Thursday, June 24, 2010

Intermission: Gish (part 3)

I promise to try not to bitch about this game any more after this post. I'll try my darnedest.


I've been thinking hard about what really, really pisses me off about Gish. I've been trying to nail down the one thing that makes me think it's so excrementally bad. Good news is I think I may have found it. Bad news is there's more than one.

#1. Gratuitously frustrating gameplay

I've come to the conclusion that Gish was designed to be as frustrating and difficult as possible, especially in the later stages.

If you cock up one small thing, best case scenario is you have to slowly get back into the starting point to try it again, like in that church stage where you need to gather enough momenteum and hit the right movement keys at the right time for the right length of time to pass, otherwise you'll just miss it, and then you have to crawl all the way up to start again.

And of course, worst case scenario is starting the level from scratch, and let me tell you, fighting your way through the same section of level for the seventh time in a row doesn't make me any less likely to go to my nearest Ammunation and let loose inside my local mall with a fully automatic firearm.

The very last level requires you to punt a block up two or three levels. I tried this, and it's really, really hard. The physics and the certain states of compression Gish needs to be in for it to be punted a certain height make it nearly impossible, and most of it's got to do with pure chance.

All of that wouldn't be that bad, except you have this psycho Gish clone that will give you a maximum of two chances to screw that up before you have to restart the level.

I'd hate to see anybody do the game on normal difficulty (if you lose all your lives it's back to the begining of the stage, X-1, not the level). Or the state of the local post office afterwards.

#2. Brutal and evil dickmoves

A "dickmove" can be described (in gaming terms) rather easily.

Hypothetical situation - say your character has just undergone a very hard level, where he had to traverse from rickety platform to rickety platform, most of which were already crumbling before he even stepped on them.

A dickmove in this situation would be where the final platform, the one after the rickety, cumbling ones that looks anything but, gives way and the character dies.

THAT is a dickmove. And Gish is full of them. Some of them are small, some are reasonably large, and all are evil one way or another.

For example, in one of the 7 Planes of Hehenna levels (level 5, I believe) you have to grab onto the back of a big block in order to get past a tight corridor of spikes. Spikes kill you very fast and you stick to them, even if you don't have sticky mode on.

Anyway, you have to click to the back of this block, while trying not to get too high or two low for fear of latching onto some rust and death flavoured spikes. Then, you have to very carefully move from one block to another that's quite a respectable distance apart in the space of about two seconds, otherwise it's back to square one.

So, once you do get onto the other block and eventually to the platform at the end, said platform starts getting pulled up and a bunch of walking mouths get quite literally dumped on top of you.

Another example is one of the church levels (the hardest by far, but they are the last so it's understandable) where you're forced to gain a considerable amount of momentum (holding down the down arrow key) and plummet down one shaft (on Heavy and Slippery modes), then very quickly change gears two times (coming around the corner, you hold down whichever arrow key seems logical (left for left curves, right for right curves) and then take off Heavy and hold up, and as you reach for the top, turn on Sticky so it gives you that little bit extra traction to try to reach the very top bit) all before doing it again.

At least three more times.
[Of course there is a hidden secret to bypass all but one tunnel, and it's under the stairs - the ones that keep rising and falling.]

Then, once you get to the end of the course (in this room with half the floor on a slant), you think "thank god, now time for something reasonably relaxing to ease me into the next level".

Except you won't think that, because you'll get to "thank go-" before the walls dissapear and thousands of diabolical walking mouths come pouring out, devouring your poor, confused, and above all, exhausted blob of tar while you presumably rage quit.

Turns out you're supposed to leap up and Sticky onto the rising block the very second you hit the ground. Not that they tell you that.

Then there are the little things. The pebbles they throw at your window in between the big rocks like that. But, while still pebbles, they make an awful racket and eventually leave that window all scratched to hell, and the stones make it look like a swiss cheese maker has gone to town on it.

#3. The "Airship" campaign

Saying this "campaign" is mean kind of like saying Hitler was a bit wacky.

