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Review – Din’s Curse (PC)

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Note, This review originally appeared on DieHardGame Fan and this game was received for free as a review copy.

Din’s Curse: Demon War
Developer: Soldak Entertainment:
Publisher: Soldak entertainment
Genre: RPG
Release Date: February 23rd, 2011

Din’s Curse is a Hack’n’Slash style RPG in the vein of Diablo or Icewind Dale.  Using a random dungeon generator and real time combat and action, it is a more fast paced Role Playing experience than the more traditional turn based and story driven RPG.  Each play through is, by design, different than the previous, though there will be some similar basic ideas and events.  Din’s Curse is heavy on the customization options and it adds a lot to this style of game to set it apart from its obvious Diablo roots.

Primary among these differences is the time based nature of many of its quests.  Most quests have some level of time limit in play.  Some may essentially be infinite where you have to find some object buried deep in the dungeon, others may require more urgent action, such as finding a person from within the dungeon.  In most RPG, a rescue mission will generally sit and wait for the player to arrive to initiate some sort of story sequence.  In Din’s Curse, if you sit and wait around, the person you’re trying to rescue will likely be killed.  Your choices also affect how the town people you’re trying to save will treat you.  As you complete more quests for a particular person they may give you free items or discounts on weapons and armor.  Completing more quests also will open up more optional quests as people trust you more.  You’ll also be helping the townspeople become more powerful in the event that the town starts to become overrun by the monsters in the area.

The original game featured 6 base classes, Warrior, Rogue, Priest, Wizard, Ranger, and Conjurer.  Each of these classes have their own skill set to be upgraded as you level up.  The skill sets are also divided into more specific class types.  For example, the Warrior is divided further into Weaponmaster, Gladiator, and Defender.  When creating your character, you can also combine specialties from two different classes to make a custom Hybrid class.  You’d first select a primary skill such as Gladiator from the Warrior Class, then you could add a bit of magic with the Warlock specialty from the Conjurer class.  Demon War adds the Demon Hunter  Class, which is a class specifically designed to kill off Demon type creatures.

1. Story

The core story is one that is fairly generic, you’ve been cursed by the giant God Din and must do his bidding in order to earn your freedom.  His bidding involves saving many towns from monsters and plagues and other threats by doing tasks for the people in the towns.  It should be noted that the action takes place in the town or in the cave the town has been constructed around.  Why the towns folk built their town directly on top of a cave full of monsters is anyone’s guess.

This story is mostly a throw away excuse for the basic replay-ability gimmick.  You create a character, you save a town, you move on to another town.  The town based gameplay makes for a nice stopping point for anyone wanting to play multiple characters without feeling like they are starting over with the exact same quests they just finished on the previous character.

There are also a large dynamic of mini stories and interactions.  The towns and dungeons are randomly generated.  They share many of the same basic traits but layouts and the quests that occur are all different each play.  There are also time based elements that add to the urgency of the quests.  You may find out that some Boss monster is amassing an army on Level 8 of the dungeon but you’re still on Level 2.  You’ll have some time to get there but take too long and you’ll find that army storming the town and killing the townspeople.   One person may complain they are starving, if you fail to donate to them they’ll soon die off.  This randomness is the main draw point of this game.

Story Rating: Very Good

2. Graphics

This game is an RPG in the tabletop sense more than the console sense.  This means your hero is fairly generic and it’s up to you to decide his look and story based on your actions and various equipment you find.  This also tends to lend itself to an issue of generic-ness among everything.  Even the difference between a male and female character are fairly indiscernible.  This wouldn’t be so bad except that nearly all of the NPCs also use the same basic character model.  The end result is that you have a town full of identical looking dudes being saved by one slightly different looking dude. 

The dungeons get a bit better with a few varied environment styles and a decent selection of enemies to fight.  Still it’s not always easy to quickly pick out a particular enemy from a group due to the dark and muddy look to everything.  This can be particularly annoying if you need to “Kill X number of Y”.  What happens is you end up slogging through a swarm of enemies then getting random pop ups stating say, “5 of 10 enemies left”.

