The wait is over: it's finally here.
I was a big fan of Sierra's Adventure/Quest line in the early '90s: "Space Quest", "King's Quest" and "Quest For Glory" still rank among my favorites, despite the outdated pop culture references and the poor (well, by today's standards) graphics. To be totally honest, I'm more impressed that creators like Ken and Roberta Williams, Scott Murphy and Al Lowe managed to craft such engaging games with relatively little tech to back them up. Sure, none of the "Quest For Glory" games look like "World of Warcraft", but I get a kick out of hearing John-Rhys Davies mock the Hero for some boneheaded move anyway.
Anyway... as the A/Q sub-genre was dying out, Sierra started releasing "remakes" of their oldest games, doing away with the text parser and the (admittedly rough, even by the most forgiving standards) EGA graphics in favor of a mouse interface and VGA. My guess is that, at the time, updating the classics seemed like a sure way to reach a new audience while maintaining their current fanbase... but reception was cool, to say the least. In all honesty, I'm not sure why: okay, QFG1 was ugly as hell, but SQ1 had its moments. Still, the results were poor enough that Sierra never got past the first game of any Quest series.
Fast-forward about a decade later, and enter AGD Interactive: a group of hardcore Sierra fans who've decided to do the one thing that transcends fanhood into something more - they decide to update the classics themselves, recreating Sierra's finest games in mouse-based VGA. Their first two releases were "King's Quest I" and "King's Quest II", now with more plot, voice-work and graphics at least on par with anything Sierra put out at its peak. And now they've remade "Quest For Glory II: Trial By Fire".
"Trial by Fire" is my second-favorite game in the "Quest For Glory" series (the first being "Shadows of Darkness", because it retroactively made its predecessors pieces in one large puzzle rather than isolated stories) - loosely based on an "Arabian Nights" environment, the player must choose the role of Fighter, Thief or Magic User and journey through the land of Shapeir, fighting monsters and solving puzzles.
The work AGDI has put into this remake astonishes me: on the one hand, locations are virtually identical to the original game, but the artwork is beautiful, from the scenery to the dialogue portraits: it looks more like a contemporary to "Shadows of Darkness" than anything before or after it. Understandably, there's no voice pack this time (seriously, the amount of dialogue in this game goes beyond massive and into the realm of Lovecraftian in its enormity) but that doesn't detract in the least. The nightmarish alleys of Shapeir can also be simplified so you don't spend two hours running around in circles looking for the South Plaza.
And, in the interest of keeping things fresh, the AGDI team has also added some innovations that weren't in the original (but probably should have been) - Magic Users can challenge other Shapeir sorcerers to friendly competitions with prompt rewards, Fighters now have the potential to score Critical Hits on their enemies, etc. So beyond re-experiencing the old game, there's a bit of the new to seek out. By normal standards, QFG2 isn't a very long game - I estimate about six hours tops - but it's certainly fun while it lasts.
AGDI's slogan is "The Spirit of Classic Adventure Gaming". Thanks, guys, for keeping that spirit alive!
Wednesday, August 27, 2008
Game Review: Quest For Glory II VGA
Posted by Diana Kingston-Gabai
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Saturday, August 9, 2008
Game(s) Review: World Domination
I've recently become fond of "world domination" RTS games, where you're given a large map and must, through tactics or brute force, conquer territories in traditional RTS battles while your opponent does the same. This mode places a greater emphasis on micromanagement and strategic planning, because the game can literally turn on a victory or a defeat at a specific location.
Over the past six months, I've had the opportunity to play three such games, though in each case the "world domination" mode was just a side-game attached to a traditional, mission-oriented RTS: there was the War of the Ring mode for "Battle For Middle-Earth 2", Global Conquest in the "Kane's Wrath" expansion of "Tiberium Wars", and finally, Galactic Conquest in "Star Wars: Empire at War". It's worth noting that in each case, I found the world/galactic conquest mode infinitely more engaging than the campaigns.
So how do they rate?
