Okay, This One’s For Everyone Who’s Telling Me To Keep Working On Inaria…

This is Dungeons of Dredmor.

Notice how the first feature of the game is that it’s a Roguelike but with a modern interface. Sound familiar?

Notice how awesome those screenshots look.

And now notice this announcement that it’ll be released for $4.99.

This just reinforces the idea that Inaria was wrong game, wrong time (not to mention all its other flaws). I need to do something completely different, and frankly, I need to release it now.

Fortunately, I do have a couple of ideas.


The Conferences

Okay, I’ve now watched all three of the major conferences (Microsoft, Sony and Nintendo). What follows are, of course, my opinions.

First let’s declare the winner:

Nobody.

Everybody presented very solid stuff. Nobody had an announcement that pushed them over the top.

So let’s start with Microsoft.

Tomb Raider looks like Crystal Dynamics looked at Uncharted 2’s sales and said “Hey, that’s OUR money!” The look of the demo reminded me very much of Uncharted, plus they really, really like beating the crap out of Lara. Do not like. What I do like is the fact that this game will potentially tell the story of how Lara goes from a fit and attractive but otherwise unexceptional 21-year-old woman to…well, Lara Croft. I also love the idea of a hub world and that attaining new abilities will allow you to access new areas – in other words, it’s apparently going to be a 3D Metroidvania, and there are not enough 3D Metroidvanias in this world. A new one, well done, and featuring the grande dame of action-adventure gaming sounds like fun to me.

Modern Warfare 3. Did you like 1? Did you like 2? You’ll like this one. I actually like the fact that the gloves are off and it’s a global conflict – yes, several missions in MW2 were set in the continental United States, but at this point Infinity Ward and Sledgehammer have basically stated, “Screw it – everybody hates each other, which means we can set our missions anywhere in the world we want. Even in NOT_DESERT!”

Tim Schafer. Is doing. A Kinect game. About. The Muppets. A lot of other people think that this might be his time in hell after publishing two excellent but commercially unsuccessful games, but frankly I see this as a real opportunity – and I believe he does too. Plus, my son is going to go absolutely spare when he finds out; guess I’ll be buying a Kinect (and possibly a second Xbox for the living room) soon.

By the same token – a Kinect game where you tour a virtual Disneyland. It’s brilliant. Plus, son, spare, etc.

It’s nice to know that the dialog in Gears of War 3 will be just as horrendous as in 1 and 2.

Oddly enough, Microsoft was the only company not to unveil any new hardware at their conference; but then why should they? The 360 is working and selling well, and the Kinect doesn’t need a new version – it’s the software interpretation of what it sees and hears that is improving.

SONY:

Uncharted 3. Day 1 purchase, will play until my eyes won’t focus, but then we already knew that.

Okay, 27-inch PS3-branded 3D TV. Yaw – wait, you can use the same tech to allow two people to play a shooter on the same screen without needing splitscreen? Finally, a decent use for shutter-based 3D! Who cares about the actual 3D – let’s bump the refresh rate up to 240 so four people can play!

Sony is still committed to the Move, and Dead Man’s Quest actually looks pretty fun to play. It also has the honor of being a new game, rather than a franchise game with Move support smushed into it (like, say, I don’t know, NBA 2K12).

The NGP is now called the Vita. It’s basically a super-PSP. It fixes almost all the PSP’s problems, is backwards-compatible with (downloadable) PSP games and starts at $250. And if you want, it can be your phone. Why didn’t the NGP win the conference? It’s still missing the L2, L3, R2 and R3 buttons, ensuring compatibility problems even with some PSX games – ‘sright folks, its controls aren’t as good as the original DualShock’s. How long do we have to wait until they fix this? Plus, I can’t wait to see how long you get on a single charge – I’d bet it won’t be more than 4 hours.

Ruin. What started out looking like a Diablo ripoff for the Vita got freakin’ awesome when they announced that you can a) build your own dungeons to prevent other players from looting your stuff and b) save your game on the Vita, load it on the PS3 and keep playing. More of that, please.

Whoa, a new Sly game? On the PS3? Did the Sly Collection sell that well? Not that I mind, I’m just surprised.

