Category Archives: The Android’s POG Collection (Retro)

Magna Mundi

So there’s a pretty big mod for EU3 known as Magna Mundi, whose objective was among other things to make handling your country internally a trickier, more involved affair that required attention and thought, rather than mere afterthought. Well, so successful was this mod that they set out to license what they needed from Paradox in order to make it as a standalone game. Now this has worked well before, as we can see in Arsenal of Democracy and Darkest Hour (The latter of which I consider the definitive version of HoI2, in fact), and Magna Mundi the Game (MMtG) aroused plenty of excitement on the Paradox forums.

And then it was cancelled. And they didn’t beat around the bush when they announced it, either. Take a look at this;

“We have seen this project drag on and the code we have gotten has not shown significant improvement for many months. Some old and known problems persists and new ones appear with each delivery.”

Paradox’s executive produce Mattias Lilja then added this;

“Lack of trust; the leadership of [Magna Mundi developers] Universo Virtual has given a sunshine version of the project to Paradox and reacted with irritation and anger when we have pointed out obvious problems with the deliveries. It has come to a point where they claim the project is done, and the game is ready for release – despite the many critical issues found and reported on our end.

Internal strife within the MM team; we have gotten information from members within the MM team desperate to save the project whom report to us that the project lacks active leadership. Key personnel in the project see what Paradox sees but instead gets silenced by the UV leadership.

All in all, these are not circumstances under which we can work with a team and it will now stop. At this point we have no more news than the above.”

Wow! That’s pretty uncompromising stuff there, and there seems to be little reason to doubt them. What do they stand to gain by cancelled, after all? Ubik – the lead developer of the MMtG project – is meanwhile infamous for his hardheadedness and refusal to consider when he’s making a mistake. He is now threatening legal action against Pox, and nobody can quite see what leg he thinks he has to stand on. But he provides much entertainment!

Oh also the UI looked like this.

What, is it vaporware from 1997?

More here and here!

Guys!

As you know we are unofficial GoG.com mouthpieces because they sell loads of great games, but this is a particularly special one.

http://www.gog.com/en/gamecard/sid_meiers_alpha_centauri

Sid Meier’s Alpha Centauri. $2.99 USD. You know what you do.

Pike keeps this picture handy.

Old Quirks

Yesterday Mister Adequate and I were reminiscing about quirks in older video games that wouldn’t exactly work today.  He mentioned inputting code into your computer from a booklet and getting a complete game out of it (I wonder if this is a Britfriend thing because I don’t recall that on this side of the pond), and I mentioned amusing anti-piracy devices in game booklets (“To continue, enter the code on page 24.”)

Obviously these aren’t exactly the types of things that could be replicated today, to much effect– most games are much, much too big for the code to fit into a small booklet, and any anti-piracy devices of the earlier type could be completely negated by the internet.  Still, it’s neat when games take that as inspiration to push themselves outside of the confines of their digital world– getting Meryl’s codec code from the Metal Gear Solid box comes to mind.

What are some fun or interesting quirks that you guys remember from earlier games?

Little Big Adventure

It may surprise those of us with… stereotypical views of the place, but the French have made some really amazing videogames. In the 90s they were at their peak; Delphine and Adeline were putting out such leading lights as Flashback, Another World, Moto Racer, and the subject of this blog post, the LBA series. (Incidentally Adeline ended up becoming No Cliché, which made one of the most overlooked games of the Dreamcast, Toy Commander. But that’s another story!)

You should listen to this while you read the post.

Only two games were made, a third has been rumored on and off over the years but nothing has ever come of it. Still, these two games are true gems; they are beautiful, whimsical adventures that truly revel in taking the player into them. The first one is isometric whilst the second introduces 3D sections, and they blend puzzle, exploration, and action very handily. But the solid gameplay is only the base on which the real thing is built, and that thing is just the beauty of all the locales, the places you visit, the characters, all these sorts of things. When you went somewhere remote, you felt isolated. Somewhere oppressive, you felt oppressed. Somewhere safe, you felt welcomed – if on edge due to the omnipresence of Dr. Funfrock, in the first game, or the Empire in the second.

