Showing posts with label Video Games. Show all posts
Showing posts with label Video Games. Show all posts

Monday, March 5, 2018

Video Game Review: "Darkest Dungeon" (2016)

I wanted to give a shout out to arguably the best recent CRPG, "Darkest Dungeon"!



Developed by Red Hook Studios (the moniker being a sign of their Lovecraft fandom!), Darkest Dungeon is a low fantasy dungeon crawling and team management CRPG.  In terms of background, in the finest Lovecraftian tradition, The Ancestor of the player spent too much time delving into Things Man Was Not Meant To Know, hordes of monstrosities were subsequently unleashed and now it's up to the player to set things right.

Dungeon by brutal dungeon, you direct a legion of adventurers to clear your blighted estate, often at the cost of the latters' lives and/or sanity, until you face the eponymous Darkest Dungeon.

Like the grim and gritty setting, this is a grueling and challenging game, in large part because, in the best Old School tradition, Random Number Generation (RNG) has a huge impact on gameplay!  More than once, a string of bad die rolls will turn the situation upside down and you'll be screaming  in frustration at the screen.




In a big departure from the majority of dungeon crawlers, in this game, much like a soccer manager, you are more focused on developing an entire roster of adventurers to meet various goals and challenges, as opposed to leveling up a specific party.  If you miss the forest for the trees, it's easy to get too invested in a particular  adventurer or group of adventurers, spending way too much resources on them.

Mixing side scrolling movement (a la Castlevania (1986), Old School!) and turn-based combat, tension mounts palpably as you explore various procedurally generated dungeons and the hordes of opponents whittle away at the party's health and sanity, not unlike Call of Cthulhu!




There's little hand holding in this game, and one poor decision can cost you, so you need to constantly pay attention (who's attacked so far this round?) or the situation can quickly devolve into a TPK!  Moreover, this is another way that the game punishes you if you get too invested- if a dungeon delve is going poorly, sometimes it's better to cut bait and run than risk ruining or losing one or more characters to death or insanity.

In addition, between the classes, their skills and camping skills, quirks, dungeons, monsters, curios, etc., there's a *HUGE* amount of crunch to absorb, so don't feel like looking things up in the wiki is cheating!  In addition, FilthyRobot has put together an excellent and informative series of class guides, beginning with the Abomination:




Overall, Darkest Dungeon is an amazing Old School game!  It rewards planning, preparations and smart play, but sometimes stuff happens and you just have to bounce back.  The art style is apt and the artwork is moody and evocative, as is the voice acting, and the attention to detail is superb.

So, if you are looking for an intense, Old School dungeon crawler that demands your best and keeps you on your toes, you'll love (and, at times, love to hate) "Darkest Dungeon".

Monday, March 20, 2017

Video Game Review: "Dark Heart of Uukrul" (1989)

This week, I wanted to give a shout out to another overlooked CRPG gem from yesteryear, "Dark Heart of Uukrul":



"Dark Heart of Uukrul" is an Old School dungeon crawling CRPG where you play a party of adventurers (Fighter, Paladin, Priest and Magician) exploring the underground city of Eriosthe.  Not only must you survive and level up, but your ultimate goal is to figure out a way to defeat the eponymous dark lord.

Reminiscent of Ultima IV's innovative character creation, the computer asks a series of questions to determine your beginning stats.  Thus, each PC reflects their attitude and experience.  Additionally, within each class, there are subclasses, but what, if any, effect a subclass has upon the game is not explained, nor can it be easily deduced.



Indeed, this lack of information also shows up in other parts of the game.  Sometimes, this is a problem.  For example, no stats are given for items so finding out what they do is a process of trial-and-error.  Sometimes, this adds additional flavor and/or challenge.  For example, a particular sprite in combat can be several different creatures, so the player doesn't initially know what he's fighting until battle begins in earnest.   Old School!

