Apologies to Anne McCaffrey

One of the last Dreamcast games released in the United States was an adventure game, “Dragonriders of Pern”, based on the popular series of books.

It was abysmal.

No, really.  I vaguely remember reading the books as a kid and liking them, and my wife remembers reading the books as a teen and being a big fan, and we got about 15 minutes into this thing before looking at each other and moving on to something more interesting.

My latest iOS diversion is called “Dragon Flight”, and has nothing whatsoever to do with the Pern books other than that the name is sorta similar to the title of one of them, but what the hell, I needed a segue.

Dragon Flight is, well, it’s an unabashed attempt to sell in-app purchases, though I really can’t see why you would need to buy them.  More on that in a sec.

Here’s the game:  You’re riding a dragon, and you automatically shoot things in front of you.  When they explode, they drop coins, occasionally gems, which you can spend to upgrade your… laser?  It doesn’t really look like dragon breath, not that I’m an expert on dragon breath or anything.

The point of the game is to travel as far as you can.  There’s no story as far as I can tell and no real reason to keep playing other than that the graphics are kind of pretty and it’s a way to turn off your brain, turn on the reflexes and watch things go boom.  It ends when you fail to dodge something and die.

Eventually you get your dragon powered up to the point where you could, theoretically, just take your finger off the screen and let him fly forward, so they put in a little gotcha:

Occasionally you need to dodge these meteor things.  Sometimes you need to dodge several.  You can’t shoot them, so they serve to keep you from just letting yourself fly forward and rack up the distance.

The in-app purchases buy you the same coins that you get from shooting things, just in large quantity, so they’re only good for upgrading your dragon to make it easier to blow through things so that you can travel further and uh…

Yeah, there’s not a lot to the game.  Still, it has something like 150,000 entries on its Game Center leaderboard, so apparently a lot of people like games with not much to them.

For the record, after about 90 minutes of messing around with it, I made it into the top 1/3rd on the leaderboard, and it didn’t get old.  It’s not exactly the sort of thing I could play for hours, but it’s a good way to keep yourself entertained for 15 minutes.

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I say, this Need For Speed business is a spot of all right.

I have a friend who is a big fan of the racing genre and who has made several attempts, over the years, to hook me as well.

He has succeeded only once, thus far, with the absolutely brilliant Flatout: Ultimate Carnage, a game that kept me – to abuse a cliche – glued to a controller for a good couple of weeks.

I suppose that it really wasn’t a proper racing game, however, as the general idea in racing is not hitting other cars and fences and such, while the general idea in Flatout:UC was that driving a car through a shopping mall was a grand idea.

Need For Speed: Carbon, then, to get back to the subject of this post, is something of an oddity in that it represents the first time I’ve gone and sought out a racing game on my own, and also in that it’s more or less a proper racing game in that the goals in it are all organized around beating other cars to a finish line rather than beating them into submission.

There is a certain degree of destructive glee involved in running through bus stops and knocking over traffic signs and the like, I will admit, but it really isn’t the focus of the game.

I will admit that I am rather unqualified to judge it as a racing game. From a brief search around the Internet at large, I am given to understand that it is actually held in a certain distain by fans of the series, often pointed out as the point where the series Went Wrong. I cannot comment on this, nor will I look too critically at the plot, which revolves around your character – a once-infamous street racer, fallen prey to some as-yet-unspecified scandal, seeking to regain his reputation through a series of, uh, it’s a racing game so YOU guess how he needs to regain his reputation.

What I can say, however, is that it is quite pretty, even if somewhat mired in 2006-era graphical shortcomings like a lack of support for widescreen resolutions, and that being able to purchase a virtual version of the car I drive on a daily basis and drive it, again virtually, in ways that would get me arrested or – more likely – killed in real life, is a great deal of fun and well worth the meager price of admission.

In this, too, I suppose it differs somewhat from the traditional racing game career, where you start off with a terrible car and use it to earn as much money as possible so that you can buy a better car and repeat until you are eventually driving the sort of car that graces the bedroom walls of 12-year-old boys worldwide.

With this game, I started with a Mazda RX-8, drove it until I had the $30,000 needed to buy the Mazdaspeed 3, and plan to see how far I can get with it.

