Showing posts with label game reviews. Show all posts
Showing posts with label game reviews. Show all posts

2.24.2013

We... Will Be Watching...

I'm not sure, but I think X-Com: UFO Defense was the first serious computer game I ever played. That, or Warcraft. Before that there were a few basic things, like a flying shooter on the Commodore64 and the freeware Star Trek game that lived on bootlegged floppy discs, but nothing that even had a 'save game' option, nevermind a real story.

So you can imagine how nervous I was when I first learned about XCOM: Enemy Unknown.


It wasn't as though the franchise hadn't been through sequels and spinoffs before. Terror from the Deep was a slightly tweaked clone of the first game, while Apocalypse went so far in its own direction as to be virtually unrecognizable as a part of the same universe. Then there were Enforcer and Interceptor, poorly received forays into other genres. So while the thought of a modern X-Com game, with all the advances of twenty-some-odd years of video game development behind it, was thrilling, the franchise's rather checkered history made me understandably wary.

Having completed my first play-through of XCOM, on the PS3, I can honestly say... it's good.

That sounds bad, I know. But honestly, I really enjoyed this game. The controls are solid and intuitive, the enemy AI is good without being an obvious cheater, and the customization options are amazing. The new class and skill systems really helps make your soldiers individually useful, rather than just being a faceless horde differentiated only by who is carrying the heavy plasma and who is carrying the blaster launcher. Armour finally means something, as do medpacks, since alien weapons won't just casually one-shot every soldier they hit. The aliens themselves are much more intimidating, which is given an in-game shout-out when engineers test-firing the laser and plasma rifles for the first time use cardboard standies of the original Sectoid and Muton soldiers as their targets. They dropped Time Units in favour of a much more straightforward 'Move/Action or Action' setup. There's a variety in the missions, with standard 'kill them all' fights interspersed with escort, bomb disposal and 'rescue civilians' terror attacks. And the video cut-scenes finally give a peek into the world of the characters, though admittedly it's one that raises as many questions as it answers. Sure, it's chilling to watch them react to an alien attack on Washington, but what exactly are American politicians and military officers and citizens saying about that, afterwards? I suppose it might be a bit much to ask, to have this world expanded to such a degree. But hey, you opened this door, XCOM. You can't blame me for trying to push through it.

On the other hand, not everything has necessarily changed for the better. While the customization options for the individual soldiers have expanded hugely, a lot of your other options are sharply curtailed. You can't have multiple bases in multiple locations. There are fewer research topics, and they're more tightly focused than before, when it really felt like you were trying to figure out every aspect of an alien civilization. No researching Alien Entertainment nowadays! There are a lot less alien encounters; compared to the first game, where you could regularly shoot down a UFO and send out a Skyranger at least once a week, it's not uncommon to have the better part of a month go by before there's an attack. And you can only have one encounter at a time, unlike before when, with a couple Skyrangers and a few squads of well-trained soldiers, you could be taking on two or even three crash sites consecutively. XCOM is a much smaller, more tightly focused game than its rather sprawling predecessor, for good and ill.

But with all its faults, it's still a really solid, really fun game. It's also more of a story of human resistance, with your base's chief scientist, engineer and operations officer discussing what they've learned and what their next objective should be. The cut scenes make XCOM feel like you're really participating in saving the world, though the few times those characters address you directly raise a host of questions about just what you, the Commander, are doing.

If you like turn-based, squad-level strategy and resource management games, you should pick up XCOM. It's a little thinner than the first game, but still miles ahead of most of what's out there these days, and it's streamlined enough that you can pick it up on the fly, though first-timers will still probably want to set the tutorial on for the first run-through.

2.14.2013

It Never Ends, and Other Furmanisms

Cultural creations are inextricably products of their time. Let That Be Your Last Battlefield wouldn't have been thinkable a few decades earlier, and would've been considered hopelessly outdated a few decades later. Contemporary action-genre movies of the mid-to-late nineties, like Robocop and Predator II, were these bizarrely dystopian tales of the immediate future, which you could never get away with outside that bleak cinematic moment. But I don't think any other medium is quite as susceptible to the vagaries of time as comic books. The comics written in the Silver Age and the Dark Age couldn't have been written any other times; you couldn't have The Dark Knight Returns unless you already had Adam West dancing the Batusi, and you couldn't stick a skull on The Shadow's chest and call him The Punisher.

Which makes Transformers: Regeneration One: Volume One a slightly surreal reading experience.


Parts of it still fit normally with what's accepted as appropriate in a  modern Transformers comics, and modern comics in general. Indeed, much of the Cybertron-based plot is pretty clearly reflective of what's going on in a similar kind of situation in IDW's own Transformers: More Than Meets the Eye line. A disillusioned Optimus, at loose ends after the war's end. The attempt to integrate Autobots and Decepticons, undone by unrepentant and unreconstruced Decepticons. Key Autobot characters chafing under peace's demands, and setting off for adventure in the wider cosmos. Heck, the reappearance of Grimlock a few issues into the volume coincided with his and the other Dinobots' reappearance, after a three year absence, in the core IDW books; they called it 'Dinobot Month'.

