Showing posts with label Gamersgate. Show all posts
Showing posts with label Gamersgate. Show all posts

Wednesday, May 13, 2015

One massive roguelike - Tales of Maj'Eyal

NOTICE: The version of the game reviewed is the paid version, including the Ashes of Urh'Rok DLC, your experience with the base game may vary.

Tales of Maj'Eyal, Which I'll be calling TOME from now on, is interesting in that it's both a very young game, and a very old one. It started life in the 90s as a variant of the game Angband called  Pernband, based of the Pern series of books. Now, the Pern series is know for having a somewhat strained relation with it's fans at times, so it's no surprise that Pernband got slapped with a cease and desist letter. In the face of this, the game was reborn as Tales of Middle Earth, throwing out Pern and replacing it with things form Tolkien's writings, and was developed as this for years.

This actually continued up until 2010, when the game was recreated again, this time as Tales of Maj'Eyal, which is what I'm reviewing here. The developer did this for two reasons: First, it removed any possibility of the game getting a second cease and desist letter thrown at it and second, it allowed for parts of the game that didn't quite mesh with the Middle Earth setting, such as time magic and Psionic powers to make a lot more sense.

TOME is a roguelike that takes place on the continent of Maj’Eyal, currently in a time of relative peace after hundreds of years of war. Surprisingly, for a genre that's usually pretty light on story, there's actually a lot of it here, mostly told in letters and scrolls you find on your travels. There's actually a lot if information with each area of the game having it's own lore snippets to find and Despite spending several hours with this game, I've barely seen what it has to offer story-wise, there's that much info to take in.
Each dungeon in the game has several lore snippets, like this one here.
At it's core, TOME is roguelike dungeon crawler, complete with permadeath, interesting, the game has a few departures from typical roguelikes. The first is that the game has no consumables, there's no potions or scrolls. Instead you have infusions which you an equip and use. They work a lot like potions in other roguelikes, doing things like restoring hit points or decreasing damage for several turns, except instead of being used up, they go on cooldown for several turns after use. It's actually a pretty nifty system, as you never have to worry being cheated on potions, but you can't just spam your infusions when in trouble. In fact, to further discourage that, using an infusion grants a temporary debuff that increases the cooldown of other infusions.

On top of that, there's also the dungeons, instead of a single dungeon to get to the bottom of, TOME has several dungeons, with an overworld to connect them all. The dungeons are quite varied, from woods to a giant labyrinth. Some even have unusual gimmicks, like an underwater dungeon where you have to watch your air levels, or a den of sandworms where you need to rely on the worms that live there to dig new paths for you and if you're not quick enough, they'll collapse behind you.
Dungeons are varied not only in appearance, but enemies and floor layout/
The game also has a lot of race and class options. Not only are there typical classes like berserk or rogues, but there's also a lot of unique ones. One of the classes I tried was called the cursed, a fighter who's surrounded by a cloud of gloom, powered by raw hate, that debuffs enemies who get too close to you. There's also alchemists, who have a golem to help protect them and can make powerful explosives out of gems found in dungeons.

While you start with a few options available, You also have to unlock races and classes by doing various things, which range from the simple, such as killing 1,000 humanoids across all of your games, to the very difficult, One race in the Ashes of Urh'Rok DLC requires killing three very tough optional bosses in the same game.

The game also comes with several difficulty settings, the most unique of which is the permadeath setting. Alongside traditional permadeath and an exploration mode that gives you unlimited lives, There's also an adventure mode. Adventure mode is a sort of compromise between exploration and roguelike modes, you are given extra lives as you level up, but once you run out, the next death is permanent so there's a lot of options available to either turn the difficulty down for newcomers, or crank it up if your looking for an extra challenge.
TOME has a lot of character options to chose form. Also shown: proper dwarven naming.
The games graphics are pretty good. The game is tile based and the tiles are nice and detailed, with plenty of tile sets for the game's varied areas, there's even some nice splash images for loading screens and the occasional background image. There is however a small problem in that nothing is animated, all the tiles are static. Though the game does make up for this with spell and ability effects, providing some nice particle effects to give some extra oomph to your spells and abilities.

The game also has a good soundtrack, leaning towards an epic orchestral score. Each area has it's own theme, and while I encountered some minor issues with songs not quite looping properly - there was a small pause when the track restarts - Everything fits the game and is nice to listen to. The sound design is also decent, with some areas having some atmospheric sounds and a decent number of effects for various spells and abilities, though in my experience the game focuses more on visual than audio cues, which is fine as this is a turn based game, so you have all the time you need to take note of things.

The overworld connects the various dungeons together.
The game is pretty solid and I didn't encounter any real bugs. The only major flaw I can think of is that the game is massive, and that's great that there's so much content but it's also perhaps a bit too big for it's own good. While the dungeons I entered were fairly short, usually only about three floors each, there's a lot of them and unless you're playing with exploration mode on, you have some form of permadeath to deal with. I know roguelikes are supposed to be difficult and that's fine, but trying to beat a game this big on one life, or even several in adventure mode, feels like it might be a bit too tall an order. For those used to games like Dungeons of Dredmor or Sword of the Stars: The Pit? You've got a long, hard trek ahead of you and it'll take a good bit of effort to start seeing mid and late game areas.

Also, I should take a moment to talk about payment, since the game's payment system is a little odd. The base game is actually free and open source, you can however, donate to the game to help development and keep the servers running. Paying also gets you some minor perks such as access to the exploration mode mentioned above, and the stone Warden class. Finally, you can buy DLC such as the Ashes of Urh'Rok DLC. You can find more information on this on the game's donate page here. Note that buying the game off Steam or GoG gives the same benefits as donating, as well as giving you access to the game through those platforms.

Overall this is a very big, complex roguelike that's a definite must play for fans of the genre. There is a lot of content here, so much that I actually feel a bit under prepared for reviewing it. Though I could likely spend a hundred hours on this and still feel the same way. Not only that, but the game is still in active development, so there's new content being released and/or old content being updated all the time. This is a game you could readily spend hundreds if not thousands of hours on. Lifetimes could be lost to this thing and with the base game being free, there's little excuse not to try it at least once.

