Thursday, March 27, 2008
Google is a Better Windows Help Than Windows Help Itself
Saturday, March 22, 2008
Ricochet: Lost Worlds Review
Hello again, I know I have been posting a lot recently, but that is a good thing, isn't it?
I want to do a short review of the new-ish breakout game Rocochet: Lost Worlds. I only have played through the demo, but it gave me a pretty good idea of how the whole game is, and I have played through the entire previous game in the series as well.
Reflexive Entertainment is very good at dreaming up new ideas for this game. The Ricochet games I would say are probably my favorite breakout titles, and I have played a lot of breakout games, surprisingly enough. This one, being a sequel, has to include entirely new ideas or else it would become just a hogepoge of the same old stuff. This game, however, really lays out the ideas left and right and when coupled with the new and interesting level design, a good game make it does. I do not know how they do it, but they included all of the best powerups from the first game and added more of them, and every time I see a new powerup or brick it is always a new and interesting idea that mixes the gameplay up a bit. For example, one of the new powerups is the laser ball. When picked up, the ball becomes purple and randomly fires lasers all over the place. One of the new bricks, well, every environment includes new brick art and physics, but one of the new brick types is the magnet brick. These are first seen in the space/alien environment shown above. When two magnets of the same color are activated at the same time, the blocks attract each other, sliding across the screen to meet each other in a small explosion, destroying other bricks along the way. If two magnets of different colors are both activated, they repel each other, blowing up individually on each side of the screen, destroying anything in their path of course. It's ideas like these that make the game constantly new and entertaining. It still can get old after a while of playing, especially after you go through all of the environments once, but for the most part it is a good time.
One more thing: The level design in this game is just fantastic. All the bricks are moving all the time, some more than others. The backgrounds are all animated. The positioning and tracking of the bricks is very well done, and makes each level feel almost completely different. Without such great level designers, this game would fall flat on its face.TF2 Uber Scout Batting Practice
Friday, March 21, 2008
Thoughts on Online FPSs
Weapons, and Overall Balance of the FPS
Hardcoreness
Community
The community of an online game can make or break the game for a lot of people. This is one area that I have seen almost every online FPS fail at, and it is sad because it is not entirely the developer's fault. They could have made a great game, but just because they didn't include a good enough anticheat program or enough ways for people to help each other out their game becomes a trip to the park for younger players to learn new vocabulary words (and not good vocabulary either). "Mommy, what is a @%$*#%*!#?" I can see it now... In CSS, although the community is very hardcore, if you search a bit you can still find servers that advertise themselves as being newbie-friendly. You don't know if this is a trap, but meh. There are few ways that publishers can heal this burning hole in online game design, and I have a few tips. Players tend to get more personal if they can freely talk to everyone at once, and if no one is on their team (meaning that they can offend someone without consequences). There is a lot more flaming in an every-man-for-themself deathmatch than in a CTF match. Players also get more mad when they feel they are camped and they are quicker to point fingers at good players when their death count is on display for them to see. Especially when they also get a running overall kill/death (KD) ratio, this makes the game much more intense due to the player knowing that each death results in a permanent scar in their record. One more thing: an easy way to get a player mad is to have a feature that when someone humiliates them (a knife in the back, perhaps) on top of that you take something away from them that is of value. On the surface it sounds fun, but in practice it seems to cause more trouble than it is worth.
Closing Thoughts
A lot of people say that the multiplayer on COD4 is awesome, but I haven't had the good fortune to be able to try it at all yet. All I have is the demo, which people say is not a good representation of the game itself. I will get COD4 soon, I will. Can't really decide if I should get that or Assassin's Creed (PC) first. Anyway, I will continue to play online shooters, and I may post more on this blog about this topic if I think of something to say. Feel free to post comments, I haven't yet gotten any from someone I do not know. What? You want another picture? Ok, fine, here you go.
Thursday, March 20, 2008
S.T.A.L.K.E.R. - Shadow of Chernobyl
Sunday, March 2, 2008
Oblivion Update
Between quests, I like to practice photography. There are plenty of places and opportunities to do this, thanks to Bethesda's most masterful level designers and graphics artists. One mod that really helps this is the Beaming Sunglare Mod by Sonic Ether. You can see the effect of this one in the last picture.
Somehow, though, I feel that there is something missing from this game. Something deep in the game's storyline is missing. It seems that there should be a way to make the game much more immersive... something to make doing the usual stuff really fun. I know that the quest storylines are some of the best in RPGs, with completely spoken dialog and no feeling of the quests being "mass-produced", but maybe they should have done something different... with the main quest. The main quest has the usual stuff, a big bad dude, a cult, destruction, etc. but it lacked a very immersive storyline. All you really do is just stuff you could find in other quests around the world. Along with more different stuff, it also needs better characters. You really never grow to like Martin that much, let alone others like Steffan and Jaffre. One more thing: the whole game needs more voices! I get tired of hearing the same 20 or so voice actors do 400+ characters. At least let all the main characters all get completely different voices, like the Emperor and Martin. It shouldn't be that hard to get every staff member go through the usual voice-acting stuff. All it really takes is time and disk space.