Showing posts with label Games. Show all posts
Showing posts with label Games. Show all posts

Sunday, October 11, 2020

Anachronox #15 - The End?

I thought I knew this game by now, I thought it couldn't throw me any curve balls anymore. I thought wrong. The end of Anachronox offers up some exhausting material and now that I feel like I've closed it down for the final time I don't even know how to wrap up my thoughts. What did I even experience? What did I just go through?

It's a roller coaster for sure and while the end is probably the games' weakest point it doesn't leave me unfulfilled. No wait, that is not entirely true. In many ways it does exactly that. I can't explain it without going in to major spoiler territory, but I guess we've already passed that in all my previous posts.

Detta's castle/fortress/home base is another maze. But I've got to hand it to them, even though almost every place I have gone to in this game has been some sort of maze, at least they've been pretty inventive with the areas. I still don't feel like it's repeating itself, too much. 

PAL works alone.

For Detta's the schtick is that we've got the entire team with us for once, which means we split up in three teams that you can easily swap between. Sly heads one and Stiletto heads one and PAL is on his own. The teams need to solve different puzzles in order to open up paths for each other and it's a fun experience. 

I think overall they've done a good job with keeping the same concept interesting, because as I've probably mentioned a couple of times the general idea is that you go through some sort of maze like structure, solve puzzles and fight some enemies. But the variety, both in settings, enemies and puzzles is good and it doesn't bore me.

And dark. Don't forget dark.

Of course the characters and the story is the real highlight of the game and there is a lot of potential here. I wish there was more of it, even after almost 40 hours of playtime. By more I mean more world building, it's a really interesting place that we get to explore here and I would love to see more of it.

Once we get towards the end of the game they've made several choices that give me reason to be frustrated though. First of all, the difficulty ramps up significantly. I guess when my team mates told me they needed better weapons they weren't lying. The final bosses, because spoiler there are two, are silly difficult compared to what I have been fighting so far. And honestly I really don't like it when games does this. I played another game recently, though I can't remember which, which was quite easy on regular enemies and extremely difficult on bosses. Anachronox has been fairly easy throughout though, and throws me off a cliff right at the end. Not cool.

You're not a true mob boss without an indoor pool.

The boss fight with Detta sees my team dead except for Sly (unfortunately I am forced to bring Stiletto with me for this fight and she is easily my worst team mate). Detta does an attack that just about halves my hp, so every other turn I need to throw a full heal and every other turn I can do an attack. But only my special attack does damage to Detta, my regular one always misses. This means I can only do damage to Detta every four turns (because the special attack needs recharging). And Detta himself does an attack that literally takes 30 seconds of cut scene every. single. time.

I have no happy memories of this room.

After Detta is defeated it seems like we're about to win the game. But then... it turns out Grumpos had been on the side of the bad guys all along. No I am not talking about Detta, but the actual BIG BAD that has been threatening to destroy the universe. Thanks a lot Grumpos!

I never understood how these people could get henchmen anyway, doesn't Grumpos realize that he is part of this universe too? He is kind of putting himself in the same danger. But apparently Grumpos still thinks he's better off helping the bad guy than trying to stand against him. Coward.

So instead of throwing the Key Stone into the energy well like he is supposed to, to destroy it, he activates it and summons the bad guy on our confused and shocked asses. And then it is time for another, even worse, boss fight.

Ok ok, this fight maybe actually isn't so bad. It's just that I haven't been allowed to save at any point since I beat Detta and the fight is confusing as heck. This time we get to fight with all six of our remaining characters (Grumpos not being with us for obvious reasons, traitor). Mr Evil as I will call him since I can't recall his actual name (though it is bound to be along those lines) fights on a platform with six colorful orbs around him. Ok, I think. I probably need to destroy those orbs first in order to do damage to him. This turns out to be only partially correct. And the bit I got wrong is pretty dang important.


For some reason I can only attack him with three of my six characters, though this also means only these three characters take damage. Again unfortunately Stiletto is on my team and again unfortunately she is still useless. Each turn every single one of the six orbs do an attack on one of my characters, while they don't do much damage it is extremely tedious to have to sit through. And as soon as I destroy one and start to focus on the others it respawns again. Ok, I think. So I have to destroy them all at the same time?

Again, only almost correct. After I manage to do that, which also is extremely tedious and time consuming I realize that that isn't doing what I was hoping it would do at all. I don't do more damage to the boss and the orbs almost instantly reappear. At that point my play session has been going on for way too long and I actually need to go to bed. Should I leave the game on for 24 hours and continue the day after? I choose not to do this but simply close it down, mostly out of nerd rage reasons to be honest.

So how am I supposed to beat that sucker then? Oh, apparently you need to move your characters into position whenever you destroy an orb, so that they can't respawn. Of course... I wish I had looked that up before my annoyance got the better off me and now I probably have to do the really frustrating fight with Detta all over again too.

They look as disappointed as I feel.

Nah.

Especially since I now also know the game doesn't even end, even after you manage to beat that guy. It's intentionally open-ended because the creators wanted to make a sequel. But we know that is never going to happen. And if they ever do announce one I will go back and do those fights again, maybe. Because dang, they were some horrible fights.

Everything up until that point was really good though, and I think that is the reason I am so disappointed with the ending. I guess I could live with the non-ending if the difficulty didn't karate chop me so hard over the neck though. That's just not cool, it's like they didn't actually want me to see the end once I got there.

It's so unfortunate because I have had ~35 hours of great fun with this game and then the lasting feeling with me ends up being some of disappointment, frustration and pure "oh come on!". Like that one time I went to a birthday party at a restaurant and we had an amazing time but one of my shrimp must've been a bit off because I got really sick and all I can think of now is how unwell I got, not how much fun I had beforehand.

But those last couple of boss fights were definitely some sort of bad shrimp and I still can't shake how frustrated they made me feel, unlike anything else in the game.

I'll get over it, I hope. And I hope I will remember the game for what it really is. An extremely underrated, funny as hell, well written and well played out little gem that I definitely recommend anyone to play through. And I wish there would be a sequel, that would be amazing. Because I actually think this world and these people have a lot more to tell before I get bored.

Monday, June 15, 2020

I Am Playing Anachronox

Did you ever play a game called Anachronox? I had never really heard about it until it fell into my lap somehow and with Eidos Interactive and Ion Storm behind it, it sounded great (though they did also release Daikatana so no one is perfect…). Anachronox was released a year (2001) after Deus Ex and is also a science-fiction RPG with cyberpunk aesthetics. I really don't know much more than that about it (I didn't need to, that was enough to have me throw money at it!), but I just started playing it. I only got half an hour into it though before my headphones died, but so far so good.


I have a really soft heart for these late-90s, early 00's computer graphics and Anachronox is a great example of it. The faces, the blocky hands, the claustrophobic environments, what is there not to love? A lot of the graphics often, probably completely unintentionally, give off a really creepy vibe to me but I quite enjoy it (Omikron: The Nomad Soul is another good example of this).

To my great sadness it doesn't seem I can take screenshots from the game, at least not the way I am doing it. But just imagine the above chin in two pixels and you get the idea.

