Showing posts with label GOG. Show all posts
Showing posts with label GOG. Show all posts

Tuesday, September 13, 2011

Nox


Genre: RPG (Action)
Developer: Westwood Studios
Publisher: Electronic Arts
Released: 2000

Zolgar paid: $5.99
Beaten: Yes, been a while though
Zolgar's rating: 7/10
Replayability: Moderate.

Nox is a game I actually had on disk ages ago, and one that I occasionally lamented the fact that I no longer had the disks, as it was a game I wasted many hours of my 'youth' on. I was never sure though if it was really that good of a game, or if I just had fond memories of it.

Well, as I was pondering what to review this week, GOG released Nox. Instabuy. Installed it and started playing.. yep, it was really a good game! It's not without it's flaws of course, but all things considered it has actually aged extremely well when compared to other like games of it's era.

When I did my Sacred review, I closed it by saying that Sacred is Diablo for 'real' RPG players. Nox is the reverse, it's a 'real' RPG for Diablo players.

The story of Nox is a fairly simple one; you play Jack Mower, a 20th century redneck who lives in a singlewide with his wife, who just happens to own this weird orb that the necromancer queen Hecubah needs to conquer the world of Nox. When Hecubah opens a trans-dimensional portal to recover the orb, it also happens to suck Jack through, too.

In a moment of deus ex machina, Jack just happens to land on the deck of an airship, piloted by a slightly crazy old codger who decides he has need of Jack. From there, the gameplay begins, and the story will change depending on your class of choice.

Each of the three classes starts out with a completely different and unique introduction, before being put on to 'more or less' the same storyline (but for perhaps different reasons) as the other two. Your final goal? Stop Hecubah from taking over Nox.

Normally this storyline would be two strikes for me. I don't usually like the 'modern day dude sucked in to a portal' cliché, and I outright despise the 'you are the chosen one' cliché. Nox somehow makes it work though, partly because the game does not take itself seriously at all. It's not a 'comedy' game by any means, but there's a lot of humor to it.

As I said, Nox has 3 classes, Warrior, Wizard and Conjurer, not many by today's standards but this is an almost 12 year old game. The classes are pretty self explanatory, but I'll go ahead and give a brief rundown.
  • Warrior: Pretty obvious, melee master. Swords, maces, thrown weapons, special skills like charging foes. The closest to magic you'll get is enchanted weapons and armor, and bows are for pussies. Unlike Wizards and Conjurers, you will gain your special abilities as you level up.
  • Wizard: Also pretty obvious. No armor, only able to use staffs as weapons.. but also able to produce all manner of spells. Wizards will find spell books throughout the game, or buy them from NPCs, and use those spells to produce basic utility effects, defensive measures, or pure raw damage. Wizards also gain the ability to make spell traps, which they can drop and have up to 3 spells go off when a foe triggers them.
  • Conjurer: Kinda like a cross between a ranger and a wizard, conjurers summon animals, charm animals, and have a mix of offensive and defensive spells. They're also the only class that can use a bow and can wear light, but not heavy, armor. Like wizards they learn their spells from books they find, as well. Conjurers also have the ability to summon 'bombers' little units that will charge at the nearest enemy and explode, setting off up to 3 spells.

Gameplay wise, there's a few things that will throw off ARPG veterans. Right click moves, left click attacks or interacts. If there's no interaction, you attack.. this sometimes leads to wasted arrows on a conjurer.

Special abilities/spells are activated using the ASDFG keys, while ZXC will activate recovery items. For Wizards and Conjurers the mouse wheel will scroll through the spell trays.

The game is hitbox based, as opposed to accuracy. So at times, aiming a ranged weapon can be very awkward, and the projectiles will often go right past your target until you get used to what you're doing. It seems hitboxes are very small. However it also means if you keep moving ranged foes are less likely to hit you. Warriors can also use their shields to block incoming attacks (so can opponents though), but blocking only works at attacks from the front.

In addition to potions to restore mana, there are also 'mana crystals' throughout the world, which provide extremely fast mana recovery. While this is really nice in some ways, it leads to a lot of backtracking, and forcing fights to happen in certain areas, especially on a Wizard you will find that you spend, in my opinion, too much of your time running back to the nearest mana crystals, because you never know where the next one will be.

The main detractors to the game, for me, are:
No character customization. A warrior is a warrior, the only real customization you get is choosing what weapons and armor to use. Wizards and conjurers get to 'customize' their spells, sorta.

Arrows are not plentiful, and vendors do not restock.

Massively linear gameplay. Highly restricted on where you can go, how much you can explore.. and backtrack? Yeah, right.

Not so much a detractor as something of an annoyance to someone who's grown used to modern action RPGs: Death means game over, so you really have to remember to hit F2 and often.

A note one multiplayer:
The multiplayer of Nox threw out the norm for Action RPGs and went closer to FPS of the day. Offering such things as Capture the Flag and King of the Hill, later they introduced a PvE multiplayer mode as well. The servers have long since been shut down though, meaning the only option these days is LAN.

Short review I know. Nox is an easy game to cover it seems.


Screenshots shamelessly stolen from here.

TL:DR
“Can you take me home? My wife made bacon...”
“Bacon bound we go Imp, but first....”

