Tag: sci-fi (page 5 of 35)

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…

Flash Fiction: Bump In The Night Raven

Courtesy Alien

From the Terribleminds challenge “Last Lines First” comes…


“Truth be told, I’m not sure any of them are actually dead.”

The mug of coffee shook in the engineer’s hands. The nails were chipped and the fingers calloused from years of cleaning, changing, tightening, and banging the many moving parts required for jump drives. The man facing the engineer, wearing vintage suspenders over a tailored shirt with an open collar, nodded slowly.

“Just… take your time, Parker. Who was the first to die?”

“Rigger. Co-pilot. He, uh… he heard something, down in the bay. He didn’t check in for hours. Mosely, he was my partner, and he went to find Rigger. He… found Rigger’s comm unit. It was covered in blood.”

The well-dressed man exchanged a look with the room’s third occupant. Nothing was said. After the engineer took a shaky sip of his coffee, he continued.

“Mosely was next, of course. He went to the head – ate too much cornbread. He always ate too much cornbread. Anyway, I heard the scream. I ran to the head, opened the door, and his toolbelt was there. The vent was hanging off of its frame. I guess… I guess whatever it was grabbed him and yanked him up through there. His toolbelt wasn’t bloody, though. There was this… goop on it.”

“‘Goop’.”

“Don’t know how else to describe it. Doctor Bolton took a sample, and told us later it was a ‘viscous secretion’, whatever that means. That was after two of the mining crew got snagged. We still hadn’t seen the thing. It was down to me, Captain Hammond, Akers the pilot, Doctor Bolton, Lydia the company rep, and Des the mining foreman. We were talking about abandoning ship and looking for help.”

“What happened?”

“We… we saw Rigger.”

The man in the suspenders leaned towards Parker. “Describe exactly what you saw.”

“He was standing there, in the door to the mess hall. He had… this chunk missing from his neck. One good eye. He stared at me…” Parker gripped the mug in his hands, trying to steady them. “It was like getting stared at by an animal at a zoo. There’s something there but it’s not him. It’s not the guy I used to swap dirty jokes with over moonshine on third watch.”

“Was it just Rigger?”

“At first. He came into the room, went right for Captain Hammond. We tried to fight him off. But he was so strong. Stronger than I thought he’d be. Then Mosely came in, and… I got away. I ran.”

“Nobody can blame you for that. What happened next?”

“You need two people to activate the self-destruct. Nobody else made it out after me. So I grabbed a shuttle and flew out of there. I was never a good pilot, but we were in deep space. I just headed straight towards Proxima, and that’s when the patrol picked me up.” Parker finished his coffee. “Mister Cogburn… am I in trouble?”

Cogburn shook his head. “No, you’re not personally in trouble. The Company knows that there was nothing more you could do. But I wanted to get your story first-hand.”

Before Parker could ask why, Cogburn produced his tablet and showed the image on it to the engineer.

“The Night Raven, your prospecting vessel, was spotted by patrols on a direct course for the Sol system.”

“… Earth?”

“That’s right. If they get to Earth, they can either take control of the hub of space travel for all the colonies, or head for the surface to make more… things. We’re still not sure exactly what we’re up against here, but we do know we can’t let that ship reach Earth.”

Parker looked to the other figure facing him. “Is… is that why you’re here?”

Cogburn turned to the person next to him. “At this point, the Company is asking the United Colonial Military Command for help. Lieutenant Olsen here is in command of an Expeditionary Platoon operating out of Barnard’s.” He handed Olsen the tablet. “Do you think you’ll be able to help, Lieutenant? We need to intercept the Night Raven, capture at least one of the infected subjects, and determine the origin of this… contagion. The Company is willing to give you anything you need.”

Olsen frowned. “Are you and Parker coming?”

Cogburn shrugged. “I doubt Parker would want to come along.”

“Oh, Jesus, God, no.”

“Right. So it’d just be me. I’m the Company’s liaison and work in their R&D department. They wanted to send an executive but we were able to convince them that you’d find a brain more useful than a suit and smile.”

“You know how to handle a gun, Cogburn?”

