Showing posts with label grade c. Show all posts
Showing posts with label grade c. Show all posts

Tuesday, September 6, 2016

Merchant, a mobile game

Merchant
Grade: C
Platform: Android, IOS
Genre: bar filling, resource management, "rpg", idle game
Play Store: Free
Apple Store: Free
In App Purchases: Yes
Pay to Win: No
Released: 2016


I'm not really a fan of the bar filling and waiting idle games, but Merchant gets points for at least not insulting me by throwing anime tits in my face in a pathetic effort to get me to play  (looking at you Shop Heroes).  Not that I don't enjoy boobs, or even anime boobs, but when that's all a game has to offer you know it isn't going to be a very great game (still looking at you Shop Heroes).

Instead, Merchant goes for a sort of pixelated retro look, it pulls off well enough. These days that's pretty much the go to graphics style for a game where the designers didn't have a big budget, and it isn't inherently bad.  Merchant looks good with it, and has a wider variety of graphics than you might expect.

The game is fairly standard for the genre. Juggling limited inventory space is the main challenge. You use ingredients to make items and send out upgradable heroes to get more ingredients.  Everything takes time, because, well, I've never really been sure why they make everything take time in games like this, especially when unlike so many this one doesn't offer a way to exchange real world money for getting out of the time (though you can speed things up a bit for RL money).

For a game of this genre the in app purchases aren't bad at all. You can buy speed and inventory boosts, as well as extra inventory slots, and that's it. And the inventory slots you can buy with in game resources.  Pay to win this is not and that's refreshing.

There's a random element to building your items, they're ranked, I suppose in theory on the usual A through F scale but I've never seen a ranking below C, and like a lot of games it has the extra special S rank above A.  Higher ranked items sell for more, and have a better chance of coming out with extra attributes.

Likewise when you send your minions off on material gathering quests they are graded on their success, higher level minions tend to get higher grades and thus more and better stuff.  As they gather there are occasional special levels, boss fights, and so on.  As they get higher level you can move on to other regions with different, higher level, materials that cost more to craft but have higher selling prices.

For an idle tycoon style game, it ain't bad.  The quasi-RPG elements are enjoyable enough, complete with boss fights yet.

Like all games of this type it eventually becomes boring because really it isn't a game.  There's no failure condition, you just slowly progress ever upward until you hit the top.  Which isn't bad, it's an enjoyable enough way to spend a few minutes waiting in line, or on the toilet, or whatever.  But it does mean that eventually every player will get tired of it and quit.

Thursday, September 1, 2016

Balance, an android puzzler about electrical grids

Balance
Grade: C
Platform: Android, IOS
Genre: Resource flow puzzle
Play Store: Free
Apple Store: Free
In App Purchases: None at all!
Released: 2016

Developed by Statnett, the company responsible for managing Norway's electrical grid, as a sort of plug (heh) for their company, Balance is surprisingly fun.

The puzzles center around using the minimum number of components to link together an electrical grid which can withstand everything from damaged lines to irregular supply from rewnweables. 

The graphics are simplistic but pleasant enough to look at and do the necessary job of showing what each element can do.   The blue grid of the landscape is filled with angular mountains, power lines that can carry 2, 4, or 6 units of power each, and perfectly circular cities that need 2, 4, or 6 units of power in order to operate.

Unlike most games of this nature, where the main challenge is in establishing pathways for your resource to travel along, in Balance that's often the easiest part. Once you've built your grid and powered it so every city is happy, you must keep everybody happy as disasters begin to hit the grid. 

A line inches across the top of the screen, indicating how long you have to keep things going before victory, and at various points along the line little ? cards show an event that will throw things into chaos.  If you built your grid wrong, no amount of jiggling power supplies or on the fly changes can help you.  If you built your grid right in the early stages it might keep working without any intervention on your part, but in the later levels you will need to rebalance the output on your generators at the very least.

Like the best sort of puzzle games, the elements are simple, the way they interact is clearly defined, and it'll drive you mad because you're certain that there is simply no possible way to make it work in this damn level and surely they made a mistake and their playtesters missed it, right?