Price and availability:

Tuesday, September 6, 2011

Ground Control


Genre: RTS (squad based)
Developer: Massive Entertainment
Publisher: Rebellion/Sierra
Released: 2000

Zolgar paid: Gifted on GOG.
Beaten: No, lost interest about 1/4th the way in.
Zolgar's rating: 6/10
Replayability: Moderate.

I wanted to like this game, I really did. It looks pretty awesome. Unfortunately it just failed to keep my interest. Mechanically it's a very sound game, with controls that are only slightly unintuitive, but customizable, and it seems to have a good story too.

So why couldn't I keep playing it? Simple, it stagnated so quickly for me that I felt like I was playing the same damn mission over and over. I am sure it gets better later, but I don't have a lot of free time, and have a backlog of nearly 100 games to play and review.

The game itself is fairly standard squad based RTS fare. I'm not typically a fan of squad based games (I prefer to build massive bases and crush my foes under a swarm of bodies >.>), but Ground Control does it very well. The squads feel more like the forces you get in a typical 'build your base' RTS, and it controls much the same way, too. It adds some nice things like squads having special abilities, and your command unit providing repairs/healing.

As well, the AI is good enough that you don't find yourself spending as much time micromanaging, more like just setting your preferences, and occasionally directing to specific targets.

The story makes me want to keep playing, too. Much akin to Star Craft, and other RTS of the era, you play a 'field commander', who gets orders from high-ranking douchebags who've never seen real combat, and in proper RTS fashion you switch sides partway through and start playing the “bad guys”.

It opens up with you playing Major Sarah Parker of the Crayven Corporation, in charge of a fairly small contingent of men, and expected to somehow pull miracles out of your backside on a hostile world, when you're not given the man power to do your job right.. why? Simple, it's just not a 'financially sound option' to give you the proper manpower.
Does a good job making you hate the Crayven Corporation right off the bat, heh.

You are facing off against the Order of the New Dawn (“Dawnies”), an organization that gets presented to you as religious zealots trying to gain the power to have their own 'little' Crusade. By 'little', of course, I mean galaxy-spanning.

Early on, you learn that the planet Crayven and the Dawnies are fighting over houses alien technology.. and by the sounds of things really bad alien technology which the Dawnies are trying to harness.

But, this is an RTS, it's not so simple as 'good guys' and 'bad guys'..
After the Crayven Corporation takes over the planet, and manages to push the Dawnies in to hiding, you switch over to controlling Deacon Jarred Stone, of the Order of the New Dawn, trying to take back the planet from Crayven, and stop THEM from harnessing the bad alien tech. Just gets more interesting from there, but I've said too much.

The way the story is told, it makes me really want to continue playing it and see the story progress.. unfortunately, the game itself.. just drags for me.

Another thing the game does really well, is it lets you customize your squads. You're not just given 'soldiers' and 'tanks', well.. OK, you kinda are, but you can first pick their over-all loadout, like whether you want your soldiers to be Marines, or Navy SEALS (not exactly, but you get the point), from there you can pick the focus of that squad, such as their special abilities, and if they want to be specced for speed, armor or damage (or a good balance). The same goes for the vehicles, too.

Eventually you get 'jets' too, but because "Crayven controls the sky." you're not able to requisition air support until further in to the game than I got. Doesn't make sense to me, seems that if Crayven controls the sky, then Air-to-Ground attacks would be in their best interest.

As well, your squads gain 'experience' based off the number of battles they go in to. I'm not overly sure how much this changes them, but it's a nice touch.

So now I'm sure you're thinking “You like the story, you like the units, and you say the gameplay is good.. so why did you give up on it?” or something like that. Well, this is a good point in time for me to go in to the detractors of the game.

First and foremost, it's slow, I mean like “start your units moving across the map and walk away to get a soda” type slow. Granted, I tended to run heavy armor tanks, but still. Combat is also slow, realism is great and all, but even on easy fights just drag on and on.

It's also slow to progress your unit options. By the time I gave up on it, I had just gotten my 2nd soldier type opened, and my 5th squad. I had 3 types of tanks, and 2 types of soldiers to choose from, that was it, and I'd been going with tanks and soldiers for every frelling mission so far.

The missions also just kind of blend together as 'more of the same'. “Defend this location from the Dawnies.” or “Take this location from the Dawnies.”

Without starting to get in to irritating levels of micromanagement, it's hard to get your squads in to good tactical positions. Sometimes it's hard to get them to go where you want when you go in to micromanagement mode.

If you're not playing it on easy, you deal with friendly fire. Which is a pain in the ass, because of how the units sometimes decide to go where ever they darn well please, but they lack the AI to adjust their position so they're not getting shot in the back by their allies, or not shooting their allies.

Oh yes, and it has the most titanic strike against it possible for me with a strategy game:
No skirmish mode. Sometimes I jut want to kill things without worrying about the storyline.

For me, those factors make the game honestly rather boring mechanically, despite all it's great potential. I'm not going to sit through a bunch of boring, repetitive and, predictable missions in order to watch the story progress, and hope that it decides to get better somewhere along the way.

I wish I could provide you with a run down of the difference, if any, between the Dawnies and Crayven. What I saw of the Dawnies playing against them though, it seems there isn't any.. but honestly? I couldn't stand to play the game long enough to find out, I tried. I was sitting there thinking “Maybe the game gets better with the Dawnies.. maybe it gets better..” ultimately though, like I said, I've got a backlog of nearly 100 games, I can only afford to give one game so much time in hopes of it getting better.