“I’ve fired one a couple times. Never at anything living, though.”

Olsen’s face did not soften. She had yet to uncross her arms or move from her position of leaning on the desk, but she looked like the sort of solider who’d be combat-ready at the drop of a hat. Green eyes studied Cogburn from under a close-cropped mop of blonde hair, and the scar on the right side of her mouth for her lip to her chin made her scowl all the more intimidating.

“Don’t expect my men to hold your hand when things get dicey. Ship invasions are tense, close-quarter clusterfucks under the best of circumstances. I don’t like taking civvies into combat zones.”

“One: I’m not your typical civilian. Two: The Night Raven is owned by the Company and they want to protect their investment. Three: If you have to scuttle the ship, you need someone who can override the ship’s fail-safes quickly, and unless one of your soldiers is a former Company employee, that means you need me.”

Olsen snorted. “That’s extortion.”

“No, Lieutenant, those are the facts.”

“If you’re lying to me, I’ll shoot you myself.”

“Fair enough.”

“Um.” Parker looked up at the two of them. “Does… this mean any of them are still alive?”

Cogburn tried to smile. “Maybe. Anything’s possible.”

“Either way,” Olsen said, “we’ll take it from here. We leave at 0800.”

Movie Review: Star Trek: Into Darkness

Fair warning: I am going to spoil this movie. Forget Abrams and his mystery box, there really isn’t any mystery at all with Star Trek: Into Darkness. He likes to pretend there is – he always does – but if you still haven’t figured out the BIG TWIST of this movie, I’m about to “ruin” it for you. Seriously, jettison all of that stuff. Let go of your hatred, as another now-Abrams sci-fi franchise would tell you. Take this one on its own merits. Because it does have merits. Some good ones. They’re there, and you can see them, if you can look past the overarching disappointments that still cling to this Star Trek and make you remember the previous iterations of it even more fondly.

Courtesy Paramount Pictures

Since the first new Star Trek film, the crew of the Enterprise has been doing some surveying and scouting work. Captain Kirk is eager to be considered for Starfleet’s first five-year mission, but his inexperience and constant flouting of regulations have put his entire career in jeopardy. Admiral Pike is willing to go to bat for his protege, but first an imminent threat to the Federation must be dealt with. That threat takes the form of John Harrison, or as he was known in his time, Khan Noonian Singh.

At this point, it’s really difficult to consider that a spoiler. A cursory look at even the movie’s IMDB page reveals the true identity of Benedict Cumberbatch’s character. To get the bad news out of the way first, this laziness is perhaps the biggest extant problem with Star Trek: Into Darkness. While the use of the genetic super-people from the TOS episode “Space Seed” is not without its cleverness and interesting moments, the blatant copy-paste of the character of Khan invites several questions. If he is Khan, and is named Khan, why is his actor a British man, instead of someone from India or southeast Asia? If he is like Khan but not the same as Khan, why is he named Khan? The use of the same name for a villain who is only somewhat similar to the other is laziness for the sake of name recognition, and the whitewashing of the character is extremely unfortunate. Taken as a whole, it’s clear that the creative minds behind the new Star Trek are mostly working off of old themes, ideas, and even names just to get butts in the seats, rather than trying to tell a new story, and this story in general and Khan in particular suffer for that.

Courtesy Paramount Pictures
A perfect specimen of the 21st century superman, preserved here in the most comfortable of iBrig units.

The only thing that really saves the character is Benedict Cumberbatch himself. He is electrifying in his role. He plays the canny, manipulative villain very well, holds his own in action scenes, and steals most of the moments he’s in. The cast overall is excellent, even more settled into their roles and deepening the dynamics established three years ago. Joining the cast is Alice Eve as Carol, an indirect parallel to another of Wrath of Khan‘s characters, and she manages to hold her own in the presence of the veterans. The main draw, however, and the best performances come from Chris Pine and Zachary Quinto as Kirk and Spock. As good as everyone from Karl Urban to Simon Pegg are, their dynamic is rock-solid by this point and they are a delight to watch together.

