Category: Gaming (page 14 of 73)

Game Review: Endless Space

I’m no stranger to grand strategy. I grew up learning the ropes in old Avalon Hill wargames, and made the transition easily to so called “4X” games – exploration, expansion, exploitation and extermination – on the PC. Master of Orion was perhaps my favorite of these games, mostly because it was set in space. It’s been a while since anything has come close to the experience that game provided, and while I do appreciate the occasional game of Civilization V, the look and feel of Endless Space made me very excited.

Courtesy Amplitude

The universe is ancient, vast, and mysterious. Long before any of the Factions that currently seek control of the galaxy left their home worlds for the stars, there were the Endless. While these beings mastered all aspects of knowledge from time-space manipulation to the extension of life itself, they ultimately fell to internal conflict. All that remain of the Endless are their ruined temples, their legacy of expansion and exploration, and the substance known only as Dust. It is Dust that holds the secrets that gave power to the Endless, and it is Dust that the Factions of the galaxy seek to control and understand.

Not since the original Masters of Orion has a strategy game in space given me the dreaded and wonderful “One More Turn” syndrome to this degree. This affliction is most common amongst the players of grand strategy potentate Civilization, and Endless Space conveys that experience beautifully. The organic nature of the clean interface, the ease of moving from technology trees to empire displays to fleet construction, the clip at which notices come in for your attention, the layout of the map and the subtle, atmospheric score all add up to the sort of immersion that will consume your evenings and devour your weekends. You’ll colonize a new world, set up your next tech path, and just before you decide to save and quit, it’ll occur to you that your neighbor is breathing down your neck. So you decide to retool for defense and prepare yourself for a counter-attack, and the next thing you know it’s three hours later and the sun is going to be coming up soon oh bollocks.

Courtesy Amplitude
It’s been said the map resembles the Mass Effect galaxy. This is not a bad thing.

As with many other 4X games, Endless Space does not pigeonhole the player into one form of play or another. Military campaigns, diplomacy, economic domination and scientific discovery are all viable paths to victory. If you choose to engage in combat, the game uses an interesting system of action cards for your fleets. You choose the tactics your admirals will employ, hoping that those tactics will counter whatever your opponents choose. While you can’t take direct control of your ships as you could in Master of Orion, the graphics engine still renders the battles elegantly if you choose to view the action. You can have the battle resolve automatically, as well, if you want to move on to your next task.

If I had a complaint about Endless Space, it would be that the game is a little austere. The interface is clean and well-organized, to be sure, but it also lacks a certain amount of personality. While the various screens and commands are not what I would call unfriendly or unwieldy, aspects like the nature of space combat and the diplomacy screens can make you feel removed from the experience. There’s nothing like the ‘conversations’ one had in Master of Orion; you don’t get to see an enemy Faction actually get pissed at you for taking a shot at their fleet. It’s just another notification on the side of the screen, to be read and processed before you move on. As much as it helps the game maintain a steady flow, it removes some of the personality the game could have exhibited.

Courtesy Amplitude
“FIRE EVERYTHING!!!”

That said, I feel confident in recommending Endless Space. I’d do my usual run-down at the end, here, but the fact of the matter is I need to play more of the game before I do that. As it happens, I seem to have played myself into a corner in my current game and it’s time for me to start over. As frustrating as this would normally be, I find myself looking forward to seeing what the new home system looks like, planning out my tech path, and preparing for negotiations and perhaps warfare with neighboring factions. All I need is one more turn. Just one more turn…

“Life Will Welcome You Back”

I’m postponing my review until tomorrow. This is too important not to share. Please watch the following, whether you’re a gamer yourself or you have one in your family.

Re-Post: Tabletop as Brain Food

SmallWorld with the 'rents

Last night I was getting my foot looked at. I wanted to talk about tabletop games informing good thought patterns but ran out of time. So while I work on that, here’s my last really in-depth post on tabletop games as a means of comparison or something.

Also I’m actually running (or was before my injury) and lifting so you can kind of ignore the first paragraph.


I’ve put myself on a path to improve my physical well-being. Being more mindful of what and how much I eat, walking with the intent to start running, looking into a local gym, and so on. Mostly, I fear the atrophy that comes with a sedentary day job and an equally low-impact life at home, and if I’m honest, I’m unhappy with the amount of flab I currently have on my frame. However, making such a change is relatively easy. The body can adapt to adjustments in schedule and activity rather well, all things being equal, and it’s really a matter of establishing and sticking to habits than anything else.

But what about the brain? The most vital of organs also needs maintenance and attention as we age. It’s important to keep the mind engaged and not just feed it something distracting or shallow all of the time. I mean, I won’t begrudge people who really enjoy “Dancing With The Stars” or “Two And A Half Men”, some people do need to unwind with that kind of fare. I’m simply not one of them. As much as I like the occasional campy pleasure like Flash Gordon, more often than not I look to have my brain fed, to keep it trained, to present it with challenges it must overcome.

That, in part, is why I enjoy tabletop games so much.

It took me a while in my youth to really grasp how important it was to me to keep playing them. For a time, I simply enjoyed spending time with my dad, even if I would sometimes let myself get bored between moves rather than studying his strategy and planning my response. Nowadays I can’t imagine sitting entirely idle during an opponent’s turn, though I do occasionally get distracted. Not only is it necessary to pay attention in order to look for victory, it’s an exercise in putting yourself in another’s position, or imagining the other as a complex being instead of just someone to beat. That, to me, is just as important as winning.

