Saturday, December 31, 2011

Left 4 Dead : getting to know you

OK, so its a littler deeper than nothing, and I'm starting to appreciate its sense of style. I'm really impressed at how they dressed up a bunch of bots in the single player game. I remember the bots in Quake and they were disturbing; they kept repeating the same phrases and they ran and gunned like T1000s on crack.

The graffiti on the walls, like Portal from the previous year, lets the story drip out in a more organic way. I like the little comments the four characters let drop sometimes; I wish they used it more often. I also like how its told from the perspective of common people, who have no idea what's going on with the military, or other cities, let alone the world. Its the right amount of story to hold things together and not interfere with the non-stop action.

I like the zombies a lot. They are just human enough to creep you out, and inhuman enough that you don't feel bad wiping them out. Its unfortunate they are all the same gray color, but at least they have varied forms of dress and voice. Unlike old fashioned shuffling zombies, these engage in humanistic behaviors, which makes it so much more disturbing when you open fire on them.

I also like how they use the modern secular interpretation of zombies, in that they are infected, not undead. Things are a bit more ambiguous with the witch, but I'm guessing the supernatural music is mostly to cue the player, not an explanation of origin. The specialist undead are mostly silly, but without them it wouldn't be much of a game.

Some things that take you out of the game are the waves of grunts who appear like clockwork every couple of minutes. I like the idea that certain sounds attract them, like car alarms and the beeper on pipe bombs, but your constant gunshots don't.

As much as I would like to meet a few more civilians, I guess it would detract from the 'us four against the world' vibe.

After I finish single player on normal, maybe I'll try a higher difficulty, now or later. I think this game may be in my rotation for a while as something easy to pick up and put down on when I want this kind of play.

Friday, December 30, 2011

Left 4 Dead : initial impression

This game takes me out of my comfort zone, and I suppose that's a good thing. I like a game with a deep story; it's too early to say since I just started playing, but apparently L4D is just a string of cliches. I'm OK with that, for a straight action game. Smash TV didn't have any story deeper than The Running Man, and that was good. The zombie genre still hasn't gotten old.

I like to be able to save my game whenever, so I can never lose. I might have to go back, I might have to even go back so I can choose another fork of the road, but at least I don't have to start over from scratch. In Left 4 Dead, there doesn't seem to be any continuity between sessions, only how many safe rooms you can get to in any one instance of the game. Because there is no save, there is no sense of me in the game.

The game actively punishes too much thinking or planning. You've got to keep moving, or you'll run out of resources and die. You can't stalk the enemy and pick them off from afar (much), stealth is of little use, most traps and problems can't be avoided; full steam ahead.

When I got to the weapons stash, I instinctively reached for the sniper rifle, but before I picked it up I knew it would be mostly useless here. I took the AR-15. Normally I would prefer to pick off enemies at range, to soften up a position before assault, but this game, in Grand Theft Auto style, every time you look away from a spot new zombies spawn. Again, staying in place is discouraged.

I appreciate being out of my usual zone, because it shows me exactly where my zone is. I like long slow thinking planning story games; this is what the opposite feels like. And I'm glad I only had to pay $5 to find out.

Thursday, December 29, 2011

game list

Where to now? What am I doing? I found value in writing a to-do list recently, so I'll make a master to-do list, and make it a fixed page here. I don't really want to have to go through a list like its some sort of chore to play all these games, but it can help guide me, and make sure I'm not missing anything.

While assembling the list, I went to MobyGames and listed Windows games by MobyRank, only to find Cave Story beating out all the Half-Life games, all the Grand Theft Auto games, everything. I read about the game, supposedly an indy side-scroller that's special, so I tried it. Maybe its special, but nothing about its physics or culture seems like something I can relate to. In any case, its a twitch game, and not something I can really play. I read the wiki page, and its surprisingly complex.

I also read this game inspired Braid, which I tried briefly, and found visually and musically impressive. Unfortunately I saw some spoilers, but that story seems really compelling. If I have to try and play a twitch game, I'd rather try that.

I want something to play now. Something with loud action, easy to get into, and known good. Left 4 Dead is on sale for $4.99, that should work. Having some trouble setting up graphics, kind of spoiled by auto-config. Everything feels slow and chunky, hopefully I get used to it. Finally figured out how to get 1920x1200, screen is blank.

Saturday, December 24, 2011

System Shock : finish playthrough

{spoilers}

Joey's System Shock Commentary: Part 47 - Breaking through I.C.E. Defenses
Watched it again, kind of forgot what's going on. The player jettisoned the groves that were incubating a virus to zombify mankind. Then he took out some transmission nodes to prevent Shodan from uploading itself to Earth.

Joey's System Shock Commentary: Part 48 - One Man Rescue Team
720p is working again.
These repulsorlift puzzles feel a lot like Portal.

