Bookwork Adventures: Sleepy

Two nights now, I have played Bookworm Adventures. And two nights have I fallen asleep playing it.

That’s sort of a double-edged thing to say. If it were a movie or a play, to say “I fell asleep” would be to call it boring. But in games, there’s the “I kept playing until I dropped from exhaustion” option. And honestly, it was a little of both in this case. If it were genuinely boring, I wouldn’t have kept playing even as I began to nod off. But it’s hardly exciting, either. It’s sedate. The background music is as comfortable and child-friendly as a lullaby, and the character animation consists mostly of things rocking gently in place. Aside from some optional time-limited minigames you can play for extra potions and gem tiles, it’s completely turn-based. And, since knowing what happened on previous turns doesn’t really help you much, you can actually doze off repeatedly during play without your performance suffering much.

Still, my mental state meant that I didn’t really process the plot at the beginning of chapter 2, when my first session ended. When I came back to the game the next day, I had no idea who the player character was talking to or how they met. The story element in this game is pretty light, though, and doesn’t affect player decisions at all; mainly it’s just a series of excuses to put you through different monster themes. Which is not to say that it’s bad — the whole thing was written by Stephen Bob the Angry Flower Notley, and is full of his sense of humor. It’s more G-rated than Bob, and I’d almost say it’s less gratuitously absurdist, but then I remember that it’s a story about a worm in spectacles who fights legendary monsters inside books.

Bookworm Adventures

bwa-fightA long time ago, in the heyday of Ultima, I had an idea. I felt that the combat tactics of the CRPGs of the day were generally shallow and uninteresting, and should be replaced by something else. Like, say, chess. Combat mode was generally a distinct mini-game anyway, not sharing any mechanics with the exploration/NPC-interaction mode. It wouldn’t be standard chess, of course — different enemies would have different sets of pieces (including nonstandard ones whose movement rules the player might have to figure out from observation), there would be magic items that gave pieces special powers, and so on.

I never implemented this idea, mainly because writing a program that could play chess decently under the kinds of varying condition that it demanded was beyond my abilities. But the core idea isn’t really about chess specifically, it’s about replacing the D&D-inspired combat simulation at the core of most RPGs with something completely different — maybe even something that doesn’t even try to resemble a combat simulation — while leaving the RPG superstructure intact.

There have been a few recent games that play with this idea. PopCap’s Bookworm Adventures looks like the shortest and simplest of them. In fact, it’s simple enough that it barely has that RPG superstructure: it has experience levels and equipment slots, but no exploration, no choosing your battles or when you’re ready for them. You go through a linear series of levels, each of which consists of a set series of combat encounters ending in a boss. The only reason you’d ever repeat an encounter is because you died — and since dying just sends you back to the beginning of the level with one less healing potion and doesn’t affect your XP, I can imagine someone deliberately dying just to gain experience levels faster.

Within each encounter, you trade blows with a monster by making words out of a set of 16 tiles. In the simplest case, each tile you use does 1, 2, or 3 hit points of damage, depending on the letter, and once used, they’re replaced with random new tiles. The tiles are arranged onscreen in a 4×4 grid, but the arrangement is basically irrelevant, and you can think of it as an oversized Scrabble hand. And, indeed, some of the thought processes involved are similar to those in Scrabble. You don’t want a hand full of difficult letters, but you also don’t want to waste your turns making low-scoring words just to get rid of them.

There are complications. Long words are rewarded with special “gem tiles” that provide damage multipliers and other special effects when played (like weakening the enemy’s attacks, or causing it to skip a turn), so there’s an element of resource-management in deciding when to use them. You can also get gem tiles for overkill on your final blow against an enemy, so there’s some motivation to use damage multipliers just in the hope of getting a stronger damage multiplier.

Bookworm Adventures is of course based on Bookworm, which is more the sort of casual game that PopCap is known for. I played Bookworm some when it came out, and felt the same way about it that I feel about most PopCap games: it was amusing enough while I played the demo, but I didn’t feel compelled to register it. The central mechanics in Bookworm and Bookworm Adventures aren’t quite the same — the arrangement of tiles is actually significant in Bookworm, which means you spend a lot of time trying to set up high-scoring words by clearing tiles that are in the way. But even taking that into account, I think it’s interesting how different the Bookworm Adventures experience is simply as a result of the motivations. I’ve never cared much about high scores, 1Perfect scores, now, that’s something else. That’s a challenge to be met. But trying to beat your old record is just an activity. but completing quests, defeating bosses, and collecting magic items that give me special powers? These are things I can get into.

