Two or three weeks after I quit my full-time job at Minecraft, Team Fortress 2 got a massive update in the form of The Mann-Conomy Update. Not only were all of the new items from the Polycount Pack included, but also a new store in which players can buy items for their roster of characters. Now, rather than having to play for hours and hours, hoping for the right random drop or collecting enough raw materials to craft, players can plunk down a wad of cash from their Steam Wallet and buy what they want, straight away. So I started playing again.
I was a bit apprehensive at first, but overall, the in-game item store is a good idea, really. It helps monetize a game that, even after 3 years out, is still going strong online, making it more sustainable for Valve to continue updating it (and for the community members creating the content, apparently). For players who don't want or can't afford to purchase items from the in-game store, the old item collection system is still in place, so they can continue to earn rewards the old-fashioned way. And for now, store items cannot be traded, so found or crafted items retain lots of value among players.
Aside from a few small balancing issues with the scout and soldier, my biggest complaints with the update revolve around Mann Co. Crates, boxed items that can be randomly "found" while you play, which require the player to pay $2.50 for a virtual key to open. Sure, the broke player can trade the crate items to others who don't mind paying to open them, but it still bothers me that they require real money to open.
And that leads to my other gripe. Unlocking crates grants players a mystery item, one of the items listed on the box's description. This includes an assortment of normal items, hats, and "unusual" rare items that don't spawn very often. This is all fine, and I understand why Valve did it; it serves to keep the money flowing in as people gamble on the contents of crates. But it further bothers me that even while paying $2.50 for every opened crate, there is still a very good chance that you're going to receive a normal item that could have cost less in the item store, or which could be found or traded for free.
I understand that there is a balance to how good the loot in the crates can be versus how much you pay to open them, but there is a premium that comes along with paying for content, and it's lame that people are receiving tons of ordinary items when they are opting to pay for the very chance to receive an item in the first place.
Other than all that, I'm enjoying the update a lot. It's nice to be able to pick up cheap items for a buck or two, instead of having to wait for days or weeks to get them as a drop. Team Fortress 2 is as fun as always, and the mayhem is only further exaggerated by all the crazy items people have.
And just for kicks, you can check out my backpack here if you like.
Continuing my string of posts about things that I wanted to talk about during my hiatus, following is a list of stuff that happened in the world of video games that I found interesting or noteworthy. And addictive. Horribly, horribly addictive.
A couple of months ago I was browsing Reddit, and I happened upon a submission about a game in its Alpha phase that people were absolutely salivating over. I posted a comment about how I'd never buy a game in Alpha, because it's bound to be bug-ridden or possibly never even finished. I was ridiculed, but held fast to my opinion.
A few days later I was lurking around Reddit again and looking through my message log. I found my anti-Alpha post, and since I was bored, decided I'd check out the game's website and possibly give it a try, if a demo was available.
That game, of course, was Minecraft.
And nothing, not even a lengthy stint with World of Warcraft, could have possibly prepared me for the vise that slowly wrapped itself around me as I loaded up the free, browser-based client and started playing around with it.
I moved around the game world. I liked the blockiness of it. Then I clicked and accidentally removed a block. Amazed, I did this several more times, and then figured out how to make blocks. Looking at the vast landscape generated before me, I quickly realized that this was a game with almost limitless possibilities.
I spent the next hour or so building a massive tower with a door in the back that led to an underground tunnel. Building was easy with infinite blocks and no enemies around.
Curious to learn more about this game, I checked out the feature set for the single player for-pay Alpha client. The prospect of building massive structures with limited or mined resources sounded daunting, but I wanted more, so I quickly made the payment, took a quick moment to note my hypocritical nature, and then plunged into a gaming obsession that lasted for weeks.
By day, I dreamed up new and unusual ideas for structures to build, and by night, I built them. I went from putting in a good deal of Team Fortress 2 almost every night to putting in a ton of Minecraft, exclusively. I created a modest safe house, a massive network of mines, a two way mine cart system that went deep underground and underwater, a huge lighthouse, a giant stone skull carved into a mountain, and the beginnings of a second home, an underground lair with trees and deep shafts carved into the hillside above for light. I even crafted a replica of Uncle Scrooge's Money Bin. Yes, I played a ton of Minecraft.
But then I just grew tired of it. I still had my massive plans for construction, and still had plenty of inspiration from the official Minecraft forums and Minecraft's home on Reddit. But I'd log in and I just didn't want to spend hours and hours mining all that stone, moving mountains, and chopping wood. To put it in short, I ran it into the ground.
