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Majesty 2: pretender to the throne

The Kingdom

Playing Majesty 2: the Fantasy Kingdom Sim is like watching an impersonation. In exceptional cases like Andy Kaufman’s masterful send-up of Elvis, the impersonator could be so good it’s impossible to return to the original without recalling the ersatz version, but with most there’s always the niggling sense in the back of the mind the imitator is merely exploiting the original’s cachet.

Majesty 2, the Ino-Co-developed sequel to Cyberlore’s unusual real-time strategy title, is a decent enough impersonation both in presentation and gameplay. The Sean Connery-sound-alike royal adviser returns and the tax collector mimics Paul Lynde once again (though not always successfully – “Tex-x-x collector!”), and some of Majesty 2’s campaign missions take inspiration from the first game’s expansion.

In some respects, it must be said Majesty 2 is actually better. Yet the improvements made suggest the well-meaning Russian developer missed the true import of the first game and would have been better off doing its own thing instead of inviting unflattering comparisons.

Continued…

Posted in Games.


Fall from Heaven 2

Alan Emrich, then Computer Gaming World’s Online Editor, gave Master of Orion an XXXX rating when previewing it in 1993 as a cheeky way of describing the essential elements of the strategic conquest game: eXplore, eXpand, eXploit and eXterminate.

(The term was changed to “4X games” to accord it some decorum, which is a good thing because the phrase “XXXX strategy games” brings to mind “Sid Meier’s True Anal Stories” and nobody needs the associated mental imagery.)

But four Xes might also describe the experience of playing any given 4X game. The player must explore the complex ruleset, experiment to realise their strategies then extend those strategies to cope with playing the game at higher difficulty levels.

The fourth and final X of the player experience is exhaustion, which inevitably sets in after sinking dozens if not hundreds of hours into campaign after campaign. No matter how deep and expansive the 4X game, there eventually comes a moment when the one-more-turn compulsion is replaced by ennui.

Even the Civilization series, the standard bearer for 4X gaming, is not immune to this. Anyone who has been with the series since the first game is entitled to feel a little jaded two decades later. The rules may be tweaked, new mechanics may be added, the presentation may be improved but the Civilization experience is fundamentally the same and at some point the thought of having to rediscover Pottery for the umpteenth time simply crushes the spirit.

Fortunately, Firaxis anticipated this so the fourth game in the Civilization series was deliberately designed to be highly moddable and this led to some outstanding fan-created variations on the basic Civilization formula.

Fall from Heaven 2: wallpaper

(Image source.)

Fall from Heaven 2, developed by a team of 15 led by Derek “Kael” Paxton, is arguably the best of the lot. It’s the perfect mod for those who appreciated everything Civilization IV brought to the table in 2005 but couldn’t get much into it because they’ve just played too much Civilization. The mod’s greatest achievement, and it is a considerable one, is returning the joy of exploration and experimentation to the jaded Civilization player.

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Posted in Games.


Speedball 2 Evolution

The Atari ST is almost a forgotten machine these days, unsurprising since it was primarily popular in Europe, and both gamer and media attention is usually focused with laser intensity on the American and Japanese gaming scenes to the exclusion of all else. A full-fledged personal computer whose stand-out feature was its affordability, the Atari ST was a fine gaming machine for its time and many a talented game developer worked on it including Peter Molyneux, David Jones, Jez San and, of course, the Bitmap Brothers.

The Bitmap Brothers not only took the EA “developer as artist” credo to heart, they pushed it further to become self-described rock star developers complete with sunglasses, leather jackets and cocksure attitudes. They were perhaps a tad overrated and it’s telling that, unlike their notable peers of the era, the Bitmap Brothers had trouble transitioning out of the Motorola 68000 game space. (The PC version of their 1993 game, The Chaos Engine, was excoriated in Computer Gaming World with “Gamers wishing they could turn their Pentium into a Super Nintendo so they can play a home video rip-off of some 1980 arcade hit need look no further …”) Their arcade-inspired games were enjoyable and had some neat ideas but they weren’t especially innovative. Yet when the Bitmap Brothers did think outside the box, they did manage to come up with one of the best two-player games of the early 90s.

