Category: Stuff about games

Back!

Posted by – 27 May, 2011

Hello, reading several. I hope you’ve enjoyed not feeling obliged to skim my blog posts so they’ll mark as read in Reader! Sorry, but I’m about to start posting again.

Here’s are some examples of things wot I have dun that I might have written about on here if I’d been writing anything on here:

- I’ve painted a fair few individual miniatures, mostly as gifts. I have learned that two-brush blending is brill. When Tims get gift miniatures they make compliments that sound like insults then backtrack awkwardly, engendering chuckles.

- I’ve read a book or two. I can thoroughly recommend “The Hippopotamus” by Stephen Fry to just about anyone. Although I should mention it’s quite rude, so have a care before suggesting it to anyone upset by rude activities.

- I’ve lost some weight. I can now wear some trousers which, last August, I could not have put on without chancing public indecency if I walked fast or sat down.

- I’ve played some computer games. The Witcher 2 is amazing, in that I was amazed by how awful it is. Perhaps I’m naive and should not be amazed by this sort of thing, but sometimes I am.

- I’ve gained some fitness. Recently I did two pull-ups! Can you imagine? I hope you can. It isn’t a difficult thing to imagine.

Exciting, isn’t it chums?

Quartus Phase 2 Initiated!

Posted by – 13 September, 2010

I’ve completed the graphics and sound for Quartus, but you can’t hear them now, so this is a bit of a limp post – sorry.

Phase two, which I’ll give myself two weeks to do, is to make a functioning flash app out of it: a title screen with music! If I can make that happen it means I’ve got a handle on the absolute basics and I’ve figured out how to get sound and graphics into an appropriate format.

Bonus Early Update: Primus and Quartus

Posted by – 4 September, 2010

It’s just occurred to me that since I have a full day tomorrow of playing nerdy games with my chums I ought to put up my promised Saturday update a bit early. So I am… doing… that?

Fitness-wise, things are going rather well. I’ve been eating well, exercising plenty, and so on. Also, if you’re interested – and I’m sure you are – then you’ll be interested to know this interesting thing:

I’ve started tracking my daily calorie intake via the pleasing website Daily Burn. I’d love to give you an involved breakdown about it now, but I’m afraid there’s just NO TIME.

NO TIME!

Making-a-flash-game-wise, things are a wee bit rockier. My computer broke, so I had to fix it, but that took some time. I’ll do the stuff I was going to do this week, next week, I promise.

Project Quartus: Make A Flash Game

Posted by – 28 August, 2010

I’ve used up all my fun name juice, which is probably for the best.

This is probably the most straightforward project of the lot. I’m going to make a Flash game. Each week I will set myself a little goal and finish it by the end of the week. After a while I will have a little game. Then I will try to make another one which might be better. Then I’ll make a third one which I’ve been thinking about for quite a while but will probably be worse than the second one.

This is all assuming that I don’t make one game then decide that’s quite enough of that.

This week’s goal:

  • Make music, sound and art for Game One.

You’d think this’d be really involved but, if I’m honest, Game One isn’t going to win any awards for anything at all.

Glutwatch 2008: The Beginnening

Posted by – 21 November, 2008

Allow me, if I may, to provide the rudder to your games purchasing dinghy as the stream of releases swells in unseemly engorgement, bursts its banks, and threatens to, oooh, flood some villages that represent the time you spend not playing games or something. Allow me, in short, to proffer to you some brief game reviews.

World of Warcraft: Wrath of the Lich King is more WoW; and it’s slightly better than the last more WoW, which was better than the WoW you started with. If you like WoW, it’s a little bit like Jesus pooed in your sock. If you don’t like WoW, it’s like exactly nothing has happened to you, but most of your friends are suddenly busy.

Command & Conquer: Red Alert 3 isn’t a game, so much as a way of spacing out some cutscenes. Thankfully, the cheery pseudohistorical nonsense makes 2/3 of the cutscenes riotous fun (the exception being the japanesey ones in which, bafflingly, the actors don’t appear to be having any fun at all). In the game itself, the AI generals do all the battley stuff, leaving you to sock-puppet your way through your orders until such time as a lady in a low cut top comes on to you, which is how you know the mission has finished.

Apparently the game scales new heights of having a very good time when played on hard in co-op mode with a chum; but there is only one of me and he played on medium.

Dead Space, on a console, with a joypad, is tense and dramatic. Then the alien zombie monsters come and it is exciting. Dead Space on a PC, with a mouse, is boring. Then the monsters come and it is annoying. Like all the best horror movies.

For once Bethesda seem to have devoted some of their development time to thinking “How will this work?” instead of “What can we do?”. As a result of that and, well, the Fallout setting, Fallout 3 works really quite well. In essence it’s the same game as Oblivion, but instead of constantly confronting you with ludicrous bullshit, it doesn’t constantly confront you with ludicrous bullshit.

