Every time, just like the last

games, mmm Steam sale, zoso 5 Comments »

I suspect it won’t come as a massive shock to regular readers if I revealed that I too have succumbed to the recent Steam sale. Like Melmoth I bought the Complete THQ Pack, and in the competitive bargain-off stakes I lose out from already having more of the games (Company of Heroes and its first expansion, the platinum edition of Dawn of War that… oh yeah, I got from a previous Steam sale), but possibly edge ahead on the number of games I actually would like to play (as well as Red Faction: Guerilla and Dawn of War II, I quite fancy Saints Row II and the second Company of Heroes expansion, and never got around to Titan Quest before either).

Buying that full pack at least seemed to inoculate me against bargain fever for the rest of the weekend. I was sore tempted by other offers, notably Batman: Arkham Asylum and Borderlands, but apart from anything else on a 2Mb broadband connection it’s going to take about three weeks (and incur the wrath of ISP “fair use” limits) to download all the THQ games without adding another couple of multi-gigabyte behemoths to the list. Anyway, even before buying the THQ pack I had too many games. Charlie Brooker wrote about living in a stuff-a-lanche: “I’m fairly certain I recently passed a rather pathetic tipping point, and now own more unread books and unwatched DVDs than my remaining lifespan will be able to sustain.” I think I’ve got a similar thing with games, let alone books, DVDs, radio series, blogs, forums, podcasts… I’ve managed about three levels of Freedom Force since getting that six months ago, and fired up Civilisation III precisely once to verify that, yes, it does exist. I’ve hardly gone back to any of the indie games pack from the summer, nor got any further than the tutorial mission of Men of War. My attempted justification of “well, there’ll probably be a quiet time without many game releases, and I’ll be able to get around to things then” becomes increasingly like stockpiling canned food for the Christmas holidays because the shops might be shut when it would take a nuclear explosion to close a big supermarket for more than 20 minutes, and that would just be to restock the shelves with hazmat suits and really high factor suncream. That’s before even contemplating MMOGs, which in most cases can expand to fill any available free time like cavity insulation foam with levels and classes.

Still, never mind. It shouldn’t take too much to bludgeon the last remnant of the rational mind into submission. Another good Steam sale should do it: “if I already have more games than I could possibly play, adding another 15 to the pile results in ‘more games than I could possibly play’, which is exactly the same situation, so there’s no reason not to get them! Pass the credit card…”

Posted by Zoso at 2:35 pm

It’s just as unpleasant to get more than you bargain for as to get less.

games, melmoth, mmm Steam sale 2 Comments »

Another Steam sale arrived this weekend and I once again found myself buying a huge number of games all because they were reduced in price and thus a ‘bargain’. Games are to me as shoes are to Mrs Melmoth: I see her come home with five armfuls of shoe boxes and she then spends the next half an hour telling me how much of a bargain they were. She tells me how cheap this pair was or how expensive that pair was but how much it was reduced by. Don’t get me wrong, she’s a shrewd purchaser of shoes and she gets some real bargains by carefully scouring the shop sales: for the price that some people pay for a single pair of shoes she’ll manage to come home with five or six pairs of equivalent quality. Then, as we all do, she gathers up her mighty pile of trophies, tiny consumerist victories every one, and with great pride she marches up the stairs, opens the door to the bedroom cupboard and shoves them all at the bottom, never to be seen again.

I do the same with games. Steam is my bedroom cupboard floor.

I bought the THQ pack at the weekend. It contains, as far as I can tell, every game THQ ever made and possibly a few games that they didn’t actually make but wished that they had. Why did I buy it? Because it was twenty six pounds and Steam told me it was worth five hundred and seventy two thousand pounds, or something. How could I not buy it? “I mean” – I begin to justify to myself, in that way that I do that means I know that I’m doing something stupid but if I just keep talking to myself for long enough then whatever it is that is stupid suddenly becomes perfectly sensible – “it does have a huge number of games in it that I haven’t played yet”. And at the time I thought myself right, and told myself that I was clearly not mad but in fact a very shrewd purchaser of electronic entertainment products, and that I absolutely should purchase this monumental bargain right now in case THQ/Valve suddenly realised what fools they’d been, oh and here are some endorphins to make you feel good. Mmmm, endorphins.

