Aquaria: Tonal Shifts

If you ask me, the demo for Aquaria is misleading. This is because the demo is the beginning of the game, and the beginning of the game is the safe, comfortable area around Naija’s home. Brightly colored corals and anemones, shafts of sunlight streaming down, and if there are some dangerous fish about, there are also schools of harmless ones roaming about looking decorative.

Towards the end of the demo, there’s a brief glimpse of things to come, in the form of an interactive vision granted by a figure in a black cloak who appears in front of you without explanation: suddenly you’re in the shooting-stuff form and surrounded by bullets. This is your first glimpse of that form — presumably it was inserted so that the demo/beginning wouldn’t be too entirely misleading. But even there, the context made it seem like this was some kind of “Dark Naija” thing that you’d be shifting into involuntarily as the story (and level design) demanded it, like in Prince of Persia: The Two Thrones. But no, switching into shooty mode is a voluntary act, and in fact I tend to stay in that form by default, because that’s usually the best for reacting to surprises. What I really wasn’t expecting from the intro, though, is that I’d be using that form to kill those harmless fish I mentioned so I could use their meat and oil as crafting ingredients. Which shows how much I had misunderstood Naija’s relationship to the things around her, and also how quickly my attitude changes when I’m running low on healing items.

The thing that was really unexpected from the intro, though, was the descent into the Zerg Creep. There a certain lost city, probably once home to Naija’s ancestors, now home to aquatic ghouls. The walls sport what look like blood vessels in places, then turn into masses of exposed flesh, throbbing in places. There’s a skull-like door barred by what appear to be intestines. This is not the happy frolicking-in-the-sun-dappled-lagoon game I signed up for! I mean, I’m okay with it. But I haven’t even penetrated the deepest darkness yet; I expect there’s worse stuff to come.

I recall being taken aback by the shift in Ecco the Dolphin as well, which starts off as a story about a dolphin, and then suddenly sends that dolphin into outer space to defeat an alien invasion. Perhaps there’s just something about the undersea setting that changes my expectations. There’s nothing unusual about going to outer space in a videogame, just as there’s nothing unusual about shifting into veins-and-viscera decor as you get closer to the end boss. When a game starts off in a pleasant pastoral setting, I don’t normally expect it to stay there. But somehow, when it’s a pleasant underwater setting instead, I kind of expect it to not stray too far.

Aquaria: More Songs

Naija, Naija! She's a little fish!My last session netted me two more songs for transforming — apparently this is what most of the songs do. First off was fish form, which turns you into a small fish with an oddly human face.

I should note something about the faces in this game generally. Most of the creatures are fish, which of course don’t have much in the way of facial expressions, but Naija and a few other beings seen in visions are humanoid. Humanoid figures are articulated like an Indonesian shadow puppet, all 2D and shown permanently in profile but with rotating joints. This gives them enough freedom of movement that, when the camera is zoomed in enough for you to see faces clearly (as happens when you stay still for a while), it feels a little weird that the faces are so immobile. It reminds me a little of Jason Little’s experimental comic Jack’s Luck Runs Out, which uses faces from a deck of playing cards for all its characters. Little described the result as a “masked drama”, because of the way he had to compensate for the inexpressive faces with expressive body language. At any rate, it’s a bit of a reminder of what this game really is: not a world, but a work of art.

The purpose of fish form is to fit yourself through narrow passages. Supposedly it also makes some enemies ignore you, but my first try at using it in that way was unsuccessful enough to scare me away from further attempts. Once I had it, I of course started going back to places where I had noticed narrow passages before, and in the process found a boss fight against an enormous face, which occasionally changed expression. When it did, it became vulnerable to attack, allowing you to punish it for such inappropriate behavior.

The reward for destroying the unnaturally variable face: a new song. Apparently the face was the source of power for a now-extinct race of aquatic druids, and now I can turn into an approximation of one of them. (Because obviously you need to make yourself as powerful as beings who failed to prevent the extinction of their own race. I guess it’s better than fish form, at least.) In this form, you throw seeds that grow into huge and damaging thorn plants when they hit a solid surface. It’s not a very effective form of combat against most creatures; there are some things that crawl along the walls, or land on the walls between leaps, or even just stay in one place all the time, but these are generally the things it’s easy to get away from by just swimming away from the wall. I suppose I’ll find places where it’s tactically indespensible — that seems to be how things generally work in this game — but for now, my main use for it is to get past barriers. There are blue bubble-like barriers on certain passages, invulnerable to fireballs but poppable by thorns. This seems extremely arbitrary, but the game seems to have a rule that any new song you learn has to have a unique kind of barrier it overcomes.

