Kivi’s Underworld:
First Impressions

By Shamus Posted Monday Jun 8, 2009

Filed under: Game Reviews 75 comments

Yes, there are barrels.  Yes, you can smash them.  Yes, they sometimes have stuff in them. This is the natural order of things, after all.
Yes, there are barrels. Yes, you can smash them. Yes, they sometimes have stuff in them. This is the natural order of things, after all.
Kivi’s Underworld is an indie game that belongs to the increasingly nebulous “hack-and-slash” genre of games, which are sometimes referred to as “Diablo clones” by the uncouth. These games sort of came and went in mainstream circles a decade ago, and fans of the genre must rely on retro games and indies to sate their desire for hacky and/or slashy gameplay.

I’m not sure why the genre died when it did. Real-time-strategy games rose up alongside Diablo clones hack-n-slashers. They flourished together, and then RTS matured and HnS languished.

(The previous paragraph is the one that will incite annoyed comments from people who point at some game I’ve overlooked that came out a few years ago and that single-handedly undermines my assertion that HnS games have withered on the vine, and that makes me an ignorant fool! I know this. I wrote it anyway.)

kivi2.jpg
The previous title from Soldak Entertainment was Depths of Peril, which I reviewed almost exactly a year ago. That game took The hack-n-slash gameplay and added a strategy game on top of it. That game was a solid success from both a gameplay and a review standpoint, and so the natural thing would be to take this proven formula and exploit it like an Oklahoma farmgirl who just stepped off the bus in L.A. with nothing more than $20 and dreams of becoming an actress. That’s certainly the mainstream approach to game development, and despite my ravings the strategy seems to be successful enough to support most of the industry. But if you were to plot a trajectory from the games of old to Depths of Peril, and continued that line onward, it would never get anywhere near Kivi’s Underworld, which wouldn’t even appear on the same graph. The two games have as much in common as The Princess Bride and Taco Soup. Both are good, but comparisons are difficult. Designer Steven Peeler seems to be doing remixes and mashups taken from those old hack-n-slash samples, and giving us games that might have appeared years ago if the gameplay style hadn’t fallen out of favor with developers.

My first impressions of the game were unfavorable, and it took me a while to “get” Kivi’s Underworld. These games usually entice binge gaming, with the player staying up until half past crap-it’s-not-even-worth-going-to-bed-at-this-point. These games usually focus on the collecting, sorting, storing, selling, buying, and equipping of magical items. These games usually have complex(ish) leveling systems that encourage you to abandon your character and start over once you figure things out and realize you’ve botched your character.

Contrasting paragraph: Kivi lends itself to lunchtime-sized rounds. The rummage sale inventory system is dumped in favor of keeping the action going. The leveling system is simple and straightforward.

Kivi bills itself as a “Unique 3D casual, action adventure RPG”. I would say that the word “casual” is so loaded it could puke on your shoes, spend a night in the drunk tank, and and still be unfit to drive in the morning. I would say it’s not “casual” in the Peggle sense of the word, but more “casual” in the “wearing jeans to the office on Fridays” sense of the word.

I’ll get into the gameplay and premise in another post. Naturally, being an indie game there is a demo, in case you want to play along at home. Mac users can come too.

 


 

Google Wave Developer Preview at Google I/O 2009

By Shamus Posted Saturday Jun 6, 2009

Filed under: Movies 17 comments

It takes them a long time to get to the point. You can scan through the first few minutes and not miss much, but once they begin showing what they’re doing in earnest it makes for an interesting show:


Link (YouTube)

It’s part threaded conversation, part email, part instant messaging, part collaborative document. Add a dash of wiki and the ability to step back through a document history. It’s ambitious, and it looks like it works.

The one thing I wanted to know – and the one thing that they never spoke of – was spam control. Email is actually a useful technology, but spam has taken a grievous toll on its utility and saddled the entire network with an endless torrent of noise. The reason for this is that the original system was designed in a world without spam. The ability for anyone, anywhere, to generate a message that looks like it came from anyone else, anywhere else, means you can hop onto the network anywhere and send anything to anyone at any time. It can be said that this system is perhaps not as secure as it could be.