Of course the actual obvious retort was that I hadn’t played any of these games because, on the whole, I didn’t like any of these games, otherwise I probably would have bought them sooner. As I looked down the list of games that were now cluttering up my Steam interface I realised that Dawn of War II and Red Faction:Guerrilla were probably the only games from the selection that I was realistically likely to play, and then only if I happened to be in some sort of horrendous velcro accident that resulted in me not being able to leave my computer chair for a decade. It was a bargain though, so the endorphins told me that I was vindicated and that I’d ‘won’ over ‘the man’. And of course I totally hadn’t, because ‘the man’ is actually ‘a cliff’ and I am merely one of a large number of lemmings, sore beset by the pressure of temptation, willing to throw myself off the top; and thus I plummeted down and dashed myself against the rocks of reason hiding just beneath the surface of the sea of bargains.

I did pick up a couple of other games though, and although they were reduced in price and thus technically bargains, the fact that I’m playing them both means that they aren’t ‘bargains’ in the traditional sense. Firstly I grabbed Star Wars: Knights of the Old Republic for the princely sum of some two whole pounds, for no other reason than, frankly, it would be rude not to. The other game that I bought was the digital deluxe (is it just me or is this the sort of name you give to a vibrator, and not a computer game?) version of Dragon Age: Origins because it was reduced in price; everyone has played it and generally raved about it; and I’ve never, for my sins, completed a Bioware fantasy RPG. I know, I know: gasps of shock, cries of horror, prayers to various gods, a lady in the first aisle faints and has to be carried away, people start to sob and moan and beat themselves about the head in disbelief. I completed Mass Effect, if that helps? Okay, maybe not. I’m rectifying the situation now, though, so you’ll have to be satisfied with that. I’ve played a little way through the game so far and have a few comments already but I’ll save those for another post.

So I bought a few ‘bargains’ at the weekend as well as a few cheap games; I rest content in the knowledge, however, that I didn’t have to leave the comfort of my house to pick up my bargains, that they take up a lot less space, and that piles of them don’t tumble out of a cupboard and try to kill me when I open the door in order to grab a coat.

Posted by Melmoth at 8:00 am

Indie Pack Reviewlet: Braid

games, mmm Steam sale, reviewlet, zoso 4 Comments »

“People assume that time is a strict progression of cause to effect, but actually from a non-linear, non-subjective viewpoint, it’s more like a big ball of wibbly-wobbly, timey-wimey… stuff.” So said The Doctor in Blink, but it might well have been Jonathan Blow talking about Braid, for it’s a very timey-wimey game.

Like Blueberry Garden, it starts off with the platform game staples of the cursor keys to move and space to jump. Unlike Blueberry Garden, it continues with the platform game staple of a wandering thing you have to jump over or stamp on the head of to avoid death, and ladders to climb, and moving platforms, and things to collect (pieces of jigsaw puzzles). Time starts going wibbly-wobbly the first time you die: press shift and time rewinds, enabling you to put right what once went wrong. It’s a little like having Quick Save/Quick Load keys that we’ve become accustomed to in many genres, but even better, a retrospective quick save where you decide after the fact where you saved the game. This changes the basic gameplay similar to the way Sky+/TiVo changes watching television; it’s remarkably convenient, but it doesn’t change the fundamentals of the platform.

I was hopping through the third world of Braid, enjoying the freedom that rewinding time gives you, not worrying that a slight slip would force you all the way back to the start of a level to re-do everything, when it began to annoy me. I just couldn’t see how to pick up certain jigsaw pieces, or how to kill a boss who needed five chandeliers dropping on his head when there were only two chandeliers available. I didn’t want to totally spoil things with a walkthrough, but a quick Google on “Braid hints” turned up a splendid page that understands that too much information would ruin the game, and just nudges you along. Literally one line was the hint I needed, I’d seen the glowing objects in the level, of course, but hadn’t twigged that they existed outside the timeline you control (the very first puzzle you have to solve depends on that property, but I thought it just applied to keys as opposed to all glowing objects). As soon as that clicked, the game transformed from “quite fun platform game” to “work of fiendish genius”, and you really have to start thinking in non-linear time. Subsequent worlds employ different mechanics; the one in which time moves forward when you go right, and backwards when you go left is a particular mind-bugger.