[Tags: ]

Aquaria: Sing Mode

I sing the body aquaticNaija’s powers, as noted before, are activated by song — sort of like in Ocarina of Time, but instead of pairing notes with buttons on the gamepad, they’re arranged around her in a circle when you hold the sing button. If you’re using the mouse, that means the right mouse button. While in sing mode, you hit notes by rolling the cursor over them. Presumably the analog joystick on a gamepad picks them as well, because their layout looks exactly like the pie menus seen in Ratchet & Clank and Psychonauts. (Luckily, the eight slots are exactly enough to hold a major scale.) The one big difference from those menus is that you’re not simply picking one item. You’re picking a sequence, which means tracing out a path within the circle on the screen.

Now, the touted advantage of pie menus is that they’re gestural — that, unlike drop-down menus and the like, you don’t really need visual feedback to use them: once you know which option lies in which direction, you can sweep the mouse in that direction without looking. The sing interface in Aquaria delves deeper into the “mouse gestures” concept, making you trace out simple shapes in the process of moving from note to note, albeit with on-screen icons to guide you. At that modest level of complexity, if you can do it without visual feedback, it’s because you’re getting aural feedback from the song itself.

So far, I only know three songs — this is turning out to be a large game, so I’m still only in the second chapter. (A fourth, without an associated power, was used as a passcode to open a door at one point.) The first one you get is a temporary protective shield, activated by the gesture left-right-left-right, which produces an approximation to the “dee-doo-dee-doo” of an old-fashioned British police car siren. The second is a simple “do-re-mi” done by sweeping a counterclockwise arc upward from the bottom. This is the song for lifting large rocks, so an upward gesture of both motion and pitch is appropriate.

The third is sort of a mirror of the second, a “do-ti-la” starting at the other end of the scale, going in the opposite direction, and sounding less resolved. This song triggers a mode transition, turning Naija into Battle Goth Naija, who throws fireballs around. (The game calls them “energy bolts” or somesuch, to excuse their presence underwater, but they look like fireballs, so that’s how I think of them.) Significantly, in this mode, Naija cannot sing. The sing button is repurposed as the fireball button. You have to go back to normal, vulnerable Naija to sing (although, since that’s is the form that can do the protective shield, perhaps “vulnerable” isn’t the right word). You do this by clicking on her with the left and right mouse buttons at once, which is a little clumsy, but it works. I suppose that some similar compromise could have been made to allow shooting and singing at the same time, so the repurposing of the button is effect, not cause, of the design decision to not allow that.

[Tags: , ]

Aquaria: Swimming

I just compared the way that you swim about freely in Aquaria to Ecco the Dolphin, but the way you control the swimming is quite different. Ecco was written for the Sega Genesis, which means a controller with a D-pad, not an analog joystick. The movements of the dolphin were famously smooth and fluid, but they were created through moments of acceleration parallel to the X and Y axes as the player made carefully timed nudges. Aquaria supports two different genuinely analog control schemes — joystick and mouse. It also lets you use digital controls (D-pad or WASD keys) to move, and I’ve used that on occasion — when I want controlled, slow movement, and the ability to keep the mouse cursor on the opposite side in case I suddenly need to sprint away.

So, yes, there is a cursor. Pressing and holding the left mouse button makes Naija swim towards it; clicking again puts on an additional burst of speed. Call it cursor-based directional movement, as opposed to clicking on a destination for the avatar to go to like in a typical point-and-click adventure game (which we might call cursor-based positional movement). This isn’t the only game with cursor-based directional movement I’ve ever seen, and it isn’t usually my favorite thing: if all I’m indicating is a direction, I might as well be using a joystick, and if I’m indicating a position as well, I want the game to understand the position I’m pointing to as a position. But somehow, it feels pretty good here, and I think it has to do with the dynamics of moving in water. Unless you’re moving very slowly, you never have really precise control over your position. You accelerate, you swerve around, and you glide to a stop. Even your direction of movement isn’t absolutely under your control, because it takes a moment to swerve; although it’s not compensating for digital controls like Ecco, it’s still smoothing out your motions, processing your inputs into something that Naija can actually swim. If you’re not in absolute control of your position or your velocity, giving the game a continuously-updated spot to aim for is just about the right way to describe the amount and kind of control you really have.