The screen can also get confusingly busy times, especially as enemies start dropping items into a groups of enemies.  You pick up items by clicking on the name and the name banners are a little large.  This can lead to trying to beat back a horde of enemies while accidentally making your character charge head first into the melee to grab some random potion that was dropped.  Often the name banners will obscure the screen making it hard to tell what is attacking you and which enemies need dealt with first.

Graphics Rating: Decent

3. Sound

Keeping in line with the somewhat mediocre graphics, the sound is fairly weak as well.  There are a fairly limited number of effects to go around and there’s one particularly annoying screeching noise that occurs on a regular basis when certain enemies attack.  The sound factor of this game is generally just unremarkable.  Not much can be said about it positive or negatively.

Sound Rating: Mediocre

4. Control and Gameplay

Unfortunately, there isn’t any better way to explain the gameplay than to mention Diablo.  The gameplay at its core is almost identical to Blizzard’s popular franchise.  This isn’t actually a terrible point since it does a good job of mimicking the better aspects of Diablo.  It also adds a ton of options and customization not present in Diablo as well which will be touched on in later sections of this review.

The real issue is that there’s almost too much going on at any one time.  There’s a ticker of activities that runs in the lower corner of the screen that is easy to overlook.  Given the time sensitive nature of many quests this can lead to missing opportunities and not even realizing it.  Or worse, failing a quest you’ve picked up without realizing it.

The controls themselves are very basic.  Most of the time you’ll be clicking the mouse button repeatedly to attack and move.  You also have a pretty standard set of RPG menus to navigate for inventory, stats, equipment, and skills.  There are hotkeys that can be assigned for attacks and skills as well.

Control and Gameplay Rating: Above Average

5. Replayability

With the lack of a real overarching story, the random nature is used to essentially create a new game every time you play.  The dungeons are randomly generated in each town.  A single town can be saved after a couple of hours of gameplay.  This is one of the better differences between Din’s Curse and Diablo.  This makes it easier to say, play a bit as a fighter, then, start a new game as a thief or try a magic based class.  Your characters can be reused after you’ve saved a town, keeping all of their stats and equipment.  Over time your characters will become very high level.  Fortunately monsters level up to match your character to keep up the challenge.

Another extreme plus for replay is the shared chest.  Your character has a personal chest for storing loot that is found that may not be immediately useful or that the player simply wants to keep.  There is also a shared chest available which all characters can access.  This is great for when your Fighter finds a good magic augmenting weapon that a Wizard could use.

The point is that the replay factor is fairly high.  There’s good breaks in the flow to allow players to feel less like they are abandoning a character for another one and there’s plenty of options to help keep the player on their toes for future rounds.  The built in randomness makes it less repetitive to try a new character as well.  With the ability to mix classes for custom characters creating nearly 200 class combinations, you’ll want to play several characters at a time.

Replayability Rating: Incredible

6. Balance

This is one area that the game has working for it.  There is a nice system in place when you start a Town that allows you to set the level of the monsters compared to your own level.  If you’re having trouble you can set them really low level.  If you think it’s too easy, feel free to level up the monsters higher than your character.  If that’s not good enough you can also enable several custom options to make the game trickier such as the need to eat regularly or the option to play “Hardcore” mode where when you die, that’s it.

Balance Rating: Great

7. Originality

The basic concept presented here isn’t anything overly original.  There have been plenty of item collecting dungeon crawling RPGs in the past.  Din’s Curse does add a good amount of originality for it’s open style of gameplay however.  You’re not locked into one set storyline and you’re not even limited by the idea that you may actually fail to save the town you’re trying to save.  Things may simply all fall against your favor and the place becomes overrun.  There will be another town to come back to next round.  It’s not excessively original in its concept but if it were too different it wouldn’t appeal to its core target.

Originality Rating: Good

8. Addictiveness

Din’s Curse definitely falls into a category of gaming that relies on compulsion.  The need to find better gear or to keep going because one more quest won’t take THAT long to finish is pretty good.  The gameplay is a bit repetitive but it also has a good factor of regular reward.  None of the quests are overly difficult or tedious to complete which gives it a bit of a casual gameplay feel despite its larger more time consuming RPG core.  The myriad of options also work well to keep a player interested.

