2010: The Year in Review

I’ve not been as active on the Slowdown as I’ve liked lately, something I hope to rectify this year. As it happens, I was actually playing games! Which left me with less time to write about them. 2010 was a very busy gaming year for me; the sheer number of quality titles was staggering, and I’ll try and give a brief mention to some of my personal favourites.

While I did enjoy a handful of the huge AAA releases in 2010, I would have to say that I’ve gotten stuck in deep into the indie scene, playing countless magnificent small scale titles be they fleetingly minimal or elaborately ambitious. RPS brought charming indie effort Recettear: An Item Shop’s Tale to my attention, for which I’m ever so grateful. A cute little JRPG that turns the institution on its head and offers a twist on the tired formula of grinding and item management, Recettear had me spellbound for the duration of its campaign – after which there is still much more to discover. I will most definitely return to it to tackle its postgame modes. I spent a lot of time platforming too, mostly with VVVVVV and Super Meat Boy, two triumphant celebrations of the genre. Both incredibly challenging, but hopelessly addicting.

Despite being hopelessly terrible at strategy games, I continue to be fascinated by the many indie strategy offerings out there. Flotilla, from Blendo Games – the same nutters behind oddball Gravity Bone – is a quirky turn-based strategy adventure, reminiscent of previous procedural exploration series Infinite Space. I dig the flat-shaded glowing graphics, the simplicity of its mechanics and the bite-sized gameplay, all of which make for a great quick-fix. I am very much looking forward to the asynchronous turn-based Frozen Synapse, due out very soon. I fired up the beta client often the past few months, and enjoyed the Introversion-like aesthetics and intricately detailed command controls. The second Humble Indie Bundle contained a gem of a tower defense game, Revenge of the Titans, which overcame my dislike for the subgenre and wooed me with its distinct look and tight design.

Having joined the smartphone bandwagon this year, I have been trying to find good games for it, but the selection is disappointingly small save for a few fun time-wasters. Angry Birds has been quite the success story, and I can’t deny that I’ve spent many an idle moment trying to topple some towers. Game Dev Studio, the popular iPhone game about making games, finally came to Android so I was able to get a taste of its completely addictive grind.

I had a good time with all of these titles, but what blew me away in 2010 were the three games I was anticipating the most.

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The New Vegas Fallout

Major video game launches are a huge deal these days, and sprawling, feature-rich open-world titles like Obsidian Entertainment’s Fallout: New Vegas come very close to being MMO-like in their courting with danger. As soon as the early reviews begun pouring in, New Vegas indeed turned out to be just as bug-riddled as Fallout 2 originally was back in 1998:

At least the player above got in-game, though – while personally installing Fallout 3, I was met with a faulty DVD, an “Error: -5006 : 0x8000ffff” notice and finally the magnificent extent of Bethesda’s Windows 7 support. A veritable brick wall, in other words… in any case, New Vegas senior designer Chris Avellone, who also worked as designer on the aforementioned Fallout 2 (a connection that we detailed in an earlier post, From New Reno to New Vegas), quite unsurprisingly explains away the bugs with the length and scope of the game:

I think when you create a game as large as Fallout 3 or New Vegas you are going to run into issues that even a testing team of 300 won’t spot, so we’re just trying to address those as quickly as possible and so is Bethesda. … It’s kind of like the bugs of the real world – the sheer expanse of what you’re dealing with causes problems. 1)http://www.computerandvideogames.com/article.php?id=271206

In other words, having never completed Fallout 3, it becomes much easier for me simply to stand back and enjoy the show of fireworks until this latter-day Frankenstein’s monster gets stitched together and squeezed into yet another “Game of the Year” box. I don’t mean at all to imply that I find enjoyment in Obsidian and Bethesda’s misfortunes; instead, what’s exciting to me are the dynamics and mechanics of a major botched launch… after all, instances such as these are rare glimpses into closed-door game design and corporate decision-making at its most tangible, glimpses that only really become available if something goes truly awry. (more…)

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Vindictus: MMO, Hack and Slash or Dungeon Crawler?

Korean MMO maker Nexon’s forthcoming English-language conversion of Mabinogi Heroes, re-titled Vindictus, is launching today in North America and Canada. What makes this launch particularly notable in our minds here at The Slowdown is Nexon’s curveball partnership with Valve Software: Instead of going for the common go-to engine in Epic’s UE3 (which is used, for instance, in DC Universe Online, Mortal Online and Huxley), the game instead runs on an adapted version of the Source engine.