References
1 Perfect scores, now, that’s something else. That’s a challenge to be met. But trying to beat your old record is just an activity.

End of Uru

Myst Online: Uru Live is being shut down less than 24 hours from now. I report this with some sadness and some frustration — frustration because I only learned today that this was going to happen. If I had heard the news when it was first announced two months ago, I would have made more effort to experience it while I could.

I actually registered an account on Uru a few months ago, shortly after completing Myst V, but never got around to playing it much: it seemed like there was a lot of ground to cover to catch up to where the regulars were, and I just didn’t feel like I had the time. Also, it seemed like a lot of the new content was best done with a group — things that would involve running around to a sequence of points on a very tight time limit if tackled alone, but which a group could handle trivially just by stationing people in the right places before the timer starts. I never got deep enough into the social aspect of the game to join or organize groups to for this purpose, and also had the handicap that I was a latecomer who wanted to see the stuff most players were already bored with.

Nonetheless, I intended to sit down and play through the whole thing at some point, and now may never have another chance. As a completist, this limited opportunity of access to content has always bothered me about online games. From what I saw, Uru was actually unusually completist-friendly as online games go, keeping previous Episodes accessible like a stack of magazines in the attic. But such a stack, unlike the Stack, is not under the control of its players. I know that I probably won’t actually complete every game I’ve started during my lifetime, but I like to think that I still could reopen any particular one if I choose. It seems like there are two different mindsets here: Some people are more inclined to see games as events akin to live performances, something you participate in, but which then passes, along with its moment. Others approach them more like books, something that can be stored and returned to. The performance attitude may be more realistic: ultimately, everything is transient. But how transient is often up to us. In my lifetime, cinema has transitioned from a transient medium to an archivable one. Sometimes it seems like games are going the other way.

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Half-Life 2: Ending

hl2-factoryThe original Half-Life memorably begins as a literal “game on rails”, with the player confined 1Actually, you can get out while the car is in motion if you really want to. You just die immediately. to a train car as it passes by various scenes you’ll encounter later in the game. It’s essentially a cross between a theme park ride and machinima.

The equivalent scene in Half-Life 2 comes toward the end, when Gordon rides around the invaders’ cavernous citadel in a coffin-like restraint hanging from a network of rails, a device seen earlier hauling prisoners around. Where the Half-Life train was a vehicle of foreshadowing, this is one of recapitulation and recontextualization, as you’re shown the things you’ve been fighting against — the gunships and tripod robots and cyborgs (for that’s what the Combine soldiers are, as the player certainly suspects by this point) — as mass-produced components of a vast, inhuman war machine that Hitler could only dream of.

It would be daunting to stand alone against all this if it weren’t for the fact that you know the game is ending soon and all you really have to stand against is a final puzzle-boss. The game powers you up for the last few battles, doubling your maximum “energy” (armor) and granting you a last-minute Ulitmate Weapon, after destroying all your other weapons to make sure you use only the Ultimate one.

The crazy thing is that the Ultimate Weapon is a powered-up Gravity Gun. The Gravity Gun is one of three special-purpose weapons in the game, the other two being the Pheropod that controls the bugs, and the rocket launcher. (A rocket launcher may not sound like a special weapon — it’s part of the Doom-standard arsenal, after all — but Half-Life 2 turns it into a special weapon by (a) only letting you carry three rockets at a time and (b) providing enemies that can only be killed by hitting them with more than three rockets. Thus, it’s not so much a weapon as a device the designers use to make you run around looking for ammo while getting shot at.) The Gravity Gun’s merits are basically that it can thump headcrabs at a slightly greater range than the crowbar, and that you can throw it into reverse to attract objects. The latter function is much more useful than the former: throughout the game, one can use it to pick up supply boxes lodged in unsafe or inaccessible spots, and there are specific scenes where you can use it to do things like pull the plug out of a force field generator while on the wrong side of the force field. In short, it’s more tool than weapon, and appropriately goes under the same hotkey as the crowbar. It’s a clear precursor of the Portal Gun in both its non-combat utility and its three-flanged design. But after receiving a shot of alien mojo, it becomes capable of hurling enemy soldiers about like rag dolls.