Wednesday, August 31, 2016

The Witcher

The Witcher
Grade: C
Platform: Windows
Genre: Quasi-Medieval RPG
Steam: $9.99
GOG: $9.99 
Released: 2008

The Witcher is a pretty good game with some interesting flaws.  Developed by a Polish game company, based on a series of novels.

From a gameplay standpoint my main objection is that the combat is boring. This is often the case in games unfortunately.  With the Witcher combat consists of clicking on an enemy, waiting until your mouse pointer turns orange, clicking again, and repeating.  While this is going on Geralt is doing all sorts of acrobatic and well animated moves, but all you're doing is clicking every now and then.  Which isn't bad, but just kind of middle of the road boring.  Combat could have been a lot worse, I've played games where combat was a lot worse, and if middle of the road boring combat is the biggest gameplay problem then the game is doing well.

Since the Witcher is an RPG, not a brawler, combat is sort of secondary anyway.

Leaving aside the mediocre combat system, the rest of the game mechanics are solid and familiar.  They've got a nice alchemy system, which integrates with the game and it's world well, you wander around, barging into people's houses and taking their stuff and no one cares.  On a modern PC loading time is fine, it may have been a bit laggy back in 2008.  And thanks to the Enhanced Edition the graphics are updated and don't look as jaggy as you'd expect from a 2008 title.

Overall the game plays well and is a solid C.

If that was all it had to offer, the Witcher would likely have passed unnoticed despite having solid if standard mechanics.

But in an RPG the setting and character are often a lot more important than the mechanics, they can make or break a game, and in the Witcher's case they make it, and also produce some flaws worth discussing.

There are two main ways to approach an RPG, the first is what might be called the Anything You Want School of RPG's: a giant sandbox of an open world and a total blank slate of a main character.  That approach is nice in that your character can be absolutely anything you want.  That approach has problems in that designing a story around a total blank slate of a character is neigh impossible, and sometimes you get story on rails in a way that feels really awkward and forced since the story (which is always really vague and bland when they take this approach) will often wind up going in a direction contrary to your idea of your character.  Bethesda clearly loves this school of RPG games.

The other approach, which might be called the Be Our Character School of RPG's takes the opposite direction.  There is no character customization, of if there is it's extremely limited, because the game is about you playing their character, not playing any character you want.  The advantage of this approach to RPG game design is that the developers can write a much tighter story, can include complexities and details that would not really be possible with a more generic character.  The disadvantage is that the plot is on rails by design and you may not like how the story develops.  The Witcher takes this approach.

You play Geralt of Rivia, one of an elite group of professional monster hunters called Witchers, and apparently one of the very few remaining Witchers since there were pogroms that wiped out most of the others.

They go for the main character has amnesia trick to explain why you're so totally unfamiliar with everything, which is a bit cheesy but they pull it off with less awkwardness than I've seen in other media trying the same thing.

At the core of the Witcher's plot and setting are issues of social justice.  Which is a bit of irony since the Witcher is often held up by gamergate as an example of a great game that infuriates the "SJW's" they imagine want to ruin their fun.

The TL;DR is that humanity was imported to the world the Witcher is set on, and promptly began exterminating and oppressing the native population of elves, dwarves, and gnomes.  While the game is lily white (more on that in a moment), the non-humans stand in for various oppressed groups, most clearly Jews.  That conflict is central to the plot of the game, and as a technical non-human (Witchers start off human and are modified to get extra combat power in a way that also makes them sterile) your part in the conflict is muddled.

The ethnic Polish population of Poland has a long and not at all happy history with the ethnic Jewish population of Poland.  There have been Jews living in Poland since long before Poland became a unified nation, and for a long time Jews got along well in the Kingdom of Poland.  Then Poland started engaging in the unfortunately very common European practice of oppressing the Jewish population, engaging in periodic pogroms, and ultimately in Poland this turned into widespread cooperation with the Nazis (at leas when it came to killing Jews) during WWII resulting in over 90% (around 3 million) of Polish Jews being killed, and after the war an en environment so hostile that almost all surviving Jews fled rather than continue living in Poland.  In the 1930's over 3.4 million Jews lived in Poland.  Per the 2011 census there were 7,353 Jews in Poland.  It was in Poland, not Germany, where Hitler's Final Solution was most thoroughly implemented.

