Archive for 2009

Zanzarah: Nearing the end?

So, let’s get back to this. I think I’m approaching the end, partly because I’m running out of new fairy elements to acquire, but mainly because Rafi, the helpful goblin NPC who you can always talk to to find out what you’re supposed to do next in order to advance the plot, basically told me that at this point I should finish up any side-quests I’d been putting off. It’s been a while since I played, so I think it’s a good idea to refresh my memory about the plot. I am by now fuzzy on many of the details, and writing down everything I remember will help me to clarify what I need to re-learn.

As you may recall, the realm of Zanzarah was menaced by some great unknown evil, which produced an invasion by Shadow Elves 1Not Dark Elves, as I had previously stated. A trivial distinction, perhaps, but there’s at least one possibly-symbolic difference of connotation: a shadow has to be cast by something, and is ultimately produced by light. , hostile wild fairies, and roadblocks of various sorts such as large rocks and thorn bushes. (In grand Zelda tradition, plot-crucial battles often yield the tool necessary to overcome one type of obstacle.) A prophecy told of a human hero that would rectify things, so Rafi went and arbitrarily brought Amy into Zanzarah, apparently figuring that one human is as good as another. After some acts of heroism in the Elf and Goblin territories, she was advised to consult with the powerful White Druid, who no one had seen in some time. The White Druid turned out to be in the Realm of Clouds, a floating land of marble ruins, home only to wild air-type fairies and some Shadow Elves that had got there somehow.

The White Druid appears to be human. (Apart from Amy, he’s the only person in Zanzarah who’s more than four feet tall.) This is strange, because there are quite explicitly no humans in the land of Zanzarah. There used to be humans, but they were supposedly all driven out ages ago for acting like dicks. Perhaps the other Zanzarans don’t know he’s human? Like I said, he’s been isolated in the Cloud Realm for some time.

The White Druid showed me an arena where there was a Shadow Elf boss fight. The pre-battle banter implied that the Shadow Elves were in league with the dwarves, and the loot included a staff known to belong to the dwarf ruler. Already this seemed suspicious to me, but the news got out quickly (I’m not sure how), and there was an immediate call among the public to punish the traitorous dwarf king and probably expel his entire race, just like they did to the humans. The dwarves, of course, pleaded with the prophecied hero to help them prove their innocence, and shortly afterward Rafi expressed the opinion that the White Druid himself framed them.

Now, here’s the bit that I’m particularly fuzzy on: There’s an entity called the Guardian. It may be the end boss, the Sauron to the White Druid’s Saruman. Apparently it was created to protect Zanzarah, but it’s gone haywire, and is the real source of all the problems. In particular, it decided that maintaining the status quo requires preventing the prophecy of the human hero from coming true, and created all those roadblocks specifically to retard Amy’s progress. So it’s one of those self-fulfilling things, because these safeguards against the Prophecy are the only reason Amy’s there in the first place. To make it even more circular, the Prophecy was apparently invented specifically to give Rafi an excuse to keep in contact with the Human world just in case something went wrong with the Guardian. Or something like that.

If the Guardian is in fact the end boss, it’s not clear to me whether it has fairies under its control or whether I’d be fighting it directly. The latter would be kind of strange, because the game has no combat mechanics for anything other than fairy duels, and the few pictures I’ve seen of the Guardian so far make it look more like some kind of weird clockwork apparatus. But then, the fairies themselves have been getting stranger and more monstrous at this point. The abandoned dwarven workshops have artificial robotic fairies, which can be captured like any wild fairy, and then upgraded; after two upgrades, you have a robotic fairy torso on the body of a metal scorpion. In the more advanced forest areas, there’s a new Nature-type that’s half-whelk, half-jabberwock. It gave me quite a start when I first saw it.

References
1 Not Dark Elves, as I had previously stated. A trivial distinction, perhaps, but there’s at least one possibly-symbolic difference of connotation: a shadow has to be cast by something, and is ultimately produced by light.

