Eschalon Book I: Ending

By Shamus Posted Thursday Jan 17, 2008

Filed under: Game Reviews 32 comments

This game is more about stats than story, so I don’t have too much to say about the tale this game tells.

Spoilers follow. Click here to skip the spoilers and jump to my wrap-up thoughts.


Nice map.  Remember: The shortest distance between any two points goes right through the friggin’ enemy base.
Nice map. Remember: The shortest distance between any two points goes right through the friggin’ enemy base.
This is as much of the plot as I was able to sort out on my first-and-a-half trip through the game:

The plot centers on a gigantic gem called the “Crux of Ages”. It has magical powers, although its powers are of no direct use to you in the game. Its magic is intended to protect the king from external magical influences. A powerful Goblin wizard nicked it, which left the king open to his powers. The Goblin then proceeded to dominate the mind of the king, compelling him to launch a war with an otherwise harmless third party who live a good distance away.

The main character and his brother stole the Crux from the Goblin, but the Goblin could sort of see “through” the Crux to him. This vision wasn’t perfect. It was a very indirect sort of scrying, but it was impossible to remain hidden forever. His memories linked him to the Crux, and thus the wizard would eventually see where the protagonist had taken the Crux and what he was doing with it. As long as the main character knew where the Crux was, so would the Goblin.

THREE POUNDS? Well, that certainly limits us in where we can hide it. Ahem.
THREE POUNDS? Well, that certainly limits us in where we can hide it. Ahem.
So he came up with a plan to hide the Crux and then erase his own memories. He stowed it in a safe place, left himself some clues, and then drank a potion of Plot Device. The game begins as you wake up and wonder where and who you are.

You then have to re-trace your steps, and re-claim the Crux. The erased memory created a break in continuity for the Goblin Wizard that he couldn’t follow. The upshot was that you could now safely own the Crux without him spying on you.

It was explained much better in the game. I’ve kind of butchered it by shaving it down to mere synopsis.

Once you reclaim the Crux you have to hammer your way deep into Goblin territory and confront the Goblin Wizard. There are a lot of ways this can play out, as the game gives you a number of choices.

Piss off, kid.  You’re not gettin’ into the castle until you complete your assigned quests.
Piss off, kid. You’re not gettin’ into the castle until you complete your assigned quests.
My major complaint is how you have to fight all the way to the heart of the Goblin fortress, kill their leader, and then use a teleport to get to the king’s castle, where you can return the Crux to its rightful place. The nearby castle is “impenetrable”, but the far-off Goblin fortress isn’t? This was too much of a stretch for me. It makes sense from a gameplay perspective, but I would have liked a better justification for storming the Goblin’s place. Considering that all you really need is to drop the Crux into its pedestal, it seems like walking up to the front gate and giving the guards a peek at the THREE POUND JEWEL OF MAGICAL AWESOME SPARKLE POWER should have been enough to get in the door. The Crux is famous, after all.

End spoilers.


I’m probably being unfair. Eschalon is designed to be old-school, and the old games were notoriously sloppy with justifications for doing all sorts of crazy stuff in the world. The classic “Gather up the Seven Magic Keys of Evil-Thwarting, which have been hidden for no good reason” was about par for the course back then, and Eschalon is miles ahead of that sort of thing.

I was a bit wary about the ending, since this is Echalon: Book I. I was worried we were going to get left at some wretched “buy the next game!” cliffhanger. But no, this game is self-contained and wraps things up nicely.

I had fun with the game. I’ll be looking forward to Eschalon: Book II.

 


 

Feeding the Troll

By Shamus Posted Wednesday Jan 16, 2008

Filed under: Links 49 comments

Just a quick note that that guy I lambasted yesterday got the Penny Arcade treatment, which is far crueler than anything I could have mustered despite my nigh-unquenchable rage.

He’s posted a follow-up and a semi-apology, which means more or less nothing to me. It sounds like we’re all buddies now, but he still wants M-rated games taken off the shelves. He can make all the noises he likes about “having a conversation” with the gaming community, but he’s no different than any other authoritarian book-burner out there, except he’s the hip new digital sort.

