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Tuesday, December 21, 2010

Just Add Water's "Oddboxx" a tremendous...disappointment

Clearly rushed out for the Steam holiday sale, Just Add Water's newly released "Oddboxx" compilation, which contains all 4 Oddworld titles, including the previously Xbox exclusive Munch's Oddysee and Stranger's Wrath, is nothing but a barebones, ugly, horribly optimized, buggy mess.

I'm a long time Oddworld fan, who sadly happened to miss out on Stranger's Wrath (often considered the best in the series) despite owning an original Xbox, so the chance to finally get the game and on Steam no less was a dream come true. But as they often do, this dream turned into a nightmare. Released during the first day of Steam's annual holiday sale, the Oddbox and all of its contents was marked down a whopping 50%, an amazing bargain for a 4-pack of games that includes 2 newly released titles. This should have been the first sign that something was wrong, very very wrong.

Not taking the pre-purchase initiative I should have by checking the forums, I bought Stranger's Wrath at what I felt to be a bargain price, installed it...and was greeted with a port so terribly optimized it would make baby Raptor Jesus cry tears of blood.

To begin, let's talk just how barebones a port this is. The game features absolutely nothing over its Xbox counterpart. And by nothing I mean nothing. The extent of graphical adjustments come from the option to choose "Low, Medium, High, or Ultra" resolution settings (not even giving numbers, and no it doesn't natively support 1920x1200 or widescreen, you have to change a text file to get that) and to change from fullscreen to windowed, and these options are available only when launching the game. Oh but don't bother playing full screen and with any resolution above medium (well, I've gotten it to work ok at high), as the game becomes an unplayable mess, with the framerate frequently dipping to 10-15 frames per second at best. Oh and did I mention the visual anomalies and glitches? Just take a look at these screenshots I took while playing:

To quote Red Letter Media: "What's wrong with your faaaace?"


So.Much.Screen.Tearing.

Not pictured: All the "snow" I've had to endure in the game, well..at least that fits the holiday sale theme.

Navigating menus sucks to. There's no mouse support for them, you have to do it all using the keyboard's arrow keys, also you have to input your name with the onscreen keyboard..also using the arrow keys. I have heard that the controller support for it is great though (which from what I understand can't be said of the port of Munch's Oddysee).

Speaking of Munch, while I did not purchase the Steam port of his one and only title, I have read things just as bad if not worse about it. From the game constantly crashing just 5 minutes into the game to not being able to properly control Abe with a gamepad (read: at all), it sounds like a lazy job all around.

But wait, there's more!

Supposedly they are shocked to find so many people having issues with the games, stating that:

We’ve heard there are some technical issues being encountered, specifically within Munch’s Oddysee and Stranger’s Wrath. We had these games extensively tested and they both came back clean, so this has come as quite the shock to us.

I'm sorry, but you CANNOT have issues this widespread and this bad and claim nothing came up during testing. I find it hard to believe the games were tested at all given the poor quality of the ports.

Not only that, but the team all but confirmed that the issues are indeed because they rushed the collection out for the holidays, as stated:

"... the PC version doesn't have the HD models is the PS3 version isn't done yet, and we wanted to get the Oddboxx out this Holiday Season."

Right there, they wanted it out this holiday season. I'd have been more than fine waiting until April and receiving a much more polished title, be it for Steam or the PS3 (which looks to be the far superior version right now) than this mess of a release.

Oh but don't worry, they're planning to fix things up, maybe even add in the enhancements the PS3 release is getting...maybe...for a price:

"Oddworld Inhabitants ‎@Lachlan no idea where you heard that from, but it's untrue. We are considering updating the PC version of Stranger inline with the PS3 version, however there MAY only be a SMALL charge, but that's all still very much undecided."

So in summation: the currently released Oddboxx on Steam is a terribly optimized mess rushed out to make some quick bank during the big holiday sale that will hopefully be fixed later..and likely at a price. But hey...at least it has achievements *rolls eyes*

Sources:
http://www.oddworld.com/?p=327
http://www.facebook.com/permalink.php?story_fbid=168945249809155&id=1036703830
http://forums.steampowered.com/forums/forumdisplay.php?f=447 (just look at all the complaints)

Friday, November 26, 2010

And that's it folks...

The Thanks-Give-Away is now over, congrats to gp Pa22word for winning the lost copy.

http://steamcommunity.com/id/pa22word/

Hope everyone had a good time, congrats again to the winners.

TGA Round 3

And just like that, the second round is over, three more copies gone, and just one copy left to go.

