Friday, 10 July 2009

New Evochron Legends Build Out Today!


New build of Evochron Legends out today
http://starwraith3dgames.home.att.net/evochronlegends/about.htm



Version 1.108 is ready for download. This update adds the following:

- New warp tunnel textures for jump drives and gates.
- New 3rd person view added, current target perspective.
- Autopilot now automatically controls jump drive for long range/deep space travel.
- Custom city object system now supports separate custom textures (rather than being linked to ships).
- Stations without names will now display their ID number rather than no data when hangar fees are paid.
- Higher frequency of mission participation from Alliance military spacecraft in war zones.
- Separate custom cities can now also be included for each planet in the game.
- Issue with an error message while changing music setting in-game fixed.
- Fix for the mouse-over display showing the wrong planet economy type.
- Multiple cargo object entities (container sets) per sector now supported.
- HUD highlight brackets added for cargo containers not being scanned.
- Version value and check routine added to universe data file system.
- Engine exhaust effect updated for a more centralized appearance.
- Fuel burn rate better calibrated (overall lower burn rate).
- Fix for custom planet textures not loading correctly.
- Planet positions in several systems updated.


The new target 3rd person view offers the same camera controls as the player view mode does, including zoom in/out and panning up/down/left/right. Simply press the default V key three times to access the new view mode. You can also change targets while in this mode.

To update your profile for station ID listing (if you are renting a hangar from a station without a name), simply clear the hangar, exit back to your ship, then restock it and save.

Friday, 3 July 2009

Trine

Trine is out on Steam
http://trine-thegame.com/site/



Hells bells its a bloody good looking puzzle platformer with saucy RPG leanings. Well worth the effort. I believe its coming to XBLA and PSN but sometime in the future.

Each character really does have clear and usuable powers, with the bow toting ranger girl being the best for getting around the play area with her agility and her grappling line (bionic commando style). The physics solutions to some of the puzzling and experience collection is something to behold, and with the clockwork crate conjuring wizard who can levitate and pull world items theres a lot of jiggling and fiddling you can do to the environment setup. Lastly you have the rather rotund beefy shield and steel toting warrior, who has the pleasure of laying waste to the attackable enemies, or smashing his way through boarded up entrances, or blocking incoming missile attacks. Switching between each of them is a dream, hotkeyed to 1,2 and 3. And you can do it mid-air if you're feeling twitchy skillful. If death for one of them ensues you can resurrect at half health at the next checkpoint orb, similar to Little Big Planets mechanism.

Utterly beautiful to look at, and really a physics based pleasure to play, plus you can level up various skills as your characters gain experience.. I'll be buying this at least on a console just to see how it translates, because the grappling can be a bit tricky with mouse and keyboard controls, takes a bit of mastering..

Tuesday, 23 June 2009

Mass Effect Galaxy

Firstly I have to openly admit that I love Mass Effect and I love the Mass Effect Universe, so this "review" might not be as objective as it should. As the game loaded on my new iPod Touch, I could hear the familiar tones of the original Mass Effect game play in the background, very comforting indeed.


This game is an abstraction of some of the elements that make Mass Effect such a compelling Universe to play in. It takes some of the storytelling, along with some of the dialogue and binds them together with sequences minimally animated in a comic book style along with tactical action based combat in small "single screen" arenas.

Taking each part of the blend in turn:

Story: There seems to be a definite storyline rolling along here, although much of the backstory is assumed (from the original game). New characters are thrown at you, with little reference to any existing ones, but they all have a familiar feel to them - Krogans are krogans, Asari are seductive etc. The arc here is meant to be part of the overall transition from the original Mass Effect game to the sequel Mass Effect 2, although it has yet to mesh into anything presented in the second bridging novel "Ascension".