I talk about “aliens”, but the game is oddly non-specific about what the “benefactors” are. You see lots of clearly alien technology, but you never see what’s behind it. There are aliens, sure, but the only ones you see are mere animals (like the headcrabs and antlions) or on your side (like the Vortigaunts). The ultimate enemy in the game is not one of the invaders, but just their quisling, Dr. Breen. Breen is a transhumanist apologist for alien atrocities who seems to have bartered control of Earth for protection against the creatures unleashed back in the first game. Breen is also a personal acquantance of Gordon from Black Mesa. Towards the end, it’s mentioned that Breen was an administrator there. This makes so much sense.

Breen is also the only other character who hints that he knows about the enigmatic G-man, the Agent Smith-esque prime mover behind all the events of the series (it’s implied that he supplied the “anomalous materials” that Black Mesa was conducting research on, which would explain how he met Breen). Occasionally throughout the games, the G-man can be seen watching you from inaccessible locations, as if checking up on your progress, and in the ending of Half-Life, he offers you employment, although if you refuse his offer, you simply die alone in an alien world. Half-Life 2 apparently begins with the G-man waking up Gordon and re-inserting him into normal time, and ends with him freezing time to remove Gordon until he’s useful again. Even within his role in the game, he almost seems meta, which makes Breen’s knowledge of him seem a little Metal Gear Solid-ish. I saw an article somewhere arguing that the G-man is the personification of Valve Software: he sets everything up, he’s omnipresent within the game, he takes you away from the Half-Life world for years at a time between scenarios, and he offers you a mere illusion of choice — something he acknowledges outright in the ending scene of Half-Life 2. The Vortigaunts call Gordon “The One Free Man”, which is supremely ironic, given both the gameplay and the story. On the other hand, he’s also the one character in the game who isn’t controlled by a computer.

References
1 Actually, you can get out while the car is in motion if you really want to. You just die immediately.

Half-Life 2: Level Transitions

If there’s one thing the Half-Life games do well, it’s keep the player playing. Partly they do this by keeping the gameplay varied, following up an intense firefight with a puzzle area, or a tunnel crawl where headcrabs leap at you from close up with a rooftop scene where you have to take down a flying gunship by means of steerable missiles.

More insidiously, though, they keep you playing by simply never giving you permission to stop. Most FPS games divide play into levels, and make it very clear when you go from one level to the next, usually in advance, making it easy to say “I’ll just finish this level and quit”. In Portal, for example, level transitions are signalled by arriving at an elevator. When you get in the elevator, the next level loads, as signalled by the word “Loading…” appearing in the middle of the screen. When you emerge from the elevator, the first thing you see is a sign indicating what level you’re on — the idea of levels is part of the story as well as part of the underlying technology. When you reach the point in the story where the levels stop, you no longer get the elevators, but you still occasionally get that “Loading…” message as you walk along.

And that’s mainly what happens in Half-Life. The transition is something you don’t see coming, and once it happens, you’re already in the next level, so you might as well keep playing. Beyond levels as unit-of-loading, the game is divided into Chapters, which are units of story and which are often themed around new gameplay elements (kind of like in DROD). But even the transitions between chapters are subtle, only signalled by a chapter title briefly overlaid on the screen while play continues as normal. The new weapon or monster or whatever that defines the chapter doesn’t necessarily show up right away, either.

The game is not without obvious stopping points — every once in a while there’s a Resistance base where you can replenish your ammo and listen to people talking plot. But I’ve been finding that I don’t stop at those places. I stop when I’m repeatedly failing to get through a fight. I figure that if I’m making no progress, it’s because I’m approaching it wrong, and should try it with a fresh mind later. This means that my typical session starts with a tough battle. This can’t be what the designers had in mind.

Half-Life 2: Women

Apparently the folks at Valve decided that one of the flaws in the original Half-Life was the lack of sex appeal. Every human (or apparently human) character is either a wrinkled scientist, a security guard 1known as Barney — yes, there are multiple security guards, but they’re all known as Barney with an unflattering uniform and a hick accent, a faceless enemy soldier, or a creepy probably-alien G-man. And with the exception of some special-forces ninjas who you hardly ever see (because they’re ninjas), they’re all male.