I'm still looking forward to the October update, since it includes so much cool new stuff... but I'm otherwise pretty much over it. I've got too many other games that I haven't put much time in with yet, and I need to get them out of the way to make room for the holidays.
After slogging through months of other less interesting updates like the Steam port to Mac and Valve's horribly disappointing E3 "surprise" (Portal 2 on PlayStation 3... yawn), the addition of Engineer achievements and unique class weapons is a breath of fresh air. It's the patch that fans have been clamoring for since the inception of class updates for TF2, and it looks like Valve's lost no steam (pun intended!) in providing unique, fun, and rewarding additions to the game.
In total, the new update offers Engineers a new gun, two new melee weapons, a new sentry gun, a remote for sentry guns, and the ability to move placed sentry guns. Additionally included are four maps and the requisite slew of Engineer-oriented achievements.
I'm most excited about the ability to move around already-placed turrets, as well as the sentry remote control. After building a sentry gun and upgrading it to the highest level, it stinks to have to destroy it just to place another in a more active part of the map as the action moves around. Now, you don't have to do this - you just have to be careful when you pick it up and move it, since dying while carrying the packed-up sentry will cause it to be destroyed instantly.
Controlling turrets remotely is also a great addition. Though it takes the slot of your pistol to use the remote control (dubbed the Wrangler), it can be invaluable in helping to keep your construction alive while you run off to do other things. The sentry goes offline for a few seconds when you switch back to controlling your Engineer, but this is only a minor annoyance.
I played around with the new patch last night, on the new map, Thunder Mountain, but I actually haven't played as an Engineer yet. Why, you ask? A few reasons.
First, everybody is playing as an Engineer right now. It's one of my favorite classes in the game, maybe even my favorite, but I can't play on a team that is 90% Engineers. The addition of being able to move your turrets around helps make the class play a little better on the offensive, but it's still boring to sit around waiting for sentry kills when everyone else is doing the exact same thing. It also makes each round incredibly hard to win.
Second, since everyone else is playing as an Engineer, it's a great time to be other classes - particularly Spy or Soldier. I racked up quite a few new achievements last night playing as both classes, because right now there are about four times as many destroyable objects being placed in the field than normal. I actually noticed another small downside to the remote-control sentry ability here as well; as a spy, it's a lot easier to back-stab people near remotely controlled turrets because, unless the player who is controlling it is looking at you when you do it, you won't be instantly detected and can escape again much easier than before.
It was also fun to play on the new maps. Almost nobody I was playing with knew them well, so we weren't mired down in the same old tactics you see whenever you play on maps which people have ran through a hundred times.
Overall, the class updates for Team Fortress 2 have added a lot to the game, and I applaud Valve for keeping at it. I hope they continue to find interesting ways to give the game depth and add to the fun. I know one thing for sure: I'm going to have a hard time not playing in most all of my spare time in the coming weeks.
Just wanted to throw down a quick update here, since it's been quite a while, and I'm sure many people out there are sitting on the edge of their seats, wondering if I'm lying in a gutter somewhere. Many sleepless nights were had, courtesy of my lack of updates, and I am sorry.
Fear not, however! I am alive and well, and have just been busy with a lot of work and, of course, a lot of play.
I don't think I'd posted the above picture on the blog yet, so there it is - a tree painting I'd done some weeks ago for a contest and auction for the Sacramento Tree Foundation. Sadly, it didn't get accepted into the limited space of the show, but I'm glad to have made it, and I have more ideas for some other paintings in this style.
This painting was done in acrylic paint and paint pen on a 15" x 30" canvas. Here's the sketch the painting is based on (ink on 5.5" x 8.5" sketch pad):
During my time away from the blog, I got to go up to my parents' house for a bit one weekend, and went out on a small vacation to Sonoma with my girlfriend too. I had a great time with both, and the time away from doing work has been refreshing.
Speaking of work, I've got more work lined up for No Love Skateboarding - along with the rat image I posted a while ago, which was used for a shirt design and then reconfigured for a skateboard design, I've done a Denver cityscape and have a few other projects for shirts and boards on deck which I'll post here eventually.
I'm also working on a disc label and CD jacket for a friend of my dad's, Johnny "Guitar" Knox, who is a local blue guitarist in the Sacramento area. That project is going a bit slower than originally planned, but it's getting done slowly.