Dialogue: The dialogue in the game is presented to you as alternatives represented by icons, thumbs up, thumbs down, question or exclamation marks. You drag these iconic options up and down, reading the accompanying text and settling on one to submit as your speech. You have to scroll through all options if you want to know exactly what you are saying, but since they're clustered into broad agree, disagree, or lets do it, you can just use the icons as a guide, but you'll be missing alot of the flavour of the conversational dialogue that way. If you're into Mass Effect at all, you'll know this is one of the pleasures of the game. If there is a chunk of dialogue coming from the NPC you're chatting to, theres often a pause, an elipsis and the need to press the continue icon. This would be fine, if the NPC dialogue remained in the same text box, however, you'll have read half of it, and then it will scroll up a box to present the continue option.. something which can annoy you if you're a bit eager to read the text presented, rather than wait for the scroll and continue to land. I'm not certain whether these dialogue options affect what happens in the game, most of it seems to be geared towards progressing you to the next section regardless, however there was one ocassion where instead of diving into combat I managed to convince the old pirate to surrender and have an easy retirement rather than take the "death or glory" option.


Comic Book Sequences: Some of the comic book sequences are really well animated conveying atmosphere and action without many frames being spent. The art is stylised, but fits the Mass Effect Universe perfectly. Some of the detail on the characters really shows through, and snipping it all up, it would make an excellent comic book on its own. I did notice one or two sections that were used again, some of the fight scenes, and the Mass Relay sequence for instance, but overall its enjoyable to see this stuff come to life in another media style.

Combat Action: Combat is presented as fixed packets of top down action, fighting in an arena with obstacles, destroyable items (crates), explosive items (power units), and several weapon toting enemies, often with differing strength. Each screen sized battleground is laid out with specific set paths and bottlenecks, with cover and removable cover. The object being to clear the area of enemies, and then advance through a doorway. There can be power ups (shields and health mainly) littered around the map at key places, or the enemies can drop power ups when they fall. You navigate your character through the area, using the iPod's Accelerometer, so tilting the device gently in a direction will cause your character to begin moving in that direction, tilting it more will make him run. Even though this sounds awkward it works remarkably well, since your fellow will auto fire at any enemy targetted, it becomes a game of movement, cover and line of sight angles.


You have three additional abilities at your disposal, a Biotic Hold, a Grenade launcher, and a Tech Shield sabotager, along with this you can pause the action at any time, to take stock, reset your current target and apply one of the specials. Depending upon the movements and reactions of the enemy in the level, you may have to switch targets to prioritise the kill, this is done by simply tapping on the enemy you want. You can also tap and target on crates and explodable power units, providing you with a useful ability to carve a different path through or to lure enemies into an area like a trap and detonate the environment for maximum damage. Your targetting reticule shows up thicker when you have a much tougher enemy, so you can prioritise your targets and eliminate the weaker ones first. Whilst dispatching the enemy, its always wise to have an escape route, or cover point handy as well as know where the shield and health power ups are.. the early combat levels are quite easy, but later on you will rely on environmental placements of cover, explosives and power ups to make it through. Whilst not providing exactly the same combat experience, this delivers an action based tactical burst requiring some thought to attain success. The Tech and Biotic powers are severely limited to one of each, and their use seemed more circumstantial, whereas I was always spamming the grenade whenever I could. The characters cautious fluid movement along with the gun effects do make it feel like a Mass Effect game despite its top down appearance. Since all combat takes place in a screen sized area, its often fast and furious, but bite size enough to make you want a bit more. Some encounters are a chain of a number of these "rooms", whereas one or two were just a single room.

The storyline does lead you off into the galaxy, and there is a 2d flat galaxy map you traverse in the order you want, but its little more than a number of locations, that you select, and then press the travel button. A part of the game that does feel lacking somewhat, is the absence of any RPG tweaking or party play. You do meet others whilst out on a mission, and you have your sidekick holographically jump in for some dialogue now and then, but you are all alone on the battlefield.

For a short mobile game, giving you bursts of Mass Effect mythos it doesn't do a bad job. For me, its definitely worth the couple of quid, simply to glimpse some more of the Mass Effect Universe.

