Archive for 2011

Aquaria: Gods and Monsters

One thing I keep forgetting about the plot-crucial bosses in this game is that they’re all gods.

It’s an easy thing to forget because not all of the bosses are plot-crucial. There’s a fair number of optional ones, guarding optional but useful permanent enhancements of various sorts: some outfits with special properties; a song or two that you could get by without; in one case, the ability to cook three ingredients at a time without a kitchen (not a very useful skill so far, but I’ve got it anyway — it’s not like you know what you’re going to get before you’ve won the fight). There are four optional bosses (including the very first one you can access) that turn out to be protecting an egg bearing a smaller creature of the same species, which then becomes your pet and defends you. That’s right, it develops an attachment to its parent’s murderer, and will even help you to murder other parents so you can steal a better child to replace it with.

The important bosses, though, have backstories that you learn from an expository cutscene on defeating them. And the backstories are all more or less the same: there was an ancient race with its own special god, but something went wrong, leaving the race extinct and the god twisted into a savage, insane monstrosity. Because you only learn this after you’ve defeated it, your first impression of these beings is always their degraded form. Only after you’ve destroyed them do you get glimpses of what they used to be, provoking a reevaluation of what it meant to fight and kill them.

And then, in most cases, having destroyed them, you gain their powers. Each god-boss you kill teaches you a thematically-connected transformation song — not a direct transfer of the very attacks it used against you, as in Mega Man, but something vaguely related to what it’s supposed to be a god of. In essence, you’re slowly becoming a shapechanging (or at least outfit-changing) representative of all the dead races. There was a mention in one of the cutscenes about being destined to unite the various underwater tribes or something like that, and it looks like it means unite them in a single body. Which raises questions. There are at least two races of underwater-dwelling peoples that are still alive and thriving. Am I expected to somehow absorb them as well?

Aquaria: Cooking

Aquaria gives the player an inventory of cooking ingredients obtained by killing stuff and/or singing at plants. Collecting ingredients gives the player something to focus on after a fight, pursuing them downward as they plummet out of reach or sometimes following them laterally as they arc ballistically overhead. Different ingredients are plentiful in different areas — it’s easy to obtain crab meat in a cave full of crabs, for example — and there always seems to be some ingredient I’m short on, although which ingredient that is varies.

All cooked foods are basically potions. They either heal you in some way (restoring hit points, curing the few status effects in the game), or they give you temporary bonuses, or both, depending on their ingredients. The most plentiful ingredients are meats and oils, and the most basic things you can prepare are Hot Soup (any oil plus any meat), Sea Cake (any oil plus any egg), Leaf Poultices (leaf plus leaf), and sushi Hand Rolls (leaf plus any meat). More exotic things like pierogies are also feasible, but those four forms are the things that seem to have the greatest number of variations, created by improving them with other items — a basic cake heals you a bit, but a cake plus a leaf yields a Veggie Cake that grants temporary regeneration. It’s notable that the order is significant here: (oil plus meat) plus leaf = Veggie Soup (regeneration), but oil plus (meat plus leaf) = Tasty Roll (healing x2).

The game keeps track of what recipes you’ve discovered, and grants an Achievement for finding them all — something I’m still substantially short of. The nice part is that when you find an item in the wild, you instantly know its recipe. In fact, that’s the chief way that you learn the less intuitive combinations. Some of them are guessable, though, if you think like the game’s creators. Trying to put together an invalid combination yields Sea Loaf, a nigh-useless item that heals a tenth of a hit point. Nonetheless, if you’re going to do experiments, it’s important to max out on Sea Loaf. Your inventory can hold only up to eight of each item, and if you have that many of something, the game doesn’t let you make any more. So if you have eight Sea Loaves already, you can try throwing any random ingredients together, secure in the knowledge that the game won’t waste them on additional Sea Loaf.