That's the necessary history and background to see the Witcher and it's portrayal of non-human oppression against.

And the writers did a good job here.  Some of the bigotry expressed in game against non-humans is taken almost word for word from antisemitic myth, at one point in game you find a book describing non-humans swearing a pact to eradicate all humans and sealing it by drinking the blood of human babies, the parallel to the blood libel is unmistakable.

For all that humans are undoubtedly invaders and oppressors, the game doesn't present the situation entirely black and white.  The main non-human resistance group is unmistakably terrorists and there are legitimate reasons to oppose their methods, and legitimate reasons to think that their methods may be necessary, but their motive and goal is clearly shown in game as being valid.  There's quite a bit of Israel vs. Palestine in the game.

There are very few black and white moral choices in game, and most of the choices you make do have at least some impact later in the game.  I'm overall quite happy with that part.

That said, the Witcher does have problems.  As an American the ethnic homogeneity is striking and weird, especially given the centrality of ethnic and religious strife to the game itself. Everyone is white, even the non-humans are all white.  Given how very white Poland is it isn't entirely as odd as it might seem, but as an American it stands out in a bad way.  Especially since in theory there are non-white humans in game, just down in an empire to the south that had a recent war with the northern kingdoms.  You'd think there might at least be some traders, prisoners of war, and so on.

Some defenders of the game claim it's all a matter of historic accuracy, that since the game is based on historic Poland of course there wouldn't be anyone but white people.  This doesn't really hold up as a justification for several reasons.  To begin with, there were non-white people in medieval Europe.  They weren't common, but they did exist.  The idea that Europe existed as a perfectly white place until the modern era is simply false.  There's a blog devoted to examples of people of color in early European art.

There's also the fact that the game doesn't actually care about historic accuracy (and talking about hisoric accuracy in a game featuring elves and magic is more than a bit pointless anyway).  The game has a private investigator, a profession that didn't exist until very recently, a medic using modern crime scene autopsy jargon, people casually talking about mutations and genes, and flat-Earth atheist scientists sneering at the mere superstition of magic when people are literally teleporting across continents and throwing fire from their fingertips.

Given all that the idea that "historic accuracy" would have prevented the inclusion of people of color is clearly preposterous.

More important is the treatment of women, and how that mixes with some of the odd anachronisms in the game.

The Witcher is one of the few AAA titles to really include nudity, and it handles the sex and nudity with all the maturity of the average 12 year old kid snickering over some porn they found on their phone.  This, unfortunately, is about par for the course when it comes to sex in gaming.  Geralt can have sex with various women through the game, generally by giving them a particular gift though some women have various quests.  After having sex with a woman, the game presents you with a card showing what is claimed to be the woman in question partially nude.

I say "what is claimed to be the woman", because there was obviously no communication between the 3D modeling team and the artists who drew the sex cards.  For the most part the in game characters don't even slightly resemble the characters on their matching sex card.

Oddly, despite the models in game featuring full female nudity, the sex cards are more restrained and have bare nipples at the most.  There is no male nudity in game, because of course there isn't.

A least one of the sexual encounters is clearly exploitative, though you can choose not to have sex there I found it distasteful to include at all, especially since making the situation non-exploitative would have been simple.

There's also several costume choices that go against the established setting simply for a bit of titillation.  The Witcher is set in a quasi-medieval universe, typical human women wear floor length dresses, long sleeves, and sometimes headscarves, though several women (mostly lower class) also have a lot of cleavage.  

Yet, the two most significant named female characters wear miniskirts for their normal costumes, and Triss' party dress is even skimpier.  Which just jumps out and screams "hi male audience, get a load of these gams!" In a society where women are beaten, oppressed, and wear long dresses the sudden appearance of very short skirts on two women who are portrayed as being respected (or at least feared) by society is jarring and doesn't fit the universe as it is presented.  It comes across as pandering to the presumed heterosexual male audience in a way that breaks suspension of disbelief.

