Going Back: Dungeon Hack

Goodness me, that rhymed. Lovely. Well, anyway, once again, it’s time to set the Wayback Machine, and the interesting game for this outing to the groggy times of yore is Dungeon Hack, the only official, licensed Dungeons and Dragons roguelike. Which is highly amusing when you consider how much early roguelikes (And even some modern ones) have been influenced by 2nd Edition DnD.

Dungeon Hack, released just after another title I’ve briefly dealt with, Dark Sun: Shattered Lands, uses an interface very similar to the Eye of the Beholder games. Similar enough, in fact, that I’m halfway convinced it’s the same engine, despite being developed by Dreamforge (Who, like SSI, created strategy and roleplaying titles, and did not survive 2001.) Nonetheless, it’s not the engine, so much as the visual style that impresses. There are several different level themes, all of them have a variety of different locks, tapestries, paintings, and gewgaws, and, if it weren’t for the rest of it, I would say that every run is a refreshing and different experience.

One of something like… An absolutely *silly* number of potential locks.

Unfortunately, I’m not saying that. Every run is, in fact, a tedious nightmare that often ends on dungeon level 2, due to the mechanical aspects of the design. Procedural generation has come a long way since the days of rogue, ADOM, and the like, and Dungeon Hack shows one of the weaknesses of early experiments… It’s predictable, and the difficulty curve is not so much a slope as one of the cyclopean steps of Great Cthulhu’s abode. As is often the case with roguelikes, there is a single, playable character.

But many of the monsters in AD&D are, in fact, balanced around groups taking them on. A perfect example of this is the main monstrous feature of the second dungeon level: The humble Ghoul. The Ghoul is normally a cowardly eater of the dead, picking on things it thinks it can eat, and making corpses when… Well, the corpses it normally feeds on are scarce. To aid it, it has a paralytic venom in its claws and fangs. Now, to be perfectly fair to the developers of Dungeon Hack, unlike in Eye of the Beholder, when your character is paralysed, they can still move (but not attack or use items), whereas if a mass paralyse from a Beholder hit in EoB 1’s later levels, you were pretty much dead.

The problem arises, then, from the fact that it’s corridors… And rooms. And corridors predominate. Corridors in which the other monster type that always inhabits the second level, the Troglodyte (in 2E, a stronger, but less intelligent relative of the lizardman) are very likely to ambush someone who hasn’t cleared the way behind them, and, even then, may get surprised by a respawn. As a Mage, you may just about have fireball at this point (Requiring a rest after every cast to regain it… We’ll come back to resting), as a warrior, you don’t really have any recourse except that old first person RPG technique of the sideways shuffle (Exploiting the AI in… Er… A room… To, er…Well, crap, that sort of invalidates it in a large set of situations, doesn’t it?), and it’s only as a Priest that you get… Turn Undead. Which, on the one hand, you have an infinite supply of. On the other, it’s not guaranteed to work, and you’re not guaranteed to hit on the attack that will break the Ghoul out of its “OhGodsAHolySymbolRunRunRun” mode Turn Undead tends to put it in.

Ghouls. There are many words I have to say about a lone adventurer fighting even small groups of ghouls. The vast majority of it is unprintable, even here.

So yeah, the difficulty’s a little sharp. Adding to this tedium is the predictability of monsters. Yes, you will always encounter Ghouls and Troglodytes on level 2. Just as you will always encounter Goblins and Orcs on level 1, with only the occasional Out of Depth monster to liven things up… Usually in a rather fatal manner.

And then, there are the keys. I mentioned before that there are a variety of different locks, and hoo boy, does the game use as many as it can. Each locked door has a specific key type. I’ve never encountered a situation where the key was behind a door, but each level becomes a case of three things: A sweep and clear, not unlike those annoying missions in Hero Quest and Space Crusade (Remember those?) where the victory condition was “Kill everything”; A hunt for various keys (Ice keys, flower keys, gold keys, chrome keys, platinum keys, bone keys, missing bull horns… The list is quite large); And, another staple of first person games and DnD RPGs of the time, either being a Dwarf, able to sense secret doors, or looking at the map, noticing large empty spaces, and wondering which of the walls you’re going to try and walk into will, in fact, turn out to be illusory.

