Showing posts with label rpg. Show all posts
Showing posts with label rpg. Show all posts

Thursday, 6 November 2014

Moraff's World - DOS








Thanks to the set up, this was the best title screen I could get. Shut up.

Thought I'd go WAY back to the dawn of time and pluck forth from the depths of DOS, a game that first got me into the whole Dungeons and/or Dragons principle of wandering around a dungeon with various health points, other sorts of stats and generally kicking the shit out of multiple monsters that couldn't reach the upper level where it was safe and I was the only person in the town that could do anything at all, ever. I am of course referring to Moraff's World.

Choose your race, or whichever set of numbers looks nicer to you.

The idea is simple enough, create a character using a quick sheet and wandering your way through approximately 200 levels of dungeons in your quest to punch out the Red Dragon King. (I didn't vote for him...) On the way you'll encounter a veritable army of monsters ranging from badly drawn orcs, to badly drawn puffballs, to badly drawn dragons and many other badly drawn creatures. Combat is an easy enough affair of simply pressing F for fight when they're up close to you and the winner is the one still with a positive number of hit points.

Well, what teenager isn't this these days?

 Interestingly, the screen splits the view into 4 view screens, each one showing your perspective while facing in the four key compass directions. Upper view showing North, Lower view showing South and so on, which allows you to see in all directions and lowers the chance of something sneaking up on you and taking you by surprise. (I said 'lowers' not 'stops'...) What it doesn't stop, is that some walls are fake and enemies can pop out from them at a moment's notice.

How would you like to play? Pick carefully or you're going to be in trouble.

Depending upon your character will depend upon whether they're capable of using weapons, or spells, if they have access to any or all spells and if they gain Experience by wandering around or by fighting and killing things. There's a host of different ways to play the game but regardless of that, it's all a very similar experience.

Slightly confusing at first but the display lets you see all round at all times.

There is only one dungeon and even if you leave to head into the wilderness, you won't find a different dungeon, just the same one again and again. That said, the dungeon is huge at 200 levels and a town where you'll be running back to in order to level up or exchange your hard won cash into game-legal tender (carrying too much will slow you down and give faster monsters more attacks before you can retaliate). You'll also be able to head into the Temple and cure poisons, diseases and resurrect yourself should you bite the big one.

Killing monsters and taking stones, repeat, repeat, repeat.... Ad Nauseam.

The biggest issue in the game is that of combating boredom. After a while it becomes an endless slog through dungeon floor after dungeon floor before you get to the point you MIGHT want to find and kill a boss monster and gain from it a key that will let you descend to that floor instantly. IF you can find the ladder that will take you there. The other big issue here is that without spells or items that can tell you, there's little indication as to which floor of the dungeon you're on. Some ladders in the dungeon drop you one floor, some will drop you multiple floors and the almost undetectable trapdoors can drop any number of levels downwards. Of course this doesn't sound too bad but remember that the further down you go, the higher the level of the monsters and the more powerful monsters come out to play. You know the ones I mean. Those that can strip you of your armour in one move, those that can poison and inflict diseases upon you, those that can drain your levels for you. You know now, the fun ones.

Ah yes, the lovely "Blocker" types of low attack/high hp that just waste your time.

Finding treasures is a random event that happens on the defeat of every monster, you could, for instance, find the most powerful armour on the first creature you battle, or the most powerful weapon but at the same time you might first 1 copper piece, which isn't worth anything in real terms within the game. Typically, Cups of Health will be found initially at the start of the game but later on, you'll be running back and forth from town to the lower levels in search of the stronger monsters so that you might level up sooner rather than later.

The bat, it could infect you, but at 3HP you're more likely to catch a cold than a disease.

Outside of the scope of the instructions, there's little here to keep people playing once they grow tired of the monotonous exploration and discovery, new threats of monsters become annoying when you realise that it will take considerable time and preparation to even begin fighting them and then to realise that some monsters can ignore powerful attacks and spells on the basis of "I'm just not going to accept that" and then it's out of health time and you're dead, or resurrected if you paid enough for it.

Monday, 30 June 2014

Article 100 - Chrono Trigger


Let the epic, begin

So it's the 100th article of the blog and I thought I'd go and look at what I feel is on the best RPGs of all time and nay, best games of all time. Yes, I believe this game should be in anyone's Top20 list, likely in my own Top5. The problem with such lists is that they always swing and sway but I'd place Chrono Trigger there any day. Here's why.

Looks lovely and happy, that never is going to last long is it...

