Sunday, June 30, 2013

Game Review - DarkStar One: Broken Alliance (Xbox 360, 2008)

During my formative years as a gamer, I would gobble up any game I could get my hands on, good or bad.  I spent untold hours exploring dozens of virtual worlds, but as the gaming industry evolves, some genres become less common.  A great example is the flight simulator; I loved the X-Wing series of games, but I haven’t seen a really good flight sim in well over a decade.  I jumped on DarkStar One: Broken Alliance for just this reason, but it sadly doesn’t break that trend.

DarkStar One puts you in the Kayron’s jumpsuit and follows the eager young pilot’s first excursion.  Driven by the discovery of unusual circumstances surrounding his father’s death, Kayron’s quest to find a saboteur takes him across the galaxy and, as tends to happen in RPGs, draws him into every conflict he encounters.

The melding of flight sim and RPG elements is pretty cool.  Instead of progressing linearly through a series of missions, you’re able to explore different systems and sectors at your leisure, with the main quest making up only a small portion of the available content.  You also get RPG-esque upgrades for your ship, making leveling up an integral part of the gameplay.

But that’s basically where the coolness ends; everything else is disappointing.  Let’s start at the bottom and work our way up.

The control scheme is terrible.  It’s pretty clear that this title is a console port of a PC game, as the complex controls you might expect while piloting a spaceship are severely limited by the relative lack of buttons on a console controller.  For thurst, you have three options: forward, backward, and stopped.  Those three options alone wouldn’t be problematic, except that you also have the option of matching the speed of your target, opening a ton of other velocities.  Your control over your speed is limited in a fairly silly way.

Combat is also annoying because you can’t do a whole lot.  Standard flying maneuvers like barrel rolls are extremely awkward if they’re even available, so I found battles would reduce to stopping so I could more easily target the highly evasive fighters I encountered. There are a few fights involving larger capital ships, but those are also heavily fighter-centric.  Every battle ends up playing out the same way, which gets incredibly repetitive.

One saving grace is the element of exploration.  There are over 300 systems to explore across several alien factions, so DarkStar One offers a large galaxy for you to discover.  Unfortunately, there’s absolutely no incentive to venture too far off the path – each system consists of a trading station, some neutral trade ships, and possibly an asteroid field and research station (which won’t interact with you at all), and lonely empty space.  That’s it.  Aside from admittedly beautiful planets floating in the distance, there’s nothing to see or do in the majority of these systems.

To make matters worse, pirates will ambush you a lot, and you can’t do much of anything (like docking with trade stations of hyperjumping to a new system) until you kill them.  Bouncing from system to system becomes a tedious exercise in killing a handful of pirates and visiting the trade station before moving on to the next one, and there are very few rewards for doing so.  It feels like a pointlessly big galaxy, with lots to explore but nothing to discover.

Quests are rather repetitive, too.  Despite having a number of different objectives, nearly all of them reduce to “go here, kill this, come back.”  Main storyline quests are a little bit better, as a few will send you to the surface of a planet for a somewhat different experience, but those missions have a different problem – a couple of those missions lead to disorienting and borderline nauseating areas, so they lose whatever benefits the diversity provided.

And there are no compelling reasons to complete those storyline missions.  The narrative is incredibly boring; I felt no real desire to see it through after a couple hours of play.  Perhaps more damning is the fact that it hints at intriguing complexities by mentioning bitter wars and political conflicts between races, but it never develops the history of this galaxy.  You’re left with an “everybody hates everybody” scenario with no justification, making for a very shallow experience.

Despite the dated animations, the presentation is decent.  For most of the game, you’re dealing with distant ships and planetary backgrounds, the lack of small details in which is pretty hard to screw up.  The cinematics are clearly using less-than-modern graphical capabilities, but they’re still solid.  Voice acting is a little awkward, but it’s also not horrible.  The fact that the rather mediocre presentation is overall the best part of the game says something rather disappointing about the game as a whole.

