Prince of Persia: The Forgotten Sands

According to Steam, I have spent 11 hours playing Prince of Persia: The Forgotten Sands. In fact, I’ve spent something more like half an hour at it, little enough that I haven’t even made it out of the intro/tutorial level (which is strikingly similar to the tutorial level in Prince of Persia: The Sands of Time). Remember Arkham Asylum? That had a problem with Steam’s timekeeping too. It had a launcher that spawned the game in a separate process and then terminated. Since Steam only counts the time spent in the program it actually launches, its time count was way too low. But at least that didn’t lead to further troubles. PoP:TFS has the opposite problem, which is far worse: for some reason Steam can’t tell when I’ve exited the game, so it keeps on counting me as playing when I’m not. And also, because it thinks I’m still playing, it won’t let me launch any other games, or exit Steam. The only way I’ve found to exit this state is by killing the Steam process via the Windows task manager.

That’s not the only thing about the experience that reminds me of my experiences with Arkham Asylum, for just as AA introduced me to the joys of Games for Windows Live, so too is PoP:TFS my first experience with Ubisoft’s “Uplay” service and their infamous need-a-constant-network-connection-to-play DRM. It’s not clear to me how closely linked these two things are; all I can say is that I encountered them both for the first time together, and so my dissatisfaction spreads to both. The chief effect of Uplay is that I needed to exit the game to change the default resolution (800×600) to something that looks reasonably good, because most of the configuration is outside of the game, in the Uplay launcher app. The chief effect of the DRM is that, once I exited the game, I couldn’t get back in. The game gets stuck at a screen telling me that it’s “attempting to restore the network connection”, which is absurd, because I have a network connection — I can alt-tab out and surf the web, send email, etc. without problems. Goodness knows what the real problem is.

Uplay seems like a very unnecessary thing to me. It’s trying to be like Steam or GfWL, but those services at least have games from more than one publisher, and Uplay doesn’t. Still, when I first launched the game and was told I needed to register for an Uplay account first, I was actually inclined to say “Well, at least it isn’t GfWL”. I mean, when it downloaded a patch for itself, it did it fairly quickly, needed only one iteration, and didn’t ask me to restart the app. This is still worse performance than your typical single-programmer indie work on Steam, mind you, because it’s using Uplay’s built-in patcher, which doesn’t run until you try to launch the game.

But such objections pale in comparison to the DRM, which is a piece of software whose sole purpose is to prevent the game from working. In theory it’s only supposed to prevent it from working for pirates, but apparently someone at Ubisoft decided that keeping the wrong folks out was more important than letting the right folks in. It’s like one of those overzealous IP lawyers who hurt their employers’ business by harassing fan sites and alienating customers. The message it puts on the screen when it refuses to let me play even seems to acknowledge that I’ve successfully run the game before, which you’d think would be a good indication that there’s no good reason to stop me from doing so again.

I suppose I could download a crack. I mean, it’s not like DRM actually works for its intended purpose. But why bother? There are plenty of other games waiting.

Cyberia

Although it was just a random fluke at first, once a pattern is established, why not carry it out to its conclusion? Ia! Ia!

And she was all like "Cool shades man" and I was like "I know"Cyberia (not to be confused with Benoit Sokal’s atmospheric graphic adventure Syberia) is a thick slice of 90s FMV cheese. I obtained it as part of one of Interplay’s cheap old game anthologies, and it wasn’t one of the games that I bought the anthology for. As a result, I had basically forgotten about it until I saw its name in my list, and had some difficulty locating the disc: I have most of my physical media nicely alphabetized by title, but a CD-ROM with multiple unrelated games on it breaks such a scheme, especially if you don’t remember that the title you’re looking for is on such a thing. Installing the game under DOSBox (and convincing it to use an image of the CD-ROM instead of the real thing) went without problems, except that the color map goes all strange when I try to run it in full-screen mode. Irony, that: here we are playing a game from 1994, when full-screen FMV without special hardware was finally feasible, but I’m playing it in a tiny portion of my screen anyway.

