Saturday, October 21, 2023
Remembering Andy Kiss
Monday, August 21, 2023
Ultima X Odyssey: Twenty Years Later
Here in the financially-prudent-for-Electronic-Arts timeline where the game was cancelled less than a year after it was announced, there is not that much to say that I haven't already blathered on about for most of the rest of the 2000s. Twenty years ago today, on August 21, 2003, Ultima X Odyssey was unveiled at an amazing event in San Francisco which I had the honor to attend.
Of course, I was there for a second reason - the design lead for Ultima Online itself was going to bring me in to consult on the development of the unannounced High Seas expansion, as me and my little website on ships and sailing in UO was the definitive advocate for such an expansion for a few years at that point.
After souring on Everquest and the empty shallow model of an MMO that it brought to the table, I was not truly excited about a similar MMO with the Ultima name on it. However, the differences between what I saw in UXO and its competition were enough to make it stand out. There were some innovative player races to try, there were instanced dungeons, and most importantly there were classic Ultima gameplay elements such as following the virtues that all showed promise.
Of course, the game was cancelled, and the High Seas expansion was dropped as well until a decade or so later, long after I left Ultima Online. Still, I think about that day - which for me was a personal turning point - all the time. Something I wrote on the internet about a videogame got the game's developer to notice enough to invite me to that huge press event. Ever since, I feel that there is not a single stupid thing I do out of love and enthusiasm for gaming that is over the top.
I commemorate that day to myself by picking up Ultima X Odyssey swag on Ebay whenever it shows up, which is rare. Over the last decade I won a t-shirt, the only magazine ad for the game, and a fine crystal paperweight, numbered and packed with a certificate of authenticity. I have that on display in my little Ultima X Odyssey shrine in my guest room:
If you want to know more about Ultima X Odyssey, scroll way back to some of the articles I wrote in 2006-2007, including a post-mortem with some of the people involved in the game.
And for the real never-give-up enthusiasts out there, who may hope that someone, somewhere, will revive this game, here is something to give you hope:
The game is still listed on Amazon.
Monday, June 19, 2023
Beaten: Ace Attorney Phoenix Wright Dual Destinies (3DS)
"It was great to be back in court!" is something most normal people do not say, but to gamers who've enjoyed the Ace Attorney Series, it's probably pretty common. For me, it had been around twelve years since I beat Apollo Justice: Ace Attorney before I finally downloaded the first of two 3DS Ace Attorney games, Dual Destinies.
I had also sputtered out during my unfinished playthrough of the spin-off game Ace Attorney Investigations: Miles Edgeworth, finding that game not as enticing, and also bitter knowing that the second game in that series was not coming to our shores. I also think Dual Destinies being a download-only title in North America deterred me, as being old means wanting physical copies, because that new-fangled internet thing you kids are keeping your games on will likely go away at some point.
So I finally downloaded Dual Destinies a few years ago and did the first case. A year or so later, I did the second case. Recently, I decided to go ahead and finish the game rather than dipping in and out like that, and it was a fun, rewarding experience as always. These games I would describe as mostly storytelling with some logic puzzles thrown in.
The bizarre world where the Ace Attorney games takes place is one of swift justice, meaning that your clients are always this close to prison unless you can find tiny inconsistencies in someone's testimony to undo them. Defense attorneys dress pretty straight but have bad hair day issues, while Prosecution attorneys usually dress with gaudy flair like rockstars, bully the judge, often fabricate evidence, and sometimes physically attack the defense attorneys with whips or knives during the trial. Just go with it.
Luckily, the defense attorneys usually have a magic McGuffin that helps them see through lies and perceive hidden emotions, and these are game changers in some trials. These only deploy at certain times in the case. The gameplay divides into investigations, where the player interviews people and checks out crimes scenes, and of course the courtroom where the magic happens.
The main improvement over the previous Ace Attorney installments is obvious in that the graphics on the 3DS are far superior to the old DS games, and the use of the system-based 3D effects really shines here. Everything is so crisp and clear, and the feeling of depth in the screen is almost tangible.
I'm trying to remember, and too lazy to look up, whether or not the old DS games allowed saving at any point. Whatever that answer, the 3DS can, making the parts of the game much easier where you can't quite complete the logic bridge they think is being built in the player's head and have to guess what evidence to show.
For the most part, the logic holds up, and I had successfully guessed where the trial was headed a good bit before the lawyers in the game had. This game also felt like it was made as a farewell to the series (even though it was not), as lots of characters from some of the previous games show up to help out toward the story's end.