I've also got a logo to design for my girlfriend's cousin which I have yet to start.
And finally, probably the biggest time sink of them all, I've finally completed Dragon Age: Origins, after about 60 hours of play. The game was good, long, and fun. I'm glad I finally got into it. I've already started another play-through, but I think I'm going to take a break for a while so I can finish on my aforementioned projects, as well as re-acquaint myself with some of the other games I've neglected over the months.
After the somewhat botched Gears of War 3 announcement last week, I've been thinking about running through Gears of War 2 again on Insane difficulty, so I can grab all the collectibles I missed and have some more action-oriented fun for a change. I also want to sink my teeth into some of the Mass Effect 2 DLC that came out while I was playing Dragon Age, but I'm just not in the mood for another epic gaming marathon right now.
Anyway, thanks for checking in, hope the lack of posts hasn't kept anyone away, and (again, I know!) I shall try to be better with the updates.
In lieu of making any actual posts in February, I've been working on getting my old, outdated games page set up on the blog, and I'm just about done with it. All that's needed to do is add a few more games to the list, dress things up a bit, and maybe convert all the old games to GM8. You can find the link to the new page in the header menu, or by clicking here.
And yes, I've also been working on the Reflect Games re-design again. It's slow-going, as always, but it's coming. CSS always gets me down when it comes to turning a Photoshop comp into a working design, but I'm getting better at it. There's a lot to like about CSS - and in my opinion, a lot to hate too.
Anyway, I just wanted to explain my absence and point out the new section above - hopefully this turns out to be a better home for my games than the old site. I'll be shutting that site off and linking the "games" subdomain to that page soon. Consolidation is good.
I was thinking about doing a write-up of my favorite games from 2009, but as I was going over most of the games I played last year, many of my favorites turned out to be from 2008 or earlier. I got a few of 2009's finest for Christmas, but so far, I've only had time to play through one of them - Assassin's Creed 2. Luckily, it turned out to be one of my favorite games in a good while, so instead of doing a list I thought I'd just write a game review instead. Read on for tales of free running, theft, death-defying acrobatics, and of course, assassination.
As a note of precaution, I am going to try to keep spoilers for the first game to a minimum, but in order to talk about the opening sequence of the second game, there might be some slight spoilers for the first one. If you haven't played Assassin's Creed 1 yet, and you're planning on doing so, proceed with caution. I will not spoil the content of AC2, save for the introductory portion of the game.
A little over two years ago, I picked up Assassin's Creed 1 (also as a Christmas gift, I believe), and quickly played through it over the course of a few weeks. It was a fun game. With sprawling ancient urban environments, the visuals were particularly impressive, as were the movement mechanics for the player. In the end though, the whole thing became somewhat repetitive, with each level in the game playing exactly like the last. There were a few quirks with the fundaments of the game that could probably have been overlooked if the rest of the game had been better, but which ended up standing out instead. And the finale of the game, which was deliberately left open for a sequel, was somewhat of a letdown.
Despite the first game's drawbacks, however, I did have a good time with it. So when November 2009 rolled around and Assassin's Creed 2 was released to better reviews than its predecessor, I was excited. Unfortunately for me, I usually don't buy myself many games between November and December, just in case someone decides to get me a game for Christmas or my birthday. I waited for the holidays, did in fact, get the game, and played through it over the last few weeks. After nearly 24 total hours of game-time and collecting 47 of 50 achievements, I can say with confidence (and puns) that Assassin's Creed 2 is leaps and bounds above Assassin's Creed 1; it's truly a great game.
AC2 begins right where the first game left off. Desmond Miles, the surrogate protagonist of both the first and second games, has finished locating the Piece of Eden for Abstergo, and locked in the laboratory with the Animus. Lucy, the technician who projects sympathy for Desmond in the first game, returns to the lab and the two escape from the Abstergo building, seeking refuge with a group of modern-day Assassins. Armed with their own Animus, the group enlists Desmond to help them find out the truth behind the Piece of Eden, and we delve once more into history via Desmond's biological memories.
Almost all of the game takes place inside the Animus, in a virtual recreation of ancient Italy. The story follows Desmond's ancestor Ezio as he uncovers a vast Templar plot, and includes many historical figures like Niccolò Machiavelli, Rodrigo Borgia (Pope Alexander VI), and even Leonardo da Vinci.