I shouldn’t even be giving the guy the exposure, but I’m weak. (Plus, I didn’t have time to write anything interesting for today.)

 


 

Eschalon Book I: Character Progression

By Shamus Posted Tuesday Jan 15, 2008

Filed under: Game Reviews 59 comments

Here we come to the nuts and bolts of character progression. This is where I’m likely to get really fussy and obsessive. If you’re one of those players who uses “auto level-up” in a game, or who hurries past the stats page to get to the more visceral parts of the experience, then this post is going to be as compelling as doing your taxes. Adjust your reading habits accordingly.

eschalon_levelup.jpg

Character progression in Eschalon is fun and interesting. My biggest complaint is that the much needed in-game minimap is bound to the “cartography” skill. That is, if you don’t spend skill points on it, you don’t have a minimap. The map is pretty limited until you’ve reached about five ranks in cartography. It costs three skill points to acquire a skill, and then an additional point point for each additional rank. So, it will cost you about seven skill points to make the minimap do what you want. Considering that you only get three skill points each time you level up, this represents a major investment of points. Once you know the game you’ll discover a few ways to acquire points without sacrificing so much of your potential performance in battle, but I still dislike this idea of spending in-game skill points to make the game interface more useful. I also don’t see a need for it from a gameplay perspective: There are already lots of great skills in the game. If the minimap just worked and the cartography skill was taken away you’d never miss it.

Aside from cartography, the skills are interesting and varied. I often found myself wishing for more skill points and agonizing over tradeoffs. The points you spend at level up matter. This scarcity forces you to focus on a few core skills and forego most of the rest, or augment these lesser skills with NPC training and magical gear. I like that the system is tight and that choices feel meaningful. It pretty much demands that you give the game more than one play-through if you really want to see everything. This is as it should be.

In comparing Eschalon to other roleplaying systems, the ubiquitous D&D has six attributes that define your character. (Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma) Most other RPG’s have that many or less. Fallout was a bit of a renegade and introduced us to a deliciously complex system of seven attributes. Eschalon’s system is broader still, with an astounding eight attributes in the game: Strength, Dexterity, Endurance, Speed, Intelligence, Wisdom, Perception, and Concentration. Eight in all, and it doesn’t even include Charisma, which is good because it’s very often a complete waste in a computer RPG.

The division of Dexterity and Speed confused me at first. Most games combine these two concepts. But I can imagine cases where you’d have one but not the other. A jeweler or a locksmith might be capable of lots of fine detail work even if they have slow reflexes. A boxer might be very quick yet imprecise. The distinction makes sense, although I’m still unclear on how it works in practice. Since this is a turn-based game and everyone gets a single turn no matter how high or low their speed is, I have trouble understand exactly what the payoff is for putting points into speed.

Mental prowess is now spread out over three attributes: Intelligence, Perception, and Concentration. There’s certainly some overlap with these concepts, but I don’t mind the division if it leads to interesting gameplay and compelling character choices. My first character to go through the game was a dumb-as-a-box-of-rocks fighter who neglected or ignored all three of the mental stats. I haven’t finished my second run through the game yet. So, I don’t really feel qualified to judge on how these stats behave yet.

(You could also make the argument that Wisdom is another form of the intelligence stat, since it’s merely applied intelligence. At any rate, I’ve never been a fan of the “wisdom” stat in any game, because wisdom is a matter of behavior and therefore should be an emergent part of roleplaying. Like alignment, this should be something to guide you in playing your character, not resolve dice rolls. The way it ends up getting used in most games it should be renamed to “devotion”, “faithfulness”, or “tenacity”. The word “wisdom” implies all sorts of things to which you can’t assign a hard numerical value.)

Eschalon gives you three attribute points (different from skill points) to spend at level up. If you read the forums you’ll see lots of (usually conflicting) advice on how to best spend these. Dump them all into the stats you directly use in combat? Or spread them around and round out your character? My secret shame is that I’m a min-maxer at heart, so I can’t really comment on the usefulness of spreading the points around.