I would, however, really recommend picking it up if you find it for a good price, and giving it a try. Especially if you're more patient than I am, and enjoy squad-based strategy games.. and it might help if you don't have a titanic backlog of games you impulse purchased because “Oooh, it's on sale!”




Screemshots shamelessly stolen from various internet sources. If you see yours and would like it taken down, or like attribution, let me know.

TL:DR
“Epic potential, flawed implementation. An astoundingly boring masterpiece.”

Availability and price:
FilePlanet: Free (no expansion, requires personal information)
GOG:$5.99 (includes Dark Conspiracies expansion)
GamersGate: $5.99 (includes Dark Conspiracies expansion)
Amazon(physical): ~$13.50 (Expansion costs ~$45.)

Tuesday, August 9, 2011

Sacred Gold


Genre: RPG (Action, 'Click Fest/Diablo Clone')
Developer: Ascaron Entertainment
Publisher: Strategy First
Released: 2005

Zolgar paid: $9.99
Beaten: No, ~30-50% of game
Zolgar's rating: 7/10
Replayability: Moderate to High

Sacred Gold is another one in my never ending quest for another epic time sink of an Action RPG. It ranks pretty high for me, too. In fact I would say it is in my top-5 all time Action RPGs (In no particular order: Diablo 2, Titan Quest, Sacred Gold, Sacred 2 and, Torchlight, all for different reasons). Sacred Gold is on that list because it's a good hybridization between a "real" RPG (like Fallout or Arcanum) and an "action" RPG (like Diablo or Loki).

Sacred Gold is a combination of:
  • Sacred
  • Sacred Plus
  • Sacred: Underworld
All rolled in to one nice neat package. Sacred was, of course, the original game, Sacred Plus was a free add on which added a small amount of content to the game (these days it would be a $5-$10 DLC), and Sacred Underworld was the requisite expansion that added another campaign, 2 new classes and a few fun shinies, and a lot of side quests.

Now unlike almost every other expansion out there, Underworld didn't add more endgame content, but adds a new mid-level+ campaign, that I've honestly never played (despite having this game for several years and logging far too many hours in it), so bear that in mind with this review.

There is one thing Sacred does extremely well, that few other RPGs of it's sort can even try to boast: Open World, and I do mean open. There are a few places you will find, early on, where they won't let you go there until you've furthered the story, but they are few and far between (according to one source, approximately 70% of the world is accessible at level 1). This makes it very easy to forget about the main quest as you're sauntering around the world, killing things and taking their stuff.

I will be honest here, it is actually too easy to forget about the main quest and get distracted by "ooh someplace to explore, things to kill, ph47 13w7z." (Fat Loot, for those of you who don't speak 1337), especially because the story is not put forth the way it usually is in video games of this sort. Normally a game of this sort is "I'm a Big Damn Hero, and I'm going to destroy the evil!" Sacred though, treats you more like a normal RPG of the era. "I'm a nobody who got roped in to this and proved to excel in combat so I get trusted with more important missions and eventually save the world."

The main storyline of Sacred is:
A great Sakkara demon was conjured into existence by the necromancer Shaddar. The conjuring went wrong, and the Sakkara demon is now loose in the world of Ancaria. The heroes must find the five elements of Ancaria (wind, fire, earth, water, void) and use them to defeat the monster. Each hero has different objectives along the way, but eventually, they all lead up to this one final quest.

But, I didn't even know that until I read the Wikipedia article. Seriously, despite all the hours I've put in to the game, I didn't know the 'goal'. What I knew was more like:
Some mage botched a demon summoning spell (in a cinematic reminiscent of the one from Diablo: Hellfire), which seems to have nothing to do with the fact that there's war in Ancaria and the Hero gets roped in to aiding the King for one reason or another (which depends on your character of choice). It's probably going to end up with me killing the demon.

Of course, there are also side quests. In total there are over 300 quests in Sacred. That's a lot of pointless distractions. These are the typical RPG quests of "Kill 15 Orcs"" or "My sheep ran away, find it for me" or "bring me my Dingerwhipple". Side quests award Gold, runes, XP, Items.. they're well worth doing, and also very distracting.

Between quests and for quests, and probably just because, you will be killing things. Lots of things. Combat is simple, click/hold foe until it's dead. Right click to use special ability to make things dead faster. If you kill enough things in one 'zone', without leaving the zone (or game), a special zone boss will spawn. Unfortunately 'enough' is between 5000 and 8000 depending on the zone (you can tell by hitting Tab look at your map), and I'm a little too ADD to do th- Ooh shiny!

On combat, I've heard many people say "Kiting is king", I.. don't agree. Even on horseback, I found Kiting to be slow and ineffective, especially when compared to a melee fighter who can travel long distances quickly. My preferred method of mass slaughter is herd and AoE. Although I'll admit for some fights (like Dragons) kiting could be useful if you don't have a powerhouse build.

A quick side note: Some foes actually feel down right epic. There are giant spiders that are considerably larger than your horse (which is done to a good scale), and Dragons! Dragons are few and far between, but when you fight them.. you know it! Dragons are massive, destructive powerhouses. Though if you learn their pattern you can melee them with ease.