There’s also an online component to allow you to play with friends.  This only helps push the competitive desire to keep going.

Addictiveness Rating: Good

9. Appeal Factor

Fans of dungeon crawlers and item gathering will like this game and all of its options.  If you have an overwhelming need to fight monster after monster hoping for the last drop of your special Uber rare set item this game will deliver it to you.  For the rest of us it gets a bit repetitious after a few rounds.  There isn’t a ton of variety in the quests and the endless crummy items that are good for nothing but selling off in town get old fairly quickly.  In short, if you like Diablo 1 or 2, you’ll probably like this game.

Appeal Factor Rating: Very Good

10. Miscellaneous

The real factor that sets this game apart is it’s dynamically generated gameplay.  I know I’ve mentioned this before but it is a strong component of the game that makes it unique and helps make up for some of its presentation flaws.  The simpler graphics and sound aren’t anything groundbreaking and does add some charm to the game.  I used to be a huge fan of RPGs but as time went on, I found I had less and less time to spend on a lengthy story.  Din’s Curse does a pretty good job of taking the RPG style of game play and making it more digestible in byte sized components.  The random level system is great for this and the almost “Stage Style” nature of the Towns makes it easy to get into a game for a bit, complete a town, then take a break and come back later for some more.  You don’t feel like you’re abandoning your characters and you don’t have to try to remember what you were doing last time you played it.  Unlike Diablo, you’re not going to be playing the same two dozen quests every time you start a new game either.  Yes there is some repetition and similarities in quests but there’s enough variety to make it less noticeable.   Demon War also adds some options to engage Town People in combat so if you really want you can just go completely Chaotic Evil and slaughter everyone instead of saving them.

Miscellaneous Rating: Great

Story Rating: Very Good
Graphics Rating: Decent
Sound Rating: Mediocre
Control and Gameplay Rating: Above Average
Replayability Rating: Incredible
Balance Rating: GreatOriginality Rating: Good
Addictiveness Rating: Good
Appeal Factor Rating: Very Good
Miscellaneous Rating: Great

Overall Rating: Good

Short Attention Span Summary:

Din’s Curse is a decent Diablo style clone that takes the core formula and adds a lot to it.  It’s primary drawback comes in its slightly dull presentation and somewhat repetitive gameplay, though the repetitiveness is part of the territory when it comes to this style of RPG.

Review – Shatter (PC)

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Sidhe | March 15th, 2011

I seem to be picking up a lot on Breakout clones lately.  Or maybe it’s just games that at the core are remakes of older classics I’ve been hitting a lot lately.  I suppose it’s an easy gimmick, take something people like, flashy it up and add a new gimmick or two, then throw it out into the world.  I’m not really complaining or anything but Shatter, like BIT.TRIP BEAT and Meteor, has it’s core in the game Breakout.

It adds a few gimmicks to help keep it fresh at least.

It’s kind of hard to mention the music and graphics without admitting that I am biased.  I am a total sucker these days for these style of flashy bright colored graphics with a heavy techno soundtrack.  It’s like going to a rave without all of the crowds of people and drugs.  In fact I enjoyed the soundtrack enough that I bought it and listen to it pretty regularly in a line between my BT tracks and the Portal 2 soundtrack.

The core gameplay involves clearing fields of blocks by reflecting a ball at them.  As I mentioned before, Breakout.  One interesting mechanic that has been added however is the ability to attract and repulse the ball from your paddle.  This can be used to manipulate it’s path and clear out blocks more quickly.  The push/pull mechanic also works on the little score diamonds you collect throughout the game, which can be useful for maximizing your score.  You can push a pile of chits away until a score multiplier drops then suck them all in at once.  This of course will also affect your ball so you’ll still have to be careful not to let it careen off the playing field. 

There are also several different styles of playing fields.  The horizontal and vertical oriented arenas are pretty easy to handle, the tricky one comes in the round arena.  The physics feel a bit off to me which I find makes directing the ball to be a bit tricky.  Also however the programming was designed to handle the push pull it doesn’t always work as expected on the circular stages.  I’ve found that more often one will veer the ball to the left or right  versus actually pulling the ball in the expected direction.  It can be a bit tricky to follow but it’s not something that can’t be adapted to.