Nintendo:

Nintendo talked about new software for the DSi, 3DS and Wii U. Notice what system wasn’t on that list? That’s right, the Wii. That strongly suggests to me that the Wii is effectively dead – all Nintendo’s efforts from now on will be put into the 3DS and the Wii U.

Speaking of the Wii U…what the HELL is up with that controller? It’s way too big and bulky, and it’s not its own device; Nintendo tried hard to gloss over it but they were forced to admit that the controller isn’t a gaming platform. Why not? It’s got wi-fi, a nice screen and a processor; why can’t it operate separately from the Wii U? Plus, there’s no way that controller will sell for less than $100.

And Nintendo is again trying to grab a piece of the older market, but the games they’re doing so with are not console-exclusive

This brings up something I’ve been thinking about. Nintendo really, really doesn’t like controversial material on their consoles. Blood? Fighting? Bullets? Okay, they’ll let that slide. But when was the last time you heard about the “controversial new game for the Wii”? Can you imagine playing through a mission like Modern Warfare 2’s “No Russian” on a Nintendo console? Or seducing Liara T’Soni? This is why Nintendo is still the kiddie pool – they refuse to allow the deeper emotional experiences that these games provide on their console because they know somebody somewhere will get pissed off. And Nintendo can’t stand that.

Nintendo could have won, you know. They could have easily won this conference. All they would have had to do was say, “Okay, here’s the controller for the Wii U. It’s a traditional dual-analog controller. Why? Because the Wii U has motion control and voice recognition built in, and it’s as good or better than the Kinect. Its graphics are on par with the current systems, and to prove that we’re serious about catering to mature gamers, here’s a console-exclusive FPS based off of modern specops missions, including the killing of Osama bin Laden. We’re also beefing up our network to handle all the new multiplayer games that will be released for the system.” Sony and Microsoft would have thrown in the towel right then.

Okay! Going to close with my favorite trailer from E3 so far. Content warning. (In other words, it’s not a game for a Nintendo platform.)


Inaria Postmortem

To sum up, if it’s your first game, it’s going to be crap. So don’t expect a rapturous reception from anyone except your mum. And even then she’ll be lying. By the same token, second game: crap as well.”
– Graham Goring, The Arsecast

All right. Time to face the music.

I think I’m going to invert the usual Game Developer/Gamasutra format and do “What Went Wrong” first.

1. I should not have made this game.

Or at the very least, I shouldn’t have made it right now. This is the premier game for Viridian Games. The premier game should have been flashy, punchy, and most importantly, unique. From a business perspective, this is the worst game I could have made – a generic-looking game in a genre already well-covered by at least two other companies. But I really, really wanted to make it, and I felt I’d have a leg up because I was starting with the codebase from Inaria Original, but that ended up not helping me at all as I rewrote everything about the game. Which leads to…

2. Lack of middleware.

I’ve got this really, really, really bad habit of wanting to write every line of code that goes into my games. I don’t have to do that. Indeed, I shouldn’t do that. Using a middleware system like Gamemaker or Ogre3D would have shaved tons of dev time off, cost me absolutely nothing and almost certainly improved the game. I’ll be finding appropriate middleware for everything I make from now on.

To emphasize this, here’s Arkiruthis‘ prototype of Powermonger, “lots of dots” version, from March 19:

Then he installed Ogre3D. And here’s the April 17 version:

If you’re a longtime reader of this blog, you’ll know that I worked on Planitia for years…and here’s the best it ever looked:

To sum up, I think the quality of my future games will be in direct inverse proportion to the percentage of my own code in them.

3. Lack. Of. Content.

This killed me. I am a programmer/designer, but on Inaria I spent way too much time programming and not nearly enough designing. I had legacy maps from Original Inaria and the (now defunct) iPhone version and I thought I could just punch them up and be done with them…but in the end, my entire game design caused the maps to play a lot faster than I expected. This wouldn’t have been a problem if I’d had twenty or so of them, but I only ended up with nine…making Inaria a really fast game to blow through. I also didn’t use the traps and secret doors I made nearly enough – because I coded them so late in the project!

Exacerbating this, players are hitting their stat caps and getting all skills in the game really fast; I should probably have made the abilities things you had to buy with points instead of things that automagically unlocked as your stats went up. That one change, plus at least five more maps that properly used the engine’s abilities, would have made Inaria so much better.

