Strife

strife-outdoorsDenied the opportunity to continue with Half-Life 2 Episode 1, I found myself still craving some FPS action. This seemed like as good a time as any to bring out the oldest FPS on the Stack. Released in 1996, Strife was one of the earlier attempts at making a FPS that was more than just a FPS, like Deus Ex four years early. It’s the only game I know that uses the Doom engine for something resembling a RPG: it’s got non-combatant characters with conversation trees, stores where you can buy equipment, even a couple of upgradable character stats (maximum health and shot accuracy). (All of which Ultima Underworld had in 1992, but that didn’t use the Doom engine.) It has a stealth component, with alarms that you can try to avoid setting off. And it’s got a story. Not just a premise that gives you an excuse to shoot stuff, but a story that you interact with and which, to some extent, you influence with your decisions.

That story is, however, pretty comic-bookish. It’s the story of a medieval-looking city taken over by evil cultists with anachronistic technology. The Order (as they call themselves) have achieved their dominance by obeying the voices they started hearing in their heads after a nearby meteorite strike. This sounds like a job for the Meteor Police from Maniac Mansion, but since they’re not around, expelling the Order is left to an underground rebel group that the player joins shortly after the start of the game.

This game is old enough that I had some difficulty getting it working. Setting the executable to use Windows 95 Compatibility Mode got it to stop hanging up my machine, but there was no sound, and sound is actually pretty important in this game — sometimes you get audio-only messages from your contact in the rebel alliance. Even when I set it up with the right IRQ for soundblaster compatibility, the sounds were distorted by micro-pauses. Running it under VDMSound seemed to undo the effect of Compatibility Mode. DOSBox got the sound and music working, but trashed the framerate, unless I turned up the emulation speed a lot, at which point it started becoming unresponsive to the keyboard. Eventually I discovered ZDoom, a very nice modern re-implementation of the Doom engine that’s completely compatible with Windows XP and supports Strife‘s data files. Playing under ZDoom isn’t a perfect replication of the original Strife experience: you lose the ability to examine inventory items, the sound clips on exiting the game don’t play, and a few other minor details assume their Doom defaults rather than their Strife customizations. But it’s a lot closer to the intended experience than I was getting by any other means.

Half-Life 2, Episode 1

hl2e1-alyxAfter playing episodic adventure games, it seems only fair that I follow up with the noble failure of the episodic FPS. The confusingly-titled Half-Life 2, Episode 1 has of course been on the Stack since I purchased the Orange Box, and for stack purposes I’m counting it as a separate title.

The episode begins with an intro sequence that essentially says “never mind” to Half-Life 2‘s epilogue and puts you right back into the situation you were in at the end of the final boss battle. Alyx Vance, sidekick and presumed love interest, seems to be a more or less constant companion this time around, and the designers put some effort into coming up with gameplay that takes advantage of her. In one segment, you’re attacked by alien bugs, which can be killed most efficiently by flipping them over on their backs with the gravity gun and letting Alyx shoot them while they’re helpless. Before that are a few scenes in darkness with lots of zombies. You have a flashlight built into your hazard suit, but limited ammo. Alyx has a different gun than you and loads of ammo for it, but no flashlight. So you spend most of that part just shining your light on things for Alyx to shoot. (In restrospect, it would have been simpler to trade guns, but I can’t blame Alyx and Gordon for not thinking of that, seeing how I didn’t.)

These things remind me of using the pheropod to send antlions after enemies in Half-Life 2. Although this is a shooter, you’re not always doing the shooting yourself. Sometimes you’re just directing it.

Another thing that reminds me of the pheropods: If you catch a rollermine with the gravity gun, Alyx can hack it to attack the enemy. This is the sort of thing she’s been doing all along, really — there were scenes in Half-Life 2 where she pulls similar tricks on automated gun turrets — but rollermines are mobile, and seek out things to attack, which makes them seem more like monsters than weapons. So this seems like an extension of a theme I noted before, the enemies switching sides 1One example of this I failed to note in my previous post: Dr. Kleiner has a defanged headcrab that he keeps as a pet., except this time applied to something purely mechanical.

At any rate, it looks like I’ve gotten as far as I can get in this episode for the moment. From near the beginning, it has sometimes crashed to the desktop when it loads a new area, and now I’ve reached a point where this happens consistently. The worst part is that it crashes slowly. It’ll spend a minute or so with the word “Loading” on the screen, and I won’t know whether it’s actually loading or crashed. Then the screen will go black for a minute, and then, even when the desktop comes up, it’ll be another minute before it actually displays a dialog box with an error message in it. Upgrading my display drivers has not helped, so it’s time to hit the support forums. The slowness is the sort of thing I associate with running out of memory, so maybe slapping another gigabyte into the machine would fix it, but I’d like some confirmation of this before I pony up the dough.

