It's the end of the month, and you know what that means... It's time for me to throw up an emergency blog post so it at least looks like I've done something for every month. Hey, at least I'm honest about my filler material.
14. Edge and Limbo Make Steam Debut; Blogger Fails to Create Humorous Title
Hey you, do you like games that were released years ago on other platforms that finally make their way to PC via Steam? You know I do! It seems like we got a double-dose of this at least with the help of popular app Edge and popular console download Limbo, both shuffling into the Steam store within a couple weeks of each other. I hear both games are quite good, and I'll gladly look into reviewing them here... after they go on sale. That's the other thing you can always count on. Me being a miserly old grump.
15. Hey Guys, Guess What? I READ A BOOK!
If you know me and my terrible reading habits, this is a huge deal. I finally finished reading Lawrence Lessig's Free Culture the other day. I first heard about the book thanks to the occasional nod from xkcd. On a whim, I decided to try the book out, and it ended up being the first pleasure book I've taken notes on. I got halfway through the book last summer, and took a Communications Law class in the fall semester. We only spent a couple days talking about copyright law, but I wrote a term paper on copyright terms and cited what I had already read in the book. What I found weird was that during the research for the paper, I noticed the author's name coming up in some of the court transcripts I found. As I found out (when I resumed reading the book over winter break), the author of the book was one of the lawyers in a Supreme Court case regarding the issue. So I continued reading like a madman, and I got up to about seven pages from the end of the book before I returned to school in the spring. I just finished reading those seven pages now.
I know copyright law isn't the most thrilling discussion topic in the world, but he makes some interesting points about how our culture and entertainment economy works. The book's a bit dated now (I think it was written in 2005?), but I'd still recommend it to anyone who's looking for an interesting read on a part of law not discussed much in public, or for anyone who's looking for a good conspiracy theory over how much control big businesses have over us. (I say that not to be cynical but to summarize what I took from the book in an exaggerated, humorous way.)
16. Goodbye, Pinky
I don't know how many readers I get who visit from Jay is Games (although I guess I have that little stats toolbar... Well, apparently that's 21 of you in the last month... and three people searching for "people riding kangaroos"), but I have a bit of a complaint to get off my chest. I've been continuing my mostly weekly Letters In Boxes column for a few months now (we've just wrapped up the 12th edition, containing the 50th individual puzzle). But in the most recent edition of the series, I squandered away a puzzle I've been harboring away for quite some time now. This puzzle set was based on the concept of base mathematics, where you had to convert a bunch of numbers from binary and ternary and other bases into decimal form. The third puzzle in the series takes a severe deviation from the normal puzzle style and instead uses a screenshot taken from MSPaint's color selection palette. The answer, if you sit down and convert the red, green, and blue values to hexadecimal, is FACADE.
I've had an oddly long attachment to this puzzle, and I'm sad to announce that what was used in the series was nowhere near what I had originally hoped to do. The puzzle idea first came about back when we ran a SpaceChem Giveaway on the site. John, my fellow puzzle inventor, and I came up with a series of puzzles based on the periodic table. I came up with one puzzle idea, where a greenish-colored box was supposed to be translated in the same hexadecimal way to get BA for barium. Ultimately, the puzzle was shot down because it would be "too colorblind-unfriendly", but I was determined to make it work somehow. It was only last week that I thought up the idea for the base-themed puzzles and decided to give the idea another go. The entire puzzle consisted of only a box with a pinkish hue in it. Sadly, in my test run, I found that the #FACADE-colored box I wanted to use would turn into different colors depending on which file format it was saved in, or even which program opened it, so the idea was scrapped and turned into the straightforward "here are the numbers, figure out what to do with them" format linked to above.
In the end, the puzzle seemed to get rather positive remarks, as people enjoyed the shock of seeing something unusual in the middle of the normally dichromatic puzzle series (one person compared it to playing an ARG... wholly not what I intended, but thanks!). But still, in the back of my mind, I have this nagging feeling that I threw away that puzzle unnecessarily, and I can't ever get it back. Perhaps someday there might be a browser or a file format or a painting program that will allow colors to show up exactly as intended no matter what, but by that time, this little nugget of an idea might have spread too far to be novel anymore. Perhaps it's already been done, and I just haven't heard of it yet. It's like I let a little part of myself go into the world, never to return again. I can't help but wonder if that's something normal to be feeling, but yet I also wonder why I don't feel that with so many other puzzles I've made. Perhaps it's time to step back and reflect on what I've done.
17. Vusy as a VVVVVV
You all have gone out and bought VVVVVV by now, right? And you've played through it multiple times as well, right? And you've put the soundtrack music into your jogging playlist, right? Suddenly, that's not enough love for the 22nd letter of the alphabet. The most recent version of the game, released as part of the Humble Indie Bundle, includes a level editor, preloaded with a bunch of user-made levels. In addition, it's incredibly easy to download other players' homemade maps, and the developer has featured a number of levels on his website. For the past couple of weeks, I've been playing through user levels like mad, and I'm actually running out of levels to tackle! I guess that means it's time I finish up the level I've been working on, except I'm terrible with scripting. Hurry that tutorial up, Terry, eh?
18. One Final Note, Brought to You By the Letter Z
In my last post, I mentioned how I wish I bought Atom Zombie Smasher when it was on sale. Well, thanks to the Humble Indie Bundle mentioned above, I now own AZS. As it turns out, it was just as fun as I was imagining it to be, but it also bizarrely lacks replay value. After a certain point, it feels like once you've beaten the game enough times, it loses its novelty. There are plenty of user-made mods available to tweak certain aspects of the game (sadly, you have to wade through the hordes of people who just re-uploaded the sample mod just to get an achievement), but it still feels like the same game too many times over. Still, I've put a handsome chunk of time into the game, so maybe there's still just enough of a cling factor to keep me coming back.
Wednesday, August 31, 2011
Thursday, July 21, 2011
Surveying the Wreckage of a Summer Sale
It's been a week or two since the annual Steam Summer Sale. Surprisingly, I probably didn't buy as many games for myself as I did for others, but I'm okay with that. I think I'm hitting that plateau where unless some fantastic new game comes out, I'm pretty comfortable with the games I do own. Still, I did take the time to try a few new games, and I have the following report to present to you.
One of my earlier purchases of the sale was BIT.TRIP RUNNER, which claims to be "the fastest, most exhilarating music/rhythm-platformer to hit Steam!" Erm, well, I suppose it's a valid claim, but I can't think of other music/rhythm-platformers on Steam, so make of that what you will. While BEAT was a legitimately rhythm-based Pong-esque game, RUNNER takes the form of a constant-motion platformer, where you must time Commander Video's actions to dodge obstacles, break through barriers, and collect gold bars. It just happens to have a backing soundtrack.