Fun! It’s interesting to look at a game like this, because it has a lavish (if overacted) introductory cutscene (Involving the sorceress/demigod/secret deity… I forget which… Who sends you on the quest, and Sir Not Appearing In This Game, possibly the biggest, dumbest adventurer I’ve seen since Lands of Lore’s Conrad “The Scones Are Still Intact” McAdventurerson), a lot of thought put into a lot of locks and tapestries and statuary and fun things that mostly don’t have any bearing beyond looking pretty (Which I approve of), and yet… Once you get past that, there’s almost no balance, a steep difficulty spike on the 2nd level, and even less context than Angband or Nethack, relative contemporaries (1990 and 1987-2015.)

…I smell a cutscene, VO so fine!

Would I recommend playing it for enjoyment? Oh, Mystra, no! Would I, however, encourage budding developers to look at it critically? If you’re into procgen, licensed RPGs, and step/tile-based first person RPGs, yes. Because it is, to me, interesting to examine. Even if the examination can be… Rather painful.

I’ll get you, Ghouls. And your little frogs, too…

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Early Access Review: Delver

Source: wanna say bought? It’s been a while… @.@
Price: £5.59 (or thereabouts)
Where To Get It: Steam, Official Site
Other Reviews: Release

After my experiences with Barony, way back when, I felt somewhat burned out on dungeon crawling. But, of course, with a new year comes new updates, and one that happened while I was away was a content patch to Delver, a procedurally generated first person dungeon crawler that, like Barony, takes at least some of its inspiration from Ultima Underworld and their ilk… Along with a teeny bit from old Roguelikes such as Angband or Nethack, in which you, an adventurer, enter a supposedly shifting dungeon complex near a wizard’s tower that’s suffered a bad case of subsidence, to retrieve an orb attributed great magical power.

Okay, so it’s not *the* orb of great power… But, y’know, it’s a skullball, and it floats!

That, and potions not having a known effect, are basically the main nods to the genre Delver comes from. The rest is pretty much its own thing, and, despite some niggles it can’t really help but have, I’m… Okay with it! So, let’s get the niggles out of the way first: Equipment, and predictability.

Equipment, specifically weapons, degrade over use. And, of course, you never know when you’ll get the next one. I’m telling you this now, because… The game doesn’t, and it comes as a somewhat nasty shock when you look in your inventory and happen to notice that your Peachy Keen Sword of Being Quite Quick (Previously Excellent, doing 9 to 12 damage) has now become The Blunt And Cracked Whiffle Bat Of Still Being Fairly Quick (Doing 1 to 4 damage.) If armour suffers the same way, I have yet to notice, thankfully (THAT’S NOT AN INVITATION OR REQUEST!) Similarly, while the most recent patch went a long way toward controlling your ranged ammunition shortage (What with recoverable arrows, sometimes even from corpses), this, too, is a major concern you should keep in mind while playing: Save your wands and ammo for ranged enemies.

See that skelly in the background? That’s the *real* threat.

As to predictability, this is somewhat of a double edged sword with Delver. On the one hand, you know what to expect in each of the (currently) four or five types of dungeon you encounter, and so you know, for example, to save ranged stuff for the Caves/Dwarven Mines, in which Eyebeasts can ambush without a whole lot of warning, then scoot rapidly out of your range to throw fireballs. On the other, it becomes a case of “Yes, okay, Ruins, good fine, let’s get onto those orc type fellers down on Sewers 1 and 2, eh?” , and that can… Well, get a little bit dull at times. The door behind the fireplace in the underground bar is like an old friend, and I view the unstable ground over the lava pits of the Ruins to be the cackling rival, occasionally trapping me in a pit with no way out but death and reincarnation outside the dungeon despite the fact I know they’re there, god-dammit…

Still, there’s a fair bit that’s good about the game, and it is still in development. The tile based, pixellated look works quite well for Delver, each weapon type has at least a couple of swings, easily memorised, and each run takes anything up to an hour (Depending, obviously, on caution and skill), so it’s not a time demanding game (Something I, as I grow older, grow a little more grateful for each day), and the music is pleasant, fitting, and at times, quite dramatic.