The lucky winners:
http://steamcommunity.com/id/325432534
http://steamcommunity.com/profiles/76561197998483539
http://steamcommunity.com/id/santyl0c0

Congrats to the three of you.

Round 3 is now open to entries.

How do you win round 3?

There can be only one. Email me your ultimate, best super villain plan to conquer the world and win the last copy of Freedom Force in this giveaway.

Best of luck, villains.

Thanks-Give-Away Round 2

Round 1 was a success, three copies down, 4 to go.

The lucky winners:
http://steamcommunity.com/id/Linogare
http://steamcommunity.com/id/JRDeBo
http://steamcommunity.com/id/shamble57

Many congrats to you all, hope you enjoy your game.

Round 2 is going to be a bit more fun. Now as this is for the same game (and so it is fair to everyone), previous winners are not eligible for the last 2 rounds.

In round 2 you are to design your own super hero. Give him a name, a secret identity, describe their powers, costumes, origin, a love interest or villain perhaps, have fun with it.

As per last time send entries to: ourthengw@live.com with the subject: Thanks-Give-Away Round 2

Good luck gaming pals.

Thanks-Give-Away

Hey gaming pals, your NGW here. Today, in the spirit of Christmas Thanksgiving Black Friday (oh how I loathe having to go to work in a few hours) I'm going to be doing a bit of a giveaway, this will be a multi-round competition, each round varying a bit from the last. I'm not going to be giving out the details of each round until..well until that round actually comes to pass, but I assure you each will be fun and rewarding.

So what exactly is up for grabs? In total I will be giving out 7 copies of Freedom Force for the PC (via Steam, of course). This super-hero RPG will make an excellent addition to anyone's collection.

So, what shall the first round be? Well this is going to be the easiest round, by far, and will end after 3 copies of the game have been given out.

Round 1

Email me your favorite super hero/heroine and why you should receive a copy of the game. Include your steam id so that if selected you can receive your copy of the game.

Email: ourthengw@live.com
Subject: Thanks-Give-Away Round 1

Good luck gps.

Monday, November 15, 2010

Amnesia The Dark Descent: Review

In addition to my two interviews with Frictional Games, I also did a full review of Amnesia shortly after completing my first playthrough of the game. Read on to find out what I thought about this masterpiece of horror gaming.

Amnesia: The Dark Descent Review
by NGW
Platform: PC, Mac
Developer: Frictional Games
Rating: Not Rated

Amnesia is a first person survival horror game that takes place in the late 1800s. Players assume the role of recent amnesiac Daniel as he explores the halls of Castle Brennenburg.  It's hard to get too into the story of Amnesia without treading dangerously into spoiler territory. Without giving too much away, the general plot of the game never really changes from the outset. It isn't long into your journey that you happen open a note from your former self, explaining that you are to descend the dark depths of Brennenburg to find and kill a man named Alexander, the baron of the castle, and that you are being hunted by a shadow, a living nightmare distorting reality. As the story unfolds, players will find themselves up against horrifying ghouls, moral dilemmas, and tough decisions that make them question Daniel's -- and even their own -- motivations.


The dark halls of Amnesia's Castle Brennenburg are truly beautiful, if a bit unnerving to behold.

The graphics are quite impressive, even if you aren't able to max the settings out. The rooms and hallways of Castle Brennenburg are all brought to life with a level of grisly detail some may wish could remain unseen. Rooms and passages vary from your archetypal castle halls and claustrophobic, mazelike confines of dungeons and sewer systems, to sprawling, open chambers and bloodsoaked torture cells; all rendered with a sense of dark, gritty, unnerving realism.

From the chilling atmosphere to the eerie story and tone, everything exudes an ethereal darkness that at times seem to be closing in all around you. The overwhelming darkness is more than just a scare tactic, it becomes a crucial part of gameplay as players often find themselves having to choose between using light and darkness to their advantage. In the light, players can allow Daniel's mind to rest, however they subject themselves to being much more easily spotted by the game's terrifying monstrosities that stalk you. In the darkness, players can hide themselves better at the cost of their sanity.

Yes, Amnesia brings back a much missed feature from the likes of Eternal Darkness, a sanity meter. As Daniel witnesses more disturbing imagery and creatures, or spends too long in the dark, his already broken mind begins to fracture further. It starts out simply enough with a simple blur to your vision and minor hallucinations, but as you lose more and more of your grip on reality, controls and movements begin to slow, and before too long Daniel will find himself crawling to find some source of light, hoping to regain even the smallest bit of his sanity. Another side effect to higher levels of insanity is that even the darkness can no longer shelter you: enemies gain almost nightvision-like eyesight and move at greater speeds straight towards you. And don't think that when they find you that you can simply defend yourself. Following in the footsteps in Frictional's own previous title Penumbra: Black Plague players are left utterly defenseless against the horrors they face. Amnesia features no weapons or combat system at all. Your only means of defense are running and hiding, a tactic best learned quickly lest you find yourself falling victim to one of Alexander's ghastly servants.

