Showing posts with label ultima. Show all posts
Showing posts with label ultima. Show all posts

Tuesday, November 12, 2013

What I'm Playing, October '13

at 7:19 PM
In this feature, we commemorate games I have for the first time started and finished in the last few highly variable time units.

Alright gonna blast right through this because I forgot to fill it in at the end of October. Things got hectic with moving week and all.

Special Recognition for Starting and Finishing:

NAM-1975 (NeoGeo)

NAM-1975 belongs to that very small subset of shooting galleries like Wild Guns and Cabal that utilize an onscreen character, aka arcade third-person shooters - a class of games that I love and wish hadn't died after Sin & Punishment. NAM is credited to SNK and strongly reminds me of Metal Slug, though, as Slug was developed six years later by ex-employees of Irem, I doubt the games shared much personnel. Still, they both nail that perfect level of difficulty between reflex and memorization that I've colloquially labeled "fun". It's hard to describe what exactly makes an action game satisfying without just listing what it's not; it's not pure reflex, it's not pure memorization. At the highest level, there's something about learning to recognize certain setups and how enemies will organically and spontaneously interact to create threat patterns, and through failed attempts and experimentation developing high-level strategies to combat those emergent challenges without needing to know exactly what's coming when. To become skilled at the game, you memorize setups and strategies then reflexively identify situations and match them to tactics, rather than memorizing a sequence of spots on the screen to occupy and targets to shoot, or individually processing every single bullet and relying on reflexes for every move.

For instance, in the first level of NAM-1975, there's this water part. I've learned that the highest priority enemies are boats (and if you shoot the boats the riders will die), the second highest are choppers, and the lowest are swimmers. I've learned to dodge roll, not to run, because the angled bullet fire comes in quick bursts. I've learned not to take the Balcan (machine gun) rather than the Flamethrower, because the flamer has too little ammo and leaves me unable to attack the choppers. None of this has anything to do with knowing where to stand on screen, where to aim, or any specific mechanical inputs. It's all strategic data that I've stored in my head that allows me to intelligently structure a reaction to "there's an enemy" and "here comes a bullet".

NAM's got a blazing pace and plenty of variety, but it does fall short when it comes to boss battles. That's really the only reason it'll never threaten Wild Guns and Sin & Punishment 2 for the position of arcade TPS top-dog - every level ends with the same tedious tuck-and-roll fest, as SNK couldn't come up with any cleverer way to crank up the difficulty than to give the bosses super-fast projectiles.

Games Started:

Pokemon Y (Nintendo 3DS)

And the pacing is officially 'off'. It has now been 16 hours, nearly 120 caught Pokemon, and TWO FUCKING GYMS (at approximately the 8th and 14th hour). Y is chugging along SO slowly. Maybe I shouldn't be stopping to smell and catch every last Roselia, but Christ almighty, every time I think we're ready to move to a town that'll have a gym and give me a real battling challenge, yet another filler dungeon is tossed in. Save it, guys! I'm going to be so burned out by the time I get to the Elite Four that you can call me, uh, Flareon.

I know, I know. "It doesn't mean anything that gyms are spaced out, that's a completely arbitrary structure that you're forcing on the game based on past experiences". That's true. What keeps the trainer journey interesting isn't strictly the idea of a Pokemon Gym every two hours, it's the iterative process of collecting new Pokemon, refining your battling squad, and taking on a concentrated challenge - a test - that allows you to pass through to the next stage of the journey. In the past, those challenges have been represented by gyms. Just because gyms are less frequent doesn't mean the challenge/tests have to be... unfortunately, in Pokemon Y, that's exactly what it means. Thus far the only even remotely structured challenges have been the gyms, and even they have been easy as shit. But outside of that the worst you'll ever see are Trainers with three Magikarps that might know Tackle.
If you're asking: "So, are the Pokemon themselves still getting stupider?", let me just point you to Hawlucha.
I dunno, it's too early to say (which is insane, considering it's been 16 hours), but right now this feels like a game that is strictly made for people who enjoy catching Pokemon, not people who enjoy raising and battling them. But I will give them that there are certainly a shitload to catch and some interesting new tricks to the process, like the ever-annoying Horde battles, more spawning subtleties, a way bigger world with (I think) more optional areas (I say "I think" because I've been going everywhere anyway), and other stuff that's frankly kinda boring to bring up. Not bad stuff, just really specific.