Even the campground has… Y’know, *some* drama. That dang bard, hiding things and playing sad tunes… >:|

So, is Delver worth a gamble? Well, let’s think. Less than £6, for a start, does have story (in the form of notes, which I won’t spoil, because although it’s as simple as the game right now, there’s still some good, short reads in there about the poor sods who came before you), and, while it has been called shallow (It is, a little), that’s not necessarily a bad thing, so long as you know it’s not going to have you poring over loreposts in forums. It’s fun, it’s somewhat challenging, and it doesn’t demand you Get Good… Only mildly suggests it while stressing you’re there to have fun and relax.

…And I’m okay with that.

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Endless Space 2 (Early Access Review)

Source: Cashmoneys
Price: £26.24 standard, £33.73 Digital Deluxe
Where To Get It: Steam
Other Reviews: Release

Since the inception of Amplitude in 2011 (An event I remember with some small fondness), the studio have experimented with 4X genre constraints with their Endless series of games (With a little side trip into the roguelike/tower defense genre with Dungeons of the Endless.) They’re an interesting studio, with an interesting model, and, as a result, their games are often interesting. Not always standing the test of time, but often putting new ideas into the game development community.

Political Parties, new to Endless Space 2!

Endless Space 2, so far, is shaping up to be no different in that respect. As such, it’s already a somewhat different beast to the original Endless Space, taking what they’ve learned from Endless Legend to fiddle with the space 4X formula. And the five factions currently available, a mix of the rejiggered old, and completely new, demonstrates this quite aptly.

It also demonstrates that sometimes I don’t get on with aspects of the experimentation, as the first new faction, the Vodyani, demonstrates.

In the Endless Universe (Now rebooted, in a sense, for Endless Space 2), the Vodyani are one half of the uplift philosophies of the two “Endless” precursor alien groups that have left their mark on the universe, the Virtual. Virtual beings seemingly made of flame, the Vodyani are slow burners on the game front, due to their core mechanic: Both population growth and colonisation are tied to Essence, which can either be extracted from Dust (Tying up your production queue) or from other life forms (Tying up your military and souring diplomacy pretty much everywhere they go.) They can move from system to system with their Arks (Heavily armed and armoured space Titans), and it’s only when they attach themselves to a world that they colonise it. Or, you can go with their slow as molasses population growth

Dun Dundrrrun dun du-du-du-dun DAA DAA DAA DA DA-DAAAA DA DA-DAAAA!

But when they do, unlike other races, each counter of population applies to each planet they can colonise. They’re this strange mix of strong and fragile, as I discovered when I found the Ark… Couldn’t defend against a ground invasion. Cue one lost game. One of many.

I’ve had a much better time, by contrast, with the slightly more conventional factions: The United Empire, The Sophons, and the Lumeris (I’ve never been good at playing Cravers, but they seem largely unchanged from ES1, in the sense that being penned in is the worst thing that can happen to them, and conquest is the major victory type.) Each one has a different focus (Industry with the UE, Science with the Sophons, and Dust with the Lumeris), and each faction in general has something to bring to the table. For example, the Lumeris buy their colonies, and can trade them if they so desire, while the Sophons research faster if nobody else has the tech yet, allowing their research to… Far, far outpace their industry, if you’re not careful. The main problems right now (I’m almost certain this is subject to change) is that the AI is a little timid once you’ve built up enough force, and doesn’t seem to play the Rock-Paper-Scissors game with beam, energy, and missile weapons so well… Although they’ll still kick your ass on a ground assault without the numbers on your side.

