Friday, June 26, 2009
Sunday, June 14, 2009
Plants vs. Zombies
Wow, another zombie game. The latest (and arguably greatest) from PopCap games, masters of all things casual, is a cute, wonderfully designed tower defense game with loads of extras, and quite a bit of replay value as this sort of thing goes.
In PvZ, a variety of zombies are trying to invade your home, and your only defense other than a series of lawnmowers are the rows of plants that you place in order to prevent passage. You collect a number of "seed packets" (which are basically cards) that allow you to place a specific plant on the "lawn" which is basically just a grid. Each plant has a specific purpose, cost, and downtime before they can be planted again, and the order and manner in which they are placed will pretty much determine success or failure. The sunflower, for example, is your only means of producing sufficient "sunshine" during the day--the points you have to collect in order "buy" a plant, so they are essential to success. They must be planted early, but they cannot defend themselves, so it is up to you to also set up some defense early on, in the form of a pea-shooter, etc. so you can defend the lawn, at the cost of not being able to plant as many sunflowers right away. There are also wallnuts, which are edible barriers that block encroaching zombies and buy you some time to set things up, but they don't last forever. Every plant in the game is useful, and it allows for a broad array of strategies, as there are only so many slots for the seed packets--you have to choose carefully.
There are at least six main levels in the game, consisting of 9 or more stages in each level, with at least two or three waves of zombies to survive in each. Some have great little twists on the game play thrown in here and there. Some levels don't allow you to pick seeds at all; instead, you are randomly tossed seed packets that you must plant as the zombies invade. These levels are hectic, as you have to adapt your strategy on the fly using whatever you are given. There's also zombie bowling, in which a swarm of zombies approaches as you try to take out as many as possible by throwing wallnuts down the rows.
Stages take place during day or night, sometimes with various weather effects, and play during the night is completely different than during the day, as all of the plants are different (it's a fungal theme), and so the flow of any given level changes. New challenges are also introduced, as graves rise from the ground and take up valuable grid space, as well as spawn more zombies during the final wave of each level. Fog will obscure at least half of grid at times, so you have to choose whether or not to use up a valuable card slot in order plant something that will push it back.
The art direction in the game is awesome: endearing and funny, with a wide variety of zombie types, each with different powers (though as my wife points out, there are no female zombies, which is weird), and a few will probably make you laugh. You can access a compendium of all plant and zombie types, and the descriptions are fun to read. The music is subtle, and there isn't a whole lot of variety, but it fits the theme well, and fills it's in the background nicely. There's almost no voice acting to speak of except for the occasional moan or cry for brains from an approaching zombie. But it's all good. The sound effects for the plants are enjoyable, especially during the later stages where you'll have several rows of different shooting plants, each with a different effect. It makes the craziness of it all seem more tangible.
After beating the game you open up dozens of challenge and puzzle levels, and in a lot of ways they're more enjoyable than the adventure mode itself. There's a survival mode, in which you must evolve your defense over a five day period under certain conditions (with at least 3 waves each day) in order to win. There's "I, Zombie", in which you play the zombies themselves, and you have to choose the right zombies in the right order to get through the plant defenses and make it to the sweet brains at the end. There's also a great assortment of puzzles that have you playing anything from Bejeweled with your plants as a zombie swarm approaches, to actually having zombies with plant heads shooting down your defenses. You also open up the zen garden, where you feed and nourish plants you find during the mini games or the second play through, and they give you cash or diamonds periodically, or you can sell them back after they're grown for chunks of money. Speaking of which, I'm on the second play though now, and it's a lot of fun. You have all the plants you've collected throughout the first run ( I still haven't seen all of the plants, or even all of the zombies), but the catch is that the game will automatically select three plants that you have to take with you, and this can often make the levels more challenging than before, as they often would not have been the seeds you would have liked.