Tales of Maj'Eyal developed and published by DarkGod. It is available on Steam, GoG, Desura and Gamersgate. It's homepage, which includes a direct purchasing option is available here.

Wednesday, May 6, 2015

A spanner in the works - Drox Operative

NOTICE: This review used a copy of the game that includes the Invasion of the Ancients expansion, your experience with the base game many vary.

Soldak Entertainment, who's previous games I've covered here and here has made something of a name for themselves over the years, by taking action RPGs along the lines of Diablo or Torchlight, and turning them on their head, Depths of Peril had you managing a covenant of barbarians to take control of a town through war and diplomacy against other covenants. Din's Curse pitted you against a living dungeon full of dangers that grew worse if left unchecked. Now, we have Drox Operative. Bringing it's own twist to the formula, starting with the fact that you're in space.

Drox Operative sees you as the captain of a starship flying under the banner of a Drox Operative Guild. Your job is to cruise a galaxy full of warring alien races as a sort of mercenary-for-hire, handling their problems and fighting their battles for a fee. Your ultimate goals are to make as much money as possible, expand the power of the Drox guild and perhaps most importantly, make sure that whatever happens between these warring empires, you're on the winning side.
In space, no one can hear you loot.
One of the first differences in Drox operative is when making a character. You're given a decently sized list of races to pick from. as well as a handful of options for extra challenges like hardcore mode. Unfortunately The only difference between races is some stat bonuses, as well as extra equipment slots for things like shields or missiles. Picking your race, while still important isn't as big a choice as picking a class in similar games.

Interestingly, Drox Operative does not have skill trees. Instead abilities are decided by your current equipment. This allows for a lot of flexibility since you can use whatever you like, assuming you can purchase it from a vendor or find it off a random enemy. There's a decent number of options to play with, including missiles, lasers and mine droppers. You can even install multiples of the same thing and their stats will add up. Want a lot of shields? Just install extra shield components. The only other restrictions you have are your power load, which you can get things like power plants to improve, and your component slots, which are divided into slight, medium and heavy components, and you can unlock more of these by raising your command stat.

Speaking of, while the game has no skills it does still have stats that you can increase on level up. since this isn't a typical RPG, the usual strength and dexterity has been replaced with more fitting things like helm and computers. Each one gives a bonus to something like attack damage or defense, but are mainly used for equipment requirements, such as higher tactical allowing for better weapons. Interestingly,  the way equipment and stat requirements work means that rather than focusing on one or two stats like in most RPGs, here you'll want to spread your points out somewhat to make sure none of your equipment lags too far behind everything else.

Equipment gives your ship a lot of flexibility. Want to use a certain ability? Just equip something that grants it.
Once you've picked a race you'll be put into the middle of a randomly generated sector of space, and this is where the game get's unusual. The basic idea behind this game is that each sector is home to several different alien races. These races will be researching technology, colonizing plants, and fighting amongst each other. You're job in all of this can best be summed up as "spanner in the works", the aliens in each sector will offer you quests that can range from fighting off neutral space monsters or delivering supplies, to helping attack other races. you can even engage in diplomacy with these races to give them things like technologies and information on planets you've found. Your can even spread rumors or propaganda to mess with the races relations between each other. While you don't have much of a personal stake in what's going on, you've got a lot of options on how to influence things.

This leads up to Your goal in the game which is kind of complicated. you basically have three options: Ally yourself with one or more races and help them take over the sector, raise a certain amount of money for the Drox guild, mostly gained by completing quests, or raise your fear rating enough to please the Drox, mostly through fighting. There's actually a good bit of strategy to the game as working towards those win conditions means having to consider who you work for and what information you trade off.
The diplomacy screen from Depths of Peril makes it's return.
The game also has lose conditions, it mostly boils down to not being allies with the winning side when a sector is taken over, or somehow managing to make everyone hate you. The most interesting though is economic loss, which will cost you a sector if you loose the guild too much money. Most of that money is lost by getting killed (Clones are expensive!) so there's a larger incentive than normal to avoid dying. Fortunately, if you do achieve(?) a losing condition, you are given a grace period of about 10 minuets to fix things. So if a race took over the sector when you were just one or two reputation points away from becoming allies with them, you've still got a chance to fix that and make it a win.

While the game uses a similar engine to Soldak's previous works. The graphics actually look a bit better this time. ships recognizably look like ships, planets like planets, and the background includes plenty of distant galaxies and nebulae  to keep things interesting. It's still not a visually impressive game, but but it's a step forward at least.

The game's music is also decent, it's energetic and helps to set the tone of fighting out in space, and helps keep the game from getting too quiet. It's also seems a little larger than in previous Soldak games, with each race having their own music theme. Sound meanwhile is pretty effective, everything sounds like you'd expect, with plenty of explosions and buzzing sounds for lasers, along with a simple engine sound for ships in flight. One major improvement over previous games is some new warning sounds to let you know when you've lost shields or are running low on health, add in the usual sounds for notices and successful or failed quests. Overall, the game does a good job of getting your attention and making sure you don't miss anything important.
Races like the hive here, populate each sector of space.
Oveall, this is a big, complex game, and to be honest that's a bit of a problem. There's a lot of information to track to the point of being a bit too much in places. the win and lose conditions I detailed above are complex enough that there's separate win and lose condition screens you can check to see how your doing. Your ship actually has three health bars: Shield, armor and hull. and they don't all use the same healing items. On top of that you have an energy bar, and even the most basic of attacks uses up some energy, add in a harsh galaxy where too many deaths will trigger an economic loss and you've got a game that can be somewhat hard to get into.

However, if you can come to grips with how the game works and get past those rough early stages, you've got what's easily Soldak's best game as of this writing. A highly replayable action RPG, set in a living, changing galaxy that's radically different from anything else on the market. Worth a look if you already played and liked Depths of Peril or Din's Curse. Though if you're new to Soldak's games I might suggest starting with one of those first, as they're a bit easier to get into while still showing off some unique ideas.