I am quite fortunate to be in a place where I can spend time around other gamers who are engaging in this way almost constantly. My co-workers play and even design games on a daily basis. A fantastic store is within easy driving distance to present all sorts of challenges. My father lives a bit further up the road. When I get home, I have the option to play something like Civilization V, Magic: the Gathering – Duels of the Planeswalkers, or Blood Bowl with other human beings. And on rare occasions, a game of Chez Geek or Cards Against Humanity might break out.

To me, the important factor in this is that other people are involved. No programmed response or solitaire experience really throws a wrench into your thought processes like another live human being. It makes the problem solving more complex, and thus more rewarding, even when you lose. On top of that, being in a situation with another person as your opponent builds character and social skills. Trite as it may sound, we learn more from losing than from winning, both about how we play and how we act. It’s one thing to gnash your teeth and swear at something like Super Meat Boy or Hotline Miami; doing so at a stranger or even a friend is quite another issue. Fun as it can be amongst people who know you to engage in name-calling for the sake of in-game banter, when it comes to playing with strangers or in a competition it’s important to know your limits and when and how to gracefully bow out of things, or the optimal way to accept and celebrate victory in front of those who’ve lost. You can only get that through this sort of play, and you learn it as your brain is trained.

Boring as it may seem to some outside observers, when I’m engaged in a game like this, I assure you, I’m never really bored.

Even Gamers Need Sleep

Courtesy Wholehearted Ministries

Very short one today, I’ve been a bit behind in things all morning long.

I didn’t get enough sleep last night. I stayed up later than I should have playing the closed beta of [GAME TITLE REDACTED].

I need to find others to discuss it with, as I like it but I have issues with it. Anyway.

Get more sleep, folks. Writers, gamers, whatever you’re doing, you need more sleep to do it.

Game Review: Hotline Miami

Some of the big names in game development have been around for decades. It can be intimidating to look at a field long occupied by well-known names, and even consider the possibility of entering it. But it’s important to have fresh voices and new blood join the fold. Unique perspectives and provocative ideas are the lifeblood of any industry, game design in particular, and nobody can accuse Devolver Digital and Dennaton Interactive of not being unique and provocative. Of course, taking a glance at Hotline Miami, others may describe the designers as “batshit.”

Courtesy Dennation Interactive

The plot of the game is, on the surface, rather thread-bare. The protagonist is not given a name within the context of the game; he seems to be just some random dude in Miami during the heady, gratuitous days of the 80s. He gets calls on his answering machine, telling him places to be. He drives there in his DeLorean, and when he gets there, he starts bashing brains in. We’re not sure who his targets are, why he’s being sent there, or why he even started doing this. All we know is that we have a top-down floor plan of the target building, a bunch of folks with weapons intent on killing us, and the primary goal of killing them first.

I’ve discussed Hotline Miami previously, focusing on its gameplay, so I’m going to hit other things that make this game so interesting to experience. The aesthetic is both infused with the neon and garish juxtaposition of color that is thoroughly 80s, and flickering and pulsing in a way that can only be described as psychedelic. While we see buildings and cars, we see no roads or sidewalks that connect them. The houses and offices in which we commit our brutal acts of mass murder are disconnected from the rest of the world, isolated and afloat in the flickering sea of colors, which makes the entire experience at once unrealistic and searingly unforgettable.

Courtesy Dennation Interactive
You’ll see this message quite a bit. Get used to it.

As you play the game, you’ll unlock masks and weapons that increase your options for dispatching your fellow man (and the occasional canine). Here, again, the aesthetic and presentation of the game lead to a disconnect between the reality of the situations and our perception of them. While the focus of the gameplay is on the puzzle-like nature of the layouts, patrol patterns, and speed required to successfully avoid getting killed and clear the level at the same time, here again is an example where the art informs the story. Much like ourselves, “Jacket” (the main character) is disconnected from what he’s doing on a fundamental level. The presentation of the game’s core content not only encapsulates the violence as a challenge to be overcome, but also provides another layer at which we are witnessing the slow decent of a human being’s sanity into the dark depths of madness.

Before I elaborate more on this point, the game’s excellent soundtrack deserves a mention. Rather than going for popular tunes of the time, the developers tapped some very talented independent artists to lend their music to the experience. Sun Araw, M|O|O|N, Jasper Byrne, Scattle, and Perturbator are among the minstrels who pour their talent into make the experience of Hotline Miami incredibly unique. Subtle, low-key trance music playing while you bash someone’s skull against a kitchen floor is another level of cognitive dissonance that makes the experience of playing the game both surreal and unforgettable.

Courtesy Dennation Interactive
Does Jacket even understand what the concept of mercy is at this point?

As the game proceeds, events begin to change even as you witness them. People change before your eyes. Events become more and more disconnected. The pace of Hotline Miami coupled with its unique presentation and subtle use of the medium to convey a narrative on several levels makes it a work of mad brilliance. The longer you spend playing it, the deeper you get into its systems, the more it reveals to you in terms of unlocks, ways to approach the challenges, and a deeply satisfying play experience. I can’t think of a triple-A studio that would take the chances Hotline Miami takes, and it’s one of the many reasons supporting independent game development is in the best interest of anyone interested in this hobby and its growth.

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