1214: Inner Sanctum

ss_41673936cf0df5cdf2b4c0549e118829730d8e88.1920x1080Mark and I played a bunch of a recently-released indie game today. That game is Coffee Stain Studios’ Sanctum 2, which I purchased a copy of for Mark as a thank-you present for putting us up for the last couple of weeks, and which I was also interested in playing. I enjoyed the original game’s interesting fusion of tower defense and first-person shooter mechanics as well as its distinctive presentation and excellent music, so I was actually quite interested to try the second game, and purchased a copy without a second thought.

Then the game was released, and I decided to take a peep at the Steam Community page to see what the rest of the world thought of it.

Big mistake.

It seems that Sanctum 2 is the latest victim of elitist players expecting one thing from a game and getting something slightly different, then throwing all their toys out of the pram, demanding refunds and hurling abuse at the developers. Because Sanctum 2 is not the same game as the original Sanctum, it seems, it is worthy of scorn and vilification. Because Sanctum 2 incorporates a number of features that not only make it workable on console — it’s also being released on Xbox Live Arcade — but change the game balance significantly from the original, apparently it is worthy of review-bombing on Metacritic and endless, endless whining on forums.

ss_18b928231ce4b8b50c8e6f1bd11e9ef7cbd88164.1920x1080You know what, though? I’ve played a good 4 or 5 hours of Sanctum 2 today in total, and it’s great. It isn’t the original game, no, but why would you want it to be? Sanctum is still available for download, so if you like that, go play that. Sanctum 2 is a distinctive experience that, while in possession of a couple of strange design decisions, is a lot of fun to play both solo and cooperatively with other people. It is both strategic and action-packed; challenging and fun; and it offers a significantly greater amount of content and depth than the original game did when it came out of the gates.

The complainers’ biggest issues with the new game seem to be the fact that resources to build towers are now delivered as “drops” that have to be picked up manually, and that there is a hard limit of ten towers per level. The “drop” system means that everyone playing has to either agree on who is going to be in charge of building what — or charge off and race to be the first to pick up the resources. If you’re playing with friends or people with whom you can communicate well, no problem. If you’re playing with griefers and trolls, potential problem, but not insurmountable. (For what it’s worth, I always prefer playing cooperative games with people I actually know anyway, and I’m sure I’m not the only one — and as such I probably won’t run into this problem personally.)

The ten-tower limit also simply isn’t an issue in practical terms. I am yet to hit said limit, because plonking down “tower base” blocks to create a maze to hold up enemies does not count towards this limit, and the limited quantity of resources on hand means that it’s only really practical to build a few towers per level anyway — you have to support your towers with your own gunplay in order to succeed. It’s a true hybrid, in other words; you can’t win without your towers, and your towers can’t win without you.

Some complainers have also whinged about the fact that you supposedly can’t make complex mazes in this new game. To those people, I would invite them to have a go at the level Mark and I were playing before we wrapped up for the evening, in which we were defending two cores simultaneously from assault, and built impressive mazes on both sides of the level in order to keep the enemies away from our precious charges as long as possible. Careful tower placement and resource management was a must, and the nature of many of the enemies that came along made it necessary to cooperate, communicate and use skill and tactics to take them down rather than simply firing blindly at anything moving.

ss_8a9cbab892d41cb1734508a572f1471a5b5a2117.1920x1080In short, Sanctum 2 is a very good game if you enjoy both first-person shooters and tower defense games that demand a slightly heavier degree of thought and strategy than normal. It’s an excellent fusion of two fairly disparate game genres, and while there are a few things that could be tweaked here and there, it’s perfectly enjoyable as it is. Not only that, Coffee Stain Studios have demonstrated that they are open to constructive feedback, too, and will likely continue to improve the game after its release. Given the abuse and vitriol that has been hurled their way today, they would be perfectly within their rights to just say “fuck you” to all the ungrateful gamers who are bitching about their new release, to be honest, so I have to admire them for their self-restraint in dealing with these people.

It is, essentially, yet another case of a not-insignificant number of people suffering under the assumption that Their Way is the Right Way, and that anyone who disagrees with them is somehow an awful person. These people preferred the original Sanctum to its sequel and that’s absolutely fine; their behaviour towards Coffee Stain Studios and anyone who has expressed a liking for the new game is not.

#oneaday, Day 65: Step into my Game Room

This post makes me sad, because I can’t help thinking a lot of people on that thread are missing the point somewhat. I’m hugely excited for Game Room. I wasn’t at first, but since hearing that there are not only arcade treasures in there but also Atari 2600 and Intellivision games too, my interest has been steadily growing until now I’m at the stage where it’s just after midnight and moments ago, I switched on my Xbox just to see if they released things at midnight, or in the morning. (It’s in the morning, for those who were curious.)

The arguments made in the first post are ones that we’re hearing a lot – not just in the context of Game Room, but also in the context of digital distribution in general. The biggest concern people have with digital distribution is that one day, your content will be switched off and, despite having paid for it, you’ll no longer be able to use it. This is a fair concern, as no-one likes splashing the cash on things that they won’t be able to use at some point in the future – but when you think about it, in the world of tech, this is nothing unusual. Products come and go, specifications increase, chipsets change – and at some point it’s necessary to leave the old behind. Did people complain that the Amiga wasn’t backwards-compatible with the Commodore 64? Do music enthusiasts complain that it’s getting harder and harder to find a cassette deck to play those old albums that you only bought on cassette because they were cheaper?

