Eschalon Book I: First Impressions

By Shamus Posted Thursday Jan 10, 2008

Filed under: Game Reviews 60 comments

Thomas Riegsecker recently provided me with a copy of Eschalon: Book I for review. I realize this makes me dangerously close to something like a mainstream game reviewer / journalist. Note that I don’t plan on acting like a reviewer anytime soon. I’m not going to assign points or give thumbs up / down or any of that nonsense. I’m still going to review the game by analyzing the gameplay mechanics and doing a little armchair game design. (Much easier and safer than real game design, I’m sure.) You’ll have to work out for yourself if it’s something you might want to play. In fact, given that this is an indie title and the author of the game is familiar with my site, I might be even more obsessive than usual. You’ve been warned.

Eschalon: Book I is from Basilisk Games, a developer of old-school style RPG games. The about page sums up their gameplay philosophy with this:

Single player. Turn based. Stat heavy. Story driven.

These are either magic words for you or they aren’t. As graphics have evolved, big-name developers have all but abandoned the old turn-based formulas. If you want an RPG which focuses on strategy in combat instead of reflexes, you either have to check out indie titles or play a ten-year-old game. Some have that real-time / turn-based hybrid gameplay you see in KOTOR or Final Fantasy XII, but for a game that will let you ponder your move without a timer (like in a tabletop game) you need to go back a few years.

Stat-heavy games are, for better or worse, getting rare. A game with heavy stats is able to offer more depth and more replay, at the expense of alienating a good segment of the already-niche RPG demographic. I love them, but they seem to be unpopular. Most developers are favoring the minimalist approach to character building. Oblivion is the only big-title game I’ve played recently with real number-crunching depth behind it, and in that game the whole system was rendered nearly pointless by the auto-leveling monsters.

So Eschalon: Book I is a rare breed of game in this day and age. It revisits gameplay mechanics which have been slowly supplanted or abandoned over the last decade or so. If you’re nostalgic for the old days or want to see what you missed, this is a pretty good example of what RPG’s were like before polygons ruled the world.

Character creation begins, surprisingly enough, with the character creation screen:

eschalon_character_sheet.jpg

The attribute points are set with an interesting blend of dice roll and point-buy. You have eight attributes in all. Strength, Dexterity, Perception, Wisdom, etc. All attributes start with a random value between 7 and 14, and you are then given 15 extra points to spread around as you see fit. There’s nothing really wrong with this system if you’re a normal person, but if you’re like me the dice roll demands that you sit there and pound away at it until you get a “good” set of initial values. There are 88 possible combinations, so the odds of getting all 14’s is only 1 in 16,777,216. Assuming you click once every second, you should hit the magic combination in about 194 days, assuming you never stop to rest. I did manage to stop clicking after a while and live with something less than all 14’s, but you must understand that doing so required an act of willpower on my part.

There are five races (all human) for you to choose from, five outlooks (mostly dealing with religion and philosophy) and five character classes. This offers a nice variety of choices to serve as a starting point, although they don’t really restrict you in the long run. If you choose the “Nefarious” axiom you’re still free to run around helping NPC’s for altruistic reasons if you like. Fighters can acquire skills in magic if they want to.

Like Oblivion, Morrowwind, and Fallout, most of your success in the game is dependant not on your attributes, but on the skills you’ve mastered. There are 24 in all, from Swords to Elemental Magic to Lockpicking. Note that while you start out with certain skills, you’re free to pick up new ones any time you level up. This means that you’re pretty much free to make up your own character class if you want, although this freedom does mean it’s possible to cripple your character in the long run. On my first play-through I was a fighter with a bunch of rogue skills. These extra skills spread my skill points too thin, and I ended up with a guy who was mediocre at a lot of things instead of great at a few things. This made the game really hard, and I was obliged to abandon that character and begin again. The game expects and even demands a little min-maxing, so if you want to explore all the different skills you’re going to have to play through the game more than once.

I seem to have lost all of my memories! The only thing I can remember is… playing about a hundred other games that start out just like this one.
I seem to have lost all of my memories! The only thing I can remember is… playing about a hundred other games that start out just like this one.
The game begins in the old-school tradition of your character waking up in a strange place to find he has lost all of his memories. RPG players have been down this road many times in the past, but if you’re going to play an old-school RPG you may as well embrace the old-school storytelling. The amnesia thing here is not a hindrance, not a crutch, and in fact it ends up being integral to the plot and not just a device to ease you into the gameworld. Right from the start you’ve got an anonymous benefactor leaving you cryptic notes and enough questions to compel you to get out there and find some answers. The answers come in time, although this wouldn’t be an RPG if finding the answers didn’t mean doing some sidequests for the locals.