Note that that's very much not to say that the music corresponds to the actions you're performing on screen. For one, in order to, say, jump over a hole in the ground, you've got to hit the "jump" button before you get to the hole. As you pass over the hole, you hear the associated note/sound for completing the jump. This is supposed to make you feel like you've passed the obstacle, but instead I couldn't help feeling that the awkward disconnect between the action and the consequence/confirmation made it uncomfortably arhythmic. Add to that the fact that there's even a tiny delay between when you push the button and the action appears on screen, and it's just frustrating to play. I can't help but feel that if I were to play the game with the sound turned off, I'd do better because I wouldn't be tempted to follow the rhythm of the music.
In thinking about how to describe this game, I keep coming back to Mevo and the Grooveriders, a similar music platformer from a few years back. Mevo is played with only two keys (left-shift, right-shift, and a combo of both), but it uses a scoring system similar to a Dance Dance Revolution game, where you're graded on how close you are on hitting the designated beats, gaining or losing health as you go. In RUNNER, if you slip up, you're instantly sent back to the beginning of the level. You're either perfect or you're doing it again. And again. Factor in the arhythm I described above, and this game is just not fun to play. You don't feel encouraged to keep playing, you feel hindered by the difficulty. In all the time I've spent with this game so far, I've yet to beat two levels in a row. I just can't stomach it. On the whole, I just can't recommend BIT.TRIP RUNNER.
I can, however, put up a geeky nod for Vertex Dispenser (demo available), a puzzle... shooter? Puzzle shooter, I guess. The general goal of the game is to conquer the board, a three-dimensional shape composed of a bunch of triangles and squares, with colored vertices. The vertices change colors, depending on what "activated" vertices surround it; a vertex will always be blue, unless there's already another blue vertex next to it, at which point it will become red; a vertex will be red unless there's already a red and blue next to it, at which point it's green, and so on. The rarer the color, the stronger the power-ups you can charge up. You move along the edges of the shapes, trying to break through defenses set up by opponents, trying to dominate the board and eliminate your opponents. It's not just a brainy strategy game, but it's also a fast-paced action game.
There are two complaints I have to file against this game though. At any point in time, you can have upwards of 14 power-ups available to you, each of which are activated by a key on your keyboard. That's way too many to juggle at once, especially when there are also four power-ups per slot to choose from. You need to use a diverse range of power-ups to win a game, but I find myself having to check the laundry list of options every time I want to use one, and by the time I figure out what I want, it's too late. As a result, I usually stick to only two or three power-ups for most of the game, which is a bit of a waste. The other complaint is that I can't seem to find anyone playing multiplayer matches. Or is it only multiplayer with Steam friends, and I happen to lack other friends who play this game? Despite both of these, I'd still give Vertex Dispenser a solid thumbs up.
Lume is a very beautiful point-and-click puzzler, with an artistic style of cardboard characters and settings that make the entire experience feel like an amazing children's TV show (so it must've been a European show). On the downside, some of the puzzles in it are a bit too obscure to solve without any hints (I ended up either brute-forcing or checking a walkthrough for a couple of puzzles). Plus, it's really short. Granted, it's part one of a series, but still, I'd definitely not recommend this at its regular $7 price, but I'd say give it a go if it comes up on sale again. If nothing else, add it to your list of games with good loop music for playing in the background while working on a late-night paper.
Critical Mass (demo available) looked like it should have been an equally geeky puzzle game, considering the game looks like you're attacking a neon Rubik's Cube. Unfortunately, it's just a three-dimensional match-4 game. Your goal is to clear the blocks before the mass reaches "critical mass", AKA an arbitrary time limit irrelevant to the actual size of the mass. I've only gotten the demo, but it seems like there's very little else to this game. I'll pass, thanks.
I've played all of about five minutes of Terraria and I've yet to touch Magicka, though I hear both are quite good. I also picked up Assassin's Creed: Grilled and Greed Corp, but I don't know much about either of those yet.
I also downloaded the demo for But do you want to know where my biggest regret is? I didn't buy Atom Zombie Smasher. With about an hour left in its day for an extra discount in the store, I tried out the demo. I decided not to buy it, because I'm not a huge fan of real-time strategy games. However, in the last couple of days I've found myself coming back to the demo to play its limited four levels over and over again. There's something about the chipper, surf guitar-y theme that makes this game much more lively than other RTS titles, much less zombie titles. Plus, the action is easy to get into, meaning a strategy thicko like me could get sucked in. I've not got that drum and guitar riff looping in my mind, and I tremendously crave this game. I'm seriously regretting not buying this game.
Note that that's very much not to say that the music corresponds to the actions you're performing on screen. For one, in order to, say, jump over a hole in the ground, you've got to hit the "jump" button before you get to the hole. As you pass over the hole, you hear the associated note/sound for completing the jump. This is supposed to make you feel like you've passed the obstacle, but instead I couldn't help feeling that the awkward disconnect between the action and the consequence/confirmation made it uncomfortably arhythmic. Add to that the fact that there's even a tiny delay between when you push the button and the action appears on screen, and it's just frustrating to play. I can't help but feel that if I were to play the game with the sound turned off, I'd do better because I wouldn't be tempted to follow the rhythm of the music.
In thinking about how to describe this game, I keep coming back to Mevo and the Grooveriders, a similar music platformer from a few years back. Mevo is played with only two keys (left-shift, right-shift, and a combo of both), but it uses a scoring system similar to a Dance Dance Revolution game, where you're graded on how close you are on hitting the designated beats, gaining or losing health as you go. In RUNNER, if you slip up, you're instantly sent back to the beginning of the level. You're either perfect or you're doing it again. And again. Factor in the arhythm I described above, and this game is just not fun to play. You don't feel encouraged to keep playing, you feel hindered by the difficulty. In all the time I've spent with this game so far, I've yet to beat two levels in a row. I just can't stomach it. On the whole, I just can't recommend BIT.TRIP RUNNER.
There are two complaints I have to file against this game though. At any point in time, you can have upwards of 14 power-ups available to you, each of which are activated by a key on your keyboard. That's way too many to juggle at once, especially when there are also four power-ups per slot to choose from. You need to use a diverse range of power-ups to win a game, but I find myself having to check the laundry list of options every time I want to use one, and by the time I figure out what I want, it's too late. As a result, I usually stick to only two or three power-ups for most of the game, which is a bit of a waste. The other complaint is that I can't seem to find anyone playing multiplayer matches. Or is it only multiplayer with Steam friends, and I happen to lack other friends who play this game? Despite both of these, I'd still give Vertex Dispenser a solid thumbs up.
