January 2011

Red Dead Redemption is one of the very few Western video games to get it right, and people loved it. DLC was the obvious next step, but I don’t think anyone could have seen this one coming. While Undead Nightmare is similar to the main game in many respects, it’s almost an entirely different experience altogether.  

The story follows John Marston once again after he returns home to his family, but this time he finds himself in the middle of a zombie apocalypse of sorts. The meat of the story has less to do with what causes the outbreak and more to do with John’s interactions with the many interesting characters from the main game, both dead and alive. It’s a lot of fun to see these great characters again, and it’s one of the best parts of the entire experience.

On top of the dead coming back to life, you also have lots of other supernatural happenings: sasquatches, unicorns, chubacabras, and even the four horses of the apocalypse that you can tame and ride yourself. While the world you are exploring might be similar, the idea that there are plenty of new things to be found adds a lot to experience.

The mission structure is the same as the main game, with a few slight changes. As you meet up with older characters, you do missions for them that progress the story and help to find out how to stop the zombie outbreak. A lot of the missions are a blast, but some of them tend to be really tedious, feeling more like small chores than anything else. You will find yourself picking flowers and doing fetch quests more often than you would like.

Another problem is the wait time between certain missions. At two points during the story, the game will tell you that you have to wait a few days before you can begin the next mission. This gives you time to explore and do survivor missions (which are like stranger missions) and also help find lost souls (similar to hunting down people from wanted posters). 

The downside is no matter how many in-game days pass, you will never know when exactly the next mission will appear. This is a way of the game practically forcing you to do side quests that should be optional, but aren’t. I found myself unable to move on with the story until I cleared most of the “optional” missions in the game. Not to say these optional things are not worth doing, but they really drag down the experience for those who want to just go through the story.

Despite all of this, shooting zombies in the head never really gets old. Undead Nightmare is a fun time, provided you are able to look past the game’s questionable mission structure. It’s a worthy expansion to Red Dead and one that provides you 6-8 hours of content for a very low price. 

Pros: Shooting zombies in the head is something that never gets old; its fun seeing characters from the main game again; the endgame reward is excellent

Cons: Some missions can be tedious; some long wait times between missions drag down the experience

 

The doctor is in!  Here at Game Lab, we’ve rigorously tested, chemically balanced, and finely sifted the gaming field to find relief for an agonizing chronic condition afflicting far too many game players, analysis paralysis!  

If you’ve ever had to sit through interminable turns of players too flimflammed or befuddled by a few too many options and alternatives, you’ve been affected by this condition passively and painfully.  You know the teeth grinding willpower it takes to avoid swinging from the chandelier shouting “TAKE YOUR TURN ALREADY!”  But then those poor victims of this dreaded pseudo-disease!  How much poorer off they are, locked in the icy grip of indecision, desperate to play and unable to bring themselves to it.  Fear no longer!  Let’s take a look at what we can do to combat this scourge and end the menace on game night once and for all.

A brief analysis of the paralysis

All humor aside, let’s take a look at the problem.  One person makes timely moves.  Another person does not.  The game is the same.  So, we’re not dealing with a problem of the game.  We’re dealing with the problem of people.  But, it is wishful thinking to consider that we could easily change the people.  Instead, even though it’s no fault of the game, the game is the thing we can easily change.  People who are prone to AP should work on playing faster, but that’s the work of personal reflection and self-betterment – you do that on your own time.

And of course, we should all be tolerant of the occasional slowdown or intricate situation which requires deeper thought.  From time to time, everyone needs a minute to collect their thoughts, especially after momentous alterations to the game state.  AP isn’t a sometime problem, though, for the sufferers.  It is  an every time problem.  The victims of AP feel it in almost every game… well, every game of certain qualities, perhaps.  With better game selection, I contend you can minimize the impact.

What’s in an AP-proof game?

The first feature we want in a game that will keep people moving is continuous action.  If we have a game where each player takes a long turn of many phases before the next player takes their turn, this is going to be the kind of game that compounds the frustration and delay.  Instead, our AP proof games should have phasing, where each player takes a small action in the same phase – we all draw a card, the we all take one action each, then we all take another action, then the new round begins.  This instead of one player doing all those things before the next.  As much as possible, we’re looking for small, discrete actions and simultaneous play.  Games with a small number of players or asynchronous play can sometimes fit these criteria as well.