Ultima VII (PC)

I'm not gonna do another first impressions of Ultima VII because I've barely played it since I wrote my first first impressions. I actually hate playing PC games for totally arbitrary reasons: if I've never mentioned before, I don't like sitting at my desk and using a mouse and keyboard, since I do that all day at work. Games are my relaxation time, so I like to be able to sit in bed or on the couch - I've never found a great way for this to mesh with mouse/keyboard (and yes I've tried a lap-desk, and no I don't care for it). Moral of the story is that unless I'm REALLY into a PC game or I'm in some life-phase where I have a lot of spare desk-time (like college), I generally stall after a few hours. If you can't guess from my original article, Ultima VII is probably gonna be one of those cases. The game just fans out so fucking much after that concentrated intro, which isn't a bad thing, it's just an "I have other games to play that are better at keeping me involved" thing.

The Witcher (PC)

Kinda same thing applies here as I just said for Ultima. I actually tried lap-desking this one because I like it so much, but the words are too tiny to read on my TV. I will probably chip away tiny hour-long chunks once a month for the next year until I start forgetting to play it. It doesn't help that I'm having some weird performance issues that I can't even describe well enough to search for on Google - my machine runs the game just fine, but when in free camera mode (i.e. anytime outside of combat) the camera jerks upward every few seconds, really breaking my immersion and making it hard to enjoy looking at the world.

One neat thing I was really enjoying was that the first chapter of the game shakes up the traditional hub structure by spreading the adventure field over the exact same area as the town, relegating night to Danger/Combat time and day to Talking time. The entire act is set in this broad village area with some fields and houses interspersed (there's definitely a term for this and if we were closer to my high school European history days I would know it. Virgate? Kenning?), and during the day, everyone is out and about, frolicking around, giving out quests and selling baubles. When night rolls in, the villagers shut their doors and the ghosts come out, and what was formerly the town area becomes the dungeon. It has almost a Zelda-y feel to it, like the way the towns would shut their doors and the spooks would come out when the sun set on Hyrule/Termina/Hyrule field.

Godzilla: Save the Earth (PS2)

Well, Save the Earth gets a lot of free points for being a fighting game that doesn't immediately feel like the three archetypes (Capcom, Mortal Kombat, and Tekken) we have today. I can't think of any fighting game since Tekken 6, and before that since Brawl, that had me up til 6AM just trying out every last character. But Save the Earth's widely varying roster (and that's just the eight characters I've unlocked) did just that. Aside from some rare camera wonkiness, hard-to-pick-up controls, and a far-too-long arcade mode (~1 hour *if* you win all the fights on first try), there's very little to stop the game from being completely enjoyable. That said, this is a model explicitly designed for disposable fun, so it doesn't exactly promise bottomless depth.

There's a very rock-paper-scissors feel to the fights, with each character mostly oriented around ranged, melee, or grappling attacks. Still, such basic core mechanics leave a lot of room for flashy, distinctive quirks to each character. That's kind of the calling card of the party fighter, and it's also exactly what you want in a tribute game.

