I recently saw this TV spot for an upcoming game. You may have already seen it. It’s not exactly earth-shattering, but I think it’s pretty cool nonetheless.
Somebody in advertising deserves a promotion for his creativity. But more importantly, at last there’ll be a music sim where I might actually know some of the lyrics.
This upcoming game is BioWare’s latest baby. They’re boldly claiming that it will be a synthesis of the popular Mass Effect and Baldur’s Gate gameplay styles. Yeah, those were definitely the magic words, at least to me. Anyway, here’s a short trailer to whet your appetite:
It’s coming out this fall. I must admit I’m pretty stoked. Expect a full preview from me sometime in the near future.
Did anybody play the original Red Alert: Command & Conquer ten years ago? It had an amusing premise: Albert Einstein went back in time to eliminate Adolf Hitler. Altering the time line had unfortunate consequences however, for with Hitler removed, Stalin and the Soviet Union tried to take over the world instead.
Recently, Red Alert 3 was released; this one is even crazier than its predecessor! The Soviets were losing badly to the Allies, so three of their leaders went back in time and eliminated Albert Einstein, which had even more unforeseen consequences, namely the rising of a new Imperial Japanese power, the Rising Sun.
Here is the trailer:
This one has an all-star cast: Tim Curry as the Soviet Premier, J.K. Simmons as the American President, Jonathan Pryce as the British Field Marshal, Jenny McCarthy as Special Agent Tanya (the only recurring character), and George Takei as the Emperor of Japan (awesome)!
It’s like they’re trying to make the game into an interactive movie.
My preview of this game is forthcoming.
Did anybody ever play E.V.O.: Search for Eden on the old SNES back in the ‘90s? You start out as a little critter in the ocean and evolve your way towards becoming a sentient biped. It wasn’t the most amazing game ever, but there was nothing else like it, and it was pretty interesting for its time.
Now its spiritual successor is about to be released. It’s a game called Spore. You may have heard some of the hype about Spore: it was years in the making, it promises to be a ground-breaking new gaming experience, the brainchild of Maxis’ resident creative genius Will Wright (creator of both SimCity and The Sims). There was even a National Geographic special on the development of the game.
Spore allows a player to control the evolution of a species from its very beginning. If you’re familiar with games like Civilization, you’ve probably heard slogans like “from the Stone Age to the Space Age.” Well, Spore goes beyond this; it’s not just a single game, it’s five: Cell Stage, Creature Stage, Tribal Stage, Civilization Stage, and Space Stage. You begin by creating a single-celled organism and work your way up all the way to forming interstellar empires. In fact, you can create just about everything – cells, creatures, buildings, vehicles and spaceships.
Still a little bit iffy on all of this? Watch this trailer:
Now that you get the big picture, it’s only fitting that I should describe each of the five stages in a little more detail, since they each play like completely different games.
Cell Stage
With a massive explosion, a comet smashes into a distant world. Ordinarily, this would be just another run-of-the-mill astronomical phenomenon, but this time it’s different, for this particular comet is carrying tiny microbes (designed by you) which become the first life-forms on the planet.
This first stage plays kind of like old-school Pac-Man. Floating around the primordial ooze, you do your best to eat everything smaller than you while not getting eaten by anything bigger than you. As you consume other microbes, you earn “DNA points” (or something like that) which allow you to evolve your creature, making it bigger and stronger. Once you’ve evolved sufficiently, your little critter is able to evolve some legs and head out onto dry land.
Creature Stage
If Cell Stage played like Pac-Man, Creature Stage is like Diablo: first person hack-and-slash action. This time your creature’s not just trying to swallow other creatures, he’s trying to kill them first and then eat them.
And now that your creature is a land animal, you are able to evolve it a variety of new ways. You could create a carnivorous dinosaur, or a gibbering insect. You choose how the creature evolves. How about some big, powerful jaws? Sure thing. You want it to fly? Give it some wings. Poison venom? No problem.
As it devours myriad lesser animals, your creature grows more and more powerful until eventually it’s time to move on again. Your creatures discover how to use tools and fire, and you progress to Tribal Stage.
Tribal Stage
This time, you’re done evolving. Your creatures are now sentient beings that have banded together to form a tribe. Instead of evolving new weapons like claws or fangs, now you make them.
It plays sort of like Age of Empires, or any other real-time strategy game. Your little prehistoric tribe will arm themselves with spears or axes, and set out to harvest their primary resource: food. As you explore, your tribe soon learns of the existence of other tribes on the planet, and you can react in one of two ways. You can befriend them, or you kill them and take their stuff for yourself. After all, those stone axes can kill more than just food.
Either way, as your tribe gains victories through conquest or alliance, you are able to build more huts in your village and improve your ceremonial totem pole. Once this totem pole reaches a certain height, it’s time to progress again.
Civilization Stage
Your tribe of creatures is now advanced enough to form its own civilization, cultivating cities and building great monuments. This stage plays like a cross between SimCity and Civilization (as indeed, several key designers from both franchises were involved in the project).