Internet saves me when my computer fails me.

30 minutes into the game I've already been punched thirty times and been thrown out of a window. Since that only gave me a black eye I am clearly immortal. My nickname is Boots (Sly Boots even!) because I am a detective and you can't be a detective without being called "Boots". I've got a dead computerized woman following me, telling me I'm a lazy bum. But she throws shields at me during fights so I guess she likes me anyway. Oh yeah, and mana isn't called mana in this game, it's called "bogue". Or was it "bouge"?

*quick internet search later*

Ok so "bogue" is at least a real word but the definition does not make any sense in the context it is being used in the game.

Anyway. It's quite promising so far, but I know by experience a lot can change. My biggest issue with games from this area is that they can be too confusing some times, meaning it takes me ages either to figure out what I need to do next or to find the thing I need to do next. This game has already shown some promise in this regard however, since it has a nice quest-up-display. I haven't seen a map yet though...

Images from mobygames.com and anachronox.fandom.com.

Monday, January 20, 2020

My Best of 2019

Time to take a look back at 2019 and some of my personal entertainment highlights as far as books and games go.

Some thoughts on the books I read in 2019;

Overall I can't say 2019 was a good year for my reading. I did a lot less of it first of all. I think the main explanation is that I used to do most of my reading at my work (it used to be very intermittent work load with sometimes longer breaks in-between) and now I have a different job that has pretty much no breaks for reading instead. The upside is that I have more fun at work, the downside is that I have less time to read.

I also didn't read many books that wow:ed me and some times when I read a lot of not-so-exciting books in a row it sort of puts me off reading for a while. I have this issue with watching anime or TV-series as well. For instance my usual go to series when I want something that I know I'll enjoy - The Expanse - ended up being not as good as I usually think they are. The fifth book in the series, Nemesis Games, introduced a character I had little interest in and really just wanted to go away.
Unfortunately that seems very unlikely to happen anytime soon, but maybe I can suffer this character if the rest of the storytelling is as good as it usually is. Nemesis Games didn't deliver but Babylon's Ashes which I am reading at the moment is already proving to getting back to older forms.
As an anecdote I can mention that I've watched all the seasons of The Expanse on Amazon as well (and Netflix before the move) and while I think the books are amazing I actually think the TV-series is even better.

Didn't have much of this last year.

I've also read a couple of Agatha Christie books as it's always been on my bucket list to read through at least a few of her works. I find them very snack-sized. They're easy get through and entertaining enough but not really anything you'll remember for too long afterwards.

Interestingly enough my favorite books of last year where actually two books I had already read before and re-read because I enjoyed them so much. I guess they don't really count then since I knew I liked them already.

The first one is The Mountain Village by Chun Chan Yeh. I have a fascination with the ordeals of Chinese people through the ages and maybe especially the early 1900. This book takes place in a little village out on the countryside and what happens to the people there as cultural and political revolution takes place around them. People are only trying to get by and do the right thing, but when the right thing is defined by whomever has the most soldiers that day it turns out to be a very hard thing to do. It's well written and heart breaking in many ways. I love it because it manages to make you smile through all the hardships, it's not all grim. You really care and feel for these characters who could've been any one of us.


The second re-read I did last year was of a book I read and owned when I was little. It's called Vitterväder (Wights Weather) by Börje Lindström. It's a ghost story for young adults and I remember really liking it for its down to earth writing style. I decided to buy myself a copy as I've lost my old one somewhere and see if it still held up, and it definitely does. It has the right amount of creepy yet doesn't over-embellish but keeps it clean. I always enjoy books that can tell things with less words rather than more.

Another book I am glad I read last year was Frågor Jag Fått Om Förintelsen (Questions I've Been Asked About The Holocaust) by Hédi Fried. Hédi Fried is a Holocaust survivor born 1924 in Romania and she has worked many years with different kind of educational work regarding the Holocaust. Frågor Jag Fått Om Förintelsen is a straight-forward Q&A with things people have been wanting answers to regarding the Holocaust when she has been out giving speeches. The subject matter makes it a dark read, but it's a necessary one. These things will always be difficult to process and understand, if not impossible, but this book breaks it down to just the thoughts that pop in to people's heads and it's a great read.

My gaming year of 2019 was pretty good actually...

It started off absolutely brilliantly with Return of The Obra Dinn. What a great game. The only bad thing about is that it's a one-off, you can't experience the magic on a second playthrough anywhere near as it is the first time you play it - but that only goes to emphasize what a special game this is. Original idea executed amazingly, this is fun and enthralling from beginning to the end.

Cause of death - really bad luck.

I also played Bloodstained and enjoyed it a lot. Bloodstained is a good example of how you can't capture lightning in a bottle twice, but by golly if you can't have fun with it a second time around. Borrowing very heavily from the Castlevania Symphony of the Night formula, Bloodstained decided to add more of everything and I think it worked. A lot of the extra stuff wasn't really necessary but it also didn't detract from the core game so I didn't mind it. The main game was competent enough and kept my interest throughout.

Talking about re-treading old footsteps as I seem to have done in my book reading last year, I also replayed Resident Evil 2 in a way. Resident Evil 2 remake was finally released, more than 15 years after it was first announced (yes, it was first announced when the first Resident Evil remake was released). The first Resident Evil remake still stands as the template on how to not just make a game justice but actually improve upon it with modern tools and I was definitely worried that Capcom could not pull that off twice. I am so glad I was wrong. The Resident Evil 2 remake embraces everything that made the original great and adds new flavor to the formula to keep the familiar feeling yet making it fresh. Kudos to Capcom for pulling it off again. Let's hope they can do a hattrick with Resident Evil 3 Nemesis.

2019 was also the year that saw the return of WoW Classic and I can't tell you how much fun I've been having with it. I still play it though literally no one else I know does (or at least not on my server). Even my bf who played it a bit the first couple of months, and we were levelling paladins together, cancelled his subscription last month. Me, I am trudging along in my loneliness. It's not that bad actually, and to be fair it's pretty accurate to my original WoW Vanilla experience. Back then I only knew my brother who played and for the first nine months we shared an account, so playing together wasn't an option. Also he was all into Pvp and I really wasn't.

I've missed this place.

At the moment I play my different alts (have pretty much one of each class) and haven't even made it to 40 on any one of them yet. I run around and do quests and the occasional dungeon while listening to podcasts. I love that you're often forced to ask other people for help and most of the time I only meet nice and funny ones. I am taking my time to get to endgame because I know that's probably when I hit my stop button. I never really raided in Vanilla and I don't have much desire to do so this time around either. On the other hand I know endgame content is more accessible this time around, for whatever reason, so I wouldn't mind giving it a shot. We'll see when I get there, because at this rate of levelling it is going to take me another half year at least, and I am perfectly fine with that.

If I were to also look ahead a bit...

