Showing posts with label ccg. Show all posts
Showing posts with label ccg. Show all posts

Friday, December 15, 2006

Ticket To Ride: Europe edition, Pirates

We've been looking for a boardgame and have heard plenty of good things about Ticket To Ride. Eventually we got the Europe edition, because the map looked a lot more interesting than in the original US edition.

We've only played it together once, but came away impressed by the simple, rich rules. The components are also first-class.

What really impressed me was their online version. You get a code with the boardgame which allows you to play the game's online version for an unlimited time. It's a simple Java conversion of the original, with lacklustre graphics and token sounds. However, it's a joy to play and works very well as an online multiplayer game. They've done this with a couple of their games, but Ticket To Ride is the only with a sizeable player base.

It made me think they should make a good-looking version of the online game and sell it separately.

Related to this, Sony Online Entertainment is releasing a separate online version of the popular Pirates collectable... cardboard ship... game ("constructible strategy game", they call it), today. They're giving all their launch-day profits to Child's Play. This is the first time I'm applauding Sony for something in quite some time.

Speaking of Child's Play, the gamer community has donated over half a million dollars so far, this season alone. That's really something.

Saturday, September 16, 2006

Battlefield Chaos

Kung Fu Chaos

I finally came across Kung Fu Chaos by Just Add Monsters (these days known as Ninja Theory). It was the first title on my Xbox want list back in 2003, actually, so it's about high time, too. Regardless of my high expectations, they were easily surpassed. The game is delicious.

You may not know KFC, since it came and went with little fanfare, despite generally positive reviews. It's a humorous beat 'em up where you face from one to a gang of opponents at a time, usually in scrolling environments. The game is set in the set of a cheap 70s kung fu flick. There is no plot; you act out fighting scenes, with the director yelling all the time. There is a bunch of minigames, too.

It's amazing how much top-notch presentation can add to the whole. From the moment the game boots up, you're feeling like you're watching a kung fu show. The interface is grainy and scratchy like cheap film, and you really can't help but smile when Kung Fu Fighting begins pouring out of the speakers.

Based on two sessions with the game, KFC is pure feel-good. Even when you're losing, it's funny, and there's an abundance of neat stuff, like the minigame where you have to throw a difficult princess at the other contestants to make them fall of the poles you're all standing on. So far the stages haven't repeated themselves at all. The basic gameplay is more varied than the old-school scrolling beat 'em ups this game is based on.

I don't even like the character design, but the game still holds a huge appeal. Catching falling stuntmen is great fun, there's no way around it!

Battlefield 2

Battlefield has always sounded like a lot of fun, and with the 360 and Live, I'm finally able to take a bite. I've now played around five hours of it on Live and a couple of hours of the singe player campaign.

It's a great game with a couple of really nagging things, more on which below. It's a shame there are only two online game modes - Conquest and Capture The Flag - but BF really seems to be built on Conquest, anyway.

The game looks good - I've been impressed by most of the maps. The physics don't feel right, which is a shame. Seeing a helicopter blown out of the sky is neat, but when the pieces tumble on the battlefield, making little sound and ricocheting all over the place with no weight to them really takes the edge off the experience. "Oh right, we're playing a game here." I also can't understand why tanks can't overrun small trees and fences. Surely it can't be that hard to implement?

For a Live-game, it' crucial that there are players on the servers. I haven't played in a game with fewer than 17 participants, with most up in the 20-24 category. There have been zero issues with lag. The game has been downscaled from the PC version, but the scale feels just right, at least with mostly full servers.

I like the way the armies speak their pre-recorded reports in their own languages. It's no roleplaying, but it does add to the overall feel a lot to hear Chinese in your headphones. On the whole, though, the audio becomes tiring due to the constant bass-overloaded explosions and shots. The music fits the bill rather well and gives some structure to the cacophony.

There is one thing I'm really irritated about. Electronic Arts has completely neglected us poor people with old-school, standard-definition TVs. BF2 uses tiny type and interface elements. which are nigh-invisible on my 32" SDTV. Thankfully there's an option to switch the interface colors to colorblind-friendly choices, which makes the essential data a little better visible.