I've played all of about five minutes of Terraria and I've yet to touch Magicka, though I hear both are quite good. I also picked up Assassin's Creed: Grilled and Greed Corp, but I don't know much about either of those yet.
Tuesday, July 12, 2011
Armor, Artwork, Medicine... What, No Stromboli Stand?
I finished Assassin's Creed 2 this morning with a considerable chunk of sadness. Knowing from what I experienced in playing the first Assassin's Creed, my thoughts for this game started to dwindle as I approached the final stages of the plotline. Nonetheless, I'd still probably throw in a nod for AC2 as a pretty good game, if you're willing to get past a few shortcomings, some of which carry over from the first game. In this post, I'll try to stay light on significant plot spoilers for as long as possible, though I'll definitely have to rant about the ending later.
Assassin's Creed Extra Crispy starts off where Original Recipe leaves off, although assuming the first one "leaves off" anywhere is quite generous considering that the ending was as abrupt as a squirrel catapult. You begin by escaping Abstergo and high-tailing it with Lucy to a warehouse, where you meet the tech-obsessed geek, the English snob, and the Animus 2.0, which doesn't mean much except the game is going to suck a bit less than last time (fewer loading screens, better in-game interface, etc.). Setting up this bit of plot feels like a bit of a missed opportunity, since you'll spend about 98% of your time inside the Animus, only to pop out for one cutscene sequence mid-game and at the very end, with your new partners dropping bits of information to you via audio link probably ten times at most.
Inside the Animus, which, let's face it, is pretty much the game, you take on the role of Ezio Auditore, who is somehow another one of Desmond's ancestors. You begin, perhaps surprisingly, at birth, with a cutscene with quicktime events that somehow teaches you the basics for just about all the commands you need for the rest of the game (top button corresponds to head-type actions, bottom to feet-type actions, left and right to hands). Fast forward to some point in the future (I knew I should've taken notes) where through more instances in late-teen-early-20s Ezio's daily life you learn how to fight, climb buildings, and have sex. (Just kidding! That's only a cutscene, and I think it only happens... twice?) Eventually you discover that your father has been imprisoned, and killed before your eyes, at the hands of some corrupt government officials. So it's up to Ezio to take over his father's role and get revenge on those baddies! Naturally.
I know I mentioned before that my first exposure to Extra Crispy was on a friend's PS3, where I got maybe three to four hours into the game. One of my initial big gripes was how right after getting his first vengeance kill, Ezio launches into this speech about how he's going to avenge his father's (oh, and brother's) death(s). Not at all stealthy, but thankfully, this is one of the rare instances where the veil of stealth is shattered for the sake of the plot. In fact, as I continued through the game, there's quite a lot of semi-legitimate stealth to be had, such as timing your movements to not attract guards' attention, or making kills from a hiding spot. The stealth is also sometimes unbelievable, such as the numerous times I've found myself hanging onto the ledge of a building with a guard inches from my fingertips but still not seeing me. Still, the pleasant flexibility of the "notoriety" system makes this game quite a bit less frustrating than the last game.
The combat in this game still sucks. Just as in Original Recipe, I found myself repeatedly mashing the same two buttons to beat baddies until they were dead. I suppose there was a slight improvement in the combat thanks to the ability to select weapons and armor, which are purchasable from stores, but the general strategy for that always seemed to be "pick the best one, there's no difference in how you wield them". And at that, after a certain point in the game, you discover what's clearly the best armor and weapons in the game, so there's no sense in attempting to upgrade anymore. Actually, more than the combat itself, I should focus more on the wider range of items that can be used in and out of combat, such as smoke bombs, medicines and poisons, and the pistol, which feels like a bit of a cop-out of a weapon, but it comes in handy in certain moments. I kid you not, there's also an option to throw money to cause a distraction. I don't know why I found this ability both hilarious and pleasing.
Speaking of money, the whole economic system is a huge difference between this game and Original Recipe. Once you visit your uncle Mario in Monteriggioni (and yes, he spouts the obligatory "It's a-me, Mario!), you get a treasure chest that collects a portion of the town's income. A large side quest involves purchasing upgrades and buying items in shops to increase Monteriggioni's value (and income). As the town's value grows, the income (delivered to the chest every 20 minutes of play time grows as well. The money system is an interesting addition to the franchise, but it also feels wasted, just like life outside the Animus 2.0. Once you unlock all of the buildings in town, your income increases ridiculously. Once you use that money to buy all the weapons, armor, and paintings you can find, your income increases some more. By the end of the game, I had close to 400,000 Florins (units of currency), but couldn't spend it fast enough, with trips to the doctor costing 50 florins and repairs at the armory costing 400. If you invest the money early in the game, you earn it back too quickly, which unfortunately negates the dilemma of ever having to manage the money in the first place.
Worth mentioning: I really appreciate the amount of detail in the various locations, and how true to life certain parts of the scenery are within the game. When I finally arrived in Venice, I couldn't wait to check out their rendition of the district of San Marco. Unfortunately, that portion wouldn't be unlocked for another two or three chapters of the game, but when I got there, it was serious deja vu. I took so many snapshots of St. Mark's Square, where I actually stood almost three years ago to the day. I went looking for the general location of a geocache I found in Venice three years ago. I found myself on a side mission inside St. Mark's Cathedral, and found my virtual self standing in the exact same spot I sang in three years ago. Of course, not everything's the same, as everything in the game was probably scaled down to maybe 1/8th or 1/10th of the actual size of all these places to make getting from one end of town to the other relatively quicker, but I was so happy to see these details come through here, and to relive those brief but happy memories on that island.
But look at me, picking apart things like the cost of a leather pouch or how to punch people repeatedly. What really needs picked apart is the storyline! I can confidently say that Extra Crispy's storyline is way more varied and interesting than that of Original Recipe's. AC1's "plot" revolved around going to a random district of a city, completing two or three mini-tasks to "gather information" on the assassination target, then doing the assassination. Lather, rinse, and repeat about eight times. In AC2, there's definitely a set chain of events that eventually lead you to each assassination, but you've got way more freedom to take up side missions as you go. Not knowing what's coming next or in what order makes this game way more tolerable... Until the next-to-last chapter of the game, where you have to do nine relatively easy assassinations in a row. That was the first point in the game where I started to feel fatigued from the whole ordeal, but to at least make it to that far in the game (chapter 13 of 14) before I felt this demonstrates that they've done something better with how the plot is handled this time around.
