Tuesday, August 9, 2011

Part 2: The Rising of the Sun

I was startled awake by a large piece of wood falling into my lap. I had feared this would eventually happen, but thankful that it had waited until morning.

“Good morning Tydides! I see you made it through the night. I am happy for this!” The man was on his hands and knees, gazing through the hole in the ceiling. “I apologize for ruining your roof, however I could not find a door on this…shack. I would have thought you would have already figured out how to make a door…but no matter! Today is a new day, and we have much to discuss!” Though I was not as cheerful as this man appeared to be, I was glad to be able to finally get some answers.

We walked a few minutes without much talking, as he showed me the easy way down the hill I had built my shelter on. “I am happy to see you figured out how to use your tools! Some of the others…no mind now! Building the shelter on top of the hill was a wise move, you will be glad to have chosen that spot as your home at a later time!”
Too afraid to ask about these ‘others’, I kept the conversation moving forward. “What do you mean my home? You don’t really expect me to continue living there, do you?”

“Hahaha! Of course not! I would not expect anyone to continue living in such abysmal conditions! I expect you to continue building upwards and outwards! I’m sure you can find the right materials to create a comfortable home.”

“I’m sorry, but you must keep forgetting, I don’t even know where I am.”

The man’s face formed a quizzical look as he responded, “You mean you really don’t remember where you are?”

“Well, no. Should I know where I am? Nothing around here looks familiar. Please, can you just tell me what this place is?”

“Hmm.” The man scratched his head, unsure of how to word his next sentence. “Let me show you something. This might help you.” He led me over to a short post, with a wooden board stuck to the top. As strange as it was, I didn’t recall seeing it the day before. I must have missed it in the tall grass. “Read this, and tell me what you think.”

I leaned around the board, and read it out loud, “’Welcome to the land of Tallon IV’. I don’t understand. How is this supposed to help me? Tallon IV sounds strangely familiar, but I don’t know why. Who owns this land?” I looked back at the man, and was surprised to see a smile form on his face.

“Why, you do of course. You named it yourself. Really son, whatever hit you must have had some impact on your head. Now look, it’s early morning, and I’d advise you to rebuild your home. I have a feeling that this next night will need something a little sturdier. I seem to recall a cave just past the hill you live on. Why don’t you go check it out? It may provide you with better materials to build your house with.” As much as I wanted to continue with my questions, I knew he wasn’t about to let on so easily. I turned away, but not without some more advice. “Oh, and if I were you, I’d take the sword along too. Just in case.”

With this statement, I had revised my thoughts, to ask just one more question. “Before I go, I need to know – how can I get home?”

“And as much as I’d like to answer that question Tydides, you’re not at the point for that to become clear. But hear me out – I promise that one day, you will find a way home.”

This time as I walked away towards my hill, he did not disappear. He stood there, watching me slowly make my way up the hill. Even though I still did not learn his name, I trusted him. I didn’t know who he was, where I am, and why he insists that I was the owner of these lands. Part of him seemed crazy. Then again, the sounds and images from the night didn’t seem natural either.

I found the other side of my hill to be much easier to traverse, and had no problem finding the entrance to the cave. Many vines draped over the top of the entrance, which didn’t leave much light to enter. Darkness extended well beyond my view into the cave, though it did not seem very steep. Slowly a cool breeze wept out of the cave and brushed over my face. The sense from the breeze last night returned, having the same effect. The hair on my arms raised up, along with my sense of fear. “Damn, the old man wants me to explore the cave, but how am I supposed to do that without a light? And even if I do manage to find a light, what does he expect me to find?” Suddenly I heard a rustle from behind. I noticed something move in the deep grass, but blended in so I wasn’t sure what it was. Instinctively I pulled out my sword, yet I had no idea how to use it. With a quick jump, a green slime came flying at me! I closed my eyes as I swung my sword with all my strength, falling backwards into the entrance of the cave. I rushed to my feet, and found that with such a poor swing, I had barely hit my target. Yet, unsure of how, the green slime was dead, a liquid oozing out of its side. Curiously I leaned in to get a closer look at this remarkable creature. For some reason the fearfulness of the cave had left me, the feeling of winning such a small fight raising my confidence. Whereas the enemy had the form of a round slime about a foot across, its insides were more gelatinous. I took a leftover stick from my chopping last night, glad that I had picked them up as I came back over the hill. Slowly I reached down to poke the unfortunate creature. *FOOM!* As if by magic, the gel attached itself to the wooden stick, and lit itself aflame. “How is this possible?! Nowhere in science has anyone discovered a gel such as this! By attaching it to a piece of wood, one can make a torch!” Quickly I turned around, my eyes upon the cave. “I suppose this answers my question of where to get light from.”

My happiness soon came to an end when another rustling came from behind. I retrieved my sword, and assumed a better position than the previous battle. *This time I’m ready for a slime!* My anxiety rose as the seconds went by, slowly waiting for it to jump out. Out popped a small white bunny, and I had to slow my swing as to not harm the creature. “Well this is a surprise. I suppose this land isn’t all magic and evil after all.” The small bunny sniffed the dead slime, then turned to nibble on some grass. I smiled at the thought of a peaceful land, and returned my thoughts to the cave. I grabbed as much gel as I could stuff into my pockets while careful to avoid the sticks, and faced the entrance. “I sure hope to see you again soon, Mr. Bunny.” And with that I stepped into the darkness of the cave, the torch my sole guidance.

An Unexpected Arrival

The sky far above was a pale blue as I opened my eyes. Blinking a few times, I realized I was lying in a bed of grass, with the fresh aroma of flowers somewhere near my head. I felt comfortable, yet uneasy. Slowly I managed to sit up, and was just able to get a view of my surroundings over the tall grass. The landscape was broad, covered with trees and other greenery for quite a ways, until reaching a hill some ways away. Turning the other direction as I got to my feet, a small hill met my view, also covered with grass, with the tall trees towering at the top. It was a beautiful land to behold. As much as I wanted to continue my gaze, the uneasiness returned. *Where am I?*

“Glad to see you’ve awoken!” A man startled me from behind, a moment ago of which he was not there. “You’ve been out for some time now, but do not worry, I have been looking over you. Welcome to these lands! Now before we discuss more important matters, what is your name?”

As nervous as I was a minute ago, something about this man calmed me. “Ty..Tydides is my name. Sir, may I ask you wh-“

“Where we are isn’t your concern yet, son. All you need to realize right now is above you.” I gazed up again, confused as to what he meant. “The sun, kid, look at where it’s at. I’d say we’ve got about a fourth of the daylight left to us, before that old sun goes down. And when it goes down…well, it’s a good thing I found you while it was still shining.”

“You say you found me lying in the grass, but how did I get here? I can’t seem to remember a thing. And furthermore, who are you?”

The man sighed, and began talking again. “As I’ve just told you, these matters are not of your concern at the moment. Night is falling, and I must be going. It’s dangerous to go alone, so take this. I wish I could help you further, but at least you are now awake.”

I looked down and saw what he had dropped at my feet: a satchel, inside containing a wooden axe, pickaxe, and sword. I stared down at the wooden sword, unsure what to make of the situation. “Um, excuse me, but what exactly do I need a sword for…?” Unfortunately when my eyes returned to level, the man had disappeared. There was no way he could have run over the hills in the matter of seconds. What worried me even more than his disappearing act was the phrase he uttered. Somehow it felt familiar.

