Spore (PC) - Initial Impressions
Played through a campaign up through the Space stage yesterday and I’m very impressed - though still disappointed about what was once in the game that has been removed.
Cell Stage - Less esotertic version of flOw, works well but goes by quickly.
Tribe Stage - A bit repetitive but instant gratification with the evolution of your species via its rewards.
City Stage - Not thrilled with this, I suck as RTSs and had troubles getting through it the first time until I figured that the best time to attack a village is after they sent all their forces to raid yours and you’ve defeated them sounding (as I could still pump out new units as others died right there.)
Civilization Stage - Maybe a bit too easy; I did find that they didn’t mention that your city gets stuck with whatever branch (economic, military, or religious) once you set it, and wondered why I had no military units. This felt like the stage with the least helpful hints on what to do, despite how close to any Civilization game ever was.
Space Stage - Have to agree with most everyone else, this is where the game really pays off - it feels open and expansive yet not too open (ala the Oblivion problem) as the missions help guide you with what to do.
The user content and sharing aspects are of course awesome.
My primary disappointment with the game is the loss of how the game was to determine what abilities and skills your creatures, buildings, and vehicles would have based on how you designed it. There’s still a taste of this; most parts you install (up to a limited number, of course) give certain benefits, but there was supposed to be something more organic and less exacting about the way it is currently. For example, adding any pair of legs gets you a speed boost, regardless of how “functional” the being may end up being; original demos for this showed that the game would have adjusted the speed bonus for strategically placed legs over useless ones, and other aspects of the design. Similar for all other design elements. It’s still the same user-created aspects which makes the game extremely fresh, but the lack of significant impact of how well the design aspects are put together is disappointing to see.
The other disappointment is the minimal (to some extent) impact of previous phases on successive ones. Certainly your route through one phase sets what you are in the next, but this seems to be a choice out of three options. Physical appearance and other aspects set in the Tribe phase don’t mean anything in the City stage, for example. Basically, each phase is almost a unique phase with minimal bearing beyond appearance that what you created before carries forward.
This is not to say Spore is bad; it is still impressive. It is just lacking elements that were shown originally to be in the game that are no longer present that had piqued my interest much more in this game. Still, the Space stage alone is worth the cost of the game.
posted in initial-impressions, pc, sim, spore | 0 Comments
Sam and Max Season Two is a continuation of the episodic series from Telltale Games with assistance from GameTap, bringing the misadventures of the detective canine and his hyperkinetic rabbity-thing partner as they work their way through five new cases. While the series continues to deliver the humor and intelligent puzzle solving that Season One had, there’s not the same feel of overall connectiveness that was in the first game, and the three-act approach to each episode does start to get a bit tedious.
The Orange Box has be stated to be one of the best values in gaming, containing 5 complete games from Valve: Half-Life 2, Episodes 1 and 2, Portal, and Team Fortress 2. The advertising of this is definitely not misleading - there’s at least 30 hours of high quality single player gaming and the countless hours of Team Fortress 2 really make this a great package. Mind you, there are some issues with the 360 version compared to the PC mostly in the control schemes for a few games.
When LucasArts canned Sam and Max Freelance Police back in March 2004 (as well as a sequel to Full Throttle) despite the team making good progress on the game, many fans feared that killed off any hopes for the adventure game genre. However, as word got around that Telltale Games had acquired the rights for the Sam and Max franchise and were working on a new game, joy spread out across the land. Telltale Games, working along with Steve Purcell, creator of the dog/lagomorph duo, has created a 6 part, episodic approach to adventure game, which was released roughly monthly over an 8 month period through several channels, including through GameTap as well as downloadable versions direct from Telltale. Sam and Max Season 1 is definitely a return to classic form for the adventure game as well as appealing to Sam and Max fans everywhere, though the episodic nature of the game does limit the difficulty of puzzles that can be put in while keeping each episode playable without having completed the rest.