Showing posts with label Roguelike. Show all posts
Showing posts with label Roguelike. Show all posts

Thursday, 4 July 2013

Rogue Legacy

On the face of it Rogue Legacy is nothing unusual.  It uses 8 bit graphics and sound to create a Castlevania-like platformer - not exactly revolutionary.  However, where this game differs from the norm is in the way it treats the player's family after their (almost) inevitable demise.  Yeah.  I said family.  Because in Rogue Legacy you don't just control one character, you control a dynasty.  A really messed-up dynasty (of hypochondriacs), at that.
There are two quite distinct parts to the game.  The first is a randomly generated platformer set in a castle (or forest or whatever). You jump about, kill monsters, open chests and meet a good selection of grisly ends.  However, what determines your abilities in this bit is how much of the other part you have unlocked.  And this, in turn, is determined by how much gold you earn with your dungeon-crawling exploits.  Each part feeds off, whilst also sustaining, the other - they're symbiotic, if you want to be all technical about it.
It's like Zen.... man...
However, none of this fancy stuff really matters if the game itself is rubbish.  It's all very well having an appreciation of novel structure but that isn't going to make things fun on its own.  So it's lucky that the action is pretty solid.  You explore a randomly generated castle (initially, with other areas coming later), and try to get as much gold as you can before dying.  You can run (sword held aloft and probably screaming "charge!"), jump, cast a spell or use a class-specific power (like negating damage or issuing a Skyrim-inspired shout), and there are, of course, the usual selection of nasty monsters arrayed against you.  There are chests to open, which contain a fair amount of loot, challenges to complete (to get even more loot) and bosses to kill (to get... well you can probably guess).  There's a good variety of rooms and obstacles to overcome and plenty of snap decisions have to be made on just what exactly is the best way of clearing a path.  Action is often quite frenetic, with the screen sometimes resembling a bullet-hell shooter and, certainly at the start, you will not last long.  It's all extremely reminiscent of Castlevania or Ghosts and Goblins, but this is no bad thing.

Now I'm sure that some of you are thinking "Hang on.  This game has 'Rogue' in its title and the levels are randomly generated.  This is (yet another) roguelike isn't it? And, correct me if I'm wrong, but death is usually permanent in a roguelike - so what's all this nonsense about families and loot?".  Right, well I'm glad you asked because you've led me perfectly into the next bit of the game.  The clever thing about Rogue Legacy is that, when you die, your son or daughter takes over your quest.  They get all of your earnings and all of your equipment and then they charge back into the fray.  And when they die the process continues with their offspring.  God, that's quite depressing actually isn't it?  Endless generations sent off to their inevitable destruction, all for an ultimately pointless goal.  Like the First World War, but with flying jawas.
Look!  A flying jawa!
Anyway, this is how it works.   Every time your character is killed you are presented with a choice of three different successors.  Each of these will be randomly given one of the classes you have unlocked and up to two of the game's extremely varied traits.  These range from the useful (ADHD, which means you move faster) through the mediocre (dwarfism, harder to hit but also less range with your sword) to the game-breakingly awful (vertigo, everything is upside down and back to front).  There are plenty in there just for laughs (IBS turns your character into a walking whoopee cushion) but the selection is wide enough to make each play through feel unique.

And the different classes also feel quite distinct, at least once the first few have been unlocked.  The early options are a bit uninspired, simply varying the attack power or the amount of hit points available, but later on they start to introduce different abilities which really influence how the player approaches the game.  Some character types are also clearly more powerful than others and the different combinations of class and trait can force you to make some difficult decisions about who to pick.  Is it better to have a miner with ADHD?  Or a Lich King with vertigo?  

