Category Archives: PC games

Best of 2012 #10: FTL: Faster Than Light

FTL: Faster Than LightWhatever you might think about it, Kickstarter was arguably the biggest thing to happen to gaming in 2012. The big guns are moving in and seemingly doing their best to ensure that it’s a short-lived revolution, but for a while there publishing seemed democratised as interesting concepts that wouldn’t have had a hope at finding a traditional publisher enjoyed millions in funding. Adventure capitalism, I’m going to call it.

Thanks to some laughably optimistic schedules, few of the promised Kickstarter-funded games are here yet, and I hope that my best of 2013 will be filled with the wealth of point-and-click adventures and old-school RPGs that coaxed money from my PayPal account. One made it, though, and it was good.

FTL has become my favourite skiving game. It’s frequently running in a window behind a few browsers and Word documents, the way it can be paused indefinitely and still allow you to dish out commands perfect for a few stolen moments here and there. I’ve had crews named after friends and family; coworkers; the crews of the Enterprise, Serenity, the Millennium Falcon, the Pillar of Autumn; sports teams. Swear words too. They’ve all died horrible deaths, at the hands of the enemy or a solar flare, and the most successful are remembered, but the grief passes and I come back for more as soon as I come up with another interesting naming system.

The ability to keep playing without any real time commitment has a way of keeping games in my rotation for months, and so it has proven here. While FTL will be ineligible for my Best of 2013 list, then, that’s not to say it won’t remain a regular on my computers until then. Fingers crossed that it won’t be the only appearance of a crowdfunded project in one of these lists either.

Silliest name since DmC: Devil May Cry, mind.

Best of 2012

This really hasn’t been a good year for gaming. Not completely without merit, as I’ve discussed, but to call it barren would be an understatement, and what we got was often the safe, boring blockbusters that herald the closing months of a console generation. An artificially extended generation spreads them that much more thin, like butter spread over too much bread. Sorry, I’ve got Tolkien on the brain.

As always, to be included the games must have been played by me for the first time and released somewhere in calendar 2012. A few regrettable omissions that I’m yet to play, including Journey, Borderlands 2, Dishonored and Max Payne 3, but such gaps can be filled by some fantastic indie games that might not otherwise get a look in. Those games aren’t going to be lacking for GOTY awards.

Check out my lists from previous years while you’re here. I stand by them.

The Walking Dead

It always seems to happen this time of year. There I am, happily whittling down my annual game of the year list, and then something comes along and throws it all off. Usually it’s a Christmas present or an acquisition in the new year sales that now seem to start at some point in mid-December, but occasionally it’s a game I overlooked that is suddenly being showered with accolades. I’d heard good things about Telltale Games‘ adaptation of The Walking Dead, but with its previous adventures frequently falling short of the promise of the subject matter – some being significantly better than others – I was content to wait for the inevitable Steam sale appearance.

The Walking Dead

The recent plaudits pushed that schedule forward, however, and I’ve been playing through an episode at a time over the last few days – as with watching a TV series on DVD, I find that to be a much more agreeable way to experience an episodic story.

It’s strange, because all those point-and-click classics are known for enjoyably obtuse puzzling and a great sense of humour, and this doesn’t really have either. There are puzzles and there are funny bits, sure, but neither is the main impetus behind progression. This is one of the great modern examples of pure interactive storytelling, as if a point-and-click adventure got spliced with one of those visual novels that occasionally makes it over from Japan. Continue reading The Walking Dead

Hitman: Absolution

I adored Hitman: Blood Money. That it took this long to get a follow-up when the series hit so frequently last generation has made the wait almost painful, and the occasionally mismanaged PR campaign that only recently actually, you know, started showing something resembling Hitman, has sometimes twisted the knife.

Now that I’ve finished it, I can say that it’s not a very good Hitman game.

Hitman: Absolution

That said, it’s still an excellent game. In a generation when two other previously prolific stealth series, Metal Gear and Splinter Cell, have been frustratingly quiet, this is one of the best examples of that genre in ages.

In response to criticism that Absolution didn’t look like Hitman, IO released demos of two levels: King of Chinatown and Streets of Hope. These raised expectations because they genuinely looked like proper Hitman, and when you play them you’ll see that they are. You have targets, a small area to run around in, and countless ways to improvise murders – the archetypical ‘murder puzzle’ that have enraptured so many fans. They’re brilliant.

However, they also pretty much represent half of the traditional Hitman levels in the whole game. Every other one has you being hunted by police, mercenaries or, yes, sexy nuns. Some don’t involve killing at all unless you’re playing it wrong. One starts off with you having free run of the level and having to find creative ways into a restricted area – so far, so good – after which you’ll have to sneak your way around crowds of corrupt police before mercenaries arrive and you spend the rest of the sequence fighting or avoiding them.

The way certain enemies can see through them leads to ludicrous spells of spinning on the spot to break line of sight from all directions. On one level, enemy mercenaries will see through your armour with a full face mask unless you burn instinct to blend in, but in another you can nick the clothes of the defendant in court and impersonate him, with the police, judge and clerks oblivious to the fact that a guy who they’re evidently familiar with completely changed appearance in the five-minute toilet break. Being kitted out like one of hundreds of mercenaries will be seen through as soon as you run out of instinct, but dressing as a scarecrow and hanging yourself from a cross is an apparently impenetrable ruse. It’s frustratingly inconsistent.