Well, yes, they probably do, but that’s beside the point. What I guess I’m trying to say is this: isn’t the “built-in obsolescence” of digital distribution the same thing? I have a stack of PC games in a box here, some of which it isn’t possible to run any more. Okay, maybe with some tweaking and playing with software like DOSBox it’s possible to get it going – but to a (for want of a better word) “casual” user, they’re defunct and obsolete. The only difference with potentially-expiring digitally distributed products is that there’s no workaround like DOSBox. Once the content’s gone, it’s gone. And yes, that’s not a great thing, but it’s not something to be surprised about.

The other objection people have is that Game Room will charge you again to play titles you already own Xbox Live Arcade versions of – titles like Gauntlet, Smash TV and the like. The simple solution to this is, of course, to not buy them again – but there’s also the fact that the Arcade and Game Room versions are actually rather different beasts. The Arcade editions of the games are generally enhanced with leaderboards, online play and in some cases, new graphics. The Game Room versions are exactly as they were all those years ago. It may be that some people will be more than happy to buy a game again for the sake of having a completely authentic experience – others should simply avoid those games that they have already purchased.

I think the most exciting thing that a lot of people are missing, though, is that Game Room represents possibly the first fully-legal console-based multiplatform emulator out there. The constantly-rehashed argument from Game Room objectors is that “you can get all those games for free online”. Yes, sure you can, but via means of questionable legality. Downloading a ROM for an arcade title is, legally speaking, only allowed if you actually own another copy of the game in question. Of course, people ignore this rule all the time – especially for the sake of hard-to-find games – but I for one think that it will be pretty neat to have these games available legally and without having to do any command-line or front-end faffing like you have to do with emulators like MAME. Again, it’s a point in favour of the casual users, many of whom probably haven’t even heard of an “emulator”. Let’s not kid around, either – it’s also going to be nice to play some of these from the comfort of the sofa rather than the computer desk.

So I for one am firmly in favour of Game Room, particularly if the rumours of there being over a thousand games set for release in it over the next few years have any truth. Yes, it is a means for Microsoft to make money – but this is just the same as a whole lot of things on Xbox Live already are, much as a lot of things on PSN make money for Sony, and the Wii Shop Channel makes money for Nintendo.

What do you think? Are you going to be downloading Game Room and any games? Or are you going to be leaving the past in the past?

One A Day, Day 43: Synaesthetic

Played a bit of Chime tonight. This is a game I picked up from XBLA a little while back but it got sort of lost in the midst of Mass Effect 2’s marvellousness. I took the time to go back and play through the other levels in it tonight and wouldn’t you know it? It’s great.

If you’re not familiar with Chime, it’s “that charity game”, where 60% of the game’s royalties go to the OneBigGame cause, who in turn pass it on to Save the Children and the Children’s Starlight Foundation. And it’s only 400 points, which is not bad at all, especially considering it’s actually a good game, too.

It’s a puzzle game that initially appears to be very much like Lumines. You have a grid with a beat bar moving across it, there’s various shapes of increasing awkwardness thrust into your hands along with a hypnotic, minimalist, reactive soundtrack. It’s there the similarities end, though, as in Chime you’re not dropping things in a Tetris style, rather you’re sticking them wherever you like on the grid in an attempt to produce “quads” – rectangles and squares of at least 3×3 in size. When you create a quad, it gradually fills with colour and while it’s doing this, you can stick further shapes to it to make it bigger. Once it’s full, it becomes locked in place and will only disappear once the beat bar passes over it. When it disappears, it leaves a mark on the grid, and it’s your eventual aim to cover as much of the grid as possible in this manner.

That’s it. As all good puzzle games should be, it’s simple but addictive. Where Chime really shines, though, is in how the gameplay shapes the music. Where you put the shapes on the grid, coupled with how large the quads you produce are, affects the music. As time progresses, the basic backing of the music goes through its structure, but various melodic passages, stings and samples are triggered by the things you have stuck to the grid. All of it is completely seamless, too, meaning that there’s none of the “forced” sound that Lumines sometimes has.

One of the nicest things about Chime is that you can just use it as a musical toy, too. The game’s “Free” mode allows you to simply place shapes and create quads without a time limit pressuring you to cover as much as possible, and the game’s six tracks are all very different from one another, ranging from the artsy end of things with a Philip Glass track, through Moby, one of the guys from Orbital and one of the guys from Lemon Jelly, among others. Six tracks may not sound like much, but the replay value offered by the different “mixes” that your gameplay will produce makes them more than enough. Plus, for 400 points you really can’t complain too much.

I’ve been fascinated by synaesthetic (if that’s even a word) games ever since I first played Rez on the Dreamcast, and Chime is a more than worthy addition to that canon.

Falling off the wagon

Starting to write this post feels somewhat like checking into rehab. For I have spent most of the evening, you see, in a semi-catatonic state staring into space listening to trippy music and watching the pretty lights. It’s an addiction I thought I had freed myself of, but then they come along and make it so much better.

I am, of course, referring to today’s release of Geometry Wars 2 on the Xbox Live Arcade. And by golly it’s a corker. Not only have they added the one thing that I thought they could have added to the original (having your friends’ high scores on screen as you play, rather than a meaningless “high score for this session” that was reset every time you quit) they’ve added a buttload of new modes to the game, each retaining the series’ signature simple gameplay but adding a twist. We have a time limited mode, a mode where you’re only allowed to shoot in “safe zones”, a mode where you’re not allowed to shoot at all… plenty of variation, but things never get more complicated than the dual-stick “move and fire” mechanic that has been around since Robotron.

And it’s addictive. Oh so very addictive. Particularly if your friends are playing it too, as each time you pick a game mode you see your Friends Leaderboard. And if one of your buddies has quietly slipped in ahead of you… well, that just needs sorting out. Immediately. However long it takes.

So I thank you, Bizarre Creations, for providing me with a means of getting even less done than I normally do.