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hey what was that noise – *urk!* *thud*

March 17th, 2014

Written by: Stoo

I’ve been meaning to play Dishonored for a while now. It was a significant release for me, as it can be seen as a spiritual cousin of Thief and Deus ex, two of the greatest games in PC history. It draws on Thief’s stealth and exploration, and from Ion Storm’s classic it takes the flexible gameplay, giving your character multiple ways to solve problems.

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I’m only on about the fifth level so far, so am just putting down some thoughts. The game casts you as Corvo – former devoted bodyguard of the empress of the isles, framed for her murder by traitors. A loyalist movement breaks you out of prison, an encounter with a mysterious being called the Outsider sets you up with magical powers, and you’re all set to take your revenge.

The missions all take place in Dunwall, capital of the isles. It has a Victorian, industrial style to it, embellished with leaps of technology such as lightning-based security systems and stilt-walking powered armour suits, that give it a bit of a steampunk feel. There’s also, behind the scenes, an undercurrent of dark sorcery. The city streets are dank and rat-infested, whilst the wealthy live safe behind their walls and guards, in opulent mansions. Up close it’s ugly and dangerous, but still somehow impressive when you look out across the water, at sunset, at clock towers, factories and red-brick warehouses. So all suitably atmospheric, then. It’s reminiscent of the city from the Thief series, especially the more industrialised version we saw in Thief 2.

Your main goal on each map is to dispose of some key figure in the rebellion – either just kill them, or find some other way to effectively remove them from the city. There are also secondary goals along the way, and also you’re on the lookout for loot – magical powerups and gold with which to buy ammo and upgrades. So there is a bit of thieving on offer here alongside Corvo’s vendetta, although unlike Thief it’s not a specific mission goal.

Maps aren’t quite as big and open as I remember Thief reaching – and levels tend to be divided into at least 3 separate maps. Still, you have a decent sense of freedom in your actions. The main route to a goal, for example, might be a street with heavy patrols and lightning-gates that zap unauthorised passers. So if you’re not feeling brave you can search for another route – over rooftopss, through nearby alleys and half-ruined buildings, or through tunnels. You might find the fuel source, to deactivate the gate. Or you might possess a guard’s body and just walk through it.

There’s also plenty of loot to be found scattered about off the streets in apartments, secret dens, sewers and offices. So it pays to explore thoroughly – investigate every door and alley but also, importantly, look up for balconies, ledges and ducts to climb on. They often lead somewhere interesting or useful, or just give you a means to avoid confrontation with guards.

You have the option of being a murder-machine or captain sneaky as you go about your objectives. In Thief the nonlethal approach was just for challenge and bragging rights, and in Deus Ex it affected your relations with NPCs a bit. But here killing contributes to the Chaos Level, which apparently makes the city a more dangerous places, guards more twitchy and so on. I’m sticking thoroughly to nonlethal so there are a few parts of the game I can’t really comment on like, the swordfighting system. I can say, though, that sleep darts are my best friend.

Sneaking does take a little getting used to as, compared to Thief, the importance of staying in shadows is reduced. It only really matters at a distance and, up close, you need to stay out of enemy line of sight. I can kind of see why this approach has been taken. I remember guards in Thief looking right in my direction, 10 feet away, and being utterly oblivious in room that was gloomily lit but not pitch black. Which was fun but not really plausible.

The magical abilities add greatly to the experience – a set of shadowy powers specially suited to a thief or assassin. Blink is especially useful – sort of a short range teleport. It can’t take you through walls but it does let you flick from one spot of cover to another, reach places outside of jumping range, or position yourself behind baddies. Possession meanwhile lets you be a rat to get into inaccessible locations, or take over a person to human nonchalantly past their comrades.

In fact dealing with regular human guards soon becomes pretty simple, and you can revel in basically being a superhero. Or supervillain or in my case, super-jerk. I’m wooshing around knocking them senseless, freezing time and dispatching them with impunity. Then piling their (unconscious) bodies in together in a bathroom in an compromising manner (snicker). I wish I could see them explain the manpile to their superiors in the morning. I am aware though that tougher foes show up later to bring balance – the crazy stilt-walker guys and assassins with powers that match your own.