Often compared unfavorably to the contemporary and well-loved Gold Box series of CRPGs (e.g., Pool of Radiance, Curse of the Azure Bonds, etc.), based on 1st edition Advanced Dungeons & Dragons, "Dark Heart of Uukrul" also uses a third person view for exploration and a top down view for combat.  In addition, like most CRPGs, "Dark Heart of Uukrul" uses a class/level system.  However, the similarities stop there.

Written by Ian Boswell and Martin Buis, a couple of comp sci students from New Zealand, Uukrul was a fresh perspective on CRPGs that placed a much stronger emphasis on player skill and creativity rather than combat, making it more akin to Zork and other text adventures.  As Boswell notes:

"[W]e did set out to make the game memorable, and the things the player remembers most are solving challenges, not hacking up monsters. It’s the puzzles and the plot that people remember. Both Martin and I were fond of puzzles and intellectual challenges, so we imbedded some of our favourites into the game, and created new ones of our own. The very best puzzles, I find, are ones where you see the pieces, but the “big picture” is hidden from view until you put the pieces together the right way, and then the logic dawns on you and everything makes sense."

As a result, although overshadowed by the Gold Box series, IMHO "Dark Heart of Uukrul" actually does a better job of emulating the feel of an Old School dungeon crawl, where thinking your way out of jams is more important that fighting your way out.

Speaking of dungeon crawling, Eriosthe is enormous (in today's parlance it is a megadungeon) with passages and rooms that seem to stretch out for ages.  The dungeon design is excellent, pushing the player to think.  Fortunately, there's an excellent automapping function.

Furthermore, in the best Old School tradition, you feel a real sense of dread and foreboding and you're always gambling whether to push forward or to fall back and recoup your strength because you have no idea what the heck might show up.  Speaking of which, there's still plenty of fighting to be had.




It's good that the exploration phase of the game is strong because combat is lacking for several reasons.  Firstly, although PCs can move diagonally (if there is space), they can only attack orthogonally, which leads to some strange situations.  Secondly, there are NO RANGED WEAPONS!  Consequently, your ranged offense is entirely limited to magical attacks from your Priest and Magician.  Thirdly, there are no sounds in the game.  While this actually helps in the exploration phase of the game (there are short well-written statements which add to the atmosphere), in combat the absence is noticeable.

Not known for fantasy games, Brøderbund commissioned and published "Dark Heart of Uukrul" to cash in on the popularity of CRPGs such as Wizardry and Ultima.  However, the game was a commercial failure with only 5000 sales (of which I was one).  Nevertheless, something of a cult following has developed over the years.

This is another game that isn't for everyone but if you are looking for a challenging dungeon crawler in the best Old School tradition and if you are willing overlook its shortcomings, "Dark Heart of Uukrul" just might be right for you.


Monday, November 14, 2016

Video Game Review: "Zork" (1977)

This week, I wanted to give a shout out to a legendary game that is both one of the pioneers of interactive fiction AND that also ranks as one of the greatest computer games ever!

You are likely to be eaten by a grue.

A seminal computer game, in Zork, the player takes a nameless but intrepid adventurer down into the twisty and confusing realm of the Great Underground Empire in search of loot.  Sound familiar?

Zork allows someone to singlehandedly play an Old School Dungeons & Dragons-esque text adventure.  Unsurprisingly, winning requires using your head and a bit of luck to overcome terrible monsters and difficult puzzles.  Roughly contemporaneous with the Choose Your Own Adventure  (CYOA) gamebooks, this game was also an amazing and groundbreaking piece of interactive fiction that created its own genre.  As with CYOA, Zork is written from a second-person point of view, in present tense, creating an inherent role-playing element.

Aside from the clear influence of Dungeons & Dragons, there's also hints of Tolkien (e.g., the elvish sword that glows when danger is nearby), Jack Vance and classical mythology.  While there were no graphics, Zork's minimal yet intelligent and witty prose brought the game to life with the power of the player's imagination, as with any good book (or tabletop RPG):



Zork (an MIT nonsense word that's slang for an unfinished program) was written between 1977 and 1979 by Tim Anderson, Marc Blank, Bruce Daniels, and Dave Lebling, members of the MIT Dynamic Modelling Group.  Inspired by Colossal Cave Adventure (1976), the first adventure computer game, and using the same conversational and humorous tone and dungeon crawling format, Zork was a significant step forward in terms of technology, story and gameplay.

