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Article #697782What Have You Been Playing... IN APRIL 2017?
From: Spalls Hurgenson
Date: Mon, 01 May 2017 22:59
Date: Mon, 01 May 2017 22:59
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17644 bytes
Let me just double-check; I've gotten these subject lines wrong too many times recently. Is it April? Is it 2017? Yeah, that looks good; let's get on with it. Welcome to our end-of-month (or is it beginning-of-month?) thread; time to talk about games again. I mean, we always talk about games here in c.s.i.p.g.a (well, almost always) but this is the thread where we talk about games we've played... specifically, the game's we've played in April. Of 2017. Which it is - April the 2017, I mean; I know, I double-checked. You all know what to do. Here's my list. -------------------- Short and Sweet -------------------- * Homefront Revolution (new) * Stronghold (1993) (replay) * Ultima VII (replay) * Raptor Call of the Shadows (replay) * Star Wars Alliance (replay) * Oh Sir! The Insult Simulator (new) TL; DR ---------- * Homefront Revolution (new) The original "Homefront" (2011) was awful. A badly made "Modern Warfare" clone, it took all the bad aspects of the genre - linear levels, straitjacket scripted encounters, stupidly bombastic storyline - and wrapped it in generic gunplay, visually unappealing graphics and an idiotic set-up. The core of the game - playing as freedom fighters waging war against foreign invaders in downtown USA - was interesting enough, but the implementation was terrible. So when the sequel was announced, you can understand if I approached the game with a great deal of trepidation. There is a lot to dislike about "Homefront: Revolution". The voice-acting stands out with how terrible it is, and the backstory remains idiotic even after they turned the whole thing into an "alternate history" in some vain attempt to make a Korean invasion seem more plausible (it doesn't help). The bad-guys are cartoonishly evil, apparently now poison-gassing whole cities just for the LOLz. The good guys aren't much better - some taking vicious joy in torture - perhaps because the developers were aiming for a whole real-politick, shades-of-grey attempt at realism - but when the villains are so unbelievably evil the whole thing just feels nasty and flat. The maps are fairly large and reasonably detailed but disappointingly the world is divided into distinct maps and transit between them is controlled through level advancement, completely ruining any feeling of an open world. Within each map the game falls back on the usual tropes: hidden goodies and the usual capture-the-base missions that have been the standard since 2008 and Far Cry 2. The game does expect you to stealth often, but - again - this system is poorly implemented, largely because the enemy attacks immediately upon spotting you. "Revolution" also relies heavily on respawning enemies to bump up the difficulty level rather than strong AI, and at times the game feels almost like Robotron with how many soldiers it throws at you. So, another terrible Homefront game, eh? No surprise given its legacy, right? Well, not quite. "Homefront Revolution" isn't a great game; I'm not even sure it's a good game. It is, however, head-and-shoulders above its predecessor and not completely without merit. Graphically, the game is surprisingly appealing, with some very good lighting and textures (the animations could have used work). The firefights were solid, with good gun-play and level design that supported the close-quarters urban combat. I found the motorcycle - the sole player-controlled vehicle - a bit pointless; between the too frequent enemy spawns and the rubble-strewn streets, it was just faster and easier to run everywhere and I almost never used the thing. But the game had a solid foundation; it was just everything built atop that foundation that was crap. More variety in enemy types, a larger, more varied and cohesive game-world, a more robust stealth system, more mundane enemies who were individually threatening - rather than dangerous because they were thrown at the player in waves - and more things to do in the game beyond the token collectibles and base-capture would have made the game far more enjoyable. (As an aside, the game's visuals - especially at night, with all the tracer-fire and the imposing steel-clad fortress of the Koreans - looked peculiarly post-apocalyptic and made me wish for nothing more than this game be re-done using the Terminator license, perhaps as a remake of Bethesda's "Terminator: Skynet" game from 1996. Anyone else feel the same?) "Homefront: Revolution" surprised me in that it wasn't as horrid as I expected, and honestly I don't really regret the 20 or so hours I invested into playing it, but it's really quite flawed and not a game I expect to return to anytime soon, nor a game I could easily recommend. There are just so many other, games that do it better. * Stronghold (1993) (replay) Having nothing to do with the 2001 medieval strategy game beyond a similarity in name and genre, this 1993 game was one of the last-gasps of SSI's D&D license. Contemporaneous with games like SimCity, Caesar, Civilization and Master of Orion, it is a rather simplistic strategy game compared with its bigger brothers, and left little mark on the industry. I didn't install Stronghold thinking I was going to play it; I just wanted to see if its graphics were as cute as I remembered. Stronghold isn't a great game, but it's not really that bad a game either. If anything, it feels a game too early for its time, released before the technology could support its gameplay or before its audience - strategy grognards still grumbling about the move away from turn-based design - was ready for its hands-off approach. In gameplay it is most similar to 