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	<link>http://blog.calmerllama.com</link>
	<description>Video gaming opinion from the latent Llama ...</description>
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		<title>&#8220;Devastation&#8221; review</title>
		<link>http://blog.calmerllama.com/2012/05/devastation-review/</link>
		<comments>http://blog.calmerllama.com/2012/05/devastation-review/#comments</comments>
		<pubDate>Sun, 06 May 2012 12:11:54 +0000</pubDate>
		<dc:creator>Calmer Llama</dc:creator>
				<category><![CDATA[PC Game Reviews]]></category>
		<category><![CDATA[devastation]]></category>
		<category><![CDATA[digitalo]]></category>
		<category><![CDATA[epic]]></category>
		<category><![CDATA[FPS]]></category>
		<category><![CDATA[unreal]]></category>

		<guid isPermaLink="false">http://blog.calmerllama.com/?p=1049</guid>
		<description><![CDATA[Game: Devastation Developer: Digitalo Studios   Unremarkable spawn of the Unreal Engine 2 Editor&#8217;s Note: I recently found my game play notes on this title when I played it nine years ago. In the interests of maintaining my &#8220;timely review&#8221; record, I&#8217;ve posted my observations and opinions below. During the early years of First Person [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://blog.calmerllama.com/2012/05/devastation-review/dev/" rel="attachment wp-att-1050"><img class="alignleft size-full wp-image-1050" title="dev" src="http://blog.calmerllama.com/wp-content/uploads/2012/04/dev.png" alt="" width="150" height="75" /></a></p>
<table width="358" border="1" cellspacing="1" cellpadding="7">
<tbody>
<tr>
<td><strong>Game:</strong> Devastation<br />
<strong>Developer:</strong> Digitalo Studios</td>
</tr>
</tbody>
</table>
<p><a href="http://blog.calmerllama.com/?attachment_id=986" rel="attachment wp-att-986"><img class="alignleft size-full wp-image-986" title="2.5-llamas2" src="http://blog.calmerllama.com/wp-content/uploads/2011/01/2.5-llamas21.jpg" alt="2.5 llamas" width="62" height="25" /></a>  Unremarkable spawn of the Unreal Engine 2</p>
<p>Editor&#8217;s Note: I recently found my game play notes on this title when I played it nine years ago. In the interests of maintaining my &#8220;timely review&#8221; record, I&#8217;ve posted my observations and opinions below.<span id="more-1049"></span></p>
<p>During the early years of First Person Shooter (FPS) development, it&#8217;s safe to say that storyline was rarely a primary concern for the design team. Players were often presented with a back story that focused on a arsenal wielding individual dedicated to the ultimate overthrow or destruction of an evil, oppressive or alien organization. Check out page 1 of the game manual and you can see that this ubiquitous premise has been utilized once again.</p>
<p>To paraphrase: It&#8217;s 2075 A.D and Earth is now a ravaged and devastated planet, it&#8217;s a technological Dark Age with hardly anyone knowing how to use basic devices, the surviving Mega-Corporations control most of the remaining technology and there is a resistance movement bubbling and fermenting amongst the downtrodden. Enter Flynn Haskell, leader of the local resistance and your in-game persona as he leverages two paragraphs of back story to justify massacring a small army of Corporation Pacification Squads across the environs of a ruined city.</p>
<p><em>Devastation</em>&#8216;s grandiose &#8220;twist&#8221; on the FPS paradigm is the concept of squad control, allowing you to gather additional rebels to your cause and seamlessly issue fire and movement orders to them. Unfortunately, the execution of this game-play feature inevitably results in the &#8220;execution&#8221; of most of your comrades within the first few minutes. Your compadres routinely disobey orders that you issue and are also highly proficient at throwing their lives away in a variety of amusing ways, ranging from assaulting sentry guns in the open to pirouetting endlessly on a piece of debris that they have become totally fixated upon. Team members routinely block your movements (especially around ladders and choke points) and it&#8217;s far too easy to get stuck on the copious rubble that permeates many of the maps. If you&#8217;re a die-hard aficionado of &#8220;rage-quitting&#8221; a game, welcome aboard &#8230; you&#8217;ll definitely experience ample opportunities to indulge in your hobby.</p>
<p>Graphically, <em>Devastation</em> showcases just how good the <em>Unreal</em> Engine was at the time &#8230; at least in the level environments. Textures are detailed and the the level design, although uninspiring by today&#8217;s standards, are above par for similar games during this period. The main complaint player&#8217;s will note is the incredibly bad lighting in a lot of the missions. While the designers avoided duplication of<em> Unreal</em>&#8216;s original kaleidoscopic coloured illumination, they did opt for what is one of the darkest and drabbest lighting schemes ever seen in a game. Fortunately brightness, contrast and gamma controls are provided to help alleviate this problem. Character models are also rather lacking in detail, however this may have been a necessary sacrifice to allow the extra polygons needed for your &#8220;posse&#8221; to be rendered.</p>
<p>There is a comprehensive arsenal of weapons available to unleash <em>Devastation</em> on your foes, ranging from pistols and sub-machine guns that can be dual-wielded, to more esoteric weapons like harpoon guns and remotely controlled rat drones. Unfortunately, the corresponding weapon sound effects are muted and insipid; firing a sniper rifle in the open sounds like a damp-squib that&#8217;s been detonated under a five-foot pile of mattresses. You also don&#8217;t want to reload your shotgun in a potential combat situation as once you start the process, you can&#8217;t interrupt it until you&#8217;ve reloaded the entire clip.</p>
<p>There are quite a few bugs present in the original game. The Load-out interface never seemed to work correctly requiring repeated attempts to select weapons. There&#8217;s also the impressive ammunition bug that gets triggered when you drop a pair of dual-wield weapons. If you immediately pick them back up again, the magazine size for both weapons doubles. You can repeat this several times to enhance your single hand weapons; after all, &#8220;you can never have too many bullets.&#8221;  Rage quitters will experience additional angst when they encounter one of the regular &#8220;crash to desktop&#8221; events that plague many of the missions. You can throw around quite a bit of the rubble that&#8217;s strewn about the maps, however stopping to pick up a Chesterfield sofa to throw at a goon is probably not the most efficient means of dispatching your foe &#8230; especially if he&#8217;s porting a spun up mini-gun!  Finally, some of the AI routines near the end of the game seem to be missing; in one of the final missions when you need to defend your base, the opposition will have enough trouble just trying to unlock a gate to reach your fortifications. Digitalo did release a patch (v390) that provided an AI rewrite and some better weapon sound-effects, however many of the game&#8217;s original complaints persist to this day.</p>
<p>While creating a squad based FPS was a worthy goal back in 2003, Digitalo&#8217;s efforts unfortunately fall flat with an incomplete and forgettable experience. So forgettable in fact that I had to Google the words &#8220;rat drone&#8221; to find out what my game-play notes were about, as I&#8217;d forgotten to write down the game&#8217;s title! If you&#8217;re insistent on reminiscing about an <em>Unreal Engine 2</em> game, LucasArt&#8217;s<em> Star Wars: Republic Commando</em> (2005) will undoubtedly provide a more polished and enjoyable alternative.</p>
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		<title>&#8220;NBA Jam&#8221; Review</title>
		<link>http://blog.calmerllama.com/2012/01/nba-jam-review/</link>
		<comments>http://blog.calmerllama.com/2012/01/nba-jam-review/#comments</comments>
		<pubDate>Sun, 15 Jan 2012 14:02:29 +0000</pubDate>
		<dc:creator>Calmer Llama</dc:creator>
				<category><![CDATA[Xbox 360 Game Reviews]]></category>
		<category><![CDATA[review nba jam basketball arcade]]></category>

		<guid isPermaLink="false">http://blog.calmerllama.com/?p=1007</guid>
		<description><![CDATA[Game: NBA Jam Developer: EA Sports   Basketball in its most vapid form &#8230; If you&#8217;re writing an article focusing on why video game developers shouldn&#8217;t create arcade or &#8220;lite&#8221; sports games, NBA Jam should be one of the first games you add to your research list. A rather harsh opening sentence perhaps, but this [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://blog.calmerllama.com/2012/01/nba-jam-review/nba-jam/" rel="attachment wp-att-1010"><img class="alignleft  wp-image-1010" title="nba-jam" src="http://blog.calmerllama.com/wp-content/uploads/2012/01/nba-jam.png" alt="" /></a></p>
<table width="358" border="1" cellspacing="1" cellpadding="7">
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<td><strong>Game:</strong> NBA Jam<br />
<strong>Developer:</strong> EA Sports</td>
</tr>
</tbody>
</table>
<p><a href="http://blog.calmerllama.com/2012/01/nba-jam-review/1-5-llamas-3/" rel="attachment wp-att-1012"><img class=" wp-image-1012 alignnone" title="1.5 llamas" src="http://blog.calmerllama.com/wp-content/uploads/2012/01/1.5-llamas.jpg" alt="" /></a>  Basketball in its most vapid form &#8230;</p>
<p>If you&#8217;re writing an article focusing on why video game developers shouldn&#8217;t create arcade or &#8220;lite&#8221; sports games, <em>NBA Jam </em>should be one of the first games you add to your research list. A rather harsh opening sentence perhaps, but this offering from Electronic Arts deftly demonstrates how minimalist game-play just isn&#8217;t worth the price of admission.<br />
<span id="more-1007"></span><br />
I assume the intended market for this game is focused at the wide range of gamers who aren&#8217;t interested in dealing with a meaty basketball Sim like <em>NBA 2K12,</em> and just want to get straight into some 2-on-2 court action. In this regard <em>NBA Jam </em>does deliver, with both online and local multi-player (although I&#8217;ve yet to find anyone on Xbox Live who wanted to play the game), as well as cooperative game-play and a single player campaign.  Initially this is all highly entertaining as your players perform astonishing aerial athletics, alley-oops and back-board shattering dunks. Unfortunately after a half-dozen games or so, you start to realise just how freaking repetitive the whole game is. Without a full team on court, your basic skills options are limited to: passing to your team-mate, out-maneuvering your direct opponent or taking a shot. There&#8217;s no player blocking, very little incentive to run the clock down, and virtually no tactical options available.</p>
<p>The AI is notoriously polarized as well. For example, at the lowest difficulty, you are guaranteed to strip the ball from an opponent on every attempt for most of the first quarter. If you get roughly 15-20 points in front, the opponent AI steps up its skill level markedly. This isn&#8217;t dynamic difficulty; it&#8217;s just simplistic variable comparison that becomes way too obvious after just a few games. On higher difficulty levels (even playing cooperatively against the AI) the game turns into a one-sided sadistic exercise that rapidly instils ennui in all concerned.</p>
<p>The campaign and various game mode offerings are all pretty much the same game-play experience although with minor tweaks like power-ups and a rather challenging remix mode where you have to complete specific goals in each match. There&#8217;s very little incentive to completing any of these offerings, and if you&#8217;re an achievement whore, you&#8217;ll loathe the fact that you&#8217;ll have to play through the turgid single player campaign six (6) times to grab 300 GS. A colleague and I managed to complete a single co-op campaign (all 37 games) over several months, with neither of us keen to play more than  2-3 matches at a single sitting. Playing multi-player against your friends is undoubtedly the best (and probably the intended) way to experience the game, however the ankle-deep shallowness of the gaming experience will have most players rapidly consigning the game disc to a permanent &#8220;pile of shame&#8221; in the dark confines of their closet.</p>