Overall, this is probably the the best $9 I've spent on a game in a long time. The art style, the humor and game play are fun, and while the game isn't very hard overall, specific levels are quite challenging, especially towards the end. The main adventure mode will take you 4 or 5 hours to complete, but with the dozens of extra games lasting at least that long, and a worthwhile second play through, it's a lot of game for the price. You can also buy it through PopCap's sight as well, but it's twice what the Steam price is, but will probably have free content for download in the future.
Monday, June 8, 2009
Zombie Shooter
Perhaps the most efficient and direct game title ever, Zombie Shooter is in fact, a zombie shooter. There is no story; you simply begin the game with one of two generic characters whose descriptions I didn't bother to read, and slaughter literally thousands of zombies, while occasionally fighting your way to power generators or dynamite caches in order to open new parts of the level. Other than that, kill everything. The floors of any given level will literally be caked with the viscera of what the game description on Steam claims is" a thousand zombies on every level, 100 on screen at once", and each zombie killed almost immediately being replaced by another one.
The graphics are actually pretty good for this sort of game, but your main character resembles a broken doll, as you move around with the W,A,S,& D keys, while rotating and aiming with the mouse. This means the torso tends to twist around unnaturally when things get crazy, which now that I think about, just adds to the overall feel of the thing. As you mow your way through this gore fest, you gather little orbs that give you experience points which you use at the end of each level to raise your characters stats, which have a noticeable effect on the game play. Raise your speed, and your character will move faster and be able to avoid the swarm a little better. raise your accuracy, and you will do more damage with each shot, etc. Zombies also drop monies, which can be used to purchase armor, ammo, health packs, and weapons upgrades.
The best part of this game, by far, is the weapons. It is immensly satisfying to kill in this game, and each weapon is equally suited for taking down dozens of enemies at a time in some cases. You start with dual wielded pistols, which is immediately cool, but quickly gain a shotgun, a grenade launcher (my favorite), a rocket launcher, a chain gun, a flame thrower, a laser rifle, a laser canon, a laser chain gun, and this thing that shoots saw blades. The pace of this game is relentless, and I literally said "holy shit!" out loud a few times as I was surrounded by scores of undead (and some other crazy stuff ), and it was only by running around like a mad chicken and using every weapon and just about every bit of ammo I had that I was able to survive. On and on it went until I played through the entire thing in three hours without stopping, And I enjoyed every minute of it.
Zombie Shooter is not the best game you will ever play. For $4.99 on Steam, you will get a 3 hour game with literally no ending, only this:
but with multiple difficulties, and a decent survival mode and a few other extras, you will get your money's worth. If you enjoy zombie games, or just want something intense and well made, even if it is a bit generic, go buy this.
Tuesday, June 2, 2009
Winter for the Adept
Every now and then in Doctor Who there appears a story that doesn’t play by the rules. Sometimes these stories are brilliant (Ghost Light, Blink) and sometimes they’re absolute rubbish (Underworld, Love & Monsters). Winter for the Adept doesn’t exactly play by the rules, either, but it in this case maybe it should have. It’s not that it has any glaring flaws, but it seems much closer to uninspiring fan fiction than the work of a serious author.
The story begins with a woman reading an old diary entry and the melodramatic way in which she does so immediately evokes the mood of Jane Austen and 19th century England. Unfortunately the story is set in Switzerland in the winter of late 1963, so we’re already off to a rocky start. At least the locale of a finishing school for young women has the air of Austen about it, if indeed that is a good thing. A couple of girls find themselves stuck in the aged academy for the Christmas holiday and decide to make a break for it…in the freezing cold.
Meanwhile, the Doctor’s companion, Nyssa (Sarah Sutton), is all alone on a nearby mountainside…in the freezing cold. She’s left to carry the early part of the story on her own as the Doctor won’t arrive until the end of the first half-hour episode…when he explains why Nyssa ended up here in the first place. Nyssa isn’t very well written in this story and comes off sounding more like Tegan (the complainer) or Adric (the whiner) than her usual logical self. Of course, having nearly been frozen to death by the Doctor may certainly explain her behavior. A Lieutenant Sandoz discovers Nyssa and accompanies her to the academy where he’s surprised to hear the two girls have run off. He goes after them and it’s later revealed that Sandoz and one of the students, at least twenty years his junior, were planning on eloping.
