Showing posts with label RPGs. Show all posts
Showing posts with label RPGs. Show all posts

Monday, November 30, 2009

Cleansing The Holy Roman Empire of Evil

It’s starting to seem that all the computer games I write about have one thing in common: poor sales. Darklands is a 1992 RPG from Microprose that, surprise surprise, sold poorly. I can’t imagine why. It is a hardcore, party-based RPG that takes place in a historically accurate version of the Holy Roman Empire in the 15th century. The enemies are witches, pagan cultists, and greedy robber barons, with the occasional mythological creature thrown in to spice things up. Instead of magic, characters bring about miraculous events by praying to one of dozens of real-life medieval saints. To survive in Darklands, you’ll need at least one character that has a high Latin skill, and it helps to attend Mass fairly regularly, too. That’s right. This game has a Latin skill. You’d think kids would have been selling their Super Nintendos and Sega Genesises left and right to get their hands on a copy of this thing, but for some inexplicable reason it never found an audience outside of a group of hardcore nerds for whom traditional elf and wizard fantasy was “too mainstream.”
As such a nerd, I can’t get enough of this game. It’s incredibly easy for me to lose a few hours adventuring around late-medieval Germany, righting wrongs, slaying evil doers, and attending Mass. The game is totally free-form, and while there is a main plot dealing with pagan cultists trying to bring about the end of the world, it’s very easy to miss. I know how to get involved with it, but I’ve never bothered, since I’m usually too busy with all the other tasks the game throws at you. Any game with a 115 page instruction manual (complete with a 5 page bibliography) is certain to offer plenty to do.
That's not to say there aren't problems. If the setting and realistic approach don’t turn people off, then the presentation just might.
Darklands is downright archaic. For the most part, the game is a text adventure with static art to go with the menus. You’ll spend time in town earning money, talking to merchants, playing street games, talking to the bishops and counts, and performing alchemy, all through text menus. (There's also no journal system to keep track of what you've done or where you've been, so be prepared to bring paper.) The art that does exist is pretty and evocative, making the most of a 256 color palate, but seeing the same images over and over again, town after town, can get a bit repetitive. An impressive (for the time) collection of medieval music really helps out, however, and the game does its best at immersing you in the world of medieval Germany. Considering just how little the game has to work with in terms of graphics, it’s amazing it’s as evocative as it is.The huge advantage of relying so much on text is the glut of options it gives the player. Every situation gives the player four or five ways to proceed, sometimes even more. See a pagan altar? You can try to destroy it by force, call on a saint to help you, use a special potion to destroy it, rig up a mechanical device to smash it, call upon the altar’s demon and kill him, or run away in terror. There are hundreds of situations like this, each with their own choices and consequences. So many RPGs today are happy to focus on graphics while limiting the player’s ability to interact with the world. In Darklands you’ll never say “Why can’t I do it another way?” because in Darklands, there’s always another way.
In addition to the text-based elements, the game has two more sections: An overworld map, where your tiny character walks from town to town, and combat, which probably feels the most familiar to modern gamers. The game uses a very rudimentary form of the combat system found in games such as
Baldur’s Gate. You pause the action, give orders to your party, and watch them carry them out. You’ll be fighting A LOT of battles in Darklands, so mastering the old-fashioned controls is essential. It can be a little awkward—in one dungeon, it took me three keystrokes just to open a door and get everyone through, but for the most part combat works.
Unfortunately your party is limited to only four characters, while you are often swarmed with a dozen powerful enemies. What’s worse, you’ll slow down as the years pass by, and characters become pretty slow and useless by the time they reach their mid-40s. (It was the Middle Ages, fifty was ancient.) Your characters will finally reach a point where not even attending Mass can save them—they’ll need to be retired. This is where the game’s phenomenal character generation system comes in to play.

Darklands
uses a skill based, level-free system for character advancement. There are around 20 skills, ranging from the expected sword and bow skills to such Darklands specialties as woodsman, reading and writing, and of course Latin. When you create a new character, you don’t select their skills. Instead you pick their background. They can come from a noble family, a merchant family, a peasant family, or more.
After you pick the initial background, you’ll get a number of points to distribute to the various skills based on the background you pick. You then pick a career for your character—knight, nun, cleric, alchemist, merchant, thief, etc. which gives more points to distribute. The Middle Ages apparently being a fabulous time for social mobility, you can choose a new career for your character every five years, either continuing on their initial track to make them more focused, or sampling from several careers to create a jack-of-all-trades type. The trick is that every new profession you pick will age your character another five years, so you’ve got to get them out of character generation and into the game before they become too old to be effective.
Once you’ve retired a game character, you can replace them from the stable of new medieval adventurers you’ve created and carry on your quests indefinitely, gaining ever more fame and money. Essentially, the game is a medieval German version of the classic 1987 game
Pirates! The spirit and play style are very similar, Darklands just cranks everything that made Pirates! great up to 11. It’s a complicated game aimed at very narrow audience (me and about 7 people I took history with in college) but it’s worth the time it takes to get past the old-fashioned graphics and gameplay.
A few years ago
Pirates! was remade for modern PCs to excellent effect, keeping all of the game's classic features while updating the graphics and controls. I pray that someone, somewhere is working on a similar remake for Darklands. 21st century gamers need to be taught the joys of medieval history, fighting dragons, defeating cruel robber barons, and attending Mass.

Monday, December 22, 2008

Great Games: Vampire: The Masquerade--Bloodlines


If only real Los Angeles were more like the city in which Vampire: The Masquerade—Bloodlines is set: Dark, depressing, dangerous, with supernatural evil lurking around every corner. Well, perhaps real L.A. is a bit like that, but the world of Bloodlines is so memorable that in a lot of ways it seems more real, and sticks with you more, than the real thing. I’m writing about it now because, even four years after it came out it is still one of the most atmospheric and well designed RPGs out there. It’s a shame so many people missed out on playing it.