<p>As a full price game, <em>NBA Jam </em>is definitely worth passing by (and it was a year ago when it was first released). On the plus side, it appears that EA have finally released the game in the form it should have been, on Xbox Live. Billed primarily as an online multi-player game, <em>NBA Jam: On Fire Edition </em>appears to have vastly improved upon this initial release with better AI (if you insist on playing on your own or want some practice sessions), more tactical options and additional game-play modes. It also only costs a third of the price of this game. If you&#8217;ve resigned yourself to trying gaming fodder of this type, the Xbox Live demo would undoubtedly be a good starting point.</p>
<p><iframe src="http://www.youtube.com/embed/YEJ5Elg16ZE?rel=0" frameborder="0" width="560" height="315"></iframe></p>
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		<title>Planetside &#8211; &#8220;All Tech&#8221; Magrider Event Movie</title>
		<link>http://blog.calmerllama.com/2011/04/planetside-all-tech-event-movie/</link>
		<comments>http://blog.calmerllama.com/2011/04/planetside-all-tech-event-movie/#comments</comments>
		<pubDate>Sun, 17 Apr 2011 22:31:40 +0000</pubDate>
		<dc:creator>Calmer Llama</dc:creator>
				<category><![CDATA[PC Gaming Commentary]]></category>
		<category><![CDATA[planetside magrider terran knights republic]]></category>

		<guid isPermaLink="false">http://blog.calmerllama.com/?p=997</guid>
		<description><![CDATA[After some persistent prompting from my Planetside outfit, I&#8217;ve finally taken the plunge and video-captured one of our recent outfit operations. This film (duration: 3&#8242; 40&#8243;) was taken in March 2011 and shows the Knights of the Republic tooling around in Vanu Sovereignty magriders. Area of operations was primarily the north coast of the planet Ishundar between Irkalla [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://blog.calmerllama.com/wp-content/uploads/2011/04/planetsidenext.png"><img class="alignleft size-full wp-image-1002" title="planetsidenext" src="http://blog.calmerllama.com/wp-content/uploads/2011/04/planetsidenext.png" alt="" width="150" height="75" /></a>After some persistent prompting from my <a href="http://www.planetside.com">Planetside</a> outfit, I&#8217;ve finally taken the plunge and video-captured one of our recent outfit operations. This film (duration: 3&#8242; 40&#8243;) was taken in March 2011 and shows the Knights of the Republic tooling around in Vanu Sovereignty magriders. Area of operations was primarily the north coast of the planet Ishundar between Irkalla and Kusag bases. From memory, we didn&#8217;t capture or lose either base however it was still quite an epic fight.</p>
<p><iframe src="http://www.youtube.com/embed/eIqzcgFh9X8?rel=0" frameborder="0" width="560" height="315"></iframe></p>
<div id="_mcePaste" class="mcePaste" style="position: absolute; width: 1px; height: 1px; overflow: hidden; top: 0px; left: -10000px;">?</div>
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		<title>What I played on the Xbox 360 in 2010 (Part 3)</title>
		<link>http://blog.calmerllama.com/2011/01/what-i-played-xbox-360-in-2010-part-3/</link>
		<comments>http://blog.calmerllama.com/2011/01/what-i-played-xbox-360-in-2010-part-3/#comments</comments>
		<pubDate>Wed, 12 Jan 2011 02:35:16 +0000</pubDate>
		<dc:creator>Calmer Llama</dc:creator>
				<category><![CDATA[Xbox 360 Commentary]]></category>
		<category><![CDATA[xbox 360 review 2010]]></category>

		<guid isPermaLink="false">http://blog.calmerllama.com/?p=951</guid>
		<description><![CDATA[Here is the final installment of the Xbox 360 titles I played last year. Once again this article&#8217;s focus is aimed mainly at some particularly dated games that I thought I&#8217;d play before I got around to their sequels. Of course, I still haven&#8217;t touched Halo Reach, Just Cause 2 or Lost Planet 2 yet. Let&#8217;s hope I [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://blog.calmerllama.com/wp-content/uploads/2011/01/20102.png"><img class="alignleft size-full wp-image-955" title="2010" src="http://blog.calmerllama.com/wp-content/uploads/2011/01/20102.png" alt="" width="150" height="75" /></a>Here is the final installment of the Xbox 360 titles I played last year. Once again this article&#8217;s focus is aimed mainly at some particularly dated games that I thought I&#8217;d play before I got around to their sequels. Of course, I still haven&#8217;t touched <em>Halo Reach</em>, <em>Just Cause 2</em> or <em>Lost Planet 2</em> yet.</p>
<p>Let&#8217;s hope I complete these games before more successors are published!</p>
<p><span id="more-951"></span></p>
<p><span style="text-decoration: underline;"><a href="http://blog.calmerllama.com/wp-content/uploads/2011/01/4-llamas3.jpg"><img class="alignleft size-full wp-image-964" title="4 llamas" src="http://blog.calmerllama.com/wp-content/uploads/2011/01/4-llamas3.jpg" alt="" width="100" height="25" /></a>Castle Crashers<br />
</span>A button mashing, side-scrolling fantasy beat-em up from the makers of <em>Alien Hominid</em>, <em>Castle Crashers</em> sticks to their standard off-beat cartoon graphics style and features bizarre monsters, challenging boss fights and plenty of maidens to rescue. The final boss fight was particularly impressive; just when you think the game is over, the battle re-commences with even more fury and mayhem! Great co-operative game-play gives players a perfect excuse to play either online or on the same console. I didn&#8217;t bother with the multi-player game (dueling a friend repeatedly seemed a rather pointless exercise) and neither of the mini-games generated any interest either. In fact the All You Can Quaff mini-game requires so much button mashing, its addition was obviously requested by Microsoft to allow them to sell off their surplus stock of game controllers. A worthwhile XBLA experience made all the more fun if you have a friend to play it with.</p>
<p><span style="text-decoration: underline;"><a href="http://blog.calmerllama.com/wp-content/uploads/2011/01/3-llamas.jpg"><img class="alignleft size-full wp-image-965" title="3 llamas" src="http://blog.calmerllama.com/wp-content/uploads/2011/01/3-llamas.jpg" alt="" width="75" height="25" /></a>Just Cause<br />
</span>Within the game you take on the role of Rico Rodriguez, a CIA officer tasked with the overthrow of the dictator of San Esperito (a fictional Caribbean nation). Thrown into a massive open world environment, you&#8217;ll run, shoot, drive and fly in third person across the various regions of the country, taking on Drug Cartels, liberating villages from the oppressive government forces or invading military bases in search of updated equipment. The showcased feature within the game is the grapnel gun and parachute which allow Rico to skydive, hijack and para-sail from the wide variety of in-game vehicles. Although realism has obviously taken a back-seat to some James Bond style action, it cannot be denied that the game mechanics are a lot of fun. There are some rather irritating issues with the mission implementation however. All of the side-quests are boring/repetitive and most of the vehicle hijack missions are broken (in fact, it got to the stage that I refused to accept any of those missions and would wait for an alternative to be offered instead.) To date, no patch has been implemented to fix this (and the many other bugs within the game); and given that <em>Just Cause 2</em> is already out, most players would be well advised to head straight to the sequel for any sky diving and para-sailing fixes that they need addressed.</p>
<p><span style="text-decoration: underline;"><a href="http://blog.calmerllama.com/wp-content/uploads/2011/01/3.5-llamas3.jpg"><img class="alignleft size-full wp-image-966" title="3.5 llamas" src="http://blog.calmerllama.com/wp-content/uploads/2011/01/3.5-llamas3.jpg" alt="" width="87" height="25" /></a>Lost Planet<br />
</span>Another third person action game that has a grapnel, <em>Lost Planet </em>(2006) is another of those Japanese Mecha- inspired games that features a story focusing on environmental change, totally incomprehensible dialogue and child like voice-acting. Set on the icy world of EDN III, you&#8217;ll spend your days eternally looking for thermal energy (T-ENG), a vital commodity necessary to ensure that you can survive on this arctic world. Of course, you&#8217;re always reminded of the fact that this planet is cold by the consistent rendering of vapour particle effects every time a character talks in a cut-scene. Squatting in your way are the Akrid, an array of insecticidal aliens that quite conveniently contain T-ENG, thus giving you perfect justification for some serious Insect-icide! The grapnel implementation can be a bit touchy at times, with its limited range and the necessity of careful aiming. The mechs (called Vital Suits) have the ability to deploy into high speed vehicular form (a la <em>Transformers</em>) but I don&#8217;t believe I ever felt the need to use that mode due to weapon-fire limitations. I also never managed to successfully hijack a Vital Suit despite trying to follow the manual&#8217;s instructions to the letter.  The multiplayer mode didn&#8217;t get a look in either, mainly because no-one else is playing the game online any more. Four years after it was released, <em>Lost Planet</em> still offers a dozen or so hours of worthwhile gaming that you can now probably pick up for the price of a decent coffee.</p>
<p><a href="http://blog.calmerllama.com/wp-content/uploads/2011/01/3-llamas1.jpg"><img class="alignleft size-full wp-image-968" title="3 llamas" src="http://blog.calmerllama.com/wp-content/uploads/2011/01/3-llamas1.jpg" alt="" width="75" height="25" /></a><span style="text-decoration: underline;">Halo 3<br />
</span>Chances are that if you own a Xbox 360, you&#8217;ve probably heard of the <em>Halo</em> franchise. <em>Halo 3</em> is the first game of the series released for the Xbox 360 (the first two were for the original Xbox) and offers a much improved set of visuals and some impressive online multiplayer gaming. The story is playable both as a single player and co-operative experience however it must be said that following the story in-game is particularly difficult given the muted dialogue volume that cannot be adjusted independently of the main volume control. Throw in some heavy action sequences and I rapidly started to lose the plot (both literally and figuratively). It doesn&#8217;t look as sexy as <em>Gears of War 2</em> does (or <em>Gears of War</em> for that matter) but still offers plenty of bang for your gaming buck. If you are into multiplayer online gaming, the game probably rates an extra llama based purely on the PVP game-play I&#8217;ve witnessed but not participated in.</p>
<p>Well that&#8217;s 2010 wrapped up from an Xbox 360 perspective. Next article will be on the PC games played last year; a considerably longer (and more up-to-date) catalogue of titles.</p>
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		<title>What I played on the Xbox 360 in 2010 (Part 2)</title>
		<link>http://blog.calmerllama.com/2011/01/what-i-played-xbox-360-in-2010-part-2/</link>
		<comments>http://blog.calmerllama.com/2011/01/what-i-played-xbox-360-in-2010-part-2/#comments</comments>
		<pubDate>Mon, 10 Jan 2011 03:56:59 +0000</pubDate>
		<dc:creator>Calmer Llama</dc:creator>
				<category><![CDATA[Xbox 360 Commentary]]></category>
		<category><![CDATA[xbox 360 review 2010]]></category>

		<guid isPermaLink="false">http://blog.calmerllama.com/?p=934</guid>
