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Archive for February, 2012

Posted by fearyourself On February - 16 - 2012

Dear all,

The backtoroots project has moved forward by forging monsters in the dungeon halls. There are other additions, such as the fact that the type of dungeon is now handled and the right texture is used.

In my latest post, I explain how monsters are added into the dungeons and what it looks like. But let us consider monsters now and show a little bit how it looks in backtoroots. This time around, Iolo is attacked by a reaper group before fleeing the scene:

Reaper creaper

Because dungeons wrap around in their coordinates, there is a lot to be tested in the first version of my wrapping pathfinder but most things have been set in place. If you notice however, the combat map is the outside map because generating automatically the combat map is the next big hurdle.

However, because I felt it was more realistic (but I could remove it), I’ve added the concept that monsters can go up or down a level to attack you. This means that going up a ladder isn’t going to make you safe. The spiders, rats, bats, and other monsters will follow ;-)

As you can see in this short video:

Reaper creaper climbs ladders

Enjoy, and as always, comments and criticisms are welcome :-)
Jc

categories: Featured, Site News
Posted by WtF Dragon On February - 15 - 2012
Kingdoms-of-Amalur-Reckoning

Reckoning

RPS reviews Reckoning.
More Reckoning reviews.
Even more Reckoning reviews!
And why not…one more Reckoning review!

The tone and tenor of reviews in this batch is definitely much more on the positive side of things, with scores tending to be in the 80% or better range (although Entertainment Weekly didn’t particularly care for the game). One notable highlight is Ten Ton Hammer’s mention of the game’s “anti-grind” formula — the game really has been architected in a way that lets you level up by completing quests, rather than by having to kill countless scores of monsters.

GameBanshee had a lot to say about the game as well, in a four-page review. Here’s a couple of choice quotes:

The odd thing is, Reckoning actually gets better as it goes. Most games are front-loaded with their content, mostly because they want to impress gamers right out of the gate – after all, most players don’t finish games and they want to see all the cool stuff to justify their purchasing decisions right off the bat. Reckoning starts out as an okay action-RPG with some good combat, but the early focus on side-questing around monotonous forests and caves doesn’t do it too many favors. However, stick with it long enough and the game’s better elements creeep out of the woodwork. The game’s first city, Ysa, marks the turning point, and is when the story really begins to come together. Many players may not get that far, which is a real shame as it’s when Reckoning hits its stride; frankly, it should have happened five hours in instead of 25.

And:

All of this that I say about Reckoning’s repetition is worth bearing in mind, but there’s a flip-side to the game that also makes it one of the best action-RPGs seen in years. Though the action-RPG genre has always struggled to marry fast-paced, responsive combat with the depth and breadth of a genuine RPG character system, Reckoning might well be the first game that really succeeds at it. Part of this comes down to the fact that that combat is up there with other dedicated action games like God of War in terms of fluidity and responsiveness, and part of it also comes down to the fact that it doesn’t cut out the role-playing in the name of that action. Reckoning provides a very solid stable of both combat-oriented character development and non-combat options, and it makes previous attempts like The Witcher 2 and Divinity II look clunky and awkward in comparison.

Reckoning is dominating the UK sales charts, at least.

Which, I suppose, isn’t really that surprising, given the game’s heavy reliance on Celtic and English influences in its characters and architecture. It really is quite a contrast with the generally Nordic & Germanic trends in other RPG series.

A World Without Reckoning.

GameBanshee’s Eric Schwarz discusses the game at Gamasutra, and draws out what seems to be a fairly common criticism of it — that it’s almost the first single-player MMORPG:

Aside from the sheer size of the world, Reckoning also does some curious things regarding the structure of that world – namely, it draws very heavy inspiration from MMORPGs. As mentioned above, the world is broke up into distinct zones, connected by convenient canyons and passes that are probably serve both technical and gameplay functions. The player’s progress across the map is more or less west-to-east, with things opening up a little bit more at the midgame point as the player’s objectives expand.

Most lacking from Reckoning, I think, is that sense of emotional attachment. At one point in the game, the player is given the option of destroying the town of Canneroc, a small silk-harvesting village in the middle of a spider-infested wood. In a more traditional RPG, the decision to destroy this town would not be something taken lightly: chances are the player would have spent some time there, got to know its residents, its place in the world, been given some sort of investment into its well-being, etc. However, in Reckoning, it’s just another quest hub to move on from, and whether it continues to exist or not has no impact on the game as a whole. What could have been an interesting moral decision is cheapened significantly by the lack of gameplay repercussions and the structure of the game itself.

I think it’s very strange that Reckoning subscribes to this MMO-style world design. As a single-player game driven largely by its quests, story and exploration factor, there’s very little reason for players not to want to complete every bit of content (at least in theory). Even if a zone’s enemies are cannon fodder, or the loot is no good, players want to be able to tick those quests off one by one. By segregating the game world in this manner, there’s a fundamental conflict of interest between the world design and the motivations of players in navigating it.

And to be fair, there’s an air of validity to his criticisms…although it’s worth noting that inasmuch as modern MMO world design inherits from the Ultima Online tradition, it inherits from a tradition that intended to transpose the large, open world of a single player RPG universe into a multiplayer context. Although, to be fair, MMOs have iterated and permuted how the open world concept is handled quite a bit.

The criticism of the lack of moral impact of a decision in the game is…you know what? I think I might have said this before, but I (for one) am glad that Reckoning doesn’t make much of a bother about moral decision-making. Not that I don’t like that mechanic in games when it’s there…but it’s nice to have a break from it, too. And, as I am sure I said before, it fits in with the lore of the world. Because really, what is morality in a fully deterministic, fully predestined world? What is a murderer, in such a world? It’s not like he could choose not to kill the other person, after all. Does such a one have moral agency?

Is Kingdoms of Amalur: Reckoning the “most accessible RPG ever”?

CNET actually posed the question, and the consensus at their end tends toward a positive response to the question. GameBanshee doesn’t quite agree, although their disagreements mostly focus on quibbles over the PC version’s controls. Which, yes, are a bit different from the standard WASD-based control scheme that has become typical in PC RPGs…but which are hardly an insurmountable (or even a significant) hurdle as far as getting into the game is concerned.

Will Reckoning have a sequel?

We already know the answer to this question!

