Category Archives: The Android’s Sandbox (Sandbox/Open World)

Banished

A few days ago one-man indie outfit Shining Rock Studios published their medieval city builder Banished, a game which I had been looking forward to since coming across it a few months ago. So after spending a few days messing with it and giving a couple of villages a go, I’m here to give you my report on the thing.

I want to begin with by observing that Banished is, for me, a highly polished product. I have encountered no crashes, no slowdown, and no bugs, even of a graphical nature. It’s a small thing really, but it’s both impressive and a little damning that a one-man outfit can produce a game which in this regard is up to snuff where huge mexabux companies sometimes seem to struggle with it. Obviously my experience is an anecdote and in no way representative, but still nice to see.

Now to the game itself. You start with a handful of villagers, some food and tools and clothes and, depending on your difficulty level, a few starting buildings and useful things like seeds and livestock. Your task is very simple: survive. You do this by building houses, making coats, and chopping firewood to keep warm, by hunting, fishing, gathering, and farming to provide food, and by establishing the secondary industries needed to perform those tasks most efficiently, like making sure you have an educated populace using good tools, and making sure they’re healthy by providing a good mix of foodstuffs and having some medicinal herbs on hand. And you have to carefully balance and plan, otherwise you’ll be in some trouble. Expand too fast? People starve. Expand too slow? People don’t have enough kids to create the next generation. Not enough firewood and winter coats? People freeze to death. Plus there are disasters like fires and tornadoes, and they can really do a number on you. It’s a game about survival, and survival can be a brutal struggle.

A pleasant, bustling idyll. Until a tornado arrives.
A pleasant, bustling idyll. Until a tornado arrives.

One of the words I’ve seen in connection with this game is “shallow”. This game has no overarching goal beyond survival, there’s no kings to overthrow or Orcs to fight off (no combat of any kind), there’s no grand monuments to build, your only task is to keep your village going and grow it as much as you can. It’s refreshing in its simplicity and for the most part I like the lack of direction as precisely what a good city builder should provide, but it does go a bit too far in that direction, I think. There needs to be at least some higher-tier content to work towards; a grand cathedral, a big phallic monument, stuff like that. There also needs to be a bit more in the way of random decorative stuff like trees and small statues and whatnot. This sort of thing would be pretty pointless in the early game, but would help prettify your city a lot, and isn’t that what a city builder is ultimately all about?

I’m a little hesitant to just call the game shallow and leave it at that though. It’s a solid, compact title that I’ve already more than got my money’s worth out of, and I recommend it to anyone looking for a game in the genre, especially those burned by SimCity 2013. It’s by no means perfect, there are some balancing issues to work out, and the pathfinding probably needs to be tightened up. There definitely needs to be more content of some sort as well, but the dev has voiced support for modding and hopefully we’ll be seeing modding tools soon to aid in that. All in all I don’t expect this game to overcome SimCity 4 for city builder addictiveness, but it’s a very nice starting point that’s entirely playable right now and will, with some time and affection, almost certainly grow into something really special.

Y’all can get Banished on Steam, or GoG.com, or from the Shining Rock site directly: http://www.shiningrocksoftware.com/

Assassin’s Creed IV, or Pirates!: Murderbowl Edition

I, too, am now making a triumphant return to blogging. As Caesar once crushed Vercingetorix and rode through the great boulevards of Rome, the Votive Games beginning, his conquest of Gaul complete, so I crushed sheer bone idleness and ride through the great cables of the Internet, the Video Games beginning. And I would like to get started by talking to you about the recently released Assassin’s Creed IV: Black Flag.

Assassin’s Creed, or AssCreed as it’s affectionately called, is a series with a rather interesting history. Back before the first game came out it was quite a curious beast – a game where you play as a member of the Hashshashin order at the time of the Third Crusade, where the Christians have invaded the Holy Land and the Kingdom of Jerusalem exists. This setting comes up now and then in strategy games (Crusader Kings 2 being the obvious example) but an action-adventure game? Much rarer. Also of interest was the fact that the game apparently had a lot of weird futuristic stuff going on. That conceit was well handled by their marketing department because in actuality the framing device of the Animus is revealed in the first few minutes of play.

