05.06
2010

Win A Copy of Torchlight!

Because if I frame it as a competition it’ll hide the fact that I fail at sound financial management!

A story: Once upon a time Runic Games released an action RPG called Torchlight. I bought this game through their website, feeling good about supporting the poor indie developers. I then noticed the kingdom of Steam had a version which included the magical Steam Cloud feature, perfect for a small game that can be played on notebooks and my parents’ PC. “Fuck,” thought I. One day the people at Steam had a sale and started selling Torchlight at a low, low price. I bought the game again.

Skip forward a few months and while exploring the wilderness of the Internet, ever watchful for trolls, I saw a message planted for all passers by. It read, “Torchlight keys now work with Steam.” “Fuck,” thought I. The End.

Yes, it turns out I’m an idiot. Luckily though, this idiocy can directly benefit you because I have a spare copy of Torchlight that can be activated through Steam. If you would like it just comment with something along the lines of, “Yes, I would like to gain rewards from your complete lack of patience and financial restraint you silly bastard.” Closing date is midnight on the 8th June, I’ll randomly pick a winner from any comments left.

If you want to know more about Torchlight then Rock, Paper, Shotgun has you covered.

02.06
2010

There’s a problem at the heart of the current generation of Rockstar open world games that is perhaps best summarised in a post on the Gausswerks: Design Reboot blog,

The actions of the player character in GTA4 can best be described as the actions of two separate characters, one who reflects the player’s decisions during normal gameplay (run over a sidewalk full of people, kill a bunch of cops), and one that is unilaterally imposed through scripted sequences. (Look at Niko as he shows that he loves Kate. Look at Niko as he feels bad about crime.) The game privileges the “choices” of the second over the first, even when they’re in direct contradiction.

Essentially the Niko of the game’s narrative – an ex-soldier still haunted by his actions in the war and unhappy that he has to continue to kill and steal for America’s criminal underbelly in order to carve out a peaceful existence for himself and his cousin – doesn’t correspond to the willfully destructive Niko of my time between cutscenes.

Aww, he's a sweety.

It’s unfair to suggest Rockstar are solely responsible for this as a factor in any cutscene-driven narrative game is that, once that cutscene ends, the game has to give control of their protagonist back to the player – an agent of chaos. My Gordon Freeman smacked friendly NPCs in the face with a crowbar in Half-Life 2 just to see their reaction and my Solid Snake (and there’s a phrase you can rarely use innocently in a sentence) tortured guards in Metal Gear Solid 2 because he enjoyed their hobbling animation. Neither of them reconcile with what we’re told about the characters through their respective narratives.

Perhaps, then, the reason the Rockstar examples are so conspicuous is because of how extremely it pushes in both directions. Their recent games have tried to push the depth of the story on offer, rising above parodying movie genres to become their own critique of American culture. Where Vice City’s Tommy Vercetti was an even twattier version of Scarface; GTA4′s Niko Bellic is written to elicit sympathy and understanding from the player in order to tell their (admittedly over-the-top) tale of an immigrant resorting to a life of crime. Conversely this is a Grand Theft Auto game and, while the ridiculously cartoonish nature of the violence has been dialled down a notch, it still enables a cacophony of violence and mayhem. Between cutscenes my player-controlled Niko will plough his car through legions of pedestrians, murder hot-dog vendors that refused to serve him because he’d jostled them and nudged passers-by into the sea because they’re pathetic little ragdoll animations made it funny. He also shows an alarming disregard for his own safety. In fact he acts almost as if he were a videogame character in a digitised playground of guns, cars and explosives.

Don't worry, I'm sure he was really conflicted before he set this petrol station on fire.

Here’s the thing. This protagonist gap never bothered me in GTA4. It was clear where the Niko of story-led narrative ended and the Niko of player-led super fun times began. The tonal shift may have been extremely blatant, but it’s exactly that blatancy that makes it so easy for the player to mentally shift between the two positions. When faced with a late game decision I chose to spare the life of the man Niko had been searching for because it felt like what the story-Niko would have done. The player-Niko would have probably thrown a grenade in between the two of them and then jumped at the point of explosion just to see how far across the road he’d fly.

In Red Dead Redemption, however, a similar disconnect does bother me. It bothers me a lot.