Yes. Yes, it will.

categories: Site News
Posted by WtF Dragon On February - 14 - 2012

Akalaupdate: If you’re still on the fence, why not try the just-released demo, available through Steam?

Over at the Wing Commander CIC, Bandit LOAF has posted a review — with screenshots — of the new space sim from Austin-based independent studio Seamless Entertainment: SOL: Exodus. Obviously, he looks at it from the perspective of a die-hard, old guard Wing Commander fan, and asks whether the game does right by the space shooter genre.

And happily, he argues that it does.

The 1990s were rife with soulless imitators that sought to be nothing more than the last Wing Commander done cheaper with the benefit of the latest video card drivers. Then the last decade was a scattering of well-meaning attempts to recapture our favorite series’ glory that generally suffered from trying to do too much with too little money. Suddenly every attempt needed a Privateer-style open world, a Wing Commander cinematic story and years worth of “player wish list” bucket items involving overly complicated physics and off-putting gameplay options..

I’m happy to announce that Sol: Exodus is none of these things. This is a small game that’s aimed at giving a modern audience their first taste of how much fun a space shooter should be. The game forgoes all those pitfalls to give us something unique: a deceptively simple action game that should teach today’s gamers how awesome space combat is.

sol-exodus

It does look rather pretty...

He goes through some of the game’s “highs and lows”, but in general he offers up far more praise than criticism for what sounds like a worthy successor to the Wing Commander tradition. And the price — $9.99 on Steam, at least for now — is damn hard to argue with. Maybe consider picking this one up, Dragons and Dragonettes!

categories: Site News
Posted by WtF Dragon On February - 14 - 2012
risen2-all-all-screenshot-017

Risen 2

Risen 2 Previews Galore!

Or, well, not “galore” in the sense of hundreds and thousands and suchlike, but even so: RPGWatch has links to previews of the game from a handful of gaming websites of note. The preview at RPG Gamer even features an interview with Bjorn Pankratz, the project director for the game.

Risen 2 will be in beta soon.

And apparently, if you sprung for the Collector’s Edition of Risen, you already have the key to get in:

Buyers of the Collector’s Edition of Risen 1 might remember that an access code for a “beta test” for the next game by Piranha Bytes was part of that box.

This “beta test” is now entering its next stage. Those who registered their code with Deep Silver received an e-mail today in which Deep Silver announced that the “beta test” will take place from February, 20th to March, 2nd. The e-mail recipients are asked to register again on the website betatest.risen2.com with their personal access code.

If anyone is in on this, do drop by when it’s all said and done and let us know what you think of the second game in the Risen series, eh?

Risen 2 – The Sand Devil

Feast your eyes on THIS beastie:

sanddevil_05

Yikes!

These disgusting creatures emerge from the hidden depths of the sea and lie in wait for their prey, primarily in sandy terrain. They are not particularly large, but what they lack in size they make up for in numbers by appearing in packs. Once a victim is surrounded by a group of Sand Devils there will be no escape. The helpless prey is wrestled to the ground via lightning-fast attacks and mercilessly slaughtered by the bloodthirsty pack. Even for the most experienced of fighters, these stubborn beasts are a real threat who must be encountered with great caution and determination.

So basically, they’re an air-breathing, land-walking anglerfish. Great.

categories: Site News
Posted by WtF Dragon On February - 14 - 2012

Goldenflame Dragon has posted a couple of news updates to the website of his online-playable, Ultima 4-like game: The Dark Unknown. The first concerns death and loot, systems he was able to implement within the game:

January 17, 2012: Death and loot

I did in fact take Nov mostly off, and got some writing done. Dec had the holidays and let’s be honest, Jan has The Old Republic, but I’m still getting some work done.

Stuff can be fought in combat and can die. Check out this screenshot for a look at it. And now as of last night the Search command is implemented and monsters can drop loot. I’d call that pretty important!

One new browser issue- FF on some OSX installs has a redraw issue that manifests pretty badly in DU. Seems to replace my black tiles (for places with no LOS, for instance) with whatever it last saw there. Since sometimes that is the contents of another tab in the browser, I’m going to assume that the problem here isn’t in my code and just hope it fixes itself like the FF6 issue did.

More recently (just this month, in fact), he put some more work into the how the game handles combat:

February 5, 2012: More combat

You can now actually leave the combat map after a fight. Seemed like a useful thing.

The OSX FF draw bug is still present in FF10.0. Will keep an eye on it.

The version of the game and editor under the DEMOS tab is now up to date!

You can find a web-only playable demo of the game, in its alpha state, here (along with its map editor). Though at present The Dark Unknown is only playable in a browser, it’s worth noting that (as is stated in the project entry) Goldenflame’s ultimate goal is “to give players the option to either play the game online, via his website, or download and play it on their own computers. Whether that latter goal will be realized by means of a client or an actual standalone game is not yet clear.”

categories: Featured, Site News
Posted by WtF Dragon On February - 14 - 2012

Our friends at the Wing Commander CIC are all abuzz over the news that Electronic Arts recently extended the Wing Commander trademark, the third such extension they have requested for it.

The trademark filing shows that there have been several extensions submitted, and the most recent went through on September 6, 2011. It was first established on August 5, 2009. Hopefully the extension means the project still has momentum!

What say you, Dragons and Dragonettes? Could this be further indication that EA has something in the works as far as Wing Commander is concerned? Is there another Wing Commander title in some stage of production at this time?

categories: Site News
Posted by WtF Dragon On February - 14 - 2012

Warhorse Studios is a relatively new independent studio that opened up in the Czech Republic last year, amalgamating talent from a number of top-rated European game development studios. Initial buzz surrounding them suggested that they had an RPG in mind as their first title, and this news would seem to confirm it.

Leaving aside the usual boilerplate about open-world experience, rich gameplay, and suchlike, here’s the meat of the announcement:

Martin Klima, Executive Producer at Warhorse Studios commented: “We looked at every major technology out there and CryENGINE 3 suits our needs perfectly. We are confident it will allow us to make the vision for our game come true.”

“The team at Warhorse Studios consists of industry veterans from AAA classics such as the Mafia franchise and Operation Flashpoint. We’re excited by their vision for an innovative RPG and we are looking forward to working with them to help them achieve that vision with CryENGINE 3.”, said Carl Jones, Director of Global Business Development CryENGINE.

