of brilliance blossomed from the cartridge-operating flower. Things advanced steadily, moving from Super NES and Sega Genesis / Mega Drive to Nintendo 64 and Playstation. Each step down the road gave birth to a new graphical advancement, at some point moving from bits to polygons; 2D to 3D.
And here we stand today, after a long-running console war, and we begin with another (three combatants in this one). Where we go after this is unknown, considering how there is little to improve in graphical properties.

The PC branch began with simple machines that would qualify as “primitive” nowadays, sometimes referred to as “Commodores” and other strange labels. Time nurtured them into MS-DOS operating systems, giving birth to games like Doom and Quake (still timeless classics). As computers were further developed and hardware became sleeker and more powerful, so did the games they ran. In leaps and bounds, we moved to Half-Life and the development of the Source engine, to true Internet phenomena such as World of Warcraft, to the present day of marvels such as Crysis.
While console gamers went from joysticks to controllers (and recently, remotes), PC gamers have remained somewhat simple yet effective with the trusty keyboard and mouse. As hardware continues to grow greater and greater, computers are becoming much more capable. Who knows what’s next…?

So, what’s the big fuss? Well… let’s use some personification here. In this instance, PC gamers are the rich and upper-class while console gamers are the poor and lower-class.
Get the picture?
Now, I don’t mean to elevate the come-pew-tore players, but that’s the essential psychology of it - PC gamers believe they are better. Console gamers disagree. Arguments ensue. It doesn’t matter who you are;  say you’re better than someone and they won’t like it. Unless they’re a bit masochist, but again, I digress…

It’s competition, pure and simple. Call it childish, but I see why there’s this old argument. Consider, for a moment, gaming consoles hadn’t been invented. How much work would have gone into developing the PC for all their gaming purposes?
Exactly.
This whole argument is just pointing fingers. Valid, but still stupid.

So what’s the thing to do? Will we ever see this debate settled? Will PC and console gamers one day compromise, possibly building a machine that can satisfy both their specific wants and needs?

Maybe.
*sniff*
Maybe.

09

05 2009

The Best Weapon in Any Game Ever

The best weapon in a video game ever is not Half Life 2’s Gravity Gun, it’s not GoldenEye 64’s Golden Gun, and it’s not that GOD DAMN BLUE SHELL I GOT LAST AGAIN YOU STUPID GAME. No, the best weapon in a video game isn’t even a gun. It’s a saw.

doom0017

A Chainsaw.

There is just something about Doom’s Chainsaw that is just pure awesome. It might be the pixelated blood splatter programmed using the tears of a thousand soccer moms. It might be the soft put-put of the chainsaw when you bring it out. I think it’s probably just the awesome of HAVING A CHAINSAW THAT CAN KILL HALF THE ENEMIES IN LESS THEN A SECOND.

doom0006

You have no idea how much this part of the game taunts me. It’s right there, infront of me. Calling. CALLING. Calling to me…
“Put-put-put-put-put-put-put.”
ALL HAIL THE BLADE OF DEMONS!!

Moving on, using the Magic of Garry’s Mod, I am able to complete the first thing that came to mind when I started Ravenholm:

d1_town_010001

To use the chainsaw in Half Life 2.

d1_town_010004

hell_deaths0015

I can die happy now.

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07

05 2009