My own biggest kitchen triumph was intuiting that turtle soup was a possibility, on the sole basis that I had some turtle meat and no known use for it. I did eventually find the turtle soup recipe the other way, but only after I had used it in several boss fights: turtle soup grants the strongest defensive bonus of any food I’ve seen. Boss fights are pretty much the only place I ever use food. Occasionally I’ll admit to myself that I need to consume a healing item outside of the boss fights, but it always seems like a waste, given the number of other sources of healing in the game. But when facing a boss, I throw on as many buffs as I can, because I know from experience that it makes the difference between victory and defeat.

The thing is, boss fights only happen occasionally, and I probably have enough food on hand already to last me through all the bosses that remain. But I’m still hoarding food, scavenging anything I’m short on, trying to get as close as I can to keeping eight of everything on hand all the time. Not because I need to, but just because it’s one of the activities that the game provides.

Aquaria: Tonal Shifts

If you ask me, the demo for Aquaria is misleading. This is because the demo is the beginning of the game, and the beginning of the game is the safe, comfortable area around Naija’s home. Brightly colored corals and anemones, shafts of sunlight streaming down, and if there are some dangerous fish about, there are also schools of harmless ones roaming about looking decorative.

Towards the end of the demo, there’s a brief glimpse of things to come, in the form of an interactive vision granted by a figure in a black cloak who appears in front of you without explanation: suddenly you’re in the shooting-stuff form and surrounded by bullets. This is your first glimpse of that form — presumably it was inserted so that the demo/beginning wouldn’t be too entirely misleading. But even there, the context made it seem like this was some kind of “Dark Naija” thing that you’d be shifting into involuntarily as the story (and level design) demanded it, like in Prince of Persia: The Two Thrones. But no, switching into shooty mode is a voluntary act, and in fact I tend to stay in that form by default, because that’s usually the best for reacting to surprises. What I really wasn’t expecting from the intro, though, is that I’d be using that form to kill those harmless fish I mentioned so I could use their meat and oil as crafting ingredients. Which shows how much I had misunderstood Naija’s relationship to the things around her, and also how quickly my attitude changes when I’m running low on healing items.

The thing that was really unexpected from the intro, though, was the descent into the Zerg Creep. There a certain lost city, probably once home to Naija’s ancestors, now home to aquatic ghouls. The walls sport what look like blood vessels in places, then turn into masses of exposed flesh, throbbing in places. There’s a skull-like door barred by what appear to be intestines. This is not the happy frolicking-in-the-sun-dappled-lagoon game I signed up for! I mean, I’m okay with it. But I haven’t even penetrated the deepest darkness yet; I expect there’s worse stuff to come.

I recall being taken aback by the shift in Ecco the Dolphin as well, which starts off as a story about a dolphin, and then suddenly sends that dolphin into outer space to defeat an alien invasion. Perhaps there’s just something about the undersea setting that changes my expectations. There’s nothing unusual about going to outer space in a videogame, just as there’s nothing unusual about shifting into veins-and-viscera decor as you get closer to the end boss. When a game starts off in a pleasant pastoral setting, I don’t normally expect it to stay there. But somehow, when it’s a pleasant underwater setting instead, I kind of expect it to not stray too far.

Aquaria: More Songs

Naija, Naija! She's a little fish!My last session netted me two more songs for transforming — apparently this is what most of the songs do. First off was fish form, which turns you into a small fish with an oddly human face.

I should note something about the faces in this game generally. Most of the creatures are fish, which of course don’t have much in the way of facial expressions, but Naija and a few other beings seen in visions are humanoid. Humanoid figures are articulated like an Indonesian shadow puppet, all 2D and shown permanently in profile but with rotating joints. This gives them enough freedom of movement that, when the camera is zoomed in enough for you to see faces clearly (as happens when you stay still for a while), it feels a little weird that the faces are so immobile. It reminds me a little of Jason Little’s experimental comic Jack’s Luck Runs Out, which uses faces from a deck of playing cards for all its characters. Little described the result as a “masked drama”, because of the way he had to compensate for the inexpressive faces with expressive body language. At any rate, it’s a bit of a reminder of what this game really is: not a world, but a work of art.