		<description><![CDATA[Continuing on from yesterday&#8217;s post, here are some more of the Xbox 360 titles that I toyed around with in 2010. I&#8217;ll apologise in advance for all the LEGO titles that I completed, however smacking the bejeebers out of beautifully designed LEGO environments is a great way to de-stress and get in touch with your inner [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://blog.calmerllama.com/wp-content/uploads/2011/01/20101.png"><img class="alignleft size-full wp-image-935" title="2010" src="http://blog.calmerllama.com/wp-content/uploads/2011/01/20101.png" alt="" width="150" height="75" /></a>Continuing on from yesterday&#8217;s post, here are some more of the Xbox 360 titles that I toyed around with in 2010. I&#8217;ll apologise in advance for all the LEGO titles that I completed, however smacking the bejeebers out of beautifully designed LEGO environments is a great way to de-stress and get in touch with your inner 5 year old.</p>
<p><span id="more-934"></span></p>
<p><a href="http://blog.calmerllama.com/wp-content/uploads/2011/01/4.5-llamas2.jpg"><img class="alignleft size-full wp-image-936" title="4.5 llamas" src="http://blog.calmerllama.com/wp-content/uploads/2011/01/4.5-llamas2.jpg" alt="" width="112" height="25" /></a><span style="text-decoration: underline;">Alan Wake (and all the DLC)<br />
</span>This third person psychological horror/thriller set in and around the town of Bright Springs, Washington had me utterly absorbed within the first 10 minutes. A fantastic story with remarkably good voice acting and dialogue supplemented with a generous helping of combat sequences. The idea of light being used as an initial weapon to combat the possessed residents of Bright Springs is well conceived, however by my count, Alan Wake managed to destroy more &#8220;taken&#8221; than could possibly live within Bright Springs, suggesting that the Darkness has a well-developed recruitment and human resources team to assist with his malevolent machinations. As with many story based games, this one is as linear as it gets, the environments can be a bit repetitive (one of the rare instances in the world where de-forestation should be positively considered) and the initial introduction of Alan&#8217;s wife, Alice, is almost as scary as the opening gameplay sequence!</p>
<p>Nevertheless, this is a lengthy game with immaculate pacing that generates just enough &#8220;suspension of disbelief&#8221; to keep you rivetted to your wide-screen monitor. Highly recommended!</p>
<p><a href="http://blog.calmerllama.com/wp-content/uploads/2011/01/2.5-llamas1.jpg"><img class="alignleft size-full wp-image-938" title="2.5 llamas" src="http://blog.calmerllama.com/wp-content/uploads/2011/01/2.5-llamas1.jpg" alt="" width="62" height="25" /></a><span style="text-decoration: underline;">Puzzle Quest 2<br />
</span>In yet another unfortunate example of how game sequels can stuff up a perfectly good gaming formula, <em>Puzzle Quest 2</em> has managed to remove most of the aspects of the original game that made it such a hit. Instead of focusing the game within the vast regions of Etheria, the sequel focuses on events around the small Etherian town of Veloren (indeed, the only reason a player would know that Veloren is in Etheria is the single reference to the continent that I read in one of the monster descriptions!) The more restrictive scope of the game removes the citadel capture and empire building of the original game that I found appealing. The plot is completely disposable; in fact, within the first hour or two I&#8217;d completely forgotten what the whole premise behind my presence in Veloren was. The AI is unremarkable at anything other than the highest level and I believe I only lost three battles during the entire game. Each character class has set spell combinations that can make any battle virtually un-losable. For example, equipping Disarm and all 4 strike based spells for an Assassin will result in endless combos that can knock off 50-100 hps off your opponent each turn.  Mix this in with the monotonous and unchallenging mini-games and you&#8217;ll rapidly find yourself restricting your gaming sessions to 1/2 an hour or so to prevent boredom. I still like the theory behind an RPG linked to <em>Bejeweled</em>-type gameplay but the formula needs some serious rethinking before the next game in the series is released.</p>
<p><a href="http://blog.calmerllama.com/wp-content/uploads/2011/01/4-llamas1.jpg"><img class="alignleft size-full wp-image-941" title="4 llamas" src="http://blog.calmerllama.com/wp-content/uploads/2011/01/4-llamas1.jpg" alt="" width="100" height="25" /></a><span style="text-decoration: underline;">LEGO Indiana Jones 2: The Adventure Continues<br />
</span>Here&#8217;s another epsidode in the on-going series of LEGO based games that involve you roleplaying one of the many characters in the Indiana Jones universe as you wantonly destroy LEGO environments rendered from the scenes of all four movies. As with all LEGO games, there are plenty of unlockables and secrets to discover, a reasonable amount of combat and some nifty cranium tapping puzzles to solve. The tounge in cheek cutscenes continue to impress with their off-beat and humourous renditions of various movie clips.  Great co-operative gameplay however you will need to be sitting in front of the same console. I was also the rather unfortunate victim of a bug where an item that I was supposed to interact with was flagged as destructable earlier in the level. Needless to say I swatted it in passing yielding a couple of nice silver studs &#8230; but denying me the 140 GS I needed to get the full 1000 points (sigh.) Nevertheless, this is a great way to relax with a friend if you cannot be bothered transporting your console around.</p>
<p><a href="http://blog.calmerllama.com/wp-content/uploads/2011/01/3.5-llamas2.jpg"><img class="alignleft size-full wp-image-942" title="3.5 llamas" src="http://blog.calmerllama.com/wp-content/uploads/2011/01/3.5-llamas2.jpg" alt="" width="87" height="25" /></a><span style="text-decoration: underline;">LEGO Star Wars 2: The Original Trilogy<br />
</span>Focusing on Episodes 4-6 of the Star Wars saga, this title has an incredible amount of combat within it ranging from protracted fire-fights with Imperial Stormtroopers to fast paced dog fights over and within both of the Death Stars. There are a lot less puzzles to contend with and the vehicle levels can be particularly difficult to deal with until you&#8217;ve indulged in some extended practice sessions. Probably the biggest issue I had was with your companion characters blocking your jumps or following to closely on your heels and knocking you off precarious ledges. The lack of a split screen camera (first introduced in <em>LEGO Indiana Jones 2: The Adventure Continues </em>(2009)) does restrict character separation during co-operative play (hot seat only) however it&#8217;s still an enjoyable experience. It scores 1/2 a llama less due to the excessive combat sequences and respawning enemies.</p>
<p><a href="http://blog.calmerllama.com/wp-content/uploads/2011/01/4-llamas2.jpg"><img class="alignleft size-full wp-image-944" title="4 llamas" src="http://blog.calmerllama.com/wp-content/uploads/2011/01/4-llamas2.jpg" alt="" width="100" height="25" /></a><span style="text-decoration: underline;">LEGO Harry Potter Years 1-4<br />
</span>By now you&#8217;ve probably got a fair understanding of what gaming features are integral to the creation of any LEGO game. <em>LEGO Harry Potter Years 1-4</em> follows the forumla to the letter. Levels feature key events within the first four Harry Potter movies and all the secrets, puzzles and unlockables you&#8217;ve come to expect are present. There is markedly less combat within this title (as you would probably expect from the Harry Potter franchise), balanced by a marked increase in the number of puzzles to solve. Puzzles are pretty straight forward in nature, requiring a sequence of standardized tasks to be carried out in order to render a solution. For example, if you see a pixie carrying something you need, hitting it repeatedly with the Immobilus spell will vanquish the critter and cause the item to drop. To open a vault, you&#8217;ll need a character that carries a key. Once you&#8217;ve figured out the dozen or so different tasks available to you, any conundrum should be easily unravelled. The final boss fights are a mixed bag with the Year 2 experience being markedly less intuitive than the other three encounters. Companion characters can still get in your way on occasion and I&#8217;ve witnessed a couple of glitches that caused key objects to be disappear, requiring a level restart.</p>
<p>Hopefully tomorrow, we&#8217;ll have the final installment of 2010&#8242;s Xbox 360 games of note.</p>
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		<title>What I played on the Xbox 360 in 2010 (Part 1)</title>
		<link>http://blog.calmerllama.com/2011/01/what-i-played-xbox-360-in-2010-part-1/</link>
		<comments>http://blog.calmerllama.com/2011/01/what-i-played-xbox-360-in-2010-part-1/#comments</comments>
		<pubDate>Sun, 09 Jan 2011 01:22:09 +0000</pubDate>
		<dc:creator>Calmer Llama</dc:creator>
				<category><![CDATA[Xbox 360 Commentary]]></category>
		<category><![CDATA[xbox 360 review 2010]]></category>

		<guid isPermaLink="false">http://blog.calmerllama.com/?p=906</guid>
		<description><![CDATA[Another year passes and once again, I find myself woefully remiss in keeping up with my writing activities. I&#8217;ve got notes on just about every game I&#8217;ve played over the last few years, as well as assorted musings and conversations with various gaming developers and industry pundits. I&#8217;m just finding it increasingly difficult to spare the time [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://blog.calmerllama.com/wp-content/uploads/2011/01/2010.png"><img class="alignleft size-full wp-image-909" title="2010" src="http://blog.calmerllama.com/wp-content/uploads/2011/01/2010.png" alt="" width="150" height="75" /></a>Another year passes and once again, I find myself woefully remiss in keeping up with my writing activities. I&#8217;ve got notes on just about every game I&#8217;ve played over the last few years, as well as assorted musings and conversations with various gaming developers and industry pundits. I&#8217;m just finding it increasingly difficult to spare the time to publish all these articles. After a couple of weeks of leave and some seriously needed down time I feel suitably refreshed enough to make my annual New Year resolution: &#8220;to once again apply stylus to tablet and re-commence publication of all my gaming activities, as well as any gaming news of interest that I might stumble across.&#8221;  </p>
<p>I have admittedly managed to break this regular promise on countless occasions in the past, but this year I feel more confident that I can follow through with my intentions!</p>
<p>Seriously &#8230;</p>
<p>No, I mean it! &#8230;</p>
<p>(sigh) &#8230;</p>
<p>Anyway, let&#8217;s start the ball rolling with a quick look at what I played on the Xbox 360 in 2010.</p>
<p><span id="more-906"></span>What might interest readers is the large number of older titles that attracted my attention last year. I&#8217;ve never found the need to focus exclusively on the latest and greatest blockbuster titles, and given the static nature of hardware for each console generation, many of 2005&#8242;s Xbox 360 launch titles still hold their own five years down the track. With each title I&#8217;ve included a mini-review of my overall experience; a more comprehensive assessment for many of these releases will (hopefully) be forthcoming as the year progresses.</p>
<p><span style="text-decoration: underline;"><a href="http://blog.calmerllama.com/wp-content/uploads/2011/01/4.5-llamas.jpg"><img class="alignleft size-full wp-image-911" title="4.5 llamas" src="http://blog.calmerllama.com/wp-content/uploads/2011/01/4.5-llamas.jpg" alt="" width="112" height="25" /></a>Mass Effect 2 (and all the DLC)</span><br />