Good acting, however, is only part of the equation. A bad script or director can ruin even the finest performance. Thankfully, Kurtzman and Orci spare us the problems they suffered from in the Transformers movies, and as lazy as they are, they can write decent dialog when they actually try. I maintain that they do decent work when under Abrams as opposed to other directors. And Abrams seems to have throttled back on some of this more bombastic tendencies, allowing the human elements and powerful performances of his actors to come through the lens flares and dubious mysteries. For all of the fears some may have had about this director, his vision, and the future of other sci-fi franchises, I personally think it could have been a lot worse.

Courtesy Paramount Pictures
When the captain says, “Put on a red shirt,” you’re gonna have a bad time.

For all of its failings in rehashing plot and characters, sometimes in an extremely lazy fashion, Star Trek: Into Darkness delivers a story that is both light enough to convey the space opera sense of the original series and serious enough to get real moments out of its players. It surprised me in a few places, most of which were unrelated to the overarching plot. It feels like it’s trying harder than its predecessor, both in being a good story by itself and in being amenable to Trek fans. If nothing else, it is admirable for this effort.

Stuff I Liked: There are multiple nods to continuity here, both to the old universe and the previous film. Alice Eve’s character feels like more than just a plot device, and she’s not bad in the role at all. What is done with the original “Space Seed” concept and the role the war criminal supermen play in this new universe is interesting, and reflects a discussion that’s been going on between Trek fans for decades.
Stuff I Didn’t Like: So many things in the film just feel lazy. Khan’s name and backstory most of all. Also, you couldn’t come up with a better name than USS Vengeance? No legendary heroes or conquerers came to mind? Not even Caesar or Alexander or Ghengis? Really?? Some parts of the story were a touch predictable and none of the plot twists were terribly surprising. I still don’t know what Scotty’s little friend is supposed to be or do. I still have some trouble with a couple pacing moments: Kronos and Earth should feel farther apart than they do.
Stuff I Loved: Pine and Quinto are fantastic. Cumberbatch is downright legendary. The rest of the hero cast gets their moments, and not just action-packed ones. I adore what they do with Uhura. This film feels more geniune, deliberate, and structured than the last, and that feeling of cohesion leads to an overall better watching experience.

Bottom Line: Is Star Trek: Into Darkness a great film? I wouldn’t say so. I would say, however, that it’s very good. It stands with some of the better films of its previous franchise, and while it will never, ever, in a million years, live up to its spiritual ancestor, it has enough good moments and does enough things right that saved from being an aimless and shallow action flick with a familiar name super-glued to it. This Star Trek is definitely a cinematic animal, nowhere near as cerebral as earlier films or the television series could get, but as a straight-ahead sci-fi action-adventure, it works. Abrams sets out to make films for everybody, and this is definitely one of his more well-rounded and enjoyable successes.

Oh, And… Now that Abrams and his crew have this out of their systems, I really hope they can go in a new direction. Like they should have done last time. Seriously, guys. Give us something new.

Game Review: System Shock 2

Some may consider it a bit of a cheat for me to go over a game I’ve discussed previously. However, a discussion of body horror in video games as part of a Halloween theme is not the same as a full-blown review. And since this game is now available on Steam, I figured now would be a good time to give it the full treatment. Let’s get right into it.

Courtesy Irrational Games

The Tri-Optimum Corporation, late of the original System Shock, has backed the world’s first faster-than-light drive, installed on the science vessel Von Braun. Tethered to the military cruiser Rickenbacher, this historic trip takes the crew of scientists and pioneers to the distant system of Tau Ceti V. When your character awakens, it’s clear that the trip has not gone very well. The Von Braun has holes in it, the AI has gone a little nutty, and the crew? Well… most of them ask you to kill them as they slam your face with a length of pipe.

Like the original System Shock, the setting pits the player, effectively alone, against sci-fi corridors full of active threats. However, it quickly becomes apparent that there are more layers to this game, and I’m not just talking about the multiple decks of the Von Braun. While the malevolent AI SHODAN was the sole antagonist of the first game, it doesn’t take long for a voice other than the Von Braun‘s computer XERXES begins to taunt the player. The game is full of reveals and changes in plot and setting that are well-paced, thanks to the layout of the starships and the ways in which the player upgrades their character.