I have a particular grudge against this "campaign". It's more brutal and evil than the main story, something I thought quite literally impossible. I don't know what designed it, but obviously whatever it is is an amalgimation of the most evil people in the history of the human race with a little Lucifer mixed in.

One level will kill you if you don't press anything in the first second or two. To quote Yahtzee, "That's the sort of gameplay I'd expect from a f&#%ing ROM hack. Designed by Hitler."

Almost all of the levels are ruthless in difficulty. I'm shocked that it made it past playtesting.
Of course, there's nothing to say that it did.

The only level in that cesspit I've been able to pass is level 4, and I could only get that by finding it under "Start > Custom levels > Load level".

#4. Gish

Actually, no. Gish is kind of cool. He never speaks, even when he's being torn apart by a pack of ravenous mouths, and he's always mute when being taunted by bosses. In fact, the conversation before the final boss goes something like this:

Hera: Hello Dave Gish.
Gish: ...
Hera: I'm a psycho. I've been thinking about you ever since highschool.
Hera: MARRY ME! MAAAARRRRRRRRRYYY MEEEEEE! OR DIIIEEEEE!
Gish: ...
Hera: RAAAAARRRGH HERA SMASH

#5. The map editor

As frustrating and annoying to use as the real game.

First, you have to hit F1. Only in a forum post on the designer's website does it actually tell you. Because, you know, putting it in big letters up the top of the screen would be too easy for these guys.

Selecting tiles is also very fiddly. I think what you're supposed to do is click and drag the tile you want onto itself. if you click and drag it onto another tile, it'll replace it.

Why? I don't know. Pretty sure the designers don't know either.

And how exactly do I cycle through the list of availible tiles? Well, I have two sets (again, not sure why) and they're moved by two sets of different buttons.

Bonus points for anyone who guessed that they don't tell you what those buttons are.

They probably tell you in the forum post, but frankly, not packaging the controls with a text document was just bloody stupid.
Yeah, Gish doesn't come with a "manual" on all the controls. I always thought that was sort of important.

#6. Impossible platforming challanges

Ok, Gish developers - making me jump from bouncing suspended block to higher bouncing suspended block is nearly impossible. The physics engine makes it so.

That example is most prolific in the Airship "campaign", but it also rears it's hidiously deformed head in the main story campaign and it was hard enough there. But tying all the bouncing suspended blocks together? Thats just not funny.

Thats. Just. Not. Funny.

#7. Give me something - anything - that tells me what or how to do something

In Gish, there is a serious communication problem. The tutorial actually tells you how to do things pretty well, but you never see that again. What I would really like to know is what sort of strategies I need to defeat the boss.

Even somewhat cryptic clues would be nice, but that doesn't happen. Sometimes, you can justify making the challange greater by telling the player what to do. That way, the player already knows how the beast will die. All he needs to know now is what he's going to do to get to that point.

In Gish, you need to fogure it out for yourself. Sometimes, the simplicity of the map will make it sort of obvious, but there could be two or three ways to kill a said boss, and you'll spend a life or two (or more) investigating that option, and when it turns out to be false you spend another life or two (or more) trying another.

#8. Indie game = amazing, innovative game that's awesome, always

It's the rule of Indie games, isn't it? If there's some bright eyed young group of people, usually a designer, a artist and one other person who fills in for all the other roles where nessesary, often their game will be given lots of positive reviews and be hailed in some way as "innovative" or some other buzzword.

It will win awards, too. Lots of awards.

And after playing Gish and seeing how immensly frustrating, difficult and evil it is, it makes me seriously wonder whether the award givers and reviewers actually took time out to play the full game.

Maybe they were given a demo. The demo would probably include the first stage, and I'd say that's pretty easy. Yeah, it's cool and really nice and it has good graphics and a cool physics engine ect ect. Never mind the later levels, we're only looking skin deep here.

Or maybe it's just a case of "a brand new indie game design company just sprang up, let's make them feel really kick ass and awesome by giving them tons of accolades. We'll actually look at their games once they come in a box."


I think that's all of it. I think it's out of my system now.

Let me make this clear - Gish isn't bad. And I know that sounds counter intuitive, but hear me out;
It's extremely frustrating, difficult, and some parts are truely evil, whether by design or by accident, but the game itself isn't bad.

