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Neverwinter Nights

Saturday, July 22nd, 2006

Neverwinter Nights

The future of RPGs?

Neverwinter Nights, Bioware’s latest take on their Dungeons & Dragons licence, could easily be described as ambitious. Their plan is to take computer roleplaying to the next level by extensive multiplayer support. The whole roleplaying party is transferred to digital age, the adventures just move from pen and paper to mouse and display. Game master still controls the adventure, players act it out.
By delievering the editor & other tools with the game Bioware hopes gamers accept Neverwinter Nights as the new medium for role playing. With dozens of new scenarios and modifications appearing daily, the beginning looks promising.

In addition to the new concept Neverwinter Nights also brought Bioware’s AD&D games into the third dimension. The Infinity Engine, used in Baldur’s Gate & Icewind Dale games is replaced with the new Aurora Engine. The transfer to 3D has its advantages and disadvantages. First of all, the graphics look great. Environments are beautifully rendered and player models look good. One disadvantage the 2D engine had was the fact that all your characters & their equipment looked pretty much the same. This is no longer the case with Neverwinter Nights. You’re now able to actually see what equipment your character is wearing, from weapons to different outfits.

Combat is beautifully detailed. You can see different moves, blocks, equipment changes etc. If you hit an enemy with arrows, you see them sticking out of their body. Magic spells & lighting effects look excellent. Funny thing is that while the 3D graphics look good, so did the 2D ones. In fact the detailed backgrounds of the old Infinity engine and the incredible amount of detail they have still continues to impress. Fortunately the Aurora brings along more than just 3D.

FightBattles are entertaining to watch

Neverwinter Nights uses the new 3rd edition rules of AD&D (Now just D&D). This brings many changes to the gameplay. First of all, it removes most of the character restrictions AD&D 2nd edition had. Mages can’t use swords, clerics are restricted from using bladed weapons, wearing armor prevents from casting spells etc. , you know the stuff.

With the 3rd edition, none of these exist. There are no restrictions in weapons, eg. mages can use two handed swords if they wish – although they have to be proficient with them if they want to be effective. Wearing armor now doesn’t prevent spellcasting, it just makes it more difficult. Mages with full plate armor have significally greater chance of failing the spell than those with no armor at all. They can reduce the penalties by focusing on armored spellcasting when leveling up. Which leads to the next big change in system.

Bard songThe amazing singing fighter

Character development has gone through a major overhaul. Every character now needs the same amount of experience points to go up a level. In 2nd edition some classes advenced slower than others, rogues needed less points than wizards for example. In 3rd edition dual & multiclassing is gone. Once you go up a level, you choose a class to advance in. You may choose the same class you began with or advance in another.

E.g. when a 1st level warrior goes up a level he may choose to advance to 2nd level in warrior class or choose another class. This makes customizing your characters much easier. You can gain 3 levels as wizard, one as warrior and two as druid, then gain one more as warrior etc. The only limitation is the experience penalty you recieve if you have two classes more than one level apart (eg. Level 5 warrior/level 5 rogue/ level 1 wizard).

CampingResting means sitting on a floor until you are healed.
Heroes never sleep.

Close combat is dangerous, use henchmen

Even though Neverwinter Nights is clearly designed with multiplayer in mind, Bioware has not totally forgotten single gaming. In Neverwinter’s single player campaign you play as a newly recruited hero trying to find the cure to a strange plague infecting the city of Neverwinter. The single player scenario is not as complex and long as Baldur’s Gate games were but it offers a decent gaming experience. Although rather linear, it manages to stay interesting. The game’s clearly designed with multiplayer gaming in mind.

Inventory screenInventory is big enough for spare clothing.
Why just fight when you can fight with style?

