martes, 22 de septiembre de 2020
Episode 20: The Game From Beyond The Grave Is Live!
lunes, 21 de septiembre de 2020
The EverDrive N8 Pro - Second Time Perfection? A Review
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Your Choices (courtesy of krikzz) |
sábado, 12 de septiembre de 2020
CrossCode Review (NSW)
Title: CrossCode
Developer: Radical Fish Games
Publisher: Deck 13
Genre: Action, RPG
Price: $19.99
Also Available On: Steam, XB1
CrossCode makes no bones about its conceit. In fact, it trumpets its willingness to straddle seemingly incongruous situations. As a single-player role-playing game set within a massive multiplayer online RPG, it has players control Lea, an avatar who has lost both her memory and her voice, in an effort to solve the mysteries behind the development. And, what's more, she gets to mingle in the physical world as well. Thusly, two stories in two settings get intertwined on the way to the denouement.
Significantly, CrossCode makes Lea's progress within the CrossWorlds MMORPG run just about like any other player's character in real life. She's a Spheromancer with the capacity to launch both ranged and close-quarter attacks during inevitable combat phases. There's likewise a large portion of interaction with other characters, including with some slated to join in exploration, as well as a fair amount of crafting and farming in order to raise attributes to the levels required to take the measure of opponents in battle. Parenthetically, skill trees are extensive and can open up more opportunities, particularly chain attacks, in this regard.
Simply put, CrossCode gives off a decidedly MMORPG vibe without players actually needing to go online. And, creditably, it proves to be just as deep and as populated, not to mention as aesthetically and aurally pleasing as the best ones in the industry; the 16-bit art style complements the throwback music, adding to the lure and allure of the gameplay. If there are any negatives, they're in the frame rate drops when the screen gets busy, and in the audio glitches that occasionally crop up.
On the whole, though, CrossCode proves to be worth its $19.99 price tag as a well-made port of the crowdfunded release on the personal computer. With progressively challenging puzzles through seven themed dungeons, it's a satisfying 50-hour romp that gives off a Zelda-esque vibe in an MMORPG environment. Sweet.
THE GOOD
- Solid gameplay
- Balanced and fair combat mechanics
- Visually and aurally pleasing
THE BAD
- Populated screens lead to frame drops
- Audio glitches evident on occasion
- Side quests can be repetitive
- Grinding required
Coordinate Transforms, Still
Last post was about my attempt at explaining coordinate transforms. Progress has been slow. I've implemented many of the diagrams but I'm still having trouble with the narrative. Last time I said this was my outline:
- Show a side scrolling game with some cool camera effects.
- Introduce world coordinates vs screen coordinates.
- Solve the problem of scrolling: subtract an offset.
- Introduce transforms. (may need to be later)
- Introduce inverse transforms, for mouse clicks. (may need to be later)
- Introduce cameras. More complicated than offsets, but can do more.
- Show some cool effects with cameras. (may need to be earlier)
- Introduce chaining transforms.
- Show some cool effects with chaining.
- Demo showing all concepts together.
I've been experimenting with different orders for the topics and now think there are two intertwined "tracks": the concept track introduces mathematical concepts and terminology, and the problem solving track shows solutions to specific gamedev problems. These two tracks are paired up:
Problem solving | Concept |
---|---|
scrolling | world/screen coordinates, translate transform |
following the player | cameras, view coordinates |
tile grid coordinates | scale transform, chaining transforms |
mouse clicks | inverse transforms |
? | function composition |
? | transform matrices |
I think in each case I should start with the problem to be solved, then show the immediate solution, then explain the concept behind the solution. The concepts then lead to a reusable solution. Example:
- Problem: we want to scroll the screen
- Immediate solution: add an offset before drawing
- Concept: we're transforming world coordinates to screen coordinates
- Reusable solution: a translate transform is a function or object that converts coordinates
The next section is:
- Problem: we want to keep the player in the center of the screen
- Immediate solution: use the player plus half the screen size as the offset
- Concept: a "camera" points at the player, using view coordinates
- Reusable solution: a camera object is placed in the world, and we use that to build the translate transform
What order should I present these topics? I'm not sure. I know I want to put scrolling first. If I put mouse clicks second, then it's fairly easy to solve, and there's less motivation to learn inverse transforms. So I might put that later. If I put tile grid coordinates second, then it leads to chaining transforms together, which will be useful for following the player with a camera. Or if I put following the player second, then it leads to view coordinates, which might further motivate chaining transforms.
I think the main problem is that I'm not feeling particularly inspired right now, so I'm working very slowly.
viernes, 4 de septiembre de 2020
Game 377: Wizardry: Suffering Of The Queen (1991)
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Titles online often include Gaiden after Wizardry or include "Episode 1." Neither is present on the title screen. I believe even the original Japanese title screen was in English. |
ASCII (developer and publisher)
The eight games in the Wizardry series are well known to western CRPG players. It is arguably the most influential series of all time (although it was itself heavily influenced by the early PLATO titles), spawning The Bard's Tale, Might and Magic, and Dungeon Master lines, and even influencing Exodus: Ultima III. I still find the original Wizardry (1981) remarkable for its combat tactics and the exquisite tension that it builds as you explore each level and cope with the specter of permadeath.
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Combat in this game is identical to the western Wizardry titles. |
What most western players probably don't realize is that the series has a life in Japan that, at least quantitatively, exceeds its legacy in the United States. In addition to the influential translations of the original games, Japan saw more than ten original titles and remakes for the Game Boy, PlayStation, NES, SNES, PlayStation 2, and PlayStation 3 between 1991 and 2013, plus a 2013 MMORPG called Wizardry Online (2013). These games weren't just unauthorized knockoffs seeking to capitalize on the Wizardry name. As we'll soon see, you're more likely to untangle Jarndyce v. Jarndyce than figure out who actually owns the rights to the series, but the earliest Japanese titles, at least, were developed under license from Sir-Tech, and they take thematic elements from the western games.
