Showing posts with label non-violent. Show all posts
Showing posts with label non-violent. Show all posts

Thursday, March 08, 2018

Gamehouse Going Too Far?



For a long time, Gamehouse had only a small number of original games. Their only long-term time management series was “Delicious” in its various iteration (“Campfire Legends” was their shot at horror HOGs). While I’d personally say everything before “Delicious: Emily’s Taste of Fame” isn’t really good, the series definitely has evolved over time. Recently, they’ve used the same engine (with various tweaks) to start off several more series and do several one-shots (so far).

Their first try quite some time ago was “Heart’s Medicine,” which also was the game which started their ‘mini-game craze.’ After playing the game, a lot of people were waiting for a sequel, but it took ages until it came - only to be followed very quickly by a third one.
It might seem logical that they would make a ‘sister series’ to “Delicious,” especially as Emily, main character of the “Delicious” series, has a sister who has featured prominently already: Angela. So about a year ago, Angela got a short game with four levels (“Fabulous: Angela’s Sweet Revenge”), the first “Fabulous” game - if you can call a four-level affair for 99 cents a game. After a lot of people enjoyed the four levels of Angela getting even with her (now ex-)husband, she got her first full game with “Fabulous: Angela’s Fashion Fever.” Fashion in addition to food proved a good idea and the game sold well enough so recently there was a third (actually second) “Fabulous” game (“Fabulous: Angela’s High School Reunion”).
But Gamehouse didn’t stop at that. Several other games have come out during the last few months alone, including “Dr. Cares” (veterinarian drama), “The Love Boat” (yes, based on that TV series you might still slightly remember), and “Parker & Lane” (crime drama). In addition, there’s games like “Cathy’s Crafts,” “Mary le Chef,” and “Sally’s Salon” (they got the rights to Sally from the original makers, apparently). They even made a FROG with the engine, using another original content they had: “Mortimer Beckett and the Book of Gold,” which also features the sister of Emily’s husband.
In addition, they pushed their publishing schedule for the “Delicious” series, more than doubling the output per year. It seems that since Emily got married, she’s more interesting than before - or she needs to work more in order to keep the family afloat, who knows? After all, she’s got three kids now.

I’m not sure what to think about this. On one hand, I like most of the games. They have the same feeling as the “Delicious” series (which I still love, despite Emily being a wet hanky most of the time - Angela has a better drama management than her older sister, as is obvious from her own series). They expand the basic topic from only food service to fashion, medicine, and many other things. They bring in new characters (or bring back loved ones, like Sally).
Yet, the newer games no longer have an adjustable difficulty, which is a little let-down for me. Some also seem a little imbalanced - which is one reason why I recently started buying them from Steam instead of Gamehouse, because there I get automatic updates. The other is the Premium Editions (which are the Gamehouse equivalent to BFGs Collector’s Editions) are cheaper on Steam. Yes, I’ve invested a lot of money into Steam by now…

The new game policy of Gamehouse is a double-edged sword for me, therefore. A lot more games to play (and they’re all colourful and fun), yet also a few developments which I could very well do without (mini-games and only one difficulty, especially). The fun achievements from the early “Delicious” series such as ‘have an order on your tray before it turns up’ have disappeared, too. The games still have achievements which are usually shown on an extra screen, fitting with the topic of the game, but they’re pretty much the same old now, the same kind of achievement you find in most casual games (especially the PEs or CEs). I’m afraid they’re actually going to ruin the series (and its type of time management game) in the long run with the changes and the huge number of games they put out.
Yet, I still get giddy when a new game turns up, especially when I wasn’t expected it (like “Parker & Lane” two weeks or so back). I still get curious, I have to download the demo, I fidget until it’s on Steam (or break down and buy from Gamehouse instead). I still like the games - well, most parts of them.

Gamehouse is still doing good time management games, which is good news, because they’re pretty rare by now (lots more HOGs on the market which I’m by now hardly interested in, a few series withstanding). But I would really like it if they toned it down - with the amount they release and with the drama in some of them (looking at “Delicious” and “Heart’s Medicine” especially).

Subnautica Review




So, after my last review, here another one. This time for the underwater survival game “Subnautica.” I mean, it’s an underwater survival game, what’s not to love here?

