All posts by Mister Adequate

Sleeping Dogs

Here’s a game I’ve been playing a lot over the last week or so. Sleeping Dogs began as True Crime: Hong Kong, which wasn’t tremendously promising because True Crime was never a very good series in my eyes. But after much kerfuffle, being dropped by Activision and then picked up by Squenix, and being renamed to Sleeping Dogs, it managed to come out. Anyone familiar with vaporware and the like will know that commendation must be given just for getting a working game out the door after that; what’s all the more surprising is that this game is damned good.

You are Wei Shen, a cop on loan from the San Francisco PD to the HKPD in order to go undercover and infiltrate the Sun On Yee, a large and powerful branch of the Triads. You do this through basically being a far greater threat to stability, the innocent, or the police than the Sun On Yee ever could. It’s great! The game features fairly typical free-roam gameplay on the surface, but it has a lot of polish and features inspired by other games. For example melee combat, which is by far the mainstay of combat in this game, with guns and shootouts being somewhat rarer than is common in the genre is similar to the Batman: Arkham games, whilst there’s a lightweight implementation of freerunning that, when done properly by you, makes getting around on foot through Hong Kong’s dense urban maze a good dear smoother and quicker. If this sounds derivative or shallow then I’m here to reassure you, because the game may take inspiration from other places and it may not implement any one thing with the same depth as its inspirations, but everything works together so well that you’re going to be enjoying yourself pretty much no matter what part of the game you’re partaking of.

The story – so far at least – is surprisingly well-realized, with some great characters who you grow rather attached to before terrible things happen to them. The voice acting is especially brilliant, with a mix of Cantonese and English that is quite unique and fascinating. On that note I’ve never been to HK but this game really sells the atmosphere like few others do; the look, the sound, the music, everything is pitch-perfect and makes you feel like you’re there, even if you’ve never been. (And I’ve seen people who have been there say it’s a pretty striking representation.) The only real downside of the game is that the city is fairly small, but the extent to which it feels small varies considerably. They used a lot of tricks to make it seem bigger than it really is, and for me it works great because I’ve never yet felt at all confined. And what is there, generally speaking, is absurdly detailed.

Pic entirely unrelated, we just find it hilarious here at The Android’s Closet.

The music deserves a special mention. There are some absolutely great tunes in this game, and it definitely features the best (and best-named) classical station I have ever heard in any such game, Boosey & Hawkes. Tell me that’s not the best possible name for a radio station. And rolling through a nightclub, screaming people everywhere, having a shootout while Hudson Mohawke’s FUSE is blaring out? Baller as all hell.

So if you’re looking for an open-world crime game you could do a lot worse than Sleeping Dogs. It’s not just a game that escaped from development issues to be released; it’s a game that did that, then both shed a rather ropy pair of predecessors, and then came out to be seriously impressive. I challenge anyone who plays it to refrain from starting to use Chinese words.

And in closing, Activision can eat all of the shit.

Grand Strategy and 4X

We got a question yesterday via twitter from reader Fuggle/Math asking how we would describe the difference between 4X games and Grand Strat games. Well, the reply would take longer than 140 characters so here we are~

Now, these two genres are pretty closely linked for obvious reasons. Both tend to involve the control of countries on a quest for dominance, be it local, global, or galactic. Both tend to involve building up your infrastructure and military and pushing large groups of units around. And if you play both then it’s hardly surprising that you’d end up trying to figure out what the difference is supposed to be. But let’s dig into it a little deeper and see if we can tease some answers out.

Let’s define 4X first, for anyone not sure of what it means. It should be 4E actually, because it stands for eXplore, eXpand, eXploit, eXterminate. But X is the coolest letter, so there we are. Anyway the idea of a 4X game is to do exactly that; to begin from a single settlement (be it a city or a planet) and first discover everything around you, then move in to occupy and make use of it, and then to annihilate everything else you meet.

So far, so strategic. How does this differ from Grand Strategy? Well, a Grand Strategy game has a couple of key differences. You still Expand and Exploit, but the Exploration and Extermination aspects tend to play second fiddle. This is not to say that they are absent or that no GS game cares for them – EU3 has a strong exploration aspect for example, whilst almost all of them involve SOME degree of Extermination. But you tend to be able to win without needing to conquer everyone. Indeed that may be perfectly possible, as in Hearts of Iron, but it may also be fairly tricky, as in Victoria 2.