One thing you'll notice right from the start is that AC2 makes a much stronger effort to explain the story better than the first game. The virtual past is a bit different, it is explained, because the new Animus is more feature-packed than the one used at Abstergo. At various points in the story the other characters who monitor Desmond's progress will voice over and explain what is happening. And all the people and places of interest you visit in the game is explained in historical context via a large collection of database entries that are added to Desmond's Animus menu as you progress through the game. It's all very well done, and I spent a lot of time reading the database as entries were added to it. In many instances, the historical information is actually a pretty interesting read, and it adds a lot to the game as well.
The story that Ubisoft has woven into real-life history for Assassin's Creed, particularly this second game, is compelling. The interactions between Ezio and other characters, both historical and fictional, is very well done and does much to add a distinctly human element to the game. Whereas in the first AC game you were relegated to performing the same pattern of actions over and over with very little narrative in between, the second game gives you many more unique missions while stringing them along with strong story elements in between.
Gameplay in AC2 is varied and thoughtful. Once the initial theatrics are over and you've assumed your role of Ezio, you're given free reign to explore a sizable portion of Renaissance Florence. Similar to AC1, you're able to climb tall structures and use them to scope out nearby missions. Unlike AC1, however, you'll find that you now have access to a few different types of vendor stalls, where you can buy weapons, new armor, quick-travel to different parts of Italy, etc. Missions that do not progress the story include assassination contracts, races, and fighting. There are also many treasures scattered throughout each explorable area that pad your wallet and eventually help you learn more fighting moves and increase your health points.
Combat is somewhat basic, but less frustrating than in the original game. There are more ways to dispatch enemies, and there isn't as much emphasis on maintaining an overall rhythm, so there are many fewer times where you get caught in a string of attacks that are impossible to stop. Additionally, you can buy new weapons from blacksmiths, and you can use weapons dropped or taken from enemies as well.
Sometimes, you might not want to fight the throng of guards chasing you - not a problem! There are far more places to hide in AC2, and it's much easier to tell when you're blending into a crowd (for anonymity). You can also hire bands of thieves, mercenaries, and courtesans to help give you a little cover and distract or fight guards when necessary.
Finally, player movement in Assassin's Creed 2 seems much more refined than before. Ezio climbs and swings around structures much faster than Altaïr, and if you're like me, you will be happy to see is that swimming has been added to the game engine, so you no longer have to fear the random instant death of a bad jump near water. Overall, player movement in AC2 is very fluid, and even though you'll be spending much of your time watching Ezio perform stunts that seem super-human, the animation is so natural you'll come away feeling like it really could be possible for a person to move the way he does. With Prince of Persia, Assassin's Creed, Splinter Cell, and a host of other games, Ubisoft has a good lock on games involving non-linear movement/acrobatic mechanics, and with each new game, the engine only seems to get better.
In addition to the regular assassin gameplay in AC2, there are also a good number of hidden puzzle sequences, where you solve a collection of ever-challenging puzzles in order to uncover more of the secrets about the Piece of Eden. These puzzles serve as a good break from the action now and then, and are quite devious towards the end of the game. Luckily, you can always choose to solve them later on. These puzzles, along with the collectible codex pages and all the other supplemental information included in the Animus database, are a good example of the efforts Ubisoft went to in order to explain the Assassin's Creed world better in the second game. Both the cryptographer and conspiracy buff inside you will jump for joy.
Gameplay aside, the very first thing that might draw you into AC2 (or the franchise in general) is the look of the game.
The original game, Assassin's Creed 1, had some good graphics; even playing the game today, I am still amazed at how well the game engine draws the vast expanse of ancient cities and surrounding countryside. Assassin's Creed 2 is no different - and oftentimes better! It is a visual feast, and Renaissance Italy has never looked so good. Everywhere you go, people are walking, talking doing things. The buildings in each area you visit are gritty yet fantastic. Historical sites, like Basilica di San Lorenzo and Basilica di San Marco, are recreated somewhat faithfully (at least, close enough for a game), as are the surrounding area structures. The day/night cycle is slower than most games, and both look great. Visual effects for the Animus and Eagle Vision have been ramped up from the original game. Ezio even looks wet after he climbs out of some water.
Sound is equally good. The voice acting for all the major characters is believable, and the little bits of Italian you hear now and then (attributed to a flaw in the Animus' translation software) adds to the illusion of the whole thing. I thought the soundtrack was particularly nice; it instills feelings of awe, tension, mystery, and urgency at all the right moments, and fills in the gaps between the action nicely.