The characters in Extra Crispy also help the general atmosphere of the game. Early on, you befriend Leonardo da Vinci, who helps you out by decoding pages you collect, upgrading your weapons, and providing you with the occasional flying machine adventure. Even if the other names dropped in this game aren't all familiar (Machiavelli and Medici come to mind), they all stick with you, thanks to some well-designed personalities. The cutscenes that illustrate the interactions between Ezio and his allies show you some hilarious and quirky sides of just about everyone, whether based on a real historical figure or not. These characters stick with you way more than the cast of about four people in Original Recipe, who have about as much personality put together as a cinderblock with lipstick. I genuinely want to see Ezio and Leonardo in a sitcom together. One's a blood-thirsty murderer bent on revenge, the other's the wacky inventor guy next door. Ezio and Leo! Ba-da-da-da-da da-na-da-da!
I think I've covered everything non-spoilery I wanted to get to, so now let's discuss some reactions to parts of the game. SPOILERS from here on in, though once again, this game's two years old now, so there's probably not much to spoil.
One of the big reasons I wanted to see more action outside of the Animus was the lone scene in the middle of the game where Desmond gets out, does a bit of an experiment involving the "bleeding effect" in the warehouse, then has that crazy hallucination. You know, the one where he's Altair and chasing that woman through Acre to get to the game's other sex scene? To be quite honest, I was playing through this scene late at night, so to see everything go crazy horror story dark made me freak out a bit. And I loved it. That scene left me wanting to experience more of the Animus's effects on Desmond, because they really hit a strong nerve of both curiosity and fear. I loved that scene, until I wrapped up for the night and realized I had to go to bed with those ghostly horses still running through my head.
Remember how I said I was fine with how the story played out up until chapter 13? Well, that bit of nervousness about how things were going to end up was justified when I hit chapter 14, the final portion of the game. You arrive at the outer walls of the Vatican, and you have to get to the end of a long, narrow corridor to assassinate the pope (as one does). My jaw dropped in horror... This was exactly how the "final" battle in AC1 went. Long corridor, bound to be filled with lots of baddies dropping in, leading to the first of a series of "final" fights. It was irritating then, and to see it coming made it more irritating now. Luckily, this time around it wasn't as frustrating, considering there were way more checkpoints (I don't think the first one had any?) and more ways to kill the enemies along the way than just swordfights. Still, in the end, it was a series of at least three attempts to kill the ultimate baddie (in this case, the pope, natch). It's annoying how predictable this has become.
Which leads me up to the final cutscene, in which Ezio discovers... the truth? That was probably one of the more bizarre bits of footage I've seen in a while, and it once again left the game in a very un-closured state. As the screen goes black, Desmond utters, "What the fuck?" Then roll the credits. Indeed, my brother... What the fuck, indeed. At the very least, there was a small fight sequence outside of the Animus as the credits ran that at least provided an end to this chapter of the Assassin's Creed series, but very much not the series as a whole. It's still an incredibly unsatisfying ending, though it's far better than how you're left off at the end of AC1. Back then, the ending felt like a giant middle finger. Here, it's a fist shaken with great vigor. It's still not entirely pleasant, but at least it's not as insulting as it once was.
Would I go back and finish this game to 100% completion? Probably not, and here's why: At the end of AC1, I claimed I would do so, not realizing that going back and reclaiming all the extra missions actually required you to play through sequences in order, regardless of the fact that you'd already cleared everything. In fact, you'd even drop back in experience and health, meaning any skills you had gained after that point would be gone so you could relive that portion of the game exactly as you had before. This is an incredible turn-off. Here, on the other hand, there's really not much more to go back and claim. Yes, there are the mini-assassination missions, races, and beat-up events, all of which I skipped, plus hundreds of treasure chests and dozens of missing feathers to collect, and they're all readily available for claiming at any point in time without "rewinding". But after the ending I just finished, I'm going to admit that I need some time away from Assassin's Creed. Note that I'm far from giving up on it, I'm downloading Assassin's Creed: Brotherhood as we speak. (So... Assassin's Creed... Grilled?) It'll probably sit idly on my computer while I check out some of the other swag I grabbed from the recent Steam Summer Camp Sale. In the meantime, I'm going to bed (review writing time: almost exactly two hours!). Maybe I'll throw some screencaps up in the next couple of days to illustrate some points. Until then, requiescat in pace.
Oh, one more thing... Because it was on sale for something like a buck, I decided to pick up the digital AC2 Prima Official Strategy Guide on Steam as well. I figured it'd be nice to check one out just for the fun of it, plus it came through on some tricky little spots. But the format was absolutely crap. You can tell that this guide was written as a book, then transcribed to a website, when it really should have been transcribed as a PDF. If it requires trial and error to find the help you're looking for, something's seriously not right. When you get to the bottom of a webpage and you see it refer to "the map on the page on the right", but with no map nor any link to any map, you know they put about two seconds of work into the thing. And to think, they'd charge $10 for this piece of crap. So there.
Assassin's Creed Extra Crispy starts off where Original Recipe leaves off, although assuming the first one "leaves off" anywhere is quite generous considering that the ending was as abrupt as a squirrel catapult. You begin by escaping Abstergo and high-tailing it with Lucy to a warehouse, where you meet the tech-obsessed geek, the English snob, and the Animus 2.0, which doesn't mean much except the game is going to suck a bit less than last time (fewer loading screens, better in-game interface, etc.). Setting up this bit of plot feels like a bit of a missed opportunity, since you'll spend about 98% of your time inside the Animus, only to pop out for one cutscene sequence mid-game and at the very end, with your new partners dropping bits of information to you via audio link probably ten times at most.
Inside the Animus, which, let's face it, is pretty much the game, you take on the role of Ezio Auditore, who is somehow another one of Desmond's ancestors. You begin, perhaps surprisingly, at birth, with a cutscene with quicktime events that somehow teaches you the basics for just about all the commands you need for the rest of the game (top button corresponds to head-type actions, bottom to feet-type actions, left and right to hands). Fast forward to some point in the future (I knew I should've taken notes) where through more instances in late-teen-early-20s Ezio's daily life you learn how to fight, climb buildings, and have sex. (Just kidding! That's only a cutscene, and I think it only happens... twice?) Eventually you discover that your father has been imprisoned, and killed before your eyes, at the hands of some corrupt government officials. So it's up to Ezio to take over his father's role and get revenge on those baddies! Naturally.