This shows up in the gameplay as well. Instead of controlling a group of up to six characters like in other Bioware/Black Isle AD&D games, in Neverwinter you’re stuck with one. The game allows you to hire one henchman to help you, but he/she is computer controlled. The sidekick feature is pretty limited as you can’t access your helper’s inventory, give him items (potions are exception) or anything like that. Basically the henchman is just one extra guy in the battlefield, drawing enemy fire and assisting you in combat.

There are various henchmen to choose from and each one has their own story & quest for you. They have a wide range of abilities. There are warriors, rogues, wizards, etc. Certain henchmen are better in some quest than others. If your henchman has rogue skills, he/she opens doors and chests for you and disarms traps. Brute force works on doors & chests as well, but is slower and tends to break stuff…

Long rangeClever employers fight from the range
while the henchman do all the dirty work

The A.I. of the henchmen isn’t something to brag about. They usually hold out on their own in battles but they are too eager to fight. I often saw my henchman running around the map beating enemies senseless. Then he run to an ambush. Results are easily imaginable. Fortunately you can pick up your resurrected henchman from the temple of Tyr where you’ll also get free healing. The handy portal stone you get at the beginning of the game transfers you to the temple at no cost.

Rampage isn’t the only flaw henchmen possess. Once my henchman spotted a trap at the end of a hallway. After seeing it he commented something about disarming the trap for me. whet surprised me was the way he did it. My henchman disarmed the trap by running straight INTO the trap! Well, that’s one way of doing it, I guess and fortunately he survived. It worked, though and the trap was obviously no longer there…a good employee does anything to protect his master, apparently…

Trap showingTraps are highlighted nicely in red
*End of battleVictory

I have mixed opinions about Neverwinter Nights. On the other hand, Bioware succeeded in moving their D&D games to 3D. I haven’t tried the multiplayer game, so I can’t say how well they succeeded in changing the RPG genre. On single player front Neverwinter Nights isn’t as good as it could be. The 1 player scenarios available for download on the net may make up for it, but we’ll see. Even if you’re not planning to play online, Neverwinter Nights isn’t a waste of money. There’s a lot to do and explore on the single player scenarios, just don’t expect anything as grand as Baldur’s Gate was.

Shining knightRighteous heroes glow in dark

The Elder Scrolls III: Morrowind

Wednesday, July 19th, 2006

Morrowind

Enormous adventures

Morrowind is the third installment in Elder Scrolls series by Bethesda Softworks. The previous parts, Arena & Daggerfall were promising but lacked the goods for a truly great game despite of their potential. For example, Daggerfall had a huge world to explore, but it fell short on the randomly generated dungeons which had the appeal and soul of accounting software. Like its predecessors, Morrowind promised a enormous playing area which allows players to do almost anything they wish.

JumpA leap of faith

The game starts with the player character being transported Morrowind by a ship. You’ve been convicted for unknown crime but now ordered to be released. As you leave the ship, you proceed with character creation. First you’ll be asked your name and you’ll get to pick the gender and race as well. After that it’s time to choose your character class. There are three different ways to do this: 1. you can answer a set of questions which determine your class, 2. you simply pick a class you like or 3. create a custom class.

When these steps are completed, you’re given more instructions of the games interface and background story. You’ll also receive your first mission: to deliver a certain package to a person living in town of Balmora. Then you’ll get to walk freely in the streets. Whether you choose to do the given task is up to you, nobody is forcing you. You could choose to explore the world instead or seek out assignments from other people. There’s a main storyline but the game’s no way linear, and you can always find something else to do if you don’t feel like following the storyline.

RiverShiny water is good

Graphically Morrowind is spectacular at best. Owners of pixel shader capable graphics cards such as GeForce 3 and Radeon 8500 (oh and that Xbox thingy qualifies too, I guess…) can enjoy the shiny water effect which makes the water effects look very realistic. Graphics are thoroughly well done and the only slight criticism goes to the walk animations of player and other characters, who walk like never oiled robots, but this is a minor annoyance. (Maybe they’re just wearing reaaaally tight clothes, that’d explain everything, right?).