But then, right there in the middle of it all, there's Berko, and the Cosmic Carnival. And you're like oh, right. Marvel's Transformers universe was weird.

Returning to that universe can be kind of hard, particularly after having read 'realistic' Transformers stories for so long. It has, after all, been twenty-one years since the last Marvel Transformers comic, '#80 in a 4-Issue Limited Series' as the cover so glibly put it, came out. There are committed TransFans running around today, who know everything firsthand about three completely distinct iterations of the franchise, who weren't even alive when this thing ended, nevermind when it began. And for those of us who did read it at the time, two decades of growth and change as readers makes it tricky to fall easily back into a world where Megatron and Ratchet are magically connected because of a transporter accident, and where something like the Neo-Knights still lingers in an otherwise superhero-free fictional universe.

So, it's weird, and it's heavily nostalgic. But is it actually any good? Honestly, only if you've followed the Marvel series, either during its original run or by picking up the reprinted trades IDW has put out. If you don't know about things like the Last Autobot, and Circuit Breaker, and the effects of Nucleon, and what the Ark is doing under a lake in the Canadian north-west, and the Underbase Saga, you are really not going to get a lot out of this. It relies to a huge extent on prior knowledge on the part of the reader, and while it's full of old Marvel-style asterisks pointing out what happened and what issue it happened in, that isn't a sufficient substitute for having read those issues yourself. It'd be like starting Star Wars with Return of the Jedi; sure, you could, but without two movies of sexual tension the Han-Leia relationship is going to be totally flat, and the Vader/Luke dynamic is going to be about as bad.

If you did read the old Marvel run, however, this is more of the same. Whether that's good or bad will depend on whether you prefer your Transformers dealing with the politics of post-war reconstruction and trying to rediscover their spiritual roots, or palling around with superheroes and hitching a ride on a Cosmic Carnival.

Me? I'll take one of each, please!

11.24.2012

Fallin' Down On the Job

Star Trek: Titan: Fallen Gods (Star Trek books do love their colons), by Micheal A. Martin, is full of interesting ideas and setup. Unfortunately, for the most part, these elements aren't fully realized and resolved. This book picks some serious topics and elides around them as hard as possible.


The story picks up not long after the previous Titan adventure, as chronicled in Star Trek: The Typhon Pact Book 2: Seize the Fire (see what I mean about colons?), and carries through several threads from the larger TNG/DS9 era expanded universe. The Federation is still trying to deal with the massive devastation and dislocation caused by the Last Borg Invasion. At the same time, it is trying to come to terms with the secession of Andor. The Andorians are desperate, in the face of a reproductive crisis that could well reach extinction levels. And the Typhon Pact, particularly the Tholians, are involved deeply with Andor. It's a solid bit of fractured setting to build a compelling narrative of conflicting aims and ends, and in that Martin does a decent job.

Captain Riker and the USS Titan have discovered a planet orbiting an immensely deadly pulsar. Shockingly, the planet appears to be inhabited, a fact made possible only by a hugely enhanced geomagnetic field to absorb and deflect the pulsar's considerable broad-band radiation output. When it appears the artificial field may have some connection to the terraforming device found, and destroyed, in Seize the Fire, Riker decides it might be worth investigating. That investigation becomes even more imperative when a maintenance AI on the planet forcibly mind-melds with Tuvok and an AI Titan picked up in Synthesis, Sentry SecondGen White-Blue; the two Titan crewmembers had attempted a similar link with the terraforming device, and the maintenance AI recognised elements of its makers' code in their minds. But with the mind-meld risky, and potentially irreversible if left to continue too long, the pulsar getting steadily more violent and the geomagnetic field on the edge of collapse, such an investigation could be dangerous. Add to that a civil war being fought by the descendants of the Ais builders on the planet, between Preservationists/Keepers and Deconstructonists/Trashers, Starfleet Command's orders that all Andorian officers be reassigned to 'less sensitive' positions, and Andor's demands that all reproductive-age Andorians be sent back to Andor and the newly-reconstituted Imperial Guard's willingness to enforce that order, and you have a pretty wild set of circumstances that would allow for an exploration of any number of issues.

Unfortunately, as I said, Fallen Gods does not fully embrace its difficult subject matter. Much time is given to establishing the alien civil war, including several chapters from the viewpoint of the Preservationist leader, but ultimately it's never really an issue for the Starfleet characters in the book. It's a thing that's happening when they reach the planet, something that inconveniences them slightly, but no more than bad weather or predatory wildlife would've. The same is true of the efforts to get the maintenance AI back to the planet and the magnetic field generators repaired. The book spends ages having characters discuss the pros and cons of going, of how to go, of when to go, and then covers them actually going. But then they just drop the maintenance AI off in a convenient console and leave, playing no role in actually resolving any of the issues. The worst-handled storyline, however, certainly belongs to the Andorian Imperial Guard's efforts to 'liberate' reproductive-age Andorians from Titan.