Oh, I did put flames on the side. That represents my sole concession, thus far, to the needs of my inner 12-year-old.

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The Legend of Legendary Legends

I like a little bit of fantasy in my first-person shooter, so I was quite looking forward to Legendary back when the first previews were released, back in 2008.  The idea of breaking open Pandora’s box and accidentally filling with world with monsters of legend, then shooting them, was quite appealing.

What can I say?  I played a lot of D&D when I was a kid.

Then the game actually came out and was roundly panned by reviewers, so I saved myself sixty bucks by not buying it, and then I just sort of forgot about it.

Recently, however, I was reminded of its existence by reading some online posts about the game and how, well, utterly disappointing it had been.

Thus reminded that this game did, in fact, exist, I decided that I would load up Steam and see what it cost.  My logic went as follows:  If it’s 20 bucks at full price, it will probably be discounted by 75% during the summer sale, and if it’s five bucks it will probably be worth trying out.

This happens to me quite often; I’m reading a discussion about games that turns to titles that were quite thoroughly mediocre, and I wind up buying the game in question just to see how mediocre it was.  I think this is probably a character trait that there’s a complex latin name for.

Anyway, it was five bucks at full price.  It will probably be even cheaper during the sale, but since I’d already decided upon five dollars as a fair price, I went ahead and bought it.

Then I took a couple of months getting around to it before finally starting it and finishing it over the course of three evenings.  I could easily have powered through it in a sitting if I’d been doing this on a weekend, the whole thing lasted about six hours start to finish.

I’m not going to lie to you, it lived up to the anti-hype.  I like me a good linear shooting game, but the sheer lack of mobility in this particular one sets new depths.  Your character is rendered utterly unable to move by the lowest of obstructions, you regularly drop down things with no way back up, doors close behind you, new doors open only when scripted to… It’s not Homefront bad, but it’s not great.

Thankfully, the creature design is pretty good and the atmosphere gets genuinely creepy at times, and this makes up for the silly level design.

So over six hours, you walk forward, shooting werewolves and fire lizard things and some annoying little ghost children with wings and claws that the game claims are taken from russian folklore and griffons and minotaurs and uh that is actually about the extent of the things you will be shooting, barring a couple of bosses.

I said that the creature design was good, not especially varied.

Oh, and you also occasionally shoot enemy soldiers.  They aren’t very notable.

From time to time, the walking forward and shooting things schtick is interrupted by one of two things:

1) Sometimes the path is blocked by fire and you need to go find a nearby valve to turn to put out the fire.  Generally this involves turning approximately 45 degrees from looking directly at the fire, noting the valve on the wall, and turning it.

2) Sometimes you will hit an access panel that you need to hold down the E button for like 20 seconds to open.

It’s not quite as bad as Heavenly Sword’s Hat Boxes, but it’s not exactly brain melting puzzle time here is what I’m getting at.

Also you will probably hit a bug just before the final boss where you get into an elevator and fall through the floor.  The game was released in 2008 and the graphics engine has problems when your computer gets too good of a frame rate.  There are a few workarounds for this bug, most of which involve limiting the frame rate in some manner.  I eventually hit upon one that worked, but this particular bug was teeth-grindingly frustrating until I found that.

Wow, I don’t have a lot of good things to say about this, really.  I did finish it, so that’s a mark in its favor, and it has a couple of deeply satisfying moments involving rocket launchers and mythological beasties, and really it deserves some points for just trying to break out of the mold.

I guess I’ll sum up:  It’s worth five bucks and six hours of your life, and what more can you say for some games?

 

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Need for Speed Carbon – Steam Grid View Icon

I happened to find a copy of Need for Speed Carbon yesterday, a game that is significant to me only because it happens to have the car I actually drive on a daily basis in it.

Well, technically, I have a 2007 Mazda3 hatchback and the one in the game is the 2007 Mazda3 “Mazdaspeed” variant but it’s close enough.

As a bonus, it actually seems like a pretty decent game.  I haven’t played a Need for Speed game since the original, and they seem to have come quite a way since the days of CGA graphics.

