Showing posts with label iPad. Show all posts
Showing posts with label iPad. Show all posts

Sunday, 16 October 2016

Not Quite Review Corner: Invisible, Inc (iPad)

I've mentioned Klei's Invisible, Inc before, but until now it's always been a PC and PS4 title. It recently popped up on the iStore for $4.99 and, as Hurricane Nicole bore down on the island, I thought it was as good a time as any to give it a whirl. I played this on iPad Air 32 GB, so not the most recent model; performance-wise, I have no complaints.

If you've already played this or read the previous review then you know the basics, but to briefly reiterate: this is a stealth turn-based strategy roguelike with cyberpunk elements, in which you play a team of highly trained corporate spies on the run, trying to find out why your agency got smashed by the corporations while at the same time saving your powerful Artificial Intelligence, Incognita. Think of it like Pelgrane's Night's Black Agents, except the enemies are powerful megacorps with private armies at their disposal, not vampires.

Its basic release in May 2015 gave you the game, several unlockable agents and hours of fun. The November 2015 DLC Contingency Plan gave you several more agents, a ton of new items and equipment, and increased gameplay considerably with two new custom missions and several extra basic missions. I've played Contingency Plan to death on PC; in fact as the iPad release surfaced I was already on Day 16 of an Endless Expert run, so my people were about as skilled and as tooled up as it is possible to be.

It came as a little bit of a shock to discover that the iPad release includes just basic game content. Oddly, when Contingency Plan came out I didn't think it added much to the game. It took this release to make me realize just how much the DLC brought to the experience. On iPad it seems a shorter, less fulfilling title without the DLC content. I also realized that, without the Contingency Plan stuff, a shorter game means less of a challenge since you never encounter any of the tougher enemies in campaign mode. You'd have to go to Endless for that. There are several new agents only available on Contingency Plan that won't be available here, and all the side missions I'd come to expect - retrieving drones, hacking software laboratories, retrieving Invisible's data, raiding power vaults - are gone.

I played through one story campaign in Expert on iPad, and it was a lot of fun. It might be shorter, and that may mean it's not as much fun as the expanded Contingency Plan version, but it's still one of the best turn-based games out there. I was sweating bullets by the end, using up all the toys I'd saved to get my people to the final scene, and more than once I was convinced I'd completely screwed myself and lost the game. Particularly since, as this was basic, I hadn't the time to get any of the really powerful toys, which meant that any enemy with better that Armor 1 could have my agents for breakfast spread over a nice bagel.

A few things struck me. First, this game kills batteries. One level used, on average, about 30% of my battery life. Two levels would have me reaching for my charger.  If I were going on a long journey or thought I wasn't going to be able to charge my device, I wouldn't touch this game. When the hurricane knocked my power out, for instance, I immediately stopped playing and didn't touch it again until power was restored.

At first I thought I would need a Wi-Fi connection to make this work which, since Hurricane Nicole was bearing down on me, would mean I couldn't play. Not so; it works fine offline. It takes a while to load. I'd guesstimate maybe a minute and a half, at most, between boot and play. Given the complexity of the title I'm not surprised.

I wouldn't try this on a phone. Things got very busy on my screen, and more than once I really couldn't tell what was going on without juggling the screen a few different directions and squinting. Moreover there are times when two enemies would sit on the same square and I really couldn't tell which was which; very annoying when those two enemies are hackable drones, but I only want to hack one of them. I dread to think what the experience would be like on a smaller screen.

I used finger rather than stylus as a control, and on reflection I really wish I used a stylus. Maybe it's just me, but I think that might have given me better control. That said, gameplay was smooth and I never once made a disastrous mistake through fat-fingering.

It's almost but not quite the same game on iOS as it is PC. There are some gameplay changes, and I noticed two which may have a significant effect on your experience:

First, enemy drones have slightly different behavior patterns when hacked. In the PC version hacked drones can open doors and, if armed, shoot things, but other than that they have no function. In the iOS version hacked drones can also manipulate switches and apparently gather items, though I didn't have many chances to test that last part.

