2459: Double Wang

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Having finished Shadow Warrior yesterday, I was considering picking up its sequel, which released today. Then someone said some magic words that stopped all consideration and caused me to hit the “buy” button immediately.

But let’s rewind a moment to yesterday evening, while I was playing through the rest of the first game.

Shadow Warrior has a skill system whereby double-tapping a direction and using either the left or right mouse button will perform different special moves. There’s a powerful thrust attack, a “sword beam” type affair, a spin attack, a crowd-controlling stun, a healing spell and a protection spell. Because they’re mapped to controls you’re already using for movement and attacking, weaving them in while you’re avoiding and attacking enemies is pretty straightforward.

Hmm, I thought to myself while I was playing, contemplating the fact that Shadow Warrior had a rudimentary levelling system in place, whereby you could upgrade passive and active skills as well as your weapons by expending various currencies that you acquire through play. I wonder if a first-person Diablo would work?

Some of you may, at this point, wish to raise Borderlands as evidence that yes, a first-person Diablo would indeed work, but I was thinking more focused on the melee angle, since that was a key part of Shadow Warrior’s appeal.

Oh well, I thought. I doubt it’ll ever happen, even if it would probably be really good.

This morning, I Googled Shadow Warrior 2 to see what press and public alike thought of it. One of the first things I saw was “Shadow Warrior 2 is first-person Diablo.”

Magic words. Bought. (And with a nice discount for owning some of developer Flying Wild Hog’s other work!)

It’s not an exaggeration to call Shadow Warrior 2 first-person Diablo, either. It has loot, colour-coded by rarity. It has a variety of different weapons. It has clear ways to “build” your character. It has skill trees that you can beef up as you gain levels. It has quests. It has four-player co-op. It even has a small amount of procedural generation, but it wisely limits this to just parts of levels, so there’s still very much a hand-crafted feel to the whole experience.

So far, I actually think I like it better than Borderlands, for one very simple reason: all your level does is provide you with skill points that you can pump into your various active and passive skills. Enemies don’t level up, and your stats don’t scale with your level, either. This helps prevent the ridiculous situation you sometimes find yourself in in Borderlands where you fire a rocket into someone’s face and it does a miniscule amount of damage. It also prevents “overlevelling”, where you find yourself in a situation where enemies are providing you with so little XP that it’s barely worth killing them.

I’m undecided as to whether I like it more than the first new Shadow Warrior as yet. I’m pretty sure I do. I certainly like it very much indeed — to the degree that if I don’t see it on some Game of the Year lists at year’s end I’ll be very disappointed — but it has quite a different structure that takes a little adjusting to coming from the previous game’s tightly designed “explore, monster arena, repeat” loop, and I can see this being a bit jarring to staunch fans of the original. The levels are sprawling, open affairs more akin to something like a Deus Ex zone, with plenty to explore — and plenty of incentive to wander around even once you’ve completed your mission objective. This means that the pacing is a bit more variable and less controlled by design than in the previous game, though with all that said, there’s still a feeling that you’re moving from encounter to encounter with pressure-free time to explore in between, so that’s good.

There’s also a new hub area with a couple of shops and some questgivers around, giving you a feeling of “coming home” back to base after a successful mission. There are also plenty of sidequests as well as the main story missions, so I get the impression there’s a whole lot to do here.

The game promises 70 weapons, which is more than enough, but each can be further customised by inserting up to three upgrades into them. These have many and varied effects ranging from simply increasing damage to providing elemental affinities to your shots. This is fortunate, as in true Diablo tradition, you’ll often come across Superior and Elite versions of enemies throughout the levels, many of whom have specific strengths and weaknesses with regard to elemental affinities. You can equip up to eight weapons at a time, and there’s nothing stopping you having eight different swords for different purposes if you want to play that way.

Besides the weapons, you can “build” your character through attaching upgrades to your armour and powers, too. These might provide specific buffs to particular types of damage, or increased effectiveness of skills. Pleasingly for the co-op enthusiasts, there’s even a multiplayer-specific equipment slot whose occupants generally buff you and your teammates with an “aura” emanating from your position. These auras can be damage increases, healing over time or defensive in nature, meaning if you really want to get into it, you can build yourself a well-balanced team that minimises its weaknesses — or simply pump as much damage as possible into each other to obliterate enemies in a matter of seconds.

Like the first game, the weapons are solid and satisfying to use, and most of them can be used in dual-wield “akimbo” fashion with the use of an upgrade. They make good noises and they rip through enemies in satisfying fashion; of particular note here are the chainsaws and chainswords, clearly inspired by Warhammer 40,000 — they cut into enemies with such precision it feels like you could carve your name into their guts.

Lo Wang’s wit is present and correct, too, and in the same way as the previous game his jokes occasionally fall flat, and the character he has “riding along with him”, much like in the first game, has some good chemistry with him, making for some amusing bickering. Plus all the usual “wang” jokes are present and correct.