I would probably say to anyone who wants to play it, "Yeah, go for it, but keep an eye on your blood pressure and stay away from any loaded weapons."

Saturday, June 19, 2010

Intermission: Gish (part 2)

Saying Gish is hard is kind of like saying George Bush comes across as a wee bit daft. Or that Microsoft is a tad evil. Or that Captain Price from Modern Warfare 2 "does not have situation under control!"

But even so, the game is still possible. I trudged my way through that cesspool of frustration. I endured the many, many dick moves it pulled throughout each level; I put up with the difficult-to-handle enemies; I withstood all the bosses, killing them only after a good hour of trying to figure out how.

And then the game was over. In fact, it's officially over at level 5-6, or "Church stage, level 6".


No. Do not try to contact me to tell me how you beat it, because you can't. It's impossible. The game is over by then anyway - I'm pretty sure that's the very last boss fight.

Here, you meet Hera. Hera being Gish's ex-girlfriend. She's a blob, just like Gish, and shows just how terrifying she is when she begs Gish to marry her. Which is funny, because she's constantly trying to kill you. And I'm pretty sure you can't marry a dead person, let alone a dead blob of tar.

Anyway, the game ends here because Hera is impossible to kill due to programming, and the dickiest of all dick moves is pulled on the final level.

You've got to grab a block of stone and very expertly punt it up to the upper level. Why? So it can hold down the button you need to hold down so you can A) rescue the love interest and B) kill the crazy b!*@# who wants your blobby hand in marriage and is trying to kill you at the same time.

Here's the problem, though: Hera can easily kill you. all she needs to do is crush your tar like body with her... whatever the hell she's made out of. It's like a light grey/white colour, and a few unsavoury things come to mind when asked to think of anything that colour.

Anyway, you can't kill Hera because she goes into heavy mode whenever you touch her. In Heavy, you can't be crushed unless something with an anomalous amount of pressure is being pressed onto you. Thus, Hera = invincible.

As I've mentioned earlier, you need to grab a bit of stone and 'punt' it up to the level above. Only problem is getting Hera off you for long enough to do that, which is near to impossible. Once she is on you, it's all over because you have to be out of Heavy mode to build up enough of a bounce to launch the block of stone. Unfortunately, no Heavy mode = able to be crushed, and crush you she will.

The conditions of getting that block of stone up to the second level have to be absolutely perfect, and I can guarantee they won't be. And even if they are you only have one shot at getting said block of stone up the level before Hera finds you and screws everything up, and that's too much of an unreasonable goal.

I don't know. Maybe the designers intended this to be impossible. Maybe they intended it so only two or three people could possibly finish the (presumably) final boss fight, most of which would be sheer luck.
But for everyone else, game ends at the last boss fight.


By now, you may be wondering whether or not to even consider looking at the game. Well, personally, I think getting the game is worth it. Yeah, the last stage isn't worth the time and blood pressure, but the rest of the game, while making the level 3 times more difficult than it should be, is still possible to get through. After all, I did them. Took me a while, but I eventually got through them.

If you don't mind never seeing the conclusion to Gish's tale, go right ahead and download that sucker. If you like to see a game reach closure, with out hero rescuing his girlfriend from the pit of lava she's about to be dunked in, Gish will disappoint.

Oh yeah, and what the hell is with the "level editor", guys? Didn't even package a readme to explain what you're supposed to do.

Thursday, June 17, 2010

Intermission: Gish

I swear, this game was built to frustrate the player. At least, in the stages later on.

Having just got past the "7 planes of Henenna" stage (which, personally, whoever happens to beat that part of the game deserves a goddamn trophy and possibly a purple heart), and moving onto the Egyptian stage, I've come to the realization that Gish is hard and frustrating.

Not that that's entirely a surprise. This is a platformer, and by nature platformers have to have at least one level in every 5 or so that are frustratingly difficult.