I know I mentioned before that my first exposure to Extra Crispy was on a friend's PS3, where I got maybe three to four hours into the game. One of my initial big gripes was how right after getting his first vengeance kill, Ezio launches into this speech about how he's going to avenge his father's (oh, and brother's) death(s). Not at all stealthy, but thankfully, this is one of the rare instances where the veil of stealth is shattered for the sake of the plot. In fact, as I continued through the game, there's quite a lot of semi-legitimate stealth to be had, such as timing your movements to not attract guards' attention, or making kills from a hiding spot. The stealth is also sometimes unbelievable, such as the numerous times I've found myself hanging onto the ledge of a building with a guard inches from my fingertips but still not seeing me. Still, the pleasant flexibility of the "notoriety" system makes this game quite a bit less frustrating than the last game.
The combat in this game still sucks. Just as in Original Recipe, I found myself repeatedly mashing the same two buttons to beat baddies until they were dead. I suppose there was a slight improvement in the combat thanks to the ability to select weapons and armor, which are purchasable from stores, but the general strategy for that always seemed to be "pick the best one, there's no difference in how you wield them". And at that, after a certain point in the game, you discover what's clearly the best armor and weapons in the game, so there's no sense in attempting to upgrade anymore. Actually, more than the combat itself, I should focus more on the wider range of items that can be used in and out of combat, such as smoke bombs, medicines and poisons, and the pistol, which feels like a bit of a cop-out of a weapon, but it comes in handy in certain moments. I kid you not, there's also an option to throw money to cause a distraction. I don't know why I found this ability both hilarious and pleasing.
Speaking of money, the whole economic system is a huge difference between this game and Original Recipe. Once you visit your uncle Mario in Monteriggioni (and yes, he spouts the obligatory "It's a-me, Mario!), you get a treasure chest that collects a portion of the town's income. A large side quest involves purchasing upgrades and buying items in shops to increase Monteriggioni's value (and income). As the town's value grows, the income (delivered to the chest every 20 minutes of play time grows as well. The money system is an interesting addition to the franchise, but it also feels wasted, just like life outside the Animus 2.0. Once you unlock all of the buildings in town, your income increases ridiculously. Once you use that money to buy all the weapons, armor, and paintings you can find, your income increases some more. By the end of the game, I had close to 400,000 Florins (units of currency), but couldn't spend it fast enough, with trips to the doctor costing 50 florins and repairs at the armory costing 400. If you invest the money early in the game, you earn it back too quickly, which unfortunately negates the dilemma of ever having to manage the money in the first place.
Worth mentioning: I really appreciate the amount of detail in the various locations, and how true to life certain parts of the scenery are within the game. When I finally arrived in Venice, I couldn't wait to check out their rendition of the district of San Marco. Unfortunately, that portion wouldn't be unlocked for another two or three chapters of the game, but when I got there, it was serious deja vu. I took so many snapshots of St. Mark's Square, where I actually stood almost three years ago to the day. I went looking for the general location of a geocache I found in Venice three years ago. I found myself on a side mission inside St. Mark's Cathedral, and found my virtual self standing in the exact same spot I sang in three years ago. Of course, not everything's the same, as everything in the game was probably scaled down to maybe 1/8th or 1/10th of the actual size of all these places to make getting from one end of town to the other relatively quicker, but I was so happy to see these details come through here, and to relive those brief but happy memories on that island.
But look at me, picking apart things like the cost of a leather pouch or how to punch people repeatedly. What really needs picked apart is the storyline! I can confidently say that Extra Crispy's storyline is way more varied and interesting than that of Original Recipe's. AC1's "plot" revolved around going to a random district of a city, completing two or three mini-tasks to "gather information" on the assassination target, then doing the assassination. Lather, rinse, and repeat about eight times. In AC2, there's definitely a set chain of events that eventually lead you to each assassination, but you've got way more freedom to take up side missions as you go. Not knowing what's coming next or in what order makes this game way more tolerable... Until the next-to-last chapter of the game, where you have to do nine relatively easy assassinations in a row. That was the first point in the game where I started to feel fatigued from the whole ordeal, but to at least make it to that far in the game (chapter 13 of 14) before I felt this demonstrates that they've done something better with how the plot is handled this time around.
The characters in Extra Crispy also help the general atmosphere of the game. Early on, you befriend Leonardo da Vinci, who helps you out by decoding pages you collect, upgrading your weapons, and providing you with the occasional flying machine adventure. Even if the other names dropped in this game aren't all familiar (Machiavelli and Medici come to mind), they all stick with you, thanks to some well-designed personalities. The cutscenes that illustrate the interactions between Ezio and his allies show you some hilarious and quirky sides of just about everyone, whether based on a real historical figure or not. These characters stick with you way more than the cast of about four people in Original Recipe, who have about as much personality put together as a cinderblock with lipstick. I genuinely want to see Ezio and Leonardo in a sitcom together. One's a blood-thirsty murderer bent on revenge, the other's the wacky inventor guy next door. Ezio and Leo! Ba-da-da-da-da da-na-da-da!
I think I've covered everything non-spoilery I wanted to get to, so now let's discuss some reactions to parts of the game. SPOILERS from here on in, though once again, this game's two years old now, so there's probably not much to spoil.
One of the big reasons I wanted to see more action outside of the Animus was the lone scene in the middle of the game where Desmond gets out, does a bit of an experiment involving the "bleeding effect" in the warehouse, then has that crazy hallucination. You know, the one where he's Altair and chasing that woman through Acre to get to the game's other sex scene? To be quite honest, I was playing through this scene late at night, so to see everything go crazy horror story dark made me freak out a bit. And I loved it. That scene left me wanting to experience more of the Animus's effects on Desmond, because they really hit a strong nerve of both curiosity and fear. I loved that scene, until I wrapped up for the night and realized I had to go to bed with those ghostly horses still running through my head.
Remember how I said I was fine with how the story played out up until chapter 13? Well, that bit of nervousness about how things were going to end up was justified when I hit chapter 14, the final portion of the game. You arrive at the outer walls of the Vatican, and you have to get to the end of a long, narrow corridor to assassinate the pope (as one does). My jaw dropped in horror... This was exactly how the "final" battle in AC1 went. Long corridor, bound to be filled with lots of baddies dropping in, leading to the first of a series of "final" fights. It was irritating then, and to see it coming made it more irritating now. Luckily, this time around it wasn't as frustrating, considering there were way more checkpoints (I don't think the first one had any?) and more ways to kill the enemies along the way than just swordfights. Still, in the end, it was a series of at least three attempts to kill the ultimate baddie (in this case, the pope, natch). It's annoying how predictable this has become.