The last few posts on the game have spawned some lively discussions of strategies for character development. That says a lot about the appeal of the underlying system. I like it.

 


 

Mass Effect: It’s for Grownups!

By Shamus Posted Tuesday Jan 15, 2008

Filed under: Rants 1 comments

Sigh. I wrote a long tirade. It was not at all satisfying. The target of my ire was an easy mark. This wasn’t even shooting fish in a barrel. This was shooting fish in a saucer. Dead fish. I’m posting it anyway, but I’ll warn you now there are better things to do with the next five minutes. Continue reading ⟩⟩ “Mass Effect: It’s for Grownups!”

 


 

Paranoimia

By Shamus Posted Monday Jan 14, 2008

Filed under: Personal 28 comments

I’m now on the tail end of a night of insomnia. I’m still wide awake, but I’ve usually woken up by now anyway. This is always so awkward. Do I just… go through my morning routine and start my day as if everything was normal? I have some sleep pills here, and only now, after the sun has begun to rise, does it occur to me that maybe I could take one.

Or maybe I should just keep doing what I’ve been doing… which is just clicking on stuff, staggering around the internet like a drunk trying to find his way home. I must say there are an awful lot of very odd blogs out there if you suddenly find yourself going down the wrong internet sidestreet at 2am on a Monday morning.

LATER: I work from home, so I don’t have to worry about “going in to work”. I took the day off anyway – I’m in no shape to code. The project I’m on involves mucking about with a database and doing some semi-complex things to it. I need to have my head clear before I attempt that.

 


 

Screw the Bell Curve

By Shamus Posted Saturday Jan 12, 2008

Filed under: Tabletop Games 106 comments

While talking about rolling up characters in D&D, Daemian_Lucifer has this to say in the comments here:

As for transfering the characters,after seeing my brother roll 18,18,18,17,18,18 in a D&D game ones using 4 dice,I am ready to believe almost any roll.

I just want to point out that this is the most improbable gaming story I’ve ever heard. How improbable? I wrote a program that rolled up one hundred million characters, and it never rolled a character that high. In a hundred million attempts, the best it rolled was a character with 17, 18, 17, 17, 18, 18.

If a player came to me claiming to have rolled that, I wouldn’t believe it unless I’d seen it myself. The odds are long, long, long. Longer than winning the state lottery.

And even if I did see it, I’d have to think long and hard about what to do about it if I was the GM. Keeping in mind that the goal of the game is to have fun, I’d have to make sure the other players wouldn’t be irritated by having such a superhuman in their group. If it’s a roleplaying-heavy group it might be okay, but in a combat heavy, stats-focused game, that character is going to outshine everyone. It’s going to be a party of Aquaman, Hawkman, and Kairo following Superman around and trying to find ways to be useful. Superman might have fun, but the other three are going to have to be really good sports about it.

Creating challenges for that sort of group will be a pain as well. Anything that can pose a challenge to Superguy is probably too dangerous for the others to handle. Anything that is a decent challenge for the others is going to be a doormat for Superguy.

Still, amazing roll.

 


 

Sins of a Solar Empire

By Shamus Posted Friday Jan 11, 2008

Filed under: Game Reviews 25 comments

The marketing campaign for Sins of a Solar Empire has begun. I’m cheering for this game, even though I’m not really an RTS player. I enjoyed Warcraft II and Starcraft in the late 90’s, but since then the games have subdivided into countless sub-genre and grown in complexity. The focus has shifted away from from story-driven Player vs. PC gameplay, to high-speed PvP. That’s nice for some, but it’s just not for me. So the whole thing sort of left me behind.

Having said that, I might pick up SoaSE anyway. I’m a huge fan of Stardock, and their policy of releasing DRM-free games is something I like to support. Plus, the game seems to be a new angle on the RTS formula. At the very least I’ll check out the demo.