But Gish takes it a step further by implementing a frustratingly difficult bit of platforming or a damn annoying puzzle every single level. For example, it literally took me a good day or two to get past level 3-3, and another day to get past 3-5 due to a brutal bit of platforming. Whats worse is that in the case of level 3-3, that godawful bit of platforming was the very end of the level. Yeah, thank god for that, right?

Well, when you die you get catapulted back to the beginning of the level. Do that enough times to the player (as it happened to me) and he or she will start questing their own self worth and, more importantly, wonder why they're playing your game at all.

Another thing that pisses me off about Gish is the implementation of "lives".
Some of you older readers may remember lives from the old days of arcade gaming where, if they ran out, it was game over.

Well, when you die in Gish your off to the beginning of the level. Same thing happens when you run out of lives. There's no visible disadvantage to running out of lives, and you get a batch of five fresh from the game's oven every time you run out, which just raises the question of why the hell they're there in the first place.

It would make sense if you had checkpoints, and every time you ran out of lives you got sent back to the beginning of the level, but dying normally sent you back to the last checkpoint. But that doesn't happen in Gish, so really it's a mind bogglingly confusing feature that has no purpouse.

Monday, June 14, 2010

Intermission: Bloons Tower Defence 4

Bloody hell, this is a long intermission.

Anyway, Bloons Tower Defence 4 has caught my eye. NinjaKiwi, the guys who made it, have always done good games. But I fear Mochigames, the guys they decided to integrate their game with, have screwed them over a bit.

For one, MohciGames is evil. Very evil. But we'll get to that later.

Bloons Tower Defence has always been a reasonable sort of game. It doesn't pull too many "dick moves", like having a special sort of balloon that can't be killed by anything else apart from one or two towers.

...ok, metal ballons. But frankly, if you didn't have a cannon tower by then you were doing something wrong anyway. And it tells you to get your act together and make one at least two levels before that stage anyway.

But Bloons Tower Defence 4 has got me a little worried.

There's this new balloon called a Camo Balloon. Camo Balloons can't be targeted, so all your towers are useless. Tacks and Mortar Towers are your only hope, but it doesn't specifically say that the Mortar Towers are good against Camo Towers, and I don't remember seeing much of a warning either, although that might be because I'm playing on a laptop and the team didn't design their game for a small screen.

But you won't spend any money on Mortar Towers because A) they've never been implemented before and you automatically distrust them and B) you have to aim them so there's a micromanagment issue.

So once you get to the stage where there are a ton of these guys, it's all over. It's just annoying that they can't be killed by anything else.

I can't help but think that these guys have a new fresh faced designer that thought a new balloon was a good idea. And it was. But maybe it shouldn't have been the Camo Balloon.

MochiGames, though. It has Mochicoins that you can use to upgrade your game. Which is super cool, until you realise that you need to pay for the bloody things.

With real money.

Screw that. I do not pay real currency for false currency. That'd be like buying gold for your character in WoW, but this time the Mochi team actually encourage it.

You know what would have been great? Giving me coins for activity on the site. Finishing levels in games could give me, say, 20 coins. It's nothing compared to what you could buy, but it's something little that, with a little more activity on the site, you could build up quite a lot in a reasonably short amount of time.

But maybe that's the point. These guys need to money through Mochicoins to pay for the site. Makes sense - these guys don't use ads on their site.

But so much of the game is for sale. In Bloons Tower Defence 4, you can "buy ranks", letting you access new towers early if you give them money. That's almost exactly like buying levels for your character in WoW; and what if Blizzard would let you do that? Well, it would take the fun out of the game. All you would need to do to get a character up to level 80 is, I don't know, a hundred or so dollars.

That means you get no experiance playing the character all the way up to 80, and thats a serious problem because, well, you don't know how to play it. You don't grow attached to your characters either, and you end up giving up because it's "too easy". Being forced to claw your way up means you get to see the world and get used to your character, and also get satasfaction out of doing so.

Yahtzee, in his Scribblenauts review, said the same:

...sometimes I get the urge for a grilled cheese sandwhich and after going through the trouble of digging the Breville out, chewing up my knuckles on a rusty cheese grater and finding that my special Brandston Pickle has solidified, the struggle makes it all the tastier. If I could just wave my hands and conjure not just a grilled cheese sandwhich but two grilled cheese sandwhiches, being worn as a bra by a swimsuit model constructed from grilled cheese sandwhiches, it'd take all satasfaction out of life.