To be fair, I enjoyed the first couple hours of jumping from system to system, recklessly dispatching pirates.  It wasn’t until the lack of depth became apparent that I started to get frustrated with it, and then the game continued for another 10+ hours.  Completing this game is far more a test of stamina than an entertaining romp through a sci-fi universe.

DarkStar One: Broken Alliance starts relatively well but rapidly fizzles.  It becomes incredibly tedious and generally uninteresting, leading me to find it hard to recommend it to much of anyone.  If you’re desperate for a flight sim, it’ll help satiate that need, but your time and money are still probably better spent elsewhere.

My Rating: 2/10 – terrible.

Saturday, June 29, 2013

Achievement Report - June 29, 2013

This week was not nearly as frightening as last week.  Our team pulled out of the gate pretty strongly, securing a safe position early on.  Still, I had a respectable showing throughout the week.

On another note, I started writing a review for DarkStar One, and I discovered something interesting: I actually have a hard time talking about games I don't like.  I know a lot of people find it easy to rant about bad games and rave about good ones, but it seems like I'm a little lacking the ranting skill. I'll see if I can work on that one.

GTASC
Following last week's progress, my first accomplishment this week was completing DarkStar One.  As I mentioned last week, the achievements are incredibly tedious and generally very boring, so this wasn't a hugely entertaining process.  Now it's done, though, so I'm thankful for that...

The only other game I really played this week was Wednesday's new XBLA release, Magic: The Gathering: Duels of the Planeswalkers 2014.  Being a Magic veteran, I had no problem blowing through the campaigns on the highest difficulty setting, spending only about 10 hours in-game to earn all the achievements.  For players new to the game, I imagine that the learning curve could be pretty high, but I would still think that it wouldn't take more than 15 hours to complete.  Plus it's pretty fun, so I highly recommend it for achievement hunters.

Kingdom of Loathing
I'm chugging through my latest Bad Moon run.  It's going pretty slowly (as expected and by design), but it may start speeding up a bit in the next week, as I've spent a fair amount of time leveling.  Either way, it'll probably be a couple more weeks before I move on to something else.

A leisurely BM run gives a great opportunity to grind some things out.  I spent a bunch of extra turns in A Large Chamber to earn the Evil's Okay in My Book trophy (although I haven't purchased it yet), and I'm using this run to do a 100% Blood-Faced Volleyball run (which I screwed up the last time I tried it).

A trophy quite a bit out of the way of a normal ascension run.
An intentionally slow run is great for accomplishing secondary KoL goals, like tedious trophies or earning swagger for usually non-PvP players (Hardcore runs are great for that - break your Hippy Stone early in the run, then stockpile fights until you hit the limit or approach the end of your run; that way you'll minimize the effect on your play, and because you're in Hardcore, you don't stand to lose anything in defensive fights).

StarCraft II
I played a bunch of StarCraft matches this week, working primarily on two particular achievements:

So. Close.
I've worked towards the 250 Terran wins vs. AI, bringing myself within 30 wins of earning that achievement.  Once that one's done, finishing the wins vs. Elite AI achievement (I need 106 wins for that one) won't be quite as annoying, as I don't hate playing the other races as much as I hate playing Terran...

Chug-chug-chugging away!
When I play big team games (3v3 and 4v4), I tend to play random to make progress on this achievement.  I find that the big games are a little less strategic and a little more cheesy, so I don't think I have nearly the disadvantage that I'd have when off-racing in 2s or 1s.

I'm making good achievement progress in SC2, currently sitting at 5520 achievement points overall.  Of course, there's still a lot to do (I have barely touched 1v1, for example), so I wonder if I'll be able to earn all the achievements, even after Legacy of the Void...

I also signed up for ggtracker to get some detailed analysis of my play over time.  The site requires you to manually upload replays (I haven't seen any obvious options for automatic uploads), but it spits out a number of cool stats and it's prettier than sc2gears (plus more easily shared).  I don't see any point in uploading vs. AI replays, so my profile is a little sparse right now, but it could be a pretty cool tool in the future.  I'm excited about it.