4. HOW DO I MARKET GAME

I couldn’t have released this game any worse. I thought once I uploaded the completed game to Files Forever that I could start talking about it; this proved disastrous when people tried to link to the Viridian Games website…only to discover it unfinished, without even a link to buy the game. After getting a very nice trailer for Inaria, I uploaded it to YouTube three times…and made the video public all three times, requiring me to delete the previous video and its associated comments when I uploaded a new, better version. Basically, I undermined any attempt anyone else made to help me get the word out about this game.

I also didn’t realize that you need to participate in the various indie communities in order to get a build-up going for your game before release so that people will be anticipating it. Being an indie developer requires a lot more than just making games.

Whew. Enough of that. Let’s talk about the good stuff.

What Went Right:

1. 8BitFunding

Inaria would never have been finished if I hadn’t put the game up on 8BitFunding.com. For two reason: First, people actually donated money, suggesting that they might be interested in this game. Second, I felt it was much more important to get the game out once money became involved. Lesson learned – money is an excellent motivator, even if you’ve already got it. I could have taken the contributor’s money and ran; the site makes clear that you’re donating money and there’s no guarantee that you’ll get a return on your investment so I had no obligation whatsoever…except that I’m not a jackass. I felt that the people who had helped me out deserved something in return, prompting me to spend a lot of spare time completing this game.

(8BitFunding still needs to fix about a hundred different things on their site, but their hearts are in the right place. Hopefully they’ll get their stuff together soon.)

2. Best. Testers. EVAR.

Once the beta started, I discovered that I had some of the best testers I’d ever seen. They quickly found problems I never would have, tried crazy things that broke the game in interesting ways, and made suggestions that made the game so much better. Frankly, my game was not worthy of their attentions, but I hope they all come back for the next one!

3. H. Arnold Jones.

With the money I got from 8BitFunding I was able to look around for a musician. I found the perfect one in the person of H. Arnold Jones. I’ve lauded superlatives upon him before, but I’ll do it again – the music is actually the best part of the game, and frankly you may just want to cut out the middleman and buy the soundtrack from his store

4. A chance to start building a rep for good service.

So far I’ve had exactly two people have a problem with Inaria. But I took both problems very seriously and was able to resolve the problems quickly. This is important because all indie game developers need to build a reputation for having good service; it’s one of our few advantages over big studios.

5. I actually did it.

This is weak sauce, but the truth is…you wouldn’t think there’s a big difference between the moment before you publish your first game and the moment after. But there is. Publishing Inaria was a huge learning experience from me, and I hope I’ll be able to use that information in the future.

In summation, Inaria didn’t turn out the way I wanted it. It’s sad that I had to make so many learning mistakes on Inaria, since I love it so much…but again, I felt like I needed to make that game. It wasn’t a business-oriented decision, it was (forgive me) an artistic decision.

And speaking of artistry…it’s said that every creative person has ten thousand bad projects in them that they have to get through before they can actually start doing good work. I hope that number isn’t literal, because if it is…frankly, I don’t have the strength.


Hell is becoming quite the popular ski destination.

So. EA on GoG.

Now, some people will say that the dam has broken, but please note that GoG is (rightfully in my opinion) pointing out that this 25-game deal does not include either the Syndicate games or the System Shock games.

Still, this is entirely good news, and judging from the fact that I could barely get the site to work long enough to buy the games they currently have on offer, I think the Syndicates and the System Shockses will pop up eventually.

But still, what are we getting? What are these 25 games included in the deal?

Well, we’ve already got Dungeon Keeper, Privateer, and Ultima Underworld 1 and 2. We’ll also be getting Sid Meier’s Alpha Centauri, Magic Carpet and Crusader: No Remorse.

Wait…

Back when I was working at Origin, a lot of these games were already old. Rather than letting them go out of print, EA was putting them as “CD-ROM Classics” (which I must grudgingly give them credit for). You could get one or two good (but older) games for $15. Since I was an EA employee I could get them for $10, and I did. Oh, did I ever. I bought nearly every one of those suckers. And I’d be willing to bet that EA’s deal with GoG consists of “Okay, you have all these old ‘CD-ROM Classic’ games.”