Related to this is the fact that you can't adjust the game's brightness, contrast or gamma. This is a shame because I need to crank my TV's options quite a bit to make the game playable - it's very dark.

Also, I can't use my whole 4:3 ratio TV screen. The game forces itself to a wide-screen format, which does bug me.

Iä! Iä!


Along with Kung Fu Chaos, I also bought another secondhand game - Call Of Cthulhu: Dark Corners Of The Earth. I'm a fan of Lovecraft and especially the pen and paper roleplaying game on which this videogame is based - at least I think so, based on the game's logo.

Also, Konami is bringing a Marvel trading card game to the DS. This is the kind of shit I've been waiting for on the DS. Which begs the question of where's Pokémon, though?

Oh and speaking of Cthulhu, the Mythos collectable card game, based on the Cthulhu Mythos, is good fun. I haven't checked out the newer Cthulhu CCG, though.

Thursday, August 31, 2006

Canned entertainment and a shift in medium

Gamer videos

I've been wanting to post links to certain videos for some time now, but now I don't have to, since this list Eurogamer presented includes every cool one. Do check out Daigo's Street Fighter performance, the Ikaruga video and the Morrowind speedrun, at least.

Old school, welcome to the new school


Microsoft has really upped the stakes in the quest to firmly embed me in Live. Tycho's post in Penny Arcade pointed me to Microsoft's ploy to bring so-called "eurogames" (for European board games) to Live Arcade. I applaud this wholeheartedly. Sure, they might still blow the execution, but XBLA has been so strong that I allow myself to feel optimistic.

If this catches on, chances are we might see other games in the same venue... miniature battle games (Warhammer) and Pokémon come to mind. Let alone Magic: The Gathering.

There are lots of quality board games I'd love to play in Live (with friends, of course), if they can capture that livingroom feel. Most good games require quite a few like-minded players, and finding the time and matching the schedules in the real world is a pain.

On longevity

I told about switching to a Creative Zen Nano Plus recently for my portable music playing needs. Now, either my previous Philips player had some sort of manufacturing fault or this thing's battery life is impressive indeed. I've been using it for 24 days, usually on both commutes of the day, and my first battery died yesterday. Compared to the 1-2 batteries per five-day week I worked through with the Philips, this is very good.

I haven't encountered any bugs or lacking features yet. No wonder these things are becoming very common. (The same goes for the Sennheiser PX-100s, by the by.)

Monday, July 17, 2006

Perfect Dipper Super

I won Kotaku's comment of the day contest. The story about the World Of Warcraft guild paying for its member's family's upkeep during a three-month stint in chemotherapy is exceptional, and I felt awkward commenting on it, but I do stand by my observation on communities being the real "next generation" of videogaming. Anyway, I'm getting gaming swag and a couple of games from the cool folks at Kotaku.

The game loot is all PC, sadly: Guild Wars: Factions, Lineage II and Auto Assault. I don't know much about the latter two, but Guild Wars sparks a lot of monologue.

Seeing that I don't have a gaming PC, I don't know if I'll ever play Guild Wars, but the game intrigues me mightily. (Indeed, I immediately checked out how much a minimum-spec grpahics card would cost to run the game, though I've said again and again that I can't be arsed to buy a gaming PC... again.)

I was always interested in GW due to its excellent art direction, but Eurogamer's enthusiastic review really got my attention. GW seems to do lots of things right.

To begin with, there is no level grind. There is a level progression, but I'm told you'll cap out on level 20 within one week of playing. I take it that the levels are there mostly to gradually introduce the elements of the game. But you won't be spending your valuable time killing ever so slightly more powerful bunnies to get a couple of percentage's worth of increase to your damage potential, when you reach the next level in perhaps a couple of more hours of killing bunnies. Many folks say that World Of Warcraft doesn't really "begin" until you reach level 60. I'm supposed to grind until that to enjoy the game? No thanks.