The game proved hugely popular over ARPANET (the precursor to the Internet) and a professor encouraged the co-authors to offer the game to the general public.  The original program was so large that it was split into three games for the commercial release:  Zork I: The Great Underground Empire, Zork II: The Wizard of Frobozz, and Zork III: The Dungeon Master.

The Zork series went on to become some of the top selling computer games of the 1980s!



Without mincing words, Zork is quintessential Old School: a challenging game, there's no hand holding and the player needs to use their brains and to carefully read the text to spot clues.  One wrong move can produce an instadeath.  Old School!

In addition, the terrain is complex and there is no automapping function- back in the day, you had to use paper to figure out by hand where the heck you were!  Old School!

Moreover, just like an Old School RPG, there are no limits to what the player can attempt.  Experimentation is implicitly encouraged and is sometimes the best path to finding the solution.  Old School!

This game isn't for everyone but if you are looking for a classic dungeon crawler that will test your mind six ways to Sunday, "Zork" might be right for you.

Monday, July 25, 2016

Video Game Review: "Warhammer Quest" (2013)

I wanted to give some love for the "Warhammer Quest" port for iOS devices!



The port is based on the short-lived but well-loved "Warhammer Quest" board game, which is, in turn, basically the 2nd edition of the "HeroQuest" board game but set in the Warhammer Fantasy world and using dungeon tiles rather than a static board.

If you are a fan of the above board game, you'll like this port.  The mechanics are largely faithful to the original, so it's unsurprising that this iteration is a turn-based, top-down view CRPG.  This set up works really well for iOS, with the computer dutifully crunching numbers whilst you get to focus on tactics, movements, etc.

If you are a fan of dungeon crawls, you'll also like this port.  The dungeon tiles are beautifully rendered, with lots of interesting details:




The blood and gore effects are also effective, especially since they don't cross the line into cartoonish.

Gathering of loot and gear is also quite addictive and, as a nice touch, your characters' avatars update as you change their kit (e.g., if you switch to a different type of shield, the avatar's shield changes accordingly).

The dungeons do, however, become samey after a while, which is unsurprisingly since they recycle the dungeon tiles and the text blocks!  This is less of an issue for the iOS port, since you'll likely be playing in 15-20 minute increments, but is more of an issue for long plays.

There isn't a true instruction manual, just a journal that explains certain things as you go along, so this game involves a bit of trial-and-error, especially if you aren't familiar with the source material.  However, it is fun to figure out that, for example, wizards can be a pretty decent combatant since, in Warhammer, they, unlike in D&D, can use swords!

Your options are a bit limited with the base package for the iOS port: you get four characters (Marauder, Dwarf Ironbreaker, Wood Elf Waywatcher and Grey Wizard) and can adventure in one province (Stirland).  You can add more characters, provinces, special items, monsters, etc. but the price adds up quickly!




With the in-app purchases and the relative dearth of in-game treasure, it's easy to feel nickeled and dimed.  However, there is plenty of gameplay with the base package for the iOS price (I paid $2.99), though I hear that the return on investment isn't as good with the PC port because of how that port is bundled.

Like the source material, this "Warhammer Quest" CRPG is pretty much all about dungeon crawling, aside from some short trips into towns or the simplistic overland travel.  If you're looking to be fed an immersive storyline, you'll be disappointed but this type of organic, emergent storytelling that you create for yourself about your characters' adventures is, in fact, quite Old School.

In addition, it is possible to get a string of bad dice rolls that quickly cumulates in a TPK, but frankly, that's quite Old School, too!

So, if you are looking for a casual, Old School dungeon crawler that's easy and fun to play, you could do a lot worse than "Warhammer Quest".