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Games

Review – Towns

I’ve seen Towns compared to Dwarf Fortress, and they have a lot in common. They both have you control a group of people by giving them tasks to perform. They both feature town building, resource management, and combat. They’re also both very hard to get into, but extremely rewarding if you can get past the learning curve.

Gameplay
When you start a new game of Towns, you’re given a handful of townies (apparently what your people are called) in the middle of a randomly generated world. From there you have to set about acquiring resources like wood and stone and building up a small town to support your handful of townies. If you’re lucky, they’ll survive long enough to get a good settlement going. If you’re me, one or two might manage to survive until immigrants arrive.

Most of the game consists of you building your town. You don’t directly command your townies; you simply choose what you want done, and your townies will make sure it gets done. For instance, you can pick where your townies should mine or build, and they’ll set about performing the task. Sometimes this works as expected, but more often than not, you’re left wondering why your townies are doing one thing instead of another. The townies tend to work as a group, but this results in odd behavior at times; I’ve seen a single townie running out to an area where I’ve marked stone for mining, they’ll mine a single block, then run back to town to do something else, while another townie has to travel out to the same spot to mine a different block. Also, the “haul” task is separate from everything else, so even once you have storage areas set up, your townies are more likely to drop materials on the ground randomly instead of carrying it to a nearby container. It’s also difficult to prioritize what they’re doing (beyond a basic priority list). However, when it works, it works well. If things are set up properly, your townies can maintain themselves fairly easily with little assistance; it’s just hard to get to that point.

The user interface is the biggest hindrance to Towns. There’s a lot of information that would be useful if it was presented more clearly (or at all). I’ve had countless townies die because they were stuck on top of a building I was constructing, and all I needed was a “Hey, I’m stuck!” message and I could have saved them. Some messages show up that help, like when you can’t create something because you’re missing a prerequisite. These messages are great, but they’re buried in a menu. A chat-like log would be extremely helpful.

Towns also lacks an effective tutorial. The tutorials provided are very basic – simply a page of text describing what you need to do, and a few objectives like “Get 10 wood”. I played through all the tutorials and still didn’t understand how to create a thriving town. While the tutorials teach you some of the core concepts, they leave out a lot of the detail required to be successful. Luckily, there’s a wiki (www.townswiki.com) that explains what you should be doing much better than the game does. After reading through the wiki, I found I could get the basics set up pretty easily.

Graphics and Sound
The graphics are simple and plain, which works on a certain level but leaves much to be desired. Chopping trees consists of a townie standing on a tree and making a wood chopping sound. Combat shows townies ramming into their enemy repeatedly. Townies will sometimes team up on foes, which creates an awkward-looking orgy as your townies surround the enemy and thrust themselves into it repeatedly.

Sound is similarly bland, though some effects – like chopping wood and mining stone – are easily recognizable and help to indicate what your townies are doing. Death sounds are annoying, especially when animals are naturally dying around your village.

Summary
Towns is still in an alpha state, and it shows. I think Towns will be a fantastic game with a bit more polish. The interface needs a lot of work especially, since I find myself confused about what’s going on most of the time. Even when I think I understand what’s going on, I still can’t figure out why things aren’t working sometimes.

That said, I find myself enjoying the game, so there’s definitely something interesting here. It’s just not ready yet. I’m hoping development continues and the game becomes easy to get into and still remain rewarding when your town thrives.

Towns is currently $15 (on sale for $12) on Steam, and I think that’s a bit much for the current state of the game. $5 or $10 would have been more reasonable. For all these reasons, I can only recommend Towns to someone coming from Dwarf Fortress or deeply interested in micromanagement. Even though I enjoy it, it’s definitely not for everyone.

Categories
Games

Halo 4 – First Impressions

I’m waiting to play the campaign with friends, but tonight I tried out the some of Halo 4’s multiplayer options – mostly the co-op “Spartan Ops” episodes.

The Spartan Ops missions are short and felt very poorly organized. There’s an objective in each mission, but indicators are often hard to miss or don’t show up at all, leaving players confused and disoriented. In most of the missions, the game just throws multiple waves of enemies at you and tells you to kill them. It would probably be fine if they weren’t presented as missions, since they have a lot in common with Reach’s Firefight mode – they’re just not as fun or frantic.

