[ Content | Sidebar ]

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)

The bowler’s Holding, the batsman’s Willey

January 12th, 2014

Written by: Rik

Hi there!

Wow, two updates in a week. Well, if our discussion of hack and slash RPGs wasn’t for you, how does this review of a really old cricket game grab you? *chorus of boos*

It would have arrived sooner, if the recent Ashes series hadn’t been such an unmitigated tale of woe – but it has, so that sort of put me off a little bit. Sporting disappointment is always compounded when you’ve made the rather foolish decision to stay up until 3am to listen to your team get hammered.

Usually, cricket games are about as much fun as doing just that, although this one isn’t too bad actually – here’s Cricket 97 for you.

cricket97title

this is madness, Chester!

January 8th, 2014

Written by: Stoo

Evening, all! It’s time for another discussion piece. We aim to do something a little different each time, and certainly we’ve not got much coverage of Japanese RPGs on this site in general. So today we’re looking exactly at just that sort of game, with Ys: The Oath in Felghana.

FFG Review of the Year: 2013

December 30th, 2013

Written by: Rik

Hello everyone. With the year drawing to a close, it’s time to take a quick look back at all things FFG in 2013.

In terms of content, things were pretty quiet during the early months, as the not-inconsiderable task of porting content from the old site to the new one took up the bulk of our time. In an effort to continue our discussion features, as well as actually play some of the modern classics that everyone else is always raving on about, we started off with a (spoiler-tastic) discussion of Mass Effect. Although the end product probably wasn’t very helpful as a review, both the game, and the discussion, were a lot of fun.

The next ‘proper’ discussion review on the schedule was an RPG of a slightly different vintage,  Shadowcaster, although it became a solo effort after yours truly wimped out early on. Later in the year, Jo joined us to chat about the edutainment classic, Where in the World is Carmen Sandiego? – but although we had other discussions planned, that was it for our new review format in 2013.

While Stoo offered his thoughts on Worms, in the form of our long-neglected second opinion feature, I was revisiting a true oldie from my Atari ST days – Midwinter. To my surprise, it had aged surprisingly well, and becoming engrossed in, and completing, the game some 20 years after I last played it was one of my favourite moments of the year.

Ignoring my oft-repeated promise to not play any more games based on the TV show, I added a review of the hugely-inconsequential CSI: NY to our database in March, by which time it was full steam ahead on the new site, which was finally unveiled at the beginning of June. It was sad to say goodbye to the old design that had served us so well for many years (even more so for my colleague, who actually put the thing together from scratch) but hopefully WordPress will better allow us to add tweaks and improvements without too much fuss.

For the rest of the year, content seemed to fit into one of two categories – abandonware from the early 90s, and more modern stuff from the middle of the last decade. Like Midwinter, reviews of the likes of Crazy Cars III, European Champions and Corruption were motivated by a sense of unfinished business from the 16-bit era, and it was fun to go back and revisit them all. Meanwhile, the likes of FlatOut 2, Test Drive Unlimited and PES 2008 represented some of my favourite titles of more recent years, and it was good to be able to write about, and recommend them, here.

Oh, and the JMan dropped by to offer a guest review of the first Euro Truck Simulator game, causing me to believe that I’d probably gone a little easy on the amateurish efforts of King of the Road a few years back, as well as stirring my interest in the critically well-received sequel (since purchased at a low, low price thanks to the Steam sale, breaking my no-games-in-2013-embargo in the process).

With any luck, the year ahead should offer a similar amount of more of the same. Aside from projects already in progress, we have no fixed plan – and, as always, we’re happy to take requests.

Thanks for reading, and all the best to you in 2014.

In the real world, the good guys rarely win

December 30th, 2013

Written by: Rik

Hi there!

Hope you all had a good Christmas.

Our final review for the year is Corruption, which gives the site a couple of firsts. It’s our first review of a text adventure, and also the first time my stated intention to review a text adventure wasn’t just a glib throwaway line at the end of a newspost attempting to assuage some guilt at having covered a reasonably modern game. Huzzah!

corruptiontitle

The games embargo: (almost) one year on

December 28th, 2013

Written by: Rik

Readers may or may not remember my vow to not buy any games in 2013. As New Year’s resolutions go, it lasted longer than most, although in the end, I didn’t quite make it. The lure of the Christmas Steam sale, and the prospect of transporting fake manure from fake Grimsby to fake Carlisle in a fake truck proved too much to resist.