The book skirts around the AIG commander's plan for an unnecessarily long time, since anyone familiar with The Next Generation should quickly figure out what it consists of. Unfortunately, with all that evasion and forced mystery, there's no time left to delve into the ramifications of it, which are absolutely massive. The moral stain on the Andorians who are participating in it, the mental anguish and existential collapse of the Starfleet Andorians subjected to it, neither are given any particular weight. Indeed, the actual issue isn't directly addressed by any characters until literally the last page of the story. One can only hope, rather desperately, that the next book will actually put some work into exploring this issue on a personal and societal level, rather than faffing about with artificial mysteries that dedicated Star Trek fans (and who else would be reading a Star Trek: Titan book?) will see through in a few pages.

Fallen Gods has all the pieces necessary to be a really compelling novel. Frankly, it has all the pieces necessary to be several really compelling novels. But its refusal to actually engage with any of its topics in detail, to build up meaningful drama and suspense, to present serious threats and stakes, hampers it. The book is enjoyable enough while you're reading it, but upon putting it down don't be surprised if your first thought is a rather plaintive, 'Is that it?'

10.18.2012

It Must Stand for "For The Luv'a...!"

I had that review of Looper done for like a week before I finally managed to put it up. So what stopped me, huh? Well, there was some house painting, and Thanksgiving, but those are pretty temporary affairs when you get right down to it. No, if you really want to derail someone, and I mean just strip hours and hours and hours out of their day, you have to do more than just throw a holiday and some home renovations at them.

You have to show them FTL.

Ironically, none of your ships look anything like that.  Cover art, amirite?

FTL is a ten dollar game (actually $9.99) from Steam, a simple little resource management sim wrapped around a pretty basic space adventure. A Federation ship, carrying vital intelligence, has to traverse seven sectors of space to bring that information home, staying ahead of the advancing Rebel fleet. Each sector is made up of a random number of star systems, laid in out a random pattern, with your entry point on one side and the exit jump on the other. All you have to do is travel, from star to star, from entry to exit, and then jump away to do it all over again six more times.

But of course, it can't possibly be that easy.

Despite its apparently simplicity FTL is actually fiendishly difficult, primarily because there are just so many resources to manage. First you have your crew; you start with three, and can have up to eight. Do you want them to be excellent specialists, or decent generalists? Because your crew can be killed, by boarders, oxygen deprivation, fire of even just being in a room one too many missiles have hit. Then you have those systems your crew are working on; there are five (engines, shields, oxygen, weapons, piloting), all of which draw from your reactor, and three more (doors, sensors, autopilot) that work on their own. You can upgrade all of these systems, to varying degrees, and for every boost to the first five you also need to upgrade your reactor to produce more power. Then there are two more optional systems (drones, teleporter) you can pick up along the way. And you can have two different drones installed at a time (three on some ships). And there are three slots for ship augmentations, like faster-charging weapons or shields or jump engines. And you have three finite resources you have to keep an eye on, as well; fuel, which you consume one point of every time you jump, missiles, which can go clean through the shields that energy weapons have to batter down every time, and drones, which can provide a wealth of options. And then there's your scrap. Oh, the scrap.

If you want to upgrade a system, or your reactor, or purchase a new weapon, or hire more crew, or get more missiles or drones or fuel, you have to spend scrap. Everything you do, basically, costs you scrap. You will never have enough, unless you're doing especially well, at which point half the time the randomly generated stores won't give you anything worthwhile to spend it all on. FTL can be cruel, that way.

Ship on fire, key systems shot up, no missiles, section exposed to vacuum... Yup, that's FTL alright!

So, sounds a little overwhelming, right? Well, that doesn't even get into the events you'll roll up on your travels! Each time you jump to a new star, you'll encounter something new. A rebel ship? Pirates? Slavers? A drifting wreck? An asteroid storm? Solar flares? Distress calls? The game has an impressive library of random elements it can combine into an event, and many of them offer the player a choice. Interestingly, there's a sort of personal morality system at play. Do you accept surrender from your enemies, letting them live in exchange for sometimes-token offers, or do you slaughter them for their scrap and supplies? Are you a fearless pirate hunter, challenging them anytime you cross paths, or do you resort to piracy yourself when the opportunity arises? The game doesn't make any particular note of your choices, in terms of the reputation of your ship or the like, but it can be easy indeed to fall into the habit of constructing a persona for your ship's crew, and sticking to it as you advance. Will you uphold the ideals of the Federation, come what may? Or does survival trump all other concerns? It's completely up to you.

FTL is cheap, and simple to get started. It's a casual game, but definitely a solid one, if you like resource sim-style games. Be warned, though! Individual events are pretty short, a few seconds a moral choice, perhaps a couple of minutes for a particularly gruelling battle. As such, it's very easy to tell yourself you're going to play just one more, time and again, until you realize you meant to play 'just one more' ninety minutes ago. If you're the sort who's susceptible to its wiles, this game will most certainly eat your free time, one brief random encounter at a time.

And you'll love every minute of it!

Well.  Maybe not every minute.