Friday, 19 June 2009

Upgrade Complete

I've been recently impressed by a rather nifty little shooter from Armor Games named UPGRADE COMPLETE, which has a total of about half an hours play in it. However, the concept behind the game involves the usual upgrade mechanism, but applied to everything in the game. The game loader, titles, menus, progress bars, backgrounds, graphics, all novelty additions but the upgrade process is also key to progressing in the game itself.



Your ship starts out quite humble with a coin collector and two gun turrets. The ship moves left and right, but can angle as it does so, to provide you with an arc of fire. The enemy descends from above and you have to terminate them upon which they relinquish the valuable coin cargo. Collecting this with the center of your ship adds funds useful for upgrades! Completing the wave successfully gives you a bonus to the funds collected. Back to the shop you can then add more equipment spatially (within a defined rectangle around the ship). Equipment includes magnets to attract the coin to your collector, engines to boost ship speed and agility, turrets, lighting arc generators and missile launchers - all of which can be upgraded using coinage to a maximum of level 5. You have a limit on the number of items you can attach to your shipspace, and therefore a lot of the "strategy" involves working out a balance between firepower and coverage, as well as how fast you want the ship to move and whether you want to maximise your coin collecting abilities.

Placing your firing mechanisms across a wide area as possible is good to sweep the enemies up, but having some forward to soften them up, and some below your main ship, to catch stragglers that get by you is also important. A major part of the enjoyment of this casual blast em up is building your ship, and boosting the parts in a particular order to get you past the next wave, collect as money as you can and begin the re-design process as you add more or better equipment to the mix. The ability to go back to the main menu, and upgrade the system graphics and music options really does stack novelty onto enjoyement. When you have finally pushed on through to wave 20/20, there is still one or two things you can tweak up, to open up acheivements and end screens.

9/10 for providing a novel and entertaining bitesize of retro, yet original gaming. I wonder where you go with this sort of idea in a much more complex iteration of the game.

You'll have to spend $2000 to upgrade me to provide a better review, possibly a 10/10.

P.S. Although the 4 levels of graphics are entertaining, the people I've discussed this with have all agreed that graphics option 2 is the best - and once you upgrade theres no going back... although there is an upgradeable option to start from scratch.. thankfully.

Friday, 5 June 2009

Genre Hopping

Inspired by the "Genre Aversions" discussion over at Gamers with Jobs, I posed the following question to the UKGamer crew...

Can we all dig deep and come up with 3 games (from the past or present) that encouraged us out of our comfort zone and to hop into a genre we wouldn't normally play in? Sort of, the game that inspired you to try something else, whether it be a totally new genre defining game, or whether its just a game that sucked you in and broke your normal game genre favourites. Sort of name the games, with genre, and then what was it about the game that pushed you into the genre hop.

Since then, I've been thinking long and hard about the genre hopping question I posed, and I must say with a memory like mine its difficult to come up with historically accurate examples of this.. however a few of them immediately stand out in my gaming history..

Tekken - FIGHTING

Which sort of hit me with a double whammy, because it was the game that not only introduced me to fighting games as a genre, but it was also the game that pushed me over the edge and into the money leeching caverns of console gaming. A friend and I had planned a weekend of renting an original Playstation console from Blockbuster, along with the game Tekken. We used my membership card and hefty deposit and began a costly adventure in console gaming. Needless to say, after that weekend, I purchased my first PSX console, and spent the rest of my life funding a life of gaming. I also joined the ukgamer mailing list, or psx-list as it was then. It was 1995.