I am mostly stoked for Cyberpunk 2077. I wasn't too fussed about it really until I started playing the Witcher 3. The only reason The Witcher 3 is not on my "awesome games I've played this year" list in this post is because I am nowhere near done with it yet. Spoiler alert, it will be on my list for 2020, if I remember to make one. While I really enjoyed The Witcher 1 and 2 and so I knew CD Projekt Red clearly could do great games, I put it down to the IP rather than the craftmanship. But now that I have played X many hours in The Witcher 3 I have a completely different idea of the skill set of these developers. Cyperpunk isn't something I am crazy into but definitely a genre I enjoy, so now I am really looking forward to trying this game out. As I am writing this, CD Projekt Red just announced that the game has been delayed until September and to me that's is practically good news since I still need more time to finish off The Witcher 3 before I can delve into Cyberpunk 2077.

Can't I just play as Geralt in the future?

Years and years ago, it feels like now at least, I heard about Final Fantasy VII remake being a thing. I decided to buy a ps4 pretty much on the basis of being able to play that game. Years later we are all still waiting as you know and I was starting to become pretty sure that the game wasn't even going to make it onto this generation of consoles but that I would have to invest in a ps5 as well. Well... it is coming out this year now finally right? Did I get that right? I don't even know anymore and I don't even know if I care. Maybe one day it'll come out and when it does I will be a happy camper and play it.

On a personal scale life is absolutely great and on a global scale I am panicking, but at least there are some good gaming and reading hours ahead of me...

Any of you have some personal favorites of last year? Book recommendations are definitely always welcome!

Images from Youtube.com, goodreads.com, pcgamer.com, myogaming.se

Thursday, October 25, 2018

Four Last Things (PC) - Review

More heaven than hell.



In the infinity of things it was probably inevitable that someone would take a closer look at renaissance paintings and think to themselves "hey, these are pretty whacky. Wouldn't it be fun to make a point & click adventure game set entirely in these paintings?". That someone is Joe Richardson and that game is Four Last Things. It is exactly the kind of thing I would use as an example of something that is either a stroke of genius or completely bonkers - but Joe Richardson wasn't the only one who thought it was a good idea, as Four Last Things is a Kickstarter-backed game. Let me say this though - it is a good idea.

I can't say I know much about art, or that I am overly interested either. I listen to an art podcast however so I guess that puts me slightly above average in interest-level even though it's more because of my massive interest in everything history and less about art specifically. In the end it really doesn't matter if you know or don't know anything about renaissance art when you play this game. If anything, if you go into this purely because of your love for point & click adventure games, you are likely to come out of it with a curiosity of renaissance art. Because boy are they weird.
Richardson seems to have been especially inspired by the works of Hieronymus Bosch (Four Last Things refers to a work by him), and it's not hard to see why. Just look up pretty much any of his artwork and you'll probably find a painting worth poring over for quite some time. Unless you know all the intricacies of renaissance symbolism, chances are they are going to make absolutely no sense.

Your guess is as good as mine.

The game itself is not big, it only contains around two dozen different screens to interact with. Each screen is a patchwork quilt of paintings, with certain parts simplistically animated. Richardson has clearly realized how absurd the whole idea is, because this game does not take itself seriously. If you're worried a game about renaissance art is too high-brow to be fun, you can stop worrying right now. The wikipage says PC Gamer called it "Monty Python"-esque and that is definitely a very fitting description. The writing is surprisingly fun throughout and probably the games biggest strength.

The story is simple but effective - you play as a character who has come to the church of Heavenly Peter, seeking absolution for having committed the seven deadly sins. The bishops tell you that the sins were done outside of their jurisdiction and so you need to re-commit them in order to be absolved in their church. Re-committing these sins is the entire game, meaning it is not very big, because we all know sinning isn't something that requires much effort. I finished it in 1,5 hours, admittedly I required some help for some of the puzzles meaning that if I had had the patience to try and solve them on my own the game would've probably lasted around twice as long.

That is not to say the puzzles are particularly difficult or unfair, on the contrary - I found the puzzles some of the most well-balanced I've encountered in a point & click adventure in a long time. Even though I am a bit too slow-witted to figure them all out, you are definitely given the right type and the right amount of clues to figure out most of them without having to make big leaps in logical thinking, especially if you're accustomed to a point & click-think. While they range from silly simple (and this is also pointed out in the game) to trickier several-step puzzles, you won't find any red herrings here. I wouldn't have been able to figure out the riddle in a million years though.

Looks overwhelming at first, just like good renaissance art should.

Each screen is accompanied with its own classical renaissance-tune, played by some character or characters in the screen. Each tune is mostly just a short jingle on a loop and I can understand why Richardson thought there needed to be a lot of variation, because every single tune wears on your ears pretty quickly. Fortunately you don't spend enough time in each screen nor with the game to become too annoyed by it (big ear-worm warning here though).

You control your character by  (surprise surprise) clicking on objects in the surrounding that are interactable, this gives you an action-wheel a la Full Throttle to either use (hand), talk (mouth) or look (eye) at or with something. Your items are handled in a drop-down menu. This works very well but you will find yourself with little reason to look at things (other to hear the witty description of it) and you won't pick up and handle many items. Most of the game is solved by talking to people. Unlike with some other P&C games I never struggled to find what objects were interactable nor where I could go next. I did encounter a bug of some sort where I wasn't able to interact with anything in the screen. Right-clicking makes your character do a somersault (to no apparent use in the game as far as I could tell) and only after doing that did the controls work again. I have no idea if this is working as intended, but it only happened twice and was barely an inconvenience.

In the end the Four Last Things comes out as something I am glad I have spent some time with. It's entertaining, and dare I say maybe even a bit educating. If you're into odd video games, renaissance art and/or point & click adventure games you could do worse than to spend a few hours with Four Last Things. It doesn't have much, but what is there is unconventional, witty and well-designed. And there is something to rewarding an oddball idea such as this one with your time and money.

Sunday, October 2, 2016

Character Creation and Identification

Now since I am playing a new game every now and then, I've come across a feature in gaming that I realize the developers have put a whole lot of effort into, and that I really couldn't care less about. I am, of course, talking about character creation, and specifically the looks of your character (as opposed to the stats of your character, which I care quite a lot about). As I started playing Dragon Age: Origins recently and I yet again only clicked "random" and "done" on my character, I took some time to think about it. Do the character looks matter to me at all? I tried thinking back to different games I've played where character creation was a thing, and the only time I could remember ever caring about it was in World of Warcraft. But then I wasn't so sure anymore. Was it really that simple for me? Is there no part of the character that is important to me, and in that case what and why?

Thinking back to early 90's and even before then, I hardly consider the characters even relatable. I don't think of Mario or Sonic as characters as much as a tool or prop I am using to get through the stage. Maybe this is the reason that many characters from this era have some really far-out character designs - like Plok, Chuck D Head, Dynamite Headdy and every animal in the animal kingdom. The games were then often designed to fit those characters. And eventhough character creation in terms of stats had been around for a long time, in terms of looks has only been more common fairly recently.

I think he/she is supposed to be laundry.

