Experienced Points: Superheroes That Should Be Games

By Shamus Posted Tuesday Jan 28, 2014

Filed under: Column 178 comments

Which is more amazing, that Arkham Asylum games were so good, or that we haven’t been flooded with DC, Marvel, and the other IP holders trying to do the same thing? It’s odd, I tell you. The closest we came to someone trying to crib from Arkham wasn’t a superhero, it was Lara Croft. But if any of these companies do decide to enter the “Arkham genre”, what heroes would be a good fit?

The article was already long, and there are literally hundreds of quasi-notable heroes to choose from, so the cutoff for making my list was pretty arbitrary. Here are some other heroes I think are worth mentioning:

Continue reading ⟩⟩ “Experienced Points: Superheroes That Should Be Games”

 


 

Sandbox Space Sim: SPAZ

By Shamus Posted Monday Jan 27, 2014

Filed under: Game Reviews 63 comments

Made by a two-person team, Space Pirates and Zombies is very obviously a labor of love. I mean, look at the new game screen:

How can you not find that heartwarming?
How can you not find that heartwarming?

It does for mainstream space sims what Terraria did for Minecraft: It distills the gameplay down to the elemental, focuses on combat, and does it all in an accessible 2D retro style. I played it way back in 2011. I liked it and got a couple of days of fun out of it, but it suffered from the same restrictive approach to character progress as Freelancer, which eventually turned me off the game. I suppose I should get my long-overdue Freelancer rant out first:

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Errant Signal: The Novelist

By Shamus Posted Sunday Jan 26, 2014

Filed under: Video Games 18 comments


Link (YouTube)

We talked about this game a few weeks ago on the Diecast. This Errant signal gives a more holistic look look at what the game is and how it works.

Chris uses it as a jumping off point for talking about review scores and the review cycle, and the score he gives at the end is the exact same score I’d give the game.

 


 

Sandbox Space Sim: Kinetic Void

By Shamus Posted Friday Jan 24, 2014

Filed under: Game Reviews 59 comments

There the rules are pretty sketchy for what it takes to qualify for “Early Access” on Steam. I don’t know that there can be such a rule in a black-and-white, qualify-or-not sense of things. But in my own sense of what I expect from an alpha, I’d say “more than this”.

Basically what we have here is a really great ship builder and a marginally successful system for test-driving your design.

kinetic_void1.jpg

This is something I’ve always wanted in a space game. Very few of them seem to wrap their heads around this idea that the ship is the avatar. Instead, somewhere buried on a tab of a dialog I never look at is a picture of my pilot, and that’s supposed to be “me”. But from a gameplay standpoint it’s much more useful to think of “me” as the thing in the middle of the screen: The ship. That’s what I’m looking at. (Assuming the game is third person.) That’s what gets damaged, upgraded, or killed by my actions. That’s the thing I want to name, personalize, and look at in dramatic camera views.

So I dislike the usual system of progression in these games where you upgrade from one fixed design to another. It’s like playing Diablo II and “upgrading” your necromancer into a sorceress, and then later trading her in for a barbarian. It just feels wrong. Maybe ship A has the stats that I really want, but it’s got wings and pointy bits on it that I dislike for aesthetic reasons. Ship B has a form I find appealing, but the stats are geared for (say) mining while I’m more interested in combat. In a genre so focused on freedom, I’ve always found this annoying.

A lot of games focus on letting you amass and command fleets. That’s nice, but rather than commanding a dozen fixed ships I’d much rather fly one really cool one. Even if I’m the only person who thinks it’s cool. I want to command the Enterprise, not the Federation, and I want to explore the galaxy, not run an intergalactic trucking company. But that’s just me.

Continue reading ⟩⟩ “Sandbox Space Sim: Kinetic Void”

 


 

Sandbox Space Sims: Starflight

By Shamus Posted Wednesday Jan 22, 2014

Filed under: Game Reviews 74 comments

Previously, I asked about sandbox space sims. You had a lot of suggestions for me on what’s out there, what’s good, and what’s worth a look at this point in time. I took your advice – or some of it – and for the next few entries I’m going to write about what I played and what I thought about it.

This is a strange genre. Everyone has their own idea about what features really define it. Combat? Asteroid mining? Trade? Exploration? Fleet command? Ship design? Factions and interplanetary politics? Smuggling? Landing on planets? Character growth, leveling, and skill trees? Diplomacy with aliens? Commanding capital ships? Crew management? Piloting fighters? I dunno. No game does all of these, but a sandbox space sim does some subset of them.

We had nothing in this genre for years, and now there are a dozen of them on the horizon. We’re up to our asses in astronavigation at this point, and it’s only going to get worse* as the various early access / kickstarted prototypes grow up and become Actual Games.

* By which I mean “more awesome”.

Obviously one week is not nearly enough time to even begin to scratch the surface of one of these games, much less play a half dozen of them. So these are going to be drive-by reviews, quick looks and first impressions. Also, I’m not an expert on this genre (whatever that means) so if I complain about something then “But all the games do that!” is not a meaningful defense. Actually, that’s probably never a good defense anyway.

Let’s talk about the first of these things I ever played: Starflight.

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Experienced Points: With Great Power…

By Shamus Posted Tuesday Jan 21, 2014

Filed under: Column 83 comments

So the next-gen consoles are out. Let’s talk about what we can do with all of that processing power without going broke making hyper-realistic graphics.

So that’s the article. Now let’s go on a tangent. At one point in the article I said…

If you’ve got even a mid-range computer with a decent graphics card, then your computer has more processing power than every computer that existed before the year I was born. (1971) That’s including the supercomputers built by world governments and all the computers involved in sending humans to the moon.

How I arrived at this conclusion:

Continue reading ⟩⟩ “Experienced Points: With Great Power…”

 


 

Screensaver: Plasma

By Shamus Posted Monday Jan 20, 2014

Filed under: Programming 70 comments

So we’re doing another one of these things. I know this isn’t as fun as a Good Robot update, but hopefully this can keep us amused until the project gets moving again. While working on this, I found an interesting wrinkle that gives us a reason to talk about poly count vs. fill rate and why a full-blown 3D game runs many times faster than a trivial screensaver.

But first let’s talk about what I’ve made…

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