Sunday, June 13, 2010

Intermission: Overgrowth

Apparently, the Lugaru team are making Overgrowth, the sequel to Lugaru, the game that I'm forced to play in my own personal hell 24/7.

Having finished Lugaru only by cheating, I have to say that there are a few problems they should probably iron out. So let's go through them with the biggest problem first;

#1: For the love of god, make the wolves less powerful

I understand that I'm a rabbit and they're wolves, but it's just ridiculous. One smack from a wolf can take you down regardless of your health, and they always, always use that goddamn annoying trip up attack, so you spend 3/4ths of the combat with your face planted in the ground.

Their attacks are lightning fast, so half the time you won't be able to counter attack the insta-kill hit and you can't sneak up on them either to perform your backstab attack because A) your sneaking speed is about as fast as their walking, so good luck catching up to them and B) they can smell you, so you can't get behind them anyway.

I'd love to find out who playtested this game so I can hang the stupid bastard.

#2: Stop disarming me every time I pick a weapon up

It doesn't matter what weapon I pick up, it's going to get taken off me. The sword is the worst of all - it doesn't matter how many times I do it, every single attack I make with the stupid thing gets countered and taken off me. The funny thing is, I can usually counter the guy back, so it's like a backing and forthing of counters and weapon disarms until eventually I just drop the bloody thing so one of us can die.

The dagger has a chance to go flying off you whenever you trip up (so against wolves you can kiss it goodbye) and the Bo staff can easily be blocked and countered because it's the slowest weapon in the game, so you'd better get used to fighting with your bare fists.

But... but you can holster your weapon so it won't be disarmed.

Well you're not using it then, are you? Not even another computer is quick enough to attack, holster and attack again to make sure it isn't disarmed (especially not against wolves), so a human certainly won't be.

#3: Let me explore the world

Even though there's this big pretty world to explore with randomly generated terrain, you don't get to see any of it. It's tragic because the rolling hills or the arctic tundra or the sweltering desert has the potential to go on literally forever because of the clever way Lugaru handles the terrain.

So, would it not make sense to let me explore rather than fight all the time? You've got a great world here guys, but it might as well not be there. You might as well have the game take place in a series of boxes.

#4: Make multiple enemies easier to handle

In Lugaru, if you had multiple enemies on you at the same time, they attacked you all at the same time, which meant even if you managed to counter one, you couldn't counter the other. This means that if you want to get through the level, you've got to take only one at a time.

Games like Assassin's Creed and Batman: Arkham Asylum handle a lot of enemies well, by making them all crowd around you (but not too close) and having one, maybe a maximum of two come at you at any one time.

I don't know whether the Lugaru team even thought of that or whether they deemed that style of play "too easy", but Lugaru doesn't handle it's combat like that (as you can tell by reading the last few posts).

Well, there's a reason games like that handled the fighting that particular way. Imagine if you were playing Assassin's Creed and all the guards came at you at once, swinging their weapons against your robed assassin body at the same time. You'd be ribbonified before you could even say Rage Quit.

#5: Slow things the f*&% down

The Lugaru team must have played a lot of Sonic in their youth, because the protagonist (and everyone else) moves blindingly fast.

They also attack really fast (I should stop bringing this point up because it's starting to sound like a broken record) and countering them requires a hair trigger shift key and lightning reflexes.

The only thing they're allowed to speed up is your crouch speed. It takes forever to get in range of the enemy's jugular and there's a good chance you'll be outed before you get there.

#6: Give me a better ending

I'm going to give away a spoiler here, so if you desperately wanted to play the game than avoid all the text within the [SPOILER] tags.

[SPOILER]At the very end of Lugaru, main character goes back to the rabbit fortress (which you never get to see properly) and essentially says "I'll travel the world to find myself".[/SPOILER]

Awesome, I thought, I get to finally explore. But no, it just reset my map to the start of the game which infuriated me to no end.