Assassin's Creed 2 isn't without its faults of course, but they number much fewer than the original, and are ultimately much easier to forgive for all the greatness of the rest of the game. For example, as with Altaïr in the first game, Ezio manages to make some clumsy jumps now and then, which can sometimes result in an accidental falling death. It doesn't happen often, and I can see how the game engine can get confused about exactly which platform you might be aiming for in the distance, but it's not a fun time when it happens.
As with another game I reviewed not so long ago, health potions also seem to make the game a little too easy. Naturally, the farther you get into the game, the harder the bad guys can hit you, sometimes taking 4-5 hit points in one attack. But early in the game you gain the ability to carry around vials that can refill many depleted hit points at once. You eventually are able to carry a maximum of 15 of these vials, and with so many at your disposal, it becomes almost impossible to die, save for an accidental fall. The vials are important to AC2, because unlike AC1, you do not regenerate health over time, but it still feels a little cheap sometimes to be able to just click the D-Pad and become healed. Of course, I also like the idea of your character becoming more adept at what he/she does as you progress through a game, so I can't hate on this too much. Poor planning or lack of funds will limit your supply of vials, so I can live with it.
One final thought I had on the subject of problems is that some of the puzzles you uncover are either unclear in what they want you to do, or are difficult to devise. I didn't have many problems with them for the most part, but some of them seemed to require some very non-linear thought to be solved, and I actually had to wait for the hint to appear before I could get through (an optional hint can be given after a certain amount of time has been spent on a puzzle). This isn't really a problem with the game, I guess, but for some people who aren't very good at deciphering numerical puzzles, it could prove frustrating.
In any case, none of these things detracted from the experience much for me. The level of polish applied to AC2, especially compared to AC1, really shows in this respect.
On the whole, I really enjoyed Assassin's Creed 2. It continued the story from the first game in a smart and provocative way, it fixed many of the problems from the first game, and it did so without being tedious, and without running out of gas. There are lots of things to do in AC2, and if the story line for the series interests you, I definitely recommend giving this game a shot (and the first game before that, if you haven't played it already). I'm really looking forward to Assassin's Creed 3, which I hear is due out in about 2 years. That's alright though, because I'll probably need a while to collect all those feathers (think flags from AC1).
After being barraged by a flurry of game announcements on Steam the other day, I decided I'd try out the demo for one of the more interesting looking titles, Torchlight.
I was pleasantly surprised with the game, however - what initially looked to be merely a poor man's Diablo 3 turned out to be a fun and addictive, if somewhat simpler, dungeon crawler. After playing the demo for an hour or two, I purchased the full version, and have since descended into the mines many levels below the village of Torchlight, in search of fame, experience, and of course, fantastic piles of loot. Read on for my quick review!
Anyone familiar with Blizzard's dungeon-based role-playing franchises (Diablo, World of Warcraft) will be right at home with Torchlight. Just as in Diablo, you click to move your character around, click (ad infinitum) to attack, you can add items to numbered slots and trigger them with the numbers on your keyboard, and as you play you earn experience points that allow you to increase the base skills of your character, as well as select talents from a tiered tree of abilities. Quest-givers are indicated with floating exclamation points and question marks, items come in different levels of rarity and some can be slotted. And scrolls can be used to identify new items before you can use them, as well as create town portals for you to bounce back and forth between the village of Torchlight and the dungeons below.
At times, things can seem almost too familiar. But if you enjoyed the Diablo games and are aching for Diablo 3, that's not always a bad thing. Runic Games borrows elements from Diablo and WoW liberally, and works under the mantra "if it ain't broke, don't fix it."
So as you might expect, the game progresses pretty similarly to Diablo games; you begin the game in the town of Torchlight, you're informed of a growing menace originating from the mines below, and then you spend hours and hours going into the mine, click-fighting a bunch of bad guys, and occasionally returning to the surface to empty your bags and replenish your potions. Thankfully, Runic Games has made a few appropriate changes to this formula, which have improved the classic dungeon crawling experience immensely.