Zanzarah: Spell Mechanics

So, in my last post about Zanzarah, I described a situation where I had to fight a team of Dark and Chaos fairies simultaneously. I had fairies that are strong against Dark and fairies that are strong against Chaos, but nothing that’s strong against both at once. In theory, I could use a Water fairy to take out the few Dark ones 1Or one. There seems to be some randomization in the battle; the last time I tried it, only one was Dark. This didn’t help. and then swap in a Nature or Air fairy to take care of the rest, but since Chaos is strong against Water, this generally just meant my fairy would die before it could make an impact. Ideally I needed a Light fairy, but there weren’t any available. (And yes, I spent some time revisiting old haunts just in case there was something I had neglected.) So I finally did the next-best thing: I equipped a Water fairy with an offensive Light spell 2Not only are you allowed to purchase spells that you can’t use yet, it’s generally a good idea to do so. That way, when you suddenly get your first fairy in a new element, you can immediately hook it up with better stuff., capable of killing any of these foes with one or two blasts. The Chaos fairies could still damage it, but they could no longer do so faster than it could damage them.

Now, for most fairies, this would be impossible. Most fairies can only use spells of their own element. It’s actually a bit more complicated than that, though. Every spell description has up to three colored spots on it, with the color indicating an element, and the number of spots indicating what we can think of as the spell’s level. The UI for assigning spells likewise puts a number of colored spots under each spell slot, indicating what that slot can take. (That number can be zero, indicating that the slot is not yet usable.) At least one of these spots will always be the fairy’s element, but sometimes the second and/or third slot will be a different color, or even rainbow-colored, indicating that it will accomodate any element. (It took me a while to figure this out, because the rainbow really looks mostly green.) So, for example, the water fairy I used in this battle had a slot with one blue (Water) slot and two rainbow slots, so I could equip it with a level-3 Water spell or a level-2 spell of any sort whatsoever. Some spells even require this sort of thing, as they contain spots of two different colors.

Spells and spell slots come in two sorts: attack spells (indicated by circular spots), which are activated in combat with the left mouse button, and passive spells (square spots), which are either always active, or trigger automatically under some condition (usually getting hit). At any moment, a fairy can have at most one attack spell and one passive spell in use, but it can have a secondary bank prepared (also containing an attack spell and a passive spell) and switch to that bank during combat. (This is something I haven’t really taken advantage of, but I suspect I’ll need to as the battles grow longer.) Thus, each fairy has four spell slots. Typically, a fairy will start with a capacity of just one level-one attack spell, and gain extra spots as its level increases. But the progression is different from species to species: a particular sort might grow its passive slots faster than its attack slots, or get to level 3 in bank 1 while bank 2 is still unavailable, or get rainbow spots in compensation for gaining them slower.

The interesting thing about this is what happens when a fairy changes type. In Pokémon, evolving your creatures was pretty much entirely positive, except that the evolved form would usually level more slowly, a penalty that Zanzarah seems to have preserved. But in Zanzarah, the spell slot progression can change completely when a fairy evolves. For example, the trick that I used with the water fairy? I can’t do it any more. It gained enough experience from that one battle to evolve into a new form, one that doesn’t have any rainbow slots. Suddenly, the “cancel evolution” option seems like it could be worthwhile sometimes.

Fortunately, as anticipated, I acquired a Light fairy in the immediate aftermath of that battle, and thus had another outlet for Light spells.

Unfortunately, I had to immediately trade it away to progress in the story. So it goes.

References
1 Or one. There seems to be some randomization in the battle; the last time I tried it, only one was Dark. This didn’t help.
2 Not only are you allowed to purchase spells that you can’t use yet, it’s generally a good idea to do so. That way, when you suddenly get your first fairy in a new element, you can immediately hook it up with better stuff.

Team Fortress 2

I’ve been busy these last few weeks, and look to remain busy for a few weeks yet, but I should probably write up a little something about my inaugural experience with TF2. It’s been a long time since I played an online FPS, mainly because there came a point when it was impossible to be good enough to compete without spending more hours per day practicing than I cared to, or could afford to. There was a time when I was office Quake champion, but only because I was the first to figure out the benefits of permanently turning on mouselook (wich modern FPS games don’t even let you turn off). But that was a very short time. It did, however, lead to my first taste of the original Team Fortress, back when it was a Quake mod. I understand that there have been a number of other versions of the game between this beginning and TF2, but I know little about them.

