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”

 


 

CD Keys

By Shamus Posted Tuesday Jun 3, 2008

Filed under: Random 46 comments

I know that I frequently bellyache about needing to enter CD keys. I feel I need to draw a distinction here:

CD keys are something I grudgingly accept. I don’t object to them the way I object to (say) online activation. I certainly wouldn’t forswear a game over a CD key. I complain about them in the same way people complain about those invincible plastic shells that retail electronics come in. They’re annoying and they waste a half a minute of time, but they don’t challenge my ownership of the goods inside.

When I moan about CD keys it’s usually because I’ve encountered a poorly-implemented one. One of my games here (I think it’s Unreal Tournament 2003 or 2004) has the key printed in a narrow sans-serif font, which makes it hard to differentiate some characters, which leads to repeated attempts. Ugh. Just as bad is if I have to enter it twice, for no dang good reason. I also hate if the sucker is hard to find. (I think it was Half-Life 2 that claimed the CD key was on the “back of the CD case” when there wasn’t one, and I eventually found the thing elsewhere among the boxed ephemera.)

But the problems really start when the CD key isn’t enough. When they want a CD key and the CD in the drive and SecuROM, then it can be said that the pirates are offering a superior product, while legit users are punished.

I’m writing this here so I can link back to it later, because it’s not always apparent to new readers that online activation is a deal-breaker, while CD keys are just an annoyance I enjoy complaining about.

 


 

Depths of Peril:
First Impressions

By Shamus Posted Monday Jun 2, 2008

Filed under: Game Reviews 53 comments

Developing a game for an established genre is a difficult task. You have to design the game, drawing from titles you’ve enjoyed in the past and integrating those concepts with your own ideas. You need to polish and refine established gameplay to make the game fresh and interesting while remaining true to the core experience fans expect. I imagine the most frustrating moment for a developer comes when some jerkface reviewer comes along, appraises their efforts, and calls the whole thing a “Diablo Clone”.

Depths of Peril – Orientation.
Depths of Peril is a Diablo clone from Soldak Entertainment. They sent along a review copy for me to try, which was a very nice way of completely wrecking my Memorial Day weekend.

Actually, “clone” isn’t fair at all. Diablo “clones” are just games which belong to a genre nobody has bothered to name. They get lumped in the with “RPG” games, which doesn’t make any sense. For whatever reason, “RPG” has come to mean “game where you level up”, which is a genre so broad as to be meaningless.

Pedantic etymology aside, Depths of Peril is a particularly good example of whatever kind of game you want to call it. It’s the first one I’ve seen in years that had the guts to innovate and evolve the gameplay set down by Blizzard Entertainment a decade ago. (Fate was the last Diablo clone I played. My review is here. Dungeon Siege is another I’ve played, and the review for that can be found between the following quotation marks, “Meh.”)

Appraising games like this is like judging chili recipes. Each one is a slightly different mix of the same essential ingredients: Wilderness areas with little side-dungeons to explore. Fixed character classes with set appearances. Random loot drops. Quest-dispensing NPC’s in town. Common, Rare, and Unique item types, along with collect-them-all item “sets”. NPC hirelings to accompany you. Elite and unique monsters. Health and mana potions. A smattering of attribute and skill points to “spend” on each level up. And so on. The ratios of the ingredients change, but in the end they’re all making the same thing.

Depths of Peril hits all of these key notes you’d expect, offering up a nicely polished experience built atop familiar and established gameplay. But the thing that sets Depths of Peril apart is the fact that it’s not really an RPG. It’s a strategy game.

Continue reading ⟩⟩ “Depths of Peril:
First Impressions”

 


 

Dear Sirs

By Shamus Posted Sunday Jun 1, 2008

Filed under: Rants 76 comments

Dear Flagship Studios, (And EA)

Dear sirs. I am currently in the process of installing your product Hellgate: London. It may be of interest to you that not everyone enjoys typing in those gigantic strings of garbaldygook, which you sometimes refer to as “registration codes”. In fact, I do not enjoy it. I do the very opposite of enjoying it. I bring this up because your installer made me type it in at two different places during the process of installing your product. It seems like I could have been spared one of those. At least.

I also want to point out that while I’m sure you have millions of fans who can’t wait to jump on your servers to share the gaming experience together, there are still some of us who actually play games on our own. As I understand this has not yet been made illegal, and I would like to enjoy the single-player experience for as long as possible before that changes. To wit: I don’t really want to be online with all the children that infect your service, a great screaming plague of illiterate thieves, con artists, crybabies, bullies, vandals, and pranksters. These sorts of interactions are available to me every day out in the real world, which is one of the reasons I spend so much time at home playing videogames.

With this in mind, I’d like to ask that in the future you not integrate “account creation” with the installer. Or, if you do, I would request the addition of a button labeled, “BUGGER OFF”, the purpose of which I imagine is apparent by now. One of the selling points of the game was the fact that it did not (claim to) require an internet connection. Now that I have broken the seal I learn that this is not really the case and in fact, an internet connection is indeed required, constantly, throughout the entire process.

And now the installation is complete, and I note that while the account registration was integrated, the patching system is not. For shame.

I am going to play this game. For your sake I hope the software does not vex me further.

Sincerely,

Shamus Young

 


 

Indigo Prophecy:
Final Thoughts

By Shamus Posted Friday May 30, 2008

Filed under: Game Reviews 30 comments

There are three main characters in the game: Lucas, Tyler, and Carla. All three take a shower at various points of the game. For the men we just see their feet as they step into the shower, then cut away. For Carla, we are treated to several slow camera pans around her. In the international version of the game I believe she’s naked, while in the American version she’s wearing a sort of flesh-toned bikini in the shower. So not only is there gratuitous nudity, but it’s covered up with nonsense.

Another major edit to the game in the American version is the removal of the sex scene between Lucas and his (ex) girlfriend. I’ve read that this is not just a cutscene. It’s integrated the way many minigames are in Indigo Prophesy, in that you participate via mouse-gestures which translate into… (ahem) thrusts. (I’m just going by what I’ve read in Gamefaqs. I’m sure someone will correct me if I’m wrong.) This same game mechanic is used for manipulating items, opening doors, and climbing fences. I’m actually grateful my version doesn’t have this. I think it sounds more ridiculous than titillating. I don’t think of myself as a puritan, but I’m not sure I could participate in a scene like that, even for the sake of getting on with the game. It feels like something a fifteen year old would do while giggling, not a part of a grim psychological thriller. It would be like having the Team America puppet sex scene in the middle of Se7en. Again, I don’t have it in my version of the game, so maybe I’m misunderstanding what it’s really like.

In any event, I’m surprised the game has sections that are so clearly designed to pander to male gamers. There is deliberate female nudity, and the deliberate omission of male nudity. Then there is a sex scene enacted from the male point of view. I’ve never spent any time as a woman so I can’t say how a woman would react, but my gut tells me this would have a repellent effect on a female audience. It’s a shame because I think that otherwise this game would attract more females than your average point-n-shoot action game. There is a focus on what people are saying, thinking and feeling, along with a fairly strong female lead. I know it makes me a reprehensible sexist to suggest that men and women like different things, but I think that women would dig this game if not for the incongruous fan service. (And ignoring the second half of the game, of course. That part is bad for everyone.)

Still, I wholly endorse the first act of this game. If you see it in the bargain bin, I suggest you would be safe if you did the following: Continue reading ⟩⟩ “Indigo Prophecy:
Final Thoughts”