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Why I Hate Cleaning

April 20th, 2009 by Troy Goodfellow · Me

Much like the cleansing of your soul in a late night confession, cleaning your office often turns up things that you’d rather not discover.

Like a paper CD sleeve with a game serial number on it, but no clue as to which game it is for.

Or finding out that I’ve misplaced Disc 1 of Warhammer: Mark of Chaos.

Or that I need twice as many shelves when I am neat as I do when I am cluttered.

Or that the gray rug used to be white.

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Demigod Review

April 17th, 2009 by Troy Goodfellow · Gas Powered Games, Review, Stardock

Pacing matters.

I’ve always known this, but it is even more firmly embedded in my mind as a truth after I compared a late beta of Demigod to the Western Front in WWI. Though I liked the game, there was no denying that the back and forth got a little tedious when dragged out for an hour. Defenses seemed too tough, everything moved slowly…it was a good game that needed a little jolt of adrenaline to be really enjoyable.

I can happily say that the beta testers and developers knew what needed to be done in that last month, because the final product is a tense, thrilling, quick moving, action-strategy-rpg that has given me some of my favorite multiplayer moments of recent years.

I won’t bore you with too many of the basics. You control one giant hero unit, and it is supported by swarms of mindless cannon fodder. Match goals range from base destruction to map control to counting kills. The two different demigod classes (Assassins and Generals) require different strategies and each of the 8 demigods is distinct. Any complaints about variety or longevity can only be credited to a cursory glance; even the choice of a starting artifact can make a game flow in a new way. More health if you want to tank, more speed if you want to run and gun…

But back to the pacing.

In a lot of real time strategy games, you will lose a game in the first ten minutes without knowing you’ve lost it. So much of what your opponent is doing is only apparent once there are a dozen heavy catapults pulling up to your door. And even then, you can’t quite track the strategy that put him in that position. Replicating his feat is, therefore, something that can only happen with a lot of practice or luck; true understanding may not be there at all.

Once you’ve studied a demigod’s tech tree (not an easy task since this is only available in game), you will immediately recognize what your enemy is doing. There are only a few paths of increasing power available to each hero, after all. And because they are distinct, you will be able to counter them when you recognize them. This is a game about move and counter move.

What does this have to do with pacing? It means that, unless you get outmatched very quickly very early, you will be deeply involved in the game until the very end. There is never a sense that a loss was undeserved or that a win was cheap. There is a solid back and forth and every minute and moment counts.

For example, most of the heroes will need to retreat to their base to heal quickly. All along the way home, your demigod could be in danger, and death means a time out for your guy/gal. So you have to balance the need for teleport scrolls or saving up for healing priests or just making a run for it. The clock doesn’t stop, so you are constantly thinking a few seconds ahead. Thinking any further ahead is usually impossible.

The speed of Demigod might make it seem more like an action game than a strategy game, but this is clearly a game where tactical decisions matter. There are strategic retreats, delaying actions, minefields, siege tactics, unbalanced wings in team play…you could probably compare this to a fighting game, except you can see the punch coming a little bit ahead.

It bears repeating that this is a multiplayer game. The single player component – a tournament where you choose a demigod and try to take it to the top of a scoreboard in 8 matches – is great for learning but not very satisfying. That’s OK. A story based campaign would have been tacked on, since Demigod is about giant things whacking other giant things. (The backstory isn’t much different from that of Dominions. Dead god, need a new one. Only instead of fighting a war, they turn to gladiatorial combat.) Like last month’s Battleforge, the game only exists so you can interact with other people.

There have been a lot of stories about the difficulties people have had setting up multiplayer games of Demigod. Stardock was clearly unprepared for the hordes of users – legal and illegal. There are also other minor annoyances. Alt-Tab doesn’t play well with MP. There is no general lobby to chat in, either, so you have to make do with the Impulse chat or Skype or take your chances bouncing out to AIM to make sure everyone is ready.

But once you get a game going…boy. There’s really nothing quite like it. Well, that’s not quite true. Defense of the Ancients is like it. But this is grander. It has none of the Warcraft imagery, of course, but it does have walking towers and foul, malodorous beasts and a woman riding a panther. And a vampire, of course. You see these things in single player, but until you’ve played against someone who has really thought about how the Queen of Thorns can compete with a horde of undead, you haven’t seen how terrible she can be.

But the grandeur is more than mere spectacle. It is rooted in a deep understanding of how games are played and what gamers are thinking while they play. What was that? Do I have time for one more spell? Can I weaken that guy? I can slow him down? Though Demigod is underdocumented, I don’t really mind because the exploration is so enjoyable.

And the game is funny. And the maps are beautiful. And the Rook doesn’t kill everything now. And you can wear five hats. The number of things to like far outweighs temporary technical issues or single player boredom.

Demigod could have gone wrong in a myriad of ways, including being too slow. Instead, Gas Powered Games has made one of the freshest gaming experiences of recent years. It’s not “epic” in size or scale or theme. It’s a tightly contained slugfest that asks you to think a little bit and pay attention to why you are losing.

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Cities XL Beta Starts

April 16th, 2009 by Troy Goodfellow · City Builder

If you missed City Life, you missed one of the most clever spins on the whole modern city builder design. Monte Cristo’s newest game, Cities XL, looks to do the same thing by adding more variable geography and climate. It is one of the few city builders on the horizon that really has me curious.

The beta is now open, so people should sign up and leak me details.

*Just kidding about the leaks. Obey your NDA.

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Demigod’s Multiplayer Problems

April 16th, 2009 by Troy Goodfellow · Gas Powered Games, Stardock

Stardock CEO Brad Wardell has done a video for IGN explaining how he plans on fixing the network issues that have made Demigod’s launch a lot less smooth than it should have been.

[url=http://www.1up.com/do/newsStory?cId=3173758]In a comment to 1up’s Scott Sharkey[/url], Wardell says that the game, sold early by Gamestop, has also seen a lot of piracy, meaning the servers were clobbered a lot more heavily than he had anticipated. So the studio that is strongly against DRM has seen one of its major published titles hobbled by the lack of DRM.

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“An Animated Poster”

April 15th, 2009 by Troy Goodfellow · Crispy Gamer, Gas Powered Games, Review

Crispy Gamer EIC John Keefer recommends Demigod, and he’s right. This is a game that deserves a wide audience and, if the number of hits I’ve gotten in the last few days from Google searches are any indication, Demigod just might get it.

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HPS Renaissance – No Sales Resistance

April 15th, 2009 by Troy Goodfellow · HPS

It was the Turks that got me. I mean, how many wargames let you play 16th century Ottomans?

Plus, HPS Studios promised over 100 scenarios, which is strictly true, I suppose, but many of those are variants on battles. Hypothetical scenarios based on relief columns showing up or just different orders of battle.

The battles stretch from Seminara in 1495 to Kokenhausen in 1601. All the major battles of the period are here – Flodden, Mohacs, Gravelines – and a bunch of others that only specialists have heard of.

So, I’m a sucker and will probably spend most of my upcoming birthday mired in the mud of Reformation Europe.

But, for the love of God, HPS needs to adapt its UI. You don’t even get little miniatures here like in their Napoleonic games to amuse yourself while you drag units and open orders menus strewn across the top bar. In a world devoid of pike and culverin wargames, this is all we’ve got, but there’s no excuse for making do by simply adding new scenarios and unit strengths to an engine that is showing its age.

Yeah, hiring a proper UI guy takes money, and there’s not a lot of money in wargames. But you aren’t going to make any more money by not even trying. I want more games like this, but people like me are dying or moving on to Social Security. Fast.

Try to meet the 21st century halfway.

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