First of all, I have to admit that I didn’t have an eye on it at all. I had heard about it, seen some stuff on Steam sometimes (mostly in the ‘popular’ section), but I didn’t pay any attention. That changed when one of my favourite YouTube channels ran a first Let’s Play on it. I was completely fascinated by what I could see - even though it was not much of what you can actually do in the game. Since the guy doing the Let’s Play was just beginning, he was putting out the fire in his lifeboat and diving in the shallows, where you can’t go deep and every life form is either completely harmless or at any rate passive (except for that stupid exploding fish in the caves there).
What fascinated me was the great way the diving was simulated in the game. The movements of the character underwater felt right - even more so after I’d bought the game and started playing it myself. Swimming and diving felt like it should. I’ve never done any diving in deeper water (where you’d need an oxygen tank and training), but I’ve done some diving in shallow water while holding my breath. A lot of it while I was a kid, really.
In addition, the game was outright beautiful in my eyes. Some people might argue that the textures aren’t as high definition as they could be and, yes, sometimes stuff plops up without warning, but on the whole, the underwater world looks great. Well, not in that area where there’s little but some shark-like creatures and barren grey spires, but everywhere else. Even in the depth there’s weird and beautiful things. To a degree, even the leviathans (huge sea monsters in various types) look beautiful in a scary way.

So, I bought the game and started playing, completely losing myself in that world. The game comes with four different difficulty settings from hardcore survival (with permanent death) to creative (where you don’t have to worry about anything and have unlimited resources). While I do really enjoy the survival mode (not hardcore, bur regular, where there’s no perma-death), I’ve spent more time in creative mode, simply because it allowed for me to already build the two submarines you can build in the game (the small and manoeuvrable Sea-Moth and the large Cyclops). I also have quite a nice base constructed.
The two submarines (you can also build a heavy-duty underwater suit which allows for you to drill stuff and endure more pressure in deep sea) are another reason why I love this game so much. They are completely different in handling. The Sea-Moth is small and quick, it moves very much like the player does in the water. You can dart around, are quite a bit faster, have a place to replenish your air (while not in creative mode, where oxygen isn’t a topic), and have light for night-time or deeper sea explorations (fully upgraded, the Sea-Moth can go to a depth of up to 900 meters). The Cyclops on the other hand is a mobile base. It can host either the Sea-Moth or the Prawn suit, has space for putting up furniture or machinery (such as putting a fabricator in the ship), and can go really deep (down to 1,700 meters, if fully upgraded). It’s also more stable, in case you meet with a leviathan (those usually live in the twilight and dark zones of the ocean). Ideally, you put the Sea-Moth in the Cyclops for longer travel and do your actual exploring the smaller ship while returning to the Cyclops for creating and storing stuff.

The game not only encourages exploration beyond the direct surroundings, it actively pushes the player to go out and have a look around. As soon as you have repaired the lifeboat and the radio inside, you start getting messages from other lifeboats and you get destinations to go to in order to find out more. You find new technology to scan (among it the information for the submarines and the mobile base necessary to build them), you can scan new life forms, too, since some of them may come in handy.
There’s a lot of resources you need and can find in the different biomes, so you have ample reason to travel a lot. You’ll want an oxygen tank and fins first, because they enhance your movements underwater (you swim faster with the fins and can stay underwater longer with the tank). You’ll need a survival knife for harvesting some resources and stabbing the first smaller predators who’ll attack you. You’ll need the repair tool and the scanner to get anywhere. You’ll want to start your base and need to make a habitat builder and gather the necessary resources for the rooms. Later on, you’ll be sure to expand it or build an auxiliary base somewhere else. It should be noted that the game doesn’t overdo it with the need for resources, though. Most objects can be build from few resources, even if some of those are not too easy to find.

Besides, who doesn’t love a game where the PDA claims that severe head trauma is the best possible outcome after a crash? Or a game where you can find and explore several alien bases? Subnautica has a lot to offer, even in the longer run. Also don’t get me started on the Cuddlefish and how I can’t bear having one, because I would have to leave it behind when I finish the game.

Subnautica does have its weaknesses, mostly in the graphics, but it has a lot more strengths overall. It gives you a whole ocean to explore which is filled with the strangest alien life forms. It gives you amazing biomes, from the shallows to the fiery depths of a volcano. And it tops it off with an interesting story and a lot of emotional moments. For me, that makes it a great game to play, so you might want to check it out.

Thursday, January 21, 2010

News from my settlement

A long time ago (probably), I wrote the last post about “Anno.” It’s “Anno 1404” by now, the currently last part of the series.


Again, some things have changed, others have stayed the same. On the whole, I can’t say anything real bad about the new part. Nothing has gone from good to bad, only some things the other way around. The game still isn’t perfect – but which game is?

All pictures in this post were taken from the same game, although during various stages, so the settlement has developed in the meantime.



This is the very beginning of a settlement (well, not the ‘beginning’ beginning). We have a market place, a church and a couple of houses. The first citizens have already moved in as well.



Here the settlement has grown quite a bit already. You can see the pub in the middle of the picture and there’s another market place with a second church in the far right of it.



This is the view from the eastern farms (hemp production for clothes and ropes) towards another island. This island is inhabited by the representative of the emperor – he’s a nice guy, sells a lot of goods and also offers missions for more fame and various wares.