I grabbed the tools and headed to the top of the nearest hill, to get a bearings of my surroundings. A better view of the landscape could at least give me an idea of how I got here. After a good twenty minutes of navigating the narrow ledges, I reached the top and peered through the trees. Bewilderment filled me as my eyes met the view. *Nothing but grass, trees, and a few small hills for miles.* A slight breeze brushed over me, sending chills down my spine. I looked up and realized the sun would be setting soon. The breeze blew by again, and once again I felt as though something was amiss. Somehow I knew, something was coming. I remembered what the man had said, “And when it goes down…” Night brought about something unnatural, and I wasn’t about to wait and find out what.

Hurriedly I looked at my surroundings. “What am I supposed to do now?! Oh why did that man just leave me here? Think Tydides, think…the man must have had a reason to believe I could survive on my own.” I moved my foot and heard the clinking inside the satchel on the ground. “The tools…? Obviously an axe is used to cut down trees, most likely for the wood. A pickaxe would be for mining or climbing, though I don’t see why I would need to be doing either of such things. And a sword, well, I hope I don’t have much need for one anytime soon. Was the man implying that I should cut these trees down?” Just then the wind rustled through the leaves of the trees, with an eerie stillness soon following. Looking into the distance, darkness was covering the lands, the sun giving off a deep red sunset. “All I want right now is to be inside somewhere safe, though I guess a basic wood shelter will have to do for the night.”

What seemed like only minutes went by as I had chopped down a few small trees nearby, and cut them into jagged planks. I realized that they wouldn’t stand well in the grass by themselves, so I cleared out the grass and dirt with the pickaxe. “Well that tool seemed to do a pretty good job. Maybe the man had a reason for giving it to me after all?” My gaze fell upon the wooden sword, unsure of what this meant. Rushing to finish, I completed my wooden shelter, if one could even call it that. Many cracks appeared in what was meant to be my ceiling, with stars shining through. I didn’t have time to craft anything remotely close to a door, so a larger wooden plank had to make do, with some stone holding it in place. I sat down with my back against the dirt that I had used as my far wall, hoping to get some rest.

Night passed by slowly, as I woke from my sleep often. Though the grass and leaves were a comfortable enough bed, it was the noises which stirred me awake. All night I could hear shuffling across my ceiling, as shadows passed over. Every so often a knocking and scraping came at my door, though I was in no way about to open to see what was just beyond. A wooden sword didn’t seem sufficient to lower my fear. Near the morning I could have sworn I heard moaning, though that could have just been my imagination. Eventually I fell asleep, the sounds slowly drifting away.

Thursday, August 4, 2011

8-Bit Retrospective

Wow, another post! It takes a special game for me to really want to update this blog, and I've been just finishing one up lately. Before I delve into the 8-bit greatness as is this game, I should probably recap what I've done in the past few months. I feel like I'll talk about a game on here, but never finish the story.

I finished the main story of Fallout: New Vegas. Yeah. Well...it was extremely underwhelming. As much fun as the game was the whole time, that ending was really bad. I sided with the Legion after I killed Caesar (it was an accident, I swear), though that had no affect on the endgame content. I assassinated the President (sniping him from afar was quite satisfying, too bad I had to used VATS - or else I would have been known to be the spy). The Legion took over the Mojave, and basically killed everyone in their path. The Great Khans were merged into the Legion, but lost their name. The NCR, raiders, Powder Gangers, and remaining Brotherhood of Steel members were all hunted down and killed. Everyone else escaped West towards the Pacific. Oh, except the Boomers. Since they helped during the last attack, the Legion left them alone. As for me, the Legion leader gave me a gold coin with my face on it and said thanks. Both of which are useless to me. Then I was sent on my way and literally disappeared into the sunset. The 2nd saddest ending (but #1 most depressing) to a video game that I've ever seen, behind Conker's Bad Fur Day. I mean c'mon, nothing beats Conker's girlfriend dying at the end of the game, defeating half the purpose of the game. Maybe one day I'll play the NV dlc and finish the sidequests. Or start a new game and go on a melee weapon killing spree right from the get-go.

Since I've moved down here for grad school, I've barely played any console games. The house is so quiet, I feel bad having my TV on. So my DS is where I've been spending my game time. I should mention that I also recently finished Etrian Odyssey III, and started Etrian Odyssey. That deserves a separate post, with much more creativity and thought processing. It may still be coming, as I've been thinking about a good way to write it. Cross your fingers, if that post becomes a reality, I personally think it could turn out to be awesome.

So we come to Retro Game Challenge. If it weren't for Retro Game Master appearing on Kotaku, it is doubtful I would have picked this up. But I'm glad I did, and also happy that I played through Game Dev Story, as they feel similar, in the sense that fake game companies hype new games coming out soon, and have funny names for game rip-offs. I would like to discuss, however, each individual game found in RGC, and my feelings on them as well. Let me begin by saying that I have beaten all 32 (?) original challenges, with no cheats used. Even though many of the challenges are simple, I'm proud of that fact. I have beaten 5 of the 8 in story mode, with the only cheat used is continues, besides Rally King. I'll discuss the cheats more soon though.

Cosmic Gate was a wonderful first game. I believe it was based off of Galaga? I didn't take the time to look up what some of these games were ripped off from (though most seem pretty original). The game was not too difficult, yet made sure to amp up the difficulty in the later levels. The power-up was a neat idea, as it was not always easy to obtain, but extremely useful when used correctly. I did in fact use the super-secret warp to beat the game, to go from level 1 to 64 in one warp. I was disappointed that I had to use a continue when I only had 2 enemies left on the screen. Obviously once I continued, I had no problem defeating the two. Young Arino was programmed well for this game, and made the perfect noises and uttered the right phrases at perfect times, making me feel like I was doing really well. However, he becomes increasingly annoying in later games.

Robot Ninja Haggle Man was pretty frustrating in the beginning. At first I didn't quite understand the controls, combined with the mechanics of the doors. It took quite a few play-throughs to wrap my head around the ideas, but finally at one point it just clicked. Too bad once I beat the first (fake) boss, the challenge ended my spectacular run. Also, once again, when I beat the game, the only time I had to use a continue was during the 2nd and real final boss fight. And with no surprise, after I continued I didn't have much trouble defeating him. At this point I didn't realize RCG was comprised of sequels as well.

Rally King fits with what the developers were aiming for, however in my opinion, it is very poorly programmed. The concept is neat, and was happy to see them try to include an 8-bit type racing game. But with such a small screen, fast speeds, and a car that takes up an 8th of the screen, walls and objects come out of nowhere. It's very frustrating to be flying along in first place, when a wall appears from the top of the screen, when the tiny arrow showed that it's just a zig-zag in the track. And of course one bounces of the wall, comes to a complete stop after losing all momentum, and then gets rammed from behind by another racer. To me the game is almost unplayable. Personally, I wish they would have taken the arcade approach, with those monster truck racing games where the whole track is showed on the screen, and you can see every racer going around and over the obstacles. That would have greatly improved the overall RGC experience. But that's just what I want, and probably isn't 8-bit (though I don't think this is either, because it reminds me so much of MicroMachines, which I thought only came out on 32-bit systems?). To beat this game in story mode, I turned off all other vehicles, and took my time around the tracks. I would have turned off all damage as well, but couldn't get that cheat to work.