Would a beautiful woman from Russia lie to you?
I’m sure they have considered spam – these people are certainly not idiots – I just wish they had talked a bit about it. The weakest spot of the system, as always, will be the end user. If I may belabor the point: “[…]the greatest threat to computer security is the fact that men want to look at boobs. There is no firewall system that can defend against the fact that one of the guys behind it won't unintentionally – but stupidly – compromise the system in his efforts to look at naked breasts. Despite what the movies show us, you don't take control of a remote computer by typing really fast, but you can do it by luring someone with false promises of hot female nudity.”

Getting spam into the network might be possible by exploiting the seams between the different federations. They’re cribbing from email, after all. But I’m sure in the end the Achilles’ heel of the system will be that it’s used by human beings. The system of extensions will probably be the most common vector of attack. Extensions will offer money, medicine, and pornography to the hapless and clueless, and will spam the system via their compromised accounts.

Still, only getting spammed by proxy from the easy targets in your contacts list is worlds better than getting spammed by anyone who can learn or guess your email. Its worth noting that they never showed any connection between a wave and email. You can do Wave+Twitter. Wave+blog. Wave+YouTube. Wave+webpages. But they didn’t demonstrate any interoperability between email and waves.

It will be interesting to see how this goes.

 


 

Death to E3!

By Shamus Posted Friday Jun 5, 2009

Filed under: Video Games 16 comments

My latest column is up at the Escapist, and it’s a zesty blend of hyperbole, common sense, and sour grapes.

For the record, I don’t really think that E3 should die. I just think that developers could use a little restraint and wisdom.

 


 

Stolen Pixels #96: Left 4 Dumb, Part 14

By Shamus Posted Friday Jun 5, 2009

Filed under: Column 39 comments

Kill it! Kill it with fire!

Played a little Left 4 Dead last night. The last two weeks of spastic Team Fortress 2 seem to have blunted my L4D skills. At one point I ran into a teammate and thought, “AH! A SPY!” (In TF2, teammates are ethereal, while spies-posing-as-teammates are solid. In L4D, teammates are solid-ish. You sort of shove through them like they were made of water.)

Yes, I heard about Left 4 Dead 2. Yes, I heard about the controversy. I’m actually not too worked up about it. Yes, I’d rather they just released more content for the original game, but after logging 100 hours on L4D I can’t really call the thing “lacking in content” with a straight face.

Listening to the developer commentary, I can see how this sequel came about. The original game was made with the specific goal in mind of cutting down on development times. The AI director turned weeks of work into hours, letting them focus on making content. A sequel in a year is the fruit of that innovation.

This is a first for me: Whether or not I get L4D2 at launch or not will depend very much on what my friends do. There is no point in paying full price for the game just to play single player. (Or worse, play with the unwashed masses.)

There are a lot of concerns about the game. The L4D community isn’t all that big to begin with, and to have the player base riven by a sequel might very well drop both titles below the critical threshold needed to quickly acquire and populate games.

But allow me to stipulate: No matter how good Left 4 Dead 2 may be, we’re not going to forget about Half-Life 2: Episode 3, Valve. This doesn’t even earn you a reprieve. The community is waiting, arms folded, scowling and tapping their feet while you dribble out a stream of stuff for Left 4 Dead and Team Fortress 2. We are not so easily distracted. Every day you delay sees the erosion of goodwill and the intensification of expectations. That usually doesn’t end well.

