Sunday, August 30, 2009

Do Games Take Too Long To Make?

Duke Nukem Forever started development in 1997.

As you've all heard by now, StarCraft II has been delayed to sometime in 2010. As disappointing as this is, I think it raises an important question. Is it possible that developers can take too long to make their games? Does the length of time that goes into producing a title necessarily indicate its quality? Its said that too much of a good thing can be bad. Developers certainly need time to fine tune their game, ensure that the quality is high as possible, and release it in as functional a state as can be achieved. But how much time is too much? Should we be assured that a game is taking so long because it is being perfected? Or is it a bad omen?


Battlecruiser 3000 AD is notorious for being one of the longest games in history to make. It received medicore reviews when it was finally released.

Case in point, Battlecruiser 3000. When it was previewed, it was said to be, "The last thing you'll ever desire." It got a lukewarm reception after being one of the most anticipated titles for its time, and taking a decade to be developed. So much hope goes into games like these and seems to be so often misplaced. While the game did eventually improve with future updates and tweaks, it launched one of the longest and hottest flame wars in history. I haven't read too much into the content of the wars, but I suspect it was about fans bickering over whether or not the game would be good or if it would even see the light of day at all. Could this game be responsible for every heated PC or video game debate to come after it?


It takes over a decade to make a sequel to one of the greatest RTS games of all time? Really?

I have high hopes for StarCraft II, and I wish it well. I have fond memories of playing the game in my high school days. There was an irrestible charm to the eerily familiar world (Warhammer 40k anyone?), the distinctive units, the awesome map editor and the great story and mission designs. But I must know, why does it have to take so long? It's hard to take on this topic without sounding impatient. Gamers want thier money's worth, and want a good quality game. So its not unreasonable to have to wait for it. But in a market with so many games, a rare few will reach classic status. An instant buy like StarCraft II takes so long to come out as to seem cruel. We're teased with in game footage, trailers, dev diaries, and it seems the game is never closer to release.


Prey started in '95. It was finally released in 2006 and received fairly high reviews.


I guess the fairest and most logical way to look at this is on a case by case basis. Not every game that takes a long time will be worth it. Some will. It depends on the effort, planning and ability of the studios developing them. In the end, I think we have to be glad that some games take as long as they do. There's always the chance that the added time and attention will make the difference between a classic and a flop. It can even work to the advantage of developers. Without having to compete with what will be an instant commercial success like SC II (regardless of how it actually is, we can be pretty sure it will sell big no matter what), maybe it will encourage indie developers to take more chances. Get their games out before giants like Blizzard can own the spotlight.

Left 4 Dead 2 comes out a year after its predecessor. Can I have my $50 back now?

A game released after an excessive development cycle can be ominous, but so can a game released too soon. It's probably happened to every gamer. They wait breathlessly for their most anticipated game. It's coming out not too long from now. When you finally get it, you scream "WTF!?" And can't believe how badly they screwed it up. You think if they had just taken the time they needed to make it better, it would have been the experience you hoped for.

So do games take too long? Perhaps its the wrong question. Maybe a better question would be, "Do devs do the right things in the time that they have?" In a perfect world Blizzard could have released SC II in a state of perfection half a decade ago. We'd be eagerly anticipating StarCraft III right now. But if they need over a decade, I'll give them over a decade. All I ask is that you don't screw it up. And so far, Blizzard's track record has been pretty solid. Next time I log onto Team Fortress 2 (which was announced in '98), I think it will remind me that, "Good things (usually) come to those who wait."

Saturday, August 29, 2009

Total War: Napoleon


Empire: Total War needs no introduction to the serious strategy gamer. It's the latest title to one of the best geopolitical/historical simulation series ever made. I'm thrilled to know that there's going to be a standalone expansion, entitled Total War: Napoleon.

For the uninitiated, the Total War series focuses on a hybrid system that seamlessly combines turn-based Civilization style gameplay, with a real time component for tactical battles. It's awesome building up your armies and then watching them battle to the death in open fields, sieging castles or taking over towns and cities.

But your role in the RTS isn't passive, as the battles offer a fairly deep set of options for leading them in their fights. For me, the real time battles are probably the best of part of the game. It reminds me of playing with toy soldiers as a kid. Rome: Total War, Medieval Total War II and Empire: Total War, are among the type of games that you simply must play, if you are a devotee of the strategy genre.

From what I can tell, Napoleon looks like it's going to be awesome. I especially like the fact that it's going to be standalone. It's nice not to have to re-install and/or patch everything, or require the original game. In addition to focusing on who was considered to be the Antichrist of his time (Napoleon), it's good to know they'll be other significant historical characters as well. The last time I could play as von Blucher was in Fields of Glory.