As fan service, it's stellar. Even as a neophyte I'm impressed by how loyal the game is to the characters' filmic abilities and styles and how well that's worked into the gameplay. Anguirus uses his spiked back instead of blocking, Mecha King Ghidorah absorbs lazers, Mothra starts as a larva and metamorphoses mid-battle into an imago, Rodan flies instead of walking, SpaceGodzilla is totally oriented around telekinesis, etc. It's more strictly tied to what's been established in the movies than the contriving and occasionally straight-up arbitrary Marvel and DC fighters. Of course, kaiju translate really seamlessly into well-balanced one-on-one fights (I hear they made this famous RPG based on them...) so it's only natural that they all have well-defined and corresponding move-sets. Even in the movies, they pretty much each have a special beam attack, each have a special mode of transport, each have a special throw, etc. The only big disappointment for me is that Kiryu (here called Mechagodzilla III) from 2002's Godzilla x Mechagodzilla is completely lacking its signature Gundam-style detachable shoulder/wrist cannons and backpack. What's up with that? That's the whole point of Kiryu. Though it should be noted I haven't seen the movies featuring about a third of the kaiju, so I can't comment on how loyally presented they are.

Volgarr the Viking (Steam)


Actually started this in September but forgot to cover it. Volgarr is like Ghosts n' Goblins for a new era... in that it's a lot like Ghosts n' Goblins. I actually enjoy the core mechanics more than the GnG series (some have said they hearken back to Super Return of the Jedi) and the individual challenges feel more precise and fairly parsed. That is to say, after you've cleared one screen, you won't continue to be flooded from behind by respawning enemies from that territory.

I don't know if there's a lot else to say about it. It's fun - if you're a fan of Sir Arthur, definitely pick it up.

One note - it's a bit obnoxiously old school in a way that most reincarnations of old quarter-eaters aren't - there's no way to save your progress, neither through passwords or save states. Though the full game could probably be toppled in a half hour by a master, you're going to have to master it to that point to reach the end - though there are infinite continues on hand, unless you've got infinite time to pair with them, you'll have to start from the beginning every time you boot up the game. 

Games Finished:

Castle of Illusion starring Mickey Mouse (XBLA)

A gorgeous finale to a gorgeous game. I love that they managed to make Mizrabel overflowingly cinematic while still retaining the punishing difficulty of the original game's final battle. I'm normally not a fan of talky bosses, as they tend to repeat themselves (The Witcher 2) or distract from the action (Anarchy Reigns), but Sega Australia managed to pace this fight perfectly such that Mizrabel's seamless [flamboyant?] incantation actually makes the rather straightforward platforming boss battle an engrossingly magical moment. I felt like I was playing Fantasia. The voice performance by Nika Futterman as Mizrabel and the crescendoing score by Grant Kirkhope really knock the scene out of the park.

Castle of Illusion immediately joins the ranks of games worth playing just to indulge in audio/visual beauty. I can't think of any game since Baten Kaitos which I have so delighted in witnessing unfold. It's a fun game to be sure, a loving remake to be sure, and even a rare capitalization on the full potential of 2.5D, but what will really stick with me from Castle of Illusion are those menacing saffron storm clouds, the gleaming licorice dragon bursting forth from his swirling river of creams, the orchestral attacks giving way to foreboding tinkling as Mickey was thrown to and fro through watery ruins, and all the other dazzling illusions the castle held. I cannot give a strong enough recommendation for Castle of Illusion, and if you're at all interested in 2D platform design, make sure you check out the original as a companion piece - it sheds a lot of light on just how clever the remake is. 

Tuesday, October 15, 2013

The Witcher and Ultima VII are like opposite ends of the Isometric RPG timeline

at 7:27 PM
It's serendipitous that I chose Ultima VII: The Black Gate as my buy-one-get-one-free with The Witcher, as Black Gate is one of the original (if not the first) real-time isometric RPGs, while The Witcher seems to mark the place where the genre transcends itself and merges into the broader BioWare/Bethesda trend of modern WRPGs. Alongside first person games like the Elder Scrolls series and Ultima Underworld, the isometric style dominated PC RPGs for over a decade, providing us with your basic list of citations of classic WRPGS: Fallout, Arcanum, Planescape: Torment, Baldur's Gate, Neverwinter Nights, Diablo, and Whatever.Com.