Usually a game with great graphics has a downside of high system requirements and Morrowind is no exception. Get ready for low framerates if you’re running the game with anything less than 1000Mhz (I haven’t seen the Xbox-version but laws of logical reasoning tell me it’s optimized pretty thoroughly. If it isn’t, Xbox owners are screwed). Options allow you to adjust the graphics pretty well, but if you’re not satisfied with a view distance of a near-sighted bat it’s better to have a fast cpu.

Foggy townImpressive scenery

Item collector’s dream

First person view is the default one, but you can easily switch to a third person view which works just as well on most occasions. 3rd person view is good when you need to see a little more of the world around you (when jumping on platforms, for example) while 1st person view works best on battles, especially when using ranged attacks.
Battles occur in real time and consist of beating the mouse button to use magic or weapons. Nothing that’s never seen before but the system works well. Enemy AI isn’t the master of battle strategies but battles usually provide challenge – especially is your character isn’t particularly skilled with weapons, like the one I’m playing with…

Pointy hat and a robeIt’s not the clothes that matter,
it’s the attitude

One thing that I especially like in Morrowind is the fact that you can collect almost anything. in addition to regular stuff you find in every RPG, like weapons, books, potions, shields etc. Morrowind offers dozens of more. You can loot almost everything from peoples homes like knives and forks(!), books, food, vases. You can buy lots of different clothing form stores. Forests are filled with mushrooms and flowers (you can use them to make potions, for example). In short, the world is not only detailed but the of the stuff there isn’t simply a nice decoration.

To make sure people recognize this as a true Bethesda project, there are a few annoying bugs here and there. They include mostly spontaneous levitation, but I’ve occasionally encountered a few which make the game crash back to desktop. Nothing that a update can’t fix but still frustrating to run on to. On the other hand I have to praise Morrowind for its creative programming bugs. It was rather amusing to see a villager crossing a lake by walking on top of the water. Watching a guard on stand on his post was fun too, mostly because he floated one feet high in the air. So far I’ve also managed to get stuck on a signpost which certainly wasn’t one of my characters top heroic deeds.

Invisible floorOur skilled friend, the Levitating Wizard,
finds something worth fixing for the next update

Bugs aside, Morrowind is an entertaining game. Story’s good, graphics are great and music isn’t bad either (the game’s got too few music tracks though, same ones get played again and again. Another game suffering from Super Mario Bros 2 syndrome…). Controls are easy to use and the interface is mostly logical. If you enjoy computer RPGs, give Morrowind a go.
The world is HUGE and it’ll take a long time just to walk from one side to another. And if you’re fed up with current trend of games being too short, Morrowind’s definitely your game.

NHL 2003

Wednesday, July 19th, 2006

NHL 2003

Still going strong

EA Sports’ NHL series has been going on for ages. (In fact, so have all EA’s other sports franchises as well) I believe the first yearly edition was NHL ’93, although there was a NHL Hockey for Sega Genesis before that.
Since then, EA’s been whipping up a new edition every year. This policy tends to annoy people who frequently claim that new editions aren’t anything but the same game with updated player data. It’s true that the changes aren’t exactly groundbreaking, but there’s always been enough new to make people buy the new version.

Florida PanthersWhile the player face models are decent,
only a few resemble the player in real life.

As the long time fans of the series know, the biggest change in the series wasn’t changing the name from two year digits in NHL ’99 to four in NHL 2000. Actually the biggest update ever is probably the PC version of NHL ’96 which was the first one in the series to use 3D graphics. (Console versions remained in 2D until the 32 bit ones came around, though)
After that, it’s been quieter. New expansion teams have been added, player data updated, new features and more customizable options, online leagues. As I said earlier, not much, but enough to keep the fans happy. NHL 2003 uses the same formula, little changes here and there, updated rosters and more focus on the online aspect of the game. Has the path EA Sports took been the right one?

