The Legend of Zelda: Tears of the Kingdom was a day 1 purchase for me — its predecessor, Breath of the Wild, might be my favourite game ever. So far, I’m having a great time.
I think the running theme so far has been the balance between the familiar, the changed, and the new. Tears of the Kingdom contains many echoes of, and homages to, the original — but the details are very different, giving it a distinct identity.
A good example is the role of verticality. In both games, gliding from a height makes it possible to travel farther, faster, and more safely than travelling at ground level. But the details differ.
In Breath of the Wild, reaching those heights required a difficult, time-consuming climb.
In Tears of the Kingdom, while climbing is still needed, in many places Link can teleport upwards, launch himself from giant towers, or reverse time to ride a falling rock back up to the sky.
Using these techniques, I was able to cover a large amount of ground (and fly over difficult terrain) — although I still had a panicky moment when I had to escape a lynel. Thankfully it was unaware…
Another example is narrative. Old friends are still around, but they’re in different locations and in different stages of their lives. The story takes us to familiar places, but in a different order and different circumstances. It’s still Hyrule, but it’s changed over the intervening years.
Other differences, I think, come from me rather than the game. I’m dying less in TOTK than I did at this stage of BOTW. Is that because the game is easier? I’m not sure. Link is fragile — many of the early enemies can kill him in two hits — and even near the starting area, I had to run from a couple of bosses. Or is it because I’m more skilful and experienced? Coming from Elden Ring has made me confident and aggressive in combat, even when I have nothing better than a stick.
My plan is to go broad before I go deep. In other words, I want to explore, map out the early areas (either on horse or by glider), and maybe travel to the various hub towns before I attempt major quests. Hyrule is still a beautiful world, and I want to see more of it. And more experienced or not, I want better equipment and more health before I fancy my odds in tougher areas!
Highfleet is one of the most original, interesting, and challenging games I’ve played lately. Much like 2020’s Shadow Empire, it feels like a throwback to the 1990s philosophy of game design: both in its sheer uniqueness, and in its uncompromising difficulty. And just like the best 1990s games (or, more recently, the Souls series), the payoff comes from climbing the learning curve and watching each piece of the design click into place.
I could best sum up the game’s premise as a cross between Dune and Star Control 2, if Dune had giant flying battleships. You are the heir to an imperial house, brought low by a noble rebellion. Commanding a ragtag fleet of airships, you must fight across the map, rally independent captains to your cause, and win the war. Mechanically, Highfleet combines action, strategy, simulations, and roguelites. On the strategic layer, you send out ships, watch your sensors, order long-ranged missile or air strikes, and evade or challenge enemy fleets. Individual activity become minigames: landing at cities, 2D arcade battles (which resemble a horizontal Star Control 2), intercepting enemy radio transmissions, and recruiting allies. The map is randomised each run, and a custom ship designer allows for plenty of options when choosing the starting fleet.
These are all vital to success. There is only one save slot per run, ironman/roguelite-style. Being good at combat is table stakes — it’s possible to win almost every battle and still lose the war. Repairing and refuelling take time and money. Loiter too long and the enemy will become aware of your location, in which case prepare for a barrage of cruise missiles followed by multiple capital ships. Fleet composition is an art, and one that depends on play style. Some players swear by light, fast, unarmoured raider corvettes — but I simply can’t dodge well enough to avoid enemy fire. On subsequent runs, switching to armoured medium frigates yielded much more success — especially when I modified them to add more fuel, so I didn’t constantly have to top off.
An air strike goes in against the enemy strike group ATLANT, which I’ve caught on the ground.
As my experience highlights, this is a game built around trying, failing, learning, and trying again. Most of my encounters with enemy strike groups have rapidly led to the game-over screen. My current run is a different story. When one of my raiding parties was mauled by a salvo of cruise missiles from a rebel strike group, it could have been another game-ending moment. I quickly pulled the survivors back to my hidden sanctuary to repair — and watched my sensors. I knew the enemy was along a certain bearing; their radar emissions, and their radio transmissions, gave it away. I launched a blind air strike along that bearing — and hit the jackpot, as my planes pummelled the enemy with bombs and rockets. Now it was time for revenge. I sent my fleet to counterattack, while the enemy cruisers were still repairing the damage from the air strike. The hunted became the hunter; the enemy cruisers tumbled from the sky in ruins; and soon afterwards, I repeated the trick on a second strike group that made the mistake of following the first. That was the moment I felt I was beginning, just beginning, to master the game. And what a great feeling it was!
The coup de grace: a Spartacus-class frigate (one of my custom designs) goes up against the weakened strike group ATLANT. The enemy Kormoran-class cruiser is larger and more powerful, but several earlier rounds of air strikes, and buying upgraded ammo, are a great equaliser.
This attitude to difficulty will not be for everyone. In my case, I keep coming back: this is an experience that reminds me of playing the original 1994 XCOM as a child. Highfleet’s unique combination of mechanics is both deep and fascinating, and as tough as it is, it’s also fair. Even if I don’t succeed with this run, I’m sure I can learn, apply those lessons, and do better next time.
I’ve been playing X4: Foundations, a game that feels like a cross between Freelancer, Mount & Blade, and a tycoon game. On the surface, this resembles Freelancer: a space sim with mouse-based controls. Its underlying structure is closer to Mount & Blade — it drops the player into a living universe, whose factions mine, trade, and battle on their own; and within this world, my character has gone from solo adventurer to galactic magnate. Finally, the details resemble a tycoon or Anno game — I have spent most of my time building factories, juggling elaborate production chains, and keeping my bases stocked with a network of freighters.
An NPC spaceship prepares to undock from one of my stations. Watching the traffic is a quiet pleasure in X4.
This has been a wonderful setting for emergent, self-directed gameplay; and as the galaxy evolved, my goals changed, too. My X4 campaign began with odd jobs, such as dropping off satellites and retrieving cached goods. From these humble beginnings, I scrimped, saved, and bought my first few mining ships. I sent a ship to mine silicon in the resource-rich space of the Argon Federation, only to find some time later it had stopped selling to the refinery. What happened? It turned out there was no more refinery: a hostile fleet had pushed into Argon space; blown up the refinery; and destroyed the Argons’ space fighter production, too.
Well — here was my new objective. Roleplaying a patriotic Argon businessman, I decided to help the Argons rebuild, and earn a living in the process. Now there was a gap in the Argon economy, and I plugged it by building my own silicon refinery. That refinery became the cornerstone of my empire: I turned it into an electronics factory, supplying the surviving Argon shipbuilding facilities, and it became the cash cow that funded my expansion across the galaxy.
My Argon electronics factory, seen from the cockpit of one of my mining ships. I designed and built that over hours, module by module. Note the two NPC crew.