But like I said, it’s a great stealth game, and if that sounds appealing you’ll have a great time. After all, if your objective is to hide from enemies and disguises are reduced to a last resort, it ceases to be much of a problem. IO also deserves credit in this time of £40 six-hour epics for crafting a game with a huge amount of content, with a campaign that took me over 20 hours on hard, a ton of levels, ridiculous quantities of Easter eggs and incidental dialogue that are frequently genuinely funny, and all without even touching the promising Contracts mode. A meaty single-player game without shoehorned-in multiplayer? Whatever next?

I just hope that now that IO has the need to tell this story out of its system, the next one will be content to plonk Agent 47 in an interesting situation and tell him who to kill.

Maybe 2012 Hasn’t Been That Bad

Long time no post, eh?

Maybe I was being dramatic back at E3. Maybe, when I thought this year was so crap that I was considering getting out of games altogether, it was an overreaction. The fact that my list of GOTY contenders contained only a couple of entries as far into the year as May spoke for itself, but a few months later, 2012 hasn’t turned out so badly. New blood in the form of new hardware is sorely needed, don’t get me wrong, but it’s been far from the death knell of the whole industry.

I’m still struggling to see where ten games that are truly worth celebrating are coming from, to be honest, but the absence of big, big games to get excited about – Halo 4 being my one exception – has forced me to expand my horizons, giving B-tier games that might not otherwise get a look in a chance.

I think the disappearance of the B-tier game as all but the biggest and safest developers fail has been a problem, and as a result I’m keen to champion them. Look at how many minor classics, sleeper hits and brave experiments we had last generation that could never happen this time around. I’m talking about games like Beyond Good & Evil, Psi-Ops: The Mindgate Conspiracy, Freedom Fighters, Stranger’s Wrath, Breakdown. Some weren’t hits, sure, but those who played them enjoyed them, and one commercially failed experiment wasn’t enough to torpedo a developer.

Well, those games do exist, albeit in reduced numbers, if you care to look.

The Darksiders series is one. It was a new property, backed by a new and enthusiastic developer, that was fun and ambitious in scope. That’s why I keenly bought into Darksiders II and thoroughly enjoyed myself with it. Sleeping Dogs as well, which had a tumultuous gestation but turned out to be a critical and, from the looks of things, commercial success. Both were fun and would have been overlooked, had they stumbled into the big hitters that have no doubt shifted production to future hardware.

The consoles’ archaic hardware hasn’t stopped the progress of the PC, of course, and anecdotally I’ve seen a lot of bored console gamers investing in gaming PCs, which can be had for only a little more than the likely price of the next-gen consoles. This boost in the market has helped consoles as well, leading me to enjoy fantastic 360 versions of games that are traditionally PC fodder: XCOM: Enemy Unknown and The Witcher 2. Both likely candidates for my eventual GOTY list and worlds apart from the corridor-based man-shooters we’ve been told are all that’s being made nowadays.

Small developers, too. We’re starting to get some of the spoils of the Kickstarter boom in indie games and genre revivals, with FTL: Faster Than Light being another that I’ve fallen slightly in love with. Terry Kavanagh’s Super Hexagon has sucked an ungodly amount of my time and been responsible for more than one premature battery depletion on my phone. Great console downloads like Journey and Trials Evolution. The list goes on.

In fact, the two biggest disappointments of the year have been arguably its two biggest games from established names so far: Mass Effect 3 and Diablo III. Both had prominent PR disasters – the reception to the ending, which I actually defended in the name of artistic integrity, and Error 37 respectively – and should maybe be taken as evidence that those who are gnashing their teeth over the state of the games industry need to broaden their horizons. Look beyond the chart and the PR machine at where the buzz is, because passionate gamers are rarely wrong.

Come the end of the year, 2012 likely won’t be one that’ll be looked back on with any great nostalgia. The death knell of the industry, though? Perhaps we were hasty.

Diablo III’s Brave New World

Diablo III is my first experience with the series, and I like it a lot. Or rather I like it when it’s not doing something like this…

Diablo III Error 33

Bearing in mind that I’m going through it solo for my initial run, this is a single-player game with lag, server queues and no offline play. Goodbye flipping open the laptop on the train for a quick go and, for the moment, good luck playing at peak times.

This has been written on at great length and much more authoritatively than I could manage, so I’m going to point you in the direction of Eurogamer’s arguments for and against this new approach, because what surprised me about these discordant articles is that I agree with both of them.

When you’re online, the connection’s reliable, Battle.net is running properly and you have no urge to venture outside somewhere without a good wi-fi signal, Diablo III’s infrastructure is magnificent. Log in on any computer, PC or Mac, and your characters are there. Make some progress or just throw a couple of things into the auction house and it’ll all be reflected on your computer at home when you fire the game up later. That’s how ‘the cloud’ is going to change gaming, and we’re starting to see it with cloud saving in Steam, Xbox Live and PSN. Throw in how always being online makes playing alone, playing with randoms and playing with friends one and the same and never more than a couple of clicks away and it’s a good advert for the natural progression of what we’ll see in the next-generation versions of our current online services, only available right now.

It’s for these reasons that I’m giving it the benefit of the doubt. Blizzard is forging a new path here, and although it does a lot that needs to be done better, it’s a very respectable first attempt. When you can get on, that is.