I had thought I was all set when I downloaded this title a few years ago, but I found out recently that I had missed a DLC for it. In addition, there was another full Ace Attorney game made for the 3DS, but like Dual Destinies, it was digital only. By the time I realized all this, the Nintendo 3DS shop was closed.
But good news broke recently that those titles were headed for a re-release on the Nintendo Switch next year, in a package with Apollo Justice: Ace Attorney, Ace Attorney Dual Destinies, and Ace Attorney Spirit of Justice. On top of that, I already have another Ace Attorney compilation for the Switch, comprising the other two new Ace Attorney games that apparently take place in the late 1800s.
Revisiting Ace Attorney was like hanging out with old friends, sharing the unfolding of their new story, and feeling reassured that even when I can't make it to court, these weirdos with strange haircuts will be pressing forward shouting "OBJECTION!" when they have to. I'm sure I'll be back in court with them someday, but until then, my victory in Ace Attorney Phoenix Wright Dual Destinies will be proudly admitted into the court record.
Saturday, June 10, 2023
Review: Tunnels of Terror (Odyssey 2)
Friday, May 12, 2023
Beaten: Fable II Pub Games (360)
I don't usually play gambling games at all, but three months ahead of the release of Fable II in late 2008, Carbonated Games released Fable II Pub Games. There were a few compelling reasons to get it. One, it was free for those who had pre-ordered Fable II, and second, cash and prizes won in the game would transfer to one's Fable II character once the game came out.
I was at first put off by the unfamiliarity of the games and the complexity of their rules, so I only played it a little during the wait for Fable II. Recognizing the need to start the game with some money, though, I eventually dug in and earned a nice sum.
The three games are basically a card game, a dice game, and slots. The card game (Fortune's Tower) and the dice game (Keystone) required a little strategy and a lot of luck, whereas their slot game (Spinnerbox) was pure luck. So I dove in, gambled cautiously, and did well. I also picked up a few achievements along the way.
Fable II arrived and was a great game with a big scope, and by the time I had beaten it, I was pretty rich. There were a few DLC chapters added later, as well, adding to my fortune. Returning to Fable II Pub Games after beating the campaign allowed me to enter the pub with said fortune, as well as get a zero point achievement.
Over the years, I fired up the pub games a few more times, even getting another achievement in 2015. Recently, though, I was looking at my achievements and noticed that I only had four left to get for the game, and thought "Why not get them?" as in doing so would require unlocking everything, getting a jackpot in one of the games, and placing in the top five in every tournament, all of which for my campaign-oriented playstyle counts as beating the game.
So I looked up ancient guides that told me what I basically already knew - getting these achievements would take a lot more luck and tedium than skill. To unlock all the games, for example, just means getting points, which thanks to a loading screen tip, I knew I would acquire win or lose. With my in-game fortune this was just a matter of spending time and money grinding through them.
Next up was beating all 5 tournaments for each of the 3 games, for a total of 15 tournaments. One achievement dropped for beating just one tournament, so that was easy enough. Just as that achievement unlocked, my old ass XBox 360 decided it was no longer connected to the internet, resulting in the timestamp for the achievement being glitched when reviewed later over on the XBox One or in the app:
Strategies online recommended playing it safe in terms of betting in these tournaments and that seemed to work, as my computer opponents were more aggressive in their betting and would usually dig themselves a little hole, even if they would win big occasionally.
This worked for Fortune's Tower and Keystone pretty well, with only a few failures on the way to the top five. For Spinnerbox, though, it was a matter of luck and grinding since it is a slot machine type of game. In it, the player is up against 19 computer controlled gamblers to get the highest score in a hundred spins. On the second of the five tournaments I was very unlucky and failed to break the top five in about a dozen tries. After that, it only took a few tries for each one. In the last one, I got a huge jackpot halfway through which carried me to number one in that tournament, unlocking the achievement.
The final achievement required getting a jackpot in Keystone by either rolling three ones or three sixes in the very first turn. Failure meant cashing out, going back to the main menu, and starting the game over. I dug in and expected that to take weeks, but it took about fifteen minutes.
It was a fun diversion and something different to play, and the satisfaction in beating such a game after fifteen years is pretty strong. I may have to see if my old Fable II save is still there, so I can check out all the items I unlocked playing those tournaments. This was an "unfinished business" game that was fun to finish.