Joey's System Shock Commentary: Part 49 - Secret Areas
Oh yeah, destroying the reactor, that's what we're doing.

Joey's System Shock Commentary: Part 50 - Citadel Station Reactor Overload

Joey's System Shock Commentary: Part 51 - The last Escape

Joey's System Shock Commentary: Part 52 - Think Different

Joey's System Shock Commentary: Part 53 - Security?

Joey's System Shock Commentary: Part 54 - Masterminds

Joey's System Shock Commentary: Part 55 - Charged!

Joey's System Shock Commentary: Part 56 - The Fall of Edward Diego

Joey's System Shock Commentary: Part 57 - Force Door One

Joey's System Shock Commentary: Part 58 - Force Door Two

Joey's System Shock Commentary: Part 59 - Force Door Three

Joey's System Shock Commentary: Final Part 60 - System Shock
Somewhat anti-climactic, but how else could it end.

System Shock - A last letter from the Hacker
The epilogue is in paper format? Was this included in the box?
Oh, its from the "the official System Shock I.C.E. Breaker Hintbook".

Overall the playthrough was a positive experience. I think I've gotten as much of the System Shock experience as I could without the frustration of having to relearn long discarded technologies and skills. I can see why this game has so much lore around it; it innovated much of what was to follow in FPS storytelling.

I used to wish somehow this game could be ported forward to current graphics and UI, so I could play it, but I see now that wouldn't work. Even if you re-did the voice work and music, the gameplay itself is still obsolete. Despite the many inventions, gaming hasn't been sitting still for 15 years; there have been many advances in storytelling, some of the best of which were clearly inspired from System Shock.

I'm looking forward to System Shock 2. I hope I can play it, instead of having to playthrough again, but I will experience it either way.

Saturday, December 17, 2011

System Shock : more playthrough

{spoilers}

Joey's System Shock Commentary: Part 16 - Laser Security Offline
So tedious. Why am I doing this again?

Joey's System Shock Commentary: Part 17 - Stay here you insect

Joey's System Shock Commentary: Part 18 - Laser Destruction

Joey's System Shock Commentary: Part 19 - The Maintenance Deck

Joey's System Shock Commentary: Part 20 - Invisible

(later)

Joey's System Shock Commentary: Part 21 - Skulls

Joey's System Shock Commentary: Part 22 - Hacker vs Robot
The kitchen sink effect keeps getting worse; more UI (compass), more enemies (mutant animals). I don't think there was ever a more ambitious game.

(days later)
Joey's System Shock Commentary: Part 23 - Anti Gravity
The technologies keep piling up: now anti-gravity, in addition to shields, laser/phaser type hand weapons, orbit-to-surface beam weapons, artifical intelligence, wetware (human-computer interface like Neuromancer), and not to forget full body regeneration, if not outright reincarnation (who drags your carcass to the regen station anyway?). Then there's the tech that the AI develops, like brainwashing and mutating humans, keeping them alive, and enslaving them.
The intro says the year is 2072; the intro also clearly has flying cars on a Bladerunner looking planet. This world has better tech than Star Trek and Babylon 5, just a few decades from now. Even accounting for some acceleration in tech, this is still a fucking mess. I'm only a third of the way through the game, who knows what's around the next corner.
The story could be fixed. They could have written it so that the creation of the AI itself is what causes the rest of the high-tech advances, in some singularity type runaway evolution. This could also be used to explain the craziness of the AI, instead of the thin 'AI's become genocidal when you take the safeties off' story. And at the end, blowing up the station could push the reset button, so that all the super-advanced new tech goes away with Shodan, and the protagonist makes off with a few trinkets, at best, and you can go into your sequel with a mostly clean slate.

Back to video... universal antidote, OK, that fits into all this tech.
But microwave ovens? What, there's no replicator?

Joey's System Shock Commentary: Part 24 - Try and Error
There seems to be no penalty for dying in this game.
Booster? So you can run faster than normally possible? Now this game has augs, like Deus Ex 3. What, no nano?

Joey's System Shock Commentary: Part 25 - She doesn't give up

Joey's System Shock Commentary: Part 26 - Access Denied?
Music sounds a lot like Deus Ex.

Joey's System Shock Commentary: Part 27 - Armed Rioters
Now the music sounds like Hexen.

Joey's System Shock Commentary: Part 28 - I.C.E. Defenses

Joey's System Shock Commentary: Part 29 - Deck 6 Alpha Groove

Joey's System Shock Commentary: Part 30 - Deck 6 Delta Groove

Joey's System Shock Commentary: Part 31 - I quit

Joey's System Shock Commentary: Part 32 - Shopping Mall

Joey's System Shock Commentary: Part 33 - Open Office

Joey's System Shock Commentary: Part 34 - Seven Eleven
These levels and wall skins take me back to Doom 2 days.