It's almost always been limited to role-playing games, and it makes sense. RPG's are the games where the creators want you be yourself playing someone else, hence the term "role-playing". In this way character creation is about identification, either about identifying with the character you're playing because they look like you or because they look like someone you want to be within that game. Sometimes these decisions have actual practical outcomes within the game and I realized that for me at least, that was by far the most important factor for deciding what kind of character I wanted to play.

Back when I started gaming, being able to identify with the character I was playing meant having to accept I was playing as someone who looked nothing like me. As a white female there were few games that allowed me to play as a character where I could pretend she was me (Perfect Dark and Lara Croft comes to mind, none of which I've actually played) and I just never did. Even removing all the games where anyone would have trouble identifying themselves with the main character (like the above-mentioned games) there were plenty of role-playing games (and still are) that don't offer any choice. I got so used to it that I stopped thinking about it and thought that is not even an effect I am after when I play video games, the same way I don't look for that effect when reading a book. I can get immersed in the story, sure - so much that it really deeply resonates with me. But I really didn't need to feel like I was the main character for this to happen. At least not until recently.

Definitely recommend Divine Divinity.

But let's linger in the 90's for a bit longer, even early 00's. The vast majority of games I played had a male, specifically a white male, as the main protagonist. I don't think it ever bothered me. Because the story was told to fit that character - think Final Fantasy, Deus Ex or Thief. I got so used to this that even at first, when I suddenly came upon games that had a choice, I chose to play as a male as long as the gender had no further impact on the game. When I played Divine Divinity I played as a male. When I played Diablo 2 I chose solely based on class and didn't care about gender. Same thing in Geneforge. Being used to only think of the character as a tool it took me a while to identify with it and I still don't really care when I play older role-playing games.

But then came the character-interaction heavy games, like the before mentioned Dragon Age, or games like Mass Effect and in a similar-but-different-sense any MMO really. Either I have to interact with other players or with other characters in a character-developing-social-kind of way I realized that I wanted to play as a female. Suddenly, when characters were interacting about anything from their favorite wine to whether to get all smoochy, I felt like doing this in a gender I didn't identify with would feel odd somehow. I know I can do it, and will have to do it in games like The Witcher for instance, but given the choice I definitely prefer doing it as a female.

Morrigan gets on my tits though, and not in the good way.

I had this thought initially in WoW as well. All my first characters were female, I guess so that players around me would now that I was also female. Funnily enough, eventhough anyone can choose any gender for their characters, I found that female characters were treated differently from male ones. After I had played the game for a while I lost all interest in representing my gender in my character and went with whichever had the best fighting and casting animations (male tauren is so much better than female tauren for instance and female orc wins over male orc any day). But in games that are dialogue-heavy this still matters to me. I have no idea if it would even if I knew the dialogue and options would be exactly the same between the different genders however.

One could ask the question why? Why do I need to interact "as a female" in a game just because I happen to be one? Of course it has to do with relatability, but since most female dialogue and interaction is also written by men (just my guess), I am in fact ending up playing a male interpretation of a female anyway. I don't want to make this a big discussion about gender differences, but in games they generally are very few and only stretch so far as to whom you can date (some games have even removed those restrictions, thankfully enough). So why do I feel slightly more comfortable doing these social interactions looking like a girl? Especially since it doesn't seem to bother me in other situations? Is it just so I can come on to the male characters if I want to (and I rarely want to anyway)?  I honestly have no good answer to these questions but I think they are interesting because it really comes down to how we enjoy games. It's just something about what feels right.

It's impossible to convey in a picture how awful the 3rd person view is.

Looks still holds no importance to me however. When it comes to looks I seem to be able to identify with anyone. In fact I played as a black character in Fallout 3 and was thrilled to see that my "father" had my looks. At first it confused me because the only father-character I had seen in trailers and the like was a white male so I was very pleasantly surprised to see that Bethesda had taken this part into consideration when giving you free hand to create your character's looks. In hindsight it is obviously perfectly logical.

So I thought maybe the looks of a character doesn't bother me at all because I know that no matter what I make my character look like, the game will treat me the same. In fact many games, Fallout 3 being among them, you are given the option to put a lot of time and effort on your character, only to find you won't even see them that often (unless you play in 3rd-person view, and in Fallout 3 you really don't want to). I spoke to a guy who was playing Destiny, if I remember correctly, and he told me he had spent up towards and hour on his character, only to find it looked exactly the same as everyone else once the armor came on. And generally, the armor stays on.

I know people to whom character creation matter a whole lot and who spent a lot of time to make their character look just right.  I wonder how they feel about playing games where there is no choice as to what your character is going to be. I guess I have a more pragmatic look on it where I only care as far as it will affect my gameplay (this is why I loved playing as Oddjob in Golden Eye). I'd like to think that gender is only important when it affects gameplay. But then I remember that I always choose to play as a female in Pokémon (ever since the option was introduced at least) and in that game the gender truly does not matter. And then I think that maybe I thought I didn't care about having to play a guy because I had to stop caring, because if it bothered me too much there wouldn't really be many games out there for me to get enjoyment from. I truly loved Deus Ex and Thief, but I can't help thinking that I might've enjoyed them a little bit more if I got the option to play as a female.

Sunday, September 18, 2016

Majora's Mask and the Nervous Crush

My relationship with the Zelda-series is a respectful yet distant one. Although I can acknowledge it for the achievement it is, it's just never been for me. The most fun I've had was with the Minish Cap and I've played far from every entry in the series. I definitely prefer the 2D ones over the 3D ones but to be fair I haven't played enough of them to make a good judgement. Ocarina of Time is still one of the few video games I've owned and sold (although I regret it now), after my dear brother deleted my clear save. Not that I had beaten the game or anything, but I had bought it from a friend who had. I had spent some time running around the world, checking it out but after that save was gone I felt no need to play the game from start. Would you believe me if I told you I found it too creepy?

I'm still interested in the Zelda-series however and don't mind keeping up to date on information or reading/listening to the odd piece about it. So it came that I listened to a podcast about Majora's Mask by Cane & Rinse, a podcast I recommend checking out if you're into more in-depth discussions about video games.

The heart shape is a trap.


Just as with most Zelda games, I've never really played Majora's Mask myself. I've got the Zelda-collection on the Gamecube and gave it a spin a couple of years ago but just couldn't get into it. Just as with Ocarina of Time it's not because it's not a good game, but because it doesn't feel like I belong there. I feel out of place. It's a difficult feeling to explain and I've tried to formulate it to myself many times. Since I've never heard anyone mention feelings similar to that (not that I've asked though), I've always sort of thought I was just being weird about it or that it was actually feelings of inadequate skill that I tried labelling something else. It's far from just Zelda games that give me this feeling either, Omikron: The Nomad Soul is another good example of a game I have no reason to dislike, yet have so much trouble to get into because I simply feel like I'm not supposed to be there.

I don't get this feeling from anything else either. There's never been a movie I really enjoyed but didn't want to watch through, or a book I thought was great but didn't want to finish. Maybe it's because I invest more of myself into a game than those things. With a book or movie, I am an observer. With a game I am participating, I am the one getting affected by what happens, through my proxy on screen. Eventhough I love books and movies they can never become as immersive as a really good game to me. But I wondered if I was the only one who thought that way about some games.

