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.

01.03
2010

Rules of Blogging #79: Been playing a fuckton of games over the last few days? Not quite ready to focus on one of them for a single post? Unable to currently play most of them due to global PS3 armageddon? Then throw out a ‘What I’ve Been Playing’ round-up post! Maybe while listening to some 16 Volt. Maybe.

Bayonetta

If you were writing a walkthrough of Bayonetta you’d probably have to start every paragraph with “after a lengthy cutscene.” Not only is the game’s story told in excruciatingly long cinematic chunks, it is, without doubt, one of the most completely batshit insane affairs I’ve ever seen in a videogame. I remember the first time I saw the anime Excel Saga not quite knowing whether to love or be disgusted by just how brutally retarded it was. Bayonetta’s like that. It might be brilliant. I’ve completed it and I’m still not entirely sure.

The actual game is on much more solid ground. It’s clearly in the same mould as Devil May Cry but Bayonetta is much more focused on the dodging mechanic. Time your dodges right and everything slows down leaving enemies open to combo attacks. It’s also a game that demands multiple playthroughs. Your first time through the game is primarily focused on surviving and figuring out how to defeat the myriad of enemies thrown at you. On subsequent attempts, as you can afford more powerful techniques and weapons, things should become much more centred around actually moving through the levels with style. At least that’s my theory – I’m not quite ready to delve in again.

Mass Effect 2

I’ve got no excuse for having not finished this yet, especially since it’s been the only thing I’ve wanted to play for most of February. The only reason that I can think of for my slowed progress is that I’m near the end – and the end means over a years wait for the next Mass Effect. If we were further into the year I’d call it my favourite game of the year so far. It’s a true statement still, but loses most of its impact if you say it at the start of March, especially when you’ve only played a couple of 2010 released games.

I’ve got a couple of posts lined up to go into some specifics but, as a general overview, I can confirm the truth in all the reviews. The combat is much improved over the last game. I’m now actually looking forward to the fights Shepherd finds herself in instead of merely putting up with them. That said, the true brilliance of the game, as with last time, lies in your interactions with your crew members. The overall plot might be a but more clunky this time round, but the characterisation of some of your team is as strong as ever.

Battlefield 1943

I’m still going through periods of playing this compulsively. In the period between the closure of the Battlefield: Bad Company 2 demo and the release of Battlefield: Bad Company 2 this Friday it’s pretty much the only competitive online shooter I’ve played. For a console FPS that isn’t called Modern Warfare 2 it’s still surprisingly easy to find a game.

Luckily most of the hardcore FPS freaks have moved to MW2 so things are surprisingly casual for a game centred around shooting men in the face. I’ve been able to gain a respectable score while indulging in the stupid crap I tend to get up to when I become a little too familiar with an online game – excessive sniping, parachuting out of a plane at the right angle for it to cause insane explosions and parking a tank in the middle of an enemy base to see how much destruction I can cause before being blown up have all been unhelpful contributions to my team’s war effort.

Borderlands

Specifically the Mad Moxxi DLC pack which adds an arena mode to the game. With loot drops and XP earning removed for the arena battles the game’s forced to rely purely on its FPS mechanics. Luckily it rises to the challenge admirably, proving just how satisfying its gunplay is.

Because trying one of the arena battles solo is tantamount to buying a one way ticket to Rape City (which I don’t think is a real city) I’ve been forced to head online for co-op buddies. Generally I never do this with strangers because I assume they’ll be arseholes, hence why despite owning Left 4 Dead for about a year I’ve never actually played its campaign mode, but here your interactions are pretty basic. As waves of enemies flood your ranks your interactions are kept to “kill things, keep other players alive.” There’s very little room to be a dick because, if you are, you could lose a hell of a lot of progress.

Heavy Rain

This is how I’ve spent the last two evenings, and would be this evening if I could. It’s the same story as could be applied to any Quantic Dream game – if you’re the type of person who is prepared to enjoy it you will absolutely love the thing. I’m sure once I’ve finished the game and have gone back to try and elicit different results, once I’ve seen the limitations of the storytelling mechanic and the way you don’t have as much agency over the outcome as you first thought, I’ll be slightly less fond of the game. For now though it’s a rare example of a game where my decisions are reactions to often tense and stressful situations. I want to do the right thing for each character and trying to decipher just what that is where the game’s strength lies.