Once you've chosen your character you are taken to the mansion, which you can now improve with the gold from your previous sortie into the castle.  The first person you employ is a blacksmith who uses blueprints found in the dungeon to create new equipment.  Once he has been installed then you can hire an Enchantress, who uses runes (again found in the dungeon) to add different powers to that equipment, or an Architect who can stop the castle regenerating - for a price.  Employing either of these opens up further options, new and improved classes or better stats and abilities, and paying for these creates new opportunities and so on and so forth.  Eventually the whole mansion has been unlocked and your characters are sufficiently strong to complete the game.
Now a lot of recent roguelikes have addressed the issue of progress in a genre where, traditionally, the player is forced to completely restart when they die. FTL had unlockable ships and ToME goes down a similar route with unlockable classes, races and everything else.  However, Rogue Legacy builds the entire game around this.  There is absolutely no chance of completing your quest with the starting character.  So, realistically, you will just be collecting gold in order to improve your manor for a long while.  On the other hand each character you create will have a better chance of getting further, which means it is almost impossible to resist having just one more go.  This is the kind of game where you think about going to bed at midnight and then suddenly it's 2am.

It isn't a roguelike in a traditional sense, death is a way of improving your chances not an end to them, but changing the structure of the game in this way is a really interesting twist.  You are now levelling up outside of any progress towards your stated goal.  In fact progress in the game only affects your character once they die and it passes on to their progeny.  This influences how you approach each run and can make you almost welcome death as it allows you to unlock another round of goodies.  I'm not sure I can think of another game that makes 'failure' as integral as this does and so it is laudable just for that alone.
There are, of course, things that could be done better.  To start with, some of the classes seem a bit redundant.  I'm yet to find a use for the mage, who doesn't do enough damage or have enough hit points to make them viable, or the miner, who gets a great bonus to the amount of gold they find but never lasts long enough to really use it.  And I have also noticed that because you lose (most) of your money when you go back into the castle and because the cost of most improvements go up exponentially, it is difficult to pursue a coherent build strategy.  You end up increasing most attributes by a small amount, rather than concentrating on one particular style - and this results in a pretty generalised bunch of heroes.

However, probably my main worry is that as you progress through the game the rewards become further and further apart.  The player has to spend longer in the castle in order to get enough gold to pay for the increasingly expensive improvements and so dying becomes more and more of a pain - despite the chance of actually completing anything remaining almost as remote as ever.  I suppose that this is unavoidable and the regular discovery of new classes does keep the player interested in progressing, but it is certainly something to be aware of.
So, bearing this in mind, does it all work?  Well, yes it does.  It's not massively complicated, and the action is solid, rather than spectacular, but the way that each part of the game depends on the other is a great idea and very well done.  It's original, it's quirky and it can be frustrating, but it's also a lot of fun; and, as I said above, it's the kind of game where the urge to have "just one more go" is really difficult to resist.   I'm not sure it will change your life - but it might just improve it a little bit.

Rogue Legacy is available on Steam and Good Old Games for about £12.

Tuesday, 19 March 2013

Tales of Maj'Eyal


Gamers could be forgiven for being slightly world-weary at the moment, as they are forced to sit and watch their once-beloved hobby become an industry.  An industry in which publishers think it's OK to charge their customers £60 for something that doesn't work (and then lie to them by insisting that they have to connect to non-existent servers whilst doing it), or to release a game for £35 and then immediately ask for more money for different weapons (which should have been included anyway). It's enough to make a man turn to drink.

For example, look at Battlefield 3.  The game was released in November 2011 and cost £40-50 to buy.  After some time EA announced a load of downloadable content, and gave players the "chance" to gain access to it by paying another £40 up front for the "premium" version of the game.  What's more lots of people did this and there are now 2.9 million premium members - earning EA another $108 million in revenue.  Let's just go through that again. 3 million people happily paid twice for the game.  Well done EA.

In fact EA are the common factor in all of these examples (they publish Sim City 5, Dead Space 3 and Battlefield 3) but it would be a mistake to think that they are wholly responsible for this precipitous decline into micro-transactions, always-online DRM and money-grasping cynicism.  I mean, they are largely responsible and they're certainly the worst offenders, but they're not the only company who have come along to feast on your wallets.  Gaming is a big money thing these days and it attracts the same kind of shiny-suited and shiny-haired shysters who infest the rest of the known world, vacant soul-less incubi who look at something beautiful and can only see ways of milking every last drop of filthy lucre from it.