Small gripe – a bunch of weapons and powers aren’t all that useful if you’re trying to be nonlethal. They’re basically relegated to animal-killing duties. (Beasts don’t count towards the chaos count. I must admit to putting a crossbow bolt in every wolfhound I see). Oh and also the default controls have the left and right mouse buttons control weapons in your right and left hands respectively, so I basically spent a mission repeatedly bashing my dagger into railings instead of blinking. (CLANG)

So far then, so good; it masterfully accomplishes everything I was expecting from a game of this sort. My praise might be a bit premature, but I think it would have to go badly astray in the second half for me to change my mind. It’s worthy to be held up as a follower of those two old classics anyway, and honestly a superior game to some of their own sequels.

(which reminds me, Thief 4 is out. Expect some commentary in, oh, 2016).

You stand before the gate leading into the Towne Cemetary

March 4th, 2014

Written by: Stoo

Hello everyone. The last time I wrote about a First-person shooter, it was something at the more recent end of what we’d call an “old game” on this site. So for my next item I’ve taken the opposite approach, and investigated a series from the earliest days of the genre, way back in 1991. So if you like, have a read about Catacomb 3D and its sequels.

Also if you’re not been here in a while, scroll down to see links to a bunch of reviews from Rik!

I woke up in a Soho doorway, a policeman knew my name

February 27th, 2014

Written by: Rik

Hello there.

Surprise, surprise, we have another review for you tonight. Yes, I know, this is unprecedented (and unlikely to be repeated). If FFG was a big rock band from the 90s with significant chart appeal (which it isn’t) then this would be like us releasing a sixth single from the album that came out a couple of years ago.

Now, we’re going to have a rest, and then head back to the studio with some fresh ideas for a new sound. Except we won’t have any fresh ideas, we’ll just be working on some more of the usual nonsense.

Erh…anyway, tonight’s review is of yet another CSI game, CSI: Hard Evidence.

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A frankly poor piece on an interesting topic

February 23rd, 2014

Written by: Rik

[Disclaimer: I woke up in the middle of the night thinking that this would make a great piece and excitedly jotted down some notes. At some point between then and now, perhaps following an ill-advised browse of some comments sections, I lost the will to try and write anything decent, or to try and generate, or participate in, any kind of discussion on the subject.

I’m adding it now because I still think it’s relevant to our area of interest, and I sort of want to get it off my chest, but if I were you I’d just scroll down to the links at the end.

Oh, and in case it doesn’t go without saying, the views expressed below are my own and do not represent those of the FFG board.]

A frankly poor piece on an interesting topic continued »

Guilty as a girl can be

February 23rd, 2014

Written by: Rik

Hello there.

Completing an unprecedented burst of activity on the site (by our standards) during February, we have a review of the adventure game Guilty.

Barring any more long holidays, extended periods of sickness, or unexpectedly becoming unemployed, we’ll be back to our usual rate from this point on.

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This planet is going to be vapo(u)rized, intruder

February 19th, 2014

Written by: Rik

Hello!

Tonight we have part two of Rik’s holiday review bonanza (well, perhaps that’s overselling it slightly). Anyway, here are a few words about Tyrian.

There’s some more to come, at a future date to be determined by management and shareholders.

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What may I do for you, Inspector?

February 9th, 2014

Written by: Rik

Hi all.

I’ve been on holiday. I had a good rest, thank you – thanks for asking.

Due to the wonders of modern technology I was able to indulge in some retro gaming (and writing) while I was away. So there are a few bits and pieces waiting to be tidied up and finished and – hopefully – added to the site over the coming days and weeks.

Anyway, for tonight, we have a holiday-themed game. Well, it starts off as a holiday anyway. Somebody’s done a murder, and only you can find the killer, in Delphine’s Cruise for a Corpse.

