Saturday, 22 January 2011

Digital Eel - Free Music

Digital Eel has just released a compilation of their weird music for free called VooDoo interface. Yah! Don't forget that you can also down some of their previously commercial games for free now. Yah again!

Sunday, 9 January 2011

Shin Megami Tensei: Devil Survivor Vs Strange Journey

In my review of Strange Journey, I found a competent but very flawed game trying to emulate the older games a bit too well. It suffered from linearity of storyline, extremely difficult battles, an extremely flawed item crafting system and lacked flexibility to customise your demons.


Although released before Strange journey, Devil Survivor's game design avoids all these problems and has created an enjoyable good game. The game is new territory for Shin Megami Tensei as its a turn based map strategy game rather than your standard combat game.

From a game design point Devil Survivor hits nearly all the right notes. Here's a summary of just what I liked about the gameplay design and and how it contrasted with the gameplay of Strange Journey.

Good Game Design
1) The player chooses when to advance the story- Unlike the very linear dungeons and progression in Strange Journey, the game uses a time based system to advance the story and game. You are given a map of Tokyo and various locations you can visit. Events and people at the location are clearly marked as well as whether the event will cost time. You can also train by entering a 'free battle' area which doesn't take time. This means that if you need to train, you can easily level up or you can push on. Displaying the portrait of the person you will interact with at the location also gives you a rough idea of what story path you'll be heading down as well.

2) Demon Skills are easily changeable- One of the major complaints I had was the lack of ability to change skills or even decide what skills are inherited in Strange Journey, in Strange Journey the skills you inherent are based around affinity of the new demon and are chosen for you. The only way for a demon's skills to change is when they level up where there is a random chance for them to randomly inherit a skill. You can't choose what skill you inherit or even see what the skill will be. You just have to guess. You do also have the demon sources which are crystalised demon skills you can use during fusion. This grants you much more control over this but you only get one shot at this. If you screw up and choose the wrong skills you'll pretty much just have to fuse a new demon. Unfortunately resummoning high level demons can be quite expensive particularly if they're heavily

In this game before you fuse a demon, you choose what skills and abilities to inherent from the previous 'parents'. You can't change most of the innate skills once you fuse but if you perform well in battle as one of the bonus perks you can actually change the offensive skills of your demon if you desire. Overall a much better improvement over. I do think they should have also allowed you to alter the innate inherited abilities for a fee as well but I think the system works well enough in the game as forces the player to choose carefully to ensure they have a carefully balanced team.

3) Party skills are interchangeable- The game doesn't have equipment, rather you can steal the skills of enemy demons and demon tamers and then have your trainers use them provided they meet the minimum requirements for the. These human demon tamer party skills can be reassigned between each battle. For example, you could give yourself a healing spell and a fire spell and then pass them over to someone else instead if you decide you need an ice and wind spell instead. All abilities active and passive are transferrable giving you a wide range of customisability. There is a limit in the sense that only one skill can be assigned to one tamer. I personally think more games need to implement this sort of system!

4) Game difficulty is about right- Devil Survivor is on the easier side and requires less grinding than normal. This is a huge plus for gamers who are short on time but want to finish the story.

5) Demon Fusion Database- One really great feature is the demon database which lists down all possible combinations of demons and the fusion possibilities provided you've possessed that demon or have the demons that can create that particular demon. This is great because it allows you to figure out what demons you need to bid for or sacrifice in order to fuse a more powerful demon and even if you fuse a demon away you can still check how to get it back.

In Strange Journey, you can only see the combinations for demons you currently have only. So its hard to figure out if you need to resummon a previous demon or not particularly if you're like me and like to keep a large well-balanced party. The cost of summoning up modified high level demons is extremely high that you are usually better off trying to persuade them again and refusing them.

Poor Game Design
Here are some issues with gameplay of Devil Survivor which I noted. These are mostly minor issues than any major flaws.
1) No demon interaction/negotiation- Unlike the main games of the series, you purchase and bid for demons through an auction rather than persuading them. This severely limits the demon interaction which is shame because that was one of the strong points of the previous games. The demons do speak to you when you hire them or fuse them but that's about it really.

2) Lack of weapons/equipment- It is debatable whether weapons and equipment are required since you can pretty customise every single main team member with whatever skills you like as long as they meet the status requirements.

