Showing posts with label Dungeon Master. Show all posts
Showing posts with label Dungeon Master. Show all posts

Monday, 11 March 2019

Last Week's Games: Dungeon Master, Colonization, Murder in the Alps, Chainsaw Warrior, Pathfinder: Rise of the Runelords


I started this week having a go with a game I haven’t played for a while: Dungeon Master. Some of you may remember I started playing this game back in April, and I didn’t get very far with it! This was partly due to the clunky nature of the game mechanics being a lot more work than fun in many cases, and also, looking back at the date stamp of the blogs I did last year, I discovered Eternal Crusade a couple of days later. I was a little better at the combat last time, and I understand how to work the spells now, but the latter still isn’t going very well. This could be because I’ve picked four heroes that don’t have a lot of mana about them; apparently spells are a crucial part of beating the later game so it might mean another re-start to pick a more balanced group of heroes!
Always more fun with a funny name...
Later in the week I tried Colonization again, and after a couple of hours of play I did what I always do whenever I play a 4X game – realise I’ve messed it up completely and will need to start again. I anticipated this and kept things fresh by entering my name as a famous person from the relevant country every time I do. England is the obvious one as I know some of the names, and I had the entire English Colony of America headed up by Rowan Atkinson at one point. In my current play-through that I’m almost certainly going to have to abandon, the Dutch are being led by Ruud van Nistelrooy. It’s completely useless but it’s fun to think about!
A murderer amongst you... but who is it?
I carried on with Murder in the Alps as and when I had the time, and ended up beating the third stage which I think wraps up the whole of the trilogy. Currently there is one other episode available and another four planned, according to the list of levels you can choose from, and I’m quite glad that I got to the end of an entire trilogy of levels – getting to the end of a story-based game on a mobile device is no mean feat – without having spent any money on it. I wonder if it’s worth doing a review at this point.
10/10 for style, though.
On Saturday I had a go with another Games Workshop licensed game: Chainsaw Warrior. I bought this in a Steam sale at some point and I didn’t pay a lot of money for it, which is for the best because it’s not that good of a game. It’s based on a board game that’s dungeon-bashing with cards, except that games have come on a long way since 1987 when it was released and it shows. The point of dungeon-bashing games is to go in with as good a chance of winning as possible; apart from selecting your equipment at the start of the game there’s almost nothing you can do to affect this and most of it relies on Random Chance. I know that with a Games Workshop game that’s like complaining that grass is green, but it doesn’t make for a hugely engaging experience. Thankfully it doesn’t last long!
I actually got to run a dragon. A proper dragon,
that fights and everything! My players killed it.
Finally on Sunday I carried on with Rise of the Runelords, with Dave, Victor, Morgan and some of their friends. I’ve been running this campaign for over two years now and I’m pleased that a solid core of the group that originally started it are happy to keep playing! Currently we’re at Fortress of the Stone Giants, and I’m really enjoying running this dungeon. What I’ve found with the current edition of the game is that when you have a group of players who know exactly what they’re doing when it comes to optimising their characters, it’s very difficult to frighten them with encounters they can easily beat. Some of the monsters I’ve been putting them up against - Deathwebs, Redcaps and modified Stone Giants – have been capable of doing them some serious harm, and I’ve been able to use terrain and traps to a good effect as well. The result is that it feels less of a grind for my players, and it’s a lot more fun for me.



Monday, 23 April 2018

Last Week's Games: Dungeon Master and Cluckles' Adventure


This week has been extremely busy for me for all sorts of different reasons and I haven’t had anywhere near as much time as I usually have to play games. But I found time to have a quick go on one or two games; a new game for me that’s actually an old classic, and a relatively new game that looks like an old classic…
My new game for this week is Dungeon Master. This is an early roleplaying game in which you play a Wizard’s apprentice trying to guide four heroes around a dungeon in order to win the Firestaff (I think) and save your master. This style of game is quite common for such franchises as Might and Magic, and the nearest I’ve ever played to this before is Legend of Grimrock. I quite like the style of it, but my word, it is hard…
Strewth, I'm going to have to fight this at some point...
This game was originally released in 1987 (presumably I’m playing the 1989 DOS release but from what I understand, they’re virtually identical) and harks back to a time where you were expected to make your own maps, write down the combinations of buttons that successfully cast spells, and know the strengths and weaknesses of all of the 24 available heroes. I’m not saying it can’t and shouldn’t be done, but don’t forget that back in the day, games could have their difficulty increased by arbitrarily forcing you to take responsibility for your progress outside of the main mechanics. Most games managed with a password, but if you come back to a save file after three or four months and you can’t remember how to do the spells, you’re pretty stuffed. Thankfully I can run the game in a window and have an online-available map in front of me, as well as the part of the instruction book that at least purports to tell me what all the spell syllables supposedly mean. As games went on, we developed ways of storing that information in the structure of the game itself, and it makes for a far more streamlined experience – but it’s interesting to see where the structure for these ideas came from.
Dungeon Master is a difficult game to get my head around but I’d be willing to give it a few more goes. The combat is fiddly and unintuitive, but it’s meant to be and I think it creates one of the core facets of the experience. I need to remember to save it every now and then, as this game was released well before autosave was a thing, and I’ve lost nearly an hour of play by blundering into a room full of Mummies and not having the wit or resources to deal with them. We’ll see what happens with it.
Just in case we need reminding:
It's a chicken with a sword. A sword.
My other game for this week is Cluckles’ Adventure. This was a gem I discovered last year where you play as a chicken with a sword. There’s not much I can say about this game that I haven’t already, but I will re-iterate a point I think this game makes very well: You can have all the graphics, presentation, celebrity endorsements, well-written plots and budget you want, but nothing’s going to quite replace a consistent art style, good level design and a solid core gameplay loop. If you want a platforming game that will remind you why you got in to video games in the first place, please give this one a go.
After I’d finished whatever nonsense I was up to on any given day last week, I found myself with very little motivation to get my paints out. I built the remaining Chaos Space Marines in the box I started a few weeks ago and sprayed them black, but that’s as far as I got with any hobby games this week.
As it happens, I’m not expecting to have much more time this week, as I’m expecting to be out all day for the next several days. I’ll carry on with some of the long-form campaigns if I possibly can, but more likely I’ll be filling a few spare minutes with games that can be beaten quite quickly. Nothing wrong with that – it’s just a case of time management.