Games


Games July 9th, 2008 by HMTKSteve
Age of Empires: The Age of Kings

In 2006 Majesco Entertainment released a version of Age of Empires for the DS. In the process of porting the game from the PC it moved from an RTS game to a turn-based game. I have to say that this was a very good move. As much as I like the idea behind RTS games I always find that once you reach a certain point of domination in these games you no longer have the time to properly manage your empire on your own. Moving to a turn-based ensures that you will have the time to look over all of your empire and make better tactical decisions.

    According to Majesco these are the selling points of the game:

  • Command one of five different civilizations: the Britons, Franks, Mongols, Saracens, and Japanese.
  • Take control of special ‘Hero’ units like Richard the Lionheart, Minamoto Yoshitsune, Joan of Arc, Genghis Khan, and Saladin among others who command special ‘hero’ powers affecting the entire battlefield.
  • Command over 65 different types of units from bowmen and monks to hand cannoneers, mercenaries and samurai.
  • Turn-based combat, new to the Age of Empires franchise, keeps the battle moving at the player-preferred pace.
  • Players construct & upgrade buildings like town centers, mines, universities and ‘wonders’ to help units learn new skills and create resources for their civilizations.
  • Players research over 50 different technologies like chemistry, ballistics, siege craft and spying among others to take their civilization into the next age.
  • Get help from the new Combat Advisor who provides advice on certain campaign strategies and an indication of how the battle will go.
  • Multiplayer scenarios allowing up to 4 players to battle each other wirelessly.
  • Gain Empire Points to unlock maps & units and improve Emperor Rank.
Age of Empires: The Age of Kings

The game has five single player campaigns with each one based on a given hero. They range in difficulty from the tutorial level Joan of Arc to the hard level of Richard the Lionhearted. As you complete each mission in the campaign another one unlocks. The early campaigns have five missions each while harder ones will have more.

What I found very entertaining is that some of the campaign end missions are played through twice, once from each side. For example, the final mission in the Minamoto Yoshitsune (Japan) campaign has you defending Japan from an invasion of Mongol hordes led by Genghis Khan (Mongol). When you play the final Mongol mission it is the exact same mission as the one you played from the Japanese perspective but now you are the Mongol hordes attacking Japan!

Civilizations

Each civilization in the game has certain bonuses and penalties associated with it. Their associated hero also has powers that are different than those of the other heroes in the game. These bonuses and penalties are realistic and add some realism to a game that is otherwise entirely unrealistic.

    Civilization Bonuses

  • Britons: Mining
  • Franks: Farming
  • Mongols: Technology
  • Saracens: Mining
  • Japanese: Farming
Age of Empires: The Age of Kings

Even though both the Japanese and the Franks both gain bonuses from Farming they do not play the same. For one thing the powers of their heroes are different and the other thing is that they have differing lists of discounted units.

    Unit Discounts and Buildings

  • Britons: Archery Range, Church, Crossbow, Arbalest, Longsword, 2-handed, Champion
  • Franks: Stable, Castle, Knight, Cavalier, Paladin, Monk
  • Mongols: Stable, Blacksmith, Scout Cavalry, Light Cavalry, Horse Archer
  • Saracens: Stable, Market, Horse Archer, Onager, Bombard, Light Cavalry
  • Japanese: Mills, Mines, Spearmen, Pikemen, Crossbow, Arbalest, Hand Cannoneer

Each civilization also one unit that is unique to them. These special units can only be built once you construct a castle. Castles become available once you enter the "Castle" Age of the game.

Through the Ages

The game covers four ages of civilization. Some missions start at higher ages while others start at level one.

The lowest age in the game is the Dark Age. During this age you are very limited in what you can build. Aside from mines, mills and farms (which are the buildings that give you resources) the only buildings you can build are stables and barracks. Lucky for you the Dark Age does not last very long and you will quickly move on to the Feudal Age.

Age of Empires: The Age of Kings

The Feudal Age brings you the ability to construct the very important blacksmith shop. After building this you will be able to research many technologies that will increase the effectiveness of your troops. You will also gain the ability to construct archery ranges, markets and towers to aid in the defense of your town.

You will spend a good deal of time in the Feudal Age before you advance to the Castle Age. Like the Feudal Age before it you will gain the ability to construct a building that will open up new research options: the university. You will also be able to construct castles, churches and siege workshops. Castles become very effective strategic strong points, build them on the end of a bridge and your opponent will have a very hard time taking you out.