Aquaria

Under fire, underwaterA few years back, Aquaria made a big enough splash in the indie games scene for me to hear it. The demo seemed interesting enough to be worth getting, but I was already on the Oath at that point, and didn’t get around to buying it until it was included in the Humble Indie Bundle. And even then, it was bundled with enough stuff that I didn’t get around to playing it until today.

Set in a system of undersea caverns, the game gives you control of a mysterious not-quite-a-mermaid named Naija, possibly the last of her kind. Regardless of whether she is or not, she starts off as ignorant of her situation as the player. There are ruined temples and the like within spitting distance of her home, but she apparently hasn’t explored them, which is probably wise, considering the hostile marine life out there. Her uninquisitiveness ends with the player’s involvement, of course: exploration is more or less the point of the game, at least in the early stages. By exploring, you discover skills (in the form of songs) that allow you to bypass types of obstacle, and thereby explore further, sometimes backtracking to open up passageways in areas you left behind. For the first hour or two, it seems like that’s all there is to the game, because you have no way of attacking stuff (apart from the minuscule damage you can do by dropping rocks on them, and even that requires you to first learn how to lift rocks by singing). And honestly, that would be plenty for a certain flavor of game. But you do gain offensive capability after a while, and there are boss fights.

In short, it’s pretty much a Metroidvania, except for one thing: it’s not a platformer. It’s a vertical 2D scrolling environment, but you don’t jump and fall. You just swim freely. In a way, the game’s closest cousin is Ecco the Dolphin.

[Tags: ]

WoW: Orphans

I spent so much time procrastinating about writing up Portal 2 that I completely missed Noblegarden, the week-long Azeroth Easter festival. No matter: it was immediately followed by Children’s Week, when battle-hardened mercenaries with the power to destroy gods are invited to bring orphans to work with them. There’s a whole quest-chain of activities you can do with your orphan, such as flying kites and going for ice cream and going to visit the Banshee Queen in her dank and horrible lair.

Your orphan is treated by the game as the same sort of thing as the various summonable pets you can buy. That is, it follows you wherever you go and does not participate in combat in any way. If you get into your turbo-trike and drive away, the orphan chases after you like an Olympic sprinter. It all seems comically callous: “I’ll just get in my car. No, you stay outside. Cars are for us important hero-types. Just try to keep up, right? The exercise will do you a world of good.” Particularly since, as I noted before, I can drive around on top of lakes. I can see the tyke furiously swimming underwater after me, his location identifiable only by the little quest marker over his head.

Another amusing fact about orphans: they are interchangeable. In a sense, each orphan is all orphans. If you see someone else out walking with an orphan, you can talk to it, and it will respond as if it were yours. I actually took advantage of this during the kite quest, which caused my own orphan to go running around at random, so excited was he by his kite. Rather than chase him down and click on him to complete the quest, I just spoke to a calmer orphan accompanying a stranger.

In short, Children’s Week is exactly the kind of fun I’ve learned to appreciate in WoW: the fun of immersing yourself in incongruity. It’s also a golden opportunity for easy XP (especially for pacifists): each quest in the chain gives the same largish lump of experience as the daily cooking and fishing quests, which means it scales with the questor’s level. As a result, Oleari has finally reached level 60, the level cap for vanilla WoW. I’m disappointed to report that, although I’m now at the right level for a flying mount, I can’t actually obtain one without buying an expansion or two.

It seems like there are three routes I can take from here: I can buy The Burning Crusade and continue leveling Oleari, I can switch to a different character for a while (maybe even try out the Alliance), or I can just drop the whole thing. I’m going to have to decide that I’m done with this game at some point, and reaching the level cap seems like a pretty good time to do that. But I’m told that Burning Crusade is nice — nicer than subsequent expansions, apparently. I’ll take a few days to decide.