Shadow Warrior 2 is very good indeed. If you’ve been considering picking it up, stop. Buy it. Play it. Love it. Who wanta some Wang?

2419: Happy Anniversary, Titan Quest

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Titan Quest Anniversary Edition is currently just £5 on Steam, and it’s completely free if you own any other Titan Quest products already. You should go buy it and play it, because I have spent most of the evening doing so and I like it a whole lot.

Titan Quest Anniversary Edition combines the original Titan Quest and its expansion Immortal Throne into one package, cleans the whole shebang up for modern computers — the original came out in 2006, hence the “anniversary” thing — and unleashes it on the world for existing fans and newcomers alike to enjoy.

Having never played Titan Quest, I fell into the latter category. It had just never quite appealed to me for some reason, despite it being the sort of hack and slash loot-whoring game I enjoy coupled with Greek mythology, which I was in love with as a child — and despite the game often being discussed in hushed, reverential whispers any time anyone brought it up.

£5 for a remastered version of the game and its expansion in one complete edition was too good an offer to turn down, though, so I took the plunge and gave it a go, partly to sate my own curiosity and partly to have something to play online with my friend Chris, who had also been going back and forth about whether or not he wanted it.

If you, like me, have never played Titan Quest, here’s the deal. You play a male or female Greek person who initially has no character class. You save a farmer’s horse from being eaten by satyrs, then you embark on a journey to cleanse the land of evil seemingly for no other reason than “because why not”. Your character is given precisely no backstory and no real motivation to do their thing, but in this sort of game that’s probably a good thing. While the lore in the Diablo games is substantial and interesting, its execution in-game leaves a lot to be desired, and in latest installment Diablo III in particular, by far the most enjoyable way to play the game is in “Adventure Mode”, which dispenses with the narrative and linear structure altogether in favour of giving you freedom to go anywhere at any time to chase down various objectives.

Titan Quest doesn’t quite go that far in abandoning the traditional narrative structure — you still progress from “unknown Greek person” to “hero of legend” over the course of the game — but the plot is very much de-emphasised in favour of the excellent mechanics.

At level 2, you unlock a “specialism” — essentially a character class with its own skill tree plus a mastery meter you need to pump skill points into in order to unlock the next “tiers” of skills. (Said meter isn’t entirely useless; each point you put into it gives you a substantial increase to your base stats.) Then at level 8, you unlock another specialism and can start pumping skill points into that as well, allowing you to effectively mix and match skills from two entirely different classes to create your own custom build.

And these classes aren’t your usual warrior-thief-mage trinity, either — they’re all interesting, and all present interesting combinations when combined together. All together, there is a caster type that specialises in cold and electricity; another caster that specialises in fire and earth; a close-range physical attacking type person; a highly defensive physical attacker (who can apparently do some tremendous things with shields later in the game); a tree-hugging hippy that can summon wolves, heal things and infect enemies with plague; a hunter type that is good with bows and spears; and a backstabby thiefy rogue type deal that is good at inflicting pain but not so good at taking it.

The great thing about this system is that you can make a variety of different character types — all together, there are 36 different combinations, each of which has its own unique name. You can combine the Defense and Warfare masteries to create Conqueror, for example, which is a tank that also hits incredibly hard. Or you could combine the Earth and Nature masteries to create Summoner, a character that is able to summon a variety of different minions to do their bidding, including an earth golem, some wolves and a nymph, and be able to sit back, pelt the enemies from a distance and heal their minions as needed.

The combat itself is fundamentally satisfying. Humanoid enemies are thrown around with satisfying ragdoll animation; birds explode in a shower of feathers; skeletons shatter into pieces. The variety of skills mean that there are a lot of different ways you can protect yourself or go on the offensive, too, and so far I haven’t felt like there’s a “bad” combination; with two different masteries, you can either cover the weaknesses of the first with the second, or enhance the first’s strong points with the second.

Then, of course, there’s just something wonderfully enjoyable about hacking and slashing through recognisable creatures from mythology. The game appears to act as pretty much an Ancient Greece’s Greatest Hits, promising confrontations with Medusa, the Hydra and numerous others over the course of the adventure — and I believe you also take a trip to ancient Egypt and China later, too, which opens up possibilities for all manner of interesting confrontations.

I hadn’t expected to like the game quite as much as I did when I booted it up for the first time. But, well, the 5 hours of playtime Steam has already recorded for me — I bought it earlier this evening — probably speaks for itself.

#oneaday, Day 294: Filthy Rogue

The roguelike genre is one I only discovered relatively recently. In fact, I was a relative latecomer to the whole RPG genre, only getting to grips with it for the first time with Final Fantasy VII. As such, for a good few years, I felt that RPGs were all about strong stories, interesting (and sometimes clichéd) characters, a buildup to an epic final conflict and some of the best music you’ll ever hear.

