Wednesday, September 17, 2008

Forgetful, but not about Crysis

Here I am, completely forgetting what I had thought of earlier. A muse that I thought would truly draw thousands to this blog. Bring people here every day to see if I've made another amazing philosophical breakthrough. But I forgot it.

But I guess that's alright, because that means that I don't have to post here every day or every other day. I can continue my sporadic entries, and I believe I shall.

So I've been playing Crysis, and I believe it to be one of the best FPSes I've ever played, and despite me not having played most of them out there, I'm sure most of you would feel the same with a computer that ran it so well. It's a gorgeous game, first off, really bringing you into your environment. A tropical paradise with waterfalls and beaches and villages...and explosions. The physics add to the beauty of the game, and the way things fall apart, the glorious fireballs that erupt from destroyed tanks, it all comes together in a beautiful opus of mayhem. What further enhances the beauty of it all is the free-roaming capability of the world. It supports stealth through the forests surrounding enemy encampments. Or perhaps you want to use speed and blow past the enemies. Or just blow the hell out of them with superstrength. It is your choice!

That might be the greatest strength of the game. Any play style can be fun, and whichever you choose, the nanosuit you start the game with allows you to play each role to its maximum potential. The enemies also really allow the variety in playstyles, being, overall, quite smart, and the game is good about throwing them at you, with reinforcements being brought in if you're overly aggressive or open about your attacks.

At the point I'm currently at, I have really come to appreciate the cinematic quality of the game. I just got dropped in to a war zone, and instead of starting out on my own, I'm taken through the US defenses as a jet crashes into the hillside next to me and I'm ordered to take out the AAA guns I can see across the harbor peppering the sky with shells. Maybe some stealth and some speed are in order. Maybe some raw explosives are about to be served up. This is good stuff. Highly recommended.

(I'll try and have some actual musings next time. I'm taking an Intro to Philosophy, so my brain has definitely been pumping with this jazz.)

Sunday, September 7, 2008

New addition on the way

That's right folks, I just spent the last 5.5 hours on newegg and throughout the internetting finding and purchasing all the components of a new computer. Mmm, she's shaping up to be a doozy. I'm feeling great right now, as long as the newest nVidia card will fit into my case. And as long as Vista doesn't fuck with my soundcard as it apparently likes to screw with soundcards... But I'm happy and it's 5am and I really should go sleep now.

Here's to my next wave of gaming! (as my ps2 cries in the corner)

Saturday, August 30, 2008

Space (Under?) Siege

So yesterday I spent a good chunk of the day downloading the Space Siege demo. About 930mb later I had the tantalizing demo waiting on my computer. I was ready to spend all night checking out the new action RPG from Chris Taylor.

Well, I watched the intro cinematic, a pretty looking attack on earth with capital and fighter ships dueling on the edge of Earth's gravity. Finally, the awesome movie ended, and I was taken to the intro menu, where the same movie began playing again, but this time with a menu around it... So I started a game and after a short in-game cinematic of aliens assaulting my ship I commenced my defense of humanity.

The game uses the WASD setup to control many things, except movement, and I have to say this threw me. The mouse moved and controlled firing while A and D were used to rotate the camera and W and S zoomed in and out. The controls otherwise were very convenient and straightforward, but finally as I began to get comfortable with the non-FPS scheme, the demo ended.

I'd say I finished the demo in not more than 30 minutes, after downloading almost a gigabyte. I was disappointed. I think it was a fun game, and it looked awfully pretty, but I'm back into a phase of trying demos of all the new games, and it's hard for me to discern if my excitement of a game is warranted after 25 minutes, especially with such a hefty download. I realize that's how games are today, but you'd think I could get a little more content for a gig. Also, I'm still trying to figure out if the game is deep or not. It was straightforward, and though pretty, also quite simple. Well, Chris Taylor, the ball is back in your court. I'm intrigued, but not sure yet about $50 of intrigue.

Sunday, August 17, 2008

A game called reality

So I'm now home for a couple weeks recovering from actuality before I head back to my senior year of college and work and all that jazz.

What exactly is this actuality that I'm dealing with? I decided to ride a bicycle from Boston to Washington, DC. And I did it! I'm one who often doesn't do a lot of actual preparation, I usually prepare in my head and then either do something or don't. I find so many things fascinating that a large-scale project is daunting and unlikely. I do lots of little things, except for when I'm at work or school, because having that framework gives me a solid set of boundaries that I actually find the most comforting. Pressure, I need a box to not necessarily be thought within, but to allow myself to bounce off the edges and come back to reality.

But rarely do I think about non-creative endeavors. I certainly think about travel, but just about how I should go travel, go visit other countries. Never solid plans. So lo and behold, I thought that this summer would be the ripest time, a last ditch effort to be crazy in college, for some sort of road trip. And I settled upon a crazy biking trip, realizing that a trip between Boston and DC would be feasible and probably fun. I started preparing by telling everyone I knew that I was thinking about it, so that if I didn't go they would call me out. Then I got a bike (somewhat necessary) and just started biking again. Then I alloted time for the trip, asking for a leave from work and not having school anyway. I followed this by continuing to tell people about my trip and started making a list of things I would need.