Anyway, I couldn’t find a custom icon for Steam’s grid view, so I spent a couple of minutes tracking down a picture and resizing and cropping it appropriately and then I thought I’d put it up here in case someone else happened to have this same very specific need.

 

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I may have finally cracked an organizational problem.

I don’t think much screams “first world problems” quite as much as the horrible problem of not knowing exactly what movies you own and in which formats.  That having been said…

I like my AppleTV a lot.  It’s an unassuming little box that sits near the TV and does its job of playing back all the stuff I’ve bought off the iTunes store and all the other stuff that I’ve wrangled into formats that it will actually play back.  Honestly, it’s kind of a pain how limited the thing is in terms of codecs and the like, but it’s the only game in town for iTunes files so I’m making the best of things.

Anyway, that gives me instant access to SOME of my video collection, which is awfully handy, but I still have a few hundred movies on DVD and Blu-Ray and in video files that it can’t play back, which leads to some issues sometimes trying to figure out where a movie is and of course makes it tricky sometimes to decide what to watch.  Stuff gets forgotten.

I’ve tried various methods of sorting this out, and they’ve never worked very well, but I think I’ve finally hit on a good one.

Basically, I took a small video file which old laserdisc fans may recognize, found some appropriate art to represent a couple different forms of media, tagged the video file with the art, lugged my laptop over to the DVD shelves and started making lots and lots of copies of the video file.

The end result looks like this in iTunes.  It’s slightly less useful on the AppleTV itself as there’s no grid view there but it still works nicely to be able to scroll down the list of movies and go “oh, I have this movie on disc, I should go over to the shelf and grab it” when I see a DVD or BD icon, or know that I can just hit play if I see a poster.  If I see the server-looking icon, it means that I need to boot the XBMC box hooked up to the same TV and play it from there.  Most of those are subtitled movies – I still haven’t gotten the knack of burning .srt files into video to play back on the AppleTV.

Also, since I’ve been ripping DVDs kind of off-and-on over the last couple of years, with no real system for knowing what I have and haven’t ripped, this gives me a convenient visual guide for knowing what kind of progress I’ve made and what I still have to do.

For the record, I have about 600 DVDs left to rip, just in Movies.  If I decide to rip all of the TV box sets, that’s probably twice the number, and anime will count for another thousand DVDs or so.

That may take a little while 🙂

Anyway, time will tell if this method sticks, but for now I’m pretty happy with it.

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iMiku

During my senior year in college, I spent almost an entire month obsessed with Project Diva on the PSP.  I probably put about 40 hours into it before I’d finally beaten every song on hard difficulty with a high enough ranking to unlock every single unlockable character and costume, and that’s a level of devotion that deserves special recognition, probably in the form of a snug white jacket with long sleeves.

I don’t carry my PSP around any more, and since Sony cracked down on being able to buy PSN points from overseas I’m unlikely to ever buy the sequel anyway.  My Miku obsession was at an ebb.

Then this came along:

Sega, deciding that it needed to cater to the most niche of niche markets, released an English (mostly) version of the formerly Japan-only MikuFlick iOS game on the US App Store, for a mere $13.99.

No, seriously, I’m not kidding there.

Of course, I did buy it, so I guess they didn’t NEED to price it down, but it did sting a little.

Anyway, the idea of MikuFlick is pretty much the same as Project Diva.  Miku sings and dances, you push buttons in time with the music, you ramp up to harder songs and difficulty levels as you get better.  The videos aren’t done in real time like on the PSP game or in PS3 Dreamy Theater – they’re pre-rendered, so you get a set outfit per stage.  It let them use the higher quality models from the Arcade/PS3 versions, I suppose.

There’s just one little thing.  There aren’t buttons on the iPhone, so they had to pick a different input strategy.

That character grid there is a Japanese cell phone keyboard, and this is where I need to take a moment to explain a little bit about that.

Text input on cell phones in Japan works like this:  With button phones, you press, say, the か button once for か, twice for き, three times for くand so on.  With touch screen phones, you press and release か for か, press and flick to the left for き, press and flick up for く and so on for the other vowel sounds.