2001's "Majesty", so much so that I checked to see if the two games shared developers (they don't). Like Majesty, the player doesn't have direct control over his units, but rather can only influence them with the construction of specialized buildings. It's a very slow-paced game, where much of my time was spent just waiting and watching as my structures were slowly built and my heroes haphazardly ambled across the map. It is actually possible in certain configurations to win the game without fighting any battles, simply by growing your city. This is fortunate, as the pathfinding AI of the heroes you depend upon to defend your realm is abysmal, and its one of the major strikes against the game. The game also struggles to provide you with enough information; what it gives you is mostly two or three menus deep, and sometimes not available at all (telling me that a "Fire Giant is attacking!" is great, but I'd like to know where so I don't have to scour the entire map, thank you). These faults, combined with the glacial speed and lack of any real threat make it feel like an early attempt at a "casual" strategy game. Played in a window in the corner of my desktop while I'm working or surfing the net the game is a fun distraction, but it just didn't have enough depth to be taken seriously twenty-five years ago. It's a great concept - as proven by Majesty, which greatly improved the pace and interface - but Stronghold was just way before its time. The graphics are as charming as I remember, however. * Ultima VII The Black Gate (replay) Whenever I think of Ultima VII, I think of twittering birds. This is partly because the first time I played it was on a warm May morning in 1992, but mostly because that's the first thing you hear when the game starts: a chirping bird (powered by the all the awesome fidelity of the SoundBlaster's OPL3 FM Synthesis chip could provide). To this day, when I hear chirping birds, I still flash back to that morning. It was a slow start to the game, which made its big reveal a few minutes later when the game's big bad shoved his fully animated face onto the screen and talked - with full speech! - all the more memorable. Few games before or since have impressed me like that intro did in '92. In truth, that introductory cinematic was the high-point of the game, but that's not to diminish the excellence of the rest of the adventure. Ultima VII presented an amazingly vivid world, filled with memorable characters that was - for its time - far more realistic and alive than anything else on the market. Its NPC's each had their own schedules, dialogues and character. The world was amazingly interactive; "baking bread" - shorthand for the game's surprisingly deep crafting system - became the rallying cry and standard for CRPGs for decades to come. Completely mouse-driven, running full-screen and without a visible GUI, the open world was picturesquely rendered, impressive in scale and detail, and one that I enjoyed exploring and virtually living in almost as much as questing... which I did, over and over again. Well, it's been a quarter of a century later and it has probably been at least fifteen years since I've last played this title to completion. This has less to do with any interest in it and more due to the fact that it holds no surprises for me; I overplayed this title and have its story and map indelibly etched into my brain. Knowing exactly what to do and what all the characters are going to say and do destroys a lot of the wonder and mystery, and even when I try to resist the urge I can't help but use short-cuts to bypass the more tedious parts of the adventure. Worse, for all it boasted an innovative interface on its release, these days playing the game feels clunky; combat is completely out of a player's control, inventory management is a mess and I started to dread locked doors because finding the bloody key was unacceptably frustrating. (But at least this time I didn't have to worry about the dreaded "key bug", where keys disappeared into the ether; in 1992, I got to the very end of the game only to discover the key to the titular black gate had vanished, forcing me to restart the game. Ouch.). The actual adventure in Ultima VII was actually fairly poor - it was a meandering quest with too much filler and not enough direction, or even a proper villain - and it hasn't aged well at all. The teleport- and trap-filled dungeons were no fun either. So I got very little satisfaction from the actual /playing/ of the game. Most of my enjoyment came from nostalgic remembrances of previous play-throughs and a technical and historical appreciation of the title; the former with how ground-breaking it was (even if it did use the hated "Voodoo Memory Manager") and the latter because its shadow still lays long on the industry; for instance, all modern crafting systems owe their existence to Ultima VII's use of the technique to make its world more "realistic". So for all it was a painful game to play /today/, but I nonetheless still consider it an amazing title and one of the best CRPGs ever written. * Raptor Call of the Shadows (replay) I played the 2015 remake of the game, but only to avoid any difficulties in getting the game running on modern hardware. I played it because I wanted a brainless shooter and I remember liking the soundtrack. The game is fine. And that's pretty much all I have to say about it. It's a vertical shoot-em-up from the '90s and - beyond its soundtrack - is pretty much forgettable. Raptor's major distinguishing feature is that you buy new power-ups between missions, which lets you tailor the game somewhat to your play-style. It does result in a lot of extra grinding - you play and replay earlier levels to earn the cash for the aforementioned power-ups - and some of the later levels are brutally hard unless you do that. But