After the Castle Age comes the Imperial Age, where you gain the ability to build Wonders. These wonders bring in bonus resources to your empire. No other buildings become available but new technologies do.

Game Play

When playing the game you can either use the stylus or the control pad and buttons. I tended to use both. Selecting and moving units is fairly simple though you do need to be careful when moving into areas that you can not see because running into a unit you could not see results in your unit ending its turn.

Terrain is important as placing a unit on top of a mountain will allow you to see and attack further and better plan your moves. In contrast, placing a unit in the woods will hinder their vision and their missile range. Nothing is better than having a ranged unit on top of a mountain firing on ranged units in the valley that can not return fire!

Which brings me to the combat system.

Age of Empires: The Age of Kings

When you enter battle with another unit they get to hit you back after taking damage (unless they are destroyed). Some units have special combat powers that allow them to hit very hard even when wounded. Others can heal themselves between battles.

Before you commit to battle your battle advisor will appear on the top screen with the attack and defense scores of both units. Below that he will either give you a stirring speech on how your units will destroy the enemy, warn you of an even battle or even tell you that your men do not want to throw away their lives needlessly.

Once you enter combat a short animation will play on the top screen and the results of combat will soon be displayed. These animations can be turned off via the options menu.

Combat is short and satisfying. As long as you take terrain into account (yours and theirs) you can easily guess which battles are worth entering before you even see the combat advisor screen.

The campaign missions are fun but not overly challenging. Even the hard level missions are not all that hard. The ones with fog-of-war can be difficult the first time through but, once you know the map, the mission becomes a lot easier.

The multi-player is a good option for when you want a stronger opponent. You can play with up to four players via local wi-fi but using the hot seat feature is just as good (if not better considering it is turn-based). There are many maps to choose from and you can add in some CPU players of varying difficulty levels to round out the game.

Conclusion

I picked this up new for only $12. For that price it is well worth buying. Some have called this game Advance Wars: The Middle Ages and they are not that far off in saying so. Game play is very similar to what you get in Advance Wars: Days of Ruin just not as polished. If you like turn-based strategy games on the DS than you should consider adding this game to your collection.

    The Good

  • Cheap!
  • One of the few turn-based strategy games on the DS
  • Interesting mix of civilizations
    The Bad

  • Missions are not very hard
  • Some missions are more of a puzzle than a strategy contest (only one optimal solution)
  • No map maker feature
    The Ugly

  • Bonus items purchased through a point system
  • Point system is based on logging in hours of game play time
  • Hot seat game play does not have a splash screen in-between turns so the previous player can get a look at your holdings before they find you on the map.

All in all the game is good. Adding a custom map maker feature would add hundreds of hours of game play to the title but the existing maps are good enough.

Games and Uncategorized June 27th, 2008 by HMTKSteve
Wario Land™: Shake It!

Wario Land™: Shake It! stars Wario, the smelly, bad-mannered alter ego of Mario™. With the Wii Remote™ controller turned sideways like an old-school controller, veterans and newcomers alike can run, jump and smash their way through hectic side-scrolling stages. Players shake the Wii Remote to help Wario take down his enemies, empty bags of treasure or cause earthquakes. Best of all, there are numerous stages each offering multiple missions to keep players coming back again and again to unlock everything, collect more coins or just improve their best times.

Kirby Super Star™

Kirby Super Star™ Ultra re-imagines one of the most beloved Kirby games of all time. Kirby Super Star Ultra features new graphics and fully rendered animated cut scenes. With so many adventures waiting to be unlocked, there will never be a dull moment as Kirby runs, floats, copies enemies and uses Helpers to fight King Dedede and Meta Knight. New modes like Revenge of the King and Meta Knight Ultra await, along with classics like The Great Cave Offensive and Milky Way Wishes. On top of the main modes, there are also three new touch-screen-controlled mini-games that can be played with up to three friends via DS Download Play. Not only that, but players can go on Kirby adventures with a friend via local wireless as well.

Mystery Case Files™: MillionHeir™

Mystery Case Files™: MillionHeir™ uses the unique Nintendo DS interface to expand upon the seek-and-solve game play of the popular series from Big Fish Games. Players seek out cleverly hidden items in a multitude of painted scenes. Players progress through an interactive detective story investigating a cast of characters and uncovering new evidence to find the rightful heir to a million-dollar fortune. This new portable installment is available only for Nintendo DS. With interactive logic puzzles that use both the touch-screen interface and built-in microphone and include the first ever multiplayer mode for a Mystery Case Files game, Mystery Case Files: MillionHeir presents a new generation of seek-and-solve games for casual gamers and franchise fans.