Joey's System Shock Commentary: Part 35 - Edward Diego's Secret
Oh now what - teleportation? Instant reincarnation while somehow being able to keep all your inventory wasn't enough magic? They need to work FTL travel (and holodecks) in to the game to achieve maximum kitchen sink mode.
Edward Diego has been cyborged like the rest, OK, but looks curiously like a small cyber-demon from Doom.

Joey's System Shock Commentary: Part 36 - Biohazard Area

Joey's System Shock Commentary: Part 37 - Process Failed
I'm on a tear now; I just want to get through this.
I was watching in 720 but it loads too slowly, so I'm down to 480. It's acceptable.

Joey's System Shock Commentary: Part 38 - Maintenance Clear Up

Joey's System Shock Commentary: Part 39 - Jettison her damn virus
Shodan sounds a little like Max Headroom and a lot like what will become the standard crazy AI voice of the 2000s.

Joey's System Shock Commentary: Part 40 - Antenna Mission begins
Finish one Fed-Ex sequence, start another.

Joey's System Shock Commentary: Part 41 - Wire Puzzle

Joey's System Shock Commentary: Part 42 - Dont step on the mines

Joey's System Shock Commentary: Part 43 - Antenna the 3rd

Joey's System Shock Commentary: Part 44 - Schulers Plan

Joey's System Shock Commentary: Part 45 - Engineering becomes my grave
Rebecca Lansing's voice actor sounds like a mix of California and Mary Poppins.

Joey's System Shock Commentary: Part 46 - Exploring the Flight Deck

Joey's System Shock Commentary: Part 47 - Breaking through I.C.E. Defenses

Saturday, November 26, 2011

Plants vs Zombies


Here's something I found in my screenshot folder from 2010.05.19 from Plants vs Zombies. It looks like the endless game, using a no cob build, and four freeze shrooms. Fun, but not as sustainable as a cob defense.

I guess its a lot like what I do with Starcraft, but you never even get to go through the motions of 'winning'.

I should see what other old screen shots and records I have from before this blog.

Starcraft 2 : tiring of the Startion

I think I've tried just about every reasonable combination on the Startion map, and I'm finally starting to get bored.

Sunday, November 20, 2011

GTA3 San Andreas : shelved

I tried a few races, got frustrated, stopped. There's nothing left to do but well-designed but horribly repetitive twitch tasks, so I don't see much yield in continuing.

I was thinking of making a page here of my gaming notes, but they're not that interesting. For my own reference, they are in my Google docs as: "2011.10-11 game Grand Theft Auto GTA San Andreas 100%".

I'll just note some of the more useful things here (there will be minor spoilers):

controls:
invert mouse vertically, on -> off
also switch Jump (lshift) and Sprint (space)
turn off mouse steering to enable mouse camera movement while driving.

cycling:
don't drive around the city working up cycling skill too much, start practicing the courier missions and BMX challenge sooner - they will up your skill.

BMX:
use a Packer if you can't get that tricky half-pipe.

tags:
guide = http://www.g-unleashed.com/index.php?cat=16&pid=219

map:
use marker as a guide to your next objective - this helps with just about anything as you can quickly glance at it and stay focused on the action.

weapon skill:
max out by shooting any cars in your garage; keep letting the door close and open to repair vehicles.

taxi mission:
across from the pizza place is a good place to make pre-emptive repairs.

firefighter mission:
use extra time to not get stars, keep referring to the map to plot your route.
becoming fireproof makes Molotovs a great weapon in territory wars, and makes some missions very easy.

paramedic missions:
make sure to stock up on body fat, because you will literally be starving near the end.

burglary missions:
can be done early to get infinite sprint, you don't have to grind stamina.
keep track of burglary money, its easy to lose count.
use the back and forth technique between neighbors for maximum yield.

vigilante missions:
before mission harvest lots (1000+) of assault and shotgun ammo. switch your AK to an M4. watch out for and grab a dropped shotgun so you can practice that up afterwards.
note and use bribe locations when you have time to spare to keep wanted level down.

safehouses:
they're too useful to put off - buy them as cash comes in, don't wait until later.
reliable place to remove wanted level.
frequent and easy saving prevents losses due to getting wasted, or game crashes.

oysters:
use a sparrow (helicopter that can park on water) for fastest collection. there's one at the dam.
lung capacity is easy to max while getting oysters, spend extra time underwater, then recover in your helicopter while flying to next location.
stock up on fat, you will burn a lot of calories.
for the difficult oysters at the naval base - use a boat, grab oyster, drive across the bay to your Tierra Robada save point to lose the stars (speed up and drive your boat over land as far as it will go).