Portal 2

It’s been a while since I bought a new A-list title. I tend to wait for the major heavily-advertised games to be remaindered or even bundled when I have any interest in them at all, which is seldom the case these days: recent blockbusters seem to all be military-themed FPSes. When I hear people around the office talking about such things, it leaves me cold. Hearing them tiptoe around spoilers for Portal 2, on the other hand, just piqued my curiosity. For Portal 2 is a rare thing: a major heavily-advertised puzzle game. I don’t think I’ve seen a puzzle game advertised on bus hoardings since the first Professor Layton. And so, after resolutely ignoring the potato-themed ARG, I finally knuckled under and bought the thing last friday, played through the entire single-player story on Saturday, and on Sunday, instead of writing up the experience, got drawn into playing the two-player co-op mode, again completing it in a single marathon session. (So I’m posting this about a week late. Chalk it up to the difficulty of summarizing the total experience of something so recently well-covered elsewhere.)

Before I start talking plot, I have some general non-spoilery observations. Portal 2 is longer than its predecessor, more detailed, and wackier. Portal wasn’t particularly wacky. It had humor, but the humor was dry, and furthermore, superficial — by which I mean, one could imagine making an alternate version of Portal that plays it completely straight without altering the plot or gameplay at all. (Not that I’d recommend doing so. Much of the game’s charm is in its piquant blend of absurdity and living nightmare.) Portal 2, on the other hand, is more of a tall tale. It makes the ridiculous central to the plot, to the point where it starts to seem strange that this is set in the same universe as Half-Life. It puts me in mind of comic-book continuities, how John Constantine shares a world with the likes of Lobo and Ambush Bug. It seems to me that this shift of emphasis is risky. A light dusting of wit can enhance any game, but in scenes where comedy is the main focus, the game is only as good as it is funny. (I’ve cited MDK2 before as an example of how this can go wrong.) Fortunately, Valve got some pretty good voice-acting talent. I don’t know how much of Stephen Merchant’s lines were ad-libbed, but he has a way of making them sound ad-libbed even when they aren’t.

The puzzle content follows a typical pattern for puzzle games, steadily introducing new elements and exploring how they interact with what’s already been seen. (It’s what I think of as the DROD model.) The original Portal kind of did the same thing, introducing turrets and high-energy pellets one by one, and even doling out the portal gun in pieces, but that all seemed much more basic, like they could have introduced everything at once if they wanted to and they were spacing stuff out purely for the sake of spacing it out. The portal gun itself was the only real puzzle-enabling device, and everything else was just an environmental feature that provided material for portal-puzzles. Portal 2 often feels like it’s the other way around: that the portal gun is just a tool for executing gel-puzzles, laser-puzzles, etc. Crucially, some of the new elements are new means of transporting things or altering their trajectories: excursion funnels, light bridges, even repulsion gel at times, which can be both a means of transportation and a thing that needs to be transported. The original Portal had only one novel way to move objects around at a distance, and thus mainly focused on getting the player character around. A lot of the puzzles in Portal 2 involve moving objects around by novel means while you’re stuck standing on a button or something. In the co-op levels, the thing you’re transporting is often the other player, but the same principles apply.

Now to be more specific, and hence more spoilery. The game has three distinct runs of “test chambers”, bracketed and to some extent interrupted by behind-the-scenes stuff. The way that the game begins behind the scenes is a pretty big change from the enigmatic opening of the original. There, getting access to the areas outside the enumerated puzzle-game structure was the big twist, but here, it’s just part of the routine. (It reminds me just a little of Unreal, which is mainly structured around a series of building interiors punctuated by brief forays outdoors to get to the next building.) And once you have a routine, there’s a need to break it up with variety, even if it’s fake variety. Thus, reskinning! The middle run of test chambers is set in a long-forgotten section of Aperture Laboratories, implausibly deep below the surface, where we see what mad science testing environments were like in the 1940s and 1970s. This section is to the labs above what Red Alert is to Command & Conquer, replacing the gleaming engineered-looking Weighted Storage Cubes with simple wooden boxes, the glowing indicators with clack boards, and in general the futuristic high tech with precisely equivalent low — for example, the Aperture Science Unstationary Platform from the original, a levitating device that moved back and forth on some sort of energy beam, is replaced by something like a window-washer’s platform hanging from the ceiling by ropes. The very existence of low-tech equivalents underscores the tremendous wastefulness and impracticality of the whole operation. Company founder Cave Johnson, we learn, was in the habit of insisting on his own way against all sane advice, flew into rages at the least provocation (or sometimes none at all), and had enough power within the company that any half-baked idea he blurted out on a whim would be implemented at enormous expense. Even now that he’s gone, his legacy of preferring the complicated and inefficient remains.