Jeanette Voreman, the game's unofficial mascot. She owns the Asylum club and is absolutely insane.

Bloodlines
is based on the popular PnP role playing game Vampire: The Masquerade, which I have never personally played. I have been assured by people in the know that it is infinitely superior to the similar but lamer Vampire: The Requiem, which has replaced it. I think there has been a trend towards overly romanticizing vampires recently (starting with Anne Rice and right on down the line to Twilight) but the world of VTMB does a good job of representing all vampire types, from the super-emo Toreador to the bestial Brujah to the hideous Nosferatu. And here’s a quaint idea—the game is actually different depending on what kind of vampire you pick. Unlike a lot of modern RPGs (*cough* Oblivion *cough*) there are different dialogue options, abilities, and sometimes even quests available to you depending on your vampire clan. The aristocratic Ventrue, for example, can talk or influence their way out of most sticky situations, while the deformed Nosferatu must lurk in the shadows and are attacked on sight if they encounter humans. Granted, the game becomes a dull combat slog-fest towards the end (more on that later) but the first two-thirds are phenomenal in giving the player multiple character-driven ways to solve problems.


A mansion in the Hollywood Hills. I wouldn't mind living in a place like this someday. With or without the vampires.

For me, if you combine “vampires” and “RPG” you’ve already got a deal (I also enjoyed the earlier VTM PC game, 2000’s
Redemption, even if it was a little rough around the edges and light on the RPG elements) but this game creates an atmosphere that makes it unforgettable. The combat and game control are actually slightly clunky, but that’s easy to overlook when you’re walking around a fully realized version of Los Angeles, meeting some of the most interesting and well written characters in computer game history, and playing through some of the creepiest and disturbing environments. The haunted Ocean House Hotel in Santa Monica or the flesh-covered mansion in the Hollywood Hills have to rank among the most frightening things I’ve experienced in any media, including books and movies.

Outside the Ocean House Hotel, one of the creepiest experiences in gaming history.

Then there’s the unforgettable moment near the end of the game where the player gets trapped in Griffith Park Observatory with a very hungry werewolf while a wildfire rages through the hills. All the while the lights of downtown L.A. are visible far below—it is the sum of moments like this that make VTMB one of the greatest games of the past several years. It has probably even earned a place in my all time top ten. With anything that really sticks with you over the years, be it a book or a movie or a game, you don’t really remember the act of reading the book or watching the movie or playing the game, you remember the experience of being there.


Inside the Ocean House. It gets worse from here.

There are only a handful of games that have ever totally succeeded in transporting the player to another world, but games like Vampire Bloodlines prove that it is certainly possible.There’s still a lot of stigma in mainstream thought with calling a computer game a “work of art”, but with a select few so much care, thought, and passion goes into their creation, and the end product is so successful, that it is difficult to call them anything else. Unfortunately the game’s development house, Troika, closed forever after the publication of this game in November of 2004, and the gaming industry has suffered for it.


Just like real Hollywood. Without the cars.

When I was younger, computer games had a certain mystique about them that regular console games just didn’t possess. They were often more complex and adult oriented, and some of my favorite games ever are PC games from around 1994-2004—hopefully I’ll get the chance to write about some of those in the future. Computer games used to come with giant boxes filled with good stuff related to the game: A giant instruction book with lots of story and lore content perhaps, or a map of the game world, or a piece of game art or some combination of the above. Ultima Online, for example, came with a beautiful cloth map of the world. By the time VTMB came out, this was mostly a thing of the past, and the game was just a small box with a case of game DVDs inside. But the content of the game easily recalled those earlier titles, when games were made in small, dingy offices by a handful of developers who cared deeply about the game’s world and characters. It’s not that games aren’t still made with this attitude (see, recently, The Witcher) but they are few and far between.


A portrait of Jeanette and Therese, owners of The Asylum, with their daddy. There was some stuff that went on.

It’s almost as if VTMB knew it was the end of the era, since the “3rd act” of the game is unpleasantly modern in its reliance on twitch combat and action. Instead of role-playing options, the last few sections of the game are filled with room after room of repetitive combat. Storytelling and character development take a back seat. It’s disappointing, for sure, but I’ll cut the developers a bit of slack—endings are notoriously difficult to pull off, even more so when the first bits are so good. Games are a lot like books in that they take several sittings to get through. If they are good, I often spend the time I’m not reading or playing thinking about the characters, about what might happen and where the story will go next. Rarely can any conclusion live up to the expectations I set for it, but it’s enough that something can get the imagination going.


True as all that is, the game’s ending is still weak.

VV needs a script stolen. Is there something wrong with me that even beautiful computerized women can boss me around? There's probably something wrong with me.

Other than that, the game had just about everything going for it. Great graphics (even now, the character models, especially the faces, are quite attractive—just check out Jeanette and VV), memorable quests, an engaging storyline, fantastic characters, and an appropriately creepy and atmospheric soundtrack. Unlike the ever present WoW, which came out at the same time, Bloodlines is pretty hard to find anymore, but if you can get your hands on it it’s absolutely worth it. If you’re a fan of vampires, RPGs, or just great games, it’s hard to do better.


You'll be visiting the Asylum club a lot during the first part of the game. They play good music, and it's owned by a pair of hot sisters--dangerously insane hot sisters, but hot nonetheless.

In fact I just might play it again now. I can think of few better ways to pass your time than drinking blood, getting involved in Vampire politics, blasting zombies with a shotgun, sneaking through a haunted hotel, and digging through the graves of Hollywood celebrities. Seriously. Play this game.