Posts Tagged ‘zombies’

As noted last time, I had a secondary backlog to deal with in this Operation: Backlog project; my collection of Humble Bundles that I’ve gathered over the years.  It turns out that there were about 60 games I had tucked away in their system that hadn’t been added to my Steam list.  So, I went through and bulked up my library.  There are a few that were part of these bundles that were included, but that I’ll never play, like Amnesia: The Dark Descent and Penumbra Overture (I very strongly dislike horror games, but hey, if that’s your thing, they do show up in bundles here and there), but there are still more than a few that will get the 15-minute treatment as I’ve done before.


I’m going through my Steam list alphabetically, picking up games I own but haven’t played to see what’s there.  15 minutes each is all I’m budgeting, but I reserve the right to get sucked into a cool game.  Some I’ve played already, though, so I’ll mention them in passing here and there, giving them a rating like the other games.

I’ll be giving each of these Backlog games a rating of sorts, as follows:  Regret (uninstall and forget), Remember (uninstall but wish for more time), Revisit (leave installed for later) and Recommend (wish for more time to play this right now).  This is a squishy continuum of sorts, and deliberately imprecise.  This isn’t an in depth survey-and-review, it’s Spring Cleaning of my video game backlog.


Since I’m dealing with a new influx of games, I’ve gone back to pick up the ones I skipped over in the alphabetical list.  First up is Air Conflicts: Pacific Carriers.

I’m just not a flight sim fan.  I’d rather play something like Privateer or Freelancer, out in space with a bit of whimsy.  Air Conflicts is a historical combat flight simulator built around carriers in the Pacific theater, specifically in the second World War.  You can fly for Japan or the U.S., piloting planes that look decent over terrain and ships that look decent.  I have little idea whether or not they are meticulously accurate to real history, but the visuals look good overall.


The play is what I’d consider to be an “arcadey” combat flight sim.  It’s not a cartoony flight game like Sonic & All-Stars Racing Transformed (we’ll get to that later) or Pilotwings (those were the days), but it’s not really trying to be a hardcore simulation of flying these planes.  I’m OK with that, since flying real planes can be a very complex procedure sometimes, from what I understand.


Just speaking to how fun the game is on its own, though, flying around is fun enough, though I’m just not very good at the combat portion.  Controls are decent if a bit “floaty” and imprecise.  Stuff blows up nicely.  The sounds serve their purpose well.  There are different options to play, from a campaign to Instant Battle, which was nice to just jump into.

I don’t have any big complaints other than just the simple fact that this isn’t my sort of game.  It’s not a bad game, it’s just one that I have no interest in playing again.  I’d be the sort that just flies around the arena, looking for screenshot opportunities.  I just don’t follow orders well, and I’d get tired of being shot at.


I’d say I Regret this game, but really, it’s not something I paid much for, since it was part of a bundle.  I had a bit of fun with it, but it’s not one I’ll play again.  If arcadey flight sim WW2 games are your thing, it should be good.


Then, in a significant shift, I tried And Yet It Moves.  I used my XBox 360 controller for this one.  It’s a quirky platformer which lets you rotate the world.  This relatively simple concept changes a lot of how you move through the world, and I find that I’m rather fond of the twist.  The controller makes it easier to sort the controls intuitively, which is important.


The visuals are unique and consistent, though it’s not quite the sort of style I’m really fond of.  Still, I give them credit for staying true to their vision and really embracing their design.


Controls are decent (though the character feels a little floaty and doesn’t jump all that high), platforming around is good fun, and learning how to handle the world (and your character’s motion) is a nice change from something like Braid, which, for all its time-bending gameplay, is still relatively static.


I give this one a Revisit rating because I probably won’t play much of it, since Dust fills my platformer impulse at the moment, but AYIM is a solid little game.  If you’re into platformers with some thoughtful design, it’s a good one to check out.



Anomaly 2 is the next game I tried.  I have the first one around here somewhere, probably from a non-Humble bundle, but now I can’t find it.  I’ll just pretend that the two are more or less designed similarly, and hope that’s right.  “More of the same, but better” isn’t a bad thing, and Anomaly 2 should offer at least some idea of what both titles have to offer.  They are “tower offense” games, where you’re not controlling the towers to defend against enemies as in tower defense games (GemCraft, Defense Grid, etc.), you’re assaulting the bad guy towers with your squad and commander.