In an effort to appeal to members of the &#8220;I&#8217;m not playing it unless it&#8217;s a shooter&#8221; school of gaming, every accepted facet of computer RPG&#8217;s has been ruthlessly simplified or excised. No simple puzzles, guns are unique and can only be purchased at one store in the known galaxy, and levelling your character requires almost no decision making whatsoever &#8230; and the less said about the probe shooting and mining mini-game the better (although that was eventually patched). On the plus side, some interesting characters with well fleshed-out backstories (Mordin Solus more than makes up for Miranda&#8217;s bland and disinterested attitude), a storyline that maintains the cinematic sweep first showcased in <em>Mass Effect</em>, and (despite my shooter apprehensions in the first sentence) a vastly improved third person combat engine (although as many people have commented in other forums, the presence of chest high crates and paraphenalia tends to highlight an impending firefight.)</p>
<p>My experiences with the DLC was a mixed bag, with only <em>Overlord</em> and the impressive <em>Lair of the Shadow Broker</em> measuring up to the quality of the main game. There is at least one more DLC release planned for <em>Mass Effect 2</em>, although the time-frame is still undetermined.</p>
<p><span style="text-decoration: underline;"><a href="http://blog.calmerllama.com/wp-content/uploads/2011/01/4-llamas.jpg"><img class="alignleft size-full wp-image-913" title="4 llamas" src="http://blog.calmerllama.com/wp-content/uploads/2011/01/4-llamas.jpg" alt="" width="100" height="25" /></a>Lara Croft and the Guardian of Light<br />
</span>A new perspective on Lara Croft that doesn&#8217;t accentuate her &#8220;assets&#8221;, <em>Lara Croft GOL</em> is a 3D isometric action platformer set in the usual haunts that you would expect to find any self-respecting tomb raider. With her erstwhile companion Totec in tow, you&#8217;ll witness the pair leaping vast chasms, scaling cliffs, shooting a wide variety of undead and prehistoric beasts and bosses, and solving a myriad of death inducing traps and puzzles. I confess that my experience with this game so far has been purely multiplayer (we&#8217;ve nearly finished the game!) and it&#8217;s actually a heck of a lot of fun. There&#8217;s plenty of insane firefights to get the adrenaline pumping and plenty of follow up traps designed to catch you off guard when you think you have successfully navigated past a puzzle. The biggest issue is trying to keep both protaganists acting in concert as it only takes one individual going off on his own to result in both players meeting a grisly end.</p>
<p><span style="text-decoration: underline;"><a href="http://blog.calmerllama.com/wp-content/uploads/2011/01/2.5-llamas.jpg"><img class="alignleft size-full wp-image-919" title="2.5 llamas" src="http://blog.calmerllama.com/wp-content/uploads/2011/01/2.5-llamas.jpg" alt="" width="62" height="25" /></a>Comic Jumper<br />
</span>Here&#8217;s another 2.5D action platformer from Twisted Pixel (the makers of <em>&#8216;Splosion Man)</em> that narrates the misadventures of a failed comic book hero Captain Smiley and his chest-bound sidekick Star. Relying purely on pointless jokes and toilet humour to give it a unique flavour, <em>Comic Jumper</em> ends up being average &#8220;run of the mill&#8221; fare. The various comic strip genres get tired very quickly and in a nutshell, all the game offers is repetative platforming and 3rd person rail shooting action with different artwork. The welcome introduction of checkpoints will at least prevent many of the &#8220;hurling controller at TV&#8221; episodes characterizing <em>&#8216;Splosion Man</em>&#8216;s gameplay, however you will still die regularly, complete with a pertinent insult from the developer targetting your lack of  gaming skills or friends.</p>
<p>Feeling rather pissed off by these irritating and totally unneccessary remarks, I had a closer look at the licensing agreement for the game and can confirm that: &#8220;By purchasing Comic Jumper (the game designed to kill you off multiple times each session), you (the consumer) are granting Twisted Pixel the implicit rights to abuse and insult the player&#8217;s parentage, sexual proclivities, lack of hand-eye coordination and religious affiliation.&#8221; All I can say is, buried deep within this site is my article authoring licensing agreement that clearly stipulates: &#8220;By selling Comic Jumper (the allegedly &#8220;intellectual&#8221; property of Twisted Pixel), you (the developer) are granting me the right to tell you to be thankful that you got a score of 2 1/2 llamas and collectively go %$#% yourselves.&#8221;</p>
<p><span style="text-decoration: underline;"><a href="http://blog.calmerllama.com/wp-content/uploads/2011/01/3.5-llamas1.jpg"><img class="alignleft size-full wp-image-923" title="3.5 llamas" src="http://blog.calmerllama.com/wp-content/uploads/2011/01/3.5-llamas1.jpg" alt="" width="87" height="25" /></a>A Kingdom for Keflings<br />
</span>I have a sneaking suspicion that I was going through my early 2010 &#8220;casual gaming&#8221; phase when I picked this game up. At it&#8217;s heart, <em>A Kingdom for Keflings</em> is a simple resource gathering and settlement building game which involves your Xbox avatar running around assembling a variety of buildings with the ultimate goal being the successful construction of a castle. Cartoony graphics and a very flat learning curve provide the player with a pleasant diversion from hardcore gaming. No replayability to speak off once you&#8217;ve completed the game, but there&#8217;s still 6-8 hours of entertainment to be had. In fact it was amusing enough for me to pick up <em>A World of Keflings</em> just before the year closed out, so there will be more Kefling shenanigans forthcoming later in the year.</p>
<p><span style="text-decoration: underline;"><a href="http://blog.calmerllama.com/wp-content/uploads/2011/01/4.5-llamas1.jpg"><img class="alignleft size-full wp-image-925" title="4.5 llamas" src="http://blog.calmerllama.com/wp-content/uploads/2011/01/4.5-llamas1.jpg" alt="" width="112" height="25" /></a>Gears of War 2<br />
</span><em>Gears of War 2</em> continues the adventures of Marcus Fenix and Dom Santiago as they take on the relentless Locust Horde for control of the planet Sera. Another example of how Epic Games title development is just as impressive as their licensed 3D game engines. A generous number of diverse levels and an intuitive combat and cover system makes this game more than worth the A$20  plonked down for the co-operative gameplay alone. As with most shooters, the gameplay is linear and the game does suffer from &#8221;omg, there are chest high walls there &#8230; it must be time for a firefight&#8221; syndrome. In its defence, it should be pointed out that when the game was released in 2008, the plethora of third person shooters sporting similar mechanics that were destined to follow had not yet been conceived. There is PVP online multiplayer provided as well, but I tend to steer clear of most online shooters because age has dulled my reflexes to such an extent that I find it nigh on impossible to click on cards in Spider Solitaire.</p>
<p>Stay tuned for Part 2 coming &#8230; well, eventually!</p>
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		<title>&#8220;Mass Effect 2&#8243; bugs and glitches</title>
		<link>http://blog.calmerllama.com/2010/04/mass-effect-2-bugs-and-glitches/</link>
		<comments>http://blog.calmerllama.com/2010/04/mass-effect-2-bugs-and-glitches/#comments</comments>
		<pubDate>Wed, 07 Apr 2010 03:48:16 +0000</pubDate>
		<dc:creator>Calmer Llama</dc:creator>
				<category><![CDATA[Xbox 360 Commentary]]></category>
		<category><![CDATA[Bioware]]></category>
		<category><![CDATA[bug]]></category>
		<category><![CDATA[Effect]]></category>
		<category><![CDATA[Mass]]></category>
		<category><![CDATA[RPG]]></category>

		<guid isPermaLink="false">http://blog.calmerllama.com/?p=876</guid>
		<description><![CDATA[Here&#8217;s a list of interesting bugs and issues discovered during my initial play-through of Mass Effect 2 in early February this year. While none of them are game-breaking in nature, their presence does highlight just how difficult it is to buff and polish this latest generation of role-playing games. Most of your team member&#8217;s appear [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://blog.calmerllama.com/wp-content/uploads/2010/03/me2_thumb.jpg"><img class="alignleft size-full wp-image-877" title="me2_thumb" src="http://blog.calmerllama.com/wp-content/uploads/2010/03/me2_thumb.jpg" alt="" width="150" height="75" /></a>Here&#8217;s a list of interesting bugs and issues discovered during my initial play-through of <em><a href="http://www.masseffect.com">Mass Effect 2</a></em> in early February this year. While none of them are game-breaking in nature, their presence does highlight just how difficult it is to buff and polish this latest generation of role-playing games.<br />
<span id="more-876"></span></p>
<ul>
<li>Most of your team member&#8217;s appear to be budding amateur geologists. This secondary career is  showcased by their literal fixation to rocks and other geological features that adorn many of the mission environments. In most cases, the only way to dislodge them is to leave them behind, whereupon they&#8217;ll suddenly lose interest with the large feldspar outcrop they&#8217;re tinkering with and teleport back to your hero(ine)s location.</li>
</ul>
<ul>
<li>Commander Shepard also possesses an interesting and undocumented biotic skill called Area Levitation. This skill can be occasionally triggered by climbing to the peak of a small hill and changing weapons. The end result is a rather embarrassed player character and team members floating 1/2 a meter above the ground.</li>
</ul>
<ul>
<li>I&#8217;m not at all impressed with the Illusive Man&#8217;s recruitment policies either. While he&#8217;s been generous enough to allocate a personal assistant for our alter-ego, Ensign Kelly routinely announces that there&#8217;s new e-mail awaiting my attention, oblivious to the fact that I&#8217;d just finished checking my in-box. Perhaps if she spent a bit less time staring at her terminal surfing the extranet and looked up from time to time, she&#8217;d function a bit more effectively.</li>
</ul>
<ul>
<li>The design team also forgot to affix an &#8216;Out of Order&#8217; sign to the bridge door of the SSV Strontium Mule.  Any miscreant keen to gain access to the command deck can do so by simply attempting to bypass the door&#8217;s security and then immediately canceling the attempt. The door will then obligingly open.</li>
</ul>
<ul>
<li>There are a number of bugged terminals/computer screens that have incredibly sensitive scroll-bars, making perusing lengthy text a tedious activity. Unfortunately, Windows 2183 doesn&#8217;t have a control applet to change this hard-coded setting.</li>
</ul>
<ul>
<li>On occasion, it is possible to see interactive items highlighted through floors or walls. This is especially noticeable in some multi-level environments, giving Shepard advance warning on what s(he) can expect to encounter down the next flight of stairs.</li>
</ul>
<ul>
<li>It is possible to break the Gia Parasini mission on Illium given the right? conditions. Talking to the Asari merchant, Hermia, gives you access to a nice range of technological doodads that no self-respecting hero(ine) should turn down.  Unfortunately, if you then talk to Gia to obtain her investigate Hermia quest, our previously voluble smuggler clams up, preventing access to the dialogue choices necessary to complete the task. The only way to resolve this is to reload the game, and talk to Gia before you place any tactical nuke orders with Hermia.</li>
</ul>
<ul>
<li>Finally, it would appear that the previous history of Samara&#8217;s past are being banned under Asari Justicar law until her death. This is evidenced during the culmination of her loyalty quest, when all in-game audio disappears for a minute or two. Fortunately, Samara is rapidly approaching the end of an Asari&#8217;s average life-span, meaning that the dialogue exchange with her daughter may be available soon from the relevant Asari government agency. Alternatively, Bioware may see fit to release a patch to resolve this major issue sooner rather than later!</li>
</ul>
<p>Spare time permitting, you can look forward to a full review of the game later this month.</p>