And it just goes downhill from there. The story makes a surprising amount of left turns and none of them quite work. There’s a plotline about one of the characters being psychic, in the middle of the story we find out the school is haunted, and the final episode is inundated with aliens. The aliens, referred to as Spillagers (because they spill into different worlds and pillage them…get it?) would probably work better in a story that focused on them exclusively and not merely used them as bookends to a melodramatic ghost story.
I mentioned in my review of the previous Fifth Doctor audio story The Land of the Dead that I recognized none of the actors that were part of the supporting cast, but I was rather impressed with their work. In Winter for the Adept I found the opposite was true. I recognized many of the people involved, but I couldn’t say they were all that remarkable. The head of the school, Miss Tremayne, is played by Sally Faulkner who memorably appeared as the young photographer in the 1968 Second Doctor story The Invasion. I wouldn’t have known this if I hadn’t looked it up, because Tremayne is a pretty forgettable caricature. Lt. Sandoz is played by Peter Jurasik, best known for the role of Londo Mollari in Babylon 5, but he really takes a back seat in the story and seems wasted in the part. Finally, India Fisher plays one of the school girls, but you probably know her as Charley Pollard, the Eighth Doctor’s companion in over two dozen audio stories.
Only Peter Davison remains on top of his game in Winter for the Adept, but as he’s almost entirely absent from the first episode it’s a long wait for not much of a pay off. I recommend skipping this story unless you’re a big fan of the Fifth Doctor as there are so many better audio stories available. Winter for the Adept was enough to put me off of the Peter Davison stories for a while and I decided to move on to his successor Colin Baker, but that…is another story for another time.
2 Daleks (out of 5)
Tuesday, May 12, 2009
Across the Nightingale Floor
Set in an ancient world of warring clans, birthright, and ancient powers we start our first story of the Otori clan – Across the Nightingale Floor. Whether you look at this story as a brilliant fantasy or a skilled presentation of storytelling in multiple points-of-view, it’s a book not to be missed. Set in an alternate feudal Japan, we are introduced to a people of fierce pride, honor, and hidden skills. The sword is still the greatest weapon and the mainland is mainly stories told by the scarce few who have actually seen it. The emperor is still deferred to, but he is a distant figure on a distant throne, far from the lives of our characters.
The Three Nations have been in upheaval for half a generation now, ever since the battle of Yamagata which secured the strength of the Tohan and pushed the Otori back to a minuscule remainder of their land. To the west lie the Seishuu, the Maruyama, and the Shirakawa who have so far stayed out of the bloodier struggles, but now they feel pressure from the Tohan to cooperate or be quashed as their neighbors have.
Otori Shigeru has been left alive but striped of his position as ruler of the clan, instead he travels the land studying and improving farming methods and food storage. At least, that is what his resentful uncles and enemies have been led to believe – that the once powerful and beloved Otori Shigeru has been reduced to nothing but a simple farmer. Will he be able to prove that the love and loyalty of his people and knowledge outside of a standard ruler (you must all obey me) is the true key to success?
The Hidden, persecuted, hunted down and adamantly anti-violence to their deaths. Wanting nothing more than to be left to their quiet lives and simple beliefs, these people are slowly but surely being eradicated by the Tohan. Tomasu spent his life in one of their quiet villages until Iida Sadamu, lord of the Tohan, burned it and his family to the ground. With this one violent act, his destiny spirals out of his hands as his true history and future potential exceed anything quiet and gentle Tomasu could ever have expected… and his new life as Otori Takeo will most literally fill books.
