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Article #697466Re: What Have You Been Playing... IN DECEMBER 2016?
From: Werner Punz
Date: Thu, 02 Feb 2017 07:14
Date: Thu, 02 Feb 2017 07:14
268 lines
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16469 bytes
I have started Layers of Fear. I am normally not into horror games, but this game so far has been surprisingly good. It is along the lines of a psyhchological horror walking simulator/adventure game. Werner Am 01.02.17 um 16:35 schrieb Spalls Hurgenson: > Do you Usenet? I Usenet; I Usenet on a daily basis. I sometimes even > Usenet in public. Look, now I am even restarting our monthly thread in > order to encourage others to Usenet. Yes, I have verbified Usenet. > Because the holidays are over and I need /something/ entertaining to > keep me going through the dark and dreary winter days, and what am I > going to do if I can't verbify or Usenet? > > Oh wait, right, playing computer games; I can do that too. Let's talk > about computer games instead. You all know the drill, I won't bother > going into the usual spiel. To the games! > > > -------------------- > Short and Sweet > -------------------- > * Lost Eden (replay) > * Warhammer End Times Vermintide (new) > * Star Wars The Old Republic (new) > * Abzu (new) > > > TL; DR > ---------- > > * Lost Eden (replay) > To understand "Lost Eden", you need to understand its origins. In > 1984, David Lynch completed the unenviable task of translating Frank > Herbert's sci-fi opus to the silver screen. Although critically > panned, it became something of a cult classic. In 1992, Cryo > Interactive - under the aegis of Virgin Games - released a game that > owed as much to the movie as the original novel. The game - simply > entitled Dune - was an odd mixture of adventure and strategy, but is > probably better remembered - especially its later CD-ROM release - as > being one of the earliest true multimedia experiences, with speech and > video prominent parts of the game. Although only a moderate success, > it was enough to keep the franchise alive until Westwood games took > over the license and created Dune II, which set the template for all > modern real-time strategy games and is far better remembered. > > Meanwhile, Cryo Interactive, having lost the Dune license, decided to > create a game based on their own intellectual property, a strange > pre-historic world where dinosaurs and humans co-existed. It was, > essentially, a clone of the original Dune albeit one where they > doubled-down on the multimedia aspects that won them so much praise. > Thus was born "Lost Eden". > > Unfortunately, their efforts were largely for naught. While "Lost > Eden's" production values still hold up well - if you take into > account that there has been twenty years of technological advancement > - this isn't enough to save the game. Yes, the computer-generated > backgrounds, CGI animations and techno soundtrack are still appealing, > the gameplay itself is completely lacking. The adventure-game > sequences are totally linear, with "puzzles" that are little more than > knowing to click the right thing in the right order (albeit with very > little clues ever given as to what that order actually /is/). > Nominally there is a strategy element as you strive to build up your > armies to beat off the ravaging "Tyran" hordes, but this too is > extremely superficial. It is entirely comprised of stumbling upon your > allies by randomly clicking on a map and giving them the necessary > items - also found by randomly clicking on the map - required for them > to build citadels and armies strong enough to withstand the barbarian > onslaught. Actual battles are all fought off-screen. The story is > equally poor, with forgettable characters and goals and a dull deus-ex > machina conclusion. > > "Lost Eden" is an interesting historical footnote and its visuals and > music still have some appeal, but none even when it was new this was > not enough to carry the game, much less two decades on. > > > * Warhammer End Times Vermintide (new) > It's obvious that the developers of Vermintide were big fans of the > Left4Dead franchise; while it would be unfair to call Vermintide > merely a re-skin of that co-op classic, it bears the influence of > Valve's game quite proudly and it is nearly impossible to review - or > play - without making comparisons. Like Left4Dead, Vermintide is a > four-player co-op shooter and many of its rat-men monsters bear a > close correspondence to the varied forms of Valve's zombies. But > Vermintide plays with this formula, adding a Team Fortress-like > class-system, some light role-playing elements and a stronger > campaign, all of which - on the surface - seems like some great > additions. And - generally - they are; fans of the Left4Dead series > will find a lot to like. Nonetheless, all this added extra chaff does > take away from some of the addictive simplicity of the older title. > > The worst offender were the maps, which are significantly larger than > Left4Dead's levels but received far less iterative testing, as > evidenced by the number of times I found myself inadvertently > backtracking thanks to poor presentation of which direction I was > supposed to head next. It didn't help that so much of the levels > looked alike, an issue not assisted in the least by the gloomy grey > graphics. The sheer size of the levels was problematic too; my > interest waned long before the I got to the end of