By making a game that hides most of its ludicrous bullshit under the hood, Bethesda have finally fulfilled the promise of their previous efforts, and made a game you can obsessively play for hours and hours without hating yourself afterwards.

So: Fallout 3 is the best of these four. The collectors edition comes in a rather nice and actually usable lunchbox. Good!

I will do another batch like this. Just as soon as I’ve played Far Cry 2 and three other games.

I Didn’t Have a Blog In 2004

Posted by – 2 September, 2008

Woo. A crowbar.

Woo. A crowbar.

Half Life 2 is so dull that I looked forward to the loading pauses.

Short enough, guys?

Games That Don’t Start

Posted by – 2 September, 2008

Preamble

Recent chucklesome murderfest Army of Two focuses its plot on the pursuit of two villians then shows your characters fighting and offing them in a cutscene. According to the friend to whom I owe this intelligence, it’s as if the final scenes of Die Hard had cut to Grandpa McClane telling the kids all about the time he killed a german terrorist. Indeed, it’s a pervasive complaint that games don’t end properly (usually qualified with a spurious “anymore”).

I agree it’s a major problem for a game that troubles with a plot to leave the player unsatisfied at the end. In fact, it’s a problem in any game at all. If nothing else, it cripples the sense of satisfaction that gives a game real replay value. The type where you play through again because you crave the experience, rather than because your obsessive-compulsive tendencies have been hot-wired with unlocks and achievements.

I think there’s a far more endemic problem spoiling the opposite end of games. The start end. Gamers are fond of talking about what good value games are, judged by a simple calculation of hours per pound. It’s like miles per gallon and, in the same way, is an excellent measure as far as it goes. Eighty miles per gallon is better than twenty, but you’d be a fool to buy a car on that basis without putting in a little bit more research. Bear that in mind as we work our way through the next bit, after which is the best part, which has a stopwatch in it.

Reamble

I’m a particular fan of Massive Entertainment’s 2000 tactical RTS Ground Control. I shan’t go into detail about it except to say: it’s good, it’s aged surprisingly well, nothing before or since is much like it, the plot is best ignored and you can (completely legitimately) download it for free here. The games industry much have taken their orders and synchronised watches at some point in the nineties, because the brief phase of experimentation in RTS that allowed games like Ground Control came to an abrupt end, and the genre neatly subdivided. Everyone settled into making games that were pretty-much-Command-and-Conquer-but-in-3D or pretty-much-Warcraft II-but-in-3D, and everyone was either happy or very bored.

I think it’s safe to say that the last ten years have only seen the acceptance of three new RTS mechanics: point capture; leader units with special abilities; and, uh,  being in 3D.

2004′s Ground Control 2 was a disappointment, throwing out some of the core mechanics of the original and, largely as a result, coming across as rather insipid and watered-down.

Massive’s latest game in the Ground Control vein is World In Conflict. It was released in September 2007 to generally favourable reviews and, a mere eleven months later: I heard about it.

Join me as I play it a bit, to make a point.

The fun bit: with pictures (and a stopwatch)

The tutorial is crap, but you can skip it (and will do if you have any sense whatsoever). As such it’s not really fair to draw much attention to it; but since I’ve got the stopwatch out anyway:

The Tutorial

tutorial picture

I didn't take any pictures until after I stopped timing, but there's Sgt, Weston at the top!

Stopwatch: 0.00s

The tutorial opens with a nice, sweeping establishing shot of some of the pretty graphics. A portrait at the top of the screen called Master Sergeant Weston gives a nice little speech about teaching me to fight. It’s all very promising, really.

Weston’s actor is giving his all to a solid rendition of the well-known black american military sergeant voice, so it’s a bit surreal when he tells me that the camera can be moved left with the a key, right with the d key, forward with the w key and back with the s key. Then he asks me to move the camera left, so I do. Then right, so I do. Then left, so I do. Then forward, then back. I can’t emphasise enough that he doesn’t care if you’re already doing what he wants long before he finishes talking, and he has such an astonishing amount to say about moving the camera each way that you’ll have floated the camera half way across the level before he’s finished talking.

After congratulating you for your camera moving skills, which really can’t be anything other than patronising, he tells you about tilting the camera left, right, up and down. Then about looking around freely with the mouse. Then about moving your viewpoint up and down. Then clicking on the map to move the camera. I will spare you the blow by blow, but I think you can fill in the gaps yourself.

After pointlessly navigating the camera through a series of floating rings, the irrepressible Sgt. Weston started teaching me about telling units to do stuff by clicking on them, then the stuff you want them to do stuff to. At this point I gracefully quit back to the main menu.

Stopwatch 4 minutes and 12 seconds

The Game Itself

The first thing you see in the game proper, minus the enemy troops who are dispatched without your intervention.