The purpose of fish form is to fit yourself through narrow passages. Supposedly it also makes some enemies ignore you, but my first try at using it in that way was unsuccessful enough to scare me away from further attempts. Once I had it, I of course started going back to places where I had noticed narrow passages before, and in the process found a boss fight against an enormous face, which occasionally changed expression. When it did, it became vulnerable to attack, allowing you to punish it for such inappropriate behavior.

The reward for destroying the unnaturally variable face: a new song. Apparently the face was the source of power for a now-extinct race of aquatic druids, and now I can turn into an approximation of one of them. (Because obviously you need to make yourself as powerful as beings who failed to prevent the extinction of their own race. I guess it’s better than fish form, at least.) In this form, you throw seeds that grow into huge and damaging thorn plants when they hit a solid surface. It’s not a very effective form of combat against most creatures; there are some things that crawl along the walls, or land on the walls between leaps, or even just stay in one place all the time, but these are generally the things it’s easy to get away from by just swimming away from the wall. I suppose I’ll find places where it’s tactically indespensible — that seems to be how things generally work in this game — but for now, my main use for it is to get past barriers. There are blue bubble-like barriers on certain passages, invulnerable to fireballs but poppable by thorns. This seems extremely arbitrary, but the game seems to have a rule that any new song you learn has to have a unique kind of barrier it overcomes.

Aquaria: Sing Mode

I sing the body aquaticNaija’s powers, as noted before, are activated by song — sort of like in Ocarina of Time, but instead of pairing notes with buttons on the gamepad, they’re arranged around her in a circle when you hold the sing button. If you’re using the mouse, that means the right mouse button. While in sing mode, you hit notes by rolling the cursor over them. Presumably the analog joystick on a gamepad picks them as well, because their layout looks exactly like the pie menus seen in Ratchet & Clank and Psychonauts. (Luckily, the eight slots are exactly enough to hold a major scale.) The one big difference from those menus is that you’re not simply picking one item. You’re picking a sequence, which means tracing out a path within the circle on the screen.

Now, the touted advantage of pie menus is that they’re gestural — that, unlike drop-down menus and the like, you don’t really need visual feedback to use them: once you know which option lies in which direction, you can sweep the mouse in that direction without looking. The sing interface in Aquaria delves deeper into the “mouse gestures” concept, making you trace out simple shapes in the process of moving from note to note, albeit with on-screen icons to guide you. At that modest level of complexity, if you can do it without visual feedback, it’s because you’re getting aural feedback from the song itself.

So far, I only know three songs — this is turning out to be a large game, so I’m still only in the second chapter. (A fourth, without an associated power, was used as a passcode to open a door at one point.) The first one you get is a temporary protective shield, activated by the gesture left-right-left-right, which produces an approximation to the “dee-doo-dee-doo” of an old-fashioned British police car siren. The second is a simple “do-re-mi” done by sweeping a counterclockwise arc upward from the bottom. This is the song for lifting large rocks, so an upward gesture of both motion and pitch is appropriate.

The third is sort of a mirror of the second, a “do-ti-la” starting at the other end of the scale, going in the opposite direction, and sounding less resolved. This song triggers a mode transition, turning Naija into Battle Goth Naija, who throws fireballs around. (The game calls them “energy bolts” or somesuch, to excuse their presence underwater, but they look like fireballs, so that’s how I think of them.) Significantly, in this mode, Naija cannot sing. The sing button is repurposed as the fireball button. You have to go back to normal, vulnerable Naija to sing (although, since that’s is the form that can do the protective shield, perhaps “vulnerable” isn’t the right word). You do this by clicking on her with the left and right mouse buttons at once, which is a little clumsy, but it works. I suppose that some similar compromise could have been made to allow shooting and singing at the same time, so the repurposing of the button is effect, not cause, of the design decision to not allow that.