GoalIn goes the puck

It’s difficult to answer that question with a simple yes and no. Although I myself have no objections in new hockey game every year if it’s done well, it seems more and more evident that instead of polishing the product, EA just keeps on adding more features without paying enough attention to the core of the game. If the basic gameplay is flawed, future editions should try to improve on their predecessor. That is the problem with the series. EA’s going to the wrong direction and as the result, it continues to lack the feeling of real hockey.

I have to admit that the situation isn’t easy for EA either. With the NHL series being the only real contender in hockey games (at least in the PC front), EA has to balance the game between two different user bases, those who wish for realistic hockey and those who want arcade. It’s a fine line to walk on, and EA’s done it rather well. Until recently, the game’s been pretty well balanced.

Top perspectiveReflections on ice look nice

Past additions have been such everyday hockey features as big hits, big shots, the momentum meter, breakaway camera, hero players, NHL cards which enable cheats and latest invention, the game breaker. Most of these have some real-life counterparts in NHL. Still, it’s not the idea, it’s the execution that I’m unhappy with.
There are big hitters in NHL, sure. But do they really cross-check their opponents in the neck at full speed? And get away with it? And why do victims of such checks do twin somersaults in the air, land on their head and get up unharmed after lying in the ice a few seconds?
Yes, there are big shooters in the league. Their slap shots can set the puck over a 100mph. Even then, I doubt the goalies get knocked on their ass by such shots as I’ve witnessed in the NHL series. The game breaker meter is another strange phenomenon. When the meter is full, star players can move in slowed time for awhile (like the bullet time in The Matrix). Stuff like that shouldn’t be in a game that’s supposed to be about real hockey.

Audience closeupMost of the audience looks seriously pissed all the time

Plenty of settings

In EA’s defense, most of these features can be turned off from the options. The customizability in the game is good, although there are less options in 2003 than there were in NHL 2002. You can still change things like AI passing accuracy, puck friction & rebounds etc., but gone are goalie & player boosts and oddly the ability to import your own face into the game. Create-a-player option has gone down the drain on other aspects as well. There are less choices to pick from when creating the face for your player. Then there are just plain stupid things like a huge variety of glasses that all look like they’ve been done by an intern with Windows’ paintbrush in 5 minutes. Well, at least the option to create a custom player is still there, crippled or not…
Gameplay-wise not much has been changed from NHL 2002. The goalie animations are noticeably better although the puck still tends to stop on a magic wall every now and then. Skating looks like the players are on roller skates on occasion, but generally are decent.

Enigmatic saveSometimes the replay mode displays interesting details.
This did not result in a goal, for example

Despite of my earlier criticism, NHL 2003 is still a good game. It may not resemble real hockey much, but NHL 2003 has its moments. Gameplay is good and the game is generally well done. For those who like online gaming, NHL 2003 may be the best in the series. EA has focused on the online modes more than ever and NHL 2003 provides online leagues and gaming on the EA Sports Online as well. Since playing against other people removes most of the AI related problems from the game (unless your opponent is retarded), the game may offer different experience than the single player mode.

For those with no interest to play the game online (like myself), all the online pushing tends to get annoying. Half of the main screen on frontend is devoted to online options and the game has weird obsessions to connect to internet every now and then. This is a fun feature on dial up connections because it opens the ‘Connect to internet’ window on Windows (and causes the in-game window to minimize).
As usual, the frontend interface has changed as well. Instead of the polished menus in the last years version, it now reminds of an internet page. Works ok, but is a bit clumsier to use than those on previous games. (Actually, a quick browse on install directory proves that all frontend menus really are html pages, kind of a cheap solution, but I guess EA has its reasons…)

Stats pageFrontend look has undergone major changes

One good thing about the NHL series is that if you’ve liked one game, you’ll probably like the others too. Sad thing is that the series offers less each year for those gamers who seek a realistic hockey game. If you can accept it, you’ll be happy with NHL 2003. Online gamers may feel they’re in heaven, since this time EA has really worked on it.
Other than that; there is still no financial aspect in the season-mode, AI is far from perfect, fights look like they’re modeled after old Chaplin movies, hits are way overdone, shot counts are far away from realistic. The list is long. NHL 2003 is far from the perfect hockey experience. Yet, for some reason, I still like it.