Eurotruck2

In one way it seems a shame not to see it through the extra few days to the new year. But this was never really about contriving a sense of achievement out of an extended period of self-denial. If it had, the whole thing would have been a lot harder, and I would have been feverishly been counting down the days until it was over.

To tell you the truth, though, it wasn’t all that difficult at all. At first, it felt a little strange not to be making my usual lunchtime trips to the Computer Exchange. (Instead, I went to Superdrug, and probably went overboard on keeping the household stocked up on toothpaste and shower gel in those early months.) And yes, I was occasionally tempted by news of Steam or GOG discounts, whenever they reached me. But it was never anything more than that – a mild feeling of going without, like being at a dinner party and not helping yourself to the last bit of pudding, even though you kind of wanted to. (If you were alone, you’d have eaten it, even though you were full, but you’d only have regretted it later.)

I didn’t save any money, although given that I normally only buy heavily-discounted or second-hand games, I didn’t expect to – especially seeing as these funds were most likely diverted to the purchase of dental flossing sticks and large bottles of Sanex. I also didn’t make much progress through my backlog – a quick review of the year (speaking of which – don’t worry readers, it’s coming soon!) suggests that my time was largely split between newer games that I’d already played quite a bit of and older abandonware fare.

So, you may ask, what was the point? Well, I guess it goes back to that conversation I had with my work colleague that prompted this whole idea. I’m not sure when the last time was that I had a look at my games collection and thought, there’s nothing here for me – time for something new. In fact, I don’t think that’s ever happened. At no stage in the year was I bored. Given a free evening or weekend I’d never be short of ideas about what to play.

I’m not interested in paying a premium for the latest tech or releases, and buying newer games that I’m not interested in simply to try and keep up to date is something I’ve become less and less bothered about. (That’s not to say I’m not interested in newer games, and over the Christmas period, generous friends and relatives have furnished me with some items from my Steam wishlist and an Xbox 360, for those times when I’m in the mood for such things.)

In the meantime, older titles have been added to the collection because they could be potential review-fodder. But I’ve come to realise that there’s a limit to what I’m going to be able to write about. On the evidence of the past year, I’ve probably got my hands full already.

Reason enough, I reckon, to keep it going. No new games in 2014? Why not?

Buy this car to drive to work, drive to work to pay for this car

December 15th, 2013

Written by: Rik

Hi there!

Tonight we take a look at Test Drive Unlimited, a fact that makes us feel quite old, because we can actually remember writing about it as something new and exciting at various points a few years ago.

Still, when you put the depressing march of time to one side, it’s good to be able to actually write about the game properly and include it among our reviews.

Next time on FFG: a text adventure (probably).

tdutitle

The Swapper

December 13th, 2013

Written by: Stoo

[edit]paragraphs fixed. That’s what I get for copy-pasting formatted text into WP.

Even though I don’t think I’ve remembered more than a couple of his birthdays since about 1999, Rik was kind enough to get me the Swapper for my own a month or so ago. Here are a few thoughts:

231160_screenshots_2013-12-07_00009

It’s a puzzle-based platformer, casting you as an un-named astronaut lost on an abandoned space station. A central feature is a tool that lets you create clones of yourself – up to four at a time – that copy your exact moments. Run to the left, jump, etc, they do that too. You can also transfer your consciousness from one body to another – the “prime” body is the only one that can move between rooms, or pick up the orbs you need to unlock further areas of the station. The death of that real you means a fail and trying the room again, whereas other clones are disposable.

Puzzles then are usually based around somehow getting the Real You into a position to get an orb somewhere in a chamber. So a simple situation might be, having two clones standing on pressure switches to open two doors that block the way. You set one up in the right place, then have to figure out how to get the second in position without having the first move away.

What makes matters complicated is, the cloning and swapping functions need a clear line of sight. As well as physical obstructions, there are different coloured lights that each block one function but not the other. So you might be able to get a clone in the right place to grab an orb, but then you have to figure out how to transfer to them.

So far I’ve found the puzzles about the right level of challenge – there have been a few rooms where I was utterly baffled for fifteen minutes thinking that it simply wasn’t physically possible. Then I had the sort of moment of clarity that makes puzzle games so rewarding. (even if also the nagging feeling that smarter folks would have done it in half the time).