NBA Live '96 - SPORTS

This PSX game was responsible for my mid-nineties obsession with basketball. And ultimately it lead me into other sports (mainly American ones), where previously I had not tread. As an early teen I was a computer nerd (Vic-20, Commodore 64 were my life), I was always so far away from sports of any kind, that they just didn't exist to me. 1996 and NBA Live '96 changed all that, in the game I found a competitive spirit I'd not seen before, I'd found a game that required team play, but from my own gamepad, personalities I could begin to collect and learn, cool moves and dunks. Suddenly I had stepped into a world of fandom and love for The Game. I began watching basketball, getting US shows on VHS tapes from a mail order company (because I couldn't source any TV with Toronto Raptors games over here). I began going to UK Basketball matches, and watching local basketball matches, as well as creating websites for local teams and generally soaking up all things bball. It broke the ice for me on the sports genre, and I began to eat it all up, with my NFL addicition floating to the surface much later. It even opened up my eyes to football, something I'd never have dreamed of watching, playing as a game..

Colin McRae - RACING

The original rally game on the PSX, was the only driving game I'd taken to, because of the muddy slide physics. Most other driving games left me cold. And although I did hop onto the driving genre for a bit, with Metropolitan Street Racer on the Dreamcast, and Gran Turismo on the PS2, I still only have limited success with driving games, and I tend to gravitate more to ones where you can engage in combat as well (such as the Twisted Metal games).

Sled Storm - PHYSICS RACING

With my foray into the racing genre, I become indirectly involved with other physics based racing genre's such as sledding - with Sled Storm being one of my favourites, the handling and feel of the Sled, and the amazing music that accompanied the game (Econoline Crush, Rob Zombie), I was hooked and was propelled into the world of snowboarding like Cool Boarders, hoverbiking like Jet Moto and speed boat racing like Rapid Racer.

Since I'm a gamer who has a PC gaming pedigree of strategy, roleplaying and action based shooters (FPS and third person) the above genre hops were really out of character and ultimately all console bourne.

Damn those consoles.

Thursday, 4 June 2009

Gaming Wisdom - 10 things I learnt from Dark Chronicle (PS2)

Got a little nostalgic the other day so I decided to dig out an old RPG. Settled on the outstanding Dark Chronicle (or Dark Cloud 2 for our friends across the pond) from the ever-reliable Level-5. Playing it through, I considered the number of times games can bestow wisdom - little life lessons that surely must be as applicable in the real world as they are while you're tramping around a randomly generated dungeon driving a hulking robot built from a telescope, a milk can and a chimney.

So here are 10 things I learnt from Dark Chronicle (PS2)...

  1. The pen may be mightier than the sword but a well synthesised wrench can hand you your ass on a platter.
  2. Strange unattended chests should be opened from behind in case they have an urge to bite you.
  3. Whether you choose yellow or pink, gift-bearing clowns will always screw you over.
  4. Wandering around a city taking photographs of everything and everyone will not get you locked up for suspected terrorism but can in fact lead to the greatest discoveries of our time.
  5. Most of the temporal anomalies featured Star Trek TNG could have been repaired with a golf club or at a pinch, a handy stick.
  6. Fish love bananas and carrots - a cruel joke indeed considering their lacklustre horticultural skills.
  7. You can leave an old lady alone on a train for several months with no negative side-effects ...or disturbing odours.
  8. When faced with overwhelming trouser-browning danger, the best course of action is often to whip out your Kodak.
  9. The fossilised remains of a loaf of bread found in volcanic rock will be both still edible and nutritious.
  10. The fate of the world can rest on how you place your Homebase garden furniture.
There's nuggets of knowledge to be had from gaming so get out there and apply what you learn at the foot of your favoured electronic shrine to your everyday life. How could you possibly go wrong?

Tuesday, 2 June 2009

AI War: Fleet Command

AI War is a game that almost passed me by. A 2d space based RTS that sailed past stealthily cloaked and headed for the nearest warp gate 'outta here'. Luckily my Impulse client explore page slyly winked a small ad for the game and like a distress beacon it caught my passing attention.


