temple of elemental evil – Lungfishopolis.com https://greghowley.com/lungfish Video games on our minds Mon, 28 Jun 2010 22:12:37 +0000 en-US hourly 1 https://wordpress.org/?v=6.9.4 Top Fifty: 35-31 https://greghowley.com/lungfish/2010/07/top-fifty-35-31/ https://greghowley.com/lungfish/2010/07/top-fifty-35-31/#respond Mon, 12 Jul 2010 15:15:30 +0000 http://lungfishopolis.com/?p=2632 Today I continue my list of my top fifty games of all time.

35- Eternal Darkness: Sanity’s Requiem (Silicon Knights, Nintendo Gamecube, 2002)

The Nintendo Wii plays GameCube games. When I got my Wii, the only GameCube game that I eagerly hunted down was this one, because I’d heard so much about it. It did not disappoint. The base game was an above average survival horror story. But the system of insanity effects that the game puts into place were downright amazing. The game is eight years old, so I won’t concern myself too much with spoiling it at this point. At first, when my character’s sanity started failing, I’d see a volume meter across the bottom of the screen turn down, and I’d think that maybe I was sitting on the TV remote. Later, I’d click rapidly through a series of prompts to save a game, and the game told me that it was deleting all my saved games. Aargh! Noo! It’s not the type of horror you usually see in a video game, but it was certainly horror. Brilliantly innovative. I’d love to see a sequel.

34- Desktop Tower Defense (Paul Preece, Flash (Browser), 2007)
Desktop Tower Defense is one of the few games that has improved its position on my list since I last listed my 50 favorite games – it’s moved from position 48 to position 34. Why is that? Probably because other than perhaps Starcraft, Desktop Tower Defense is potentially the best real-time strategy game I’ve played. I love the fact that you use cheap towers to construct your own maze. I love the fact that the game is updated so frequently. And I love that it’s a free game. I bought the Nintendo DS version, and while the smaller screen size and lack of mouse control makes it much more difficult to play, I still play it a lot simply because it’s portable.

33- Tenchu: Stealth Assassins (From Software, Sony Playstation, 1998)
Although I would later grow to love the stealth action in Thief: Deadly Shadows and Beyond Good and Evil, neither allowed you to sneak up on a foe and disembowel them. Before the era of achievements, Stealth Assassins awarded you for getting through an entire level without being seen once. And it was hard. But it was so rewarding to come up behind that guard who could kick your ass face-to-face and putting your sword through his side before he ever knew you were there. Stealth games are a favorite of mine, and Tenchu: Stealth Assassins was my first love.

32- The Legend of Zelda: Phantom Hourglass (Nintendo EAD, Nintendo DS, 2007)
I haven’t played a lot of Zelda games, but more and more, I’m learning to love them. Phantom Hourglass went up a slot since my 2007 top fifty list. It was in 33rd place, and now it’s in 32nd. It’s very likely the best Nintendo DS game I’ve ever played, which I suppose doesn’t say a lot for the platform since we’re not even close to the top twenty. But there are many other DS games that I’d like to rave about (The World Ends with You, Elite Beat Agents) which honestly aren’t as good as Phantom Hourglass. There’s something about the Zelda formula and the way Nintendo is able to continually innovate that makes the games a joy to play. In Phantom Hourglass, I got to enjoy open world exploration with optional sidequests, level-less character upgrades, unexpected uses of the DS console’s lesser-utilized features, and very creative boss battles. I loved it.

31- The Temple of Elemental Evil (Troika Games, Windows, 2003)
Another game that moved upwards on my list (eleven slots!) despite its horrible bugginess, Temple of Elemental Evil is the second of Troika’s three games. I loved Troika’s games, but was never able to finish any of them. I was prevented from seeing the conclusion of Temple of Elemental Evil firstly because of the game’s bugginess, and secondly because of an insanely difficult final boss. (It was, after all, a god)

The game was fantastic, and would have been better if not for its insane bugginess, about which I’ve previously written. Its implementation of the D&D 3.5 ruleset was perfect, the graphics were impressive, and aside from the buggy slowness, the engine was fabulous. If the game were bug-free and had a bit of a better story, it could easily be in my top ten.