Get it?  You can produce all 50-odd basic hiragana characters with 10 keys and a little dexterity.

So it’s no big deal to, oh, put out a rhythm game where you are entering song lyrics via the keypad.

On easy levels, it’s not such a difficult thing – you only have to enter one out of maybe every dozen syllables.

On harder levels, it gets to the point where you’re trying to type entire words or phrases in real time, keeping time with the music while doing so, resulting in an overall effect something like the world’s most hyperactive 10-key test.  This is made maybe just a little more difficult if  you’re a westerner who has never really had to type Japanese using a cell phone keyboard.

That said, I did get the hang of it eventually and it has proved to be fun and arguably just a little bit educational.  It also has two modes other than the full-kana mode I’m using above – you can have mixed romanization or full-on romanization if you don’t know kana well or at all, so it’s not completely out of the reach of people who don’t read Japanese or who want a really unusual way to learn the characters.

My one complaint is, well, my two complaints are as follows.  First, it is dreadfully short on songs.  Once you’ve played through the dozen songs on offer, you get ending credits. After the ending credits, you get dropped right into the bonus song, which is of course The Disappearance of Hatsune Miku, on “Hard” difficulty level, which crushed my ego like an eggshell.

After failing that…

…it unlocked for play on Easy and Normal levels.  So, 13 songs in total.

I immediately went back to it on Normal and got through it, which leads to my second complaint:  The achievements have that thing going on where beating all the songs on “Normal” doesn’t give you the achievement for finishing them all on “Easy”, so I have several songs to go back and play on a lower difficulty level.

Oh, wait, I’m complaining about having to spend more time with Miku.  I don’t know what I was thinking.

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Dear PopCap…

… I recognize that this somewhat falls under the category of personal responsibility and so on and so forth, but if it isn’t too much trouble, would you consider adding a clock to the interface of all your games from this point forwards? I would appreciate it and I’m sure that my boss would as well.

In somewhat related news, after finishing the “adventure” mode of Peggle Deluxe and feeling like I’d kicked that particular monkey, I realized that I’d bought the game as part of a bundle that included the sequel, Peggle Nights.

The hook in Peggle Nights is that you’re seeing the secret dreams and aspirations of all the wacky characters from the first game, and it’s a pretty amusing hook. The lobster character, in particular, easily the most annoying and most useless in the first game, has the most entertaining fantasy – destroying Paris as a Godzilla-sized crustacean. It almost makes up for the five levels you have to suffer through with him again.

As for the game, well, nothing much has changed. You’re still bouncing balls off pegs in an effort to clean the board, there’s still an element of randomness that can infuriate at times but means that you pull off some stunningly unlikely shots at others, and it’s still basically a digital sugar rush.

The last level is perhaps just a little TOO dependent on luck; it has a design where almost every peg on the board is deliberately occluded by barriers and actually aiming at anything turns into a matter of needing to make bank shots off said barriers and off the walls.

That said, and coming back to the reason for this post’s introductory paragraph, it kept me plugging away until nearly one in the morning without realizing I was doing so, so I can scarcely complain.

Anyway, with both games triumphed over, I can get back to trying to recover the last shreds of my dignity by playing something with explosions and improbably dressed women, though hopefully not something where the improbably dressed women are what is exploding.

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I May Have A Unicorn Problem

Let’s roll back the clock about a year, to June 19th of last year.  At that time, I’d just finished playing “Peggle Extreme”, a game featuring unicorns, just after an article about Secret of the Magic Crystals, another game featuring unicorns, and I wanted to make it clear, at the time, that I did NOT have a Unicorn Problem.

Of late, of course, that’s an argument that holds less water.

Let’s move on, shall we?

PopCap has made a lot of people very rich by making games that are shiny, happy, and addictive as all hell, and I am sure that I sacrifice any vestiges of gamer cred I have ever had by admitting that I have a low resistance to the ones I’ve tried so far.  When I played through Peggle Extreme last year, for example, I burned through the 10 levels in about a half hour, then went back and played them a second time, then started working on various challenges before I managed to break myself away, and I lost two days to Plants Vs Zombies.