Relive the era when the French could still win wars.

If you love strategy, history and real time strategy, I can't recommend the Total War series highly enough. I'll definitely be interested in following this newest addition to Empire Total War. It's nice to know developers aren't forgetting about their work. First, another expansion for Sins, and now for Empire. If they got around to an American Civil War mod, that would be perfect.

Wednesday, August 26, 2009

Sins of a Solar Empire: Diplomacy

In the future, the internet will be accessed through bizarre helmets. Fortunately no one will that that's weird.

I was browsing the front page of Shacknews this morning when I stumbled upon an interesting announcement. Apparently, Stardock is working on a second expansion pack to its hit RTS Sins of a Solar Empire. The first expansion, entitled Entrenchment, focused primarily on the warfare aspects of the game. The latest pack will be called Diplomacy, and focuses more on the negotiation and peace making side.

Sins of a Solar Empire is a classic, the most epic 4X RTS game of its kind. In fact, it's probably the only one of its kind. I've seen a lot of games, but nothing is quite like this title. If you haven't played it yet, you need to. The closest comparison to Sins, would probably be Homeworld. An excellent game in its own right, it is nonetheless dwarfed by the immensity and elegance of Sins.

One of the best things about Sins for me, is how it recreates the space battles I've read and seen in various creative works. I'm an avid science fiction reader, and one of my favorite series of all time was Lensmen by E.E. "Doc" Smith. I know they'll never be a Lensmen videogame (as awesome as that would be). But Sins comes pretty close, and when a grand battle is playing out in the depths of space, I feel like I'm right in one of the many climactic battles I've read in the books.


For a game as colorful and dramatic as Sins, its a shame the story and races are so thinly developed. The Vesari, TEC and Advent have nowhere near the lore and characterization that made races like the ones in StarCraft so memorable. Perhaps this will be fleshed out in future expansions, or possibly a sequel. But the underdeveloped story simply fuels the imagination. For instance, I know nothing of the Champions Online world that Cryptic's newest MMO takes place in, but I'll be thinking of it as my own personal Watchmen RPG.


That's part of what makes Sins so great, the way that it makes me realize why I fell in love with sci-fi in the first place. The incredible technology, the larger than life scope, and the brutal atmosphere of galaxy wide warfare. It's hauntingly beautiful and morbid all at once. Vivid beams of light carving into sleek and graceful ships. War never looked so artistic and unforgiving. Vessels pummel each other into submission, fighters weave through them and the surface of worlds get slowly charred from orbital bombers. It conjures up so many images of the science fiction worlds I've experienced over the years.

Needless to say, I'm highly anticipating the newest edition to an already deep and satisfying game. This will definitely be something to watch out for.


Tuesday, August 25, 2009

Chairman's Journal - Entry 1


The following is an account of a day in the gaming life of Chairman Gothik. This information is highly classified and is for party members only.

Today I played the classic title X-Com: UFO Defense, one of the greatest tactical strategy games ever devised. To date, no game has been able to replicate the sheer enjoyment of flying squads around the world to intercept and destroy alien invaders. My second base, located on the outskirts of London, is almost complete. Research is going well. I look forward to retrofitting my troops with the latest in alien laser weaponry.

I make sure to load up my Skyranger with as many troops as possible. So that they may wash over the enemy like a human tidal wave. I know the strategy will incur many losses, but no sacrifice is too great to preserve the earth from the horrific extraterrestrial enemy. Fortunately, when a comrade dies, their surviving colleague collects the extra ammunition from their corpse. Even in death, my brave soldiers can still support our glorious cause.


The Grays have been nothing but target practice for my crack troops. I make sure to put the rookies on point, so as not to risk the lives of my more hardened soldiers. Every once in a while, the withered, spindly creatures get lucky. Unfortunately, the aliens are hitting back with a new type of soldier - the floater. But that's nothing for my light tank. The soldiers understand that the funding for power armor had to be allocated to the vehicle. Either that, or no one was foolish enough to voice their opinions outright.

X-Com gets stronger with each mission. We scour their downed UFOs for all of their technology and biological specimens. Our diligent scientists and engineers work around the clock to uncover their secrets. In fact, they work so hard that we have to replace almost as many workers to fatigue as soldiers! As X-Com's fearless leader, even I have had to make sacrifices.

While I personally oversaw the construction of my new base, I had to suffer the indignity of a glass of Chateau Lafite that wasn't chilled. (mental note: order that the refridgerators in future living quarters are installed before the toiletry.) This unfortunate circumstance will haunt me for years, but it is part of the suffering that we all endure so as to purge the world of the extraterrestrial threat.

