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Played Recently: Ghost Master

Reaching back a few years, this game combines a bit of puzzle and strategy with a bit of wanton mayhem. Decent, better in the early parts, but not recommended given the better games you could spend your time on. For a flash version without the puzzler parts, you could try .

You are haunting the house. You get a variety of settings with some movie allusions, including Ghostbusters, Evil Dead, and the Blair Witch Project. You empty a sorority house and uncover murder victims. Some of these are straightforward hauntings: scare some people, built up so that you can use bigger scares, and empty the buildings. Some toss in wrinkles like wards or exorcists. The puzzle parts come from the less straightforward levels and from unlocking new ghosts. In some levels, you lose for scaring people away before they do certain things, and you may not need/want to scare anyone away. In all levels, there are a few captive ghosts you can rescue by solving their personal puzzles.

Those puzzles are usually solid. They will have multiple solutions, so there are several ghost powers that will work for each situation. For example, if you need to light a campfire to unlock a fire spirit, you could cause a cold front in the area so that humans will light it, or you could lure a human over and use another spirit to cause the entire area to burst into flames. Some of them are less flexible, and some suffer from the usual computer game puzzle question of “what was this developer thinking?” Other times, you might be doing the right thing but not enough of it, or you might be doing everything right but the NPCs are being randomly uncooperative. If you have played Majesty, you know this last factor: “no, walk over THERE!” As with many puzzle games, what you want is not so much a hint or a guide but rather someone who has already done it who can say if you are on the right track. But there might be multiple tracks, so all they can say is how they did it. This aspect varies between trivial and ridiculous, with a limited number of satisfying puzzles in between. Few of the puzzles are absolute roadblocks; you can skip unlocking ghosts, and you will get the tools you need from free ones.

The haunting is briefly amusing. Scaring people and having neat tricks is fun. Some of the scares double as puzzle solutions, while some puzzle tools have no scare value. Hounding one particular person through a building, or just cutting loose with everything, can be entertaining. It palls fairly quickly, however, because you are just stocking the building with scares and waiting for people to leave.

A mix of interesting and annoying, the game includes problem-solving challenges, random guessing, and free-form mayhem. The first is good, the second is a little too common, the third is less visceral and satisfying than I had hoped.

: Zubon

Can I Play GW2?

I love the internet. You know, in that God’s Debris transhumanistic sort of way. It can be used for righteous fury, like destroying a magazine filled with hubris, or it can be used to share talent and fun, like Actionjack at Guild Wars 2 Guru has with a comic series. Actionjack is working on a set of comics called “Can I Play GW2?” They are really funny, and the humor style reminds me of Warbot in Accounting. Check out Actionjack’s thread for many more comics.

–Ravious

Played Recently: Bloody Good Time

This First Person Something was released just before Halloween, and I picked it up on the Steam sale. I have played very little, stymied by the question of whether and how you can enjoy it.

A first glance suggested it as a cousin to TF2: cartoony graphics, first person play, over the top violence, kill your friends and laugh. It is cartoony, with a variety of B movie victims and villains. It is not a FPS because it is not really a shooter; there are guns, but you might instead kill people with knives or exploding sheep. It does not appear to be fast-paced action, with people bouncing around and shooting rockets. You move quietly and ambush people, but it is not quite stealth-based. It felt plodding.

It strikes me as unnecessarily complicated. I assume it becomes more intuitive over time. You have a health bar, but most things seem to one- or two-shot you. You also have bars for needing food, sleep, or a toilet, and although refilling one of those bars makes you vulnerable to being one-shot by anything. You start empty-handed and can equip weapons and murder aids, and you have separate buttons for switching items, equipping them, and using them. You may not always want them equipped, you see, because security guards will tase you if they see you armed. And you may want to change weapons frequently because there are periodic announcements about how the value of each weapon has changed.

There are several game modes, and maybe some are better than others. I presume the handling makes more sense with experience, and familiarity with the maps always helps. I have yet to see anyone else playing or talking about the game, and I doubt it will be all that exciting to go about stabbing computer-controlled beach bums and killer clowns. On the plus side, it has a manual.

: Zubon

The $10 Level

In this November rain, at least some news is ripping through the MMO ‘sphere’s apathy. Mythic has decided on giving players the option to buy levels. At $10 a pop, all characters on an account get a War Tract, which when used will advance the character one full level. Players can only use this once per account. Players that really like Warhammer Online will likely then pay only a couple bucks per character’s level. Players with only one or two played characters will be paying $5 or $10 per character level, which is a tad steep. However, characters created in the future will also get the War Tract in the mail. They bring about a few other cash shop items too, which Arkenor breaks down.