And that does it.  This coming week will be interesting for gaming, as there's a holiday and TrueAchievement's annual Bean Dive phenomenon.  The Bean Dive is an incentive for players to pop an achievement in every game they own but haven't played.  Named for the resulting dip in completion percentage, it's a great opportunity to find really exciting games that might otherwise stay on the shelf for a few more months.  I like it, and it probably means that I'll be playing a wide variety of games before next Saturday.  Until then, tschüss.

Tuesday, June 25, 2013

Monday Magic - Possibility Storm Revised

I've had several chances to play with my Possibility Storm deck, and I've identified a couple major flaws.  The biggest is that my deck is terribly weak against strong ramping abilities leading to massive creatures or spells.  If you can sneak a Darksteel Colossus or a similarly big creature into play before I can get the Possibility Storm/Curse of Exhaustion combo running (usually turn 4 or 5), I'm pretty much screwed.

I went up against a nasty Elf deck that managed just that, and I think biggest flaw is that the low end of my mana curve was designed to deter creature aggression or set up profitable trades; if my opponent's not attacking with his or her creatures, mine can't do anything.  As such, I have replaced some of the low-costing creatures with more burn spells so I can stop a player from sitting back on tricky creatures in the early game.

Another problem was generally running out of gas.  I had one game where I managed to get my combo off, but my opponent's board state was slightly better than mine, and he was slowly able to whittle me down.  The above changes will help (more burn will help me clear the board or end the game), but I've also dropped some of the ramping spells I had before.  The ramp never really seemed necessary, and it just gave me crappy spells to grab with the Storm, so they've gotta go.

One more problem is the fact that my enchantments become dead weight once my combo is on the board.  I'd love to play a couple copies of something like Faithless Looting so I can cycle my enchantments out of my hand, but I also want to keep the total number of spell types low to keep from getting caught with only one card of a particular type left in my deck (which means Storm will prevent me from ever playing it).  It may be worth inserting a few Sorcery burn spells and Faithless Looting, but for now, I want to stick with Instant-speed burn and see how that matches up.

I also had the fortune of getting a few extra Curses of Exhaustion from a friend, making the total shutdown combo a bit easier to pull off.  All in all, I think the Possibility Storm deck is becoming a powerful option.

Anyway, here's the current form of the deck:

Creatures:
1 Ashmouth Hound
2 Blistercoil Weird
2 Burning-Tree Emissary
1 Chancellor of the Forge
2 Goblin Arsonist
2 Melek, Izzet Paragon
1 Mercurial Chemister
1 Nivmagus Elemental
1 Somberwald Vigilante
1 Utvara Hellkite

Instants:
2 Annihilating Fire
4 Incinerate
2 Lightning Bolt
2 Punish the Enemy
2 Thunderous Wrath

Artifacts:
2 Boros Cluestone
2 Boros Signet

Enchantments:
4 Curse of Exhaustion
3 Possibility Storm

Lands:
2 Boros Guildgate
4 Island
13 Mountain
2 Plains
2 Sulfur Falls

I can't wait to see this newest version in action!

Sunday, June 23, 2013

Achievement Report - June 22, 2013

Oh boy.  I've been rather busy this week, so I haven't had as much time for gaming, and our team faced elimination going into the final hours of the GTASC.  Fortunately, a couple of us were able to snag several hundred points in the last few hours, so we managed to survive, putting us in the top 50 overall.  Here's what happened:

GTASC
Most of my gaming this week has been focused on DarkStar One: Broken Alliance.  While the basic setup isn't too bad, the game itself is terribly, terribly tedious and repetitive.  The achievement list adds further pain by requiring you to visit several hundred locations (about half of which will great you with a small group of hostile pirates), and you'll engage in the same little skirmish every time an enemy shows up.  It's also setup so that you can't easily run from battles, so you have to go through with every one of the mind-numbing fights.

I've spent a total of about 20 hours on the game, and I'm still probably 5 hours or so away from finishing it up.  It's not hard, just terrible.

In the last couple hours of this week's scoring period, I switched over to Home Run Stars in an effort to maximize my TA Score to time ratio.  A little over half this game's Gamerscore isn't too bad, as you'll get a bunch of it just for completing the game (which can admittedly be pretty challenging near the end).  Earning gold medals and completing all the game's FameStar challenges seem like they'll require some dedication, though, so the second half will be a bit more demanding.  Still, I estimate that a full completion will take fewer than 6-8 hours, so it doesn't seem too bad overall.