territories:
don't bother conquering much in the early game, it just doesn't generate that much income for the effort.
if going for max territories, start in the small territories, such as the one that's little more than the hotel courtyard, to more easily spawn enemies.

ammo:
there are several missions that permanently remove weapons, don't spend too much time harvesting weapons and ammo unless you know you'll need it for the next mission.

photos:
guide = http://www.g-unleashed.com/index.php?cat=16&pid=228

radio:
listen to WCTR sometimes, especially after missions. it will have in-game reports on some of your activity.

driving skill:
don't bother grind it up too much, the driving school will give you big learning bonuses.

import/export:
repair cars for max money, but if you want to save time drive carefully up the ramp, don't use crane.

tec/uzi/mp5
always use the mp5 when possible, the tec/uzi are useless even at max skill.

frame limiter:
totally changes the physics of the game, trying flipping it on/off to see.
to finish mission Misappropriation had to set it to off.
i usually leave it on because with it off you can't strafe (wtf?), and even though it looks better graphically it doesn't feel right.

weapons:
map = http://www.gta.cz/data/eng-sanandreas/mapy/zbrane_eng.jpg
i use this as background on my second monitor so i can always have it available as reference.

Wednesday, November 16, 2011

GTA3 San Andreas : 78.07%

I finished the story and essential missions (paramedic, vigilante, etc.).

I haven't done the races, and other grinding I don't consider that interesting, because I don't see much value in it.

For now, I'm going to finish the gang territories to 100%, and probably shelve it.

Wednesday, November 2, 2011

taking a GTA break with a little SC2

I was wondering how long I could play GTA3 San Andreas before needing a break.

It feels right and proper to play something in a different genre, and tried and true, so Starcraft 2 is my go to.

I almost let myself speculate when the next SC2 chapter is coming out, but that's almost as futile as wondering when the next Valve release is coming. Just keep that Zen state, it will come when it will come.

Meanwhile, I want to see how bolstering my bunker defenses with a line of Goliaths works.

Tuesday, October 25, 2011

San Andreas 100% ?

I was looking through my gaming notes from before this blog, and my notes for GTA 3 San Andreas are very sketchy. I thought I did 100% on this game but I can't find any documentation. I just fast played GTA 3 Vice City, and I want more, so why not.

Now I'm reading through the FAQs, and this is starting to look like a lot of work. I haven't found a good guide yet, so I'm writing up my own brief 100% guide.

To-Do List

My to-do list, in chronological release order:

1994 System Shock (finish watching playthrough)
1998 Thief (if possible find 1999 Thief Gold; if unplayable find a playthrough)
1999 System Shock 2 (play or watch playthrough)
1999 Planescape: Torment
2000 Vampire: The Masquerade – Redemption (maybe)
2001 Arcanum
2001 Civilization 3 (can get the Complete edition on Steam)
2002 Elder Scrolls 3 (or maybe just skip and go to next in series)
2003 Star Wars: Knights of the Old Republic
2004 Doom 3 (just for sake of completion)
2004 Vampire: The Masquerade - Bloodlines
2004 Grand Theft Auto 3 San Andreas (100% complete?)
2005 Civilization 4 (get the 2009 Complete edition; not on Steam yet)
2005 Star Wars: Knights of the Old Republic 2
2006 Elder Scrolls 4 (maybe start here, skip 3)
2007 Bioshock
2007 Mass Effect
2008 Grand Theft Auto 4
2010 Civilization 5
2010 Fallout New Vegas (buy original release with gift card, but get the GOTYE rollup of DLCs later)
2010 Mass Effect 2
2011 Elder Scrolls 5 (after playing 4 and/or 3, by this time, I might as well wait for the GOTYE)
2011 Deus Ex 3 DLCs - maybe get now, maybe wait for a GOTYE rollup

note: GOTYE = Game of the Year Edition. GOTYE releases fit with the way I game perfectly. I like to play games that are at least a year old. By that point all the patches and add-ons have come out, and I can just buy one big rollup of the whole experience. This way I don't have to beta test buggy products. I also don't have to pay full freight for every money extracting add-on. Also by this point in the product's life, all the game faqs have been written, and questions answered.

I do miss out on the sense of wonder and community that builds up around a new product, and I have to avoid spoilers like crazy, but I think its a fair trade-off. I have so many good games in queue that I can easily distract myself while waiting. Sometimes I have to make an exception, though, like for Deus Ex 3 or Half-Life 2, and get them on or close to the day of release.

Monday, October 24, 2011

Grand Theft Auto (GTA) series

The GTA games have great staying power for me; they might be the longest installs I have. When there is a new one I play it obsessively at first, of course, but I'll tend to come back and replay it year after year, for a few casual hours or to run through the whole thing from the beginning. Like most games, I play for the story first, then later I'll do the 100% completion grinding.