Sometimes I can't believe how foolish the aliens are. In a recent debriefing, I was informed that one of the enemy made a grave error in judgement. It tried to shoot a soldier that was on the upper floor of a building. In the attempt, the floater only managed to collapse the floor, crushing itself. Tragically, the soldier was killed from the fall. His family will be promptly informed of this terrible loss, along with a bill for the lost equipment. That may sound callous, but stopping an international alien invasion doesn't come cheap.

This concludes my entry. The war goes well, though there has been a fair share of hardship along the way. However, the countries of the world will continue to fund us if they know what's good for them.

Chairman Gothik
Commander-in-Chief of the Extraterrestrial Combat Unit

Monday, August 24, 2009

Instances VS Open Worlds

World of Warcraft Guild Wars

I've been watching the development of Champions Online very closely as of late. As usual, the unending hordes of internet trolls have come out of their hiding places to bash the game from every angle. Let it be said that I am not a fanboy, there are definitely legitimate grievances, as with any new game. I'm still recovering from the admittedly horrible beta launch day.

However, there are far too many who delight in bashing a new game for the sake of it. It's not constructive criticism to these people. It's a sport, played by those with tragically meaningless lives. After wading through all the crap, I finally came to what was a worthwhile topic not only for the game, but for MMO's in general. Instances, VS single servers, which is better? And does an instanced based game still deserve to be called an MMO?

Server Based

examples: World of Warcraft, EverQuest

The main reason why the gaming community seems to prefer open world, single server games like World of Warcraft, is because it lends to the immersion. The feeling that you're actually living amongst a colorful group of races, going to and from various locales. It's more realistic and seamless. Instances are only good for few events, such as raids, dungeons and PVP. It also adds a competitive element.

There is a certain feeling of suspense, not knowing if a strange player will come out of nowhere and gank you out of shear malice. Or if a rival group of adventurers moves in to kill the nearby boss while you're still working through his minions. It also lends to the feeling of community. When you're soloing in an open environment in a game like World of Warcraft, it's easy to forget that you belong to a world spanning faction, dedicated to vanquishing their mortal enemy. But once you go into an active, main city, you can really appreciate the immensity of the single server world.

Instance Based

examples: Dungeons & Dragons Online, Guild Wars

On the other hand, you have instanced based titles such as Guild Wars. What separated that game from World of Warcraft, was that it eliminated a lot of the things gamers felt were hassles in MMOs. Long traveling times, a high leveling curve and confusing areas, to name a few. Instances make sure that your hard work can't be stolen by outside parties. They keep the objectives of the party focused, and the players undisturbed. It's actually hard for me to take a stance on which type of game is better. I see the advantages and disadvantages of both. But I must assert that for someone to write off an entire game on how it handles its environment is snobbish.

I have a personal stake in the pros and cons of MMO formats. Champions Online has been a blast to play, and the criticisms against the relatively low players per instance is kind of infuriating. If nothing else, playing a game should be fun. As soon as a game feels like work, you need a break, or it's not a very good game. Champions Online not an MMO? Fine. Good game? Hell yes. It isn't that intance based games aren't MMOs, they're the same species, different breed. And if that breed means no ninja looters, griefers, gankers, waiting in line for an NPC or quest item spawn, count me in.

Warhammer Online

I think this topic is part of a larger issue between casual and hardcore gamers. And casual seems to be winning. The games to come out will inevitably reflect that, but that doesn't mean both types can't be acommodated. Interestingly, I haven't read or seen anyone condemn single servers. We're not intruding on the right of hardcore gamers to explore seamless worlds (even though it's largely just static scenery) so they should at least tolerate the way we choose to play. I wish the haters would stop bashing Champions Online.

If they don't like it, they can always go back to WoW. Hopefully their damage will be miniscule, and we can at least last the first six months. Unfortunately for the lifetime subscribers, you may not get quite what you bargained for.
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Saturday, August 22, 2009

3 Healthcare Solutions From a Gamer's Perspective


The debate is raging on as to whether we should reform the health care system in this country. Not to get too political, but the fact that this is even an issue is astonishing. It's like saying, "No, let's not catch up to every other industrialized country on Earth when it comes to health." After all, we like having one of the world's worst infant mortality rates, right?

Insightful political commentary aside, I think I might have the solution to this problem. It isn't a product of my own genius (very little, if anything, is.) If you look hard enough, you'll see that video game worlds have some of the most efficient and effective health plans there are. So I offer you this short list of possible options we can consider, while we're prolonging a needless debate so more sickly people can die. (But hey, that's what phoenix downs are for.)

1. Medicinal Food

The classic health plan in many of the older video games, is to consume food. Video games have shown that eating a piece of food will instantly reverse any injury or ailment. There are many advantages to this particular system. One, is that the food often costs nothing. All you have to do is find it. If you're not bothered about eating strange food that you find in barrels, crates or suspiciously lying on the ground, this is a good plan for you. Another is that it's instant, tastes good and is pre-prepared.