For it's era, Sacred had a lot of nice little 'convenience' features over it's competitors. Such as 'click and hold', instead of 'click click click click' for attacking. Horses for quicker travel (and combat.. sorta). A 'collect all' button, that will have you walk around the screen and grab everything on the ground. Level-Scaling foes (which ties very nicely to the open world).

It also offers 8 character classes, a number which I believe is only beaten by Titan Quest (45 classes), and these aren't your generic classes either, while some definitely have the flair of "warrior" or "mage" or "paladin", they all have their own unique twists and styles.
  • BattleMage, Male: This one is pretty straight forward, a mix of melee and magic. Two main playstyles exist for him, using magic to buff, killing with weapons, or explodinate enemies with copious amounts of spells. The BattleMage has a total of 20 Combat Arts, dispersed in 5 'pools': Earth, Fire, Air, Water and, Life. If those aren't self explanatory to you, please stop playing video games.
  • Deamon, Female: One of the two classes with Underworld, the Deamon is an interesting, and fun, class. She is a hybrid melee fighter/spell caster, whose spells tend to focus on fire damage and general mayhem. The Deamon has a total of 12 Combat Arts, broken in to 2 'pools': Transformations and Hell Magic. Hell Magic is your run of the mill attack spells, while Transformations each put the Deamon in a special form which provides resistances and a special attack.
  • Dark Elf, Male: "Assassin" suits the Dark Elf best, he is a mixture of fast melee combat, poison, and battlefield control. He's a bit squishy, but he makes up for this with speed and the ability to stop foes from hitting him. The Dark Elf has 16 combat arts, broken down in to 2 'pools': Combat Arts and Traps. Traps are battlefield control, mostly, providing such things as AoE stuns, blinds, etc. While Combat Arts are a series of weapon attacks and defenses.
  • Dwarf, Male: The other class from Underworld, the Dwarf is another odd one. He's a mix of melee and ranged combat, with a side order of crafting, trading and item-hounding. They're also the only class that can use guns, and can't ride a horse. Dwarves have a total of 15 Combat arts from 2 'pools': Combat Arts and Dwarven Technologies. Dwarven Technologies is a mixed bag of tricks, land mines, item finding, flame thrower.. too much to try and put in to a few words. Combat Arts are once again defenses and weapon attacks.
  • Gladiator, Male: The 'warrior' or 'barbarian' of the lot. Touch as nails and hits like a Mack truck. Give him heavy armor, a big weapon, and a few health potions and watch him go. The Gladiator has 11 Combat Arts, all of which are focused around one simple thing: Kill. He has exactly 2 Combat Arts that cause no damage, one that's an AoE knockback, and one that's a self buff.
  • Seraphim, Female: "Paladin" or some other sort of holy warrior comes to mind with the Seraphim. Much like the Deamon, she is a mixture of spell casting and melee abilities, though her playstyle is quite different. The Seraphim has 17 Combat Arts, coming from 2 'pools': Her pools are not named so I will call them 'Combat Arts' and 'Celestial Magic'. Celestial Magic is a mixture of Holy attack spells, and defensive spells. While Combat Arts, I'm sure you've figured that out by now.
  • Vampire, Female: Thank the FSM, she doesn't sparkle. Possibly the most unique class in Sacred. She is a dual-form melee fighter/summoner. She has a Human form, in which she's a Knight, competent in melee combat and fairly durable, and a Vampire form, where she becomes a melee powerhouse, stronger, faster, and progressively dealing more and more damage, of course, she also takes damage if she is in the sun. She has a total of 16 Combat Arts, in 2 'pools': Combat Arts and Vampire Arts. Vampires arts provide a mixture of summons, specialized attacks and Control effects. Combat arts.. Yeah, you know the drill.
  • Wood Elf, Female: A Ranger with a side order of Druid. A very squishy character, but the best at fighting at range, she specializes in bows, and only uses melee combat if she is desperate. Extremely weak initially, later in the game she gets some wicked capabilities. She has 16 combat Arts, broken in to 2 'pools': Combat Arts and Magic. Her Magic is a very mixed bag, a self heal, a summon, battlefield control, buffs, makes for a very versatile character, when you learn to use it all. Meanwhile, her Combat Arts actually warrant a comment: Most of her Combat Arts are bow-only, creating extra damage through special arrow types, one of which summons spiders when it hits. Seriously.

In order to progress your Combat Arts, you need to find Runes, these work in a similar fashion to the Spell Books of Diablo (oldschool reference), you 'use' them, and increase the listed combat art by one, making it do more damage (or whatever it does), but as a trade off, it takes longer to regenerate.

You can also create Combos, which allow you to activate multiple Combat Arts with one click, however, this often leads to a greatly increased regeneration time, and has a few annoying quirks. I've personally never been very fond of the combo system in Sacred. (Now the combo system in Sacred 2... well that's for another review.)

In Sacred 'Mana' doesn't exist, all combat Arts have a set Recharge time, which is often ties to other Combat Arts recharges, too.

Each character also has an assortment of Skills, such as Weapon Lore, Armor Use, Dual Wielding, etc. These skills are chosen by the player as they level up, alter the characters capabilities by doing things such as decreasing recharge time, increasing defense and resist, increasing damage, etc. Of course, there are also your stats, as well, which obviously do things like increase your max Hit Points, increase your damage, decrease poison effects on you, etc.

These factors mean that the odds of two players creating identical characters (unless they're using a guide) is pretty slim. Even 2 Dual Wielding, Battle Deamon focused Deamons, are likely to end up very different based on the desires of the player in question.