There are several modes available to play, most of which are to be expected in an arcade style game, story, time attack, endless, and bonus modes.  The story mode is essentially a sequence of increasingly difficult stages with some “bosses” at the end of each world.  The bonus mode is rather interesting.  You get only 3 balls and you have to keep them going for as long as you can to rack up a high score.

There is also a coop mode available so you can play with your friends.

It’s quite a bit of fun if you like quick simpler arcade style gameplay.  There are no major flaws with the gameplay or presentation which makes for a pretty solid experience.

Review – Final Fantasy XI Beta (PC)

NOTE: This review was originally written for the PC Beta of FF11. I have no intention on ever purchasing the full version of the game as I do not like MMORPGs. (Additional Note, original date is approximate)

Apparently Final Fantasy is a lot like Star Trek. Both are only good when they end in an even number. Also both have the one exception to this rule in slot 7. Guess 7 really is a lucky number. That isn’t to stay Star Trek 1/FF1 are bad really, just really long and boring.

With the creation of Final Fantasy 11, Square has decided that the entire system needed an overhaul. Considering it hadn’t changed in 10 incarnations, all of which have done extremely well, messing with things in any excessive manner comes off as a bad idea. So are things better or worse? Well instead of keeping cliche suspense, I’ll just say it’s not worse, it’s fucking horrible.

There are to types of RPGs in the world. Well at least as far as electronics world is concerned. The basic categories are “console RPGs” and “Computer RPGs”. Computer RPGs hark from the days of DnD, with excessive leveling and stat building where the player is in more or less complete control of the hero’s actions and thoughts. These are generally slower paced and focus less on story. Console RPGs started as simplified DnD games, they have become increasingly more simple as years have progressed, which only helped to widen the gap since the days of yore. Consoles are generally limited by their method of input and inability to store lots of changing variables (stats) for long periods. Final Fantasy 1 had a large array of different weapons and armor for each character, Final Fantasy 10 has 1 type of weapon and 1 “shield” for each character. To make up however Console RPGs are generally much more character and story driven.

This has lead to a split with electronic RPG players, while some will play both, many computer RPG players find console RPGs to be too simple and linear while many console RPG players find computer RPGs to be excessively complicated and tedious. What does any of this have to do with FF11? Well for the uneducated, Final Fantasy 11 is a Massively Multi-player Online Role Playing Game” or “MMORPG”. This means it’s about as Computer RPG like as you can get. It also means 50 dollars down and 10+ bucks a month to play. Have you seen or heard of Everquest? Ultima Online? If so, you’ve seen FF11.

After going through roughly 348 menus of Play Online garbage, you’ll finally be able to start playing the game. You’re greeted by the standard FMV opening. It seems some little kid’s city is attacked by a bunch of ogres or something. There is a huge battle and the kid’s sister is killed while leading him to safety. The kid returns later with a huge army of people, which turns out to be useful since the city has long been deserted and overgrown. I have no idea what this means regarding anything in the game, but it looks pretty impressive. The CG is very nice. Too bad it’s probably the only bit of CG in the entire game. FF10 had excessive CG, FF11 doesn’t have any main characters, so it likely has none.

Now you get to create your character. You can chose from 5 races, two of which are gender specific. Why the two gender specific races are not considered one race is beyond me as both of them are cat based. Anyway, you can chose from a big hulking cat guy, an anime cat-girl, male or female Elves, Male and Female Humans, or Male and Female retarded midgets. According to the FMV opening the midget things are the Black and White ages of past games, except they have “adorable” faces instead of menacing black holes. After picking a race you can select from a vaeriety of heads with selections like Squall with Brown Hair” or “Rinoa”. For the most part the heads resemble characters of old games, too bad the clothes will never match, I could go for making “Squall”. Sadly, This game is all medieval in a horribly FF9 way.