Drox Operative was developed and published by Soldak Entertainment. It is available on Steam, GoG, Desura and Gamersgate. It's homepage, which includes a demo and direct purchase option is available here.

Wednesday, April 29, 2015

Saving the world, one shard at a time - Heroes of a Broken Land

Here's a game that kind of slid under the radar. An RPG made almost entirely by one person, Andrew Ellem. Heroes of a Broken land wasn't crowdfunded or heavily hyped prior to release. It just showed up on Gamersgate as an early access title one day and was a game in one of their Indiefort bundles. It went on to be fully released, and eventual showed up on Steam after several months of being stuck in Steam's Greenlight system. It's actually kind of surprising how humble this game's origins are, as I'd expect a large RPG made by a single person to have more of a history to it.

Heroes of a Broken Land starts with a simple premise: you are one of a council of mages that used to rule the world, using the worlds crystal heart to bring in an age of peace and prosperity. Unfortunately while the council were good leaders, they weren't perfect. They're personal flaws corrupted the heart, causing the world to explode, reducing it to a series of floating shards. As the only surviving wizard on said council, your job is to restore the world one shard at a time, using the people living on each shard to raise an army of heroes to help you. It's a simple set up that works an an excuse for the game play.
The game starts with a long intro cutscene.
At it's core, Heroes of a broken Land is a RPG with some strategy elements. you start by picking your wizard, who gives a small bonus, such as extra attack strength or MP to all of your heroes, as well as making your first 4 heroes, rolling their stats and picking from one of 4 starting classes. From there, the game starts on the overworld, along with your starting town. You actually have to develop towns in this game, choosing structures to build like weapons and armor shops, stables which let your heroes travel further on the overworld, or an adventurers guild which sells basic skills. Each town however, only has room for so many buildings, and you'll need to convince others to join you to get more space to build. These towns also act as your center of operations, attracting heroes you can hire, allowing you to form parties to explore the world, and storing heroes you're not currently using. They also need to be defended, as monsters roam the overworld, and they will eventually attack your town if you don't send out a party of heroes to deal with them.

The overworld is also full of dungeons, which is where most of the action takes place. Dungeons take place in a first person perspective and actually work a lot like in many old DOS RPGs, with grid based movement and a fixed, forward perspective. The dungeons, like the overword are randomly generated, with the type of dungeon having some effect on it's layout. For example Labyrinths consist entirely of twisting passageways with no rooms, while towers are several stories tall, with each floor somewhat smaller than your typical dungeon. Some dungeons can even require two more more parties to complete, with each party having it's own section to explore, including switches to open the way in another parties section.

Enemies aren't randomly uncounted, but can be seen roaming the dungeon. You get a bonus in combat if you can flank or get behind them, though given the layout of most dungeons, it's unlikely you'll be able do this if a group isn't already facing away from you. Combat in the game is turn based and fairly straightforward, with each character able to chose wither to attack, use an ability or use an item. Interesting however, is that targeting in the game is automatic. you don't get to pick who each character attacks. Instead characters attack according ot what side their on, left attacks left, right attacks right and the the front row has to be defeated before you can strike at the back. Some abilities can mess with this, targeting the entire group or a random enemy. It has an interesting effect on party formation, as you'll want to make sure you haven't put all of your heavy hitters on one side. Interestingly, the AI seems to follow roughly the same rules, Though they can target any row they like.
Combat is turn based with enemy targeting handled for you.
One of the things the game does really well is making for interesting choices, with a lot of stuff bing randomly generated and by extension out of your control, you have to learn to work with what your given. Heroes not only have random stats, but random abilities as well such as being smart or clumsy or even Fae blooded, how good or bad this is depends on the hero's class. Wimpy isn't too big a deal on a spell caster, but the attack penalty is a problem for fighters. What kind of heroes you get also depend on what towns you have, if you want a lizard for example, you'll either need a lizard town, or hope you come across one in a random event.

There's also special structures that can appear on the overworld these structures can teach heroes new abilities for a price, including ones they can't access normally. In the game I played I had a colosseum near my main town, allowing me to spend gold to increase my heroes HP and defense I also had schools of fire and earth nearby, allowing me to promote mages into sorcorers, as well as teaching anyone I want fire or earth spells, This allowed me to not only teach my mages spells they might have missed in favor of picking different spells, but if I had the gold I could teach them spells before they'd normally learn them. Finally, you can eventually have up to six parties of six heroes each to manage, and you'll have to consider which parties should be exploring and which should tackle what dungeon or group of monsters.

Finally, the game comes with a good number of options, not only can you pick the size of the game world, from a tiny world you can complete in a few hours to massive worlds that would take weeks to handle, but there's separate difficulty sliders for various parts of the game, from how much gold you can find, to how many monsters wander the overworld at any given time, giving you a lot of flexibility in setting up the kind of challenge you'd like to face. Though for those who'd rather not tweak things that much, there's still several preset difficulty levels.
when not managing towns or exploring dungeons, you'll spend time exploring the overworld.
Graphically, the game is a weird mixed bag, The towns and intro are actually quite nice looking. Character portraits and enemy spites are also decent, looking a lot like something out of the old DOS RPGs that influenced this game, then even extends to the overword with all it's little icons an pixelated terrain, though sadly there's not a lot of variety here as the overworld only has a few different terrains to use, and there's only one icon for wandering monsters that I've seen. dungeons however, are a bit of a let down, They're in 3d, but made of flat shapes with low-res textures slapped over them, it gets the job done, but it's not all that great looking.