Yes, David Bowie is in the game.

Then I listened to that C&R podcast on Majora's Mask and realized they were talking about exactly those feelings. In it, spoiler alert here by the way if you actually want to go and listen to it yourself first, they conclude that eventhough Majora's Mask is a very good game in almost every respect, it's just not very welcoming. Most agreed that the game was original and were glad it existed, yet none of them (if I remember correctly) said they wanted to ever return to it. Even if they didn't word it the same way I had to myself, I instantly recognized what they were talking about. But what does that even mean? And how can a game be good, yet not be able to make you want to play it? Isn't it by definition a bad game then?

As I said I've been trying to explain to myself how this can be happening, but I am struggling to find the right words for it. Looking again at a game like Omikron, that I've at least spent more time with than Majora's Mask, I have no real reason to dislike it. The controls, albeit taking some getting used to, are fine. The story is interesting, the gameplay is cool. And it's far from a scary game - yet it is definitely unsettling in its style. The world is so different, the characters in it so odd, that I feel out of place and frankly, stupid, whenever I play it. And it is exactly that feeling I had when playing Ocarina of Time and Majora's Mask. Even if I may be perfectly capable to play the game, and I know I am, it instills me with a feeling of inadequacy, like there is always something going on behind my back that I am not quite getting. Like I am the one being played and not the one in control.

It takes me right back to when I was completely new at gaming and every game I booted up made me feel insecure and out of place. I didn't know the controls, I didn't know the gameplay. It took me a lot of time and courage before I even dared to try out entire genres, like shooters, because I simply thought I didn't have it in me to play those kind of games (bullshit, of course). Now, except horror games, there is no genre I avoid simply because I think I am incapable of learning them. I know I am bad at certain games, but I'll still play them and I will still have fun with them if they're well done. Yet these special style of games like Majora's Mask and Omikron, eventhough I have fun with them once I get around to playing them and think they are good games, they make me feel like a newbie again. The best thing I can compare it to is having a crush on someone but you end up avoiding them because they just make you so nervous.

Yep, nightmare fuel.

Maybe that is the root of the problem. These games make me feel vulnerable, not because I am afraid I am going to die or fail but because I can't work out what the game wants me to feel and think. The game feels smarter than I am and like it is always one step ahead of me. I never feel like I am in control and as such it is like playing something that is always on the verge of becoming a nightmare even if I intellectually can tell myself it isn't (to be fair, a lot of people think Majora's Mask is nightmare fuel). This drains me of so much energy when I play them that even when I do get around to starting them up, I can never stick around for long before I am mentally exhausted. It is really a very difficult thing to wrap my head around and I end up wishing I could just think of them as "just another game", but somehow instead I get too invested.

The worst thing is that I actually like these games, I do find them fun. Omikron has been such an interesting experience so far and it should be right up my alley, yet I have to force myself to play it because it stresses me out to play it for some reason. Maybe I just need to gather up the courage to ask it out on a proper date.

Sunday, August 21, 2016

First Thoughts on No Man's Sky

No Man's Sky is apparently another good example of how terrible massive hype can be for your product. It's true that few things live up to hype that big (personally I don't think Star Wars VII did either) but I think it was difficult for NMS not to be as hyped as it was. How can you avoid to get peoples mind boggling when you tell them that you've got 18 quintillion procedurally generated planets to play around with in a game that is bigger than the actual universe? Can you really be at fault then when people don't at the same time realize that procedurally generated sort of is the opposite of carefully crafted which in turn might mean not-so-well-thought-out? Spore will forever be the prime example of what happens when someone tries to cram everything into a game without making sure that anything of it is actually fun. We already know minimalistic can be fun - just look at Tetris. Maximalistic seems to be harder to grasp.

Fortunately personally, I wasn't too hyped about NMS. Excited and interested for sure, but I had a feeling already pretty early on that if a truckload of procedurally generated content was all they were going to boast about, it wasn't going to hold up for very long (this doesn't mean I am cleverer than everyone else, just more pessimistic). But like I said, I was interested nonetheless. Partially for the technical feat of it and partially because it still was a game about exploring space. Since Escape Velocity is one of my all-time favorite games and this sounded like a much, much larger 3d version of it, NMS was already early on on my radar to keep track off (I have since also checked out the actual spiritual successor to Escape Velocity, Endless Sky, but that is matters for another post, possibly).



Before I decided to buy it I actually watched a couple of reviews of it. I often do this if I am about to spend more-than-usual amounts of money on a game I am not entirely sure about yet (Pokemon games always have a free pass). The reviewers pretty much confirmed what I thought would be the problem with the game and since my interest to experience it myself was still there I decided to buy it, eventhough reception was somewhat mild. About a week ago I bought it, second hand actually, and have since spent a couple of hours with it. And so far it is pretty much what I expected from it.

A lot of other reviewers have already summed it up pretty well - It's difficult to put your finger on NMS. Is it fun or not? The problem isn't the hype as such - I think it deserves to be hyped for the technical feat that it is. Why everyone seemed to think this would automatically also make NMS awesomely fun to play is beyond me. I think the problem with NMS boils down to the fact that you can be so easily overwhelmed by it. It is huger than huge and no person will ever even come close to discovering all the planets there is. Everyone ever playing probably won't come close to it. One might wonder why you should even bother making a game that big, or maybe why you as a player should even bother going around doing discoveries at all? In almost every other game any area the player can go to has been designed to further the experience of the game - you can't think of NMS that way.

If we get down to the facts of it, gameplay wise I think it has received more scorn than it deserves (mind you I have only tried the ps4 version, I've heard the PC version had some troubles of its own). I heard a lot of complaints about the inventory management and the UI in general, personally I don't think it's that big of a problem. Yes you are required to be pretty spartan in your collecting, in a game that is all about gathering. It seems like an odd design choice and I can agree it would've been nice to at least be able to store items somewhere else than in your very meager exosuit and spaceship storage (although upgradeable). Everything you want and need to craft requires different components and you only really have space to focus on one of them at the time, especially counting in the fact that you need to run around with materials to power up your suit and mining tool as well.



I don't find this a huge problem however, it just means you need to do some careful planning. Make sure you know what you need and go out to collect only those things. So what if you come across a very rare item/material along the way, or something you know you need for some other item? Leave it, mentally map it or just be ok with the fact that you can't pick up everything you see. NMS is a lot about "be ok with it". And not in a "the game is badly designed so deal with it or leave" kind of way but "this is not the game you were looking for, but there is actually an entertaining game here so take it for what it is or leave" kind of way.

One reviewer was annoyed by the fact that every planet seemed littered with artifacts, items and structures left around by other alien creatures. It made it feel like every planet had already been discovered, so what was the point of even going there? This is a simple case where a choice of fun game design trumped over realistic game design (like how even the most realistic of survival games never require you to take a dump). Personally I can't see any fun whatsoever in landing on a planet that is literally just material to collect. Part of what makes a planet interesting is to see if there is intelligent life and if they left something behind. My critique would rather be that it's all very samey, and I will get back to this. So I agree that it gets repetitive, but I disagre that there shouldn't be anything. That would in the end become even more repetitive.