And in some cases it is the categorical imperative of those workers who have already set themselves free.

Perhaps the other big difference is that 4X games are almost invariably turn-based, whilst Grand Strategy tend to be Real Time With Pause. Both encourage you to take your time and think about things, but GS still leans towards being a bit more fast-paced thanks to this. GS generally tries to implement the diplomacy side of things with more rigor and depth than 4X, as well – though the extent to which any given game succeeds in this is, of course, up for debate.

The much, much quicker way to tell is by asking “Was this game made by Paradox Interactive?” If yes, it’s a Grand Strategy. If no, it’s not. Unless it is, but who buys anything made by Matrix Games at those prices?

ARPG

With all the hubbub around Diablo 3 lately it’s probably been lost, but the Action RPG genre is actally a thriving one, with several exciting things on the way. I thought I’d quickly run through a few on the horizon in this post, so those of you who don’t already spend too much time hunting for loot can begin to do so!

First up we have Torchlight 2. The original Torchlight was a great little game, if lacking in a couple of areas, and the sequel looks likely to tidy up pretty much everything that was criticized to make for a great experience.

Next we’ll look at Grim Dawn. Grim Dawn is coming from Crate Entertainment, founded by folks from Iron Lore who worked on the fairly well-regarded Titan Quest. I’ve not played that myself but I got it in the Steam Sale so I will be giving it a look soon, but everything I’ve seen about Grim Dawn has me very very excited. Grim Dawn is also promising an open world where you can wander into trouble long before you’re prepared to deal with it, which sounds like a pretty promising angle to me, and the whole exploration side of things will hopefully be played up!

Taking a slightly different approach is the online-only Path of Exile, which gave us a truly glorious image of a skill tree I shall show you in a moment; it really puts Diablo 3 to shame. At any rate it’s another promising-looking ARPG on the way, and one whose funding through microtransactions looks to be backed up by people who have actually got a notion of why microtransactions cause some problems, and are trying to avoid them.

Meanwhile, in Spira…

There are also people trying new things in the genre, such as Nyrthos, being made by some Czech czaps which is aiming to be playable in browsers and on iOS. At first I was skeptical about that, but upon reflection, if they can get the pacing down properly, that might just work – ten minutes of ripping through baddies on your lunch break or on the bus could actually be a whole lot of fun. We’ll have to wait and see!

So if you like sitting around all day clicking the mouse incessantly and weighing up whether your new Chastity Belt of Frustration +3 is better or worse than your Codpiece of the Equine King then it seems like there are going to be a heck of a spread of options in the coming months! Tell us in the comments what you’re excited for, and let us know if we’ve missed any!

Orcs Must Die! 2

I’n honestly not sure whether having that “2” after the “!” is sending my sperging into overdrive or is tickling my fancy, but there you have it. Good game though.

Well that was a short review.

Okay okay seriously though! I picked up the original OMD! in the Steam Sale recently and it was something I really fell in love with very rapidly. It’s not a complex game in principle; in fact the title pretty much sums it up. It’s a quasi tower-defense game, setting up traps and guardians like archers to prevent Orcs and their assorted allies from reaching the ‘Rift’. The twist is that you aren’t a detached overseer, you’re a character down in the trenches and you can run around fighting the Orcs yourself as well as having all the traps doing their thing.

It is, in short, the bastard love-child of Kagero: Deception II and Tower Defense. It’s from a small studio, and in a couple of ways this shows in the sequel, but overall they have made some very solid improvements to the game. There is an array of new traps and tools to use, the new Sorceress character has a rather different playstyle from the War Mage due to her charm ability, and there are of course new traps and levels. Perhaps my biggest negative mark against this game is the small number of the latter, but it is redeemed somewhat by both the Endless and Classic modes, the former containing some levels that aren’t in the story and the latter being levels from the first game that can be played now with all your new toys (though only if you own the first one).

It’s a tr… oh you know where this is going, finish the line yourself!