Sound and music is also a mixed bag. What sound the game has gets the job done, but there's only a handful of sounds, mostly used in combat. The game tends to be very quiet when your not fighting, save for the music. The music meanwhile is actually really good, consisting entirely of piano pieces which are honestly nice to listen too. The only problem is that while the soundtrack is good, there's only about three songs and this is a game that you could readily be playing for hours. You'll be hearing the same music a lot while playing the game, and this lack of variety means you may find yourself quickly growing bored of it.
Each town only has so many slots to place buildings in, choose wisely.
The game also suffers form a few flaws, it's nothing game breaking, but I encountered some mild problems with dialogue boxes and the game's UI can have some trouble displaying equipment with long names. One of the big problems though, is the game isn't the best and presenting information. It's mostly small stuff, for example I don't know exactly how much HP or MP the various healing and mana potions recover, at least not without using them first, and you can't check with a skill does unless you're currently able to use it or selecting it on the level up screen, though skill books at least give you a quick description of what they do. It's annoying, but you can at least learn these things as you keep playing.

A bigger problem would be managing your heroes. You can have up to 6 parties of 6 heroes, That's 36 heroes to outfit. While the game cuts you some slack in this manner; inventory is shared across all heroes and you don't need them to be at a town to buy potions and equipment. There's no easy way to see what equipment is best for who or a breakdown of everyone's status or who you've been teaching what skills. If you want to change everyone's equipment or check skills and status, you'll need to check it group by group and hero by hero, which can get tedious once you start growing past your second party. To the game's credit, there's at least a town screen so you an see how many slots a town has, how much gold their pulling in and what buildings they have.

To be fair though, this is a massive game made almost entirely by one person. The only help he had was a world and character artist and a monster designer, listed on the game's credits page. it's honestly impressive a game this big was made by that small a team, and without any sort of kickstarter or crowd funding I'm aware of. So while those problems exist and are annoying, it's kind of understandable. That said the game has seen some extra development post-launch, with new content added and some bugs fixed, so if we're lucky one day they'll have a chance to fix this stuff. As it currently stands? This is an RPG with oldschool influences that makes great uses of procedural content. If you like the idea of exploring a random world, saving towns and fighting monsters while managing an army of heroes, this is definitely a game worth checking out.

Heroes of a Broken Land developed and published by Winged Pixel Inc. It is available on Steam, Desura and Gamersgate. It's homepage, which includes a demo is available here.

Wednesday, April 15, 2015

Man Vs. Dungeon - Din's Curse

NOTICE: This review used a copy of the game that includes the Demon War expansion, your experience with the base game many vary.

So, awhile back I reviewed Depth of Peril (you can read that here) A... well I went on about this a bit in the Depths of Peril review but, Diablo Clone. That had a few rough edges but brought in some interesting ideas, namely managing a covenant, diplomacy and competition with other covenants, and a living world that doesn't simply wait for you to act. Well, as it turns out the developer wasn't quite done with some of these ideas yet, and decided to make a new game based in the same world.

Din's Curse follows a simple set up. In it you are dead and while they don't go into details your character was to put it mildly, something of a massive jerk. Seeing this Din, champion of the gods has cursed you with a second life. Doomed to wander the world forever, your job now is to redeem yourself by traveling the world, saving desperate towns from monsters and the forces of evil. It's an interesting enough setup, though nothing really comes of it as your placement in Din's Post-Mortem Community Service Program is mostly just an excuse to make with the killing and looting.
Saving the world is nice. But a legendary longbow is better.

At it's core, gameplay in Din's Curse is a straight forward hack and slash affair: pick a class, buy supplies form town then go into the dungeon and start killing stuff for loot and XP. If you've bene playing games like Diablo and Titan Quest it's nothing you haven't seen before, though Much like with Depths of Peril, the game does throw a few twists into the formula. one of the first and most obvious being classes.

In Din's Curse, you have several classes to pick from, mostly fairly standard. You have your big tough, warrior, your spell casting wizard, even a sneaky, trap laying thief. Each class has three skill tries and like in Depths of Peril, the trees are somewhat flexible, having no prerequisite for skills outside of stronger skills costing more skill points to unlock and level up. you even get 3 skill points per level, and even skill that would be considered 'late game' don't have a massive initial cost. So unlocking a later skill only means saving up for a few levels, or spending some money to untrain a few points.

You also get some special challenges to pick from; like only being able to equip gear of a certain quality or better, having no minimap, finding fewer magic items... There's even  one that kills you if you fail to save a town, which makes things interesting if you combine it with hardcore mode: Death is permanent, and failing to save the town means death.
Skills in this game have no sill or level prerequisites to use, giving you some flexibility in building your character.
Outside of normal classes however, Din's curse gives you the option to make a hybrid classes.A hybrid class allows you to pick only two skill trees instead of the normal three a regular class gets. However, those two skill trees can be from any class in the game. For example, you could take the mage's ice magic tree and mix it with the Warrior's Weaponmaster tree. This would give you a character who can pin an enemy down with freezing and slowing spells so he can better beat them up with a sword or axe. There's plenty of combinations to choose from, and if you're feeling like a challenge, you can even pick two trees from the same class. Which I know is possible because I tested it, and not because I had a moment of stupid and somehow managed to pick two trees from the same class without realizing it. Really. I mean that.

Diplomacy unfortunately is gone from the game, instead the dynamic world has been reworked and expanded upon. In Depths of Peril, the living world was interesting, but outside of a few really nasty events didn't have much consequence. If a monster killed a vender, it'd be replaced eventually, a thief stealing goods was annoying but he'd go away eventually if nobody killed him first. In Din's Curse, this dynamic world is now very much set against you. almost every event that happens is meant to make things worse for you and since losing too many people in town can cost you the game, there's more urgency than ever to try and keep things under control before the town is overrun with bad news. This game is very much you Verses the world, and the dynamic aspects of it are much more noticeable thanks to this.
Hybrid classes give you a lot of options to choose from, here's me picking two trees from the same class.

One thing that did carry over from Depths of Peril was the graphics. The game appears to be using the same engine and a lot of models and textures seem to have been ported over from the first game, though things might have been touched up slightly. The game also mostly takes place under ground in dungeons, with no outdoor exploration, and the game seems to handle the underground better. The dungeons are somewhat more interesting than the outdoors of the previous game, though as this game came out in 2010, things are still looking a bit dated.