Most recently I played GTA Vice City, which is one of the two games between GTA 3 and GTA 4. The other one, San Andreas, deserves to be called 4, or at least 3.5, and GTA 4 should really be called 5; what a mess. This is almost as bad as Windows version naming. I like to see them listed out; from left to right: the year it came out, the year the story takes place, and my version of their marketing name:

2001 {2001} GTA3 Liberty City
2002 {1986} GTA3 Vice City
2004 {1992} GTA3 San Andreas
2008 {2008} GTA4
2010 {2008} GTA4 Episodes From Liberty City

I have finished the GTA3 games several times each. I tried to play GTA4 but couldn't get into it - it just didn't feel right. Something about the port, or the controls, it just didn't add up to the smooth playing experience of the recent GTA3 games. I haven't tried GTA4 in a year or two, but I will give it another chance eventually; I think I need to take the time out to learn how to use a gamepad. I'm not happy about that at all, as the GTA3 games play just fine with PC only controls. Meanwhile, I'm quite happy to play Vice City and San Andreas from time to time.

Steam just had a sale on all GTA games to date for just $12. This means no more hunting for discs in the attic every time I want to play GTA. I almost don't even miss game boxes anymore. They've been dumbing boxes down for years anyway, making the boxes, documentation, and goodies smaller and smaller. Long gone are the days of Ultima and Infocom, and even as late as Fallout, where the box and contents were part of the experience. There are still premium versions to be bought, but it seems more like taking advantage of fans rather than serving them.

Friday, October 21, 2011

stuck on the Startion

As a kid playing on the beach, I built sandcastles near the waves, and tried to hold them off as long as possible. Sometimes I'd be frustrated by a castle I couldn't finish, or a castle that was never assaulted by the water, but the most satisfying castles were the ones that were under frequent assault that I could keep going through effort and will.

And so now I play the Baracco Startion map on Starcraft 2 against the computer. I'm constantly tweaking the numbers and qualities of my allies and opponents, trying to find the zone where I can just barely hang on. I have no idea where the Startion map came from, but after various searches I have yet to find something that so approximates the Starcraft equivalent of my sandcastles.

Thursday, September 8, 2011

Deus Ex 3 - getting to the top of the high score list

I take it back.

Those stupid achievement icons drew me in. They're so meaningless... and yet I missed the Scholar achievement and it bothers me. So why not start over, on hardest mode this time, just to see what its like. And while I'm at it, why not try lethal play, see what that's like.

I'm somewhat hooked again. Its kind of fun to just run amok, not stopping to read the literature or listen in on people's conversations. I've heard it all before, so I'm speeding towards the exit. And if a guard makes the unfortunate choice of standing next to an explosive barrel on my way there, that's just too bad. This time I'm not going to spend 15 minutes figuring out how to knock him out safely without setting off the alarm.

Its fun to play with all the upgrade modules for all those lethal weapons I never used. The Deus Ex authors spent years coming up with this stuff, I might as well enjoy playing with all the cool accessories.

I look forward to facing those end level bosses now with something more than a dart gun and a taser.

Tuesday, September 6, 2011

Deus Ex 3 - finished

It was a beautiful game, if a little empty-headed.

It's basically Deus Ex with better graphics, except the concepts and game mechanics are a decade older, and not so fresh anymore. Getting back the original spirit of Deus Ex is laudable, because Deus Ex 2 really blew it, but without doing anything new what is this really but a remake?

I'm not complaining too loudly here - there's so much garbage out there, that a remake of a good game is still a nice thing. And its hard not to hold the Deus Ex series to a higher standard. Think of the difference between Half-Life and Half-Life 2; same game but they really moved things forward.

Another thing that is not so good - when I finished the original Deus Ex, I couldn't wait to start over and do things differently, even more so than that feeling you get when you finish a good book and go back to page one. On finishing Deus Ex 3 I felt like I had finished some chore, and if anything I'd rather go back and play the original Deus Ex again.

Thursday, September 1, 2011

Deus Ex 3: boss battle room [spoilers]

You can always tell when you are in a end-level boss-battle room. It's big and open, with lots of places for you to dodge and hide behind, and its quiet - a little too quiet. There is some trigger you need to activate (usually walking past a certain point), then there will be a cut scene, some frantic action, then you get your end of level reward, and you are carted off to the next level.

I just got to the second major boss, and its even worse than the first.

Spoilers? Spoilers.

The first boss battle requires you to kill. I'm OK with that actually. As much as I like to play non-lethal, and which is what this type of game seems to be really geared for, its not that realistic that you can get away without sometimes being cornered and having to force your way out.