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Variations on a Theme, Part V: Tactical Combat https://greghowley.com/lungfish/2009/12/variations-on-a-theme-part-v-tactical-combat/ https://greghowley.com/lungfish/2009/12/variations-on-a-theme-part-v-tactical-combat/#comments Thu, 03 Dec 2009 17:30:29 +0000 http://lungfishopolis.com/?p=2232 This is the continuation of my series on the themes that I most enjoy in video games. Today, I’ll be writing about games that include really good tactical combat. It’s interesting to note that 50% of the games run on Dungeons and Dragons rules, and that 50% of them are turn-based, while the other 50% are pseudo-turn-based. I suppose that good tactical combat is more difficult in a real-time environment. Although I certainly love Starcraft, I find the tactics in the games I’m listing here to be much deeper, since as a player you’re given the time to really think things out.

Pool of Radiance (1988)
I originally bought Pool of Radiance for my Commodore 64 because it was a Dungeons and Dragons game. Based on first edition “Advanced” Dungeons and Dragons, it allowed you to create a party of Fighters, Magic-Users, Clerics, and Thieves, and pit them against the kobolds and ogres in the city slums, and the skeletons and ghasts inhabiting Sokol Keep. The game was completely turn-based, and you could position your wall of fighters so as to line up your magic-user’s lightning bolt just right, or maneuver your thief into place for a x5 backstab. If you positioned a fireball just right, you could hit so many enemies that you’d have to sit and watch for nearly 2 minutes while the game reported everyone who was injured or killed. This was the first game I’d ever played that included truly tactical combat.

Wasteland (1988)
I didn’t play Wasteland until much later, but it took the semi-tactical combat of games like Ultima IV and V and combined it with the interface of the Bards Tale games. You got the “good graphics” (for the time) of the Bards Tale games, and at the same time you got the top-down view which allowed you to split up your party and move in your melee characters while keeping your gun-havers at a distance. It may not have been nearly as tactical a game as Pool of Radiance, but it was innovative for the time.

Baldur’s Gate (1998/2000)
Here’s the one that you knew was coming. Baldur’s Gate was the game that introduced the awesome “Infinity Engine”. I recently listened to a podcast interview with the guy from Bioware in which he discussed the origins of Baldur’s Gate. Twas awesome.

Baldur’s Gate originated the idea of creating a pseudo-turn-based game by allowing you to pause the action whenever you wanted. It also used 2nd Edition Dungeons and Dragons rules, which included a huge number of races, character classes, and spells. This allowed you to create a huge variety of characters and institute tactics that included ranged weapons, backstabs, area effect spells, trap laying, and more.

Fallout Tactics (2001)
I didn’t buy Fallout Tactics right away. As a huge fan of the first two Fallout games, (which were based largely on the above-mentioned Wasteland) I’d heard that the story in Fallout Tactics wasn’t nearly what that of the first two games had been, and that made me sad. This is my sad face. When I finally picked up the game, I found that they’d added a lot of complexity to the actual combat system. Cover and partial cover, the ability to kneel or lie prone, and complex 3d line of sight mechanics were all in place. While you could play the game in real-time, the pseudo-turn-based gameplay is what really made the game great for me. It worked much like Fallout 3, using an action point system. Although the gameplay could be real-time or turn-based, the action points were the main factor in whether or not you could do something.

The environments and maps in the game’s various missions were a big part of what made the game great for me. I was a big fan of the sneak skill, and I’d use it to sneak forward, plant some landmines, and then sneak my sniper up to a really good vantage point where he’d lie prone and wait. Then I’d have a character with a shotgun sneak up as close to the enemies as possible, perhaps just on the other side of a sandbag wall or embankment. Then I’d have a character pop up and throw a grenade, have the shotgun guy pop up and fire point blank, and the sniper would start sniping. Fun!