One of the biggest changes you'll notice appears right on the character creation screen: no matter which class you choose, each one comes with a pet (either a cat or a dog). This computer-controlled companion has two primary functions. First, he (or she, depending on your naming preference) will attack any enemies you encounter, helping you punch through waves of bad guys with ease. Your pet also has a separate inventory from your fighter, so you can use him to store your excess items, and even equip a few items for extra effects beyond those offered by your main characters' gear. That brings me to the second, and arguably more important function of your pet — using the extra pet inventory, you can send the little guy back up to the surface to sell your extra junk while you continue to fight through the dungeons. This prevents you from breaking up the action every few minutes to empty your bags, so you really only need to go back up to the town whenever you want to turn in a quest or buy new supplies. Along with other changes, like the ability to remove slotted gems, and upgrade gems and spells, your pet is a great example of how Runic Games has streamlined the classic dungeon crawler formula in order to make the game more accessible and more fun.
This allows you to concentrate on the finer points of dungeon running, like loot. Loot drops often, and lots of time is spent comparing new gear to old. Enchanted gear can affect a great number of attributes, and the game contains gear sets that offer bonus attributes when you equip multiple pieces of the same set. Gear names are also color-coated according to rarity (the same color coding as seen in World of Warcraft) and as mentioned above, newly found gear often needs to be identified before it can be used.
Gear is one of the few things I have to gripe about with Torchlight, however. While there is indeed a huge variety of gear, multiple gear sets, and a great number of possibilities granted by gem slots, I find it slightly annoying that I have to mouse over each one to know what it is. Games like Diablo or World of Warcraft use naming schemes to hint at the abilities gear can offer. Any piece of armor in World of Warcraft that has the suffix "of the Monkey," for example, will grant the player increased agility. Armor with the suffix "of the Whale" grants spirit. "Of the Bear" grants strength, and so on. Though the naming scheme in Torchlight shares some characteristics with this system, it's not quite as precise. The result is that sometimes, you'll find two pieces of gear that have similar (or in one case I've encountered, identical) names, and yet the stats for the item will be different. It isn't a deal-break by any means, but it's not good, either.
The only other gripe I have about gear is that there don't seem to be enough different models/textures for all the stuff you pick up. Supposedly, Torchlight only had 11 months of development time from start to finish, so I suppose this can be overlooked. It's a shame, but most games with the amount of different gear to be found as Torchlight suffer similar limitations, so I guess I can't complain too loudly.
The graphics in Torchlight seem a little cheap at first, but they get the job done, and once you get into the action and the camera pulls away from your character, you'll completely forget how simple they are. If you squint your eyes a little, it even looks a bit like all the Diablo 3 screens/videos we've seen so far, and that's definitely not a bad thing. It's not going to wow your friends like Crysis might, but the graphics are consistently good, and that's what's important. Player and enemy models are nice, and have a broad range of animations. Color is used well and spell effects are appropriately awesome. The cartoonish graphics are nice to look at, and the world is vibrant and detailed. Actually, sometimes it's so detailed that you might lose some of the dropped loot in the background of the dungeons, but luckily Runic Games included another all-too-familiar feature, which lets you toggle nameplates for all the items on the screen. I should also mention that the game runs great on my machine.
Sound and music are nothing to write home about, but get the job done as well. The music is dungeon-ish and serves its purpose; it fills in the gaps between sword slashes and enemy grunts. And speaking of sword slashes and grunts, those effects are decent as well. There is even a little bit of voice acting sprinkled here and there, between levels where the story progresses, as well as when you talk to merchants in the town.
This is yet another area of Torchlight that crosses dangerously over into Blizzard's realm. Some of the music, like the town theme and the library theme, actually sounds like they were lifted straight from Diablo. And the first time you leave the blacksmith behind, and he yells "watch yer back" in his Scottish accent, you'll wonder if Runic Games didn't cast the same guy who did all the dwarven male for World of Warcraft. All of this makes the game seem, again, familiar to anyone who has played these other games, but I still wish Runic had gone the extra mile and not been quite so blatant in lifting ideas from Blizzard.
I've not beaten Torchlight yet, but I've spent many hours with it so far, and I'm thoroughly enjoying it. It's not entirely original, but everything it's borrowed from other games adds to the experience so well, it's really hard to complain about it too loudly. At only $20, with three-character classes to play, and a near infinite number of levels to play through, thanks to the random level generator and upcoming level editor, Torchlight it a great value. I'm not sure if the game will last me until Diablo 3's eventual release, but it should be good for at least partially filling the gap we've been in since Diablo 2. The Torchlight MMO that's in development might also be good for filling the void, but we'll cross that bridge when we come to it.
For now, go try the Torchlight demo. If you like these types of games, or if you're a loot whore in training, you'll probably like it a lot.
I know this is a little bit of old news right now, but I can't help but gloat a tiny bit.