Star Prince is easily my favorite game on the cartridge, bar none. I'm not the biggest fan of shoot-em-ups, but when they aren't excessively difficult and include power-ups, I like to give them a shot. And this is exactly the type of schmups I enjoy. The first four challenges were no problem, though beating the game gave me quite some trouble. I had to use one continue on the first (and fake! I loved that!) final boss, and probably about 10 continues on the second (and real) final boss. The final bosses weren't that much different, but I feel like the real one was a tad faster, shot more projectiles which moved faster as well, and came further down the screen (reducing flying space) than the fake. I loved that game though, I hope to one day beat it without using any continues, which I could see myself doing here soon. Maybe what really stood out to me was the shield which absorbs enemy bullets, and after every 3, released a large charged shot. The shield made the game easier, but also gave the player a chance to try to speed up the game, and demolish enemies at a faster rate. This is the game which made me hate young Arino. There is so much going on during the final boss, that Arino never shuts up. Whenever the player has the shield up, and gets hit by a powerful shot, the shield disappears, and Arino makes a comment. Well the player is continuously putting the shield back up to either absorb the many bullets, or deflect those large shots, all of which are coming towards the ship at an alarming rate. So it leaves Arino making a noise or comment literally every 2 seconds, and that is not an exaggeration. Whoa! Dude! Aww! Wow! Whoa! It rivals Navi, it's that bad.

Rally King SP was completely unnecessary. Did the developers believe that the first Rally King was that good, that they felt the need to include a "sequel"? And it's the least bit of a sequel compared to all of the other sequels in the game. They changed a couple things on the track, but the courses are still exactly the same. Had to use the "no other racers" cheat again to finish this game. Nothing more needs to be said about this game, except that the developers added more garbage.

Robot Ninja Haggle Man 2 was a much better sequel. Not much was changed, besides larger levels (with thankfully much more time on the clock) and a few new items. But even many of the enemies are rehashed. But it's not really a bad thing. I don't have much to comment on about this game, because it really is just a sequel to an already pretty good game. Had to use a couple continues to beat this game, but not many. Definitely possible to beat both without continues.

Guardia Quest is the oddball of the group. As neat as it sounds to have a retro rpg included on this cartridge, it doesn't really fit it with these games in the long run. Each of these games can be beaten in a short amount of time, and definitely in one sitting, even the final game. But being an rpg, one needs to take hours to beat this game. As neat as it would be to legitimately beat this game without cheats, I feel like my time could be better spent elsewhere. Not that this is a bad rpg, it really is pretty good. Kinda grindy, but it's doable. Each of my characters are level 15, and have pretty good weapons, but I really don't feel like spending more time beating this game, especially when there is a cheat to view the credits. I think I'm just going to use the cheat to view the credits. I'm not wasting my time.

I will however, spend a great deal of time focusing on Robot Ninja Haggle Man 3. This game seems amazing. It's like Ninja Gaiden, except with rpg elements. And with me being someone who loves games where you collect trinkets and money, Haggle Man 3 is awesome. I plan on beating this game without any cheats or continues used. Though yes, I have seen how unfair many of the levels can be, with brutal platforming with enemies knocking the player back into the pits. But just like Arino on RGM, the player just needs to try again and again to figure out how to beat the game.

So there are my thoughts on RGC, and I hope I didn't miss any games. I recently purchased the Humble Indie Bundle 3, and while most games are crap (okay, not crap, but just not very good indie games, compared to what I'm used to), a few are very fun. So I hope to post again soon, to discuss some of the games that came in the bundle. I also received the Humble Indie Bundle 2, since I payed more than the average donator. $7.50 for 11 games is tough to beat. Unfortunately I started researching another cheap game that I've seen here and there online, and realized how much I want it. So if I do end up getting it, I'll for sure blog about it.

Monday, June 20, 2011

It's a free wasteland

The title is a quote graciously taken from Veronica, my in-game companion in Fallout: New Vegas. Each time the player asks to know more about her, that is her first response. I find that much like "War never changes" is a perfect fit for Fallout 3, her line is an excellent fit for its sequel. The Fallout series has always been about choices, and while I have not (yet) played the first two and a half games in the series, I feel as though New Vegas upped the ante over 3 and pushed the limits of how far a decision making RPG can go.

Before I get into my outpouring of love for New Vegas, I want to get my gripes out of the way. The bugs and glitches in this game are through the roof. I have come across so many glitches, it makes Enter the Matrix look like a well programmed game. While I haven't kept track, I'd say the game has froze on me about six times, twice happening today. It isn't like there is one particular reason why the game keeps freezing/crashing. The first time I was just wandering the wasteland when it froze. Twice more it got stuck on the loading screen between areas (with the loading bar still rolling - quite funny seeing as how the point of a moving text or object during a loading screen is to show that the game is still running and has not froze). Both times today it happened after the loading screen, when the screen goes black for a moment as the player hears the door shut behind them. While I have learned to cope with the freezing by saving often - usually every few minutes - it is still frustrating.

How about a save file not loading? Trust me when I say that that almost ended the game for me. Luckily people online found that loading a previous save file and then pausing and loading from that game will resolve the issue. What is with the programming in the game? I haven't even mentioned the other non-threatening bugs, such as floating objects, companions and npc's getting stuck in the environment, wacky character animations, etc. Ever see a person type at an invisible computer? How about a chair spinning inside an empty room? It saddens me that I sometimes need to alter my gameplay just to continue playing the game. Just a few days ago I walked into an area with ground textures that hadn't loaded. I quickly turned around and decided to take a different path around the mountain. No point in walking into a literal well-laid bug.

But frustrations aside, I have to admit that this is an amazing game. After finishing Fallout 3, I craved for more. I played through all five download content content packages, and while they were mildly entertaining (especially Point Lookout, which I highly recommend to any Fallout 3 enthusiasts), they were too short and random to satisfy that craving. Months went by, and eventually Fallout: New Vegas was released. After hearing about the staggering amount of bugs, and how it just wasn't as good as 3, I decided to pass. By then my craving had subsided, and thought my Fallout days were over. Obviously that wasn't true, with a friend continually urging me to play it, trying to explain how different it was from 3, but staying true to the almost-perfect game mechanics. I eventually gave in after finding the game for $5 used. After about an hour, I was hooked once again.

Gone are the days of a linear story with just two sides: good and kinda-bad-but-still-an-okay-idea (the Brotherhood vs. the Enclave). Yes, New Vegas still has a pretty linear story, but even if many of the sidequests and other factions don't have much to do with the overall ending to the game, the developers sure made it feel as though they do. Gaining fame or infamy with different factions and within important places is a fresh take on the choice progressing RPG genre. Join one faction, piss off another. Kill npcs of one of the factions, and gain infamy. Many quests with factions lead to destroying your reputation with another faction. While I haven't had a chance to mess up the main story yet, I feel like I have already made enemies with a couple groups.

Which leads me to my current choices. The Powder Gangers just seem like idiots. They're a bunch of criminals who have ganged up to take on anyone who faces them, especially the NCR, the ones who put them in prison in the first place. I too am a criminal, but at least I have a goal. I have yet to see them come up with a true goal in mind, besides hijacking caravans for weapons and other items. For some reason I'm still hated by them, just because I killed four of their men in the first mission of the game. I even killed a small hoard of NCR men who stormed their prison facility. I'll leave them be for the time being in the game.

The Great Khans haven't even made an appearance in my game, so I don't know what their ideals are yet.

The NCR and Caesar's Legion. I still haven't hit the turnaround of the story, so I can't say I know much about the motives of these two groups. But I can say that I'm not a fan of the NCR. Killing those six or seven men at the Powder Ganger's prison gave me high infamy within the NCR faction, putting me at vilified on their list. The reason why I was happy to see this, to be an enemy of theirs, is that I find their goals to be pointless, and the faction falling apart. Wherever I go, I hear stories of how while they're smarter than their enemies and have better weapons, they still have less men. Stories about how the NCR is the "sheriff" of the west, and yet the faction is falling to pieces. And their motives? They're still fighting for the Hoover Dam, or so I'm told since I haven't been there yet, for power. Literally, power, like the generator. We'll see how true that is later. They ran the Brotherhood out of Helios One for what reason? Power. So far I have heard of them claiming two areas, both for the sake of power. Luckily they didn't know (or rather didn't believe in, same as the Brotherhood) of the secret weapon at Helios One. I made sure to put it to good use by targeting the local NCR men at the facility, and putting them out of their misery. Too bad the player isn't allowed to target other locations like the missile silo in Fallout 3. The NCR also comes across as a big group of bullies. They mean well by trying to play sheriff, but so far just push other groups around for their own means. At least the Brotherhood in Fallout 3 had a means to their ferocity.