Let's get the basics out of the way first. You play as Chrono and his band of friends that he picks up from around time and space, sort of like a kid Doctor Who and you find out that when you try to use a teleporter at the local fair, some girl's pendant sets off a temporal flux and you're flung back in time 400 years to where you realise that some asshat has bollocksed up the timeline by mistakenly assuming that the girl who has gone with you, is the queen of that time period. This causes a huge bullshit session of the girl you're with being unwritten from time as the queen of that time is your friend's ancestor.

We don't really know Flea's gender, we don't care either, kill it.

All this is carefully explained with monsters and images by the way in such a way most kids could get this, really playing to the mass audience with aspects of consequence and causality. To which you and another friend and a man-sized frog (keep with me) go and rescue the real queen to set the timeline right again. This is just the first hour or so of the game.

Batter up, it bashing time.

Eventually your rag-time friends from across time spanning back to the age of man vs. dinosaurs (don't think too hard on this) to the future where the apocalypse has had an apocalypse (Yes, Blood Dragon, well done), you're left to hop back and forth through time, fixing the problems as you go and solving things in a sort of Dr Who meets Back to the Future in order to try and stop the world ending in 1999 (You start in 1000), while the future in 2300 is bleak and shitty.

Looks nice and friendly.

Each time period represents issues within our own history. 65 mil BC is our dino era with mankind learning basic language skills and fighting T-Rex's as often as one lights up a cigarette in a sort of "evolution represented by one big punch up" race between dinos and apes. 23,000bc has the segregation system in place of the underlings represented by non-magical users and the uber-class of magical users which also seem to cause most of the problems in this game. 600ad is your usual might and magic era, expect knights, maidens, talking frogs and an out of place magic user. 1000 ad is pseudo steam punk pleasant modern day, 1999 is just one event, the end of the world and the game's final boss and 2300ad is the bleak future of starvation, dying, disease and lots of robots and mutants. There's also the end of time populated by one old dude, a god of war and a streetlamp straight from some old 1960s film-noir.

5v3, no contest.

It's varied, it's memorable and it approaches the time travel aspect in a rather interesting way. Initially you'll be hopping through gates from one time period to another until you get to a point where you get the "Fly around the main map and time hop when I want" but until then it's fairly rail-roaded. The more interesting aspect taken into account is that nearly EVERYTHING you do has an impact later in the game. Even the first area, where you're walking around with the new girl, all of your actions can bite you in the arse 4-5 hours after they've happened. Summarised in such a way that you realise that 'yes, doing that in game would make me look like a total prick' in one of the biggest parodies of the genre before accepting it wholeheartedly in the next breath.

Large zombie skeleton things, not quite what you expect to see in 600AD

As you progress through the game you'll end up solving quests and puzzles that require thinking in time zones. Need a forest now? Go build it back a few hundred years ago. Mum's a cripple? Go back and save her from the accident she had.

The Epoch, a time machine unless you named it something else. I called it Dave.

Aside from this, the game has over 10 endings and variations all depending upon when and how you fight the final boss. The variations depend on whether you completed the big missions to improve things while the actual endings are all about at what point in the game you decide to destroy the giant flea from space that screws up time, Lavos. Some endings are done purely for laughs, while others take a serious "Here's the consequences of your actions deal".

Either everyone got tired, or you screwed up.

As a game, it's an RPG so you've your chars and their experience, stats automatically are designated on levelling up but you can also boost them with items if you can find them. You'll get a weapon, helmet, armour and accessory for each character (some can't be adjusted, but usually you can) with greater armours and weapons throughout the game and some coming from some very convoluted missions. So a lot of the personalisation with the characters is gone as you can't focus their talents and are just told "You levelled up, here's a spell that makes an enemy's arse explode" while fighting in a zone of monsters with no buttocks, or something similar...

This only goes to show how BADLY you messed the game up.

Combat takes the guise of mostly scripted events, even the location and placing of characters is pre-determined while some of the attacks and techniques you can use are 'area of effect' or 'line of sight' and characters are kept stationary except when attacking. There is no "random" battle, monsters you fight in a zone/area will be there each time you go through that zone/area, giving you a chance to be ambushed just the first time you go through (or if you forget) while other fights are entirely of the "walk into them and kick arse" type. You can often prepare for a fight with the right items and checking health/mana levels.

Oddly enough, you see this in all points in time, can fight it all points too.

Each fight gives you the choice to attack with the weapon, use a technique or combo technique if multiple compatible characters have the right moves available i.e. Froggy and Chrono can perform an X-attack, while Froggy and Marle do a different attack with different results and impacts, some techs can be done by all 3 working together. However later in the game, individual chars tend to be able to just hit high on their own anyway. Chars can also use an item instead and at the start of the game these will likely be essential to recover health and such.

Magic and technology, looks friendly with that blue-hue trim over the planet.