Second, a game should strive to avoid confronting the players with many choices at once.  Often, as the game breaks down into simultaneous play, this problem is cleared up – instead of award each player 10 action points on their turn and waiting for them to parcel them all out, each player taking an action in turn breaks up the mass.  The AP prone player has the brief moments while others act to work out a play and the flow is more organic.  The more pieces or complexity the situation has, the more the AP player will sit back and try to build a mental map of the current game state and the future, so games with a smaller game state can be helpful too.

A third quality that can help resolve AP is clarity.  Clear games are those where the actions taken by the players produce clear results directly in line with good strategy.  That is, taking a particular action clearly contributes to the final outcome in an obvious way.  When actions have many complex consequences or tradeoffs, the AP player is prone to puzzle them out before selecting one or another option.  A good play now is better than the best play later, to paraphrase an old saying – be sure the good plays are apparent to make them easier.  A good game selection can matter here, but just as much good results can come from lots of practice!  Practice gives the AP prone player a chance to use experience to resolve issues instead of always forming a fresh plan.

The social angle

Before we get to a list of great games that follow these rules and, hopefully, avoid AP, I would be remiss if I didn’t cover the social angle of this problem.  Because AP is a people problem, not a gaming problem, it falls to us to responsibly recognize the issue and deal with it both as paralyzed and paralyzed co-player.

If people are complaining that you play too slow, you really need to think hard about how you can move along faster.  Recognize that you are removing some of the fun from the game and lessening the enjoyment of others when you take extended periods to plan, think, and resolve.  You might feel you need this time, but you must learn to do the best you can with a mix of intuition, experience, and bravado, not just hard processing.  Don’t rush or be rushed, but keep up a pace.  Like driving, where you go with the speed of the traffic, try to play at the speed others play – even if it hurts your game or you feel uncomfortable at first, I’m sure you can with practice acclimatize yourself.  Lastly, don’t just sit there thinking.  Consider talking out your moves as you consider them.  It can help keep the other players occupied to play along with your line of thinking or follow your progress.

To the person waiting, I remind you of the virtue of patience.  Be conscious of how you may have an easier time in a game through practice or experience; other new players may not find it as effortless as you.  You may have an instinct to try to help things along, but this is a sensitive issue with many gamers.  It can easily come across as judgmental, condescending, or rude.  But worse, all it often accomplishes is interrupting a person already hard at work.  An interruption you can ill afford.  So fight the tendency to interject – a brief, clear reminder to keep things moving should be enough to prompt a play from the paralyzed.

Play on!

So, which games fit our criteria?  Let’s look at a few examples.

Race For The Galaxy and Puerto Rico: These games employ simultaneous game play to keep things clicking along.  Everyone is taking short, direct actions and each phase of the game (selecting roles and playing cards or resetting between rounds) is shared.  By breaking down the actions into a continuous pace, there’s little need for any player to really puzzle over what they should be doing next.  Turns are brief and shared.

Tower of Babel and Settlers of Catan: These games keep everyone busy.  There is a continuous need to contribute to a trade or auction which has very direct consequences.  A player is always participating in the current action, considering offers from other players and only making a simple choice to accept or reject.

Magic: The Gathering and El Grande: Fast action sequence is the main feature in these.  At each step, the player should find it quite easy to make a simple, elemental choice to keep the game moving.  Choose a card, play the actions, improve your state and pass to the next player.  Things are generally up front and strategy is direct.

Wings of War and Red November: Clear, clear, clear. The objectives here are so obvious and the action of play so straight that there’s nothing to really get bogged down in.  “Shoot him down” is your only plan in the first with simple you think I think strategy, yet it is lots of fun even for a large group.  And cooperative games offer a chance for players to collaborate on the outcomes so that one player’s turn is every player’s turn.

Carcassonne: Hunters and Gatherers and Through The Desert: These games have going for them elements of simplicity.  You turn?  Take a tile and play a tile.  Choose two pieces, play two pieces.  By sporting cumulative small actions and an evolving board position, there is never really a daunting challenge of planning but instead emergent strategy and collective results.