Let's start with "Battle For Middle-Earth 2", specifically with its expansion pack "Rise of the Witch-King" which made significant improvements to gameplay. This game draws heavily on the film trilogy as its source material, and I think that's a big part of the appeal: it's generally held that the various wars were the most memorable scenes in Peter Jackson's movies, so being able to recreate (or rewrite) those conflicts is a lot of fun. The War of the Ring is essentially a free-style mode that allows you to set your own objectives (ie: conquer all the strongholds of Middle-Earth, capture the South, destroy your enemy's capital, etc.) and you can choose starting points both for yourself and for your opponent. During gameplay, you receive bonuses for consolidating control over a particular "nation" (ie: conquering all the lands of Gondor).
Each faction starts with four generals, the only units capable of free movement throughout Middle-Earth: armies can either attach themselves to a general or move through friendly territories. You have to make a choice right at the start whether you're playing offensively or defenseively: you can either rush neighboring territories to build yourself a large power base, at the expense of having an army capable of defending it if your enemies come calling. Every map corresponds to a specific area in Middle-Earth, so you can find yourself assaulting Isengard or storming the Shire.
The Pros: Setting aside the aforementioned thrill of playing a game so closely tied to the most exciting aspect of Peter Jackson's trilogy, there's a lot to enjoy about the dynamic gameplay in "Rise of the Witch-King". Every land you conquer provides a certain number of build plots, allowing you to customize the composition of each territory: you can build farms to raise your income, barracks to produce soldiers and fortresses to provide automatic defense for otherwise vacant territories - if you leave a land vacant, without either a fortress or a standing army, you will automatically lose the territory to your opponent. Fortunately, even your most powerful units will only require one turn to build, so if you have a few barracks working together, you can pull together a decent force quickly enough. There's also some real challenge in terms of tactics: defeating a fortified enemy will be near-impossible if you're not ready.
The Cons: Auto-Resolve can be outrageously biased in favor of the computer. Even against a Brutal AI, there's no way a single band of garrisoned archers could repel eight Mordor Attack Trolls accompanied by the Witch-King. It's usually best to fight each battle "live", since Auto-Resolve will rarely calculate the potential of each unit when sizing up the different armies. Of course, this can lead to incredibly long campaigns - I usually clock about six consecutive hours or so. There's also an income/population cap that limits the size and composition of your armies: these can be expanded with fortresses and farms, but once you hit 1000, that's it.
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Moving on, we have the "Global Conquest" mode of "Tiberium Wars: Kane's Wrath", the latest addition to the "Command and Conquer" series. On the whole, it's much less restrictive than "War of the Ring", though this can be as much a disadvantage as an advantage...
The Pros: Well, for starters, Auto-Resolve is much more balanced. You actually stand a fair-to-decent shot of defeating your enemy through the Tactical AI, provided you have the right units. Free movement allows you to deploy bases and move strike forces pretty much anywhere you want, in any direction: it's tricky, but you get used to it after a while. There's an interesting array of support powers available for use against enemy forces and bases, and of course each faction has their own superweapon. "Realistic" geography is also an interesting addition: Australia, for example, is an excellent staging ground because it's isolated and you can deploy strike forces all over the map from there. Likewise, the high concentrations of cities around England provide massive boosts to income.
The Cons: The biggest flaw in Global Conquest is that you have very, very few customization options. You can't pick your starting locations (resulting in awkward situations like having a starting base surrounded by three enemy bases) or determine your base layouts (and 9 times out of 10, vital buildings will be placed outside your defensive perimeter). You can't play around with faction alignment - it's always GDI vs. Nod vs. Scrin, and sometimes they'll double-team you. There's also no way to bypass the secondary victory conditions, a ludicrously imbalanced set of goals that will grant you automatic victory if you achieve them. For example, Nod has to corrupt 24 cities around the world - a ridiculously easy task. GDI has to control at least 33% of world territory - again, very simple and much less challenging than military victory. Unfortunately, the Scrin get short shrift here: not only is it practically impossible to get any momentum due to the extremely high cost production of virtually any unit, but their secondary victory condition is building 9 Threshold Towers, which means a minimum of 9 bases if you're not going for any other strategic structure. It's just not a fun way to play... and yet you don't really have a choice, because if you don't aggressively pursue your objectives, one of your enemies will get there first. And even if you outnumber then ten to one, you'll lose.