References
1 One example of this I failed to note in my previous post: Dr. Kleiner has a defanged headcrab that he keeps as a pet.

The Typing of the Dead: Getting Started

totd-struggleAnd while we’re talking about words as weapons, I really should bring this one out. One of the most absurdly-conceived educational games ever, The Typing of the Dead is a rail shooter — specifically, House of the Dead 2 — transformed into a typing tutor. Zombies stagger out labelled with words; typing the words damages them, with a gunshot sound accompanying each keystroke. The genius of this is that it naturally encourages touch-typing: you don’t dare look down at the keyboard when there are zombies shambling toward you, and there are as many in-game motivations to type quickly and accurately as there are to shoot quickly and accurately in the original game.

totd-keyboardThe most completely brilliant thing about it, though, is that this change in the world model carries through to the character models. Everyone who has a gun in House of the Dead 2 instead has a keyboard strapped to their chest, connected to a Sega Dreamcast on their back (even in the PC port). You don’t normally see your own shots being fired, but there are some cutscenes where you can see NPCs typing the zombies to pieces.

The fact that it was originally a Dreamcast game actually poses some problems for the modern PC gamer. Many console ports from that era use graphics with palettized texture maps, which is something that’s been dropped from recent graphics cards. So much for Direct3D backward-compatibility! Playing this game with my ATI card makes the game revert to software rendering, which is not just slow and low-res, it’s glitchy. Transparency in textures seems to just not work at all. I’ve solved the problem by reinstalling my previous graphics card, the nVidia one. I had given up on this card because of its inability to handle recent games well, but it seems to do alright with something this old. (Also, having inspected it again, I have some suspicion that its only problem was overheating due to parts of the heatsink being clogged with dust.) It looks like I may be doing a lot of card-swapping in the future, as the Stack contains games that are incompatible with either card. Or maybe I should just clear all the console ports of that generation from the Stack at once.

Anyway, even though it shares a basic conceit with Bookworm Adventures, it’s not really the same type of game at all. Bookworm Adventures is turn-based, and asks you to come up with the killing words on your own, thus rewarding people with large vocabularies (both in the sense of vocabularies containing many words and in the sense of vocabularies containing large words). The Typing of the Dead is all about reflexes, and always tells you exactly what you should type.

Quest for Glory V: Dragon Fire

The poll results are as follows:

  • Genre: Adventure, with RPG a close second.
  • Release date: 1986-2002, due to a tie.
  • Middling obscurity. Adventures skew obscure, so this essentially means the least obscure titles I have left.
  • No strong expectations as to quality.

qfg5-marketDragon Fire seems like it fits the bill pretty well. It’s the final episode of a prominent series of adventure/RPG hybrids from Sierra. It’s also one of the final generation of Sierra games, when they tried to stave off the reaper with experiments in 3D. Unlike their 2D games (ironically designated “3D animated adventures”), Sierra’s 3D adventures all seem to have had different engines and user interfaces: King’s Quest 8 was kind of Tomb Raider-like. Gabriel Knight 3 seems to be a first-person clue-hunting game reminiscent of the Tex Murphy games. Quest for Glory V is actually pretty close to the traditional 2D games; it uses 3D models for the characters, but it’s otherwise basically a point-and-click adventure game.

The Quest for Glory series was originally planned as a four-part story, with a system of correspondences to the elements and the cardinal directions and so forth, although the authors broke this by inserting an unplanned episode after the second. After episode 4, the series was cancelled, leaving the story without its planned ending. I was disappointed at this development at the time, but I got over it. So over it, in fact, that when they decided, years later, to do the fifth game after all, I didn’t have the same enthusiasm for the series. I bought it in due course, and tried it out just enough to be put off by the voice acting and the need to learn a new and non-obvious UI, and now here it is almost ten years later. This kind of thing is the reason I have the Stack in the first place.

There were some installation problems: the Quicktime 3 cutscenes didn’t work until I installed a fan-made patch. Thank goodness for fans who care enough to make patches! Even then, I had some problems with the sound popping, as if the software was breaking the audio data into pieces and then starting each piece a fraction of a second too soon. A forum suggested adjusting my sound card’s acceleration, and that worked. I’ll have to remember that solution; I have other old games that have the same problem. The graphics have the rough look of early 3D, the days of 640×480 software mode with no antialiasing. Distant objects are noticably distorted by the size of their pixels, but I’ll get used to it.

More on plot and gameplay tomorrow.