Caesar's Legion seems like a good fit for me. I'll be honest, I started playing New Vegas with the thought that I wanted to play as the bad guy this time in a Fallout universe. Here's my story to the introduction to the Legion. As I walked into a random town, a man comes running out, and as he spots me, claims he won the lottery. Now, each time I've come across a random NPC in the wasteland, I've let them be, and run on their way (though the last two turned around and shot me after they walked away, but I didn't take that into account with this man). But I wanted to be a little evil, and wanted that lotto ticket. As soon as he ran past me, one bullet. I happily took the lotto ticket and anything else of value off of him. As I walked into town, the Legion who had taken over approached, and told me their story of fooling both the NCR and Powder Gangers into coming into the town at the same time, captured both sides, and killed most of them. They held a lottery for who died how. One lucky winner got to leave town unscathed. I now how that lottery ticket. I knew then that this was the group for me.

And so I listened to their ideals, about how they hate the NCR for pushing them back West (or East? I've gotten quite confused about where the Legion resides or came from), and how the Powder Gangers are just a bunch of fools to them. The NCR seemed too uptight and nice for me, and knew that to stay in good faith with the NCR, would have to hold back on my killing. Sure there are plenty of Powder Gangers and Legion members to kill out there, but the NCR has their own base. I know that one day, I will take down that base as one man versus a small army (though most likely with a companion). So I decided to do a quest for them. They sent me to kill three NCR officers in a large camp. When I got there, the NCR didn't look kindly upon me, but did not shoot either. By that point I went from being Vilified to a Merciful Thug, so I don't know how I gained trust in their eyes. I did one mission for them, and during the second realized that by helping them, I was gaining fame. As much I wanted the achievements, exp and items from completing the mission, I couldn't help but turn on them. Killing the three officers wasn't enough for me. The whole camp had to be exterminated. One by one I took out unsuspecting NCR members, many with a literal knife in their back. I then proceeded to steal everything from the camp and sell it for money elsewhere. I've killed a good 15-20 NCR members during that attack, and yet still only held a Merciful Thug title. As easy as it would be to kill random NCR members around the wasteland, I'm keeping them alive in case they're needed for quests.

Before I get into the final faction feelings, I would like to say that Bethesda did a good job incorporating time into New Vegas. In 3, time was just used for two things: sleeping to recover health, and when shops opened and closed. The same applies to New Vegas, but the developers made sure to have missions use the clock as an element. Certain objectives cannot be completed during some times of the day. For example, the Helios One weapon cannot be activated during the night, because the solar panels need the sun in the right spot to "detonate." I hope other missions incorporate the clock as well. The best use so far has been the NCR rangers. Soon after I became vilified, three NCR rangers, the best of the best for weapon handlers, randomly ran up to me in the desert, and told me I had three days to live, lest I change my image within the NCR. The first time I saw them I attacked, because I hated the NCR. They demolished me. Three hits and I was dead. I reloaded and decided to let them keep talking for two more days. Every 24 hours they would find me, wherever I was in the desert, and check up on me. Since I hadn't changed my title (Merciful Thug at the time), they kept counting down the time, two days, then one day. During the final day I destroyed the camp I previously spoke of. Let me tell you, those final 24 hours were nerveracking. After having been demolished the first time, I really didn't want to try to face them again. I had no idea how I was going to kill them. They only thing I had my side was that during the final 24 hours, I hid in a vault. As I emerged, I realized that I had probably spent about 48 hours inside the vault, well past the time frame of when I was to be killed. At that point I knew I had little time to plan for an attack. Every few minutes I would save my game, knowing that they could strike at any moment, from any direction. As I was turning frantically in every direction, watching to see them run up from a certain direction (since the player has a few seconds to see them running up from the distance), still just outside the vault, I decided that a nearby rock was my best plan. So there I stood for a good ten minutes in real time, waiting for certain death. When they arrived, they said one sentence, and started firing. That rock was my saving grace...well, and a good fifteen stimpacks. But the rock made for good cover, and they weren't smart enough for the first few minutes of the fight to just walk around it and run up the backside of the hill. By the time they realized this, I had already taken out one ranger, and grievously wounded the head ranger. Many in-game weeks have passed since the attack, and I have yet to receive another ultimatum from the NCR. Maybe later when I decline to join them. I will say that I'm pissed that I was offered a quest to help the NCR, and for completing it, would be absolved of all acts of violence against the NCR. I obviously declined the offer, yet the game still glitched and was absolved of my acts. I just realized this earlier today, as my rank went back to neutral. Very unhappy that the game did this.

So finally, I come to the quest I've been working on lately, which has been to help out the Brotherhood of Steel. I was happy to see them return to the game, after what I thought was just myths of them living in the west. The first companion I came across turned out to be a Brotherhood member, and after she stated that she hates the NCR, I knew we would quickly become friends. Her and I have done much together, and so I'm trying to help her figure out her path. I just completed her mission today, and while it was disappointing, I at least tried. After checking online, it looks as though both endings to her quest are sad, yet I chose the correct route for future gameplay. I still need to figure out how to help the rest of the Brotherhood, and whose side I should take. Unfortunately while looking at my companion notes online, I read about a later mission in the game, which made my stomach sink. It may be a free wasteland, but it doesn't make it any less harsh.

Thursday, April 28, 2011

Turn the Valve, Release the Humor

A few days ago, I gave in and purchased Portal 2. I was quite hesitant, as I wasn't sure if the $60 price tag was worth the value. The original Portal still remains one of my favorite games of all time, probably somewhere within the top ten. While the game never changes, I still find a ton of replay value. Unfortunately, the hype for the sequel died down as the release date grew closer. As more magazines and reviewers played the game, the less attention the game garnered. The one problem of the original was the short length the game had. The first playthrough took about 3 to 4 hours, with future playthroughs taking an hour long, if that. So while the reviewers would say that the single-player game for Portal 2 is twice as long as the original, an 8 hour game for $60 turned many onlookers away. One of the reasons Portal gained so much attention was that for $20 (for the Orange Box), one also received Half-Life 2, Half-Life 2: Episode 1 and Half-Life 2: Episode 2. Well worth the $20.

Now, this post isn't about the length of Portal 2, or if I enjoyed it or not. I'll be up front and succinct. I played through the game at a snails pace to try to find all of the hidden areas and any subliminal messages, and finished at around 15-18 hours. If I were to rush and just try to beat the game as fast as possible, I probably could have beaten it in about 6-8 hours the first time around. So honestly, they weren't kidding with saying it's about twice the length of the original. Unfortunately, while I wish the first game was longer, I felt as though Portal 2 actually dragged on too much! I'm not saying I wanted the game to end, but the variety of the game was rather...random. The game didn't flow as well as the original, and I felt as though the developers ran out of time. All of the ideas implemented in the game worked very well, but it could have been presented much more smoothly. But hey, this opinion could very well change my second time through. So that basically answers the second question of whether I enjoyed it or not. Definitely yes, though probably not as much as the original. Was it worth $60? I'll be able to answer that after I play co-op mode, which I'm quite excited to try out - but only with a friend.

No, this post is about Valve. While the gameplay mechanics didn't always flow together seamlessly, the writing in Portal 2 was fantastic. Part of the reason why the game took so long is because I would stand around just listening to the voices of the few characters to see what they would have to say. Portal 2 introduced me to my new favorite character in a video game - Wheatley.