But the second boss battle (more of a confrontation, really, but same purpose) crosses the line into truly shitty story-telling. You've got augments, implants, weapons, skills, experience, talent, and a burning need to find out what happened to your ex-girlfriend, but you let the end-level boss caress your face and push a dunce hat onto you and make you sit in the corner. I love the franchise, and so far I still like the game, but this little plot-point is a turd floating in the punch bowl. It's sheer laziness. I know you have to move the plot cart along the plot rails, and I'm OK with that, I want to get to the next level as much as anyone. But you can't just make me lie down on the tracks while you roll the cart over me.

Some other game mechanics bother me, though not as much as the aforementioned. Why does every other office drone's desk have ammo for my weapons? More laziness, more stupidity. I know you need to funnel in-game tools to the player so they can play, but put a minute of effort into this, and at least place the tools in a logical place, like a security office, or something. You're the game maker, this is your job to think of these things. It's not my job to justify why office workers are all keeping a small amount of various ammo types in their desks.

Sunday, August 28, 2011

Deus Ex 3 : the music

I instantly liked the main menu music. It feels exactly right, it honors the past Deux Ex, while still being new.

In-game music is not so well balanced. There's a little too much call-back to Deus Ex music, so much so that it stinks of desperation. Even more jarring is the background music on the various radio programs you come across - they use a lot of Deus Ex music, slightly modified, but very recognizable. This produces multiple levels of cognitive dissonance. This is supposed to be a prequel, a generation at least before the original Deus Ex game. I doubt they're trying to say something meaningful here, they just thought hey let's throw in a little fan service. I appreciate the effort, but in a game context it really ruins whatever immersion you may have going.

Anyway, the background music in your apartment is beautiful and haunting. Between that and the ambience (especially when you first walk in), it feels very Bladerunner. This sounds like it should come across as really fake or cliche, but I think they actually got it right, and this is no small accomplishment. I hope there's a good quality soundtrack available sometime, I would love to just loop this in the background for days.

Saturday, August 27, 2011

Deus Ex 3 - where do i put my stuff

RPGs are mostly about acquiring and collecting loot, getting a safe base to stash it in, sorting it, selling some of it to get different loot, and going out into the world and using it to get even more loot.

Fallout 3 gave you a nice big house early in the game, with many lockers to sort your stuff - this is a huge motivator for the OCD component that makes RPGs so much fun. Deus Ex has no containers you can put anything in. You can loot people you incapacitate and there are drawers and cabinets, but in all cases its a one way trip from their inventory to yours.

As a result, I'm sorting my loot on the floor of my apartment. Guns and ammo on the landing stacked by ammo type, grenades in the bedroom, food and meds in the kitchen, weapon upgrades in the living room, and cardboard boxes (useless) in the front hall. And though there is a well-thought out method to grab boxes and carefully move them around (for getting to secret places), you can't pick up any equipment and move it around simply. To manage your equipment you have to pick it up, walk to the destination, go into your inventory menu, and then drop it. And sometimes stuff rolls for a while.

For an RPG to handle loot and equipment so crudely really pours sand into the oil. Why even give you an apartment, especially one with a secret compartment, and not let you live in it?

An RPG is not just character development, its also loot development.

Thursday, August 25, 2011

Deus Ex 3 : game physics

The 30 second plus disk load time knocked me out of the immersive state everytime. Fortunately this has been patched down to about 10-15 seconds, which is annoying but acceptable.

I'm warming up to the game's engine. Gaming physics engines are like buying socks that fit a wide range of foot sizes; some will fit you better than others. My most favorite ever is the Half-Life engine, and its a joy to move amongst other games with the same engine, such as Team Fortress and Portal, because it feels like there's no learning curve. When you can slip into a new game like its an old pair of broken-in shoes, any game you play that doesn't fit as well is going to hurt by comparison.

Recently in Fallout 3 I often felt mismatched, like my character was almost too short and the world was too big; which could be somewhat fixed in third-person view. Sadly, the original Deus Ex always felt like characters were floating a few inches above the ground, and not quite in the environment. The current Deus Ex feels better, but there are still some size and spacing issues.

I'm already wishing I could see Deus Ex original ported to the Deus Ex 3 engine. I wonder what its going to be like to play the original again, considering this is a prequel and looks so much better then the future in Deus Ex original (like the Star Wars prequels).

I wonder if there will be a mod scene.

Wednesday, August 24, 2011

Deus Ex 3

I picked it up yesterday at Best Buy. I'm going to try and stop accumulating boxed software, but I had a gift card to burn. When installed, it still integrated nicely with Steam, so that's nice.

I'm barely an hour of game time in, and its impressive. My system seems up to it, except for disk reads, but I can't do anything about that until I can get a SSD.

I'm still a little overwhelmed by all the newness, but as that fades, I expect to be totally absorbed by this one.