The game offers a little freeform fun as well. You can, if you like, begin wandering around the map at random. (It’s big.) This will probably lead to your death early on, but the important thing is that there aren’t any dang plot doors keeping you out. You can also murder and steal in towns, assuming you’ve got the desire and the might to do so. It’s not really of any great benefit to go around offing people (a little short-term monetary gain at the expense of not being able to interact with the person in the future) but I like that the game allows you to do so anyway.

 


 

Open Art

By Shamus Posted Wednesday Jan 9, 2008

Filed under: Anime 27 comments

Steven sums up a debate between Author and Avatar. Omo is also involved. The discussion is talking about Open Source, Anime Fansubs, and copyleft issues. Read Steven’s post if you want the proper chronology and context for everything.

I can’t really comment on the central issue in the debate – about the usefulness and legality of anime fansubs – because I don’t know much about it. I don’t watch fansubs and I’m not a prolific consumer of anime these days. I’m a casual fan and often rely on the more avid fans (see my blogroll) to do my filtering for me.

At any rate, Steven points out that the Open Source model doesn’t really work outside of software. Or at least, it works far better when applied to software than it does to other things which may be produced. The reason for this is pretty obvious: If I release the source code for something, everyone else can change it to suit their needs. Improvements will be made to the software by others. They will do things that I lack the knowledge or the time to do myself, or they will simply see a better way of doing things. If their changes suit me, I can use them myself. Both parties are better off as a result. Assuming I’m writing the software for free anyway (because I want to or because I need it) then all parties are richer under the open source model. Me, the other coders, and even the guy who comes along later and uses the software without contributing any of his own. We all benefit.

But this doesn’t really work in other creative mediums, such as the case with anime in the discussion above. Let’s lay aside the thorny issue of how people get paid, and assume artists can produce animation for free and give the results away, Open Source style. What would that look like? It wouldn’t be nearly as helpful as OS software. If I had the “source” to Cowboy Bebop – the scripts, the music, the vocal performances, and the animations, it wouldn’t be very useful except to produce other versions of the same show. I couldn’t very well take all of those assets and make a show about teenage girls who have superpowers and fight giant robots that continually threaten Tokyo while at the same time trying to sort out their feelings for various boys in their school. All I could make was… more Cowboy Bebop. And not much more, because I can’t create new vocal performances or new visuals. Unlike software, I can’t make new stuff, I can only re-cut what’s already there. I can take the source for the system’s TCPIP interface and make it more secure (well, I not me, but somebody could) but nobody besides Steven Blum can edit Steven Blum’s performance to make it more brooding, or comical, or whatever.

Which is not to say that Open Art couldn’t yield some interesting results. In fact, I’ve produced quite a bit of derivative art. DM of the Rings is my most famous example. My book is another example along similar lines. I produced both for free and released them for free. I created them not to make money, but because it was fun to do so. In an ideal world, these sorts of derivative works would simply exist without copyright concerns, although in practice the truth is that anyone can stop you from making derivative works if they have enough money. Some people are more prone to abuse this than others. I’m glad New Line Cinema never came in and spoiled my fun.

Open Art can’t work the same as Open Source, although I do wish the laws were less stringent and (much more importantly) that large companies weren’t so fearful and litigious when it comes to derivative work. It’s not the same as Open Source, but it’s still amusing and generally harmless to the original copyright holder.

UPDATE: And what the flaming crap is up with this YouTube I’m trying to embed? WordPress is suddenly inserting paragraph end tags in the middle of the embed code, making a hash out of it. Dangit! It’s never done this before…

LATER: That was really pointless and stupid. I’m not sure what the deal was, but the embed would fail unless I put it inside of a <div> tag. Never had that problem before. It’s still positioned stupid in IE7, but it works fine in Firefox. I’m calling it “good enough for now”.

 


 

Human Tetris

By Shamus Posted Wednesday Jan 9, 2008

Filed under: Movies 25 comments

What do you do if you have a hundred or so friends with nothing to do, an auditorium, a video camera, and lots of free time on your hands? Well, I suppose you could always do this…

(Yes, yes, I know: Old news. You saw this ages ago. Your mom forwarded you the link last summer and it was old then, etc. Look, it’s new it to me, so there.)