So it is with a profound sense of relief that I can report to you, dear reader, that there are still some good people out there, making games.  Tales of Maj'Eyal is a graphical roguelike (similar to Dungeons of Dredmor but without the facial hair), which has spent the last 15 years evolving into its current state and (whisper it) it's free.  In fact, not only is it free but the engine used to create the game is also available for other developers to use, as the whole project is open-source (so anybody can modify it or update it or play with it).  Now obviously a man has to eat so donations are encouraged, but they are strictly optional and left to the player's own integrity and honesty.   Donators are given extra things, like a unique character class or access to a vault in which to store items, but people who play for free are still able to access the whole game without any restrictions.  So there's a carrot but no stick, which makes a nice change from being treated like a pirate or an idiot or both.  How refreshing.


The game itself is pretty interesting.  Roguelikes seem to be all the rage at the moment (or maybe that's just in my little world) and TOME is a fine example.  It has its origins in ASCII based games such as Angband but it uses a tileset to make everything a bit more graphically pleasing and accessible and this commitment to accessibility is something which recurs  throughout the game.  If there's a part of you which has always wanted to try out something like this but you've been put off by the unrelenting difficulty and impenetrable interfaces then this may well be the roguelike for you.

Part of the reason for this, as already mentioned, is that the game doesn't rely on using ASCII symbols to portray its world (although the purists amongst you can still do that if you wish).  Instead things are presented clearly (if plainly) with pictures for different types of monsters - and trees, dungeons, mountains and so on.  Anything important (like an area's entrance) is usually marked with a sparkly effect until you use it and tooltips come up when you put your cursor over things to tell you what they are.  It may not be especially visually amazing but it gets the required information across and there is never any confusion about what is around you - a clarity which also extends to the interface.  Unlike some other, earlier, roguelike games most actions can be completed with just the mouse - no more trying to remember that q is for quaff and :s20 will search an area twenty times.  You can click anywhere on the screen and your character will move there automatically, you click on a monster to attack it and you select which skills to use and spells to cast by selecting graphical icons from a bar on the bottom of the screen.  You can even auto-explore an area, just press "z" and your character will happily delve away until they find something you need to know about.  It's all extremely user-friendly.

And TOME also softens some of a roguelike's traditional difficulty by giving the player more than the customary single life. Here your character gets extra chances as they increase in level and there are also items which can be used to resurrect them.  Again, if you are a purist you can choose for this not to happen - but for the rest of us it gives the ability to experiment a little with some of the more optional areas (which are clearly marked with warnings, so that the inexperienced player has nobody but themselves to blame when a foray inevitably ends in their character's gruesome demise.)  Death still comes often in TOME but at least the player gets the option of being able to learn from their mistakes without restarting the whole thing.

However, the game's greatest strength lies in its character creation and progression.  There are 25 classes and 10 races - but most of these are locked when you start and can be unlocked during play.  Each class and race has access to different skill and talent trees, and gain points to allocate to these as they increase in level.  These can range from making it easier to hit things with your sword or shield, to summoning creatures, to creating a rift in the fabric of reality.  I could pretend to sit here and tell you how many different combinations of class and race and talents and skills and spells there are but it's probably too large a number for my brain to cope with - suffice to say that it's a LOT.  Players really do have a remarkable amount of freedom in how to sculpt their ideal character and, as most races and classes (and some skills) are unlocked by completing objectives in the game even a "failed" playthrough can mean that the player achieves some kind of tangible progress.


There also needs to be a special mention for the sheer amount of work that has gone into the game's world. It is HUGE, with different factions (which the player can join or oppose), loads of dungeons, masses of monsters and thousands of different items. It has a persistent back story, with an over-arching plot, and there are many, many documents and books to be found which give background and detail to it all. This is a world with a history and it is there to be discovered by the player as they gradually progress through the game. For it to be offered up on a "pay what you want" basis really is quite extraordinary and to be applauded.

Now, of course, nothing is perfect and this otherwise excellent game does have a couple of small flaws.  Firstly it can feel a little bit pointless to be killing the standard monsters that litter the dungeons. There are usually a lot of these and it can sometimes seem that you are "ploughing" through them, rather than having to think about tactics or how to survive (the bosses are another matter entirely though).  They don't give much experience to the player, so they don't feel especially important, and it can be a chore to slaughter endless hordes of low-level monsters in order to get to the next exciting boss fight.