Something something something we could talk about how the genre goes back to Rogue and Adventure and how it obviously spawned originally from tabletop games. Anyway, some of the big deals about Ultima VII here in video game world are that it does away with grid-based movement, automates turn-based combat in a real-time format, and introduces investigative dialogue trees (i.e. the player learns keywords that then become choices in future conversations). That's a short list, and I'm skimping here because Western RPGs are far from my area of expertise, but the idea is that Black Gate really cut back on the discretized feel of RPGs up to that point. The isometric style was a giant leap in the direction of real-time cinematic gameplay, even if it was still turn-based and heavily governed by off-screen calculations. It was a much bigger step away from tabletop than, say, the early Wizardry games. I realize this has little to do with isometric graphics, but, well, that's just how it happened. I'm not lying with the above list of examples (or the many more Internet and I could cite) - these games are bound by far more than their visual style, even if it is the most immediately recognizable characteristic. 

With that in mind, I should note that while Diablo II and its isometric dungeon-crawling progeny like Fate, Torchlight, and Sacred are certainly influenced by the WRPG trend born of Ultima VII, their hard real-time action and dungeon-crawling focus pretty significantly distinguish the gameplay to the point where most gamers put them in a subclass of their own. We'll just call them action-RPGs or dungeon-crawlers. 

Not that Knights of the Old Republic and Fallout 3 aren't already closely tied to the classic isometric RPGs of yore, but The Witcher really brings it all back home in that the player can literally switch back and forth between traditional fixed-overhead-camera point-and-click Baldur's Gate gameplay and over-the-shoulder free-look WASD Mass Effect action. The combat is somewhat turn-based, offering a command pause for complex actions (like using spells or potions) and syncing attack strings to rhythmic clicks instead of waiting on one-to-one inputs like The Witcher 2. The classic hub structure is present, latching the player to a temporary home base while they fan out completing quests, but the environments are thoroughly interconnected and deviate from the dungeon model. Dialogue trees, now not as Zorkily arbitrary as Ultima VII, are the fundamental means of fleshing out the story. It all comes together as a very explicit Farewell to Isometry; a changing of the guards. Playing it in 2013, six years after its original release and loooong since any mainstream isometric RPG, is enough to make one nostalgic for the old days. 


Playing The Witcher back to back with Ultima VII gives an interesting look at how far we've come - and in particular, how not that far we've come. It's funny - all those little gripes I listed about Ultima VII yesterday are totally and amazingly resolved in The Witcher (most of them were resolved by, uh, 1994), yet the latter game doesn't seem particularly better. Oh, it's way funner, and I'm far more engaged already. While last night I had to force myself to make it through a half hour of Black Gate, I played The Witcher for two hours straight and was barely able to put it down. But there's nothing driving me to play Witcher instead of Ultima, nothing I'm particularly anxious to experience, discover, or overcome - it's just easier to play. Somehow, in the 15 years that passed between these two games, no new means of interaction have become standard. The medium, or at least this subset thereof, is still offering players the same choices it has been for decades. This really isn't an inherently good or bad thing, but it's certainly an observation warranting reflection. 

Not here on this blog though!

Aside: off-topic, but this isn't really worth another post. The Witcher is notable as a great jumping-on point for isometric RPGs. The genre is notoriously inapproachable, with the general consensus that if you aren't willing to learn the AD&D rulebook, you don't deserve to get anything out of these games. While mastery of The Witcher may not make Icewind Dale any easier, it at least provides a semblance of the experience at a perfectly palatable learning curve.

Monday, October 14, 2013

Alack, how dost one play Ultima VII?

at 6:58 PM
Sure it has one of the most insanifying, reality-breaking perspectives every created, but I knew that going in. In fact, it didn't take long to get over the culture shock and accept that the game is set in topsy turvy world.

And sure it has the choppiest animation I've seen since the Atari 2600 era, despite a 1992 release date that makes it a contemporary of A Link to the Past and other games that have more than two frames per animation. But, ya know what, I got the hang of completely animation-free first-person RPGs like Etrian Odyssey and Guadia Quest, so I'll take any movement at all as a luxury.