Monday, April 24, 2023
Beaten: Horizon Forbidden West (PS5)
For my first foray into the current generation, I choose a game I knew would be enjoyable to play, have a huge map, and showcase the improved graphics and load times of the Playstation 5 I purchased after Christmas. Horizon Forbidden West, from Guerilla Games of Killzone fame, was an easy choice as I had found the first game in the series "good enough to forget Killzone" a few years ago.
It's a gorgeous game set in a far future after an apocalypse wrecked civilization, leaving tribes of various folks to survive in the wild, salvaging the scraps and living under the threat of strange mechanized animals and dinosaurs. The story behind this world is really deep and interesting science fiction, and in this second installment in the series, kicks into high gear as the bigger picture of what happened is revealed.
The graphics are amazing, but not photorealistic or anything. Load times are the welcome improvement with this generation's hardware, and that is a relief as the PS4 and XBox One load times were reminiscent of the days of loading cassettes to my Commodore VIC 20. There were still some things happening that made me less impressed with the new hardware, however. "Arrow stuck in space" still occurs; this is when the player is shooting the bow while standing close to an object and the line of sight shows a clear shot, but when they fire the arrow sticks to the cover they were using and stops there floating in space. I saw this a lot in Dark Souls games, and it continues again here.
Once I got through the opening part of the game and was unleashed in the Forbidden West, I enjoyed the freedom of exploring in an organic way. I would usually finish any local side missions before moving on the the next town, for example. So why was this game so good at keeping me engaged when other open world games lately have me scrambling for the end?
The things that are out there to do are just as plentiful as any Ubisoft open world, but they were not as in-your-face about them in Horizon. Side quests felt organic, and some of them just occur out in the wilderness and not just at a town or camp. I spent most of the two and a half months trying to clear out each area, revealing the map, fighting whatever beasts I came across, before taking up the next story quest and moving to a new area.
That's not to say I did everything that popped up on the map, but I did reveal a lot of it. I skipped some of the game's side missions entirely, such as the Hunting Grounds, as they were of no interest to me. I did every rebel camp, though, as those were fun. I must note here that this game has the best sound effect for a headshot I have heard in recent memory.
I must be burnt out on equipment management as well, because I hardly upgraded weapons, coils, weaves, pouches, and all that other stupid minutiae. My game time is limited, so the choice between shooting some giant dino-robot with arrows for a few minutes versus spending time in menus checking my recent loot for the next shiny thing was no choice at all.
While most of the open world enables the player to use the terrain to their advantage, there were many story missions that put the player in a very closed arena for a boss fight. Even some of the most challenging fights had some cover, at least. Which brings me to the final boss fight.
After entering the final stage of the game with no turning back and no chance to restock, I found myself fighting all the way to the last boss (minutes after beating the penultimate boss) with very few healing items and overall just not prepared for the out-of-scale battle that was waiting. It was another closed arena fight with no permanent cover, and a boss that can one-hit kill even my level 50 maxed-out character.
After about a week of trying and failing, I determined that I was screwed - I would need to load up a previous save from before I took on the final mission, then spend another week or two in the open world dealing with all those equipment and upgrade details that bored me so much, and then repeat the whole final part of the game again, including both bosses.
I said screw that, set the damn game on "Story Mode" and beat the boss that way to see the end of the story. At first, I thought I would then return to the game and repeat the boss battle on Easy, and then Normal before declaring that I had beaten the game. However, once the game was over, I goth the trophy for beating it, granted regardless of the difficulty I choose.
Well shit, if they are granting me that, I'll take it as a win. I did not play Horizon Forbidden West to stress about inventory or to spend a month hit-and-running an overpowered boss fight in the hopes that one lucky instance might put me over the line. I am also old enough to not care about "gittin' gud", unless we are talking about a From Software game, of course.
This game is amazing, gorgeous, fun, and has a great science fiction story to tell. One thing it fails at, though, is to allow for the kind of playstyle I was using to be able beat the game. That is fine, though, as the available Story Mode was an adequate solution for that.
Wednesday, January 25, 2023
Beaten: Tenchu Z (360)
Tuesday, January 17, 2023
Twenty Five Years Ago: Ultima Online
I've written so much about Ultima Online, a game that changed my life as well as an entire industry, that I feel there is not much more I can say that is not repetition. On this day in 1998 I rushed home from Best Buy with my first modern PC, paid for with my first credit card, with a copy of this magnificent game, and no knowledge whatsoever of what I would encounter.