Mario Super Sluggers

Mario™ Super Sluggers stars the ever-lovable Mario and his crew of friends. It builds on the social-gaming fun and movements people learned in Wii Sports™ and turns them into a full-fledged baseball game that can be played by every member of the household. Players make a throwing motion with the Wii Remote controller to pitch the baseball and make a swinging motion to swing at the pitch. The game boasts more than 30 playable Nintendo characters and all the madness of a Mario sports game. Just like Mario Kart® Wii, it bridges the gap between experienced players and those new to the Wii console, with fun challenges and beautiful graphics.

Games June 3rd, 2008 by HMTKSteve
Might and Magic

In 1986 New World Computing published the first game in the Might and Magic series: Might and Magic Book One: The Secret of the Inner Sanctum. The original Apple II version of the game was written almost single-handedly by Jon Van Caneghem over three years. After hooking up with Activision for distribution the game was ported to the C64, IBM PC and even the NES (1992) among others. I played the C64 version with my friends and acquired the PC version a few years back as part of a compilation CD-ROM.

The game takes place in the world of VARN (Vehicular Astropod Research Nacelle) with a large scale map containing 20 overland squares and a large number of dungeons and cities. The game begins like many fantasy RPG computer games where you run around a lot killing things and taking their stuff. However a science fiction element slowly rears its head as the adventure (and plot) are revealed.

Might and Magic

Like the Advanced Dungeons and Dragons game of the time there is a small selection of classes to pick from:

  • Knight - These are your basic fighter types.
  • Cleric - Fighters with a limited weapon selection who can cast healing spells.
  • Robbers - Basic thief.
  • Sorcerers - Can you say Magic-Users?
  • Archers - These are fighters that can always use ranged weapons. they also gain access to Sorcerer spells at higher levels.
  • Paladins - These are fighters who gain cleric magic at higher levels. Unlike their Dungeons and Dragons counterparts they are not restricted by alignment.

Your party will consist of up to six characters. Taking one of each class is a no-brainer. Alignment and sex are also chosen but have very little effect on gameplay. There are some quests where alignment is a factor and one particular city likes to punish males!

The game came with a small map of the outside world that is surrounded by a lettered grid. Locations in game are often represented by a mixed letter and number notation. For example, the town of Portsmith is located in overland square B3 at coordinates x3,y3. All maps are on a 16x16 square grid. This helped make mapping in the game very easy.

Might and Magic

Walking around the world was accomplished using the keyboard in a quasi-3D way. At the time this was very much the wave of the future in RPG gaming but it is obviously dated compared to what we have today. Most RPG games now follow in the footsteps of the Baldur's Gate series of games with their isometric top-down view of the action. It's more realistic that way and allows for tactical deployment of your characters but, there is still a lot of fun to be had playing the old school games on the PC.

An important thing to know about this game is that whenever you gain a level you also age a year. There are ways to regain your youth and you will be using them at some point.

As an interesting aside, back when I first played this game on the C64 something strange happened. I do not know if it was a glitch or not but our party achieved a lot of experience points in battles before we took the time to train them (lacked the funds). We did not pay attention to the age of the characters and we found our highest level character dieing in his sleep after every rest! He had attained such a high level that he was very old and could no longer live because of that.

We did restore his youth but we never were able to max out the levels of our characters. Unlike Pool of Radiance, where you lose some of your bonus XP when you level up, Might and Magic does not stop you from gaining extra XP or cap the amount of levels you can gain at one sitting. When you add in the monetary cost of gaining a new level we were always broke. We did not lose many fights due to our high levels but we never had any money!

Might and Magic was ahead of its time in so many ways. For one thing the game was a sandbox. Might and Magic did not force the player to do all of the quests in order. You could think of it as the GTA of its time in that respect. Yes, the quests were there but you could just as easily spend your time wandering the wilderness killing things!

Might and Magic holds a special place in my heart. It was released two years before the SSI AD&D games and was in close competition with the Bard's Tale series of games. I think Might and Magic put some pressure on Interplay to improve on the Bard's Tale series and that is a good thing.

