Category Archives: General

General

Quick Review: Shad’O

Tower defense themed around light and dark, memory and forgetting. Somewhat interesting, but not undeserving of its 68/100 metacritic score.

Shad’O makes heavy use of a fog of war mechanic. Most of the map is covered except for a few points of light. Building towers extends the light. At the start of a level, you are given a brief glimpse of the whole map, then you get a red line showing where the enemy will be headed beneath the fog.

Shad’O falls into the unfortunate sort of puzzle game that knows exactly how many resources you have and balanced around it. Except for the special levels that can mix in a bit of randomization, so good luck there. You have X much light coming in, so you will have X light worth of enemies. Some companions (towers) are better for some enemies, but if you build a mix, you are pretty much set.

Except on the levels when that will get you killed. Most games sold as “strategy” would shy away from blatantly screwing over the player, dealing devastating damage if you do not prepare specifically for something you did not know was coming. Shad’O has no such compunctions. The first couple of times a new enemy is introduced, you do get the warning “there is only one way to defeat this enemy.” That stops, and you instead need to recognize that a monster spawn sound was unfamiliar, scroll to the spawn spot, and click on the new enemy type before it hides beneath the shadow; next see if you have time and resources to respond to it or do you need to potentially restart? (You don’t need to kill every enemy of every wave, but do you want to wait until the last wave to find out that you were an enemy or two off because of the new surprise monster? Also, Shad’O does not feel the need to limit itself to one of those per wave.) The level will usually have quite a few of whatever this new thing is, so re-do any plans you might have had to focus on this new type, while still having something in place for every previous enemy type. Shad’O will also toss in unmentioned environmental effects, say disabling half your towers while the new enemy is rolling through. There is a spell to counter that. Didn’t spend the skill point to learn it? Go repeat a previous level on Nightmare difficulty to unlock a skill point. There is no skill point reset. It is not all that difficult, but it seems balanced around the assumption that you will play half the level, find out what this level wants from you, then reset and play the level for real.

The level graphics are rather nice. The cutscene graphics and voice acting are rather poor. You must install Quicktime to play, which is a dealbreaker for some people. The story, as far as I played, is somewhat obvious and telegraphed. The sound effects in the first boss fight confirming that are a rather nice touch. Graphics get in your way in that the game is fond of excessively long animations. For whatever reason, the slow animation of summoning a companion is more annoying than waiting on tower construction in another tower defense game.

Somewhat interesting, but neither highly enjoyable nor recommended. I might go back and finish it just to see if it gets more interesting once you unlock all the towers, presumably in the last third of the game. I’ll update if my assessment changes.

: Zubon

[AoW] My God, it’s full of Quirks…

We haven’t yet talked about Age of Wushu (the US version of “Age of Wulin” which has been available in China for some time now). It has recently launched over here, to very little fanfare, and it’s somewhat of a pity because it’s an interesting one.

After spending a good amount of time with it, I could say Age of Wushu straddles -not comfortably- the line between themed park and sandbox. You fire it up and things seem familiar. Things are where they should be and more or less do what you’d expect them to. The kicker with AoW is that you recognize these things as themed elements but only just enough. Underneath these familiar and clear waters you can definitely see the really sharp coral edges of the sandbox, threatening to scrape you at every turn.

Some more brief thoughts, for good and bad:

Continue reading

Designing the Designer’s Edition

This is a good story at Penny Arcade Report, so I’m just linking you off to it.

“The final box will be 24” × 20” × 5.75” and will weigh 24 pounds. It will have five huge maps and more than 1,000 counters, many of them 3-D constructible Ogres and buildings. It will probably never be equaled in sheer size and awesomeness,” Jackson said.

: Zubon

PK

And now gamer-linguist nerd crossover content that may not be for everyone. You are warned.