The game presents itself in 2d, all craft and structures are flat sprites. The backgrounds are rendered 3d planets and starscapes, but are purely for flavour - they do not affect the flow of the game. The scope and scale of the game however is big, you have large planetary systems as your main conflicted play area, interconnected via warp gates into a web weaving and winding itself into a chaotic galactic tapestry. The game setup allows you to randomly seed the generated Universe and select the number of planetary systems available. The connections between systems are "spun" in a chaotic fashion, and they can lead to isolated systems, ideal for defense, or well linked "junction" systems giving you many paths to travel and explore. Zoom is your friend, and as you plan your movements and offensives you will rarely notice the 2d sprites, because your broad strokes of battle will usually be made on the max zoomed iconic representations anyway. The sheer number of units that can be deployed is astounding, 10,000+ is not uncommon. The game was inspired by the similar large scale conflict and zoomed out operational approach that Supreme Commander adopted.

What is not obvious upon your first play with the tutorial levels is the nature of the more strategic scale of operations you will play out. It is your goal to scout and explore a path through the systems to locate specific advantageous enemy structures and either destroy them or capture them. This almost surgical precision applied to your offense is your greatest strength, because if you advance aggressively through the Universe conquering all you meet, you will quickly meet your demise, because with each takeover the AI's aggression turns up a notch. With every conquest, you're essentially stoking the AI into a frenzy and into more advanced tactics to employ against you. A more carefully planned and well considered approach is needed to balance the AI aggression as you make your way forward. Destroying its data centers deny the AI valuable computational resources and thus reduces the AI's aggression level. Capturing Advanced Research facilities will open up to you some of the more specially developed equipment that the AI can use against you, equalising the odds when it comes to tech vs tech conflicts. Another key tactic to employ is to secure your travel lanes, by blockading warp gates and holding the AI enemy at bay whilst you planet hop your way around the most economic and efficient path.

So, in essence, you are:
  1. scouting and pathfinding
  2. exploring and searching out key targets
  3. plugging and unplugging warp gates
  4. capturing planet systems to install resource gathering equipment
  5. eeking out scientific knowledge from new planetary systems
  6. managing your manufacturing and fleet content so that when you find the AI core base you can annihilate it!
The unique draw of this game is that you're plunged into a randomly seeded Universe, where the AI can be scaled in difficulty and tweaked with various play styles into very different opponents. As the name suggests the AI plays a very important role in the games appeal, and as such it can be tailored to your needs, and pacing. The developer has provided a very detailed explanation of the unique features of the AI, from its swarm intelligence to its completely emergent sub-commander logic, and a layer of fuzzy logic applied over it, so that its not always predictable and precise. Another feature is that the game supports up to 8 players working cooperatively against the AI, so gather your disparate fleets to survive, live long and prosper (the AI also scales depending upon the number of players involved in the conflict). Sadly, the game doesn't support player versus player combat, with the main focus of the game pitting the strategic and tactical capabilities of the human player against this finely crafted AI.



There are a large variety of hardware on offer and many of the techs will open up new tactical possibilities, with free downloadable content being available in the form of new community requested features and ships. Some examples of the equipment you can utilise (in addition to the usual range of fighters, bombers and starships) are: defense turrets, mines and mine repairers, tractor beam turrets, laser turrets, long range sniper turrets, missile turrets, force field shields, de-cloaking devices, detectors of incoming ships through warp gates, to name a few, and I've really only scratched the surface in terms of the unit specialisations. I am assured that as you play the game, increasing AI difficulty levels and AI play styles, you will find new uses for existing equipment and you will discover new equipment and new tactical ways to deploy them.

I would recommend watching the video guides presented by the developer to get a feel for how to get started with the game, and to see an explanation of the "bigger picture" strategic game.

Since you specify the parameters of the Universe you play in, there are a lot of replay opportunities and the degrees of AI difficulty and play style will also further add to that, so you're getting a lot of indie-fuelled strategic play for your $20. But you are also encouraged to become part of the AI War community, and participate in its future evolution and development. With DLC already being rolled out regularly, and a planned expansion in the works, you too could be a part of its emergence.