Music and sound is about the same as the last game as well. The soundtrack is slightly better this time around, it's a bit louder, a bit more noticeable and does a good job fo getting you ready to go dungeon diving, though it's still mostly background filler. It keeps things from being too quiet, but it's nothing that's interesting or stands out enough to have you seeing out the soundtrack. Sound is also much the same as last time: doing a great job of grabbing your attention when something important happens, and monsters make noise to let you know they're there, Everything does what it needs to. But nothing that really stands out on its own.
The game uses a lot of the same graphics as Depths of Peril.
Finally, there something that's not quite a flaw, but more of a warning. The game's pacing can be a bit too frantic at the start. In fact this is not an easy game when things are played normally and being a new character doesn't help. Fortunately you an adjust how fast the game's quests and other dynamic events progress, and I'd highly recommend slowing everything down for your first few towns until you have a few levels under your belt and some idea of how things work. You'll take a small XP penalty for it, but early on being able to actually complete quests and save towns will make up for those losses.

In the end, What I said about Depths of Peril still applies here. If you don't like games like Diablo or Torchlight, this likely won't change your mind. But it's worth if you like those games and want to see somthing different, granted, the lack of diplomacy and a covenant to manage makes it a little less unique than Depths of peril was. but the new focus on you fighting against the world makes the game's dynamic world far more noticeable, and hybrid classes give you a lot of options to play with.

Din's Curse was developed and published by Soldak Entertainment. It is available on Steam, GoG, Desura and Gamersgate. It's homepage, which includes a demo and direct purchase option is available here.

Wednesday, March 18, 2015

Barbarian Diplomacy - Depths of Peril

Diablo clone. I think it says a lot about a genre of games when it's still being defined as a clone of some other game. Diablo 2 came out in 2000 and even now, 15 years later as of this writing. I still hear games similar to it referred to as Diablo clones. In a world where we have First Person Shooters instead of Doom clones and Multiplayer Online Battle Arenas instead of DOTA clones, Diablo clones don't seem to have quite made a name for themselves yet. I've heard things like Hack and slash, Action RPG and even Loot-Driven RPG thrown around, but I've never seen any one term readily stick and it always comes back to "It's a Diablo clone".

With that in mind, Depths of Peril is... well I'll be tagging it as Action and RPG for this blog but yeah, it's a Diablo clone. Namely, it's a Diablo Clone that sees you as the leader of a covenant, fighting against other covenant's for control of the town of Jorvik. You do this by completing quests to help the town, gaining influence and strengthening your covenant, so you can take down the other covenants, either by making alliances with diplomacy, or as is more appropriate for a town full of barbarians, by gathering your men, storming their home base and beating the crap out of everyone inside it.
Welcome to Jorvik, I hope you brought your axe.
In Depths of peril, you have 4 classes: Warrior, Mage, Rouge, and Priest. They all work how you'd expect; The warrior hits things and can take a beating, the priest can buff and heal, etc. The classes are fairly standard, though there is an interesting twist in how the skill trees are handled. None of the skills require other skills as a prerequisites or even have any hard level requirements to unlock. Instead, skills further down the tree require more skill points to level up, you can even untrain skills individually, though it costs in game money to do this. Many skills don't even have a very high initial cost, meaning you can get what would be late game skills in other games fairly quickly if you can save up for them or have the money to untrain other skills to free up some points. There's also a bonus tree that all classes have access to. instead of skill points, the bonus tree gives various bonuses based on things like stats or level, like extra physical resist for having a high vitality. It's not a major game changer, but it's interesting and help to make things a little different.

On top of your character you also have a covenant to run. You can recruit up to 4 other characters to join you, either by finding them out in the world or by completing their recruitment quest when they show up in town. These characters act like simple versions of the classes you can pick, having the ability to equip a weapon, armor and shield and having a small handful of the skills that class has access to. The skills are random, so finding somebody with the mix of skills is a must. fortunately, you can kick people out of the covenant at any time to make room for new members. These characters will help defend your covenant while you're away, join you on raids against other covenants, or you can have one follow you around while you're adventuring and completing quests. your covenant also acts as your home in base, containing stashes for extra equipment, as well as places to put in guard monsters you can hire, relics that give you're entire covenant various skill and stats bonuses. There's even a book shelf you can fill with books you find, and not only can you read the books stored here, but each new book you turn in gives a small stat bonus.

Your covenant also has a life stone. This stone can quickly heal you over time and acts as your covenants life in a sense, when you or anyone in your covenant dies and resurrects, it takes damage, and enemies can also attack it directly if they somehow get to it. If it's ever destroyed, you lose. Fortunately, the stone slowly heals over time, so one or two random deaths aren't a major problem, but it will add up if you keep dying.
Reading the books is nice, but what's really good is the +1 VIT you get for having it on your shelf.
Of course, your not the only covenant in Jorvik. In each game, you can have as many as 5 other covenants fighting for control of the town, and they are an active part of the game, recruiting members, going out to fight monsters and complete quests. Fighting each other as well as trading and engaging in diplomacy. These other covenants are where the game departs from your typical Action RPG, as a lot of the game revolves around how you deal with them. Your ultimate goal in each game is to be the last covenant standing, or at least be allied with everyone who isn't dead yet, and you have some options on how to do that. You can spread rumors to hurt a covenant's influence over the town, set up treaties and trade routes. Or simply declare war and send your men in to go kill everyone and destroy their life stone. The game has a separate difficulty slider for how aggressive other covenants are, so you can control how much of of an impact they have on the game. That said I'd recommend leaving it on easy for the first round or two, at least until you've got a few levels under your belt and some extra members to help with defense and raids.