Now after 160+ hours, my bases span the map, producing spaceships of every size; a network of smaller factories feeds my shipyards with parts; and a swarm of miners and traders keep everything supplied. The Argon are restored; and I still have a soft spot for the territory where my character made his fortune.
As that timeline suggests, the most unique thing about X4 is its pacing. It takes significant real-world time to gather minerals or produce goods; hours to build up a station; and time compression is gated behind in-game requirements. I treated X4 as something closer to a real-life hobby, perhaps gardening or baking: every so often I would come by, check on my empire, tinker a bit, and order new construction. Then I went away, and let the game run in the background while I did other things. So while my Steam playtime is impressive, I have spent only a handful of the nominal 160 hours actually in control! The fun, for me, was in devising a system that could run smoothly on its own.
A fast corvette docked with my flagship, the carrier Morgaine. X4 can be a spectacular game.
Occasionally X4 can be a bumpy experience. The game is very playable as of the current version (3.3), but I have encountered the odd bug — I once had to sell several freighters that refused to do anything, no matter what I tried. And its presentation — gorgeous universe, beautiful music, evocative system names such as “Fires of Defeat”, “Grand Exchange”, and “Second Contact” — is periodically marred by swathes of missing flavour text.
My biggest problem is the way X4 presents information. At heart, it is a complex tycoon game, and it should give the player the appropriate tools to manage this. There were many times I wished I had a sortable “empire overview” screen, similar to Civilization (or to the sidebar in Total War games): this should outline the player’s ships and stations together with appropriate data such as profit or loss, goods carried or produced, and goods currently in inventory. It would be better still if I could drill down from that hypothetical overview screen, like a pivot table. Instead I had to click station by station, eyeballing the production figures. The developers could learn a lot from strategy games — 4X and tycoon — and from real-world spreadsheets.
Planet Zoo is my current gold standard for laying out information in a game. At a glance I can see which staff are busy; how the animals are doing; where my money comes from; and where it is going. In this example, I have broken out my zoo’s income from shops. X4 could learn a lot from this.
At the end of the day, though, X4 is a unique game that sells the “space opera” fantasy better than any other space sim I’ve played. This is the only game where I can stand on the deck of my own shipyard, and watch the traffic come and go; build a carrier at the yard; and command my fleet from its bridge. I can forgive it for also being the only game that makes me periodically wish for an accountant.
Mounted archery in Mount & Blade II: Bannerlord. I downloaded a Pikachu banner to use as my clan emblem.
After playing around 20 hours of Mount & Blade II: Bannerlord, I am convinced it is a superb game, for all that it is still (very) Early Access. Bannerlord’s magic is that, while it does not take place in a historical setting, it lets me imagine what history felt like.
This is clearest / most obvious at the micro level — individual battles. Whether fighting as a horse archer in swirling cavalry engagements, or peering out from behind a mantlet to exchange arrows with castle defenders, Bannerlord conveys the chaos, confusion, and spectacle of a medieval battle.
More than that, it sells the illusion of being my character. As I progressed from glorified vigilante to marcher lord, my concerns — and the gameplay — evolved at each step. Chasing bandits at the head of my posse, responsibilities were few: Make payroll and keep the soldiers fed. After I had earned a name for myself, and taken service as a mercenary captain with the Southern Empire, my horizons expanded — and so did the worries. Now I rode as part of the imperial armies, and my opponents were the armies of other kingdoms. I had to help win battles (and hope the general did not get over-confident), look for isolated enemy forces I could pick off, and preserve my own troops — my critical stock in trade. At last, when the Empress Rhagaea granted me lordship of a newly liberated border city, I had a rich reward — and a precarious one. Now it was up to me to strengthen my garrisons, keep the city fed, and watch the frontier like a hawk, lest an enemy army snatch away my prize. My days of criss-crossing the map were over.
Helping this is the game’s sharp distinction between the money and resources available to a landed lord and those available to a landless adventurer. At the start of the game, it was a victory every time I scraped together enough cash to buy a better piece of armour. Saving up 900 or 1,000 coins to hire my first companion seemed as feasible as flying to the moon. As a lord, I pulled in thousands of coins a day. What was the cost of war horses and top-of-the-line armour for my companions?
As a final note, Bannerlord generates the kind of set-pieces that would belong in an Akira Kurosawa movie. At one point during my mercenary career, the army that I’d joined was defeated. My character was taken prisoner, escaped, was caught by bandits, and escaped again. Taking no chances, I limped back to the nearest friendly village and decided to rest and heal. I was still there when a dozen marauding horsemen showed up. And so when the village militia took up arms to defend their homes, one mercenary horse archer fought alongside his hosts. Seven Samurai? There was only one of me!
Soaring over Lake Hylia in Zelda: Breath of the Wild.
A magical experience. Here is what I accomplished in a little over an hour with Legend of Zelda: Breath of the Wild: I soared over a desert, and swam a lake. I explored a desolate mesa, and followed the path of a shooting star. I plucked a scale from a dragon, and battled past monsters to offer it up at a shrine. And I did all this in one session.
Easily in my top-ten list. After playing Breath of the Wild for the last five months, my appreciation is undimmed. The game sets overall goals and leaves it up to the player how to achieve them. It encourages exploration, whether to gather resources, find the next objective, or simply marvel at the game’s world. And it backs up its design with strong execution, from game mechanics to worldbuilding and story.
Short, clever homage to Westerns. Westerado: Double Barrelled uses a simple premise — find the gunman who murdered your family — to take the player on a romp through the genre’s tropes: bandits, six-shooters, a crooked tycoon, a cowardly sheriff, horseback chases, blue-coated soldiers, and a protagonist who looks awfully like the Man with No Name. Mechanically, it’s a short-form open-world game, mostly top-down, although the occasional horseback sequences are viewed side-on. Solving quests earns clues as to the murderer’s identity; in between quests, the player can hunt bounties, explore the map, and tussle with bandits. That fits the premise, given that the archetypal western is about the stranger riding into town to solve a problem.
Brevity is part of Westerado’s appeal — I clocked in at 4 hours per Steam, after finishing many (not all) the side quests. That, to me, felt about right. First, I don’t think the game’s mechanics could support a much longer run; by the time I wrapped up, I had more than enough clues to find the murderer and was anxious to trigger the final showdown. Second, the designers set up the game to encourage multiple playthroughs — the player can ally with one of several different quest-givers, and following different quest lines will produce different endings.
Strong indie aesthetic — the pixel art can be striking (see above screenshot), and the soundtrack is twangy, catchy, and atmospheric.
Recommended. Since finishing the game a couple of weeks ago, I’ve been digging through spaghetti Western soundtracks on Spotify and contemplating re-watches of genre classics. It’s a good sign when a game prompts me to engage with its source material — especially when that game is a homage!
Further reading
PC Gamer and USGamer offer more detailed discussions of gameplay.