Whilst playing the game, I'm reminded of other games, Supreme Commander, Sins of a Solar Empire, Stars!, but also see glimpses of Battlestar Galactica's desperate plight of jumping through a Universe full of Cylons and having to "box clever" to stem the tide of the AI toasters and jump your way through secured corridors of space, picking up what little resources you can... but then I do have a vivid imagination for those sort of things.

JUMP!

Wednesday, 27 May 2009

GTA Bundle of Joy?

I love my PS2. I'm convinced the system has still got plenty of play in it and the drip-drip of some great little titles have convinced me I'm not far wrong. As such, I regularly check out the release lists on gaming e-commerce sites from across the pond. It's usually a good sign for what will probably show up in Blighty ...eventually, give or take six months.

While hunting through the upcoming PS2 release list on Gamestop, I came across this sweet little deal - 'Grand Theft Auto LCS/VCS Bundle'. I'm here to tell you not to buy it. Don't get me wrong. Liberty City Stories and Vice City Stories are both excellent games. Ported from the PSP to the PS2, they're top slices of classic GTA3 action in their own right but this bundle? Nah. I mean, look at it - $29.99 for both games. Even Gamestop itself are selling (admittedly, 'used') Liberty City Stories for $11.99 and Vice City Stories for $14.99. Pop along to somewhere like GamesTracker and you'll probably be able to pick up both titles, new, for less than this upcoming bundle.

So yes, buy LCS and VCS (and chide yourself for not having done so already) but do the smart thing and save yourself a coin or two.

Tuesday, 26 May 2009

Space Combat Sims

I get these mood swings from time to time, jumping from lilypad to lilypad through the murky pond that is my interests. This month I have been mainly focussed on my eternal quest for a "space combat sim" that suits my needs for a storied world with a cast of humans and aliens I care about, with craft I can marvel at and enjoy and with combat that raises the blood pressure over the threshold weakly held down by my daily intake of Ramipril.

Before we finish filling the fuel tanks, and engage the magnetic catapult shooting us into the Stars, I'd like to confess that I didn't fawn over Elite as a child. I vaguely remember it, and I was too busy playing Gyruss at the time to take any notice of it. So I don't come at this from a rose-tinted cockpit of the imagination fuelled exploration of the Stars that many seem to cling onto. I come at this from inside of Luke's X-wing, I come at this from the helm of the Millenium Falcon, I come at this from the sphinx helmeted Buck Rogers, from inside the Vipers pit of Battlestar Galactica both past and present. I come at this from every sinew in my body that screamed in anguish at the thought that I was born too early, for my "spitfire in space" dream of taking on bogey after bogey in space.

Trading is fine, if it gets you the cash to soup up the combat ships. In fact traders and miners need protection and thats where I imagine myself, not a sleek fighter, but a seasoned support ship with a fleet guardians role. I'm there for the thrill of kill, rather than the slow burning candle of profit and cargo runs.

I've set the scene, I hope, so I can now share with you what I've found out there for us to dip our toes into the dark pool of the Universe. I realise this list isn't comprehensive in terms of covering all that come before. I realise I've not given full credit to the Wing Commanders and the Independance War's of the day.. in fact one of the more enjoyable outings I remember playing was Renegades: The Battle for Jacob's Star, subbing the games music for Warrior Soul's Space Age Playboys CD... but I'm looking from now and into the future..

From what I can gather, the current lie of the land is as follows, in no particular order...