One thing a friend and I both noticed is that many of the weapons don’t have the right feel. The battle rifle’s new effects are great, but the Wraith’s plasma mortar has a quiet launch and a pitiful “poof” when it hits the ground. Gone are the screen-shaking explosions, booming audio, and huge blast. Most of the “big” weapons (rocket launchers, fuel rod guns, etc) are similarly disappointing.

I also played a single round of the “Dominion” mode, where players fight to capture and defend several points. It was fun, but I was vastly under-leveled and was frequently killed by players with weapons I didn’t have access to. The maps usually have weapons lying around, but they were difficult to find if you didn’t know the map. I suppose that’s normal for competitive multiplayer games, however.

Player customization is nice, but there was an anemic selection of foregrounds for player badges. I was extremely disappointed to find my usual “Valkyrie” (sword with wings) badge was gone entirely. Hopefully more badges will unlock as I level my multiplayer character. The leveling system itself is nice, but even after unlocking items by reaching a certain rank, you still have to spend “Spartan Points” on the items to use them. These points appear to be non-refundable and are only awarded by leveling up, so they’re hard to gain and cause the whole leveling system to feel oddly restrictive.

Overall, I was unimpressed by the multiplayer modes. It feels like it’s been done before and better by other games, and I think Reach had a far better array of options. I want to like the multiplayer and maybe I’ll find something I missed, but I’m not getting my hopes up. And hopefully the campaign story is fantastic enough to balance out my multiplayer disappointment.

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Games

PAX East 2012

I thought it would be fun to do a “roundup” sort of thing about what I saw/played/liked at PAX East this year. I’ll start with my favorite stuff, so you can quit reading or skip ahead if you get bored.

My Favorite Game: XCOM
I knew there was a strategy XCOM coming, but I haven’t been keeping up with game news, so I knew nothing about it. Seeing it at PAX (both on the show floor and in the XCOM panel) got me extremely excited about the game. I loved the style of the turn-based combat, with extra animations as things were going on. The “ant farm” base looked awesome, too. It was also great to see that they’re drawing so heavily from the original – I can’t wait to play it when it’s released later this year.

My Favorite Not-Game: “Day in the Life of an Indie Dev” Panel
I mainly liked this because it reinforced everything I’m already doing in the development of my game, which was mainly “Just make a game.” They even mentioned Unity several times, so I’m happy with my choice of tools. I only attended “part 1”, but it made me feel good about the path I’m taking with my game, so it’s all I needed.

What I Played
Monaco
I knew a bit about Monaco, but after playing it, I know it’s a day-one purchase. Even though we crashed the game, it was so much fun, even when I kept screwing up and alerting all the guards. My favorite moment: Matt saying “Don’t bring them toward me!” as an army of guards was chasing me.

Guacamelee
This was probably my biggest surprise at PAX this year. I had heard nothing about Guacamelee, but it’s a fun platformer that looks gorgeous, has good writing, and has a neat “dimension-shifting” trick.

Bloodforge
A God of War-like action game that’s pretty generic, but really fun to play. It has really nice graphics, which was apparently part of the goal of the game – to create an XBLA game that looks like a AAA game.

Trials: Evolution
If you’ve played Trials, you know how this plays. The multiplayer was really fun, though.

Star Wars Kinect
The more I see of this game, the more I want it, even though it’s just a collection of different game styles. I played the Rancor destruction game, and it was fun, mindless destruction.

Go Home Dinosaurs
This is a neat tower defense game for Chrome (NaCl), where you play as gophers who are trying to save their barbecue from dinosaurs. The “towers” are shaped like Tetris pieces, so you have to arrange them in the open area of the maps. It’s also got a kind of “deck building” feature, similar to Plants vs Zombies.

Raiderz
I got a free mug and bag for playing it. That was the best part.

What I Saw/Watched
Assassin’s Creed 3
Looks amazing. I’ve always loved the AC games, and I’ll likely buy this one right away.

Antichamber
I played this a while back as a UDK demo, but it’s come a ways since then. It still looks like a great FPS puzzler that encourages a lot of outside-the-box thinking.

AirMech
I wish I took the time to play this. It looks beautiful, has transforming jets, and looks really fun.