Relics of Aperture’s past, along with recorded messages from Cave at various points in the company’s history, tell the story of its fall. Appropriately, this section of the game is precipitated by a literal fall down a shaft on the player’s part. The upper labs, on the other hand, starts off in a fallen state, decayed and overgrown, and it’s a rise up a different shaft, lined with electrical switches that are turned on by your passage, that triggers GLaDOS’s rise from the dead, followed by the gradual restoration of the facility to pristine condition.

GLaDOS herself is in much better condition than before her death, free from the audio glitches and lacunae found in the first game. Presumably such things were the result of the ethical constraint core that you destroyed at the end of the first game, or rather, of the self-sabotage GLaDOS engaged in to work around it. (Similarly, the dropping of the cake meme can be attributed to the destruction of her cake core.) She comes off as smarter, too, anthropomorphizing plainly inanimate things less 1The Weighted Companion Cube is the famous example of specious anthropomorphization from the original Portal, but there were others, such as when she says that the hazard warnings around the High Energy Pellet installations had to be removed because they agitated the pellet. GLaDOS herself is, of course, technically an inanimate object, and seemed to regard human inability to empathize with inanimate objects like herself as a moral failing. and wasting no time on pathetically transparent attempts at deception. I suppose that’s because the time for that is over now that you’re openly enemies, but on a higher level, it’s because the role of humorously incompetent AI has been taken over by Wheatley, your sometime helper before the fall.

Of course, that’s not all Wheatley takes over. Wheatley’s conquest of the Enrichment Center — of Glados’s body, even — is the first moment that a male voice is in control, and things immediately take a turn for the worse — this is the point when both of the game’s strong female characters are literally cast down. For a while, Cave Johnson’s pre-recorded messages take over as antagonist, providing another male voice, but Johnson, as someone confident in his authority, is more of a bad father figure to match GLaDOS’s bad mother, while Wheatley is more like a spoiled kid with too much power. A spoiled pubescent kid, yet: the facility’s systems automatically give him a nagging urge to put humans through test chambers and a jolt of pleasure whenever you solve a puzzle, causing him to moan orgasmically. (I don’t think it’s a coincidence that this section immediately follows the discovery of tubes that spew viscous fluids, either.) This changes the tone of the exercise somewhat: GLaDOS hated you and wanted to murder you, but Wheatley effectively wants to rape you. The one thing that keeps this from being too horrible is that he’s so bad at it.

References
1 The Weighted Companion Cube is the famous example of specious anthropomorphization from the original Portal, but there were others, such as when she says that the hazard warnings around the High Energy Pellet installations had to be removed because they agitated the pellet. GLaDOS herself is, of course, technically an inanimate object, and seemed to regard human inability to empathize with inanimate objects like herself as a moral failing.
[Tags: , ]

Combat: End Boss

The level 30 boss turns out to be a sort of flying saucer deal, a big rotating octagon that rises up from a pit in the center of a large room, then sinks again. It alternates between doing two things when it rises: spawning a bunch of assorted tanks and autobombs, and firing those big sweeping lasers from four guns on its periphery — and reversing its direction of rotation while it’s firing them, to make things more difficult. You can destroy the lasers with a great deal of effort, and on one try I even managed to destroy two, but, interestingly, doing so is actually counterproductive. The same lasers destroy any enemy tanks they hit, so disabling them means more tanks hanging around through a complete cycle. You have a lot more to fear from the tanks than from the regular and predictable lasers, so the lasers are really your friends — just the sort of friend you don’t want to hug. And ultimately, all you really have to destroy is the saucer’s central dome, which is briefly level with your guns on its way up and down. The best way to deal with this whole thing, I found, was to basically ignore the tanks and just keep circle-strafing around the pit as fast as you can to make it hard for anything to hit you.

I had to play through this bit several times before I got it right, and every time I did so, I had to play the preceding nine levels first. As usual, I could only bring myself to play one session at a time, rather than start from level 21 again immediately, but being so close to finishing the game off made me keep coming back. You get good at the levels with a little practice; you start to remember the layouts and anticipate what you need to do, and so you rush about with efficiency and confidence. On my final attempt, I even got the Iron Man bonus on level 21 — a score bonus, of enough points for me to snag an extra life, for passing a level without getting hit even once.

