wasteland – Lungfishopolis.com https://greghowley.com/lungfish Video games on our minds Tue, 17 May 2011 15:36:22 +0000 en-US hourly 1 https://wordpress.org/?v=6.9.4 Portable Games I’d love to See https://greghowley.com/lungfish/2011/05/portable-games-id-love-to-see/ https://greghowley.com/lungfish/2011/05/portable-games-id-love-to-see/#comments Tue, 17 May 2011 15:36:22 +0000 http://lungfishopolis.com/?p=2895 This idea has been germinating in my mind since I got my first portable: The DS Lite. When I got my Android phone, I decided to write this article, but never got around to it. Now I have a PSP as well, and I feel like I’ve got a fairly well rounded take on the portable gaming scene despite never having owned an iOS device. Yeah, yeah – this is a filler article. Another list. But it’s been a while since I posted anything, and this is what I’ve got right now.

So many Android games just don’t work. Graphics-intensive games like Dungeon Defenders chug on a Droid X’s 1gHz processor. But there’s a huge wealth of games from older systems that would run beautifully on an Android phone. Here’s my wishlist for Android game ports from other systems.

Dungeon Keeper
I’ve replayed Dungeon Keeper a number of times, and despite the antiquated graphics, the game is still a lot of fun. Given the low-res graphics, I’m sure that it would translate wonderfully to a mobile platform. Selecting squares for imps to dig would be easy, as would picking up monsters. And zooming in and out could be accomplished via multi-touch gestures. Although it might be best to do away with the bottom menu for more screen space, the side menus could remain, with the option of collapsing them. Dungeon Keeper would be a kick-ass phone game.

Starcraft
I recently heard that Blizzard released iPhone and Android versions of World of Warcraft. If they can do that, why not the original Starcraft? The immediate reason that comes to mind is that they couldn’t charge for mobile Starcraft on a monthly basis like they do with WoW. Still, I think Starcraft portable would be fantastic, especially in Korea.

7th Guest
The 7th Guest was one of my favorite PC games back in the days when CD-ROM was new and cutting edge. A point-and-click adventure game with many puzzles that were loosely tied to the story, lots and lots of poorly-acted FMV, and horribly annoying voice-overs that would repeat ad nauseum as you worked on the puzzles. There’s already an iOS version of the game. Why not an Android version too?

Wasteland
You may have never heard of Fallout’s progenitor. Back in the days of the Commodore 64, Wasteland took the top-down gameplay of the Ultima series and the enemy portraits and scrolling text battles of the Bards Tale series and combined them into a gameplay experience that managed to perfectly blend the two, resulting in a gameplay experience better than either. And on top of that, it allowed you to split your party so that the melee characters could rush forward while your machine gunners could stay in place and spray lead into the enemies. If Android had a native version of Wasteland, or at least a DOS emulator, I’d definitely give the game another playthrough.

2D Zelda Titles
Ocarina of Time is on my list of shame. People talk about how it was the bestest game evar, but I’ve never played. And I started playing Link to the Past once as well, but never got far. I actually own Ocarina of Time on the Wii Virtual Console. I think I’d be much more likely to play these games if I had them with me at all times on my phone. Nintendo isn’t very likely to release their first-party franchises on a non-Nintendo handheld, but I can always dream.

Popcap Games
Popcap just released Chuzzle for the Android platform, and Plants versus Zombies is due out in a matter of days. When will we see Peggle? Why not Word Worm? And a Zuma release would kill the second-rate clones out there on the Android marketplace.

Elite Beat Agents
And here’s my number one pick. It’s likely to never happen, but Elite Beat Agents could be absolutely huge on a mobile platform if the right people got ahold of the license. It could be the Rock Band of phones. The Nintendo DS original title was one of my favorite DS games. The licensed music was great and very catchy, and the little stories that accompanied each were a lot of fun. You’d tap small circles and draw along lines in time with musical cues from the song. At each stage – usually one per verse – you’d see the story’s character succeed or fail at a sub-task along the way depending on how well you’d done. Fail too many and you fail the song. The DS game had Canned Heat, Sk8er Boi, Y.M.C.A., and Let’s Dance. An Android Elite Beat Agents game could sell individual songs like Rock Band does, and I’d eat them up.