Unfortunately, the food can be hard to find. Worse, it can't cure death. Lastly, it is not a preventative measure. But when you're in a jam, sometimes the best thing is to take that pizza slice off the cold, hard ground and dig in. You'll thank yourself later, I promise!


Pizza, just what the doctor ordered.

2. Free Hospitals


Paperwork, hospital bills, and insurance policies are just some of the things that make dealing with health so difficult. But not in videogames! Take for instance, Pokemon. When your pokemon are injured or knocked unconscious, all you have to do is take them to a hospital in one of the game's many small towns. The nurse will restore your pokemon, free and instantly, no questions asked. If we were to emulate this system, it would bring about a new age of affordable, instant and functional care.

All we'll have to do is figure out how to convert ourselves into pure energy, store ourselves in small spherical devices, be placed on a technologically sophisted platform that cures all physical and mental ailments instantaneously. The benefits of this solution are many and obvious. The only downside is that it may be hundreds of years before this technology is realized. But hey, people are living a lot longer these days.


It's a good thing these facilities will be free of charge. The R&D costs will probably lead to bankruptcy anyway.


3. Gold Rings

One of the rarest, but most effective health care solutions in video game history. It's simple, preventative and even lucrative. The only issue is that it could be considered illegal. This is where you steal as many golden rings as you can. The more rings you steal, the more invulnerable you are. While in possession of the rings, you're almost entirely immune to any sickness or physical injury. When you are injured, you only need to recover the rings that you lose from being hit.

You should know that holding gold rings is not perfect. The more rings you take, the more people will want to come after you to take back what was theirs. The rings don't prevent drowning or fatal falls. You should also know that once you subscribe to this plan, there's no going back. If you're ever without at least one ring, instant death is almost sure to follow.


Gold rings are incredibly easy to find, they'll even float in mid-air. But those flying robotic turtles won't give them up without a fight.

Whatever plan you choose, I wish you luck. Your chances with them are almost certaintly better than what we'll probably end up with in the real world. You could wait to see what that is, but the instant healing beds of the Pokemon hospitals will probably take less time to come about.

Now if you'll excuse me, I have to steal some jewelry, eat some food off the ground and de-materialize myself so I can be stored in an energy ball. Strangely enough, most people will probably end up doing the first two things in order to survive sometime soon. Unless, we actually manage to solve the health care problem.

Wednesday, August 19, 2009

Champions Online Beta Impressions

I have to hurry to write my first impressions of Champions Online, now that I got into the open beta. And I have to hurry because...I have got to back into this game. It's that good, and it takes a lot to impress a jaded gamer like myself. To sum it up, Champions Online is awesome. The snobs, discriminating critics and trolls will do everything they can to point out its flaws. But the incredible features of this game will shine through. The game is fast, action packed, and instantly gratifying. It's like a model for the MMO of the future. It gracefully combines the relative depth of a game like World of Warcraft, with the adrenal rush of action RPGs like Diablo.


Did someone call for a ninja?

I'm gonna try to save the most in-depth info for a formal review, but I'll touch upon what needs to be said now - Champions Online has the most extreme character creation system for an MMO...ever. For a creatively minded individual like me, this is worth the price of admission alone. For any gamer that's ever wanted to play as anything, it's worth the price of admission. I literally cannot think of a humanoid being that you can't play in this game. Or even copyrighted characters. No doubt Cryptic will crack down on these, but for now I'm enjoying the almost anything goes cosplay fest that is taking place right now.

I played alongside the Engineer from Team Fortress 2, dueled Dhalsim from Street Fighter, encountered King Leonidas from 300 and saw Captain Falcon from the F-Zero universe. There were even unconfirmed sightings of Mario himself.


Mektron wonders if it should impale the enemies in the ghost town below with his laser sword, or vaporize them with its experimental rifle.

This game is everything that City of Heroes should have been. It's not perfect, but what game in beta is? I have a strong feeling those who stay with this game will definitely be rewarded. The novelty value of it is hard to ignore. What other game would let you play a katana wielding, power armored, flying zombie? C.O. has a real crafting system, a full range of modifiable stats, equippable items, tons of power slots, a fully customizable classless leveling system and an immersive story world. It has its problems, but for now, I'm still just trying to take everything in. I'll be back with more coverage in the days to come.

Monday, August 17, 2009

PC Review - Combat Arms


Overview: One of my favorite things to do when not immersed in an epic strategy or RPG is blow off some steam in an FPS. Mindless entertainment is a refreshing change of pace when you need a break from more intellectually demanding titles. I hope I'm not the only one that was put off by the $60 price tag slapped on the PC version of Modern Warfare 2, but that's another topic. Anyway, it's nice to know there are cheaper alternatives, such as Combat Arms from Nexon.