Might and Magic was produced during the golden age of CRPG's. It is a far cry from the graphical love fests you find today but it has very satisfying game play and it is a game all gamers should at least try. Yeah, I know the graphics are crap compared to today and that you have to use a DOS emulator to get it to work on your current machine (these things were built to run in 640K on an 8088 processor) but if you did not live through this era of gaming you really need to play some of the gems to get a feel for just how far we have come (and how far we need to go in other areas).

You can download the game from here though you will likely need to use DOSBox to get it to work properly.

images courtesy of Best Old Games

Games June 2nd, 2008 by HMTKSteve
Protöthea

Protöthea™ (UbiSoft, 1 player, Rated E for Everyone-Fantasy Violence, 1,000 Wii Points): Protöthea is a top-down scrolling shooter game with free movement that puts players in complete control of a last-generation spaceship. The mission is to destroy the asteroid called Maqno 01 and finish with the plans of The Core. UbiSoft's Protöthea introduces new concepts to a beloved, classic game style while mixing genres and utilizing the full capabilities of the Wii console, from graphics to controls. Players of all ages and experience levels will enjoy taking command of their ship, blasting through four different worlds in 10 challenging missions. Use your weapons arsenal and the special bonus items to help you accomplish your mission, and don't forget to slow down time and take an edge over the enemy.

Toki Tori

Toki Tori (Two Tribes, 1-2 players, Rated E for Everyone, 1,000 Wii Points): Toki Tori is his name, and collecting eggs is his game. In this puzzle/platform game, players use a variety of items such as the Telewarp, InstantRock™ and Slug Sucker. Clever use and combination of these items are needed to solve all the game's levels, of which there are more than 70. Levels range from easy to brain-teasingly hard, resulting in dozens of hours of puzzle play time. Toki Tori makes the most of what Wii has to offer. It uses the Wii Remote™ for a unique control scheme, which offers players a new and more relaxing play style. A second player can help you out by drawing hints while you are playing. The game even uses the Wii Message Board in a unique way.

Both of these games are going to set you back $10 worth of Wii Points and quite a few blocks of memory. I'd love to tell you how many blocks but Nintendo saves that information until you purchase the game. Since my Wii Point balance is on the low side (at the moment) I can't tell you how many blocks these games will take up.

Games May 30th, 2008 by HMTKSteve
Nicodemus, the cursed pilgrim

Several years ago, when my local gaming group was heavy into the Mordheim game, Games Workshop released a special character miniature: Nicodemus, the cursed pilgrim.

What made Nicodemus so cool was not just that he was a slightly larger character (he has a growth problem) but that he knows every spell in the Lesser Magic list. There is a Warlock you can hire but he only knows a couple of spells.

Nicodemus also causes fear in those that he confronts. When not casting spells he packs a serious punch with his Wizard Staff.

After the battle you have to pay him a piece of Wyrdstone or he will leave your band and never return. Never as in, "you cheat me I never work for you again." A single piece of Wrydstone is a small price to pay for the power this guy brings to your warband.

Though I never used this guy in my warband I did get the miniature and paint him up real nice. You can see the pics below and you can download a PDF of the Nicodemus Rules as well

(more...)

Games May 29th, 2008 by HMTKSteve

The release date for Alone in the Dark is slowly creeping up.

On June 24, 2008 you will be Alone in the Dark. It will be up to you to stand alone against the creatures that inhabit this new world. Can you do it? Can you survive?

The episodic nature of the game lends itself to the gamer with limited time. You can play through an episode a day and when you go back for more you will see a short video synopsis of what has come before.

Be ready. There is a fire in the distance. New York is burning and the dead are hungry.

Alone in the Dark

Games May 29th, 2008 by HMTKSteve
Dungeons and Dragons Basic Set Rulebook

Way back in 1980 TSR released two boxed sets. Each of these boxes had a number in the corner and the cover art on box one was used in the creation of the art for box two. Confused? You should not be. I'm talking about the 1980 editions of the Basic and Expert Dungeons & Dragons games.

The red (some might say orange) basic set was not the first, there was a blue covered version that came out previously, but it was my first.

I still remember the day my dad took me to the mall. I dragged him into a book store and showed him the two boxed sets. I had my own money with me so I purchased them.

I had seen them before at a friend's house, along with the hardcover Advanced version of the game. I could not afford the hardcovers back then. I made money working small jobs and my $5 a week allowance. To buy the hardcovers would have set me back over $36 rather than the $24 I spent on those two box sets.