It was, therefore, probably not a good thing last night when I realized that a) I had a half hour before bedtime with nothing in particular to do and b) had a copy of Peggle Deluxe already installed on my Macbook Pro.

90 minutes later, I staggered to bed.

I was not at my best when I work up at 6 the next morning, and I considered sleeping in for an hour but rejected the concept in favor of playing more Peggle up until basically the last possible moment I could leave for work and still get in roughly on time.

I really have made some very poor life choices, from time to time.

Anyway, I ought to have been a mess at work but I actually arrived in quite a chipper mood and managed to maintain that throughout the day.

Then I came home and played more Peggle.

I am happy to report that I have now finished the – can we really call it a story mode? – story mode and have a logical break point where I can stop playing Peggle and get on with other things in life, as soon as the hallucinations of exploding blue and orange pegs stop.

There are a lot worse ways to follow up a weekend spent playing Amnesia.

 

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Today, I Am A Man

I have to say that, because yesterday I was a gibbering ball of jelly.

Amnesia has this … reputation.  It’s one of the few games that is generally considered to be genuinely frightening by even the most jaded fan of the genre, and it’s one of those games that people dare each other to play in a dark room with headphones on.

I bought the thing during Steam’s 2010 Thanksgiving sale and honestly haven’t had the guts to give it a try since.

With the recent Humble Bundle putting a spotlight back onto Amnesia – and four other excellent games – however, I decided that, reputation be damned, I was going to strap on a headset, turn off all the lights, and play it from opening to credits in one sitting.

For the record, I lasted almost three hours at this.  After one particularly unnerving sequence involving water, boxes, and splashing – and here I am being deliberately vague, but once you play it it will make sense – I needed a bit of a walk around in well lit rooms before going to bed.

Nonetheless, I was back at the keyboard the next afternoon, headphones on and room lights off.  We won’t mention the considerable amount of ambient light in the room, as it was tragically unavoidable and gentlemen do not point out these sorts of things.

Seven hours later, and well after the point where the ambient light had faded into dusk and then full-on-night, I was done.

I do believe that there is a point where one becomes just a little desensitized to being brutally killed over and over again in ways one is hopeless to defend against.  There’s a segment late in the game where you are searching, in a room where you have nearly zero visibility, for items to complete a puzzle while at the same time being hunted by creatures who seem quite unimpaired by the lack of light, and that segment alone was responsible for at least a dozen deaths in the space of a very few minutes.  After that many short bursts of terror, I didn’t have the energy to be frightened any more.

I was still quite able to be disturbed, however.  A good deal of the last part of the game involves exploring various torture chambers, and the writers seem to have delighted in unearthing the most brutal of the various ways in which humans have, over the centuries, been quite keen on causing other humans a great deal of pain.  I’m not certain that everything was historically accurate but it all had the ring of truth about it.

Leaving the atmosphere aside, the game has a control scheme that adds nicely to the general feeling of being helpless and hunted.  Your character has direct control over most items in the environment.  That means that, for example, if you run up to a door, you need to grab the door and swing it open – there’s no “press A to open door” button.

So, to continue the example, should you be being chased through dark halls by something nasty and you run up to a door,  grab it, and realize that it opens towards you so you need to back up to open it, meaning that you are backing TOWARDS the thing that is chasing you, that is a very intense sensation.  It’s just cumbersome enough to add extra tension without stooping to the deliberately-obtuse tank controls favored by some survival horror franchises.

Highly recommended.  Buy it, install, turn your lights off and plug your headphones in and immerse yourself, it is a glorious thing.

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Wait, how’s that again?

I swear, I ought to just add a “Montowers” category for my blog posts.

Here’s one of the stranger creatures.  Say what you will about some of the less appealing aspects of the game, you can’t fault them for not coming up with original ideas.

I have fought a ton of polar bears in games over the years.  When I was playing Everquest, the first character I played seriously was a barbarian shaman, and you have to go a long way from your starting area before you STOP fighting polar bears as a barbarian.

I’ve also see a lot of media over the years tack the “were-” prefix on to just about anything.

This is the first time I’ve seen the two together, though.  So, points to Buffstone for making me stop, look at my iPhone screen, and say “seriously, the hell?”

 

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