Some followup

It’s been nearly a month since the Steam sale, so I think it’s about time to wrap up. But first, I want to revisit a couple of games I mentioned previously.

I had some harsh words for Loot Hunter. Well, it turns out that a recent Humble Bundle contained a strikingly similar game called Windward. That is, Windward doesn’t abstract ship-to-ship combat into a match-3 the way Loot Hunter does, but the rest of the game is fundamentally similar. In both games, you explore an age-of-sail world viewed at a large enough scale that your avatar is a ship rather than a person, and you attempt to make enough profit to upgrade your ship by trading goods between ports, doing quests, and fighting off pirates. But Windward does it all so much better. It’s designed more like a MMORPG. The quests are often elaborate multi-stage affairs, even if they are obviously procedurally-generated. The world is divided into zones geared towards different levels. If you’re too low-level for a zone, you’re allowed to go there, but none of the towns will trade with you, and that gives you a strong motivation to go back where you belong. This division lets the designers better control the pacing and keep multiple upgrade tracks running in parallel.

Now, I haven’t given all my sale purchases an honest try yet, but of those that I have, the one I’m most satisfied with is Creeper World. I played through the whole thing pretty quickly, including the bonus levels (which seem to be the part that differentiates the “Anniversary Edition” from the free online Flash version), and then was pleased to discover that it has a couple of sequels. I purchased the first sequel while the sale was still going, and now I’ve played through that as well.

Creeper World 2 pulls the same strange trick as the second Zelda game: it takes a game in a top-down view and turns it on its side. The battlefields this time are systems of caves and underground tunnels, exactly as wide as the screen but many times taller. It’s still basically a game about fighting a fluid called “creeper”, but instead of just spreading generally outward, it flows downward if it can, filling cavities. When completely enclosed, it can become pressurized, spurting out and expanding at an alarming rate when it finally dissolves a hole in the wall. The most effective way to combat this is to build up some pressure of your own to resist it. In other words, you can generate your own creeper this time around. Once you have this ability, it almost seems like an oversight that it wasn’t in the original game. Here it is, the game’s most distinctive feature, but wasn’t something that the player could do. Being able to create your own creeper gives the game a greater sense of completeness, in the mathematical sense.

For all these big changes, the tactics are fundamentally similar to the first game. It’s still primarily about finding the opportune places to cut off the enemy’s creeper flow so you can move in on the things generating it. One change that’s kind of mechanically trivial but makes a big difference to the feel of the game: In the first game, you couldn’t actually destroy the creeper generators. You could effectively disable them by clearing the vicinity of creeper and then parking a blaster near the generator, so that it would destroy any creeper the generator emitted the instant it appeared, but that’s as far as you could take it. (And even then, there was the risk of forgetting that you needed that blaster there, and moving it with disastrous results, as happened to me more times than I’d like to say.) In Creeper World 2, you have a new device that actually destroys the generators.

And it is this ability that made me think: This is a lot like fighting a Tar Mother in DROD. I mean, it’s not identical, sure — Tar Mothers make all the tar in the room expand, while these creeper generators are just point-sources of the stuff. But in both cases, I’m cutting my way through a mass of viscous blue stuff to kill a thing in the middle that makes it keep expanding. And with that said, I think it’s time to get back to DROD.

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