Playing A Game Spore PC

Though atomically a simple game, across the entire experience Spore is dreadfully complicated. It succeeds in making some higher gaming functions accessible to non-gamers, just as The Sims did before it. And it succeeds in demonstrating some absolutely awesome technology that shows real promise for the future of the entire industry. But it is also held together by a hodgepodge of poor game design and implementation. Though the reviewing masses don't hesitate to point out particular points of interest and praise, it's hard to deny that, in general, Spore is unimpressive on the "fun" scale.

As a human who can both read and use the Internet, by now you know that Spore has five stages. Throughout the course of the game, a species you create and cultivate grows from paramecium to galactic conqueror, with you the player as the Intelligent Designer. This may make you think that each of the five stages is intimately tied to the others; but, in truth, the relationship is vague, and each stage is extremely unique (though the third and fourth are conceptually similar, and the fifth includes part of the fourth as a sort of side-feature). Let me break it down.

Cell - you're a microorganism competing for food in the primordial soup of your new home planet. What you eat is decided by your mouth (herbivorous/carnivorous/omnivorous), which you choose along with other features of your little microbe. At this stage of the game, the design features are extremely limited, as you have to stretch your scant DNA Points between key abilities like movement, defense, and offense. As you consume, you grow, making the last moment's competing organisms into this moment's lunch meat.

It's been likened to simple action/arcade games, but the Cell stage is really just half an hour of poorly designed gameplay. You don't move in a straight line, which makes it look more "realistic" but also a pain in the ass to actually get to the food/creature you want to eat. Combat couldn't be less interesting, as your natural armaments mean you will either kill an underpowered creature, or be killed by an overpowered one. But none of that matters because if you die you simply respawn instantly. It's fun for maybe a minute, and then it's just a treadmill of consumption and evasion/death until you become large enough for stage 2.

Creature - like a third-person action-RPG, but with a complete lack of abilities and a confusing world full of unintelligent creatures you don't care about. Ally with neighboring nests, or just fucking eat them. Combat is like World of Warcraft if you only had four buttons. Befriending other creatures is like World of Warcraft if you had four "/dance" buttons.

The best part of this stage is the design, because you can actually make a cool creature, and in this stage you really get a reasonable amount of points to balance between your abilities. Do you want to glide? Get wings! Want to eat people? Put buzzsaws on your arms! This is where the creature creator part of the game shines. The stage is a short hour or two until you develop enough to become sentient, but a lot of it still feels like filler, as you traverse the continent to find more dudes to dance with or fuck up.

Tribal - an abysmal attempt at real-time strategy, the Tribal stage is probably the weakest of the five, even more so than Cell simply because this one really drags on. Here your creature has grown its basic communication skills and learned to use tools, and so your species has formed a tribe that can hunt for food, and manipulate other tribes through gifts or outright violence. At this point the design features are significantly pared down, and you can only customize the clothing of your creature, which can affect its hunting, gathering, and socializing aptitudes. But with the options as they are, it really just boils down to a Pick The Best Item minigame.

There is a primitive implementation of resource management in the form of food; you create new tribe members with it, you sustain current tribe members with it, and you build new tribe huts with it (like an axe shop, or a wooden flute shop, or a burning torch shop). There are five other tribes on the map, which you can ally with by being nice and playing music, or utterly destroy by attacking their home camp with your guys. The lack of features from previous phases stays consistent here, so the enhanced length of this stage - until you deal with all five of your neighbors - just makes it more drudgery.

Civilization - also like an RTS, but way more fleshed out than Tribal, in the Civ stage you control a city and use Spice as currency. Build land and sea units to gain control of spice plumes, and build up your home city to increase the productivity/happiness of your citizens, and defend it against invaders. Send your units to other cities to befriend them, or brainwash them with religious propaganda, or conquer them with an iron fist. Eventually you also earn the ability to gain air superiority, along with other useful special abilities; once your foes are all but vanished, this culminates in an ICBM strike that leaves you as the sole owner of your home planet.