And the other problem TOME has is that its areas and bosses are persistent and carry over from game to game - so, for example, Bill the Troll is always to be found in the "secret" area at the end of the Trollmire.  The layout of the dungeons, the loot and the normal monsters are all randomly generated but the actual plot and layout of the game is the same every time - and this can make it a pain to repeat stuff you've already done when you (inevitably) have to restart.

However, these problems are ameliorated by the sheer variety of choices that the player can make with their character and the vast number of different approaches that can be used.  An Archmage, for example, plays completely differently to a Berserker - in fact an Archmage who uses fire plays completely differently to one who uses cold spells.  The game may keep the same objectives in place but it allows you almost total freedom in how to achieve them.  There really is an option for everybody and that can make repeating the same areas and fighting the same bosses much more bearable. 

So, there you go.  A whole new world for free, hundreds of hours of gameplay with nobody telling you to connect to a non-functioning server or treating you like you're a criminal.  Why not give it a go?  And, if you like it, then give the developer some cash.  After all you're an adult, it really is entirely up to you.





TOME is available from its own website, or from Desura (for $10) and it is also on Steam Greenlight, so go and vote for it.



Wednesday, 19 September 2012

Faster Than Light

Vocab needed for this review:  The roguelike is a sub-genre of role-playing video games, characterized by level randomization, permanent death, and turn-based movement.



Faster Than Light is a roguelike spaceship simulator.  It is available on Steam, Good Old Games or from the developer’s own website, and it costs around £6.  It is also really rather good and I am going to tell you why you should buy it.

The game, at first glance, does not look especially complicated.  The graphics are not super-realistic, in fact they remind me of Mech Quest, and that may put some people off.  You will usually see a plan of your own ship, a few statistics about your current progress and supplies, and possibly information you may have about any enemies.  It’s basic but it does the job because, when you’re playing FTL, you’re going to be too busy worrying about putting out fires, repairing vital systems, keeping  your precious crew alive and just revelling in the whole “I AM CAPTAIN KIRK”ness of it all to be worrying about shiny graphics.

The game is very reminiscent of Star Trek, and I mean that in a really, really good way.  To be clear, I mean the original Star Trek too - none of this “exploring outer space by exploring inner space” rubbish that came along with Jean-Luc.  No.  We’re talking missiles, lasers and “the engines cannae take any more cap’n.” Honest to goodness space combat and exploration – exactly as God intended.  There are aliens, teleporters and lots of boldly going where no man has gone before.  It is majestic.  

The aim of the game is to transport some bit of vital information or other to your federation allies whilst avoiding the chasing rebel fleet who gradually move through a sector -  forcing you to stay one step ahead.  Each attempt is randomly generated, so you will never play the same map twice, and encounters are also randomly created, which can lead to some difficult moments as your pitifully underpowered cruiser is put up against a series of tough enemies -  often resulting in an early, fiery death.  Death is also permanent and means a restart back at your hangar. 

There are 8 sectors to conquer before you get to the end of the game.  On each map an exit is marked on the right hand side and you make your own way there by jumping from star to star.  Each jump uses 1 fuel from your limited supplies – although you can get more by destroying ships, or from stores or other events in the game.

Whenever you jump into a new system you are given a text message to tell you what is there, waiting for you.  Sometimes this is nothing but more often than not you will encounter pirates or rebels or one of the many races which inhabit the universe.  This can lead to combat, trading, investigating a space station or one of a whole selection of encounters.  Once you have cleared the problem, or your FTL engine has powered up sufficiently, then you can jump to the next system and so on.  Almost everything apart from combat is done with text, and by selecting options from a menu – and there’s enough variety to keep you going for a long while.



Combat, however, is where FTL really comes into its own.  Each vessel is made up of a number of systems and a hull.  Systems vary from ship to ship but all of them have an engine, weapons, steering and shields.  Some may have a drone control system, or a teleporter; crews require oxygen and a medbay.  All of these are powered by the ship’s energy supply and power can be re-routed to different systems as and when the player requires (although the total amount is finite, if upgradeable.)  Shields protect the ship against various weapons but, once they are breached or knocked down, any damage is taken directly from the hull value and once that runs out then the ship explodes. Systems can also be individually targeted in order to damage or destroy them, and there is a chance (which varies by weapon) that a successful hit will start a catastrophic fire which can hurt both the ship and any crew.  Once systems are damaged sufficiently then they stop performing their function so, for example, if the oxygen supply is destroyed then the oxygen level in the ship will quickly drop, if the weapons are destroyed you can’t fire them etc etc.

