Showing posts with label death. Show all posts
Showing posts with label death. Show all posts

Thursday, 9 October 2014

Death Star Interceptor - C64


It could be a lot worse... Dark Star worse.


Having looked at an atrocious game last week, I'm looking back at another space based C64 shooter that at least manages to be entertaining though not quite the golden answer to gaming we're all hoping for. Take one dab of fan boy-ism for Star Wars (Namely the Trench run from the last few action scenes of the film) add a dose of repetition and a few sound effects and you'll have yourself a good representation of this game: Death Star Interceptor.

Take off! Unless you crash... Seriously, who builds this?

The game starts with, oddly enough, take off. In which you'll have to successfully navigate yourself out of the entrance into Outer Space or risk losing one of your shields. Incidentally with all your shields gone, you'll lose a life. Once into Outer space you'll locked into combat with multiple enemies that will attack you on sight while being able to move slightly forwards into the background and pull back into the foreground to get around multiple attacks. Once you've killed enough enemies, the main enemy comes forth to give you a slap session before you chase them back to the Death Star and you so begin your trench run.

Fighting the main enemy.

On the trench run you'll encounter multiple different stages that will have a multitude of different enemies. Ranging from avoiding walls that block your route, shooting down missile attacks, going head to head against the main ship that happily fires several shots AFTER IT IS DEAD, to running down walls again with enemies attacking you, giant enemies, tanks and finally getting a shot at the exhaust port that lets you blow up the Death Star and ultimately beat the level. Yes I said LEVEL.

Once won, Death Star Interceptor plays through but faster and quicker than before.

It's the trench run... With a paint job?

There's enough variation in the game to keep it interesting though the drawn out access between levels can wane the attention from time to time and the constantly changing blue and white trench tends to hide and mask inadvertently the enemies' shots. Perhaps if the trench was more grey and darker grey than white and blue, this could have solved an issue. On top of that, all the enemies (and even the launch pad, strangely enough) cycle through the key colours the C64 has to offer as if undergoing a never-ending decision of which skin to wear to the game.

Dodge left or right, you've a few seconds to work it out or get hit.

There's a few odd quirks about the game however, firstly there's the fact that if you sit in the bottom right of the screen, you cannot be hit, you cannot die and you cannot lose, (You also cannot win as you need to be in the middle to fire the last shot) but it's a lovely little breather spot and you can kill SOME enemies there, infinitely helpful as progression is made by points scored rather than time spent in a level.

Those shots on the screen were fired AFTER the last enemy was killed.

Other small quirks are that the bullets/projectiles fired by the enemies can take various paths and routes along the lines of what the enemies can take for a small duration, resulting in shots being fired that bend and turn corners towards you and in some cases, can come back on screen from enemies that have left the view of the game and no longer pose a threat to the player (but clearly they still do). You can also get hit multiple times by the same bullet if you repeatedly move into and out of its reach.

Hide in the corner, it's safer.

The audio in the game is not very impressive however, the initial music takes priority over the control of the game and you've got to wait until it's done before you can start the game and playing the game is spent usually with some odd sine wave oscillating back and forth along the frequencies up until a certain level either overloads it or just silences the game, from there it's nice and quiet with the usual pew pew noises of your shots and explosions of dying and dead enemies.

I win, going home now.

All in all, it's not a great game but I'll happily cut my own arms off and feed them to my own arse while playing this than go back to Dark Star again.

Thursday, 18 September 2014

SCP - Containment Breach


Not as scary as Slender, but certainly more going on


For those that like Creepy Pasta (and I'm not talking about Conchiglie) or those that like the idea of being stalked by something that you can't realistically fight, or enjoy playing games like Slenderman and such, you might want to consider the up and coming development that is SCP - Containment Breach. A currently free game (as of writing) for people to download and enjoy the horror of being the sole survivor trying to escape a pseudo-supernatural force.

The guy on the left is a friend. He will help you. I'm trustworthy.

SCP, Secure Contain Protect is a community-run project of creepy pastas, or horror writings, involving bizarre and otherworldly entities supposedly being documents in a sort of scientifically realistic fashion. Ranging from mirrors that can access other dimensions, unkillable creatures from another reality, possibly God, stairwells that descend forever until a face floats its way up to you, doorways to mazes that change when the door is closed, infections that turn people clockwork, living plants, all possible flavour coke-machines, and a multitude of various monsters and creatures.

One of several locations that will stock equipment and essentials, blinking still at a premium.

This game features one such creature, SCP 173, which for all intents and purposes is a statue that doesn't move until it's not being watched, then it moves incredibly quickly and assaults with inhuman strength, anything it can get its grubby little hands on. As such, you have to avoid becoming one of these little victims.

