This week I played a surprising number of games…
The first one was Star Wars: X-Wing. I’m playing through the
main campaign mode and I’m about two thirds of the way through the first
episode; I’m enjoying it so far. I like how there’s always a specific objective
you need to work within the game parameters to achieve; there are escort
missions, combat missions, missions with specific targets to destroy, rescue missions
and everything in between. You might be forgiven for thinking that’s standard,
but the game doesn’t hold your hand. You get a briefing, and then you get
dropped into the mission – after that, you’re on your own. You get some support
in the form of wingmen and updates from your computer, but you need to work out
how you’re going to tackle the mission; the game doesn’t tell you and your
wingmen won’t win it for you. Quite often, you’ll work it out through trial and error – but that’s a positive
thing; it puts some necessary thought into the process of beating a level.
Also, there’s a risk of you getting captured or killed in
the game. Again, you might think this an obvious point, but let me explain: If
your ship gets destroyed when you’re on a campaign mission, one of three things
will happen. If you auto-eject, you’ll either be rescued by the Rebels or
captured by the Empire. If you can’t eject because of bad luck or a systems
malfunction, you die. If either of the latter two happen, your character can be
revived, but he loses his rank and experience and is demoted to Flight Officer,
the second lowest rank.
In this edition of the game this doesn’t make much
difference, but in previous editions, this could potentially have an effect on
your wingmen. You could have several pilots on file, and before you launched a
mission you’d have the opportunity to deploy these pilots into the ships that
would be flying with you – the higher their rank, the more competently they
would fly. You’d run the risk of them dying but you’d also have a wing of
pilots you’d created and nurtured yourself. They even had pictures! This was
removed from the Windows version of the game I’m playing, presumably to
streamline the experience, but it also removed the potential for some
X-COM-like storytelling in there in addition to the main campaign.
Great game. |
I also spent some time in Warlords 'n' Wizards, a new hobby
shop in Netherton, and managed to have a game of Ticket to Ride with one of the
lads there. Most people who play this know what a great game it is. I won the
game, but with Ticket to Ride, the time between playing the game for the first
time and understanding what you have to do is quite short, and the guy I was
playing picked it up very quickly, so he had a lot of fun as well. That’s the
mark of good game design, in my opinion! I might talk about it more in depth on
a slow week, but it’s a very well-designed game that everybody should play at
least once.
Hard game! |
I dug out the WiiU and played a couple of games on that as
well. The first was the original Castlevania, and I’d forgotten how brutally
hard that game was. I’m going to have to exploit the WiiU’s infrastructure to
scum-save the game, because there’s no way I’m going to finish it any other
way. Some might say I’m not getting the true experience if I play it with an option
to save, but these old games were designed in a time where the length of the
game was extended by its difficulty. I’m having fun with Castlevania – but I’m
not looking to get bogged down.
The other one was ZombiU. This was an interesting take on
the Zombie game genre, because it functions like a Rogue-lite: you take a
survivor up until the point where you die, and then when you take over as
another survivor, you have the opportunity to fight your previous character –
now a Zombie – and pick up your old equipment. I’ll talk a bit more about it next
week!
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