Game Review : Origins : How We Became Human

Monday was Queen’s Birthday, and how better to celebrate the life of our monarch than by inviting a bunch of guys around to play board games. Nigel turned up with a game called Origins : How We Became Human which is no less than a recreation of 100,000 years of human evolution. It sounded involved (and worse – educational) but armed with over 9 litres of Coke and copious apple shortcake we persevered undaunted.

Origins turned out to be an excellent game. Each player takes the roll of a pre-human species (Peking Man, Cro-Magnon, Neanderthal, Homo Errectus , etc), each with slightly different abilities and objectives due to differences in brain development. One player may have language skills (useful for taming animals) but not the manual dexterity for tool use, and so on.

The game is played on a simplified map of The Earth, play consists of drawing cards and moving counters either on the map or around various sections of the status card for the players particular race, which controls how many resources a race is committing towards development. The first part of the game (the Age of Instinct) is mainly concerned with evolving your race by unlocking different parts of the brain and getting into good positions on the map (near exploitable resources like easily domesticatable plants and animals). The second and third ages (the Bicameral Age and the Age of Faith) are mainly concerned with obtaining cultural advances that confer certain helpful bonuses and are worth points at the end of the game.

Along the way, wars can break out as one player tries to move into territories held by another. Wiping all of one player’s units off the map does not eject the player from the game – that race is simply enslaved, a state of affairs that is limiting but non-fatal. Occasionally there are even advantages to being enslave to a race that is more advanced than your own since you tend to learn things from them. Gaining technology opens up parts of the map (oceans can be crossed with boats, etc) but certain cards cause the climate to change so you have to be careful where you units settle.

It all sounds very complicated. And it is, but actually playing the game is quite straightfoward. To make a long story short, the game lasted over 5 hours, during which time we were all happily enslaving each other and taming elephant birds to ride into war. Usually I get bored after a few hours of staring at a table, but Origins kept us all enthralled for all that time. We didn’t even stop to eat as the afternoon turned into evening (although the apple shortcake may have helped). That is the mark of an excellent game.

The one criticism I have is that once one player gets out ahead, it seems very difficult to prevent the game from turning into a foregone conclusion. I was having fun with my Neanderthals even though I was well out of the running with no way to catch up, but if you really care about winning then Origins may be frustrating.

Highly Recommended

Game Review : Star Soldier R

Nintendo have finally released some original games to their online store. Having a couple of hours and $18 spare, I decided to check it out by buying Star Soldier R, because I have always been a sucker for 2D shooter games.

Star Soldier R

While the game looks good and plays well, I cannot say that it was worth the money. The big problem is that there is just not enough of it. Instead of several large levels that you might see in a traditional shooter, Star Soldier R has only 2. The challenge is to score as many points as possible in 2 or 5 minutes (depending on the mode). This could have worked if there were a variety of levels to play in, but you always start from the same place, shooting the same enemies. On top of that, the power-ups are pretty unimaginative.

All this makes the game feel more like a demo than a full game – it gives you a short taste of fun then cruelly shuts you down just as you feel you are getting somewhere. As it stands, Star Soldier R is just not good value even at its reduced price of 800 points.

Not really recommended.

A Blast from the Past

A couple of weeks ago was using my old computer and discovered some long lost files from over a decade ago – back when my main computer was my trusty Amiga500. Although the laptop I am typing this on is easily hundreds of times faster and more capable in every way, I sometimes get nostalgic for the good old days.

Anyway, along with a few MOD files, my fourth year honors project, and assorted junk, I found a copy of this:

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Wizard’s Isle Title Screen

Wizard’s Isle was a text adventure game I wrote one week during a summer that I spent gloriously unemployed (1995 according to the copyright notice). It is written in AMOS and runs perfectly in UAE (the emulator, not the country) – right down to the awful title music.

The premise of the game is that you have been sent to the titular island to ask the two wizards who live there for help with the strange events that have been occurring in the kingdom, but during the voyage your ship was caught in a storm and sunk. The game opens as you wash up on the wrong side of the island.

Playing the game again for the first time in 13 (thirteen!) years is a weird experience, like walking around the house you used to live in. I am amazed at how much I remember – I completed the game on my first attempt although it is rather easy apart from a couple of idiosyncratic puzzles. I remember putting a lot of effort into the writing, and apart from the spelling mistakes it holds up well, I think. Having said that, I don’t think I will be writing another text adventure anytime soon.

I have the files on my laptop, anyone who is interested can email me for the Amiga disk image.

Game Review : Talisman

Talisman Logo

This is a review of a very geeky game, so those not interested can view some pictures of animals by clicking on this bear:

Sunbear

Still with me? Talisman is a board game with a premise similar to Dungeons and Dragons. Each player takes a archetypal character (Warrior, Elf, etc) with certain statistics and abilities and participates in an epic quest. Along the way they accumulate items and spells that (mostly) make him more powerful and able to survive attacks from various threats – including the other players.