Bear with me as this post is largely hearsay given players in the EU are currently locked out of the game at this juncture, but the general assumption to be made here is that the combat more closely resembles that of other Source titles like Dark Messiah of Might & Magic and Zeno Clash, in turn bridging the gap between an MMORPG and an online dungeon crawler. There are other ways, too, in which the utilization of the Source engine affects the game’s overall design and gameplay. The Source base becomes more evident in the trailer below, illustrating a wider-than-usual array of smooth close combat:

Like Source titles commonly, the game is also rather heavily instanced, with relatively few truly “open-world” locations; instance portals are supposedly littered all about the main city. The game’s Source-based server architecture also explains the key reason as to why the open beta has been so strictly regionalized so far: Unlike MMOs normally, Vindictus operates by having one player serve as host with other players connecting. An EU version of the game, for which a placeholder website already exists, was nevertheless announced during Gamescom earlier this year. This does sadly mean the game’s EU launch – or a beta available in the region – will occur much, much later. (more…)

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What is Icarus?

Irrational Games New LogoThe past week has seen some irrational behaviour on a strange teaser site, whatisicarus.com. Initially there was nothing to see but a smoky background and a single grey spot, not much of a tease. But sharp visitors noticed that the white spot changed position every day, making a slow but deliberate migration around the page. It was a few days before the overall shape was discerned: a figure 8 or vertically-oriented infinity symbol, and the spots looked instead like holes cut out in the black, revealing something underneath. The site has now started to update much faster, and so with a little bit of obsessive refreshing a complete image can be recreated. What is that thing, exactly? A logo? An obscure literary reference?

Internet detectives have traced the site’s domain registry info back to Take Two games, and a rumour some months ago connected the project codename ‘Project Icarus’ to Irrational Games 1)http://defaultprime.com/2010/01/13/project-icarus-being-worked-on-by-irrational-games-wait-what/, so it wasn’t difficult to put two and two together. However the company made no acknowledgement of it until yesterday in a tweet.

Things have been building up to this for a while now. Irrational came out of hiding in the beginning of the year with a shiny new site and a focus on community and company culture. Since then they have stuck to a regular schedule of updates that includes podcasts, employee spotlights and a look into the company’s back catalogue with previously unreleased material. Earlier this month fans were invited to call in and try and guess what the new game was going to be 2)http://twitter.com/IrrationalGames/status/17896309739, and the clips were featured this week in the latest episode of the Irrational Behaviour podcast.

At long last they have addressed the pressing question of what they’ve been working on since their seminal BioShock three years ago. We thought it was an X-COM remake, but it turns out that that’s someone else’s project. Rumours point to it being a brand new IP in the form of an “ambitious” FPS 3)http://www.latimes.com/business/la-fi-ct-taketwo13-2010apr13,0,2531760.story. So what is it and when will we know? Invitations have been sent out to a press event in New York on August 11, where they will unveil a demo to journalists. The next day will bring us a CG trailer and more information in the next podcast.

It’s been a long wait for fans, but finally we’ll get a chance to see the highly anticipated mystery game; the 12th can’t come quickly enough. I want to know just what the heck Icarus is.

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X-COM: The Re-Imagining

The reports of an X-COM remake have finally been confirmed by 2K Games, with a bit of a twist. XCOM, a “re-imagining” of the classic MicroProse series, is an FPS under development not at Irrational Games – as the unrelenting rumour went – but at 2K Marin, the studio behind BioShock 2.

XCOM is the re-imagining of the classic tale of humanity’s struggle against an unknown enemy that puts players directly into the shoes of an FBI agent tasked with identifying and eliminating the growing threat. True to the roots of the franchise, players will be placed in charge of overcoming high-stake odds through risky strategic gambits coupled with heart-stopping combat experiences that pit human ingenuity – and frailty – against a foe beyond comprehension.

A release date hasn’t been specified as yet, but the game will be coming to the XBox 360 and PC and there is a bare-bones website up already. No doubt the news will be received with mixed feelings by the community: the well-loved original series was a mix of turn-based tactical combat and strategic base-building, a far cry from the announced first-person action remake. And the last couple of attempts at changing the genre have not been very successful. Diehard fans can still take solace in the unconfirmed portion of the same rumour, suggesting that Civilization devs Firaxis are handling a turn-based version of the IP. For the rest of us, it’s worth remembering that against all odds 2K Marin more than proved themselves with a worthy sequel in BioShock 2.

Only a single screenshot is available at the official site, not giving much to look at. The newest issue of OXM, out in May, will feature a story on the game; the two covers shown above give a hint of the art style. Judging by the clothing, the game could possibly be set in the 1950s, just like the Destroy All Humans! series. Supporting this is 2K’s ARG in progress, which started a couple of days back and has had fans receiving letters and packages from secret governmental organisations discussing classified cases of human abductions from the Cold War era.

I suppose the biggest question now is, how is it going to work as an FPS? Will there be a strategic element at all? I am reminded of Division 9, the scrapped tactical shooter that Irrational pitched before moving on to BioShock. In addition to the basic SWAT 4 FPS design, there was to be a strategic layer with base-building and resource management. Could this be the foundation for XCOM’s design?

So if 2K Marin is handling XCOM, what’s Irrational actually up to? Just the other day there were hints that it’s an original IP they’re working on, which we have more reason to believe now that we know it isn’t X-COM related. Whatever it is, we most probably will hear about it at the upcoming E3 in mid-June, as well as more information on XCOM.

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