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Posted in Games.


iPad

As was widely speculated, Apple’s press conference in San Francisco last month (YouTube, 1:11:52) did indeed reveal a thinner, lighter Steve Jobs. Fortunately, the company’s CEO seems to have made a full recovery from serious illness because his insanely great capacity for spewing corporate marketing horseshit was not diminished in any way. The reality distortion field was in full effect as evinced by the fact journalists reported every single marketing point gushingly.

Reality Distortion Field

Someone immune to the RDF would have come away unimpressed from the unveiling of the iPad 2 and its Smart Cover, however. The highlighting of “polyurethane” (Latin for “taking the piss out of many people”) and the magical properties of magnets perhaps bespeak quiet desperation on the part of Apple marketing.

Though the iPad 2 is undoubtedly an improvement, it may not necessarily be that irresistible an upgrade for everyone. The iPad 2’s faster processor wouldn’t let users read e-books or watch movies any faster nor would they be listening to music any quicker. Web pages may render faster but the primary bottleneck when surfing will be bandwidth rather than processing power. Thinner and lighter are, of course, things to celebrate when it comes to hardware but the iPad 2 is just not thin or light enough to warrant effusive praise. The iPad 2 is still a portable device rather than one that fits in a pocket and every ounce of its 1.3 pounds will be felt after holding it for an hour.

The original iPad, now that it’s been discounted to a shade under USD400, continues to be an attractive option. It’s easy to understand why Jobs has sold 15 million of his sugar tablets in nine months. The iPad looks great out of the box, feels solid in hand and holds up well in use. The 10-inch IPS display is a delight, the battery life is staggering (10 hours of use with a 4-hour recharge!) and the interface is mostly intuitive and slick.

As can be expected of a product from a company obsessed with presentation and marketing, everything is embellished and chromed, and superfluous animations abound. For no reason whatsoever, editing the home screen layout causes app icons to nervously tremble as if filled with trepidation they are about to be deleted by a callous user unappreciative of just how much creativity, thought and effort went into producing those shiny, curvy designs.

The most astonishing thing about the iPad, however, is that it’s currently significantly cheaper than its competition. We are now living in a world where Apple’s hardware offers the best bang-for-the-buck and has the widest selection of software.

Is this, as Jobs would have us all believe, a “post-PC” world?

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Posted in Hardware.


Steam’s curse

Din’s Curse is not on Steam.

Soldak’s first game, Depths of Peril, is available on Valve’s digital distribution service but not Soldak’s second, Kivi’s Underworld, nor Din’s Curse, its third and best yet. The game is available on Impulse and GamersGate but Valve rejected it for undisclosed reasons. Soldak itself has no idea why.
The Heavy

(Original image source.)

Din’s Curse couldn’t have been rejected because it isn’t good. Game reviewers with over a decade of experience have been generally positive with their comments. Anyone who puts stock in Metacritic’s subtly massaged Metascores might take something away from the fact Din’s Curse Metascore is higher than a lot of games on Steam.

But then the Metascore doesn’t actually matter because Valve doesn’t seem to have much in the way of standards for games it accepts for its digital distribution service. For example, take this title. Comments from various reviewers include “… it’s best to skip this one …”, “… 90 percent first-person shooter, 10 percent strategy game, and 100 percent bad …” and “… a complete failure … I couldn’t stop laughing at the fact that this game exists.” This “complete failure” of a game is somehow good enough for Steam.

Din’s Curse couldn’t have been rejected because it’s a broken, unplayable mess. Soldak has been particularly outstanding with its post-release support. As an indie developer, it cannot afford to support games indefinitely yet it still has put out multiple patches for Din’s Curse in the year since its release to fix minor bugs, fine-tune gameplay and even add new features. There’s nothing in the game that qualifies as a major bug — not a single crash to the desktop, nothing that prevents play. There are buggier games on Steam — the Known Issues thread for Magicka now spans 57 pages — yet Valve has no problems selling them.

Din’s Curse couldn’t have been rejected because the digital distribution service lacks physical shelf space to stock it. The game’s installer takes up less than 200MB of hard disk real estate so it’s not going to overload Valve’s servers or strain Steam’s bandwidth pipes. Valve can afford to allocate 1GB for each of Steam’s 30-million-plus accounts to store screenshots so it’s clearly not short of storage space.

So what is it exactly?
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Posted in Games.