I remember thinking at the time that the whole idea of assigning gameplay-mandated roles had some potential, but that this potential was largely wasted due to the players’ general lack of interest in actually playing as a team and acting in concert. It would be surprising if this had changed for the better over the years that Generation 4chan got online, but I was pleasantly surprised that the dev team had come up with ways to compensate for it, with gameplay modes that really encourage specialization.

For example, on a Payload map (a mode that is, as far as I know, unique to TF2), one team has to push a cart full of explosives along a track to the enemy base before time runs out. The attacking team needs people to stay by the cart and push it and also needs people to scout ahead and clear out resistance. Which you can do most effectively depends on your chosen class — for example, the fast but fragile Scout will find that sticking by the slow-moving cart negates their one advantage. The defending team obviously needs to get people away from the cart, and the rocker-launcher-wielding Soldier class seems ideal for this, as the blast from their weapons can clear people out of cart-pushing range even if it doesn’t kill them. Meanwhile, their Engineers will be taking advantage of the cart’s fixed route by placing automated gun turrets well in advance of it, while their Snipers will be pressing as close to the enemy base as they dare in order to keep people from reaching the cart in the first place. Or at least that’s how it went when I played.

The game’s style is one of exaggerated, cartoony slapstick. Humor in games seems to be one of my recurring themes this year, and I’ve mentioned before how TF2 has been credited with creating a resurgence of humor in the industry. And it does it without a lot of explicit jokes — mainly it just gives the players the tools for inflicting absurd harm on each other and standing back. Much has been written about this already, but the really interesting thing about the slapstick here is that it’s even identifiable as such. I mean, the action really isn’t all that far separated from that of any other FPS. The whole genre has always been proudly over-the-top, from Wolfenstein 3D onward. So why does this game come off as more of a comedy than most? The caricatured character art and animations are of course a large part of it, but this is not sufficient in itself to leave a humorous impression. I think the pacing helps. Let’s say an enemy Heavy ambushes you, and you return fire, but you die first. This takes about the same amount of time to happen as it takes to read that sentence aloud. Which is to say, it lasts just long enough for the player to fully register that it’s happening, and doesn’t drag on beyond that moment. Obviously not everything is like this, though — in particular, two of the classes, the Sniper and the Spy, specialize in killing the enemy before the enemy knows they’re there. And apparently there’s a tradition of rivalry between these two classes.

One thing I’ve been uncertain about is how this game fits into the Oath. TF2 isn’t winnable, and it keeps adding more content — even now, nearly two years after its release, it keeps getting special bonus items as updates. This puts it into the same category as MMORPGs. Also like MMORPGs, it requires other players online, and thus won’t necessarily be easily turned back to after a delay of years. In short, it doesn’t fit within the model of the Stack. Nonetheless, I’m willing to call this game Complete once I’ve spent a nontrivial amount of time trying out each of the character classes. So far, I’ve tried the Scout, Heavy, and Soldier. Six more to go.

Zanzarah: Elements

In Zanzarah, elemental powers are key. Every fairy belongs to one element, and every element is strong against some other elements, weak against others, and indifferent to the rest. (Canonical example: water is strong against fire. Someday I’d like to see a game that reverses that just to mess with us.) A fairy can easily beat an opponent that’s twice its experience level if it’s a kind that it’s strong against, and will probably gain an experience level for doing so without the assistance of other fairies. And since gaining a level restores a fairy’s health and partially restores its mana, this is a good way to make extended explorations without spending a lot on restoratives. I can imagine catching fresh low-level fairies specifically to take advantage of this.