I'll get back to him later though. I want to point out that I honestly could not decide whether I wanted to focus this post on the humor of Valve, or the voice acting in Portal 2, so I'm going to do one better and combine them. Trust me when I say that they go hand in hand. After chuckling to myself numerous times throughout Portal 2, I started to think back to past Valve games that I played. It occurred to me that this has been a trend for their staff, to put in light humor in even the darkest of games they develop.

While they have developed a variety of games, I have only played a few. My first foray into the games of Valve was Half-Life, which I actually played only 6 years ago. While there wasn't much humor in the game, there were a few instances where a scientist would tell you to do a certain thing, and would scold you for doing the opposite, or pushing a button without being told. Obviously this would leave a smile on a few faces of gamers, chuckling inside about the situations Gordan Freeman would put scientists in.

In Half-Life 2, the improved graphics and voice acting lead to advancements in body movements and situational humor. Gordan Freeman could pick up any light object, and toss it at unsuspecting NPCs. Most would cry out "Ow!" or "Stop that!" and since this was introduced within the first few seconds of the game, provoked players to continue fiddling with the NPCs throughout the rest of the game. Only seconds later a combine (policeman) knocks over a pop can and tells Freeman to pick it up. Throwing it at the guard leads to a beating, quite a humorous reaction. As the player moves throughout the game world, they can often sneak up to combine guards speaking to one another about random and trivial life situations. Listening to these conversations reveals the humorous side of the Valve staff. Not to mention a scientist rambling on about unsuccessfully sending a cat through a teleportation device. What's better is that the player can fiddle with and eventually break a smaller teleportation device, angering the scientist. Brings back memories of the original Half-Life.

Episodes 1 and 2 of the Half-Life series continue this same trend of humor, angering scientists, listening to NPCs, etc. In one situation, the player falls into a pitch black room, and quickly hears a zombie behind them. As they turn and put their flashlight on the target, they realize it is just the NPC traveling alongside Freeman, trying to scare the player in the dark. Well played Valve.

I suppose I should mention Team Fortress 2, since I do own it, and have at least played it for a few minutes. All I can say is that it's like a Wile E. Coyote cartoon on steroids with better graphics. If a player had the option to use a giant hammer and could smash an enemy flat, it honestly wouldn't look out of place to me. For such a serious and fast paced game, they tried to make it as humorous as possible.

And then we get to the Left 4 Dead series. These games feel like they were built on humor, and they probably were. Take the most cliche horror flicks with tons of zombies, and throw in the humor of four strangers just trying to stay alive. Subtitles are almost a requirement to fully realize the humor of each individual character. What's more is that in Left 4 Dead 2, references can be found to other horror games, such as the original Left 4 Dead, Dead Rising, and others.

But enough about the past games. I feel like I was dragging on back there, but I'm trying to point out that Valve has been putting humor in most of their games, whether it be blatently obvious or subliminal messages. It wasn't until Portal 2 that I really started to think about this stuff. I realized that Valve develops incredible games, yes, but tends to add humor to each and every one of them, to keep the player interested. Are you going to find subliminal humor in Halo or Call of Duty? Probably not. Valve creates some of the few FPS games out there that feature this kind of gameplay including this humor.

The humor extends beyond the actual gameplay as well. I'll get into it in a bit, but let's just say I came across a character in Portal 2 with a very recognizable voice. Today before finishing the game, I did some research and found that it is indeed the person who I thought it was, and right then I knew this post had to be written. I only came across this a few hours ago, but Valve likes to (either on purpose or randomly) add humor through the voice casting of game characters as well.

Let me start off by saying that Portal 2 has 4 character voices. Each of these voices meant something to me when I found out what else they have done in the past, and I must say, Valve picked some interesting choices for their character voices.

Let's start with Chell. Chell is the main character in Portal 2, and as far as I still know, has no voice. I have never heard her speak a word. Even after falling off a ledge, not a thing. So it was a little surprising to see that not only does she have a voice actress (Alesia Glidewell), but she also did the voice for Krystal in Star Fox Adventures and Zero Suit Samus in Super Smash Bros. Brawl. Sure people do various voice work for video games, but doing a couple Nintendo games and then a Valve game seemed surprising to me. But let me continue.

GLaDOS was the main character and probably only voice (besides the turrets) in the original Portal. The same voice actress (Ellen McLain) reprises her role as the insane machine, but did you know she also did some other voice work for Valve? Not only did she sing the song at the end of Portal, but also had a voice in the Half-Life 2 series and Team Fortress 2. Not very surprising. But how about the fact that she voices the witch in Left 4 Dead 2?! Talk about a bizarre role. I had assumed they found some random voice actress to speak (or rather cry) the few lines for the witches in L4D2. The fact that they used the same people seemed rather humorous to me. But it gets even better.

My new favorite character in any video game is Wheatley, who's quite interesting in Portal 2. I cannot say much about him, because I don't want to give away any spoilers. Giving a description of Wheatley could even spoil some of the plot and/or story of Portal 2, so I'll just say that he's not very bright. But with that comes the funniest and most random character I've every met in a game. He probably has twice the amount of lines of GLaDOS in Portal 2, which means the writers spent quite a deal of time on what he says. What may come as a shock is that he is voiced by Stephen Merchant, writer and producer of The Office, both the American and European versions of the show, and the Ricky Gervais Show. How Valve found him I have no idea (having no ties to the video game industry), but obviously they found someone who understands the exact same type of humor they were looking for for Portal 2. The most interesting thing is that while he plays the voice of Wheatley, he didn't write any of the lines for the character, even though he's a great comedic writer himself. And here we have the best for last.

J. K. Simmons. I don't think I've ever seen him in a movie and disliked his character. It's almost always the same sarcastic man he plays, who has an attitude and wants to get work done. Once I heard the voice of Cave Johnson, I was like "No way..." But it is true, somehow Valve acquired J. K. Simmons to play a role in Portal 2, even having no past experience voice acting for video games. Every time he came on the announcement speakers, I would stop moving and just listen and read the subtitles. While not as funny as Wheatley, he fits the character perfectly, especially for the era he's placed in. Sure I could have blown through the game, but I've never come across a game like this, where I enjoy listening to every single little line in the game, even when it involves standing around waiting for the characters to say something different.

Oh, and while this isn't a direct spoiler in any way shape or form, I'm glad that I tried reading the smallest pictures on the walls in the game, as I found out that the Aperture Laboratories are located in the mines of Northern Michigan. I just thought that was kinda neat.

Saturday, January 15, 2011

Hell, Amnesia and Cubes

What do those three things have in common? Well as far as I know, nothing. But nonetheless, I have been playing three games since I last posted on here, and those were the first things that popped into my head when thinking about each game. As a forewarning, this could be a lengthy post.

The first game up, being the least recent, is Darksiders. I held off from posting about this game, because my views on it kept changing, and really didn't know what to make of it. When the game started out, for the first few hours I felt like it was my favorite game for the 360. But as time passed by, that feeling was waning, even though I was still enjoying the game. It's just way too similar to other games that have done the same thing, only better.

The two games that Darksiders takes almost all of its elements from is God of War and The Legend of Zelda, mainly Ocarina of Time. All the reviewers and critics said that the game is a mash of these two games together but, being reviewers, I didn't always agree with them. Near the beginning of the game, I felt as though the game was 90% GoW and 10% OoT. An hour or two later, I changed that feeling to 80% GoW and 20% OoT. A few hours later, 65% GoW, 35% OoT. Near the end of the game, I felt as though it was a 50/50 blend of the two games together, with random scenes making one game stand out more than the other.

