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On the Outside Looking In

March 28th, 2006 by Troy Goodfellow · Gamers, Me, RPGs

My favorite gaming forum has become infested by Oblivion. Bethesda’s latest role playing epic is the year’s first must-have game. It has been widely anticipated, heavily previewed and extensively screenshotted ever since it was announced. I expect that whereever you read and talk about games, Oblivion is the game de jour.

It is also one more must have game that I do not have. I don’t have World of Warcraft either – the Really Big Thing for the last two gaming seasons. Or Doom 3. Or Half Life 2. I don’t even have Diablo.

The lack of FPS in my house is understandable. I’m not very good at them, and as they have gotten better looking I have found myself getting more disoriented in the virtual battlescapes. The lack of RPGs is more surprising since RPGs are the second staple of my household. We do have Morrowind, after all. And everything Bioware has ever done for a PC.

The sum effect of the gaps in my gaming shelf is that sometimes I have very little to talk about. I really enjoy vicarious pleasure, mind you. The enthusiasm of others is pretty easy to get caught up in. And, one very good friend excepted, most people I trust are pretty enthusiastic about Oblivion. But I’m on the outside. I can’t ask good questions about the game. I can’t answer good questions about the game. And this enthusiasm isn’t quite contagious enough for me to get past my lingering misgivings over Morrowind’s control scheme.

This feeling isn’t limited to games. When people talk about The Sopranos or 24 I am similarly out to sea.

And I have to accept that no game that really excites me (excepting the permanent outlier Civ 4) will ever have the mass media appeal of an Elder Scrolls game. Does anyone really think that Europa Universalis III or even Rise of Legends will ever spawn a dozen threads on a single forum in the first week of release? Even mass sellers like The Sims don’t engender the same type of mania on most online gaming forums.

So, the mass marketing media phenomenon of Oblivion is also, in many ways, a cult hit. It has a crossover appeal to hardcore obsessive min/maxers that few other major releases do. And my niche games – unlike the indie RPG Mount and Blade – don’t have that same audience. So, my interests are doubly niched, except on those few forums that are dedicated to my perverse preferences.

It’s not necessarily a sad or dismal existence, and I could easily become part of the crowd by just shelling out the sixty bucks for Oblivion or caving the above mentioned friend’s pleas to join his World of Warcraft fun.

But Goodfellows are made of sterner stuff than that. I survived middle school as a wallflower. This too will pass.

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Battle for Middle Earth 2 rocks

March 27th, 2006 by Troy Goodfellow · Uncategorized

Or so says my review at Strategy Zone.

There is no perfect game, and Battle for Middle Earth II is no exception. But it is one of the best real time strategy games I’ve ever played.

In the end, it boils down to elegance. Battle for Middle Earth II has six races, each with completely unique units. There are two alignments with different power trees. And each race has unique heroes (except for the good and evil super-heroes). All of this could get confusing.

Somehow it doesn’t. The units mostly fit a rock/scissors/paper setup, but this is blown apart by the addition of trolls, heroes and the occasional flying beastie. The counters are usually pretty obvious in any case. After all, only archers can hit the airborne enemies, and heroes usually fit a couple of templates.

And even if you don’t precisely know which counter to use, it probably doesn’t affect your enjoyment because the game is glorious in so many ways. Heroes can take stands against hordes of enemies. Fellbeasts and dragons swoop to attack and then must reorient for their next pass. Tom Bombadil sings and dances your enemies to death.

BfME2, like its predecessor, is more for fans of the movie than fans of the book. There really isn’t enough random Middle Earth lore for your typical Tolkien geek. Things are meant to look good and brave (or evil and devious), so the game is solid evidence that good art design and colorful graphics can affect gameplay. Whatever “immersion” is, the clean look of Battle for Middle Earth II contributes to it.

Now, this is an Electronic Arts game and it is fashionable in some circles to hate Electronic Arts. But they gave me The Sims. And now this. So as far as I am concerned, all is forgiven.