3) No alignment- In most of the Shin Megami Tensei games there's a Law, Chaos and Neutral alignment with bonuses for using demons with the same alignment. Unfortunately this was removed from the game. I personally think this would have the game much more interesting. Storywise you do choose between the 3 alignments (Angels, Humans or Demons) but again I couldn't discern any particular bonuses you get from it.

4) Lack of truly significant branching story paths, event rewards and probably requires more optional quests- One of the key themes is around being able to choose your destiny. Surprisingly then, I feel that there is definite lack of truly significant differences in paths. For example, through every single game, you have to defeat all the demon Bel's and each day's major events play out the same. It is only on the last day where your choices really make a difference and you have to choose which faction and ending you want to see. Yes, there are some minor plot changes mid-game and some minor rewards such as whoever accompanies you as a 4th player but I do feel that the game needs to grant even more event rewards and unlocks as a bonus. I can appreciate that the development team probably didn't have time to craft several different major plots in but it is a bit of a shame this 'choose your event' mechanic wasn't better utilised.

5) New Game+ Requires your main characters to re-level up- Its strange that you can keep your demons (including their skills and levels) but can't keep your demon tamers' abilities and level. I appreciate the fact that you can now rejig your main character's stats but since you can't actually customise any of the other demon tamer's that accompan you its seems a bit strange to depower everyone and force you to level up again despite your demons being level 60 and able to deal 3000 damage to level 3 enemies.

6) Needs more pictures, demon encyclopaedia and more unlockables- This is a really petty thing but I think the game could have used a demon encyclopaedia to describe the demons, maybe a glossary or history of each location and also some galleries. Again, really minor but I think it could have gone a long way particular for people who aren't familiar with the Tokyo area and help build the atmosphere. The in game descriptions and pictures aren't enough to convey the feeling of Tokyo quite yet.

7) Needs the passcode or resummoning system of Strange Journey- In Strange Journey you could save your customised demons so you could resummon them again at the cost of macca or give a code away to a friend which allows them to summon that specific demon. Unfortunately the game doesn't actually save your special demon combinations as far as I can tell so once fused away you can't really get them back again. Fortunately as mentioned above the ability to choose skills does reduce this problem quite a bit.

All in I really enjoyed it and I highly recommend it over Strange Journey.

Tuesday, 21 December 2010

Steam Indie Packs are back

Steam indie packs are back in case you missed the first round. It's somewhat hidden on the main page but its there. Check under the second page of packs. Just something people should be aware of. Most are going for $5.

Saturday, 27 November 2010

Chrono Cross: Game Design Review

Chronocross is a game set after Chrono Trigger featuring a new cast of characters. The creator of Chrono cross mentioned that Chrono Cross is not a true sequel but a story set in the same universe. They deliberately wanted to experiment with new systems and new ways to storytelling. First of all, let me say that I enjoyed Chronocross. It had wonderful art direction, a story which was entertaining (if somewhat hard to follow someties) and lots of unique characters that could join your party including a fisherman, a chef, a gothic rocker and living plants. Two living plants in fact.

From my point of view however there are some problems with the gameplay mechanics which mar the experience for me:
1) Too many characters- The extremely huge number of characters meant that most characters seemed a bit too similar to other characters and also the plotlines tended to dissolve into nothing.

2) The field system is difficult to control. In combat, the uses a field system where everytime you use an mobility, its 'colour' affects the overall battle field. There are 3 field color slots and the latest attack will push the oldest colour out to replace it. The more a field is your character's colour, the more effective your character is and attacks of that specific colour. Similarly, you get disadvantaged if the field is the opposite. Its possible to control this, just really really hard as you rarely have all of your characters able to attack in a row meaning the enemy can often screw up the field colour you're going for. There are certain characters that can have specific powers to change the field colour but they aren't plentiful enough.

3) Summoning ultimate creatures is difficult requiring a field to be completely the same colour and their presence is also like a secret. I think I found like 2 in the entire game.

4) Tech system from Chrono Trigger is practically a secret as well. The ability to combine certain special attacks to make more powerful attacks if you had the correct team of characters is still there but only a very few techs exist. Which is a bit of a shame, because it would made the battling a lot more fun. Again, I played the entire game without actually using one!