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		<title>&#8220;Mass Effect&#8221; review</title>
		<link>http://blog.calmerllama.com/2010/03/mass-effect-review/</link>
		<comments>http://blog.calmerllama.com/2010/03/mass-effect-review/#comments</comments>
		<pubDate>Fri, 26 Mar 2010 22:58:08 +0000</pubDate>
		<dc:creator>Calmer Llama</dc:creator>
				<category><![CDATA[Xbox 360 Game Reviews]]></category>
		<category><![CDATA[Bioware]]></category>
		<category><![CDATA[Effect]]></category>
		<category><![CDATA[Mass]]></category>
		<category><![CDATA[RPG]]></category>

		<guid isPermaLink="false">http://blog.calmerllama.com/?p=862</guid>
		<description><![CDATA[Game: Mass Effect Developer: Bioware Put that copy of Mass Effect 2 on hold for 20 hours. You’ll be glad you did. I have an embarrassing confession to make. Mass Effect, Bioware’s much hyped science fiction RPG, completely slipped under my gaming radar when it was released on the Xbox 360 several years ago. For [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://blog.calmerllama.com/wp-content/uploads/2010/03/thumb_me.jpg"><img class="alignleft size-full wp-image-873" title="thumb_me" src="http://blog.calmerllama.com/wp-content/uploads/2010/03/thumb_me.jpg" alt="" width="150" height="75" /></a></p>
<table border="1" cellspacing="1" cellpadding="7" width="358">
<tbody>
<tr>
<td><strong>Game:</strong> Mass Effect<br />
<strong>Developer:</strong> Bioware</td>
</tr>
</tbody>
</table>
<p><a href="http://blog.calmerllama.com/wp-content/uploads/2010/03/4.5-llamas1.jpg"><img class="alignleft size-full wp-image-874" title="4.5 llamas" src="http://blog.calmerllama.com/wp-content/uploads/2010/03/4.5-llamas1.jpg" alt="" width="112" height="25" /></a>Put that copy of <em>Mass Effect 2 </em>on hold for 20 hours. You’ll be  glad you did.</p>
<p>I have an embarrassing confession to make. <em>Mass Effect</em>,  Bioware’s much hyped science fiction RPG, completely slipped under my  gaming radar when it was released on the Xbox 360 several years ago. For  some inexplicable reason all the hype, glowing reviews and internet  kudos this game garnered in 2007 failed to register at any level within  my cerebral cortex. This shouldn’t have been such a drama as I didn’t  own Microsoft’s recent gaming console at the time. Unfortunately, I also  failed to notice the PC version that was published roughly six months  later. It was only the recent spate of media releases covering the  imminent appearance of <em>Mass Effect 2</em> (and my impeccable skills in  counting that I picked up in Grade school) that made me think “Hang on a  minute … when the heck did <em>Mass Effect 1 </em>come out?” As a keen  RPG aficionado, and with a few weeks off during Christmas, I decided to  embark upon a thorough investigation of Bioware’s original sci-fi  intellectual property. After 50+ hours of gaming and three complete  play-throughs, I’m about to expound upon the reasons why anyone who  hasn’t yet experienced <em>Mass Effect</em>, should strongly consider  doing so, and why potential buyers of the just released sequel should  fire up its progenitor first.<br />
<span id="more-862"></span><br />
<em>Mass Effect </em>can best be summarized as a science-fiction  role-playing shooter that borrows heavily from many of the mainstream  movies and science fiction novels published over the last few decades.  As Commander Shepard of the Earth Systems Alliance, you play a pivotal  role in the emergence of the human race as it takes its first tentative  steps onto the galactic stage. Charged with recovering a valuable  artefact from a long dead precursor race of aliens, a chain of events is  rapidly set in motion that will eventually culminate in Shepard  determining the fate of galactic civilization. Although the above précis  is a nebulous (ahem) plot description to say the least, exposing any  more detail would seriously tarnish a potential player’s experience with  this game. I don’t like spoilers in my reviews, and I’m not about to  change this position, even if the reviewed game is two years old.</p>
<p>In order to meld RPG and shooter elements into a game, a radical  departure from Bioware’s previous turn based designs was obviously  needed. The solution they developed is a third person camera perspective  view linked with what is in essence a real-time dialogue engine. Rather  than reading and interpreting lengthy sentence structures on screen,  the player chooses a desired character mood to progress the  conversation. This allows dialogue to flow smoothly as the game  transitions between third person exploration/combat and conversational  perspectives. There’s also an alignment dichotomy present where the  player can choose between paragon (good) and renegade (evil)  conversation moods, akin to the moral choices made in their earlier  title <em>Star Wars: Knights of the Old Republic</em>. The developers then  went one step further by coupling this with dynamic backgrounds, motion  captured character movement and facial expression, full voice acting  and an impressive orchestral score. The end result is a free-flowing  cinematic space opera that wraps the player in a vice-like grip and  refuses to let go. The pacing within this composition is nearly  impeccable. Transitions between cut scenes and game-play are seamless,  and the frenetic fire fights agreeably counterpoint the well scripted  dialogue most of the NPCs have to share.</p>
<p>Drawing upon their previous experience in RPG world design, Bioware  have created an intricate and believable galaxy within which to set the  pivotal events of the game, and the attention to detail they’ve lavished  on even the most insignificant aspects is incredible. There are myriad  snippets of information to collect as you explore the galaxy, ranging  from detailed sociological and theological leanings of the alien races,  to the discovery of faster than light travel and weapons technologies.  Those of us not interested in reading lengthy text blocks can freely  ignore this flavour text, however it’s still an impressive feat how the  justification for just about everything within the Milky Way has been  considered during the design process. There are also dozens of visual  and aural references to many recent sci-fi movies, and if you’ve seen <em>Starship  Troopers </em>or any of the <em>Star Trek </em>and <em>Star Wars </em>movies,  you can clearly witness their influence on this game. There’s even a  level near the end game entitled “Trench Run,” although there’s nary an  X-Wing or Tie-Fighter to be seen.</p>
<p>While there are plenty of opportunities for combat scattered across  the various planets and space-stations throughout the galaxy, much of  the game focuses on your interactions with NPCs and your various team  members. The decisions that Shepard will be forced to make can  dramatically affect events later in the game. In many of these  situations, the consequences can be dire, making the game eminently  replayable. Bioware is one of the few developers who consistently create  complex and interesting characters in their games, and the team members  you’ll encounter in <em>Mass Effect </em>are no exception. Their  colourful and often flawed personalities invariably instil a strong  emotional attachment to your in-game avatar and it’s almost impossible  not to fall in love with them (in some cases literally.) These character  interactions also lead directly to the reason why you should play this  game before you even consider playing the sequel. <em>Mass Effect 2 </em>allows  you to import your character, complete with all the game changing  events and interactions he or she made. By doing so, all those moments  of joy and pathos you experienced carry on into the next chapter, with  possibly more unforeseen consequences to be uncovered.</p>
<p>Number crunchers, fearing a dearth of statistics, can rest easy as  Bioware has continued their trend of providing plenty of skills to level  up over the course of Shepard’s adventures. There are six character  classes to choose from, each focusing on one or two sets of skills. The  Soldier class focuses on combat while the Adept and Engineer concentrate  on biotics (“Force” like powers) and technical (hacking and reverse  engineering) respectively. There are also three multi-classed options  where you can choose skills sub-sets from two of the primary classes.  While cynics might suspect that George Lucas did a late night edit on  the design document when Bioware weren’t looking, the biotic characters  are particularly fun to play, giving you the opportunity to throw, lift  and pummel your opponents without lifting a finger. While there are  plenty of varied weapons, armour and upgrades to be found as the story  progresses, it has to be highlighted that having separate inventory and  character management screens makes optimizing your team’s load out a  tedious affair. The main problem is that most of the information  displayed uses too much screen real-estate. This forces the player to  execute multiple button presses and stick wiggles to gather all the  pertinent information on new equipment. The same problem extends to  interacting with shopkeepers. Invariably most players will probably find  it easier to just hoard extra weapons and armour until your limited  inventory space fills, then quickly optimizing your team and performing  an complete inventory fire sale.</p>
<p>The combat system is reasonably forgiving although it’s not as polished  as many other dedicated console shooters. While it’s hard to fault their  pedigree in role-playing game design over the last decade, the  developers are definitely “testing the waters” with this creation and  there are a few warts that detract from game play. Entering and leaving  cover could definitely benefit from a button press rather than having  you head butt a wall to trigger the action. Cover is also incredibly  “sticky” requiring tedious side-stepping and camera movement to get your  avatar moving again. The combination of NPC artificial intelligence and  restrictive maps can also channel your squad mates directly to you,  occupying the cover you want to use and generally making a nuisance of  themselves. While there are rudimentary squad commands available to send  them on their way, you invariably end up starting engagements by moving  them out of the way and letting them fend for themselves. On the  positive side, increasing the controller sensitivity and turning on  combat assistance will make your first few engagements easier. The  ability to pause real time combat by pressing the right and left bumpers  is also appreciated as this allows you to target and queue up biotic  power use and weapon selection for you and your squad, as well as lining  up on any fast moving foes that have moved out of your field of view.</p>
<p>Bioware’s exploration into the realm of shooters has also picked up  some questionable habits from the 90’s when this genre was all the rage.  It would appear that the design team purchased a subscription to  “Exploding Barrel Monthly” magazine, because every map seems to have its  fair share of volatile canisters, conveniently positioned to inflict  maximum damage on your foes. Admittedly, they have been thematically  rebadged as plasma/cryo/ion/fusion containment cells but I still  question why you’d want to keep quantities of volatile plasma in your  sleeping quarters. The excessive clutter that surrounds us in the 21st  century also remains an unresolved issue in the distant future. Despite  two decades of game development, crates continue to make their  ubiquitous presence felt. <em>Mass Effect</em>’s environments are full of  crates, some large, and some small. A few of them levitate amusingly  when they are hit with your biotic powers. Other’s just squat on the  ground, jealous of their airborne brethren and wallowing in self pity at  their tedious and monotonous existence. Isn’t it time that we consigned  these faceless monoliths to the game design dustbin of history? Let’s  face it; if Gary Gygax solved storage problems back in the 70’s with the  invention of the Bag of Holding, surely Bioware can invent some means  to euthanize these hulking containers and design some more varied and  aesthetically pleasing accoutrements for us to throw and/or hide behind?  Please, no more crates!</p>