Ardwulf thinks that if anybody really cared about Warhammer Online, this would be a scandal. It is a small one on Warhammer Online forums, where cries of MMO death are slightly amplified because of this. But, I think Spinks has the right of it. The “suck” was already there with the end-grind hell levels. Having the option to pay past this suck, while not the best option, is far better than if hell levels were designed so subscribers would want to fork more money in to get back to the fun.

Continue reading The $10 Level

Stop Agreeing With Me

The setting is usually a multi-player game with no subscription costs. Someone will log on and start chatting. Their immediate topic is how awful the game is and/or how it has gone downhill; games with built-in team-based voice chat are popular for this filibuster.

“You’re right. The game is awful. You should quit.” I just keep repeating it. Yes, since they put in that new item, awful, you should quit. Oh, and that cash shop, I know, awful, you should quit. That too, yes, awful, you should quit. I don’t think it works, but I have had someone switch teams on my TF2 server in less than 10 repetitions.

: Zubon

I rarely do that in games with paid subscriptions, since I do not want to deny the developers income if I think the game is worth paying for myself.

Old

In TF2, I have developed the practice of muting anyone whose voice has not changed if he complains about anything twice. There are good reasons to mute older demographics, but I have met too many whining 12-year-old boys to want to give the next kid much benefit of the doubt.

One of these recently reminded me of someone from my Asheron’s Call monarchy who was a bit of an annoying kid. He was earnest, enthusiastic about leveling, eager for attention, and very much attached to me after I went out of my way to help him one evening. Nothing wrong with him, I just did not have the energy to care for a puppy. I met another puppy in LotRO, and fending off the attentions of extroverted adolescents is much more important when they have access to built-in voice chat.

I say this not because I am shaking my cane at the kids on my lawn. I say this because I just realized that the “annoying kid” has probably graduated from college by now. He might have a kid or two of his own. The current batch of adolescents had not yet started school when I met him. I am old old old.

: Zubon

Brilliant Cash Shop Scheme

The one social networking game still clinging to my Facebook account is Restaurant City. EA bought Playfish, so I do not exactly promote the game, but I am still sufficiently amused to visit a few times a day to keep my imaginary staff running. Playfish has recently made some simple adjustments that I expect to produce increases in their cash shop revenue.

Another of their games, Pet Society, has long had mystery boxes (and eggs, etc.). They are bought with in-game currency, although they have added some cash-only boxes. Mystery boxes have random items from an appropriately themed pool, although the initial boxes were just “pay for something random!” These must have been sufficiently popular (slot machines tend to be) because they added cash shop mystery boxes to their other games. That is step zero the revenue enhancement.

Continue reading Brilliant Cash Shop Scheme

Conflicting Goals

The Team Fortress 2 Halloween event (not quite over) is a new map, Mann Manor. There are three capture points, with healing candy sprinkled about. It is a lovely piece of work with great backgrounds and details. But the new gameplay, items, and achievements are probably what you care about.

The Horseless Headless Horsemann will occasionally spawn on the capture point. He one-shots anything he can reach, and one person is “it” (melee an enemy to tag off). Kill him for an achievement and a hat, melee him for another achievement and a crafting item. Gifts will occasionally spawn randomly around the map. The first person to touch it gets an achievement and a hat. There are nine hats, a paper bag mask for each class. Get the full set and craft them together for an achievement and a hat; this is the only holiday hat you can wear after the holiday. Last year’s achievements and items are also around, and there are a few cash shop items.

Continue reading Conflicting Goals

Uncaring Cruelty

While I am on this kick of complaining about randomness, it is rather frustrating to be in situations where the computer can just decide that you lose. If you are playing Elements or Magic, it can give you no mana sources or only mana sources; you cannot really play, just sit there and watch perverse randomization happen. If you are in a dungeon instance with variation in the number or placement of enemies, you cannot do anything when two elite trolls spawn on either side of your healer and both crit him/her, queuing up the wipe before their spawning animations have stopped. You have all had things spawn literally on top of you the instant you hit the “make me vulnerable so that I can recover quickly” button.

And, given enough trials, you will see that happen several times a night. The degree of frustration is largely a factor of how big the stakes are when the computer sends you to jail without passing Go or collecting $200.

What is really chafing lately is that the anthropomorphizing isn’t true. The computer does not want to win. It does not care if you lose. That is a category error; a computer is not the kind of thing that wants or cares. It is still metaphorical speaking to say “the computer can just decide that you lose.” The computer can be programmed to perform certain behaviors or maximize certain outcomes, but unless the AI revolution happened while I was on break, it is physically incapable of giving a fig what the outcome is. You are not being randomly and perversely struck down for any purpose, or so that anyone else can win. It just happens.

Kind of like in meatspace. And, given enough trials, you will see it happen to every living being.

: Zubon