X3: Terran Conflict

I've tried to like the X series since day one, and I've always come away bewildered, and lost. There must be excitement and action in there somewhere, and the later series look the part, space is beautifully rendered, the space stations look gorgeous, but the spacecraft always disappoint. The game(s) always seem to be riddled with very fastidious quests, they seem to aim for sandbox play that involves giving you no grounding to work from, other than to read the fan literature on the web and hope you can make sense of it all. It seems altogether too in depth early on, like if you spend a week on it, and nothing else, perhaps you'll find the spark of enthusiasm and off you go, months of your life sucked away. But for me the games never seem to hold water, it always compromises enjoyment of the Universe, its always a rough edged ride, presumably to keep the previous fanbase happy with what they're used to. I bought into Terran Conflict, because of the promise of an updated UI, and some more user-friendly questing early on. Admittedly it is a step up on X3: Reunion, but its not enough, and the UI is better, they've massaged it into some EVE Online wanna be, but with the most frustratingly complex menu mechanism to perform the most simple and mundane tasks. Obviously theres the key configs, and surely you should be learning those off by heart. But, you know, theres no gentle introduction, theres no adequate tutorial.. and the progress is slow and the combat is few and far between. If you know what you're doing, and you pump up the SETI (time advancing mechanism) you will be able to bear the long hauls around the systems with very little going on. If only someone shook it by the collar and made it into something more approachable, something more substantial it could easily suck EVE Online people away from subscriptions... however, I think the Egosoft people would rather you pay their subscription to the upcoming X Universe..

Evochron: Renegades

&

Evochron Legends

I have to marvel at what has been done with Evochron Renegades, its a fully fledged space combat/trading sim all crammed into a 30Mb install. I haven't got much history with the StarWraith 3D games at all, so the world presented stands as it is, and its convincing enough, the combat is fluid, the craft are customisable to a degree no other game has in terms of presentation, even if they are a little on the blocky and stubby side (you can tweak the size and shape of the parts you add to the ship). All this and more, economy, missions, and planetfall landings.. its very impressive.. Whether it will hold you, graphically speaking its a good few years behind, but content wise its a bargain and it delivers. Looking forward to seeing what can be done with the forthcoming Evochron Legends. For me, I think this perhaps would be the closest to Elite that we've had. If I had a thing for Elite, that is.

Starshatter

This is a well put together game, that I've bought but only really scratched the surface of. Its quite a complex flyer, with graphics that will pass, although the initial fighters come across as aeroplanes rather than space vehicles. It apparently scales up to large Battlecruisers, but I've not been able to get past the rigorous early missions. Perhaps more time needs to be invested here.. Definitely a labour of love, and very moddable.

Spaceforce: Rogue Universe

Not a bad effort, looks good, flys smooth, however theres no tutorial as such, story is thrown at you in fits and starts, and you will spend a lot of time in space not knowing what you're meant to do next. Getting to the key config, requires 3 or 4 menu selections, and then you'll be guessing what it is the quest wants you to do anyway.. pressing all buttons and hoping is a very poor way to make progress.

EVE Online

A subs based MMO, not exactly seat of the pants combat with twitch controls, more orbit enemy and turn on your gatling railgun. With the new graphics update it does look suitably impressive, although weapons are still tacked on and often look out of place, particularly with the smaller ships. EVE promises much, but it takes a lot of effort to deliver, the RPG side of the game is very tenuous, although during character creation it is hyped up a bit too much. Missions are often, fly here, kill these, go back and get the money. Or theres Mining. Which can become an extremely tedious way to earn money. Without the added adrenline rush of the twitch controls its hard to recommend this game in this batch.. but I put it in here because it is one of the few space combat games that gets the "look" and scale right. With every new expansion I ride the tachyon beam back to the game in the hope it has something extra to give the player, but usually theres no noticeable difference from what has come before.

Dark Star One

Another bright star amongst a number of dull efforts. Dark Star One, is easy to get into, the tutorial is helpful, the visuals are suitably stunning and the combat plays smooth. I was impressed by this game, because of its ability to embrace the story and mix it in with the missions and get you upgrading your ship as soon as possible. The ship itself has an organic component to it, which requires you to collect artifacts often hidden away inside of mined out asteroids. Theres something inherently cool about having to navigate your ship in twisty winding tunnels inside a huge asteroid. One of the few installs that just seems to gel together and make the game flow into interesting territory, rather than you have to mine it out with a web-based laser.