The Dyrad simply doesn't wear clothes at all, and that's fine.  But she's also described as being from a group of warrior archer types who are fighting a desperate last stand to defend their forest from human incursion.  So naturally she walks with super exaggerated hip sway and jello boob physics, which is also just pandering to the presumed straight male audience.

I've got no objection at all to sex in games, but the way sex was included in the Witcher is, at best, trying too hard to be cool and adult in a way that comes across as very juvenile.

The bigger problem, for me, is that the developers decided to include frequent references to domestic violence, presumably as a way of showing how gritty and realistic their game was.  Yes, there was a lot more domestic violence in the past, but in the Witcher it's hard to find a woman who isn't beaten by the men in her life.

None of that makes the Witcher a bad game from my privileged point of view, but it does make it a game with significant problematic elements.  Some people will doubtless chose not to play it based on the existence of those elements, others may find it enjoyable despite them.

Overall it's an interesting game set in an interesting universe. Despite the problems, I enjoyed playing it and will probably play the sequels.

Wednesday, May 4, 2016

Homeworld, the best space RTS you (sort of) can't buy. And the sequel you can. And the mod that's free.

Homeworld
and Homeworld 2
Grade: B+ and C
Platform: PC, Mac
Genre: Space RTS
Steam: Remastered $34.99
Released: 1999

Homeworld Complex Mod

For fans of the genre Homeworld was a jaw dropping experience when it was first released in 1999.  This was the era of dial up internet, the Pentium III was the new big thing, and a good computer would have around 128MB of RAM.

And what Homeworld did with that was nothing short of amazing.  Fully 3D, free camera, free moving, space RTS.  It may not have been the first, but it did it better and more impressively than any of its predecessors.

It also featured a good story with good characters. Funny how that makes an otherwise merely good game better, isn't it?

Even for an era when games came in large boxes with manuals, and if you were a serious gamer you actually read the manual (usually while the game crawled through its agonizingly slow install), Homeworld came with a truly massive manual.  In addition to covering the controls for the game, the manual included a brief history of the Kharak (presented from an in universe POV), a discussion of the events leading up to the construction of the Mothership, a lecture on the social and political structure of society on Kharak, in depth tech specs of every Kharak ship in the game, and an explanation of why there's a woman named Karan S'jet floating in a tank of goo with all her nerves pulled out of her body and spliced into the computer core of the Mothership, and why she's always talking to you.

After a brief tutorial, for those who hadn't read the manual, the game explains that not all Mothership systems are fully online but that they're ready for the hyperspace test, and you get the truly nifty hyperspace effect taking you to the first real mission. Which ultimately results in the Taiidani fleet bombarding Kharak and killing everyone there before you can jump back.

As far as explanations for why your ship is isolated and doing all this stuff with no backup go it's a pretty good one.

The story takes you through a number of interesting environments, which takes some doing since the game takes place in space and space is mostly empty, while you discover why the Homeworld was attacked, build up you strength, enlist allies, and ultimately kick Taiidani ass and retake the titular Homeworld.

We'll skip the Yes! song at the end, it wan't very good.

But the little details that helped build the story and characters were excellent.  Heidi Ernest voiced Karan S'jet in her person as Fleet Command well (and never did any other voice work again), Michael Sunczyk put some real emotion into the voice of Fleet Intelligence, and the incidental chatter from fighters and larger ships as they went about their assigned tasks not only helped you stay aware of the situation but also added some personality there too.

The mechanics had their problems, but ultimately people overlooked those problems because the game was utterly amazing.

You can't buy Homeworld today.  Or, you can't buy it from any big name store.  Maybe if you hunt you can find a CD somewhere.  But just buying Homeworld is no longer possible.

You can buy Homeworld Remastered, and that will include the original Homeworld, as well as the remastered versions of Homeworld and Homeworld 2.  If you can get it running on a modern PC, I'd recommend playing the non-remastered version of Homeworld 1, though the remastered version of HW2 is just fine.

