Tuesday, October 18, 2011

Grotesquely Obnoxious: Tactics


Grotesque Tactics: Evil Heroes, an independent game by Silent Dreams, bills itself as a "satirical RPG" that "pokes fun at" the well-worn tropes and cliches of popular strategy-RPGs and action-RPGs. When its description specifically mentioned Gothic as one of its targets for parody, I was all for a humorous tongue-in-cheek adventure that would make fun of my favorite game.

But it turns out that Grotesque Tactics isn't that much of a satire or a parody. Its jokes are worth a slight chuckle at first, but the amusement quickly wears off once you realize that its only way of satirizing the genre is to make you play obnoxiously exaggerated renditions of all of the wearisome aspects of the genre. It references a few games here and there, but only in oblique ways that don't relate to anything at all.

Besides that, the gameplay of Grotesque Tactics is pretty rough around the edges with bugs, glitches, random crashes, camera issues, targeting issues, interface issues, typos, and so forth. On top of that, for a game that's billed as a "tactics" game, there's not a lot of strategy or tactics involved. So putting "tactics" in the title may not be totally appropriate, but the experience certainly could be called "grotesque." More after the jump.

Friday, October 14, 2011

The Black Lodge Annihilates Your Imperfect Soul


Black Lodge 2600, a retro pixel-art game by Jak Locke, would suck if it weren't intentionally trying to suck. Inspired by David Lynch's 1990 television series Twin Peaks, you play as FBI Special Agent Dale Cooper, trapped in the Black Lodge fleeing from his doppelganger. It's designed to feel like an actual old-school game, complete with a manual that explains the controls in terms of the Atari joystick, with keyboard controls scribbled in with pen. And that's where most of its charm comes into play (that and the whole Twin Peaks thing), but the actual gameplay can be very difficult and frustrating. Which I suppose is faithful to Atari-era gameplay.

Gameplay mostly consists of getting from one side of a room to another, avoiding obstacles like flying chairs, screaming Laura Palmers who invert your controls, statues that you can only pass by blocking its line of sight, and other such treacherous terrors. The longer you survive, the more obstacles you face in each room; suffice it to say, things get cluster****ed very quickly. The whole game is kind of surreal, like what you'd expect from a Twin Peaks game, but it's difficult to recommend unless you're a real fan of the show, otherwise the content and its references won't make any sense to you. It's available for free download (PC and Mac) here.

Thursday, October 13, 2011

Great Games You Never Played: Gothic


"Fine, obscure gems." Part of a periodical series: Great Games You Never Played.

In 2001, Piranha Bytes created the pinnacle of action-adventure-RPGs: Gothic. Set in a magically-encapsulated prison colony where criminals are sent to mine magic ore for the war against the orcish armies, the convicts have revolted against the King's guards and now run the colony in anarchy. You play as a nameless convict who's just been tossed into the barrier. Initially tasked with delivering a message to the magicians at the castle, you become a key figure in trying to bring down the magical barrier and in stopping an event that threatens to kill everyone in the colony.

Besides the wonderfully unique setting and premise, Gothic also boasts some of the most compelling gameplay ever. Carving your way up the ranks in a hostile dog-eat-dog prison, where strong beasts and monsters also roam, everything is dangerous and there's always a challenge waiting for you. It's a game that doesn't hold your hand, with death and treacherous enemies around every corner; leveling up and getting stronger is its own reward as you become better-equipped to brave the non-linear, free-roaming world of the colony. Its attention to detail also make it one of the most atmospheric, immersing game worlds ever.

If you're still not convinced of Gothic's supremacy in the world of western RPGs, continue reading for the more detailed description of its feats and strengths, with some embedded gameplay videos to illustrate.

Wednesday, October 12, 2011

More Like Project L.A.M.E.


F.E.A.R. 2: Project Origin is pretty much a disgrace compared to the original F.E.A.R. Gone are the intelligent, tactical fights, gone is the creepy horror atmosphere, gone is my fun. Project Origin just feels like a lame, phoned-in sequel that didn't even try to innovate like the first game did. I've got a laundry list of problems with it, but the big issues are the combat and the horror atmosphere, the two things that are supposed to be the most important aspects of this series. Overall, it's still an enjoyable game, but as a fan of the original, and as a fan of good, intelligent games, I'm obliged to call it out for its failures.

Tuesday, October 11, 2011

Video Games in TV: CSI Miami


"Some TV shows just don't get it." Part of a periodical series: Video Games in TV.

Season 4, Episode 9: "Urban Hellraisers" is as bad as they get. This episode follows the cliched "deluded gamers go on a killing spree because they think they're still playing a video game" premise, while the detectives use the video game as their main source of intelligence to apprehend the killers. Tax dollars at work. I think this episode may actually be more insulting to police detectives than gamers, just because of the team's over-reliance on coincidental logic. It's still rife with negative gaming stereotypes and fallacious misconceptions, mind you, so continue reading for the rest of the breakdown. 

Monday, October 10, 2011

All of the Dragon Age DLC Campaigns Suck


Golems of Amgarrak: The whole thing is over way too quickly, and it's not tied to anything relevant or interesting so it's hard to care about what's going on. Also, back-tracking with the different "color switches" was annoying. But at least it was actually challenging.

Leliana's Song: Alright, this one's actually pretty good. It's nice to get some backstory for a character that actually mattered in the core game, and it even has all the elements that make DA:O fun, like dialogue, looting, leveling-up, allocating skills, and an actual story.

Darkspawn Chronicles: It's almost impossible for me to care about winning a hypothetical battle as a darkspawn vanguard, especially when the entire thing is just straight-up combat. And the combat's not even fun because you're low-level and just use the same skillsets as an average warrior. 

Witch Hunt: It doesn't last very long, and most of the game is basically fulfilling an arbitrary side-quest that has nothing to do with Morrigan. She makes a brief appearance at the end, but it does nothing to satisfy our curiosity about what she's been up to and offers zero resolution to her character arc. Oh, and all of the locations are recycled.

So, yeah.... color me unimpressed. But at least I'm finally done with all things Dragon Age.

Sunday, October 9, 2011

Help! There's a Cutscene in my Horror Game!


Cutscenes can help accent a dramatic situation, but they inevitably take control away from the player. That's especially problematic in survival horror games, the very essence of which is (supposed to be) tension. You're supposed to feel vulnerable and fear for your well-being, which is usually accomplished through the "survival" aspect. And then the cutscenes break the tension because you know that whatever happens is beyond your control; you just passively watch it. And that's no good.

Continue reading for examples of how horror works in Silent Hill 2, and how the cutscenes contribute (or detract) from that horror.