Several levels depend on you doing certain things in certain areas. In the detention center level, for example, you have to hack a control panel, manipulate that panel to open the cell door, and then guide the prisoner out. Usually this means you have to send an agent in to the control panel, but if a drone can do that job it can change the way you deal with the level. You don't have to send an agent in, thus possibly alerting the captain of the guard. The drone can do all the really dangerous bits while your agents sit outside, probably distracting the captain by opening doors and running away, a cybernetic version of Knock, Knock, Ginger.

Moreover if they can gather items then they can empty safes, which would make bank robbery much easier. I didn't have many chances to test this theory, but it's worth trying.

Second, at least one and probably more items have changed slightly. I'm talking about the Invisibility Cloak, but I wouldn't be surprised if other items changed too and I didn't notice.

The Invisibility Cloak in the original came in three versions: Basic, Cloak II and Cloak III. Basic lasts for three or four squares of movement, I misremember which, and then fades. Cloak II lasts the full turn, and then fades. Cloak III lasts two full turns and then fades. You need to have a certain base level of Speed before you can use the advanced Cloaks, and even Basic needs a higher Speed than your agents usually start with.

In the iPad version all's the same, except for Cloak III. This time Cloak III only lasts for one turn, not two, but the kicker is that when activated it generates a small cloaking field around your agent, allowing you to make more than one friendly target invisible. They don't have to stay chained together either; once invisible no matter where they go they stay invisible for the rest of that turn or until they attack.

This came in very handy in the final encounter. Shalem and Monster were cut off from the rest of the group, and the enemy were closing in. Decker had Cloak III ready. He ran in through the enemy, activated it next to Shalem and Monster, and all three of them sprinted past the guards, Decker frantically gobbling Stims for extra move boost. They still needed a smoke bomb from Internationale on the next turn, otherwise the guards would have nailed them. But without that first turn of invisibility, the team would have failed right away.

Understand, these are only two changes I noticed. I'd bet there's others I didn't spot. That said the core game is basically the same as it was when Invisible, Inc first launched in 2015. Tweaked certainly, but not fundamentally altered.

Do I recommend this title? Yes. If you like turn-based strategy with roguelike elements and a high degree of stealth gameplay, this is a must-purchase. I'd warn you to watch your battery life, but apart from that, enjoy!

Sunday, 25 September 2016

Not Quite Review Corner: Batman (Telltale, iPad)

Batman took off as a video game property back in 2009, with the release of Batman: Arkham Asylum. There had been Batman games before, but no company before Rocksteady succeeded so thoroughly in making the player feel like the Dark Knight, in an adventure exactly like one of the Caped Crusader's grimmer tales. Not quite Alan Moore, but a passable Alan Grant. It spawned a succession of solid sequels, most of which - even the bad ones - were well received commercially.

Back in 2012 Telltale Games, a company that made a decent living but no significant reputation with episodic adventure games, confounded all expectations with The Walking Dead, an adaptation of the comic series by Robert Kirkman. Like Arkham Asylum, The Walking Dead shot to everybody's Top Ten or Game of the Year lists on release. It also spawned a ton of sequels, most of which were solidly put together even when they didn't match the emotional pull of the first game. Since then Telltale parlayed its newfound glory into a string of impressive hits, not least of which was The Wolf Among Us, an adaptation of a hit DC Vertigo series, Fables.

It was only a matter of time before Telltale gave Batman the episodic game treatment, and once it did it was bound to come out for iPad just as its other titles have. It just did, and these last few days I've been giving the first episode, Realm of Shadows, a shot on my iPad Air.

There are two questions to answer here:

Does it work as a Batman title?

Does it work as an iPad game?

The short answers are Not Entirely, and Absolutely Not.

As a Batman title it flows well. It suffers from Too Many Characters syndrome, probably because it's trying to pump as much Batman cred as it can in a short play time. I finished the title in a little under two hours, in which time we met Harvey Dent aka Two Face - before his unfortunate accident - the Penguin, Catwoman, Carmine Falcone, Detective (not yet Commissioner) Gordon, Vicky Vale, and probably Scarecrow, though that last awaits confirmation. Fewer references would have made for a better plot. But there's a decent balance between action and thoughtful crime-solving, and it really benefits from focusing on Bruce Wayne rather than his caped alter ego.

As a brief aside: it's a mature title, but all that really means is occasionally Selina Kyle says 'shit.' Because maturity is all about the swearwords.