That’s enough to Recommend the game if you’re a fan of tower defense games.  If you’re just looking into the game with no particular interest in the genre, know that it looks really good, controls are excellent, and the core design is solid.  Your commander usually has to stick with your squad, escorting them through hot zones and making the most of their abilities to finish missions, though you can wander off if you consider the reward to be worth the risk.


Different units and layouts mean finding ways to stay on your toes and keep on top of the tactical situation.  It can get a little twitchy at times, but it rewards fast thinking and situational awareness rather than just reflex tests, and I appreciate that.  I find that I don’t mind needing to execute fast controls at times if I have enough time to anticipate them well, and Anomaly 2 works well for that.


One quirk is that each unit can “morph” between two different forms.  They have different abilities, like the first unit which changes from a tank with a killer cannon into a two-armed flamethrower “urban warfare” unit that can target multiple foes.  Juggling the morph states gives your six-unit squad more flexibility and keeps things from getting too repetitive.


It’s a game that is great for fans of the tower defense genre, and I think it would be good even if you’re new to the genre.  I really like the time I spent with it, about 25 minutes, and would someday like to play more.  The game eases you into its design and has multiple difficulty settings for a variety of players.  It’s easily one of the better games I’ve played in this project.



Aquaria was up next.  I’m pretty sure I have this at least three times from different bundles.  It’s a pretty game with a good sense of style, good voice work, good music and decent controls.


It’s really nice to be able to just swim in any direction, though Naija doesn’t turn as quickly as I’d like.  She feels a little… floaty… which is odd, perhaps, for a mermaid, but still, moving her around is nicely freeform, just a bit imprecise and sluggish feeling.  She has the ability to sing songs that help her in what I assume are various ways.  The only one she starts with is Shield, which didn’t actually seem to shield all that much.


The reviews I’ve read of this bill it as a Metroidvania game, and it does feel a bit like Insanely Twisted Shadow Planet (another such game, and a good one).  It’s really, really slow to start off, though.  It’s rather fond of its narration, but I just wanted to get on with the game.  Metroid Prime spoiled me on that, I guess.  There’s a good Reddit thread on it over here.


Perhaps it gets better and more interesting down the line, and a slow start does fit the ambient lackadaisical sort of mood they seem to want to evoke, it’s just… it doesn’t show all that well in the first 15 minutes.  If that was all I played, I’d have to give it a Regret rating.  As it is, I played for about 25 minutes, and eventually found a sort of “combat flashforward preview” thing which hinted that the game might get more interesting, so I’ll Remember it and move on.

This game, more than others I’ve played in this project so far, seems to suffer the most from a slow start.  It was easier to get away with this in days long past, but in today’s more saturated market with more ADHD customers (and/or just time-starved like me), your game has to make an accurate and good impression as soon as possible.  It’s just not as likely that customers are going to play for 3 hours before your game gets good.  We don’t have time for that.  Get to the point, developers!  Even if it’s a tease like Metroid Prime, where you’re given lots of toys to play with up front, but then you lose them and have to find them again, players will know in short order what the game has to offer later, all within a few minutes.  Even the super-dense Endless Legend makes a quick good impression, and they have more depth and play options to get through.


Atom Zombie Smasher isn’t a game I’d buy on its own, but since it came with a bundle, I figured I’d give it a shot.  It’s… not a typical zombie game.  It’s more of a Real Time Strategy game with minimalistic visuals.  That’s not a bad thing in itself, and it certainly cuts down on the cliche gore that zombies usually show off.  You try to protect little yellow dots (humans) from little pink dots (zombies) in a city, using a variety of weapons from your “eye in the sky” tactical view.


It could really be about any two groups of things where one tries to escape the other.  The theme isn’t strong, but that’s OK.  The gameplay is solid, and that’s more important to me anyway.  The art style, simple as it is, is consistent and clear.


That yellow dot on the right is not going to come to a good end.


Send in a chopper to save yellow dots, protect them with green dots (soldiers who fire on pink dots within range/sight), maybe use some land mines or artillery (remember that explosives can open new avenues for pink dots), and maybe even some pink-proof barriers.


Those land mines leveled buildings that could have kept the pink dots controlled a bit.