Which would mean that we’re in for…

From Origin:

Bioforge
Crusader: No Remorse
Crusader: No Regret
Cybermage: Darklight Awakening
Shadowcaster
Strike Commander
Ultima 7 Complete
Ultima 8
Wing Commander 1
Wing Commander 2
Wing Commander: Armada
Wing Commander: Privateer
US Navy Fighters
Advanced Tactical Fighter
AH-64D Longbow
Worlds of Ultima: The Savage Empire
Worlds of Ultima: Martian Dreams

From Bullfrog:

Dungeon Keeper
Theme Park
Theme Hospital
Populous 2
Powermonger
Magic Carpet
Magic Carpet 2
Gene Wars

From EA itself:

Need For Speed II
Road Rash
Sig Meier’s Alpha Centauri
SimCity 2000
The Lost Files of Sherlock Holmes
Fade to Black

And…unfortunately…

Noctropolis (please for God’s sake nobody buy this game)

I also think Wing Commander 3, 4 and Prophecy are strong contenders; as is the complete Ultima Collection (which included Ultimas 1-8). We could also get SimCity 3000. Dungeon Keeper 2 is also a strong possibility and is one of the games I’d most like to see (its sound/crash problems would be trivial to fix if we just had access to the unprotected game).

In all, a good thing, which I will be supporting, and there are some real gems in that list (The Savage Empire is one of my all-time favorite RPGs. In it you make flintlock rifles and use them to hunt dinosaurs. It doesn’t get any more awesome than that.)


Name That Game! 78: A Simple Plan

Creating great villains is a lot harder than creating great heroes. A hero is an everyman, someone the viewer/player can associate with, and as such you can almost leave them a blank slate and the player/viewer can still think they’re awesome.

But villains need motivations. And since stopping them is the whole point of the game, villains need plans.

Today, we look at games from the villain’s point of view! I actually had to search long and hard for games that had better villain motivations than, “I want money”, “I want revenge”, and “All things must obey me”…which is probably a testament to the quality of video game writing.

So, name of the villain and the game he does his nefarious deeds in, please!

1. Our glorious country will soon feel the jackboot of another. I’ve defended her to the best of my ability but I’ve failed and the enemy will soon be here. There is one man who is most responsible for the enemy’s technological superiority…if I travel back in time and eliminate him I can save my beloved country. What could possibly go wrong?

2. I’ve perfected a system that allows human augmentation using nanotechnology in a way never seen before. My two test subjects even work as secret agents for the United Nations! And the world is in shambles – corrupt governments, incurable diseases, full of people with no hope. (It’s entirely possible I had a hand in all this but, hey, omelets and such.) If I merge with the artificial intelligence that now controls all communications, I can remake the world into a much better place than it ever was before! So why is one of my proteges now trying to kill me?!

3. I’m a cop, and I’m good at what I do. I’m in charge of controlling the gangs in this city, and I’ve discovered that the best way to do that is to manipulate them into killing each other. But there was this other cop who didn’t see things my way and…well, it didn’t have to end the way it did, but it did. But I know there’s a criminal coming back to town after hiding out on the other side of the country for five years. I’ll pin the crime on him, which will put me in the clear and also get him under my thumb. Just so I can keep doing my job for the good of everyone, of course. What could possibly go wrong?

4. Four thousand years ago, we exiled an alien species to a remote sector of the galaxy for their crimes; part of their punishment was that they were never again to use spaceflight. Now we have just discovered an FTL energy signature coming from one of their colonies. After arriving at the colony and inflicting the appropriate punishment (the destruction of every living thing on the planet’s surface), the aliens return in their spaceflight-capable ship and drive us off, then attack us at every opportunity, which surely proves their guilt!

5. I used to be able to travel between two parallel dimensions, but now I’m stuck in the wrong one. Also, the people here have kind of figured out that I’m not a nice guy. But I’ve discovered that there’s another person who can jump between the dimensions! If I switch bodies with him, I can both assume a new identity and go back to my home dimension! What could possibly go wrong?