There’s rather a nice intro cinematic and some talking over the load, all to establish that’s it 1989, you’re a junior US officer in Seattle, and the USSR has just commenced a massive land invasion. Eventually the game proper begins, so:

Stopwatch 0.00s

I wasn’t quite right, there’s a little cutscene after you click go. In the interest of fairness I skip it entirely. I’ve been given control of three armoured personnel carriers. A moustachied fellow starts barking at me to kill some soviet soldiers who are harrassing my troops, but the troops have dealt with them all on their own by the time he finishes talking. There’s a swoopy-camera cutscene illustrating the dramatic necessity of moving my troops into a circle a bit down the road, so I select my guys and click in the circle. Mere seconds later they arrive, and there is another cutscene about some plot before I am told to rescue some nearby men, so I click on the vehicle attacking them and, for my efforts, am awarded with a squad of little men to put in one of my personnel carriers. There is another cutscene, showing other people having a big, exciting fight, and I get my next orders: move to a nearby circle. A select, a click and a wait later, it turns out the circle was called a supply depot, and it magically means a helicopter can bring me another empty personnel carrier. There were some enemies attacking the depot, but some friendly troops I had no control over took care of them for me. A cutscene later it is clear that there are civilians in trouble, and it’s my job to save them.

I’m told to “send out scouts”, which means “go to another nearby circle”. This time I have to click once on a tank that’s in my way, then on the circle, so the action is hotting up. It was taking a while to kill the tank, so I had time to notice the “fire a rocket” button and clicked it, destroying the tank immediately.

There’s another cutscene, after which I am instructed to use artillery to clear some buildings, which is quite fun. Presumably in order to avoid having too much of a good thing, the artillery button is swiftly taken away.

aaa

Everything you need notice: your stuff, a circle.

To summarise the next little while: CUTSCENE. Go somewhere. New unit. New unit. Go somewhere. Fight. Go to circle. I lose a vehicle through innattention, it is immediately replaced. Wait while new troops arrive. Instructed to set up a perimeter (lit. “go to a circle”). CUTSCENE. More CUTSCENE.

Onscreen text reads “25 minutes later”.

CUTSCENE. Blow up two tanks in whatever order I choose. I am told to use “box formation”, but it turns out I already am. CUTSCENE.

21 minutes in I lose another guy and am immediately reinforced. Then I’m given back the artillery and i use it to clear the way to the final arbitrary circle with no further casualties.

There is another CUTSCENE, and the level ends.

Stopwatch: 25 minutes 33 seconds.

Secret Bonus Footage: Level 2

A summary in pictures:

aaaa

Two circles transform into...

Way to step it up, there, World In Conflict.

...six circles!

Way to step it up, there, World In Conflict.

Stopwatch: 55 minutes or so

Will to live: temporarily depleted.

In an effort to spice things up I set some objectives of my own, to be achieved in an order of my choosing: quit to desktop, put the kettle on. Four clicks (including the kettle) and a short walk later both are achieved. There is a short wait, then I make some tea.

Deamble

I’ve been going on for quite a while now, and the bit I said was fun probably wasn’t; so it probably behooves me to get to the point.

Ignoring the tutorial, and the intro video, I’ve charted the first fifty-odd minutes of the game. During that time I made exactly one decision: which of two enemy tanks to attack first. One of them was much closer, and on the way to the other.

None of the fights required anything more than one click per enemy, with the first fighting requiring none whatsoever. Once I’d found the “select all troops” key, most of the objectives were achieved with one keypress, one click, and a little bit of waiting while things blew up. I was reduced, essentially, to the position of a patronised spectator. In the early nineties there was a trend for “interactive movies”, which were roundly pilloried for offering meaningless interactions (“Press up now, or the scene repeats until you do!”), but at least in those you got a movie. World In Conflict is very graphically accomplished but as a film it lacks a certain something compared to, say, Saving Private Ryan.

Of course, it’s all intended to teach you to play the game, but who on Earth needs (at least) fifty minutes of learning to click on a circle?

At last, the conclusion!

I want to make entirely clear that I didn’t pick World of Conflict because it’s especially bad, but because it was especially disappointing. It’s actually quite representative of the standard roll-on of a major title in the last few years. By and large all but the least pretentious of action titles are a glorified cutscene for the first hour or so. Maybe if I’d paid money instead of borrowing it from a friend, I would have felt compelled to keep playing, but I’m not quite so well endowed with free time that I feel inclined to pour hour after hour into finding out if World In Conflict turns into the excellent tactical game it plainly has the capacity to be. I’ve got my fingers crossed someone else will do it for me.

In short: my point is not that an hour or two of not-very-good bits inherently ruin a game that may well have tens to hundreds of hours of play time. My point is that the games industry shouldn’t be making a habit of packing an hour or two of inherently not-very-good bits right at the beginning of every game.

In even shorter: If they can’t trouble themselves to start their games, why should they expect me to?