The video content here is all pre-rendered CGI, and shares with most other pre-rendered CGI video of its era the sad attribute that it doesn’t look as good as what’s done in realtime by stuff that you can play for free on the web nowadays. It’s ever the fate of games that emphasize style over substance to age badly. Ah, but what about the substance? So far, I’ve seen three sorts of interactivity: bits where you wander around and try not to get killed, bits where you solve self-contained puzzles, and bits where you shoot at aircraft (or possibly spacecraft; this is a sci-fi game, but I’m not sure just how sci-fi).

The wandering around is weak and Dragon’s Lair-ish, with a rapid die-and-retry cycle and no other way to anticipate the results of your actions. (Like Dragon’s Lair, it even bases its interface on the equivalent of an Atari joystick, four directions and a fire button.) The shooting is more reminiscent of Rebel Assault: you swoop around on a pre-rendered video track and sundry targets present themselves in sync with the scenery (but with a rectangular targeting thingy around them to make it clear that they’re not actually part of it). It’s easy to fail this stuff, and the unvarying background video makes it feel extra-repetitive when you do. As for the puzzles, I’ve really only seen one so far, and it was pretty cool. It involves just as much dying and starting over as everything else, of course, but it was in the service of figuring out an ambiguous mechanism with a minimum of instruction. There were details in its graphical representation that I didn’t notice until I had gleaned some notion of what I was looking for, and that felt very nice. If only more of the game were like that.

Gish on Mac

One nice thing about the Steam Play initiative (Valve’s nascent cross-platform support) is that it makes it very easy for me to find out when games I’ve purchased become available for the Mac. This is an important thing to know for those games that don’t work right on my PC. Just the other day, I noticed that several of my indie bundle games had been quietly ported while my attention was elsewhere. My first instinct was to finally try And Yet It Moves, which I haven’t yet been able to get to run on my Windows machine at all, but I can’t get it to run on my Mac either: the download is eternally stuck at 99%, and attempts to run it anyway yield silly errors about the servers being busy. So instead I gave Gish another shot. I might as well; I’ve bought it in a bundle at least one more time since my last attempt, for something like five times total by now.

You may recall that the last time I played this game, it was crashing on me frequently enough that I figured out how to exploit the crashes to aid my progress. Without that help, the game is in a sense easier. I hold myself to lower standards, not seeking every secret or every coin, just trying to get through the levels as fast as possible. The first world breezes by when approached like this. It’s quite freeing; I get to do all the acrobatic stuff that I mentioned back in my first post — which, it turns out, I still remember how to do.

Which is fortunate, because it isn’t at all obvious, and this game has a pretty steep learning curve. In a recent online discussion, someone asked “Did anyone actually like Gish?” — to which the answer is obviously yes, because it won some awards, but it definitely doesn’t give the player the sense of immediate power and ease of movement that most platformers strive for, and that probably turns a lot of people off. Another discussion I recall pointed out how Mario 64 engages the player by making it look like Mario is really enjoying himself, running around and leaping into the air and shouting “Woohoo!”, to the point that it almost seems a shame to put the controller down and deprive him of his thrills. Gish enjoys himself too, opens his mouth wide in a wicked toothy smile when he’s fast and airborne, but it takes a degree of mastery to reach that point.

One thing I keep forgetting: one of the developers on Gish was Edmund McMillen, who went on to create Super Meat Boy. SMB is also too difficult for a lot of people (possibly including me, although I haven’t given up on it yet), but for opposite reasons: moving around in ordinary environments is almost too easy, with the result that you leap into sawblades all the time. At any rate, I give him credit for exploring extremely different points within the possibility space of the platformer genre, even if both of these games are at heart glorified Mario imitations.

Droplitz

As I said in the previous post, Steam’s “Treasure Hunt” promotion for yesterday featured two games that I already had. The second, which I got in one of the recent Thanksgiving sale bundles, is Droplitz, which, like Obulis, is a port of an iPhone game. There’s a lot to be said about the rise of phones as gaming platforms and the imminent death of dedicated handheld gaming consoles, but other people are saying it adequately, and I’ve already done one long post today. This will be a short one.