I'm thoroughly convinced sound design is a key component in what makes Amnesia as atmospheric and frightening as it is. For being a centuries old castle, Brennenburg is far from silent. From the wonderful soundtrack composed by Mikko Tarmia, to the wonderfully implemented sounds handcrafted by sound designer Tapio Liukkonen, the walls and environments around you feel truly alive. Players will find themselves overwhelmed at times by the screams of unseen victims, footsteps from every direction leaving no sense of just where danger may be, and the moaning of the accursed grunts that haunt the castle's halls. When I say overwhelming I do mean it, there are times that the soundtrack can be a bit much, making the player feel that they too are losing it right alongside our hero.


He just wants a hug...honest

Death is handled quite differently than you find in most traditional games. Instead of starting you from a previous save or checkpoint, Amnesia doesn't force any loss of progress on a player. Rather, the player is simply respawned, sometimes in a slightly different area, and allowed to continue. The game's manual mentions that things in the world do change upon a death, but the changes I've noticed have been minor: a door may have been shut that once was open, or an enemy may have spawned somewhere else or even removed entirely. I've actually found myself placed beyond where I was killed, allowing me to proceed without any sort of penalty. I'm not sure if this was intentional or if these are just isolated events, but it takes the fear of death away just a bit.

Not too many games come out that I really feel are deserving of the "horror" they claim to deliver. In an age where steroid injected musclemen gunning down zombies has become the norm for the genre, a game that is as unnerving and genuinely frightening as Amnesia: The Dark Descent is a welcome breath of fresh air. As players explore and descend further, they are met with gruesome sights, unspeakable, indescribable monsters, and a slew of mind bending paranormal events; many of which the game emphasizes with audio and visual cues and movements of the camera. The game's immersive nature is a double-edged sword: some players may find this to further immerse themselves in the role of Daniel, while others may feel it a bit too obtrusive and commanding by telling them when and what to be scared of. The tactic does seem to be effective for the most part, as I have had many seasoned gamers tell me that the game is just too much for them. Several sequences may leave you holding your head as you struggle to regain composure -- I won't spoil too much here, but water is not your friend, and running is. The game's lack of combat and ability to properly defend yourself creates a sense of vulnerabilty and helplessness that few other titles have ever even come close to. Make no mistake, this is a game that will scare you.

Overall Amnesia is a wonderfully, refreshingly terrifying game, though not without minor issues that, although noticeable, won't take anything away from the overall experience. The atmosphere and gameplay are all top notch, with some wonderful musical scores and truly disturbing sights. This is a game you will want to play in the dark with headphones on for the full experience. Admittedly, there are some cheap scare tactics that may put some gamers off initially, however the scares that aren't predictable may prove too much for even seasoned horror gamers to handle. The way deaths are handled is a bit of a sticking point for me, as it does detract from the overall fear of dying -- one of the most significant sources of fear in a game like this. In the end though, I have to applaud Frictional Games for delivering another much needed dose of true terror to a genre that recently has had the tendency to borrow from cheesy slasher-flick action-horror standards rather than classic, truly frightening horror.


Final rating: 9/10


Game was played over the course of multiple sessions totaling approx. 11 hours by final completion of the single player campaign. 1 of 3 endings achieved (the best possible ending). An editor has been released for the game that allows players to create their own maps and stories to share online with others to play.

Amnesia the Dark Descent: Interviews with Frictional Games part 2

So, as I said in my last post, I interviewed the team over at Frictional Games for Xugo Gaming twice, once prior to the release of Amnesia: The Dark Descent, and once after its release, as a bit of a followup. Below is the second of these interviews.

NGW: Let's start by talking a bit about the game that almost wasn't, if you don't mind. Leading up to its release it became known that you guys almost had to drop work on Amnesia completely. Care to shed any light on the subject?

Frictional Games: It's also lost in a haze of Amnesia so can't remember really. Nah, the short version is something like this: We originally had a publisher to do a new game, we had to break that contract and found ourselves with no money to really run the company for as long as it would take to finish the game. We had a rush where we tried all possible solutions, from bank loans to investors, right at this time there was a sale of Penumbra on Steam, which had a huge success. We then took a quick decision to cut salaries in half and re-plan the project to be completed in a short timeframe and started working furiously. We did not have the money needed to finish the project, but we had a couple of months and made a budget where we had some key areas where we needed to get more money.