For example, when logging in, one is prompted to select a shard. I had no idea what that was, so I selected Great Lakes from the top of the list the first time, since I live near those. After a quick run around with my character, I logged out for dinner. When I came back, Atlantic was at the top of the shard list so I logged into that and started over before I understood what was happening. Shards are servers, and each was a copy of the game world all its own.
Once I was up an running, the rest was history. I made a name for myself in that game and in its community with my passion and dogged insistence that they do something with the ships and sailing part of it all.
So last night I logged in to check my vendor and my house. That was it. I really don't have time to play as I wish, the few friends I had in-game are long gone, but maintaining that house and my little piece of history in that game is still important to me for some reason.
Still, I should not let the 25th anniversary of the most important game I will ever play pass without some fanfare, so here is a screenshot of my pirate character in his glory days.
Wednesday, January 11, 2023
2022 Year in Review
The stupid end-of-year intensity of the holidays make it especially difficult to sit down an write about video games that I hardly have time to play, so here it is, mid-January of 2023, and I am just now starting to jot down thoughts about the previous year. Keeping in mind that I am writing about my year in videogaming, and not yours, or the world's, here we go.
Beaten in 2022:
- Phantasy Star (Master System via Sega Ages version on Switch)
- Mafia: Definitive Edition (PS4)
- Firewatch (One)
- Dying Light 2 (PS4)
- Stray (PS4)
- Ultima II: Revenge of the Enchantress (C64/MS-DOS/Windows/GOG)
- Moss Book 2 (PSVR)
- Car Battler Joe (GBA)
- Tunic (One)
- Borderlands 3 (One)
- Wildlife! (Odyssey 2)
- Winner: Stray (PS4)
- Runner-Up: Tunic (One)
- Runner-Up: Dying Light 2 (PS4)
- Runner-Up: Moss Book 2 (PSVR)
Saturday, December 17, 2022
Three New Odyssey 2 Acquisitions in 2022
Having finally collected all of the Odyssey 2 titles released in North America during it's commercial run from the late 1970s through the early 1980s, I’ve turned my attention once again to the exploding homebrew scene. I have also started looking out for the famous Parker Brothers four - rare arcade adaptations of Qbert, Popeye, Frogger, and Super Cobra that were only released in Europe and Brazil for the Odyssey 2..
I had hit the Odyssey 2 homebrew scene back in the now-somehow-ancient 2000s, grabbing essentials like Kill the Attacking Aliens, Planet Lander!, and Mr. Roboto!, but stopped grabbing them for about a decade, since I had poor controllers.
A few years back I picked up K.C.'s Escape! as it was a limited release, complete with a full box and manual, and goodies inside including a plush K.C.! Now that I have good controllers again, it was time to start grabbing Odyssey 2 games. Here’s what I’ve added:
Amok!
First among Odyssey 2 homebrews, Amok! was created in 1998 by John Dondzila complete with a box and everything. That puts the gap between Power Lords, the last Odyssey 2 release, and Amok! at 15 years. This release ended the drought forever, and filled in an obvious gap in the Odyssey library which never got a Challenger Series-style translation of Berzerk!
That's right, Amok! is an Odyssey 2 version of the arcade classic Berzerk, or if your knowledge of computer games allows, Amok! is a port of the Commodore VIC 20 Berzerk knock-off of the same name. I actually had the sequel Super Amok for the VIC and loved it.
After John Dondzila stopped selling it, it was later re-released by a group called the 2600 Connection, which issued a "Rack Test" version of the game. At the top of the cartridge, under the traditional Odyssey 2 handle, is a small switch which allows for a slow but functional level selection. Toggle the switch left and press fire and the game rotates through its levels. When the player gets to the level they want (they are numbered) they toggle the switch back to the right and press fire to start on that level.
I am not sure why this was included, but whatever, arcade fanatics may find its inclusion a cool feature.
So how does it play? The character moves fast and shoots slow, and the indestructible Smileybot (the Amok version of Otto) shows up in seconds to chase the player. There is not time to meticulously clear the level of the robots, who move and shoot sporadically enough for the game to not be Robotron, but this game is hard.
I ordered Amok! from Ebay, and it comes in a nice slick plastic box with a manual. The seller, Tim Duerte, included a catalog of other Odyssey 2 homebrews he was selling, and my mind was blown by what I saw there. A few months later I ordered the next game.
Wildlife!