Half-Life 2 corrects this by (a) handsoming up Barney and making him into a hero of the resistance, and (b) introducing the young, attractive, tough-as-nails Alyx, daughter of one of the scientists and occasional companion to the player on missions. Alyx provides essential technical support as well as essential dialogue, driving the plot whenever she’s present. She’s handy in a firefight, too, helping you to flank the enemy: there’s one bit where she suggests that you surprise some CP troops by coming through two different doors at once, and it works beautifully if you follow her advice. And when you part ways, she says “Gordon… Take care of yourself” in a tone of voice that makes it clear that she’s the action hero’s designated love interest.

But personally, my heart belongs to another: the nameless resistance sqaddie who, alone with me in a courtyard littered with dead soldiers, spontaneously shared with me an incredible insight into her character. “Sometimes,” she said, “I dream about cheese.”

I’m probably not doing justice to the profundity of that statement. The delivery probably has a lot to do with it. But this is a person who’s living in a battlefield, who has to fight for every moment of her existence. And still, sometimes, she dreams about cheese. It was just a strange and beautiful moment.

The tragic thing about nameless squaddies, in both Half-Life and Half-Life 2, is that they always die. They come to you with great faith: you’re the famous Gordon Freeman, hero of the Black Mesa incident! With you on their side, they stand a fighting chance! And then they start following you around, and they help you survive encounters that would have been very difficult otherwise, and then, one by one, they either get killed because you told them to go somewhere, or get killed because you didn’t tell them to go somewhere. But I took some personal interest in Cheese Girl, hoping that she, if no one else, would survive until we parted ways. No such luck. She was, in fact, the first to die. Later, though, thanks to the fairly small NPC pool, I met her again. And she joined my team again, and got killed again. It’s just like Silent Hill 2.

References
1 known as Barney — yes, there are multiple security guards, but they’re all known as Barney

Half-Life 2: Bugs

hl2-bugsThe Half-Life games have a reputation as the thinking person’s gorefest. They focus more on environmental puzzles than the typical FPS. They pander to the intellectual mystique by giving us a bearded, bespectacled action hero with a PhD in theoretical physics. But mainly, the original was one of the first games of its genre to try to tell a compelling story, and to do it entirely through the FPS medium rather than through cutscenes or journal entries.

The story told wasn’t just a simplistic good-vs-evil one, or even morally-questionable-vs-evil (as seems to be fashionable in the more violent games these days), but one of confusion, of terrible things happening without anyone wanting them. One of the more effective plot elements is the re-evaluation of the soldiers. At first, the PC’s colleagues believe that soldiers are coming to rescue them from the monsters they’ve inadvertently unleashed, but it turns out that their orders are to contain the incident by killing everything on the site, scientists included. The soldiers are initially depicted as brutes who enjoy murdering unarmed civilians — “I killed twelve dumb-ass scientists and not one of ’em fought back. This sucks.” — which justifies in the player’s mind anything you do to them in return. But later, you overhear other soldiers talking about Gordon Freeman, the player character, who’s been declared enemy #1 at that point. One of them says “All I know for sure is he’s been killing my buddies”, humanizing their side of the struggle. The climax of this part of the story is when you overhear a commander declaring in no uncertain terms that he disagrees with the orders. If that had happened earlier, there could have been reconciliation, but it’s too late. When he sees you, he will recognize you as the person who’s been killing his men. He’ll try to kill you to prevent you from killing him, which means you have to kill him to prevent him from killing you. You have to wonder how many real-world conflicts play out the same way, fear of violence making it a certainty.

Half-Life 2 also has masked soldiers, the “CP” (opposite of the PC?), first shown abusing the citizens of the dystopian city where the game starts. If the player is ever given reason to sympathize with them, I have yet to reach that point. OK, there is a scene at a recruitment office, where an applicant tells you that, although he doesn’t like the CP, he’s decided to join them because it beats starving to death on the street. But that’s been it so far. The game has, however, been rehabilitating the monsters. One of the most common monsters from Half-Life was the Vortigaunts, very-rougly-humanoid aliens that can shoot energy beams. In Half-Life 2, a number of them have learned English and joined the human resistance, and provide you with lots of assistance, making me feel guilty for having killed so many of them back in the first game. And one of the things that the Vortigaunts give you is the means to tame the bugs.