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And finally, we have "Star Wars: Empire at War" and its expansion pack, "Forces of Corruption". It's rather different than the other two games by virtue of having two strategic arenas: after conducting a round of space combat to control the orbit of a planet, you must then land ground troops on the surface to eliminate the enemy base. Some units, like Darth Vader or Boba Fett, can function in both arenas, albeit in different fashions. Also, there's no real-time production as such: you start each battle, whether space- or land-based, with a specific number of units; if your force is too large, the remainder will be available as reinforcements during the course of the battle. This forces the player to adopt a completely different tactical style, because you can't simply set up a base and overwhelm your enemies; they can make more units, you can't. So you either build a "victory fleet" that can overcome any opposition, or scout the enemy and bring units that can specifically counter those defenses.
The Pros: "Empire at War" is interesting because it's so atypical of RTS games. Unlike BFME2 or C&C, where every faction is more or less equal in terms of raw power, the three factions of "Empire at War" require three different methods of play. The Empire, for example, mostly depends on steamrolling over its enemies with brute force. The Rebellion can't go head-to-head with that kind of power, but they can make lightning strikes on ground forces, snatching planets out from under the Empire's feet. The Zann Consortium (representing the criminal underworld of the Star Wars universe) can bypass the need to conquer planets altogether, corrupting them from afar and allowing all sorts of interesting bonuses to come through. Every world has specific tactical value, and what's more, the game makes defensive play very difficult: the only way you can increase the population cap is to build space stations over newly-conquered worlds, so on the one hand you have to expand your territory, but if you're spread too thinly your enemy will punch a hole right through your defenses. Moreover, your income is based in part on mining facilities built on conquered worlds, so you can't just build a Death Star and blow up planet after planet - if your opponent stages a successful counterattack, you won't have the resources to rebuild.
The Cons: There are some odd limitations to the Galactic Conquest mode - heroes such as Kyle Katarn and Mara Jade, and units like the Imperial Royal Guards, are available in certain campaign missions but not in GC (fortunately, this can be fixed by modding the game). Also, like Global Conquest, the "Forces of Corruption" expansion doesn't allow you to streamline the battle, forcing you to fight the two other factions simultaneously. Auto-Resolve harkens back to the weirdness of "Battle For Middle-Earth" - a perfectly well-defended base can be annihilated by some underpowered units and a hero or two.
Posted by Diana Kingston-Gabai
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2:05 AM
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Friday, August 8, 2008
Season in Review: Battlestar Galactica S4
Wow, that was... kinda bad, actually.
The most recent (abortive) season of "Battlestar Galactica" pretty much ends the duality I've complained about in the past, that tension between naturalistic science fiction and metaphysical theology. Unfortunately, the schism is resolved by sending the entire show into amorphous religious babble. It's as if the entire cast of characters has gone stark-raving mad, following prophecies and being moved by spirits or higher powers. In the past, these events always had a plausible alternate reason, but we've long since left that behind: so many events in S4 literally can't be explained outside divine intervention or something similarly mystical. And that's... really not what I'm looking for.
What's worse, character arcs either went nowhere or took some truly bizarre turns: Roslin goes on an extended power trip, Baltar turns into Jesus for no reason that I can determine, Starbuck turns into a shrieking, whining madwoman, Cally... well, the only thing I can think of is that Nicki Clyne pissed off someone rather powerful, because in the space of a single episode Cally goes from devoted mom and loving wife to suicidal pill-popper with paranoid (or not-so-paranoid) delusions. And don't even ask me to explain Tory. In fact, the whole Final Four (or Five, or Four, or Five...) arc was pretty much a waste because they don't do much of anything - we already had the "what it means to be a Cylon who wants to be human" scenario with Boomer/Athena (and, to a lesser extent, Caprica-Six). The Four didn't bring anything new to the table besides their "magical" connection to Earth. What-ever, show.