I suppose I should explain what Darksiders takes from these games. The combat is ripped straight out of GoW. The chain-combo fighting made me feel as though I was playing as Kratos, right down to certain button presses to finish off enemies. Luckily this is just one button, and no QTE's exist in the game. And then you can upgrade each weapon, just like in GoW. Or how about the story based around the concept of revenge, playing with the theme of gods, mortals and other entities? Just like GoW.

The Zelda themes don't come into play as quickly as the GoW ones, but these smack you in the face just as hard. There are dungeons in Darksiders (only 5, not 9 like in almost every Zelda game, counting the boss's), and in each one the player can collect a compass, dungeon map, and one special item to help them through said dungeon. Wow, that sounds familiar. But THQ wouldn't go as far as to steal the exact same items, right? Like a boomerang item, a hookshot, a lens of truth, or a slingshot, and just disguise it as a different item? The worst part is that none of the items play a very big role in the game, which was a big letdown. The final item, not listed here, is not found in any Zelda game, and even though it's a ripoff from another game, is still a cool mechanic which could have been a lot more fun, and could have made for some crushingly difficult puzzles.

You can start to see how as the game progressed, the more I felt as though they were taking more and more from OoT. Not that this is a bad thing, however. I mean, both God of War and Ocarina of Time were fantastic games. And later in the game you meet up with Ruin, the main character's horse. Basically it's Epona from Hell. That sounds cool whenever I say it. Ruin controls slightly better than any Epona version, and the mounted combat is much better than Twilight Princess, in my opinion.

To finish my discussion about Darksiders, I believe that the developers at THQ should be slapped in the face for a scene near the end of the game. It's one thing to borrow elements from Ocarina of Time, but seriously?! The items were one thing, but a whole scene from Ocarina of Time that was totally unnecessary to the game and story? There comes a point where you need to just come up with some of your own ideas, because that was just pathetic.

On to my next game, Phantasy Star 0. A friend of mine a couple of weeks ago found a way to play Phantasy Star Online well, online, and so we both sort of got in the mood to play the game. Unfortunately, we never got the online components figured out (til now), and so we didn't play PSO. However, he picked up Phantasy Star 0 for the DS and told me it's just like PSO (O = Online, 0 = zero), and since it has wi-fi multiplayer, I should definitely pick it up. After finding it on sale at a Toys 'R Us, I gave in and said what the hell, it's probably pretty good.

And after putting about 11 hours into it, I agree, it is pretty good, and it's basically PSO for the DS. The graphics are pretty much the same, and the player levels up slowly (well, more quickly in this version so far) and continues to play the game for better and cooler weapons. And this time around the story is pretty good. In PSO, you arrive at a new planet soon after the research team did, although they're all missing, and you go find who or what killed them. In PS0, the story is more about long lost ruins, ancient technology, and a blank period in time in which war occurred between the three races, and most people disappeared. Okay, so it sounds extremely similar to Mass Effect, and while it's not nearly as good as Mass Effect's story, nor as fleshed out, it's still pretty interesting. I play as a Newman, which is basically a person who looks just like a human, but isn't, and while low on health and defense, has strong magical abilities. My character awoke at the beginning of the game with amnesia, and has no idea who he is or why he's on Earth. I can't say more about the story, because Sega had some fun and changed the story depending on which race you play as, or at least it seems as though so far.

If there are any faults with the game I'd say that so far it's pretty easy, which is much different from PSO, which started out extremely hard, especially for magic users. Maybe it's just me, but the camera seems a lot closer to the character than in PSO, and I feel like I can't see what's going on around me. Three teammates constantly surrounding me does not help the issue either. Another complaint I have is with the AI. Ugh I cannot stand my teammates! First of all, get out of my way, that's my kill, go kill one of the other 5 enemies in the room that are attacking us from behind. I know you can change the tactics of the AI, but it doesn't really seem to help, they're still idiots. And for the sidequests, I wish I could always choose to go alone, because they usually stick me with Sarisa, a fellow Newman who does no damage at all, and usually dies during the boss battles. I mean 11 damage a hit Sarisa?! I do around 50 damage a hit...with a blunt rod...with the weakest attack. You're doing 11 damage a hit at the highest, with magic, whereas I do around 75 damage a hit with magic. So let's say there's an enemy with 150 health. It takes me two hits to kill it. Put five of them in a room, I'll kill the first four while she focuses on one, and then I'll go over to her and kill off that one...which still takes two hits for me, since she didn't even do 75 worth of damage during my four kills. Pit her and I up against a boss and she dies? Honestly there's no point in reviving her. I really wish there was a good/evil portion to the game, because I'd be such a dick to her after each mission, when she starts touting how it was great teamwork that killed off the boss. No Sarisa, you laid dead in the corner after just the first 10 seconds of battle, while I killed the boss myself. Please Sega, let me turn friendly fire on. I can't wait to play the game online with a competent teammate, who understands the mechanics of the game and battles.

Finally the cubes. This is referring to Minecraft. Oh yes, I finally gave in to the temptation and tried the game out. After months of seeing articles and videos of the game online, and also seeing that it's not a passing fad, it was about time to give it a go. I suppose the reason I never did is because supposedly for being such an "ugly" game as far as textures go, it takes quite a bit of horsepower to run the game. There was no way I'd be able to run the game on this laptop, and my computer's HD is still shot. But yesterday I noticed an article taking about how you can play the game in a browser, which led me to believe that that version must be much less demanding. This is the game that made me want to write a new blog, and honestly if I ever bought the retail beta of the game, I'd probably use this blog solely to write about my exploits. And that's what I plan to do here.

My first foray into the world of Minecraft was just as fun as I thought it'd be. I was thrown onto a large island, and after seeing a handful of videos online, I knew that the first goal was to build a house or lock myself up in a cave. Once night falls, the enemies and creepers come out. No, not the creepers that look into your windows, the creepers that are green and blow the hell out of your walls. The first thing I noticed was that I didn't have any tools, nor did I have an inventory screen. That was disappointing, because I wanted to feel the real game, where you must forge your own weapons and tools, mine, chop and collect your materials, and learn to survive. That's okay I decided, I was given an unlimited amount of blocks of all different sorts, so I'd be good to build a small house.

So after about 20 minutes I had completed my small house, 3 x 3 blocks inside with a nice roof, and glass blocks for my door since I can't construct a door in this version. After a few more minutes I noticed it wasn't getting dark out, and I knew from those videos how long until it got dark. So I ventured out, wondering if maybe this version didn't have any enemies, and was just for dicking around. Obviously the question was what's next? I chopped down a tree and its branches for fun, and liked how you can chop out the trunk, but the leaf blocks remain suspended in the air. I looked around, noticed that I had built my house on top of one of the hills (on purpose by the way, to avoid the monsters) and thought, wouldn't it be cool to have a secret passage from the beach all the way up into my house?

And so taking another 20 or so minutes, I did just that. It was quite difficult honestly, trying to figure out where and when to dig up to get into my house, and I missed my target a few times. Along the way I found giant caverns that I would mine into, which really made me smile, knowing that the caverns really expand upon the game. Anyways, once I created the passage into my house, and made sure that the entrance was pretty well hidden (even though I'm the only one playing this single-player world), I became...anxious. I wouldn't say bored, because that was not even close to settling in yet. But I wasn't sure what to do yet. So I looked down at the ground, and even started jumping around. That's when a thought came to my mind. My character can jump about the height of one block, so is it possible to create a block underneath me when I jump? It worked, and this opened up many possibilities. First, how high can I get in the world? Up and up I went, til I finally reached the roof of the world, which was pretty high, even if not as high as the newer versions. The next project was obvious, to build another house, bigger, and suspended in the sky.