CryENGINE 3 is powerful, let me just point out, so I for one am curious to see what Warhorse can deliver in the open-world space with it. I’m a little unsure of what genre their proposed RPG will fall in to, however; the studio is comprised of veterans of such series as Operation Flashpoint and Mafia. The studio’s logo/splash page certainly teases the possibility of something medieval.

Regardless: I, for one, am inclined to say “welcome and have at it!” to any developer who wants to play around with the open-world concept. We need more of that.

categories: Site News
Posted by Dungy On February - 14 - 2012

Send a super Ultima-themed Valentine’s Day greeting to your special dragon or dragoness, thanks to our wonderful wiki contributor Blu3Vib3.

Thou Art My Other Half

She also has a number of other cute 1990s video game based Valentine’s Day greetings available.  I personally love her Quest For Glory II themed card.

categories: Site News
Posted by WtF Dragon On February - 13 - 2012
infiltrator-me

Mass Effect - Infiltrator

Dragon Age: Redemption DVDs go on sale next week.

That’s right, Dragons and Dragonettes: you can grab Felicia Day’s Dragon Age tie-in web series on DVD beginning on Valentine’s Day.

Which is also the day that the Mass Effect 3 demo comes out, if memory serves.

I suppose we can conclude from this that BioWare would much rather we all work on our in-game romances than our real-life ones?

Raylene Deck: Level Designer

The BioBlog has an interview her. It’s a pretty straightforward discussion about what she does and how she got in to the industry, so if those are things that interest you, give it a read.

Okay, seriously, how much bloody DLC can they announce for Mass Effect 3?

I’m not really opposed to the idea of DLC for the most part, but I worry that in the case of Mass Effect 3, BioWare is going to saturate even the most ardent DLC proponents with so much additional content that the end result will be…ugly and kind of backlashy.

Mass Effect: Infiltrator might be an iOS tie-in done right…

It’s too early to tell, but based on what few screenshots have been released for it, it seems to be a better effort from BioWare than their previous foray into the iOS space. Which was also a Mass Effect tie-in. And which…wasn’t great.

Then again, maybe I spoke too soon?

Text messages from the characters of the game? Really, BioWare?

Confirming what we all already knew…

Mass Effect producer Casey Hudson has stated (again?) that BioWare aren’t going to be finished with the series after its third installment.

This is what I mean about DLC!

From Dust? That’s what…the fiftieth piece of announced and/or rumoured DLC for Mass Effect 3?

Mass Effect: The Personal RPG

Actually, that might not be a bad way to put it; the game has to some level been architected to let you play it as…well…yourself. Only with a spaceship, big guns, some badass friends…and an ample supply of potential sex partners.

And don’t forget: The Mass Effect 3 demo drops tomorrow!

categories: Site News
Posted by WtF Dragon On February - 12 - 2012
witcher-2

The Witcher 2

The Witcher 2 developers don’t like the idea of the next-gen Xbox blocking pre-owned games.

Which, really, is fairly consistent with CD Projekt’s overall philosophy about such things:

No, Saints Row developer Volition – the next Xbox possibly preventing people from playing pre-owned games “can be a bad thing”.

Those words belong to Adam Badowski, managing director of Polish Witcher 2 developer CD Projekt Red, who spoke to Eurogamer today.
“It can be a bad thing,” Badowski said of the rumoured next Xbox technology.

He explained: “I assume you know we decided not to continue our beautiful journey with lawyers seeking pirates…

“We are losing money not because of pirates; we are losing money because people decided not to buy our game.

“We should invest more power to upgrade and polish our products and convince players to keep our products, to be with us, to understand our needs – because we are an independent developer, we have to prevent lay-offs, we need to grow up and have the power to create new games.

“We want to be treated fairly.

“Most hardcore and hardware solutions will be OK for short periods,” Badowski bombarded, “but a strong relationship with players, with customers, can change the situation. And for us, this is a better way.”

Someone explain this to Ubisoft, eh?

categories: Site News
Posted by WtF Dragon On February - 11 - 2012

I’ll be traveling for much of tomorrow, first to Louisville, Kentucky, and then north to Terre Haute, Indiana. If you happen to live in either place and want to get together, drop me a line or hit me up on Twitter; we’ll see what we can make happen!

crj900

I will be here. Except on a United flight.

Torchlight 2 has a snazzy new website!

I loved the first Torchlight game, and I am looking forward to enjoying Runic’s second outing in the series.

What is this I don’t even…

Okay, I thought it was bad enough when Universal Films and Hasbro Studios announced that they were going to be releasing a movie based on Battleship…but with more aliens. Now Activision and Double Helix have decided to double down on the stupid by announcing a video game tie-in.

Seriously, what is this? I have no words.

Speaking of battleships, though…

The US Navy just took delivery of its first industry-built railgun prototype.

Testing will commence in a few weeks.

The man who tried to save the Challenger has passed away.

Roger Boisjoly, Dragons and Dragonettes:

Roger Boisjoly was an engineer at solid rocket booster manufacturer Morton Thiokol and had begun warning as early as 1985 that the joints in the boosters could fail in cold weather, leading to a catastrophic failure of the casing. Then on the eve of the Jan. 28, 1986, launch, Boisjoly and four other space shuttle engineers argued late into the night against the launch.

In cold temperatures, o-rings in the joints might not seal, they said, and could allow flames to reach the rocket’s metal casing. Their pleas and technical theories were rejected by senior managers at the company and NASA, who told them they had failed to prove their case and that the shuttle would be launched in freezing temperatures the next morning. It was among the great engineering miscalculations in history.

The moral of the story: listen to your engineers. They do occasionally know things!

Should next-gen game consoles be upgradeable?

Interesting question. I can see the merits, but I can also see some taking it as an excuse to push PC gaming further toward the margins, which I think would be a bad thing.

Oh, Ubisoft.

Ubisoft is in the middle of a server migration, and announced last week that this process would render some of their games — the ones requiring always-online DRM, natch — unplayable for a while. Other games, though, would remain playable.

Or…well…not, as it turns out.

it seems the migration has affected a wider swath of Ubisoft’s catalogue than previously anticipated.

Players are reporting issues with the PC version of Driver: San Francisco and with Anno 2070, according to a report by Eurogamer. Ubisoft, in addition to apologizing on its Twitter feed, is also working to correct the problem and has already found a preliminary solution for Anno 2070 players unable to get online. Ubisoft expects services to be fully restored by Thursday morning.