Some areas are VERY dark and give rise to possibly seeing other SCP monsters roaming around.

You start off as a form of highly expendable person, thrown into high risk factors for the sake of throwing lives away and are confronted with trying to guide and manipulate SCP 173. Shit goes down, things get fucked up beyond all recognition (FUBAR) and you're left in the middle of chaos with an incredibly fast moving monster when you're not looking at it. It's very much like facing off against the Weeping Angels of Dr Who fame.

Ambient lighting and shadows give lend to a strong atmosphere in the game.

As per a lock down procedure, you've got a lot of locked doors that require key cards, traps and systems in place that stop SCP 173 from escaping but will also hinder you in the process. Also scattered here and there around the game are snippets of information relating to other SCP subjects as a happy nod towards the community driven entries. In your travels you will also come across other SCPs in various guises and some of which are just as deadly while others can be rather benevolent in helping you get through the game.

Sometimes it's too dark to see what's going on.

That said, having a near encyclopaedic knowledge of the SCP site isn't necessary but knowing of the most popular entries WILL be beneficial to your play through as you'll be able to identify and realise how to deal with various monsters and traps found within the game as you push towards your (as of the latest update) one of four endings.

One of the many containment cages, no you can't trap 173 in it.

As a game, it does create quite an effective level of suspense and atmosphere which is instantly broken and destroyed whenever SCP 173 glitches through a wall and snaps your neck before you realise it. On top of that, SCP 106 can easily spawn upon you and kill you almost instantly though the creepiness factor of some of the other SCP whose sole purpose of existence is to flit about within your peripheral vision, can be a little jarring at first and later just annoying but it keeps you pondering what's going on while ever mindful of the presence of SCP 173.

Almost everything in this game can kill you, including display monitors if they show a certain SCP.

It's still in development but for what it is, a randomly generated map setting, areas that can loop back on themselves and twist reality within the game so you're never sure if you're coming or go, monsters and creatures that can kill, help, hinder or delay you and an actual resolution to the game situation while exploring the underlying plot through reports and details, it's a promising looking series of developments that any SCP fan might want to consider while those with less of an understanding of the source material might want to skip this in favour of one of the other "ooh shit" scary games.

Thursday, 7 August 2014

Silent Hill: The Escape (iOS)


Possibly time for the brown trousers.


It's no secret that I love the Silent Hill series, except for maybe Homecoming and possibly Silent Hill 4: The room. So I was rather surprised when I hadn't heard of Silent Hill: The Escape which sits on iOS machines and retails in around £1.49 mark, so I was a little apprehensive on the grounds that the rest of the games I'd bought for about £20 and wondered how this was going to factor up to the plot intensive, atmospheric games that had only so much explained and the rest had to be deduced and worked out for oneself (Especially the first game, mmmm.... Silent Hill 1 on PSX...). Which left me with mixed feelings for this one.

Certainly not an advocate of the "Do No Harm" idea.

You are Captain NobbyNobody, a generic human who somehow wakes up in the worst place imaginable, a lift. (Elevator I suppose to some) Upon awakening you realise you have with you a 5 shot revolver, a lead pipe and a torch. You will now navigate ten different and increasingly more complex mazes on the quest to find the key and then find the exit while being stalked and hunted down by various denizens of the Silent Hill world. While trying to remember who you are. I always find that odd at times, "I don't know who I am, but I know how to load, aim and fire a gun at key critical points in monsters to kill them more effectively and the idea of wandering around a haunted place doesn't upset me in the slightest" is a weird stance to take for someone with no personal memory.

Here's the plot.

Ok, so the plot is out of the window on this one. That's the extent of it and if you beat the game you unlock other characters with which to run through the game in various fashions of comedy that make sense only if you a) Know Silent Hill and b) Got several of the UFO/Comedy endings for the game series. Those in the know, understand when I say "Mira" and those who don't should doggone look it up!

Reload time, steady hand now!

Game play uses the tilt within the iOS systems to be able to aim your targeting reticule while the movement and turning is done by placing your finger upon the screen and stroking in the appropriate direction, effectively making a directional pad appear under your finger when you press down upon it. Tapping the revolver icon in the corner will let you reload but you'll need a steady hand to be able to slam all 5 rounds in otherwise you'll end up with far fewer and less shots before needing to reload again, and a steady hand is far from your concern when ANY monster is bearing down upon you. For you are also, Captain One Hit Wonder! Master of dying at the brush of a feather from anything more dangerous than an ant.

Thankfully, this time I have the key.