The game itself was interesting and generally enjoyable but not quite as good as it could have been. Enter AssCreed 2, with the now famous Ezio as the lead. The Ezio Trilogy, including the Revolutions and Brotherhood games, took everything good about I and polished it while taking everything bad and removing or overhauling it. Renaissance Italy is similarly far from a commonplace setting for a videogame of any stripe, let alone an action-adventure game. The step from AC I to II is perhaps one of the seminal examples of how to make a worthwhile sequel that meaningfully improves upon the original. And the same is now true of the step from AC III to IV.


Well… baby steps.

See, the thing with III was this: It was a shiny new engine that allowed all kinds of neat new acrobatics. It included hunting and crafting and the exploration of the American frontier around the time of the Revolutionary War. A fascinating setting and, although perhaps a touch less unusual than the previous ones, still very far from a boring well-worn setting. On the other hand it felt like something of a regression in many ways. The exploration wasn’t tremendously interesting and the story failed to engage. The protagonist Ratonhnhaké:ton, or Connor seemed a promising character but soon felt too cliched and too typically “videogame lead”, a brooding sort without a sense of humor. In comparison to Haytham Kenway, Connor’s father and the protagonist of the opening chapters of the game, Connor felt uninteresting and uninspired. Kenway, by contrast, wasn’t exactly a beacon of joviality but he was an extremely refined and strong man who projected the utmost confidence and direction. This is not to say that III was a bad game – it was a decent one and I didn’t regret the money or time I spent on it. Nonetheless it lost something that Ezio’s adventures possessed and felt consistently like something was missing.

That something is back with a vengeance. AC IV sees you in the role of Edward Kenway, father of Haytham and grandfather of Connor, and a man of low character who plunders the High Seas of the West Indies. His only real motivation is money and it is deeply enjoyable to see him brush off all this nonsense of Assassins and Templars because he gives no shits, he just wants dosh. I admire that sort of single-mindedness and after Connor’s extreme seriousness it’s quite refreshing to play as someone who barely comprehends morality, let alone cares about it.

But as important as I’ve come to feel a good protagonist is for this series – the lighthearted Ezio, the amoral Edward Kenway, the serious but extremely driven Haytham all outstrip the pride of Altair and the anger of Connor by miles – the game itself has seen meaningful changes. As befits the protagonist the game takes place in the West Indies during the Golden Age of Piracy, in the aftermath of the War of the Spanish Succession. A whole lot of sailors were left with not much to do when the war ended and a good number of them turned to piracy to get by. So although a large part of the game revolves around the typical AC play of clambering up walls, hopping from rooftop to rooftop, and stabbing dudes in the back/front/face/neck/spine/kidney/liver/stomach/guts/eyes, a huge part of the game also revolves around sailing the seas aboard your ship, the Jackdaw, and getting into a variety of japes with her crew. Most fun of all is fighting naval battles, as you can use a good number of weapons to cripple an enemy ship and then draw alongside her to board her and fight the crew. Upon their defeat you seize her cargo and, well, off you go for more piracy. Now, to be clear, the general sailing and naval battle stuff existed in III and was widely praised as perhaps the game’s strongest element, but it’s still a pleasant surprise to see a late addition to a series be integrated so expertly and given the care it needs. There are gameplay reasons to commit piracy, sure, but I’ve fought a whole lot of Spanish ships just because it’s fun to do rather that for booty and I think that is the mark of a damn sound piece of game design and implementation.

As this article’s title suggests I can feel something of a parallel between this game’s naval aspect and Sid Meier’s Pirates!, which is one of the few games out there to have the same general setting and theme. Obviously they’re rather different games but AC IV definitely feels, to me, like something of a successor to that game – one with a different emphasis and different flavor, true, but still a game which captures what was fun about its spiritual predecessor. Roaming the Spanish Main, singing sea shanties (good luck not singing along IRL when your crew starts bellowing something out!), seeking plunder, and upgrading your ship; although there’s a lot of differences there’s a thread of the same feeling from Pirates! to AC IV and it’s an unexpected and very welcome thing. Combined with the refinements to the on-foot parts of the game and the fact that just running around collecting things is a huge amount of fun, we’re looking at a pretty solid title right here.

Plus, oh my god, forget what I said about Connor that one time – Edward Kenway is the sexiest man in videogames.