Temple of Elemental Evil (2003)
Temple of Elemental Evil certainly had its issues. It shipped with a lot of bugs, and many of them were never fixed properly. But the actual combat engine was simply awesome. As a fan well-versed in the Dungeons and Dragons 3.5 ruleset, I found the options available for combat to be a playground. I could ready my archer so as to shoot at any enemy if he prepared to cast a spell, I could charge and get double movement for an attack, I could fight defensively for an armor class bonus, even make a five foot adjust so as to retreat without provoking attacks of opportunity. I can certainly see how these rules might take a lot of getting used to for someone who isn’t already familiar, but for me, seeing the rules with which I was already familiar implemented so well in a video game was awesome. The complexity in the rule system for this game probably surpasses any of the others, which is part of what I love about it.

Dragon Age: Origins (2009)

The tactical combat in Dragon Age took some getting used to. I’ve now gotten a better feel for how the game camera zooms and pans – it’s a little odd, but it can be comfortable once you get used to it. I’ve also figured out how to stop my archers and mages from charging. It’s all about the “hold position” button that I didn’t know existed.

I’m having a lot of fun sneaking forward with my rogue to place traps and backstab, positioning fireballs and cones of cold for maximum effect, and looking forward to a point in the game when I’ll be able to use spell combos. Controlling four characters rather than the six you were allowed in Baldur’s Gate is a slight letdown, but overall I’m loving the game.

And these are the games in which I’ve most enjoyed the tactical combat. Next week, I’ll be bringing you the final installment in my Variations on a theme series.

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Five Poorly Rated Games that I Enjoyed https://greghowley.com/lungfish/2009/03/five-poorly-rated-games-that-i-enjoyed/ https://greghowley.com/lungfish/2009/03/five-poorly-rated-games-that-i-enjoyed/#comments Thu, 05 Mar 2009 15:00:13 +0000 http://lungfishopolis.com/?p=670

Video game reviews are big business now. And while I really didn’t want to get into the games review business when I started Lungfishopolis, I feel a need to bring peoples’ attention to a few games which got a lot of terrible reviews, but which I found to be very good games. I’ve played all but one of them more than once, and I’ll likely go back and play most of them again. I’m silly like that.

Firstly, Enter the Matrix. It got an abysmal Metascore of 58, but I remember liking it. I haven’t replayed it for perspective, and I remember hating many of the driving sequences, but the combat was fun. Running up walls and diving through the air in bullet-time while shooting at enemies, then beating the snot out of them in over-the-top hand to hand is a lot of fun. The hovercraft-piloting segment was just plain stupid and broken, but that was at the very end of the game such that you could completely skip it and miss nothing.

You got to play the role of either Niobe or Ghost, and in a design choice similar to Resident Evil 2, this gave you two separate angles on the same story, adding to replay value. In the car segments, Niobe always drives and Ghost always shoots, so you’re either only shooting or only driving.

By far the best part of the game is the movie footage. They filmed footage for Enter The Matrix at the same time they were filming the second and third Matrix movies, so there’s a ton of movie footage that never appeared in the films. Some of it is pretty damn good. My favorite: the scene where Ballard fights Seraph. It’s great mostly because of the fantastic quote at the end. There was a funny scene where Ghost talks about onanism too.

Another game I really enjoy is Dark Messiah of Might and Magic. PC Gamer panned it for being buggy and repetitive, and 1UP made fun of the kick mechanic and character development. But although I’ll agree that the plotline isn’t exactly inspired and the slutty demon chick is annoying, I liked Dark Messiah of Might and Magic. It has the best FPS swordplay mechanics I’ve seen – definitely better than Oblivion – and some fairly fun stealth gameplay. I actually really enjoyed the oft-maligned kick mechanic, and thought that the exhaustion meter and the fact that more powerful enemies can block a kick limited the kick enough that it was not overly powerful. The kick simply introduces a way to use the environment to your advantage. If there’s not a ledge to kick an enemy off, there may be a spiked wall or a support beam to kick him into.