6. I’m a galactic entity, and I’m dead. I was killed many years ago by another galactic entity and torn into pieces, each of which was hidden in a different part of the world. But that was many thousands of years ago, and I’ve discovered that I can influence the humans near my “parts”. Every time a human seeks out one of my parts I can possess them with that part. Eventually enough of them will get together to resurrect me, and there’s no way that the Power of Love could ever possibly stop me!

7. EAT ALL THAT IS NOT ME AND MAKE MORE ME.

Good luck and have fun!


The Unofficial Official Witcher 2 Tutorial

The Witcher 2 can be kind of a tough game. And after finally figuring out how to fight effectively in Witcher 2, I am more annoyed than ever that the game doesn’t have a proper tutorial, because the amount of data it would have to give you to be an effective fighter really isn’t that high.

So I wrote my own tutorial so that more people can get through the intro and into the meaty, meaty goodness that is The Witcher 2.

Geralt of Rivia

Magic user. Alchemist. Mutant. Monster killer. Geralt of Rivia is all of these things, making him far more powerful than a normal man. But that doesn’t mean he’s indestructible.

Geralt is the Batman of the Witcher universe. How does Batman deal with foes, especially ones more powerful than him? By being Crazy Prepared, of course.

Getting Crazy Prepared

There are three things you should take care of before you go into battle – Signs, Potions and Bombs.

1. Signs.

Signs are magical spells that can be cast quickly. The hotkey for casting your currently selected sign is ‘Q’. Before you go into combat, you should assign the Sign you’ll most likely need to your hotkey. Do this by holding down CTRL to get the quick menu. The Signs are on the left side; just click one to assign it to the hotkey. The two most commonly used signs in combat are Aard (knock an enemy back and possibly stun him) and Quen (give yourself three free combat hits of magic armor). Again, press ‘Q’ to cast the Sign.

Two important things to note about magic: First, you must have mana to cast. The mana bar is yellow and is below your red health bar. It’s divided into segments and you must have at least one segment to cast a Sign. Second, all Signs have an animation that must play successfully before the Sign is cast. If you get struck during that animation, your Sign will not cast.

2. Potions.

Geralt cannot consume potions in combat. I like this, it’s kind of stupid for RPG characters to be sucking down health potions in the middle of battle. (Even though I just wrote a game where you do exactly that.) In order to consume a potion, he must meditate. To meditate, hold CTRL and click the center “Meditate” button. If there are no enemies nearby, Geralt will go into mediation mode. At that point, you’ll be able to click “Potions” in the menu and choose which potion he should drink. By far your best bet is the “Swallow” potion; it will greatly accelerate how quickly you get your health back in combat. It will last for ten minutes after you’ve consumed it, so drink it in a quiet place before a big fight.

3. Bombs.

Geralt starts with one bomb type – the Samum bomb. The hotkey for throwing your currently selected bomb is ‘R’. The Samum bomb is awesome; it basically casts the Aard Sign on anything in range. To equip it, go into your inventory (by pressing ‘I’) and sort your inventory by “bombs” (using the icon in the upper-left). Drag the Samum bomb to one of the “Pockets” slots on the right. Now you can use it in combat instantly by pressing ‘R’.

(If you’ve noticed that you assign/use these three vital things in completely different ways then you get a cookie. The GUI is poorly laid out. It could have been greatly simplified. You’ll just have to deal with it; the interface for Witcher 1 was the same way.)

Combat Stuff the Game Doesn’t Bother to Tell You

The prologue is actually a bit of a change-up for Geralt; he’s a monster-fighter, not a six-guys-at-once fighter. Thus, he’s better equipped for going one-on-one against a single tough foe rather than engaging a bunch of foes at once.

You can target an enemy by pressing the ALT key when you’re looking at an enemy. (You can tell which enemy Geralt is looking at because he’ll have a little icon on him.) Once you lock on, all your attacks will be made against that enemy and all movement you do will be in relation to that enemy. If you find that Geralt keeps switching targets uncontrollably, use ALT-locking to fix this. This leads into…

If you don’t have a locked target and are spamming your attack button, Geralt will start attacking a new target as soon as the first one dies. This probably isn’t what you want, since he could move into a very bad position to do so against your will. Another reason to use Alt-locking and to not just beat on the attack button.