As such, when I played an RPG that wasn’t so strong on the story and focused more on loot-whoring or level-grinding, I found myself losing interest quickly. It was long after its release that I finally beat Diablo II and, to this date, I’ve never beaten it on anything other than the normal difficulty level.

That changed when I came across Angband, though. Angband looks like the sort of game you used to play on Teletext. Sure, there are graphical tilesets you can customise it with. But at its heart, it’s a text-based game with about a bajillion keyboard commands.

But you know what? The kind of emergent narrative that came out of several intense Angband sessions rivalled any pre-scripted tales that Squeenix have ever come out with. Largely because it was so unpredictable, and that any screw-ups were inevitably your fault for failing to prepare adequately, rather than the fault of the game mechanics itself.

Take the time my oil lamp ran out on the fifth level of the dungeon. This meant, in gameplay terms, that I couldn’t “see” new passageways ahead of me—namely, they weren’t revealed on the map—unless I banged into a wall, which then helpfully revealed said wall on the map for me. My first reaction in this instant was, of course, to panic. Death in Angband doesn’t mean restoring a saved game. Oh no. Death in Angband means your save game getting deleted and you having to start all over again. This adds an enormous amount of pressure on you, the player, to get it right. And it also makes you kick yourself when you realise that you didn’t bring enough oil to fuel your lamp.

So off I went, slowly “feeling” my way along the walls of the corridors in an attempt to find the stairs up… for five floors. This sounds like an impossible task. But after a fairly lengthy period of methodical, careful searching (and a few terrifying combats in the pitch darkness) I finally managed to emerge victorious to town level, stock up on oil and provisions and jump back into the dungeon with renewed fervour.

Of course, I promptly got twatted by an Ogre, making all that work utterly meaningless. But it didn’t matter—it was a fun experience unlike anything I’d experienced in a game before. And I’ve struggled to repeat it with any game since then.

Not through lack of trying, though. There are some great roguelikes out there, many of which are a lot more accessible than Angband. I have three favourites I’d like to share with you right now, one of which is, of all things, a board game. The other two are iPhone games.

Sword of Fargoal is actually a remake of an old Commodore 64-era title which didn’t look like the picture above. No, it looked like this:

The best thing about Sword of Fargoal is its simplicity coupled with a surprising amount of hidden depth. While Angband is rather intimidating to get started with, with pretty much every key on the keyboard (shifted and non-shifted) mapped to something, Fargoal simply requires that you get to grips with moving and using a context-sensitive button in the top-right corner. And keeping an eye on the text display at the top of the screen for hints and cues, too. Combat is a case of running into an enemy—the player and monster will then take turns bashing each other until one or the other falls over or one runs away. Gold is collected to sacrifice at altars throughout the dungeon for experience point bonuses. And the rest is left to the player to discover. The more you play, the more you start to notice little graphical details and cues tipping you off to the location of traps or treasure.

And it’s challenging, too. There are 15 levels to explore, all of which are sprawling monstrosities with several areas. And when you make it to the bottom to recover the titular blade, you then have to escape again. I haven’t even made it to the bottom yet. It’s a lengthy, challenging quest. And despite the fact that death is permanent, it’s addictive and easy to return to.

Then we have 100 Rogues, which takes a slightly different approach to that of Sword of Fargoal. While Fargoal‘s quest is lengthy, 100 Rogues can potentially be beaten in one sitting. Key word here being “potentially”. 100 Rogues is particularly brutal, fond of surrounding the player and battering them to a pulp. Fortunately, the player also has a Diablo-style skill tree at their disposal, including a number of attacks that can beat back several enemies at the same time.

It’s very difficult, though, and the descriptions of the game on the App Store don’t even try and hide the fact that you will die. A lot. In fact, there’s even a Game Center Achievement for having sent the titular 100 rogues to their eventual demise.

I only picked this up recently, but it’s immensely appealing due to its 16-bit graphics and soundtrack. It looks and plays like a Genesis/Mega Drive game, in a good way. It’s a bit buggy in places but the author appears to be committed to regular updates.

Finally, one of my favourite roguelikes of all time is Warhammer Quest, a game that involves you having people you actually don’t mind being in the same room with. Featuring all the genre staples—a randomly generated dungeon, permadeath, brutal difficulty, vast amounts of phat lewt—it’s very much the board game equivalent of Rogue et al. Even better, everyone gets to join in on the fun—there’s no need for a Game Master player (unless you really want to use one) as the rules cater fully for monster “behaviour”.

Couple that with the game’s immense customisability (it’s a word) thanks to its use of Games Workshop Citadel Miniatures line of figures and you have a game with limitless potential. And hundreds—hundreds—of tiny pieces of card and plastic.

So there you go. A whistlestop tour of the roguelike genre. And I didn’t even mention Moria or NetHack once.