It wouldn’t if I was playing Red Dead Redemption in the same way played GTA. If I happily went about killing, stealing and lassoing characters, suffering the trivial consequences of my anti-social actions, the game would have unfolded with the same disconnect described above. The character: a former outlaw, troubled by his past and with his own personal morality code, blackmailed into bringing his former brothers-in-arms to justice. The player: attempting to create fun through an ever-changing series of events pushing the limit of what the game will allow like a child with ADHD. Bizarre? Sure. A big deal? Not really.

Okay, so I did do this a lot. But otherwise I've been good.

My problem is that I’m not playing the game like that. I’m actually playing the character like Clint Eastwood’s Man With No Name. Ostensibly someone who is out for himself yet has a tendency to get embroiled in other people’s problems and usually resolves them in a way that satisfies his own code of honour. For a long while my role-play matched perfectly with the intentions and attitude of the character I was controlling. It was the first time in a Rockstar open-world game since Bully that I felt my actions actually matched with the character shown in the cutscenes.

Then I arrived in Mexico. As part of John Marston, the player character’s, search for his former comrades he starts to work for both the army and the peasant uprising that opposes them. For me it mirrored the set up to Sergio Leone’s A Fistful of Dollars. Eastwood rides into a town ruled by two warring factions, the Rojos, a local gang, and the Baxters, the Sheriff’s family. Eastwood’s stated plan is “The Rojos on one side of the town, the Baxters on the other, and me right in the middle.” However, it doesn’t take long before he’s clearly siding against the Rojos because of a young mother they kidnapped over a gambling debt they claimed her husband owed them. In Redemption, Marston stays in the middle of the two warring factions of the region throughout the majority of that section of the game.

This is despite the fact that the army is shown to be seemingly taking entire villages of women for the soldiers’ pleasure. Sure, this being a Rockstar game, the rebel leader is shown to be a vain, womanizing, delusional figure but, and this is the key difference, he’s not a fucking rapist. The set up is so ridiculous that in one mission for the army I’m using a gatling gun to cut down hundreds of rebels assaulting a train full of army supplies and then, a couple of missions later, I’m murdering soldiers guarding a train full of army supplies. During one mission, in which I was asked to torch the houses of rebels I thought “no, I don’t want to do this.” It was the opposite of the GTA problem, completely at odds with my envisioned character and, as far as I could tell, the depiction of John Marston throughout the rest of the game. Unfortunately it’s a linear story path. Unless I completed the mission I couldn’t continue the story. I kept waiting for the moment I got to choose to betray one side or another but it never came, the story plays out the same way, without any choice, no matter how you choose to play it.

The Rebel Leader: Twat, not rapist.

Redemption features a rudimentary morality system entitled Honour (or, I suppose, Honor.) The Mexican campaign betrays people on either end of the scale. Those playing the thieving, murderous bastards (the GTA4 method) can’t choose to ultimately side with the army in reward for riches. Those that have chosen to help people and stay on the right side of the law have to do an uncomfortable amount of missions doing dirty work for the army at the expense of the impoverished peasants. The only genuine surprise from these missions is that one side chooses not to turn on you.

I probably helped this soldier two missions ago. Now I will shoot him in the face.

The explanation given for the set-up is that Marston’s family is at risk unless he brings the outlaws he used to run with to justice. Except the game never earns the right to have Marston go to such extremes. The player never sees Marston with his family at the beginning of the game (I’ve not completed the story yet so don’t know if he does later on) so it’s unreasonable to expect the player to care about them throughout when the only connection we have to them is Marston’s exposition to other characters. I’m not saying I need the protagonist to be a Freeman-like blank slate for player insertion, I’m fine with my characters having their own distinct view of events, but using backstory to motivate the character to do things at odds with his own code of honour, as well as the code of honour implemented through the game’s own systems, cheapens the experience for the player.

I’m interested in hearing your take on this, assuming you have one. Many within the games industry seem to now favour the approach of emergent narrative of games such as Just Cause 2 and Far Cry 2 over more traditional stories told through cutscenes. I’m all for this, especially in respect to the ridiculous nature of Just Cause 2, but I don’t think it should completely negate traditional narrative methods especially as Red Dead Redemption is, all things considered, a brilliant game. After all, I wouldn’t have had such a negative reaction to that set of missions if it weren’t.