The other way Depths of peril makes itself different from other Action RPGs is in how it's world works. Quests in this game are not static, objectives don't simply sit around waiting for you to complete them. not only might other covenants get to them first, but quests can progress or even change when left alone. Is someone lost and need rescuing? If you don't hurry, they might die. Don't gather the materials the armorsmith needs fast enough? he might go out to do it himself and that might get him killed. If your really unlucky, a monster uprising might produce powerful named champions, who will eventually send attacks against the town itself. I actually lost a game once because an uprising I ignored ended with a gate popping up in my home base and flooding it with more monsters than I could handle. It's an interesting takes on quests and adds some urgency to things, forcing you to prioritize what needs to be done, and not just focus on what the rewards are.
While the game is mostly about slaying monsters, diplomacy is more important than you might think.
I should note that this game was originally released in 2007 and made by a small indie team, so graphically the game isn't all that great. Terrain is mostly flat plains dotted with random trees or ruins, many enemies are simple reskins of each other, and overall there's not a lot going for it visually. though to their credit they are using 3D graphics, which makes a nice change from all the 2D pixel art out there and while the graphics aren't the best, they are readily readable, enemies are easily noticeable and while gear can be hard to see, holding down either alt key will highlight things you can pick up for you, as well as things like chests you can interact with. also, what the game lacks in graphical powers it makes up for in modesty, as this game has virtually no system requirements and takes up very little disk space, which is nice if you usually worry about that kind of thing.

The game's music is also fairly minimal. It's actually fairly quiet even with the music slider cranked up, and it's mostly there to keep things from being too quiet. There's not really anything to say about it, it's just there. sound is a bit better, everything sounds like it should including plenty of little beeps, chimes and other effects to help help alert you to important events, such as the sound of someone knocking on a door when another covenant when they want to trade with you. enemies do make some noise as they move around, so there's a chance you'll hear them coming if you somehow didn't see them yet. Sound quality is decent across the board and does what it needs to, so while sound isn't exactly great, it get's the job done just fine.
It's not downright ugly, but it's not the prettiest game either.
In playing the game I didn't encounter any major problems, the game is a bit grindy, as 90% of the game is spent running around killing random things for look and XP, but that's typical for games like this. There is one problem I came across, in that managing your covenant members can be a bit annoying. There's no overall view of your covenant members, to see information about them, you'll have to go look at each one individually, this also makes comparing a member to a potential replacement somewhat difficult. Also, while the game will compare equipment for you, it only compares what your looking at to your equipment, not your covenant members, so upgrading their equipment can be a bit annoying. It doesn't utterly ruin the game, but it's something you'll have to live with.

So with all that said would I recommend this game? It honestly depends, If you don't like games like Diablo this is unlikely to change your mind. If you do like games like that however, want to see something a little different and don't mind a few rough edges? This is definitely a game to check out.

Depths of Peril was developed and published by Soldak Entertainment. It is available on Steam, GoG, Desura and Gamersgate. It's homepage, which includes a demo and direct purchase option is available here.

Wednesday, March 4, 2015

A car insurer's worst nightmare - Trackmania United

I should probably start this review with a little history. Back in 1990, a company called Distinctive Software released a game called Stunts, or 4D Sports Driving . It was a very unique racing game, that saw you trying to set the best lap times in crazy, stunt filled tracks. The game was likely best known for it's easy to use track editor, that allowed people to readily make and share their own tracks.

Fast forward to 2003. Nadeo releases a game called Trackmania, a spiritual successor to Stunts, it has the same basic premis: drive on crazy, stunt filled tracks and try to set the best time, and use the built in track editor to make your own tracks to share with others. Nadeo would go on to make a whole series out of this Releasing the games Trackmania Sunrise and even a free title in the form of Trackmania Nations. Eventually these three games were combined to create Trackmania United, which then got a free expansion turning it into Trackmania United Forever. It then got another free expansion, making the game Trackmania United Forever Star Edition which is the version I'm reviewing. Though for simplicities sake I'll simply be calling it Trackmania United.

Trackmania United is an arcade racing game with a bit of a weird twist. You don't race against other drivers, at least not directly. You won't be jockeying with other cars as there are no other cars, just ghost recordings of other racers, even in multiplayer, cars will harmlessly pass right through each other. Instead your opponent is the track itself. Each track in Trackmania is an obstacle course, filled with massive jumps, corkscrews, loops and other things that have no place on a proper race course. These tracks are backed up by a solid driving model. Cars are responsive and fun to drive, and thanks to the game's arcade roots, can even brake in mid-air. this is actually important as controlling your speed is a big part of the game, so being able to slow down in mid air when you might otherwise overshoot a jump is extremely useful. When you do make a mistake, the game also has a checkpoint system, with the ability to respawn at the last checkpoint you passed at any time, so you don't have to restart a track completely if you crash or otherwise get stuck. you can respawn as many times as you need, though the clock does keep ticking while you do this, so there's still a penalty to using it.
Loops in the track, like this one here are a common sight in game.
The game is broken up into several different environments. Ranging from deserts to coastal villages to even a racing stadium. Each environment has it's own look and feel to it, having their own unique obstacles, for example, the Snow environment has patches of ice, and the stadium has dirt track segments. Each environment also has a specific vehicle for you to drive ranging from the island's Formula One car, to the snow environment's pickup truck and each car handles very differently from the rest. Unfortunately each environment only has one car and you can't mix these things. The island car can only be used on island tracks, you cant use it on a cost track. So you don't actually have any choice in what car you're going to drive on any given track.

While you don't get a say in cars, you do have a few racing modes to pick from outside of the normal racing, there's also platform, puzzle and stunt modes. platform is a lot like normal racing, except instead of time, your success is measured in attempts. Tracks are raised above ground, and your goal is to complete them while falling off, crashing, or otherwise getting stuck as few times as possible, the fewer times you need to respawn at a checkpoint, the better. Puzzle meanwhile, makes good use of the game's track editor. In puzzle mode, you're given a partially built track, and some parts you can use to finish it, hopefully in such a way as to set a good time. these modes are fun and while clearly not the main focus of the game, make for a nice bonus on top of the usual time trials.
Each environment has their own unique features, such as Stadium's dirt track sections shown here.
Then there's stunt mode which unfortunately isn't very good. Stunt mode has you race down a track, performing stunts to try and score as many points as possible before crossing the finish line there's a time limit that steadily deducts points from your total once it reaches 0. The main problem is while you can control your speed mid-air, that's all you can control. this isn't like an ATV or motorcycle game where there's commands for stunts you can actually input. All you can do is throw yourself off a ramp, hoping that you'll both land on your wheels and your randomly spiraling through the air will somehow be worth a lot of points. It just feels like everything is up to chance and there's no way to really influence the outcome.