BSG's just about done at this point, so I'll probably see the last ten episodes through... but my expectations have fallen a great deal from where they were after the first season. Big disappointment overall.
Posted by Diana Kingston-Gabai
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2:11 PM
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Saturday, July 26, 2008
Movie Review: Batman - The Dark Knight
My God, where does the time go? Seems like I turn my back for two seconds and a whole month goes by. July's been pretty crazy for me, so much so that I ended up skipping the usual "season premiere" review that I usually do (to recap, it's currently "Middleman", "Weeds" and "Burn Notice"). But things'll get quieter after Monday, so I expect to be back with some frequency then.
In the meantime: "The Dark Knight". The quick verdict is that I liked it a lot, but I didn't love it. I'm not going to review it at any great length because it's being swarmed and picked at like a roast beef at an Oprah Winfrey picnic, but here are some of the good points and flaws I picked up:
* It's been an unfortunate tradition that whenever you get the Supervillain Team-Up in comic book films, it never quite works on a thematic level. Going all the way back to "Batman Returns", the Penguin and Catwoman were equally captivating, but they're both targeting very different aspects of Batman: he goes after the mask, she wants the man behind the mask. I'll skip over the Schumaker films (for obvious reasons), but "Batman Begins" had the same problem: the Scarecrow and Ra's al Ghul had little to no common ground. Venom and Sandman in "Spider-Man 3"? Nope. Phoenix and Magneto in "X-Men 3"? They try, but Phoenix is written as so aloof and detached from what's actually going on that any link is utterly meaningless. This is the first film I can recall where the bad guys are broadly dealing with the same themes and issues, and it's a nice touch.
* Much has been made of Heath Ledger's performance as the Joker, and to be fair, he certainly does offer an interesting interpretation of the character. A bit too serious for my tastes, to be honest - this Joker doesn't tell too many jokes - but disturbing? Absolutely. It helps that unlike Burton's version, we don't know anything about the character's history: he walks into the opening scene fully-formed, ready to make his move, and to paraphrase the infamous Alan Moore story "The Killing Joke", if he has a past, it's multiple-choice (of course, in Moore's story, we pretty much do have a clear, reliable telling of the Joker's origin, which sort of undoes the point - perhaps one reason why Moore is so critical of that particular work). I do, however, appreciate the emphasis on the Joker's strategic capabilities: his schemes reminded me of Timothy Zahn's character Grand Admiral Thrawn, from the "Star Wars" novels - a mastermind whose actions are like circles within circles, and the heroes are constantly being blindsided. It's quite entertaining to watch that sort of multi-tiered plan unfold. At the same time, he's not infallible, and the moment he hinges his plan on a random factor, it all collapses.
* I think the reason I didn't enjoy this movie as much as I could have is because it felt very, very fast. The pace is just a touch too accelerated, despite the fact that the film clocks in at around two and a half hours. I kept wanting the plot to slow down for a moment just so the viewers (and the characters) could catch up, because what I noticed was that most of the secondary characters really don't have room to grow: Alfred's presence is minimal, Lucius Fox has some entertaining moments but is left mostly where he's at, Rachel... well, Rachel's problematic for reasons I'd rather not discuss in case someone's reading this who hasn't seem the film. And while an attempt is made to give Bruce a real ethical dilemma, not enough screen time is devoted to his possible options and their consequences - so when it looks like he's going to make this huge, dramatic gesture, there's not enough gravitas attached to really draw us in.
So that's about it, more or less. A solid, entertaining film, but I hesitate to heap the sort of praise and adoration on it that others have.
