Review – Torchlight

Torchlight should be branded with a warning. The game is pornographic, it’s number porn and clicking porn with a Tolkienesque fantasy fetish thrown into the mix. After loading the game there is a brief introduction to set the scene, and immediately the player begins clicking madly on everything moving.

With each click the characters moan, scream, and produce other sounds juicy with stimulation. Of course it’s not the meaning of the sound they make, it’s the fact that each of these noises is calculated to be so brief and repetitious, fading in and out instantly and producing a peak at just the right tone. It elicits pleasure in the player’s brain, and without thinking he or she understands that another such buzz is only a click away. When the clicking is finished, the number action begins. →  Hey, hey, hey, it’s time to make some crazy reading!

Review – Children of the Nile / Alexandria

Children of the Nile is a continuation, and possibly the final installment of the fairly successful Pharaoh series, taking advantage of the excellent setting of ancient Egypt as a basis for a robust city builder. The people of ancient Egypt are civilized enough to be needy bastards– a prerequisite for any builder, and in an era filled with war and great deeds, we’re off to the races of conquest and glory.

COTN’s greatest strength, without a doubt, is the ecosystem of its city. Your people have multiple “tiers” of social standing, with each level having its own behavior and needs. Your job, of course, is to keep those needs satisfied so their efforts can be directed towards doing useful things for you: killing your enemies and building great works in your name. →  Keep it warm.

Armored Princess Review: Part II

Sometime while I was busy writing about how much the PC is awesome and how much BioShock sucks I realized that I was still actively playing King’s Bounty: Armored Princess and I’m overdue in my second review installment. I’m probably about half way through the game at this point. Considering I’ve spent a total of 35 hours so far, part of my brain is telling me to play something else that I have hope of finishing; but I just keep trudging on anyway.

Part 1 was about the world of Armored Princess. It dealt with things that people tend to think don’t matter in games. Whenever a critic rambles on about inconsistent details in fantasy worlds then they can expect insane fans to blow their comment section through the roof with defamatory accusations. →  They’re reading her… and then they’re going to read me!

Review – Eve Online Dominion

Being primarily an MMO gamer for the past decade, I am continually amazed at my ability to be angry when developers release an untested pile of crap and demand you pay for it–which of course a gamer will. However, much as an old faithful geyser, my naiveté and then resulting hatred spring eternal. The latest source of my ire is none other than my mistress Eve’s latest expansion: Dominion.

Eve has continued to capture my attention for a variety of reasons. It remains an incomparable sandbox of player driven activity, a unique novelty amongst the “theme park” style that dominates MMOs today. The fact that it is a single server, one giant, interrelated universe also adds to its charm. And finally, the fact that their expansion packs, as a result of the other two reasons, are always free works to developer’s CCP’s favor. →  Virtua Poster 4: Evolution

Armored Princess Review: Part I

I’ve been playing King’s Bounty: Armored Princess for almost sixteen hours now. For lots of games that would mean I’m approaching the ending, or perhaps I even surpassed the ending and cycled back to the beginning for another playthrough. Such is not the case with this game, I’ve only traveled to two and a half islands out of… I’m not sure. But judging by my incomplete map I’ve only covered a small percentage of the world. This is my primary motivation for taking a break and writing a partial review. It makes no sense to me if I wait another week or month to complete the entire game and then write a review summarizing all of the dozens of hours, at least those that I can recollect. Is it unfair to judge a game I have not yet finished? →  I’m gonna take you for a read.

Review – League of Legends

League of Legends, the stand alone Defense Of The Ancients clone released by Riot Games, bills itself as better than DOTA. The good news: it lives up to its billing. Without a doubt, LoL is a superior product to DOTA. This should not be surprising. Being able to draw from established source material, recruit one of the recent caretakers of the map (Pendragon) and build a real, non-volunteer design team, made the first part of Riot Games’ job easy. But credit should be given where credit is due: these ingredients do not automatically make a good game, but Riot has ensured that they have taken the best of DOTA and added much more.

As one would expect, there is much to love about LoL. The evolution of the DOTA concept can be extended to two distinct aspects: the community interface, and the game itself. →  Frankly my dear, I don’t read a damn.

Review – Tex Murphy: Under a Killing Moon

After a few minutes of playing Tex Murphy: Under a Killing Moon I realized that this was a game that I’ve always wanted to play but never knew existed until recently. I was quite late to the party since the game came out in the early 90s, back when point and click adventures were cool and “interactive movie” sounded like something futuristic and not something cheesy. It was also a time when technology didn’t quite know what to do with itself; for some reason Access Software couldn’t quite figure out how to use a keyboard and mouse to make someone move around a 2.5D world in a way that makes sense, and there are specific instances where the smooth gameplay suddenly breaks into jagged fragments.

Nonetheless, it’s fascinating to be able to load Tex Murphey in DOSBOX and travel back in time to the past’s virtual imagining of the future. →  Read, you fools!

Review – Personal Nightmare

There once was a time where games were designed to ease the player into the gameplay, get him addicted, and then proceed to murder him. This was naturally because the games could only be sustained through a diet of quarters, and demanding a constant flow of money from addicted players was the most effective way to separate a gamer from his cash. Games today have the liberty to come in a lot of forms and sustain themselves in many different ways, so that cliché difficulty curve isn’t used so often anymore. Personal Nightmare, for example, simply murders the player right off the bat.

Personal Nightmare was made by Horrorsoft, creators of Waxworks (which I reviewed previously). Both inhabit the very specific niche genre commonly called “survival horror,” although they existed before that term was coined. →  Today I consider myself the luckiest reader on the face of the earth.

Review – Hearts of Iron III

Paradox Interactive is becoming known in the innermost of hardcore gaming circles as “the only grand strategy gaming company left on earth,” a level of praise earned by their constant desire to take giant swaths of history and make games out of it. Instead of reading this, you could in fact be playing what we insiders call the “unnecessary gauntlet” of grand strategy gaming: repeating all of human history from 200 BC to 1956, the last moment in history that needs to be covered because Eisenhower’s presidency is the absolute pinnacle of mankind’s achievement. Year by year, hour by hour. No, Paradox Interactive doesn’t cheat like Firaxis, doesn’t do things like assigning one turn of gameplay a five year value in world time. You want to play five years? Then you better be prepared to play them out. →  I regret learning to read.

Review – Dark Souls

Indie games aren’t always incredible. I’ve had great experiences with Mount & Blade, The Spirit Engine 2, and World of Goo. After these outstanding games, my expectations were high coming into Warfare Studios’ Dark Souls, which is a classic-style RPG with a darker-than-usual plot… perhaps a bit too high.

The first thing that should have lowered the bar was the fact that it was clearly made in some flavor of RPGMaker. RPGMaker games have been around for years – every time I have tried one, I stopped playing in less than an hour due to difficulty and/or incredibly bad production/script quality. Everyone wants to make the next Final Fantasy VI, but nobody has the passion and ability to create good artwork, compose fitting music, and write a polished script. Teams larger than two or three tend to dissolve due to a lack of sustained interest or go nowhere, and the end result is that the games that are released just don’t seem that great. →  Welcome to read.