Combat Arms is just one of countless other free to play games, designed to generate revenue through micro-payment systems. It's an interesting trend, and one that I'm somewhat split on. On the one hand, you can control how much you choose to invest in the game. You can pick up and play Combat Arms for free, and never have to pay a dime. But if you want access to the best weapons, armor, equipment, etc., you can spend as much as you want to have it. And that of course, is the problem. It can make a game painfully unfair for users who don't want to pay to rent a virtual gun.

How much would you pay to pwn some n00bz?

Story: Is there a story here? I'm actually not sure. You've got two teams from opposing sides blasting each other into oblivion. Other than that, I don't know what else to say about this one. If there is even a brief intro as to the premise of Combat Arms, I missed it. Maybe someone can let me know what it is.

Gameplay: There are several modes offered in Combat Arms. You've got team deathmatch, free for all, elimination and quarantine. Quarantine seems to be a zombie themed mode, but I confess I haven't yet tried it. But I think it's safe to say it has something to do with shooting the undead. Which begs the question, why was I wasting my time in team death match? O_o

Characters are fully customizable, from weapon modifications to clothing accessories. Unfortunately, if you don't want to look like an anonymous henchmen in a bad action movie, it's going to cost you. The options however, are extensive for those who choose to throw in the cash. You've got various camo patterns, hats, clothes, a slew of weapons including SMGs, rifles, handguns and even knives.

Most of the matches are very arcade like, they're fast and hectic skirmishes. Unless you're playing elimination, this isn't Counter-Strike. You'll have to have some pretty sharp reflexes, good timing and maybe a little bit of cunning to succeed. This is actually one of the few shooters I've played in which it's actually fun to use grenades. In most of my experience, grenading your enemy in an FPS is a real crap shoot. But plan it right in Combat Arms, and you can really make them count. There's no grenade warning indicator like in Modern Warfare.


Graphics: The graphical quality in Combat Arms is serviceable. Its nowhere near that of Modern Warfare's, but for a free game it does the job. The weapons are probably the most detailed of all, and understanably so, since most players who have them paid something to use them. So combatants can look good with the weapons they're shooting that probably costed them their allowance for the week. One of the graphical effects I really love would be the way the space warps around the blast radiance of a grenade, it was an especially nice touch.

Music & Sound: Every gun has a distinctive sound, explosions reverberate, bullets ping off metal, basically what you'd expect. If you've ever sat through an action movie, that's pretty much what you're getting in the sound department. The music is minimal, but fits the theme well enough.

If you play like me you'll be seeing this alot

Conclusion: If you're on a budget, and you have to have a good FPS to play, I have to recommend Combat Arms. However, it's an acquired taste. The combat isn't exactly realistic, players will be overpowered depending on how much they spend, but there's something endearing about this title. For a free-to-play game, it has an incredibly extensive community. Nexon looks to be incredibly dedicated to it, improving the game, adding maps and modes, item deals, weapons and accessories. Newcomers who plan to dedicate themselves to the title should have no shortage of games to play in, and there are even a lot of clans for it. There's a rank system and a stat tracker for those that are interested in that.

It should be noted that you don't have to spend money to get some weapons. The more games you play, the more points you accumulate called GP, which you can use to rent weapons. However, it's like those point based award programs you get with your credit card. What they offer looks awesome, but it takes a virtual eternity to get the points to have them. It's not worth it in my opinion. And if you have your heart set on that sniper rifle, you're better off just forking over the cash.

Status: Approved, for gamers who like microtransactions, or need a quick and free FPS fix. If you don't care about Modern Warfare's lame $60 price tag, you may just opt to wait for that.

Pros: Quick, easy game to get into if you don't want to make a major commitment to a pricier retail title. Highly customizable characters, perhaps more so than Call of Duty ones. An experience point and ranking system to track your progress.

Cons: Though the game is free, you have to spend if you want to compete with the hardcore players. May not appeal to fans of more realistic, tactical FPS games.

Friday, August 14, 2009

The Return of the Flight Sim?

Sometimes I think the best games came out too early. What would have happened if Diablo, X-Com, Baldur's Gate, Wing Commander, and any countless number of classics had come out today? With modern computing power and graphical quality, those beloved classics would be that much more compelling. Or, maybe it was the technical limitation of the time that made the games so great. It seems nowadays many games have gone the way of a hollywood movie, high on visual and audio effects, but woefully short on gameplay. I feel this trend is changing somewhat, but I still long for the titles of times past.