Courtesy Irrational Games
They tell you to run. They beg you to kill them. They’re very effective creatures, and they’re just the beginning.

This is a true RPG with shooter mechanics, as opposed to shooters with RPG elements like BioShock or Deus Ex: Human Revolution. This isn’t to take anything away from either of those games, as they’re both excellent. However, the focus of more modern games is on the shooting as opposed to character construction. System Shock 2‘s melee has the Half-Life feel in that you can just slam the attack button until whatever is in front of you crumbles. Shooting is better, but since ammunition is very scarce, you may not be doing it as much as you do in other games. You need to rely on other skills, like hacking, weapon maintenance, and possibly psionic powers in order to not end up like those poor hybrids.

In addition to its well-balanced and thought-provoking character system, System Shock 2 conveys atmosphere extremely well. Sound design especially stands out, from the pained groans of the hybrids to the skittering noise of the arachnids to the chittering of the creepy worms. In terms of overall creepiness, the cake is probably taken by the cyborg midwifes, while the ramblers really shocked me into nearly crapping my pants with their speed and desire to swallow my face in those really disgusting tooth-ringed maws of theirs. Yeesh. You see one of those lumpy sons of bitches, you’re gonna have a bad time.

Courtesy Irrational Games
… Yeah. This game is creepy.

The dated nature of the graphics can undercut the tension somewhat, but there are plenty of mods out there to help with that aspect. The nature of the engine can also get in the way of your enjoyment. I’ve heard of people getting frustrated when they spent all of the cyber modules on their Endurance and Heavy Weapons stats only to realize they needed something else entirely to finish the game. As much as the game does not railroad you into certain builds, and allows you to construct your character any way you like, there are “optimal” builds that will make the game less challenging. It’s not exactly a drawback for me, but I know it may turn others away, and therefore bears mentioning.

Stuff I Liked: The atmosphere of the game is super creepy and the level design is very well done. The setting has plenty of depth and background. The ability to switch around your ammo as the situation demands is a neat idea.
Stuff I Didn’t Like: Most of my complaints can be chalked up to the age of the game. As solid as it is, it’s not as smooth as some modern titles. But they’re all minor quibbles.
Stuff I Loved: The Polito thing and everything after, full stop. The necessity of managing both inventory and stats and nanites (cash) give it an entire layer of challenge that has nothing do with combat.I also loved the open-endedness of the game’s RPG system, and the replayability promised by the idea of different builds. I hear Psi-heavy builds are fun and I’m curious to try one out.

Bottom Line: Like the original Deus Ex, System Shock 2 has appeal beyond nostalgia. The systems of the game are rock-solid despite the passage of time, and it still is both enjoyable and challenging to play. The story feels decent in its construction and the layout of the levels means things are well-paced. Regardless of whether you’re new to the idea of sci-fi RPG shooters or you have fond memories of games like this, System Shock 2 now being available on Steam means you have no excuse not to play it. So go do that.

Flash Fiction: The Debriefing

Courtesy Hunt for Alien Earths
Courtesy Hunt for Alien Earths

For the Terribleminds challenge, Five Random Sentences.


“Tell us everything that happened,” General Hancock said.

“Just… start from the beginning,” Professor Ashby added. “And take your time.”

Clutching his tea, the pilot gave a short nod. “I’m still not entirely sure how it began. We set down on Epsilon Eridani B2 right on schedule. We got some photos from the moon’s surface, but nothing to indicate large fauna. Atmosphere, flora, water – everything else matched our deep-space telescopes’ images and preductions. Commander Laramie set out with the science team and Lieutenant Carlyle.”

“While Carlyle’s security team remained on the Zheng He with you, is that correct?”

“Yes, General. There were only two of them, Stiles and Tully. We were talking about what they might find out there. If the moon was already inhabited, and if so by what – you know, space mermaids, old gods, Giger horrors, that kind of thing.”

“When did you first realize that something was wrong?” The psychiatrist was taking notes tirelessly, adding her own observations to the pilot’s account.