So not only did you give me a stupid ending, but you didn't even give me the chance to go back and redo all the levels I wanted to do again, or give me the open world option. It's just an enormous middle finger to the player.

Come to think of it,

#7: Give me a better character

"Main character" (because I can't remember his name) came across as worryingly naive in the first part of the game. Later on, he lost all emotion because his wife and child and whole village was brutally slaughtered.

They need a better dialog writer, too. He, and every other character he meets, comes across as wooden, like they're all marionettes.

Oh my god. That's it. They are all marionettes, aren't they? That's why they get ragdoll'd so easily - because whenever a wolf trips me up my manipulator accidentally slips up due to sweaty hands.

#8: Make it more of an RPG

In the first level of the game you can talk to people. All they need to do is implement a quest system and they're away laughing.

Also, give me stats and use challanges to let the player improve not only his style but also his stats.

For example, smacking people around will increase strength, meaning more damage dealt. Getting hit a lot increases stamina, making the character more resiliant to damage. Running a lot improves speed. Countering a lot improves countering speed. Throwing your dagger a lot increases dagger speed and at the max level the dagger will curve to find their enemies, although you might want to make it so it won't act like a homing missile.

It sounds like a bit of a grind but players will still do it, because they'll want to give themselves the best possible advantage over their enemies.


In conclusion Lugaru, while a bad game (in my eyes anyway), has the potential to be a good game. Indeed, fixing all the issues won't make it the perfect game an there are a few more to take into account, but it will be a definate step in the right direction.

But if Overgrowth is just another Lugaru I'm going to be dissapointed. Angry, yes, but that'll pass in time; the dissapointment probably won't.

Because Lugaru had - and still has - potential as an open world RPG or even just an exploring game, but it made exploring the world a waste of time and doesn't have any RPG elements. It's just an extremely hard third person fighting game.

Tuesday, June 8, 2010

Intermission: Lugaru

I have a serious problem with this game.

It's built soley around combat, but this has to be the worse combat I've ever seen in a game of it's type.

If you've ever played Assassin's Creed, you'll know the guards are very slow. They make it quite obvious when they're about to attack, so you have just enough time to hit the counterattack button before they hit you. Another thing the guards in Assassin's Creed do is they attack you one at a time.

In Lugaru, those rules are inverted. The bastards attacking you have lightning fast attacks, and in order to counter them you have to have a hair trigger keyboard.
And the enemies in this game have no problem ganging up on you, making the fiht impossible. if three or more enemies have latched onto you.

For example, you eventually come across a pack of anthropomorphic wolves. These guys are nearly impossible to kill - they can smell you from a mile away and move faster than you, and their attacks are terrifingly strong.

And since they're faster than you, they can make it to your ragdollized corpse much faster than you take to get up, and the second - the very f&%#ing second - you get up, the smack you right back down again.

There's one wolf that you can't kill.
I'm serious - he has impossible to counter attacks and those attacks are a damn near instant kill.

This wolf also loves to kick your legs out from under you, and will do that three times in a row before hitting you with a insta-kill claw attack.

Oh, I would love to be able to actually hit this wolf, but he automatically counters any attack I make, so it's pointless.

In short, Lugaru handles it's fighting mechanic like a toddler handles a chainsaw with it's handle covered with barbed wire.

Intermission: GTA: SA part 2

I should probably mention I've gotten past the godawful flying tutorial and back onto the game again.

I would say "let the fun recommence", but to be honest I don't thin-

Wait, Dan Houser? What are you doing he-*BANGBANGBANGBANGBANGBANGBANGBANGBANG*

Intermission: Humble Indie Bundle

Humble Indie Bundle is an interesting concept.

Essentially, you get a selection of indie games, and you get to choose how much you pay for it.

A friend sent me a Humble Indie Bundle gift... thing [I'm hesitant to call it a 'bundle'] which gave me access to all the games available.

So I did what any rational human being would do - thanked said friend and downloaded all of them.
Wait, except one. But I downloaded the rest.

So, lets go through the games the site has to offer;


Gish
Gish is a platformer where you control a 12 pound ball of sentient tar.