Then, of course, we cannot forget the gear. Gear is why most of us play these games. Kill, get gear to kill more to get better gear to kill more to get better gear... you get the idea. Sacred offers the gear hounds plenty of treats, like many of it's competitors you can tell the 'quality' of a gear by it's color:
  • White: Normal.
  • Blue: Magic, common.
  • Yellow: Magic, rare.
  • Gold: Magic, unique.
  • Green: Magic, set.
I will, once again, assume you've never played a game like this.
Normal items are, just that, normal. At low levels, these are what you're mostly using, a blue drop is a good drop!
Common magic items will become your staple pretty fast though, these only offer a few attributes, but they're still better than normal ones.
Rare items will become your staple mid-late game, providing a good number of benefits, ironically, Rare items are actually more unique than Uniques, and often surpass them.
Uniques would be better listed as 'Named' items, these are items which have a 'lore' to them, if you will. Or atleast look like they should. Often Uniques have many, powerful attributes on them.
Set items are, as it sounds, items which are part of a set. On their own they flucuate between Common and Unique in power, usually hovering in the Rare range, but as more items from the set are equipped, you gain more benefits, making them often the most powerful pieces of gear in the game. Set and Uniques will only become your staple after many hours of gameplay, and several playthroughs.

Really though, that's not enough, because the items also have sockets in them, the number and quality of the sockets is randomly determined, and allows you to vastly improve your gear by dropping things like Runes, Rings, and other items in them. This leads to it often being the case that an item with weaker stats, but more sockets is actually the better item.

Unfortunately, in a game where many of the items dropped cannot be used, there is no means to transfer items between characters. There is only one way to do it, and that requires starting a new game, which is obviously exceptionally vexing if you're playing multiple characters side by side.

Lastly, like other games of it's ilk, there's a system of "beat the game, start over in a tougher difficulty." Unlike most, there are 5 settings however:
  • Bronze, 'easy'.
  • Silver, 'normal'
  • Gold, 'difficult'
  • Platinum, 'hard'
  • Niobium, 'insane'

Bronze and Silver are both unlocked at the start. Beating Silver unlocks Gold, and so on from there.
Each progressive difficulty level, of course, the enemies get harder, but also the drops and XP get better. If you have far more patience than most human beings, you can reach level 216.

A word on the Bronze/Silver thing:
The difficulty level between Bronze and Silver is a little irritating. Bronze is stupidly easy to the point it's boring. Yet Silver is a bitch to start out in for most classes.

Many say that you should take Bronze to 20ish before venturing in to Silver, I could see that, maybe.. except for the fact that leveling in Bronze is annoyingly slow, and the foes are no challenge at all. Personally, I suck it up and deal with the early problems of Silver, or at most hit level 10 in Bronze.

I almost forgot, Multiplayer! Sacred Gold does support Multiplayer, when it was released it had a system much akin to Blizzard's Battle.Net, however this is no longer around. The only options for multiplayer now via LAN (real or virtual).







TL:DR
"A reviewer once called this 'Diablo for masochists', I say it's 'Diablo for real RPG players'..... wait, same difference."


Availability and price:
Amazon (digital): $9.99 ($4.99 at the time of writing.)
Amazon (physical): ~$8.00

Tuesday, July 5, 2011

Warlords BattleCry III

Genre: RPG/RTS hybrid
Developer: Infinity Interactive
Publisher: Enlight Studios
Released: 2004

Zolgar paid: $9.99
Beaten: No
Zolgar's rating: 8/10
Replayability: High

Did you ever play a game that you were like "This would be so awesome if you could just combine it with X game!"? Well, Warlords Battlecry III (WBC3) is at once both one of those games, and one that is often the X.

If you could combined WBC3 and Warhammer 40K: Dark Crusade, you would have the bestest, most awesome RPG/RTS hybrid ever. As it is, WBC3 is kind of like what you would get if you combined Warcraft III and Dark Crusade. If that means something to you, you probably already know if you're going to like this game or not. If it means nothing to you, read on!

WBC3 released at the height of the 'Hero-Driven RTS' run, and it was unfortunately competing with some really heavy hitters in the RTS genre. Warhammer 40K: Dawn of War had just come out, Warcraft III's expansion was still fairly fresh, Age of Empires III was just about released, and that's just the heavy hitters.

To most people, myself included at the time, Warlords Battlecry III was just another game jumping on the RTS craze. Amazing what marketing and name recognition does for the industry, isn't it? In truth, it's probably the best RPG/RTS hybrid on the market, and it definitely was back in 2004.

Like any good RTS, you start off by choosing if you want to play the campaign, or a Skirmish. Either way you go, you're presented with selecting or making a hero first. When you make your hero, you will be blown away by the options. 16 races and 28 classes, which equates to 448 potential heroes! Four Hundred and Forty Eight! I'm sorry, there's such a thing as 'too many options'. And no, all (insert class) are not the same regardless of race. An Undead necromancer will be vastly different from an Orc Necromancer, for example.

Your hero playstyle will be determined by your race and class, letting you play the game how you want to. Want to tuck your hero in a corner and leave them there getting passive buffs from them? You can do that. Want to charge in to the fray and attack your opponents head on? You can do that. Want to stand with your army and support them? You can do that. Want to be a diplomatic merchant who doesn't care what's going on in the world and just has an army to protect him as he hunts down valuable stuff? You can even do that.