It certainly doesn’t revolutionize the series, but it is a very solid sequel that I’ve already played even more than the original. Endless mode is especially compelling, and the new mix of traps, environmental hazards, and enemies means that although the game isn’t really difficult most of the time, getting 5-skull ratings on some levels requires some calculation and thinking on your part. Another change is that doing levels again nets you more skulls, so you’re not limited like you were in the first game, but it will still take some time to get everything up to where you want it, upgrades wise! (And the upgrades are far more involved this time around, replacing the Weavers entirely). A worthy sequel to a great game? That’s really all we can ask for!

Buy Orcs Must Die! 2 if you enjoy quick, fun blasts of cartoonish violence and one of the better protagonists of the medium in the form of the War Mage.

Oh and there’s co-op too if you’re one of those freakishly disposed people who has friends.

Gamer? Hardcore? Enthusiast? Buff?

Today’s topic is about how we see ourselves, in terms of being gamers. Obviously (really REALLY obviously) everybody’s identity is a unique and complex thing, and the things important to one person might be incidental to another. To some extent this is, I suspect, where the hostility of “in-groups” like hardcore gamers or early adopters of new bands to newcomers stems from, but that’s a tangential topic so we’ll put it aside for now.

Pike and I both identify as “Gamers”, in the sense that we play a lot of videogames, think about them a lot, talk about them, and read about them both on and offline. Oh and I guess we write about them too! We’re at the far end of the spectrum, where it’s not just another thing we do for fun but an important, perhaps even central aspect of our identity. Just as a lover of books like my mom spends a huge amount of time reading, collects books, and has filled every room in her house with stuffed shelves and numerous stacks of books on the floor, Pike and myself are the same with games. But the terms surrounding this identity are strange and nebulous things with some very different connotations to different people. It would be absurd for someone to call themselves a “reader”, but we would accept a “connoisseur” of books much more readily. Everyone watches movies, but a “movie buff” is a different creature.

Pinkie Pie is a connoisseur. Of you.

So does “Gamer” really work as a label? Sure we play games, but so do enormous numbers of other people. “Hardcore”? It’s probably a bit closer, and we are indeed both tremendous neckbeards and deeply cynical of the direction the industry is going in, but it’s not like I don’t love a good round of Plants vs. Zombies and Pike does little else besides play Angry Birds these days. [Editor’s Note: I DO NOT I PLAYED IT LIKE ONCE IN MY LIFE. ~Pike] “Connoisseur”? Perhaps that fits a bit better in that we are, after all, interested in gaming as a whole medium and are fascinated with it beyond just playing the things. It was easier when we could just insult the people playing the other side’s console because SEGA was far better than Nintendon’t.

So, time to open up the comments! What sorts of terms do you readers use in this regard?

Watching and Reading Let’s Plays

One of my pleasures related to gaming is to read Let’s Plays, so I thought I might cook up a little blog post about the topic and then open the comments for suggestions! If you’re at a loss for something to occupy your Sunday then you might consider seeking out a LP and reading it with a nice cool refreshing soda/nice soothing hot chocolate, depending on local weather conditions!

A Let’s Play is essentially a player taking the viewers/readers through a game, or series of games, by writing about them, showing screenshots, or providing videos with commentary. LPs come in several flavors but the general principle is to show the reader/viewer the mechanics of the game, examples of artwork, music and FMVs, all that sort of thing. Where relevant you’ll see plot exposition, and very commonly people will show secrets, Easter eggs, perform feats of skill, or abuse game mechanics to show how utterly broken some games can become. Some are serious, some are humorous, usually though the idea is to show the game off, whether it’s to encourage everyone to play something really great or to explore the mendacious depths of a truly turgid turd.

Somewhat related to LPs, but often with a greater focus on storytelling or the like, are After Action Reports (AARs), which I’ve written a short example of for this very site. If you have a quick look at that you’ll see what I mean, I’m not talking about mechanics but rather interpreting what happened in a narrative sense, giving it meaning and context – something strategy games like Darkest Hour are very open to.

And some scenarios defy explanation.

A good LP is a great thing; one of the most famous, and one you’ve most probably heard of already, is Boatmurdered. It is an uncommonly hilarious and deeply enjoyable account of a Dwarf Fortress even more doomed than the usual. The fame of Boatmurdered does more than show off the comedic skills of a bunch of goons though; it also had a fairly significant impact on the fame of the game on which it was based, and for an indie game made by a two-man team who rely entirely on donations, this is a fairly big deal.

