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

Thursday, May 26, 2016

Raising Steam, a review of the last (adult) Discworld novel

Raising Steam
Grade: D
Author: Terry Pratchett
Genre: Fantasy satire/parody
Published: 2013

As the last of the adult Discworld novels (the very last Discworld book was The Shepard's Crown, a YA book), this was often quite obviously the book Pratchett was using to, well, clean up the Discworld and make it a nicer place.

Much as I dislike the result, I can sympathize with the urge.  Pratchett obviously loved the Discworld, all of the readers loved it, and the urge to tidy up, make things less tense, end wars, improve the lives of the denizens, and so forth are understandable. But while the urge is understandable it makes for a bad book.

Despite signs of the embuggerment (Pratchett's term for the mental degradation he experienced as his early onset Alzheimer's) making the book less tightly written and snappy than the earlier Discworld books, it was the cleanup effort that truly caused Raising Steam to be, well, bad.

It is, in a word, twee.

Begin with the goblins. I'd hoped that they would vanish after Snuff, but regrettably not.  Like Pratchett's attempt to rehabilitate, or put a different twist on, orcs in Unseen Academicals, the goblins simply don't work.

In theory they might, the Discworld has always been a place for Pratchett to set up, take the mick out of, and generally twist around and play with fantasy tropes and it's hard to find a fantasy trope more ripe for improvement than goblins and orcs.  While there had never been any real inclusion of either orcs or goblins in any prior Discworld novel their sudden addition wasn't really completely out of character for the series.  Pratchett has never been hobbled by continuity, and I don't mean that in a bad way at all, so the fact that he'd never mentioned them before and yet was now having everyone talk about them as if they'd been involved from the beginning isn't as big a deal as it might have been with a different author or a different series.

What is a big deal is how awful they are as characters and the clumsy, ham handed, way Pratchett handled them.

Goblins are established in Snuff as basically the Mary Sues of the Discworld.  Abused and put upon by the cold and unfeeling humans, dwarves, and trolls, the poor goblins struggle on despite it all, and are better at absolutely everything they attempt than any of the other races.  This saccharine cute victimhood is made even worse by the colonial approach to civilizing them and saving them from themselves and their victimhood.  One goblin girl, trained up by a well intentioned human to dress in human styles and learn human arts, plays the harp so well that everyone suddenly realizes that goblins are wonderful and laws are passed making them people.

They're back, and in many ways worse, in Raising Steam.  Now the goblins, such wonderful Mary Sues, have been found to be perfect at running clacks towers, turn out to be amazingly hyper competent mechanics, and super humanly good warriors to boot.  Or, rather, when lead by a white man they are anyway.

At one point Moist von Lipwig finds a particularly pathetic group of goblins, goblins who have literally had their children hunted for food by bandits for long enough for huge bone piles to build up, but goblins who apparently never thought to fight back until Moist (of all people) appears to lead them to victory at which point they quite handily eradicate the bandits in a single battle.

W.T.F. Pratchett?

The very racist trope he so successfully mocked in Jingo he now plays painfully straight.  Goblins are as supremely good at fighting as they are at literally everything else, yet until a human leader appears to tell them it's ok, they won't even fight back to save their children from being EATEN by human bandits?

This could possibly work if the goblins had been portrayed as having some sort of built in racial slave mentality, or total inability to do much of anything without outside guidance, or inability to think of doing things for themselves, or something.  And that would have made for some interesting ethical conundrums.  But no, they're perfectly capable of being independent, resourceful, snarky, and generally all around fully competent people.  Just not until a designated heroic human comes along and tells them it's ok.

Raising Steam is a book about trains, and so trains appear and spread with the sudden and impossible success that all new things do in the Discworld.  But unlike in the other books where he sort of glosses over the impossibly fast way things get built (the Clacks suddenly appearing, for example), Raising Steam spends an inordinate amount of time discussing how it is built, and since the speed at which it is built is flat out impossible, the whole book feels fake in a way that even Snuff didn't.