That’s adorable.

Perhaps we should train police officers to recognize the difference between a) drunk driving, b) resisting arrest, and c) a diabetic coma.

footage of the police in Henderson, NV beating the crap out of Adam Greene, a man immobilized diabetic shock whom the police have mistaken for a drunk driver. The police point guns at him, pull him from the car, throw him to the ground, pile on him, and one officer, Sgt. Brett Seekatz begins to kick him over and over again, while someone screams “do not resist, motherfucker!” Eventually, they realize that he’s not drunk and not resisting and call an ambulance.

Greene has received a $158,500 settlement from Henderson city council; his wife got a further $99,000, and the state of Nevada paid $35,000 for civil rights violations.

Police spokesmen won’t say whether any of the officers have been disciplined.

Of course they weren’t disciplined, at least not beyond a cursory slap on the wrist.

Tonight’s post brought to you by durability:

SMASH!

categories: Site News
Posted by WtF Dragon On February - 10 - 2012
ds3

Dungeon Siege 3

Chris Avellone offers (more) advice for would-be narrative designers!

It offers some pretty decent insight into how one might go about making the attempt at breaking into a (rare!) narrative design position with a game development company. Some notable points:

If you can’t find a narrative design position (and they’re rare), sometimes integrating yourself into a game company can be done through another position…and you can make better contacts that way.

And:

In general, most narrative-focused companies have specific tests they send to test applicants, so as a result, your portfolio may not matter to them. Don?t feel that you have to have samples to show first, the proof of your skills will come in how you demonstrate your skills in the test they send. And as no surprise, it?ll likely be focused on one of their franchises, so be sure you?ve played them, know the lore, know the scripting conventions, characters, and more.

Give it a read, Dragons and Dragonettes, if this is the sort of thing you’d one day like to try your hand at!

Fallout: New Vegas Ultimate Edition is now available.

This complete package, which includes the Dead Money, Honest Hearts, Old World Blues and Lonesome Road add-on packs, allows you to experience everything that New Vegas has to offer. To sweeten the pot, you’ll be armed with the latest cache of unique weapons, ammo types and recipes from the most recent add-on packs Courier’s Stash and Gun Runners Arsenal.

categories: Site News
Posted by WtF Dragon On February - 10 - 2012

Our good friend Pix has posted a modest review of Stephen Emond’s Ultima: The Ultimate Collector’s Guide:

Ultima – The Ultimate Collector’s Guide was written by Stephen Emond and as you might expect is a guide to all the Ultima games, books and paraphernalia every Ultima fan like myself feels a deep-seated need to own. It weighs in at a hefty 826 pages and an even heftier 1973 items. I always knew there was a lot of Ultima out there but this is going some.

It’s organised by game with each release and variation getting a photo and content list. If you wanted to know what the contents of the Italian budget edition of Ultima 6 were, this is the place to look. Each of the variations of manual and media are covered separately with brief descriptions of the differences. Aside from the games, there are magazine adverts, books, soundtracks, and so on. All the games and spin offs are included, with the exception of Ultima Online which warrants its own book. UO is still covered in brief right at the end but without all the detail.

There are check lists for anyone who wants to keep track of what they need to look for. Some of the items included seem a little unfair such as unreleased games and one-off items like the Lost Vale box. Good luck to anyone trying to get hold of anything along those lines. The most interesting items for me are in the miscellaneous category. All the slight variations on games are all very well but there is no way in the world I?d attempt to collect them all. However, who could resist an Ultima 4 writing kit, or an Ultima phone card to pick out 2 from the multitude.

Do be sure to pop on over to Pix’s snazzy new website and read the whole review. And if you haven’t already, pick up a copy of the Guide; it really is an absolutely incredible piece of work, and a testament to just how much Ultima stuff there is in (and around!) the world. (Seriously…it’s way beyond overwhelming.)

categories: Featured, Site News
Posted by WtF Dragon On February - 10 - 2012
skyrime3horse01

Skyrim

Why one guy doesn’t believe Skyrim is cold.

Brendan Keogh at GameRanx has penned an editorial in which he discusses how, in at least one key way, Skyrim failed to provide a sense of immersion:

I was told that Skyrim was a harsh, desolate region, whose terrifying weather chiseled the toughest men and women in all of Tamriel. But then I walk its mountains and cities and I see adults and children alike strolling through a blizzard in sleeveless attire, not even flinching. My character swims in arctic conditions and doesn?t even gasp. I?ve come across bandit camps that are bedrolls completely exposed to the elements beside a campfire that couldn?t possibly be burning without an unhealthy dose of napalm. There is a whole heap of snow in Skyrim but there is no cold.

It sounds nitpicky, to be sure, but the lack of coldness is the only challenge I face in believing in Skyrim as a real, diegetic, internally consistent place. Everything is so intrinsically connected?politically, geographically, historically?to make the province feel consistent and real that to overlook the element that makes Skyrim and its Nords so infamously tough?the fact it is cold?seems like a massive oversight.

Having not yet played Skyrim for myself, I can’t speak to this…but what happens in the game when, whilst standing in the middle of a supposedly frozen plain, you doff all your armour and stand around in your skivvies? Do you take damage from the bitter cold, as was the case in Serpent Isle when you sent an ill-equipped party too far into the northern lands of that ill-fated island?

Oh…wait:

Skyrim needed to show the hardships its weather forces on its people. Not just a blizzard, but a blizzard that affects people. It didn?t have to be much. It just needed NPCs to shiver when they are standing still during a snowfall. Have a bandit camping in the woods wear something with sleeves and sleep on something warmer than an old bedroll. Make me believe that this is a harsh, frozen land and not just a temperate one with snow sprites circling the player?s camera.

I suppose that answers that, then?

IGN: Seven ways to expand Skyrim.

IGN has penned an editorial detailing seven ways they feel Skyrim could be enhanced and expanded by Bethesda. This one was my favourite:

3. Prepare for Takeoff

“Can you fly a dragon?” It was one of the first questions that popped into my head following Skyrim’s initial announcement. If it were actually implemented, it would probably create some serious performance issues, but the payoff would be worth it. Odahviing could be called in not only to fight, but to soar to the top of the Throat of the World. You could burn cities, giant camps and battle other dragons in mid-air. It’d be like using the world map, only astride a scaly world-eating monstrosity. Maybe you could even forget about Odahviing. You’re Dragonborn, maybe you should just be able to transform and fly around on your own.