I originally wrote this in 2013, contrasting the approach taken by five big-name games towards violence. Arguably, recent years have seen greater awareness of what’s possible for a non-violent game, such as “walking simulators”, a renaissance in adventure games, the growing popularity of creation-focused games such as Kerbal Space Program, and outright subversive titles such as This War of Mine. I look forward to seeing what options are available in another two years.
***
“They may be called the Palace Guard, the City Guard, or the Patrol. Whatever the name, their purpose in any work of heroic fantasy is identical: it is, round about Chapter Three (or ten minutes into the film) to rush into the room, attack the hero one at a time, and be slaughtered. No one ever asks them if they want to.”
– Terry Pratchett
I’ve been thinking lately about violence in entertainment; my response to such; and what creators themselves have to say about it. In the last twelve or so months, I’ve played five games that symbolise different attitudes to violence: three “traditional” shooters in which there is no non-lethal option (BioShock Infinite, Tomb Raider, and Spec Ops: The Line), and two stealth/action games (Deus Ex: Human Revolution, Dishonored) that permit a gentler approach. Below, I table their key differences.
Guns of Icarus Online is one of the most unique games I’ve played – a team-based dieselpunk airship game, in which rival crews try to shoot each other out of the sky. When it launched in 2012, it was strictly PvP. The following year, developer Muse Games launched a Kickstarter campaign to add PvE (“Adventure mode”), and it seems to be coming along nicely.
Read on for my follow-up email interview with Howard Tsao, CEO of Muse Games, about Adventure mode:
Peter Sahui: Hello, and welcome to the site!
When I last spoke to Muse Games in 2013, you were running a Kickstarter campaign for “Adventure mode” — a large expansion pack that would add PvE and co-op to the game. How is that coming along?
Howard Tsao: It’s been a long journey, with the scope of the expansion arguably larger than the original game, but we’re constantly making progress. Right now, in addition to iterating on some of the game modes and honing AI director as well as AI enemy movement and behaviour, we’re also doing work on player, faction, and world progressions. A lot of the in mission or in match feedback and progression are being designed and worked on as well. We’re creating factional airships, boss ships, and wardrobe as well, and we’ll soon move into designing more maps and game modes as well.
This entry is part 2 of 2 in the series Transistor
Transistor is a clever game, let down by its ending.
At first, Transistor resembles a reflex-driven action-RPG, with the emphasis on “action” (a la Bastion). Within minutes, the combat system reveals itself as something else. To borrow my earlier analogy, the best comparison is an isometric version of Fallout 3 or New Vegas. Instead of moving and fighting in real-time mode, I spent most of my time in Turn(), a VATS-like mode where I could plan attacks in suspended time. With the press of another button, my plans sprung into action. There is no distinction between normal and special attacks; every attack in the game is an ability of some kind, and levelling up will grant a choice of new abilities. These abilities can be used on their own, or combined to produce a single, upgraded ability. For example, Crash() is a short-ranged attack that stuns enemies, and Breach() is a long-ranged beam attack. Using Breach() to upgrade Crash() will extend Crash()’s range, while using Crash() to upgrade Breach() will produce a long-ranged beam that stuns targets. There are sixteen different abilities in the game, which produces a lot of possible combinations — “interesting decisions” in a nutshell.
In a further incentive to experiment, Transistor reveals a little bit of backstory with each new ability equipped. This is indicative of its overall approach to story. Very little is spelled out: you are in a futuristic city, robots are attacking, and that’s about all the setup there is. Neither is there much of a plot. Instead, Transistor gradually reveals bits and pieces of its setting and backstory, and much of the fun lies in piecing together what’s going on. This minimalism would probably outlast its welcome in a longer game, but it works in Transistor, which I finished in five or six hours. I do have one minor complaint — since the player chooses the order in which abilities are unlocked, I never picked up certain abilities, and hence I never saw their blurbs. Upon looking them up online, they turned out to be important to the backstory. Perhaps those particular abilities should have been mandatory.
The bigger problem is Transistor’s ending, where I disagree — sharply — with the creators’ decisions. To explain why, I have to resort to spoilers:
The ending is problematic on several levels. From a storytelling perspective, it makes the preceding events, and the player’s effort, pointless. If the game had ended after 10 minutes, or 30 minutes, or one hour; if I had never picked up the controller — it would have made no difference to the characters’ (or the world’s) fate. So why did I bother?
Compare this to Bastion, where a particular sequence near the end has stuck with me for years (spoilers):
At the climax of Bastion, the game gives you the option to carry a wounded foe to safety. On your way out, you run a gauntlet of the warriors who were trying to kill you — both of you. They fire pot shots… at first. Eventually, they let the two of you pass. Forgiveness — rebirth — it’s a powerful message.
Exclude the ending, and Transistor is pretty good. It and Bastion share much of their appeal: art and an interesting world. Transistor is more innovative, mechanically. The decisive factor is that I like Bastion’s message far more, and to me, that makes it better both as a story and overall.
This entry is part 1 of 2 in the series Transistor
Very quick heads-up; Transistor, the latest game from the studio behind Bastion, is 33% off on Steam ($13.39, down from $20) for another 30 hours. I started Transistor tonight and after a couple of hours, I’m impressed. Transistor offers gorgeous art (it goes well with Steam Big Picture!), a unique combat system – the closest analogy would be an isometric version of Fallout 3/New Vegas‘ VATS – and an intriguing “mix and match” approach to special powers, layered over a subtly horrific world. I’ll post a more detailed write-up once I’ve spent more time with the game, but for now, I think <$14 is a steal. Check it out!
“They may be called the Palace Guard, the City Guard, or the Patrol. Whatever the name, their purpose in any work of heroic fantasy is identical: it is, round about Chapter Three (or ten minutes into the film) to rush into the room, attack the hero one at a time, and be slaughtered. No one ever asks them if they want to.”
– Terry Pratchett
I’ve been thinking lately about violence in entertainment; my response to such; and what creators themselves have to say about it. In the last twelve or so months, I’ve played five games that symbolise different attitudes to violence: three “traditional” shooters in which there is no non-lethal option (BioShock Infinite, Tomb Raider, and Spec Ops: The Line), and two stealth/action games (Deus Ex: Human Revolution, Dishonored) that permit a gentler approach. Below, I table their key differences.
(Note: each game’s violence is largely directed against human enemies, such as mercenaries, cultists, soldiers, or police/city watchmen, as in the quote at the top of the page. Also, there are a few bosses, in both senses of the word; but most enemies are low-ranking grunts.)
Since so much of my response to BioShock Infinite is wrapped up in the details of the game’s story, I thought it deserved a short follow-up of its own. As such, there will be extensive spoilers ahead – don’tread this post if you haven’t finished the game!