Over a year ago, I posted about Sega's continued efforts to ruin their best franchise, Sonic the Hedgehog. I posted about how the 2D elements of the old games just don't translate to 3D. And I posted about how a 2D game, drawn in 3D, would still likely be met warmly by Sonic fans. This was pre-Sonic Unleashed, and I not-so-secretly hoped Sega would prove me wrong by refreshing the franchise with the it.
If you've played the game, however, you know that this wasn't the case. Sonic Unleashed was horrible. Stanky, even.
So now, almost a year after the release of Unleashed, and almost a year and half since my Sonic rant was unleashed, Sega has announced that in 2010 we'll be seeing a new, 2D sonic game via the following trailer:
So, I guess ol' Marty has his finger preeetty close to the pulse of the gaming industry, eh? Now I just need to wait for the downfall of Twitter, and my life will be complete.
I haven't been able to update the blog as much as I'd like over the last few weeks, but that doesn't mean I haven't been thinking about things to write about. Instead of letting all of my random thoughts go to waste, I thought I'd present them here as a collection. If you're just looking for a few moments of entertainment, you like reading the musings of the slightly insane, or you're looking for something to spark your pent-up rage, the following list is probably for you!
Never Too Zune
Each time I plug my iPod (5th generation) into my computer and it freezes up, I secretly hope that it won't come back on, so I have an excuse to buy a Zune HD. From everything I've seen online, these things look pretty nice, and I'd like to try something different than iPod for a while. I have absolutely no interest in the iPod Touch or an iPhone; the 32gb Touch is $110 more than the 32gb Zune HD and being tethered to AT&T again just makes me feel sick.
But I digress; the Zune HD looks slick in its own right. Wireless streaming capabilities and built-in HD radio are great, and I also like the idea of being able to output HD video and, of course, web browsing. If Microsoft opens up the Zune to user-created applications, it will become an even great alternative to the iPod. They seem to be making an effort to get developers to consider their other mobile devices, so I don't think this is too far-fetched. So far, however, they've been pretty tight-lipped about it.
Marvel Comics Feeling a Little Disney
Though I am not a huge comic book buff, I still felt as though I could almost hear the collective groan of fans as Disney scooped up Marvel Comics for a cool $4 billion early this week. Though both companies are distinctly American, and I am sure DIsney will handle Marvel with care, I still feel like Disney is starting to (or maybe already has) hit that critical mass where a company gets so big, with a reach so broad, that it ends up losing focus on all fronts.
There are plenty of companies out there who handle the multiple prongs of modern media quite well, but Disney has already been in danger of losing its grip on things in the past, and with yet another large addition to their stable of interests, I can't help but wonder what the future will be like for both Disney and Marvel.
Will Disney change how Marvel presents its franchises?
Will we see Marvel characters integrated with Disney's other mainstays, in titles like the Kingdom Hearts games?
Will we see another feud in Disney's management as these things happen?
Who knows? It could be interesting to watch, but it'll be a shame if either brand is hurt because of this.
All-Out Fallout
When I got sick a couple of weeks ago, I spent a few days laying around my apartment, relaxing and recovering. My girlfriend had some things to do up at her mom's house, and didn't want to risk getting sick, so I was all by myself for much of that time. Instead of doing anything productive, I used the time to get re-acquainted with my Xbox; I decided that there was no better way of doing this than by collecting all the achievements in Fallout 3.
I did all that I could with my existing character (why did Bethesda choose to make one bobblehead impossible to go back and get?), and then made another so I could focus on slightly different talents to pick up a few odd achievements, like the one for 50 speech successes, and also so I could hit the appropriate levels with neutral and bad karma.
I've now gotten every achievement in Fallout 3, as well as in Operation: Anchorage and The Pitt, and have had a lot of fun in the process. I've seen a lot of things that I missed in my first go-round, and have grown to appreciate, for a second time, the vast world of Fallout 3.
Hackintosh is Dead
Though I usually get my fill of OS X at work, a few months ago I got OS X up and running on some old PC hardware I had laying around at home. I was mostly interested in trying my hand at iPhone App development, so I downloaded the iPhone SDK and got everything up and running without many problems. I didn't use the old rig often however, and I let it sit around for a while before firing it up again last week.