The reason for this is because the Homeworld Remastered release only actually updated the Homeworld 2 engine, and it tries to run the original Homeworld as an unfortunately rather poorly implemented mod.

In a way, this makes sense.  Homeworld 2 was indisputably a technologically superior game, so updating only the Homeworld 2 engine for modern PC's rather than wasting resources trying to update an inferior engine is a reasonable course of action.  Regrettably they didn't bother extending the engine to include the necessary physics for Homeworld 1, or even to accommodate the Homeworld 1 ships.  There were significant mechanical differences between the games, and things that were fairly important to success in Homeworld unfortunately often don't work so well in the remastered version.

But it's good enough to play if you can't get the original running.

And then there's Homeworld 2.

HW2 was a better game mechanically, no one will disagree.  Little annoyances from HW1 were eliminated, small craft were more logically handled, the controls were smoother, and the engine vastly better.

It's just a damn shame they didn't have a good story to go along with all the technological improvements.

First they made hyperspace into a weird mystic BS thing, retconned the hyperspace engine from HW1 into a mysterious macguffin, and basically made the whole thing a bit silly and blah.

It was still an ok game, but not great, merely average.  Which is a disappointment considering how amazing the original was.

But Homeworld 2 did spawn one of the better mods to have ever been created.

Homeworld 2 Complex changed virtually everything about HW2, from ship stats to adding new ship models to changing resourcing and it made the AI purely vicious. The result was a PvP game that was enjoyable, and above all difficult.  The mod developers continued work on the mod from 2003 until Remastered was announced, and then started work on making their mod work with Remastered. There is an active Complex playing community today, 13 years after HW2 was released, and it still remains a fresh, entertaining, way to be blown up by people with more skill than you can ever dream of having.

So buy Homeworld Remastered.  It's fun, the sequel isn't bad, and the mod is fantastic.

Thursday, March 31, 2016

Food Blogging: Rigatoni alla Genovese

Pasta alla Genovese

Type: Italian
Difficulty: Easy
Non-Standard Ingredients: None
Grade: C

I'd never made la Genovese before, but prompted by a posting on reddit, I decided to give it a shot.  I stuck with the most traditional recipes I could find, looking for that authentic taste, and I think I'd have liked it better if I'd moved away from the traditional a bit.

For my taste, it's kind of bland and way to sweet.

My partner said she thought it was pretty good, but that she preferred a more savory sauce herself. Our kid said he thought it was OK in his "I'm being very polite" tone of voice, and then asked me not to make it again.  Unfortunately he's quite picky so that wasn't a surprise. How a pair of foodies like us wound up with a picky eater is a mystery.

My hope had been that, like all the people singing the praises of la Genovese say, the simplicity would make things amazing.  Either my palate is too unrefined, or I did something wrong, or it just plain isn't the sort of thing I like.  I'm leaning towards the last option.

Make no mistake, it wasn't bad.  I just felt kind of meh about it.  If I were to make it again I'd add rosemary maybe, or perhaps oregano and basil, maybe some tarragon to go with the onion. Something.

It is not a short recipe.  Total cooking time is around six hours, but your involvement is about 30 minutes of prep and occasionally stirring.  Not a great meal for a weeknight, but you can make it on the weekend and still get in your reading or Netflixing or gaming or what have you.

You begin with a mirepoix, or at least the carrot and celery parts of a mirepoix, because you'll be adding plenty of onion very soon. I used a rib of celery and a carrot, some recipes called for two celery and two carrots but most called for one so I went along.



Then the meat, in my case 2.8 pounds of bone in shoulder roast, nice and fatty, bone for extra flavor, and all in all a good choice of meat for a long braise, which is basically what la Genovese is.



I cut it into bite sized chunks, browned it, then added the carrot and celery, also the bones and all the meat I couldn't cut off the bones.

dang that's a lot of onions

That's 7 large yellow onions, one onion short of 5.5 pounds, six thin sliced and ready to go the seventh left for scale in the photo then sliced and added to the bowl.



They filled the pot, almost to the brim. Slapped a lid on, gave it stir every now and then, and an hour later it looked like this:


Why no, I didn't add any liquid, that's all onion and meat juice.