The elements are: Nature (plants), Stone, Water, Air, Psi, Ice, Dark, Energy (electric), Chaos, Flame, Light, and Metal. That’s not quite the same as the Pokémon element list, but there’s a substantial overlap. You can often tell what elements you’ll encounter from the terrain — for example, snowy mountain peaks abound in Stone and Ice types — but the type is pretty much an arbitrary designation with no effect on gameplay. There are exceptions, though, where attacks have special effects. For example, there are Ice attacks that temporarily slow or freeze the opponent (in addition to doing damage), and a Psychic spell that teleports its target to a random spot on the battlefield. Now, unlike in Pokémon, attacks are not specific to particular species of fairy; any attack can be bought from a spell merchant and equipped on any fairy that’s the right element and is powerful enough to use it. So I could use these special effects if I wanted to, but they never really seem worthwhile. The freeze attack would be nice, but it can only be cast five times before refueling, and that’s often insufficient for even a single fight. The teleportation attack seems outright harmful to the caster: it takes an opponent that’s in your sights and removes it. So, for me, these specials are pretty much only done by the opponent. My own fairies are just damage-dealers in different flavors.

I don’t have fairies of all the elements at my disposal yet. One really frustrating thing the game does repeatedly is withhold an element from you until you’ve managed to beat a bunch of fairies that it would be really useful against. The most recent example I’ve encountered (and haven’t overcome yet) is a Dark Elf guarding a crucial item with a team of Dark and Chaos fairies, which, unfairly, all attack you at the same time. (Although you can switch fairies mid-combat, you can have only one out at a time. Dark Elves have apparently learned to overcome this restriction.) Now, I have creatures that are strong against Dark and I have creatures that are strong against Chaos, but to survive that kind of onslaught, what you really want is something that’s strong against both. Only one element qualifies: Light. It’s possible that there’s a Light fairy hidden somewhere that I haven’t found, but more likely that I’ll gain access to my first immediately after the fight is over.

Zanzarah: Catching ’em All

The plot of Zanzarah is pretty standard fantasy-game fare: a shadow has fallen upon the land, a prophesied hero must set it right. No one knows quite what the source of the evil is, but it’s harassing the cities with posses of fairy-wielding Dark Elves (portrayed here as light-skinned but wearing dark outfits), and apparently is also responsible for getting the wild fairies so agitated. Normally they’d be peacefully flitting about and laughing and sipping nectar from flowers and replacing human children with changelings and so forth, not attacking people on the road. (Although I have to wonder if my captive fairies have something to do with that. You’re not allowed out into the wild until you have a fairy of your own, so it’s impossible to tell how they’d behave towards someone who wasn’t enslaving their people.) So your goal is to fulfill the prophecy and stop all that.

But there is of course a second goal, an implicit one: catching ’em all. One of the basic UI overlays, along with the inventory and the map, is the Pokédex-like “Fairy Book”. Since this is a PC game instead of a Gameboy game, it can fit every type of fairy on the screen at once as a nice grid of icons, with empty boxes for the ones you don’t have. Those boxes just beg to be filled in. Best of all, since this is a single-player game, it should be feasible! None of this nonsense of trying to find trading partners and failing because the game is nearly a decade old. Every species that exists can be found and caught, or evolved from something that can be found and caught.

So it’s a bit of a shame that they messed it up. Unlike Pokémon, where every pokémon species you’ve handled goes into your Pokédex permanently, the Fairy Book only lists those species you have currently. If you evolve one of your fairies into a more powerful form, it leaves a hole in the grid where its old form was. Well, okay, you caught it once, you can catch it again if it really matters to you. Except that in some cases you can’t. There exist unique fairies. I have an “energy”-type (electric) fairy that supposedly there are only two of in the world. It evolves through at least three forms. There’s an NPC that offers a unique fairy in trade for something I haven’t got yet. Once you get it, you’re apparently expected to trade it away to another NPC. And yeah, once you’ve had and lost these things, you know that you’ve had them. But that’s not as satisfying as watching the grid in the Fairy Book fill up.

Game designers don’t always correctly anticipate how people will react to or use their designs. For elements they consider minor, even playtesting doesn’t necessarily help. I’m assuming that there are other players who shared my reaction to the fairy grid, but the designers were probably thinking of it as a reference guide to your current options, rather than as a score card. This is the sort of problem I’d expect to see addressed in a sequel, if there were any chance of one.