I’m failing you as your blogger here, because I’m really having trouble pinning down exactly what it is that makes these games work so well. I would have to say it’s the general aesthetic that is built from design, graphics, soundtrack, and the myriad characters you will meet. It is a world that feels genuinely solid and whole (I overuse the term “solid” and for that I apologize), and it is at heart an absolutely joyous adventure that really goes to what adventures should be about, which is exploring worlds that are sometimes surreal, sometimes a little intimidating, and where the love that went into crafting them shines through every pixel.

LBA 1 and 2 are available on GoG.com for a few bucks apiece and I heartily recommend taking a look if you’ve got a free weekend at some point!

The second one also has one of my favorite endgame credit sequences ever, which is a small thing to get excited about but given how readily we skip those, finding one worth watching is rare!

I Love FF2.

Between publishing a book, writing a new book, and working, I’ve been slowly working my way through Final Fantasy II (note that I mean the original FF2, and not what was actually FF4.) Despite going into it a bit apprehensive because people had warned me about it, I’m LOVING it thus far. I’m a good few hours into it and having a blast.

Yeah, it's something like this.

I love the weapon and spell leveling system. I’ve love the keyword system, which seemed gimmicky at first but was quite ahead of its time and still works nicely once you get used to it. I love the plot, which actually reminds me a lot of the aforementioned book I published. Really the only thing I don’t like about it thus far is that the character I have dubbed my mage has basically no mana points and ethers are pricy as heck. Fortunately, she can whack a mean punch with her staff.

All in all I’m having a lot of fun so far. I’ll admit that the first hour or so of the game was a bit of a rough wake-up call if you’re coming into it directly after FF1, but if you can get past that then this game is a real gem. We’ll see if it stays that way!

Happy Halloween from The Android’s Closet!

I played the HECK out of this game, for the record. It was so repetitive and yet so very nerve-wracking toward the end as more and more ghosts piled up and you sat with your trembling finger poised above the keyboard, ready to jam buttons at the split second warning you got before the ghosts all combined into the Marshmallow Man.

I even got to the end a few times, although I don’t think I ever quite beat it. Screw you, Marshmallow Man and your terrible hit detection. Screw you.

Final Fantasy 1: Post Game Thoughts

As I’ve mentioned before, I recently decided to marathon as many Final Fantasy games as I could. FF1 was my kickoff game, and yesterday I defeated Chaos and saved the world.

To say that it was the most fun I’ve had playing a retro game in months would not be accurate– that title goes to Sonic the Hedgehog 2. FF1 was, however, still a good deal of fun. Grindy and occasionally frustrating fun– this is an oldschool JRPG, afterall– but fun, nonetheless.

One of the things that really surprised me about this game was the story. Most people do not think of Final Fantasy I when they think of games with good stories. And obviously, the story is pretty simplistic. But the simplicity is largely what made it solid and endearing. You really do get the sense that you’re helping to save the world here. And you grow somewhat attached to your team– characters who show absolutely no snippets of personality throughout the entire game, allowing you attach whatever personalities you wish to them.

Another thing I liked was the ending, in which the game breaks the fourth wall and points out that, you know, the Warriors of Light weren’t the only ones saving the world. YOU saved the world. Everything the heroes did in game was orchestrated by the player, thus, the player is the true hero. It’s a personal touch that you don’t see in games all that often, and I thought it was neat.

Overall, it’s easy to see how this game spawned a massively successful series of games. It’s a solid piece of video game history well worth playing at least once.

Onward to FF2! I’ve heard that this is a game that will either make or break one’s desire to continue with an FF marathon, so that’ll be interesting, but I’m quite determined.

In which Mr. Adequate’s bitter old man credentials are called into question

Dear readers I have the most dreadful of confessions to make.

I’m playing Baldur’s Gate.

Why is this so horrendous?

Because this is pretty much the first time I’ve played BG. Now don’t get me wrong, I’ve had the games for years. I just… well, I sucked tremendously at them. I was hopelessly bad. Something about them just did not work in my brain and I was lucky to reach Khalid and Jahiera. I think I got to Nashkel once. Worse yet? I played actual tabletop D&D as a kid. I still remember my first adventure. I know all about hit dice and saves vs. breath and THAC0 and AC and all that stuff. But it just… it didn’t translate for me into the vidya, I guess. I am abominably small-time for not sticking with it but, thanks to this rather spiffy LP Vorgen is running over at Something Awful, I’ve finally managed to get myself into the right mindset for it. I’m actually making progress! I’ve got characters who are higher than level 1! I don’t die to individual Gibberlings who happen to stumble across my camp!