Posted by Diana Kingston-Gabai
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7:29 AM
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Thursday, June 19, 2008
Book Review: "One Hundred Years of Solitude" by Gabriel Garcia Marquez
Alan Moore once made a very insightful comment about nostalgia in fiction: as a dramatic device, it only works if the past that's being yearned for is truly lost. He was talking about comics specifically, about how nostalgia frequently fails in the mainstream because the past is always being regurgitated and nothing is ever really gone for good. Unsurprisingly, Moore's point is valid - if Jean Grey had never come back, every remembrance of her would be much more poignant, both for the characters and the readers.
It's that type of nostalgia which lies at the core of Gabriel Garcia Marquez's masterpiece, "One Hundred Years of Solitude". Marquez's novel treats time as a spiral, where you're slowly spinning further and further away from the center, yet it's the same line throughout.
"One Hundred Years of Solitude" is a truly phenomenal text, invoking a kind of soft magical realism that never intrudes on the human drama unfolding in each generation - weird things happen in Macondo, these things are acknowledged to be unusual, but the business of everyday life keeps people from losing their grip on reality (until, of course, everyday life ends in the last part of the novel, at which point reality just packs its bags and leaves Macondo behind). Conversely, some of the best scenes in the novel are dramatically effective not because they aren't realistic, but because they are - the train station massacre is chilling precisely because it's so easy to imagine that it could actually happen.
I should note that while I only read the English translation, said translation was fluid, almost lyrical in its sadness and beauty. Language is a part of how the story works as well, because there are points where sentences just go on and on, inexhaustible, very much like the characters themselves.
On the most basic level, "One Hundred Years of Solitude" is about the House of Buendia, both literally and figuratively. We follow six generations of the Buendia family, each a faded echo of the previous one, with the house itself as an additional character of sorts: it too changes and evolves and degrades over time. It's a massive, sprawling narrative that goes backwards and forwards in diegetic time, representing entropy on the smallest, most personal scale, every system breaking down in its turn.
It actually reminded me of Matt Wagner's "Grendel": both stories present a multi-generational tale that depicts the nature of identity as being partly hereditary - just as Hunter begets Christine who begets Brian, all of whom are Grendel, the recurring names in the Buendia family (Jose Arcadio and Aureliano, and various permutations of these two) seem to carry with them a fraction of the namesake's identity. Both stories are fundamentally about erosion, about how time wears down even the invincible, and Orion may rule the world but Jupiter III will lose it, just as Ursula's death leaves the Buendias to a much less worthy matriarch, and it all goes downhill from there.
The difference has to do with time, and the way each author depicts time. For Wagner, time is decidedly linear: Grendel changes as the centuries pass, but it's not a cyclical process, nothing of the past Grendels carries over to the next "host". In Marquez's novel, time is both linear and circular: the years have a clear degrading effect on the house and the people living there, but so many characters are stuck repeating the lives of their ancestors: Aureliano Babilonia and Amaranta Ursula may not know that they're following the exact same path as Aureliano Jose and Amaranta, but we know it, and more importantly, other characters in the novel know it too. This becomes clearest when Aureliano goes to visit Pilar Ternera, the only character who survives from the start of the novel almost to the end of it: "There was no mystery in the heart of a Buendia that was impenetrable for her because a century of cards and experience had taught her that the history of the family was a machine with unavoidable repetitions, a turning wheel that would have gone on spilling into eternity were it not for the progressive and irremediable wearing of the axle." Things keep coming full circle over and over again, and it's tragic because the story never ends well, not for a single member of the Buendia bloodline, and those characters who escape the loop just disappear (Sofia, Remedios the Beauty, Petra).
It's a beautiful, heartbreaking novel, one that blew my mind repeatedly. A must-read!
Posted by Diana Kingston-Gabai
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12:46 PM
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Tuesday, June 17, 2008
First Impressions: The Middleman
What an odd show.
Discovering "The Middleman" was something of an accident; the pilot aired a few hours before the fourth-season premiere of "Weeds", which I'd been anticipating for months. Since I'm trying to keep an open mind during the new TV season, and with most of my favorites on hiatus until September, I figured I might as well kill some time waiting for the Botwin family comeback. No expectations, no prior knowledge of either the comics or the works of Javier Grillo-Marxuach in general.