The United Empire: Now much more clearly Not Good People.

It’s entertaining, there’s no doubt about that, as the questline feature from Endless Legend is applied adroitly to each faction (For example, the UE is about the paranoid emperor trying to find and quash dissent), and the new political system, if your economy goes well, can allow for some drastic shifts in focus, although I often find, due to my playstyle and the fact that war empowers them, that the Militarist party is most often in power regardless of faction, although minor races having their own political affiliation helps. The UI is simple and clean, the battle mode has some clarifications and upgrades (Although not full ship control, which I know turns some folks off) …

… But right now, even though I’m finding it fun a fair amount of the time, it’s also oddly frustrating in portions. When a game goes badly, it goes horrifically, depressingly wrong, but when it goes well? I find myself running out of things to do, to build, and so, by about turn 100 on a good game, I’m finding myself hitting the End Turn button twice, once to try, and once to confirm that yes, I’m not building anything in those five or so core systems because my industry has outpaced my research, or there’s nothing that I particularly need at this point. Your mileage, obviously, may vary there. Something that may get fixed before release is that the battles seem to calculate slower as the game goes on, and this can become a bit annoying, and, as the final screenshot shows, some of the faction colours may be a problem for colourblind folks to read.

Still, the writing of the game so far is pleasant, if somewhat stereotypical in places (Space Shark Mafia are quite literally a Mafia, Crime Families and all, for example), the art and ship designs are gorgeous, the music is calming for the most part, and the rebooted universe of the Endless still, somehow, feels fresh.

I just wish I really understood how the Vodyani played, even if I love Sciencing the crap out of people as the Sophons.

The Sophons know, like all good space-dorks, that Science Is A Verb. 8D

The Mad Welshman fully understands the Sophons’ joy. I mean, there’s nothing quite like writing your name on the moon with a giant death laser, is there?

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Deios II/Deidia (Review)

Source: Cashmoneys
Price: £6.99
Where To Get It: Steam, Itch.IO

Deidia is a clever game. Deidia is an artistic game. Deidia is punk as fuck. And, like many of these interesting altgames, it’s probably not going to do amazingly. That’s a real god-damn shame, and let me tell you why.

It begins with a reference to the demoscene. That’s right, the demoscene, you younguns may not remember that, where folks wanted to make their 3.5” floppy collections (or, to go back further, cassette tapes. Yes, in Ye Olde Days Of Gaming Lore, games came on tapes) of demos and programs as flashy and memorable as possible, so they did all sorts of fun things with text effects, colour cycling, and chiptunes. The intro even has a scrolling pixel vista to introduce the game like an old Amiga or Commodore 64 game.

Scrolling Amiga/Atari style text? Why, I haven’t seen that in donkeys!

And then you get in, and… At first, it’s jarring. It’s lo-fi, highly pixellated rocks, obviously layered over each other. The hero has a triangular cape that wouldn’t look out of place on a shitty N64 game. There’s even 5’25” floppies as platforms for the intro. And yet, there’s a weird sort of beauty to it, so… You go deeper. You hit an obstacle… Oh, shit, it’s got clicker/wait elements. So you buy Deitycoin clickers with your Deitycoins, get a little deeper, and…

…Invisible walls. And floors. And sometimes, the floors aren’t there when they should be. It’s at this point that so many people would quit. But… There’s always this text, at the top of the screen, telling you to hit G to corrupt the world. So you try it.

The world opens up. You start experimenting more. The visceral disgust as you hit 6 (Player Distort) and AAAAAAwhyarethey ohwait. Because you distorted the player sprite. There a reset here? Oh, yeah, for the world to- Oh sod, you’re back at the beginning of the level. You can’t fall very far without resetting the level. You-

There are many different areas, each with their own challenge, and requiring different hackery to get anywhere.

