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6 Aug 04
Welcome to Friday. Lights, camera, action, it's Highlights time. Friday is when I look back at a strategy or tactical game to find those nuggets of greatness where design and inspiration outshine technical limitations. It doesn't matter if you or I like the game. This isn't a balanced look at the highs and lows of the game. It's just pointing out that here, this game did this right.
So what am I looking at today? It's the Mechcommander series from FASA Interactive and Microsoft. The Mechcommander games are set in the Mechwarrior Universe. You play as a remote commander directing the actions of a team of pilots who guide their mechs into combat.
What are the highlights then? Well, the first has to be the pilot system. Each pilot is rated at their skill in general categories and has specialized skills. You can pay more to hire experienced pilots or you can throw rookies into the field to get them some experience. The pilot ratings directly affect how well the mech performs in combat. Some pilots can get extra range or accuracy out of certain weapons. Some have better control over their jump jets. Some favor close combat while others prefer long range mechs. Since you can customize the load out of each mech (and in two you have some control over pilot skill progression), you can maximize team performance by choosing the right pilots for the mission and matching them up with an appropriate mech with a load out optimized for them.
After the pilots, the next highlight is the science fiction atmosphere. The mechwarrior universe is set in the far future. The games go out of their way to make you feel it. From the opening cinematics (the original Mechcommander opener is one of my all time favorites) to the user interface to the various characters you run into over the course of the campaigns, you feel the impact of advanced technology on combat. While some characters may seem bizarre, it just reinforces the idea that even humanity is somewhat alien in the far future.
Next, there's the scope of battle. While in Mechwarrior, you see your missiles fire and your plasma bolts, it's something else to look down on even medium scale mech on mech battles. Mechs jumping, missiles tracking, buildings exploding, debris falling to the earth and reactors going critical all light up your screen like a fireworks display. Since each mech has so many weapons systems, something is always happening. The only lull in a battle is when one side is destroyed. Then you can survey the hulks, debris and smoking ruins surrounding your surviving team members.
Finally, there's the progression in terms of power. You may start out with a team of green pilots with a few light mechs, but you'll eventually lead a force of mass destruction. While most missions have weight limits, it's still fun to choose between a couple of Atlases and a Masakari or a huge group of medium and heavy mechs. After just a few missions, you'll stop feeling like you might not have enough fire power. It's just a question of the means of destruction you'll choose to inflict on your virtual enemies.
I looked for another space strategy game to end the week, but I couldn't find one. If you know of one I missed, drop me a line. So today's game is a mix of Sci Fi and Fantasy and a genre mix of RPG, RTS, and FPS. It's Forgotten World (official site) from Provox. Ok, admittedly, besides a passing mention I couldn't find any evidence of sci fi in the game's website. It's still an ambitious hybrid game. It might be seen this year.
Jason
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5 Aug 04
Wow, busy day today. This will be short. Gamers often cry "why don't you just make fun games?" It's reasonable question. The reasonable response is usually along the lines of "define what makes a game fun and we'll do it." Of course, most game designers have a good sense of fun. Otherwise they wouldn't be game designers. So why do so many games fall short in the fun category? Well, it's kind of like entropy. In
essence, the more fun options you put into a game the more opportunities there are for the player to get frustrated. Frustration isn't fun.
Today's game hopefully won't be frustrating. It's another space game. It's Conquest 2: The Vyrium Uprising (official site) from Warthog. The sequel to Frontier Wars is again a RTS game set in space. Can you become the greatest power in the universe?
Jason
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4 Aug 04
As I mentioned I've been playing Ground Control II. It has a couple of nice online features. One is that you can play through the campaign cooperatively over the internet with a couple of friends. Another is drop in multiplayer. The idea is that since you don't have base building, you can join a game already in progress. It's also nearly impossible for one player to have the units to hold all key areas, so there's always somewhere to start.
I've been thinking about how this could apply to a more traditional RTS game. Obviously trying to build a base against established enemies with already upgraded units would be suicide. There would have to be some way to level the playing field. I've come up with a couple of ideas.
You could have some sort of impenetrable barrier protecting you while you establish your base. You'd start out with initial resources equal to the average value of the other players. The barrier would come down after a set time or tech level whichever came first. The obvious concern would be if one player started to dominate or win out by the time you could fight you'd still be crushed. It would be a little better in a team game, but then you'd have to enter as pairs or at least as many as there were teams which might defeat the drop in concept.