The game also has bucketfuls of atmosphere – it’s gloomy and a bit creepy on the station, a mix of metal corridors, alien undergrowth and chambers that almost look church-like. There are few active threats, apart from hazards to fall into, but there’s still a sense of something ominous. Along the way you encounter crew logs that give you a bit of a clue as to what’s taken place, along with one very erratically behaving survivor. Then telepathic rocks start talking to you in your head. Which, as I type this I realise sounds dumb, but it’s pretty spooky when it happens. They represent some sort of sentience so alien and far removed from us that they basically perceive only a realm of pure thought, and are rather baffled by the concept of physical reality.

Throughout this the gadget that shoots your mind around, and the backstory of its development, is used to raise questions about the nature of consciousness. Are our minds just a by product of physical functions of our brains? Or something more than that? Also we might wonder, even if we could through technology gain the ability to manipulate and tamper with consciousness, is it a good idea to do so?

That question is highlighted in a particularly chilling way when you realise something possibly quite terrible you’re doing, not even as some key plot event, but just as a part of the standard gameplay. Remember I said those clones are disposable? You’re basically creating and then murdering people, several at a time, just to open doors. The body count by the end is horrendous. I don’t yet know if these clones have consciousnesses of their own, and I’d be scared to find out. On the one hand, they lack any sign of control of themselves, mimicking your every move. But, the device that beams your mind into them is called the “swapper”, which to me implies a two-way exchange.

So there’s a sense of faint horror in the background, or at least something rather unsettling. Which together with the moody environments and the solid puzzling make this a rather worthwhile experience. I struggle to keep up with indie games, but I’m glad I actually paid attention to Rock Paper Shotgun’s recommendations for once.

exploiting Morrowind for fun and profit

December 6th, 2013

Written by: Stoo

Morrowind isn’t the sort of RPG where you need to go looking for advantages. After a first ten levels or so of running from demons and flailing ineffectually with your sword, you quickly find yourself escalating in power. By level 30 or so there’s not a lot that can seriously challenge you. Still, there a number of exploits out there if you’re feeling lazy or unscrupulous.

Levitation
Start with something simple: enemies without spells or ranged weapons basically have no way to handle you while you’re airborne. If monsters are giving you grief, float away out of reach whilst giving them the finger. Sadly this feature was removed from later games.

morrowind_blog061213

so long, sucker!

More levitation
Morrowind has a custom spell-making system that’s very flexible, to the extent that you can come up with some tricks that the developers probably never intended. In particular, you can take spells that are meant to apply beneficial effects to the player, and fling them at an enemy instead. Spells such as the aforementioned levitate.

Now this sounds like a bad idea. However, make it a minimum strength spell and your enemy will be levitating really slowly . So you can take a moment to heal yourself, or dance around using ranged attacks, while the frustrated enemy closes on you at a glacial pace.

Alchemy abuse
You make potions with the alchemy skill. Strength of the potion depends partially on your character’s intellect stat. You can make potions that boost intellect. I think you see where this is going?

Make an intellect potion, chug it, make another while under the influence, repeat several times, until you feel your intellect is suitably boosted. Then proceed to make a bunch of potions of other useful kinds, all stupidly powerful. So you can give yourself mega-healing, or super-fast levitate, or just flog your little vials of superpower serum for buckets of cash.

Troll people into attacking you
Maybe you’ve decided to murder some NPC because you want their armour, or their squeaky voice irritates you. Or possibly you’re not a complete monster, you’re just carrying out duties for some faction that this NPC has foolishly made an enemy of.

Unfortunately if you start a fight and kill someone in public, you get a bounty on your head and guards will try to chase you down and arrest you. To avoid that sort of aggravation, you need to make the NPC attack you first so that when you kill them, it’s an act of self defense. The way you’re meant to do this is either by taunting them or using an enrage spell, but these require a decent investment in Speechcraft and Illusion Magic skills respectively.

So here’s the cheap way: make a crappy job of pickpocketing them. Just stroll up in full view and jam your hand in their pocket. You don’t even have to take anything. Just getting as far as the “view what they’ve got” screen registers as an offense. Irritated at such dickish behaviour, they will immediately attack. And you can quite freely fight back, just make sure to let them land the first hit. You still have a bounty now but, unless you pilfered a high-end magic sword or something, it’s far less than the penalty for murder, and guards can’t even be bothered to actively chase you for it.