The box sets came with a rulebook, module and some dice. The rulebooks were three-hole punched so I put them in a binder. Some time in the future I bought the books again because I had cut the binding off to let them hang loose in a binder. That did not work out so well as the pages invariably tore out and required repairing.

I don't have the original books I got on that shopping trip with my dad but I do have the copies I got later to replace them. I do have the original dice from my Basic set but not the ones from my Expert set.

Dungeons and Dragons Expert Set Rulebook

The dice that came with my basic set were very nice. The came in multiple colors and were typically of the "waxy" dice from that era. Their corners have chipped off here and there but they still function with there own little biases. My Expert Set dice were just plain ugly. They must have gone through the molding process on a Friday after lunch because they were just wrong. They felt wrong in your hand and they looked wrong on the table. Those dice were often lent to players who had forgotten to bring theirs to the game session.

I bring this up because a few days ago I was cleaning up my game room and I came across my old green Accoring binder with the books inside. I sold off a lot of my dungeons and Dragons collection a few years back but there were something’s I just could not part with, this binder was one of them.

With the advent of so much print-on-demand and PDF copies of game books I had decided to cash out on my physical copies while the demand was still there. I made a few bucks on some of the more rare items and kept the ones that I still felt an attachment to.

I don't know if my daughter will ever take an interest in role-playing games but the hope is there. In another two and a half years she will be at the age I was when I got into the game. Will she also feel the urge to explore the world of RPGs? I don't know but I'll still hold onto these two books in the hopes that she does. If not I can always put them away until grandkids appear!

Feeling the urge for some old school gaming? Be sure to check out Noble Knight Games. If you make a purchase a portion of the sale price will go towards keeping HMTK on the web.

Images courtesy of The Acaeum

Games May 28th, 2008 by HMTKSteve
Five To One, Baby

In the gaming world a "Dungeon Crawl" is used to refer to any game that has a core focus of going into a dungeon setting, fighting monsters and taking loot back the city to buy stuff with. After buying the new (and hopefully better) stuff you go back and crawl around in the dungeon some more.

Some of the new blood in the gaming world might be wondering why the word "Crawl" is in there. Shouldn't it be "Dungeon Delving" or "Dungeon Exploring"?

Way back in the day, when the Dungeons and Dragons game was the only game in town, most games took place in the dungeon. Yeah, I know that is no big surprise to you since the first word in the title is "Dungeons".

One particular rule always annoyed people; Movement. Most man-sized creatures could move 120' (feet) per turn while in the dungeon. You could run faster and movement changed during combat but the basic movement was 120' per turn.

One turn equals ten minutes in game time. Ten rounds equal one turn. This means movement, in the dungeon, was 12' per minute. Break it down even further and it takes you five seconds to move one foot! Sound like a "Crawl" yet?

After "crawling" for 50 minutes you had to spend ten minutes resting or suffer to hit penalties.

If you wanted your character to run than they could cover that 120' distance in one round (minute). Movement in an encounter is equal to 1/3 your movement (or 40' in our case) per round.

You might be looking at running speed and thinking 120' in one minute? Is every adventurer out of shape? Even in the army we were expected to run two miles in under 12 minutes. The average adventurer would be lucky to cover a quarter mile in 12 minutes while running!

So, what do the rules say about this horrendously slow movement rate?

A base movement rate of 120' in ten minutes may seem slow, but it assumes that the players are mapping carefully, searching, and trying to be quiet. It also takes into account the generally "dark and dingy" conditions of the dungeon in which characters are adventuring.

source: Basic Dungeons and Dragons Rulebook page B19

Part of the problem is the fact that parts of the game were based on miniatures rules. When playing a game with miniatures certain items of scale just go out the window. A 25mm archer figure can fire his longbow far beyond the edge of the table (if you adjust for scale) but that does not make for good gaming. Same thing with artillery in a miniatures game. Have you ever wondered why the Imperial Guard tanks and howitzers (Warhammer 40K) can't shoot through buildings and rain death on all corners of the game table? It's not because the vehicles they are based on can't it's because it makes for boring game play.

As time moved on some of the movement and time rules evolved. In most modern RPGs no one crawls through the dungeon anymore. Well, some still do but they tend to be the undead that have lost their legs.

Feeling the urge for some old school gaming? Be sure to check out Noble Knight Games. If you make a purchase a portion of the sale price will go towards keeping HMTK on the web.

Image Five to One, Baby used under Creative Commons License via flickr

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