Bethesda did pretty good at the New York Video Game Critics Circle Awards.

Skyrim, of course, took the top honour, the “Big Apple Award for Best Game”.

Is AI-driven storytelling the future in gaming?

GameSpy asks the question, particularly in regard to Skyrim’s admittedly quite cool-sounding Radiant AI.

Within the Radiant AI system, Bethesda’s encoded the idea of a quest which the player can pick up at inns throughout the province. One of its formulae is: “{NPC} has been captured, and is being held at {Location}.” Those variables are decided by the game on the fly. This would be an easy source of the infinite gameplay that Bethesda advertised, but Skyrim takes it a step further: To add meaning — and perhaps drama — the system determines which NPC should be captured by examining your character’s history and picking an NPC that you’ve actually had a relationship with in the past. Maybe an old companion, or a shop owner you’ve sold surplus gear to. An NPC, that is, the player knows and might care about. Secondly, the system picks a nearby location that the player hasn’t explored yet. Compare this to a random NPC in a random dungeon, and we have the beginnings of a procedurally generated adventure that might actually mean something to every player, different as their adventures may actually be.

Honestly, I don’t know if I’d be a fan of games built too heavily on this model. The idea of dynamically-generated side quests and whatnot certainly has a measure of appeal, and the potential for a world that offers an essentially limitless opportunity to explore its every recess and perform errands for its every citizen is enough to make every old-school RPG grognard salivate and more.

But a whole — or a substantial portion — of a game’s main narrative being procedurally generated would be…I don’t really know. One almost gets the impression that it would seem emptier by comparison.

Portal 2, in Skyrim?

Well…maybe. Valve released a small mod for the game, entitled Fall of the Space Core, Volume 1, which featured one of the personality spheres from Portal 2. The mod also, however, embedded a bit of metadata in the game which included an allusion to an as-yet unrealized quest of some sort.

As usual, Valve are doing things incrementally and mysteriously. But really, does anyone doubt that they’re not trying to find a way to bring their puzzle game into the Skyrim engine?

The Great Battle of Skyrim, indeed!

Someone give this guy a medal:

Machinima at its best.

Todd Howard’s DICE 2012 keynote address!

On Skyrim, naturally.

He teases out some interesting possiblities where added content is concerned. Spears? Okay, well, that’s kind of lame. Dragon mounts? That’s rather more interesting!

GameBanshee has what is purportedly a full list of everything Mr. Howard talks about. Hit them up!

Skyrim players average about 75 hours of game time.

Which I suppose is quite a lot, but doesn’t sound like all that much for a game of this scale.

categories: Site News
Posted by WtF Dragon On February - 9 - 2012

I know it really doesn’t have anything to do with Ultima, but I figured you might all want to be made aware — if you weren’t already — of Mental Floss’ recent article: Eaten by a Grue: A Brief History of Zork, by Rob Lammle.

And if reading the article gives you a hankering to pay a visit to the mystical land of Zork, don’t forget that Good Old Games has most (possibly all) of the series available for sale.

categories: Site News
Posted by WtF Dragon On February - 8 - 2012

Kingdoms of Amalur: Reckoning was, of course, released yesterday, and numerous reviews of it have hit the gaming press. My Twitter timeline is awash in people announcing that they’re playing the game, and who are offering their impressions of it. I even threw out a few of my own thoughts in a series of tweets last night.

I’ll offer my own initial thoughts on the game (as compared to its apparently “buggy” demo) at the end of this post. But I’ll begin, of course, with the usual aggregation of news related to the game and the studio that produced it.

Kingdoms-of-Amalur-Reckoning

Reckoning

Curt Schilling provides the last Visionary Newsletter.

Worth citing in full:

For me, the launch of Reckoning is the realization of more than thirty years of gaming and dreaming. 38 Studios is the embodiment of that gaming life, and to finally see the results of the dedicated and passionate team at Big Huge Games is beyond words.

I started gaming on an Apple computer in 1981, and after doing some early coding in BASIC, I started to play games like the ASCII-based Star Trek and Wizardry. I was hooked from the outset. And like many of you, I’ve played hundreds of games and thought “Wow, I could do that better” and asked “Why did they do that?” I imagine in most cases I was wrong. What I’ve come to realize is that often you can’t do it better and there are hundreds of reasons why they did that.

But, unlike most gamers, I also played professional baseball, and that afforded me the financial opportunity to act on those questions. That is where we are today. From a company perspective we have something we believe dearly in, that few others have, and it’s also something we never want to let go of. We are gamers who want to make awesome games for gamers. That might sound simplistic, but it’s far harder than it sounds. We are not publicly owned or traded, so our orders and direction are still entirely driven by the folks inside the company, us gamers. That’s huge, and also rare in game development these days.

But I would tell you this: ‘Making games’ is so vastly different than what I expected it to be. I do very little, if any, game making. There are actually some very good reasons why. First of all, I’m not all that good at it. Second and just as important, I looked far and wide and found people smarter and far more creative than I could ever be, and they’re the ones tasked with bringing Amalur to life.

This game, this world, is about the journey. 38 Studios’ moment of creation, believe it or not, happened over TeamSpeak during an EverQuest 2 raid. The first core group of employees, those folks here on day one, were mainly members of our guild in EQ2 who had spent months talking back and forth about making games. Many of them worked at Sony Online Entertainment in San Diego at the time, and we were all pretty hardcore MMO players. Many a night was spent talking about this feature and that one, and what our games would be like.

At some point as the months rolled by I began to sense a stirring, internally, that I couldn’t shake. I had spent about 25 years gaming; it was as much a part of me as baseball. What was the next logical (or illogical depending on your perspective) step for me to take? 38 Studios (formerly Green Monster Games, but that’s a story for another time) was it. So like 99% of gamers around the world I thought I could do it better, and I thought I knew what features would be cooler. But unlike that same 99%, I actually took the next step.