Funny, I never noticed the disco dancer in the lower right before. I wonder if she's always there?Droplitz is essentially a relative of the hacking mini-game in Bioshock, except the tiles are hexagonal, you rotate them instead of placing them, and tiles that form complete paths from inlet to outlet are, after a while (enough time for a purple-highlighted droplet to make its way all the way through the path), deleted from play and replaced with new random tiles from the top a la Bejeweled. Also, perhaps most importantly, you don’t lose just because the fluid has reached the end of a pipe. Droplets are constantly coming in, and each one that gets lost costs you (in effect) a hit point, while each one that winds up where it’s supposed to go restores one. It’s essentially a game of splitting your attention under time pressure, trying to make paths as quickly as you can.

It’s rather Tetris-like in feel, the way that you can sometimes come close to death and then get things to mesh in a way that brings you back, but still inevitably lose. At least, that’s the way it is in “Classic” mode, which is the only mode I’ve tried so far. There are several others, and several different boards, with different numbers of inflow and outflow pipes, which you unlock via play. Unlocking all the boards in all the modes gives you an Achievement called “Completionist”, which is so apropos that I suppose it has to be my goal for removing this game from the Stack.

I probably won’t do much with it at the moment, though. I’m a bit annoyed at it, and a bit fearful of playing it, due to my problems installing and running it for the first time. My first attempt at installing it crashed shortly after the DirectX update, and my first attempt at running it produced no more than a black screen until I power-cycled the machine. Forums suggested running it in windowed mode (via a command-line incantation in the Steam settings), but then it just crashed to the desktop immediately, and, furthermore, left things in such a messed-up state that Duels of the Planeswalkers started crashing too until I rebooted. Ultimately, I had to wipe it and reinstall before it started behaving. I’d still prefer to run it full-screen, but it looks like that’s not going to happen. I assume that the iPhone version doesn’t have these problems. I wonder how many people bought it for the Steam promotion and then gave up before they got it working?

Arkham Asylum

I really should have thought to take a screenshot of the "downloading update" progress bar, because that would have been much more representative of my experience.My story today beings with annoyance. Having downloaded Batman: Arkham Asylum from Steam, I found that it wouldn’t let me play (or at least, wouldn’t let me save the game, which is pretty essential in a game like this) until I registered for a Games for Windows Live account — something I’ve managed to avoid doing so far solely through my taste in games. Once I did that, it needed to download a Games for Windows Live update. Installing the update required me to exit the game and restart it, sit through the uninterruptible logo movies (including one for nVidia, even though I have an ATI graphics card installed) and log into Games for Windows Live again (even though I had checked the “log in automatically” checkbox — I’m guessing that the update reset that), at which point I was told that I needed to install another Games for Windows Live update. I had to go through this cycle something like five times before it let me play the game. I almost gave up and hit the support forums, because there was no clear indication that it was actually making any progress. For all I knew, it might have been downloading the same update every time. At least it never went as far as to make good on its warning that it might have to restart the machine.

Since Microsoft has recently been making noises about turning Games for Windows Live into a viable iPhone-like app store that can compete with Steam, it’s worth noting how much worse this experience was than my first Steam experience. Back then, I wanted a particular game, and retail had failed me as a way to obtain it. So, Steam was my rescuer. I downloaded the latest client, and it gave me access to what I desired. Games for Windows Live, on the other hand, I first experienced as an obstacle. The only reason I sat through those updates was that it was holding my game hostage — the game I had already installed, which is not enhanced in any significant way by such a pairing. (It provides leaderboards, which I have no interest in, and achievements, which might as well be completely local for all I care.) I suppose that someone who bought the Orange Box on physical media might have a similar experience with Steam, but even then, my experience with Steam updates is that they’re much more polite than the “You must download this and restart the game now and not ask why” found here, more like “I’ve just finished downloading this. May I have permission to install it? No rush, I can do it later if you prefer. Here’s the changelog, if you want it.” Or consider the business of the “CD key”. The game is set up to require such a key the first time you run it, even though I’m playing without a CD. Steam is kind enough to provide this key, both on request and automatically when you run the game for the first time, in a nice dialog box with a button just for copying it to your clipboard, so you can just paste it in when the game requests it. And this works when the game requests it, but Game for Windows Live redundantly demanded it as well, and required me to enter it into four separate text fields, breaking copy-and-paste. At this point it seems like it’s just being ornery. Steam wants my experience to be a pleasant one; Games for Windows Live wants to throw its weight around.