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A rare and brave stance taken against crappy fremium games

February 7th, 2014

Written by: Stoo

So a while back I had my first introduction to the world of Fremium gaming, with EA’s Theme-Park for iOS and android.

Here’s how it works: you buy rides and shops, which periodically generate either game money or experience points. Pathways are all already in place, and the park is divided into sections that can be themed (western, fururistic etc) Most of the time the only maintenance you need to do is clean up puke. Actually, you do a lot of puke-cleaning. Rides can be manually worked (wave your finger around the screen) to make them churn out experience faster but may break in the process

Initially you only have crappy rides available. New ones become available as you gain level, but progress is slow and your income to pay for them is meagre anyway. Which of course is where the Fremium bit comes in – pay real money for tokens that let you put down superior rides right away. Some rides, if I recall right, are *only* available for real money.

Some of these rides can easily set you back $5 a shot. And remember, a park needs many rides. Amongst the the most expensive, you could spend like $60!! Of course you don’t *have* to fork out cash, but the game is painfully tedious otherwise, waiting for your few meagre rides to churn out game-money and cleaning up yet more puke in the interim. I can easily see impatient kids ringing up bills for their parents here.

Except, even if you do spend real money it’s still probably goddamn tedious because all you do is plonk stuff down, occasionally click it, and clean up puke. That’s it, the pretty much the sum total of gameplay on offer. The game is only briefly addictive in the most mindless sense of, it’s been half an hour and you want to push buttons to hear reward noises and see some numbers go up. It’s an awful, soulless, cash grabbing automaton of a game, cynically dressed in the clothes of a beloved early-90s classic.

The only reason I ended up playing was because my GF enjoyed Theme Park as a kid, and this seemed like the easiest way to revisit it given that she’s not enough of a nerd to go faffing around with dosbox. Since then gog.com have added the original to their selection, as usual all wrapped up a user-friendly installer, so I might just buy her that instead.

Anyway, I was inspired to post this when I saw that another former Bullfrog title,  Dungeon Keeper has a fremium tablet\smartphone incarnation now too. It looks like it might hang on to more features of the original, but still throws lots of paywalls in your way.

I wonder what will be next – Syndicate? (only 300 Credits to give your guy a minigun! Credits cost $20 for 500.)

Welcome aboard, Kane

January 24th, 2014

Written by: Stoo

Hello everyone. I don’t do reviews so much these days, but have been feeling steadily more ashamed as Rik continues to churn out articles like a pro. So here’s one humble effort – mid 2000s shooter Quake IV.

I have something else in the works, of a much earlier generation, for you grizzled early-90s veterans out there. See you next time!

TIE Fighter Soundtrack – a modern version

January 14th, 2014

Written by: Stoo

Pointed out to me by a friend on facebook:

TIE Fighter soundtrack updated by Laserschwert

The game originally used midi music, played through the dinky little synth chip on your adlib or soundblaster card. This chap however has instead used some professional-grade orchestral sample libraries. As much as I have a soft spot for the old fm synthesis days, I have to admit this sounds a lot more impressive.

Of course, TIE fighter had a great soundtrack in the first place. The original composer came up with pieces that feel mysterious or grandiose, without being permanently parked in the realm of Obviously Villainous. After all, despite you working for the Empire all this isn’t just a game about blowing up transports full of refugees or somesuch. It does try giving you a sense of how, an Imperial Pilot could feel he’s on the right side, bringing order to the galaxy. So the themes and fanfares need to be inspiring in their own way, stirring you to go forth and do your duty to the Empire.

What you’ll find here is basically is all the music from between missions – cutscenes, menu screens and so on. I especially love the “Tech Specs room” theme. Sadly he’s not done the in-mission music but that’s understandable. It consisted of a multitude of little snippets that were assembled on the fly (using Lucasarts iMuse system), reacting to events as they happened. I imagine it would be quite a lot of work to assemble all that into a satisfying few-minutes-long standalone piece.

(ps if you’re looking for Actual Content, Rik did a great roundup on Ea Sports Cricket 97 a couple of days ago)