So as part of gaming’s culture and milieu I think LPs are a great thing, and I really enjoy going through them. Sometimes I read one for a game I thought I knew completely and learn many new things. Sometimes I read one of a game I would never play, and see what others see in it. Sometimes I just find myself tremendously amused.

If you want to find a whole treasure trove of Let’s Plays then the LP Archive is a great place to start. You can also search YouTube and find a vast store of video-based LPs, and various forums have their own sections from Something Awful’s dedicated and vast Let’s Play subforum to Paradox Interactive’s many AAR forums.

Are there any LPs you would recommend to people, any that you’ve found particularly funny, or any that have sparked interest in a game where you had none before? Tell us all about it in the comments below!

It is too hot today.

It is true, it’s far too hot today. Too hot to move, too hot to write, too hot even to play any vidya that require braining to play. So I’m just going to set up something like Victoria 2 and mess around with the console so everything goes wacky!

The results of my last experiment. The Prussian blue country stretching to Kamchatka is Prussia.

Are there any games you enjoy when for whatever reason you don’t feel up to concentrating on playing? Or are you like me, and you prefer to set things up and just watch them run? Tell us in the comments about how you deal with heat so intense it feels like your skin is flaying itself to try and escape!

Also some games do an atmosphere of cold very well but I can’t think of any that really do a hot one so well.

The Steam Store is experiencing some heavy load right now. Please try again later.

If you’ve been living under a rock on Mars with your fingers in your ears you may not be aware of this, but the Steam Summer Sale just went live about an hour ago and everyone is hammering the service so hard it’s difficult to actually see the sales.

There is no relevant picture. Have a guide to rocks.

However, highlights so far:
Legends of Grimrock – 60% off (all signs point to this being a modern classic)
THQ Collection – 84% off (holy shitting jesus von nazareth, Company of Heroes, Dawn of War, Saints Row The Third, etc)
New Vegas – 40% off (holding off in case of a daily or flash deal)
SEGA collection – 89% off (loads and loads of Genesis games, as well as the Total War series)
Deus Ex: Human Revolution – 75% off but only lasting for another five hours as of 1900 British Time GO NOW
Paradox Collection – 75% off
Wargame: European Escalation – 40% off (have heard great things; another one I hope will get a daily)

There are votes on which deals are coming up next, and as well as the daily deals there are “flash deals” that only last a few hours, because Gaben hates us sleeping almost as much as he hates our having money.

Anything you’ve already bought or are hoping to see come down in price?

A Kick in the Pants

As I’m sure many of you fine folks will be aware, there’s a website called Kickstarter out there which has become rather popular of late. If you are indeed uninitiated, the essential idea is that you posit a creative project, set a monetary goal to fund said project, and then people can pledge dosh to support it. If you don’t make the goal nobody pays, but if you meet or exceed it, voila – you’ve got your cash. I can see the logic here as it means committing to a project only costs you if loads of other people support it too – so it’s security for your pledges, helps ensure dosh for the prospective producer, and is in and of itself a good source of advertising for projects.

What does this mean for games? Well it looks pretty promising so far. Now with something like a book, a one-person operation you can do in your own time, you get it out there and THEN try to sell it, at least with current e-publishing taking off. A videogame, even an indie one, is of course a much bigger investment. It takes time, and even if you’re working with a really small team you might need to bring in, say, a music guy for awhile. All of this of course costs money in a variety of ways, from wages to licensing to Thai ladyboy prostitutes. Games, in short, cost money to make. And the men in suits who fund them are aware of nothing except that. All they want is to get Call of Duty’s sales figures. Kickstarter offers a striking alternative to this which I think really needs to be highlighted; it’s the democratization of funding, insofar as you believe capitalism can be democratic. (Worker solidarity! Syndicalists unite!)

For mother Equestria!

Take a look at FTL. It’s a great idea, and I’m wholly behind it. Take a look at those numbers though; these guys figured they needed $10,000 to get their project finished, and they ended up with $200,000. Twenty times more than they asked for. Even if we assume a bigger company had looked at their idea and what they had so far and said “Yeah, I can see this working out.”, would they have gained that much funding? And if they had, would it have been so free of strings and meddling?