The Patrician's mysterious demand for train service to be extended several hundreds of miles to Bonk, all in a month or two, is never actually explained, it is simply a clumsy motive for a preposterous and utterly unbelievable set of events.

The train is used as the explanation for how Pratchett fixes up the Discworld and makes it all nice and twee before he leaves.  Life just gets better wherever the train goes, and the book assures us that soon the trail will go everywhere.

The Low King of the Dwarfs travels back home, after leaving in the middle of a crisis for no good reason but to allow a palace coup by the evil religious fanatics, returns and by his mere presence makes everything ok again, and then to fix the dwarfs Rhys Rhysson (known to us readers to be female since Fifth Element), publicly comes out as a woman.

This sudden revelation in the middle of widespread political turmoil, rather than reigniting the just barely put out fires of religious fanaticism and traditionalism, instead makes the dwarfs realize that being a woman is ok.  Less than an hour later as the newly revealed Low Queen of the Dwarfs travels to the Scone of Stone, hundreds of prominent dwarf women have curled their beards, welded heels to their boots, and put on eye shadow in order to show the reader that now dwarf society has been fixed and we don't have to worry about that anymore.

Clumsy, preachy, poorly thought out and executed, Raising Steam is unfortunately both the last Discworld novel, and the worst Discworld noel.  Rather than wrapping everything up neatly and leaving the reader feeling satisfied, it simply feels trite and bland.  And that's coming from a person who is in full agreement with the politics, atheist worldview, and social justice beliefs Pratchett was arguing for.

Tuesday, February 16, 2016

War For the Overworld



War for the Overworld
Grade: C-
Platform: PC, Mac, GNU/Linux
Genre: 4X
Site
Steam


War for the Overworld is really Dungeon Keeper 3, it can't be called that for copyright and trademark reasons, but it's DK3.

And that's both good and bad.  Hardcore DK fans like me have been clammoring for DK3 ever since DK2 was released, so it seems a bit churlish to give it a less than stellar rating when it finally does get released.  But I've got my reasons.

WftO has a lot going for it, to begin with they got Richard Ridings the original voice actor for the mentor from DK1 and DK2 to voice this game as well, and his silky yet sinister tone was always one of the little joys of playing Dungeon Keeper.  The WftO designers also must have been working hand in glove with the legal team to skirt as closely as possible to violating the trademarks and copyrights on Dungeon Keeper without actually stepping over the line. It looks like Dungeon Keeper, it feels like Dungeon Keeper, it sounds like Dungeon Keeper. 

So why a C- instead of a C or a C+?

A variety of reasons, beginning with poor support for post-campaign play.  There is a not very well designed sandbox mode, the inevitable PvP mode, and the promise, or perhaps threat, of DLC in the future.  Compare to DK2's rich post-campaign play and it doesn't hold up.

There's also the problem that while they did innovate a bit, much of what they came up with was mediocre at best.  I did like some changes.  The mana pool is better managed than it was in DK2, they made mana regenerate at a flat rate and took out the abuse inviting mechanic of allowing prayers in the temple to generate mana.  I honestly think DK was better without mana, the DK1 mechanic of paying for spells with gold seemed like a better option, but if we must have mana there is no doubt that WftO handles it better than DK2 did.

Unfortunately that's the only new thing in WftO that was a real improvement.  I like the idea of the alchemy lab, but found the implementation and the range of potions wanting.  I liked the idea of rituals from the dark temple, but like the alchemy lab I found the implementation wanting (how did sacrifices work exactly, it was never really easy to tell) and the rituals themselves a bit bland.
Then there were the unnecessary add ons, the tech tree was kind of pointless really.

Where the game really suffered was in a failure to take risks.  It isn't so much DK3 as it is a loving recreation of DK2 with a few pointless add ons, and a short campaign.  Worse, they kept the parts of DK2 that weren't all that great, and the parts of DK2 where it became less innovative than DK1.