Unlike other games, the race of your hero doesn't determine the race of the army you're going to be playing.

If you go for a Skirmish, you choose your hero, and then you choose the race you're controlling, plus of course picking a map, special rules, etc.

If you're playing the campaign, while you start out playing the race of your hero, but as the campaign goes on you will be able to choose other races.

It's noteworthy that you can use the same hero, with the same progression in a Skirmish or campaign.

The campaign seems a classic Fantasy RTS campaign of "OMG DEAMONS!!!111one" when you fire it up, however it progresses much differently than that, and is a bit of a sandbox in where you go and what you do. The campaign itself does not change much by what race you're playing, a few missions will be different, and your diplomatic relations with X race will be different.

To understand the campaign's gameplay, you need to imagine an overworld map. There are points on the map we will call 'locations'. Each location will have 1 or more missions, and possibly merchants and mercenaries.

Some missions are 'optional side quests', giving magic items, changing diplomatic relationships, offering money, anything like that. Others, of course, exist to tell the main campaign story. In a given location, you are likely to find that the competition of one mission opens up another mission at that location. Occasionally you get a repeatable mission, allowing you to run it multiple times for extra XP/money.

There are two main kinds of missions, both give you a set amount of points (which can be boosted by your hero's stats) which can be used to bring regular units or units from your Retinue along:
"Hero missions" which you take your hero and a small band of soldiers to complete a task. Hello, I'm playing a frelling RTS, not Diablo. I wanna build shit.

"War missions" which are what we play RTS for. You know, building fortresses and smashing your enemies under your army.

WBC3 does an excellent job of giving us a true 'war' feeling, as opposed to so many modern RTS which feel more like a tactical assault. The hard unit cap is 250, most units take 1 maybe 2 points, and the highest is 5 I believe. While the unit cap is increased by buildings, it's not some worthless building that just adds +5 or something. Every building you build ups your army cap, even towers.

It also doesn't needlessly restrict the number of any building you can build, or arbitrarily make buildings cost more, the more of them you build.

Given the time to build up, you can create a massive force to sweep in and crush your foes without them standing a chance. The problem is, your foes are building the same force! The AI is actually intelligent enough to send small strikes against you, while amassing a larger force to crush your assault with.

It's also interesting that not only does your hero gain XP and level up.. so, too, do your units. Each kill grants your units XP, leading to them getting better, making healers much more valuable, especially when the mission ends. Units which have surpassed a certain level may become available to select as part of your retinue.

This is the part where for a normal RTS I would break down the differences between the races. I'm sorry, I don't love you guys enough to break down the similarities/differences between 16 races. Especially when not one of them is a complete re-skin.

Due to it's age, some of the races do share a few units or buildings, and of course with that many races, there's some that share playstyles. Every race however, has enough unique about it to make it not seem like you're playing a carbon copy of another race.

Until you start dealing with the air units. I swear, the developers got lazy when it came to the air units. Almost every race uses one of the same two air unit buildings, and some of the air units are barely even re-skinned. 16 races, all of them with fairly unique buildings, and even the races that have similarities (Dwarf and Dark Dwarf) have slightly different skins on all their buildings.. and then you get the air buildings. It's like they just stopped bloody caring.

Anyways, aside from the air units, every race has it's own strengths and weaknesses. Just for some examples: Fey have an extremely high demand for Crystal, and are fairly heavy on the use of all resources but if they hold out for a good amount of time they are epic. Undead use a hefty amount of crystal and iron, but have the ability to create a massive standing army and change it to what you need. Wood Elves have limited resource needs, but their builders can't increase resource production. Empire has a high demand for gold and with time and resource expenditure is actually able to surpass the 250 hard cap.

Simply put, there is a playstyle for you. With 16 races to play, and 28 classes for your hero, you are bound to find something that fits your playstyle. Unless your playstyle is a sampling of everything, at which point your head will probably explode.

TL:DR
"Orc Necromancer? Fey Paladin? Imperial Deamonslayer? Demon Warrior?Knightpriest?swarmdefilerbarbarianchief..... Graaaaah *head explode*"

Availability and price:
GOG: $9.99 (note: GOGs edition has the unofficial patch that fixes a lot of problems with the game.)
Amazon (physical): $7.91
Amazon (Digital): $19.99 (Seriously Amazon?)

Tuesday, June 21, 2011

Duke Nukem 3D: Atomic Edition

Genre: FPS
Developers: 3D Realms
Publishers: Apogee
Released: 1996

Zolgar paid: $5.99
Beaten: Not in a long time.
Zolgar's rating: I cannot give this game a simple numeric rating, there's too many factors involved.
Replayability: Low to Moderate

How does one review a game like Duke Nukem 3D?

By modern shooter standards, if you pick up and play DN3D today, it sucks. It has terrible graphics that have not aged well, the good old fashioned “pixel hunt” for secret doors, and controls that a modern gamer will find impossible to use.

Yet if we travel back to the year 1996, we had a lot of shooters to choose from. The 'old faithful' Doom (and the rest of it's series), Heretic, HeXen, Wolfenstein 3D, as well as a few most have never heard of. Quake would be released soon, and Team Fortress would come near the end of the year... but right at the beginning, we got.. the Duke.