Aquaria: Swimming

I just compared the way that you swim about freely in Aquaria to Ecco the Dolphin, but the way you control the swimming is quite different. Ecco was written for the Sega Genesis, which means a controller with a D-pad, not an analog joystick. The movements of the dolphin were famously smooth and fluid, but they were created through moments of acceleration parallel to the X and Y axes as the player made carefully timed nudges. Aquaria supports two different genuinely analog control schemes — joystick and mouse. It also lets you use digital controls (D-pad or WASD keys) to move, and I’ve used that on occasion — when I want controlled, slow movement, and the ability to keep the mouse cursor on the opposite side in case I suddenly need to sprint away.

So, yes, there is a cursor. Pressing and holding the left mouse button makes Naija swim towards it; clicking again puts on an additional burst of speed. Call it cursor-based directional movement, as opposed to clicking on a destination for the avatar to go to like in a typical point-and-click adventure game (which we might call cursor-based positional movement). This isn’t the only game with cursor-based directional movement I’ve ever seen, and it isn’t usually my favorite thing: if all I’m indicating is a direction, I might as well be using a joystick, and if I’m indicating a position as well, I want the game to understand the position I’m pointing to as a position. But somehow, it feels pretty good here, and I think it has to do with the dynamics of moving in water. Unless you’re moving very slowly, you never have really precise control over your position. You accelerate, you swerve around, and you glide to a stop. Even your direction of movement isn’t absolutely under your control, because it takes a moment to swerve; although it’s not compensating for digital controls like Ecco, it’s still smoothing out your motions, processing your inputs into something that Naija can actually swim. If you’re not in absolute control of your position or your velocity, giving the game a continuously-updated spot to aim for is just about the right way to describe the amount and kind of control you really have.

Aquaria

Under fire, underwaterA few years back, Aquaria made a big enough splash in the indie games scene for me to hear it. The demo seemed interesting enough to be worth getting, but I was already on the Oath at that point, and didn’t get around to buying it until it was included in the Humble Indie Bundle. And even then, it was bundled with enough stuff that I didn’t get around to playing it until today.

Set in a system of undersea caverns, the game gives you control of a mysterious not-quite-a-mermaid named Naija, possibly the last of her kind. Regardless of whether she is or not, she starts off as ignorant of her situation as the player. There are ruined temples and the like within spitting distance of her home, but she apparently hasn’t explored them, which is probably wise, considering the hostile marine life out there. Her uninquisitiveness ends with the player’s involvement, of course: exploration is more or less the point of the game, at least in the early stages. By exploring, you discover skills (in the form of songs) that allow you to bypass types of obstacle, and thereby explore further, sometimes backtracking to open up passageways in areas you left behind. For the first hour or two, it seems like that’s all there is to the game, because you have no way of attacking stuff (apart from the minuscule damage you can do by dropping rocks on them, and even that requires you to first learn how to lift rocks by singing). And honestly, that would be plenty for a certain flavor of game. But you do gain offensive capability after a while, and there are boss fights.

In short, it’s pretty much a Metroidvania, except for one thing: it’s not a platformer. It’s a vertical 2D scrolling environment, but you don’t jump and fall. You just swim freely. In a way, the game’s closest cousin is Ecco the Dolphin.

WoW: Orphans

I spent so much time procrastinating about writing up Portal 2 that I completely missed Noblegarden, the week-long Azeroth Easter festival. No matter: it was immediately followed by Children’s Week, when battle-hardened mercenaries with the power to destroy gods are invited to bring orphans to work with them. There’s a whole quest-chain of activities you can do with your orphan, such as flying kites and going for ice cream and going to visit the Banshee Queen in her dank and horrible lair.

Your orphan is treated by the game as the same sort of thing as the various summonable pets you can buy. That is, it follows you wherever you go and does not participate in combat in any way. If you get into your turbo-trike and drive away, the orphan chases after you like an Olympic sprinter. It all seems comically callous: “I’ll just get in my car. No, you stay outside. Cars are for us important hero-types. Just try to keep up, right? The exercise will do you a world of good.” Particularly since, as I noted before, I can drive around on top of lakes. I can see the tyke furiously swimming underwater after me, his location identifiable only by the little quest marker over his head.