 


 

mailto:mailto:mailto:mailto…

By Shamus Posted Thursday Jun 4, 2009

Filed under: Rants 38 comments

The other day when I was writing the post about programming, I wanted to look at the NeHe site and figure out who was the original creator of the thing. (It has multiple contributors now.) I shuffled through the pages, came up empty, and then clicked on the “contact us” link. Suddenly, it was 1998 again:

ie_sucks.jpg

The page uses some ill-behaved javascript to create a mailto: link, and for some reason this invoked Internet Explorer. I’m not sure how that happened. Firefox is my default browser and Thunderbird is my default client. There shouldn’t be any cases or links which can bring up IE. (This was alarming, since I’ve never bothered to upgrade IE and so I’m using the virus-friendly IE6.) I don”t know if it was the fault of the javascript or IE, or some beautiful synergy between the two, but the result was a cascade of 60 IE windows. I haven’t had this happen to me since the olden days of pop-under ads, homepage-poaching, and porn-storms in the late 90’s. Unlike in the olden days, this actually stopped without me needing to reboot the machine.

Still, I haven’t had something like that happen in almost 10 years. Strange. And a little worrisome.

 


 

Quality’s Edge

By Shamus Posted Wednesday Jun 3, 2009

Filed under: Game Reviews 50 comments

I felt an unmistakable pang of guilt when I elected to forego Mirror’s Edge. It was showcased at E3 last year, and afterward I was caught speaking of it using the voice of a shrieking, swooning fancritter. At some point I got around to playing the demo and was so underwhelmed that I couldn’t even find the game I’d been longing for. I wanted “Prince of Persia with a first-person perspective”, and what I found was, “Quake, with platforming and kung-fu”. The depth hinted at in the trailer turned out to be an optical illusion. It was a vast, deep pool of pristine dystopian mystery that turned out to be little more than a puddle to anyone who tried to immerse themselves.

To be fair, it’s not like the Mirror’s Edge trailer made false promises. I saw the game I wanted to see – the one I wanted to play – and as much as I enjoy pointing out the problems EA has caused over the years (onerous DRM, high prices, canceled titles, and AIDS) I can’t hold them responsible for not reading my mind. They had a fresh approach to platforming, a unique art style, and stale gameplay. For EA, that’s a major breakthrough. I regret not throwing my weight behind them whenever they make any slight movements in the right direction.

In the end, I was so enamored with the fantasy version of Mirror’s Edge that I’d authored in my imagination that I decided that I’d rather keep it there instead of overwriting it with the real thing.

Rutskarn at Chocolate Hammer has done what I wouldn’t do. He’s ruined the game by playing it, and he’s writing about his experiences going through the game. Part 1 and part 2 are available via the links at the beginning of this very sentence.

Allow me to voice a major pet peeve based on his comments, regardless of the fact that I’ve never played the game and you can’t stop me anyway:

There are few things I regard with more contempt in a story than that of the obvious traitor. A good writer will foreshadow or telegraph the betrayal in subtle ways so that it fits once the deed is done. A bad writer will simply advertise the betrayal instead of hinting at it, and you end up with a movie or game where the audience is shouting advice at the screen in frustration. It distances them from the protagonists, because it makes the protagonists seem clueless and inept.

I was actually willing to forgive the absurdities of the setting. The idea of handing messages to couriers and having them run the messages all over the city is preposterous unless we throw away everything we’ve learned about cryptography in the last hundred years. There is no reason the runners couldn’t have done their job from a sofa with a few cheap bits of electronics and a couple of one-time pads. I could look past this as a requirement of the setting, but they needed some narrative grout to fill in those holes. They needed to present us with another, alternate reality to work with. Having couriers endure great pains and danger to deliver messages and then never explain what the messages are, why they’re important, orwhy we should care, is to simply draw attention to the holes in the setting. It’s not an unforgivable crime, it’s just unforgivably easy to fix.

E3 is on now. I wonder what game will be an enticing disappointment me this year?

If it wasn’t for disappointment, I wouldn’t have any appointments.

 


 

Stolen Pixels #95: Left 4 Dumb, Part 13

By Shamus Posted Tuesday Jun 2, 2009

Filed under: Column 23 comments

Thankfully, in the real world we never have to put up with these kinds of pointless debates.

Credit where it’s due: Today’s comic was made using the user-made map rp_zombocity.bsp, which I downloaded from garry’s site and which sadly came with no attribution information other than the username “Omn”.