The Tribe: families with a blood line spawning from the mystic history of the island and possessing abilities bordering on magic and impossibility. Isolated from the rest of the clans of the three nations as are the Hidden, they instead use their skills to churn and use the ruling classes to their advantage – performing assassinations here, working as mercenaries there, and always in an elaborate web everywhere. Muto Kenji slips in and out like an omnipotent wraith, helping to lead Takeo towards his future, proving that sometimes blood is held above loyalty, no matter what one’s heart might want.
Heart is also a strong motivating factor in this story, or more rightly love. Be it love hidden and stretched across the years with the powerful and graceful Lady Maruyama Naomi, or new lust kindled by former political hostage young Lady Shirakawa Kaede, the women of the realm are not ones to be crossed. Prepare to fall into a fast moving world of loyalty, love, and power, then prepare to scramble for the next in the series: Grass For His Pillow.
Monday, May 11, 2009
The Book Shanty
I'll start with A Dirty Job and Practical Demon Keeping by Christopher Moore, both very funny and light reads. He seems to have a thing for thrusting the everyman into the most bizarre occult/supernatural situations possible, and the results are almost Pythonesque.
I also read the first two books of Alan Campbell's Deepgate Trilogy, Scar Night and Iron Angel, both of which are bit stranger and bleaker than what I expect out of a fantasy novel. I then devoured two books by my current favorite fantasy author, Peter S. Beagle, A Dance for Emilia, a novella, and Tamsin, hands down the best ghost story I've ever read. I first read another of his ghost stories, A Fine and Private Place about a year ago, and loved it.
By far the best book though, has been The Gargoyle by Andrew Davidson. An amazing bittersweet love story about a porn star who is hideously deformed after being burned in a car wreck, he finds meaning and love when he meets a mental patient who claims they were lovers in another life of his, though she herself is 800 years old. It get's really interesting and wonderful from there. If I had a top ten list for the best books I've ever read, this would be in it.
On the Sci-Fi front, I just discovered Robert J. Sawyer with his latest novel, WWW:WAKE, the first in a trilogy about a blind girl who, with the aid of experimental technology gains the ability to see, not reality at first, but the web itself--while at the same time, an awareness is forming in within cyberspace, and it's fate and consciousness is bound to that of the girl. I wasn't sure about it after reading the jacket, but it's was a great read, and I've added a few more of his books to my library que.
Sunday, May 10, 2009
Doctor Who: The Time Meddler
Keep in mind, this is the first time in the history of Doctor Who when audiences discovered there was another individual flying through time and space in a TARDIS. It's impossible today to fully appreciate the importance of the cliffhanger in 'A Battle of Wits' (Episode 3) when Vicki utters those words: "The Monk's got a TARDIS!" Furthermore, how the Doctor decides to deal with the Monk is simultaneously hilarious and rather cruel, but you can't say he didn't deserve it. All in all, a fun pseudo-historical romp and an excellent way to end the second season of the original Doctor Who!
4 Daleks (out of 5)
Tuesday, May 5, 2009
Monday, April 27, 2009
BitTrip.Beat
BitTrip.Beat walks through the valley of the shadow of Pong in a slick, attractive fashion, with addictive rhythm based game play and a twist on the old Pong formula. You play as a rectangle thing floating along through space with groovy 8-bit music and colorful, distracting pixelly stuff happening in the background while dots and blocks come at you from the right, intent on making sweet music with you.
There are two "life bars", one at the top, the "Multi" bar, and on the bottom, the "Nether". As you deflect dots, adding blips and beeps to the ongoing rhythm, the Mulit meter fills up and once it reaches max, you enter Hyper mode; the music gets funkier and more complex, and thus more enjoyable, while the graphics also get a face lift, adding flashes and effects to the game play. Eventually missing too many blocks will throw you back into normal mode, which is sad. On the opposite end, missing too many beats in normal mode will throw you into the Nether Realm, where there is no music, and the graphics are reduced to Pong-like black and white shapes with blips coming through the Wii-mote in a bland and dissatisfying way, until you earn your way out by successfully hitting enough blocks to get back into normal mode. It's a simple formula, and it will humble you, as the game gets more complex, the backgrounds more distracting, and the dots come at you faster and faster--often shifting behaviors and patterns without warning, forcing you to adapt quickly or suffer for your incompetence. Strangely, over the course of play I actually adapted to my incompetence, so there's really no need for me to play this anymore.