While this stage comes extremely close to resembling a real game, it still lacks the depth and features to give it enough legs for its duration. This is also where you'll learn to hate the designer, as you have to make your city's City Hall building, your House template, an Entertainment center, and a Factory, as well as Land, Sea, and Air units. I had fun with it at first, but by the last building I didn't give two shits what it looked like (since the design here is purely cosmetic), and even with units, the editor has a negligible effect on utility; your thing's offense, defense, and mobility are scored only in a ratio to one another, which rebalances based on the parts you add to the unit, e.g. more guns means higher offense but lower everything else. And I had such high hopes for my Star Destroyer.

Space - holy fuck. Design a spaceship - urgh. Then learn how to fly - boring. Then take off into space. Wow! The Space stage is a real, actual, honest-to-Grox game. Would you believe it? I actually had some fun here. No fuckin' way.

In the Space stage, your conquest must spread across the cosmos. The name of the game here is zooming; use your mouse wheel to zoom into a planet, where you can micromanage the ecology and economy by abducting or adding to the plant/animal life, and by further editing the building layout in each of your colonies. Zoom out and you can see your star system, and fly to other planets if you care to, though there's usually only one planet of interest per system. Zoom out further, and you can fly to nearby systems to exert your will on alien races.

As the game goes on - again, fairly slowly, but this time with some motivation to proceed - you earn new abilities, like more health and energy (for using tools and traveling), a better hyperspace drive, more and more powerful weapons, "socialization" tools (manipulating other races), and one of the neatest features of the stage, terraforming tools. Planets tend to not be hospitable by default, and so you'll need to use atmospheric and temperature manipulation to create a usable environment. Then populate the planet with imported plant and animal life to stabilize the "terrascore" and you can be well on your way to colonizing a new world. Though it does take a while, it is very cool and satisfying, in some ways even more so than blowing up a planet.

The stratifications of the Civ stage are continued here, with cultures varying from warlike to religious to economic. You can conquer other systems by force, or through religious conversion, or even by engaging in trade and buying a system outright. At the same time, your fellow galactic travelers may want to trade with you, convert you, or destroy you. And the galaxy is filled of literally countless stars, such that you could encounter new races until the end of time itself.

Unfortunately the end of time is still pretty far away, and for all its interesting features, the Space stage also suffers from the longevity issues of its preceding stages. After a while, missions get boring. Then learning how to be friends with aliens gets boring. Then blowing up all their colonies gets boring. Then jumping to random systems and following infinite wormholes gets boring. Though it has badges you can earn for completing numbers of varied tasks, the stage, and hence the game, lacks an ending. With the sheer size of the galaxy, there's absolutely no way you can conquer, or even see, the whole thing. It's similarly unreasonable to expect to defeat the evil Grox empire, as they ruthlessly possess hundreds, possibly thousands, of planets.

If anything could be said to be the stage's "goal," it would be getting to the Galactic Core, which is an enormous pain in the ass as it is surrounded by the aforementioned evil empire (such that, even with all possible ship upgrades, it isn't surprising to get toasted by attempting to take even one or two of their hundreds of systems from them). Also, "near the center of the galaxy, your interstellar drive's range is drastically reduced." Thanks, artificial difficulty! Asshole. Anyway, when you finally get fed up with doing it the right way and just stock on up health packs and bolt for the galactic center, you're rewarded with a short mildly-amusing cutscene and an item (with 42 limited uses) that can fully terraform and populate a planet. Great. It's fun for a while, but Space is ultimately not very satisfying.

The intended "link" between each of the five stages is carrying over assets from one into the next - your creature from stage 1 is used as a base for stage 2, though you have the freedom to change it completely if you wish. Similarly stage 3 has you putting clothes on your stage 2 dudes, and by the start of stage 4 you've designed the fully-equipped creature that will subjugate star systems. As each stage tracks your natural predilections - what you eat, who you eat, if you're willing to not eat them, et al - this tendency (along with some oft-unused special abilities associated with it) is also carried over, though it, too, can be changed at will. There is supposedly some replay value in the ability to try again as a religious race, or a money-driven one, or a bloodthirsty one, but I dare you to have fun playing as anything except the decisive, vengeful warrior.