The game calls them “antlions”, even though that name is already taken. They’re roughly the size of large dogs, and they burrow under the sand, emerging to attack anything that walks on it, endlessly spawning more to replace those killed. One of the more interesting bits of gameplay is a sandy area with scattered rocks, where you can move safely as long as you stay on the rocks. If you slip, bugs come, and you have to get back on the rocks before you can kill them all, but their attacks tend to push you off.

Now, the bugs aren’t the sort of thing that can say “All I know for sure is he’s killing my buddies”. They’re dangerous animals, nothing more. Once you have a Pheropod, though, they’ll never hurt you: they’ll just follow you around, unless you throw the Pheropod at something, in which case they’ll rush over there and attack whatever they find. You can use this to fight battles without putting yourself at risk, crouching behind cover while your chitinous minions do all the work and get slaughtered in great numbers for your benefit. (This is another way that it’s a thinking person’s game: scenes that reward tactial thought more than quick reflexes. It’s the polar opposite of Serious Sam.)

There’s some uneasiness about this kind of fighting, though, because you’re basically using monsters to attack humans. In fact, you’re using them only against humans, as it’s established pretty early that the bugs are no good at all against monsters. Back in the first Half-Life, it was whispered among the soldiers that Freeman was responsible for the whole emergency — that he had deliberately summoned the monsters. While it’s true that he had a hand in the experiment that created the rifts between Earth and Xen, there was nothing deliberate about it. But now, in the sequel, you really are summoning alien monsters and setting them on your enemies. I really hope that the CP is making video recordings of these fights, because there’s some priceless anti-resistance propaganda to be made from this.

Half-Life 2: Ha-ha

hl2-pastoralIt turns out that Half-Life 2 does have a lot of open-air scenes after all. It’s also a very linear game, but the line varies in thickness: sometimes you’ll be out driving a vehicle (I’ve used a fanboat and a dune buggy so far, both of which look like they’re made of scrap metal), with a large area around you to do wide turns in, and suddenly your path will be blocked by a gate that can only be removed by throwing a switch inside a nearby building at the end of some small rooms and twisty hallways.

When you’re outside, the game does its best to give an impression that the environment is larger than it actually is, and that you have more options than you actually have. Obviously it isn’t just FPS games that try to do this: adventures have been creating the illusion of rooms just out of your reach since the intro to Planetfall. What it means in Half-Life 2 is that attempts at exploring the periphery loop back fairly quickly, and the game takes advantage of the beefiness of its graphics engine to render unreachable scenery objects in full detail out to a considerable distance. I haven’t encountered the “invisible wall” effect found in many other games, constraining you when you stray from the path by halting your forward movement for no obvious physical reason, but there are lots of places that look like they’re passable until you’re very close, at which point it’s clear that the slope is too steep or the gap is too wide or whatever.

It reminds me of a landscaping technique sometimes called a “ha-ha”. A ha-ha is essentially an inconspicuous ditch or drop-off with a retaining wall. The idea is that it gives you a seemingly-continuous view from your manor window of verdant pastures unmarred by fences, but still keeps the cattle off your croquet lawn.

But, although the player’s view in Half-Life 2 is the illusory continuity seen from the manor house, you’re not on the high ground. The ha-ha is there to limit you. Thus, the level designers of Half-Life 2 treat the players like cattle.

Half-Life 2

I’m fortunate enough to be one of the few people who bought the Orange Box without paying for anything twice. I’d played the original Half-Life, and I knew I wanted to try the sequel, but in 2004, when it was released, my home system was behind the technology curve and probably incapable of displaying the game in all its glory. (Even on my current system, the game doesn’t recommend all the highest graphics settings.) So I resolved to wait for it to be anthologized, and was rewarded for that decision with Portal.

hl2-tvThe first and most obvious thing about Half-Life 2 is that it’s graphically impressive — far more so than Portal, which used the same engine. I’m probably more easily impressed by graphics than usual right now, given the quality of the 3D graphics in the last game I played, but that’s not all there is to it. Half-Life 2 puts a lot of effort into strutting its stuff. The first room, for example, has a huge holographic TV: a fuzzily translucent texture-mapped object that uses another realtime 3D scene as its texture. It seems to me like this stuff is somewhat front-loaded, with the biggest visual thrills coming at the very beginning, when you’re just walking along and looking at the scenery because you don’t have a gun yet. As with the first Half-Life, this segment of the game lasts a surprisingly long time, but once you can shoot at monsters, the game seems to settle down into mostly tunnels. But it can’t all be tunnels, can it? There are those immense tripod robots; they wouldn’t fit in tunnels. I’ve caught just the merest glimpse of one of those as it lumbered past a barricaded alley, and that glimpse was breathtaking, even though I had seen pictures of it before. So it’s not just the advanced technology that’s impressive: there’s good cinematography showing it off, which is especially impressive when you consider that the player is in control of the camera. But the player, by and large, looks where the designer wants the player to look. As in an adventure game, it’s all about manipulating the player, and rewarding the player for being manipulated.