After letting it cook for a total of five hours or so, removing the bones and pulling all the cooked meat off I could, and then letting it gently boil down with the lid off to get a bit less watery, it looked delicious.



The recipes all said a big cylindrical pasta was best, so I went with rigatoni.  Mixed the pasta with the sauce, plated, and the result was indeed a lovely looking dish of pasta.  I added Parmesan, the real stuff not that nasty crap from Kraft, per the recipe, before I ate, but took a picture of just the sauce and pasta.



And it was.... ok.  Obviously a lot of people like it, but as I noted earlier I found it a bit meh, and too sweet.  I knew it'd be sweet, you can't cook down 5.5 pounds of onions for hours without getting a sweet result, but I was unprepared for how almost cloyingly sweet it was.

Again, it wasn't bad.  I just didn't care much for it.  Which is a shame, because I love onions, and really wanted to like it.  Oh well, I may make a less traditional batch with some herbs and spices added someday.

Full Recipe:

2.8 pounds of fatty beef with bone in, or 2 pounds of leaner boneless beef.
5 to 7 pounds onions
1 rib celery
1 carrot
Olive oil
Salt
Pepper
Rigatoni or your favorite large cylindrical pasta

Thin slice the onions, this will take a while, there's a lot.  If you have a mandolin that'd be the quickest and most dangerous way to get the job done.

Cut the beef into bite sized cubes and brown with a touch of olive oil in the pot, including the bones if you've got bones.  Once browned, add the carrot and celery, saute for a moment, then reduce heat to medium add the onions.  All of them.

Add salt and pepper, then lid and allow to cook for ten or fifteen minutes before stirring for the first time.  Lid again, and give a stir every fifteen or so minutes for the next four to five hours until cooked into a delicious mass with the onions mostly dissolving into delicious oniony mushy goodness.

Once cooked to mush, remove the bones, pick off any meat left on the bones and reintroduce to the sauce, and discard the bones.

Remove the lid and allow to boil down until it thickens, depending on how watery your onions were, how tight your lid was, etc this could take anywhere from fifteen minutes to an hour.

Prepare your pasta ever so slightly al dente, once it is finished mix with the sauce.  I used a pound of pasta and found it to be not quite enough, I had sauce left over.

Plate, add a healthy sprinkling of fresh grated Parmesian cheese, and broil util the cheese is nice and melty.

You're finished!

Thursday, March 17, 2016

Stardew Valley, the only RPG/dating sim/farming game you'll ever need

Stardew Valley

Grade: C
Platform: PC
Genre: Farming, dating sim, rpg
Price: $14.99

A rarity even in indy games, Stardew Valley is wholly the creation of a single person.  Eric Barone did the coding, the writing, the art, the music, everything.

The result looks like it'd be at home on a Super Nintendo, and that's a good thing.  The 16 bit style graphics add a needed note of whimsy and unreality to the game, reminding you that it isn't really a farming simulator but a game that uses "farming" as a mechanic.

Despite being billed as a farming game, a good portion of the game is a dungeon crawl with an RPGish feel, coupled with a ruthless bit of resource management, with that last being essential to gameplay and much of the challenge.

Your character has a limited endurance, and that pool is consumed when you do much of anything.  Fishing, farming, harvesting crops, fighting monsters, mining for ore, chopping down trees, all consume your energy forcing you to carefully consider what you'd like to do in any given day.  Adding to the problem is that you can't work too late into the day or your character will pass out and you'll be penalized with even lower energy the next day.  And that some things can only be accomplished at certain times of day, or certain weather conditions, or seasons, or days, etc.

Managing your character helps keep the farming from getting boring, as does the variety of available tasks.  If you're bored with farming you can go fishing, or chop wood, or go exploring the caves, or go try to woo a romantic partner.

Because yes, Stardew Valley is also a dating sim.  With all the often squicky problems that dating sims come bundled with.  

Gamifying human relationships is always a fraught exercise.  But in a way Stardew Valley navigates the problem with minimal difficulties.  In part, I think, due to the simple graphics and gameplay that harken back to the older systems it feels less wrong to render human relationships almost entirely as buying someone's love with money.