Though I've been told it isn't a good idea, I've used the system update on my Hackintosh before, and everything's turned out fine. When I booted up to find a 300+ mb system update waiting for me, I thought nothing of it as I proceeded with the download and installation. Unfortunately, the update broke my installation, and for some reason I haven't been able to re-install it since. Either something has changed on my box (something which sticks around after multiple hard drive re-partitions?) or I simply can't remember the settings I used to install OS X the first time. It's a drag, but frankly I haven't had time to learn to code iPhone Apps anyway. I'll probably dig into this a little deeper one of these weekends when I've got nothing better to do.
Can't Take the Heat
Recently, I was playing some World of Warcraft on my desktop computer, wrapping up a dungeon with a group of others, when the image on the screen stuttered, a strange dot pattern appeared around my cursor and the UI elements, and then the computer locked up. After a quick restart, and about a minute of play, the same thing happened. In a hurry to get back into the game (and in an effort not to be the reason for the deaths of my entire group), I threw open my laptop and loaded the game up there. In-game disaster was narrowly averted, but it left me worried about my desktop machine.
In my experience, most graphical glitches of this kind are attributed to overheating hardware – the bane of all computer gamers.
So earlier today, I opened up my desktop computer and dusted it out. Then I turned it on and started World of Warcraft again, and let it sit. About 10 minutes later, I came back into the room to find the screen flickering and the computer frozen. Not good.
I guess this is a good excuse to get a new GPU, something I've been wanting to do for a while anyway, but my existing motherboard doesn't have a PCI-Express 2.0 slot on it, so I'm back to the same conundrum as before I assembled my current desktop - upgrading one part means upgrading two or three others as well. And since these are all the most expensive parts (GPU, CPU, motherboard), I might as well just splurge a few extra hundred bucks and update the rest of the hardware. But if my apartment is getting too hot (it's hot here lately, but not that hot), I'm not too keen on buying and subsequently ruining more computer hardware either. It's a problem, I guess.
That's All For Now
Anyway, I think that's enough of this rambling for now. I've been a bit of a scatterbrain lately, and now the madness shall spread!
I found myself in the local Target today, perusing the games section of the electronics department. Game releases have all but dried up over the last few months, but I always like to check in now and then, just to see if anything new came out that slipped under my radar, or to see if anything I'd been marginally interested in had been marked down.
Surprisingly enough, I found a single copy of Dead Space, which I'd wanted to try, marked down to $30 for clearance, so I decided to give it a go. I took it up to the register, and waited a few minutes for one of the clerks to notice me standing there.
Eventually one of the workers wandered over and took care of my purchase, and then I met my girlfriend up front and we continued to checkout for her stuff. We drove home, and upon arriving at our apartment, I forgot all about Dead Space and fired up some retro e instead; Wind Waker is turning out to be a great little game for me, but that is another blog post, I think.
An hour or so later, I finally remembered Dead Space, so I picked up the Target-emblazoned plastic bag it was in and brought it into our spare room. I noticed the bag was a bit heavier than a typical Xbox 360 game, so I opened up the bag and peered in, thinking there might be something else I'd bought that had completely slipped my mind. But no, there was nothing else inside the bag except for the game. Unless, of course, you count the plastic security box the game is still inside.
Yes, my new copy of Dead Space is still completely secured thanks to the Alpha Security box that houses it.
I find it odd that the alarm system in the store didn't buzz when I exited the store, because the plastic security case includes a re-usable security device that, to my knowledge, is not supposed to be disabled by the in-counter disabling device used by the clerk.
I am also disappointed that the clerk didn't take the thing off in the first place; I specifically paid for the game in the electronics department because I thought they'd be more mindful of those kinds of things.
So now I'm sitting here, staring at my brand-new copy of Dead Space, and wondering just how I'm going to get the case open without completely destroying its contents. Should I take it back and have them open it up for me? That seems like such a hassle... not to mention a great opportunity to test my own ingenuity. Okay, so it's not exactly a job for a professional safe cracker, but it should provide me with at least 15 minutes of fun. That's more fun than I've had with some of the games I've bought in the past, and this is before I've even opened the game's case!
Update: Case Open, Case Closed
The case has been cracked, as they say, and I now have my Dead Space, with only minor damages to the game's case. At first, I thought the best approach would be to hammer off the hinges. After sever futile attempts to break them off (and the minor damage to the game's case), I took the opposite approach and wedged a screwdriver into the lock casing on the other end of the box, pushed it inside and yanked it around to destroy the lock and allow the case to open. I think next time I mihgt just bring the game back to the store!
Pictured above is the demolished security case, my new copy of Dead Space, and the tools of war.