As you may know, Spore has an interesting feature in its not-really-online component. Other players can contribute their designed creatures, buildings and units to the Sporepedia, which may find their way into your own game. It is an interesting idea, although the diverse set of creations shipped with the game from Maxis is more than enough to ensure you won't see the same thing in two places except by statistical aberration (or unless you put it there). It also begs the question - what if you could play with other people? The first four stages of the game would probably be more frustrating with real competition, but in the Space phase, already full of hundreds of thousands of don't-care star systems, adding real people into the mix could only make the galaxy more interesting. Yes, it would present some new design challenges, but the game is already full of those.

The game as a whole looks very pretty; there's no shortage of graphical polish all throughout. It sounds great, too. I was actually super-impressed with the game's audio, as the music is mood-fitting and excellently procedurally composed, and the sound effects, though sometimes irritating, are more often amusing.

The real reason Spore is important is not because of the gameplay - if you could skip the first four stages altogether, you absolutely should. No, what I'm most impressed with, and what makes it really significant, is what drives the game behind the scenes. The creation tool, though often frustratingly pointless, has the capacity to be engrossing in the right circumstances. The content engine that creates and handles the creatures around you, and the worlds around you, is of a scope never before seen in any kind of entertainment. The intelligence of artificial players is not clever or crafty, but startlingly accomodating, as friends and rivals react in ways that can occasionally make you forget they're not real. And the coolest thing, if you ask me, is how the creature/unit engine figures out the points of movement and articulation in your designs. When you shape your cell-stage blob into an upright humanoid, you really see the magic of a bipedal species coming to life. Totally fucking badass.

Obligatory length comment - the first three stages took me a brief evening, and the fourth another one, but the Space stage lasted several days afterward. Though, I had become fed up with it a good day or two before I actually finished to satisfaction.

Is it worth $50 and your computer's soul? Maybe not - even the fairly-fun Space stage could have been done better. But despite the lack of depth in almost all of its gameplay, Spore can't help but set the world on fire. And though it may not deserve the sales, it does deserve the attention. Will Wright would be a war criminal if he didn't see to it that the tech behind Spore make it into a more sophisticated, cohesive product.

Progress: Omnipotent, found Galactic Core, blew up Earth

Rating: Good
Playing A Game Gemsweeper PC

Back in April, one Sandra Erb of Lobstersoft contacted me, having through some strange twist in the universe found this website. Seeing my praise for Picross DS, she requested that I try her company's Gemsweeper game; and not being one to refuse free things, I said I would, when I got a Windows PC to play it on. Now, having had my quad-booting rig for a couple months, I've finally remembered my free game.

I quickly saw why Sandra (who is apparently not just a publicist, but also the game's producer and a primary designer) recommended Gemsweeper to me on the heels of Picross. It uses the same puzzle concept - a "nonogram" as WikiPedia has informed me - and, despite the ancient Mayan ruin trappings, plays very similarly. Affirmative blocks in the puzzle are "hidden gems" and must be overturned to retrieve them; negative blocks are "cursed" and must be chiseled away. The primary difference between Picross and Gemsweeper is that the latter tasks you not only with finding the picture, but finding the negative, which is to say, putting an X in the wrong place brings a penalty as well.

Being a shareware title, Gemsweeper is chock-full of bright colors, an active HUD, not-that-funny one-liner dialog, and a single, uninspiring background song on an endless loop. So yeah, it's kind of a casual-esque game, especially considering the difficulty (so far I haven't spent more than two minutes on a stage). But it's also got 210 puzzles. The official figure is 225, but that includes weird bonus stages that play like a different game - and aren't terribly interesting - but anyway, while not quite up to Picross's number, it's still a thoroughly impressive figure.

I'm not exactly stoked about Gemsweeper. It's not really a game "for" me; where Picross was a mix of accessible and challenging, Gemsweeper is mostly accessible. I'll bet you've got a bunch of family members who would love it, but if it wasn't free it would be pretty difficult to talk me into buying. Since it was, though, and since it does tickle my puzzle fetish, I'm sure I'll be starting it up again at some point. Thanks, Sandra!