Myst V: Framerate Woes

Myst V: End of Ages has been sitting on the stack waiting to be played for a few days now while I finished up Rhem. There’s some kind of be-careful-what-you-wish-for thing going on here. In my first post on Rhem, I wondered if it would be better with a 3D graphics engine. Myst V has such an engine, and it’s causing me no end of grief. I just can’t seem to sustain a playable framerate, even when I turn all the graphics settings down to minimum. A session might start at about 20 FPS 1 All framerate figures here were obtained using FRAPS. (not great, but something I can get used to), but it always gradually decays to an inevitable plateau of 6-7 FPS, even if I return to the location where I was getting the 20 FPS initially.

My machine exceeds the game’s minimum requirements in every respect, and the Ubisoft forums show that people with less powerful systems than mine have gotten it to run smoothly without problems. But I’ve gone through the measures prescribed by tech support, and nothing helps. I’m starting to wonder if I turned off some driver setting in order make an older game run and forgot to turn it on again, but I can’t find any trace of such a thing.

Anyway, I’m shelving it for now. Maybe some ideas about how to get it running smoothly will turn up.

References
1 All framerate figures here were obtained using FRAPS.

Nightlong: Problems

nightlong_zooI’m well into the second of Nightlong‘s three discs. Infiltrating the terrorists seems to be mainly a matter of locating their hideout. Currently I’m exploring an abandoned zoo on the basis of the slenderest of leads. Well, it’s called a zoo, but it’s really sort of a cross between zoo and museum, with a few robotic animals still in their enclosures. And the leads are only slender in terms of the in-game plot; as a detective, I’d think I was going to too much effort with too little justification, but as a player, I know full well that you have to go where the puzzles are.

I’m also starting to hit errors in a big way. I wrote last time that I had figured out how to get the game to run without immediately exiting with a fatal error saying that it wasn’t installed properly. It turns out I was wrong. I still get the fatal error on startup sometimes, apparently at random. Also, I have now experienced the audio problem in cutscenes that other players described. Or a mild form of it, anyway: it’s just a half-second pause in the audio component every once in a while, which isn’t a terribly big deal, but it wasn’t happening before.

The one problem that worries me the most is descibed at ntcompatible.com as follows:

Game crashes on CD 2 once you go to the left of the entrance to the zoo. Setting compatibility mode for Win95 buys you a little more time, but still crashes. Read that there is a workaround for this, but you miss a chunk of the plot.

Now, I’ve experienced this crash in exactly the location described, and I’ve enabled Win95 compatibility mode, and I’ve gone back to the same location without crashing. It’s not clear how much “more time” this should “buy” me, but I didn’t experience any more problems until I actually quit the game, at which point it gave me a fatal error dialog. I hope I can get through the game without crashing, or at least past the “chunk of the plot” that the workaround skips.

It’s a delicate balance sometimes, timing when to play PC games. Generally speaking, you don’t want to play them with the hardware you have when they first come out. You want to play them with a machine that takes best advantage of the game’s capabilities. But if you put it off too long, you’ll wind up with a machine whose hardware or operating system is incompatible with it, or that’s more powerful than the programmers planned for. This has been less of a problem under Windows than it was in DOS days, but it still crops up sometimes. Of course, I do still have a number of DOS games on the stack, so we’ll be seeing all kinds of problems in the future.

Nightlong: Union City Conspiracy

nightlong-aptTime for another adventure game! They’re the most numerous thing on the Stack, due to my tendency to put them aside when I get annoyed with them. Today’s selection is Nightlong: Union City Conspiracy, a cyberpunk point-and-click adventure from 1999. The subtitle always makes me think of Union City, New Jersey, but I don’t think that’s what the authors intended; the setting, a future megacity ruled by amoral corporations, could be in New Jersey, but isn’t really that specific. The player takes the role of a private detective assigned to infiltrate a terrorist organization that’s been attacking the Genesis Cryogenetic Enterprise. I fully expect that Genesis will turn out to be the real bad guys, because that’s how these stories go.

I didn’t get very far at all in this game when I last played it years ago, and I haven’t yet spent the time to get much farther. The chief obstacle here is hunting for minuscule hotspots, which in some cases are contained inside other minuscule hotspots. The first puzzle in the game involves an elevator with a panel containing a fuse. The crazy thing is that the game contains close-up graphics of the panel, which would make it easier to interact with its components if it let you, which it doesn’t. The close-up is shown briefly when you examine the panel, then taken away. You can only interact with the fuse in the normal full-room view, in which it’s a few pixels in size (at 640×480). The saving grace of this interface is that the game makes it really clear what the cursor is hovering over at any moment by displaying a name next to the cursor.

The graphics are actually pretty nice. It’s all sprites on a prerendered background, but the backgrounds have a very comfortable level of texture and detail, neither too coarse to be believable nor too fine to be discernable. The downside to this is that every detail is a potential hotspot, so I basically have to roll my mouse over the whole screen lest I miss something important.