The year is 1912. With those words ringing in his ears, Booker DeWitt, washed-up private detective and protagonist of Irrational Games’ BioShock Infinite, makes his way into the flying city of Columbia. On his shoulders lie several burdens: the fate of Elizabeth, the young woman he’s been tasked to bring back to New York. His own destiny, as it becomes intertwined with hers. And lastly, the weight of the BioShock franchise, one of the most acclaimed in gaming.
Not playing much of the previous BioShock games (1) did nothing to water down my expectations for BI, a game whose promised features read like my wishlist. A game that gives players an array of special powers, and rewards them for ingenuity? An original setting, layering vibrant, imaginative mad science atop an underused historical era? A companion character, Elizabeth, for us to like and grow attached to? Sign me up! Read on to find out (spoiler-free) how the game fared against my hopes.
This entry is part 2 of 2 in the series Tomb Raider
After finishing Tomb Raider, I’m happy with the gameplay appraisal I posted halfway through. This is a title that’s not sure whether it wants to be “the subtle tale of a young woman using her wits to survive… or a summer blockbuster, long on explosions and short on brains.” There is a fair amount of running and jumping and climbing about, as much of a pleasure as it was in Assassin’s Creed; there are puzzles whose solutions made me feel quite pleased with myself; and there is a lot of third-person cover shooting, too much and too repetitive for my taste (and with some downright aggravating ‘watch pattern -> dodge -> counterattack -> repeat’ closed-arena boss fights).
I do want to home in on one word in that last sentence – “cover”. In a game that derives so much of its appeal from the main character’s agility, I am not convinced that cover shooting was the best way to handle combat. Taking cover, by definition, deprives Lara of her agility; and while she has to move from cover to cover (enemies will lob Molotov cocktails or grenades if she stays still too long), a brief scramble to the next waist-high obstacle pales next to the freedom of the game’s non-combat segments. TR does contain a tantalising “what might have been” moment – one particular sequence is a lot closer to old-fashioned run-and-gun shooters, and it’s amazing what a difference that made to my enjoyment. Suddenly I could sprint! Retreat! Climb up and climb down! Fall back to a previously cleared section! Why even stop there? In a game with this many cliffside jumps and ziplines – see the above screenshot – couldn’t Lara have, say, an unlockable ability to aim her pistol in bullet time and shoot while in mid-air (a la one skill in Sleeping Dogs), or while shimmying along a rope? Surely the designers could have done better than the parade of shooting galleries that did make into the game.
This entry is part 1 of 2 in the series Tomb Raider
For the last week, I’ve guided Lara Croft across an island filled with dangers, both natural and two-legged, in Tomb Raider. This is the first game in the series I’ve played (apart from the Guardian of Light spinoff) – after developer Crystal Dynamics promised both lavish AAA excitement and a story with a heart, I hoped for something truly great. Halfway in, I can report this is good, and often exciting – but so far, it’s not great.
“You are required to manoeuvre straight through this debris…”
It seems all over for the crew of the airship Babbling Goldfish. On one side – the enemy, two airships bigger and heavier than ours. On the other – the ruins of a vast, ancient airship, still lodged vertically in the desert sand. Our hull and engines are being ripped to shreds, and the airship wreck blocks the most direct escape. Over voice chat, the consensus sounds in my ears: we’re going down. But manning the helm, I see one last chance. I steer us between towering pieces of wreckage – bare planks to our left, a piece of red-plated debris to our right. And the incoming barrage dies down. Did the wreck hide us from our pursuers? Or did they simply get bored and drift off? Whatever it is, we’re safe for now. Safe to make repairs, and safe to eventually rejoin the fight…
Each class has its own part to play. Here, I’m about to buff our main gun.
That is one of the stories I have accumulated in my last couple of weeks playing Guns of Icarus Online, a team-based airship combat title from indie studio Muse Games. (You might remember my very brief mention of the game last year, when it was just a trailer and a cool concept.) In Icarus, players take on the roles of airship crew – gunners, engineers, or pilots, with four crew members to one airship. (Note that the game is strictly PVP; while most unoccupied crew slots are filled by bots, each airship must be skippered by a human player.) Matches involve two teams (2-4 airships per side, depending on the map) either trying to score a set number of kills, or hold objective locations long enough to win. Each ship’s captain can choose between six available ship types, each of which can be further customised via choice of weapons – for instance, do I mount a flak cannon (long-ranged and best against the enemy hull), a carronade firing grapeshot (close-ranged balloon-popper), or a Manticore rocket launcher (long-ranged disabler) in my main gun slot? And depending on their class, crew members can choose which repair/buff items, ammo types, and piloting boosts to take into battle. Once in the game, the slow, deliberate combat feels closer to MechWarrior than to the typical FPS – ships take a while to reach their destination, and guns don’t fire that quickly. This changes once the ship takes damage – then it becomes a frantic game of ohnotheengineisred, and Someone fix the hull before we all die!
For the last three days the Sydney Showground has played host to the EB Games Expo, and that was where I spent yesterday. There I met some folks from the industry, both publishers and indie developers; watched trailers and gameplay videos; observed live play; and last but not least, tried out a few titles for myself! Here are the highlights of what I saw (grouped by publisher):
This entry is part 2 of 2 in the series Sleeping Dogs
Sleeping Dogs is all about action, whether it be unarmed combat…
I must be one of the few gamers out there not to have played Grand Theft Auto, or any of the other modern-day, open-world, crime-themed games that it spawned. None had premises that appealed to me – until now. Enter Sleeping Dogs, United Front Games’ open-world extravaganza, which casts the player as undercover cop Wei Shen, tasked to infiltrate the most powerful crime syndicate in Hong Kong. This premise has been mined many times before for its dramatic potential, with the most obvious parallel being 2002 Hong Kong thriller Infernal Affairs. However, the key to Sleeping Dogs is that it’s not a homage to thrillers – it’s a homage to action flicks.
… firing from behind cover (NOTE: shooting without aiming works better with a shotgun)…
Specifically, Sleeping Dogs’ gameplay revolves around two activities: chasing rival mobsters, and pulverising them once you catch up. You chase them on foot (think the opening parkour sequence of Casino Royale) and in cars; you fight with fists, feet, and occasionally, firearms. The typical mission will involve pretty much every variation on these themes: Wei might drive to a target’s lair, disembark to beat up a first wave of guards, grab a gun to deal with a second wave of guards, jump into a car to pursue his escaping quarry, and finally jump from car to car in mid-chase to reach his foe. In between missions, there are other diversions available – special mention goes to a hilarious karaoke minigame (watch Wei during guitar solos, but make sure you don’t have anything in your mouth) – but speed and violence generally dominate the side quests, too.
… firing from a car (rail shooting has never been this much fun!)…
This is not a flaw.