Between all of these modes and environments, the game has maybe about 200 tracks. it's a very large number and the game would be highly replayable if that was it, but the game went as far as to include a track editor. The track editor is extremely easy to use. Each environment in game is broken up into several building block like segments, which you piece together on a grid to make your track. Each environment has it's own unique segments, but unfortunately you can't mix them together, so you can't use something like the bay environment's bridges on a desert track. Still, thanks to being so easy to use. Thousands of tracks have been made by the games players, which you can download from in game, or off websites like TMX. The game is even backwards compatible with tracks from the previous games in the series, making for even more playable tracks on top of the thousands made for this game alone.
Big jumps like this are common in game, though you have to be careful not to overshoot the landing.
Graphically, the game is overall decent, each environment in game has it's own distinct look and everything's pretty to look at. Given that the game is actually three games combined, it does suffer a little in that some of the environments from the older games, namely, the rally, snow and desert environments from the original Trackmania, can seem a little primitive compared to the rest of the game due to their age but there's nothing outright horrendous graphically in game. To a lesser extent, while the individual assets for each environment look nice, the game's building-block style of making tracks means there's only so many ways to put these pieces together, meaning all the tracks in any given environment will start to look a bit same-y after you've been playing while.

Trackmania has a workable soundtrack, the music is catchy, energetic and feels right at home in a racing game. Unfortunately, there's only one song per environment. You're going to be hearing the same music a lot, especially if you spend a lot of time racing in the same environment. Sound meanwhile, is perfectly fine. Engines roar like they should, tires squeal and when you mess up a landing, you're met with the sounds of crunching metal and shattering glass. There is a slight problem in that there's no environmental sounds. meaning There's no roaring crowds or other sort of background noise but it's nothing readily noticeable when you're busy driving.
With a little effort, you can include some nice scenery in the tracks you create.
For the most part the game does what it set out to do well enough and there's no major problems. Unlocking tracks can be difficult, but it's not a major issue when there's so many user made ones to play, and some parts of the game can feel a bit primitive. In particular, the first games physics can be a bit funny: Careful with that desert car, it tips over easily, but nothing that utterly wrecks the game. The exception to this is the coppers system. Coppers are a currency you can earn primarily by setting an official time on the game's built in tracks. You're also given a handful of them each day. You need coppers to try and set official times on tracks, or to download new tracks from the game's servers. The problem is earning coppers quickly is difficult and the coppers themselves only seem to exist to get between you and the game's content for no readily explainable reason, about the only good thing I can say is they at least don't charge real money for them.

Overall? Trackmania is great at what it does. It's a fun, unique racing game that's highly replayable thanks to an active userbase. and while things like the coppers system, or that everyone in multiplayer only plays the stadium environment can be a bit of a pain, the game is still highly worth playing.

Trackmania United was developed by Nadeo and published by Ubisoft. It is available on Steam and Gamersgate. It's homepage, which includes a demo is available here.

Tuesday, October 28, 2014

Beware of the blob... - Creeper World 3: Arc Eternal

This is a game that somewhat defies description. On paper Creepr World 3 a tower defense game, except your towers can readily move. It would be realtime strategy, except the mechanics are nothing like a typical RTS. If I had to call it something I'd Say it a Tower Defense/RTS hybrid but even that might not be quite right. Whatever it is, we're clearly dealing with a unique game.

Creeper World 3: Arc Eternal actually has a fairly complex story about humanity's fight against an invading force called the creeper which is which takes the form of this strange blue slime that spreads to cover entire worlds. What exactly the stuff is and what it's doing are a major part of the story, and there's more here than I would of expected. As always I can't give much in the way of details because of spoilers, but I will say the game takes place a very log time after the first two games, and covers a lot of what happened since then. There are some references to the first two games, but you don't need to have played them to make since of what's going on here.
From this map, you can choose what mission to take on next.
Gameplay in Creeper World 3 is fairly simple, from your main base, you build weapons to fight back the creeper, and to power them you need to build collectors, which generate energy and help build a network which you need to transmit all that energy through. your main objective on most maps is to clear a path to the emitters the creeper is coming from, allowing you to build nullifiers to destroy them. and to do that the game gives you a lot of options. on top of simple lasers you can use mortars to blow small holes in the creeper, or use aerial units to get at distant areas. you can even build ore mines to produce anti-creeper, which can hurt creeper but won't damage your buildings. The whole time you have to carefully manage your power. try to build too much at once or don't have enough collectors making power and you'll have brownouts, slowing everything down as your base struggles to meet the demand.

The creeper itself is an unusual enemy, like I said before it's basically slime and it does act like a liquid: quickly running down hill or pooling in ditches or valleys to create deep pools of the stuff. The terrain makes a huge difference as trying to clean out a pool of Creeper is very different from trying to fight uphill against it. In fact terrain is a big part of the game, unlike other strategy games, the creeper doesn't make units or plan attacks, it just spreads. How it spreads depends entirely on the maps layout and how you choose to fight it.
Terran has a huge effect on how the creeper acts
The game comes with several game modes, on top of the main campaign there's two additional areas called tormented space and the prospector zone. These areas contain extra missions, complete with their own campaign map that slowly unlocks new missions as you beat previous ones. There's also the Dial Map Device which acts as a random map generator, the generator allows you to tweak several properties to effect how maps are generated, and you can even save and name generated maps to share them online with other players, or readily play other maps that players have saved. There's even a map editor for making your own maps, as well an in game browser for easily downloading and playing user maps. Put simply, there's a lot of content to this game.