Unlike D&D, Talisman is played on a board that represents the fantastic landscape. The layout is very simple, consisting of three concentric rings of locations. Players normally move either left or right around the ring they are on as many spares as indicated by the dice, but there are various ways of moving either in or out a ring. The goal is to get to the magical item in the middle of the board and use it to remove the other players from the game. Each turn, the players move to a new square and perform the action listed there, which usually involves drawing at least one card. Sometimes these cards are good (say some money or a magic item), but more likely than not it will be some sort of creature to be defeated. Combat is resolved with a simple dice role modified by the current statistics of the character.

And thats about it.

Talisman is not a game of deep strategy, you have very few choices each turn (basically role a dice then chose either left or right). In many ways it is only slightly more complex than Snakes and Ladders. The appeal of the game is in the setting; show me a person who doesn’t like wandering around a fantasy world battling Ogres and I will show you a man with no soul (or a man would rather be outdoors, or a man with better things to do, or a woman.)

We were playing the new 4th edition (Talisman dates back to the 1980s.) The board is very nice, but I thought that the rest of the components seemed a bit on the cheap side. Also some of the rules seemed really unclear. Actually I was pretty disappointed with the whole package – it really is too simple to be fun. Maybe if each game lasted for 30 minutes it would be worthwhile, but with 5 players we stopped after almost 3 hours with no end in sight.

Not really recommended

I Have Failed My Saving Throw Against Misty Eyed Nostalgia

I have just returned from a week long trip to Wellington. I like Wellington as a city, it is cleaner and somehow better laid out than the sprawling metropolis that is Auckland, and it also is home to several old friends of mine who I don’t see nearly enough of. Two of whom are my school friend Steve and his wife Jenny, pictured here with their children Matthew and Kiri and an awesome train set.

Steve and MatthewJenny And Kiri
It bears repeating: that train set is awesome

(As an aside, it turns out Steve was the manager of another friend I was coming down to see – I didn’t realise that they knew each other until I was well into my trip. This would have been an amusing coincidence, except that the other friend had just been made redundant so it was a little awkward. Luckily, the other friend does not seem too put out about losing his job.)

Anyway, I turn up to Steve’s place for a BBQ, and it turns out that Steve’s brother Alex is coming to, and he is bringing a box of MERP stuff from our teenage years.

Let me explain; MERP was a role-playing game we all used to play together (with some others) when we were callow teenagers (is there any other kind) back in Oamaru. Although there is a published game called MERP, our MERP was a wholly different animal, with rules and setting invented totally by ourselves, except for the bits we stole from whatever fantasy novel we were reading that week. We spent literally years refining the rules until the game played like butter; we had no character classes but different races could acquire certain skills more easily than others, a character could specialise in one field or be a jack-of-all-trades at will, combat was easy and quick, and the magic system made as much sense as magic systems ever do. Every so often, we would get bored with the setting and reboot everything, usually winding the calendar forward several hundred years so that the map changed and our old characters’ mighty deeds became the myths and legends of the current setting.

The Box
Lying on the dinner table is a nondescript box. What wonders lie within for those who dare peek inside?

The box Alex had found contained a fraction of the work we had put in. In it were several detailed maps neatly drawn in coloured pencil, a couple of multi-page adventures designed by Alex, a whole bunch of character sheets and dozens of pages of The Official MERP Rules (or one version of them).

Back in the MERP days, our characters would come across chests filled with strange codexes and maps to fabulous treasure, written on scraps of moldering parchment, lying unseen by human (or inhuman) eyes for decades at the bottom of dank dungeons. Alex’s box was our childhood adventures made slightly musty smelling flesh (in more than one sense), and we spent most of the evening pouring over the paper with trembling fingers and reminiscing about the old times; the magic sword that was as addictive as crack for the wielder, the dark tower filled with ghosts who didn’t know they were dead, the foul-smelling semi-transperent rainbow dragons, the priceless Arkenstone (always more trouble than the damn thing was worth), good times, good times…

At least the three men reminisced, Jenny looked on with various degrees of bemusement.

Although it seems like a colossal waste of time, I have a hard time regretting the hundreds of hours we spent playing and preparing MERP. If nothing else, MERP left me with a good understanding of basic probability, game theory, the spelling and meaning of the word lycanthropy, and that trolls can be easily set alight given a strong enough flame.

Putting so much time into fairly pointless things is a luxury that only the young have, and I remember that time with fondness. And I am not the only one, Steve reckons that he might also have a box of stuff tucked away somewhere.

Not me though, my mum chucked it all out as soon as I left home.

Later on the evening Steve tried to get me interested in Guildwars, an online roleplaying game. I’m not falling for that again.