What Sleeping Dogs does best is recreate the excitement – and yes, over-the-top destruction – of good action movies. There are deeper dedicated brawlers out there – tapping or holding one button will run Wei through predefined combo moves; tapping a second button will counter enemy attacks; a third will allow Wei to grapple enemies and, often, finish them off with a spectacular use of the environment, such as throwing them into the water, slamming them into fuse boxes, or even impaling them on swordfish. There are deeper shooters out there: Wei’s options largely comprise hiding behind cover, popping up to shoot, or vaulting over an obstacle in order to enter bullet time. And while I’m no expert on racing games, I would be very surprised if there weren’t games with deeper driving models. But while each component is straightforward, the game (and the individual missions) string them together into an overall experience greater than the sum of its parts.
… or taking a brief break from firing, since even Wei Shen needs cover to survive a shootout.
The same holds true for the game’s story. Some sequences are laugh-out-loud funny, though they tend to be merely the comic relief between far darker events. On a deeper level, while the game is a long way from Shakespeare, it understands the importance of theme and character arc. Without them, I doubt I would have seen Sleeping Dogs through to the end – after 28 hours, I was getting a little bored of beating up gangsters and detonating their cars. With them, Wei’s adventures became a coherent, satisfying narrative filled with characters I cared about – characters who acquired depth through their different responses to one of the game’s central ideas, the lure of crime. I wanted to see how their stories would end, and that desire propelled me through an increasingly explosive (in every sense of the word) plot all the way to the credits. Far more ambitious games have done far worse.
When Wei isn’t fighting for his life, he can take in the sights of Sleeping Dogs’ Hong Kong. Here, he visits the night market.
Lastly, I should give a shout-out to the game’s soundtrack, which did so much to convey a sense of place. There are quite a few songs available, but my favourites by far were the (often instrumental) Chinese tracks. Motoring around the game’s version of Hong Kong, with the rain pouring and the car radio pumping this into my ears, wasn’t just atmospheric and relaxing. In its own small way, it was an experience I could not have gotten from another game.
At the end of the day, I couldn’t have asked for a better introduction than this to the modern-day open-world genre. Sometimes hilarious, sometimes horrifying, often exciting, and always entertaining, Sleeping Dogs is a very good game, well worth my money. I look forward to seeing what UFG does next.
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This entry is part 1 of 2 in the series Sleeping Dogs
Taaaaaaxi!
Sometimes you can trace when you fall in love with a creative work to a single moment, of joy or wit or creativity. And so it was with Sleeping Dogs, video games’ answer to Hong Kong gangster flicks.
Our story begins with our hero, undercover cop Wei Shen, between missions — quite literally, as his next objective was some ways off. On foot, too far from his motorbike and too far from his destination, it looked like Wei was about to add a touch of verisimilitude — namely, vehicle theft — to his criminal disguise. Then I saw a taxi. Salvation! I sent Wei jogging over. The game popped up a message: “Hold Y to enter the taxi”. Y! Wei opened the door. Threw the driver out. And climbed behind the wheel himself.
Oops. What happened was, I had missed the “hold” part and tapped “Y” instead. So much for “not stealing a vehicle”, but oh well. When life gives you lemons, you make lemonade. When Sleeping Dogs gives you an ill-gotten taxi, you drive off (and luckily for me, there were no police officers nearby to object). But just because I had turned Wei into an unwitting car thief didn’t mean other cars on the road would disappear. In due course I ended up in the queue at a red light, patiently waiting my turn to go. So imagine my surprise when a passerby climbed into the taxi — only to open the door again and run for her life when Wei said, mildly, “Do I look like a cab driver to you?”
That made me laugh. It was the perfectly logical thing to happen in that situation — the taxi was stopped, Wei wasn’t carrying anyone, and there was no way the would-be passenger could have known he was not a real taxi driver. And yet, it was so delightedly unexpected — how often do games obey real-world logic, instead of their own? That bit of clever thinking by the developers sealed the deal for me. I can’t wait to see what else they may have in store.
Criminal lords who control everything not controlled by the ultra-rich;
Police whose only principle of operation is maintenance of the status quo;
Hordes of poor people starving in the streets;
Absolutely no middle class whatsoever.
Nonetheless, the society manages to remain at a high technological level.
– The Grand List of Overused Science Fiction Clichés
At first glance, one might think that Deus Ex: Human Revolution, last year’s cyberpunk action-RPG from Square Enix, falls into the above trap. A walk around its first hub area (which I’ve just completed), the Detroit of 2027, appears to tick every box. The game’s first act takes place over a single evening, so the sky is black and forbidding. The streets are filthy. Graffiti is everywhere. The beat cops all wear riot gear. The outside world appears no better: newspapers refer to an ongoing “Australian civil war”. At times, the exaggerated dystopia shades into silliness: why are middle-class characters living in the same garbage-ridden slum as the local arms dealer?
The grrrritty future: Detroit in 2027, from Deus Ex: Human Revolution
But dig deeper, and you’ll find more to Human Revolution than Generic Science-Fiction Dystopia. This is a world defined, above all, by one social issue, one conflict – transhumanism, in the form of cybernetic augmentation. This raises several questions. First, there’s the usual debate about the morality of humans “playing God”, evident in conversations with other characters, in product blurbs from cybernetics manufacturer Sarif Industries and in radio broadcasts from anti-augmentation terrorists Purity First. It’s done well, it’s done plausibly – the pro/anti-augmentation slogans would fit right into today’s culture wars – but it’s also what we’d expect from a work that tackles the topic. In other words, well-executed but par for the course. If you are already familiar with this debate, from other works of science fiction, then Human Revolution won’t do much to sway your mind.
The game’s real strength isn’t what it has to say about transhumanism in general – it’s what it has to say about transhumanism in this particular world, with this particular technology and set of trade-offs. The advantages to cybernetic augmentation are obvious – you get to play with them. Want to jump like an Olympian’s dream, fling dumpsters and vending machines as if they were tissue-paper, see through walls, turn yourself temporarily invisible? These are merely some of the enhancements available to hero Adam Jensen, and making use of them is what Human Revolution’s gameplay is all about. More prosaically, cybernetics also fill the role of real-world prosthetics – allowing people who’ve been injured or maimed to live better lives. These positives are real.
The glittering future: the Sarif Industries lobby
But there is a heavy price. Cyborgs don’t lose their souls. They don’t become evil or insane or deranged. They don’t go on homicidal rampages. The game is not so crude as that. They do become dependent on an expensive drug, “neuropozyne”, to prevent tissue rejection and eventual agonising death. What happens when a cyborg runs out of neuropozyne, from the hints we’re given (and from this live-action trailer, in the form of a Purity First propaganda video) is not pretty – and there are “people” in Human Revolution, such as pimps looking for leverage over their girls, who’ll take advantage of that. This trade-off isn’t metaphysical, or moral, or airy-fairy and abstracted. This trade-off is grimly practical. Would you make it? Human Revolution’s appeal lies in its ability to make us ponder that question – and sympathise with those characters who didn’t get a choice.