A discussion of the word for “nerd” in Chinese included a note about Chinese usage of the term “PK,” which is comparable to English “pwn” or “versus.” (I hope that usage converges, otherwise you need strong context to tell whether the word implies simply opposition or also the result of that opposition.) Excerpt:

5. As so often happens when words cross from one language to another language, it does not mean exactly the same thing in Chinese (“to thoroughly dominate; to beat” [in one-on-one or multiple competition]) that it means in English (“player killer”).

I note that the English usage is also ambiguous. In our MMO context, I am most familiar with “PK” as an abbreviation for any sort of PvP player, but my usage arises from starting MMOs with Asheron’s Call, where characters had a PK flag that indicated whether they were participating in PvP. Victor Mair suggests that Counter-Strike players use “PK” where I would use “TK” (“team killer”) or perhaps “griefer,” someone who intentionally shoots people on his/her own team rather than the enemy. Feel free to contribute from your own idiolect in the comments.

The researchers Victor Mair mentions in his post (Matt Smith and Brendan O’Kane) have graciously forwarded me their notes with permission to use them for posting. They track the term back to MUDs. This is your chance to be on the cutting edge of Chinese gamer linguistics and potentially contribute to research in its advancement. Are you excited? I’m excited.. Continue reading

Almost Getting It

Current internet culture is strongly supportive of sending almost any string of text as long as you place it on an image. The standard Facebook unit seems to be the e-card, which puts your words by a faux-Edwardian image and, BAM, they are now worth sharing and liking. By long-standing internet tradition, the highest form of this art involves images of cats.

See here referenced a project to elevate the dialogue by placing poems on cat pictures, because people seem more likely to read and enjoy words when accompanied by cats. This keen grasp of the medium then immediately fails:

VIII. If you want to share a copy of this image, please ask first.

While a perfectly reasonable approach to intellectual property, you cannot productively harness lolcats to pull your wagon while locking them in crates. At best, you can hope for a happy medium between “too few requests to make it worthwhile” and “too many requests to read and respond.” I have this mental image of Facebook using this model and sending George Takei 250,000 messages a day, “John Smith wants to share your image, do you approve?”

: Zubon

Checklists

The endless, procedurally generated gameplay of A Valley Without Wind can sink into “what’s the point?” If you like Metroidvania a lot more than I do, having an endless stream with minor variations might be bliss, the way I could happily play Settlers of Catan every day. For me, it is one among many and not the best.

I started by jumping right in and exploring. Continue reading

Differing Visions

This New Yorker article is a pleasant contrast between SimCity and Dwarf Fortress, using a classic version of SimCity rather than the recent debacle. (Fun note: “SimCity debacle” gets 36,000 hits on Google and 126,000 if you remove the quotes.) Representative quote about Dwarf Fortress:

(For a while, the melting point for the fat layer of the dwarves’ skin was set too low, resulting in instant death for any creature that got damp and then entered a warm room—baroque and violent bugs like this are very much in the spirit of the game).

I was once interested in trying Dwarf Fortress but the learning curve was more than I was willing to invest to overcome.

: Zubon

Meaningless Progression

But isn’t it always? More specifically, from yesterday’s comments:

But what if your progress was in accomplishing something in the world, discovering story, or exploration? Essentially, if you left a legacy behind, an impact on the world that everyone could see, then it wouldn’t matter so much if you died.
Machination

That is how A Valley Without Wind works. The character dies, but the town is still bigger, the lieutenants are still defeated, etc. (Also, RL functions somewhat similarly.)

But A Valley Without Wind is also a procedurally generated endless Metroidvania. Once you save one continent, there is a next one. And a next one. And it is not as though the NPCs are fully conscious beings, so the only person there to care is you as you run on the treadmill.

But isn’t it always?

: Zubon

Meaningless Permadeath

A Valley Without Wind has permadeath. A character dies once and s/he is gone. And then you get a new character with all the same inventory, upgrades, etc. So…

: Zubon

I’m told that there was some progress lost in the launch version of the game. Now you just respawn as a new character and head back to the mission.