The same year we had a great combination of a Penumbra Collection for Linux/Mac re-launch, with a heavy sale and a spot on blog post on a popular Linux blog (blog of Helios) which created another great weekend sale of madness. This occurred just as things were looking pretty game over for us.

We continued on and during the rest of the project we managed to get some extra cash when needed, so we kept running on the low burner and managing to survive. Then during this late spring there was the HIB, at which point we knew already that we were going to be able to finish the game with out any troubles, but the HIB really made it feel very safe and warm, that after finishing the game we would not be completely out of money. Thank's to the HIB we have been able to sleep comfortable and knowing that even if Amnesia failed tremendously we would have a couple of months again to think of solutions. Thank fully Amnesia did not fail...

NGW: Following on from above, you also have stated that your future as a company is pretty much being decided on this one release. Has Amnesia sold up to (beyond?) expectations? Do we have to worry about your future as a company or is all good?

FG: That's true, the good news is that Amnesia met our expectations so we are continuing on in an OK form. It's not a huge success, we have met our sales expectations so far, but the reviews and reception has been a lot more positive than we expected, so with this in mind we are a little worried that the sales could be viewed as worse as the game is better than we had planned!

Frictional Games has not been in such a good shape as we currently are. But we had hoped to have a bit more financial success because we have some ideas and visions that would require a bit more stability. We are on the right track though!

NGW: Speaking on Amnesia's performance, the game has received fairly positive reviews, I don' think I've seen any less than an 8. Obviously as a team you're shooting for the highest possible scores, but are you as a whole satisfied with the game's performance score-wise?

FG: Yup, very satisfied.

NGW: There's no doubt that Amnesia is a frightening game, I've had seasoned gamers, even Penumbra veterans, tell me that Amnesia is just too much for them. Do you feel that it is possible to make something that is "too scary", either in that it pushes away too large a group of potential buyers or that it really could be harmful to the health of your players?

FG: Haha, hopefully not harmful! Yes on the possibility of pushing potential players away from the game. Not sure that has to be negative, it is a niche and to be really horrifying in this niche makes us stand out and hopefully attract more players than we loose.

NGW: One complaint I have seen pop up in regards to Amnesia is the almost scripted feel to some of the scares. Not just so much that things like certain monster encounters or environmental events or some such are scripted to happen and will happen in every play through, but that Daniel's own reactions may differ too greatly from the player and pull them a bit out of the experience. While I personally feel it does work if you approach the game with the right mindset, I can see how it may be a turn off for some players. What say you?

FG: There was a suggestion to make an option in the game to "disable player character reactions", which we have said to be a great idea. We will not do it for Amnesia, as it would require some work we have not planned for, but for a next game we can keep this option in mind and create the game with that option. We think it is a typical design issue that adds a lot to the game for some people but detracts a lot from the game for others.

NGW: The way deaths are handled in Amnesia are a bit different from most other games, in the manual it mentions that somewhere, something in the game world changes upon a death. Now I've died a few times in both of my plays of Amnesia, but I can't say I've quite experienced these changes, at least not to the degree I'd have expected. More often than not I'd respawn, generally in the same area outside of a couple of circumstances, the creature that killed me would either be gone or farther away, and I'd actually in some cases have been moved slightly ahead. Is this how it was intended or is there more to this system? Care to give examples of things that may change?

FG: There are more interesting changes, but overall it can be a bit simplified. The main reason is to make sure that players do not get stuck and have to play the same part over and over, so while the first death might change something more interesting the second or third might simply be something that eases the difficulty level to pass the specific section.

It can be difficult to notice what has changed, because some are simply that you will get encounters later in the level that you do not get if you did not die. Some might be more noticeable, as starting out in a strange place, with some sort of event happening. If you die and think now I will pay attention and see what has changed it might not always be easy if it is not one of those events, as the change will occur later.

NGW: What are some things that have changed over the course of Amnesia's development? I did begin a play with the commentary, and found some interesting facts out (such as Daniel's initial lack of the titular Amnesia upon his awakening), are there any other examples? I recall in trailers Daniel being able to barricade a door with objects such as a tables to block Alexander's servants from getting in, this has changed from the final product and much less of the world is that interactive, what was the reasoning behind this change?