There are enough good points to keep you playing. But I really hope EA Sports seriously changes the direction of the series. Let NHL Hitz carry the flag for arcade style NHL. In realistic hockey games, Sega has thrown the challenge with NHL 2K3. Now it’s EA’s time to answer the call. And I hope they start by dealing with the crappy jokes both announcers throw out in NHL 2002 & 2003. There’s no need for a poor stand-up comedy duo in the announcers booth. Boy do I miss the good ol’ commentary of previous NHL’s…

MenuMenu screens remain the same
ReplayThere’s something amusing on the looks on players’ faces

UFO: Enemy Unknown

Friday, June 30th, 2006

Ufo

The classic

The first game in X-Com series places you in the lead of X-Com, a multi-national force founded by world’s governments to fight the extraterrestrial threat (the aliens). The game was released as X-Com: Enemy Unknown in North-America and went by the name UFO: Enemy Unknown in Europe.

As the leader of X-Com (Extraterrestrial Combat), you must organize your troops, manage the funding and command the researchers as well as order units to intercept the UFOs. All this is done in the Geoscape mode, where you’ll find yourself watching the world map.
In the map screen, you see your bases and crafts. As the radar of your base picks up an alien craft, it appears as a red dot in the world map. Then you must order aircrafts to intercept it. As soon as your interceptors have managed to make it crash land (or to blow it to bits, depending on your craft’s weaponry), a new part of the game is about to start.

Intro sequenceYay, a cinematic intro

Once the UFO has been shot down, you must send units to neutralize the survivors and salvage the alien technology. All that takes place in the game’s turn-based combat mode where you control your soldiers in an overhead perspective.

Each soldier has a certain of time units and each action you take (walking, firing a gun, etc.) consumes them. Once you have run out of the time units, you switch to next soldier and repeat the process. When all of your troops have taken their action, it’s time to end the turn. After that the computer does the same for aliens with hidden movement. You can’t see what they’re doing, unless one of your soldiers sees it, but you can hear what the aliens are doing (opening doors, firing shots…).

One of the most important aspects in making UFO a classic was the line-of-sight system. The fact that you only see what your soldiers see, keeps the game interesting. You may hear sound an see bits of movement happening, but you don’t truly know what’s going on until one of your soldiers is at the scene. Once an alien is spotted, you have to neutralize it. This means you’ve got two options: either you kill it or you stun it and take to scientists for researching. (Pay back all that probing they did to us…)

Once you’ve taken care of all hostile units, the mission ends. Then you’re presented with a review of your performance. Obtained alien artifacts and neutralized aliens add to score while own casualties reduce it.
In addition the normal cleanup missions, there are terror missions where aliens have attacked a city and X-Com must come to deal with the threat. (Interestingly the textures the game uses indicate that aliens only seem to attack city outskirts with cabbage fields and occasional gas stations…) There you also need to protect the civilians on the scene. Aliens enjoy firing at them and each casualty shows up negatively in your mission performance reviews.

Base overviewBases start small burt eventually grow huge

Happiness is a warm gun

The combat mode is very well done. You can blow up everything you see (Which always is a great feature…), the line of sight is very well done and both the obstacles and lighting affect to your field of vision. The maps can contain multiple floors and sniping from the roof is always fun.
Speaking of weapons, the arsenal is huge! You have just about everything: rifles, hand guns, grenades (standard, smoke and motion detecting), heavy explosives, laser weapons, plasma weapons, stun rods, motion detectors, cannons (with different types of ammo) and even a homing missile launcher! Not to mention the battletanks you can use…

You start with very basic equipment and the aliens weaponry seems far superior to yours, but once your scientists manage to complete some of their their projects, the aliens soon find themselves outgunned. As you get your hand on alien technology, you can create more powerful equipment and armors which are essential to your success.
At the beginning your troops are true one hit wonders, who drop dead from nearly every hit they take while the aliens can survive two or three. Once you get the armors, your soldiers can switch to personal armors and eventually to flying suits (extremely spiffy armor which is not only durable, but allows the soldier to hover in the air).