38 Studios was formed in October of 2006, and Amalur was born. Now gamers around the world are on the precipice of stepping into that world, and I can’t really pinpoint the overriding emotion. Fear? Anxiety? Excitement? Terror? It’s all of those things, and more. In my former job, I had an overwhelming amount control and responsibility — until I let go of the ball. In a sense, the launch of Reckoning is me doing just that. It’s out of my hands now.

This team has done everything it could to make this game worthy of players’ time and hard-earned money, and I think players will feel the passion and love the Big Huge team has invested in this world. This is, and has always been, much bigger than any single game or piece of the Amalur universe. It’s always been about changing the way we are entertained.

Reckoning is the ‘kickoff’ so to speak. Starting with Reckoning, and heading down this path we’ve chosen to Project Copernicus, our MMO, we have grandiose visions of things we can and will do to try and create the next great fantasy world. Amalur began years ago (10,000 years ago, according to R. A. Salvatore), and we plan on living and breathing this universe for as long as you will let us.

GamesRadar lists five things Reckoning does better than Skyrim.

2. Multiclassing

Skyrim: You’re sort of creating your own class in Skyrim, which allows for a good deal of customization – but since skill points are so limited you’re never really able to take full advantage of the different trees in a single playthrough. You might be able to put some points in stealth and some in light armor or archery, but there are only some minor synergies between them. There’s no room for experimentation. Also, since there’s no way to get refunded points, multiclassing can end very badly.

Amalur: Though the combat skills are much more limited than they are in Skyrim, Amalur’s multiclassing rewarding players for dabbling in the different skill trees. Putting a few points into the Warrior skill tree and some in the Finesse tree will unlock special multiclass perks, and the more points you spend the more powerful these synergies become. Mage/Warrior will turn you into a magical warrior with enchanted blades and the ability to teleport around the battlefield. It works in every direction and rewards you for mixing the classes as you please.

But really, though, it’s all about the combat. Combat in Reckoning is just so good. More on that below, when I give my own first impressions and thoughts.

Stuff interviews (Not That) Sean Bean and Ian Frazier.

Reckoning’s team producer shares a name with the man who personified Boromir, and Ian Frazier is of course well known to all of you here.

Bean draws a couple of rather notable parallels between Reckoning and other RPG titles:

”There are are a couple of elements of our story that are reminiscent of Planescape Torment on the more traditional side of the RPG spectrum. You’re going to see elements of our loot system that are reminiscent of Titan Quest (which Frazier worked on) and Diablon and Dungeon Siege. As far as hardcore RPGs go, you’re going to see crafting systems, non-combat ways to traverse the world, persuasion, pickpocketing. We’ve taken everything of the best we’ve seen and ever played and swirled them together in one awesome thing.”

Oh, look! Another interview with Tibby!

This time, Strategy Informer got to sit down with the good Mr. Frazier:

Strategy Informer: Do you think there?s such a thing as ‘too much’ content?

Ian Frasier: That is a really good question. There are really two answers to that question — too much content at a time? Absolutely there can be too much content. We’ve really tried with Reckoning, at the beginning specifically even though there?s a crap load of stuff in the game, to start with this small funnel of content and then gradually get bigger.

You’ll notice World of Warcraft does this really well, like it’s a ginormous game, but they start small and then grow till you have like a bazillion options, but by that point you understand what you want and can pick and choose what you want to do. It’s similar with us — Chakrams for instance, Faeblades and Greatswords…they don’t actually drop until you’re level 3. So we do a lot of things like that under-the-hood, where we control when the player experiences what. Same with factions — we don’t dump them all on the player at once.

It’s an open-world game — not like Skyrim where it’s just a massive open square, but it’s a network of spaces you can journey through. It’s a bit like Fable but more like Skyrim in the freedom side of things.

The other side of that is “how much content in general is too much?” — I don?t have an answer to that. It’s a question I ask myself regularly as we got to the end of this game and thought “my god, did we make it too big?”

If you were wondering why the Reckoning demo felt small, Dragons and Dragonettes, this would be why. I was looking at the game’s “world map” last night, and gauging it against the scale of the starting areas, and I was just blown away. Once my character is leveled up and can roam freely, I can see it taking just…a long damn time to traverse the Faelands of Amalur.

The Guardian previews Reckoning.

In more ways than one, in fact, Reckoning is steadfastly traditional. The setting is high fantasy, in essence, with a spiritual tint, but peopled by familiar friends and foes: the Dokkalfar and Ljosalfar races are elves by any other name, and the gnomes and kobolds haven’t even been rechristened. Not that I’m complaining: with elves that sound like Icelandic volcanos I’d argue sticking to “gnome” is probably a step in the right direction.

In its story too, Reckoning looks to be a fairly standard hero’s saga: you begin the game dead, only to awake in a pile of corpses, having somehow been returned to life by the influence of a gnome’s green fountain — not a euphemism. Naturally, before you can ask all the obvious questions, the fountain is attacked by an army of fiends. Unperturbed, you hoist a sword that some idiot has left lying about and carve a path through your foes to daylight, where some wise old guy who will probably die in a bit informs you you are now the Fateless One — a hero who has cast off the bonds of destiny, and holds the power to shape the future of the world. So far, so literally any RPG .

Actually, I rather like the fact that Reckoning kind of makes a big deal out of your character’s fatelessness. The “ordinary person thrust into extraordinary circumstances” trope works, don’t get me wrong…but sometimes it’s nice to know that you’re the stand-out, one-of-a-kind hero right from the get-go. Like…the Avatar. But not!

Take This Mitt, and Pass Me the Broadsword!

I almost thought Bedwyr was linking me to an article about Mitt Romney and gaming when I saw that title. But no, the New York Times was interviewing Curt Schilling:

Mr. Schilling, 45, freely acknowledges that 38 Studios has not reinvented the genre. As a child in Arizona he played Dungeons & Dragons and computer games like Wizardry. “I stuck the Monster Manual into my notebook and read it in class in school,” he said, pausing to spit into a cup. (He still chews tobacco.) “I read Tolkien, I think when I was 7 or 8.” As a major leaguer, when not on the mound, he played the massively multiplayer online games EverQuest and Ultima Online in hotel rooms. Still a hard-core gamer, he haunts online forums as “Ngruk.”

But he is perhaps most famous for pitching postseason games with an injured tendon in his right ankle — even after sutures tore open, allowing blood to soak his sock. Now, dressed in jeans, flip-flops and a ball cap in his company’s offices, he pondered the stress of a life in baseball and of his newer profession.