Which leads me up to the final cutscene, in which Ezio discovers... the truth? That was probably one of the more bizarre bits of footage I've seen in a while, and it once again left the game in a very un-closured state. As the screen goes black, Desmond utters, "What the fuck?" Then roll the credits. Indeed, my brother... What the fuck, indeed. At the very least, there was a small fight sequence outside of the Animus as the credits ran that at least provided an end to this chapter of the Assassin's Creed series, but very much not the series as a whole. It's still an incredibly unsatisfying ending, though it's far better than how you're left off at the end of AC1. Back then, the ending felt like a giant middle finger. Here, it's a fist shaken with great vigor. It's still not entirely pleasant, but at least it's not as insulting as it once was.
Would I go back and finish this game to 100% completion? Probably not, and here's why: At the end of AC1, I claimed I would do so, not realizing that going back and reclaiming all the extra missions actually required you to play through sequences in order, regardless of the fact that you'd already cleared everything. In fact, you'd even drop back in experience and health, meaning any skills you had gained after that point would be gone so you could relive that portion of the game exactly as you had before. This is an incredible turn-off. Here, on the other hand, there's really not much more to go back and claim. Yes, there are the mini-assassination missions, races, and beat-up events, all of which I skipped, plus hundreds of treasure chests and dozens of missing feathers to collect, and they're all readily available for claiming at any point in time without "rewinding". But after the ending I just finished, I'm going to admit that I need some time away from Assassin's Creed. Note that I'm far from giving up on it, I'm downloading Assassin's Creed: Brotherhood as we speak. (So... Assassin's Creed... Grilled?) It'll probably sit idly on my computer while I check out some of the other swag I grabbed from the recent Steam Summer Camp Sale. In the meantime, I'm going to bed (review writing time: almost exactly two hours!). Maybe I'll throw some screencaps up in the next couple of days to illustrate some points. Until then, requiescat in pace.
Oh, one more thing... Because it was on sale for something like a buck, I decided to pick up the digital AC2 Prima Official Strategy Guide on Steam as well. I figured it'd be nice to check one out just for the fun of it, plus it came through on some tricky little spots. But the format was absolutely crap. You can tell that this guide was written as a book, then transcribed to a website, when it really should have been transcribed as a PDF. If it requires trial and error to find the help you're looking for, something's seriously not right. When you get to the bottom of a webpage and you see it refer to "the map on the page on the right", but with no map nor any link to any map, you know they put about two seconds of work into the thing. And to think, they'd charge $10 for this piece of crap. So there.
Tuesday, June 28, 2011
My Nanoblogging Is Your Microblogging - Episode 3
No single blog post could chronicle the myriad of things going on in my head right now, so here's a cheatingly fast way to get them all out.
9. It's Not a Ripoff of Blocks With Letters On, Though I Admit It Feels Like It
Do you like words? Do you like puzzles? Do you like word puzzles that may or may not have anything to do with words? Golly, you've got some screwy tastes. But I've got just the thing for you! I've started writing Letters In Boxes, a word puzzle contesty thing over at Jay is Games. Each week we give away a few prizes for the fastest solvers and a handful of other random correct entries, so there's always a chance you could win something. For me, this now-regular Thursday column has been both a blessing and a curse, as it's given me the ability to flex my freelance puzzle-writing skills. Not that companies are looking for in-house crossword puzzle producers, but it's at least getting my name out there with another talent attached. On the other hand, it's my name attached to these puzzles. Every week, I've got to come up with about four of them, and triple-check everything, or else it's egg on my face (like one particular week that was so marred by typos that completely slipped by my radar, despite me double-checking everything right before it went live). I've got beta testers now, but it's still a lot of stress just coming up with puzzles that people would want to solve, and keeping them fresh every week. Still, it's fun, and I hope to keep this up for a while.
10. Or Perhaps I'm Bothered By the Fact It's Only One Letter Away from Trine
As part of one of Steam's Daily Deals, I had an impulse-buying moment with Trino. In Trino, you play a wriggling bean-like creature (well, let's face it, it looks like a sperm) that lays down the corners of triangles to trap enemies inside the boundaries. These enemies vary from very Portal turret-looking creatures that float up the screen to crab-like creatures that destroy your corners and spider-like creatures that scamper away from your triangles. It's an interesting concept, but I can't help but feel like this particular port (of what I'm assuming was originally an XBLA game) is broken. At the very least, it's more frustrating than fun, and that's a damper on what could/should be a pretty good game. Between the questionable hit detection that seems to favor the enemies, the abilities those enemies have that way overpower a lot of things you can do, and some occasional random controller non-responsiveness, the sensation of being challenged just falls before the desire to play something else.
11. Someone's Got to Make the Victory Speech
How about some current video game news? Today (well, yesterday, by the time I get this thing posted), the Supreme Court voted 7-2 in favor of video games basically getting the same First Amendment rights as other forms of media. Actually, that's a bit too broad of a generalization, but they voted that a California law prohibiting the sales of violent games to minors is unconstitutional. Justice Scalia's argument included the fact that children are exposed to violent material in other accepted forms, from the Grimms' fairy tales to Lord of the Flies. I agree with this decision, and I agree with the argument that the responsibility of keeping violent or offensive games out of kids' hands comes down to the parents, not the government. I'll be the first to admit that this decision won't immediately effect me, since not only am I not a minor, but I tend not to be drawn to the violent, sexual games this case was about. It is very good news for the entire industry though, in the sense that developers still have the right to explore the possibilities of video games, rather than being boxed in by regulations.
It's a bit weird hearing the reaction from both sides though. The Video Game Voters Network, who I mentioned back in a post comparing 3-D game vision concerns and the current SCOTUS decision celebrated the victory with a post with highlights from Scalia's argument, while Common Sense Media, who I think I had heard (don't quote me on this) were the ones to initialize the case, expressed their sorrows about the decision, then used it as a platform for advocating more parental controls. CSM CEO James Steyer even took credit for numerous changes in how the industry markets its games, which I'd be willing to call out as bollocks (I'm pretty certain self-imposed regulations were in effect long before he came along), but to each his own.
12. Assassino! Assassino!
I finally managed to snag Assassin's Creed 2 on Steam on sale a few weeks ago. I've been playing through it a good amount since then, and while I'm (hopefully) nowhere near the end yet, I've come to feel it's made a ton of improvements over Assassin's Creed Original Recipe. To start, the storyline is much more intriguing, and generally presented better than its predecessor. The missions feel more varied, and there are a ton of side quests to keep you busy as you play. As usual, my video game wanderlust take full advantage of this and I spend a ton of time outside of the game's real objectives just to fool around. 'Tis great fun. The combat is still sorta sucky; I can still get by just about everytime with my standard "mash these two buttons until they're dead" strategy, but at least it's more possible to avoid combat in this game. I still have issues with the camera and controls, but the latter may be due (at least in part) to the fact that I'm starting to realize that the controller I have only registers 8 directions of movement, rather than the whole circle of freedom the joystick seems to imply. I don't know whether or not a full blog post will come once I finish, but know for now that I'm definitely enjoying it.