Guild Wars is based on instances: whenever you embark on a quest alone or with your mates, you go at it without the other gazillion players in the same space with you. While many argue that instances kill the "realism" (yeah, right) in an online game, I say the opposite. World Of Warcraft and its like suffer tons because you have all the other players (many of whom look exactly like you) crowding your view.

GW allows the player interaction (and everyone's in the same world, no server-specific content here), but only in the hub areas - out in the instanced world, you can adventure just with your buddies. No queuing (sp?) to kill the monster spawn that's required in your quest. No killstealing. I couldn't put it better than Eurogamer reviewer Kieron Gillen in his review of the original Guild Wars:

"I was recently playing another MMO Beta. No name, as I'm currently under a non-disclosure agreement. It's very much based in the Korean model, with lots of extremely repetitive monster-bashing, but cute enough.

At around 3 AM in the morning I had a moment of terrifying clarity as I pulled back my camera to examine the surroundings. I was in a field packed full of people, all hacking down virtually identical monsters with their own virtually identical attacks and sullenly ignoring each other. Everyone's attacks, for a second, seem to synchronise, in a steady heartbeat, pumping XP through the body of the playerbase and money into the heart of the developer.

This is humanity reduced to the rhythm of a machine, the player as a combine-harvester, the point of the game suddenly clear. Not to be fun, but to be addicting. I was in a Killing Field. If this is all that MMOs are - and the core of most mainstream MMOs are - what exactly is the benefit to the player of these areas being shared?"


Guild Wars has no subscription fee. This is the single thing that got noticed when it was gearing up for launch, and probably the reason why it's successful. Now, I perfectly understand why most "massively multiplayer" games have subscription fees and I have no regrets paying for the excellent Xbox Live Gold service. But paying money for a single game does not fit my gaming tastes, because I'm a dipper; I dip in and out of games, often playing a single game for one or two nights and then shelving it for months (or years!). So committing myself to spend all of my game time to one game just won't do.

Related to this, Guild Wars is also designed to not require lots of time to enjoy. Many people tell me they only play it occasionally, and it doesn't punish you in any way for this. You can compete, even though you're not a hardcore online nerd. Indeed, the game notifies you when you've played for a long time and advises you to take a break! Commendable.

Guild Wars is built on player vs. player (PVP) gameplay. PVP is not for me in other online "ropleplaying" games, because it's reserved for the elite only, novices need not apply. GW removes the barrier by setting the level cap within reach of the casual player. So you can get immediate access to the good stuff. I don't know if I'll like it, but it sounds so tactical with its interchangeable skills that Magic: The Gathering and its ilk spring to mind, which is a good thing.

Speaking of the interchangeable skills, this is a major innovation. All online RPGs to date (to my knowledge) suffer from new players making blunders in character creation. Then they notice that they can't succeed with the character they've made... after playing for weeks. GW takes this crap away, you can be a different guy in every single game you play. Although you'll probably have favorite setups you always use, you're not stuck with them. Every time you head out from the hub areas, you pick eight (yes, just eight) powers from your selection to use. This reminds me delightfully of building a deck in a collectable card game (albeit a small deck).

In Xbox 360 news, I got Perfect Dark Zero. It does a couple of things very well despite not being anywhere near the Halo-levels of FPS goodness. The basic gameplay is all right, although nothing special. But the structure keeps things tight.

There is no saving: you need to complete a level in one sitting. This is not a problem, because they rarely take you more than half an hour to complete. After every level, you get very detailed statistics of your performance, which are then compared to your personal best, and crucially, to the world record. I have a strong urge to beat the par times and get higher on the world ranking. This leads you to viewing the singe player game as a sports arena; you play through the levels thinking how you could be more effective, not just to see the next level. Once you know your way around, the levels can often be completed in around five minutes. I would urge other developer to take note of this, it is very compelling indeed.

In pop culture news, I first saw a trailer for the new Superman movie last night. I'm suddenly interested in it, because the bullet in the eye stunt was cool. Beyond. Words. Neo, eat your heart out.