Braid is beautifully styled, with visuals like a painting. It even has a plot about, would you believe it, a lost princess; finish a world and, in a stunning turn of events, it turns out the princess isn’t in that castle. Just as the gameplay twists the standard Super Mario fare, though, so does the story, with books in lobby areas peeling back layers and looking at time, loss and regret. If that sounds a bit too arty for you, though, you can pretty much just ignore it and get on with the puzzles, or even the simple joy of rewinding time and going “beeeeoooowwwww!”

Braid ran perfectly smoothly on the laptop, and £9.99 is a more than reasonable price. It’s a very close-run race between Braid and World of Goo for “game of the pack”; I’d say World of Goo *just* edges it, but they’re both wonderful games that, in the world of ever-increasingly budgeted blockbusters, show there’s joy, innovation and real quality out there in indie-land. Two thumbs up, one of which travels into the past while the other remains in the present timeline.

Posted by Zoso at 11:04 am

Indie Pack Reviewlet: Everyday Shooter

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In some ways Everday Shooter is so Old Skool it would spell “Old School” properly; it’s a shooter in which your “ship” is a blob, on each level you fly around a single screen, you have three lives and die when you touch pretty much anything. In other ways it’s as much of an “art-game” as The Path; the author describes it as “…an album of games exploring the expressive power of abstract shooters. Dissolute sounds of destruction are replaced with guitar riffs harmonizing over an all-guitar soundtrack, while modulating shapes celebrate the flowing beauty of geometry.” The combination of the two works rather well.

You move your ship with the cursor keys and can fire in one of eight directions using WASD, or a combination thereof. True to being an “album of games”, you’re on each level for the duration of its background song with the objective of firstly surviving, and secondly scoring points by collecting blobs left behind after destroying certain enemies. Each level has a different “chaining mechanism” that enables you to cause much explosion-ism for great justice (and scoring opportunity). The points you earn, as well as being a simple measure of score, also allow you to purchase extras, such as more lives and graphical filters.

One of the real strengths of Everyday Shooter is that you can pick it up and play straight away, and put it down after five or ten minutes feeling like you’ve actually done something, a little like the golden age of arcades only without needing so many 10p coins, so it was ideal for a bit of holiday gaming. It ran well on the laptop, and at £5.99 is pretty reasonable. Overall, an eight-way shooting thumbs up.

Posted by Zoso at 12:49 pm

Indie Pack Reviewlet: Gish

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Gish is yet another game featuring a 12-lb ball of tar as its hero. Honestly, developers, can’t you come up with something original? Here’s an idea just off the top of my head: there was a conflict around the middle of the 20th century, where most of the World had a War (for the 2nd time, as it goes), surely there’s scope for some kind of shooting-based game there? Anyway, at least there’s a twist to Gish that sets it apart from all the other tarball based games: you have a human ladyfriend who gets kidnapped, and you have to get her back!

You may not think a ball of tar is ideally equipped for such a rescue mission, lacking as it does opposable thumbs (any thumbs, in fact, not to mention hands, arms or limbs in general), but Gish has three rather handy abilities: he can extrude spines, enabling him to stick to surfaces, he can increase his density and he can become slick. This allows a variety of actions, such as sticking to, and climbing, walls and ceilings, smashing blocks and enemies, and sliding through narrow spaces.

Gish is a very kinetic game, there’s a real sense of movement in the character and its interactions; your default jump isn’t very high, but when you land you compress slightly, and if timed correctly and you jump again when compressed you jump a little higher, compressing more on landing, enabling you to build up to more impressive leaps. Gish also has a surprising amount of personality for a ball of tar with yellow eyes and fangs.

