IFComp 2011: PataNoir
Simon Christiansen wrote last year’s Death Off the Cuff. He seems to like novel takes on detective fiction, because that’s what he’s given us again in PataNoir. Spoilers follow the break.
Simon Christiansen wrote last year’s Death Off the Cuff. He seems to like novel takes on detective fiction, because that’s what he’s given us again in PataNoir. Spoilers follow the break.
Wade Clarke, who brought us last year’s Leadlight, comes back with Six. Apart from the fact that both games are set in Australia, they couldn’t be more different. I should probably note before I start that this game has music, but I played it on an interpreter that doesn’t support it. Whether this makes the experience better or worse, I can’t say. Spoilers follow the break.
Spoilers follow the break.
Spoilers follow the break.
So I say I’m going to blog the Comp, and then it takes me a matter of days to write my first post. Let’s rectify that. First up is Cold Iron by Lyman Clive Charles. Spoilers follow the break.
The judging period of the 17th Annual Interactive Fiction Competition has been underway for over a week, and I haven’t even started judging yet. Just as well; an awful lot of entries seem to be getting post-last-minute updates. I suppose this means that modifying games during the judging period, if only to fix serious bugs, is tolerated more now than it once was, which must be a tremendous relief for the authors. Last year, Jason McIntosh, author of The Warbler’s Nest, wrote about the frustrations caused by another relatively recent change to the rules, that the judges are allowed to blog about the games. This put authors in the hellish position of watching everybody complain about problems that they could easily fix but weren’t allowed to.
On this basis alone, I had been planning for most of the year to reduce the trauma by sitting out this year’s Comp, instead spending the month of October playing other IF, like I did in 2009. (I was thinking of going through those few of maga’s recommendations that I haven’t got around to yet.) But the Comp this year has been getting an unusual amount of attention, possibly as an indirect result of last year’s documentary and related outreach efforts, and so there are actually a couple of people I know offline, rather than through the IF community, who are waiting to hear my opinions.
There are 38 entries this year, a respectably hefty number compared to last year’s 26, and, as usual, we’re expected to judge each after playing for no more than two hours. So let’s finally get started.
In Ultima IV, the is a dungeon room where a mob of children attacks you. To most players, this was just an interesting repurposing of a tile not normally used for monsters to produce a things-are-different-here vibe. (The previous game in the series famously has floor tiles attack you toward the end.) But some found it upsetting, and at least one even claimed that it promoted child abuse. Richard Garriott, Ultima‘s auteur, had intended this scene as a kind of ethical challenge, and has pointed out various solutions that don’t involve killing children in self-defense, such as using charm or sleep spells. 1One of his proposed non-lethal solutions was to unwield your sword and punch them with your bare hands until they run away, but that doesn’t really help much with the child abuse allegation. But players tend to be in kill-everything-that-moves mode at that point in the game, and forget about these options, and feel like they have no choices but atrocity or quitting in disgust.
Garriott considered this little controversy to be one of the game’s biggest successes, and he included a “child room” somewhere in every subsequent Ultima. But he had better taste than to push the idea further, to take it to its logical extreme. Enter Edmud McMillen and Florian Himsl, of Meat Boy fame. This pair once created a shooter about fighting diseased vaginas. Taste is no obstacle to these guys. Their latest work, The Binding of Isaac, is the story of a horrifically abused little boy trapped alone in a basement, naked and with no weapons other than his tears, forced to fight grotesque abominations. And he really is forced: unlike the child rooms in Ultima, the game doesn’t let you leave a room until Isaac is the only thing alive. 2Actually, there are exceptions to this. There are certain items that let you teleport away, and an explosion in the right place will reveal a secret passage regardless of whether the the room is in lockdown. But these are just exceptions. Many of the enemies, particularly the early ones, appear to be deformed children, variations on Isaac’s character design. There’s one sort that doesn’t even attack you, but just runs away, sobbing piteously. You still have to kill it to continue.
In a sense, though, that one type does attack you: it occasionally emits hostile flies, like guided missiles that you have to shoot down. Monsters that flee from direct confrontation and birth more monsters are not without precedent — see the Roach Queens in DROD, for example — but the way it’s presented here makes it seem like the guy you’re trying to kill is even more a victim of the flies than Isaac: his face is a mass of lumps presumably full of insect eggs. More advanced versions of this creature are only recognizable as once-human because of the legs supporting the bulging fleshy mass.