After choosing your look, you get to pick a class and start location. Start location doesn’t much matter, though you’ll probably want to Synchronize this with any friends also playing. I did not take notes, but I’m pretty sure the starting classes were just the old Final Fantasy 1 classes of Fighter, Thief, Monk, Black Mage, Red Mage, White Mage. For the record, I picked a human female with black ponytail head and Red Mage Class. At the time I figured everyone would be picking elves or stupid midgets and Female Human would be one of the least popular. Turns out Female Humans are all over. At least she has a NICE ASS. Red Mage seemed like a good idea since they generally start strong but end weak and I’m not likely to be playing too far into this garbage.

So the game starts off, I’m in the middle of a huge town and a bit of story flashed by as my character walks along. Finally I am instructed to visit Reet who has nothing better to do than stand around all day helping NOOBEEs like myself. Reet didn’t seem all that interesting though and I had a friend in the same room to help out anyway. That same friend went and bought me a bunch of good armor then told me “Don’t fight anything that’s not a bee or a worm” before leaving to places unknown in the world of FF11. So I spent the next two hours fighting giant Hornets and Tunnel Worms and attained the almighty status of level 4. Unfortunately that’s pretty much all I accomplished. The enemies hadn’t dropped a single piece of gil and I hadn’t completed any sort of quests. Instead I had a large collection of Elemental Crystals and Insect Wings which I sold and bought a sword with. At that point it was getting pretty late so I decided to give it up for a while.

This seems like a good place to talk about the battles. In previous Final fantasy games, your party of characters would wander the world map until attacked at random. The screen then does some sort of crazy transition effect as battle music starts playing. Everyone lines up on one side of the screen while the monsters line up opposite. Each round you pick a command for your characters to execute such as magic or fight. In FF11 you wander the map, all the enemies are clearly visible, none of them attack without provocation (NOTE Some later enemies will attack). To initiate a battle you click on the enemy and select “Attack”. If you’re in range, the battle will start and all you are required to do is stand there until either the enemy dies, or you die. You can move your character around during the battle but it has no impact on the battle itself. I found myself running back and forth around the enemy in hopes that because the bee didn’t actually hit me with its attack animation I would not take damage. This never actually occurred though, you take damage anyway, even if you are 20 feet behind the enemy when it strikes.

After learning some magic you can interact with battle a little more, however the spells all seem to do damage equal to roughly half a regular attack so chances are you’ll just end up standing there staring at the enemy anyway. Cure is just as bad as you’ll take damage equivalent to whatever you heal in the time it takes to cast the spell.

After the battle you’ll find some items probably and gain a bit of experience. Like most computer RPGs experience levels are increasingly difficult to obtain. For example, to get to level 2 you’ll need like 500 exp, but level 3 will take 750 exp. By the time you are going from level 98-99, you’ll need approximately 1 octillion experience. In layman’s terms, at 50 exp a monster, that is “A Whole Fucking Lot”.

Both during battles and while wandering the map you’ll have a choice between 3rd person or 1st person views. While it’s slightly easier to navigate in first person view, I find it frustratingly limited. After playing so many First Person Shooters, I feel like I should be able to easily leap over those pesky fences and rocks as I navigate the world or I should be furiously clicking away with my sword and wailing on the enemy during battles. Everything is menu based. You can easily walk around the world while navigating your status and item menus.

Well, easily depends on location. So far I’ve found that during the daytime hours, while trying to fight off hornets in the desert, my course disappears completely. The sand is both blindingly bright and the same color as the courser. I’ve encountered a similar problem in another area where you enter a dark cave. The entrance is full of black pillars that are more or less invisible, it’s easy to get hung up on them.

Speaking of navigating the world. The areas are HUGE. You’ll want a powerful graphics card to run this game on your PC. You can see for miles with little to no fog and full frame rates. Unfortunately it’s a little too huge. The massive areas are just another aspect that makes this game so frustratingly boring (aside from excessive level requirements and boring missions). It takes like 5 minutes to get anywhere in the city and the dungeons are confusingly shaped (I got lost in one cave) and they really should have a map function. The town could easily have been one screen in size with everything closer together. The town could have easily been only one “screen” in size with everything more compacted. I’m sure they were trying for “realism” but frankly, I can only take so many trips across town to sell off my useless crystals before I get tired and leave to play something else. I guess the other alternative motivation was to give players plenty of room to walk around. Presumably if you had a couple of thousand people wandering around the town it would get pretty crowded. I can’t see that situation ever occurring though.