Perhaps my single favourite visual in Human Revolution is a billboard advertising a new opera, “Il Metamorfoso” (see the bottom-left of the screenshot below). The game conveys so much meaning with that one simple little image. What is the “metamorphosis”? We don’t know, but given context and the curved, circuitry-like lines just visible in the ad, we can guess it’s augmentation. What is the opera’s take on it? The “Metamorfoso’s” demonic leer, and the way his hair flows into the sinister red background of the ad, speak volumes. Augmentation, the ad seems to tell us, is a deal with the devil. Revel in its power, but know it has consequences.
The commercial future: Detroit billboards in Human Revolution
It’s that kind of clever touch that draws me to Human Revolution. This is no exercise in mindless nihilism. It’s a game whose creators put real thought into its bleak future, into art and aesthetic and concept – and then, as good science fiction writers should do, extrapolated the resulting possibilities, vile or otherwise. It’s a game that respects my intelligence, and I look forward to playing more.
After circa 25 hours in Demon’s Souls, it was time to take a break. I could have played something easier, brighter, more cheerful… but instead, I started its successor, Dark Souls. And no regrets: six or seven hours in, I’m having a good time. Early thoughts below:
Play style: This time, I opted for a build that was the opposite of the first game. In Demon’s Souls, I played a royal, a lightly armoured magic-user for whom melee was almost always the last resort. In Dark Souls, I’m playing a knight: lumbering (by default), heavily armoured, and reliant on melee. While he does carry a cheapo bow and a painstakingly restocked arsenal of firebombs, most of his work is done up close, with sword and halberd. That has redoubled my appreciation of just how well the Souls games do hand-to-hand combat: even against trash mobs, it is a joy to dance past a zombie swinging his axe, cut him down from behind, and turn just in time to face a swordsman. Larger foes too: duck back from a knight’s enormous hammer and catch him while he recovers, hack away at a stone giant before it can awaken, dodge the whip-branch of an animated tree…
Level design: I think Dark Souls has the edge here. Three of the five worlds in Demon’s Souls, at least at the points where I was, felt like typical video game/fantasy environs: the pseudo-medieval castle; the prison/torture chamber; the ruined shrine. They were well-done, to be sure, but typical all the same. Dark Souls, in contrast, has given me a street battle through a pseudo-medieval town, followed by a dark, lush forest, both of which feel far fresher. I don’t think it’s a coincidence that I find it easier to suspend disbelief in the second game*.
Difficulty: Not being able to blow away weaker enemies with the wave of a wand should make my Dark Souls run harder, but so far, with one exception, it doesn’t feel that way. I can think of several reasons: (1) most of the time, Demon’s Souls limits the player to 50% or 75% of maximum health, a restriction missing from Dark Souls; (2) I think my knight’s armour does make a difference; and (3) I now have more practice at the combat system – probably the most important factor, judging by anecdotes from new players who are stuck on the first area. The exception relates to boss fights: in Demon’s Souls magic was the easy way to deal with most bosses, and I suspect that’s still the case. The most recent boss I fought was almost wholly ranged, though luckily, the designers provided a magic-using NPC to assist in the fight. At other times, I rely on the next point…
Multiplayer: This has been the source of some of my grandest moments. Co-op is still a blast – my favourite visual image from the game, so far, is three warriors, male and female, differently armed and attired, advancing across a rooftop to meet a boss. And after regularly dying to PVP invaders in the first game, it was a glorious moment when in co-op, I tag-teamed an invading griefer, shrugged off multiple blows from his hammer in a battle lasting minutes, and finally knocked him to his death off a ledge.
Overall first impression: A more polished version of the same, but that’s not a bad thing! If anybody out there enjoyed the first game but hasn’t picked this up yet, this seems well worth checking out.
* Though to be fair, I wonder if my reduced use of walkthroughs/maps in Dark Souls has something to do with this.
Here’s a thought experiment to chew on. In each case, the alternatives are mathematically identical:
Scenario A. You can win a guaranteed $1, or you can take a 50/50 chance of either winning $2 or winning nothing. Which do you choose?
Scenario B. You can lose a guaranteed $1, or you can take a 50/50 chance of either losing $2 or losing nothing. Which do you choose?
You would expect these answers to be consistent – someone who chooses the 100%-certain outcome in Scenario A should also choose the 100%-certain outcome in Scenario B. However, this isn’t the case. On average, people will choose the certain gain in Scenario A, but run the risk of the double-sized loss in Scenario B. Why? Because, according to behavioural finance researchers, a loss is felt more acutely than an equally-sized gain (a phenomenon known as loss aversion*), hence the willingness to take the chance of an even greater loss just to avoid the agony of the small one.
Extrapolated to video games, loss aversion could probably explain a lot of player behaviour – abusing save/reload, anyone? It surely must explain why we feel death penalties so keenly, and since death penalties are so inescapable a part of Demon’s Souls, it helps explain why the game’s difficulty is often exaggerated.
Yes, I said “exaggerated”. This does not mean it’s easy; far from it. Even playing an easy class, using a walkthrough, and looking at a map, I died twice in PVE today, while PVP invaders routinely slaughter me. It does mean that the death penalty, loss of unspent souls if you fail to pull off a corpse run, is nowhere near as fearsome as it sounds. Souls might be easily lost, but they’re also easily acquired – co-op is the safest and best way, but even for a low-level character, it is not that hard to farm them. However, loss aversion would exacerbate the harshness that players perceive.
In my case, while having to replay a level does frustrate me, I don’t especially mind the death penalty. While I am very careful on corpse runs, I can shrug off failing and losing my souls for good. Partly, this is because I know, and thus can control for, the game’s mind tricks. Partly, this is because I’ve never lost a truly whopping number of souls – I’m always careful to return to safety and spend my souls whenever I have enough saved up. Appropriately, there’s another technical term relevant to that…
* If you’re interested, you can read more e.g. here and here.
In a game as unforgiving as Demon’s Souls, I have no pride. To me, there is no such thing as a “cheap” or a “cheesy” tactic in Demon’s Souls – either it works or it doesn’t. And in a game this unforgiving, there is no such thing as a “spoiler”. In search of advice, I will watch videos; read forums, walkthroughs, and wikis; gladly bypass trial and error.
It was those forum threads that led me to the Shrine of Storms, a ruined cliffside stronghold, in search of its fabled loot. I wasn’t too worried about the opposition – until then, I’d never met a trash mob I couldn’t handle with my starting spell, Soul Arrow. Sure, I’d be in trouble if tough foes survived the first couple of Soul Arrows and closed into melee range, but they were slow enough for that not to happen very often. The player character’s strength is his/her agility, and I was grateful for it.
The Shrine of Storms loaded up. I advanced. A skeleton sprang to its feet. I lobbed a Soul Arrow. And to my horror, the skeleton rolled at me – as nimbly as I could roll. “YOU HAVE DIED,” the game told me soon afterwards.