There was a screenshot in the catalog that I got with Amok, and the one I was looking at in stunned amazement was for Wildlife!, because it looked like the Atari VCS classic Pitfall, somehow on the Odyssey 2! The top half of the screen was the tree canopy and a campfire, the bottom half a tunnel clearly underwater. The character looked like the usual pre-built Odyssey 2 guy, but with the Indiana Jones fedora. This guy is called Josue' Jorge though, and he's looking for the Holy Grail.
Made in 2014 by Rafael Cardoso down in Brazil, Wildlife is really more like Adventure than Pitfall, but it is AN ACTUAL, COMPLETABLE ADVENTURE GAME on the Odyssey 2, something I thought cold never be done with the limits of the system. Like Marty said, "I gotta check this out, Doc."
There are only three screens in the jungle across the whole map, but below all that is a maze of water filled caverns to navigate to reach the treasure, that goes to a depth of three screens itself. This makes the entire map 12 screens, keeping in mind that each of the 9 screens underwater are mazes unto themselves. THIS IS AN ACTUAL, COMPLETABLE ADVENTURE GAME ON THE ODDYSSEY 2 AND I AM VERY HAPPY HENCE THE ALL CAPS.
Ok, let me calm down a bit and break this down. The player starts at the upper left corner of the map at the campfire screen, with a score of 5000 counting down. This campfire is annoying because timing the jump over it when it is low is very touchy. Should the player miss this jump, they are deposited back at the starting space west of the campfire with a loss of more points.
The next screen over is the opening to the underwater maze, guarded by 2 crabs. Touching them will send you back to the bad place on the other side of that annoying campfire, and a loss of points. The next and final screen to the right has a "wild native" guarding a key, but he is easy to jump past and back again. From the campfire and the wild native screens, the player can see treasure chests below.
After getting the key, it's time for a long swim in the underwater maze. Fortunately, there is no air meter, and Josue' Jorge can apparently hold his breath for nearly 5000 points. Dodging the crabs to get to the maze wasn't too hard either.
The nine screens that make up the underwater maze are mirrored down the middle. Taking the right side delivers the player to the chest under the wild native screen, to the left, under the campfire screen. So here is the twist: randomly, one of the two chests is a trap, so the player can loose a lot of time if they select the wrong one first and get teleported back to that super annoying campfire.
So what is in the maze? Clownfish cross the screen at a certain level and must be avoided, but that is easy. No, the real foe here is the walls. Touch one, and it's back to the campfire and the chest resets with the Grail in it. So, with only the time limit as pressure to hurry underwater, the player must be very very careful to avoid contact with any walls down there. I seem to remember Teenage Mutant Ninja Turtles on the NES being like this.
Once they come back and pass the crabs and wild native again, the game is won. That is because Wildlife! is a AN COMPLETABLE ADVENTURE GAME ON THE ODYSSEY 2 AND I CAN'T BELIEVE I HAVE LIVED LONG ENOUGH TO SEE SUCH GLORY!!!!
Super Cobra
An Ebay gift card as a thoughtful gift from a friend led me take the plunge, and in spite of not speaking Portuguese, I purchased a complete Super Cobra for the Odyssey 2. You see, even though the Odyssey died in North America, in Brazil and Europe it held on longer. This brought Parker Brothers to release four of their licensed games, already adapted to Atari and others in the U.S.A, to the Odyssey 2 for those markets.
When I first read years ago that there was an adaption of the arcade classic Super Cobra for the Odyssey 2, I thought "There's no way they pulled off that game for the Odyssey 2." Why? Super Cobra is a side scrolling shooter, and the Odyssey cannot side scroll at all, as far as I know. It's good with single screens and that was all we ever saw back in the day.
Well, they did it.
The chopper scrolls left to right, and when the player reaches the right side of the screen, everything freezes, scrolls over one frame at a time while beeping out a pleasant tone, and then unfreezes with the chopper now back on the left. The enemies are numerous and the caverns challenging but they made it work.
Another technical hurdle the designers overcame was the Odyssey 2 controller only having one fire button, where in the arcade Super Cobra had a fire button and a bomb button. In this version, a quick tap fires and holding in the button for a few seconds and releasing causes a bomb to drop.
Throw in your multiple lives and the classic high score entry found in Challenger Series games, and Super Cobra is a fantastic translation of the arcade game. The packaging is a sturdy but weird plastic case that flips up to open. The manual is in Portuguese.
Nothing could have saved the Odyssey 2 from its demise, but if Parker Brothers had gotten this one out earlier in the console's life cycle, it would have been a hit.