Hellgate:London
Autopsy Part 2

By Shamus Posted Tuesday Jun 10, 2008

Filed under: Game Reviews 41 comments

In my initial post I praised Flagship for the fantastic intro movie. I was disappointed when I found out later that the movie was outsourced. It’s the most polished and well-executed part of the game, and Flagship Studios didn’t have anything to do with it.

Still, the movie is a good introduction to what seems like an interesting world, and by the time the movie ended I was eager to create a new character and dive into the world of Hellgate.

Story and Plot

Third-person looter games are not known for their stories. Most players experienced the plot of Diablo II once, and on their numerous subsequent playthroughs they just clicked past the dialogs and hurried on to the looting and leveling. The same probably goes for games like World of Warcraft. But the story is as much a part of the world as the scenery and music. You couldn’t just cull the entire Diablo plot and backstory without damaging the game. Even when players are hanging around town, swapping items and griping about lag, that story layer is still there underneath everything, lending a certain credibility and purpose to the gameworld. Players want to inhabit an interesting story, even when they aren’t immersed or in character.

But the world of Hellgate is a joke. Literally. The missions you perform and the characters you meet and the dialog you read are all played for laughs. The game is constantly mocking itself, refusing to let the player take it seriously for a minute. It (mostly) doesn’t work as comedy because we don’t know the gameworld yet. It’s like watching Spaceballs before Star Wars, or reading DM of the Rings without knowing anything about Lord of the Rings.

What we have is a game with a dark and thrilling intro movie, which leads the player to where they must face waves of screaming demons and zombies in a ruined world. But every NPC you meet treats the whole thing with contempt, shrugging off the potential for edgy drama in favor of making lame jokes and inappropriate pop-culture references.

Here is a video they’ve put out in preparation for the release of the next patch.

Continue reading ⟩⟩ “Hellgate:London
Autopsy Part 2″

 


 

Hellgate:London:
Autopsy Part 1

By Shamus Posted Monday Jun 9, 2008

Filed under: Game Reviews 44 comments

I’m going to do the inverse of my normal review process: I’m going to talk at [excruciating] length about the problems and failures within the game, but I’ll have one post at the end where I talk about what works. This is not because the game is horrible. It’s not, really. I’ve certainly paid more for worse. I’m just focusing on this game because of the contrast between what this team has accomplished in the past and what they achieved this time around.

As much as I despise the lumbering engine of idiocy that is EA, I don’t think it’s fair to lay blame for this mess at their feet and walk away. I’d love for another chance to excoriate my favorite villains, but this game was in the oven for five years. EA came in and dumped a bunch of money into the thing, without which it never would have seen the light of day. Certainly pushing a game out before it’s ready is a crime EA has perpetrated without shame in the past, but I don’t think we can charge them with impatience this time around. Particularly since, eight months after release, the thing is still far short of “baked to perfection”.

But even if we want to charge EA with the crime of short-sighted premature launching, that doesn’t excuse most of the problems I see with the game. There are fundamental mistakes in the design of this thing that go beyond a simple lack of testing and debugging. I still think the folks at Flagship Studios are a talented bunch, but they made some mistakes here that teach us a bit about what things must be like inside the gruesome sausage factory we call the videogame industry.

What we have is a group of people with proven talent and an obvious love for the games they make who nevertheless fell far short of their potential. I’m going to have a longer-than-usual series of longer-than-usual posts where I try and sort this out. People say they like my in-depth analysis? We’ll just see about that. My blatherings on this game are likely to wear out the pixels on your monitor.

Continue reading ⟩⟩ “Hellgate:London:
Autopsy Part 1″

 


 

Hellgate:London
Autopsy

By Shamus Posted Friday Jun 6, 2008

Filed under: Game Reviews 55 comments

One of the major reasons I picked up Hellgate: London was because I knew it wasn’t very good.

This is a game crafted by the people who brought us Diablo II, a title which still captivates fans a decade after it more or less created a new genre of game and defied others to supplant it. A title with such fantastic inertia that it is still, right now, on store shelves, even as the shelf space for new PC games dwindles to almost nothing.

Eventually the Diablo II team left Blizzard, formed their own company, and set about to topple their own creation. Their vision resonated deeply with fans: Diablo, but first-person, with guns, fighting zombies, in a post-apocalyptic future. It’s Diablo meets Doom meets Fallout. This wasn’t just a game concept, this was a roadmap for world domination. Would anyone ever stop playing this game? Would there be any point to making more games after this one was released?