assuming you have the necessary arsenal, the game is an adequate shooter. Not exceptional, not bad. Just fine. It's got some rocking music, though. * Star Wars: X-Wing Alliance (replay) It's more than time for another X-Wing game. I think everyone who is a fan of the space-sim genre can agree on this fact. Unfortunately, it doesn't seem as though Disney - current owners of the Star Wars license - have any immediate plans in that direction, so like many gamers I have to get my fix re-playing the older games, which are a bit long-in-the-tooth. Fortunately, fans of the series have modernized the game somewhat and it's still a looker, even if it's not quite up to the standards set by games like Elite or the never-going-to-be-released Star Citizen. The gameplay of "X-Wing Alliance" remains as solid as ever, even if this title is far more forgiving than that of its predecessors. But spiraling an X-Wing through a cloud of TIE Fighters, trying to get a bead on a target as you simultaneously balance your shields and manage your speed and power settings, is an artful experience that I have greatly missed. It is far more fulfilling than the more arcadey versions released since, either as stand-alone titles (the "Rogue Squadron" games) or as part of larger games (e.g., the "Battlefront" games). But oddly enough, it's not a game I can ever finish. It's the campaign, you see; it's rubbish. Too many of the missions are focused on propelling the story forward rather than just launching a mess of enemy fighters at you and letting you swat them out of the sky like the annoying bugs they are. The worst are the ones that have you bumble about in your family's star-freighter; the ship is slow, clumsy and under-powered and the missions are tedium defined. I struggle to fly the campaign, and rarely do I get past the halfway mark before I give it up. Instead find myself gravitating instead towards the Quick Skirmish feature where I can set up my own battles. Even so, the lack of mission variety proves its undoing, although the sheer number of different fighters - 58 with the mods - is impressive. It's just the campaign that is so lackluster. But even if I never finish the game again, I know I'll keep returning to it, just to hear the wicked scream of a TIE Fighter as it roars past. That's /classic/ gaming, that is. * Oh Sir! The Insult Simulator (new) +"Oh Sir!" is, at heart, intended as a party game; something you play with others. It has a rather clever set-up - two twee Brits politely exchanging insults over some inconsequential difference - and its retro-art is charming... in a retro-art sort of way. But it's lacking... something. As a single-player game, it really doesn't stand up on its own merits. The gameplay is too minimal and too dependent on chance to be much fun. It also has a disturbing lack of content; with a mere handful of characters and locations, it doesn't take too long before you start hearing the same insults (or segments thereof) again and again. The gameplay itself is fun - each round, both players have a limited - and shared - pool of words with which to create their insult, and the game is as much as building your own zinger as preventing your opponent from doing the same. Unfortunately the end result - a point value assigned based on how insulting your creation is - seems random and non-coherent. The different characters have certain weaknesses (for instance, insults against their social status, parentage or country may grant bonus points) but even this isn't certain. Even as a party game, played against friends, the game is limited. The insults are too nonsensical, and the charm of the game's weirdness lasts about ten minutes. After that, people quickly start looking for greater depth - and there just isn't any to be found. According to Steam, I got 66 minutes of gameplay out of this title, and that was only by really, really trying; I think most people will move on after half an hour, and never return. It's just to thin on content and concept to stick with it otherwise. -------------------- And that's what has occupied my time. How about you? What have you been playing in April (check) of 2017 (check)?
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X-Received: by 10.98.99.3 with SMTP id x3mr3426229pfb.30.1493679583848; Mon, 01 May 2017 15:59:43 -0700 (PDT) X-BeenThere: comp.sys.ibm.pc.games.action@googlegroups.com Received: by 10.157.17.19 with SMTP id g19ls12706040ote.17.gmail; Mon, 01 May 2017 15:59:43 -0700 (PDT) X-Received: by 10.129.71.87 with SMTP id u84mr13740003ywa.162.1493679583138; Mon, 01 May 2017 15:59:43 -0700 (PDT) Path: mbox-mo1.pugleaf.net!v18ni2531ita.0!nntp.google.com!news.glorb.com!border1.nntp.dca1.giganews.com!nntp.giganews.com!buffer1.nntp.dca1.giganews.com!buffer2.nntp.dca1.giganews.com!news.giganews.com.POSTED!not-for-mail NNTP-Posting-Date: Mon, 01 May 2017 17:59:37 -0500 From: Spalls Hurgenson <spallsh...@gmail.com> Newsgroups: comp.sys.ibm.pc.games.action Subject: What Have You Been Playing... IN APRIL 2017? Date: Mon, 01 May 2017 18:59:32 -0400 Message-ID: <vsefgc1llp23oun4kic8hbus71bml651ue@4ax.com> X-Newsreader: Forte Agent 2.0/32.652 MIME-Version: 1.0 X-Antivirus: Avast (VPS 170501-0, 05/01/2017), Outbound message X-Antivirus-Status: Clean Lines: 296 X-Usenet-Provider: http://www.giganews.com X-Trace: sv3-Wko+HEMMdsR7efsOE/FMaXElvDuccvjqKmM7tlWtcncL+VXkpVwl7jWPQDbaWuH+HWBZBcioTQtVh8n!tWOaL6S4n9Qpt+C9i1cafu+lzHuDF9FI9m0O2aUilGl5dPz0VvK0UQErSmIb3pF/imTsZY8= X-Complaints-To: ab...@giganews.com X-DMCA-Notifications: http://www.giganews.com/info/dmca.html X-Abuse-and-DMCA-Info: Please be sure to forward a copy of ALL headers X-Abuse-and-DMCA-Info: Otherwise we will be unable to process your complaint properly X-Postfilter: 1.3.40 X-Original-Bytes: 17101 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 7bit