The best part about DK1 was the inversion of aggression.  In most games the player is the aggressor, the one who dictates the tempo of the game, the one invading the enemy and crushing them.  But in DK1 all that was reversed.  The player was a passive defender, the game dictated its own tempo for the most part, and with a tiny few exceptions the player was the one being invaded (though if they planned well of course they were party doing the crushing).  DK2 and WftO changed that, it is always the player doing the invading and taking the active role.  The joy of building a dungeon filled with traps and lurking monsters waiting to destroy would be heroes who would dare try to steal your gold is not a part of DK2 or WftO and I miss that and I miss the bold innovation and role reversal it entailed.

They also kept the Dungeon Keeper combat system, which is both understandable (imagine the wailing if they changed it and it wasn't very fun) but also disappointing.  Combat is easily the worst part of the entire series, it was never anything more than grabbing your monsters and dropping them into battle then hoping you outnumbered the enemy (or in DK2 hoping you'd managed to get all the Dark Knights while leaving your opponent stuck with the goblins).  Combat in WftO is exactly the same, and that's a point really driven home in the level where you have to fight off several other Keepers (ahem, sorry, "Underlords") and the whole thing is basically a bunch of dropping and occasional smiting of enemies with lightning.  Of all that parts of DK that cried out for change and innovation it was combat that called the loudest, and those calls were ignored.

WftO does away with the DK2 mechanic of a shared pool of potential recruits that all Keepers must compete in, but it makes getting hordes of monsters somewhat difficult. Each building will only summon a tiny number of minions, and buildings cost gold and land.  In a way this is good because it can force you to throw minions into combat you otherwise wouldn't, but its also bad because it makes expansion more a matter of deciding which minions you need the most and building more of their rooms than any other consideration.

I'm iffy about the plot of WftO as well. It was short, had an abrupt end with no real demounement (not something I object to, but something of a risk and apparently one that many other players did object to), and while neither DK1 or DK2 had much in the way of player choice in the plot, the way it was presented felt more natural and less forced than it does in WftO.  You had a home realm that seemed like it'd be fun to decorate and fix up with your newly acquired rooms, but trying to do so resulted in the dark god harassing you every few minutes to get back and finish the campaign which kind of detracted from the potential fun there.  Through the entire game you're the pawn of the dark god, and not an unwitting pawn but rather a pawn who is constantly told that they are a pawn, which got old after a while.

What's worse, the plot sometimes had you do something it claimed was important (beating up the other Underlords to make them serve you) but then apparently forgot about that and their servitude was never mentioned again, you never used them for any purpose, it was just sort of left hanging.
Overall, if you want to relive DK2 with better graphics I'd say WftO is a good buy. It's also pretty fun on its own merits, if nothing spectacular.  Personally, I'm loading up DK1 and DK2 from GOG and playing them again.

Friday, September 4, 2015

Civilization: Beyond Earth, or Alpha Centauri II (sort of)

Civilization: Beyond Earth
Grade: C-
Platform: PC, Mac, GNU/Linux
Genre: 4X
Site
Steam


The good news is, Beyond Earth is basically Sid Meier's Alpha Centauri 2.  The bad news is, Beyond Earth is basically Sid Meier's Alpha Centauri 2.

Like a great many sequels, this one definitely lacks something.  And what it lacks isn't a vague je ne sais quoi, but pretty clearly and easily explained.  But first, let's examine the good, and there is a surprising amount of good considering the low grade I've given the game as a whole.

I get the impression that in a lot of ways we're looking at many of the innovations the Civilization V designers wanted to include in Civ V, but weren't allowed to for fear it'd be too radical a departure from the standard Civilization experience.

Sometimes this is a very nifty approach that I'm sorry that Civ V was too stogy to use.  For example, when you build the first of most newly researched buildings, you're presented with a choice of (usually) two ways you can customize it. I might chose to save energy by having my relics maintenance free, you may chose to pay maintenance on relics but get extra culture from them. It allows for the player to minmax a bit based on their play style.

Likewise, rather than simply replacing old units you get choices in how they can be upgraded.  I don't approve of this as much as I do the building customization because rather than having the freeform units of Alpha Centauri you are given a much more limited set of options based on your ideological choices.  But at least there's some player choice involved, and that's never a bad thing even though it could easily be better.