Bad enough that the skeletons were strong enough to survive a couple of Soul Arrows, and fast enough to close the distance. (“YOU HAVE DIED.”) Bad enough that my rapier was about as effective as poking them with a cotton bud. (“YOU HAVE DIED.”) The icing on the cake was that my reliance on magic meant I’d never properly learned the game’s melee combat system, and thus, I had a tendency to panic and button-mash when foes got too close. “Fear is the mind-killer,” says Dune, and in Demon’s Souls, that makes it a player-killer as well. As such, I soon grew used to the aggravation of watching the skeletons turn and swagger away*while “YOU HAVE DIED” burned on my screen.
But I was having too much fun to give up. I practiced my swordplay against the skeletons, ran the level again and again as a blue phantom, discovered to my joy that the Shrine of Storms is in fact a great place for newbies to farm souls. Once, as a blue phantom, I even made it as far as the boss room; the host and I took down 75% of the boss’s life bar, before I discovered the hard way that the boss could hit the ledge where I was standing.
I decided I’d clear out the boss later. I retrieved the sword for which I had originally come, then travelled to other levels. I killed the dragon who had previously tormented me, then took down another boss (via Soul Arrow, which turned the fight into a piece of cake; I understand that boss is a lot more difficult in melee…).
Beating that other boss restored me to body form and allowed me to bring in blue phantoms. And with that, I was ready to return to the Shrine of Storms. Two blue phantoms and I overpowered the early skeletons, made short work of the level’s sub-boss, pressed on. About halfway through, I lost my first blue phantom to a booby trap; it was me who set off the pressure plate, but the resulting volley of arrows impaled him instead. There was a hairy moment after that, a point-blank fight on a dangerously narrow cliffside path, but with the help of my remaining blue phantom, I made it through. We fought our way to the boss room…
… and promptly died. After seeing how much health I lost to the boss’s first blow, I ran around like a headless chicken and ended up trapped in a corner. On my next two attempts to reach the boss, I didn’t even get that far – both times, I died right before the boss room. The first time, the boss’s “doorman” one-shotted me; the second time, I almost won the swordfight, but “almost” wasn’t good enough.
I think that is the game’s way of telling me I need to try another approach. A buff spell, one that significantly reduces physical damage taken, would be a huge help in the Shrine… and as it happens, I’ve fulfilled one of the two conditions to unlock that spell. I know which level I need to visit to meet the other condition (thanks, Demon’s Souls wiki!), so it’s probably farewell to the Shrine of Storms for now. But I will return. And when I do, stronger and quicker and better prepared, the boss had better watch out.
* I’m sure it was just their usual walking animation, but at that moment, it felt like a gloating, troll-faced swagger.
Last weekend, flush with victory over the first boss of Demon’s Souls, I cheerfully declared, “Much less difficult than I was expecting!” I suspected I’d have to eat those words sooner or later, but hey, they were true at the time.
This weekend, Demon’s Souls fulfilled my expectations. Over the course of a circa two-hour play session, I was repeatedly BBQed by a dragon; made it past the dragon only to be carved to bits by a waiting knight; poisoned; ambushed from behind; and blew most of my precious healing items. What kept this fun rather than frustrating was that for most of this time, I was playing co-op.
While every game is better in co-op, this is doubly so in Demon’s Souls. This is partly due to the usual “many hands make light work” effect, partly because of what a relief it is to see friendly faces, but also partly because the game’s penalty for dying doesn’t always apply in co-op. For background, in Demon’s Souls, you can exist either in “body” or “soul” form. Dying in body form will send you into soul form, and dying in either form will make you drop all your accumulated souls, the game’s titular substitute for currency/EXP. If you die again before retrieving your souls via a corpse run, they’re gone forever.
Co-op works when a “soul” player leaves a marker indicating his/her availability to be summoned by a host, “body” player. The visiting soul will then drop into the host’s world as a blue phantom – and the beauty of playing a blue phantom is that in this form, you don’t lose souls from PvE deaths, making this a great, lower-stress way to explore a new level while building up a nest egg. If you die as a blue phantom, or the host dies (which results in all blue phantoms being booted), no problem – just lay down your marker again and wait for another player in body form to wander past. (I wasn’t the only one to do this, as I ran into the same blue phantom twice.)
I largely played my first few hours (single-player) cautiously, methodically, keeping an eye out for sudden death, and as such, they felt like hours. In contrast, those two hours of co-op flew past, laden as they were with memorable moments.
There were moments of endearing etiquette, when blue phantoms or the host would bow upon arrival.
There were moments bordering on farce, as three “mighty” warriors huddled together, cowering just out of reach of the dragon’s flame, before sprinting for their lives. (As such, this is the most realistic dragon encounter simulator I have played. You can in fact kill the dragon with enough patience, but evidently none of us had a bow with sufficient arrows.)
There were moments of wordless teamwork. Once, our way was blocked by a row of boulder-flinging monsters. The warrior next to me hesitated. And I realised this was a job for my spellcaster: I stepped forward, raised my silver catalyst, and began blasting away to clear our path – just as the third player present emerged from behind the boulder-tossers and caught them between hammer and anvil. This worked both ways – as a weedy spellslinging princeling, I loved having beefy, armoured knights around who could wade into melee and draw fire from me.
There were moments of high adventure: the host player and I made it past the boulder-throwers and eventually came across the level’s boss, a giant, flame-lobbing spider who blocked the far end of a tunnel. (We lost the other blue phantom somewhere along the way – did he lose sight of us and disconnect in frustration? Did an unseen demon do him in? Did he fall to his death?) It was wonderful to watch the host player at work, shooting arrow after arrow at the boss, rolling left and right to avoid fireballs, taking the odd hit but always managing to heal in time. (As far as I could tell, the host was the one doing the dangerous part of the work – my contribution was limited to lobbing Soul Arrows from the back of the tunnel and hiding whenever a fireball came near me.)
And there was a moment of triumph, when the giant spider finally fell. “THE DEMON WAS DESTROYED” took over my screen, and souls flooded into my possession. I gave the other player the highest possible rating (I hope he/she reciprocated!), and back in my own world, took great pleasure in spending my newly acquired souls on a shield and some skill points. I didn’t push my luck after that in single-player – with that, I logged off for the night.
All in all, I had a great time playing Demon’s Souls co-op. And my advice to anyone scared by the thought of visiting the Kingdom of Boletaria: try it with a group! Safety in numbers might be a relative term in this game, but you’ll also enjoy camaraderie and the spectacle of seeing other brave souls in action. See you on the other side of the fog!