“Pressure has brought out anything good about me as a competitive person,” he said, looking tired but content. “I threw harder.”

Building the world of Reckoning.

Gamasutra interviews Colin Campbell, the lead world designer for Reckoning, about the makeup of the world-building team and the choices they made in designing Amalur.

Another Curt Schilling interview!

This time, GamesBeat gets the scoop, and asks a couple of questions about how 38 Studios went about fitting Big Huge Games’ project into the framework of their Copernicus project and its world of Amalur:

GB: Did it take very long for you guys to fit it into the timeline and the universe of what you?ve been doing?

CS: No. Literally, we sent assets down on a Wednesday evening, and Thursday they flew up here with those assets in their engine running in-game. Which was very powerful to see. The engine is ours, exclusively, proprietary, which is awesome. We have thousands of pages of history. We told them, “Hey, find a place in our timeline where you think you can build an awesome single-player RPG.” Ken Rolston and Ian Frazier and those guys looked around and the Age of Arcana was where they settled. That’s the age that Reckoning comes alive in.

GB: Could you remind us of the storyline?

CS: The overarching storyline is centered on immortality. I know that’s not some new revelation, oh-my-God groundbreaking thing, but … R. A.’s a hardcore MMO player, he’s a fantasy guy obviously, and death was always something in gaming that bothered him. And so the Well of Souls and immortality became one of the focal points of our franchise. In our MMO, 2,000 years after the RPG, the Well of Souls is a defined piece of the story, it’s explained through the story. When you backtrack to Reckoning, you are the first person to ever be successfully resurrected with the Well of Souls. The magical piece of this is, you walk into the world with no fate and no destiny, in a world where every human being in the world has a fate and a destiny. When R. A. starts to ask philosophical questions around that it gets pretty powerful. Yes, there are probably basic, everyday life questions around not having a fate, but there are forces of good and evil who quickly become aware of your presence, and your value to them is obviously diametrically opposed…But that’s the story. You spend the game trying to figure out what it means, but more importantly for the play experience, what you mean to the world.

GameFront put up a three-page “everything we know” feature just before Reckoning came out.

No surprises and no upsets of note, but if you were looking for a handy reference guide to what’s in store for you in the world of Amalur, it’s worth a look.

Gamasutra interviews Todd McFarlane.

The Spawn author, who once worked on some content for Ultima Online 2 (some of which was re-cut for an Ultima Online expansion), served as the Executive Art Director on the project, and is chiefly responsible for its break from the dark and gritty aesthetic that has characterized fantasy RPGs of late.

RPGWatch has a short piece on the game’s release PR and at-launch bonuses/DLC.

reckoning-09-fateless

Fateless

Reviews!
More reviews!
EVEN MORE REVIEWS!

GameBanshee has aggregated a bunch of reviews from a number of gaming sites. Overall, the reviews tend toward the high end of positive (8/10, 5/5, 9/10, B+, etc.). Gaming Trend, Digital Chumps, Joystiq and Den of Geek all turned in reviews with scores north of 90%.

On the other hand, G4 didn’t like it, Game Critics also didn’t care for it, and Kill Screen was also quite hard on the game.

reckoning_screenshot_2012-02-07_23_38_00

My character, in Shepard Armor. Yes, that would be a Mass Effect 3 reference. Also...chakrams!

Day One Impressions

So I installed the game…Monday night, actually, and sat down to play it for the first time yesterday evening once my kids had gone to bed. I started fresh, created a new character, and played through…pretty much exactly the same amount of the game that I covered during the course of the demo. (I did actually complete a couple of quests, however.)

The short version: I still love and greatly enjoy the game.

The longer version: where do I begin?

Combat is, of course, excellent. I just love how my character explodes into action. There’s nothing drawn out about it…she’s standing there one second, and leaping into the fray as she unsheaths her weapon into an arcing swing attack the next second. Combat in the game is kinetic without being twitchy, responsive without being excessively arcadish…and works just brilliantly with keyboard and mouse.

My single favourite fight moment so far happened during a battle with a pair of boggarts, which a wolf decided to interrupt. I saw the wolf charging, got in one final sword swing to push back a boggart for a second…and then swung around and raised my shield just as the wolf pounced to attack. That brought the shield up just in time to smash the wolf right in the face, stunning him long enough for me to whirl around, finish off the boggart, and then finish him off too.

I honestly don’t think I’ve encountered a better combat system in a game to date. I mean that, and I could probably play the game for hours on end solely on the basis of the combat system.

But of course, there’s more to it than just the fighting. As I noted on Twitter last night, I’ve only just begun to unravel the game’s story, but it has already introduced a host of themes that I hope it continues to explore in ways that are both engaging and intelligent. Religious strife, political strife, immortality vs. mortality, genocidal war, women’s ordination, determinism vs. free will…and this all on the road between a a gnome enclave and the tiny village of Gorath. It’s too early to tell what sort of treatment these different topics will ultimately get in the game, but it’s one hell of a way to kick things off even so.

The graphics, of course, are gorgeous, and merit some (though not strong) comparison to Fable. The game doesn’t shoot for an ultra-modern look, in the vein of a Battlefield 3 or a Skyrim, but it easily exceeds such games in terms of the vibrancy of the world it presents. Instead of the drab and the barren, Reckoning opts for the lush and the vibrant, with a palette of colours in almost every scene and sequence that one wouldn’t typically expect to find outside of medieval or Rennaissance art. Reckoning also, apart from how it names its Elvish races, sidesteps the Nordic trend that’s been visible in games of late, and instead offers a distinctly Celtic flavour.

And I’ll come right out and say it: as much as I enjoy the possibilities that all my moral choices in Mass Effect and Mass Effect 2 will supposedly unlock in Mass Effect 3, it is nice to play a game (for once) that doesn’t try and shoehorn some sort of morality meter into itself. Reckoning doesn’t seem to have anything in the way of a light/dark/paragon/renegade/influence system in place, and at least that I have seen so far doesn’t seem to be keeping a “moral score” on my character.

A few reviews I’ve read have criticized the game on this basis, but to my mind it actually fits with the core concept of a deterministic world. My character may be able to weave her own fate, but everyone else around her is locked in to an inexorable destiny, and will assume that she is too. And in such a world…well…what is a murderer, and what is murder? What, indeed, is morality? There is no such thing in a deterministic context! So it’s kind of to be expected that Reckoning doesn’t bother itself with that sort of mechanic.