ZOMBIES!!!

It seems this sleepy midwestern all-american town has become infested with the stumbling undead. Sure, they are slow and stupid, but there are a lot (A LOT!) of them, and only one of you. Right now you are at the town square, you are pretty sure there is a helicopter around here somewhere, but where?

Continue reading

Some Stuff I have Seen Recently

Black Sheep

New Zealand comedy-horror movie, with the emphasis mainly on the comedy. Genetic experiments cause mutant sheep to go on the attack on a remote farm; anyone bitten by one finds themselves changing in unexpected ways. Not one of the great films for all time, but well put together and entertaining in its own way.

Taste the Blood of Dracula

I have always wanted to see one of the “classic” Hammer Horrors staring Christopher Lee as Dracula. This one was pretty good, except for the glacial plot, bad hair cuts, and a frankly stupid ending. Ok, so it wasn’t that good at all, but in its favor it had a nice orchestral score, great colour (everything red was twice as vivid) and the second most awesome title of any movie ever (losing only to “Mother, May I Sleep with Danger?“). It all depends on what you look for in a movie.

Playstation 3

I got the chance to play around with one for a while. The graphics were nice enough, and the Bluray disk we played looked fine, but I am not convinced it is worth the cost. It is, however, very shiny and when I dropped pizza all over it the mess just wiped right off, so thats a plus.
Mini-review of the three games I played:

  • Motorstorm: Pretty good off road racer, the graphics are nice and crisp but kind of dull looking for all the resolution. There is a lot of variety in the game with the different vehicles you can drive, and having them all race together is fun. The game is really crying out for multiplayer though, and after a few laps everybody in the room decided we should go back to playing Excite Truck.
  • Genji 2: Very standard beat-em-up/adventure game. Nice graphics and the fighting is OK, but the game is let down by stupid puzzles and the worst camera angles I have ever seen.
  • Ridge Racer 7: Finally ties up all the lose ends and answers the questions raised by the previous 6 games. Just kidding – it’s another terrible Ridge Racer game, with bad graphics and controls that feel like they were programmed by somebody who had read a book about driving but never actually done it.

WordMap Update

I have made some small changes to the WordMap toy due to user feedback:

  • When doing the puzzles, the target word is now displayed along with the number of moves already taken.
  • When you reach the target word of a puzzle you get a nice message, especially nice if you have done it in the minimum number of moves.
  • Slightly rewritten the introduction page with a better explanation of what is going on, and less computer science.
  • A few more puzzles.
  • The URL is now obfuscated (look it up) to prevent cheating.

Trichotomy, a Chess Variant

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Trichotomy initial setup

This is a picture of an unusual chess-based game called Trichotomy that my friend John owns. As the picture and the name suggest, Trichotomy is played with three players, each trying to checkmate the player to their left. John bought the game years ago from the designer himself, and I have never seen anything like it since.

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John makes a move

So what does it play like? Well, for one thing the games tend to get off to a brutal start. As you can see from the pictures, half of your back row is exposed to the person on your left who is trying to wipe you out. You must protect yourself as best as you can from the previous player while trying to get your pieces up into the ranks of the next player. Often alliances are necessary, but these tend to be short lived.

The rule that has the biggest effect on strategy is that while all three players are still in the game, you cannot make a move that would put the king of a player in check to the player in front of him. This means that it is possible (although rather risky) to use your king much more aggressively than in normal chess, using it as a impervious spoiler ahead of you until there are only two players left.

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“I haven’t finished yet, I’m still touching it!”

It is perfectly possible to move pieces backwards (except for the pawns). This actually serves to keep the game quite balanced, since if you do badly from the start (as I did in this game), the thinning of your ranks only serves to open up the previous player to pincer maneuvers from the next player attack both forwards and behind. You have to keep you wits about you, because the design of the board makes it a little tricky to see the legal moves, especially on the diagonals. It’s actually possible to put a queen or bishop “into orbit”, moving in a complete circle around the central hole.

Promoting pawns happens more often in Trichotomy than normal chess, which is lucky because your major piece die with alarming regularity. A pawn is promoted when it hits a border, although the half border two squares away from your starting row of pawns does not count, merely trapping your pawns there for the rest of the game. Forcing a pawn through the following player’s ranks to get a second queen is one of the satisfying moments I have had with a board game.

There are two traps that it is easy to fall into. It is possible to be sneakily checkmated if the following player moves so that your king is threatened by the previous player. Since it is not yet your turn, you cannot break the check and you lose immediately. Also, the fact that the following player cannot threaten your king, combined with a board that has twice the number of corners as usual means that there is a real risk of stalemate, which forces a draw. As with normal chess, this can allow you to retain a small amount of honor at the cost of the other players’ undying hatred.

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Just like real life, if you can’t succeed at least you can spoil it for everyone else