The older titles didn't have the luxury of 21st century graphics. Games back then had to be good, had to take chances, and had to have a maximum of quality control. The notion of releasing a patch on the day of launch had never entered the minds of developers yet. Ironically, with all the progress we've made, it seems as if some the greatest games, and greatest game genres have been long forgotten.

Wing Commander, a series that deserves a comeback.

That's why I was thrilled to learn that there could be a sequel to X-Wing VS TIE Fighter. I remember this game growing up, but for some reason had never gotten to play it. Devoted players formed Squadrons (the game's version of guilds) and from what I heard, the game was great. Not only would I think this would be an incredible Star Wars game, but there's always the chance that it will spark something greater. Perhaps a return to the flight sim. I love a good flight sim, but the only one in recent memory that was worth playing was IL-Sturmovik 2.

It seems these games are a lost art, a dinosaur in the PC gaming realm, gone the way of great genres like the single player RPG (in the vein of Baldur's Gate and the Gold Box D&D Games by SSI). It's a shame that the only way left to hardcore gamers to explore these forgotten classics is to play them as abandonware. Fortunately, some of these games are seeing the light of day again through digital download sites. But it's not enough to breathe life into these old relics, they must be reborn for a new generation.

TIE Fighter - considered one of the greatest PC sims of all time.

Here's hoping X-Wing VS TIE Fighter 2 becomes a reality. And to the return of the classics. And why not? Have you noticed how many old ideas Hollywood as brought back? Old TV series, films even toys (Transformers, GI Joe), have been dredged up from the annals of history and brought back into the spotlight, so why not do the same with games? It may have already started to happen, but it's not enough. Bionic Commando was a good start (at least for the idea of bringing back classics, the game itself did not seem to do too well.)

I miss the glory days of the flight simulator, a sadly neglected category in our time. Although there is a spark of hope in Jumpgate Evolution. While there are flight simulators out there, which ones have had the impact on our gaming culture that Wing Commander, X-Wing, Freespace or even Red Baron had? This gamer can't think of one.

Time will tell if we see a return to the PC sim again, but it looks like for now we're stuck with Starwars Starfighter. At least it's only 5 bucks on Steam.

Wednesday, August 12, 2009

PC Review - Hearts of Iron 3


Note: Hitler's ghost cursed the review. Some text has been blacked out, please hold your mouse button and highlight the blacked out text.
Overview: Paradox Interactive specializes in the grand strategy genre. With several popular titles under its belt, it has truly mastered the grand strategy game. I'm hard pressed to think of any developer that has put as much painstaking detail and historical accuracy into their titles. The research alone is a remarkable feat, and you can tell that PI's staff is passionate about what they do. Perhaps the most well known of Paradox's product line is the Hearts of Iron series.

Hearts of Iron 3 is the newest edition to the critically acclaimed series of grand strategy WW II games. It is also the most radical departure from the formula that was used in the previous installments. Admittedly, I am a relative newcomer to the series. But from what I've seen, a Hearts of Iron game has never been this deep, exciting or rewarding. Hardened fans of HoI 3's predecessors may disagree, but for a newcomer, this is the perfect place to start.


Story: It's tempting to simply say that it's the story of World War II. But fortunately, it's much more interesting than that. From reading the HoI 3 forums at Paradox Interactive, it's quite an unpredictable adventure. There are some pretty radical departures from the WW II we learned about in the history books. Evey game plays like a parallel world's v ersion of the most tragic armed conflict in human history. Whether this is by design or is the result of unfixed bugs, it still makes for a great "story" for alternative history fans, and those who don't need to renact the second world war, battle for battle. For instance, in one game, Mexico invades Germany! O_o

HoI 3 places you in the leader's seat of virtually every nation tha
t existed between 1936 to 1948. There are over a hundred, which extends the replayability considerably. It will be up to you to make all the important decisions, concerning the military, economy and diplomacy.


Gameplay:
I warn you here and now, this is not for the casual gamer. You have to come into it ready to tackle a monstrous learning curve. See the screenshot above? You will be staring at screens like this long and hard, for hours. This is not a game for instant gratification, it's for egomanical wargamers, masochists, fans of history, and most likely people who have an unhealthy amount of time on their hands (me included). A full HoI 3 campaign can last tens of hours, think about the longest RPG you ever played. It's probably around that long.

Time goes by on an hourly basis, and even on the fastest setting, the game can still feel slow. You will be dragged through a virtual simulation of the entire 2nd world war and then some. Bring a magazine, pour some coffee, cause once you start a game of HoI, you're in it for the long haul.

I could go deeply into the game mechanics and various facets of the game. But an internet user's attention span being what it is. I'll try to keep it brief. Basically, this is like Civilization times a thousand. You'll use various interfaces to manufacture military units, wage war, balance your budget, engage in diplomacy with other nations, develop your infrastructure and research technology.
All this is yours for taking, but you'll have to master the basics first.