So a few days later I decided to return to the game. People are claiming there actually is a plot buried in here somewhere and I still haven’t done any missions anyway. After returning to Reet to learn where I can pick up missions (Reet wasn’t helpful here either and I still had to wander around looking for the guardhouse). My mission (which I chose to accept) was to find the foreman of the mine and pick up a report, then deliver it to some guy at the Presidential Office. After a 5 minute jog to the nearby mines, I proceeded to search the area for the foreman. Lucky for me the guard handing out missions neglected to give me any clue as to where to find this foreman other than “At the Mines”. After talking to every NPC in the area for some hope of a clue I decided to enter the mine itself. I was fairly well armed and leveled after all, I should have nothing to worry about. It turns out the mine is just as large as the city and just as populated. After wandering aimlessly for a half hour talking to all the NPCs, I finally found a foreman. NOTE: A foreman. This foreman informed me I must go “deeper in the mines” to find the person I wanted. At least I had finally found a helpful NPC. So I proceeded into the deeper undeveloped part of the mine, which turned out to be full of bats or various types, I finally found the foreman and picked up my orders.

I’d like to take a moment to pause here and discuss the item system. During my initial search for the foreman, I was offered a reward for killing monsters in the mines. All I had to do was bring him 3 “Pinches of Soot” to prove I was there. During my wandering, I fought many monsters and did indeed win my three Pinches. Unfortunately I also discovered I have an item cap of 30 items, half of which was already tied up in equipment it wouldn’t let me sell (Apparently you can’t sell starting equipment). So I had to drop a bunch of worthless sounding items and fight even more monsters to win back what I already had won. I should also point out that items don’t seem to “stack”, meaning my inventory would have say two “Wind Crystal x 1” instead of one “Wind Crystal x 2”. In the end I couldn’t find the guy offering the reward once I had left the cave so I only ende up feeling ripped off and pissed.

Back to the subject of huge worlds and leaving the cave. I actually managed to find the foreman pretty quick once I got down in the cave. It took me another hour to find my way back out. While I have a map of the town and the nearby desert, I don’t seem to start with a map of the cave. Eventually I ran into another player who escorted me to the exit.

Report in hand I made my way to the President’s office, hoping for some sort of payment or reward, after all, I wasn’t getting much gil from these hornets and worms. Of course I ended up with an all too familiar feeling. You see there is a reoccurring theme in this game. Basically you, as the player are given some sort of quest or order. This order is accompanied by zero clue as to where the end location actually is or what you’re actually supposed to do when you get there. Basically what I’m saying here is, like the Mission Giving Guard, The Foreman, and the Mine Exit, the President’s office was not on the map. This of course lead to another bout of boring wandering talking to NPCs with nothing useful to say. For future reference to anyone reading this. The President’s office is in the Metalworks. Eventually I managed to get this bit of info out of a guard on the other side of the town from the mine. Once again though, I got to wander around the Metalworks with no clue as to where to go. This time however the problem stems from that reoccurring texture problem. You see the Metalworks had two levels to it, but the elevator is the same shade of brown as everything else in the game, so it completely blends in until you see someone riding on it.

After even more wandering talking to NPCs looking for a clue the mission was completed. No reward though, and I imagine this same mission is given to all the players. Why this guard needs reports delivered to him ever few minutes by whichever sap adventurer happens by next is beyond be but hey, I’m just glad to be done with this boring fetch quest. Now maybe I’ll get a real quest. Infiltrate the Shinra headquarters maybe while getting detailed plot information regarding Ancients. Oh wait, MMORPGS don’t have real plots. Back to the Mission Guard. Job two is to meet up with Cid to do some geological surveying. Maybe that mine job isn’t looking so bad after all. After going back to the President’s office, (NOTE: the guard is literally on the other side of the town from the Metalworks), I talk to Cid who wants me to take an Acidity tester out to… somewhere… and see if it changes color. I would like to point out that testing the acidity level of an area is not Surveying. Not wanting to argue I set off to complete my task. This time I felt a bit more confident as Cid had actually told me “It’s near South Gustaberg”, meaning “the desert”. Well of course when I get to the desert there is nothing labeled on my map anything remotely similar to where I’m supposed to take his acidity tester, so I finally decided the game was shit and gave up.