It’s a solid game, one I’ll Remember.  If you’re into RTS or zombie games, it’s worth picking up and playing for a while.


aaaaand that’s it for this time.  I’m still not through the secondary backlog, but should get through it next time.

Thanks again for stopping by, and here’s hoping you have time to dig through your list.  There are a LOT of great games out there, and tons of good ones.  It’s a good time to be a gamer.

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…and other uses.

Who knew violins were so flexible?






…and just because…

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Not all at the same time, though.

NinjaBee’s game A World of Keflings (a game I worked on quite a bit) is on sale this week over at XBox.com, and just in time for our latest DLC to hit the shop.  OK, technically it’s a little early, but it’s on sale this week, and the Sugar, Spice and Not So Nice DLC releases tomorrow.

As teased in that trailer for the DLC, we’re also releasing a second DLC, Curse of the Zombiesaurus, giving us a nice double serving of October-flavored gaming goodies.  I worked a LOT on both of these DLC releases, and it’s been fun to see them come together.

Curse of the Zombiesaurus!

I’ll be writing about the art and design of these things when I can get something put together.  If nothing else, I want to put together an article in praise of noobs.  …yes, it’s relevant.  Mostly.

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My Zomblobs! is a game designed in shells.  There are layers to the design, allowing for a “bird’s eye” game experience with little micromanaging, all the way down to a Civilization-like world conquering game with a Tactical RPG layer, between them plenty of opportunities to min-max your way into gaming geek happiness.

I’ve thought on more than one occasion that it could also be developed that way.  As in, develop the outer shell as a functional game and iterate down through the shells until it’s ready to weld to the TRPG (which could also function on its own) as a complete package.  Some of those iterations can stand on their own as playable games, perhaps even marketable ones.

This does spread out the work and allow for monetization to keep a project going, and even allows for design changes if it’s found that one of the iterations or directions isn’t playing well.  It also runs the risk of oversaturating the IP, making releases too disparate (in theme and/or release date) and therefore too easily ignored, getting lost in a crowd of shovelware (or becoming shovelware), dev team turnover, and code bloat.  There’s also the risk that all the shells may not play nice together if they have to bend to accommodate separate releases.

Still, there’s something appealing about the notion of breaking up a larger project into smaller bites to make it more manageable.  I’m not really sold on either approach at the moment, but it is still interesting looking at options.  The iPhone market and even XBox Live have allowed for smaller games to have decent viability in recent years, and I instinctively want to leverage that to make something bigger.  It’s a business sense that I haven’t honed very well, to be honest, but one that I can’t quite ignore.  I’d love to focus purely on designing the game and doing art for it, but the sad reality is that money makes the world go ’round, and if I want to turn the time I’ve spent on this into money (which really would be nice), I need to look at the business side of things.

On the other hand, since this is a one-man show at present, and I don’t have much programming ability or money to hire some, well… this may well all be academic anyway.  Sure, I’d like to learn the programming someday, but there are only so many hours in the day.

Still… dream big or go home, right?

At any rate, since I’m thinking of shells, here’s a rough concept of the outermost shell of Zomblobs!, the 3D globe Ataxx-variant I’m dubbing the Cytoglobe:

Cytoglobe layer

It’s a game that could stand alone as a smart phone game (or XBox Live or PC, whatever… though smart phone mobility and connectivity opens up a few new design options), and it could host a variety of variations, from multiplayer rule variants to a full map editor.  Ataxx-style play isn’t really all that mentally taxing, but it’s still fun, and I think a global geodesic version could be a nice spin on the idea.  (There’s also a fun tactile appeal of playing this on a touch screen… or even with Kinect controls.  Sort of a “megalomaniac conquering the globe” feel, as it were.)

Of course, from there it’s possible to drill down into discrete blobs with hit points instead of instant-capture, species-specific boons and weaknesses, location-specific special effects (with real world GPS twists, perhaps), progression mechanics (sometimes mistakenly called “RPG elements”), resource management, research trees and even stories.  The full Zomblobs! game would then only be a hop skip and a jump away, pulling all the elements together in a tighter fashion and welding them to the tactical game.

There’s a lot I want to do here, and there are good reasons to limit the scope of any single project.  Absent an organized plan of production, things can get hairy fast.  I’m still not sure what I’ll even be able to do… but it’s good to at least make sure I look ahead.  Forewarned is forearmed, and all that rot.