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My review of Galactic Civilizations II

March 22nd, 2006 by Troy Goodfellow · Uncategorized

You can read my opinions of Stardock’s hit Galactic Civilizations II in this month’s Computer Games Magazine. You can also read my review of Takeda 2 – a marginal sequel to a marginal original – and my capsule reviews of Star and Crescent and Prussia’s Glory – two wargames that won’t have the broad appeal of GalCiv2.

Like almost everyone else, I say a lot of nice things about the 4x space game. And it was an easy call. Great games usually are.

Writing the review, haggling over the final score for it and exchanging thoughts on the game with other reviewers have cemented in my mind my distaste for the component scoring system. You know the one – those sites that break a game into individual bits like graphics and gameplay and then try to use those small bits to come to a larger score.

There are a lot of things objectively wrong with GalCiv2 as it ships. The documentation has a number of important oversights. It does not Alt-Tab well. Registering the game was a chore made more complicated by overloaded systems as everyone tried to register it. At their best, the graphics are very good; then you have the planetary invasion screens which look terrible. The story based campaign is just not that interesting – even when the bad guys show up with their super weapons. There is no multiplayer.

So, if you have to assign individual scores to graphics, documentation, storytelling, and technical stuff, GalCiv2 drops from the great to the merely good. And you end up missing the best 4x sci-fi game since Masters of Orion 2.

Bruce Geryk wrote the review for 1up.com. As I read it, I was a little surprised at how much it deviated from anything resembling a game review template. Why did he like it again? There wasn’t much I could put my finger on. But the tone of the review was clear. He was enjoying this game. So, we talked back and forth a bit about the little things that got in the way of our thrills.

And none of it mattered in the end. A lot of the same objective criticisms can be made about Crown of Glory, a Napoleonic wargame that quickly wore out its welcome. Like GalCiv2, too much is left under the hood to really understand what is going on. Diplomacy can be a bit wonky. The documentation leaves out some important details. But the difference between the two is huge.

“It’s the gameplay!” I hear you cry. Well, no. It’s not. Since I don’t quite know what you mean by that. The difference is that even when I am floundering around in GalCiv2, I don’t care about all the niggling details. I am given a generous world to explore that doesn’t require I understand everything that is going on. Good design allows a developer to hide some things, explain others and render others completely mysterious. (Personally, I’m on the side of transparency so long as it doesn’t force me to be some godlike accountant.)

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Civilization IV: Warlords summary

March 20th, 2006 by Troy Goodfellow · Firaxis, Preview

A quick scan of the fact sheet for the upcoming Civ IV expansion shows few surprises. Here are some of the additions and some of my notes.

A new great person type: the “Warlord.” — Why go with a whole new word and not just “Great General” to go with the Great Scientist or Great Prophet thing? And will there be military specialists to go with this great person?

Vassal States — Conquering civilizations in Civ IV is a major undertaking, so I can only imagine that vassal states are similar to the subjugating peace option available in Alpha Centauri. Instead of destroying the enemy outright, I suspect that, if you are really crushing an enemy, you will have the option to make them your puppet.

6 New Civilizations with unique units. — Which civs? No idea and no clues from the screenshots. But here’s my guess – Vikings, Babylonians, Zulu, Turks, Carthaginians and Iroquois.

Ten new leaders — Screenshots already reveal Augustus, Stalin, Churchill and an Egyptian, probably Ramsses. So that leaves six leaders to cover six new civs. Not a lot of options for the new guys.

New Scenarios: Chinese Unification, Peloponnesian Wars, Alexander’s Conquests, Rise of Rome, Vikings, Genghis Khan — Well, the Vikings scenario confirms the Vikings as a civ, and the Rise of Rome description mentions Carthage, so two of my guesses are spot on. Three scenarios in the ancient Mediterranean and two in East Asia is pretty familiar to me. I guess it’s time for me to get to work on my scenario of the Hussite Wars if I want some really new adventures.