<p>Although Bioware’s previous ventures have often been praised for  being open and less restrictive experiences with plenty of variety in  how players can approach each game, <em>Mass Effect </em>returns to a more  controlled and linear game flow. This is understandable given the  exacting overall narrative that has been crafted for this adventure.  While each of the major quest hubs can be tackled in any order, they are  all self-contained linear experiences with very few opportunities for  deviation from the path the writers lay down before you. Side quests are  normally provided to give players the occasional lateral distraction  away from the main story, but most of these are bland and repetitive  excursions across re-textured planetary zones and a half-dozen  repetitive star-ship and facility maps. For exploring uncharted worlds, a  heavily armed APC called the Mako gives your team the ability to  rapidly transit the wide open spaces between points of interest.  Although it has enough torque to tackle 70 degree inclines and small  jump jets to free you from the unforgiving geometry of most worlds, it  handles like a moped with an overly loose steering column. When you  accelerate over a cliff and land facing in the opposite direction, you  can’t help but wonder if a Mako factory recall notice is sitting  forgotten in someone’s in-box.</p>
<p>Technically, <em>Mass Effect </em>is incredibly solid. Although there  are a couple of bugs documented in forums, none of these appear to have  affected my multiple play-throughs to date. The texture pop-in issue,  however, is something that has to be emphasized as this seems to have  affected everyone who has played the game. Even installing the game to  your hard-drive (a feature that wasn’t available in 2007) doesn’t solve  this problem resulting in several seconds of un-textured characters and  background after many of the game loading screens you’ll encounter. And  speaking of loading, if you ever climb into a lift to transition between  levels, feel free to go and make a snack, because they all appear to be  powered by asthmatic gerbils on treadmills. Although these extended  segues have been spiced up with some elevator music or audio  newsflashes, grabbing a carbonated beverage and sugar-laced snack from  the kitchen is still the lesser of two evils.</p>
<p>To start wrapping things up, I guess one question we should consider is,  did Bioware want to create a hybrid title that appeals to both RPG and  shooter devotee’s? I suspect the answer is in the negative. Given  Bioware’s pedigree, their creations have always favoured role-playing  story and character development over the visceral combat savoured by  shooter fanatics, and there’s absolutely nothing wrong with this. After  all that’s what they’ve effectively mastered over the last 15 years with  their <em>D&amp;D</em> and <em>Star Wars </em>franchised titles. What the  passage from turn based to real-time combat/conversation has done is  create a continual stream of game play that keeps the player focused  entirely on her avatar’s progress throughout the story. There are no  jumps to CGI rendered cut-scenes, no extensive combat rounds to organize  and no conversational trees that take minutes to navigate. Every effort  has been made to keep the player centred on the here and now, where  every decision is made on the spur of the moment, and where the  consequences of those actions might not be apparent until many hours  have elapsed. Although “suspension of disbelief” is still required to  appreciate video games in their current form, <em>Mass Effect </em>offers a  step towards a future where such a prerequisite may not be necessary in  order to savour this form of digital entertainment.</p>
<p>All blemishes aside, <em>Mass Effect </em>is still one of Bioware’s  best sci-fi RPGs created to date. An epic storyline, memorable  characters with stellar voice acting and a near perfect blend of  cinematography and pacing, make the game almost impossible to put down.  When you sense that the culmination of all Shepard’s endeavours are  nearing fruition, make sure you set aside a couple of hours to fully  appreciate the experience. The conclusion is assuredly best appreciated  in one sitting and unlike those single cut scene endings you used to  find in old-school RPGs, the game still has much to offer before the end  credits roll.</p>

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		<title>&#8220;Grand Theft Auto IV&#8221; Bitch List</title>
		<link>http://blog.calmerllama.com/2010/03/grand-theft-auto-iv-bitch-list/</link>
		<comments>http://blog.calmerllama.com/2010/03/grand-theft-auto-iv-bitch-list/#comments</comments>
		<pubDate>Tue, 23 Mar 2010 06:28:38 +0000</pubDate>
		<dc:creator>Calmer Llama</dc:creator>
				<category><![CDATA[Xbox 360 Game Reviews]]></category>
		<category><![CDATA[Action]]></category>
		<category><![CDATA[Auto]]></category>
		<category><![CDATA[Grand]]></category>
		<category><![CDATA[Theft]]></category>

		<guid isPermaLink="false">http://blog.calmerllama.com/?p=848</guid>
		<description><![CDATA[Game: Grand Theft Auto IV Developer: Rockstar North/Rockstar Toronto No, this isn’t Niko Bellic’s definitive guide to dating. One of the rewarding benefits of writing articles for your own web-site is the increased latitude and scope available to you when choosing a topic for your penmanship. You can cover any subject you wish, you aren’t [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://blog.calmerllama.com/wp-content/uploads/2010/03/thumb_gta4.jpg"><img class="alignleft size-full wp-image-849" title="thumb_gta4" src="http://blog.calmerllama.com/wp-content/uploads/2010/03/thumb_gta4.jpg" alt="" width="150" height="75" /></a></p>
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<td><strong>Game:</strong> Grand Theft Auto IV<br />
<strong>Developer:</strong> Rockstar North/Rockstar Toronto</td>
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<p><a href="http://blog.calmerllama.com/wp-content/uploads/2010/03/3.5-llamas5.jpg"><img class="alignleft size-full wp-image-859" title="3.5 llamas" src="http://blog.calmerllama.com/wp-content/uploads/2010/03/3.5-llamas5.jpg" alt="" width="87" height="25" /></a>No, this isn’t Niko Bellic’s definitive guide to dating.</p>
<p>One of the rewarding benefits of writing articles for your own web-site  is the increased latitude and scope available to you when choosing a  topic for your penmanship. You can cover any subject you wish, you  aren’t restricted to following editor-enforced formulaic review  templates, and you can vent your spleen about any game you wish without  the threat of losing your highly fancied freelance writing position. As  it has been quite a few months since my last foray into “spleen  venting”, I’ve decided to write today’s article on my love-hate  relationship with <em>Grand Theft Auto IV </em>(<em>GTA IV</em>) for the  Xbox 360 &#8230; with emphasis on the “hate”.<br />
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If you’ve taken the time to scan metacritic.com, you’ll notice that <em>GTA  IV</em> is ranked as the number one high-scoring game of all time (and  has been since its release in April last year.) Perusing the critical  analyses listed shows a chronology of 100% review scores as long as my  arm touting the virtues, game-play and longevity of Rockstar’s latest  crime/vehicular mayhem/anti-social behaviour simulation. What is  noticeably absent from these in-depth critiques is the just as lengthy  list of technical issues and questionable game-play design choices made  by the developers during their 3+ year creative process. In many cases,  the pressure of being the “first review on the block” has perhaps  resulted in sub-standard assessments that haven’t covered enough of the  game to reveal these inconsistencies. While that may help out the  publisher who is trying to push product out the door, it’s definitely  doing the purchasing public a huge disservice. Gamers are now faced with  the interesting question: “Are all those ‘perfect’ scores a true and  accurate reflection of the game experience?” My answer, as expounded  upon later in this article, is an emphatic “no”.</p>
<p>Before I get to the bile and vitriol I am about to heap upon this opus, I  should clearly state that I have finished the game (which took roughly  50 hours to complete) and have even indulged in a bit of achievement  whoring just to pad my rather pathetic Gamerscore. The score of 3½  llamas is based on my assessment and impressions of the game, balancing  the good, the bad and the ugly aspects that I have observed. I’m just  not going to bother discussing any of the good bits because it’s already  been done to death in a multitude of <em>GTA IV </em>reviews scattered  across the web. If you really want to flip through a lengthy rehash of  the massive open world environment, creative mission design, memorable  characters, well written dialogue, extensive soundtrack, and all the  other positive features that have been gushed over by the majority of  online media, check out any mainstream game review sites and admire  their remarkably similar and uniform points of view. Let’s start the  critique rolling with a list of game play issues.</p>
<p>First cab off the rank is <em>GTA IV</em>’s missions. Now, I’m one of the  first to admit that each of these forays throughout the environs of  Liberty City is a unique experience in terms of dialogue, mission  objective and location. Some of them are actually darn right funny like  the hi-speed scooter chase later in the game. However, each and every <em>GTA  IV </em>sojourn ends up following this simple formula to the letter. The  prologue to your mission is invariably a lengthy drive through the city  from point A to point B, a process that usually takes a good 5 minutes  or so depending on how insane a driver you normally are. Upon reaching  point B you will be treated to either: a high-speed vehicular chase to  point C, or a protracted gunfight between you and a variety of  sociopathic gang members, drug addicts and/or police. The above formula  pretty much covers all the side-missions and other events that occur  within the game as well, resulting in missions that are only  differentiated by the vehicle you’re chasing or the miscreants you’re  shooting at. Unfortunately, some of the game-play elements tossed in by  the designers can make both of these scenarios tedious exercises in  frustration that practically force you to replay each mission several  times.</p>
<p>With <em>GTA IV</em>’s intuitive combat system, you’d think that the  regular gun battles being fought out in the streets shouldn’t be such a  big issue, right? Just run to the nearest cover, and then take out your  opponents one by one with the incredibly useful auto-targeting system.  Alas, random police response isn’t disabled when you are undertaking  missions. Accordingly, the local constabulary have a remarkably annoying  habit of being in the neighbourhood, just as you arrive to unleash 9mm  justice upon your foes. With the local underworld notorieties safely  hidden behind walls or inside vehicles, and you standing in the open  having just disembarked from your 4WD Patriot, it’s no surprise that the  cops start shooting at you first! Returning fire just makes the  situation worse, causing your wanted level to rise rapidly as police  casualties mount. The invariable end result is a quick trip to the local  hospital.</p>