When I first tried running the game, it terminated with a dialog box stating that it was installed incorrectly. I had to rerun the installer and tell it to install the bundled version of DirectX, even though it told me that I didn’t need it. While researching the problem, I found various websites reporting problems running this game under Windows XP, that the sound stutters in the cutscenes and suchlike. I haven’t had any stuttering, probably because I have better hardware than the people who were playing it closer to when it came out. The only problem I’ve had with the sound in the cutscenes is that the dialogue is dubbed badly from Italian. Most adventure games released in America in the last ten years or so have been European imports, presumably because most American companies take it for granted that adventures are dead.

GTA3: Awkward Stick

Given the effort that I devoted to getting the right analog stick to work in this game, the results are disappointing. It seems that the game is treating my custom bindings as on/off switches, like a keyboard, rather than as analog values. When on foot, you can’t turn carefully. You’re either turning or you’re not, and that’s all there is to it.

Fortunately, this doesn’t usually make a difference. The left analog stick works fine, and that’s the one you use for steering vehicles. Since there’s no chance that you’ll skid and flip over when you’re on foot, fine movement is less crucial then. It becomes somewhat more important in a firefight, because you use the right stick for aiming your weapon, but I’ve managed to muddle through a third of the game with awkward aiming. I find that I can afford to take a few seconds to adjust my aim if I’m only facing two or three assailants, and if I’m facing more than that, I can usually just put my gun away and get in a car. (Not necessarily to flee; used correctly, automobiles are the deadliest weapons in the game.)

But the second-to-last mission in Portland (the first of the three islands that comprise Liberty City) makes this impossible. The goal of this mission is to protect your friend 8-Ball, an explosives expert, as he plants a bomb on a ship that serves as a rival gang’s headquarters. You’re given a sniper rifle to eliminate the sentries guarding the ship, and a safe vantage point to do it from. But you have to do it fast: the moment you fire the first shot, 8-Ball goes charging in, trusting you to dispatch any threats before they kill him. It’s nigh impossible to aim quickly and accurately enough with a gamepad.

Fortunately, there’s another option. After failing the mission three or four times, I tried aiming with my trackball mouse. The mission became all but trivial.

Now, GTA3 was clearly designed for the PS2 and only grudgingly ported to the PC. But even when a game prefers a console, I prefer a computer, mainly for three reasons: finer graphics, greater ease of modding, and wider range of input devices. This game reminds me that this last point isn’t just about choosing the right device for a game: different subsections of a game can have different needs. Still, I have to admit that this is a case of the PC version solving a problem that the PC version caused in the first place.

PSX-to-USB adaptors

Acting on the advice of many, I finally gave up and bought a different PSX-to-USB adaptor that has a better driver, one that allows me to arbitrarily reassign axes. Such devices are not expensive, but still, it rankles, because I didn’t really want or need a different adaptor. In terms of hardware, my new adaptor can’t be very different from my old one. Both devices take the same kind of signal, and produce the same kind of signal. All I really needed was a better driver. The driver for the new device was available for free download on the web, but Windows wouldn’t allow me to use it with the old adaptor.

I know very little about Windows device drivers, and less about USB, but presumably the two devices send some kind of signature that lets the USB host figure out which device it is. So it should be possible to hack the new driver to work with the old device by changing the signature it looks for. But figuring out how to do this would have involved more work than it took to earn the money I used to pay for the new adaptor.

Anyway, at least I should be able to play GTA3 properly now.

Throne of Darkness

So, I’ve decided to start another game while I decide whether or not spending more time on my joystick problems is worth it. Picking one at random, I find Throne of Darkness, a Samurai-themed Diablo imitation from 2001.

Man. I haven’t thought about this game in ages.

I think I bought it mainly because it was cheap and the screenshots on the box looked appealing. I played it briefly when I first got it, but it turned out to be more complicated than I was in the mood for just then.

Installation Annoyance #1: It has two disks, and you have to swap them three times before you can start playing.

Installation Annoyance #2: Throws a silly error, even when patched. Finding a site that would let me download the patch without the hassle of “becoming a member” was frustrating enough (and I’ll save anyone else who reads this the frustration by offering my copy here), but discovering afterward that it didn’t help? Bleah. I eventually found help on a third-party forum. It turns out that the solution is to overwrite the game’s copy of msvcrt.dll with the one from WINDOWS/System32.

First session: The mechanics are pretty complicated, but I haven’t yet reached the point where I have to understand what I’m doing in order to make progress. Hopefully I’ll be able to learn and apply things as I go along. Like I said, it’s Diablo-like, but you have a team of seven characters with different abilities, of which four can be active at a time. It seems like it might be a valid strategy to play with just one or two characters at a time so they can level faster.

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