Monday, August 12, 2013

Dragon's Crown Review

I went hunting for Dragon's Crown a couple of days ago. I had it ordered on Amazon first, but the release date came and went without them having shipped it. So I cancelled my order and ran down to the local Gamestop, only to discover that they were out as well. Undeterred, I signed on to the Playstation Network in hopes of downloading the title. I searched for Dragon's Crown and came up with nothing. I was about to give up my search when I noticed an obscure "Dragon's Crown theme" being hawked on the PSN store. On a hunch I clicked it. It had a link to where I could finally download the game off of the store. Lord knows why it was so hard to find.

Once I downloaded the relatively small file (less than 2GB) I was off to go quest and relive my childhood of playing the Dungeons and Dragons arcade games and Golden Axe. And relive them I did. Dragon's Crown captures the essence of early beat em ups in a way that hasn't been done among big budget games in a decade. It is a resounding success for anyone who is expecting and wanting a truly old-school-style arcade game with modern depth, loot and character building. The question as to weather or not it's a fun game though, is much more complex.

The most immediately striking thing about Dragon's Crown are the graphics. Put simply, they are stunning. There are no polygons here and everything is hand drawn and two dimensional. Unlike most 2D games these days, there is no low-res retro feel, the designers instead opting for gorgeous high resolution drawings in a vaguely anime style.  The game looks and moves stunningly. This is what I imagined video games would look like in the future back when I was eleven.

Unfortunately, stylistically I have some complaints, namely the over-exaggerated breasts and butts of some of the female characters. The game is cartoony, so it doesn't exactly clash with the style, but the game also features relatively normal looking female characters, none of whome look out of place in the least. It's certainly not a deal breaker for me, but I'd like to be able to show this game to my girlfriend without feeling ashamed. I currently can't do that.

The game does its best to inject some variety into the age old hack n slash gameplay. Magic users have magic points which must be periodically charged; meaning that battles are a struggle between casting powerful spells and spending the two to three seconds it takes to recharge. Melee classes all have a variety of movies and can all temporarily lose their weapons. Several melee classes can even block, supplementing a dodge move that is available to all classes.

The right analog stick controls a pointer which can be used to direct an NPC thief that follows the party around. This thief provides access to any locked doors or chests, but will also loot any fallen objects which are left sitting for too long. He is both an integral part of the quest and a constant annoyance, creating an interesting dynamic. The pointer is also used to resurrect allies, find secrets and deprive enemies of their fallen weapons.

As a result, the game is pleasingly complex and players always feel like they have something to do, other than just jam on the square button repeatedly. Bosses are tough and require plenty of well timed dodges in order to exploit their attack patterns.

The game is not without weaknesses, my biggest complaint being the loot system. While nothing is fundamentally wrong with the in-game loot, the whole system feels just a couple of years too old. The menus and inventory management could use streamlining and the game doesn't constantly delight players with new and interesting weapons and armor in the same way as Diablo III or Borderlands II. Magnifying the problem is the need to identify all items, which is expensive enough that players will end up selling most of their loot without even knowing what it is.

Other minor niggles include the game locking its online portion until the players have completed a large portion of the single player quest. The game works great online, but don't expect to play it with friends until both parties have spent several hours with the game on their own. A curious choice for a game that is designed to be played primarily with other people.

The biggest fundamental problem facing Dragon's Crown, is convincing players to spend hours and hours on a genre of game that was originally designed to eat quarters in five minute intervals. The game does a masterful job at jazzing up the genre with a myriad of features, but it also steadfastly refuses to step too far out of the norm for what the genre offers. Being the deepest isometric beat-em-up ever made still doesn't guarantee that the game has enough depth for many modern gamers.

But for anyone who grew up playing and loving Final Fight, The Simpsons or X-Men, Dragon's Crown will likely delight. It pushes its old school inspiration to the technological limit without ever hinting that it's anything other than exactly what it is. It is unapologetic in its retroness while still utilizing modern game making techniques. And for anyone sure about what they're about to get into, it's a once in a decade kind of game.

Tuesday, August 6, 2013

BeamNG First impressions

The BeamNG tech demo was released the other day and I wasted no time in downloading it. I then said "screw it" and just bought the alpha without ever even playing the tech demo. It was a cool $15 towards something I'd love to support. There are apparently four developers, so they can probably use the cash and this is obviously a labor of love. Good on them.

Of course BeamNG is still in its alpha stages so it would be unfair to really call this a review. There is currently no AI, and much like Kerbel Space Program, for now its just a sandbox. It also crashes pretty frequently and it took me roughly a day to figure out how to get my steering wheel to work. Some of the physics are wonky and content is still somewhat sparse.

That said BeamNG is pretty impressive at its core. Obviously the way cars crumple up when they have accidents is the highlight here. Seeing it happen in real time is pretty great. The aftermath of a big wreck looks excellent, with bent body panels and missing pieces. Even more impressive, to me at least is the way cars run with minor damage. Go over a pretty big jump and its possible to bend frames leaving cars juuust a little off. A large part of BeamNG at this point is simply hitting stuff and seeing what can be driven away from.

The rest of the physics simulation is actually a lot better than I'd been led to believe. The cars definitely still need a little work in the handling department, straight line stability in particular needs to be ironed out and cars feel unnecessarily floppy. The mid engined supercar is nearly impossible to drive, due to a total lack of stability. But the actual friction physics are quite good. Weight transfer effects handling in the proper way, and the limits of adhesion are extremely "soft" meaning small angle drifts are attainable and can be controlled with the throttle. This is extremely impressive stuff for a game that is primarily focused of driving offroad.

Leave the roads and things get even more interesting. Again, things need to be ironed out. Brakes are too weak and the trucks generally feature too long of a first gear to do any serious rock crawling. But much like the on road stuff, the potential is clearly there. Tires deform nicely and suspension movement is meticulously detailed. It's not as good as Off Road Drive in this regard, but it has potential to be in the same ball park.

And of course there are mods. One of the joys of PC gaming is installing mods and BeamNG appears to already have a somewhat strong community. Days after its alpha release, I already have a couple of new cars and a new course providing a cherry on top of what has so far been a great experience.

I'd encourage anyone interested in driving games to check out BeamNG. It's showing a ton of potential.

http://www.beamng.com/content/

Download the tech demo here

http://www.gamershell.com/download_102365.shtml