Saturday, August 20, 2011

back to GTA

How about Vice City, for a nice filler game. There's nothing quite like tearing through Miami by motorcycle on a hot 1980s night.

Installing on Windows 7... running 1920x1080. Mouselook won't work... trying Set Affinity to 1 core. OK. No mouselook while driving, but supposedly that's normal, though I don't remember it that way. Some research... it looks like mouselook while driving was an innovation that didn't come about until GTA San Andreas. I wish I could play Vice City using San Andreas' engine. Maybe I should check out the mod scene.

Starting up game again, I forgot how awesome the loading screen is - an audio visual representation of a Commodore 64 game loading sequence, so evocative of early 80's gaming. This is the kind of thing that inspires loyalty to a franchise or gaming shop, when they let you know they get you, that they are you.

Trying XP compatibility mode to get mouselook working - doesn't work. Tabbing out to change CPU cores back to 1. It'll do for now. Must find game controller, see if it helps for helicopter flying.

This should keep me busy until Deus Ex 3. I like to play mostly one game at time, alternating with something I've already played, and in a different genre. The GTA series is great for easy pickup games.

Friday, August 19, 2011

back to System Shock playthrough

Joey's System Shock Commentary_ Part 14 - Down to Reactor
Resurrection Booths - really? We can reload from save, there's no need to ruin the story.

Joey's System Shock Commentary_ Part 15 - Lost inside her Corridors

between RPGs

Given a little time, I'm starting to miss Fallout 3, but there's nothing left to do there. I really should wait until Fallout New Vegas (i.e. Fallout 3.5) completes its add-ons and releases a Game of the Year Edition, but I could pick it up now for only $20 in the bargain bin.

Going through the screencaps is a nice walk down memory lane. I am reminded of the hours of effort, and the tedium at the end; now I don't miss it so much.








Monday, August 15, 2011

Fallout 3 GOTYE completed

I'm done with Fallout 3 GOTYE, or rather, it is done with me.

Sadly things ended with a whimper instead of a bang. The last DLC I played - Point Lookout - was some of the worst writing I've ever seen in an RPG. If I ever play through this way again, I should just remove that whole module.

Deus Ex 3 is not far now, and I've got a gift card to burn on it. No need to start anything heavy just now.

Tuesday, June 28, 2011

new video card: GTX 460 2gb

My new card arrived today, an EVGA Nvidia GTX 460 2gb PCI-E 2.0 x16. For the first time in a long time, I am reasonably current; my CPU is also minus one from current.

I put it through its paces with my recent regulars, Starcraft 2 and TF2, and as expected it played well at max settings. Unexpectedly and happily it did this without the the fan changing noticeably; previously it sounded like it was preparing for liftoff.

Still, I felt only a hollow victory until I bought Fallout 3 GOTYE on Steam. I set everything to max, and once again, it plays flawlessly with hardly any fan spinup.

With a fairly current CPU and GPU, its clear now how much disk access is slowing things down. That's next on the hardware to-do list.

Monday, June 20, 2011

System Shock : watching the playthrough

"Joey's System Shock Commentary_ Part 04 - D`arcys Keycard"
However much I dislike the UI in the cyberspace part of the game, at least its something different than cliche of hunt for this floor's keycard.
Wait, the goal is to stop Shodan from pointing a laser at Earth, but aren't we orbiting Saturn? Maybe I missed something.
Shodan's zombie troops look like Borg; the Sparq weapon looks like a Star Trek TNG 'dustbuster' phaser.

"Joey's System Shock Commentary_ Part 05 - They are all Dead"
This game seems ridiculously ahead of its time, but also ridiculously overloaded with attempts to try everything.
I wish they were a little less ambitious with the technology, and worked a little harder on a clean UI (and finding voice talent).

"Joey's System Shock Commentary_ Part 06 - Lost Hope"

"Joey's System Shock Commentary_ Part 07 - Out of Order"
Shodan's voice message seems out of character; not enough wacky AI, a little too much boastful James Bond villain.

"Joey's System Shock Commentary_ Part 08 - Ready to die?"
All this advanced gameplay, and they still kept the exploding barrels.
Cliche elevator muzak while you are in dire straits? Truly, this game predates everything in gaming for the next 15 years.

"Joey's System Shock Commentary_ Part 09 - Dead people everywhere"

"Joey's System Shock Commentary_ Part 10 - EMP Shock"

"Joey's System Shock Commentary_ Part 11 - Dreams of a Artificial Intelligence"
SHODAN-05.NOV.72
Weird and wonderful cut scene with more James Bond villain thinking out loud from Shodan. There, for just a second, a monster that looks like the big daddy from Bioshock!? This feels like archaeology or something.
Wait, is that a System Shock 2 logo? I hope the playthrough maker isn't fucking around.
That cut scene ends feeling like a concept art slideshow, with random fanfic dropped in.
OK, checking the video on Youtube, commentary reveals the playthrough maker was indeed taking some artistic license, and dropped in the video. I hate lies and revisionist history, and now I can't trust this playthrough as a historical document anymore. Fucking great.