There are only 3 levels in this game, and I have only seen 1 1/2. You must progress through each level to reach the next, every time you play, unless you get your name on the high scores list for a given level , which took me over a week to do for the first track. Each level or song is at least ten minutes long, so you can imagine how frustrating, nerve wracking, and emasculating it is you get through the first song for the 50th time, then getting to the same gaw-damn spot in the second track for the 50th time, and having to go through all that shit again. My tail is tucked, and I am officially running away. I should have bought Star Tropics, or a 12 pack of grape soda instead.
If you're the kind of asshole that's good at old arcade games games like Donkey Kong, Pac-Man, Pong, etc., then by all means give this a try. Us cool people need to steer clear of this nifty nightmare.
Tuesday, April 14, 2009
Urban Dead
“Urban Dead is a low-tech zombie apocalypse browser game where thousands of survivors and zombies battle for the control of a quarantined city.”
So reads the front page of what, out of necessity, has become my favorite online diversion in recent months. It’s rather fitting that the only game my shambling wreck of a computer can run these days is one in which humans stalwartly slog it out with semi-functional corpses. If anyone is here looking for a game on par with Resident Evil, Dead Rising, or even Zombies Ate My Neighbors in terms of graphics and storyline then you’ll be sorely disappointed with Urban Dead. If, however, you’re looking for an intriguing text/browser-based zombie MMO which also happens to be free…then you’ve come to the right place.
As I’ve alluded to already there are no real graphics and there is virtually no story in Urban Dead. What you do have is an intelligent game based on the time-honored horror movie premise of zombies taking over a city and the human survivors fighting for their lives. The game is set in the city of Malton which is divided up into a 10 x 10 square grid of suburbs. Each suburb is further divided into a 10 x 10 square grid of streets, buildings, cemeteries, parks, monuments and so on. These 10,000 squares give players a pretty big sandbox to play around in and as far as I can tell a freshly created character might begin the game in any of the one hundred suburbs that make up Malton.
Creating a character is quick and easy as you simply select a class, provide a name and password and begin the game. There are nine classes from four different categories to choose from all with distinct advantages and disadvantages. The Military classes are the Private (your basic grunt who is competent with a gun), the Medic (a healer armed with a pistol) and the Scout (the most effective class at evading zombie threats). The Scientist classes are the NecroTech Lab Assistant (who deal directly in identifying zombies and in turning them back into human survivors) and the Doctor (who begin the game with the ability to see the hit points of all fellow survivors). The Civilian classes are the Police Officer (similar to the Private), the Firefighter (specializing in the fire axe), and the Consumer (John Q. Public armed with a random improvised weapon and a mobile phone). The remaining category is Zombie and there’s only one class – the Corpse (any of the above classes can become a zombie if infected or killed by another zombie, but the Corpse starts out stronger than survivors who are later turned into zombies).
The four categories of classes directly relate to the four types of skills available to characters in the game: Military, Science, Miscellaneous (or Civilian) and Zombie skills. Civilian characters pay the same amount of experience points (100 XP) for all four types of skills. Military characters are predisposed to learning Military skills and can thus purchase them with fewer experience points (75 XP). However, as it’s further from their area of expertise, Military characters must spend far more on Science skills (150 XP) than other characters. The exact opposite is true for Scientist characters. I have yet to play the game from the point of view of a career Zombie, so I can’t say exactly how it works for the Corpse class.