Because that's how Stardew Valley mostly handles relationships.  Want to date someone?  Give them presents and they'll eventually be your date and marry you.  There's a few added elements, some conversational options similar to the stuff you'd see in a Japanese dating sim, but mostly if you want to pursue a relationship with any of the single people in Stardew Valley you simply find out their favorite product and give it to them repeatedly until they agree to marry you.

Since the rest of the game has a simplified feeling, the purchasing of affection through presents doesn't come across as badly as it sounds at first.

Still, it'd be interesting to see a game where romance options involve some randomness, where every time the game starts some randomly determined characters just aren't that into you and you've got to find that out the hard way.  At least it'd be different.

I will say that Stardew  Valley at least takes a refreshing approach to LGBT issues that fits with the rest of the highly simplified tone of the game.  There are ten single characters you can try to date, five men, five women, and you can pursue any of them regardless of the sex of your character.  Getting a date with a guy, as a guy, plays out exactly the same as getting a date with a girl as a guy.  Bring your intended lots of presents and you'll score.

Even with my reservations about the dating aspect, the game is entertaining and well worth the purchase price.  A solid, averagely fun and enjoyable game.

Friday, March 4, 2016

The Flash (2014)


The Flash
Grade: C
Genre: Comic book, action adventure
IMDB

Having a kid makes you watch a lot of shows you normally wouldn't.  The Flash is one that turned out not to be awful.

Fitting into the continuity that DC and the CW already built with Arrow (about the Green Arrow, naturally) the Flash takes the Arrowverse more in the direction of DC comics by introducing metahumans, time travel, multiple universes, and so forth.

When I read comics, for whatever reason I drifted to Marvel first and never really paid much attention to DC, and as a result most of the villains they show on the Flash are newish to me.  I'm vaguely familiar with the DC universe from watching the old 1980's Justice League cartoon series and more recently Batman The Animated Series and Batman the Brave and the Bold with my son.

As a result, I came into the Flash with minimal expectations, and was pleasantly surprised when the first season turned out to be quite well done and the second season (so far) turns out not to suck too badly.  The writing team either changed or got worse in season two, but its still watchable.

The cast mostly does a credible job, but the real stars are Tom Cavanagh and Jesse L. Martin, who respectively play Dr. Harrison Wells and Detective Joe West.  In the first season, Tom Cavanagh brought a delightful air of subtle menace to his role, managing to seem amiable enough but threatening and keeping a dark secret as well.  Jesse L. Martin brings Joe West to life, taking a role that in less competent hands would be merely mawkish or cliche ridden and turning it into a rounded and interesting character.

One of the nicer aspects of the Flash is that it fits today's world so well, though it never really takes a closer look at what it portrays.  Joe West and his daughter Iris, Barry Allen's adoptive family, are black.  In the real world that sort of adoptive situation is rare because its actively discouraged.  Race is simply not discussed in the Flash, ever, which considering Joe West's position as a police detective is difficult to justify.  I don't demand that every show be The Wire, nor do I demand a deep examination of race in America from a show aimed mostly at teens and young adults.  But the total silence seems at first slightly odd and then almost oppressive.

So far two characters are acknowledged to be gay.  Police captain David Singh (who doesn't look Sikh to me) once grumpily justified a bacon cheese burger on the grounds that his boyfriend was trying to make him eat healthier, and later had wedding jitters as he prepared to marry his boyfriend.  It was handled well, Singh was established as a character before his sexuality was brought up.  He was always a hardass police captain who was gay, not a gay police captain.  And that is a sign of progress, even just five years ago the fact that he was gay would have needed a lot more explanation and would have been a much larger part of his character.

The other openly gay character is a brilliant supervillain, who like Singh is more than just a gay villain.

The Flash is a monster of the week type show, with a season long story arc that threads through all the individual episodes.  The characters are mostly well developed and interesting enough, and while most of the villains were one shot a few are recurring and become (as villains inevitably must) more interesting than the heroes.