I’m just wrapping up a series of quests in and around the town of Gorath (the town from the demo), after which I’ll venture out into the game’s wider world. What will I find beyond the lush forest my character is currently in? I don’t know…but I know I want to find out.

categories: Site News
Posted by WtF Dragon On February - 8 - 2012

Bandit LOAF at the Wing Commander CIC has just the right amount of free time on his hands. All last week, he was tweeting and posting to Facebook about his frustrations regarding actually being able to purchase a used Amiga; he kept getting outbit on eBay. But he finally managed to land one for himself, and has proceeded to work on getting it up and running:

AMIGA! Is there no word more thrilling to the human soul?

If you’re reading this and thinking: what the heck is an Amiga? then you’re probably… an American! Amigas were available here but they were never more than an also-ran, a distant third or fourth or seventh in the titanic struggle between Macintosh and PC.

If you’re reading this and thinking “Amigas, eh? Jolly good.” then you are British and know what’s going on. The Amiga was HUGE in Europe and England especially, where they were the last desperate strike against having to use the same kind of computer as normal people (you know, along with the BBC Micro and the Sinclair and the Acorn and half a dozen other weird space computers.)

(Finally, if your reaction was: “eh mate, thems a fuzzy wagger” then you are an Australian and should seek help.)

The one exception is in professional video work, where American Amigas found a real niche. Thanks to an invention called the “Video Toaster” (yes, we’re all thinking of the After Dark flying toasters right now, just let it happen) the humble Amiga became an unexpected powerhouse in the field of video editing and 3D effects work. In fact, the still-popular LightWave 3D package got its start as software bundled with the Toasters. The quality of a given 1990s TV show can be determined entirely based on whether or not an Amiga was involved in the effects work and editing. SeaQuest? Amiga! Sliders? Amiga! The X-Files? Amiga! Babylon 5? Amiga… okay, so it’s not a hard, fast rule.

His ultimate goal is, of course, to get a port of Wing Commander for AmigaOS up and running (and there is quite a story regarding the existence of the port, so do click on through to hear — well, read — LOAF expound upon it!).

And while you’re there…there were, of course, also a few Ultima games ported to the Amiga as well. Do encourage him to give some of these a try, eh?

categories: Site News
Posted by WtF Dragon On February - 7 - 2012
risen2-all-all-screenshot-017

Risen 2

The Making of Risen 2: Dark Waters – Part Three

This time, the focus is on character animations and motion capture:

Move!

The Risen 2 system requirements have been released.

They’re about what you’d expect from a title that targets both consoles and the PC: modest, easily something you could get running on a two or three year-old system.

Live in the United Kingdom? You can has a Risen 2 Collector’s Edition!

Live anywhere else? Eh…you’re out of luck.

the pirate RPG coming in April from Piranha Bytes and Deep Silver, is getting a collector’s edition in the UK only. We find that part a little strange, considering pirates are supposed to be pretty good at traveling overseas. Sorry; we had to.

The UK collector’s edition will include a “making of” DVD, a soundtrack CD, double-sided poster, pirate flag, amulet, art cards and three Risen 2 stickers, all for ?69.99. The UK version of Risen 2: Dark Waters drops anchor on April 27, while the US version drops April 24.

Note: RPGWatch expresses confidence that a US version of the Collector’s Edition will be released at some point, and that for now Deep Silver has just announced the UK release (presumably for reasons that make sense to them). I’m less sanguine about the possibility, since it’s not unheard of for publishers to limit the release of special editions (at least at launch) to particular regions. I am, after all, awaiting the arrival of Zygon Dragon’s copy of the Reckoning Limited Edition, which I will be forwarding to him in Spain.

categories: Site News
Posted by WtF Dragon On February - 7 - 2012

Ultima fan and Video Game Writers podcaster Kristen Maxwell shot me the following tweet yesterday:

The link in question goes to this Prattle podcast, in which gaming archaeologist Matthew Weise of MIT-Singapore’s Gambit Game Lab speaks with the folks at Prattle — the podcast for Video Game Writers — about the Ultima games.

Have a listen, Dragons and Dragonettes; the MP3 of the podcast can be downloaded from the Prattle website, and also listened to there. Or you can get it on iTunes, if that’s your thing.

categories: Site News
Posted by WtF Dragon On February - 7 - 2012

Picking up where they left off last week, the folks at Good Old Games have released the second entry in the Thief series: Thief 2: The Metal Age.

The Metal Age has come to the City. The city has gone fully steampunk and steam-powered robots, cameras, and other cutting edge wonders have been introduced by the Mechanists, a faction raised from the ashes of the Hammerite religion. Although the Mechanists are a new cult, they are led by a former Order of the Hammer priest named Karras, and he is showing the usual Hammerite taste for labyrinthine plots. Not everyone loves the new religion, though, and the City’s people have created a small religious sect in opposition to the Mechanists. The Pagans are a nature-loving sect led by Viktoria, a wood nymph in human form. Their aim is to shun technology and live in harmony with the wild, chaotic natural world.

A third player has thrust himself into this tense situation: Gorman Truart, the new Sheriff. He is a corrupt plotter who oppresses the people, collects bribes, and exploits the weak, and he’s on the long list of people who are not fans of the master thief Garrett. All three factions have their own wants and needs, and it’s almost enough to make an honest thief want to give up the business. As usual, Garrett’s not really interested in playing the role of hero for the City, but despite his self-centered instincts, circumstances will propel him into the middle of this three-sided war. One thing is sure: if he?s going to save the City, they?re certainly going to pay for it.

Thief 2 was praised by critics for reducing the number of combat-focused levels and areas as compared to the first game, and its overhauled engine offered some added challenges for players. It was panned, somewhat, for dated graphics and a less-than-stellar story, however. For the most part, though, Thief 2 was in every respect another classic Looking Glass Studios game, and then (sadly) their last. Royalty payments from the game did not arrive at the studio quickly enough, despite the fact that the game sold both quickly and in high volume, and the studio was shut down before the game’s Gold Version saw release.

Though there was, I gather, a rather significant fan-made expansion released some years later.

categories: Site News

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