Military skills are based almost exclusively on the use of firearms. If you want to gun down zombies with a pistol or shotgun (the only firearms available in the game unless you count the one-shot flare gun), then you’ll want to focus on Military skills. Perhaps the most universally useful Military skill, however, is called Free Running. It allows survivors to move from building to building throughout Malton without having to travel through the zombie-infested streets. Free Running is extremely useful for staying alive in Urban Dead as survivors often over-barricade buildings making many of them inaccessible from outside.
Scientific skills are of basically two types: 1) those related to NecroTech Labs and 2) those related to mundane healing. The NecroTech skills allow you to create and use devices such as DNA Extractors (used to test a zombie to see what abilities they possess and who they were before becoming zombies) and Revivication Syringes (which allow you to turn a zombie back into a survivor). The healing skills are just that, they allow you to either heal more points with first-aid kits or to diagnose survivors.
Miscellaneous or Civilian skills are simply skills that don’t fall into either of the above categories. It includes everything from Construction (allowing you to barricade buildings and repair equipment) to Body Building (providing you with a bonus of +10 hit points). There are quite a few of these skills and they’re far more varied than either Military or Scientific skills.
Zombie skills are exactly what they sound like: skills which improve the Corpse class by leaps and bounds. While I haven’t played a zombie myself some examples include Lurching Gait (zombies move as fast as survivors), Memories of Life (zombies can open doors to buildings) and Scent Fear (zombies can track badly wounded humans). Each of these allows access to greater powers later on. For instance, Scent Fear leads eventually to Scent Trail, allowing a zombie to track any survivor who has recently occupied the same square in which the zombie is located.
That’s pretty much it for skills. All characters start the game with 50 hit points and some equipment related to their chosen class. This equipment could be anything from a pistol to a pool cue or from binoculars to a first-aid kit. First-aid kits are the best way of healing either yourself or fellow survivors, but bottles of wine or beer will heal minor wounds in a pinch. Long-distance survivor-to-survivor communications require that both characters have a Mobile Phone and that they are on each other’s Contacts List. Properly tuned Radios will allow you to listen to anyone broadcasting from a specific station with a working Transmitter, as well. There’s an assortment of other items, both useful (reading books is a slow, but safe way for characters to gain experience) and cosmetic (newspapers, poetry books and crucifixes are attainable, but they serve no practical purpose).
The goal of Urban Dead is simply to stay alive or, if you happen to be undead, to convince survivors to join your ranks by gnawing on/killing them. The usual set up is that survivors barricade themselves inside buildings and zombies try to infiltrate those buildings and attack survivors, but sometimes you’ll see this scenario turned on its head. I once saw a military fort filled with survivors get overrun by zombies and just two days later the entire fenced-in nine square city block was populated with the living dead. Of course, sometimes the best defense is a good offense, so you’ll often see survivors venture out into the streets to try and take down some zombies and earn some sweet XP. This is fine as long as you remember to give yourself time to back to safety before you run out of Action Points.
Everyone starts out with 50 Action Points which regenerate at a rate of 1 point every half hour. These points, as their name so aptly states, allow a character to perform 50 actions per day* before becoming exhausted. Everything your character does from searching an area to moving from one street to another to firing a weapon uses up one Action Point. If you happen to run out of Action Points your character immediately goes to sleep. If this occurs while your character is outdoors the next time you log in you will likely find yourself zombie chow…and thus a zombie yourself. If this happens you can either decide to make a career of eating people or you can find your way to a revivification point ASAP. Revivication points are various places in each suburb (often a cemetery or an area near a NecroTech Lab) where NecroTech scientists have established a safe zone for zombies looking to return to their former lives. Of course, there’s nothing stopping a survivor who doesn’t know better from blowing your undead brains out even if you’re standing in a dedicated revivication point. For that matter there’s nothing to stop survivors from blowing each other’s brains out either…
Player Killing (PKing) is prevalent in most MMOs so it should be no surprise to find it in Urban Dead. In fact, there are entire groups dedicated to PKing. Groups are basically organizations of like-minded players working towards a common goal. The most common type of group is a Pro-Survivor group, but there are also Pro-Zombie groups composed of deadites and even some groups composed of mortals who were once Zombies and seek to aid their undead brethren by working against the survivors. You can find groups that are extremely militant, groups that focus solely on healing, groups of axe-wielding Firefighters…pretty much anything you can think of.