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The party explores the dungeon. The interface elements go away until you call for them. |
Commenter Alex has written a guest entry on the Japanese Wizardry series, which I'll publish soon, but to put it in context, I wanted to take a look at the first of the series, Suffering of the Queen, after having first familiarized myself with the Game Boy by playing its first RPG offering. Suffering is the first of a pair of Game Boy titles published by ASCII; the second, Curse of the Ancient Emperor, would follow in 1992. Suffering is something of a sequel to Wizardry II and III in that it takes place in Llylgamyn and references the Staff of Gnlida. I'm playing a fan translation from about 2013.
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Credits for the translation. |
I was surprised to see that aside from some minor graphical and mechanical differences, Suffering plays almost exactly like an early-1980s Wizardry scenario. You create a party of six characters from the same races and classes; you have a menu town on top of a multi-leveled dungeon. The shop names are the same; combat works the same; spells are not only the same but have the same nonsense names (mercifully "translated" in the English patch). The navigational obstacles that you face, traps, item identification, and character leveling systems all work the same. So much is the same that a veteran Wizardry player would only have to be told about a few minor differences. The authors were clearly trying to bring the Wizardry I-III console experience directly to a handled device.
As Suffering opens, the player is dropped without comment into the menu town of Llylgamyn, presented graphically instead of textually. Icons correspond to the major service locations: Boltac's (shop), Gilgamesh's Tavern, the temple, the inn, the guild, and the dungeon entrance.
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Llylgamyn is a graphical menu town. |
One difference from the earlier series is that the castle is a visitable location, and it's here that you get rare updates to the game's plot. When you visit the first time, you learn: "The traitor Taros is pursuing forbidden research in the dungeon. Disaster struck insistently in the past year. The power protecting Llylgamyn weakens. Now the people are murmuring about Princess Sorx. She vanished mysteriously at midnight." External sites clarify that Sorx is the queen's sister, but they give her name as Sokusu and the villain's name as, amusingly, Thailand Rossum. I don't know if the shorter versions are just a way to abbreviate them for the screen or if they're choices made by the English translators.
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The titular queen doesn't show up until the endgame. |
Characters are created from humans, elves, dwarves, gnomes, and hobbits and good, neutral, and evil alignments. Then a pool of "bonus" points is distributed among strength, intelligence, piety, vitality, speed, and luck, with the base values having been determined by race. The attribute allocation determines what classes are available: fighter, mage, thief, priest, samurai, lord, bishop, and ninja. As in the original game, the bonus pool is usually 7-10 points but then occasionally rockets up to 18-20. You need such luck to start as any of the prestige classes; even then, some of the classes are out of the reach of a starting character. You cannot mix good and evil characters in the same party.
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Creating a new character. |
After character creation, I was thrown when I found that Boltac's shop was "SOLD OUT" of most of the basic starter equipment, but it turns out in this version, characters start with a basic set of weapons and armor in their possession. As you find better stuff in the dungeon, it's not "+1" or "+2," but rather an escalating set of synonyms for the base weapon. For instance, swords progress along the line of sword, rapier, epee, katana, and cutlass. Ultra high-level items are given special names like "Saber of Evil" and "Mjollnir." The same weird "invoke" system is present where you can sacrifice some pieces of equipment for permanent attribute changes.
My maps of the first six levels. Darkened squares are literally dark squares (no light works), not indications that you can't go there. |
- None of the levels wrap east-west or north-south.
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The automap works extremely well in this game, but it doesn't annotate teleporters. |
- The bestiary is a mix of enemies from the early Wizardry games and some invented for this game. As far as I can tell, the artwork is original even when a creature's name is re-used from an earlier Wizardry.
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"Nocorns" were in Wizardry II or III, but this is a new graphic. |
- You select spell and trap names from a list instead of typing them. In the case of spells, the English patch translators put the spell effects in the list rather than the original names (e.g., MAHALITO, MOLTO), which is a big bonus.
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The mage's available spells for each slot appear as a list. |
- The thief character is a lot more successful in disarming traps than in my experiences with the DOS versions of Wizardry I-III.
- Spellcasters have to rest to restore spell slots; they don't replenish automatically upon leaving the dungeon.
- Instead of encountering "friendly" monsters occasionally, you oddly get the option to "hunt" some monsters if you want to be evil or leave them alone if you want to be good.
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The only way to show virtue in the game. |
- You can't just walk through walls to find secret doors; you have to "Search" for them. Once found, the door remains visible for the rest of the game.
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This difference is explained in a message square. |
- The early game is notably easier than in the originals. Full-party death is rare.
- You can manually save the game while in the middle of a dungeon and restore from that point.
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My thief's inventory late in the game. |
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Gideon levels up and gains intelligence. |
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The party surprises an enemy party. |
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My bishop casts a mass-damage spell. |
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Hence, the title. |
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If it weren't for this sign, we probably wouldn't have even thought of it. |
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My cleric damages Taros in the big battle. |
The queen sits on the throne. A tinge of grief is on her face. "Llylgamyn and I applaud you for your courage and wisdom." You are awarded a title. "I will go on fighting for my people alone." The queen smiles faintly. "Thank you. Now go and rest." However, everyone knows it's just the beginning. Peace is finally restored to Llylgamyn. However, secrets still lurk elsewhere . . .
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Doesn't this seem like a winning screen? |
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I thought I'd won, but the game offers to take me to even more adventures. |
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The box made use of the traditional Wizardry font and logo. |