13. So... It's Wii... Without the Wii?
One more bit of video game news that caught my attention was Razer's new Hydra Motion Controller, which going by the videos given, seems to work just like your standard Wiimote and Nunchuk. However, it comes bundled with a copy of Portal 2, plus a handful of bonus levels that take full advantage of the controller's capabilities, including the ability to rotate objects with absolute precision, place and move portals with absolute precision, and stretch boxes for an extra puzzle element. With absolute precision. I can't say I'm excited for the last bit, but I think it'd be interesting to play with a spatial game like Portal 2 with a spatial controller. That won't happen anytime soon though, as I tend to get scared away by anything with a three-digit price tag.
9. It's Not a Ripoff of Blocks With Letters On, Though I Admit It Feels Like It
Do you like words? Do you like puzzles? Do you like word puzzles that may or may not have anything to do with words? Golly, you've got some screwy tastes. But I've got just the thing for you! I've started writing Letters In Boxes, a word puzzle contesty thing over at Jay is Games. Each week we give away a few prizes for the fastest solvers and a handful of other random correct entries, so there's always a chance you could win something. For me, this now-regular Thursday column has been both a blessing and a curse, as it's given me the ability to flex my freelance puzzle-writing skills. Not that companies are looking for in-house crossword puzzle producers, but it's at least getting my name out there with another talent attached. On the other hand, it's my name attached to these puzzles. Every week, I've got to come up with about four of them, and triple-check everything, or else it's egg on my face (like one particular week that was so marred by typos that completely slipped by my radar, despite me double-checking everything right before it went live). I've got beta testers now, but it's still a lot of stress just coming up with puzzles that people would want to solve, and keeping them fresh every week. Still, it's fun, and I hope to keep this up for a while.
10. Or Perhaps I'm Bothered By the Fact It's Only One Letter Away from Trine
As part of one of Steam's Daily Deals, I had an impulse-buying moment with Trino. In Trino, you play a wriggling bean-like creature (well, let's face it, it looks like a sperm) that lays down the corners of triangles to trap enemies inside the boundaries. These enemies vary from very Portal turret-looking creatures that float up the screen to crab-like creatures that destroy your corners and spider-like creatures that scamper away from your triangles. It's an interesting concept, but I can't help but feel like this particular port (of what I'm assuming was originally an XBLA game) is broken. At the very least, it's more frustrating than fun, and that's a damper on what could/should be a pretty good game. Between the questionable hit detection that seems to favor the enemies, the abilities those enemies have that way overpower a lot of things you can do, and some occasional random controller non-responsiveness, the sensation of being challenged just falls before the desire to play something else.
11. Someone's Got to Make the Victory Speech
How about some current video game news? Today (well, yesterday, by the time I get this thing posted), the Supreme Court voted 7-2 in favor of video games basically getting the same First Amendment rights as other forms of media. Actually, that's a bit too broad of a generalization, but they voted that a California law prohibiting the sales of violent games to minors is unconstitutional. Justice Scalia's argument included the fact that children are exposed to violent material in other accepted forms, from the Grimms' fairy tales to Lord of the Flies. I agree with this decision, and I agree with the argument that the responsibility of keeping violent or offensive games out of kids' hands comes down to the parents, not the government. I'll be the first to admit that this decision won't immediately effect me, since not only am I not a minor, but I tend not to be drawn to the violent, sexual games this case was about. It is very good news for the entire industry though, in the sense that developers still have the right to explore the possibilities of video games, rather than being boxed in by regulations.
It's a bit weird hearing the reaction from both sides though. The Video Game Voters Network, who I mentioned back in a post comparing 3-D game vision concerns and the current SCOTUS decision celebrated the victory with a post with highlights from Scalia's argument, while Common Sense Media, who I think I had heard (don't quote me on this) were the ones to initialize the case, expressed their sorrows about the decision, then used it as a platform for advocating more parental controls. CSM CEO James Steyer even took credit for numerous changes in how the industry markets its games, which I'd be willing to call out as bollocks (I'm pretty certain self-imposed regulations were in effect long before he came along), but to each his own.
12. Assassino! Assassino!
I finally managed to snag Assassin's Creed 2 on Steam on sale a few weeks ago. I've been playing through it a good amount since then, and while I'm (hopefully) nowhere near the end yet, I've come to feel it's made a ton of improvements over Assassin's Creed Original Recipe. To start, the storyline is much more intriguing, and generally presented better than its predecessor. The missions feel more varied, and there are a ton of side quests to keep you busy as you play. As usual, my video game wanderlust take full advantage of this and I spend a ton of time outside of the game's real objectives just to fool around. 'Tis great fun. The combat is still sorta sucky; I can still get by just about everytime with my standard "mash these two buttons until they're dead" strategy, but at least it's more possible to avoid combat in this game. I still have issues with the camera and controls, but the latter may be due (at least in part) to the fact that I'm starting to realize that the controller I have only registers 8 directions of movement, rather than the whole circle of freedom the joystick seems to imply. I don't know whether or not a full blog post will come once I finish, but know for now that I'm definitely enjoying it.
13. So... It's Wii... Without the Wii?
One more bit of video game news that caught my attention was Razer's new Hydra Motion Controller, which going by the videos given, seems to work just like your standard Wiimote and Nunchuk. However, it comes bundled with a copy of Portal 2, plus a handful of bonus levels that take full advantage of the controller's capabilities, including the ability to rotate objects with absolute precision, place and move portals with absolute precision, and stretch boxes for an extra puzzle element. With absolute precision. I can't say I'm excited for the last bit, but I think it'd be interesting to play with a spatial game like Portal 2 with a spatial controller. That won't happen anytime soon though, as I tend to get scared away by anything with a three-digit price tag.