Zanzarah: Types of Fairy

You might think that having all the combat creatures be fairies, on both the player’s side and the opponents’, would be kind of limiting. I remember thinking something similar when playing some Western-themed game (probably either the Lucasarts FPS Outlaws or Sierra’s Freddy Pharkas): what, it’s just cowboys? How much can you do with cowboys? But “cowboy” is just a category of person, and thus gives you the entire range of human personalities and physical types (extended, in both those games, by caricature). Similarly, Zanzarah applies “fairy” as a template on a fairly wide range of creatures.

zanzarah-fishSince pretty much all the fairies do is fight, they don’t get much opportunity to express different personalities, except by grunting in pain or cheering their victory in different tones of voice. But there’s a very broad range of physical appearance. Child-like fairies and sexy fairies and fairies with animal heads, ones with chiseled musculature and ones that look like plush toys, ones with dragonfly wings or butterfly wings or bat wings or wings that look like leaves or flower petals. A few kinds don’t have wings at all, and fly by riding other creatures or mechanical vehicles. There are fairies that, contrary to expectation, are bulky and ungainly-looking, at least in comparison to the other fairies. In the extreme cases, you have fairies that don’t look like fairies per se, but like imps or gargoyles. There’s a skeletal fairy with the bones of batlike wings. There’s even one kind that’s a fish. I don’t mean it has fish-like features (although there are fairies like that too), I mean it’s indistinguishable from a fish. The color text excuses this as camouflage. Another type looks like a mushroom with eyes, and flies by flapping its cap up and down.

I suppose the fact that the designers felt the need to go so far beyond standard fairyhood is an indication that fairies actually don’t have the range needed for a game like this. All of which leads us to one question: why fairies? It seems like rather a big risk. The safe path for game design has always been to play to the power fantasies of boys. Arguably, RPG-style level advancement of the sort seen in Zanzarah is one way that this manifests. And fairies don’t fit into that very well. They’re pretty much the opposite of macho. Even if some of them look like demonic bodybuilders, you can’t help but remember that they’re tiny demonic bodybuilders. I can only assume that the developers were inspired by Pokémon‘s success in getting a cross-gender audience. After all, they took inspiration from Pokémon in just about every other aspect of the game.

But also, if fairies don’t have the required range… what does? The designers of Pokémon, in retrospect, had it easy: by creating an entirely new category of creature, they were free to populate it with whatever they felt like, including plants and ghosts and robots. Fairies are magical beings, and thus at least have some excuse to come in many and varied forms. Pretty much the only other thing I can think of that fits the bill is aliens.

Zanzarah: Comparison to Pokémon

Given the extreme and enduring popularity of Pokémon, it’s strange that it hasn’t been widely imitated, especially on other platforms. Zanzarah is the only obvious Pokémon imitation that I can think of. And when I say “obvious”, I mean really blatant, right down to the level of trivial mechanics: fairies that evolve on reaching particular experience levels, a complicated system of elemental resistances and vulnerabilities, and so forth. At the beginning, you have a choice of three fairies based on different elements: “Nature” (plants), Water, and Stone — just one element different from the Grass/Water/Fire choice that I’m told is at the beginning of every installment of the Pokémon franchise. Before you can catch your first wild fairy, you need to obtain a magical silver sphere capable of drawing it into your fairy bag. (Gold and crystal spheres become available later, allowing you to catch more powerful fairies.) At first, I wondered why I wasn’t able to catch more than one fairy. It turned out that catching a fairy actually uses up a sphere, which didn’t make intuitive sense to me — until I realized that the designers were thinking of it as a pokéball.

Apart from the relatively minor matter of the 3D world, the one big gameplay difference is in combat mode. Where Pokémon‘s pokéfighting is turn-based JRPG-like selecting-maneuvers-from-a-menu, Zanzarah‘s is a minitature tag-team FPS. All combat is played on various floating arenas in the astral plane (a little reminiscent of like the “ethereal combat” in Etherlords), which makes me wonder what’s supposed to be going on in the material world while the player is busy controlling the fairies. Is Amy watching the combat too? Is she, in-fiction, controlling her combatants’ every action through some kind of creepy mind-meld, and if so, what’s preventing other wild fairies from attacking her while she’s outside her body?