The Old Gods

A few days back Paradox Interactive released the latest DLC for Crusader Kings 2, entitled The Old Gods. The primary focus of this expansion is the Pagans, most especially the Norse, hence the name. After eagerly snapping it up I’ve spent the last few days playing it pretty intensively and I can safely say now that it’s my favorite of all CK2 DLC and I don’t want to ever play without it again.

The big change you’ll see right away is the new start date – 867 AD, when Ragnar’s sons are leading the Great Heathen Army out of Jorvik and seeking revenge upon Ælla of Northumbria, the Pagan faiths remain mighty across much of Northern and Eastern Europe, the Umayyads control most of Iberia, Charlemagne’s descendants control the Frankish Realm, the Magyars are migrating westwards, and a few small territories cling to the ancient faith of the fire, still following the words of the Prophet Zoroaster. Given that the game used to run from 1066 to 1453, adding another 200 years extends the game time by 50%. The new starting date gives a completely different set of possibilities and the world can go in radically different directions as a consequence.

Even the words of Mani can revive. The AI did all this by the way.
Even the words of Mani can revive. The AI did all this by the way.

There are many new features to play with as a Pagan, especially the Norse, who got the most love in this expansion. Perhaps the most fun is the raiding mechanic. You grab your lads, toggle them into being Raiders, load them onto the longships, and then you sail off to find some rich, fat provinces to loot. You can claim a percentage of the province’s loot just by standing in it, or you can stick around to win the siege and you’ll get whatever wealth was behind the castle walls as well. It’s exceedingly powerful in the early game, especially as the Vikings can navigate major rivers. You can sail up the Elbe, or the Danube, the Vistula, the Rhine, and so on, and pillage inland provinces as well as coastal ones. However, as forts grow mightier, rivers start becoming impassable, cutting your options – and as provinces develop, they grow richer, but can summon larger armies in their defense as well.

You can also do such things as taking captured maidens as concubines, raising runestones to yourself or your parents (and if you have the lustful trait you can insist the runestone makes reference to your massive cock), hold Blots at which you sacrifice people to the Allfather, find magical +2 axes that boost your martial score, and try to reform and standardize your faith in order to help it stand against the very convincing missionaries regularly sent by Christian rulers to try to convert you.

In short, with The Old Gods installed, Crusader Kings 2 becomes the greatest Viking Asshole Simulator ever put to code and if you like CK2, or grand strat games, or Vikings, or just generally being a massive troll to the Christian rulers of medieval Europe, this is the DLC for you. It also bears mentioning that Paradox are one of the few who get DLC right – you actually get regular, significant content additions for very fair prices, and the other stuff like portrait and music packs are entirely optional and in no way required for you to enjoy the game.

Drox Operative

Hey gang, it’s been awhile hasn’t it? Very sorry about that, but with Pike and myself both writing books, her getting a new computer, and various Christmas stuff we’ve both been somewhat busy. Still, here is a post now, and it’s an important one because it’s about a damn good game!

Soldak probably isn’t the best-known name in gaming, which is a crying shame. They generally work in the ARPG field and two of their previous games – Depths of Peril and Din’s Curse – have been pretty well received by those who have played them. I do not number among those yet but I will soon because Drox Operative is pretty amazing. See, whilst Soldak’s games are very solid ARPGs in and of themselves, they’re also trying to do some new and interesting things with the genre. Let’s talk about Din’s Curse first of all.

In that game, you play a typical adventurer type off to conquer dungeons, kill bosses, and get great loot. So far so normal, but here’s the twist: The world is doing stuff while you are doing stuff. While you’re in a dungeon looking for something, the Big Bad at the bottom might open a portal to the town and kill everyone so you have to rush back to try and stop this. And you can fail, and your quest progress is for naught. Or you can partly succeed and only some people survive. Move on to another (randomly-generated) town and setting and deal.

Drox Operative is even more ambitious.