Another amusing fact about orphans: they are interchangeable. In a sense, each orphan is all orphans. If you see someone else out walking with an orphan, you can talk to it, and it will respond as if it were yours. I actually took advantage of this during the kite quest, which caused my own orphan to go running around at random, so excited was he by his kite. Rather than chase him down and click on him to complete the quest, I just spoke to a calmer orphan accompanying a stranger.

In short, Children’s Week is exactly the kind of fun I’ve learned to appreciate in WoW: the fun of immersing yourself in incongruity. It’s also a golden opportunity for easy XP (especially for pacifists): each quest in the chain gives the same largish lump of experience as the daily cooking and fishing quests, which means it scales with the questor’s level. As a result, Oleari has finally reached level 60, the level cap for vanilla WoW. I’m disappointed to report that, although I’m now at the right level for a flying mount, I can’t actually obtain one without buying an expansion or two.

It seems like there are three routes I can take from here: I can buy The Burning Crusade and continue leveling Oleari, I can switch to a different character for a while (maybe even try out the Alliance), or I can just drop the whole thing. I’m going to have to decide that I’m done with this game at some point, and reaching the level cap seems like a pretty good time to do that. But I’m told that Burning Crusade is nice — nicer than subsequent expansions, apparently. I’ll take a few days to decide.

Portal 2

It’s been a while since I bought a new A-list title. I tend to wait for the major heavily-advertised games to be remaindered or even bundled when I have any interest in them at all, which is seldom the case these days: recent blockbusters seem to all be military-themed FPSes. When I hear people around the office talking about such things, it leaves me cold. Hearing them tiptoe around spoilers for Portal 2, on the other hand, just piqued my curiosity. For Portal 2 is a rare thing: a major heavily-advertised puzzle game. I don’t think I’ve seen a puzzle game advertised on bus hoardings since the first Professor Layton. And so, after resolutely ignoring the potato-themed ARG, I finally knuckled under and bought the thing last friday, played through the entire single-player story on Saturday, and on Sunday, instead of writing up the experience, got drawn into playing the two-player co-op mode, again completing it in a single marathon session. (So I’m posting this about a week late. Chalk it up to the difficulty of summarizing the total experience of something so recently well-covered elsewhere.)

Before I start talking plot, I have some general non-spoilery observations. Portal 2 is longer than its predecessor, more detailed, and wackier. Portal wasn’t particularly wacky. It had humor, but the humor was dry, and furthermore, superficial — by which I mean, one could imagine making an alternate version of Portal that plays it completely straight without altering the plot or gameplay at all. (Not that I’d recommend doing so. Much of the game’s charm is in its piquant blend of absurdity and living nightmare.) Portal 2, on the other hand, is more of a tall tale. It makes the ridiculous central to the plot, to the point where it starts to seem strange that this is set in the same universe as Half-Life. It puts me in mind of comic-book continuities, how John Constantine shares a world with the likes of Lobo and Ambush Bug. It seems to me that this shift of emphasis is risky. A light dusting of wit can enhance any game, but in scenes where comedy is the main focus, the game is only as good as it is funny. (I’ve cited MDK2 before as an example of how this can go wrong.) Fortunately, Valve got some pretty good voice-acting talent. I don’t know how much of Stephen Merchant’s lines were ad-libbed, but he has a way of making them sound ad-libbed even when they aren’t.

The puzzle content follows a typical pattern for puzzle games, steadily introducing new elements and exploring how they interact with what’s already been seen. (It’s what I think of as the DROD model.) The original Portal kind of did the same thing, introducing turrets and high-energy pellets one by one, and even doling out the portal gun in pieces, but that all seemed much more basic, like they could have introduced everything at once if they wanted to and they were spacing stuff out purely for the sake of spacing it out. The portal gun itself was the only real puzzle-enabling device, and everything else was just an environmental feature that provided material for portal-puzzles. Portal 2 often feels like it’s the other way around: that the portal gun is just a tool for executing gel-puzzles, laser-puzzles, etc. Crucially, some of the new elements are new means of transporting things or altering their trajectories: excursion funnels, light bridges, even repulsion gel at times, which can be both a means of transportation and a thing that needs to be transported. The original Portal had only one novel way to move objects around at a distance, and thus mainly focused on getting the player character around. A lot of the puzzles in Portal 2 involve moving objects around by novel means while you’re stuck standing on a button or something. In the co-op levels, the thing you’re transporting is often the other player, but the same principles apply.