Weapons themselves take many forms in FTL.  There are conventional types such as lasers, missiles, beam weapons and ion guns (which disable systems without doing any damage), but there are also drones available which can repair damage, attack the enemy or defend you from incoming fire.  Some ships even have access to teleporters which can send over crew members to attack enemies in their own backyard.  The game gives you a wide variety of ways to kill aliens, with different approaches needed for different problems.  For example missiles can get through shields easily, but a defence drone will instantly make them obsolete.  This means that you need to tailor your attack to give yourself the best chance of winning - you can't just turn up with one great weapon and always win.

Crew are present on most vessels.  They can come from a variety of races (all with their own advantages and disadvantages) and they are vital to the running of your ship.  Usually they will be assigned to a specific station (such as shields, engines, steering or weapons) and their presence improves the functioning of each of those.  They can repair damage, put out fires, fight intruders or board an opponent’s craft in order to cause them some problems of their own.  Each crew member has their own health, which can be depleted by fighting, fires and lack of oxygen.  Once that runs out then they die, but they can heal by going to your medbay.

Combat is played out in real time, although the player can pause the action in order to think about what to do next (or, more likely, try to think of a way out of the mess they’re in) and this makes it an intense, exhilarating experience.  The beauty of it is that you are constantly trying to manage everything.  Will your shields hold out?  When does your powerful missile battery reload?  Will your crew member put out that fire before they die?  And what the hell just happened to your engines?  Battles can ebb and flow, it’s very rare that one side completely overpowers the other.  You often come away from a defeat thinking “If I’d only done THAT, then maybe it would have ended differently”, and this is a good thing.  This is a sign of a great game.  Combat is tough, it is difficult and you will die many, many times but the game gives you plenty of opportunities to try new things.



The game also has its own economic system, with "scrap" as the currency.  There are many ways to get this.  Sometimes you are given it by a friendly soul, but more likely you take it from defeated enemies, and you can use it to upgrade your ship or to trade at stations.  You can upgrade pretty much any part of your vessel, except for the hull.  Invest in engines and you will avoid more incoming fire.  Invest in shields and they will take more damage before leaving you vulnerable.  Increase your power supply and you can run more systems...  you get the idea.  You can also buy augmentations such as a hull repair arm, or improved scrap retrieval – all with their own effects and advantages.

And, not only can you upgrade your ship, but your crew also become more experienced as they do their jobs.  If they fight off invaders they get better at fighting, and if they fix systems their repair ability increases.  This means that, as you progress, your ship becomes more efficient and more able to face the increasingly difficult opposition later in the game.  However, it also means that your crew become even more valuable than they were before, which adds yet another layer to the real-time combat as you need to keep them safe and alive if you want to succeed.

If you add in that there are 9 different unlockable ships available (each with an alternate loadout once certain conditions are met), that different sectors can be controlled by different races with differing levels of hostility to the player and that missiles and drones are also strictly rationed then we can see that a game which looks so simple on the face of it is actually remarkably complex and requires some definite strategic thought if players want to get anywhere.

And this is where FTL really excels.  It forces the  player to make constant strategic choices.  Do I run or fight?  Do I help them or not?  Is that ship too powerful for me to beat?  Do I spend my missiles on this opponent or save them for later?  Where can I get more fuel from?  This is a proper game which makes the player plan ahead, but also makes them react to what is happening right now.  Juggling everything during a particularly even firefight is absorbing, and balancing attack and defence is vital.  It rewards exploration but also instils a genuine fear and nervousness in the player of what might be lying in wait in the next system.  The difficulty of it is so well-balanced, and the randomness and permadeath work so well, that each run through is new and exciting and the urge to have “just one more game” is almost overwhelming.