The answer came last Halloween when the game lurched onto store shelves and people discovered that it was surprisingly easy to stop playing. Somewhere in the transition the gameplay had lost all narcotic attributes. Somehow they had managed to re-create the game but stripped out the essential components which made Diablo II such a juggernaut. Since I was never able to pinpoint what made that game so good in the first place, I thought picking up Hellgate might help to draw those elements into sharp relief. If I could see what Diablo has that Hellgate doesn’t, then I might have a better understanding of where the magic came from.

So, when I saw Hellgate for $20 I figured it was time to find out. I feel compelled to point out that this recent A-list game is now selling for ten bucks cheaper than the expansion pack for its ten-year-old predecessor. Given the purportedly huge marketing push behind this game, this $20 price tag functions roughly like having the word FAIL on the box in large block letters.

So now I’m driven to play the game, not in pursuit of entertainment, but in a search for answers. The people who made Hellgate:London are talented, seasoned developers with a proven track record. How they managed to not make a brilliant game is something I’m eager to learn. I’ve installed it and dabbled a bit, but this weekend I’ll clock some real hours and try to see where they went wrong. I’m not so much playing the game as performing an autopsy on it.

I will say this: Whatever their shortcomings, the team at Flagship can take comfort in knowing that their cinematic craft remains undiminished. The opening cutscene is wonderfully done.

 


 

“Zap”

By Shamus Posted Friday Jun 6, 2008

Filed under: Personal 42 comments

Dear Planet Earth,

You owe me a new wireless router and a network interface card.

Do be more careful with the lightning bolts in the future. I don’t really see a need for such dramatics.

Your humble inhabitant,

Shamus

P.S. Lose the humidity. It sucks.

It was a really freaky storm. Most of the day was sunny, with smothering humidity. We heard the low rumbles in the distance as the storm went through its warmups. It was still during work hours and the storm sounded a ways off, so I didn’t worry about it. I usually power down during really bad storms, but this didn’t sound like much so I ignored it and kept working.

Then there was a single devastating crack. I powered everything down. There was twenty minutes of rain, and then it all cleared up again. Ignoring the rumblings in the distance, that single lightning bolt was the only one. But it sounded close.

When I brought the power back on I discovered that my wireless router was screwed up, as well as the built-in network card in my computer. The computers themselves are behind multiple surge protectors, but (duh) the router itself was plugged in directly to the wall. The lightning found and exploited that weakness in my defenses.

This is annoying, but I count myself very lucky. The odds of getting struck by lightning are low, but once it happens the odds that it will only obliterate part of a computer are even lower. This network card is built into the motherboard, which means a flood of untamed energy came in and then stopped once it had destroyed the cheapest and most easily replaceable integrated component. It took me longer to isolate the problem than it did to swap in a network card from another machine.

The spike or surge or whatever it was also blew a circuit breaker for the kitchen, which won’t reset.

Strange thing to have happen.

 


 

Depths of Peril:
Final Thoughts

By Shamus Posted Thursday Jun 5, 2008

Filed under: Game Reviews 45 comments

I’ve been pretty positive on Depths of Peril. However, I will now enumerate some flaws, according to the ancient traditions and customs we’ve long observed on this site. Affection must not stand in the way of ceremony, or we’ll end up with chaos. Here are my gripes, in ascending order, from the trivial to the slightly-less trivial.

The tutorial is a bit rough. It’s mostly a series of popups to read to tell you where things are and what’s what. It’s better than letting the player fend for themselves, but a more gradual introduction would have been welcome.

It’s hard to tell the various tiers of foods (restore health) and beverages (restore energy) from each other. In other games, you can look at two blue bottles and see one is bigger than the other, and therefore restores more energy. But how would you compare a glass of milk to a mug of ale? Is roast duck better than pheasant? Erm. You can use the tooltips to figure out which is the superior item, but that sort of deprives them of their iconic nature.

There are some single-file passages in the dungeons. This is fine unless you have a covenant mate adventuring with you, because they block your movement. They’re smart enough to back away if you move next to them. They don’t trap you, but they do make it hard for you to beat a hasty retreat if you get overwhelmed. Diablo II had the same problem when it was first released. (Getting down into the Maggot Lair as a Necromancer – with a half dozen skeletons in tow – was maddeningly difficult.) The solution there was to simply allow teammates to walk through each other. (Not stand in the same spot, but just pass.) That could work here.

I have to give Depths of Peril credit for at last giving me a “demand” button on the diplomacy screen. In GalCiv I was often frustrated by the fact that you couldn’t threaten anyone. You could only ask, and the AI always reacted as though I was coming to him as a beggar, even if I had an armada of terrifying potency sitting just outside his homeworld. In Depths of Peril I press the demand button often, and each time I am filled with insidious joy, regardless of the answer I get in return.