Any thoughts?

Would you buy a game that’s effectively a “slice” of a larger game?  Would you just expect it to be a sort of neo-shareware, offered for free, and the other layers monetized underneath for those who care to dig deeper?  Would you like a suite of games that work like cogs in a larger machine, or would you just want the larger machine?  Could you wait for new pieces?

…are any of you bored programmers with an itch to work on this?

…would a publicly readable wiki on the design be something worth making available?

…would Battle for Wesnoth eat my lunch anyway?

…EDITED to add the following great link to The Rampant Coyote’s recent article on “Feature Creep”… a highly relevant article as I sort out exactly what I want to do here.

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Chris, this one’s for you.  Marmosetofdeath, you might like it, too.

I’ve recently finished another playthrough of MechCommander 2.  I’m also playing Tactics Ogre: Knight of Lodis.  In both games, I find that I really like the ability to take the enemy’s resources and use them for myself midfight.  It appeals to the strategist in me, and the tactics of doing so make battles much more interesting than simply going into a battle rage and destroying everything that’s not mine.  (It’s also more realistic; scorched earth warfare has a tendency to cause more problems than it solves in the long run.)

Strategic “asset acquisition” is common in the BattleTech* universe, and most long-term campaigns are built around salvage.  I’m not terribly conversant with the board game (though I keep meaning to learn it), but in MC2, you can even salvage a ‘Mech mid-mission and plunk one of your pilots in it, making your force stronger for the rest of the mission.  It’s actually almost necessary for some missions with low initial drop weight.  You can also capture enemy buildings, and an enemy Repair Bay is an excellent tool.  This is guerilla warfare in spirit; making use of what you have, and applying a Jujitsu mentality of using the foe’s forces against them.

It’s very, very satisfying to manage a careful headshot on an enemy ‘Mech (killing the pilot or making them eject, leaving the ‘Mech largely intact), and then turn around and make it your own… especially if it’s a really big ‘Mech (expensive, in other words), or one that you’ve wanted for a piece of the puzzle that is your optimal strike force (I love Mad Cats/Timberwolves, and salvaging one is high priority).  It’s especially fun if you can turn it around and almost immediately use it to pummel your foes.  (And in multiplayer, sometimes you have to destroy your own downed ‘Mechs to deny them the opportunity to salvage them.  Corpse burning is more visceral, but it’s not much different.)

Reading the Arthas novel in close proximity to finishing MC2 is what sparked this line of thought… mechanically,  the violent appropriation of enemy resources is very akin to the classical notion of necromancers expanding their horde.  Arthas kills opponents, then reanimates them to serve in his army.  My ‘Mech group headshots foes, then sends in their own pilots to control the downed machines.  They rise, staggering to their feet in their funky-legged gait, and fight against their former allies.  The final foes in any given mission typically faced a force half comprised of their fallen ‘Mechs.  If there were any psychological warfare mechanics in the game, I’d suspect that would be a significant factor.

I hope the parallels are pretty obvious.

In TOKOL, you can “persuade” foes to join your cause midfight.  Anyone can persuade for their action per turn (with varying levels of success), and only a few units can’t be persuaded.  Apparently, loyalty is a fairly fluid thing in the TO universe.  (To be fair, it’s easier to persuade opponents when they are beat up a bit… not unlike the real world.  And in a mercenary existence like we see in most fantasy stories, loyalty to one’s own skin isn’t all that uncommon.)  Such persuasion is very useful in TO, both for swelling the ranks of your army (especially since foes usually are at higher levels than your carefully trained recruits) and for loot acquisition (you can offer persuaded foes a permanent position at the end of combat, and if they stay with you, you can swipe their gear, even if you then immediately dismiss them).  Persuaded foes get the standard “Guest” AI (they aren’t immediately under your command), so they can be considerably stupid at times.  Again, not unlike zombies.

So… as much as it pains me to admit it, maybe I do like zombies, or at least zombie mechanics, inasmuch as I love the ability to turn the enemies’ resources to my own nefarious ends (even if I’m fighting on the side of the angels).  I’ve always though that turning an opponent to your side was a more complete victory than just obliterating them.

I still don’t like the theme of zombies, but from a gameplay mechanical standpoint…

OK… I like ’em.

*I typed that BattleTesh the first time, and had to go back and correct it.  How… odd.

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