Gish was taking a stroll through the park with his lady friend before said lady friend was kidnapped and taken by this big... thing. It might have been an enormous blob.
Anyway, our titular hero jumps down into the sewers after his lady friend.

Story out of the way, it's onto the platforming, and I have to say the gameplay is really quite cool.

Gish can cling to walls, make himself extra slippery (to slide down small tunnels) and, through sheer willpower, make himself heavier to smash through walls. Because you can cling to most surfaces, though, it makes the platforming kind of interesting. They introduce spikes early on, and as Gish walks over them he takes damage. In order to get over the spikes, he has to cling to the ceiling.

Further on, Gish comes to a set of suspended blocks. If he's careful, he can make the blocks swing, cling under them and grab the coins that are below.

And because he can stick to stuff, he can grab blocks to maneuver onto a button.
Music's good too, but that's not terribly shocking because it's an indie game - the music's almost always good.

Of course, Gish isn't perfect. It doesn't you tell what to do or where to go, and the enemies can be quite unforgiving. But that could be forgiven because the game is essentially linear.


World of Goo

...is out next game. I must confess, I downloaded WOG because it was there. I already have the actual game, but it isn't that big and I reasoned it wouldn't make that big a dent in our 50 gig a month broadband plan.

Anyway, in World of Goo your goal is to reach a pipe. To reach said pipe, you must (usually) construct a tower out of goo balls. At first, it seems very straight forward, but as it introduces different types of goo it starts getting interesting.

There's usually only one way to complete any given level, but it's still cool when you figure out how to do it. And it teaches an important lesson about structural integrity.

Third up, we have...


Samorost 2

Said game is one by a company called Amanita Design, the same guys who did the game Machinarium, which is my favourite point and click puzzle game to date.

Anyway, the first level introduces us to the story (at least, the story for the first level). Aliens, while collecting fruit, have stolen some kid's dog. Said kid is the protagonist, and he takes off in his "house rocket" after the dastardly aliens.

Point and click games all have this problem where it's not immediately obvious what's clickable and what isn't, and the very first couple of screens for Samorost 2 illustrate that, but from then on it's reasonably easy to decipher what they want you to do.

Figuring out the puzzles will make you feel all clever and smart, and most of them are somewhat easy, if a little easy. At the time of writing, I haven't got to the second half yet.

It's an interesting world this game takes place in - apparently, you can breathe quite happily in space, and asteroids can actually grow grass and plants without having any atmosphere.

But who gives a damn? It's supposed to convey a sense of fantasy.


Lugaru

Game number four is Lugaru. Jumping right in, I get a flash of red screen and a massive black eye staring at me.
Not the best way to start off, guys. I feel like the thing before me has been freshly killed.

The tutorial showed me the ropes, as tutorials do - you play a anthropomorphic rabbit, and in most of the tutorial you spend your time fighting a rabbit illusion made of smoke.

The gameplay seems to be built around the combat, which is a shame, because exploration would have been a good direction to go in for this sort of game.

Combat can get hectic and panic-y, and whenever you're hit with a particularly hard attack and sent flying ragdoll style (which happens very often), you loose your weapon and the enemy can pick it up, meaning you spend most of the fight punching the guy to death.

Whats worse is that combat in this game is extremely unforgiving. When the enemy send you tumbling, they often hang around your ragdoll'd body waiting for you to get up and do it again, and with two or more enemies it becomes insanely difficult.

Worse still is that Lugaru lacks a quest log, or indeed quests at all. The map you see every time you progress to a new part of the game is pretty lackluster, and there isn't much of a ultimate goal hovering overhead, apart from "kill the bastard who betrayed your village".


Last up is Penumbra. My laptop can't hack it when he steps off the boat, so I'm currently transferring the .exe to my other computer. Give it a sec.
...
...
Here we go.

Penumbra draws you in. There isn't much doubt about that. The most interesting aspect of Penumbra so far is you need to really use the mouse.

For example, you need to smash a piece of ice that's frozen up a wheel to an underground bunker. You need to do a little bit of exploring to find a bunch of rocks.