My initial reaction to "The Middleman" was pretty similar to my reaction to "Pushing Daisies" - it's so eccentric, so off-the-wall that at first glance I just don't know what to do with it. The pilot was certainly well-constructed: the dialogue was fast-paced and clever without dissolving into gibberish, the plot managed to cover exposition and a typical "case file" adventure (intelligent apes taking over the mob in the name of world domination), the acting was decent (though... Matt Keeslar? Really? The guy who couldn't muster a variant facial expression during the most heartbreaking scene in "Urbania"?), and it manages to avoid being too on-the-nose with its self-awareness.
Basically, the pilot won me over, at least for the time being. In my opinion, it could go either way here - I certainly believe Grillo-Marxuach and his team can come up with enough entertaining scenarios to keep the weirdness going, and they're sticking to the shorter seasonal format (around 13 episodes or so), but I think a lot will depend on whether a larger storyline will emerge; if I have one criticism of "Pushing Daisies", it's that the episodic format probably would've bored me had the series gone on after nine episodes. But that's something we'll have to re-examine mid-season.
Posted by Diana Kingston-Gabai
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11:24 AM
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Friday, June 13, 2008
Quick-Shot Movie Reviews
Madea Goes To Jail: Tyler Perry's plays always feel like two very different stories fighting for control of the screen/stage. On the one hand, Madea is a very amusing character, and her antics provide plenty of comedic moments; on the other hand, there's this whole layer of obnoxious Christian proselytizing and saccharine melodrama that you're apparently meant to take quite seriously. It's a schism that's impossible to reconcile, because the tone of the Madea scenes is very light and entertaining and then you're brought down to baby-mama-drama and accepting Jesus' love. The end result, for me, was much like "Diary of a Mad Black Woman": fast-forwarding through most of the movie looking for the funny parts (read: Madea's scenes).
Corrina, Corrina: One of the less interesting Whoopi Saves The Day films, part of a whole sub-genre where Whoopi Goldberg plays a wise-cracking outsider who enters a hopeless situation and turns it around for everyone, like a '90s version of Mary Poppins. I'll admit I have a soft spot for "Sister Act" and "Jumpin' Jack Flash", but "Corrina, Corrina" doesn't quite do it for me: Goldberg's performance is too sedate, the other characters are dull, the story takes a last-minute leap into romantic territory that would've been better left unexplored. And you wouldn't know it from "Veronica Mars", but Tina Majorino was one scary-looking moppet. Brr.
Pump Up The Volume: This would've fit in nicely when I did that "Ferris Bueller's Day Off"/"Dangerous Minds" comparative review, because it's an interesting middle point in the continuum. Thematically, the conflict is still between teenagers and an actively oppressive authority, as it was in "Ferris Bueller", but that movie was about individual rebellion. "Pump Up The Volume" prefigures "Dangerous Minds" by making that rebellion a collective experience, and we're still years away from bringing any ethnic context into the mix - it's still very much the white suburban middle-class kids who declare war. On that level, though, on the brink of the shift where unity becomes fragmentation and The Enemy becomes other teens, this film does the job well.
The Conrad Boys/Shelter: Broadly speaking, these movies both tell the same story, which is why I'm reviewing them together: a teenager has been saddled with heavy responsibility and has to choose between obligation and love. Of the two, I think "The Conrad Boys" did a better job with the story because it's more complex - appearances can (and do) deceive, Charlie's options aren't quite what he thinks they are, and most importantly, the choice is precisely that: a choice. By picking one, Charlie forfeits the other, and that's good drama. "Shelter" falters in this sense because not only is Zach's dilemma external (someone else is forcing him to choose), he ultimately walks away with everything he wanted. For obvious reasons, that's a less-compelling take on the story.
Posted by Diana Kingston-Gabai
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6:26 AM
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Labels: movies