You can move quickly in combat by rolling. To roll, double-tap a movement key. I like the backwards roll (Down-Down) because if you roll left or right, you can still get hit by another foe.

Kill weak foes first. From a damage perspective, all foes are pretty much equal, so it makes sense to kill off the weakest foes first. In the Prologue, that means the guys dressed in green.

Parrying requires mana. This is weird but true. A lot of people think that parrying is unresponsive – it’s not. It’s just that it requires you to have a charge on your mana bar; if you don’t, nothing will happen when you hit the parry button. For this reason, I don’t parry a lot.

If you get surrounded you will die. There’s nothing for it, honestly. They’ll just chop you into sushi. So don’t let that happen!

Putting It All Together

So here’s how the dance goes.

Before combat, meditate and drink a potion to improve your chances. Make sure you have the correct sign and bomb chosen.

Once you’ve encountered a group of enemies…

1. Make sure you’ve got room at your back, if you don’t, don’t engage until you do.

2. Move the mouse over the apparently weakest enemy (or any missile-user) and press Alt to lock on to him.

3. When the enemy is at mid-range (too far away to hit you but getting close), press Q to use use Quen to give yourself an extra three hits.

3. Let the enemies bunch up as they approach you (and they will, the trusting fools).

4. Once they are almost in combat range, press R to throw a bomb.

5. Move in, swiping quickly at your weak and stunned opponent. if you’re lucky you’ll get a finishing move, if not you should still kill him quickly. Don’t spam attacks.

6. Back up. Roll backwards if you have to. Renew Quen if you need to. Pick a new target and start over.

7. If you’re facing an opponent with a shield or heavy armor and they are the only one left (which they should be, since you should have killed all the weaker ones first), you can then use the left and right roll to try to get around their defense and score some hits. This is the only time I use the left or right roll. If you have a charge of mana you can also try parrying, this might open them up to attack. (Not my preferred method, though.)

8. If you get badly hurt, run the hell away! Enemies won’t follow you forever; they’ll eventually return to their posts. This will allow you to regenerate your health and cast Quen on yourself again. Then come back and try again.

9. Don’t get impatient. Batman is patient. Geralt is patient. The goal is to force your enemies into a bad situation and then punish them for it, not to let them do the same to you.

And your reward? When you master this combat system and can decimate groups of foes that by all rights should cut you to ribbons, you will feel like a badass. And you’ll be playing Geralt the way he was meant to be played, which means – gasp! – you’ll be playing his role! You’ll be role-playing! In a role-playing game!


More on The Witcher 2…

…Okay. Apparently you’re supposed to roll around a lot, a feature that wasn’t even in Witcher 1. How do you roll? Well, you can double-tap a directional key on the keypad or…

You can plug in a wired Xbox 360 controller and press one button.

Also, locking on to enemies is important. This is also easier with the 360 controller than with the keyboard.

I seriously feel I got snookered on this game. And the sad thing is, it wasn’t even on my damn radar until I saw some trailers touting its “living world” tech (and you know how I be about the living world tech).

Now I’m stuck with what is apparently an Xbox 360 game masquerading as a PC game (and yes, CD Projekt just announced a 360 version). I don’t mind playing PC games with a wired 360 controller (and yes, I own one) when it’s clear that the game was designed for that. I recently played all the way through Red Faction: Guerrilla using a 360 controller because I knew that game had been designed for consoles first. (Red Faction: Guerrilla is an excellent game, by the way.)

But this was supposed to be a PC game. And it was supposed to be a Witcher game. Now everything I knew about combat and magic from Witcher 1 is gone so none of my skills map, plus if you’re using mouse and keyboard your control scheme is non-optimal.

Plus, for reasons I simply cannot fathom, blocking drains your mana bar. Seriously. This makes blocking completely useless, which is why you have to roll around on the ground like you’re Samus Aran in ball form.

And of course, you are told fuck-all of this when you actually start the game.

This goes beyond bad design. This feels disingenuous, like they’re figuring out the problems with the game on us more lenient PC testers so they can fix them for the 360 version (and I will bet $100 right now that the 360 version has a complete tutorial when it ships.)