In any other game, it would do the smashing for you. But in Penumbra, you need to heft the rock up using the mouse and smash down using the mouse too. Turning the wheel needs the mouse as well - you actually need to turn the wheel as opposed to just clicking on it.
You want to do a melee attack? You have to swing that bastard.
There isn't any hud either, deepening the immersion.

Once you figure out how to open the big steel hatch that was closed for a damn good reason, your taught about stealth. This means turning your flashlight off, something your not going to want to do.

You know something is out there. You just... can't see it. Or hear it.
It's the whole psychological horror thing - it gets into your head and screws with you. It makes you fear the slightest noise, the faintest flicker.

Did I mention your totally alone? No audio logs (yet), no NPCs, not even any monsters that you can see (so far). You are totally, completely alone.

In short, Penumbra isn't for those who consider themselves "jumpy". And even of you aren't, this game will make your skin crawl.

Sunday, June 6, 2010

Intermission: GTA: SA

Or, for the acronym impaired, Grand Theft Auto: San Andreas.

For those looking to buy it, I hope you like not being able to finish your games. I know I don't.

Two thirds into the game your let into the last island, Las Venturas, essentially the last leg of the game before it's conclusion.
There, you meet a character names Mike Toreno. The first few missions of his include driving up along side a tanker and getting your friend to hijack it, which was quite fun when other cars on the road wern't punting you off your bike.

But eventually, he sends you to buy the airstrip, a boneyard for unused planes. Then he instructs you to learn to fly, with the mission about it titled "Learning to fly", which not only conveys the overall objective but is also a nod to Pink Floyd, incidental or not.

Anyway, the first two flying challanges are relativly easy, so long as you don't touch the roll or yaw keys.
The third one forces you to fly through a big ring of hoops around the airstrip. You've never had any experience turning the plane before this course, so it seems a bit like teaching you how to hold your breath underwater then making you do laps, with no proper instruction on how to swim.

So you'll fail. It's inevitable - in fact, it's never a case of if in the GTA universe, it's when.
You will die eventually, and you lose 70% of all the missions you do on the first try, and most of them on the second and third. That's just the way it is.

But that's ok, because I sort of knew that when I came into the game. But the flying and driving school is set out to be as frustratingly difficult as humanly possible.

In the third challange, you have to get each ring pretty much perfect, and if you miss any one of the many you're forced to restart. It's an endless parade of failure, entire days going by in game as you try to meet the challenge's unreasonable goals.

Evnetually, after at the very least four solid hours of game time trying, over the course of about a day or so, I finally do get it. I think I got a bronze, but hell, I finished the course. I was feeling damn good about myself - I beat the game.

Then it told me to do it again, only this time I had to land the plan as well.
That was it for me. The game makes damn sure that if you are on your high horse, you aren't on it for long. For every genuinely fun mission, there's one which is abysmally hard, and it's not just because of objectives. Sometimes the game likes not telling you anything at all, or giving you the bare minimum of the mission objectives.
Sometimes is the abominable controls, like the Red Baron mission for Zero, and occasionally it's based on a random dice roll within the game, like with "wrong side of the tracks", where you winning is entirely determined to whether or not Big Smoke woke up on the right side of the "can actually shoot straight" bed.

It's come to the point that I'm starting to believe nobody playtested San Andreas, or at least not the PC version, because if they did they would notice some serious problems with the key bindings.

One mission with Zero, everyone's favourite RC enthusiast and professional whiner, where you have to control a small RC helicopter to help get Zero's RC car to his compedator's base.
If they had tested it before release, they would know that binding the magnet control with your helicopter to the LMB (Left Mouse Button) while the rest of the helicopter controls are spread out along the keyboard is not good design, and as far as I am aware nothing else works apart from the LMB.

When the players of your game spend two or three days trying to get through just one mission because it's gratuitously dfficult, then you don't have a good game. And, of course, you can't proceed until you have mastered all the courses in the flying school.
I can't remember the last time I had any actual fun playing San Andreas after being introduced to that godforsaken part of the game. Seriously. It seems so long ago.