Now to be more specific, and hence more spoilery. The game has three distinct runs of “test chambers”, bracketed and to some extent interrupted by behind-the-scenes stuff. The way that the game begins behind the scenes is a pretty big change from the enigmatic opening of the original. There, getting access to the areas outside the enumerated puzzle-game structure was the big twist, but here, it’s just part of the routine. (It reminds me just a little of Unreal, which is mainly structured around a series of building interiors punctuated by brief forays outdoors to get to the next building.) And once you have a routine, there’s a need to break it up with variety, even if it’s fake variety. Thus, reskinning! The middle run of test chambers is set in a long-forgotten section of Aperture Laboratories, implausibly deep below the surface, where we see what mad science testing environments were like in the 1940s and 1970s. This section is to the labs above what Red Alert is to Command & Conquer, replacing the gleaming engineered-looking Weighted Storage Cubes with simple wooden boxes, the glowing indicators with clack boards, and in general the futuristic high tech with precisely equivalent low — for example, the Aperture Science Unstationary Platform from the original, a levitating device that moved back and forth on some sort of energy beam, is replaced by something like a window-washer’s platform hanging from the ceiling by ropes. The very existence of low-tech equivalents underscores the tremendous wastefulness and impracticality of the whole operation. Company founder Cave Johnson, we learn, was in the habit of insisting on his own way against all sane advice, flew into rages at the least provocation (or sometimes none at all), and had enough power within the company that any half-baked idea he blurted out on a whim would be implemented at enormous expense. Even now that he’s gone, his legacy of preferring the complicated and inefficient remains.

Relics of Aperture’s past, along with recorded messages from Cave at various points in the company’s history, tell the story of its fall. Appropriately, this section of the game is precipitated by a literal fall down a shaft on the player’s part. The upper labs, on the other hand, starts off in a fallen state, decayed and overgrown, and it’s a rise up a different shaft, lined with electrical switches that are turned on by your passage, that triggers GLaDOS’s rise from the dead, followed by the gradual restoration of the facility to pristine condition.

GLaDOS herself is in much better condition than before her death, free from the audio glitches and lacunae found in the first game. Presumably such things were the result of the ethical constraint core that you destroyed at the end of the first game, or rather, of the self-sabotage GLaDOS engaged in to work around it. (Similarly, the dropping of the cake meme can be attributed to the destruction of her cake core.) She comes off as smarter, too, anthropomorphizing plainly inanimate things less 1The Weighted Companion Cube is the famous example of specious anthropomorphization from the original Portal, but there were others, such as when she says that the hazard warnings around the High Energy Pellet installations had to be removed because they agitated the pellet. GLaDOS herself is, of course, technically an inanimate object, and seemed to regard human inability to empathize with inanimate objects like herself as a moral failing. and wasting no time on pathetically transparent attempts at deception. I suppose that’s because the time for that is over now that you’re openly enemies, but on a higher level, it’s because the role of humorously incompetent AI has been taken over by Wheatley, your sometime helper before the fall.

Of course, that’s not all Wheatley takes over. Wheatley’s conquest of the Enrichment Center — of Glados’s body, even — is the first moment that a male voice is in control, and things immediately take a turn for the worse — this is the point when both of the game’s strong female characters are literally cast down. For a while, Cave Johnson’s pre-recorded messages take over as antagonist, providing another male voice, but Johnson, as someone confident in his authority, is more of a bad father figure to match GLaDOS’s bad mother, while Wheatley is more like a spoiled kid with too much power. A spoiled pubescent kid, yet: the facility’s systems automatically give him a nagging urge to put humans through test chambers and a jolt of pleasure whenever you solve a puzzle, causing him to moan orgasmically. (I don’t think it’s a coincidence that this section immediately follows the discovery of tubes that spew viscous fluids, either.) This changes the tone of the exercise somewhat: GLaDOS hated you and wanted to murder you, but Wheatley effectively wants to rape you. The one thing that keeps this from being too horrible is that he’s so bad at it.