"Joey's System Shock Commentary_ Part 12 - Cyberspace Disco"

"Joey's System Shock Commentary_ Part 13 - Dead for the first time"

Friday, June 17, 2011

System Shock, another attempt to reconnect.

I watched a few videos, then drifted away. Guess I got bored. After all, its just watching videos, not really gaming.
Months passed.
My video card burnt out - no more 3d games for a while. What a good reminder to get back to basics. There was a point to all this. Play, or at least experience as much as possible, System Shock, then play the sequel, then finally Bioshock.

It looks like I had last decided on using this playthrough; might as well start over:
"Joey's System Shock Commentary: Part 1 - Incident on Citadel Station"
[http://www.youtube.com/watch?v=X-5sPhZOJtk]

From here on, there be SPOILERS.

Thoughts while watching:

The opening music (all of six seconds) is just amazing at establishing the tone and environment. It sounds like something soaring towards you from a great distance, it sounds something materializing into existence, it sounds like coming awake from a dream, its sounds like you're about to realize something, and this is all just the first four seconds. Then there are a few short but ominous base tones and a few high notes - whatever was coming, its here now, and its cold and its inscrutable, and things are going to different now, and probably not for the better.

The intro video is surprisingly good, a decade and a half later, and unsurprisingly dated. In the future there will be flying cars, of course, and the whole planet will look like Bladerunner. We will have space stations far out into the solar system. Cutting edge hackers will have 3d holo cube screens, but still use green-screen text to breach systems (OK, this part actually makes sense). It all wraps up beautifully as you realize who your narrator is. Even avoiding spoilers, its hard to get this far in gaming and on the net and not know who your enemy is, the AI Shodan. What a great little video; probably one of the best game intros I've ever seen.

Our playthrough player begins to set up his game, and his voice-over indicates that he will be playing through in character - uh oh, not a good sign. But as long as he is thorough and gets the game across, I can put up with it.

The in game voice acting is OK for its time but not really acceptable by current standards. It's hardly a showstopper, though. Heck, Deus Ex had some real bombs, but it couldn't drag a good game down.

OK, the player is at least taking time to show the text messages, so far so good. And its high enough res that I can pause and read them.

More awful in game voice acting, ouch. At least Shodan's voice is respectable (but being an insane AI gives you more leeway). When you're voice acting a desperate security guard who knows they're probably leaving their final voice message to whoever finds it, you shouldn't sound like you're ordering pizza.

It is remarkable that this game (1994) is only a year older than Doom (1993), but it has so many more bells and whistles on it. Even Doom 2 (1994) wasn't nearly as complex. However, from this distant perspective, I'm guessing the Doom games gave a better overall experience, at least as far as UI, if not gameplay. I can still somewhat remember how different the weapons felt in Doom 2, as if they each had their own personality; from what little I played of SS everything feels like it is being handled through thick gloves, and so everything feels the same.

Also, System Shock seems to have as many UI controls as an airplane, and you haven't been to pilot school yet. I can see how this eventually evolved into the similarly clunky UI of Deus Ex (2000). But that's OK, it had evolved by then, and I got used to it. It also helped a lot that Deus Ex has a tutorial to ease you in, and even the first few levels introduce you into gameplay. Hopefully I will find System Shock 2 (1999) to be playable; I don't want to have to watch a playthrough of that too.

"Joey's System Shock Commentary: Part 2 - Found the crew"
The player is talking over the in game voice messages.
Interesting little puzzle game as you re-wire a stuck door.
Wow, you can switch on lights, and climb ladders. I remember in Doom where even a one inch high obstruction meant you had to find a way around.

Player says he will swap out some of the original music for remixes. I'd rather all things be left as original as possible; I can still nostalgia over midi soundtracks.

"Joey's System Shock Commentary: Part 3 - Cyberspace Violation"
A visualization of cyberspace, as imagined from the days when we perceived some need to see it visualized. Besides being quaint, it was the final straw as to why I could no longer play this game myself, and went for the playthrough. It plays like you're a brick floating through a Vaseline filled maze of ductwork, attempting to catch some glowing and/or blinking objects, while avoiding some other glowing and/or blinking objects. I'm all for climbing up a learning curve for a rewarding experience, but this is too much.

Age of Empires II (2013)

2024.01.15 Age of Empires II: Definitive Edition came out in 2019. Age of Empires II: HD Edition came out in 2013. I'm playing the older...