After all the goodwill CD Projekt gathered after Witcher 1 – releasing the improved version for free to everyone who bought the original, adding a whole bunch of features (again for free) and having a pretty awesome base game to begin with – for them to piss all that down the toilet in favor of the 360 leaves a very, very sour taste in my mouth. Trust me when I say that Witcher 3 will not be a must-buy for me.


Holy Krep, It’s Not Just Me!

Okay! Back on May 17th, I took an evening out from grinding on Inaria to play The Witcher 2. That evening ended in frustration (I recall saying something like “sixty dollars down the effing toilet”) when I could not get past a very early fight sequence. I thought I just sucked.

Well, if I suck, then everybody sucks. None of my skills from the first game mapped to this one – in Witcher 1, there was a nice combo system that would allow you to decimate an enemy if your timing on your attacks was right; it also had different stances for fighting different enemies. If those exist in Witcher 2, I was never told about them and couldn’t find them myself.

Plus, respawning enemies. I mean, yeah, I’m in enemy territory, but at some point those guys should pause at the doorways of the courtyard I’m in and think to themselves, “You know, I just watched him kill twenty guys…maybe I won’t go out there. If he wants to fire that ballista so badly, I think I’m going to let him.”

All in all, a little early in the game for a shelf-level event. I’m sure I’ll pick it up again sometime but I don’t know when.


Name That Game 77: The Man who Sold the World

In this episode of Name that Game, all the games described involve humans aiding eldritch abominations (or something equally powerful) in the hopes that they’ll be rewarded after said abomination has eaten everyone else. Needless to say, this never works out well, but they keep trying…

1. In this fantasy game, a man creates a cult to serve as the means to open a gateway so that a powerful, dimension-hopping magical entity can enter the world and take over. He ultimately dies when he badly bumbles a ritual, not only tearing him to pieces but allowing three evil shades to take possession of three members of your party.

2. In this fantasy game, umm…a man creates a cult to serve as the means to open a gateway so that a powerful, dimension-hopping magical entity can enter the world and take over. You finally defeat him by entering the world he has created in his mind and killing him, then go on to deal with the demon…in a rather oblique way.

3. In this horror game, you play as a man desperately searching through a nearly abandoned town for your daughter…who you eventually discover has been kidnapped by cultists so they can sacrifice it to their elder god so he can enter the world and take over. And unless you’ve done everything right, they win.

4. In this fantasy game, living cultists willfully aid undead wizards and warlocks and help them achieve their goals in the hopes that they will become powerful. (Instead, of course, they become zombies.) Then after they’re dealt with, more cultists willfully aid an extraterrestrial-extradimensional being’s attempt to return to this world, knowing full well the death and destruction he’ll bring, again because they think THEY’LL be spared and made more powerful. After THEY bite the dust, even MORE cultists release an imprisoned, insane dragon who believes he is the personification of death itself. His attacks scar and change the entire world, and he makes no bones about the fact that his goal will be fulfilled only when every living creature is dead…yet the cultists continue to fight for him, believing that “death” is code for “change that benefits me somehow”. The people of this world are SO stupid.

5. In this game set in World War II, a single secret agent is sent deep into enemy territory to investigate claims that the Nazis are trying to summon supernatural forces to help them. They are. The agent trails them through several locales, slaughtering tons of Nazis along the way, but arrives just in time to see the summoned demon turn all the Nazis involved in the ritual into his undead thralls. Of course, since he’s a one-man-army, he manages to destroy the demon along with his entire crew.

6. In this post-apocalyptic game (see, I have to keep mentioning the setting ’cause the plots are so similar), there’s a church full of people serving/protecting something in the basement. That something, it turns out, has a hobby of taking “pure” (IE, non-irradiated) humans and turning them into horrible, hulking, asexual brutes capable only of the most base reasoning, which it then plans to unleash upon the few remaining knots of civilization left.

7. In this game, a young man who has lost a young woman he cares about makes a deal with the Ultimate Evil, who tasks him with killing the sixteen guardians who hold him in check. After doing so, the Ultimate Evil does bring the young woman back from the dead…before promptly possessing the young man.

Good luck and have fun!


Hell Froze Over.

I would like to formally announce that Inaria is now done and up for sale. While the main site isn’t finished, you can still buy a copy by going here.

It’s the end of an era…and hopefully the beginning of another one.