After a simple opening level introducing you to the basic control mechanisms and a fairly straightforward squish through some sewers, I started to get a little frustrated as the game got a bit trickier. I’d tend to get past sections with trial, error and random key mashing, die further on in the level, and have to re-do the earlier bits with more trial and error. I suspect I just need a bit more practise to get various techniques down and repeatable; it’s another game I hope to get back to with a bit more time (if only Steam did sales on Time). No technical problems on the laptop at all, it ran very smoothly, and very reasonable at £5.99. It even includes some player vs player modes like “sumo”, and “football” featuring opposing blobs of tar attempting to manoeuvre a football past the other side to score a touchdown, which look like they could be quite fun with a few people. Overall: a blobby tar thumbs up. Just please, developers, no more platform/puzzle games based around balls of tar with structural altering abilities! Here’s a tip: some fellow called Tolkien wrote an obscure book almost nobody’s heard of, I reckon a Game in which you Played a Role in that sort of setting could sell like hot cakes.

Posted by Zoso at 2:30 pm

Indie Pack Reviewlet: Blueberry Garden

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Blueberry Garden won the Best Game prize of this year’s Independent Games Festival. It’s an “interactive fairytale” in which you control an odd en-beaked individual (possibly Raymond Luxury-Yacht, though there’s no guide to confirm whether it’s pronounced “Throatwobbler Mangrove”) on his travels around a hand-drawn world.

At first glance it seems a fairly conventional platform game, you move with the cursor keys and jump with space, but you soon get the feeling you’re not in Miner Willy’s Mansion or Vorticon VI any more, Toto, with the distinct lack of enemies you have to carefully jump over to avoid losing a life. In common with The Path, Blueberry Garden is about exploration and discovery, but where The Path is dark, disturbing and heavy on the death, Blueberry Garden is fresh, whimsical and much more interested in fruit (so far, at least; I’m presuming you don’t fall into an inescapable pit of doom and despair further into the game). Something else Blueberry Garden has in common with The Path is relatively high system requirements: a 2GHz dual-core processor and 256MB graphics card are suggested, and the laptop did struggle with it. The game was just about playable but slowdown and stuttering did spoil things slightly, so I didn’t fully explore the garden, though I did start to make a fairly impressive tower of a giant pencil, block of cheese and a tomato…

Again it’s not something I’d go out of my way to pick up, but if I had to go exploring and the choices were a nice garden with some blueberries or The Forest of Death and Blood (“is there a story behind that name?” “why yes, everyone who goes there dies of death and blood”), the garden would edge it, and at £3.99 it doesn’t even need to last two hours to achieve Sherbet Dip Dab hourly cost parity. Overall: a blueberry-stained thumbs up. If, of an evening, I’m tempted to plunge into the sound and fury of Angry Internet Man forum debates over the bitter controversy of the day, I might go and wander around Blueberry Garden for a while instead; I suspect it would be far better for the blood pressure.

Posted by Zoso at 3:09 pm

Indie Pack Reviewlet: The Path

games, mmm Steam sale, reviewlet, zoso 2 Comments »

Difficult one, this. If I’d come to The Path totally cold I really don’t know what I would have made of it; as it is, there were several good articles and interesting debates over at Rock, Paper, Shotgun around the time of release. The Steam page says: “The Path is a game about growing, about changing, about making choices, about accepting the consequences of these choices. A game about playing, and failing, about embracing life, perhaps by accepting death.” I say: it’s not exactly a game, more an “interactive experience” or “downloadable installation piece” or “experiential user-controlled unstructured narrative conveyance” or perhaps “Neville”, if you prefer. Once again one of the RPS collective does it full justice in a Eurogamer review, and perhaps the key phrase I’d slightly out-of-context-edly extract from that is: “It’s totally no fun. It’s interesting, but there isn’t a fun bone in its mopey body.” Not really what I was after when unwinding of an evening; still, I fired it up for a bit of a wander around the forest, and hit something of a problem in that the laptop couldn’t cope very well and juddered through the introduction (the systems requirements do specify “no integrated graphics”). Turning all the graphics options down rendered it almost playable, but it still juddered and stuttered during interactions, which robbed any atmosphere that was building up. I’ll try and give it another go on my main PC sometime, perhaps at two in the morning when sleep deprivation is starting to kick in to give it more of an unreal vibe (not an Unreal vibe, though, I’m not sure a voiceover of “MULTI-KILL!” and “RAMPAGE!” would entirely be in keeping with the spirit of the game).