Fortunately, you'll have a fairly good amount of help in learning the ins and outs of the game. Register your copy of HoI 3, and you'll get a nice free strategy guide. The manual does a decent enough job of easing you into the seat of a nation's leader, and you may get some valuable insight on the game's forums. In addition, you can automate whole functions (such as military production and research) to the AI, a godsend for new, and probably overwhelmed players. A big part of learning the game and being a better player, is in simply playing the game, experimenting with the options, and starting out with a small, isolated nation to learn the bare basics. Australia may be a nice start, or possibly Spain, Romania or Greece.

There is a lot to learn, and I'll leave it up to you start digging beneath the surface should you choose to rise to HoI 3's challenge. You may just want to skip the tutorial, probably the weakest source of help. It tries to present the basic functions in an entertaining way but just ends up being awkward. Want to be introduced to HoI by Hitler? Yeah, he makes a cameo. Personally, I'll stick to his rants on YouTube.


The visuals are greatly improved

Graphics: HoI 3 looks stunning, at least compared to the previous titles. The lines are well defined and sharply drawn, the world map was realistic and complete as could be, the colors vibrant and distinct, and everything is displayed in a well organized, logical way. Zoom in close enough, and your counters will turn into 3d sprites. They're not perfect, but it's a nice touch. There aren't a lot of special effects or visuals to write about, there isn't even any full motion video. It's very practical and straightforward, but it works and that's what matters.

Music & Sound: The musical score is limited, but well done. Some were taken from the previous games, but sound great here. Some are upbeat, sounding like marching music. While others are slower and more haunting, and others that are dramatic. The music is easy to listen to, which is a big plus considering you'll likely be playing for long stretches at a time. Though you may be just as prone to turn the music off and listen to a podcast or your mp3s. A good way to pass the time while you're waiting for your latest tech research to finish.

Cry havoc, and let slip the dogs of war!

Conclusion: I've put a considerable amount of time into this game, and I feel like I've still only scratched the surface. This may be the deepest, most epic scoped strategy game I've ever played. It takes a lot of effort and patience, but if you're passionate about strategy and warfare, you can't get much closer than this. Games like HoI 3 are an acquired taste, but if you find it to your liking, this game is a no brainer to pick up and dive into as soon as you can.

Status: Approved, for hardcore strategy fans and wargaming enthusiasts only. Anyone else, approach at your own risk. This blogger shall not be held responsible for any induced insanity this game may cause.

Pros: Most accurate depiction of the second world war in a strategy game to date. Largest, most complex RTS for this time period, extreme replayability.

Cons: Very high learning curve, many bugs and technical issues have yet to be addressed, game's pacing may be a little too slow for some.

Notes:
HoI 3 is not completely stable, but PI has a good reputation for supporting and patching their games. You may want to wait for a couple more patches before putting down the money for the title. If your heart is set on playing a WW II grand strategy game, but feel intimidated by HoI 3's scope, I highly recommend the more casual friendly Making History: the Calm and the Storm. A sequel is due out this fall.

Tuesday, August 11, 2009

Recommended Podcasts

"L'Internationale is on my playlist, what's on yours comrade?"

Recently, I've begun to get into video and PC game podcasts. They're a great source of information and opinion concerning the latest titles and trends in gaming. I love the casual banter and personality of the show hosts. It reminds me of how I would chat about gaming with my friends after school back in the day. I've learned a lot, and I encourage ardent gaming fans to support some of these great programs. Here are my personal recommendations:

The Instance
: This is a World of Warcraft themed podcast. If you play the game, this is simply a must. I absolutely love listening to the show while I'm playing. The hosts Scott and Randy are funny and highly knowledgeable about the game. They have several segments covering news, rumors, and doing funny skits.

Rebel FM: A very laid back, fun to listen to podcast. They mostly cover consoles, which I don't play too much. But they're still entertaining and informative. Their shows are long, around two hours, which I like. It helps me pass the time on these long afternoons, and they have a great camaraderie. The hosts actually work in the industry, writing for sites such as GameSpy. I love their motto: Eat, Sleep, Game.

Respawn Radio: This is a somewhat shorter, more focused version of Rebel FM. The hosts, Lono, Knuckles and 8-Bit Bass are great. I love their names too :D Lono leads the group, with 8-Bit being the apparent comic relief of the team. They are a great source of news, as they'll keep you up to date with just about every major game release and what's going on with the industry, as well as offer their reviews and opinions on what they play.

Free Play: I just discovered this one this morning, a great podcast that I will definitely be listening closely to in the future. It specializes in free to play (presumably) MMOs, and possibly other games as well. I'm a new listener to the show, but from what I've heard, it's a great source of information for those who want to do gaming on the cheap.