Another option would be having dedicated drop in maps. Then each player could have a "custom playbook" of starting bases. Resources at spawn points would be laid out in a standard pattern. You'd select your base from your playbook based on the tech level of the players. You'd also choose your initial cadre of warriors. You'd build your playbook based on a set number of resource points based on the tech level. Once you were ready, boom, your base would appear as if you had built it that way all along. Again, you'd have to not allow players to build within a certain radius of a neutral spawn point, but it would create some interesting tactical situations, especially if someone you just defeated was able to spawn on your opposite side with a new base.
So what do you think? Good ideas? Bad ideas? Do you have better ideas? Either hit the comments link below or discuss it in the forum.
Today's game is spaced out. It's Nexus - The Jupiter Incident (official site) from Mithis Entertainment. It's a tactical fleet simulator. Can you lead your crew and eventually your fleet through the intrigue of the story driven campaign? Check it out this fall.
Jason
Comments?
3 Aug 04
I haven't gotten any feedback on the ads. Check out the poll in the forum if you want to vote or leave feedback. I guess the lack of response means that no one is too upset with them.
The big news is that Doom III has hit the streets. I'm afraid I'm not an early adopter on this one. I'm sure it's a good game, but I have lots of good games I'm trying to get through. It would also be hypocritical to argue on the one hand that $50 might too high a price for some games and then go out and buy a game that is charging over $50. It might be a long wait for the bargain bin, but I'm sure I'll find something to occupy me.
I'm finishing up Ground Control 2. Overall I have to say I'm impressed. I'll be writing a review for Groovalicious Games when I'm done. I'll drop a link here when it's done. If anyone is interested in a Coop game or some online multiplayer, just drop me a line. Since I'm usually more of a threat in turn based game, I shouldn't be too much of a challenge. Don't let me intimidate you.
Coming up Total Gaming.net should be releasing the Political Machine shortly. I'll definitely be checking that out. Cops 2170 is coming soon as well. It certainly looks like it has potential. Will it be the next Silent Storm shocker? Of course it will have to look impressive quickly since September is looking crazy good. We've got Kohan II, Warhammer 40k: Dawn of War, Rome: Total War, and Evil Genius projected out then. Oh and there's a little game called Half-Life 2 coming out then. Wow. So where will you be spending your gaming dollar?
I've mentioned it before, but I seriously think that gamers need to carefully consider how they spend their gaming dollar. You really have to vote for the games you'd like to see more of rather than letting yourself be caught up in the hype. It's just that if everyone runs out and buys Doom 3 and Half Life 2 and waits for the bargain bin for Evil Genius, don't come back crying when you don't get Evil Genius 2.
Today's game probably won't be a threat to Doom 3. It's Desperados II (official site) from Spellbound Entertainment. It's a real time tactical 3rd person game set in the old west. Now you can zoom in over the shoulder for some gun slinging action. Can you help John Cooper tame the west?
Jason
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2 Aug 04
It appears that Apple still doesn't get it. The goal is only to try to make customers happy. Then they'll buy from you again and again. You can use great design to get your foot in the door, but then you need to be invited in. Apple has refused to open up it's ipod to let other music services (read anything but itunes). Now RealNetworks has released software that will let users play music downloaded from the RealPlayer music store on their ipods.
Apple almost immediately responded by stating that they were sure that that software would no longer work after their projected firmware updates. The fact is that people just want control of their music. They hear a song they like on the radio. They want to be able to download it quickly and inexpensively. Then they want to be able to play it wherever they want. Whether burning it on a CD or putting it into their MP3 player or playing on their computer or pumping it to their entertainment center, they want to be able to do it easily. All these competing formats, digital rights management schemes, locked out hardware and surcharges are frustrating customers to the point where they don't buy music. Then the music industry comes along and blames piracy.
Of course, this is nothing new to Apple. The company is famously known for its tight grip on its proprietary technology. Some have claimed this is the cause of Apple's limited market share. It's also ironic that Apple is holding on so tight to what they claim is exclusively theirs when others argue that Apple shouldn't even be in the music business at all based on an agreement they made in their early years with Apple Records (of Beatles fame) which allowed them to continue using the Apple name as long as they stayed out of the music business. While the courts will work out who is right in both situations, the customer's needs continue to be neglected. We'll see what happens.
Today's game is from the designer of one of the most popular games ever. It's Chris Sawyer's Locomotion (official site) from Chris Sawyer. It's the ultimate transportation management game. Can you beat your ruthless competitors by getting people where they want to go more efficiently? It's coming soon from Atari.
Jason
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