That said, the big problem is that if you know the series at all, any tension is immediately lost. Telltale has a habit of making you feel as though every choice you make in-game is important - even though it often isn't so - yet knowing who these people are and what happens to them robs all the decisions of any impact. You know that Harvey Dent will become Two Face, so you don't care whether or not you make nice with him; whatever you do he's still going to get his face melted and become a villain. Equally you know it doesn't matter whether you choose to help Commissioner Gordon or Vicky Vale, since both of them will be your ally. There's no chance that Gordon or Vale will turn on you, and it won't matter too much if you upset one by helping the other.

Spoiler territory: the best example of this is the Wayne problem. In the first episode it's revealed that Thomas and Martha Wayne may have been in cahoots with the crime bosses that run Gotham, Falcone in particular. As a plot twist it seems powerful: Batman gets his whole motivation, and the money he needs to fight crime, from his parents, and if they turn out to have feet of bloodstained clay then the whole thing's upended. But you know full well Telltale will never stick to that, and even if it was tempted DC would pull the plug. No; the Waynes will turn out to be the sainted martyrs they've always been. My money's on the Wayne Corporation executive who turns up briefly at the Dent fundraiser, and later at the Arkham Asylum ceremony.

Personally as far as long-term plot goes I predict something like this: Penguin set Falcone up for the fall, using Catwoman to do it. Either Penguin or Falcone brought Scarecrow on board - hence the peculiar psycho gas that turns up in the crime scene - for reasons as yet unknown, but probably unpleasant. Penguin seems to be the long-term opponent, but things could change.

Moreover there are very few opportunities to be Batman. There are moments when you leap into action, but the game's rigged so that you never really fail. In only one instance does a bad button press result in Game Over; usually it just means you're not quite as cool as the real thing. Telltale's strength is in emotional strife, not combat, and it shows.

Which is why it doesn't work as an iPad game either.

The iPad touchscreen controls just aren't precise enough to make for a really compelling combat sim. More often than not the button prompt will come up for the quicktime event, you'll stab the screen like a chimp on a caffeine high, and your response will be off or mistimed or whatever it may be. End result: just not as cool as the real thing, just not as cool as the real thing, just not as cool as the real thing. Again and again and again. I don't doubt this worked like magic on consoles, but the iPad doesn't respond well to the chimp stab treatment.

Dishearteningly, it doesn't matter what you do. You'll still win. Granted you'll feel like an idiot and the little Bat-meter at the bottom of the screen, which does nothing except shatter your ego, will not fill up. But you'll still win. For a game all about power wish fulfillment, it robs you of power while at the same time fulfilling no wishes.

Is it worth getting? Ehhh ... if you're a Batman completest, sure. If you're just looking for some iPad fun, pass. I'd recommend The Walking Dead or The Wolf Among Us over this any day of the week.

See you next Sunday!
 

Sunday, 22 January 2012

The Joy of Cooking

I've recently become an iPad convert. One of the apps I installed almost as soon as I got the Pad was The Recipe Box, which allows users to store all their recipes. I've been transferring pretty much everything (I love cooking; good job I'm a fast typist) over to the Box.

Like most of us, when I'm doing something dull and repetitive, I crave distraction. I had the Escapist's most recent podcast on, and as it happens they're almost as obsessed with food as I am. Which is to say, about half as obsessed as the folks over at YSDC; the Bradford Players' audio games are liberally mixed with food references (about 2 tablespoons food to 1 cup game, I find), and they're particularly fond of hampers. Thus as I typed my mind turned to thoughts of food and gaming, particularly RPGs.

Food rarely appears in game, except for the occasional quick reference. I find this odd. In RPGs particularly, the Keeper often needs to create a mental image, or a sense of foreign climes, and the senses, including taste, are inextricably linked to memory. Sweet, sour, bitter, salty, umami, all evoke certain memories or reactions, and there are kinds of cuisine that automatically signal particular associations in our minds. Moreover history shows us that the search for food has changed our world. When Columbus went looking for the Indies, one of the things he was after was spices; Spain wasn't happy paying the high Venetian tariff for access to saffron and cardamom. When he accidentally came up with tomatoes, potatoes and corn he changed European cooking forever. It's almost impossible to imagine what Italian cuisine, for example, was like without the tomato, or what the English roast would be like without potatoes. Ireland's history would be very different were it not for the Famine, and there are hundreds of other examples of food gone wrong that had terrifying consequences. There ought to be all kinds of stories to be told about food, but we don't seem to tell them that often.