A lot of the joy of playing Urban Dead is lost on those who only give it a cursory glance. If I had a computer that could run anything other than solitaire or owned a console, I probably wouldn’t have taken the time to get beneath the surface of this game. If you really want to learn how to play the game you’ll pretty much have to familiarize yourself with The Urban Dead Wiki. It’s invaluable to the player who doesn’t want to stumble around blindly and wake up dead or lost every time he/she logs in.
Beginners should also probably choose a class based on what they most want to accomplish early on in the game. Privates are the best choice for a character who wants to focus on firearms. Scouts are great for traveling long distances right off the bat because of their Free Running skill. Firefighters make the best melee combatants as they’re already trained and equipped with the fire axe. If you don’t mind staying close to one area and avoiding combat, the Doctor is easily the best choice as they can gain XP by healing other survivors. Either way you go the first skill you’re going to want to procure is probably Free Running. It’s the safest way to travel and the easiest way to get access to heavily barricaded buildings.
Survivors tend to keep most buildings EHB (Extremely Heavily Barricaded) which means they’re virtually inaccessible from outside unless you have a Crowbar and want to spend all your action points tearing down walls so you can get inside. Only buildings VSB (Very Strongly Barricaded) or less are accessible from the street and these usually serve as Entry Points for survivors while the EHB buildings basically act as walls to keep out zombies. Unfortunately, it’s all too easy for an incautious survivor to end up trapped out on the streets. Again, referring to The Urban Dead Wiki is probably the wisest choice as you can locate Entry Points before your character starts wandering around aimlessly.
Urban Dead isn’t the kind of game you can just run into blindly and start hacking and slashing. It’s more or less like an elaborate chess game set on a gigantic board with the ability to customize your playing pieces. While it is an MMO, the game has no set system for creating and maintaining parties, so even if you do play with a friend you won’t be able to share XP or trade items. In fact, all you can really do with an ally is communicate, attack walking corpses that are in the same area and heal one another. When it comes down to brass tacks, however, you’re basically on your own in Urban Dead. Just like in any good zombie movie.
*A final note or those interested in running multiple characters. I would suggest you read up on the Hit Limit and how you can exempt a character from said limit by making a one-time donation in support of this excellent game.
Tuesday, April 7, 2009
Close Range
Monday, April 6, 2009
5 Days A Stranger
The graphics in 5 Days are typical of what you might see in an old Sierra or Lucasarts adventure, but a little bit simpler, but seeing as how the game had a budget of $0.00, it actually does an admirable job in terms of the character art and environments. Everything is colorful, and the "hotspots" are generally easy to find. The interface is clean and simple. The sound effects are sparse but repetitive, particularly when you're walking, but the occasional ghostly footsteps and whispering add some ambiance. Where this game really shines though, is the script. With the exception of a few inconsistencies in logic, and one or two tedious dialogue trees that you will have to wade through repeatedly to get to the one correct result, the dialogue is very well written, and often funny. Trilby is an excellent character for this sort of game, and his dry, sarcastic quips add a lot to the experience.
The game isn't very long--in fact, I would say it's about the perfect length for an adventure title: it doesn't wear out it's welcome, but it doesn't feel like anything in the story was left unresolved. It will probably take you about three or four hours to get through the whole thing--the puzzles aren't really that tough, and overall, it reminded me of those good one-shots The X-Files used to have during their first couple of seasons. There's more to this story if you want it, but what you'll find here stands up well enough on it's own.