The different types of fairy have different stats, and those stats govern things like how fast your attacks charge up and how long you can fly before resting. (Flight is done by pressing a button to flap your wings, Joust-style.) And this affects how you play. For example, one of my fairies, a rock-type called Jumjum, has a very powerful attack that takes a long time to charge up fully, so I spend a lot of time with him hiding behind cover. Even so, the astral arena sequences quickly feel samey. I don’t like to use the word “samey” in describing games, because it implies a design philosophy that repetition of any sort is to be avoided, and I disagree with that rather strongly. But there it is. When you get down to it, though, it’s no more samey than combat in Pokémon, which, in most battles, consists of just pressing the “A” button whenever you’re given the opportunity. But that seems more acceptable to me, as it requires less attention. The mind wanders while executing those button-presses. Sometimes it only wanders as far as planning out long-term in-game goals, but it certainly isn’t fully occupied by the immediate situation. Zanzarah‘s realtime battles occupy just enough of my mind to make me earnestly wish there was more to them.

Zanzarah: The Hidden Portal

zanzarah-elftownAnother random pick today. Zanzarah: The Hidden Portal has an easy three-word description: Pokémon with fairies. You play the part of Amy, an ordinary British teenager in unreasonably tight trousers (yes, this game is definitely post-Tomb Raider), whisked away to fulfill a prophecy in a magical land of elves and goblins who use their smaller winged brethren in the fantasy equivalent of cockfighting. I’ll describe the game content more fully in my next post. At the moment, I want to talk about my adventures in installing the thing.

My first problem was that the install disk was damaged and unusable, with visible abrasions on its surface. I assume this happened when I moved. Possibly it could be resurfaced: I’ve occasionally resurfaced disks in the past, with spotty success. But I didn’t do that. Instead, I turned to piracy. Now, I normally don’t pirate games. I’m aware of the arguments against copyright law in its current form, and generally agree with them, but the way I see it, that just makes it more important that I avoid behaving like a freeloader and undermining those arguments. But this situation here, copying something that I purchased legally but can no longer access, is one of those arguments. Once I had my freshly-burned CD, it was a little reassuring that the installer prompted me to type in a code from the original CD case, allowing me to assert my legal right to play it. But presumably these codes can be found on the internet as well.

Once I managed to install it, there was one more obstacle to playing it: the key configuration. Zanzarah uses the mouse/keyboard movement scheme familiar to PC gamers — mouse to turn, keyboard to move in the four cardinal directions relative to your facing. But by default, the movement keys are the arrow keys. Now, I could play it like that — certainly I played a number of games like that, before I discovered the superiority of WASD, along with the entire PC game industry — but if I could rebind the keys, it seemed worth it. And the game does in fact offer a key-rebinding menu. But on my machine, it doesn’t work. For mysterious reasons, whenever I tried to rebind something, it wound up bound to “Mouse Z Axis” instead of what I wanted to bind it to. So I had a merry time figuring out how to edit the configuration file directly, which involved blind guesswork with a hex editor. A word of advice to anyone writing a game system: Make your configuration files text-based. Someday, someone’s life will be easier if you do.

Plants vs Zombies

I’m almost a week late with this post: I purchased Plants vs Zombies, Pop Cap’s foray into the Tower Defense genre, on Monday, and played all the way through Adventure Mode that day. (I’ve noted before now that recent Pop Cap games tend to treat the “adventure mode” or “story mode” as a kind of brief prelude to all the special challenges and minigames that occupy the bulk of the player’s time. Nonetheless, I regard adventure mode as enough to get it off the Stack.)

Tower Defense is one of the few genres born on the web, and still doesn’t have a great deal of representation outside of ad-supported Flash game sites. Perhaps this is why there’s still so much experimentation going on within the genre: there hasn’t been a major best-seller that everyone strives to imitate. PvZ‘s biggest experiment is splitting the playfield into several lanes that are mostly isolated from each other. (There are some effects that affect the lanes adjacent to where they’re used, but they tend to be expensive.) I didn’t care for this mechanic at first — it seemed like it just invited symmetric action, placing the same defenses along all lanes, which seemed like mere busywork. But it becomes more interesting when you’re short on resources, and still have to defend all the lanes separately and simultaneously. If you can’t afford what you need to destroy the zombies on all of them, you might switch to delaying tactics on some of them.