You can build three different kinds of cities, each orientated towards a key function: religion, the economy and the military. Religious cities produce propaganda to convert other civilizations to your cause. Economic cities boost your production. Finally, military cities let you produce powerful units to go and crush your enemies.
This stage is even more customizable: you design all your buildings and vehicles yourself. As you continue to conquer or ally with other civilizations, you develop better, more advanced technologies, which ultimately allow you to take over your entire planet. Once you’ve accomplished this, it’s time to move on yet again.
Space Stage
Having dominated your own planet, it’s now time to move on to settle other worlds. In Space Stage, you design your own starships, which carry you to an infinite number of worlds spread out throughout your galaxy.
This stage is sort of like Birth of the Federation, or Master of Orion. It’s by far the longest stage in the game, and for a very good reason: it’s ludicrously open-ended.
As your galactic explorers travel from world to world, any number of things can happen. You can terraform other planets so that they are capable of supporting life; you can conquer (or abduct and enslave) lesser species; you can establish colonies across the galaxy, or you can even start the whole process all over again from any stage of development. There are even rumors of a secret ending.
So in summation, Spore essentially lets you play God as you create and then guide a life-form from its humble beginnings in the primordial ooze, through different stages of development, and finally branching out infinitely to a future in outer space. The gameplay is both vivid and varied, and the options for re-playability and customization are numberless. Better still, it’s coming out in North America on September 7th, so you won’t have to wait very long to see for yourself.
Each of these games is a link in a long chain of popular Dungeons & Dragons-based CRPGs (or “computer role-playing games,“ for the uninitiated). If you’re not familiar with the D&D genre, the premise is fairly straightforward. You start out by creating your main character, like an elven wizard or a dwarven fighter. Then you are immediately immersed in the fantasy world of the Forgotten Realms, where your character has all sorts of extraordinary adventures.
The latest iteration of this genre, Neverwinter Nights 2, came out in Fall 2006. At first, this game didn’t seem all that different from its many predecessors — the same character creation, the same great fantasy adventures, just with better graphics. Then in 2007, came Mask of the Betrayer, NWN2’s first expansion, which added a new superbly-written plot, and several cool new features. While it was a superior expansion, Mask of the Betrayer wasn’t exactly innovative.
But that’s all about to change.
Obsidian Entertainment, the developer of Neverwinter Nights 2, has announced that they are producing a second expansion, Storm of Zehir. So, another fantasy adventure, a few more cool little features… no big deal, right?
Wrong. The folks over at Obsidian are working on a few new features for Storm of Zehir that could potentially revolutionize the genre.
First of all, they’re changing the world map. Now that doesn’t sound particularly special, so allow me to elaborate. In previous D&D RPGs, if you wanted to travel to the dragon’s cave, or the mysterious tower, all you had to do was click on a little picture of your destination on the map, and your little party of adventurers would arrive there instantaneously.
But now, the old-fashioned 2D map has been replaced with what the developers are calling the “overland map.” What’s the difference? Well, the overland map is in 3D, for one thing, but more importantly, it’s a persistent world. That means that when your party walks out of the gates of the city of Neverwinter, you’re standing right outside the city on the overland map, rather than taken to the magic map to choose your destination. So now, if you want to get to that dragon’s cave on the other side of the world, you have to walk there, and experience everything in the game world along the way. So you could discover a traveling caravan, or get ambushed by savage orcs.
What’s more, your character’s stats will affect what happens in the overland world. So if your character has developed a good “Spot” skill, you might spot the hidden entrance of a lost dungeon. Or if you’re skilled at “Survival,” you might just be able to evade that horde of ravenous zombies chasing you.
The new overland map makes for exciting, non-linear gameplay like never before.
But wait, there’s more!
In Storm of Zehir, you don’t just create one main hero; you create an entire party of adventurers. “That’s not a new feature!” yell the fans of Icewind Dale. It’s true, you did get to create a full party in ID and ID2. However, in those games, your additional party members were just mute clones who swung their swords and cast their spells while your main character did all the talking. In SoZ, any member of your custom party can contribute to character interaction at any given time. So your evil rogue might demand a helpless traveler’s money, only to get smacked upside the head by your lawful paladin.
“But what about joinable companions?!” cry fans of Baldur’s Gate. In BG and BG2, as well as the original NWN2 campaign, you generally did not create more than one main character (outside multiplayer); instead, your protagonist was joined by numerous eccentric and interesting companions who formed your party. These companion characters were created by the developers to have complicated personalities, multiple interactions with your own character and each other, and even romances. Well never fear, companion fans, you have not been forgotten either. In addition to your user-created characters, your party can be joined by developer-created cohorts, complete with the same eccentric personalities and secret agendas.
This combination of highly-customizable companions and pre-made cohorts in Storm of Zehir is easily the most customizable party creation system in any D&D CRPG to date.
Add on top of all of this a gripping new storyline, several new character classes and races, new spells, feats, monsters, updates to the engine and graphics, a new soundtrack performed by a live orchestra and you’ve almost got a brand-new game, not just another expansion pack.
But don’t just take my word for it. You can watch Obsidian’s Matthew Rorie demonstrate the new overland map and party system over at Gametrailers.
Storm of Zehir is scheduled to be released this fall.