Will, in many cases, for many of the “You” that are reading this, ask for a refund. What garbage. What trash. But those of you who don’t realise… You don’t have to take that first door. Or you don’t have to play the way its intended. You set the world drifting, and somehow, manage to reach that first door, or another one somewhere else, or… Your options start opening up, and the world… Plays with you.

Right now, I’ve hit the first hub (or is it?) I’ve got more questions than answers. There’s lots of places I can go, and maybe one of them leads to this Deidia that I must apparently find… But meanwhile, my Deitycoin interface is… Slowly filling up with something. I’ve discovered (in the course of attempting to screenshot the game for review) another layer of ways I can, in a way, be the glitchy deity of this strange world, screwing with its rules. I’m noticing counters, and while even I’m not sure I want to continue, I find myself appreciating how a seemingly simple game can have… So many possible layers.

If you don’t mind spending £7 on something that isn’t the friendliest (and deliberately so) , but experiments boldly, and has a unique aesthetic, then go for it. I genuinely can’t tell you if you’ll be disappointed or not, because I’m not entirely sure how I feel myself.

There are invisible things here. Time to… SHAKE THE WORLD!

But I don’t feel I’ve wasted my time or money examining this one, whether I go back to it or not.

The Mad Welshman lost his console command list a while back. If anyone remembers how to change that one variable that makes everything seem terrible back, could you kindly let me know?

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On Game Design – Cacklingly Evil Corporations! (CONTENT WARNINGS)

CONTENT WARNING: Cacklingly Evil Corporations do things that would be considered triggering, such as forced impregnation, human experimentation and trafficking, wilful use of deathtraps, and other creepy shit that would horrify normal people and cause them to get locked up.

Playing Stasis (a “dystopian sci-fi horror” adventure game that got no small amount of critical acclaim at the time it came out, and is apparently getting a sequel) has reminded me how much CacklinglyEvilCorps piss me off. Not because they’re so obviously evil. But because they’re stupid, badly written evil. Oh, and let’s not forget, often edgy evil too. Because, y’know, nothing says evil like [insert horrific thing because reasons here]!

We’ll come back to Cayne Corporation, and how thickly that got laid on, in a bit. But first, let’s talk about a pair of supposedly massively evil corps in movies: OCP and Weyland-Yutani. It may shock you to notice, but they’re not actually that evil. Doing bad things, yes. But in a way that makes sense. Let’s start with Weyland Yutani, as they appear in the first three Alien films.

At the beginning, they are just The Corporation. The Company Store. Sure, Ash goes murderous, and you have the directive “Crew Expendable” , but up to that point? We can tell they do mining or extraction of some kind, that they have contracts, and employees, and, at worst, they’re penny pinchers.

And then we come to the second film and… Nobody on the board knows, or claims to know, of any such thing happening. In fact, we get a little nuance, because Van Leeuwen, the CEO, mentions that Wey-Yu has quite a lucrative sideline in… Terraforming planets. Shake-And-Bake colonies. Their colonies are apparently safe enough for families to join up (With, of course, the exception of LV-426 and, y’know, all the other LV numbers that get mentioned in the media of the expanded universe), and, before Carter Burke and the assholes he works for stick their finger in? What we see is normal, everyday frontier town analogies. They do medicine. They technically own the Marine Corp… They have nuance, and are not just black and white.

Two different faces of the same corporation. Nuance!

While we’re on the subject of Carter Burke, his motivation? Profit. As it turns out, Xenomorphs have all sorts of applications, and not just in the CacklinglyEvilCorp section of Wey-Yu that is the Bioeweapons division. Wey-Yu, as a whole, isn’t really the villain, so much as an element of an otherwise normal, if penny pinching and exploitative corporation.

Alien 3, of course, throws large portions of that out the window. We never even see Wey-Yu as an organisation, except, of course, the CacklinglyEvilCorp portion toward the end. Even the folks who attract the Bioweapons crowd by alerting them to Ripley’s presence aren’t doing it because they’re cacklingly evil. They’re doing it because a) They consider Ripley a disruptive influence , and b) There’s a reward.