 


 

STALKER: Final Thoughts

By Shamus Posted Monday Jan 7, 2008

Filed under: Game Reviews 35 comments

stalker_atmosphere.jpg
I’ve read a couple of reviews for this game to see what the mainstream press has to say about it. It was common for them to ding the game for having “dated visuals”. This only solidifies in my mind the idea that reviewers live in their own little world where everyone plays games two months before they come out and owns a $3,000 computer. It’s like the fashion / modeling agent who spends all day working with preening 18 year old girls who have breast implants and skeletal physiques. Show him a fit, healthy woman in her mid-twenties and he’ll recoil in horror at the obese old hag. Their visual palette has been so distorted by their profession that their capacity to judge what others will find pleasing is nonexistent. For the agent this is regrettable, but for the game reviewer… Man, that’s your job.

The game looked great on my videocard, which I believe was forged by NVIDIA sometime during the latter part of the Bronze Age. It was choppy and the special effects were all turned off, but I still found the game to be wonderfully atmospheric and visually engaging. I can only pity the reviewer who will look at this game running in all of its high-detail glory and say, “Meh. Looks dated.”

The load times were a little long when compared to more traditional titles, but the environments were truly immense. Each region of the game is a huge, sprawling area of indoor and outdoor areas to run around in. The load times were easily worth it when compared to how much time was spent exploring each area.

There is an old saying in software development, “The first 90% of the features take up the first 90% of development time, and the last 10% of the features take up the other 90% of development time.” This is a common pitfall – particularly in young, unexperienced companies – to greatly underestimate how long a project is going to take. Development houses with clout and cash can afford to keep working until they feel a game is done, but a team of newbies being bankrolled by a publisher don’t have that luxury. Sooner or later the investors are going to tire of paying all of those salaries without getting the promised game in return, and that’s when things turn ugly. When this happens, the publisher only has three choices: Continue reading ⟩⟩ “STALKER: Final Thoughts”

 


 

The Homeowners

By Shamus Posted Saturday Jan 5, 2008

Filed under: Personal 51 comments

Shawn, my partner in Chainmail Bikini, has just bought his first house. Congratulations Shawn! While you were moving into your new house, I was having the following adventure…

It’s Friday night. Ahhhh. I decide to spend the evening playing computer games and eating junk food. This isn’t really any different than any other night of the week, but because it’s Friday the reward feels sweeter.

The snacks are on a little shelf at the top of the basement steps. As I open the door to the basement I hear running water. At first I think it’s the washing machine, but no – this sounds like a little too much water. I start poking around and find the old coal room has water flowing in. This is an old house, and in the middle of the driveway there used to be a coal chute that led directly into this room. Decades ago the coal furnace was (sensibly) replaced, and the chute was welded shut. There are tiny gaps where water can get in, and in really heavy rains sometimes I’ll see a trickle. A minor trickle.

But this is something else entirely. This is water, flowing freely down the chute at a tremendous rate. How could this happen? There aren’t any water sources anywhere near the top of the chute, and besides, it’s way below freezing out. The nearest source of running water would have to be…

Oh crap! The garage! Continue reading ⟩⟩ “The Homeowners”

 


 

Gaming Stories: The Worst Ever

By Shamus Posted Friday Jan 4, 2008

Filed under: Tabletop Games 201 comments

Today I posted a bonus feature on Chainmail Bikini describing the writing process. In there, I talk about how hard it is to find good gaming stories of bad gaming. I’ve exhausted a lot of the stories relating to my own experience playing tabletop games, and now I rely on the misfortune of others to provide the fodder my our gaming comic.

I just realized that I could pull a Scott Adams and solicit anecdotes from readers. That might be fun, and if nothing else it might be therapeutic for the victims to share their experinces with everyone else. (So we can point and laugh.)

So how about it? What’s the worst single event you’ve ever endured / witnessed at the gaming table?

 


 

STALKER: Fool’s Ending

By Shamus Posted Thursday Jan 3, 2008

Filed under: Game Reviews 27 comments

stalker_title.jpg
The “fool’s chamber” is something you use when constructing a treasure vault or other place you want to keep secure from enterprising hunters and grave robbers for great lengths of time. Neal Stephenson uses this concept in Cryptonomicon, where one of the characters must design an underground vault to contain a huge amount of gold. They realize that keeping the hoard safe forever is impossible, so they store some of the gold in an obvious, easy-to-find place. The idea is that at some point if the place is compromised, the looters will on stumble the lesser treasure and leave with it, thinking they have everything. If you make the path the the fool’s chamber obvious enough and make further digging difficult enough, you can bet all but the most dedicated raiders are going to be satisfied with the fool’s reward.

This seems to be the approach they took with the story in STALKER. Continue reading ⟩⟩ “STALKER: Fool’s Ending”