Sunday, August 9, 2009

DS Review - Super Robot Wars: Endless Frontier


Overview: The Super Robot Wars series is based on various anime shows, specifically ones that focus on giant robots, such as Mobile Suit Gundam. Each game is a kind of crossover, blending the characters and robots of their respective shows into a seamless story. Although it's not well known outside of Japan, it's enjoyed plenty of success. It's spawned animated series, sound tracks and spin-off settings.

The SRW: Original Generation games that were released in America for the GameBoy Advance are two examples of the franchise deviating from its crossover format. Each one features characters, a plot and mecha designs made exclusively for the titles. Super Robot Wars: Endless Frontier is the latest installment of the series for the Nintendo DS and departs even further, giving mecha a backseat and instead focusing on an almost martial arts theme.


Story: The game starts you off as Haken Browning, a freelance bounty hunter, whose sidekick is an alluring female android assistant. To describe the overall plot that drives Endless Frontier, I'm pressed to mention how eerily similar it is to that of my earlier review of Suikoden Tierkreis.

Each game is based on the idea of parallel universes, a subject that I find to be very fascinating and refreshing for a game. In the case of Endless Frontier, various worlds are connected by jumpgates, allowing people to traverse between them. Haken makes a living excavating ancient ruins in these worlds along with his crew and ship, the Zeit Krokodil. It's hard to be specific, as it seems like whole chapters of the story have been told. It felt like starting a TV series in the middle of the first season, requiring you to figure out who everyone is and what's happened by following the rest of the episodes.

Suffice it to say, mysterious crystals have been forming out of the ground on the various worlds. In addition, ancient robots are being reactivated, including androids who have some connection to their larger mecha counterparts. Much of the game is spent learning about the connection between the worlds, the proliferating crystals, and what the ancient machines have to do with them. Unfortunately, I personally don't find too much to be interested in concerning the plot. But the colorful characters and epic battles more than make up for the alienating, ill explained story.


Gameplay: Super Robot Wars is set up a lot like the console RPGs of old. You'll come to a town, buy supplies, upgrade your equipment, progress the storyline, traverse the overworld, visit various dungeons, come to the next town, repeat. It's a familiar pattern, but it works. I've even found that I needed to grind my way up to certain levels in order to beat a boss, or make enough money for that nice weapon. Fortunately, it doesn't take much grinding to catch up to the more challenging enemies, once you get the hang of the nuanced battle system.

The overall feel of the game may not be particularly deep, but the fast paced, fluid battle system is one of the most interesting and fun I've used in years. It's hard to describe, but it almost feels like a turn based version of Street Fighter. Each character gets special moves that you can queue up to have them use in battle. Once they hit enough, or are hit enough, their rage meter fills, allowing for special attacks. Characters are either put in the front line, who do most of the damage, or put in a back line, who conduct supporting attacks and skills. Mixing and matching the characters between each line is an interesting way to find new strategies and attack combos.

Graphics: The distinct fighting styles, appearances and animation of the characters is breath taking. The 2D pixel art is simply masterful, it feels almost like you're playing, not watching, an anime. If you love animation, the game is worth the price for that alone. Just about anything goes in this category. There are humans, androids, (insert animal here) people, and even some robots. Characters use every kind of weapon, slashing, swirling and firing them in every direction. The amazingly high quality of the animation sequences is part of what makes a Super Robot War game so great, and its definitely noticeable in this title.

A special move animation, complete with fan service :-)

Music & Sound: This is another area in which the Super Robot Wars series excels. The musical score is exciting and colorful, again sounding very much like something from an anime series. Some of the tracks are remixes from earlier Super Robot Wars titles and sound great. The music in this game may be of the rare kind that is good enough that you won't tire of it too soon. I especially liked the bgm for the catgirl merchant. The sound is also well done, with all of the effects you'd expect to hear come out of robots, clashing swords and various heavy gunnery.

Conclusion: The story won't go down as the deepest or most memorable in RPG history, and the battles can seem brutally unfair. But if you're willing to take the endurance matches that these fights tend to be (the enemies have easily in the thousands of hitpoints and require incredible amounts of damage to kill), you'll find a charming, enduring title with characters that are hard not to like. Their interactions, backgrounds and personality traits more than make up for the confusing plot. If you like RPGs, anime, robots, somewhat perverted humor, and large chested women, then Super Robot Wars: Endless Frontier is a fine choice.

Status: Approved.

Pros: Top notch 2d animation, original and fun cast of characters, refreshingly different combat system.
Cons: Story seems confusing at times, leveling up can be grindy, some boss battles can be frustratingly hard.