Here are some of the games I started recently in lieu of pressing on with The Witcher 2…
Demon’s Souls (PS3) – The infamously difficult action-RPG. As at the end of the first level, it’s actually much less difficult than I was expecting – it’s certainly less frustrating than the opening sections of God Hand or The Witcher 2. It helps that I’m using a walkthrough and playing as the easiest starting class, whose ranged magic attack can OHKO most of the first level’s enemies. This doesn’t mean it’s easy. My magic takes time to lock on and cast, which leaves me vulnerable to being swarmed in close quarters; if you let attacks get past your shield or fail to dodge, you can die in a few solid hits; and if that happens, there’s the loss of time from having to replay swathes of a stage*. The one boss fight that I did was actually really cool: I ran from cover to cover taking pot shots, realised my approach wasn’t working, then pulled my sword and CHARGED! – what a thrill that was. The online aspects of the game are also nifty – you can see ghostly outlines of other players, which once alerted me to an ambush (the ghost ran past a corner, then raised its sword to attack a foe I hadn’t seen), and touching bloodstains will let you see others’ last moments. I’m not sure how much more time I can spare for this game, but the first few hours were worth it.
* You can unlock shortcuts that allow you to bypass chunks of a level if you have to restart; however, there will still be some need to clear out respawned foes.
Bastion (PC) – Indie isometric action-RPG. I estimate I’m around halfway through, and so far, I’d consider this good but unspectacular. The game’s world is imaginative, colourfully drawn and fleshed out by omnipresent narration. Each stage feels distinct, both from an art and a gameplay perspective – some will involve a fairly long Macguffin hunt, in some you’ll find your Macguffin early but then have to flee a gauntlet of foes, and others steadily ramp up to boss battles. The combat feels fluid, as you alternate use of your shield, your various weapons, and manoeuvre. The difficulty level feels right – the mandatory stages start out reasonably easy (you can up the difficulty if you choose – I haven’t done so) while the optional stages are geared towards players who want a challenge. Yet, and this is very subjective, nothing so far has stood out enough for to consider the game “great”. I’m probably going to reserve this for when I’m too tired to play more involved titles.
Half-Minute Hero (PSP) – Now this is a clever concept. The flagship gameplay mode, “Hero 30”, is an 8-bit RPG boiled down into 30-second stages – level up, shop for better gear, recruit NPC allies, and then head for the boss’s lair! In practice, you’ll need more time than that, which is where one of the game’s key mechanics, paying the Goddess of Time to reset the clock, comes into play. As such, the challenge in each stage revolves around finding the right balance (on the fly!) between grinding, tackling the stage-specific challenges, allocating money between the Goddess, equipment, or other NPCs, and leaving enough time to reach the boss. A few hours in, I like its fast pace, I like its sense of humour, and just as with Recettear and Frozen Synapse, I like its original premise, and I’m already looking forward to the sequel (coming to Europe in October).
Sometimes, sequels and remakes are exactly what the doctor ordered. In recent weeks, two upcoming air combat-themed indie games have caught my attention: AirMech and Guns of Icarus Online.
AirMech
The further advanced of the two is Carbon Games’ AirMech. This is basically a modern remake of one of my childhood favourites, Herzog Zwei:
Never played Herzog Zwei or Brutal Legend, another game it inspired? AirMech is an action/RTS hybrid where you fly about in your plane, purchase units and then transport them to the front, and drop down into robot mode to engage enemies on the ground. But watch out for surface-to-air missiles! Up to four humans or AIs can play at a time, and victory goes to the player whose army can destroy the others’ starting strongholds.
I’ve spent about an hour with various alpha builds of the game, and from a presentation standpoint, it’s already impressively polished. I particularly like its bright, colourful and slightly stylised art – this is how an updated Herzog should look! The gameplay and interface are still being tweaked – the latest build plays very differently to the one I tried just a couple of weeks ago – but based on what the developers have achieved so far, I’m optimistic that the game can reach its potential. This just cries out for a Stompers of Comps multiplayer AAR, so stay tuned post-release…
Guns of Icarus Online
The other title to catch my eye is Muse Games’ Guns of Icarus Online, a steampunk airship MMO shooter. No actual gameplay in the following trailer, but it does look cool:
Critics were unimpressed with the original Guns of Icarus (which I never played), but the developers have acknowledged that “our ambition outstripped our schedule” for the original game; for the sequel, Muse is apparently better resourced and has benefited from its experience developing other games. While there will be PVP, I’m more interested in the “exploration” promised for the cooperative mode. At this stage there isn’t enough information to judge whether the developers can execute on this vision, but if they can, this could just turn out to be the steampunk airship Pirates! that I’ve been calling for. Worth keeping an eye on.
For years, I’ve wanted a really good, Ghost in the Shell-esque game that would let me wander around a futuristic city, gathering clues, wielding gadgets and hunting down evildoers. Now, it seems my wish may be granted: check out Gameshark’s E3 impressions of Prey 2 (published by Bethesda, developed by Human Head), described as a “science fiction, first person Assassin’s Creed” casting you as a bounty hunter in an alien city*. You can view a gameplay video below:
And here is a cinematic trailer:
The gameplay video mostly shows off taking cover and shooting, so I’ll be interested to see how other aspects of the game play out. Will the dialogue be well-written? Will the world be imaginatively designed and interesting to explore? (It doesn’t have to be Fallout 3, but I do expect at least some handcrafted little details.) How will investigation work?
We’ll find out in 2012, when Prey 2 ships.
* I understand this has little in common with the first Prey (a game which I never played, but which doesn’t seem to have left much of a mark) beyond the name.
Over the weekend, I had the chance to spend a few hours playing Section 8: Prejudice (see here for my “looking forward to…” post in which I mentioned the game), and so far I like it quite a bit. Here are some specific thoughts:
The game’s pacing feels about right. It plays quickly enough to have a joyous, madcap feel, and it doesn’t take long to get into the action. Power-armoured soldiers blaze across the map only to be cut down by in a volley from entrenched defenders, while respawning players take a mere 6-7 seconds to drop down from the sky. That said, the game is also just slow enough for me to keep up.
I really like how well the game accommodates players like me, who are terrible at the actual running and gunning in shooters. There are plenty of fun things I can do instead – I can indulge my specialty in video games, fortification, by patrolling the base, throwing down turrets in key locations, and repairing defences when necessary. I can equip myself to take out enemy turrets or outposts (which are easier prey than other players…), I can repair teammates’ vehicles, and so on.
And on that note, one area where I do seem to have an edge on random online players is teamwork and tactics. In one match, I thought I was the only guy who had ever heard the words “repair”, “fortify”, or “convoy”, and it’s a pain when other players capture an objective and charge off to the next one, only for the enemy to waltz back in and recapture the undefended objective. None of this is surprising, but still…
I also like the ability to call down vehicles as a match progresses. Not only are the vehicles themselves – a hover bike, a mech, and the holy of holies, a tank – pretty cool, but saving up for vehicles gives me something to look forward to.