Yes, this is a truly repulsive game. There’s blood and feces all over the place, a synergetic combination that’s far grosser than the sum of its parts, and the monsters all look like things you really, really don’t want to touch. And to survive in this world, Isaac has to make himself as monstrous and grotesque as the things he fights. There are a great many upgrades to be found (a random assortment available in any session), and most of them physically alter Isaac in some way, usually for the worse: a permanent snarl, a bent coathanger through the head, a third eye. They stack, too, which can look ridiculous even when the components aren’t ridiculous individually (which many are). All this is overlaid on a style of exaggerated simplicity and sarcastic neoteny, like the Powerpuff Girls. It’s a dead-baby-joke-like juxtaposition that’s at times troubling and at times merely puerile. And sometimes it pulls out a bit of Satanic imagery for cheap shock value.
So I really can’t blame anyone for simply being turned off by the style and unwilling to play it. The problem is, such people will miss out on a really good game based on the gradual mastery of a complex system and the endless variability provided by combinations of randomly-selected game-changers.
The gameplay is a surprisingly harmonious combination of blatantly swiped elements. The basic design of the dungeon, the use of bombs to open secret passages, the appearance of the shopkeeper rooms, and the way that bosses show up later as ordinary encounters all hail from The Legend of Zelda. The horrific imagery owes a little to Silent Hill, as does the questionable reality of the whole experience, which is implied to be all a dream or hallucination that Isaac experiences while locked in his room waiting to be murdered; the cutscene after you win the game the first time shows a much more prosaic ending than the boss battle you just endured. The shooting mechanic, with its dual eight-direction controls for shooting and moving in independent directions 3Accomplished here entirely through the keyboard, WASD for movement and arrow keys for shooting, which is a curious choice for the people who were so adamant that you use a gamepad in Super Meat Boy. The fact that the entire game is in Flash might have something to do with this., are pure Robotron, down to the effectiveness of circling around the edges of the room while shooting inward, although with the twist that your movement affects the trajectory of your bullet/tears, making most of your shots somewhat diagonal. And there are sundry minor references, like a miniboss based on Bomberman.
And then there’s the rougelike elements. Other commenters seem to have mostly focused on this, and on debates over whether it really qualifies as a roguelike; the comment threads at rockpapershotgun coined the term “roguelike-like” to describe it. It seems to me that it’s got a better claim to the genre than some other things that have been described as roguelikes, such as Spelunky, whose only roguelike attributes as far as I can tell are randomly-generated levels and inability to go back to earlier saves. Isaac has these attributes too, but it also has other pointed rogueisms like randomized items: where Rogue randomly assigned colors to different potion types, expecting you to learn what each color does by drinking it, Isaac does the same with scavenging Mom’s pills, putting the mechanic in a new perspective that makes you realize just how awful it is underneath.
For that matter, the whole setting is something of a subversion of the dungeons-of-doom cliché, or perhaps a reinforcement of it, giving the idea some of the power it loses by being set in a pure fantasy environment. I’ve seen it argued that the intrinsic unfairness of the luck factor in roguelikes, where your ability to win is largely determined by what items the random number generator picks, complements the utter unfairness of the underlying story, of a little boy unfortunate to be under the power of a psycho who thinks God talks to her. For these and similar reasons, I think it would actually be a worse game if you reskinned it to be less horrible.
↑1 | One of his proposed non-lethal solutions was to unwield your sword and punch them with your bare hands until they run away, but that doesn’t really help much with the child abuse allegation. |
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↑2 | Actually, there are exceptions to this. There are certain items that let you teleport away, and an explosion in the right place will reveal a secret passage regardless of whether the the room is in lockdown. But these are just exceptions. |
↑3 | Accomplished here entirely through the keyboard, WASD for movement and arrow keys for shooting, which is a curious choice for the people who were so adamant that you use a gamepad in Super Meat Boy. The fact that the entire game is in Flash might have something to do with this. |
Well, I’ve managed to squeeze my way through the last level of Defense Grid‘s campaign mode. The game content never acknowledges my speculations from the previous post, treating victory as simply victory and the salvation of the planet. But I suppose that if every game had a subversive twist, it would stop being subversive. Something has to play it straight, and Defense Grid is a straighter game than most I play.