16.05
2010

A couple of months ago I recklessly started a Steam Community for the site. It’s probably about time I tried to set up a few games.

Problem: Of the current members there don’t seem to be many games in common that wouldn’t require many more people than we have.

Solution: Pick a free browser based game that everyone can access.

So I’m planning to set up a game of Neptune’s Pride, a free browser based multiplayer strategy game. The benefit of this particular game, besides the cost, is that it seems to have had most of the complexity of 4X strategy games stripped away in favour of diplomacy (and backstabbing) between players. And if you’re thinking “I don’t really play many strategy games so I’ll probably just be shit,” yeah, me too.

As for time investment: It’s a long form game taking place over weeks/months but because events occur so slowly you’re probably only going to need to drop in once a day for a few minutes to queue up moves and research. Although I am guessing here based on what I’ve read of it.

For a basic overview you can see the site’s introduction page here. For a more detailed look at what you’d be getting yourself involved in by signing up Rock, Paper, Shotgun did a game diary of a playthrough between them and PC Gamer here.

If you’re interested just put your name down in the comments thread of this post. Assuming enough people sign-up we’ll probably get started in a week or so.

18.04
2010

So this is going to become a more regular feature. Not weekly, or to any sort of regular human timescale, but certainly ‘more than once.’ The plan is to discuss specific stories or elements within a selection of games encountered that weekend in order to highlight what they are like to play from moment to moment rather than the usual overarching information on how well all the pieces tie together…

…Except ignore all that because last weekend, with my PS3 out of action, I hooked up the PC to the downstairs TV and attempted to get Left 4 Dead to work splitscreen on a dual monitor setup. When that failed I took my friends on a tour of indie games old and new, which I will now round up by giving overarching information on how well all the pieces tie together.

The Shivah

Some facts about The Shivah:

  1. It’s an adventure game.
  2. It’s about a Jewish community in New York.
  3. The style is classic film Noir except, instead of playing a cynical Private Eye, your character is a disenchanted Rabbi.
  4. Most conversations give the option of a ‘Rabbinical Response,’ which basically turns your next statement into a question.
  5. Disenchanted Rabbi would be a great band name.

The unique setting and style would have sold me on this anyway, in fact they did, so it was pleasing to discover just how well the puzzle mechanics complement the detective story being set up. Instead of the usual adventure staples of combining items and manipulating objects, The Shivah has you talk to people to deduce clues and leads. Your chief tool in accomplishing this is your computer and the search engine that allows you to look up local people and places. The ‘puzzle’ comes from piecing together those names and places, as well as choosing the right conversational responses to coax people in to giving you that information.

You can get The Shivah from the developer’s website.

Machinarium

Machinarium’s all about the adventure staples of combining items and manipulating objects. Not that there’s anything wrong with that, especially as Machinarium looks, and sounds, simply stunning. The gorgeous visuals give the game enormous character and charm which is accentuated by the fact that characters only communicate through animated thought bubbles showing the cause of their troubles.

The game’s logic rarely bars progress, often a problem in the adventure genre. I can only think of a couple of times in which I was stuck unsure of what to do to progress. Often you’ll stumble on the solution organically simply by interacting with the world. If you do get stuck there’s a hint system in place which will give step-by-step diagrams to how to solve a particular puzzle. It can only be accessed by completing a minigame, which allows it to exist in-game but be just enough of a barrier so as to encourage you to fully explore as many possibilities as possible before resorting to it.

Did I mention how good it looks yet? Because it looks pretty good.

You can get Machinarium from most digital download services although if you get it from the developer you’ll also receive the soundtrack, which is great.

Plain Sight

Enough adventure games! Let’s talk about suicidal ninja robots!

Plain Sight’s pretty much exactly what you want from an £8 online game – a fun, arcade slice of madness with a striking visual style and a neat little twist to the primary mechanic. As your little robot hurtles around the map killing other robots you aren’t amassing points but energy. This energy makes you stronger, making it easier to kill more robots, but, at the same time, it makes you a bigger and therefore more obvious target. If an enemy kills you then he’ll get all your energy so, at some point, you’ll need to explode to turn all your energy into points.