And sure, there's no control guide in the game OR EVEN THE MANUAL explaining how to interact with items, pick things up, use expendables, equip gear, talk to people, see your partners' inventories, and enter combat, but the Internet was happy to answer those questions and even provide me with a list of hotkeys to keep in a window next to DOSBox.

And, sure, not an hour went by before the quest required me to break out the packed-in cloth map and turn the manual to the decoder page to understand the runes used to label it, but heck, I guess that's quaint in a '90s PC game kinda way. 

Yes, surprisingly I made it through the first town of Ultima VII in high spirits, drinking in the adventure and puking out the grandeur. While the driving murder mystery seemed transparent, I was intrigued by the use of a Scientology stand-in for the plot's villains-to-be, ready to track down the leaders to see what they were hiding. And from a meta perspective, I was pleased both by the humanism of the story and that it'd managed to capture my interest by keying on a combination of overblown tropes and more subtly unraveling ones. I'd even already had the chance to role-play a bit, choosing which characters were allowed in my party, how to outfit them, and how to interact with the townspeople.

It's not just acclaim that makes me want to keep going with Ultima VII - despite the thorny interface, it shows a lot of promise. Rather than an introductory dungeon or a plodding cinematic montage, the game starts with a puzzle-driven investigation requiring the player to inspect a crime-scene and interrogate witnesses and suspects. This is straight adventure game stuff that would fit just fine in Zork or Monkey Island, which is exactly what makes these old WRPGs unique; they're a purer form of what BioWare's been hacking for fifteen years now. I know I'm not alone in seeing the allure of this combination of brain-teasing puzzles with open-world and dungeon exploration, even if it's not a popular style anymore.

Yet as soon as I set out into the world, free to wander the fields and find my destiny, Ultima VII lost me. I don't have any scathing indictment or obvious flaws to point out - all I know is that I lost interest real fast. And yeah, it may have largely been a visual thing. With such a confined field-of-view, it is extremely difficult to gauge my position even in my immediate surroundings. It's hard to tell how far in any direction I've gone, how far I've yet to go, or even whether I've been to the same area before. It doesn't help that the characters' walking speed is so lethargic that it takes ages just to get from town to town. "Running" makes travel times more manageable, but it also makes the screen scroll so quickly that the already difficult to parse scenery becomes a complete blur - not to mention it makes it extremely easy to run straight into an enemy and quickly lose a fight. And it certainly doesn't help that the perspective doesn't work outside of the towns. The problem with the game's POV is that the buildings and characters are rendered from an angled 3/4 type view, while the ground and landscape is shown eagle-eye. You can kinda forget this in the towns where the isometric buildings obscure most of the view, but in the field, where standalone plants and trees appear to be growing sideways, it looks like the sprites are falling off the world. There are times when certain characters walk upside down because of how weirdly the angles work out.
No, the world isn't tipping over. That's just what it looks like.
And of course I only managed to make it through two battles (lost two as well), as, as difficult as the controls were to learn, there's a whole new set of mechanics that play out automatically in real time once battle starts. So really the big problem is that all of this unpleasantness is just setup for me to try (and fail) to learn the battle system.

I want to keep at Ultima VII even in spite of the messy prototype feel that the outside areas have. I'm kinda taken aback, as by 1992 I figured it was just a given that there would be passable walk-around-and-hit-stuff mechanics and comprehensible graphics (this game came out the same year as Soul Blazer and just a few months before Secret of Mana). By comparison to tabletop DnD, I'm sure it seemed amazingly advanced, and the mystery/dialogue/story stuff is sophisticated and immensely appealing, but it's not a particularly video gamey game. I really hate to put this down as yet another inapproachable WRPG (along with Baldur's Gate 2, Fallout 2, and Planescape: Torment), so here's hoping it starts growin' on me.