So… Wey-Yu: Not as cacklingly evil as you’d think. But what about OCP?

OCP are an interesting one, because they’re inept, and that’s where the dystopia comes from. They own the police, and their main reason for RoboCop programmes? Again, penny pinching. Their reason for putting all those dumb rules in RoboCop’s brain? Because what he was doing up to that point was considered Bad PR. Y’know, something an actual company would care about. But it’s not until the series hits its nadir that they relentlessly pursue and antagonise. RoboCops 1 and 2, they are, yes, an Evil Corporation. But they act in a very corporate fashion, which is why the parody works so well with them.

The head of OCP, wondering what the hell his HR department actually *does* all day.

But then we come back to Cayne Corporation. Cayne is one of many CacklinglyEvilCorps, from Armacham to Umbrella, and the main hallmark of the CacklinglyEvilCorp is that there is little, if any nuance. In the case of Cayne Corporation, let’s put together a rough timeline of the Groomlake, the setting of Stasis.

First up, way back when, the Eugenics Wars happened. This was apparently some attempt at creating Post-Humans that went horribly wrong.

Then we get the Groomlake. From the beginning, it’s involved in human trafficking and experimentation, and cloning. The head of the ship, Dr. Malan, seems to think he can do Post-Humans better than whatever idiots tried way back when, and hires as his top research staff some highly questionable folks, including a drug addicted serial killing doctor. Because, y’know, nobody bats an eyelid at such things.

The good doctor then encourages his other staff to do incredibly stupid things, including letting the serial killing doctor indulge his hobby, and mulch the experiments, which then turns into a semi-sentient fungus because reasons. This, in turn, affects the mass cloning (Which is at least partially using Dr. Malan’s hybrid babies, created by forced impregnation), and hydroponics, affecting some bees so one turns into a supermutant. Oh, and experimenting on employees, which often kills them.

He also cures and keeps hold of the protagonists’ daughter, for reasons.

Welp. I’m sure this will turn a profit for the Cayne Corporation, no two ways about it!

Nobody bats an eyelid at Cayne Corporation. Except to send a spy who will hopefully steal Dr. Malan’s research, in the name of profit.

The clones and hybrids start wearing people’s skin and taking their Personal Data Tags (Which are grafted to their spines because reasons), so as to get around the ship to murder people. The fungus starts mind controlling everyone. A nurse realises they’re involved in human trafficking, tries to get a family off ship, and is shot.

Nobody bats an eyelid. Sometime during this, the protagonist’s wife has been put into Dr. Malan’s programme. You remember, the one about trying to breed post humans, forcibly. Because reasons.

John (J) Maracheck, living Aliens reference and punching bag of Stasis, is one of the few survivors, along with Dr. Malan, Te’Ah the corporate spy, and John’s small child, who is still being cared for by Dr. Malan because reasons. After witnessing the after-effects of Dr. Malan’s fuckery, having to do horrifying things, he confronts Dr. Malan. Who then kills the child he’d been taking care of and cured, right in front of her dad, because reasons. Then everyone dies.

How much of this, do you think, could the Cayne Corporation actually call a profit on, even assuming their sole motive is profit? At what point, do you think, did anyone on any corporate board ever think “Yes, this is a good investment, and will surely not be a sinkhole of money and death?”

No, it’s villainy for the sake of villainy, stupidity pretending to be smart, and at least two fridgings because let’s hurt this guy who, against a corporation, probably wouldn’t matter in the god-damn slightest.

Meanwhile, a second game featuring the Cayne Corporation is in the works. I don’t have terribly high hopes, especially after seeing this screenshot.

Ohhh boy. I can’t wait to see how what looks like a neural whip is explained… *sigh*

Yeaaaaaahhhh… Because that makes all the fucking sense. Periodic reminder: The setpieces are in the writing, not the writing being around the setpieces. Forget this, and you have setpieces that end up being “because reasons”, and large swathes of your plot being the same.

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