Then I just continued to ride and began to train with a friend. We went a solid 150 miles one weekend to test out the items needed. It was good we tested our equipment and what would be needed, because I was not entirely aware of all I would need. But then I bought that, I kept biking, and then, well, after some route-planning, I found myself stuck on the trip.

It was great. It was really a learning experience, a challenge, a mission, and just relaxing. I had worries during the ordeal, but they were so pure and simple that I think my brain really enjoyed the trip. Never again do I plan on doing a long challenging trip like that alone, because a pal would have made it so much more fun. But it was nonetheless an incredible experience that I definitely am proud to say I completed.

570 miles in 7 days of riding. Not bad, eh?

Now back to games!

Tuesday, July 29, 2008

Karateka

I often find myself trolling from one classic game download to the next modern game trailer to a Flash game. Having not been a gamer for the golden age, or whatever you think the period should be called from the mid-80s to the mid-90s, I often download full games in about 20 seconds and then play a few levels. And then sometimes I find even older games and download them in 2 seconds.

A couple days ago I ran across Karateka, a game by Jordan Mechner, the creator of Prince of Persia. Clearly the precursor of POP, Karateka has the player moving a ninja forward through a flat environment and a wave of opposing ninjas. Like a typical fighting game you have movement and then keys for upward, straight, and down kicks and punches. Finally, there is one more button to switch your character from running to fighting stance. Your goal is to move forward and rescue your love at the end. So simple, and yet pretty enjoyable.

In terms of gameplay it was very simple and I never really felt much depth to the combat, but the simplicity of the presentation made it all work. You've got arrows at the bottom showing your health and your direction while whichever ninja you're currently battling has the same health arrows. Anytime you defeat a ninja your health returns to full and you can run forward until you hit the next ninja. Just be careful not to still be in running mode when they attack or it's game over. My fascination with the game ended, however, when suddenly a gate fell on me as I ran forward under it. No warning, just spikes falling on me. The revenge of old games and their arbitrary deathtraps! I decided then that I didn't care for my pixelated love enough to fight through the hordes again.

And I found out about this game because apparently Karateka shall be returning in next-gen form sometime in the future with Mechner at the helm.

the original Karateka

the new news

Monday, July 7, 2008

A Pox on me

So here I am, once again finding myself a couple months past posting. This is a tendency that I must correct. I did not realize that Trackmania sucked up that much of my time. I got pretty far in, but now, being without a computer of my own, I have turned to an online ccg by the name of Pox Nora. Partly the allure was joining the ranks of co-workers who play, but having had the opportunity to go through a few games, I think it is definitely an interesting ordeal.

There is always a bit of me that rebels at purchasing better cards, but I also have to admit that
I was an avid Star Wars CCG player for a few of my younger years. So here we are in a game that gives you 20 card decks (with cards having recharge rates after death/use) and, the kicker, an actual playing field with which to spread out and battle. It's definitely a fun system, though I am still coming to terms with the various abilities and perks that each unit has. The frustrating element of the game for me is that, though the entire system is basically supported via browser, I feel as if the whole interface was built somewhat poorly. Information in regard to actual decks and strategy and spells and such seem all to be very spread out.

The buddy system is also clearly unfinished, as it really doesn't allow much to be done. In the end, it seems that the game itself has quite a lot of potential, but much could be done about presenting information in a clear and logical manner. For example, when any action is taken by anything in the game, any tooltip you have floated open is then closed. Simple things could make the whole interface simply cleaner. Which is all too bad, since the actual artistic element is about as high as it could be. Beautiful art adorn the cards and make the whole game feel very rich. It has many factions, lots of depth to strategies, a quick pace via timer-constrained turns. So many good things. You really just have to get past the interface.

Tuesday, May 13, 2008

Trackmania Addicted

So I've returned to an old habit. That of spending spare minutes logging into the hypersensitive Trackmania United Forever. Right now I'm in fact debating whether or not to abandon this post just to grab a few more moments racing around a ridiculously large arena and its fascinating and varied tracks. Trackmania United Forever is the pseudo-sequel to Trackmania Nations, and it would seem to be almost identical in many respects.

The game is a free download available on Steam (maybe elsewhere) and tasks you with racing around ridiculously clean tracks, trying to beat a series of racing-times. The posted times are the classic Bronze, Silver, and Gold, but there is also a fourth medal which is unstated but won when you beat the fastest developer time. Only on a couple occasions have I won that medal, and only in the previous game. The fact is that the two games seem the same sans the different interface and the new tracks and track types. The game looks the same and plays the same, with simple arrow key controls and a convenient restart button. It requires careful handling as you progress through the game and much patience to master each track.

The game excels in its simplicity. I really don't have any complaints because there is so little to the actual design. You are given a track, a car, and a time to beat. The car handles beautifully, responding to the different kinds of tracks with great give, and there's much fun to be had in sliding around certain corners. The one gripe I have actually comes outside of the game itself. The game tracks your medals against all the Trackmania players in the world, your country, and your state. But for some reason when playing via Steam, the account only loads locally, so logging on to the server, I can't unlock my medals won on a different computer. Just a little frustrating.

Either way, I highly recommend the game. Especially for the price of nothing. I'll be the Randallion Stallion, crawling my way up the leaderboards.