Kingdom of Loathing
My original plan was to complete a quick Way of the Surprising Fist run to grab the Good Will Punching trophy, but I overestimated the total value of random crap I'd accumulated for that purpose.  After dumping 300 dense meat stacks, nearly 100 massive gemstones, and a ton of other stuff, I still hadn't earned the trophy.  I ended up spending a couple extra days farming GameInformPowerDailyPro magazines to get it done, but I've now officially earned all the trophies associated with Surprising Fist runs - I probably won't ever do another one.

My six most recent additions.
Given that the next few weeks will likely be hectic for me, I opted to transition into another Bad Moon run (this time as a Turtle Tamer) so that I'm not hurt nearly as much if I miss adventuring for a day or two.  I may use my schedule for the upcoming weeks as an excuse to do a couple of these Bad Moon runs, depending on how things go.

Aside from the above, I haven't done much gaming.  I played a few StarCraft II matches, but no more than five, so they're not really worth describing in any detail.

Like last week, I may not have a whole lot of gaming time this next week, but I've already made a good dent in serving my team for the GTASC by continuing DarkStar One.  Still, I hope I'll be able to make significant progress in some of my gaming goals by this time next week.  Until then, tschüss.

Monday, June 17, 2013

Monday Magic - EDH with the Dracogenius - Niv-Mizzet as Commander

Following my last EDH blog, I was excited to start concocting another deck.  I wanted to avoid any color overlap with my existing deck (Varolz, the Scar-Striped, black and green), as it already had most of my good EDH-worthy cards in those colors and I don't want to have to switch cards between decks if I can help it.  Those restrictions ultimately brought my choice down to two creatures: Niv-Mizzet, Dracogenius and Isperia, Supreme Judge.  I ultimately chose the Dragon over the Sphinx because he gives a more reliable (and safer) way of asserting card dominance.

The deckbuilding proceeded essentially as before: I included all the big nasty rares that likely would never see regular constructed play, and I tried to maximize the use of spells that affect "opponents" or "opponents' creatures" to get the best possible results.  I tried to stick to the card drawing theme by including a bunch of spells to give me tons of options (Mind Unbound and Enter the Infinite being the biggest ones), some spells to restrict my foes (Jin-Gitaxias, Core Augur), and a few things to help me abuse those powers (Beacon of Tomorrows for extra turns, Elixir of Immortality to keep from milling myself to death).  Throw in the most annoying counterspell in Magic (Time Stop), and you have a pretty reasonable EDH deck.

Here's the setup:

Commander:
Niv-Mizzet, Dracogenius

Creatures:
Aetherling
Diluvian Primordial
Djinn of Wishes
Flameborn Viron
Flayer of the Hatebound
Harbor Serpent
Hellrider
Hypersonic Dragon
Invader Parasite
Jin-Gitaxias, Core Augur
Keiga, the Tide Star
Kuldotha Ringleader
Mindclaw Shaman
Mindshrieker
Molten Primordial
Myojin of the Seeing Winds
Nivix Guildmage
Rage Nimbus
Ripscale Predator
Scourge of Geier Reach
Slumbering Dragon
Sphinx of Uthuun
Stormtide Leviathan
Tyrant of Discord
Valakut Fireboar
Voidwielder

Instants:
Counterlash
Cyclonic Rift
Essence Backlash
Magmaquake
Mindstatic
Redirect
Reverberate
Rock Slide
Street Spasm
Time Stop

Sorceries:
Alpha Brawl
Beacon of Tomorrows
Cerebral Eruption
Cone of Flame
Devastation Tide
Enter the Infinite
Fire Tempest
Fireball
Into the Maw of Hell
Lava Burst
Meteor Shower
Rolling Temblor

Artifacts:
Dreamstone Hedron
Elixir of Immortality
Feldon's Cane
Izzet Cluestone
Izzet Keyrune
Izzet Signet