Progress: Fifth temple

Rating: Meh
Playing A Game BioShock PC

Considering I already know how it ends - I've seen people play through it on several separate occasions - I am amazed at how immersed I am nevertheless becoming in BioShock. I'm engrossed in the saga of Ryan and Fontaine, and their supporting cast, as revealed in the tapes. And it's striking how much care was taken in environmental design so as to make everything from the architecture to the clutter in each area of Rapture evoke a sense of getting to know the characters.

Of course the gameplay is also fucking fantastic. BioShock has a shitload of gameplay features, from plasmids and tonics to new weapons and upgrades, and they're introduced at a pace just barely slow enough to get to learn one before moving into another - still rapid enough to keep me hotly anticipating the next one. I'm even excited about the Camera!

And what really gets me is the exhiliration of combat. Between the quick-thinking AI (I'm continually impressed by the pathfinding throughout the city), the smart layout of enemy/security locations, and the way every element of combat plays out against one another - fire and oil, electric stuns, armored and unarmored dudes, on and on - even though I'm an avid non-fan of shooters, the shooting in BioShock keeps me coming back.

I'm, what, a third of the way through? The length of BioShock is really commendable, especially given that I'm compelled to spend hours at a time with it whenever I sit down to load my last save file. It's really fucking awesome.

It's easy for a blockbuster game to feel lukewarm if you pick it up after the hype has died down. BioShock still impresses the hell out of me.

Progress: Arcadia

Rating: Awesome
Playing A Game Peggle Extreme PC

This came with my Orange Box for ... some ... reason. The backgrounds and some flavor graphics and sound bits have been taken from Valve's closet, but the gameplay is - as far as I understand - the same as traditional "Peggle," whatever the hell that is. It's a PopCap game, and you should pretty much know what to expect from it.

Progress: Gave Up -- Got to level ... 5? Who cares

Even as far as golf games go, this is awful. Really I just wanted to upload the box art.

Progress: Gave Up

My anticipation for Force Unleashed still simmers, although now some condensation of doubt is beginning to trickle down my over-extended metaphor. Recent videos have shown quite a bit of the game's combat, and though there are definitely some very cool parts of it, I am struck by two distinct negatives as well - namely, the hordes of brainless enemies, and the lack of gore or dismemberment.

I, along with I'm sure countless other nerds who grew up with Star Wars, have always wanted a Star Wars game that both pushed traditional gameplay formulas (rather than rehashing an existing template "in space") and allowed me to be a total badass with a lightsaber. With its heavy promotion and dark motif, I was kind of hoping Force Unleashed would be that game; but now I'm not so sure. Of course this doesn't mean it won't be fun. Really I just want to lop off Stormtroopers' arms. Is that such a bad thing?

Playing A Game BioShock PC

I'm sure you already know about the revolutionary and immersive storytelling/presentation of BioShock, as they have been reported and essayed upon since well before the game's release last year. You may also be familiar with the engaging guns-and-plasmids combat system that unites common shooter mechanics with higher-order ammo and weapon strategy. Hell, there's even a good chance you know all about the fairly deep genetic customization system, and the neat hacking puzzles.

What you may not know is that I have only recently started to play the game myself, and am suitably impressed by all of the aforementioned features, though somewhat intimidated at the moment by an imposing Big Daddy. Well I guess you know about that now, too.

Progress: Neptune's Bounty

Playing A Game Portal PC

Yeah, the main game tends to be fairly easy. There are a handful of head-scratchers, mostly in the final level, but the story mode functions primarily as a showcase and testbed for the super-cool portal technology (and great writing). As a concept, it's neat and fun to play around with for a while, which is why it's cool that the game's short.