In the middle you can see the first houses inhabited by aristocrats, the highest level of settlers you can get. (It’s farmer, citizen, patrician, aristocrat.) I haven’t had many of them yet (and have a lot of development to do for my oriental settlement – you need one for several wares and products).


Still, with the rather early production of tools (you need tools and wood for basically every building in the game, later on also stone and glass), the game has become a little bit easier over time. In the first game of the series (“Anno 1604”), you could produce them very late in the game – and always buying tools is extremely expensive. This way, you might need to buy tools once or twice before you can produce them yourself.


“Anno 1404” is a very good game and fun to play. You don’t need to wage war on others to win and can build quite some interesting things. And managing two settlements now is actually quite interesting.

Saturday, December 23, 2006

Update on "Anno 1701"

I've written about "Anno 1701" quite some time ago, about how great I found the game and about how little it was like those violent games everybody was talking about at that time.


Now I've got a few happy moments in "Anno" which I want to share with you.

The first is the very happy moment when I gained independence from the queen and she came by to celebrate it. The game I was playing ended after that ... I had set 'gaining independence' as the goal for my game. This is how it looked close up:



This is my Palace ... well, the first part of the Palace I build, it's gotten quite a bit larger. I mostly have noblemen living on my main island now and they pay a lot of taxes - for a lot of stuff they want in return:



This finally is my lighthouse. Building a lighthouse in the game allows to toggle the night-mode, meaning you can see the streets of your city and the farms and everything else by night, a very charming sight. It's also important for gaining independence, because the celebrations include a very nice firework which can only be seen at night:



And I can proudly say to anybody who still thinks all computer games are evil: I didn't fire a shot, from a cannon or otherwise, or let any of my people wield a sword to achieve this. I've gotten along with everybody else around, too.

Sunday, October 29, 2006

The complete opposite to a blood-thirsty game

And so here's the second game I wanted to write about. It's a German one, actually, called "Anno 1701". Unlike "Jaws Unleashed" which is rightfully not for anybody under the age of 18 (that's the highest level anything can get in Germany), "Anno 1701" is free for everyone from 6 years onward. I'd say that a 6-year-old kid may find the game quite difficult, but I can go wrong about that.


"Anno 1701" is the third game in a series of games in which you have to build up a settlement. This seems to be what German game designers are best at, as the other widely known game from Germany is "Die Siedler" ("The Settlers" would be the best translation). In such games you have to build up a settlement by creating production chains. For example to get bread you need a few farms, a mill and a bakery. The game has been one people here in Germany have been waiting for a long time, especially since the second one of the series ("Anno 1503") had a lot of rather useless features and was hard to play.


"Anno 1701" is much better, it's easier to build up a working settlement with houses for the settlers and production chains than it has been before. You still get to build tools yourself quite early (that's important because you need tools as a material for all kinds of buildings and you don't get that many of them in the beginning), but a lot of the production chains have been made a bit easier. In addition the realistic, but rather useless idea of sending a scout on the islands to find out what to harvest or mine there (certain things like cocoa, tobacco or flowers are harvested while gold, iron, marble or clay are mined) has been cancelled. You only have to approach an island with your ship (and not even that if you play without the fog of war that's usually covering the parts of the map you have not been to) to get all necessary information.


The game looks extremely good, too, you only have to play the free demo to find out about that. If your computer is up to it, you can get very realistic oceans with waves slowly running up the beaches, the palm trees of the southern islands move in the breeze, the animals run around and feed - until you build up a hunter to get food, that is - and your settlers gather in the village square to buy stuff or chat, sometimes also to watch or meet a special guest. This isn't just so the designers can show off how good they are, though, but it's useful. You see, while playing a game like that you'll always have some times when you can't really do a thing, because you still lack enough building material to build the new marketplace or to build a harbour on another island to be able to farm for certain goods there (you have to do that sooner or later because you'll never find an island you can harvest everything from). With game graphics like those you can spent that time watching your settlers or your workers or - later in the game, once you've established trade routes - your ships zooming in and out of your harbour to deliver or pick up various goods.


You don't even have to wage war - though keeping a couple of warships is nevertheless wise because of the pirates - to win a game. You can train and command troops, but that's just secondary to your other tasks. Once you've got enough noblemen (and -women, of cause) in your settlement, you can gain independence from the queen and start your own empire. You can later on build an enormous palace if you want to, fill your main island with a teeming city holding over 100.000 people, make a lot of money or just become a master of trade. The game offers a lot of different goals you can either define at the beginning of a new game or just set up for yourself.


"Anno 1701" is the anti-thesis of everything computer game critics go on about. It's not violent, it makes you think about and calculate your actions (which island to build a harbour on first, strike that deal with the pirate or rather risk more of your ships being attacked?), it's very nice to look at and it's something you can spent a long time with before you might get bored.