It’s pretty amazing, of course; there’s a reason the games are renowned so very thoroughly. I’m still barely anywhere in it and I’m completely engrossed. I just wish I’d managed to get my brain to understand how they were supposed to be played years ago.

Are there classics you should have played that just didn’t work out for you? Did that ever change when you tried them again? Do LPs and such help other people get into certain games like this?

This is how I react every morning when I realize I can play more BGT

Games as a Medium

I’ve been thinking a little bit lately about using a game to, well… do something besides “play the game”. Here, I’ll tell you where I’m coming from. Back when I was little– six or seven years old or so– we had a game called The Railroad Works.

It looked like this.

The game was basically supposed to be a model train simulator, and it was divided into two different “segments”. The first segment involved building your train track and decorating it with various bits of scenery and the like that you were given, and then the second was playing a sort of proto-Railroad-Tycoon-esque game that involved taking goods from train station to train station and juggling schedules and whatnot.

If you think I ever played that second portion of the game, you’d be wrong.

The entire point of the game, to me, was to build the nicest, most picturesque scenic railroad route I could. There was no game strategy involved in where I placed my train stations and depots; there was only aesthetics. The game basically gave you several dozen grids (screens) on an overarching map and you could build in each of these grids and connect them, and so I made biomes and “zones” so to speak– here was the forest, here were the mountains, this was the farmland, this was the city.

Once I had finished constructing my masterpiece, I’d start the actual game proper, watch my train chug around my world for a few minutes, and then, satisfied, I’d quit. I didn’t have to play the actual game. The joy for me was in the creating.

This is similar to how a lot of people today play Minecraft. While Notch is busy trying to introduce things like dungeons and monsters, most people play the game either as a UI for virtual legos or as a pixel art program. You’d think, before you’ve tried it yourself, that this wouldn’t be as enthralling as it is. And then you try it and suddenly you can almost see why someone would spend weeks using Minecraft to recreate scenes from Pokemon.

This took me about an hour and a half yesterday; I can't even begin to comprehend how long that Pokemon animation must have taken.

I think it’s rather neat when people are able to take an open-ended game like that and do whatever they want with it. It usually adds more replay value than millions of optional sidequests/levels do, that’s for sure.

Multiple and/or Ambiguous endings

Please note this post will contain spoilers for Breath of Fire III.

As you may recall, I’ve been playing through Breath of Fire III lately. Well, last night I got to the end of it, and I did something I never have in the other times I played it – I chose the ‘bad’ ending. What you’re intended to do is fight and overthrow the Goddess, who is keeping the world in a static place, in the belief that change can only make things even worse. There are hints of this throughout the latter part of the game, and she admits as much herself – but in my adulthood I’ve found her case rather more seriously presented, and compelling, than I did when I played through when I was much younger.

Now, to be clear, the game suffers from what I would suggest are poor writing decisions. One of the characters is implicated as being very much more important than you presume, but they only actually reveal this when you are talking with the final boss before deciding whether to acquiesce or to fight. Therefore I can as a player understand it all and deduce that this character is probably speaking sensibly – but it should be rather less convincing to my character. Indeed, some of the other reactions to what they learn in the very last room of the game are a bit weak as well, though it’s somewhat more forgivable because the characters really couldn’t have time to develop more complex opinions at that point.

Also because one of the characters is still a freaking onion

It got me thinking about it all though. The ‘bad’ ending isn’t really presented as being all that terrible, as long as you keep in mind what the characters know rather than what you know about tropes. And what the Goddess said about the possibilities of the alternative mean it’s quite believable that they would be happy enough with the outcome. Despite this it feels a bit lacking – it’s clearly the “bad” ending because if nothing else, there’s a good deal less to it than the “good”. A lot of games seem to suffer from this sort of thing; sometimes an alternative ending is acceptably given less time, or is quite clearly the worse option to take, and very often it’s not left up to the player to fully decide whether their course of action was right. Games try to do this sort of thing, and for many “player choice” and the like is very vaunted, but a JRPG nearly 15 years old seems to make a better stab at actual ambiguity and leaving it to the player to decide the worth of what they did than a lot of modern ones with their binary DOUBLE GANDHI/EVIL LINCOLN dichotomy.

These days I would normally load up a save towards the end of a game and see the other ending(s) just for completeness. I’ve decided not to with this playthrough. It feels satisfactory leaving it where it is.