This project took me about two hours honestly, and if I knew some of the tricks that I know now, I could have halved or maybe quartered the time it took me. Either way, it was a neat brick house, 6 x 6 blocks inside, with a glass roof for light, and a glass floor to see what is way below me. But the house was enclosed, so I decided to make a 2 x 2 block door, facing the water for a nice view. Unfortunately, my house was suspended in the sky besides the one last column I used to get up here the last time, and I needed a grand entrance. I finally decided that the coolest thing I could do would be to build a staircase from the entrance of my first house all the way up to the entrance of the new one.

This turned out to be quite a pain, as the bricks I used were unique, being only half the size of every other brick, and were much more difficult to build with. Using some ingenuity, I turned what looked like a path I needed to hop up to get to the new house, into a well-designed staircase, which did not need any jumping to get up. So I ran out to the beach, took the secret path through the mountain, up into my old house, out the front door, up the winding staircase and into my new house. I was already having quite a bit of fun when I peered down through my glass floor and thought, wow, wouldn't it be cool to have a drop from the floor of this house all the way down into the ground, to the lowest level possible?!

And so I got to work, digging a 2 x 2 block hole directly below the 2 x 2 hole in the glass floor, all the way down to the "core" of the world. Oh, I should probably mention that if you dig deep enough, you come across lava. At this point I was having fun, but what's the point of wasting a couple hours on something that I can't come back to? So I opened the menu, and clicked save. Unfortunately a sign came up saying that you can only save in the retail version. However, behind it lie the save button, and I figured I'd try anyways. It brought me to my C: drive, so it worked and I saved the game. Now I didn't know if I could load the game again, being in a browser, but I was still having fun so who cares. Back to the hole, it went pretty deep. When I got to the bottom, I put glass blocks directly on top of the lava, so when you drop you look like you're going to fall straight into the lava, but stop just before it. You can't die or get hurt in this version, but it still looked cool.

But then the question arose, how do I get out without just building blocks beneath me? That's kind of tacky and boring, so I started to mine my way through the ground, to make a path that would eventually lead to the surface. After a few minutes of mining, an idea came to me. What if I were to encase the whole path through the ground with glass cubes all the way to the surface exit, and then went out to the ocean and mined my way into the caverns around my glass path, flooding it, so I could walk through the dry path with water around me. I should mention I learned I could do this a little earlier, when I was digging through the ground and mined into the ocean, completely flooding the caverns I was in with water.

I spent a good deal of time having fun twisting and turning the path and surrounding it with glass cubes, and it looked pretty neat. I even went back to the surface and encased the entire drop from my house to the ground in glass cubes. That way, when I drop to the ground, I can't move in midair to miss the hole. I went back to the path and continued to mine and put glass up. Eventually I got tired and just wanted to get out, and couldn't for the life of me hit the surface. I was much deeper that I had thought. Up I went, right towards the surface when GLUB GLUB GLUB... I hit the ocean. Oh I was so frustrated, because I had formed the direct opposite of what I wanted. I flooded my glass tube with water, and the outside was dry. I went back down to look around, and noticed I missed putting up just one glass block on my path, so all the water was outside the tube as well. Fail. I went back up to check where I came out in the water, which was just a clear ocean view, and turned around to find an island directly behind me. I counted the blocks behind and around me, and realized that if I just started heading upwards 4 blocks earlier, I would have came out on the tiny island, and not the ocean. Epic Fail.

But all was not lost. I figured that if my cavern was filled with water, what if I plugged up the exit to the ocean, went back down, and mined deeper in parts to find more caverns, therefore flooding the water from my caverns and path to those caverns. I saw this done in videos, so I figured it had to be possible. After many attempts, it wasn't working, and resolved to having failed. Luckily, I learned what I did wrong, and how to prevent this from happening again. I really wanted to continue playing, but it was really late and I needed sleep before work. So I turned off the game, and to no surprise, I had one last idea. I got back into the game, and right from the start it created a completely new world, which is what it's supposed to do. But I went into the menu screen, to load, and tried to load my game. I mean it was worth a shot. After a few seconds, I was back in my flooded tube. Awesome. This meant I could spend quite a bit of time on the free game on giant creations, if I so choose.

I know what you're thinking, "Oh geez, here comes the Lord of the Rings creations." Sorry, but that's already been done with Isengard. "Well here comes Zelda creations." You mean something like the world of A Link to the Past? Well maybe I'll focus on other fantasies, and actual objects rather than places. How about a Star Destroyer...or the ship from Serenity...or the whole Earth! Oh c'mon, is there anything I like that hasn't been created in Minecraft yet?! Anyways, I think I may have thought of one thing, so at least I'll have something to focus on if I play the game. Now if only I had the minecart like in the newer version, and I could build a roller coaster.

Thursday, January 6, 2011

Game Dev Story

You know, it's been quite a long time since a game as cheap as Game Dev Story, costing me only $4 (I would have gotten it for $1, had I bought it a few days earlier, darn), had hooked me as much as it has. When I'm not playing it, I really don't have any urges to turn on my iPod Touch and play it. But when I finally do start playing it, I just can't put it down. It's not like there aren't any downtime parts of the game where it would be easy to turn it off. Those come every time a game is done being made and has shipped, where my workers literally start saying "I'm bored." But, there are reasons why I don't start one game right after I finish another, money being a big portion of that. Before I started raking in the big bucks (well, in my view I would still consider myself to be a small company without much capital, can't even afford to make games for the biggest systems), I'd be down to barely enough cash to afford my workers. One year I was squirming in my seat, nervous that I wouldn't have enough money to pay all my employees. I was watching the game progress percentage go up as the days and weeks went by, payday slowly getting closer and closer. Luckily my timing paid off perfectly, with the game releasing the week before I had to pay everyone, meaning I had no trouble coming up with the money. But anyways, that's not the point. The point of this post was how funny the names in the game can be. Every time the game says that a company is releasing a new system, I get a little excited, knowing that it will be a ripoff of a real-life counterpart. So far the game has done a tremendous job keeping up with the systems, in the order they were released, and even including some obscure ones. In that case they even mention something along the lines of, "This console seems a bit strange and might not sell well, so we should see how it does before applying for a license."

For the first few games released, I didn't worry about the names of my games, and just let Game Dev Story take care of the work, naming them Game #1 and so on. Well after the first game awards, I saw how funny some of the names could be, all very similar to the real companies' names and games. So from then on, I decided to do the same with my games. Unfortunately, the game only keeps the past 32 products in the history, and since I'm in year 14, I have definitely made more than 32 games (probably around 35-40). So without further ado, I thought it would be fun to make another list of games, this time of the ones I have made in Game Dev Story, starting with the oldest (that is still recorded). I shall include the game name, system type, genre and type of game, how many copies sold and any awards it received, but will keep the system name out. Learning the names of the systems as the game progresses is part of the fun of the game, and makes the player want to keep playing to see what else is out there. As an important note, I do not have all the possible genre and types unlocked, and am sure there are many out there I'm missing.