Enchantments:
Curse of Echoes
Mind Control
Mind Unbound
Numbing Dose
Volition Reins
Warstorm Surge

Planeswalkers:
Ral Zarek

Lands:
18 Island
Izzet Guildgate
19 Mountain

I was able to play one game with this deck a couple weeks ago, and although I think it ended up a bit weaker than my Varolz deck, I like it a lot more.  Instead of just being built out of a solid mechanic (Scavenge), this deck makes sillier plays throughout the game, making it more fun to use.  That's based on only one test run, though, so I'll need to play with it a few more times before I really settle on an opinion of it.

Saturday, June 15, 2013

Game Review - State of Decay (XBLA, 2013)

A little over 17 years ago, Resident Evil made survival horror a mainstream gaming genre.  As the underlying technology has advanced and games have become more sophisticated, I’ve gotten more and more excited about a true survival game, one that focuses more on staying alive than the classic horror elements that usually accompany them.  I imagine a game with RPG elements, as the initially out-of-shape protagonist “levels up” while developing the skills necessary for surviving the post-apocalyptic world.  Many games have captured those RPG features quite well, but I’ve never seen those features embedded effectively in a survival game.

Until I played State of Decay.

State of Decay is a true survival game, where gathering supplies is (almost) as important as fighting off zombie hordes.  Members of your ragtag group of the living will hone their skills in the process, becoming more proficient fighters, marksmen, scavengers, and all-around athletes as they struggle to survive.  It’s a really neat system, as you’ll have to make time to find more food or medical supplies between excursions to eradicate particularly heavy zombie infestations or make deals with neighboring groups.

It also features a particularly interesting (and I think realistic) emphasis on the community.  There’s not really a main character per se, but rather a group that evolves as new survivors are brought in or old members are torn apart by the undead.

This setup leads to one of the most exciting features of the game: as you control a character, they will eventually get fatigued and taking excessive damage leads to more permanent injuries, both of which reduce that character’s effectiveness.  A fatigued and/or wounded character needs to take a break to recover, which can be accomplished simply by switching to another active character for a time.

Characters will also bring specialized skills to benefit the whole team; for example, a good cook can prepare better meals for better bonuses (assuming you have the food supply), and someone with medical experience can help treat the wounded more effectively.  Combined with the characters’ gradually improving skills, this feature sets the stage for the game’s focus on realistic and challenging survival.

Another consequence of the group-centric play is the fact that a character’s death is permanent, and you might even need to take a mortally wounded ally to a secluded spot to prevent them from becoming a zombie.  To hammer these impacts home, the game automatically saves your progress and doesn’t give you the option of maintaining multiple save files; a character’s death is immediately saved and can’t be undone without restarting the game completely.

Unfortunately, the biggest flaws in the game come from an incomplete application of the challenge of survival.  First off, with the right items, it’s possible to prevent a character from ever becoming fatigued, so you can run around with the same dude for days with no repercussions.  Furthermore, as a character’s skills reach their highest levels, he or she will become incredibly efficient at slaying zombies.  As a result, the last third or so of the game abandons the tension of sneaking by a group of zombies to loot a convenience store, instead allowing the player to eliminate all zombies in the area with ease.  It undermines what I’d say is undoubtedly State of Decay’s strongest feature, which is terribly disappointing.

The emphasis on community also falls a bit short because it fails to capitalize on emotional tensions.  Despite a generally well-written script and great voice acting (I’d say that one of the primary characters is one of the best-presented characters I’ve seen in a game), the characters are surprisingly unfazed by their friends and loved ones dying.  If you lose a character, you’ll hear a few bland platitudes, but none of the emotional breakdowns that I’d expect.

To be fair, these facts are only disappointments because the game does so well with so much – the survival-based gameplay is compelling, the characters and their interactions are realistic, and it’s generally a clever game.  It just doesn’t hit all the high notes, and the last 6-8 hours of an 18ish hour campaign get awfully repetitive.

As for some other details: State of Decay won’t blow you away graphically, but it doesn’t distract from the gameplay and it does have a few nice animations (watching characters jump into the back of a pickup, for example).