Analysis complete

Avoiding analysis paralysis is something we all want to do, whether we suffer from it or suffer through it.  Do learn to take your time and play well, but remember its part of the fun of a game to play with a light heart and jaunty pace.  Don’t let the situation drag out or grind down… this is just a game!  Every play need not be perfect.  After all, there’s always another chance to play.

Runic Games made the surprising announcement today that Torchlight, their critically and commercially successful Diablo clone, would be making the jump to consoles soon.

Microsoft has secured its release as part of the Xbox Live Arcade House party lineup that will begin releasing on February 18th. However, there’s no word on whether Torchlight will eventually make its way to the PSN as well. READ MORE

If there’s one genre that’s solely lacking on the Minis market for the PlayStation Network, it’s shoot-em-up games. A Space Shooter for Two Bucks‘ description touts it’s “the best deal EVER” given that it’s price is in its title. Does it live up to its claims of being the best?

From the get-go, the game is tongue-in-cheek with its difficulty levels and introduction – an introduction that is thoroughly unneeded with a younger version of your protagonist terrorizing a random nameless nerd. The humor continues throughout the game, with the main character badmouthing every Alien General (the main bosses of the game), his navigation system (an old butler), and his constant hitting on the shopkeep (whose voice doesn’t come close to sounding like it belongs to the wrinkly chain-smoker on screen). 

But people don’t play shooters for the plot. The game is a very competent vertical shooter with various enemy ships that all have set designs and attack patterns, making learning how to avoid certain attacks very streamlined. As the game goes on, the screen becomes more crowded, especially as you gain power-ups. After defeating each of the five Alien Generals, you gain their special attack (a la Mega Man); beating each of the non-boss stages raises the health of your ship. A checkpoint system is in place in every stage, though in the later stages, they don’t occur as often as you would like.

With sixteen stages, the game lasts from three to five hours, depending on your skill level. There are also a multitude of upgrades to buy as well – most of them are actually required to effectively deal with certain stages, which requires you to actually do some stages multiple times so you can grind for money, given the relatively high cost of a good number of the later upgrades.

On the whole, the game can be fun, but it suffers from a couple of design oversights that make it a chore to play. The learning curve isn’t too steep, however, so as you are able to get upgrades, the game does get markedly easier. There are, of course, much better shooters out there, but for two dollars, this is certainly a decent investment. 

 

For years I’ve been at odds with bullet-hell games. The high-tension twitch-based gameplay entices me, yet with every new game I’ve picked up I’ve been let down. What I’ve been looking for is for fullfilling gameplay where the focus is to beat the game, much like the Gradius and R-Type games. Instead, I’ve found short experiences where the goal is to memorize the stages and get high rankings. NeoGeo Heroes: Ultimate Shooting ends this disappointment. 

The second bullet-hell, (or “danmaku”) game released by SNK Playmore recently, Ultimate Shooting sets a lofty perception of itself with that name. Yet in contrast to most of this genre’s games, which only have a single set of stages in one mode to play, this game has a ton of variety. Instead of one character or ship, how about ten with a large variety in attack types? And instead of one linear path of stages to just replay constantly, how about 15 total stages for the main Story mode with 5 end-bosses and endings for each character? That’s 50 potential playthroughs filled with variety and that’s just the Story mode.

There’s also the Challenge Mode, where the player can do a survival-based boss rush, or Subject Mode, where the player is tasked with achieving certain objectives during the course of gameplay. Thought just surviving a stage was bad? Now try to beat it while not dying, collecting 30 of the best score-raising items in a row and staying in the top two-thirds of the screen!

In addition to the main game, the arcade version of KoF Skystage is also packed into the game. Two games for the price of one, both with a large cast of characters who come from fighting games and bring all of their special attacks and taunts with them. A variety of gameplay modes, a large Museum to fill out with unlockables, and full control over the game’s options right down to changing the display size and style on your PSP. Is holding it normally making the screen too small? Shift it sideways and play on a larger screen with all the controls appropriately remapped to the d-pad and analog stick.

NeoGeo Heroes: Ultimate Shooting has finally provided to me what I’ve been looking for in a bullet-hell shooter: tons of characters, variety, play modes, and unlockables all wrapped up into a gorgeous package.