In game, I tend to set up a shortlist of locations and NPCs that I know the protagonists will encounter at some point. For instance, no matter what the setting, it's a pretty good bet that the characters will meet law enforcement officials at some point, or criminals, or innkeepers. That's just the nature of the beast; characters commit (or avenge) crimes, occasionally work for crime lords or the authorities, and always need a place to lay their weary heads. That's true almost regardless of setting, and in some cases the setting only reinforces the truism. Ars Magica had its mighty wizards deviously plotting their advancement, possibly even assassinating their rivals, but everyone wanted to stay on the good side of the Guernicus, and the sensible Storyteller always had a couple of them on hand for those moments when power-mad players started getting above themselves. Cyberpunk 2020 wasn't big on law enforcement, but crime ran rampant and more often than not it was the players who were up to their neck in the mud. Bond wouldn't be Bond without his encyclopedic knowledge of Chateau Lafitte. So on and on, and to that list of 'NPCs I know I'll use' can be added the Restaurant/Bar.

As Keeper, you know full well the characters are going to want to eat at some point. You also know that there are plot points that can be reinforced by eating. In Cthulhu gaming, the most popular plot point is cannibalism, and there are groups within the setting whose entire culture is defined by their dietary needs. Even without this direct plot link, there are going to be times when you as Keeper want to reinforce the nature of the setting by referring to the characters' surroundings. Or to put it another way, the characters have a different expectation of standards aboard the Orient Express than they do of the Stumbling Tiger Bar, Shanghai. Food is an excellent way to reinforce the nature of the setting. There's no reason why you shouldn't dwell on the excellence of the cuisine (or even borrow some inspiration from alternative sources). Alternatively the Keeper could focus on the liquid side of life, though I suppose it's not impossible that the Stumbling Tiger laces its brew with formaldehyde.

In each case I'd recommend simplicity. With any commonly encountered NPC type or situation, you shouldn't need more than one index card's worth of data. As this is information that isn't linked to a particular scenario, this is a mini database you can build whenever you have a free moment. Half a dozen restaurants, each with a shortlist of House Specials, or the same number of bars, each with its own peculiar cocktails or brews. That's enough for everyday use, and then they can be dropped into the game whenever you see fit. If you know you're going to be running a particular campaign, then plan tailored restaurants and bars to suit the setting. You don't have to know exactly what a fillet of beef pickled with juniper and coriander, served in a red wine sauce, tastes like, but you do have to be ready to use that menu information on the players so that they know they're on the Orient Express, not some trunk service to Brighton.

Point being, in an RPG the players need to feel as though they're playing roles, getting into character. For that to happen they need to have a clear sense of identity, and the senses are part of that identity. Food and drink helps reinforce identity, by giving a clear, unambigious message straight to the brain. 'This tastes good.' 'This reminds me of home.' 'Ugh! Funny stuff these foreigners eat.' 'Mmm . . . spicy!' Anything you, as Keeper, can do to reinforce the players' sense of identity ought to be done, since this can only help the game progress.

Of course, if their first reaction is 'dammit, now you've made me hungry. Let's order a pizza!' you'll know you've done your job properly!

Sunday, 8 January 2012

The Art of Books

One of the reasons I'm attracted to games like Bookhounds of London is that I'm a book fiend. I love books; I've been reading for as long as I can remember, and bookshops are my favourite places. Like many another bibliophile, there are certain stores I always go to whenever I get a chance. The Strand or the Argosy in New York, Quinto, Foyles, Henry Pourdes all near Charing Cross in London, or the shop on the Heath in Blackheath (very close to where I used to live); I could find my way to them blindfolded.