Sly Ninja - console - Action & Ninja - 103,978 units
Bio is Life - console - Life & Animal - 176,301 units
Dungeon - portable - Shooter & Dungeon - 188,540 units
AlphaPirates - console - Educational & Pirate - 87,515 units
Knight's Night - portable - Sim RPG & Historical - 362,578 units
High Seas - console - Action RPG & Pirate - 188,478 units - Best Design
Living Animals - portable - Simulation & Animal - 227,417 units
Let's Golf! - portable - Simulation & Golf - 99,408 units
A Pirate Story - portable - Audio Novel & Pirate - 202,605 units - Worst Game of the Year
Cartoon Clash - portable - Racing & Cartoon - 195,756 units
Wanna Date? - portable - Simulation & Dating - 244,265 units
ARR! Pirates - portable - Life & Pirate - 282,805 units
Calm Breeze - portable - Action RPG & Ninja - 542,687 units
Animal N' Cars - portable - Racing & Animal - 433,668 units
Dungeon Xplorr - console - RPG & Dungeon - 500,134 units
Running?! - console - Simulation & Marathon - 318,164 units
Oblivian - console - Action RPG & Dungeon - 544,056 units
Hell..o Robots - console - Shooter & Robot - 370,698 units
Xs Eight - console - RPG & Historical - 431,517 units
Robot Bomb - console - Action RPG & Robot - 881,808 units
Cameo - console - Action RPG & Animal - 418,148 units
Choo Choo! - portable - Simulation & Train - 769,515 units
Cumbrero! - portable - Simulation & Dating - 553,276 units
Look, Robots! - console - RPG & Robots - 809,960 units - Best Design
Spirit Trains - console - Simulation & Train - 1,826,994 units
Spirit Racks - console - Simulation & Dating - 1,179,864 units
Wall of Duty - console - Shooter & Historical - 923,771 units
Chromo Time - console - RPG & Time Travel - 2,107,826 units - Best Design
Tome Portal - console - Action RPG & Time Travel - 2,807,295 units - Best Design
Sim Bird - console - Simulation & Airplane - 1,449,284 units - Best Music
X Signs? - console - Simulation & Train - 440,801 units
Sprinter Cell - console - Action RPG & Spy - 1,483,088 units

So as you can see, my numbers went way up over the course of time. It's funny too, because there are some excellent genre and type match-ups in this list, but there are also some horrible ones as well, and the game will point them out when you find them. Unfortunately, it's all trial and error, and it's not always fair. For example, some games that we know of and have sold extremely well have exact genre and type match-ups in this game, but don't show up as good pairs. So what is a good match-up in real life cannot be dependent on one game or franchise, but rather on what commonly makes a great match-up. Also, don't just take away information on this list as proof as to what is a great match. Just because I have high sales for a game doesn't just mean the genre and type are a great match. For most of the games on the second half of the list, I put much thought and effort into creating the game, including who of my employees did what parts of the game, and which employees did extra parts on their own. There are also different strategies to use throughout game development as well, which drastically affect sales and scores from critics (which I did not include in here, but do have that information as well, and also what ranking it received after one week of sales).

Take for example two games on my list, Spirit Trains and X Signs?. They came out on the same system, had the exact same genre and game type, and were only released 26 months apart. Spirit Trains sold much better than X Signs? did, even though Spirit Trains had 4 more reviewer points (out of 40). To make matters even more interesting, let's throw Choo Choo! into the equation. It was released 13 months before Spirit Trains (39 before X Signs?) for a portable system, and received 3 less points than X Signs? did from the reviewers, and yet it basically doubled X Signs? sales. So what I'm showing is just because one game sells really well, doesn't mean that it's a great combination. The game may seem straightforward, but there is quite a bit of thought and strategy that play into developing the games. It really is a game dev story. Now I want to really be like a giant company, and release a hall of fame game. And then I want to do the other things which aren't even possible with my staff and history of games yet...

Monday, January 3, 2011

2010 Game Recap

So just a few minutes ago, I came across an interesting article on Kotaku, about one editor's past year of games played, and which he had beaten. I found it to be pretty interesting, even for having barely any body of text, in which most non-gamers would find it very boring. So I decided that since I haven't really kept track of what games I've played and completed during last year, this would be the perfect time to form a recap of the same sort for myself.

He did a great job of setting down some information before continuing, and I want to follow the same sort of "rules." Basically, all games listed were playing during 2010, and all the bold games are the games that I have finished. They were all played for at least an hour, which means I'm not counting all the games I bought, tested out, but didn't play for more than a few minutes. Now obviously, some games do not have a set "end," but nonetheless they deserve to be on the list. Also, just because I beat a game does not mean I 100% completed it. I will, however, put an asterisk next to a game that I have either deemed 100% complete (that can be beaten without 100% completing it) or have collected all the achievements in, being Xbox 360 game. A note: many games on this list have been played/beaten in years prior. Hence, this is not a list of just new games played and beaten, but rather a comprehensive list of what I've played all throughout last year. To be fair, I will also put a ^ symbol next to games that I have beaten some year before 2010. Finally, there is no particular order to which I've put the systems in, and all games will be listed alphabetically.

SNES: Played 3 - Beaten 1
Chrono Trigger^
F-Zero
Illusion of Gaia

Nintendo DS: Played 7 - Beaten 1
100 Classic Books (maybe reading counts as beating it?)
Contact
Disgaea DS
The Legend of Zelda: Spirit Tracks
Picross 3D
Picross DS^ (I erased all save data and started again)
Etrian Odyssey III (got to the very last boss)

GameBoy/GameBoy Color/GameBoy Advance: Played 8 - Beaten 3
Banjo-Kazooie: Grunty's Revenge
Golden Sun^
Golden Sun: The Lost Age^
The Legend of Zelda: Oracle of Ages^
The Legend of Zelda: Oracle of Seasons^
MegaMan Battle Network
Metroid II: Return of Samus
Metroid Zero Mission^

Nintendo 64: Played 1 - Beaten 1
The Legend of Zelda: Ocarina of Time^ (in 14 hours)

PlayStation 2: Played 7 - Beaten 1
Final Fantasy XII
Frequency
Futurama
Kingdom Hearts^
Kingdom Hearts Re:Chain of Memories
Persona 3 FES

GameCube: Played 4 - Beaten 1
Dave Mirra Freestyle BMX 2
The Legend of Zelda: Wind Waker^
Metroid Prime^ (surprisingly not 100% complete this time)
Metroid Prime 2: Echoes^

ipod Touch: Played 3 - Beaten 0
Crosslogic Unlimited (over 1700 puzzles!)
Game Dev Story
Peggle^

Wii: Played 8 - Beaten 2
Animal Crossing: City Folk
Lara Croft: Tomb Raider Anniversary
Metroid: Other M
Metroid Prime (on the Trilogy)
New Super Mario Bros. Wii
Resident Evil 4
Super Mario Galaxy 2
Wii Sports Resort

Xbox 360: Played 27 - Beaten 11
Assassin's Creed*
Assassin's Creed II
Bioshock^
Bioshock 2
Borderlands
Breath of Death VII
Castlevania: Harmony of Despair
Castlevania: Symphony of the Night
Darksiders
Doritos Crash Course
Fable II* (not including DLC)
Fallout 3 (including all DLC)
Guitar Hero 3
Guitar Hero: World Tour
Harm's Way
Just Cause 2
Left 4 Dead 2
Lego Batman
Lego Indiana Jones: The Original Adventures*
MegaMan Anniversary Collection
NCAA Football '08
Perfect Dark
Psychonauts
Pure
Shadow Complex*
Super Meat Boy
Turtles in Time: Re-Shelled

Total: Played 68 - Beaten 21

So there you have it. I have played a total of 68 games this year, each for at least an hour. I'm probably close to the end of two or three of these games, and well into a handful of others. You can see that many of the titles on this list I have beaten before, which is a good thing, seeing that I can still go back an enjoy older games. Hell, three of the games on this list have probably been beaten a total of 15 times combined, and I'm sure I'll beat each one at least twice more before I quit playing games. And that's not even counting the three times in a row I beat Shadow Complex. Still, a ratio of beating less than a third of the games I've played last year? That's not very good, and if I'm going to spend time playing games, maybe I should consider playing each one to its end before starting another. Speaking of which, I should return to playing Darksiders. The next post will most likely be about said game, and my thoughts about how reviewers were right and wrong.