I’m a couple of chapters in now, and the gameplay has been mostly standard FPS fare with scattered puzzles, but with some twists. There’s a kind of flying robot that flashes a bright light at you, blinding you for a few seconds if you were facing it, which gives the player a motivation to aim away from the enemy sometimes. There’s the exploding barrels, which aren’t new in themselves (they’ve been a mainstay since Doom), but the degree to which the enemies use them as a weapon against you is.

Anyway, I’m quite delighted with the gleefully grim tone of the work. The original Half-Life, with its ironic juxtaposition of alien carnage with things like workplace safety posters, had a strong vibe of comfortable simplicity running headlong into its inadequacy against the horrors of the world, like a 1950’s film on surviving a nuclear attack. (The title itself seems to have been chosen for this connotation. It has nothing to do with the game’s content.) HL2 turns that up a notch, giving us a smiling, genial politico beaming proudly as he welcomes you to his full-blown dystopia and explains why the planet-wide field suppressing human reproduction is actually a good thing.

QfG5: Finished

qfg5-dragonThe point I was stuck on turned out to be decidedly lame: the only way to catch the assassin is to actually be attacked by him, and this only happens in one location, at night, if you enter from the right direction. I suppose the designers were thinking that players would naturally walk through that area on the way home from questioning people at the bar, but why walk when you can teleport? This is an example of a problem that plagues Sierra games in general: the problem of plot advancement depending on player actions that the player has no motivation to perform. And in fact it’s a fairly mild example, because once the assassin appeared, it was pretty clear what the trigger was. 1An example from another game that doesn’t share this property: In King’s Quest IV, visiting the wicked queen’s castle makes a whale appear in the ocean. You’re likely to trigger this once, because your initial exploration will include the castle, but if you restart the game, you’re likely to avoid the castle, because you’ve learned that there’s a limit to how many times you can visit it safely. And then you’ll be confused about the whale’s absence, because you weren’t aware of doing anything special to make it appear the first time. Mild enough, anyway, for me to get through it.

Having gotten unstuck, I finished the game with all three base classes. (I haven’t even tried the Paladin yet. I may do so in the future, but even so, the game is now officially off the Stack.) And in all three, I had the full 1000 points. This didn’t work out quite like I expected: unlike earlier games in the series, the maximum score isn’t the total quantity of available points, but rather, the largest score allowed. You can keep racking up more Deeds in the endgame, each accompanied by the score-goes-up noise, but the displayed score never goes above 1000. Once I realized this, in my first endgame experience, I didn’t bother hunting down obscure points with the other characters, and was free to choose whatever wife I felt was appropriate for each of them, regardless of point value. 2In fact, it turns out that you can’t always choose Erana or Katrina. Neither of them is willing to mary a Thief.

The first class I finished with was the Wizard. This is because the Wizard is the game’s easiest class. Not the simplest, mind you — that would be the Fighter. The Wizard is much more complex than the fighter. Figuring out the Wizard’s strengths is more difficult, because there are so many more possibilities to try. But once you have a handle on them, you can just exploit them for all they’re worth, and that makes the game easy. Where the Fighter battles his way through Minos’ fortress — a risky, time-consuming process — and the Thief sneaks his way in — also time-consuming and risky, even if the risks are different — the Wizard can pretty much get away with casting Calm and sauntering through. That’s power, man: the ability to walk through a batlefield unmolested. And if you decide you like killing things, like I’ve said, the Wizard is overpowered there too. In the end, you’re joined by several NPCs who fight the dragon alongside you — and, despite my earlier doubts, it is a real battle fought in the game’s regular combat engine — but I can easily see the Wizard trouncing the dragon solo.