It took me a long time to get used to the idea of electronic books. I didn't like the feel or design of the Kindle, and I told myself it was purely an aethetic issue. Truth be told, it was probably more of a grudge than a genuine problem. I could sense which way the wind was blowing, and it didn't favour my old friends the book stores. Even so, I could see some use for them. I enjoy newspapers and magazines that are often difficult to get, for which an electronic subscription would be fantastic. I live in Bermuda now, but still enjoy reading the Guardian, and I also like catching up with the New York Times, which we do get, but usually a day late and only one retailer on the island stocks it. Plus, there are professional magazines that are usually difficult to get even if you happen to be living in the same country they're published in; magazines like Building or Architects' Journal. I'm not nearly as enamoured of the American equivalents. They seem too lightweight, more concerned with design issues than condition or refurbishment, and aren't very good at explaining the details of a project. Often I end an article knowing less than I did when I started, which is something of an achievement I suppose but doesn't really do me any good.

So now I have an iPad, and of course the first thing I loaded on it was a host of .PDF files. All my Trail books are on it, and let me tell you, as one who remembers hauling around all the AD&D manuals, the DMG, Monster Manuals, Dieties and Demigods, Player's Manual, Fiend Folio, Unearthed Arcana, the relevant Class Manuals, Dragon magazines, scenarios and other must-haves for the gaming session in a book bag when I was a teenager, the sheer convenience of having everything at my fingertips in an item that weighs less than a pound and a half is a godsend. For lo, the Heavenly Choir doth sound, and so forth. This is just the hobby stuff, of course. From a professional point of view, I can certainly see the appeal of having, say, all the Approved Documents to hand, as well as the full Building Regs for such arcane topics as energy efficiency. They haven't quite cracked CAD for the iPad, but once they do I can't see a reason for any built environment professional not to have a touch pad on them at all times. If anything, I'm mildly shocked that some clever clogs hasn't already started marketing custom touch pads to the professions.

Yet when I read articles like this one from the Guardian, I wonder whether I'm living in the same world as they. I'm going to focus on a few key statements:

Not since the palmy days of late-Victorian publishing has so much care and attention been lavished on the hardback. Go into any bookshop now and you will find piles of brand-new hardbacks sporting coloured endpapers, scarlet silk bookmarks, heavy, deckle-edged paper and elaborate laminated boards.

The immediate future of the book is clear. E (electronic) is for easy; P (print) is for posterity.

The pleasures of E means downloading the new book we fancy, from reviews, word-of-mouth or plain curiosity. The satisfactions of P come from acquiring lovely print editions for our bookshelves.

Dear Lord, if only it were true.

Yes, I'm slightly prejudiced. I live in Bermuda. I have yet to see this wave of late-Victorian tat yer fella seems to find so appealing. Possibly had I these leatherbound lovelies to hand I might feel differently. However I buy books to read them, not to salivate over, and here is where I part company with the wee man. I don't mind going the full monty on something that I really want to keep forever and ever Amen, but the kind of book described is the sort of delicate creature that can't bear to be touched. It reminds me of nothing so much as those overpriced mint-in-box Star Wars figurines. The whole and the sum of the value of those things is in the mind, not intrinsic. You might wander off to a convention to get the packaging signed by Anthony Daniels, or whomsoever, but you don't crack the thing open to play with it. Shame, really, since that's what the little plastic kitsch was made for. So too with the books. I don't buy one to look at, but to read, and I'm not sure the hypothetical leather fetisher and I are on the same page.

Going further: E is for Easy? Bollocks.

Again, I may be prejudiced, but Easy isn't how I've found things so far. Overcomplicated, yes. I've had the Pad about three weeks, and already I have three different e-readers for the bloody thing. The iBooks app is perfectly fine, that's my go-to. I also have a Kindle app, grudgingly. I hadn't realized I'd need a seperate app for that, but apparently ease of use isn't yet on anyone's agenda. I also have an Adobe e-reader, and here's where things get fun: I have that because I want to buy books, and very few vendors seem inclined to sell them.

Say I want to buy from Blackwells. Hell, never mind saying it: I really really want to buy from them, because they have lots of books I'd find useful, interesting, and often both at once. Importing those would be an incredible hassle. They're already a touch on the expensive side to begin with, and then there's shipping, plus the local vendor's margin; the final price can easily triple RRP. The electronic version would be so much easier to use, cheaper to get hold of, and I'd have it more or less instantly as opposed to waiting a month and a bit. So off I trot to Blackwells, cash in hand, and I get . . . . 'we don't send this to your country.'