The usual chrome: new units, new resources, unique buildings — What types of new units? Screenshots show trebuchets and slingers. New resources should include tobacco, or something that doesn’t make the musket available to just everyone. I miss fighting for saltpeter. Each civ will get a unique building, too. I’m guessing something philosophical for the Greeks. Maybe a movie theater for the Americans.

In all, a typical “more, more, more” expansion pack. It’s only a few months off, and I will be there opening day buying it as soon as I can. I’m a lemming.

But I’m not sold on this expansion being necessarily great. Remember Civ III: Play the World? Well, this new expansion will include all that stuff we were promised back in the fall like the pitboss, and, I assuming, the mod tools. This too could spell disaster.

Of course, that was all fixed with Civ III: Conquests and all was forgiven. I can never stay mad at these guys.

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2k Games announces the 2006 Firaxis lineup

March 16th, 2006 by Troy Goodfellow · Firaxis, Preview

I mostly don’t believe in premonitions. But I’ve had a hell of an odd month considering 2k’s announcements.

It was only yesterday that I was complaining about the surge of Roman city building sims. So what does 2k announce? CivCity: Rome. For those keeping count, that makes four Roman city builders. In 2006. Nuts. It will be developed by Firefly Games (the Stronghold guys) with Firaxis overseeing things. By the way, since Firefly is manned by many former Impressions people, they will be going head to head on the same sort of game against Tilted Mill. Let the fur fly.

Last week I talked about the news that Poptop Games was being folded into Firaxis, reuniting hot IP Railroad Tycoon with its founding father. So what is announced? Sid Meier’s Railroads! It’s their exclamation point and not mine. It looks like it will be Railroad Tycoon IV in all but name, though the early artwork (naturally) is pretty train heavy.

So the least exciting announcement was the obvious Civilization IV expansion, subtitled Warlords. The screens there show some new leaders (Stalin, Churchill, Augustus, artwork for Ramsses), what appears to be new archer artwork, slingers, a trebuchet…no hint on the new civs. The press release makes me suspect a larger emphasis on the military side with new “warlord” units. This, too, was predictable given the muted complaints about how difficult conquest could be.

Not a really exciting lineup, to be honest. All that talent in one office and still no great new idea. Would it kill them to surprise me?

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Even more Roman cities

March 15th, 2006 by Troy Goodfellow · Uncategorized

CDV has announced that it and Enlight Software are working on a city-building sim set in ancient Rome called Glory of the Roman Empire. Jason Ocampo has a brief preview at Gamespot. Videos of the game are also available at the site.

Ocampo writes “It’s been a while since we’ve had an ancient-city-building game set in Roman times”, apparently oblivious to the fact that this makes three on the schedule for the next year or so. So while it is true we haven’t had one in a while, we’ve been watching the development of a couple for quite some time.

Heart of Empire: Rome from Deep Silver via Paradox will be hitting store shelves in mid-May. Tilted Mill is hard at work on Caesar IV, which we will be seeing some time in the fall.

From this standpoint, it’s not clear what the differences between the three will be. All will be city-builders, all will have trade, limited combat and a scenario based campaign.

The big question for me is “Why Rome, now?” Historical city-builders have always been in short supply, and have almost entirely come from one development house – Impressions. Rome has always been more attractive for game development because of the near universal familiarity with its look and history. And there could be an element of Rome catching, since Creative Assembly’s battle strategy game was a huge international hit, bringing in people who had never played any of the other Total War games.

For the former Impressions people at Tilted Mill, Rome is familiar ground. Their wonderful Immortal Cities: Children of the Nile introduced a lot of new gameplay elements that revitalized a subgenre that really had little new to offer from one civilization to the next.

Since I’ll play anything with togas, all three will make my buy list. I hope they will have something to distinquish themselves from each other. It’s a pain paying 150 bucks for three copies of the same game.

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