<p>During high speed vehicle chases you’re occasionally asked to kill the  driver you’re hunting. The trouble is that there is no automatic target  locking, which makes hitting the pursued vehicle, while travelling at  80+ mph nigh on impossible. Any Liberty City citizens unlucky enough to  witness one of these occurrences would be well advised to promptly take  cover as they are just as likely to be taken out as you careen wildly  through the suburbs, guns blazing. Unsurprisingly, the LCPD is usually  quick to react to any “shots fired” reports, rapidly resulting in a  three way pursuit with you in the middle. To top it off, the designers  also tossed in some scripted events designed to prematurely end your  pursuit. Here’s a hypothetical example. You’re driving through Chinatown  when all of a sudden a group of Orientals in a dragon costume waltz  across the road in front of you as part of the local Chinese New Year  celebrations. These events are incredibly cheap tricks that are purely  designed to force you to crash and prevent you from successfully  completing your mission. They are also almost impossible to recover from  unless you have advance warning from a previous attempt.<br />
To add insult to injury, when you are offered the chance to repeat a  failed mission, you are subjected to that same mind numbingly mundane 5+  minute journey to the mission site each and every time. Note to the  development team: This is really irritating, and is something that could  have been solved with a simple checkpoint system that restarts the  mission with you about 30 seconds away from the true mission objective.</p>
<p><em>GTA IV</em>’s main claim to fame is it’s over the top parodying of the  American Dream, with the main character’s aspirations of fame and  fortune being rudely cast aside in favour of a much darker and seedier  reality. It’s also quite possibly the most realistic babysitting  simulation currently available on current generation consoles. As Niko  explores Liberty City’s environs, he encounters and befriends what have  to be some of the most self-absorbed ne’er-do-well’s Liberty City has  seen since the game franchise went 3D in 2001. Assuming our hero is a  typically gullible Eastern European migrant, they happily phone him up  at all hours of the day or night requesting anything from a game of  darts to demanding sexual favours because they’re frisky after a long  shift at the hospital. While this might be reality as the developers see  it, this kind of mundane existence really has no place in a video game.  The fact that everyone I know of who has played the game wants to mute  their mobile after the main storyline is complete, kind of confirms this  observation. Frankly, I think they’d rather shoot the callers instead.</p>
<p>The game artificial intelligence routines also seem simplistic in a  variety of situations. For example, it’s impossible to toss a grenade  from a rooftop at a locked target below him, without Niko under arming  it straight into the roof at his feet! The GPS system used to generate  optimal travel paths can make some highly convoluted routes. This was  especially noticeable when travelling from Alderney to any of the other  islands. Liberty City’s driving populace also appears to be lacking in  the “smart’s” department if my encounters on the surrounding freeways is  anything to go by. Here’s my guesstimate of how Driver A.I. routines  have been implemented. Every time you approach a vehicle from behind  whilst travelling at speed, a random number between ‘1’ and ‘4’ is  generated. If a ‘1’ is rolled, the aforementioned vehicle is  automatically instructed to cut across in front of you at the precise  moment in time necessary to cause a collision! This is obviously  Rockstar’s method of simulating vehicle manufacturers removing all  rear-view mirrors as a cost-cutting exercise due to the current global  financial crisis.</p>
<p>Race A.I. isn’t anything to write home about either. Upon starting  any event, floor your accelerator and head off towards the first turn; I  can guarantee that all five of your opponents will do the same in a mad  attempt to beat you to the first corner. When you approach the first  turn, slam on your brakes, sit back and watch the opposition slam into  each other or the surrounding buildings as they fail to make the turn at  the same impossible speed! Casually pass your opponents, honking your  horn if you feel suitably smug. Provided you don’t do anything  ridiculously stupid, it’s unlikely you’ll either see or hear your  opponents again for the rest of the race. Oddly enough, police reaction  to collisions also seems to involve the aforementioned random number  generator. Sometimes you can smack into a police cruiser head-on, and  the officer will barely blink, passing you by without a care in the  world. On other occasions a slight tap on the rear bumper will have  Officer Barbrady putting out an APB for you across the entire county. I  can only assume in these instances the collision jostled him, causing a  major spillage of coffee and doughnuts.</p>
<p>The local population don’t appear to cope well with terrorist threats  either. Having just acquired the ability to use car bombs, I decided to  detonate one at a crowded intersection in Broker to observe the results.  As expected, I was treated to a big explosion, lots of screaming  citizens and a few exploding and burning vehicles. As I watched, I  noticed a couple of impatient drivers trying to pass through the  intersection, callously oblivious to the death and destruction I had  caused. As they bumped into the burning vehicles, they too caught fire,  eventually exploding 20-30 seconds later. Having learnt nothing from the  additional carnage caused, another driver attempted to make a passage  through the burning debris. For roughly 5 minutes I sat and watched as  representatives from the shallow end of Liberty City’s gene pool expired  in a protracted pyrotechnic display.</p>
<p>The game is also graced with a few bugs and some occasional in-game  oddities. I’ve had the game completely freeze up on me on over a dozen  occasions, requiring a restart and loss of my current mission progress; a  state of affairs exacerbated in some instances because I’d just spent  an hour or so trying to complete that particular scenario. If you were  also unlucky enough to be completing an achievement like performing all  of the stunt jumps, and you didn’t take the time to drive to a safe  house to save your game, you can similarly kiss your progress good bye.  During high speed driving, the game sometimes struggles to render  scenery in a timely fashion, resulting in distance related pop-in. When  driving, it’s impossible to lock the camera view in anything over than  the chase position without repeatedly jiggling the right thumb stick to  maintain position. There’s also an issue with building lighting that  takes an extra second or so to illuminate giving the impression of  thousands of bored residents simultaneously trying to cause a blackout  in their borough as you drive by. Some people have suggested that this  is supposed to be your eyes adjusting to the sunlight, similar to when  you leave your safe house, but the behaviour I’ve described occurs  outdoors and at night. I’ve managed to fall through the world on a  couple of occasions, the more memorable one being when I walked into the  Alderney tw@t Internet cafe when the door was already open,  re-appearing 5 seconds later roughly a block away and promptly freezing  the game. I also managed to trigger a mission bug during one of the  assassination tasks I was assigned. In this particular instance, a  target limousine managed to get temporarily separated from two escorting  SUVs. I managed to destroy the limo with a RPG, and heard the musical  riff suggesting I had successfully completed the mission. Unfortunately  no-one bothered to tell the less than diligent bodyguards that they were  now out of a job. For the next ten minutes they persistently stalked me  across the city, attempting to run me down every time I left my  vehicle. After their less than salutary “hit and run” offence involving a  hot-dog vendor, I decided discretion was the better part of valour and  promptly rebooted the game. Sure enough, I had to repeat that same  assassination mission once more.</p>
<p>From my perspective the game<em> </em>is nothing like the near perfect  sandbox simulation that the majority of mainstream media have insisted  upon. It can best be described as a collection of one hour gaming  sessions that ended in a great deal of frustration and angst, followed  up by several days of bitching and whining until enough courage was  plucked up to repeat the process. Whilst the remainder of the reviewing  community managed to accurately report on all the positive aspects of  the game, it’s equally important to note that the warts and blemishes  adorning its guise prevent <em>GTA IV</em> from being the near-perfect  game that these same individuals would have us believe.</p>

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		<title>&#8220;Buccaneer: The Pursuit of Infamy&#8221; review</title>
		<link>http://blog.calmerllama.com/2010/03/buccaneer-the-pursuit-of-infamy-review/</link>
		<comments>http://blog.calmerllama.com/2010/03/buccaneer-the-pursuit-of-infamy-review/#comments</comments>
		<pubDate>Tue, 23 Mar 2010 06:14:00 +0000</pubDate>
		<dc:creator>Calmer Llama</dc:creator>
				<category><![CDATA[PC Game Reviews]]></category>
		<category><![CDATA[Action]]></category>
		<category><![CDATA[Buccaneer]]></category>
		<category><![CDATA[Infamy]]></category>
		<category><![CDATA[Pursuit]]></category>
		<category><![CDATA[Stickman]]></category>

		<guid isPermaLink="false">http://blog.calmerllama.com/?p=834</guid>
		<description><![CDATA[Game: Buccaneer: The Pursuit of Infamy Developer: Stickman Studios If the Caribbean had decent wi-fi coverage, this is the game Blackbeard would have played. Since the advent of ancient sea-faring nations, pirates have existed as an ever-present threat to maritime trade routes around the world. Although contemporary piracy is almost universally condemned by today’s governments, [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://blog.calmerllama.com/wp-content/uploads/2010/03/thumb_bucc.png"><img class="alignleft size-full wp-image-835" title="thumb_bucc" src="http://blog.calmerllama.com/wp-content/uploads/2010/03/thumb_bucc.png" alt="" width="150" height="75" /></a></p>
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<td><strong>Game:</strong> Buccaneer: The Pursuit of Infamy<br />
<strong>Developer:</strong> Stickman Studios</td>
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<p><a href="http://blog.calmerllama.com/wp-content/uploads/2010/03/3.5-llamas4.jpg"><img class="alignleft size-full wp-image-845" title="3.5 llamas" src="http://blog.calmerllama.com/wp-content/uploads/2010/03/3.5-llamas4.jpg" alt="" width="87" height="25" /></a>If the Caribbean had decent wi-fi coverage, this is the game  Blackbeard would have played.</p>
<p>Since the advent of ancient sea-faring nations, pirates have existed  as an ever-present threat to maritime trade routes around the world.  Although contemporary piracy is almost universally condemned by today’s  governments, recent popular culture has managed to give historical  piracy a much rosier and more appealing aspect. Games and movies, such  as the “Pirates of the Caribbean” saga, have managed to portray pirates  from the late 17th – early 18th centuries as swashbuckling romantics  rather than the more unflattering imagery that we tend to associate with  their contemporary brethren. Over the years we have seen a variety of  pirate themed PC games ranging from LucasArt’s humorous <em>Monkey Island </em>adventures to complex strategy games such as <em>Port Royale </em>and  <em>Tortuga</em>. Industry luminary Sid Meier even managed to blend  strategy, action and adventure into his acclaimed <em>Pirates </em>remake  that attempted to blend all the colour of piracy into a highly  accessible simulation. The latest contribution to this freebooting genre  is <em>Buccaneer: The Pursuit of Infamy</em>, the debut release from  independent developer Stickman Studios. Comprising nothing more than a  pair of artists with a coffee machine and no coding experience, this  creative pair of miscreants has managed to concoct an arcade/action game  focusing purely on piratical naval combat.<br />
<span id="more-834"></span><br />