Void War

An overly colourful arcadey indie offering that just didn't gel with me at all. I think it was the powerups in space, and the very amateur graphics. I can see some effort has been put in there, and the game is aimed at an arcade audience, who want FPS but in space, but it just didn't strike a chord with me.

Vega Strike

This is a freeware labour of love, and as such it might ignite some peoples laser assemblies, but it just turned me cold.. even the installation routine had me squirming at the lack of polish.. I suppose I'm not appreciating the cross platform freeware aspect of the game, but you know, I'm looking for something that will kindle the spark to make me play it, not necessarily ride the free lunch train to modsville.

Babylon 5: I've found her

Now then, I was very impressed at this freeware offering, basically a modded version of Freespace 2, with Babylon 5 models and storyline to boot. Interesting things were happening as soon as I was onboard a Fury, and there was a tutorial to coax you into the cockpit early on. Worth the effort if you have a passing interest in B5, or of you like your storied combat to have a space opera theme.

Beyond the Red Line

Another modded demo using the Freespace 2 engine to deliver a Battlestar Galactica (the recent show) hit, and I was even more impressed with this, voice acting was well done, and you were sucked into the atmosphere of it all, the graphics and models were superb and the viper Mark VII's looked and handled like they do on the show. As one of the nuggets sekonded to the Pegasus, you're taken through training and on into a couple of missions in this demo, and I must say, I'd look forward to this becoming a full fledged effort in the future.

Galactic Command: Echo Squad

Theres just something about the whole 3000AD setup that see iteration upon iteration of space combat shooters that just don't seem to be put together very well. Gaudy presentation, awkward fonts and key configs, little story.. and yet theres a whole boatload of them, one after the other, and they all seem to be painted with the same unattractive brush. I've dipped into one or two iterations of this franchise and I've always been sorely disappointed every time. And mostly at bargain prices.

Vendetta Online

Now I did play this a long time ago, and its an online game with free account and paid accounts, I can remember the graphics being slightly out of date, and at the time, I was thinking that perhaps they're not going to be able to compete with EVE Online at all.. but its obviously a niche game for fans.

Allegience

Some online shooter that Microsoft have a hand in, I couldn't get it to install properly. The screenshots looked ok, I suppose. When I couldn't install it though, my patience ran out and I stuck it in the airlock and opened the door.

Tarr Chronicles

I played this a long while back now, and my memories of it are very vague, but again the controls hurdle of SpaceForce comes to mind. Perhaps another visit is in order, one day.

Star Wolves

Another odd ball here, because its not really twitch cockpit stuff as such, but I've written a review of it many moons ago so I thought I'd include it here.

Star Assault

Amateur bewildering effort as I recall.

The Future:

Heresy War

Probably my favourite out of the whole collection, its got instant playability, its got the visuals it deserves, with promise of more when the game fleshes out to a final release. Its action and story and it plays smooth and natural. I'll be keeping my eye on this with baited breath.

Dark Horizon

Again another beauty I just couldn't get to work. My quest had waned enough for me to ditch games that required extensive helpdesk support to play.

Infinity Universe

Black Prophecy

Jumpgate Evolution

Friday, 22 May 2009

Gel


Tetris crossed with Pengo! Why hasn't this been done before? Gel on Xbox Live Arcade has got Pengo's sliding and pushing blocks, now in 3d but instead of just matching the special blocks and busting the ice, you've got to get four like colours together to make them dissolve. That's nifty on it's own, but Gel ads combos. The gel blocks don't disappear when you group them, they slowly dissolve. If you can get another same coloured block alongside the gooey mass before it goes pop, it'll dissolve too giving you a combo where the points will climb as you keep adding blocks and the board will clear faster. It takes a mediocre puzzle game up to a fantastic puzzle game, worth trying out for yourself.