Graphically I also think it has its ups and downs. On the one hand the orange glow of space really bothers me. Is it to make the planets easier to see? Is it just in my part of space? Am I in some sort of orange nebula? I wanted the darkness of space and the orange color just makes it look like I am flying around in carrot soup. I hate it, in fact.

Space apparently also available in pee yellow


On the other hand I've walked for minutes just taking in the scenery. On the first planet I landed on, a comparatively nice planet it turns out, I found a cave system close to my space ship where I just wandered around looking at things, pretending I was actually there. It was very serene, beautiful and definitely fun. Right then and there I did feel like a true explorer, transcending even the feeling I had when first running around in Skyrim, following map markers and being curious about what was around each corner. Here I had an entire planet for myself (basically), massive cave systems, gorges, cliffs, trees, beautiful flowers and weird looking creatures to explore. At that moment I even felt like I didn't need to leave that planet at all. That was a rather important feeling, it turns out.

And it is a truly awesome feeling when you look up at the sky, see a planet or moon far away in the distance, hop into your spaceship, lift off and fly there. Imagine if you could just decide from one moment to the next that you wanted to go to the Moon (and the Moon wasn't just covered in sand, but also other stuff), and then go there. As you slowly rise up from the planet you're leaving, look down and see it all spread out under you - it slowly dawns on your that you just left a planet, it's actually the size of a planet! And you've been there, on a tiny part of it and left a tiny mark on it. There is sooo much more of that planet to explore, so why are you already moving on?

This is a fundamental question in NMS that you should think very carefully about. Unless your first planet turns out to be a pain in the ass, survival-wise, consider spending a lot more time there than the game prompts you to. Getting your spaceship fly-worthy takes less than an hour, unless you wander off like me. But is the grass really greener on the other side? I haven't played NMS long enough myself to verify this, but I have feeling that the more planets you visit, the less fun they become. The more will the procedurally generated fact of the world grate on you and the more anonymous they will become. Oh look another dog-dinosaur looking animal. Another cave system, another set of green flowers. Another block that gives me iron, just like the other block on that other planet that gave me iron. It's comes down to whether you prefer a life of one-night-stands or a few lovers that mattered. Maybe you shouldn't be so quick to move on and take some time to savour where you are.

NMS in a close update?

NMS is a very lonely game. You'll meet other aliens, which don't feel real at all and that you don't care anything about so it can be very daunting that you are basically all alone in that massive game. I think the game would've truly profited from being a multiplayer game, because eventhough Hello Games has said gamers can interact with eachother, this doesn't seem to be true. If it should be something like Eve Online or maybe like the multiplayer in Dark Souls, I don't know. But I would've loved some sort of hub where I could get some interaction from people, yet retain the possibility to fly off to a lonely part of space whenever I felt like it. NMS needs a civilized part, a part of the Universe where there are cities (or at least a city) and not just rocks and grass. This, I think, could make the game truly amazing.

I haven't visited overly many planets myself so far, maybe five. And eventhough they visually look fairly different they play out almost identically. Some might be more difficult to play on because of environmental issues, but there are almost the exact same things to do. The soup might be mixed differently but it has the same ingredients. Because of this you are just as likely to find something exciting around the corner as on a planet 100 lightyears away, for better or worse. If you jump from planet to planet hoping the game will offer more, that is when you will be sorely disappointed. If you go on a treck to find the fun the first couple of planets couldn't fulfill, you'll have a bad time. The game offers you basically everything it has straight from the get-go and I don't think that has to be a bad thing, it's just unconventional and takes some getting used to. Like mentioned, it might make you wonder why even bother with 18 quintillion planets in that case, but they're just there. They don't make the game better or worse, there's just more of it.

Sunday, April 10, 2016

Unfinished Look At Ys Origin - Lost Momentum

Considering RPGs are one of my favorite video game genres, there are frightingly many I haven't played. And I'm not even talking about individual games, but entire game series where I haven't played through a single game - eventhough I might have played a bit of a game here or there. Series like Dragon Quest, Secret of Mana, Shin Megami Tensei and Breath of Fire to name a few. A small reason for this is that I didn't play video games at all when a lot of these games were released, and so I've either had to play emulators or buy expensive copies (RPGs always tend to get really expensive over time). Another reason is that eventhough I love RPGs, I rarely have the patience to sit through the 40-some hours they want from me. I guess in the end I am actually quite picky and I've started up countless RPGs just to quit halfway because I got stuck on something lame. FFVI is one such game. And unfortunately so is Ys Origin.

The Ys series is yet another of many that I had never played a game of, until recently when I decided to get a bundle of them on GoG.com and see if they were any fun. I had in fact not even heard of the Ys series at all until a couple of years ago, somehow it's a series that just went under my radar. I asked around about which game to start with, since I had both Ys Origin and Ys I to choose from, but got the recommendation of going with Ys Origin. So I did.

slateman.net

And I liked it at first. I often do. Some RPGs suffer from a really dull opening hour or two of the game, like Suikoden V and Star Ocean 3. But Ys Origin got into the action fairly quickly and I liked the fast paced combat system. The story is dumb as two thick planks, something about some spirits or angels getting lost in a tower and your village goes in to investigate. As far as I understood it the entire game takes place in said tower, because for the 9 hours I played it I never got anywhere else. It looks good enough, but it's hardly thrilling. You get to choose between two different characters to play, a melee and a caster. I chose the caster, Hugo Fact, simply because I had had a streak of playing melee characters in other games up until this point and felt like I wanted to try something else. Apparently that might've been a bad choice since a friend told me Hugo Fact is the less fun of the two. I can't say anything to that since I never tried the melee character, but I thought playing Hugo was alright.

So as mentioned the story was completely uninspiring, the surroundings alright and the combat fairly fun. The game eased you in quite nicely and had some spikes of difficulty here and there that kept you on your toes. The bosses were generally fun and required a bit of tactic in the style of the Zelda games to beat. I remember I died over and over to one boss before I found out that you can actually run (I like being stupid like that) - making that particular fight a walk in the park. So I had a moderate amount of fun with Ys Origin, but as with many other RPGs I have tried to get through it was balancing on the scale, still leaning in on the "fun" side but could so easily slip into the "tedious" side. And then it happened.

I'm guessing I was about half way through the game (but I don't actually have a clue), when I came across a type of enemies that regenerated after you had killed them. You needed a special item to kill them dead - no problem. I found the item and continued on my merry way. Or so I thought. Suddenly I come across the same enemy, but as door guardians. Regular enemies but in a stronger iteration of which you have to kill a certain few to unlock a door, again it reminded me of the Zelda games. In this case it was three. So what was the problem?



