Gaming

Blog 852: Hordes of the Underdark

Lots of games got better with their expansion packs. Warcraft III unlocked the modding universe with The Frozen Throne. Age of Empires II‘s The Conquerors gave us the fantastic Mayan and Aztec civilisations (and snowy tiles). Morrowind‘s Bloodmoon gave us the delightful (snowy) island of Solstheim. Supreme Commander‘s Forged Alliance gave us the gloriously shiny Seraphim faction (but, alas, little more snow than we already had).

And Neverwinter Nights got… well… marginally better with its first official expansion pack, Shadows of Undrentide. Then there was a second, a direct sequel to the first expansion pack! Remember when games could get two expansion packs?! It never happened! (Still raging that WC3 never got a second pack at the time, and let’s not talk about… whatever Re4ged is.)

It’s time for Hordes of the Underdark.

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Gaming

Blog 850: Shadows of Undrentide

Yes, I know what you’re about to say. “You hated Neverwinter Nights, so why are you playing its expansion pack Shadows of Undrentide?”

Honestly, I do not have a satisfactory answer for you. A big part of it is that I have two games waiting on my shelf for the Windows XP machine, but I want to stay on the main PC during August while the Edinburgh Fringe is on — because the main PC’s attached to the printer and I’ll need to print show tickets. Not the greatest justification, but what is that saying? “Wars have been fought over less”?

And, well, there’s also pure morbid curiosity. Did they manage to rescue the art and the potential when they made more bits of the game? It’s already installed and its siren call is irresistable.

Sometimes I hate myself.

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Gaming

Blog 847: Neverwinter Nights

As far as I can remember, I played Neverwinter Nights precisely once at the time, and the same again for its first expansion pack Shadows of Undrentide (before missing out on its second expansion Hordes of the Underdark). A while back, gog decided to hand out the complete Diamond Edition for free, so I figured it might be time to give it another shot. I created a Paladin who seemed to be utterly unable to hit anything and gave up on it not far into chapter 2.

But I was haunted by this failure; I had to try again and see it through. This time I made a Fighter — who I knew would be boring to play, but at least should be able to hit things and not die.

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Gaming

Blog 812: Shadows of… Damn

I replayed Baldur’s Gate earlier this year and foolishly thought I could get away with just that, and not immediately transferring my character to the sequel. Fast-forward a few months and yep, here I am, chugging through Baldur’s Gate II: Shadows of Amn. Except I’m realising more and more that…

Despite all the quality-of-life improvements made to the Infinity Engine, despite the more detailed NPCs and the fun extra-planar jaunts, I really do prefer the original game. Even worse, I’m beginning to think that I don’t like Baldur’s Gate II at all.

(There will be spoilers.)

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Gaming

Blog 781: Knights of the Old Republic

On the Late to the Party scale, I have to concede that Star Wars: Knights of the Old Republic has been a major blind spot for me. After all, I love Star Wars (before Disney got their claws into it, at least), and if you mention Star Wars and videogames in the same sentence then KoTOR inevitably comes up (probably just after I’ve thrown Jedi Knight II into the ring myself).

So here we are!

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Game Development

Blog 766: The Reapers Are Coming

I am constantly perplexed by villains.

As a fan of high-action fantasy and space opera, I demand villains that can operate on a grand scale — that can deliver conflict and challenge appropriate to my delusions of grandeur. However, as a slave to coherence and consistency, I demand villains whose motivations and actions can plausibly produce that level of challenge and conflict.

Now, I reject the notion that dumb action and plausible characters are mutually exclusive, as Hollywood and the AAA industry often seem to think. By all means, it’s a balance that’s hard to strike, but I think there’s rarely been as glorious a failure than the monstrous, enigmatic Reapers of the Mass Effect trilogy.

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Gaming

Blog 757: In Defence of Wilderness Areas

I’ve been playing proper Dungeons & Dragons for more than six months now, in a staggering display of a-regular-group-of-adults-actually-happening-regularly (albeit through the magic of the internet). While we’re playing the latest edition (5th), the familiar bestiary summons constant reminders of my first foray into that world — the classic computerised 2nd edition adventures that are Baldur’s Gate and its sequel.

(Actually, my very first foray was accidentally getting a Drizzt book out of the library; I just thought it was a generic fantasy adventure novel, I didn’t know any better. When I got Baldur’s Gate and made the connection I was like “huh???”)

Thus I chose to eschew the most productive time of the year to play somebody else’s video games, and spent the post-crimbo haze burning through the Baldur’s Gate saga. (Though to be fair, as I’m pretty much note-for-note rebuilding the Infinity Engine dialogue system for Exon, it most definitely counted as research.)

Playing the two games back-to-back, I was struck by one major contrast between them: the respective presence and then utter absence of “wilderness” areas.

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Gaming

Blog 591: Mass Effect 2: Shep ‘arder

Mass Effect 2‘s biggest problem is its plot. I’ve been through that a million times and it gives me no pleasure (except perhaps in the reinforcement of my own belief that I’ll be Doing It RightTM when it’s my turn).

So let’s harp on about combat and mechanics again.

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