Friday, May 27, 2011
I Think It's About Time We Had A Haxxor Showdown
I picked up Uplink the other day as one of Steam's new Daily Deals. (There's a fairly decent chance I might go broke as a result of these Daily Deals. Just throwing that out there.) Similar to the previously-reviewed Hacker Evolution (hereafter referred to as HE), Uplink is a game about hacking your way into computers, gathering data, and generally causing havoc in cyberspace. As I play through this game and compare it to my experiences with HE, I notice some similarities, such as recurring missions and terminology in both games (such as "bouncing," "cracking," and "computer"), which suggests to me that these games are based on real-life hacking, or at least an incredibly similar imagining of such a concept. (To make it seem as though I'm not a real-life hacker, I'm intentionally playing dumb here. That's a lie, I'm actually genuinely dumb when it comes to hacking. I freak out when my computer boots improperly and I have to work my way through the BIOS screens. What is BIOS anyway? And how long can I stretch this parenthetical aside out?)
Uplink's plotline is different in that you work as a freelance hacker, taking jobs that pay money for successful completion. This money is used to buy software, hardware upgrades, and to add to the security of your "Gateway", the physical representation of your hacking account. Protecting your Gateway is important, because if you get caught in the act, the authorities will come to collect your Gateway as evidence to use against you in court. Presumably the game continues after this happens, you just get knocked down a few pegs on the totem pole and have to start from scratch. I wouldn't actually know though, as I've not screwed up that badly yet.
That right there is one tremendous difference in how the game is played out. While HE focused on detectivework and managing your resources carefully to try to find the optimal solution to each level, Uplink revolves around fast movements to get the job done. You get in, you screw around with stuff, you erase your tracks, and you get out. If you know what you're doing, a mission could be as short as two or three minutes, compared to HE's half-hour time commitment. This speedy in-and-out sequence creates an atmosphere that is, quite frankly, absolutely terrifying. You know you've got to do so much in so little time, and not being fully prepared (or even knowing if you're fully prepared) makes every new mission really exciting.
Note that I said "every new mission" though. One definite downside to this game (at least, in the three hours or so that I've played of it so far) is that especially in the early stages, you'll find yourself grinding a lot. To raise enough funds to get better equipment and to increase your rating level in the Uplink community, you'll find yourself repeating a lot of similar missions over and over again. Granted, they're quick, and they really reinforce the concepts you're learning, but you start to get a bit tired of these quickly.
As I'm writing this, I'm realizing that I should have written this entire post backward. Did I mention Uplink is much easier to get a hold of than HE? You'll recall that when I wrote about HE, I noted that it tended to throw all the concepts for the entire game upfront in a tutorial level, which isn't easily revisited later on. Uplink avoids that problem with these short, simple missions that let you get familiar with your tiny toolbox. New concepts are slowly worked into the game through very subtle trial-and-error. For example, one mission I just started requires you to alter some information in a database, which I've done before. However, entering into the level, you have no idea that the information is guarded by a proxy (whatever that is). You're able to escape without any consequence, then get a proxy-bypassing tool and try again. It's not exactly "teaching" you the concepts, but you "learn" them through roundabout methods.
I can only think of one other major remark to make about Uplink, and it regards the game's interface. Almost all of the game is controlled by the mouse, except for when you need to edit text directly (file tampering, etc.). This is way more convenient than trying to remember HE's cavalcade of DOS commands, but still a bit of a hassle in certain places. To input text into a box, you can't just click on it, you have to keep your mouse hovered over the box. Moving the mouse away "deselects" the box and you have to move the mouse back to regain focus. In an interface that's otherwise fairly workable (well, it's also a pain having eight different information sources pop into the same spot, meaning you can't have two open at once), it seems weird that such an annoying problem would be considered passable.
If you're looking for a final verdict between HE and Uplink, I can only say that my decision is split, but I'd lean more toward Uplink. Uplink is a way more easily-digestible game than HE, giving you smaller tasks to accomplish (which you can leave in the middle of, by the way). On the other hand, it moves a bit too quickly to be really involved in the game beyond quick commands, so it's missing a certain puzzle element HE has, but that quickfire presentation gives you a more thrilling experience. I'd say it's worth a go, if it goes up on sale again (we'll see what sales the upcoming summer holidays will bring).
That right there is one tremendous difference in how the game is played out. While HE focused on detectivework and managing your resources carefully to try to find the optimal solution to each level, Uplink revolves around fast movements to get the job done. You get in, you screw around with stuff, you erase your tracks, and you get out. If you know what you're doing, a mission could be as short as two or three minutes, compared to HE's half-hour time commitment. This speedy in-and-out sequence creates an atmosphere that is, quite frankly, absolutely terrifying. You know you've got to do so much in so little time, and not being fully prepared (or even knowing if you're fully prepared) makes every new mission really exciting.
Note that I said "every new mission" though. One definite downside to this game (at least, in the three hours or so that I've played of it so far) is that especially in the early stages, you'll find yourself grinding a lot. To raise enough funds to get better equipment and to increase your rating level in the Uplink community, you'll find yourself repeating a lot of similar missions over and over again. Granted, they're quick, and they really reinforce the concepts you're learning, but you start to get a bit tired of these quickly.
As I'm writing this, I'm realizing that I should have written this entire post backward. Did I mention Uplink is much easier to get a hold of than HE? You'll recall that when I wrote about HE, I noted that it tended to throw all the concepts for the entire game upfront in a tutorial level, which isn't easily revisited later on. Uplink avoids that problem with these short, simple missions that let you get familiar with your tiny toolbox. New concepts are slowly worked into the game through very subtle trial-and-error. For example, one mission I just started requires you to alter some information in a database, which I've done before. However, entering into the level, you have no idea that the information is guarded by a proxy (whatever that is). You're able to escape without any consequence, then get a proxy-bypassing tool and try again. It's not exactly "teaching" you the concepts, but you "learn" them through roundabout methods.
I can only think of one other major remark to make about Uplink, and it regards the game's interface. Almost all of the game is controlled by the mouse, except for when you need to edit text directly (file tampering, etc.). This is way more convenient than trying to remember HE's cavalcade of DOS commands, but still a bit of a hassle in certain places. To input text into a box, you can't just click on it, you have to keep your mouse hovered over the box. Moving the mouse away "deselects" the box and you have to move the mouse back to regain focus. In an interface that's otherwise fairly workable (well, it's also a pain having eight different information sources pop into the same spot, meaning you can't have two open at once), it seems weird that such an annoying problem would be considered passable.
If you're looking for a final verdict between HE and Uplink, I can only say that my decision is split, but I'd lean more toward Uplink. Uplink is a way more easily-digestible game than HE, giving you smaller tasks to accomplish (which you can leave in the middle of, by the way). On the other hand, it moves a bit too quickly to be really involved in the game beyond quick commands, so it's missing a certain puzzle element HE has, but that quickfire presentation gives you a more thrilling experience. I'd say it's worth a go, if it goes up on sale again (we'll see what sales the upcoming summer holidays will bring).
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