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Top Fifty: 30-26 https://greghowley.com/lungfish/2010/07/top-fifty-30-26/ https://greghowley.com/lungfish/2010/07/top-fifty-30-26/#comments Mon, 19 Jul 2010 16:30:32 +0000 http://lungfishopolis.com/?p=2642 This week is all about the PC games. In looking over things, just about half the games on my top 50 list are PC games. As an aside, twenty-two of them have zombies in them.

List analytics aside, let’s look at the next five games.

30 – Dungeon Keeper (Bullfrog Productions, Windows, 1997)
Despite being more than a decade old, Dungeon Keeper is still a lot of fun. The graphics are horribly dated, but the mechanic of digging out an area for your dungeon – creating your own space – is a lot of fun. I’ve never realized it before just now, but Dungeon Keeper really has a lot in common with Desktop Tower Defense. In both, you build a maze to channel creeps through so that you can kill them. In Dungeon Keeper, you’re just building traps and placing creatures instead of building towers and cannons. You’ve also got to mine gold and keep it away from those pesky adventurers. Ah, there’s nothing like laying waste to the kingdom…

29 – Fallout Tactics (Micro Forte, Windows, 2001)
The consensus about Fallout Tactics was that it was a pale shadow of the two main Fallout titles, and I’ll admit that the story and the RPG options present in the original were missing. Fallout Tactics is just a series of missions. But it lets you form a full party and control each of them in combat, which is something I’d wanted badly in the main games. It allows for quite a lot of strategy, and that’s where the game shines.

So you can create a party that consists of a ghoul with a high driving skill behind the wheel of your APC, a sniper who sits up on a fire escape, a sneaky guy who gets close, plants land mines, then waits nearby with a shotgun, and a deathclaw who sneaks in close before attacking. Then, BOOM! Your shotgun guy pops-up at point blank range and cuts two slavers in half with a shotgun blast just as your deathclaw charges in. The other slavers go after the deathclaw but hit landmines. And the ghoul driver comes in and runs down some others with the APC. Meanwhile, your sniper picks off strays. I love it.

28 – Wasteland (Interplay, Commodore 64, 1988)

Wasteland had a release on both the Commodore 64 and DOS platforms, and as such there’s still a version floating around that’s playable on modern computers. Wasteland was a hugely influential game – it ended up inspiring a little title you may have heard of: Fallout.

Wasteland is Fallout, only more so. It’s less tame. Sure, the Fallout games have plenty of blood, but in Wasteland you could do a lot of things that you just don’t see in more modern video games. In Wasteland, you’re attacked by a ten-year-old boy after you kill his dog, and you’re forced to kill the lad. And this is in the first 20 minutes of the game. One of Wasteland’s climactic battles has you battling nuns with assault rifles. And you can sleep with a prostitute and contract wasteland herpes. Good times.

27 – Mechwarrior 4: Vengeance (FASA Interactive, Windows, 2000)

Another reason I loved the old Mechwarrior games was because they were so unlike other mech games. Armored Core and Chromehounds are twitch games. Mechwarrior is not. Even when you’re in battle using jump jets to dodge gunfire, locking on with your missiles, and aiming your PPC shots, it isn’t frantic. The timing feels so much more relaxed – like a real time strategy than a shooter.

26 – Typing of the Dead (Smilebit, Windows, 2000)

Before the Sega Dreamcast version of Typing of the Dead was released in 2001, this was a PC title. It’s now very rare and difficult to obtain, but it’s very much worth it. It’s so choice. If you have the means, I highly recommend picking it up.

Typing of the Dead is a game about which I may never tire of ranting and raving. It’s got a lot of camp value, and to fully enjoy it you need to enjoy the humor of the terrible voice acting and outdated graphics as much as the humor of the ridiculous things you’re typing. I keep Typing of the Dead installed on my PC and play it from time to time when I don’t have any other games lined up. It’s always fun, and since it’s already so old, it never gets old… er.

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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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