qfg5-rooftopsBut while the Wizard is the easiest, and the quickest to play if you don’t restrain yourself, I think the Thief is the most engaging class this time round. It has a lot to do with the adoption of (simplified) stealth mechanics from other games: QfG5 was released the same year as Thief: The Dark Project and Metal Gear Solid, so it gives you a blackjack and a couple of fortresses full of guards patrolling in regular cycles or conveniently looking in the wrong direction. In previous QfG games, stealth was basically a matter of skill checks to see if people heard you plus a certain amount of special-cased hiding scenarios, not general line-of-sight stuff. Also, you get to sneak around on rooftops. I was always disappointed with the fact that QfG2 — the one in the “Arabian Nights” setting, which suggests Thief of Baghdad hijinks to me — didn’t have any satisfying rooftop escapades, but instead basically just repeated the kind of housebreaking you did in QfG1. So I’m pleased to see some of that here, even if it’s rather small.

My one complaint about the Thief is actually a pretty large one. The Thief can’t always avoid combat. There are several mandatory fights, essentially boss fights that follow a bout of sneaking, and the Thief isn’t very good at them. Traditionally, the Thief’s combat method in the QfG series is to stand at a distance and throw knives, running away if necessary. But I found this unworkable in the new combat UI, so I wound up playing the mandatory combat basically like a less-powerful Fighter. Unfortunately, one of those encounters is with the dragon at the end. I mainly played support on that one in my Thief game, performing functions such as handing out equipment and convincing Gort to sacrifice himself.

qfg5-endI had some trouble at first with the game crashing in or immediately after the final battle — consistently enough that I almost gave up before seeing the congratulations sequence. Either rebooting or playing from a different save helped, I’m not sure which. Anyway, it was anticlimactic. They obviously spent their cutscene budget on FMV scenes of the dragon. After it’s dead, you just have the player and a bunch of NPCs gathered in the throne room talking. You get to choose whether you want to actually be king or not 3If you choose not to become king, Elsa is chosen instead. So if you’re engaged to her at that point, you get to still live in a palace and everything without the duties of rulership., and your engagement (if any) is announced, and that’s it, unless you’re playing a Thief, in which case you can get an additional scene in the Thieves’ Guild where you’re proclaimed Chief Thief. If you choose to become king, you don’t even get a crown, or at least not where the player can see it. I want my crown! Sir Graham got a crown when he became king of Daventry. He had to pick it off his predecessor’s corpse himself, but it was a crown.

But then, all of the endings in the series were disappointments compared to the impact of the ending scene of the original QfG1: the celebration, the reiteration of prophetic verses that you understand now (with no mundane dialogue to spoil it; we’re in storytelling mode now), then the music transitions to the gentle Erana’s Peace theme while the credits roll over the hero and his new friends floating lazily on a magic carpet over the valley where the game took place — your first view of the valley as a whole! This is what you were saving, kids! And finally, the barest hint of what was to come in the forthcoming sequel. If there’s one element of this that I think would improve the ending to QfG5, it’s the shifting away from NPC dialogue to narrator voice. That’s what we really need at the end of an epic: something along the lines of “And so King Baf ruled wisely, and lived to an old age” or whatever.

I’ve spent a lot of time on this game now. Probably more than it deserves. I don’t try for perfect scores on every game I play, let alone perfect scores with every character class. I’m quite happy with my “43% complete” in GTA3. But I have some sentimental attachment to the QfG series. And as such, I don’t even feel qualified to say if anyone who doesn’t have my attachment to it should play it at all. It has its ups and downs (and silly clowns). I’ve been complaining about the bugs and gameplay issues a lot, but if nothing else, it has some really good music, always one of the high points of the series.

Next post: Something new. 4New to this blog, anyway.

References
1 An example from another game that doesn’t share this property: In King’s Quest IV, visiting the wicked queen’s castle makes a whale appear in the ocean. You’re likely to trigger this once, because your initial exploration will include the castle, but if you restart the game, you’re likely to avoid the castle, because you’ve learned that there’s a limit to how many times you can visit it safely. And then you’ll be confused about the whale’s absence, because you weren’t aware of doing anything special to make it appear the first time.
2 In fact, it turns out that you can’t always choose Erana or Katrina. Neither of them is willing to mary a Thief.
3 If you choose not to become king, Elsa is chosen instead. So if you’re engaged to her at that point, you get to still live in a palace and everything without the duties of rulership.
4 New to this blog, anyway.

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