I did 1 damage to these enemies. At first I sort of giggled at it. I've come across these kind of enemies in other games before - Castlevania is a good example. Often they're designed either to have a shit ton of health and you require a certain item to deal more damage to them, or they really only have a little health but maybe a dangerous skill or attack that you need to be vary of. These enemies however seemed to have both. They both had a shit-ton of health and they dealt a shit-ton of damage. I easily dealt a hundred damage (that is, a hundred attacks) to one of them without it dying, whereas he killed me in two or three strokes. Now I had to kill three of these guys consecutively, without saving inbetween, or they would just reset and I had to start over. It didn't matter really that I didn't have to take them on all at the same time. The fact that it took several minutes just to deal with one, only to possibly have all that time wasted after a few blows to my character was frustrating beyond words. It was frustrating way beyond fun. (I only found the above video while researching for this post, but I hate having to do cheap tactics to deal with enemies. That is bad design).

All I could think was - "why would you design an enemy like this or an event like this?". As an optional side-quest/kill to get a special item, sure. As a way to progress the story? Hell no.


My mind when I realized what I had to do - gamefaqs.com

At first I was certain I was doing it wrong. Surely there must be some item I needed to make it easier? But if there is, I never figured it out. So I assumed I had to resort to good old grinding. Now, I am not a huge fan of grinding levels in games, but I will definitely get my hands down and dirty with it if I need to. Or rather, if I feel like it's worth it. I have done it in many, many other games and I had already done it a couple of times in Ys Origin before this point in the game. I did try to get another couple of levels, realizing that each level only made the fight against these monsters marginally easier, making the 15-20 minuted I had spent with mindless grinding so not worth it. I decided that enough was enough. The game had its strong points, or at least one strong point in the combat, but nothing else to make me want to put in that level of effort. And even if the combat is fun, if you have no reason to see what happens at the end of a game there is only so far the combat can take you. I had already done 9 hours of combat, it definitely wasn't enough of a motivating factor to make me want to go through this tedious part of the game when I felt like there was no reward to it.

It's unfortunate, because for all its flaws Ys Origin at least had momentum enough to keep me interested on very little for a whole 9 hours. Being able to basically spam your way through enemies was rewarding enough (as any good hack'n'slash will tell you), but that all came crumbling down when the momentum was brought to a literal stop. I don't mind doing a couple of tries on a boss or a tricky area, in fact without a bit of challenge a game is no fun either. But I just felt like this was a cheap trick at wasting my time, and I didn't want any of it.

In the future I might give it another go with the melee character instead, eventhough I really don't think this particular part of the game will be any more easy or fun. For now however, Ys Origin is just another game on my list of "almost fun"-games that I could never bother to get through.

(Ps. There won't be any posts for two weeks, because I am travelling. See you in May!)

Sunday, April 3, 2016

Review of Tribloos 2 - Time Management Optional

I've got an ambigious relationship to puzzle games. On the one hand I think they can be an awesome way to spend those tidbits of time you find yourself with here and there, on the other hand I am easily frustrated and pretty much require a simplistic gameplay to stick around. This means I pass over more intricate puzzle games like Braid, Myst and Safecracker immediately whereas I'll play Bejeweled or Tetris as much as the next person. I think where I get frustrated is whether I have to figure what needs to be done to move on or not. Games like Bejeweled or Tetris are extremely straightforward as to what the goal is, doing it as good as possible is the challenge. Games that require logical and/or out of the box thinking are just not for me. It's funny then that eventhough I do enjoy the simplistic puzzlers, I spend exactly zero amount of time on Facebook and smartphone games. I think the cash-grabbiness that haunts 95% of those games has just sucked the fun out of it for me... but that's a topic for another post!

Didn't even hear about the first game...

Then you've got the puzzle games that are a little bit inbetween, like Tribloos 2. And I think in a way they might be the best ones. Because as a time-management game, Tribloos 2 gives you the incentive for careful planning and logical thinking, but the gameplay is designed so that it's not necessary. Getting a good time score is just a bonus to your points, not a requisite to advance in the game. That suits me perfectly.

Funnily enough, my very first thought when starting up Tribloos 2 (I've got it on Steam) was that it looked exactly like a Facebook game. I mean this in the same sense you can recognize a 16-bit or 64-bit game by their aesthetics, you can pretty much spot a Facebook/Ios game by the way they look as well. I had never heard of Tribloos nor Tribloos 2 and I have no idea how it ended up in my Steam library. Probably the same way a lot of other games have, through some bundle or other (I've found surprisingly many good games through bundles).

The story of Tribloos 2 is simple enough and obviously just an excuse to get the puzzling going. You're basically controlling a bunch of Tribloos that need to rebuild various buildings throughout the 75 stages that the game apparently holds (I've currently reached stage 50 or so). At first it reminded me a bit of Lemmings in that you need to manage where to go and what to do with the Tribloos. Different buildings allow you to harvest recourses (there are also resources scattered around the stages) that allow you to build further buildings - in this it reminded me a bit of games like Settlers or Warcraft (without any of the fighting). The challenge lies in managing your recources and Tribloos (technically also a resource), so that they're put to the most effective use throughout the stage.

Tribloos can't breathe underwater, silly buggers

The stages vary from forest, to air, to sea, to underground (at least as far as I've come) and the game throws in new recources and challenges to manage all along. As mentioned, graphically and aesthetically it does what it needs to do without any wow-factor. It gives you information about the stage and is definitely more practical than eye pleasing, but the Tribloos themselves are pretty charming. I find it hilarous that the game actually loads graphics when you start it up, because there can hardly be anything to load.

The game eases you into the concept nice and slow, and personally I don't feel like it ever forces any real challenge on you. This is both its strength and its weakness. If you want to, and don't give a damn about the time score, you can play this game without giving it much thought at all. If you just keep some rule of thumb in mind, like always making sure to build the lumber mill that allows for unlimited planks first, the game rarely throws you any curve balls or tricks you into wasting your resources in the wrong places.

Work work - (3rd-strike.com)

If you do care about the time score however, you'll probably need to scout out the level ahead and plan every step of the way. Some levels throw in an aspect of timing, where you need to deploy your Tribloos at the right time to not waste time. Some levels are basically designed like bonus stages and play a bit with the concept, I definitely prefer the standard levels however. Overall, Tribloos 2 reminds me a bit of Yoshi's Story, or the Hard Modes (not heroic modes) in World of Warcraft. The way you play the game basically decides whether it's going to be any challenge or not. Whether you're going to beat the stage or not is never the issue, whether you're going to do it good and get the extra rewards is however.

I like Tribloos 2, as a game to play for a bit here and there it's alright. It really feels like it's perfectly designed to be played on the go. It's great in the sense that it doesn't matter whether you want a challenge or just something to waste a bit of time with, you decide how the level plays out and this just further emphasises the Facebook-game feel. I wouldn't say it's worth the 9 euro Steam wants for it normally (when posting this it's actually 90% off), because unfortunately the gameplay doesn't feel well enough worked out. Eventhough I enjoy the fact that the game is simple at its core, it's almost too simple, removing a lot of the feeling of satisfaction of completing a stage (a problem I find most Facebook games seem to have). The time score alone doesn't make up for this, personally I would've prefered a more complicated stage layout that required more planning to manage your resources, and not just your time. I am torn between liking that it's not just designed for puzzle nerds, and thinking that that in turn makes it too simple to be worth 9 euro. But if you're into puzzles and have a euro lying around, this might well be worth checking out.