It’s a fun system that adds a stress-inducing level of risk/reward to performing well worsened by the fact that the numerous upgrades, which will only last that round, mean you’re never entirely sure of the other player’s strengths and weaknesses. Not that I’d know, particularly, because I’m rubbish at it. Also because I keep getting a persistent bug that fails to trigger my respawn, leaving me a disembodied camera that can zoom around the map but do very little else. Hopefully they’ll patch that.

You can get Plain Sight from Steam.

The Ship

The Ship is a game I’m always forgetting about, mostly because I assume at this point the community is pretty much dead. It turns out there aren’t many people left playing it any more but every now and then I’ll find 7 or 8 people who have congregated on a server, at which point I’m reminded just how good a game this is.

The Ship’s primary game mode is Hunter. On a ship full of people, some of which will be human and some of which will be AI, you’re given one name to hunt down and kill. At the same time a different person will be attempting to hunt you down. If you kill anyone that isn’t either your quarry or you attacker in self-defense you’ll be fined. This alone leads to a situation of having to be very suspicious of anyone near you, while still needing to carry out your own unique objective.

However, on top of that, you’re on a fully staffed pleasure cruise and being caught brandishing a weapon means an instant trip to the brig.

…And on top of that you have to constantly be aware of your character’s well being. He or she will need to sleep, eat, drink and go to the toilet periodically throughout the game, leaving you helpless if your hunter catches up to you.

All this combines to make a game that by outward appearances seems relaxed and gentile but is somehow just as frantic as your traditional deathmatch shooter but for entirely different, and frankly more compelling, reasons. You always have to be aware of your surroundings and the actions of those around you and you have to take care of your character, even though doing so can leave you defenceless for a precious few seconds. You’re also meant to be killing someone, who will be just as paranoid as you are (and just as desperate to catch up to their own quarry.)

It’s a game that I’d probably recommend over all the other games mentioned here but, at the same time, would advise caution against because there’s no guarantee of how easy it will be to find a match.

The Ship is available from Steam. If you do buy it then be sure to join our Steam group because it’s exactly the sort of game that, with just a handful of people, we could organise some regular matches.

07.04
2010

Requiescat In Pace

HOKANU-MK.I

March 2007 – April 2010

“She showed ‘em how it’s done…”

Still, did you have to eat my copy of Just Cause 2? You fuck.

29.03
2010

Mega Bites: ir/rational

  • IF I enjoyed ir/rational THEN I will write a post about it.
  • I am writing a post about ir/rational.
  • THEREFORE I enjoyed ir/rational.

ir/rational is a short game by Tom Jubert, writer for the Penumbra series. It’s short. It’s free. You should probably play it. Not good enough? Maybe a can make a rational argument to persuade you.

  • This is a gaming blog.
  • IF you are reading this blog THEN you are interested in games.
  • ir/rational is a game.
  • THEREFORE you should play ir/rational.

Now for the less rational (irrational?) stuff. ir/rational is a text based puzzle game. It requires you to use propositional calculus to solve an increasingly complex series of arguments. This is actually a lot less daunting than it sounds. Once I’d grasped the concept, initially struggling through the first couple of puzzles, I became a lot better at seeing the logical patterns for the subsequent, supposedly trickier, levels. This isn’t a criticism of the game however. It doesn’t become easier, later levels do require a lot more working out, it’s just trains you to think through your argument before clicking that big Continue button. It’s a tactic that can be evidenced in all great puzzle games, minimising the frustration to the player and instead letting them feel the thrill of successfully solving problems.

Around the framework of these logic puzzles hangs an almost playfully dark and humorous story. Your character wakes up with no memory of what has gone before in a room with no discernible exit. While the set up may sound familiar to anyone who has played an escape-the-room webgame, it doesn’t take long for ir/rational to announce its own unique style.

The interesting thing about the story is that the character you play would be, in most situations, entirely unlikeable. His almost faultless application of logic and and general angry sarcasm make him… Well let’s just say that, before the memory loss, I doubt he was invited to many parties. In pitting him against an entity of pure logic, however, it allows the character’s humanity to shine through, highlighting the battle of wits between the two. It’s an interesting angle that keeps the story element interesting throughout the game.

I’m now in danger of spending longer writing about it than I did playing it (it really is quite short) so, in summary, ir/rational is a fun and interesting little puzzle game. Check it out.