I enjoyed Dark Messiah’s environments and level design, and really had a lot of fun sniping enemies from a distance with my bow. And somehow, sneaking up behind an orc and stabbing him in the neck or kicking him off a thousand-foot cliff just never gets old. There were some fairly intense chase sequences early in the game which at first annoyed the crap out of me. Somehow, going back through the game a second time, I’m not finding them nearly as bad.

I started replaying the game not long ago, and although I stopped when I started playing Crysis and Mass Effect, I’ll likely go back to it soon. Warning: I’ve heard that the console version of this game is far worse.

Next up, Fallout Tactics. First off, I’ve got to let it be known that I was huge a fan of the original two Fallout titles. The storyline and the open world were fantastic. The turn-based combat was excellent, and the only thing that (to me) could have made it better is to allow the player to control a party of characters, a la Baldur’s Gate. One of the reasons I loved Baldur’s Gate so much was because of the strategic combat. Fallout Tactics allows me that strategic combat that I crave so much.

Yeah – I’ll totally agree that the storyline isn’t nearly up to the standards of the first two games. But this game was largely about gameplay rather than story. I absolutely loved sneaking four of my men into position, having my shotgun guy lie prone and crawl around a corner into the raiders’ hut and blast him point blank, or positioning the guy with the rocket launcher up on a fire escape. Surrounding the enemy before they know you’re there is a lot of fun. And then kneeling behind a barrel or having a firefight through a window or standing in a trench for cover, trying to take out that Deathclaw before it gets close enough to rip your head off – it’s what makes the whole game fun.

I like being able to control an entire squad, and specialize the different members in different skills. Having one member who can drive the vehicles well and make tight turns, and another who can sneak up right under an enemy’s nose, a lockpicker/safecracker, and maybe a sniper. And having someone who’s good with landmines is always useful.

Temple of Elemental Evil, despite its many flaws, was a really fun game. My biggest complaints about it was that the a huge optional ending segment of the game was so buggy that I could never complete it, and that like Throne of Bhaal, the final boss is nearly unbeatable.The critics’ biggest complaints were the bugs and the complexity. There have since been many patches to fix the bugs and to correct the incorrect implementations of rules detected by a horde of D&D fanatics, but I still don’t think 100% of the bugs are gone.

Like Fallout Tactics, the biggest single thing that I liked about this game was the excellent strategic combat. It used 3rd Edition Dungeons and Dragons rules, implementing rules that many D&D players may not even have been aware of, thus the complaints about complexity. but I loved it. You could wait to delay your initiative, ready your bow so that as soon as any enemy spellcaster started casting a spell you could shoot them to interrupt it, double move, run, charge, cast a counterspell, and perform many other strategic actions. You can even craft magic items using the 3rd Edition D&D ruleset.

I’ll admit that the coolest-looking fight in the game was one of the first, against the giant frogs. Watching them jump out of the swamp and hop up to your party, then snag your wizard with its tongue and swallow him simultaneously sucked and was awesome. You lose a wizard, but hey – at this point you’re first level and you can go roll up another one. Besides, didn’t that look freaking cool when he got… digested?

Once you’re in the temple, the game lets you pit temple factions against each other and play up the intrigue and politics, but I generally just run through killing everything. And yes, I’ve replayed this game, and added all the Circle of Eight patches. There’s actually a lot of really good user-generated content too. Now that I’ve got a 3.0ghz dual core machine, I’ll probably go back at some point and see if the game plays any better.

The final game on my list is Thief: Deadly Shadows. Although it generally seems to be considered the least of the three Thief titles, it’s the only one I’ve truly loved. I’m playing it now, and loving it.

Amongst stealth games, it’s in my top five, alongside titles like Beyond Good and Evil and Tenchu: Stealth Assassins. Worth a play if you’ve never tried it.

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