It's also cool that there are bonus rooms, because they really stretch the difficulty of the game. Maybe too much, in fact. I did three of the advanced maps and have been met with significant frustration in the others - and the challenge maps (completing a level in a minimal number of portals, or number of steps, or amount of time) present a gargantuan challenge that I am not quite ready to embark upon. I'll probably come back to these sometime when I'm bored, because the completion of this package is pretty enticing. Just the same, for the moment I'm satisfied as-is.

Progress: Beat the story, haven't done too many bonus rooms

Rating: Awesome

I've had the chance to play this at a friend's place a few times, and I came away a lot more impressed than I thought I'd be. Castle Crashers is a modern Golden Axe with Flash-game-esque humor and direction. It isn't a perfect production, and inherits some shortcomings from its genre, but is nevertheless extremely fun in the right circumstances.

Superficially, Castle Crashers is a multiplayer beat-em-up. You and up to three other players suit up from a bevy of selectable characters (there are only four at first, but playing through the main story unlocks more to choose from) and set out on a quest to save the King's magic crystal, and his daughters, from evil demon alien shit. Along the way you'll travel through ravaged battlefields, grassy plains, barren deserts, a volcano, and even a space ship, among other locales. The game's campaign is split up into discrete levels, such that your progress is saved incrementally and you can pick it back up anytime. There are occasional moments where I would really, really have preferred an extra checkpoint to avoid repeating ten minutes of enemy bashing, but these are fairly infrequent. There are also a few places where the path branches, although this is exclusively for the purpose of seeing that Path A is locked and finding the key at the end of Path B. Anyway, the ability to save is a much-appreciated improvement over traditional beat-em-ups.

Another thing that sets Castle Crashers apart from its ancient brethren is the RPG experience. The engine driving the game is experience- and ability-gaining, with a healthy dose of collectible and consumable items (weapons, helper pets, health potions etc.) thrown in as well. Attacking foes - be it with a weapon, a magic spell, or a bow and arrow - nets your dude experience points, and at every level you'll earn skill points to invest in Strength, Magic, Defense, or Agility. Where Strength and Defense will only increase your physical damage and health, respectively, Magic will increase your MP regeneration rate and give you new magic attacks; and Agility will increase the range, speed and damage of arrows, in addition to your normal running speed. You'll also learn new combo attacks at certain levels, if you're into that sort of thing.

Enhancing this robust customization is the fact that each character has a unique talent (although some unlockable characters copy magic spells from other unlockable characters, there are still a bunch to choose from). Red Soldier, for instance, has a sick lightning spell that can unload on foes continuously. Green Soldier can poison guys, and Yellow Soldier can light them on fire. Blue Soldier can freeze them! Each of these magic spells, and their companion moves which come with more Magic points, encourage a particular character type toward certain skill allocations. But, since each character can only be selected once in a single game session, there is no risk of overlap in a given game.

Local multiplayer is incredibly fun, and there is also an online multiplayer option (though I haven't tried it myself). However, this is the kind of game that is really only fun with more than one person. You might play by yourself to improve your guy somewhat, but unless you're trying to catch up to your friends, it's really just an exercise in tedium as you slash away at hordes of enemies on your own. More than just typical party-game flair, multiplayer games allow the unique characters to complement one another's skills, and so having only one skillset makes for a pretty boring experience.

With that said - and the caveat that there are some frustrating collision-detection moments, due to the game's paper-thin hit boxes - if you've got someone to play it with, Castle Crashers is an absolute must-try. It's cheap, it's very fun, and I wouldn't be surprised if it continues to be fun into the foreseeable future.

Progress: Gave Up -- Beaten once, Red Soldier is awesome

Rating: Good

I'm beginning to learn that it wasn't just a matter of me being bad at the game. Hitman is kind of hard! I'm having a better time of it now that I've gotten the basics of avoiding detection, and since I found the save feature: you have a limited number of saves from within the level, so you can make incremental progress, but not too incrementally. But regardless, it is still a challenge figuring out how to accomplish the mission and get through the level in one piece, which I guess is the whole point of the game.

Right now I'm kind of lukewarm to it, but I'm holding out hope that it gets better - I've got an incentive in the form of its sequels waiting for me in my game rack.

Progress: Third mission