FTL is a great game.  It’s not flashy.  It’s not something that needs massive amounts of hard drive space and it’s not something that prioritises showy set pieces over gameplay. Unlike some other, more illustrious, offerings it understands what games are all about.  It presents the player with a challenge.  It forces them to make choices.  It makes them play a bloody game.  It is a wondrous, beautiful creation and I would urge you to spend £6 on it.  It’s one of the best things I have played all year.

Thursday, 22 September 2011

Dungeons of Dredmor

Have you ever played an ASCII roguelike RPG?

I know.  That is a really odd question.  Most of you will be shaking your heads and saying "a what, what, what now?" but bear with me.  This is relevant.

Roguelike RPGs have a long history in computer gaming.  They typically feature pretty standard RPG elements; character classes, elves, magic swords and all that stuff, along with randomly generated dungeons and, most importantly, no restarting from a save game.  Unlike most other games, when you die in these games you stay dead.  You have to start with a new character, right from the beginning, but a different beginning because everything is randomly generated.  Remember?

And the ASCII part means that the graphics for these games are simply characters from your keyboard (google it if you're bothered.)  So your character might be a red "E", an orc is a green "O", walls are "-".... you get the idea.

Right, now just put all that together in your head.  They are usually fantasy based, death means a complete restart and the graphics ARE LETTERS AND SYMBOLS.  Jesus Christ.  If there was ever a reason to find the geekiest thing on the planet then this is what it would be.

Which brings us to this game.  Dungeons of Dredmor is a roguelike RPG.  But!  BUT!  It doesn't use ASCII characters.  It uses proper graphics (well, if it was 1997).  Still, this is an improvement.  And it's cheap.  And it's on Steam.  It's kind of easy access to Prime Geek Alpha dom.

This could prove useful, imagine there was some girl at school or something who you really liked but she rejected you because you were too damn cool.  She liked the more sensitive soul, the loner with the sadness in his eyes.  Before you would have to speak to people like that and ask them what kind of keyboard-graphics based game might win this fair maiden's heart.  But no longer!  This removes the need for that potentially embarassing encounter.  Now you can walk up to her with a confident swagger and ask her if she wants to play Dungeons of Dredmor round your place.  Job done.  You'll be discussing whether your first born should be called Gimli or Legolas in no time.  I can picture it now... lovely.

Sorry, where was I?  DoD (which is what I'm going to call it from now on cos it's too long to keep typing it out) also differs from the usual crowd in that it is humorous.  This humour takes many forms - none of them particularly funny.  For some reason the hero has big eyebrows.  There is also a monster which attacks you with its moustache.  A lot of your time will be spent killing Diggles - bird things with plastic drills for beaks.  You get the picture.  This isn't funny.  I mean, it's funnier than the usual roguelike RPG but that really isn't saying much.  It's funnier than a green "O", big deal.  In fact, I'd go on record to say that they should tone down the funnies.  Less funny.  That's the way to go with this kind of thing.  Play it straight.  The audience that play this stuff  aren't in it for the funnies.  They're in it for the Axe+2.

Character creation is good.  You pick 7 from about 30 skills, all with further skills to pick as your level increases.  These can range from the obvious (sword, axes etc) to the slightly icky (fleshomancer).  It gives a good range of characters and lots of different ways to play.  This is where games like this come into their own.  They're puzzles, like the Rubik's cube but not really.  Got beat trying it one way?  Start again but with a different approach.  Somewhere there is that mythical perfect build that'll mean you walk it.

It also has crafting.  You can make potions, armour, weapons, omelettes (yeah, that's the humour again) if you have the correct skills.  On the plus side this means access to some decent stuff, but on the down side it means cluttering up your inventory with endless lumps of metal and broken clock bits.  It's hardly groundbreaking but it adds another dimension to things and provides a welcome break from just endlessly killing birds with plastic beaks.

DoD (see, told you) is a perfectly serviceable game.  If you're the kind of person that does this kind of thing (and I reckon you will know that by now) then give it a go.  I've happily spent about 20 hours on it over the past few days and it's like £3.50 or something.  And it's about 150MB so it takes minutes to download.  Why not?  What have you got to lose?  Live a little.  Broaden your horizons.  Try it, you might like it.  What's the problem?  Give it a go.  A little of what you fancy does you good.

God!  Grow up.  Deal with your issues.

You're so insecure, you make me sick.