Similarly, each pass at level 30 taught me a little more about how to go about it. In fact, only the very first time I reached level 30, with too few lives and no idea of what to expect, did I actually run out of lives and end the game there. On subsequent tries, I managed to slog through it with heavy losses, finishing the level and reaching the real end boss, which was a bit of surprise the first time it happened.

Your final foe is small and agile — well, still about twice the size of your own tank, but small for a boss. It’s hard to aim at, because it does the same thing I was doing on the previous level: circling around quickly, making it difficult to know how much to lead it with your aim, occasionally getting behind the camera so you don’t know which way to turn. It would probably still be a pretty easy fight, though, if it weren’t for one thing: the time limit. You have 60 seconds to beat it or lose. In effect, the game has given up trying to kill you. By getting this far, you’ve proved that you know how to play carefully and conserve your health, and so it throws a different limitation at you. Moreover, it’s a limitation that requires a more or less opposite approach. Where the correct approach for most bosses is caution, this one requires courage. You need to take it down as quickly as possible, and that means getting right up close to it and blasting it as much as you can, heedless of the damage it’s doing to you. Your biggest advantage over it is that you can only lose one hit point at a time, and go through a brief period of flashing invulnerability every time you do.

Combat got poor reviews when it came out, but, while it isn’t the best of the around-the-year-2000 classic-game remakes — that would be Frogger — I found it to be a fairly satisfying experience. It is, in a way, retro-futuristic. Usually that term means the sci-fi visions of the future from the 1950s or earlier, but what I mean here is that it’s the sort of videogame envisioned in 80s sci-fi, from Tron to Zot!. As such, it’s appropriate that it uses so many elements from 80s scrolling shooters: bosses with destructible weapons, power-ups that spread your fire in three directions, etc. Translating stuff like that into 3D was always a challenge, and Combat handles it better than a lot of games of the period — mainly by keeping the action mostly bound to a plane.

[Tags: ]

Combat: Bosses

I still haven’t reached Combat‘s thirtieth and presumably final level. I think I’ve got up to level 29, but that one’s a real killer. Since all I likely have ahead of me is the end boss, let’s take a look at the other bosses I’ve encountered so far.

The first one you encounter is a spinning octagonal lump that bounces around inside a large square arena. It periodically extends four symmetrically-arranged arms radially until they hit the edge, then sweeps them around for a while, forcing you to circle around with them if you don’t want to get hurt. Each arm ends in a clearly-shootable pod, which explodes, destroying the arm, after a little persistence — the easiest approach is to follow one along an edge so you can keep it lined up with your gun. After all four arms are gone, they’re replaced with guns, which you also have to destroy one by one. It’s pretty straightforward.

Level 10 puts us in a sort of maze — not a complicated one, but large, in the sense that the hallways are wide and long. An armored contraption shaped sort of like a minibus patrols this maze, shooting barrages of unusually large bullets and moving far faster than you can go without a speed boost powerup (of which there are several to be found). Fighting it involves shooting from a distance and running away a lot — the temptation is to face off squarely against it, because that works on most enemies, but it’s just the wrong approach here. This is the boss that guards the first automatic save point, and I remember having a very difficult time of it at first, because I couldn’t tell if I was damaging it or not. Unlike the previous boss, it had no obvious vulnerable spots, and no isolated weapon bits to shoot off. All I could do is keep on pelting it and hope that I was having an effect.

The third boss is actually two, a pair of modestly-oversized tanks running on concentric tracks around a solid obstacle, circling faster than your tank can move. The floor drops away on either side of the tracks, as well as between them; there are only a few spots where you can stand with no danger of being run over, and if you just sit motionless on one of those spots, you’ll just get shot instead. However, killing either one of the two tanks means that you can move to its track and safely dodge fire from the other. This is one of the less-satisfying boss levels, mainly because it was so hard to avoid getting hurt that it didn’t seem worth bothering, but also in part because the enemies here just don’t seem as impressive as the others.

The fourth boss is essentially a very big turret, sitting in the void, stationary but rotating to face you as you move around on a U-shaped ledge. It has multiple guns, some firing multiple sprays of scattering bullets, some firing bombs that do splash damage, and apparently some firing souped-up jets, themselves capable of shooting at you. (This last touch was proabably necessary to keep the fight from getting monotonous. Without the jets, the focus of the action would always be on the turret, whether aiming at it or dodging it.) Mainly you pass this stuff by just constantly keeping in motion, which is a good idea in most situations anyway. After the last of the conventional guns goes down, the turret’s outer casing falls off to reveal the last line of defense: a sweeping beam weapon. Just like in a whole bunch of vertical-scrolling shooters, it takes a little while to power up, and then fires continuously for long enough to corner you if you didn’t rush to the other side when you heard the about-to-fire-beam-weapon audio cue.