An example, that I’m keeping vague but is nevertheless slighlty spoilerish: A guy is pointing a gun at the head of my partner and I’m trying to talk him down. At each point I can choose a different topic to try and make him lower the gun or I can shoot him. With each attempt he’s becoming seemingly more erratic. Do I try a different approach? Have I got time? Oh God he’s going to pull that trigger at any moment… At which point I’m hammering the R1 button to take him down before I fuck it all up. Fuck. I don’t even like the guy I’m partnered with.

Yeah, Heavy Rain’s really fucking good.

27.02
2010

The Beginning of The End

I’m pretty sure the changelog for Valve’s new user interface didn’t mention clairvoyance as one of its features.

10.02
2010

There’s a strange level of hype surrounding Heavy Rain. Press releases, media previews, Internet buzz and even an Official Playstation Magazine review that claimed it was “one of the freshest, most exciting, and even important games on PS3 so far.” It’s a game that wants to court portentous diatribes on the nature of gaming and how we should be taking it seriously. There’s an air of defiance to the coverage: you probably won’t like this game. It’s as if you’re being challenged to join the ranks of devotees. Clearly, then, this is a game from Quantic Dream, a company whose previous title, Fahrenheit, inserted its own director into the demo to talk about the experience.

There’s no David Cage this time round, which is kind of surprising because, as much as it tries to hide it, the simple kernel of truth at the core of all the bloat surrounding it’s release is that Heavy Rain plays pretty much like Fahrenheit. My attempt at demystification, however, shouldn’t be mistaken for dismissal because Heavy Rain is a slicker, more well-rounded and altogether more polished version of Fahrenheit. Not just graphically but conceptually and, most importantly of all, in its execution.

Take the quick-time event comprised action sequences. Already their assumed prominence in the game is being used as reason for derision. In truth though the sequences differ from QTEs in most games, including Fahrenheit, in small but substantial ways. In Fahrenheit they were used as a way to suggest interactivity with the often bizarre action happening on screen. Heavy Rain takes this concept, intensifies the focus and intertwines it with the on-screen events. During the fight sequence included in the demo each stage of the fight – every punch, block and chair thrown – has a corresponding button press which, if missed, causes you to fail that specific move instead of the entire sequence. The rhythm of the piece doesn’t feel panicked unless the action calls for it, and the fight feels a lot more realistic as your own mistakes lead to your opponent hitting your character.

The best implementation of this mechanic can be found in the second sequence of the demo. Your FBI investigator is exploring a crime scene, using his CSI-specs to highlight clues. All actions are context sensitive, so investigating a clue on the floor requires a flick of the analogue stick downward. This system leads to some surprisingly tricky moments in completely mundane scenarios. I found the trickiest part of the demo to be getting the FBI agent to climb an embankment in order to follow an evidence trail. Climbing requires a  series of simultaneous button presses that match the characters attempt to find his footing, becoming somewhat uncomfortable as sequences of three or four buttons must be held down at once. Going back down means another quick-time sequence in which my character fell over twice into the mud as I fumbled the controls. There is no danger and no real drama to be had here, just a brief sequence that adds an element of human clumsiness to the game. These little touches of realism created by your actions pervade the demo.

The demo also gives you a taste of the conversation options, which appear as different topics around your character. It’s not always clear what question these one word topics will elicit from your protagonist (something all to familiar to those currently playing Mass Effect 2) but you also don’t have the luxury of time as they start to fade away if you idle too long. Here you’re presented with a dilemma; play too cautious and you’ll not gain any useful information but push too far and you risk angering the character you’re questioning. In the demo scene my character suggested the money I’d paid under the guise of a customer to the prostitute he was questioning rightfully bought him any information she had on the murder of her son. This, to understate things, did not go down at all well.

There are still plenty of questions to be answered. Do events like conversations have any meaningful consequence later in the game? How compelling is the story going to be? Will it all go mental in the second half? For now though I’m relieved. Partly because Heavy Rain looks to have some really solid, well implemented mechanics. Mostly, though, it’s because, having played it, I can finally distance myself from the hype and go into it free from any expectations beyond being a really good adventure game.

You can see a video playthrough of the demo here and here, courtesy of Gametrailers (where I got screenshots from once again). The demo will be publicly released tomorrow on the PSN store.