I’m glad something like The Path is out there, pushing boundaries, exploring the meaning of games n’ all that, but it’s not something I’d go out and buy, though £7.25 seems reasonable enough if it’s your bag. That’s one of the nice things about the multi-game pack, it gives you the opportunity to try things you wouldn’t normally bother with (even if only to confirm your preconceptions). Overall: the stuttering idea of a thumb in a forest at an indistinguishable angle.

Posted by Zoso at 12:01 pm

Indie Pack Reviewlet: Darwinia

games, mmm Steam sale, reviewlet, zoso 1 Comment »

In Darwinia you pitch up in a computer world under attack by a nasty red virus, and are tasked with helping its creator save the native Darwinians. It has strong RTS elements, but scales things down so you only control a few units, and increases your part in the action so that rather than just clicking your squad and clicking an enemy to get them to attack you directly control laser and grenade fire.

The prologue/tutorial is quite in-depth, introducing you to the various elements of the game, but I was somewhere towards the end of it when I had to shut down and couldn’t easily find a save option (might just be me, though). Next time I started it up the game crashed just after building a second unit (probably more to do with the crufty Windows install on the laptop than the game itself, it ran pretty smoothly with a couple of the options turned down), and with limited time I didn’t get back to it again. Still, from what I saw there’s plenty of game there for a most reasonable £5.99; it was released a couple of years back, and I remember PJ spoke most highly of it at the time. Another one I’m looking forward to returning to in a spare moment; an electronic thumb up, in between battling a virus.

Posted by Zoso at 6:46 pm

Indie Pack Reviewlet: Crayon Physics Deluxe

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Crayon Physics Deluxe does exactly what it says on the tin: you draw stuff with Crayons, it’s subject to Physics, and it’s Deluxe. The object is to navigate a red ball into a star, and the method is with whatever you can draw: weights, ropes, pivots, hatstands, marmots, members of Alec Douglas-Home’s 1963 cabinet…

It’s a very well realised game, technically ran absolutely fine on the laptop, but it never quite clicked for me. I think I have two main shortcomings: a lack of crayon-based physical imagination, and a lack of drawing ability (not that you need to produce masterpieces, but even my blocks and rectangles were a bit wonky), which results in a combination of not really being sure how best to approach a level, and then having some difficulty executing those plans I do come up with (I just can’t get Reginald Maudling’s hair right). Perhaps the mouse is a bit of an obstacle, and either an iPhone version or some sort of graphics tablet would work a bit better with the central drawing motif of the game. At £15.99 it’s pretty expensive for an indie game, I don’t think I’d personally be too tempted at full price. Overall, a slightly ropey crayon drawing of a horizontal thumb.

Posted by Zoso at 6:29 pm

Indie Pack Reviewlet: Mr Robot

games, mmm Steam sale, reviewlet, zoso 1 Comment »

Due to the unseasonal clemency of the British summer I didn’t get a chance to fully explore several games of the pack, so a few fairly brief impressions: “Just like that, ahh.” “Oooh, Betty.” And now a few brief thoughts on the games: Mr Robot is a charming isometric puzzler that, at a dramatically lower resolution and with fewer and more garish colours, could be from the 8-bit era (in a good way; Knight Lore and Alien 8 are quoted as inspirations). You’re a little service droid on a spaceship where the humans are in cryogenic storage, overseen by HEL 9000 the central AI. I’ve only played the first few screens (HEL 9000 still appears to be in full possession of its electronic faculties, and I don’t think it would be a massive spoiler to predict that might not last too long) so can’t make any grand pronouncements, I haven’t even collected any party members or seen the “Ghost Hack” abstract RPG, but it’s definitely a game I’m looking forward to getting back to. It ran absolutely fine on the laptop, and £5.99 for the whole game seems most reasonable. A provisional robotic thumbs up.

Posted by Zoso at 6:25 pm
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