21.03
2010

Bloody hell, it’s been a while since I’ve done one of these. Can I even remember how to make one? Oh yeah, I play a game for an hour and then write about it. Of course! Well this should be easy then…

What Is It?

An open world game set on Mars. Massive hammer based destruction seems to be the focus. Beyond that I’ve got no idea. I did play the demo, however, and hated it.

Why Did You Buy It?

Legions of people saying that the demo was a poor reflection of the game, which is actually brilliant fun. Also this video. Also Game selling it for £5 over Christmas. Also the allure of hammering things.

The Preamble

Before I play the game, I have to start the game. This logic is undefeatable. Unfortunately I can’t find the bloody thing because there doesn’t seem to be a THQ, Volition or Red Faction Guerrilla folder in the start menu. Ah, of course. This is going to be one of those games that ignores the years old tradition of putting the executable files into an easy to sort through centralised set of nested folders, instead choosing to use the caustic wasteland of shit that is the Vista Games folder. This will need to be rectified.

I’ve got two reasons for using Steam as a centralised platform for launching all my games, whether they were bought through Steam or not. The first is, as a game launcher, it’s light years ahead of Vista’s awful Games folder. The second is that it adds the Steam overlay to non-Steam games, meaning they don’t crash to the fucking desktop when Rock, Paper, Shotgun’s Steam group announces one of their seemingly hourly TF2 matches. With RF:G added to the fold, shit can finally get hammered.

Runtime error! Fuck. Hmm, maybe my illicit Steam antics are causing issues. Time to brave the wastelands of the Games folder.

Nope, not that. To the Internet! Oh, my flatmate must be up because the Internet’s down. I really need to get around to resetting that bloody router. Still, at least I’m not playing a Ubisoft game (burn!)

The router’s remembered how to deal with two connections again… To the Internet! The only thing I learn from my search of ‘Red Faction Guerilla runtime error’ is my propensity for misspelling guerrilla. Maybe the game’s been patched? It has! Although the only patch download I can find is hosted by Gamespot, who want me to sign up to get it. I’ve gone this long without needing a Gamespot account, I’m not about to get one now.

Oh. Shit. RF:G uses Games for Windows: Live. This does mean it would auto-update patches but, crucially, only if I could start the fucking game. The game’s website is the usual flash-enabled hell of pointless screenshots and over-hyped feature lists. No help there then.

I’ve finally found the patch! Hidden on the community forum in a technical help thread. There’s also some advice for what to do if you can’t start your game.  Surprisingly none of the advice is “play a better made game,” which is what I’ve been leaning toward for the last 10 minutes. Okay, I’ll play along and update my graphics drivers.

I forgot, Nvidia’s auto update site doesn’t work properly in my Firefox browser. Hey, Internet Explorer, you’re going to get some work for a change. Make the most of it. Unsurprisingly I’ve already got the latest graphics driver update (well, excepting the one they removed for breaking people’s fans) this patch better work.

“Red Faction Guerrilla recommends you install Raptr.” Red Faction Guerrilla can fuck off. Jesus Christ, it’s actually launched a Raptr installation executable. Red Faction Guerrilla can fuck right off. Still the patch is done. This had better be one hell of a hammer.

Runtime error!

The very last suggestion in the technical help thread is “Uninstall and reinstall the game.” I’m certainly going to follow at least half of that advice. First though is the slightly bizarre suggestion of turning off all spyware and anti-virus software. How the fuck is that going to help? Is the game offended at the cowardice of using a full suite of security tools? Whatever, I can’t see it working but I’ve jumped through this many hoops already. Say goodnight, Bitdefender.

You’ve got to be fucking kidding me.

The Playtest

Fuck it, I’ll do it another day.

16.03
2010

Ride an explosive barrel off into the sunset.

I think I may have found my new Mercenaries 2/Saints Row 2/Prototype.

10.03
2010

City 16 has a Steam Community!

The ultimate goal of the community is to build a collection of people to chat and play some games in a relaxed, non-competitive environment. So join and start inviting some friends. They don’t even have to read the blog – that’s how non-committal I’m looking for this to be.

Join at: http://steamcommunity.com/groups/district16

03.03
2010

An Open Letter To Publishers

Dear Publishers,

Please stop making special editions for games.

Yours Faithfully,

My Wallet.