5) Lack of traditional exp system was a step in the right direction because this meant that the game designers could control the experience and ensure the bosses were never too powerful for you as if I'm not mistaken all your characters level up including the ones you haven't been using. In the game, however once you beat a boss, there is a small window where you can random bonus ability points by fighting normal enemies. Supposedly this means your favourite characters will then gain more points and be more powerful. I'm just not sure if this is quite the right way of going about the system as maybe the character you are currently using aren't quite the right characters. Also these bonus points are also awarded only to character which will still alive at the end of the battle. I feel that some of skill point system where you can choose which characters to award bonus too might be better.

6) Unclear benefits when using elements of different levels. There are differences but I'm still not quite sure how setting different element levels will enhance or penalise you or how much benefit you get from setting an element above or below what you already have.

7) Actions that affect two worlds or reveal secrets should be clearer - Certain special actions require you to do something in one world to affect the other. Sometimes this is fairly clear but other times this isn't clear particularly when you're looking for optional areas which can unlock secrets. Some might argue that's part of it being secret but some actions are frankly way too obscure. Some are event-limited so if events in the story pass, you can't get the secret anymore.

Overall I would class it as a flawed classic. It's still very enjoyable with fairly unique world just those mechanics mentioned above that really annoy me.

Sunday, 17 October 2010

Resource Hunting and Item Forging in RPGs: My proposal

In my previous review of Shin Megami Tensei: Strange Journey I mentioned that hunting for forma which is used to create weapons, armour and items is hard. I actually like the idea of hunting for resources and combining them to form swords and items. A good game should allow a good balance of experimentation and discovery keeping the player interested rather than forcing the player to repetitively hunt for items.

What then would I consider an ideal system for hunting and forging? Well here's my list of good things a good forging game should have.

1) Automatic markers and identifiers - Once you've found the monster parts/resources, the game should make it easy to find these resources again through an auto bookmark system or good automapping system. It should not be up to the player to mark the map.
2) Automatic recording receipes or hints - Whenever you find a hint or part of receipe this should automatically be recorded in your receipe
3) Less resources the better - If you require 10 leather hides to make something it means the player have to fight monsters at least 10 times, I think the maximum requirements should be no more than 3 unique items for any receipe.

Proposed resource drop system
Here's a good system which mixes both elements of both random drops and yet allows players a choice of working towards their goals. I'm sure this has been done before by a couple of games although I personally can't recall exactly which games have has done this.

Whenever a player defeats a monster, you will gain item points of that monster. Gain enough item points and you can cash out for an item. Alternatively you can try gambling your currently item points to try and cash out for an item of a higher level.

E.g. A slime monster drops either a "slime item" the rarer "super slime item".

When you a defeat a slime monster you can choose to:
a) Get the Slime item
or
b) Get +10% chance of getting a super slime item
or
c) Try gambling for the super slime item.

This means after 10 battles you will definitely get the super slime item so there's a fairly clear target for the 'hard-working' player to aim for but if you're an impatient risk taker you could try gambling your points now to try and get your super slime now. I think this would work well as it reduces the uncertain in what you could get.

You could get more complicated by creating other bonuses and penalities depending on what the player chooses at the end of a battle but hopefully this gives you some idea of how you can mix and match both worlds and still get something quite reasonable and enjoyable. Being the hard working player that I am I would probably choose to constantly using the cash out option.

Shin Megami Tensei: Strange Journey - Game Design Review

Just finished this clocking in at 80 hours. I'm a big fan of Shin Megami Tensei fan even though I've only finished the first Shin Megami Tensei because the atmosphere and gameplay is different from your usual save the world fare, even if that's what you do in the end anyway. Warning, there are some spoilers below.

Some background about the SMT series. The gameplay is your usual dungeon crawl but with demons as enemies. Demons here includes to supernatural creatures such angels or monsters rather than specifically evil creatures. What makes it unique is your ability to converse and negotiate using your demon summoning program so you can actually convince them to give you items, macca (the money in the series), leave you alone or even join you. You also have an alignment (Law, Neutral and Chaos which determines how smoothly relationships go. As you can imagine, similarly aligned demons will treat you better than demons of an opposing alignment. In this game, you're part of a 4 vehicle investigation team entering a mysterious phenomena occurring in the Antarctic to try and stop it from growing. Unfortunately your vehicles are soon separated and you're forced to fight for survival in a mysterious demon-infested dimensions that mirror the world of humans.

Despite being a fan, I feel that Shin Megami Tensei: Strange Journey isn't a game to celebrate about. If you're a fan like me, you'll probably enjoy it but there are glaring issues with gameplay design and pacing really let it down. What worries me is that despite all the games inbetween the first SMT and now, the gameplay design has really evolved about half a step and taken a step back in some respects.