The title may sound like James-Ernest-style random wackiness, but when you think about it, it’s based on the attributes required for the tower defense genre to work: the attackers have to be slow and stupid (or at least undeterred by certain death), and the defenders have to be stationary. Which is not to deny that the particular choice of plants and zombies for these roles was made for their wacky value. The whole game is full of Pop Cap’s signature deadpan goofiness, and sometimes even surprises the player with humorous enemy behavior, just like I Was In the War. Pop Cap’s sense of humor is such an integral part of their more recent releases that I think it’s worth remembering that they didn’t always have one. Their first major success, Bejewelled, was about as funny as Tetris. I was reading an article recently about how Valve’s Orange Box shifted the gaming zeitgeist back towards humor, and it’s definitely had an influence on PvZ: after you win Adventure Mode, there’s a musical number that’s a clear attempt at being this year’s Still Alive. But Pop Cap’s sense of humor was developing well before the Orange Box: Insaniquarium (2004), like PvZ, used jokey character descriptions of the various entities in the game.

In fact, PvZ has quite a lot in common with Insaniquarium (which makes sense, because it was written by the same people). One of PvZ’s unlockable minigames, “Zombiquarium”, references it quite directly, and there’s a Tamagotchi-like “Zen Garden” mode that’s basically a plant-based version of Insaniquarium‘s “Virtual Tank” mode. Both games have an overall mechanic wherein the reward for completing a level is usually a new helper species with its own unique abilities. But most of all, they involve similar activity. Insaniquarium is all about caring for fish that secrete coins, which you click on to pick up before they disappear, then use to buy fish food, additional fish, and upgrades of various kinds, including weapons to ward off piscivorous aliens. (They could have called it Fish vs Aliens.) Similarly, in PvZ, the “sunlight” that you use to plant more plants is mainly emitted in coin-like chunks by things you’ve already planted (usually Sunflowers).

Now, most tower defense games have some mechanic whereby money — or mana, or whatever it is you use to buy more defenders — builds up over time, allowing you to keep adding more defenders as the battle rages on. Perhaps the most common thing is for every attacker you defeat to yield some cash; this is the approach taken by, for example, Desktop Tower Defense and Gemcraft. But PvZ is the only tower defense game I’ve played that expects you to click on the money to pick it up, rather than just deposit it in your bank automatically. It definitely changes the tenor of the gameplay, making it much more active. In a typical tower defense, you spend a lot of time just watching and waiting and planning your plans. Here, you’re constantly scanning for things to click on.

Windosill

windosillWindosill is the sort of game where you have to poke at things to see how they react. It’s drawn comparisons to Cyan’s early works, such as The Manhole and Cosmic Osmo, because of its surrealist busy-box vibe. Those games, though intended for children, always had a slight tinge of menace to them, which I don’t think was intentional; it was just a side-effect of the gameworld’s utter unpredictability. In Windosill, though, it’s definitely intended, and contributes to the toybox-of-mystery ambience. Everything is clean and flat-shaded, but the palette tends towards dark blues and there are eyes where there shouldn’t be eyes.

It’s basically a Flash-based adventure game, consisting of a series of one-screen rooms. In each room, there are things that can be clicked and things that can be dragged and even things that can be spun or thrown; although the interaction is basically two-dimensional, the models are clearly 3D, and things tend to bounce and judder in response to your actions in a satisfyingly physical way (especially in comparison to other Flash adventures, which seldom go beyond clicking on things to trigger scripted behavior). Your goal in each room is to find a cube, which you then use to unlock a door, through which you drag a boxy toy car (cyan in color) to go to the next room. In most rooms, getting access to the cube means that the puzzle content is over, but the ritual of unlocking the door and moving the car gives the rooms an extra bit of unity, and provides a basis for unexpected variation at one point, when a room’s inhabitants grab the car away from you.

The whole thing can be completed in a single sitting, and in fact pretty much has to be, because there’s no way to save your progress. As such, I suppose a lot of people will balk at paying for the full version, even though it’s only three dollars. After all, there are tons of Flash adventure games out there that are completely free. I see it as a small price to support good interactive art.

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