Barry Allen isn't as angsty as a typical X-Man, but the writers try to wring every drop of pathos out of him that they can.  Ultimately he's sort of shallow, because superheros almost inevitably are.  He runs in circles around bad guys, discovers that he isn't fast enough, finds the inner willpower to go faster, and runs in faster circles around bad guys which defeats them.

But Wentworth Miller's Leonard Snart manages to rise above the constraints of being the guy in a parka with a cold ray, and become the sort of villain you can cheer for.  And considering how cheesy Captain Cold is in most other portrayals that's saying something.

Overall, the Flash is a solid TV show delivering an average amount of entertainment.

Tuesday, September 1, 2015

Fallout Shelter, a free to play done right

Fallout Shelter
Grade: C
Platforms: iOS, Android
Genre: Resource management

Site: http://www.falloutshelter.com/

Fallout Shelter is an excellent example of the often rightly hated free to play model done right.  It's also a fun enough little resource management game.

Made to help generate hype for the upcoming release of Fallout 4, Fallout Shelter is enjoyable on its own even for people who have never played a Fallout game, though presumably most people who download it are Fallout fans.  There's not much to the game, no real objectives beyond collecting all the costumes, weapons, and special characters.  Like many mobile games it is intended to be played in brief bursts, not over long period.  There isn't much difficulty.

The graphics are based off the classic Vault Boy design and have a nice cartoonish look that clashes pleasantly with the gruesome violence of the universe, just as the original Vault Boy design was intended to.

Gameplay consists of assigning the characters with the right attribute to the various jobs, balancing training attributes vs. producing resources, fighting off the occasional raider or deathclaw invasion, and dealing with random infestations of radroaches, molerats, or a fire breaking out, and sending properly equipped characters out to scour the wasteland for guns, costumes, and occasionally special characters.

Like many burst play style mobile games, Fallout Shelter has a timer attached to most events. To have even a roughly 1 in 10 chance at getting the extra special goodies from the national guard depot you must have a character exploring the wasteland for 60 real life hours, and then have them spend 30 real life hours trudging back to the vault.  Rooms produce resources at a rate that varies depending on the stats of the Dweller assigned to that room, but it ranges between slightly less than a minute and fifteen minutes.

Unlike most free to play mobile games, there is no way to exchange real world currency to sidestep those timers.

In fact, you can buy exactly two things with real life money.  The first is Mr. Handy, everyone's favorite hovering betentacled flamethrower armed robot, who will wander the floor where you place him collecting resources so you don't have to.

The other thing you can spend real money on is extra lunch boxes.  You can get lunch boxes through normal game play by completing randomly generated assignments.  The lunch boxes contain a tiny assortment of resources, and a rare or semi-rare character or item.  It's those last you really care about of course.  The lunch boxes you buy are superior to the ones you get through playing, purchased lunch boxes are guaranteed a rare character or item, while the ones you get through playing occasionally only have normal things.

The only major objection I have is that on the Android there is no pause function other than quitting.  When you switch away from the game it continues to run in the background, your vault dwellers continue to consume resources, but since getting resources requires you to tap the room where they are generated they quickly run out and starve if you forget to quit instead of just hitting the home button.  If you have a Mr. Handy on all the resource producing floors that's actually a kind of good thing, as you can let the game run in the background and stock up on things without having to bother with the tapping.  If you don't have a Mr. Handy then it results in unhappy vault dwellers, and possibly a deathclaw attack ripping through your vault and killing everyone.

Since it can take upwards of thirty seconds to a minute to load once you've quit, frequently quitting is annoying.

My biggest minor objection is that using stimpacks on your dwellers before they die during attacks is sometimes frustrating because they clump together making it hard to tap the right dweller. I suppose you could argue that's an intentional design choice to increase difficulty, I suspect it's just a mistake on the developer's part

Overall, it's a perfectly enjoyable way to kill a few minutes while you wait for the bus and I have no doubt that other fans of the Fallout series will enjoy the in jokes.  If you're like me, you'll become obsessed with collecting all the canonical characters available (so far all from Fallout 3 except for a couple of Fallout 4 preview characters, but doubtless New Vegas and 1 & 2 characters are on their way).