Issues:
  • Storyline is linear and cliche for a Shin Megami Tensei game. There's the Law hero, the Chaos hero and then there's the Neutral Hero and its obvious who they are and what will happen eventually. The Chaos hero will continually talk about how powerless he is before being fused with a demon and becoming a half demon, the Law hero will be touched by the divine and become a messiah for the Law God or you can choose to follow the Neutral path and fight for humanity by defeating both sides.
  • The standard SMT plot twist of choosing the Law, Neutral or Chaos paths occur right at the end of the game and only for the final sector in the game meaning you have to replay the entire game just to unlock that different path. Why couldn't they have created several diverging paths through the game?
  • The storyline is certainly thought-provoking but I think it could have done more in some ways to express the issues a bit better, maybe with even more situations or plot development. Part of the plot revolves around another human expedition entering but only with profit in mind rather than saving humanity like your expedition which I thought was good and wondered if they could have done more of that instead. I think they killed off the other 3 ships and crew a bit too quickly rather than fully exploiting their story potential.
  • The game is very hard and can be quite punishing. Due to the hard difficulty there can be hours before any real plot development occurs.
  • Demons first appear as blue fuzzy images until you defeat them at least once and need to be repeated encountered or defeated or fused before you can get more info and increase your analysis. What I don't understand is when a skill is clearly weak against an enemy (it actually flashes the words 'weak'), why can't your system automatically record it down rather than requiring you to reach a certain analysis level?
  • The Demon source and skill inheritance system means you can create unique demons, however once fused, it becomes difficult hard to change demon skills. Demons may occasionally change skills when they level up but the skill they gain is random. You can actually use special demons to change skills and improve stats but it is still quite tricky as those special demons need to have skills you want to transfer. This is partially solved by the demon password system where you can share demons with their skills with other players.
  • Bosses are very annoying due to the rigid skill system, if you've accidentally set your demons to the wrong skills. Some people would say this adds to the challenge. I'm not one of those people.
  • In the game the Demon Co-op mechanic rewards players who choose demons of the same alignment as each other however nearly all the bosses and powerful enemies, which you can fuse after defeating them once, are Chaos and Neutral demons. I was playing as Law aligned player and felt penalised as a result. There aren't any actual party or fusion restrictions due to alignment like the older games but it makes Demon Co-op less powerful when it kicks in during battle.
  • There are several teleportation puzzles in the game but there's no record of which teleporters lead to which other ones. This particularly gets annoying when you have 6 or 7 rooms with 3 teleporters each.
  • In the game, you have to collect forma from enemies and the environment but what you get can be random. This annoying particular with rarer demons as it is hard to predict when they will appear. They will appear in the same places usually but sometimes you have to go through 15-20 encounters bfore they appear. What makes it worse is that sometimes you need 3 or 4 of the forma from them! Also taking to or defeating normal demons won't necessarily guarantee you get the forma as enemies can drop up to 3 different kinds of items. When you consider that you might be fighting groups of enemies that are made up of two or three kinds of demons, getting that forma you want can be frustrating.
  • You can dispose of forma and items in the lab to get more macca but its hard to know what forma is required to create certain weapons, armour or items unless you return back to the armour and weapons and items screen and scroll through carefully. It usually isn't an issue but some items use the same specific forma as weapons or armour.
  • Moon phases do affect your demon conversation but unfortunately the system wasn't transparent enough for me to understand. Would it be good if they actually covered that.
Conclusion
Overall, if you're a fan you'll definitely enjoy the game with about 300 demons to fuse and the mostly polished skill system. It is a solid game but the issues I mentioned mean only hard core RPG players who don't mind really working for their rewards will enjoy this game. Casual players should definitely stay away.

Probably a 5/10 overall or a 7/10 if you're a fan of the series.

Friday, 15 October 2010

Sam & Max + Strong Collection on Sale

There's a sale going down at Telltale games where you can get Strong Bad + All 3 Seasons of Sam & Max for.

If you already own them you can also get 3 seasons of Sam & Max for $20 or each season pack for just $9.95.

Really good bargain for those adventure game lovers!

I already own Sam & Max Season 1 on DVD and Strongbad so I'm probably going to purchase the 3 season pack to complete my collection. Although I think I'll be able to hold out for a Christmas sale or something. Maybe...