So let’s just comment on a few more points of mechanical interest. In fact, let’s start with interest itself, one of the game’s major experiments that I neglected to describe in my previous post. Any money you keep in reserve compounds interest at a rate determined by the number of power cores at your base. Obviously this provides an extra motivation to protect the cores, but it also gives you a reason to spend as little as you can get away with in the early part of the level, and these motivations are in tension. The net effect is a desire for maximal efficiency in situations where other tower defense games would have you just trying to overpower stuff by building as fast as possible.
My own experience is that the need to build stuff generally wins out. This is especially true in the final few levels, which are large enough that the space always seems underutilized. The temptation to build everywhere is strong, but should be resisted, if my narrowly-successful strategies are at all indicative of the correct approach. Building level-1 towers everywhere just takes away money you could be spending on upgrading existing towers, which seems to usually be the more efficient approach; that is, in most cases, upgrading a tower increases its damage potential more than an equal cost of additional towers would, especially if it’s wisely placed. Note that there’s still often good reason to refrain from upgrading, because upgrading isn’t instant. In fact, it’s agonizingly slow, and while it’s in progress, the tower undergoing the upgrade is inactive. So you always need enough active towers to pick up the slack when you get the cash to upgrade something, and this guarantees that you won’t be able to get the cash to upgrade it as soon as you want to.
Mind you, if you’re frequently spending all your money, and therefore not earning interest on it, you don’t really need the power cores to be at your base all the time. And, in fact, having them scattered along the path can at times be a boon in disguise. You see, there are occasional enemies that fly. They don’t follow the same path as the ground units, but follow their own swooping flight plan, unobstructed by your towers. If they manage to fly their entire path without getting shot down, they’ll grab a power core from your base and immediately take off into the heavens, without giving you a chance to get it back. But if all your power cores are elsewhere at that point, they just leave. There were points when I was sure I was doomed, because I had only one or two power cores left and couldn’t get my missile bases operational fast enough to wipe out oncoming fliers, only to be saved when a ground unit grabbed the power cores first.
Incedentally, there are only three levels of tower — that is, you can only upgrade towers twice. It turns out this is enough to be satisfying. There are really only three conceptual slots for an upgrade system anyway: you’ve got things that you haven’t upgraded at all, things you’ve upgraded some but can still upgrade further, and things that are at max level and can’t be upgraded further. Furthermore, three is few enough that the game can assign a vividly distinct color to each upgrade level — specifically, green, yellow, and red — thereby making the level of everything on the screen immediately apparent. Aliens use the same color scheme, and therefore presumably also come in only three strengths per type. I just wish that the types of tower had something like the same level of clarity! Most of them just look like towers in slightly different shapes. I sometimes lose track of which tower is which type and wind up hurriedly upgrading the wrong things.
The environments in Defense Grid: The Awakening are all brown and barren, rocky deserts with old and crumbling structures on them. There isn’t a lot of in-game information about the world and its history, but you know that the “aliens” have attacked in the past — long enough ago for the defense grid to need awakening. The sole speaking role belongs to an AI, the uploaded mind of a human who was involved in the defense the last time. He talks like a stereotypical British colonial officer and enthuses about how beautiful things used to be. At times he gets confused and addresses you by the name of his dead son, who he failed to protect during the first invasion. In other words, there’s every sign that the human presence is long wiped out, and this is a dead planet, with nothing worth defending.
This would be a familiar twist from a certain other tower defense game, but I don’t think that’s the only reason I think of it. I can believe I’m unduly influenced by the degree to which this game feels like a RTS game, though. All tower defense games are of course descendants of the RTS, but I’m talking here mostly about superficial matters like the mere presence of voice acting and the measured pace at which it introduces new elements. (For a while, it felt like the entire game, like the single-player campaign in many a RTS, was an extended tutorial.) In a typical Warcraft/Command & Conquer-influenced RTS, your base is a hive of activity, with autonomous worker units harvesting resources and repairing buildings, but here, it’s just a repository for power cores. So even the things you’re defending aren’t alive (even if they are the only things on your side capable of moving under their own power).