References
1 The Weighted Companion Cube is the famous example of specious anthropomorphization from the original Portal, but there were others, such as when she says that the hazard warnings around the High Energy Pellet installations had to be removed because they agitated the pellet. GLaDOS herself is, of course, technically an inanimate object, and seemed to regard human inability to empathize with inanimate objects like herself as a moral failing.

Combat: End Boss

The level 30 boss turns out to be a sort of flying saucer deal, a big rotating octagon that rises up from a pit in the center of a large room, then sinks again. It alternates between doing two things when it rises: spawning a bunch of assorted tanks and autobombs, and firing those big sweeping lasers from four guns on its periphery — and reversing its direction of rotation while it’s firing them, to make things more difficult. You can destroy the lasers with a great deal of effort, and on one try I even managed to destroy two, but, interestingly, doing so is actually counterproductive. The same lasers destroy any enemy tanks they hit, so disabling them means more tanks hanging around through a complete cycle. You have a lot more to fear from the tanks than from the regular and predictable lasers, so the lasers are really your friends — just the sort of friend you don’t want to hug. And ultimately, all you really have to destroy is the saucer’s central dome, which is briefly level with your guns on its way up and down. The best way to deal with this whole thing, I found, was to basically ignore the tanks and just keep circle-strafing around the pit as fast as you can to make it hard for anything to hit you.

I had to play through this bit several times before I got it right, and every time I did so, I had to play the preceding nine levels first. As usual, I could only bring myself to play one session at a time, rather than start from level 21 again immediately, but being so close to finishing the game off made me keep coming back. You get good at the levels with a little practice; you start to remember the layouts and anticipate what you need to do, and so you rush about with efficiency and confidence. On my final attempt, I even got the Iron Man bonus on level 21 — a score bonus, of enough points for me to snag an extra life, for passing a level without getting hit even once.

Similarly, each pass at level 30 taught me a little more about how to go about it. In fact, only the very first time I reached level 30, with too few lives and no idea of what to expect, did I actually run out of lives and end the game there. On subsequent tries, I managed to slog through it with heavy losses, finishing the level and reaching the real end boss, which was a bit of surprise the first time it happened.

Your final foe is small and agile — well, still about twice the size of your own tank, but small for a boss. It’s hard to aim at, because it does the same thing I was doing on the previous level: circling around quickly, making it difficult to know how much to lead it with your aim, occasionally getting behind the camera so you don’t know which way to turn. It would probably still be a pretty easy fight, though, if it weren’t for one thing: the time limit. You have 60 seconds to beat it or lose. In effect, the game has given up trying to kill you. By getting this far, you’ve proved that you know how to play carefully and conserve your health, and so it throws a different limitation at you. Moreover, it’s a limitation that requires a more or less opposite approach. Where the correct approach for most bosses is caution, this one requires courage. You need to take it down as quickly as possible, and that means getting right up close to it and blasting it as much as you can, heedless of the damage it’s doing to you. Your biggest advantage over it is that you can only lose one hit point at a time, and go through a brief period of flashing invulnerability every time you do.

Combat got poor reviews when it came out, but, while it isn’t the best of the around-the-year-2000 classic-game remakes — that would be Frogger — I found it to be a fairly satisfying experience. It is, in a way, retro-futuristic. Usually that term means the sci-fi visions of the future from the 1950s or earlier, but what I mean here is that it’s the sort of videogame envisioned in 80s sci-fi, from Tron to Zot!. As such, it’s appropriate that it uses so many elements from 80s scrolling shooters: bosses with destructible weapons, power-ups that spread your fire in three directions, etc. Translating stuff like that into 3D was always a challenge, and Combat handles it better than a lot of games of the period — mainly by keeping the action mostly bound to a plane.

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