Of course not every Kickstarter works out. I’m surprised at how little Kenshi got, for example. It’s going to take some time for people to figure out how this whole thing works and how to get their names out there successfully; and we don’t have enough money to fund all the projects (because we’re not a global federation of anarcho-Syndicalist communes, no doubt), but nonetheless this field seems to me to be an exciting development. Even moreso if we look at how Kickstarter can be combined with Amplitude’s model of letting beta players vote on features and the Minecraft-led idea of letting people buy in alpha/beta. It’s hard to discern what shape this will all take, and of course there’s no end-state here, there’s going to be new developments that change the playing field if not the whole ball game again. But maybe, if we’re lucky, this will lead to an increase in player input and more importantly still the ability for developers to be in charge over publishers and executives.

Victory is Possible

If you keep up with what Paradox talk about you may be aware that they just recently announced a new project, first codenamed Project Reagan and since revealed to be a Cold War-era game by the team who made HoI2 offshoot Arsenal of Democracy. Now, as long-time readers may be aware I have a particular interest in the Cold War or more specifically the aspect of nuclear warfare and policy within it. To this end I’m going to write up a nice long post detailing my thoughts on this development!

At the core of the Cold War, and thus things that need to be executed well in this game, are two concepts. The first is the whole espionage, diplomacy, proxy war side of things. The second is nuclear policy, strategy, brinkmanship, and potentially, war. Neither of these are things that have been tremendously well-implemented in the main so it will be interesting to see whether the AoD team can live up to this challenge.

If the consequences of nukes are only “GAME OVER, and no you don’t get an animation of a mushroom cloud, we don’t reward failure.” then it’s not actually going to be very much fun. It was a valid design choice for Balance of Power, but I’ve got both academic and gamer objections to the idea of ending the game the moment someone presses the red button. Just because nuclear brinkmanship worked out the way it did in our world does not mean it always had to do so, and this needs to be reflected if the game is going to be anything except a history show.

The problem (And this is something that Pox as well as other games always fall down on) is that you really need to model negotiations, both formal ones like the SALT talks and “Comrade Premier, there’s a single American nuclear weapon flying in. It will detonate in the remote Urals. What do we do?” red-phone hotline business. There needs to be the opportunity for deceit – there needs to be the opportunity for back-and-forth – and there needs to be an intensely personal element to it. When you talk to the President about said incoming nuke it matters enormously what you, as the Russian Premier, think of him. If the two of you have good relations and you believe him sufficiently honest, that’s going to demand a much different reaction from thinking he’s a gung-ho senile old capitalist snake who has been itching to wipe out Moscow. As it stands of course the system is Send an Offer -> Other Guys reject it -> Two weeks later bribe Other Guys -> Two weeks later Send the Offer again. That barely cuts it for any of their existing games, it sure as shit won’t cut it in a conflict which should very often play out without full-scale war and where the outbreak of full-scale war itself should provide a massive imperative for emergency negotiations to stop it, because everyone knows where it could very quickly lead.

Also, what’s a Cold War game without storing up trouble for the future?

The question of nuclear targeting policy, and nuclear use policy, is of vital importance. In real history the USA’s policy was to keep European forces relatively weak, weak enough that they couldn’t really hope to stop a full-scale Soviet invasion (this changed as time passed and NATO technology developed much faster than Soviet tech did, and by the 80’s this would have just led to a lot of ruined Red tanks). They also made explicit that they would not rule out first-use of nuclear weapons. The whole thing was a bluff, brinkmanship of the highest order. Perception is more important than knowledge, and your leader’s personal beliefs on the Other Guys is vital. Another issue in the targeting policy side of things is that targeting policy occupied a huge amount of thought on both side. What do you aim at? How much do you devote towards everything? Is your policy to try and wipe out the other guy’s ability to nuke you? To simply ensure your own second-strike capability, so even if every last person in Russia is dead you can still destroy the West? Do you target population centers, or only warfighting centers, and does the distinction even matter? So on and so forth, and nothing about the outcome was predetermined, of course.

It will be interesting to see how East vs. West tackles these issues, if indeed it tries to at all. It’s been a long time since there was a real Cold War game, and longer still since one that took a shot at tackling these sorts of issues. A good Cold War game could be the most tense gameplay experience since the original Silent Hill made us shit our britches. We’ll have to wait and see.

(PS for one view on what nuclear policy should be, you could do worse than to read Colin Gray’s paper Victory is Possible.)