SPACE IS 4 FITE

You are an eponymous Drox Operative – a secretive and powerful mercenary agent who flies around the galaxy doing stuff. The thing is that the setting isn’t a premade one, nor is it just a regular randomly generated one. The setting is actually a 4X game which is going on all the time no matter what you’re up to, and you’re one part in that. You’re an important, sometimes pivotal part, but you’re not the only one and whilst you can certainly swing things around for a race on the back foot, you may not have the same ability if they’re on the ropes entirely. The various races – and there are an abundance – hire you to do exactly the sort of stuff that tends to not exist in a typical 4X; go clean that pirate nest out. Go deal with this one Space Asshole. Go shuttle some stuff between our worlds. That’s the “early game” stuff, where you’ll do less dangerous and difficult quests to build up relations with a race; then things will likely kick off and they’ll want your help with the big boy fights. Or you can just try to make nice with everyone, or you can go make loads of money instead if you want, as there’s more than one way to win (and lose).

If the game was just a regular randomly generated ARPG it’d be more than worth getting – it’s a damn solid game with a huge amount of things to try and a fuckton of different item types that give you a startling degree of customization options. Putting the player into a dynamic world which can be influenced and played around with and never controlled quite as completely as you’d like elevates it to downright genius territory.

It’s not a perfect game by any means. There are some interface and control issues, a few of the controls aren’t really intuitive, and the graphics, music, and sounds are serviceable rather than particularly good. None of this detracts significantly from the extraordinarily solid game at the core of this thing and if you want a good dose of ARPG after burning out on Torchlight II, this is one of the best options out there right now.

You can buy Drox Operative from the Soldak website for the absurd price of US$20. If you’re like me you’ll feel like you may have committed a crime getting it so cheap.

Sleeping Dogs

Here’s a game I’ve been playing a lot over the last week or so. Sleeping Dogs began as True Crime: Hong Kong, which wasn’t tremendously promising because True Crime was never a very good series in my eyes. But after much kerfuffle, being dropped by Activision and then picked up by Squenix, and being renamed to Sleeping Dogs, it managed to come out. Anyone familiar with vaporware and the like will know that commendation must be given just for getting a working game out the door after that; what’s all the more surprising is that this game is damned good.

You are Wei Shen, a cop on loan from the San Francisco PD to the HKPD in order to go undercover and infiltrate the Sun On Yee, a large and powerful branch of the Triads. You do this through basically being a far greater threat to stability, the innocent, or the police than the Sun On Yee ever could. It’s great! The game features fairly typical free-roam gameplay on the surface, but it has a lot of polish and features inspired by other games. For example melee combat, which is by far the mainstay of combat in this game, with guns and shootouts being somewhat rarer than is common in the genre is similar to the Batman: Arkham games, whilst there’s a lightweight implementation of freerunning that, when done properly by you, makes getting around on foot through Hong Kong’s dense urban maze a good dear smoother and quicker. If this sounds derivative or shallow then I’m here to reassure you, because the game may take inspiration from other places and it may not implement any one thing with the same depth as its inspirations, but everything works together so well that you’re going to be enjoying yourself pretty much no matter what part of the game you’re partaking of.

The story – so far at least – is surprisingly well-realized, with some great characters who you grow rather attached to before terrible things happen to them. The voice acting is especially brilliant, with a mix of Cantonese and English that is quite unique and fascinating. On that note I’ve never been to HK but this game really sells the atmosphere like few others do; the look, the sound, the music, everything is pitch-perfect and makes you feel like you’re there, even if you’ve never been. (And I’ve seen people who have been there say it’s a pretty striking representation.) The only real downside of the game is that the city is fairly small, but the extent to which it feels small varies considerably. They used a lot of tricks to make it seem bigger than it really is, and for me it works great because I’ve never yet felt at all confined. And what is there, generally speaking, is absurdly detailed.

Pic entirely unrelated, we just find it hilarious here at The Android’s Closet.

The music deserves a special mention. There are some absolutely great tunes in this game, and it definitely features the best (and best-named) classical station I have ever heard in any such game, Boosey & Hawkes. Tell me that’s not the best possible name for a radio station. And rolling through a nightclub, screaming people everywhere, having a shootout while Hudson Mohawke’s FUSE is blaring out? Baller as all hell.

So if you’re looking for an open-world crime game you could do a lot worse than Sleeping Dogs. It’s not just a game that escaped from development issues to be released; it’s a game that did that, then both shed a rather ropy pair of predecessors, and then came out to be seriously impressive. I challenge anyone who plays it to refrain from starting to use Chinese words.