Enemies run the variation of being standard, high-def low-magic, high-magic low-def, switchers and puzzles where you have to do one thing, then another, then another to kill them. Bosses are almost all puzzles, particularly the final boss when you realise just what actually IS the real core of the boss. Other bosses need to be destroyed in order of parts, or have weaknesses initiated by magical impacts. Magus being a key one as he'll fight with magic and changes immunities every other turn or so. Puzzles of such degree that even when playing through in the New Game+ modes, you'll STILL have to be careful. Yes you can hit harder than GOD and already killed monsters and enemies that transcend time and space, but that robot dragon will only die when you hit it in the RIGHT ORDER.

Yep, riding dinos. How else do you get around?

There's a lot to do in this game, puzzles, quests, missions, so many things one can miss and WILL miss even after many years of playing (I've still not seen ALL the possible endings, most of them however), questions to ask yourself such as "Do I take the item now, or wait 400 years and take it later?" "Do I give it for free or make him pay? What's the knock-on implications for this?" "Do I really want to save a crippled mother's legs?" Some very hard questions one has to ask oneself.

The game has some truly inspired graphics and interior decor.

As a story, the pacing is fairly solid up until the final session when the last few dungeons are just a long slog of "Oh this guy again, ok let's hit him with attack A C B... and again a few rooms later... and again... here's his powered up form so let's... just... do... the same thing again..." While the missions and questions to improve the world before you fight the final boss add a little extra element of thought and impact rarely seen in games at that time. It gets complicated after a while but never so much that it becomes unfathomable and new elements are introduced gradually rather than being tossed in.

This enemy cannot die. You can re-fight it again and again and again. Why didn't they send this into battle instead?

Some parts of the game are poorly thought out however, one in particular is where your band is kidnapped and held hostage and while attempting a daring escape, need to recover their weapons, items, armour and gold, of which some can be left behind and lost forever. Also, if all three of your party fight with weapons, you'll HAVE to stealth it around the level and getting caught puts you right back where you started making it a sort of Spy By Trial And Improvement type of deal. Other parts include mandatory repetitive battles that serve no real purpose other than to pad the gameplay out, of which there's a lot of it already while other parts of the game.

Nope, not dead yet, in fact it's only just begun.

The music within the game really adds to the atmosphere and ambience created in tandem with the artwork and graphics. Every piece of music is not only distinguishably different, but either increases a sombre mood, enhances an adrenaline rush of a boss fight, or more epic boss fight, or highlights the joviality of a scene punctuated by the more light-hearted and flittery scores of music composed for use in this game.

The final boss, but which part is the REAL thing? Hint: Not the big thing.

With regards to the graphics, everything looks stunning, from the spell effects to the time travel warps, to the characters themselves and the detail and attention on the backgrounds is mind-blowing to see from the logs of wood on houses to the slates and cobbles in the streets. Even the smallest time zone, the end of time, is lavished upon in detail and gloom adding a real impact that this is all that's left once time itself has finished. An old man by some cobbled streets with a single lamppost almost out of Victorian era industrial revolution times.

Grim, bleak, mortifying. Detroit never looked so good.

Does it have replay factor, yes by the bucket-load. With each completion players can run through again on New Game+ giving them the chance to play in a different manner, try different things and gain items they couldn't have done the first time through because of the "This OR That" choices that had to be made. Try to win the trial by jury, complete or fail to complete specific quests, save people or condemn them and see what the impacts are upon the game's world. With also over 10 different endings including the "I beat the game by myself as one character because I took the second teleporter right at the start" which, while difficult, isn't impossible and certainly feels great when fighting the last boss through time and space SOLO. (Yes... yes I have, thank you for asking).

Well he IS the God of War.

It's bright, it's bold, it's different and done very well and remains a game I'd recommend to anyone who hasn't played it before and especially in this day and age where it can be found on handhelds and mobile devices. Pick it up, have a taste of how it should be done right and realise that few games will compare even closely to this one.

Monday, 30 December 2013

Second Wind



While recently many of the games I've reviewed have been commercial releases, punted out by corporations and professionals that produce multitudes of games and such in vast numbers. I thought I'd review something with skill and talent in that hasn't be blighted by the "Triple A" touch of video games I like to refer to as "Thrown enough cash at it to solve a 3rd World Country's starvation issues" and instead is made simply by a few people, with little more behind the motivation beyond the fact they WANT to make the game.

I really should review INDIE games a lot more. There's a lot more variation in the different games and yes, there's a LOT of crappy ones, but the true gems shine even harder for that matter. When you do find something that glorious, you cannot help but be impressed by the concept, the originality, the execution or all of the aforementioned aspects at once.