It all makes me speculate that this scenario is the most natural fit for a tower defense, this defense of the dead from the living (which would make Plants vs Zombies a clever inversion). It’s part of the genre’s definition that the enemy is active and your tools are passive, waiting for something to kill. Perhaps you could make a satisfying tower defense set in an Egyptian tomb, placing curses to foil looters and acheologists.
But then, I seem to be a bit obsessed with finding themes relating to death and mortality in games recently, so take it as you will.
So, I bought a couple new Steam indie bundles recently. (They’re calling them “bundles” now. They used to call them “packs”. I’m guessing there’s a perfectly humble reason for this change in terminology.) And one of them contained Defense Grid, another of Steam’s perennial discount items that I’ve somehow managed to avoid purchasing until now. I’d been curious about it, however, because it seemed to be the first tower defense game with A-list production values — by which, admittedly, I mainly just mean 3D models and voice acting. But that’s a somewhat less rare combination today than three years ago when it was released. Having played it most of the way through now, I have to say that it’s pretty by-the-book, its basic gameplay not much different from Desktop Tower Defense and its myriad online imitators. Things come along a path, you place towers to kill them, and in the process you earn money that you use to build more towers or upgrade existing ones. But it does do a few interesting things that I think are worth pointing out.
For starters, there’s the control scheme. You have a cursor in the center of the screen. Move your mouse and the cursor stays put while the rest of the world moves. This is, of course, basically how first-person shooters work, but you’re not rotating in place here, you’re moving in a plane just like the cursor would if it were moving. And anyway, the fact that this game is so mechanically similar to so many Flash-based games on the web, which generally don’t lock the cursor in place (because that would be really annoying on a web page), means that I’m aware, as I play, of the inversion from how these things usually work. That’s why I describe the mark in the center as a “cursor” rather than as a “reticle”. And the fact that you click on things to open up sub-menus (generally either “choose a type of tower to build here” or “upgrade/sell”) makes it seem even more cursor-like.
The 3D modeling isn’t just window dressing. The curving paths that the invading aliens come in on can cross over and under themselves, like in Zuma, with the result that you’re not just concerned with level geometry, but level topology as well. 2D games are relatively easy to think about, because we’re good at associating information with locations, thinking “This area is secure” or “If the enemy reaches that point it’s time to take desperate measures”. Paths that go underneath the main playfield confound this sort of thinking. Sometimes the paths form a confusing tangle that you need to simplify by blocking most of the pathways off. And that becomes an optimization puzzle: 1And probably an NP-complete one at that. which pathways do you block off to give the advancing enemies the longest route to your base, the most exposure to your guns?
Probably the most interesting thing is the matter of what happens when an alien survives the gauntlet you’ve set up and reaches your base. The normal thing for a tower defense is to do is for the monster to knock off a fixed number of hit points or civilians (sometimes a higher number for tougher monsters), and then either be absorbed (as in Immortal Defense) or teleport back to the entrance for another run-through (as in Gemcraft). In Defense Grid, your hit points manifest as “power cores” that the aliens are trying to steal. This means that the aliens aren’t just trying to reach your base. They have to actually carry the things offscreen. Sometimes the exit is in the same place as the entrance, so that they have to pass by all the same towers twice. Sometimes it’s at the end of a completely different path. Sometimes the level topology is mutable enough that you get to decide how much they have to backtrack. From the way I’ve just described it, you might think that making them double back most of the way is optimal, but that’s not the case. When you kill an alien before it makes it out, any cores it carried drop on the ground and start inching their way back to the base. While they’re on the way home, any other alien with carrying capacity to spare can pick them up. So a core dropped on the path in is just going to shorten some alien’s path. Furthermore, this means that the genre-typical swarms of individually weak creatures are among the game’s most fearsome adversaries toward the end of a level, because they make the panicked last-ditch attempt to rescue your last core futile. As long as even just one member of the swarm survives, it can pick up the core from where it falls and keep carrying it away.
↑1 | And probably an NP-complete one at that. |
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