Friday, August 7, 2015

Throwback Game Review - Geneforge

Geneforge is a cRPG released by Spiderweb Software in 2001, the company mostly known for their Avernum series. I bought this game on a whim since I am a fan of old cRPGs and had also played some Avernum back in the day, I didn't know anything about Geneforge though, I had never even heard of it. After having played some NWN and Baldur's Gate and gotten a bit fed up with the overly convoluted character development and combat systems I hoped that Geneforge would offer the same kind of fun I had with Planescape: Torment, and was very happy to find out it was definitely not far from.

Technically a picture from Geneforge 2 - geneforge.wikia.com


Geneforge is far from perfect though. First of all it's so ugly, its mama had to feed it with a slingshot as a baby. When I first started playing it I was sure it was from the mid-90s rather than the early 00 and I was shocked to find out it was actually from this side of the millenial divide. This is the same year the PC got Max Payne and Diablo 2 for comparison! It's important to remember that there is a difference between bad and bad graphics though. I know tons of people who complained about the graphics to Minecraft until they actually tried it and realized it was a perfect fit for the gameplay of the game. On the other hand I can't get myself to play a game like Don't Starve, solely because I don't like the visual style of the game (yes, call me shallow). Geneforge on the other hand is what you could call the ugly game with the good personality and eventhough I am sure the game would've been even better with better graphics, it didn't bother me in any way. It's ugly but very functional, it's easy to see what everything is supposed to be and I didn't find it any more dull than the graphics in NWN which eventhough more detailed still suffers from repetitiviness (damn that word btw).

The only time you'll hear music


The sound effects are if possible even worse than the graphics, and sound like something straight out of a 10 year olds first attempt in RPG-maker, if even that. If the graphics are one-sided the sound effects are even more so, and there is not a single musical track in the game except for on the title screen (which is a pretty good tune though). I can defend the graphics, but I can definitely understand why someone would have trouble with the sound in the game. Personally I didn't have a problem with them but the same effects get used a lot so if you're prone to being irritated by things like that then Geneforge might get on your nerves pretty quickly. I thought the few sound effects that were put into the game were fairly well chosen and eventhough you hear the same thing over and over it kind of just blends into the background. I have no idea why Spiderweb Software decided to do this, and my only guess is that they were on a limited budget and had to prioritize other things. Apparently it is something that Spiderweb Software are somewhat known for and I've got to say, in Geneforge they've definitely put their eggs in the right basket because gameplay and story make up for all the wrong of the graphics and sound effects.

First of all, characters creation and further development doesn't feel half as convoluted as in other 90s cRPGs. Eventhough every stat probably isn't equally useful, I never got the feeling you could screw yourself over as easily as you can in some cRPGs and it definitely did not require some previous knowledge or reading of a guide book to get through. You play as a Shaper, a sect of people that create beings to do their bidding. For the game you can choose to play what basically boils down to "caster", "fighter" "caster-fighter" (although they're called "Shaper", "Agent" and "Guardian" in the game). I played as a Guardian, because having been burnt from other cRPGs I tried to choose whatever seemed to be the easiest class. Casters have a tendency to be ridiculously difficult in early game and possibly overpowered in later game so I wanted something that could fend for itself a bit. Because of this I can't speak for the viability of the other classes, but I did get the feeling that they were fairly well balanced as there were enemies that were easy for me to take down as a melee and some that were easier as a caster. Combat, which is turn based and uses action points, felt well designed and rewarding overall. As mentioned, some enemies were no problem for me and some required a lot more careful tactics and use of items, which I put down to choice of approach. My conclusion was that I will definitely try for a caster when I play Geneforge 2 because quite frankly melee classes aren't much fun in the early cRPGs since they don't get many skills to use. The same is true in Geneforge, lucky then that I also had the possibility to cast spells, use wands and other ranged weapons when necessary.

If only they were all so eager to please.


The controls are simple enough and the game has a really good pathfinding AI which allows you to get through larger areas you've already traversed without having to lead your character through the entire place. Only in a few instances did I fumble with accidentally pressing my own character (which skips my turn) instead of the enemy, if they stood close. Otherwise it was easy to learn how to use skills, items and swap gear in combat and I never felt like I failed because the controls worked against me.

One of the things that made me really happy, and especially compared to games like NWN and Baldur's Gate, was that Geneforge gives you a decent amount of experience for killing things. Leveling went quickly at first, then stagnated somewhat and went quickly again towards the end as enemies became silly difficult. The difficulty can get a bit even but not annoyingly so. I actually had to turn down the difficulty to "easy" towards the end (another feature that is very welcome). Some enemies that were difficult to me didn't rewards much experience and vice versa, which I put down to choice of class. I would've probably had a completely different experience of challenge with another class, but overall the game gave me a definite feeling of good combat design.



The story starts out simple enough, you're stranded on an island that turns out to be barred for reasons unknown to you. As you try to find a way off the island you get further invested into the history of the island and it all ends (without any spoilers) with some interesting choices for you to make. What I really liked about the story is how it unfolds and becomes more intriguing as you move on. You naturally stumble into things and have to draw conclusions from what you find, read and the people you talk to in a way that compares to a well written novel. Only in one instance did I think I had screwed myself over and couldn't continue, but I managed to solve it within a couple of minutes(turned out I had just not been observant enough). There is no better feeling than to randomly manage to solve a quest because you were curious and bold enough to venture into a cave and rummage around the angry ogres bed. Quests can also be completed retro-actively of course.

I was happy to see many good both male and female characters in the game and the dialogue is overall interesting enough for you to want to read it through and not just skip through. The story is presented to you as pop-up text whenever you enter an area of interest, and sometimes in books lying around, but is portioned up well enough to keep you interested without being intrusive or feel like it takes away too much time from actual gaming.



Common for these types of games, shop keepers have a finite amount of gold, which means you can drain your favorite shop keeper of all their money and sometimes have to travel around to be able to sell your stuff. This wasn't much of a problems thanks to a fast-travel system, it just required a bit of memorizing of areas. Unlike many other RPGs, you don't really lug around "junk" to sell, rather you find gems or combat items that you don't really need to sell. Uncommon however is that most gear is found, rather than bought, but as much as I love digging around for a tiny upgrade I welcomed this more streamlined approach as the gear was "handed out" with good intervals unlike in NWN where I barely ever got an upgrade and everything you could buy was well out of my monetary reach and just served to mock me.



What Geneforge really succeded was that, without making me feel overpowered, it made me feel like I was powerful and always stood a chance. If one area was too difficult there were often several others for me to try as the map quickly forks out into different directions for you to explore. It made me feel like I could make my own choices rather than being led around and like I was pushing the story forward rather than the story pushing me forward. I would love to see a graphical remake of this game but it definitely still holds up. I had loads of fun with it and I could recommend it to anyone that would enjoy a slightly less convoluted old-school cRPG with an original story.

Time played: 33 hours
Final score: 9/10