And in closing, Activision can eat all of the shit.

Mass Effect 3

Well, it’s time to eat my words. I’ve been playing this since getting it on Friday (Thanks to the bizarre insistence on releasing games on a Friday here in Blighty) and I have to say, my impressions from the demo were pretty incredibly off the mark. This game is amazing so far. Weirdly the intro section is still very lightweight and relatively poor, and as you may know there is a HUGE backlash at BioWare regarding the very end of the game (I imagine I’ll write a post about that specifically at another time), but everything between that is solid gold.

Also, and very surprisingly, multiplayer has turned out to be very enjoyable as well. When I first heard they were including it I was surprised and dismayed – it seemed like a game where a tacked-on multiplayer was inevitable, and would take resources from other aspects, but it works very well and is very much a great way to spend some time with a couple of friends. The form it takes is that of a co-operative mode of up to four players, lasting for eleven rounds (Of which the final is to escape the area). On rounds three, six, and ten, you’ll have special objectives to meet; kill particular enemies, or defend a specific room, for example. Success gives great rewards whilst failure ends the mission there and then.

It doesn’t quite reach Gears of War levels of desperation and panic, but it is still excellent, as I said, and fully worth investigating if you’re not convinced of its merits so far.

Going back to single player now, the game isn’t without its flaws. Most specifically to me is that some of the choices from ME1 are handwaved away (One specific choice which should have significantly changed things here made me a bit annoyed when I saw it was ignored). Nonetheless things from ME2 are much more closely tied into this game and I’ve already had a notably different experience from friends at some parts. The spread of enemies is very narrow, but the ones which are there are extremely well-designed, detailed, and superb to fight.

Why does she need a gun? She can just stare a Reaper into going home.

The voice acting and writing is, for the most part, very good as well. My character is FULL RENEGADE and has been since ME1, but everything I’ve seen has been done well as a renegade – my choices are very rarely, if ever, needlessly unpleasant or cruel. They are, rather, cynical and stern, and the series has definitely come a long way in making these choices seem immediately serious and consequential. The ending, of course, destroys all this entirely, but that’s an aside. My character has done some truly atrocious things in this game and yet it makes sense and has had positive effects.

In short, my mass is once again erect.

SimCity

So, though there’s not a huge amount of information yet, the new SimCity looks like it has potential! Here is the good stuff we know so far:

Curved roads.
PC-only.*
Modding supported.

Launch Arcologies

And the GlassBox engine seems to have a great deal of potential for detail. Here is a link to a GamaSutra interview regarding it, and I’ll quote one of the most interesting parts. It may look a little intimidating if you’ve never seen code before but if you take a minute to read through it you’ll see it’s really rather simple and intuitive.

Here is an example of a unit rule, showing a chaining effect: as a sim consumes mustard, they create an empty bottle, which then adds to a city’s pollution. If mustard is unavailable, they then go buy more mustard.

unitRule mustardFactory
rate 10

global Simoleans in 1

local YellowMustard in 6
local EmptyBottle in 1
local BottleOfMustard out 1

map Pollution out 5

successEvent effect smokePuff
successEvent audio chugAndSlurp

onFail buyMoreMustard
end

Map rules are simpler than that. In this example, grass will grow only where there’s soil, water and nutrients, which are all depletable resources

Putting aside the amusing image of your Sims eating an entire bottle of mustard and nothing else for a meal, I don’t know if that is the actual way GlassBox stuff can be written, or if modders will have access to this side of the thing, but if it is it will be simple for modders to wrap their heads around but have a great deal of potential for changing how the game operates. It does sound like, hopefully, they are aiming to have a level of detail and fidelity that even SC4 fell far short of, and that in turn should help the development of natural looking cities.

If that still doesn’t make sense, take a look at these videos from the GDC giving some examples of how the engine works:

One
Two
Three
Four

Pretty impressive, right?

Of course these are early days. There’s a great many ways this game could go wrong, and there are already things I’m wary of, such as the DLC elements already announced, and how multiplayer is involved. Nonetheless, although rather cautiously, I do have a smidged of confidence that this game will be a worthy update to the series – and if it isn’t, that modders will be able to fix it! What do you all think of what we know so far?