InterceptorInterceptor is the first fightercraft you’ll get

One of the best parts in X-Com is that eventually you start caring what happens to your soldiers. They all have names (You can even change the names if you want to) and ranks and it’s fun to observe as John Smith advances from rookie to sergeant. And soon you’ll be genuinely pissed off if poor John gets shot in the back by some alien punk. You want revenge and find yourself using your most powerful weaponry to get that alien bastard…

Even though I’ve talked a lot about the combat system, the Geoscape mode shouldn’t be forgotten. You’re able to control the projects the scientists are researching, build additional structures to your base (or even a new base if you feel like it), buy or sell weaponry, hire or sack people, build new weaponry or view the UFOpedia encyclopedia which contains all information you’ve gathered about your equipment or about your enemies.

After each month in game time, you’ll get a review from your funders. The governments may increase or decrease your funds, based on your performance within their borders. The more alien attacks to their cities you stop, the happier they’ll be.
If you, however, have neglected protecting, for example, Great-Britain, they can reduce your funding or (if you’ve really screwed up) sign a deal with the alien invaders, cutting their support entirely. Which is NOT a good thing… (Although the nations aren’t good at keeping secrets, you immediately get notified of their ‘secret pacts’). Loose enough supporting nations and the game ends.

Ufo crashesOne thing less to worry for Asia

The game has no actual time limit (at least not that I know of), but as the time goes by, the alien’s attacks become more frequent. You can advance by getting information from the alien leaders you capture. First you find about their bases on earth, than about their plan and finally you’ll be able to locate their home world and end the war with a counterstrike.
When you congratulate yourself on finding an enemy base, it’s good to remember that the aliens may assault your bases as well. Therefore it’s good to invest on base defense systems. If they get inside, you’ll have defend your base with all the men currently stationed there. If all your available troops are still on their way back from a mission, it sucks to be you…

You don’t see games like X-Com very often. Game’s which have nearly no flaws at all. Sure, it lacks some features. Soldiers can’t run or crawl, just to mention the most obvious ones. The lack of those things, however won’t change the fact that the game is near perfect.
If you haven’t played X-Com, now is a good time to give it a try. The game has that kind of an atmosphere that many games nowadays don’t have. They’ve even added all those cattle mutilation references to the game! Don’t let the now outdated graphics frighten you, playability is the most important thing and X-Com really has lot of it. This is a game you find yourself playing again and again.

Excercise cautionI knew I should’ve brought weaponry

Even though I talked about the PC version for X-Com, they’ve ported Enemy Unknown and it’s sequel Terror from the Deep for PSX and possibly for other consoles as well (although I’m only aware of the PC & PSX versions).

Even though the PSX version hogs an entire memory card (yeah, 15 blocks…) and isn’t as easy to control as the PC version (PSX pad doesn’t suit to X-Com as well as mouse does), it’s a great game nevertheless. They’ve also added some cut scenes to PSX version, as well as new opening and ending videos, which look great. Also, getting the PSX version may be easier to find because the PC one is really rare (and doesn’t work well on fast computers).

If you like the X-Com series you should also try the Jagged Alliance series, which has an entirely different setting, but the combat system is very similar to X-Com. And Jagged Alliance 2 is much easier to find, as it was released much more recently.

Enemy at sightBefore…
Hostile down…and after. Viktor Andianov’s finest hour.

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Saturday 31st 2010f July 2010 02:48:54 PM