So, if you like having nails driven into your skull, I’d suggest picking this game up when it’s released! I mean repeated fetch quests where you’re given no clue where to go are such awesome fun! Here is hoping that Final Fantasy 12 doesn’t such this much ass. In the mean time, I’ll be giving my money to Valve (Half Life 2) and Bungi (Halo PC) over Square.

Just one final note. I’ve consulted with some people farther along in the game than I managed. It’s more of the same garbage for the rest of the trip.

Review – The SIMS (PC)

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Maxis

Some games you just love to hate. Or maybe it’s the other way around, you hate to love them. Then there are those you love and those you hate completely. I’m thinking The SIMS is just one I hate really, but I REALLY want to love it. This game is really easy to compare to Diablo 2. Both have similar play perspectives. Both have similar gameplay mechanics really. Both are games I really enjoy when I first start playing them but hate absolutely after about a week. Finally both are games I keep coming back to.

To keep in the comparison of Diablo 2, the gameplay consists pretty much of clicking on a thousand things for hours on end. Unlike Diablo 2, the things you click on aren’t little imp things of one color or another. Instead you get to control a person as this person lives their daily life. That’s pretty much it, I honestly don’t know how or why this game ever became so popular really. I mean an in game day typically consist of waking your Sim up, having the Sim cook himself breakfast, take a shit, take a shower, watch for an hour go to work, come home from work, cook supper, watch more TV, shit again, then sleep. Its like having some sort of clingy pet really. The Sims can’t function in anyway on their own. As an experiment I once let “Bob Newbie” run on his own for about an hour. I came back and found he had been fired from work and had been doing nothing but stand around in his kitchen crying because he was depressed and lonely. It should be noted the kitchen was soaked in urine and covered in dirty dishes. It seems that instead of keeping up his hygiene and going to work, poor Bob Newbie had decided to instead sit around all day burning all his money on potato chips. A similar result occurred with the Goth family, their child ended up getting shipped off to military school.

Now what is entertaining about this game? I’ll have to guess it’s the social system really. When your Sim isn’t bitching about being hungry again because he just spent an hour on the toilet you can interact with other Sims in the neighborhood. If you’re lucky you could even make your Sim become married to one of them. Then you get the fun task or trying to juggle two people’s lives at once. Just some advice, unless you plan on cheating, don’t even think of trying to juggle 8 people (the maximum for one family) at once. If you’re lucky you’ll get two satisfied ones, another who has been cleaning everything for all eternity and the rest will just party 24/7.

Anyway, about the time you’ve been playing for about two week’s you’ve got maybe 2 regular normal families going, and another couple party families that you’ve cheated on and given them all the riches they will ever need. There is a good chance you’ll need a new way to entertain yourself. Then you’ll come to the “Mass Murderer Simulator” part of the game. First select a kind of creepy looking guy and build him a nice little place to live, then befriend everyone you can. Then one by one court and marry all the other Sims in the neighbor hood. At the same time, as you grow tired of the earlier partners, build them into doorless rooms and wait about an in game week or two. Or maybe you’d like to let them take a swim, then remove the exit ladder for the pool. A person permanently swimming in the pool would make a nice art-deco life sculpture for the front yard. Then there is always death by fire. Make sure you don’t have any cooking skill or a fire alarm then start grillin’ burgers till the flames start roarin’.

Now that your fantastic and beautiful homes are all vacant, take a moment and reflect back on all the time you’ve spent doing the same things YOU do every day only for some computer simulated version of yourself. Now realize how much of a waste this game really is, especially since Maxis didn’t take into account the full potential of killing off the Sims. I mean come on, where is my torture rack? Or maybe a guillotine. Maybe the fight sequences could break into a Capcom fighter where you battle to the death with supernatural fireballs and such.