Level 25 puts you in an open arena with a few unnavigable holes. The boss, however, it puts outside this arena. Just as the level 20 boss was a very large turret, this boss is a very large jet. It goes through a cycle of several attack patterns: zooming across the battlefield to ram you, summoning smaller jets, firing its scatter-guns, laying a line of bombs, using the same sort of sweeping beam as in the end of level 20. The scatter-guns can be destroyed individually, but this just knocks that attack out of the cycle. The peculiar thing is that it’s only shootable at certain moments in its routine. It only descends to tank-level when the attack it’s attempting makes it necessary.

My guess is that the final boss will be a massive tank, because the ending is the time to reiterate the game’s main theme, especially if you’ve been going with variations for a while. But that doesn’t tell me much about what the fight will be like. Because really, when you come down to it, the main thing that distinguishes the boss fights in this game from each other isn’t the bosses so much as the terrain, and the boss’s relation to it. That’s the thing that determines how the player can respond to them, whether it’s possible to dodge or hide, etc.

[Tags: ]

Combat: Third Batch

I described the look of Combat as Tron-like, but the first two batches of levels are relatively subdued about it. The floors are concrete-textured and the walls look a bit like painted metal, just laid out in a blatantly non-representational way and floating in space. Starting at level 21, however, the game takes on an even more self-consciously artificial tone: the environment is all flat black with faint grid lines, brightly-colored edges and occasional stripes, like neon lights. I wish I had a screenshot to share — the game is resistant to the usual ways of producing them, probably consuming all keyboard input before the OS gets it. At any rate, it’s a striking look, reminiscent of wireframe models, but also basically a look we’ve seen before, in Tron and elsewhere.

The third batch also ramps up the difficulty a great deal. I managed to get through level 20 on the same day that I got through level 10, but progress through the remainder is slower, and requires more adaptation to special situations. But before I describe them, I should describe the types of enemy.

Before level 21, there were basically four categories of enemies. The most basic ones are missile-like things that spawn, launch themselves at you in a straight line, and explode when they hit a wall or when you shoot them. Next, there are jet-like things that glide about within a plane and can go off the edge without falling; they try to damage you by bumping into you, but tend to go zooming past if you keep moving. Like the missiles, they can be destroyed with a single hit. These two types form the main grunt forces of the game. Next level up, and relatively rare, are the enemy tanks, which come in various varieties, some faster, some with greater firepower, some with more hit points. And finally there are stationary turrets, which are best taken out from a long distance.

Level 21’s high concept is that it’s highly constrained. You’re in a small arena where multiple waves of jets spawn and must be dealt with from close up. After the first few waves, they’re joined by a new type of enemy, a roving bomb that homes in on you and damages you if you’re too close when you destroy it. This quickly becomes the most annoying type of enemy in the game, the sort of thing that you’d genocide if you were playing Nethack.

There’s one level based on the concept of lack of railings. Throughout the game, some areas have low walls around them that your tank bounces off of, and others just let you drop off into the void. So there’s really nothing new in the level I’m describing, except its eagerness to make you fall. There are infinitely-respawning roving bomb units that you can only get past by moving quickly, but they’re located on narrow catwalks where moving quickly is dangerous. Also, it’s on this level that we learn that the explosions from the bombs are capable of pushing you short distances.

If I sound like I’m griping, let me offset it by describing one level I quite like. It’s all one big open space, except for a walled-off room in the middle where the exit portal spawns after you’ve survived long enough. In this room, dozens of those jets are spawning all the time, along with an occasional tank. There are power-ups scattered about, including the one that lets you fire three shots at a time in different directions, the one that makes your shots bounce off walls (which can be used in conjunction with the three-at-a-time one), and, most importantly, the one that grants you temporary invulnerability. The power-ups are so crucial, and time out so quickly, that you’re constantly seeking more of them, which means you spend your time zooming all around, sometimes invulnerable. It’s a nicely chaotic battle, a big adrenalin surge in a very adrenalin-oriented game. This game got poor reviews, but here, it satisfies.

[Tags: ]

« Previous PageNext Page »