Enemies are fairly varied within the game, from faceless nurses that meander about and take 1-2 shots depending if you hit the critical points. Wheelchairs that trundle along and can catch someone unawares as they're low down on the visual plane. Hanging flesh things (I forget the name, might as well be called Dave) that encourage the player to aim upwards and the more demanding enemies later on that have psychic shields and take 5+ shots before being downed. Not that there's an abundance of ammo lying around either, you've got 25 shots and that's it.

It could be around the next corner.

What this game does have, if you let it draw you in (and it will if you stick at it) is atmosphere. Ignoring the simple maps that lack stairs and walls bending at anything other than 90degree angles as if we stole the Wolfenstein 3D engine (it's not, I know, but might as well be), the graphics and ambient music build up to a rather claustrophobic fear, especially when considering that the game is entirely in first person so no more peeking around corners. What doesn't help is the "Danger" heart beat that pounds when something is close but not what it is nor where it is, just that it's close. This could be on the other side of a wall and no ACTUAL threat but you won't know that. Late levels also include grates across various walkways that don't show up as dead-ends so relying solely upon the compass and small localised map isn't always advised.

At least I'm accurate.

Another interesting touch to the game is that the torch will dim and eventually fade, meaning the game does have a time limit on how long you can spend wandering each maze though there are also batteries that refuel this torch and your sole means of observing whatever it is that's coming at you otherwise it's wandering in the dark time and that's going to get real deadly, real fast.

Batteries, pretty much a first for Silent Hill games.

It's certainly different and as a game, it's not really a Silent Hill game aside from having a few featured enemies and the name Silent Hill plastered across it, but it's certainly worth the asking price for what is an experimental twist upon the horror franchise that goes fairly well if you let it get to you. It's almost minimalist in its approach to the idea of horror that what you can't see is what's the most terrifying and seeing the danger icon blinking but not being able to see the enemy or know whether it's around the next corner or the one after is certainly of that ilk. Once you start backtracking and waiting while turning to the sides to see if something is sneaking up on you, then it's worked and you're caught by the atmosphere.

Sadly I mistimed the photo, but it's the key.

Though don't play it on a bus. Unless it's late at night, you're the last one on the bus and the lights suddenly go off and you realise the bus driver isn't there anymore. Though but that point you're already in Silent Hill, grab a torch.

Thursday, 17 July 2014

Quake - recap (Happy birthday to bloggie)


Enter... It awaits you. The blood is a nice touch.


If I had to look back on the all games I've played, reviewed and seen over the years, the one I'd say that was the biggest influence on everything, is Quake. While I have reviewed it before, I feel that for the 1 year anniversary, I'd revisit it.

Gibs, not quite ludicrous however, that belongs to Rise of the Triad.

One word, "Quake", most of which is summarised just by that titular word. From Id software comes one of the biggest and most influential titles ever to grace the gaming world. Looking at it today, it's a brown coloured, ugly looking polygonal shooter without the need for reloading or fancy things like regenerating health. It's fast paced, it's dirty, it's brutal, it's Quake. Yes I know you shouldn't use a word to describe itself but it's still Quake and it's Quake to do so.

If the cyberdemon didn't teach you to strafe, this guy will.

At the bare bones, it's a first person shooter that went almost fully polygonal and is a massive step up from games like Doom and Duke Nukem 3D where we're using actual 3D maps and worlds to be created rather than the 5D Space of some engines of the 2D shooters. Plot wise it's about as basic as it gets, ID wasn't really known for enthralling in that regard. Mankind invents teleporters, something else hacks into teleports, monsters arrive, shit goes down, you're all that's left and now you're going to fix it. Basically it's DOOM but the monsters aren't quite demons... Even if some of them are based on the HP Lovecraft mythos.

Ogres... Why the chainsaw and grenades though?

The game is split into 4 chapters branching off from a main hub, each chapter consisting of multiple levels with a particular battle at the end. Though the game cheats out of this one, as chapter one has a boss that requires a specific puzzle to be solved to defeat them, the other levels feature no such other bosses, but rather battles against slightly tougher enemies than one would normally encounter or a run through a gauntlet of lots of enemies with little chance to recover or recuperate items and weapons.

It begins... after one enemy and a secret.

Quake runs a fairly standard affair regarding weaponry. You have an axe for when you're out of ammo or don't want to spend any ammo killing something. A shotgun that has little spread and acts more like a pistol/sniper with minor damage. Double barrel shotgun carried over from Doom2s days which stops most minor enemies but gets shrugged off by larger ones. A nail gun that acts like a projectile based machinegun, quad nail gun for even more nails being fire faster, a grenade launcher for those that like their explosives to bounce off walls and pull off trick shots with grenades that either explode when they hit an enemy or a few seconds after being fired. A rocket launcher for those that like grenades to be a lot more direct and finally the Lightning Gun that fires a short range stream of electricity and butchers most enemies in seconds. Hint: Do NOT use it underwater, or even near water, you won't survive unless invincible.... but then neither will anything else.

