Thoughts: Divinity – Original Sin

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Apologies for the spotty posts over the last month or so. Normal service should be resumed from this point onwards.

It’s possible that writing this review right now is a bad idea. I’ve just ragequit from Divinity after encountering yet another drastically unfair difficulty shift in the combat, and am seriously considering giving up on the game altogether as its frustrations have been outweighing its better qualities for quite some time now.  This probably doesn’t put me in an entirely objective frame of mind for assessing Divinity as a whole, and so I am liable to put the boot in a little more enthusiastically than I might do otherwise. On the other hand, that I can even consider up and quitting after investing more than thirty hours into what had appeared, during the first dozen hours, to be the best game I’d played all year? That’s a situation that needs some explanation, and one which I think says a lot about Divinity’s darker side. You can read dewy-eyed coverage of the return of the old-school RPG at your other, more respectable gaming websites. This review is going to contain a lot of bitching, because god knows Divinity gives me a lot of things to bitch about.

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Rods From God

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It’s been over a year since the last science post, so I had probably better either a) make another science post or b) rename the site . What I’m about to talk about is more science fiction than proper science, but I was wondering about it and did the research and it’s close enough to the real thing to pass for it if you squint a bit, and most importantly it ends the science drought.

The hokum military fantasy plotline of Call of Duty: Ghosts is kicked off when the baddies hijack a US space station to drop a number of very heavy objects onto the continental United States, devastating the country and providing the developers with an excuse for one of the more mediocre first person shooters I’ve played in recent years. As with most concepts explored in Call of Duty, while the way its portrayed in the game is complete nonsense the idea of launching weapons into space that can bombard targets below is a legitimate one that’s been around for a very long time –since before we actually got into space in the first place,  in fact — and Ghosts even references a specific one: its Loki satellite has an obvious link to Project Thor, a proposal originating from the 1950s but which was being mentioned in news reports as recently as four years ago under its sexier nickname: Rods from God.

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Thoughts: Rise of Nations Extended Edition

Posts have been a bit spotty on here recently, which is entirely down to work suddenly rearing its ugly head and leaving me with precious little time to play games, let alone write about them. I shall attempt to rectify the situation this week. STAY TUNED.

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Despite my misgivings last year it seems like the Extended Edition is a concept that’s here to stay. I’m cautiously in favour of giving older games a spruce-up with some modern quality-of-life features and then setting them loose on various digital distribution channels just so long as the resulting product doesn’t come across as a low-effort cash-in on a beloved classic’s nostalgia value. There’s a couple of reasons I’m happier to see the extended edition of Rise of Nations pop up on Steam than I would most other games, though, and they are in no particular order:

  • Rise of Nations is well thought of by those who played it a decade ago, but that’s not a very large number of people – even I missed out on it at the time. While successful it wasn’t a smash hit like Age of Empires, and so there’s a decent argument for resurrecting it in digital format and presenting it to a much larger audience.
  • Rise of Nations has been genuinely unavailable to buy – at least in the UK – for a couple of years now (unless you count the dodgy Ubisoft copies you can find on Amazon that may or may not come with a CD key). This situation has been exacerbated by the legal uncertainties following the implosion of RoN developer Big Huge Games; there’s been an entry for RoN in the Steam database since at least March last year, but (I presume) it’s taken until now for the rights to be sorted out to the point where somebody can actually release it.
  • I really, really liked Megalomania, and aside from the execrable Empire Earth RoN is the only game I can think of that’s really run with the concept of an RTS covering the whole of human history divided into distinct technological epochs.

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Thoughts: Xenonauts

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When Xenonauts development started all the way back in 2009, it had a simple mission statement: to be a modern update of the X-COM series, giving things a new lick of paint but otherwise preserving the mechanical core of the game. This was very much a good idea at the time. X-COM had been criminally neglected for over a decade, with only Altair’s excruciatingly mediocre 1 UFO: AfterX series carrying the torch in the meantime, and there was definitely a gap in the market for an X-COM remake — especially after 2K announced that their own X-COM reboot would be a third-person shooter (this was the game that would eventually become the insipid Bureau).  Thus it was that Goldhawk Interactive was formed, and work began on Xenonauts.

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  1. I actually quite liked the first one, up to a point. That point was when I assaulted a UFO and spawned with my squad clustered in a small chamber surrounded by three aliens with rocket launchers. I never went back to the series after that.
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Thoughts: Wolfenstein – The New Order

09/06/14 – Xenonauts is taking a very long time for me to crack, mostly due to my being unable to decide whether the funding system is unnecessarily harsh or just outright broken (currently leaning towards the latter). I will try to get something up this week. Even if it’s “science”. 

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If you asked me to pick words to describe the latest entry in the Wolfenstein series, the chances are you could probably predict most of them before I’d even said anything. They’d be words like:

  • Fast.
  • Violent.
  • Gory.
  • Gruesome.
  • Silly.
  • Over-the-top.

Historically this little collection of verbs has been all the series has ever reached for; it’s been content not to take itself too seriously in its Nazi-slaughtering exploits, and focuses instead on providing simple, low-brainpower fun. What you might not be expecting, however, is for New Order to add an additional word onto the end of that list, and that word is:

  • Intelligent.

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Thoughts: Transistor.

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I was a more than a little bit surprised when I went back and looked at my two year-old Bastion review to discover that, well, I didn’t think it was that great. I thought it was good, sure, with fantastic art and music and some excellent design choices in terms of how it dealt with character customisation and difficulty, but I also thought that its minimalist plot and overreliance on a single narrator telling you everything (while showing you very little) was both confusing and more than a tad overbearing and seriously let the game down in its attempt to tell a meaningful story. This surprised me for two reasons. One was that in the intervening two years of not playing it I’d actually forgotten all about the Bastion’s flaws and had built up a mental picture of the game that was far more generous than what I apparently thought at the time, and this led to me expecting rather more of Supergiant’s next game, Transistor, than was really fair. Transistor never really had a chance of living up to those expectations, and so I’m going to keep that in mind when reviewing it; I might have ended up being disappointed in Transistor, but that’s at least partially my fault and nothing to do with the actual game. The second reason, though, was that I re-read the Bastion review after completing Transistor to see how my view of each game matched up, and I was genuinely shocked to discover that if you strip away the superficial trimmings of each title my opinion of Transistor now is exactly the goddamn same as my opinion of Bastion then: Transistor has fantastic art and music and some excellent design choices in terms of how it deals with character customisation and difficulty, but its minimalist plot and overreliance on a single narrator telling you everything is confusing and overbearing and lets the game down in its attempt to tell a meaningful story.

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Thoughts: Space Hulk.

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What is it with Games Workshop and shoddy/unimaginative conversions of their board games?

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