Now, Arkham Asylum is a port of a console game, and one of the things I’m interested in learning from it is how it managed the translation of the controls to the PC. I’ll go into more detail later, when I’ve seen more of the game’s mechanics and can give a more complete report, but for now, let me just say that, although the game can be played fully with mouse and keyboard, it really wants a gamepad. Fortunately, I have my trusty Dualshock Controller for PS2 and third-party USB adapter! Unfortunately, the game is only willing to recognize an actual Xbox controller. This is not a matter of technical incompatibility: my controller is supported by DirectX and recognized by various other console-to-PC ports. Furthermore, as far as I can tell, it’s exactly equivalent to an Xbox controller in its capabilities, and could probably even masquerade as one with sufficient hackery. I personally don’t need to take things that far, because I have access to an Xbox controller that I can borrow for a while. But it’s still another unnecessary annoyance.

It all really seems to come down to one thing: Microsoft feels like it should have control over my machine. It was their ability to function as part of a system with open standards, an environment in which anyone could create software or even hardware, that initially gave Microsoft their dominant market position, but, having achieved such dominance, they have developed a taste for dominating. The Xbox comes a lot closer to their ideal than the PC does: a locked-down system where every title has to meet stringent certification requirements, many of which have more to do with helping Microsoft push the Xbox brand than with making the game better for the player. They must be really jealous of Apple’s ability to get away with this stuff without losing the goodwill of their customers.

Next post, I’ll talk about the game a little. But I may return to grumbling when SecuROM decides to take its turn at being a dick.

Gish attempted, failed

My first thought on reaching 2004 was to make a try at completing Gish, which I’ve left in world 3 since last December. Alas, the intermittent crashing seems to be even worse than I remembered, sometimes leaving my entire system unresponsive and forcing me to switch it off. I don’t think I’ll be continuing until I have a solution here. Every once in a while, it freezes for several seconds with a speckling of white pixels, then comes back with a notification that OpenGL had to reset the hardware. Perhaps it’s ultimately an OpenGL problem? Most of the other games I’ve been playing lately use DirectX.

1997: A New Beginning

Egypt 1156 B.C. has proved unplayable. For one thing, lines of dialogue frequently cut out prematurely — something that I’ve seen happen on other Cryo/Dreamcatcher games. The standard solution for sound problems is to turn off DirectX hardware acceleration, but that didn’t help here. Suspecting that the system speed was the problem, I also used Turbo to turn it down to 1%. This seemed to help somewhat, but there were still a lot of skipped lines.

I could probably work around sound problems in dialogue if necessary, by turning voice off and subtitles on, but that’s just the start of the problems. Opening a piece of papyrus in my inventory, I found there was no way to close it. Certain controls would blur it a little, as if it were going out of focus as part of a going-away animation, but it didn’t go away. Possibly relatedly, when I tell it to exit the game, it sits there playing music and doing nothing until I press Esc. I recall that other games by the same company behave similarly, except that instead of an empty screen, they display the credits. So it looks like there’s some sort of graphics glitch here.

Someday, I’m going to put together a bunch of obsolete hardware and install Windows 98 on it for all these recalcitrant late-1990s games. If I were smart, I would have done this already, in preparation for this stage of the chronological run-through. As it is, I wanted to play an adventure game for 1997 in the hope that I could finish it in a single week, and instead, I’ve spent a full week exhausting my supply of them without getting started.