Having said that, the diplomacy system is… well, it’s about as good as a lot of other diplomacy systems I’ve experienced, which is to say, somewhat lacking in cunning. Example: A foe will make a demand of me, and I’ll tell him to get stuffed. Then I’ll turn around and demand tribute from him, and he’ll relent. If he had the nerve to threaten war, then he ought to also have the nerve to say no.

The storage system is convoluted. You can’t put things into your box directly. No, you have to put a container – a sack or a bag of some sort – into the box, and then put stuff into the sack. If you want to take the sack out again, you have to empty it first. Your inventory works this way as well. You don’t have a single pack, but instead you can have up to four bags which contain items. The interface can get pretty confusing when you’ve got your four sacks open as well as the sacks inside of the box. You get used to it, but it does seem like more complexity than is called for.

Now, I see the intent here. As you play, you collect larger and larger sacks. The idea is to reward the player with larger storage space as they level up. A reasonable goal, but I think it might have saved everyone (the coder and the players) a lot of hassle if the space just got magically bigger as they leveled up.

Now, all of these complaints are trivial. I’m ashamed to even mention them. (The preceding sentence was an outrageous lie, although I’d appreciate if you would believe it anyway. Thank you for your cooperation.) But this last complaint stands apart from the others. It is not a whine against some irrelevant gameplay minutia or esoteric design commentary, this is a protest against the grievous harm visited on me by Soldak, the Depths of Peril interface, and my fellow covenant members. In that order. My grievance is as follows:

Continue reading ⟩⟩ “Depths of Peril:
Final Thoughts”

 


 

“New” Posters

By Shamus Posted Wednesday Jun 4, 2008

Filed under: Programming 59 comments

I bought several Spider-Man posters around the time I graduated from high school. (1990) These posters graced the walls of my bedroom at my parent’s house, then the walls of what passed for my living room as a bachelor, and finally wound up on the walls of my home office. The posters are now old enough to graduate from high school themselves.

The time finally came to put them to rest. My love for ol’ web-head remains undiminished, but the posters had become wrinkled and torn over the years. (Although, they hadn’t faded, since the light of the sun rarely reaches this place.) My father-in-law provided the perfect replacement: Vintage computer science posters from his early days of teaching. (He’s retiring this year.)

poster6.jpg

They’re laminated, so they’re in better condition than my Spider-Posters, despite them being over a decade older. I apologize for the low quality of these shots. The lighting in here is ideal for monitors, but hell on photography.

Read on to see the rest:

Continue reading ⟩⟩ ““New” Posters”

 


 

Depths of Peril:
Gameplay

By Shamus Posted Tuesday Jun 3, 2008

Filed under: Game Reviews 29 comments

Before I get started with the gameplay: Someone asked about the DRM in this game. Let’s answer that question first…

I’m using a hardware-locked reviewer’s copy. I see this as perfectly reasonable in this case because it was free to me in my capacity as a blathering videogame analyst. If I want to play next year, or on a laptop, I can go buy the damn thing.

For everyone else, the game uses a name / key combination for registration, which is handled locally. (No server involved.) This is pretty much what I was hoping RSPOD would use, as it means the game still functions without regard to the health of its progenitor.

Everyone has different tolerances for this sort of stuff, but the info is there so you can make an informed choice.

Fenix suggested this genre of game ought to be called a “third person looter”, which is pretty catchy. Grinding is usually looked down on in RPG’s, but in a third person looter the game begins and ends with grinding. That’s pretty much the whole game. In the most primitive hack-n-slash knockoffs, you have only two goals:

  1. Go up in level.
  2. Get better equipment.

That’s not a bad start. Fate built an entire game around those two concepts. But most games will add at least one more:

  1. Advance the story. (Dialog, cutscenes, new characters, etc.)

That’s where Diablo II stops, with the added complexity that “get better equipment” means not just finding stuff, but also gambling and combining items.

The story in Depths of Peril is not a rich tale told through cutscenes as with Diablo. It mostly consists of a chain of specific quests, which I assume leads to a big battle at the end. (I haven’t completed the game yet.) I would have enjoyed a deeper story, although I’m not even sure that’s possible without cutscenes and voice acting. What’s here is serviceable enough, and a step up from the randomly-generated pseudo-plot of Fate.

But the more things you can add to the list of activities, the more you can mitigate the tedium and create a richer experience. To this end, Depths of Peril offers:

Continue reading ⟩⟩ “Depths of Peril:
Gameplay”