Same applies in other areas. Dost thou wish to purchase from Barnes and Noble? Sorry, cholly, no can do. Oh, we do sell some, but not all. Waterstones, perchance, for the latest Brookmyre? Same deal. Oddly the English seem convinced I'm in America while the Americans are equally convinced I'm English. If either one would finally make up their tiny minds I could at least purchase from the other. I can't even download the latest Guardian app, intended to allow people access to the Weekender magazine. Et tu, Grauniad? At least with the book vendors there might possibly be a question of jurisdiction. Presumably they don't want to upset their rivals across the water by being seen to be poaching. I don't see how the same can apply to newspapers. Surely there can't be significant competition issues on that front? Will the New York Times send out the Ninjas if some poor sod in Manhattan dares to look at some dastardly foreign newspaper online?

So I have the Adobe e-reader, because the only bookstore I've found so far willing to sell to whomsoever wheresoever has been eBooks.com, and they seem to prefer it. They're also Australian, which may be why they don't seem as hung up on boundaries as their English or American counterparts. No doubt someone in the eBooks hierarchy got as frustrated as I have been with book delays and delivery problems, and decided that their bookstore wouldn't be hampered by artificial restrictions.

If I could download the book I fancied, that would be great. That is, after all, the main reason I wanted an iPad in the first place. However finding someone willing to sell me the book I fancied has been an uphill struggle. Moreover I can't help but think that many vendors are still romantically attached to print, for reasons I can't entirely fathom.

Take the webcomics lot, for a start, people like Rich Burlew of OOTS fame. I've enjoyed his work for years, and have all the trade paperbacks so far (up to Don't Split the Party), but I'm beginning to notice some flaws. The ink never seems quite right, and was all too easy to smudge when first bought. Now the pages are starting to stick together, and can't be unstuck without doing damage. Probably some of that is down to humidity, it being an island paradise here and all, but I'm not convinced that's all it is. I think the Chinese manufacturers have something to answer for. Plus of course from someone like Rich's point of view producing even one of those books must be a logistical nightmare. Presumably Ookoodook takes some of the weight off his shoulders, but I dread to think what it can have been like before he signed them on, what with dealing directly with the manufacturers, the vendors, overseas shipment dates, keeping track of subscriptions and all the rest of it. That sort of thing is a full-time job in itself. Just contemplating the mountain of detail involved makes it easier to appreciate the Robert Koos of this world.    

Which makes me wonder: why isn't this (and other things like it) in ebook form?

Manufacturing problems, delivery problems, subs issues, all of that backbreaking workload either gone in a puff of logic, or at the very least halved. Moreover it would be much easier for one person to manage, which is perfect for the average webcomic. Much the same trail of logic applies to small magazines like the Unspeakable Oath. I love the Oath, but I can't help noticing that although their stated goal is to publish four times a year, they only managed two issues in 2011, and there's no news (as far as I know) about a 2012 publishing schedule. While I doubt all their problems are tied to publishing in physical format, I'm willing to bet a lot of them are. There's bound to be a piracy concern with electronic media, but even with that threat I really can't see the cost benefit to a small publisher remaining in physical format. The workload alone means you spend three or four times as much effort producing the wretched things as you do creating them, and for a writer/artist like Burlew or amateur publishers like Pagan, I really don't see piracy being enough of an issue to make electronic unfeasable.

I can understand a sentimental attachment to print, believe me. I still favour bookstores over electronic media, and not just because I'm fond of them. Mainly it's because I find them easier to search (my eyes have never needed an internet connection, and I can scan a bookshelf in seconds where flicking through webpages takes forever) and because they still have more of the things I want all in one place. That doesn't mean I'm so blinkered in my outlook as to not have an e-reader, or that I can't appreciate the value of getting product out the door and onto the vendor's electronic shelf. There are going to be times when electronic beats paper. As the century eats away at us all, electronic will be beating paper more and more often.

That means the first vendor who establishes a genuine electronic presence is going to enjoy a bonanza, and by that I don't mean the Amazons of this world. I mean the publishers, the Penguins, the Fabers, the Blackwells, as well as the smaller publishers like Rich Burlew and the guys behind the Oath. So far everyone seems to be dipping their toes in, but I've yet to see anyone take the plunge.

Whenever you do get around to swimming in the deep water, guys, just remember: I'd like to buy from you. Don't lock me out.