FG: Originally Amnesia had a working title of horror pacman, the idea was to have smaller rooms that you entered and solved puzzles. So a horror themed story driven puzzler, a bit like Saw if you so like. This was later moved towards a horror game with combat elements, the reasoning behind this was that combat allows for easy to make gameplay. When it is puzzle and story driven, you really have to craft every single minute of gameplay, but if you have combat you can add a weapon and an enemy and off you go (sort of). But with the weapon we got the same problem as in Penumbra Overture, that for some combat was really easy and for others it was really difficult. Then we actually went back to some older ideas, which was more like Penumbra, but with a re-usable gameplay with using shadows and light instead (shadows being dangerous and light being safe basically). We never really got that far, as we first started to prototype the game as a whole without that specific gameplay bit, so we eventually had prototyped something that was quite close to what Amnesia were on the release. We mostly spent the last year removing typical gameplay elements, like coins, potions, the quest system and things like that, in order to make something that was really concentrated on the "not to play and win, rather to experience" idea behind Amnesia.

NGW: With the toolkit now released, are there any expectations you have or things you are hoping to see develop from the userbase? Any specific requests?

FG: No expectations at all to be honest. We are surprised and very happy about the interest already! We did not expect so much stuff to be made this soon as it is, so we are simply enjoying all the fun stuff showing up. We even already have seen the very first Machinima made with the tools, created a good laugh in our Skype chat!

NGW: You have stated in the past that Amnesia is a stand-alone title, and that it will not be handled in an episodic manner like Penumbra. But is there a chance that we may in the future revisit the world of Amnesia? Perhaps find out more about the orb and the shadow that guards it, or this other world mentioned by various characters and notes, maybe explain a few things left unanswered by the end of the game? And while you've stated there is no direct connection between Amnesia and the Penumbra games, are they possibly in the same universe or are they completely removed from eachother?

FG: There is no link at all between Amnesia and Penumbra. Amnesia really was a fresh and lovely start on something new for us. There is a chance for more Amnesia in the future, but most likely not what we do next. It will be near impossible for us to gather the inspiration to do another horror game like that and to make something that will meet the expectations. We are very happy with the reception of Amnesia and feel ourselves right now that we will have problems trying to make an even better Amnesia game. So we are off to look high and low for new inspiration.

NGW: I've stumbled upon some interesting theories regarding the story of Amnesia, as well as the meaning behind the password used for the super_secret.rar file in the game's folder. How close would you say some of these are? Any clarifications you wish to make? Or is it more open to one's own interpretation.

FG: No comment.

NGW: I have to ask this, as it pertains to a personal favorite story/moment of mine. Late in the game there is a strange metal cylinder, and from this cylinder a voice. Is this meant as a reference to "The Whisperer in Darkness", my favorite HP Lovecraft story? If so, I love you guys all the more. And do you have a favorite Lovecraft story?

FG: A bunch of stuff in the game is inspired by Lovecraft stories, but we do not want to (or can) say exactly what. As you read books, watch movies, you fill your mind with inspiration and some of this is bound to end up in the game. Amnesia is not meant to specifically be a Lovecraft inspired work, but there is bound to be lots of stuff in there that relates to his stories.
Hard to pick a favorite, Statement of Randolph Carter, Case of Charles Dexter Ward and The Hound are some that pop up, but hard to pin down just one.

NGW: What were some specific challenges you faced when developing Amnesia, be they story or design related.

FG: Tons! With our prototyping it is safe to say that we had a hard time figuring out the main concept in the game, what the player should actually go about doing while playing. It was a challenge to let go of many rules that you have about games, that they need to be challenging, difficult and even fun is a must. We spent a lot of time trying to convince ourselves that you can remove all that and yet present something that will be a great experience for the player.

NGW: Any plans for the future now that Amnesia has released? Can we look forward to, mayhaps a sci-fi/horror title along the lines of the original Alien, something like what Dead Space could have been? Or do you have something else planned?

FG: We are full steam ahead already on what is coming next, but too early to say anything specific about it. Lots of things can change before we have something that can truly be said to be the next project. It will not be Amnesia 2 that is as good as certain and we doubt it will be in space!

NGW: Any last words or tips for our readers?

FG: Visit amnesiagame.com and try the demo, what else is there!?

NGW: Thanks again for taking the time to answer my questions, always a pleasure to speak with you. Congrats once again on the release and success of Amnesia, looking forward to whatever more you have planned for us. Here's hoping we can keep this contact again in the future.

Kindest regards,
NGW

FG: Thanks and best regards,
Frictional Games

And for anyone looking for more information on Amnesia, Penumbra, or the team behind them be sure to check them out at Frictional Games' website.