This one is a flash game from what I can tell so far. It might be available on other formats though as far as I can tell, it's just on flash. But what a game it is.

A little background, Rogue-likes, as the name suggests, are any games that fit a model identifiable with the game Rogue. In which you wander around a dungeon that's randomly generated and continue to progress to harder and harder levels, taking on harder and harder enemies while collecting weapons, items, spells etc to level up and hopefully get to the bottom and win the game. In a manner of speaking. Second Wind, takes the bare bones of this concept and removes the structure of dungeon floor space by having everything that happens as a randomly occurring event.

For example, on the first level, which is set in a dungeon, you'll explore places and perhaps happen upon a monster, an event of skill/strength, shops selling either weapons, armour or health potions, Non-Playable Characters that have their own interactions and quests, or one of the many avatars for what qualifies as Gods within the game itself. Finding one could mean finding another one in the next move, or not finding another one for the next 20 or so movements. So you could find a text that explains a snippet of the world you're in, and never see it again for the next 30 games, or bump straight back into it the next time you press "explore" but that's random number crunching for you.

This does get annoying when you NEED to get to a certain location in order to progress to the next level.

Each enemy is a parody or rip-off of other enemies found within similar games. Usually accompanying the enemy is a very out of place description, something jovially cutting about the genre and then something equally humorous to found when defeating said enemy. For the most part it's very light hearted on the humour and will often give you a chuckle (assuming you GET the reference) the first few times you fight the adversary.

Given the RPG roots, there's the usual Health, Gold, Level for each character. Health being the main decider between "alive" and "dead" though you can return once from death as part of the eponymous "Second Wind" ability. Your character will have 3 abilities during any fight depending upon which character you chose, of which there are around 20 different types of character from fighters to magicians, martial artists to knights etc. You'll also have Dexterity, Power and Armour ratings which will determine how much Armour Penetration you can do, how much damage you can do and how much damage you can soak up, in respective order.

The catch is that there's a BIG difficulty spike from the first level to the second level and you'll find sometimes that going too soon will result in you fighting enemies you cannot harm because you cannot get past the armour. OR you'll have to rely upon other attacks/abilities that will bypass armour entirely. Such as the Parry technique for fighters, that will return a % of damage back onto the enemy but you have to survive the damage first of all. So if you really cannot damage an enemy, you'll have to run and lose cash or die (and sometimes you can't run at all, because you lack the stats to succeed in running away like a prick).

Story wise, you're someone who has ventured into the dungeons of a world ruled by several Gods. Your purpose to rise to the higher levels, transcend realities and battle the Gods of the world. How you play and how well you do will determine whether you ruin reality or rule it as either MasterMcShitBag or a nicer person. Though the criteria for meeting such endings isn't entirely clear as to getting the best ending or middle ending, though the worst endings are clear for either joining the last boss or losing to him. As it turns out, the best ending is met by killing the last boss without killing any other Gods, which makes it a rather herculean task as the deaths of the other Gods will anoint you with the huge stat boosts that will allow you to fight the last boss on relatively fair terms.

Thankfully you can continue repeatedly in the third level as it's purported to be some form of ascension and as such, leaves you on another plane of reality where you can respawn ad infinitum. It doesn't make it mean much more than repeatedly having your arse handing to you.

Though there's a fairly enjoyable story, it is hidden within "pages" that can be found as random events, detailing the events before the game, leading up to the game and the circumstances found now that shape the course of the protagonist. It can however be entirely bypassed and the game becomes "Whose balls do I break next?" while running around looking for more fights to get stronger and stronger. In these senses, it does become a grind fest and most people will find that, as the monsters get stronger, there becomes a limit at which experience is not gained as much and that is the game's way of telling you to move the hell on and kill the bosses already of that level.

The music within the game has become one of the few games where I've actually sat and done nothing in-game just so I could hear the music playing, particularly for Boss fights and the Final Boss fights. It's a suitable mix of epic and exciting that leads to a satisfying build up, though if you're too overpowered, can detract from the overall expectation of wanting a long, solid battle.

That having been said, it's not going to be everyone's game. You really have to have an affinity for a) grinding through levels to get to higher points and a rather expansive knowledge of tropes for, and around, dungeon crawlers, rogue-likes and other such games, but mainly anything closely associated with Dungeons and Dragons (the tabletop game, not the cartoon series... Even if Eric was whiny, but the best character out of the bunch). However for those that DO get this genre, as esoteric as it might be, there's a rather witty wealth of game contained within that will make even the most ardent player sit back and chuckle softly with a wry smile upon their faces.

Though having said all that... I now want to watch Eric and his shield running around, being sarcastic.