The single player game commences with your in-game personae signing  up with the Golden Buccaneers, a previously notorious pirate cartel that  has unfortunately experienced the 18th Century equivalent of our  current economic recession. With few remaining ships and minimal assets,  the High Lord grants you title to the “Grey Goose”, a worm-ridden  garbage-scow complete with a scurvy-infested crew possessing more  questionable fashion accessories than they do teeth. With these meagre  resources at hand, you’ve been ordered to rape, pillage and swashbuckle  your way across a number of fictitious island archipelagos within the  Caribbean, thus restoring your brotherhoods standing within the pirating  fraternity.</p>
<p>Your home port of Cutlass Bay is equipped with a number of facilities  that you’ll regularly visit during your nautical adventures. The Chart  room gives you access to each of the 56 missions scattered across the  island chains, whilst the Dockyard and Shipwright provide you with ship  repair facilities and new vessels respectively. As you’d expect, all the  really powerful frigates and upgrades are either locked or require  copious amounts of gold to purchase. As you successfully complete  missions you’ll be able to access these benefits by looting merchant  vessels, capturing ports and discovering new regions to explore.</p>
<p>Each mission is a scripted affair that will pit you against other  renegade pirates or the local constabulary known as “The Crown.” Even  though a range of different objectives is stated within most scenarios,  there are only two actions you will ever need to discharge:</p>
<p>1. Interact with a dockyard, enemy vessel, bird colony or shady used  boat salesman by floating next to it for a number of seconds while the  action is undertaken.<br />
2. Blow up ships, shore batteries and buildings with reckless abandon.</p>
<p>Make no mistake; <em>Buccaneer </em>is pure arcade naval combat. There  is no wind to take into consideration when you manoeuvre around the  mission zone, no different ammunition types to choose from and no  boarding actions, pistol duelling, ballroom dancing or grog drinking  mini-games to distract you from discharging 24 pounder broadsides into  your adversaries.</p>
<p>Ship navigation is accomplished by using the WASD keys to direct your  vessel, while the mouse handles camera rotation and firing broadsides  to port and starboard. There is also a fixed telescope view that allows  you to spy distant objects directly across your bow, a rather useless  feature that you’ll use only once to show your friends what effect  tunnel vision had on pirate captains of yore. Telescope aside, the  controls are highly intuitive and it shouldn’t take your average swabbie  more than a minute or two to figure out how to engage enemy vessels.  Shooting accurately however, is an art that will be mastered only  through practice. Broadsides have a slightly variable firing arc and  accuracy is further compounded by your vessel’s speed and turning. There  is also considerable damage degradation over extended ranges which can  reduce the effective firepower of even the largest ships. The most  frustrating aspect of gunnery is shore bombardment, which appears to  have an overreliance on the fickle finger of fate. On occasion, your  first salvo will destroy an enemy shore battery; in other instances it  can take half a dozen broadsides to achieve the same effect.  Fortunately, camera control is as smooth as Keira Knightley’s silky &#8230;  er, scarf, giving you every opportunity to line up a potentially perfect  shot.</p>
<p>The artificial intelligence (A.I.) routines are more than adequate at  keeping enemy vessels from running aground, however if you manage to  cross an opponent’s T (position yourself perpendicular to your  opponent’s bow,) the enemy ship will keep coming straight for you,  heedless of any punishing cannon fire. Fishtailing also reveals the  various thresholds that trigger a course change for your opponent.  There’s also the case in one of the escort scenarios where I got  separated from a diplomat’s vessel that I was supposed to be defending.  Two A.I controlled attackers managed to pummel the ambassador’s ship for  30 seconds without even managing to scuff up its paintwork. Despite  these minor shortcomings, the single player game provides a competent  opponent in most engagements and there is a good dozen or so hours of  game-play embedded within the single player campaign.</p>
<p>There are a few game mechanics within the single player game that  could benefit from some additional polish, much like most of the brass  fittings you’d normally find onboard your man o’ war. A vessel’s  gunnery, speed and armour can be enhanced by purchasing three upgrade  levels; however the cost for each improvement is independent of any  previous purchase. This guarantees that astute pirates will put off  upgrading until they have enough gold for the most expensive purchase,  resigning the intermediate levels to questionable investments. Dockyard  facilities also provide options for incremental repair/replenishment of  your ship or a larger “one off” payment that will completely  reconstitute your vessel with a single mouse click. Unfortunately, there  is no easy way (short of measuring your health/ammo bars with a ruler)  to determine whether multiple smaller repairs are more cost-effective  than the complete overhaul. Ultimately, it’s rather a moot point as  there is plenty of gold to be found as you progress through the game. In  fact, after the first dozen missions, you’ll be rolling in enough gold  to completely rearm and repair your vessel after every sortie and still  have enough to rent as many slovenly tavern wenches as your libido  desires. There’s also a distinct lack of end-game goodies to purchase  with the thousands of doubloons you’ll acquire. Once your preferred  ultimate pirate vessel is purchased, there’s nothing else to spend your  gold on, resulting in an end-game nest egg that could have been more  wisely invested in grog futures or designer eye-patches.</p>
<p>The other two forms of currency (infamy and morale) are also values  that serve little purpose within the game. Infamy is an intangible  quality that represents your shameful, criminal and/or nefarious  activities during the game. It also serves as a score that is  automatically posted on-line to showcase just how dastardly a felon you  are. During missions your infamy value slowly ticks down; thus, the  quicker you complete missions, the higher your final score will be.  Unfortunately, as all the scripted missions are only playable once, the  only way to boost your final score above the 40,000 or so point level is  to replay the rather dull merchant raiding missions several hundred  times. As the current top high score is well over 100,000 points,  there’s really no point in worrying about infamy unless you’re a <em>Pirates  of the Burning Sea </em>refugee who can’t resist a good grind. Crew  morale is also linked directly to infamy with low morale levels  increasing your infamy drain rate during a mission. Alas, the only way  to lose morale (short of a couple of random events) is to fail to  accomplish a mission objective, an occurrence that is rare in the  extreme and easily circumvented by allowing your vessel to be sunk and  then reloading your save-game. If you dislike save game cheating, you  can always spend some of your ill-gotten gains on rum and freely  purchase morale upgrades as required.</p>
<p>Graphically, <em>Buccaneer </em>is a stunning example of what can be  accomplished by talented artists using Garage Games Torque 3D engine.  The waters of the Caribbean are beautifully portrayed on-screen as your  vessel of ill-repute ploughs through the shallows, pursued by gulls and  the occasional hammerhead shark. The dozen or so different vessels are  also rendered in detail, with the various opposing craft easily  distinguishable at long range. Throw some gratuitous weather effects  including storms and fog banks into the mix and the end result is an  impressive visual showcase that definitely sets the benchmark for all of  the developer’s future projects. Sound effects aren’t too shabby either  ranging from thundering broadsides to an unfortunate crew’s cries of  distress as their vessel sinks beneath the waves. There are plenty of  environmental audio queues as well giving the game a suitable nautical  air, even when there isn’t chain shot hurtling through your rigging.  While the soundtrack is rather limited in scope it can always be muted  if it becomes repetitive. You can even replace the appropriate .OGG  files with fodder from your media player if you feel the need for some  Johnny Depp garage rock to put you in a suitably nihilistic mood.</p>
<p><em>Buccaneer </em>also presents online battles for those gamers who  want to indulge in some pirate themed multiplayer action. Internet games  provide up to eight Buccaneer and Crown players the opportunity to  shoot it out across a variety of coastal battlegrounds. Games follow the  usual score based game-play found in many other multiplayer games,  where your starting score (termed Infamy or Renown depending on your  faction) diminishes as your ships and coastal facilities are destroyed.  There are also neutral vessels that either raise or lower your score  depending on which side currently controls them. The first faction to  reach a score of zero loses. There are a dozen different vessels to  choose from ranging from small, yet sprightly cutters to large ships of  the line that can devastate an opponent with a single broadside. While  you might think that purchasing a 100+ gun battleship is a no-brainer,  losing larger vessels will cost your faction 3-5 times more infamy or  renown points than a lesser armed frigate. Making a mistake while  piloting one of these behemoths can cost your team dearly! The  differences in speed and firepower between ship classes give <em>Buccaneer </em>multiplayer games much of their flavour. Lightly armed cutters will  nip in close to engage their foes before darting away before their  slower opponents can bring guns to bear. Medium sized frigates can often  be found at longer ranges substituting aimed fire for the sluggish  battleships more destructive close range gunplay. With islands to block  enemy fire and shore based batteries to defend your port, games often  turn into slow moving games of chicken, where opponents manoeuvre and  jockey into a position from whence they can deliver a lethal blow. It’s  safe to say that multiplayer <em>Buccaneer </em>is a pleasant change from  the endless and repetitive FPS online action that we’re constantly  exposed to, and we definitely need more multiplayer gaming that doesn’t  include head shots!</p>
<p>The only downside to multiplayer games at the moment is the lack of  multiplayer games being hosted. This is partly attributable to a number  of connectivity issues within the game experienced by some players that  appeared shortly after the game was released in December 2008. The  original demo also lacked multiplayer support, instead focusing on the  single player game. Both of these issues have now been addressed, with  the network backend being powered by the ubiquitous GameSpy network  (which has removed most connectivity problems) as well as the welcome  release of a new demo with limited multiplayer gaming functionality.  With this latest build, we’ve managed to participate in dozens of  multiplayer skirmishes across three continents with incredibly low  latency and nary an irritating disconnect to date.</p>
<p>After 18 months of full time development on <em>Buccaneer</em>, Harvey  Greensall and Simon Nevill have successfully created a remarkable entry  into the genre of arcade video games. Minor glitches aside, this is a  highly polished and accessible release that will have players immersed  in a pirate-riddled 18th Century Caribbean within minutes of installing  the game. If your reflexes aren’t as swift as they used to be, or you’re  tired of featuring in FPS kill-streak videos on YouTube, you owe it to  yourself to fire up a copy of <em>Buccaneer</em>. Just be thankful that  it’s nigh on impossible for your adversary to reload his cannon whilst  bunny hopping.</p>

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