Duke Nukem implemented a lot of new things, and was a major contributor to the modern FPS. It gave us flight, it gave us buffs and items that could be stored in our inventory until we needed them. It gave us a full 3D experience, looking around, aiming at foes flying above us.

DN3D also influenced the gaming industry in another way. It proved that the gaming industry had balls, and introduced adult themes in to more mass-market games. Hell, the first two levels take place in an adult theater, adult bookstore and strip joint.

Lastly there's the humor. The game is full of sight gags, finding such iconic characters as Luke Skywalker, Snake Plisken and, Indiana Jones laying dead. A Duff Beer blimp, Duke Nukem arcade machine, Balls of Steel pinball table, and the list goes on. Add to that the things Duke says... my favorite is still when you 'use' the Duke Nukem arcade machine “Hmm, don't have time to play with myself.”

Those factors combined, 3D Realms created a game that, to this day, still has a cult following.

Duke Nukem 3D picks up where Duke Nukem 2 left off. Yep, it's the 3rd in the series! Duke Nukem and Duke Nukem 2 were actually side scrolling platformers. Duke is returning from Earth after saving the world from an alien menace, and looking for a little uhm.. R&R, when his ship gets shot down over LA “Damn, those alien bastards are gonna pay for busting up my ride.” and so, he sets off on kicking ass and chewing gum (and he's all outa gum), uncovering an alien plot to use human women to breed a queen.

By modern standards, it has little to no story, but back then, the little end of episode cut scenes were quite a bit of story.

Mechanically, DN3D plays like an oldschool FPS. Mouse to move and shoot, awkward keyboard options. Run around the levels and shoot everything that moves, get better guns to shoot tougher foes. Solve basic puzzles. Bosses are fought in the classic style of keep shooting them and avoiding being shot by them, none of that newfangled 'knock the boss in to a propeller' or 'electrocute the tentacle monster' bullcrap.

Graphically. Come on, it's from 1996! The entire game file is a whopping 27mb (by way of comparison, my DarkSpore folder is a little over 4gb), the graphics were decent at the time.

All hope is not lost though. As I mentioned earlier, DN3D still has a cult following. There's two little things you can get:
Eduke32 and the High Res Pack (HRP)

Eduke32 provides a lot of engine upgrades for DN3D, allowing you to have a fully customized control scheme, and defaulting the control scheme to that of a modern FPS.

Meanwhile the HRP updates the graphics of DN3D to put them on par with a FPS from just a few years ago. If you really want to, this also supports the graphics pack that makes the women of the game a little less.. family friendly. (No sorry, I won't link you to that.)

These two things combined make DN3D able to be put up next to a modern shooter, and while it's age will show, it can still compete. It also reminded me of why it was that many hours of my teenage years were wasted on DN3D.

As if that weren't enough, however.. you can also still manage to track down the 3 semi-official expansions: Nuclear Winter, Life's a Beach and, Duke it Out in D.C. Giving you 3 more episodes and 3 new stories to play.

But honestly, even that's not enough.. and besides, those expansions kinda suck. One you're saving Santa Clause, and one you're saving BILL CLINTON! There's also countless user created mods out there, which do everything from add a few levels to make an entirely new game. (I'm sure you're capable of finding those on your own.)

TL:DR
“Hail to the king, baby.”

Availability and price:
GOG: $5.99
Impulse: $5.99
Amazon: Not very budget friendly.
Ebay: $5+

Monday, June 13, 2011

Arcanum: Of Steamworks and Magick Obscura

Genre: RPG, Action/Tactical (Isometric, Real time and/or Turn Base)
Developer: Troika
Publisher: Sierra/Activision
Released: 2001

Zolgar paid: $5.99
Beaten: Multiple times.
Zolgar's rating: Vanilla 7/10, Mod/bugfix'd 9/10
Replayability: High

Arcanum, like the other two Troika titles, is a flawed masterpiece. The detail work they put in to the world and story is, as always, top notch. However, as always, their quality control was slightly lacking, leading to a very buggy release. Developers and fans, however, have continued to support it long after Sierra tossed it aside as rubbish, and there are a great number of bug-fixes and quality of life mods. Meaning that while the game is worth dealing with the bugs, you don't have to.

I was exposed to Arcanum early in my RPG days, and before I even knew what Steampunk was. I have to say, it really fueled my love of both. To date, it is the closest I have found to what Fallout 3 should have been, probably because it was made by the guys from Black Isle, creators of Fallout 1 and 2 (as well as many other great titles).

Arcanum is one of the few RPGs I've found to have an almost completely nonlinear story, that lets you decide if you want to be the hero, be a villain, or just get rich and say screw the story; yet at the same time, it makes it very easy to pick the story back up, no matter how distracted you've been with side quests or just trying to make enough money to get loaded up on bullets.

The story opens up with a CGI cinematic (that for it's time was very well done) of orcs attacking a Zeppelin from weaponized flying machines, followed by you finding a dying gnome who gives you a ring and tells you to “Find the boy”. What does this ring mean, who was this Gnome, who is the boy and why is he important? The game starts off leaving you to wonder that, but doesn't give you much time to ponder, as you're immediately greeted by a slightly under-educated religious fanatic who swears you are 'the one'.. and then meet an assassin bent on killing you.

Are you 'the one'? Why does everyone want to kill you? What was up with that gnome? I could tell you, but I'd spoil the plot. Instead I'll drift in to the mechanical side of things.