In fact, the amount of content this game has is worth mentioning. Between the campaign, tormented space, and prospector zone, there's easily hundreds of missions here. Add the map generator and user maps, and you've got virtually unlimited missions, this would be overwhelming except the game handles it in a simple but rather clever way: The bulk of the content is optional. The main story campaign is actually quite short, it's only about 16-17 missions and can be beaten in only a few hours. meaning if you just want to beat the game and see the ending, it's not all that much of a slog. If you want more, there's all the content you could need, and you can readily take or ignore almost all of it.
This is a map of the prospector zone, each one of those stars can contain several missions.
The game has a nice soundtrack, it goes for more of a sweeping, orchestral score and while there's only a few tracks, they're all nice to listen to and fit the game's overall theme of fighting against impossible odds quite nicely. Sound is somewhat minimal but effective. It's mostly the sound of weapons fire, backed with the occasional whoosh of things flying up or down from orbit, backed up by the occasional beep or siren to warn you of something important, there's no ambient sound or anything like that, but that's fine as when missions heat up the sound of weapons fire becomes almost constant. Everything works and there's nothing to distract you.

The games' graphics seem to somewhat favor form over function. Unit designs are somewhat simple with a nice, clean UI that's easy to read. The layouts of some levels can be interesting but for the most part this game seems to be designed more around being readily readable than pretty, and it succeeds at that. Units are brightly colored to stick out from the terrain and it's easy to see what's going on at a glance.
Small maps are difficult in this game, as the creeper can quickly overwhelm you.
Surprisingly I haven't encountered any major flaws with this game. The only real bug I encountered is some lag when changing menus but other than that I didn't encounter any major technical issues. The worst I can say is that in playing the game, I found some of the units to be mostly useless to me, and I tend to focus on the same small handful out of what's available, though how much of that is due to my play style vs, how the game was designed I couldn't tell.

overall I'd say Creeper World 3: Arc Eternal is a game worth having. It has a really unique take on tower defense, and with almost limitless content, the game can readily last as long as you want it to.

Creeper World 3 was developed and published by Knuckle Cracker. It is available on Steam, Gamersgate and Desura. It's homepage, which includes a demo and direct purchase option is available here.

Thursday, June 12, 2014

You and what army? - Warlords Battlecry III

NOTICE: This review was made using the latest version of the game form GoG, which includes some additional bug fixes not found in the game's final patch. Your experience with other versions of the game may vary.

At it's core Warlords Battlecry III is a relatively straightforward real time strategy game with some RPG elements. choose a faction and hero to lead them, gather resources, build a base, research new abilities and train troops to try and destroy you're enemies who are doing the same. While the gameplay has a few twists, like how you need to convert mines with your hero or certain units to gather resources, the basic gameplay is fairly standard. However, while the central gameplay is mostly the standard RTS formula, Warlords Battlecry III adds a lot of extra features on top of this.

Getting past the core gameplay, Warlords Battlecry III is somewhat ridiculous. Most real time strategy games are content to have two or three, maybe four playable factions. Some will involve hero units, maybe with a basic leveling system and perhaps some sort of customization of skills and/or equipment between campaign missions. A few might even offer some choice in what order you take missions on.
The game has a few races to pick from. Also shown: mature use of the name field.

In that regard Warlords Battlecry III is not content with being like most real time strategy games. This is obvious whenever you start a new campaign. There's 16 races to play as, each with their own set of units (although some are shared), building tree, and technologies to research. Your hero has 28 classes to chose from, ranging from necromancers to warriors to pyromancers to merchants. and your hero's race and class help decide both their starting stats and what skills they have access to.

From there you end up in the campaign map, which opens up after only a few missions. The campaign is fairly non-linear and exploring the campaign map reveals plenty of side-missions, some of which are repeatable and use random maps. The campaign map also includes things like stores for hiring mercenaries to follow you on a mission or buying equipment for your hero with the money you earn by completing missions. There's also some diplomacy, as your choices in the campaign decide which of the games many races like or hate you, and allying with a race lets you choose to play as them in the campaign.
The campaign map is fairly large, and there's plenty of missions outside the main story.
Outside of the large campaign, there's also a skirmish against AI opponents or other players. Both of which can use your hero from the campaign and can help net your hero extra levels or new items. Unfortunately, the online servers for multiplayer have been taken down, meaning you'll have to either directly connect to your opponent or play locally over lAN. worse, what little I've been able to research shows that the multipayer is apparently hard to make work properly. I can't make any real judgement on multiplayer as I haven't tried it, but I would caution against buying this as a purely multiplayer game.

The game's Maps have plenty of decorations and little features to keep them visually interesting, though from a gameplay standpoint they tend to be fairly simple. Maps are mostly open with no real barriers or choke-points. It's not horrible as the game is more about troop selection and economic strength rather than careful positioning, but it's still a bit of a disappointment for those who are used to their strategy games having more complex terrain.
maps can look nice, but the terrain is often very simple.
Graphically the game is pretty decent given it's age. As an older game it's obviously aged somewhat, though I haven't encountered anything eye gouging. Sound is pretty decent across the board, music is decent and fits the game's fantasy setting though it's nothing particularly memorable. Everything sounds like like you'd expect it to, form the clanging of weapons to the fwoosh of spells being thrown about, though the voice acting can get quite silly at times.

Finally, the AI is unfortunately not very bright. It's mostly just content to harass you with small groups of enemies and rarely if ever sends out any real threats. honestly, the game is less about being a challenge and more about trying all the options you have. Between all of the races and classes to choose there's a lot of things to try, and plenty of units have spells or special abilities to consider. The game is practically an RTS sandbox and it'll take players a long time to exhaust all the options available to them.
pre-mission setup allows you to bring in some additional units to start the map with.
Overall. While it's not a challenge and the multiplayer is virtually non-existent. The single player game offers enough content to keep someone busy for hours. if you like strategy or role playing games that give the player a lot of options to play around with. Warlords Battlecry III is definitely worth checking out.

Warlords Battlecry III was developed by Infinite Interactive and published by Enlight Software. It's available at Gamersgate, GoG or directly from the publisher here. The homepage for Warlords Battlecry 3 can be found here.