On one final note, I’ll say that I really like the customizability in this game. You can find new models and skins for all sorts of objects and characters. You can put shortcuts to MP3s in the music directory and get custom radio stations. You can build the characters and homes anyway you want. That’s probably the best part of the game really. Seeing what sort of crazy combinations you can come up with.  

Review – Final Fantasy VII (PC)

Final Fantasy 7 Site Banner

Final Fantasy 7
PC
(1 Player)
Squaresoft

(Once again) You must control a group of rebels to save the planet from an evil Empire (or
in this case an evil corperation) and the “true villain” that lies beyond. Quite a few
loss characters than the previous Final Fantasy (FF6 duh), and the first time a Final
Fantasy game has had true FMV cutscenes. This game is quite a change for the series. Also
it’s the first time a Final Fantasy game has been made for a non Nintendo system (the PSX)
and the first time there’s been one playable on the PC (emulation excluded).

Graphics (8/10)
The series makes the transition from 2D overhead with sprites to 3D very well. Instead of
always looking straight down you’ll sometimes walk towards or away from the screen down
halways, or have to wind around spiraling paths that cross over above one another, or
climb up walls and fallen wreckage to get where you’re going. This is all done by adding
3D polygon ‘sprites’ over pre rendered backgrounds. The backgrounds look great, but some
people may be turned off by the “popeye” look of the map sprites, that is, they are short
with huge forearms and legs and heads. The battles however use more realisticly shapped
characters and move about in three dimensions as you cast spells or attack very nicely.
Your characters still lin up together facing the enemy, but now the camera changes through
out the battle and they jump right up to the enmies when nessesary to attack them. The
magic effects are pretty flashy most of the time, but sometimes got old really fast when
cast in large numbers. The “Knights of Round” summon takes a good couple of minutes each
time you cast it, whcih looks cool the first few times but later tends to make the game
drag on. The FMV CG is occasionally blended intot the actual game play, but often times
it is shown with a scene jump. The FMV CG looks nice however.

Sound (5/10)
Eh, what’s that? what did you say? I didn’t hear you, oh, you didn’t say anything did
you? So why are we still using text boxes when it’s so easy to add voice? Even if it
were just for crutial scenes ala Lunar (which is a game that also prooves it’s not hard
to find GOOD voice actors for games). That’s about the biggest kiler of the sound
category. The midic is pretty nice I suppose, but unless you can manage to get it
configured properly you’ll just get really ugly midi sound. In fact, you’ll get midi
anyway, but if you have a good soundcard you get some sythesis action (or whatever it’s
called) where the midi actually sounds like something other than computer blips. The
sound effects are pretty mediocre, just standard sword jabs and what not. the FMV sound
is ok, just not realy enough. The game also lacks any sort of ambiant noise really.
Which is something that can really give some nice mood setting.

Game Play (9/10)
Whee, fun fun fun, I don’t think I stopped playing this game when I finally got it for PC,
and I’d already beeten it once already on my frinds PSX version. Also as for non stop
playing, I played this game like 2 days straight ( I mean straight, no sleep, nothing)
till I beat it when I borrowed my friends PSX and FF7. Though I guess that may make you
thing it’s short, but I was hurring so I could give my friend back his PSX. Anyway, the
plot is pretty good, though can be sort of confusing if you miss a few points. I’ve seen
some really wierd questions about th eplot that made me thing “how’d they get to THAT
conclusion?” Anyway, the story is good, so that’s a plus. Also it’s fun to play. The
battles are pretty fast paced as long as you lay off the heavy summon spells. There are
several mini games you play to advanced th eplot then can replay in the game’s casino
area. Though I don’t care for mini games much, they are still varied enough to be fun
if you like that sort of thing. Also there are things like Chocobo raising to give some
added play.

Overall (7.4/10)
Pretty fun. I’d say the PSX version is definitely a bit more stable, though extended play
can cause errors in overheating the PSX and causeing ht egam to lock up. But the PC
version has trouble lining up the FMV visuals and sounds for some reason. also whe I
switched to a higher standard resolution I got some ugly lines on the map. Plus the PC
version is highly prone to freezing up and sometimes has inverted FMV for some reason.
Basically it’s full of bugs. I’d still recomend this game. It is fun o play with a wide
cast of charcters.