Unfortunately, some of the new ideas just don't work, I don't know if the devs just didn't want to risk making things too different, or if there was executive meddling, but some changes simply feel timid.

The tech web is a perfect example of this.  Rather than a simple tech tree that everyone climbs and by endgame you either have all the technologies listed or you're just playing badly, Beyond Earth has a genuine tech web.  I suppose it might be possible to get all the techs in a single game, but I haven't yet.  In theory, that would allow for diverse and varied gameplay as you use different parts of the web from your opponents, or change your game style by exploring different techs.

Unfortunately, in practice, the tech web is kind of bleh and really your choices there don't make as much difference in gameplay as you'd hope.  Nor, really, do the choices between the three ideological options of purity, supremacy, and harmony.

So rather than having to make truly hard, game changing, decisions based on the tech you choose to research, the only real factor in your decision is simply what victory condition you want to chase.  A player who has chosen a supremacy ideology and the emancipation victory won't have a game significantly different from a player who chose a harmony ideology and the transcendence victory. And that's a major disappointment because the game has so much potential.  The ideologies are intriguing, and if they and the tech had been more significant and produced different interactions with the game based on those choices it would have been truly wonderful.

We also have the problem of the publisher stripping out big chunks of the game to sell as DLC. The first is already available and allows ocean buildings and more oceanic options as well as adding more factions, improving diplomacy, and so on.  I expect we'll see another coming soon to expand on the anemic orbital game.

What disappoints the most is that Beyond Earth is, kind of, sort of, a sequel to Alpha Centauri.  And that's a problem, because they couldn't use Alpha Centauri intellectual property, that belongs to EA not Fireaxis.  This means that often they tried to duplicate Alpha Centauri ideas, but without referencing the forbidden IP.  Sometimes, some games, some publishers, this can work.  It didn't work for Beyond Earth.

The transcendence victory is clearly a call back to Alpha Centauri.  The problem is that in Alpha Centauri there was an overarching plot involving the planet's fungus being sapient effectively making the whole planet a single mind, so in Alpha Centauri the transcendence victory flowed naturally from the game as a whole.

But in Beyond Earth it just doesn't make sense.  There is no overarching plot of any sort, the aliens are just kind of buglike and it is never indicated that they are intelligent even individually much less collectively, so the idea of joining a planet mind in a telepathic rapport just doesn't fit the game.  But the option is there, because Alpha Centauri did it.

Worse, they didn't try for anything interesting or new in what little plot the game has.  Alpha Centauri had a story, an intreguing story that the player discovered through the tech quotes, through gameplay, through bits of short fiction that popped up at significant events.  It had factions that were believable and interesting and lead by characters who exemplified a single trait but had personality beyond that one trait.  Miriam Godwinson was a religious fanatic to be sure, but there was more to her than just that.

There is no real story in Beyond Earth, the factions are bland and mostly indistinguishable, the faction leaders are mere faces and names.

There are three voice actors, total.  All the tech quotes are done by one actor, and she's fine and does a good job, but it seems kind of limited when compared to the quotes from Alpha Centauri.  Worse, since there isn't an overarching plot, and all the factions are kind of blandly similar, the tech quotes don't - can't -  reveal anything about the factions and their leaders.  When compared to Alpha Centauri in this aspect it falls horribly short.  And frankly, it doesn't do all that well in comparison to the blander Civ tech quotes either. While in Civ the quotes are often meaningful historic quotes, all the Beyond Earth quotes are made up which which would be OK if they told us more about the game setting, but they don't.
I really want to give Beyond Earth a better grade, I loved Alpha Centauri, I applaud efforts to make a sequel, I love that they made it available for GNU/Linux, and I am delighted with the effort to go beyond the Civ restrictions and do newish things with the series.

But, at the end of the day, it just falls flat.  I still play Alpha Centauri, but after finishing three games of Beyond Earth I doubt I'll play much more.  As DLC for Civilization V it'd be fantastic and I'd probably have given it a higher grade.  But as a stand alone game there just isn't enough content to justify the price.