Mark of the Ninja
This looks like a cool Metal Gear Solid-style stealth action game. I wanted to play, but media badges got in the way and I was tired.

Crimson Dragon
A Panzer Dragoon clone that plays like Child of Eden. Child of Eden was hard to play with Kinect, but hopefully this is a bit better. It has dragons, so I think I am required to buy it.

Steel Battalion: Heavy Armor
This looks cool, and the Kinect controls seem to replace the need for the giant controller. I’ll have to play a demo before I buy it, though – the Kinect controls seemed to be having some issues, though that may have just been because of the crowd.

Novus Aeterno
An MMORTS that looks a bit like Homeworld and I’m a sucker for RTS games with space ships. According to the devs, it’s $30 with no subscription, so it might be worth it. I’ll at least play the beta coming up later this month.

That’s all I can think of for now. I might add more later.

Categories
Games

Games of 2011

These aren’t ranked or rated, but they’re some of my favorite games from last year.

The Elder Scrolls V: Skyrim
This game should probably be on most people’s “Top Games of 2011” lists. It’s a massive world with so much to do, multiple ways to play it, and so many chances for unintended hilarity. The story is entertaining, the gameplay is great, and the world is absolutely gorgeous.

Saints Row: The Third
Fun from start to finish. I played the majority of the game with a friend, and it was so much fun to do random, crazy stuff whenever the urge struck us. The unlockable “cheats” (invulnerability, unlimited ammo, etc) as you reach higher levels turn the game into an incredibly fun sandbox when you’ve beaten it. I was never bored with the game, and if there was ever any downtime I could always start wreaking havoc.

Deus Ex: Human Revolution
I described this to friends as the first game in a long time that I wanted to get home to play every day. Adam Jensen is amazingly badass, whether he’s snapping necks or knocking people out. A great return for stealth gameplay.

Trenched (NOT Iron Brigade)
I absolutely refuse to know this game by any name other than Trenched. It’s fun, frantic at times, and a blast with friends. The entire world is so interesting, despite only getting a small glimpse of it within the game. Naval carriers that can walk up on land are pretty awesome, too.

Portal 2
Portal 2 is so thick with personality it would be hard not to enjoy it. The additional puzzle elements (gels, aerial faith plate, thermal discouragement beams, etc) made several interesting new puzzles, and co-op mode was fun even when you failed.

Dragon Age 2
I loved the original Dragon Age, and I enjoyed this one just as much. I still love the story and the world, and the shift to more action-focused combat didn’t hurt anything.

SkyDrift
Airplane racing with guns. I played the demo for this on the 360, then bought it during Steam’s holiday sale. I even enjoy the multiplayer, which is unusual for me. That’s probably because I’m pretty good at it, though.

Split/Second
So this game was released in 2010, but I didn’t play it until 2011. I originally passed it over for Blur (also very fun), but after renting it, I regretted not getting it sooner. Every race in this game makes me feel like I’m in a spy movie. You’re constantly dodging explosions, debris, and miscellaneous objects in the environment. There’s a game mode where you’re being chased by a helicopter and dodging its missiles. It’s fantastic.

Death Rally (iOS)
Apparently a remake of Death Rally from 1996, though if I played it, I don’t remember it. This is the best racing game on iOS. Cars with guns are always awesome. There’s enough in the game to spend hours unlocking new cars and weapons.

Ascendancy (iOS)
Ascendancy was one of my favorite 4X strategy games from the mid-90s. As a point of reference, I like this game as much as, if not more than, Master of Orion. It was released for iOS in January and I got to play it all over again. The interface has obviously had some changes for the touchscreen, but all the original music and art survived, so the nostalgia surfaced pretty quickly. It’s a deep strategy game with some elements that even newer games don’t implement (like a “next turn” button that runs until something happens). It also has one of the coolest tech trees in any game of its kind, and a ton of playable species with different special abilities.

While I’m on 4X games…
Distant Star (iOS)
This is the 4X strategy game for casual players. It boils down the elements to their basics. You build a few structures on planets, you build colonizers and fleets, you attack enemies. That’s about it. It simplifies the genre, but it’s also very pretty and easy to play on the iPad.