Character creation:
Much akin to Fallout, Arcanum lets you choose between one of several pre-made characters (those of whom are not played are found dead in the wreckage of the Zeppelin, for a nice touch of continuity), or making your own.

If you choose to make your own, you are treated to a selection of 8 races (Elf, Gnome, Dwarf, Halfling, Half-Orc, Half-Ogre, Half-Elf.. oh and Human), and of course a gender selection (which does have a mechanical effect). And as an added bonus they can choose a 'background' which gives some minor mechanics bonus and penalty.

Then it's on to choosing your focus. Are you tech or magic oriented? Do you prefer melee or ranged combat? Or how about talking your way out of fights? Do you buy things, or craft them out of scrap and refuse you find laying around? You will want to do it all, unfortunately, you can't.

When you you think you're finished, you're given a vendor screen, which you can choose what you want to start with, very convenient!

Gameplay:
When you enter the game proper, there's something that you will notice right off the bat. This is 'old school' compared to a lot of modern games. There's no respawn (save and save often!), it's rather unforgiving if you're less combat oriented (not like say.. Baldur's Gate, but still pretty bad), and it's the type of game where you explore everything, and take anything that isn't watched by guards.

When it comes to combat, you have 2 options. Real time or turn based. When in turn Based mode, the game uses an Action Point system. Any action you take requires X points, run out of points and your turn is over. In real time mode, your Action Points reflect how fast you can do things. This can make the game slightly broken late game with a speed build, while early in the game real-time moves too fast and is suicidal.

Then there's the non-combat side of things: the many skills you have at your disposal!
This game is built for skill monkeys, almost everything can be bought or stolen if your skill is good enough. With a good stealth and lockpicking, you can slink in to a vendors shop and steal -everything- they have.. Or you can pick their pocket and steal the key to their shop.

Most of the plot-centric fights can be avoided with words, if your skill is good enough, as well people skills will get you better quests, discounts on wares, and maybe even a good time. Think I'm kidding? An attractive female can get work as a hooker. You can also get followers to fall for you, which can make for fun issues when more than one follower starts to fall for you and they get jealous of eachother.

Can't forget about followers. Throughout your adventure, you will meet a lot of crazy people. Some want to help you, some have to help you, some you can pay to help you. Depending on your charisma, your alignment and your tech/magick lean, you can get different followers, and more followers based on your charisma.

Followers are useful, depending on your build. Virgil, the prior mentioned religious nutter, is your first follower, and you can manipulate what he does a little. Most others have a certain focus, so clearly, if you're a tech oriented gunslinger, you'll do best with a nice sturdy meat shield to protect you, and maybe a rogue-type to handle locks.

In the vanilla game, your followers have kinda crappy skill distribution, however, you can get mods that change that, or there's a character editor you can download, that also edits your followers.

And finally we come to my personal favorite mechanic: Magick vs. Tech.
In Arcanum you choose whether to be a mage, or a technologist (or neither). Mages find that machines fail around them, but conversely their spells fail to affect those focused on tech. This means that while a mage may be safer from a gunslinger, he has a harder time hurting them, and also doesn't do well receiving aid from technological means. Mechanically this leads to a 'magic resist' and 'tech resist' stat, as well as critical failure chances for magic or tech gear.

If you choose magic, you spend skill points in 'schools', and with each level in said school, you gain new spells. The spell assortment is the normal range of magic spells available in any generic fantasy setting, all done quite well, and when used right they will win the game for you.

If you choose tech, you spend skill points in crafts, with each rank you learn a new schematic, and you can also find schematics all throughout the world. Schematics let you make everything from moltov cocktails, to healing salves, to fully automatic shotguns, to robots that aid you in fights. When used right, they will win the game for you.

If you go the neutral rout, you have the advantage of being able to use any gear you want (though watch out if you have too much magic or tech gear on you, as it will cause the others to malfunction!) and though you may not cast spells or build explosives, your selection of skills will be quite impressive, making you a force to be reckoned with in combat. In this case, it's your own personal skill that will win the game for you.

Then there's the weak points of Arcanum:
The graphics have honestly not aged as well as other games of it's era. They weren't precisely top notch at the time, and that was 10 years ago. For it's day I would have given it a 7 of 10 for graphics, a 5 of 10 today, for how they've aged.

The level cap is too low, and it's easy to level up far too fast. One of their weird quirks is that you gain XP per-hit, instead of just per kill. When I made a low-int half-ogre melee fighter, I hit the level cap less than half way in to the game, and my gunslinger was also to the cap well before beating the game. I don't think though that my high-charisma mage ever pinged the cap.

While the plot has a lot of twists you don't quite expect, every now and then it feels like they decided to just throw some weird needless twist in to the mix to increase the length of the game. First time through that's not really too bad. Fourth time through you're like “What purpose does this serve again?”

And if you play it Vanilla, there are just a lot of bugs to be had, and places where there's remnants of things that didn't quite make it in to the game.

Fear not! Salvation is at hand from Terra Arcanum, a site devoted to all Troika games that has a section of mods and patches for Arcanum, including a level cap remover.

For the “TL:DR” version of this review, I will borrow a quote from my friend:
“Arcanum: The greatest game made...ever. So great, you don't even care about the frelling bugs!”

Availability and price:
GOG: $5.99
Amazon: $10-20
Ebay: $5+