There's some very interesting architecture in this game. AND Low gravity.

Monsters are a varied sort of melee and projectile based enemies. Some will fly and float, others will pounce and claw, some chainsaw and lob grenades (called ogres... go figure). Later monsters are magic wielding knights, huge behemothic monsters that throw lightning bolts and spidery creatures that hurl uncannily-homing projectiles that explode. While there's also blobs that blow up on death, laser toting marines, dogs and if it's not the enemies trying to kill you, it's the levels with a multitude of traps from spikes, pits, crushers, lava, acid or just trying to drown you like a sack of kittens. Minus the sack... and kittens.

And "psych" in 3... 2... 1...

The single player only goes so far though. Quake, while having a fast paced single-player mode, was made more famous by the multiplayer and with that, some of the most frantic, almost arcade-fast, death matches, team matches and co-op play for the time. Modems, networks and the internet soon after it was released brought about Quake as THE online death match game to play and thanks to additional software like Quake Spy and Quake World, online gaming caught like wildfire and the game ascended into fame.

He never stood a chance.

Death match works on the principle that every player gets a shotgun and some shells and they're shoved into a map for either a set amount of time or until someone gets X number of kills. Depending upon the map would depend upon the tactics, some had all the weapons, some featured tower-like layouts, some were huge sprawling areas for open combat and others were claustrophobic nightmares with traps for the unwary. Rocket jumping, grenade hopping (though coined earlier by games like Marathon) and learning maps by sound (i.e. hearing when and where items were picked up could indicate where another player was in the game, bringing about people not picking up every item to make others THINK they were elsewhere, then ambush those planning an ambush... We got rather sneaky!) were advances made for the more tactical player. Or it's a race for the rocket launcher and quad damage.

Remember, this was groundbreaking stuff in the post-doom era.

Quake however really took off when the game began to be modded by other players. While not a unique concept, mods had been created by many other games and in multiple ways ranging from changing all the enemies to look like cocks to the more advanced things like Total Conversions where only the original game engine was the same and even then the physics and style of the game was drastically different. For an example, think Doom and Aliens TC for an idea, or go further with Action Doom and such changes. Quake had itself an army of modifications that ranged from the bonus content of add-ons like Quake mission packs, the more high brow mods like Quess (Quake done as a chess game in the style almost of battle chess), Flight Sims with players fighting it out in planes and helicopters, Rally Quake for those that liked driving with guns, bonus models and skins, playing through quake as a monster rather than the usual human and the list really does keep on going.

Say it with me now, STRAFE!

It spawned a new wave of bedroom coders and modifiers that took to it like a duck to water and later development companies took the original engine and boosted it to the point that it became Half Life. Online communities sprang up around quake and around even individual modifications took on feverous fan bases that decried others and touted their own personal favourites as the best thing since, well.. Quake.

Dark, moody and atmospheric. Also very, very, brown.

But while it spawned mods and inspired generations of engines to be developed, it also fronted the art (and it's a fine art if you can do this unassisted) of Speed Running. Quake done Quick being one of the first, biggest and best examples of taking a game and trying to find the fastest route you'll possibly imagine (and many you won't until you see these videos) in setting personal targets of fastest times, killing everything, all secrets, in hardest modes and so on until you've so many different ways of doing a game quickly that it becomes about as complicated as judging scores in the para-olympics for handicap specification and setting. Take the fastest first level done on the hardest difficulty and you're looking at less time than most people take just picking their first difficulty setting. 25 seconds and it's getting faster and more chaotic from there onwards. A combination of grenade hops, rocket jumps (and descents to fall faster), strafe jumping and using enemies as a catapult when they strike, brings a game beaten from start to finish in less time than some people take to beat the first level.

Go ahead, enter...

In closing, bow down, thank it profusely and be glad that a game like this helped catapult forward and shape the gaming world as we know it today (before bullshit like regenerating health, slow pace-controlled levels and mad things like PLOT get involved) and remember that even now.

The Dopefish still lives.

P.S: From here on, I shall be posting to the blog only once a week so that I can continue work on a rather lovely website, 30+ Gamer where I have been posting mostly about arcade games and will continue to do so. So hopefully, I'll see you there for more Bod related articles, particularly ones on being disappointed but, as already said on the front page, it's fairly expected.