Sound quality is pretty darned good, too, with zombies sounding appropriately squishy, and phenomenal voice acting, as previously mentioned.  One complaint on the sound is a relative lack of voice actors; with a constantly-evolving game world and random new characters appearing at times, it’s no surprise that voices will be reused, but it seems like there are a total of four actors for the entire game.  It gets a little tiring.

The open-world setup is used quite effectively, giving the player the freedom to explore the world as desired.  New infestations and neighboring strongholds will appear from time to time, so it doesn’t feel like a stagnant world; it’s a little different every time you play.  The randomly generated side quests aren’t terribly interesting (they’re always effectively “get this thing” or “kill zombies here”), but they’re pretty fun until the fourth or fifth time you’re asked to do the same thing.

State of Decay is an exciting game with a lot of promise.  The first game I’ve played that uses RPG elements to provide compelling survival-based gameplay, it’s an interesting and enjoyable game.  It has its flaws, but I think it’s a proof of concept for true survival games.  I’m really excited to see where this genre will go in the future.

My Rating: 8/10 – great.

Achievement Report - June 15, 2013

I diversified my gaming a bit this week (at least compared to last week), with one notable completion.

GTASC
This week's GTASC offerings started with some relatively simple achievements in both Nier and Rhythm Party.  I spent a fair amount of time grinding for crafting materials in Nier (as well as working towards growing a White Moonflower), but I still have a fair ways to go on both of those achievements.

I played a few matches of Happy Wars, too, but that title update is proving to be really slow going.  I think I'll be happy if I can get it done by the end of the year...

The big highlight in this week's Xbox gaming was last week's State of Decay (review forthcoming).  I managed to snag all the achievements in a little under 25 hours of play time, so it's not an excessive time investment.  None of the achievements are too difficult, and it's a pretty fun game, so it's a pretty low-stress completion.  State of Decay is a good choice for achievement hunters.

Kingdom of Loathing
Although I missed a couple days in the Kingdom this week, I did manage to complete my first BIG! run.  As an added bonus, I made it a 100% Baby Gravy Fairy, bringing my 100% familiar run count to a whopping 17.

9-day BIG! run.  Far from optimal, but I'm glad to be done with it.
I really disliked the BIG! challenge because it ended up displaying the concerns I expressed last week.  On the bright side, it'll be easier to do 100% runs (because stat gains aren't important) and it's a good starting point for excursions into the Sea or telescope runs, as it puts you at a pretty high level once you're done.  As such, I'll probably end up doing a few more BIG! runs while they're in season, but I definitely won't like it.

My next step, though, is is another Way of the Surprising Fist run (softcore) to get the Good Will Punching trophy.  I underestimated how slow the beginning of the run would be (it's the first semi-normal run I've done in ages), and I totally forgot to prepare pulls for the first couple days, so this run is going to take a while.  I'm trying to make it another 100% run (this time with a Sleazy Gravy Fairy).  I certainly hope that I can move on to bigger and better things by the end of the week; we're probably looking at a Sea run to start working towards the new equipment that the recent Sea updates introduced.

StarCraft II
I actually played a bunch of games this week, playing my 1v1 placement matches (for the first time in a few seasons) and several arranged 3v3 games.

I ended up being placed in the Gold League for 1v1, having only lost one of my placement matches. My loss was a ZvZ, which I hate anyway, but I got screwed by early banelings and no good way to defend against them.  My wins were two ZvZs, and one each of ZvT and ZvP.  I didn't feel really pressured in any of those games, so I think I can probably move up to Platinum pretty easily with some additional practice.

The 3v3s were the kind of crazy that's characteristic of large team games.  We were boosted up to Diamond, which is nice, but I don't think there's a whole lot of strategizing that will help us get better - at this point, I think we each need to develop better mechanics and be better able to respond to scouting information.  I would love if we could get up to Masters, though.

And that does it for this week.  I don't think I'll be doing anything too crazy in the next week, as I have a lot of work that needs to be done this week, but I guess we'll see.  Until then, tschüss.