*I have nothing against console games, it’s just that a game as complex as a good SimCity is something that no right-minded company should consider porting to a console.

Roundup time!

Just a quick post with a few miscellaneous gaming items that you folks may be interested in, because Pike and I are busy being sickening!

But not too quick!

First, Crusader Kings 2 was released today. It is, of course, a Paradox game, with all that entails. But this is certainly the best release candidate I’ve ever seen from them, for any game; it runs smoothly on my machine (Not Pike’s old rig though! Pity her, she needs to upgrade!) and the bugs aren’t breaking the thing in half. It does need some polish but most of that is reasonable stuff like adding more events, traits, and so on.

Second, the new version of Dwarf Fortress was just released today as well! Obviously with a game this complex and such a small coding team (i.e. one guy) this is one that is likely to be pretty buggy while he patches it up, but if you’ve been keeping track of the things he has been adding this, like any DF update, is going to be a glorious thing indeed.

Third, we’re getting pretty close to the next release of Project Zomboid as well! They’ve got a countdown running and it’s down to six or so items left, so there should hopefully be a release within the next couple of weeks. They’re not telling us what these items are though so it could be six huge week-long projects, or six tiny tweaks and we’ll have it tomorrow morning! Who knows?

Boss Fight of the Year

Having finally bothered to set aside some time to play through Batman: Arkham City, I have to say it’s a fantastic game whose story (Or rather the last fifth of the story) is a little bit of a letdown, but that doesn’t bother me because holy. Christ. This game has one of the best boss fights I can ever remember enjoying.

Also dat voice HNNNNNGGGGGG

The fight with Mister Freeze is superb. It is brilliant. It is genius. I’m almost tempted to leave it there because saying almost anything could begin to spoil things, but that would make for a rather short blog post so I’ll take that risk. The core of the fight is that Freeze’s suit is a giant-ass super-awesome thing that even Batman can’t damage directly, because if he tries Freeze will just shoot him with his ice gun or something. (I want an ice gun.)

So you need to figure out how to attack him. Only here’s the thing; everything you do he will adapt to. You cannot use a single tactic more than once, because he will sabotage anything you could use to repeat it. This is not a gimmick or anything, it is brilliantly executed and it genuinely felt like I was in a battle of wits to try and figure out new tactics to try against him, whilst he was hunting me down and I was trying to avoid him. It took me several goes to win the fight, and I did not mind one bit. In fact I loved every second of it. It is, for my money, a quintessential example of how to stage a boss fight. He is entirely unique in the game, requires a wide array of Batman’s abilities, and engages the player completely. Every other developer should take notes on how this whole thing is conceived and formulated.

So I’d like to throw the question out there to y’all about this topic. What are some bosses you’ve found particularly enjoyable and engaging in your gaming?

100%

Last night I completed Batman: Arkham City. But this post isn’t about the game itself, but the little statistic of how much of the game you have completed. Because mine is nowhere near 100% even though I’ve seen the ending!

BAC is of course one of those many games where completion of the main quest/storyline in no way means you’ve actually completed the game. Indeed, this is one of the most striking examples of that I’ve seen in a long time; I think I’m at about 40% completed now. There is an absolutely enormous wealth of things to do, from collectables to challenges to side missions. And of course I have varying degrees of enthusiasm for these. The side missions and challenges are pretty much great fun and I imagine I’ll do many if not all of them as I continue to play; the collectables (Specifically the Riddler trophies) rather less so. I have always found collectables to be a very boring and tedious way of extending gameplay. I can’t really bring to mind any games where it has been done well, except perhaps Final Fantasy X because the collectables there (movie spheres) show Auron, Jecht, and Braska.

Hnnnggg Auron

I’ve very rarely 100%’d any games actually. Partly because I’ve got a small core of games I play a lot that aren’t really open to that as a concept; sure you can WC as Haiti on Very Hard but there’s always another campaign to fight in Darkest Hour, you know? And open-world games generally just annoy me with their hidden collectables and so I end up running over innocents or whatever instead!

What about you? Are there games out there you can say you’ve completed 100% of, explored every last nook and cranny, done every sidequest, found every hidden room and item, reached level 99 with every character, whatever it might be? Or are you like me, and more prone to put a game down well before that point?