“It was when Carlyle missed her second check-in. She never missed a check-in. She was the biggest stickler for protocol you’d ever want to meet.” The pilot paused, looking down at his hands, slowly closing them. “I…”

“Major.” The general’s voice was softer, but still had the weight of authority. “We need you to continue.”

“Stiles and Tully were talking about going out after them. Zeroing in on their locators and tracking them down. I was preparing a message packet for home. I knew it’d take months to get back to base, but I figured if I didn’t make it home…”

“You did the right thing, Major.” Ashby didn’t look up from her notes. “Your message arrived not long before you did. But we don’t know what happened after you sent it.”

The pilot took a deep breath. “I thought Stiles and Tully left. I didn’t hear a thing for about half an hour. And then…” He swallowed. And then… there it was. It walked inside the spaceship and then it sat down.”

“Describe it, Major. The ship’s internal cameras were not able to get a clear shot of it.”

“General, it… it was big. Like an oversized… ant. It sat at Laramie’s station and just… looked at me. I don’t know if it spoke English, but I tried to talk to it. I asked it what it had done to the others.”

“How did it respond?”

“It just kept looking at me, with these two big compound eyes, and then its… antannae started twitching. That’s when I saw… I saw…” The pilot bowed his head and brought his hands to his face. He ground his teeth and squeezed his eyes shut and tried not to remember what it had showed him…

Ashby laid her hand on his shoulder. “It’s okay, Major. You’re safe now. You’re home.”

General Hancock stood and began to pace. “The Zheng He‘s flight computer indicates you lifted off from the surface just three hours after setting down. How long was the alien in there?”

“Most of that, I think. Carlyle was supposed to check in every half hour, and it… it came in after she didn’t check in a second time.”

“The folks over in the labs are fascinated with the idea of telepathic communication.” The psychiatrist smiled. “Can you tell us more about how it spoke to you? Did it know our language?”

“No. It only used images. Sounds. It was like… it was like seeing the world through a different pair of eyes, hearing it through someone else’s ears.”

“Did it indicate if there are more of its kind there? How many? Are they armed?”

“They’re strong. From what I saw happened to Commander Laramie…” The pilot shook from head to toe, leaning back from the table to wrap his arms around himself. “… It was horrible.”

The psychiatrist put down her pen. “I think we can stop for now. You should get some rest, Major.”

The general said nothing, but glared at the psychiatrist. They both left the room, closing the door behind them. After a moment, the recording equipment picked up the pilot’s quiet sobs.

“What do you think?” The general watched the psychiatrist review her notes.

“I think we’re lucky we got as much as we did out of him. He’s been through an unspeakable trauma. This crew trained and lived together for 18 months before their 4 month near-lightspeed trip to that moon, and he had to spend the last 4 months alone on that ship that was his home.”

“We still don’t know much about the alien threat.”

“With all due respect, General, considering we landed on that moon without communication of intent and with fully armed security detail, we might seem like the alien threat to them.”

The general raised an eyebrow. “And what do you suggest we do about it?”

“Give him time to grieve. To heal. Then approach the situation for the sake of gathering intelligence, rather than interrogating him.”

“Hmmmm.” General Hancock turned to one of his subordinates, who was sitting by the recording equipment. “Get Professor Stevens from Science Division on the comm. We’ll need him and his boys to have a look at Major Armstrong’s brain.”

Professor Ashby blinked. “General?”

“I can’t sit around waiting for him to feel better if his alien friends decide to follow him out here. We have to take precautions, professor. We have to be ready.”

General Hancock turned and walked away without another word. Professor Ashby watched him disappear through the doors, then turned back to the observation window, looking at Major Armstrong. The pilot was wiping tears from his face, trying valiantly to regain his composure. She looked down at her notes, and the question she kept asking herself all throughout the debriefing.

What if the alien Armstrong describes never existed?

She turned to General Hancock’s subordinate. “Where is the Zheng He berthed?”

“Over in Drydock Beta, ma’am.”

“Get me a forensics team. Hancock wants Armstrong’s brain? I want a look in that ship.”

Older posts Newer posts

© 2024 Blue Ink Alchemy

Theme by Anders NorenUp ↑