each map, and the > lack of save-points meant that a total-party-kill required us to > traverse the entire tedious map from the start. On the other hand, I > did enjoy that the maps all had unique goals to them beyond merely > surviving to the end. > > Nor was I particularly warm to the class system, mostly because there > wasn't enough difference between the classes. Yes, the Witch-Hunter > was mainly a ranged-class that relied on his flintlocks, the Dwarf a > melee tank, or the Bright Wizard a finicky glass cannon prone to > overheating, but in actual gameplay all the classes were all focused > on killing; there were no support classes, or healers or stealth > classes. The RPG elements - mostly consisting of weapon unlocks as you > level up - seemed mostly added as an excuse to make the players > grind-up, extending the length of a game which had a dubiously small > number of maps to begin with. > > I mostly played in single-player and the AI was satisfactory, if > lacking in the character and uniqueness that made Left4Dead's heroes > so memorable. I did make a few excursions online and found the > gameplay largely the same. While the community seemed largely > friendly, Vermintide is more forgiving of soloing heroes, which > reduced the need for co-operative play and a lot of the time the other > players just seemed to run off and do their own thing. The game felt > lonelier for that. > > Vermintide is an acceptable clone of Left4Dead, but it lacks the > polish of its obvious inspiration. The developers seemed to believe > that "more" equaled "better" as evidenced by how they tossed in new > gameplay elements almost wily-nily, but in doing so ruined the careful > balance introduced in Valve's game. The end result was a rather > shallow and unmemorable title and while Left4Dead had retained a > position on my hard-drive for close to 8 years, I've no regret > uninstalling Vermintide after a single month. > > > * Abzu (new) > Apparently "Abzu" (which is Sumerian for "Ocean of Wisdom") was > developed in part by the art-director behind the PS3-exclusive > "Journey", which I played a few years back. Both games share a > similarity in style and tone, but where Abzu fails is in its gameplay > and character. > > Abzu has you take on the role of a nameless and faceless diver (as > opposed to Journey's nameless and faceless wanderer) as s/he/it > traverses the wilderness and ancient ruins of beneath the sea after > some unmentioned apocalypse (Journey was similar, except its environ > was the desert). Both games lacked any conventional storytelling, > relying only on un-translated pictograms scribbled on the walls of the > aforementioned ruins, leaving it to the player to decide what it all > meant at the end. Environmental effects - fish and currents in Abzu, > wind and sand in Journey - are major components of the game, although > both are more about the, well, journey than any struggle against > monsters or puzzles. But there the similarities end. > > Abzu lacks in direction and character. In Journey, it immediately > becomes evident what your goal is; there's a giant mountain in front > of you and it is clear that the point of the game is to reach the top > of this peak and - by doing so - discover something of the history of > the world. There's no such driving force in Abzu; you eventually > stumble across some giant doors and game-logic dictates that's you are > probably expected to open them (because that's what you do in games) > but there is little pushing you forward beyond that. Similarly, your > diver avatar emits none of the same charm - evidenced through its > animation and sounds - as the robed wanderer of Journey, resulting in > far less attachment to the character. Simply stated, I was given no > reason to care whether or not my avatar succeeded at its goal, which > made it hard to keep playing the game to the end. > > The developers obviously hoped that the wonder of the environment > would replace this lack, and admittedly the giant schools of fish were > impressive... but only briefly. There's only so long that you can > watch virtual fish swarm around before the excitement dims; for me, it > took about ten minutes. The variety of fish might have been more > impressive except for the fact that most fish look like other fish, > and the few exceptions - the blue whales, the ichthyosaurus - just > didn't offer enough in the way of interaction to keep up the required > level of interest. > > The end result was another fairly dull "walking sim" that once again > hoped that its environment could make up for its lack of story or > gameplay. Once again, it could not. It's a game that - beyond its > momentary and initial moment of colorful wonder - was a dull and > purposeless trek through an unimaginative world. > > > * Star Wars The Old Republic (new) > So I hereby name Star Wars The Old Republic the best MMORPG I've ever > played. > > Which, grandiose as it sounds is nonetheless damning it with faint > praise, because in the end SW:TOR is still an MMORPG, and I've yet to > find one that's ever been worth the price of admission (well, maybe > the late and lamented Ultima Online, and only because it was so novel > at the time). Of course, I also say this as somebody who is far more > interested in a strong single-player game than somebody who has much > interest in a multiplayer game, which is a facet most MMORPGs sadly > lack. SW:TOR, however, has a surprisingly strong single-player > component... for an MMORPG. > > I played the game as freeloading non-paying customer and spent a good > chunk of the month doing so. The free-to-play game has three campaigns > for each of its eight different characters (although there is some > overlap between the 24-total campaigns, this is still a huge amount of > content. While the game obviously pushed its premium features, it was > never so onerous to be annoying, or even a requirement; I played and > completed the whole first campaign without paying a dime or ever > feeling that coughing up the cash would significantly change my > experience. For a free-to-play game, that's not only unheard of, > that's amazingly generous. > > The back-story was suitably developed and overwrought - it is Star > Wars, after all - and the questline was sufficiently full even in > comparison to a "proper" single-player CRPG. The various quests and > missions were well-integrated into the storyline; it never resorted to > anything so cliche as "kill 10 monsters to advance" missions common to > other MMORPGs. Nonetheless, all the missions still ultimately relied > on monster killing to advance the plot; while some of the missions > featured dialog choices at the end to sway the karma meter one way or > the other, none of the quests could be solved by puzzle-solving, > dialogue or stealth. It was a non-stop slaughter from one side of the > galaxy to the other. Fortunately, the combat itself was flashy enough > to distract from this deficiency, although - like other MMORPGs - too > focused on the mechanical aspects that resulted in a screen covered > with quickbars. I did found that the colorful combat effects too often > made me lose track of my mouse-cursor; a serious flaw in a game that > required me to constantly click the enemy to ensure my character keeps > attacking. > > Although the game lacks in traditional methods of grind, it does find > another way of artificially padding out the game's length: it couples > its huge maps with an extremely slow movement rate. 95% of my time was > spent walking slowly from one quest point to the next, something not > helped by the tremendous number of monsters scattered across the level > (the game does have quick travel points, but they are too far apart to > make much difference) . Traversing the levels was tedious and boring. > Had the game cut its maps down to 1/4 the size I would have enjoyed > the experience far more. > > The game also featured guilds, crafting, strongholds and all the usual > MMORPG nonsense. These are all available to F2P players, although the > best parts of those features are reserved to paying customers. The > only one I found marginally interesting were the "Space Missions", > which were an extremely simplistic space-shooter that nonetheless > offered a fun alternative to the usual on-foot questing; alas, > non-paying customers like myself were limited to only three battles > per week. It still wasn't enough to make me want to shell out any > cash. Actually, none of the premium features seemed worth the price of > admission; none of them really added or improved the core gameplay, > they just made them slightly less annoying. > > Still, I did stay with the game for a full month, even though it was > sometimes only by sheer strength of will that I returned. That's more > time than I ever spent with World of Warcraft, or Guild Wars, or D&D > Online, or Conan, or Elder Scrolls or any of the other MMORPGs. That > might be partly due to the fact that it was a Star Wars game, but as > much because it was the most single-player friendly MMORPG I've > played, so kudos to Bioware for their effort. It still isn't enough to > make me want to keep playing, much less pay for the damn thing. > > -------------------- > > And that's my gameplay list for this month. So, aside from Usenetting, > what's been occupying your time? That is to say - > > What Have You Been Playing... IN DECEMBER 2016? >
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X-Received: by 10.107.176.18 with SMTP id z18mr1823483ioe.91.1486019657755; Wed, 01 Feb 2017 23:14:17 -0800 (PST) X-BeenThere: comp.sys.ibm.pc.games.action@googlegroups.com Received: by 10.157.42.168 with SMTP id e37ls3545744otb.13.gmail; Wed, 01 Feb 2017 23:14:17 -0800 (PST) X-Received: by 10.31.248.65 with SMTP id w62mr1495528vkh.20.1486019657129; Wed, 01 Feb 2017 23:14:17 -0800 (PST) Path: mbox-mo1.pugleaf.net!15ni7115itm.0!nntp.google.com!news.glorb.com!newsfeed.fsmpi.rwth-aachen.de!newsfeed.straub-nv.de!eternal-september.org!feeder.eternal-september.org!news.eternal-september.org!.POSTED!not-for-mail From: Werner Punz <we...@gmx.at> Newsgroups: comp.sys.ibm.pc.games.action Subject: Re: What Have You Been Playing... IN DECEMBER 2016? Date: Thu, 2 Feb 2017 08:14:16 +0100 Organization: A noiseless patient Spider Lines: 269 Message-ID: <o6um4v$b8m$1@dont-email.me> References: <lvu39c5tmjndufddkjrgf9tlglsq1in95v@4ax.com> Mime-Version: 1.0 Injection-Date: Thu, 2 Feb 2017 07:12:32 -0000 (UTC) Injection-Info: mx02.eternal-september.org; posting-host="042e872f1ebb27bf380630761767631f"; logging-data="11542"; mail-complaints-to="ab...@eternal-september.org"; posting-account="U2FsdGVkX1/GE21WafbddpVbp0i8kk/n" User-Agent: Mozilla/5.0 (Macintosh; Intel Mac OS X 10.12; rv:45.0) Gecko/20100101 Thunderbird/45.7.0 In-Reply-To: <lvu39c5tmjndufddkjrgf9tlglsq1in95v@4ax.com> Cancel-Lock: sha1:Z3Mf+DaamqUYE50Eb6WQdcThsxY= Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 7bit