For my next attempt, I’ve chosen Evolution: The Game of Intelligent Life, an educational strategy game sponsored by the Discovery Channel and designed by none other than indie game icon Greg Costikyan. After a couple of false starts — running Egypt seems to make my system forget how DirectX works until reboot — it installs and runs successfully. That’s as far as I’ve gotten, and I probably won’t be getting any gaming in tonight, but we’ll see how it goes. It seems to be designed more or less in the general mold of Civilization, which gives me hope that I can get in a complete session over the next few days.

1997: The Final Revelation

So, I did a sweep of my records, updating everything with its release date as reported by mobygames. 1Except Wizardry III, which I’m already committed to treating like it was released in 1986. The year listed with mobygames search results generally seems to be the date of the earliest release on any platform, so quite a few items on the Stack have been shifted back on that basis alone. But there were also quite a few outright errors in my listings, both forward and backward. There was never any good reason to list Dust as 1997, for example: even the specific edition I have isn’t a 1997 release. (Its readme gives instructions for installing it under Windows 98, which really should have made me realize this sooner.)

This done, I had two adventure games listed for 1997: Tex Murphy: Overseer, the last of a series that really epitomizes the 90’s FMV genre, and Egypt 1156 B.C.: Tomb of the Pharaoh, one of Dreamcatcher Interactive’s numerous ancient-civilization-themed pixel-hunts. I chose the former.

Overseer is unusual in that it shipped on CD-ROM and DVD together. The original packaging contained a double-width jewel case containing four CDs, and a single-width case containing a single DVD (and a fifth CD). I still haven’t removed the shrink-wrap from the double-width case, as the DVD version is just the obvious way to go here, both for the superior video quality and for simply not needing to swap discs during play. Unfortunately, it also depends on the same the lost technology as Tender Loving Care did: the MPEG2 decoder card, or at least a software driver capable of acting like one. Fortunately, unlike TLC, the Tex Murphy games have a fanbase. There are websites and message boards, some with fresh activity now that the CD version of the game is available on GOG. There were links to patches and DVD drivers, and after some looking, I eventually found ones that weren’t broken. The Overseer intro movie, if nothing else, has successfully played on my system.

But in the process of looking, I found claims that Overseer was released in 1998. Checking mobygames again, I saw that, although the search results list it as 1997, the detailed game description says March 1998. So I don’t know what’s up with that. They’re at least consistent about Egypt, so let’s try that tonight.

References
1 Except Wizardry III, which I’m already committed to treating like it was released in 1986.

Dust, and the continuing quest for 1997

1997 continues to elude me. I installed Dust and played it a bit — sometimes it crashes to desktop with an error immediately on launch, but once you’re in, it seems to be stable. Then, for reasons I’ve already forgotten, I checked its mobygames listing. It turns out to have actually been written in 1995. I had two more adventure games listed in my spreadsheet for 1997, and they both turned out to be from 1996. Probably at some point in the past I accidentally told Google Docs to “sort column B” instead of “sort sheet by column B”, or something along those lines. I’m going to have to scan for more errors more thoroughly at some point, but I’ve already found a genuine 1997 adventure game that was mislabeled for a different year. We’ll find out tonight if it runs.

Meanwhile, I did in fact play a couple of hours of Dust, so I suppose I should write about it. Dust is a first-person adventure set in a small frontier town called Diamondback in 1882 (as the first NPC you meet clumsily points out). Its full title is Dust: A Tale of the Wired West, although the “wired” part doesn’t seem to have anything to do with the content; rather, it’s shorthand for “It’s 1995 and we just found out that you can tell stories on computers!” The art is primitive in a way that almost looks naïvist. The sound is gratingly low-quality, and compounds the irritation of talking to characters with annoying manners of speech, which happens amazingly often — much of the dialogue is unnaturally full of colorful westernisms. It’s the sort of writing that probably reads better on the page than spoken aloud, but not by much.

In fact, sometimes the dialogue seems to go out of its way to annoy the player. At one point early on, there’s a dialogue containing a pause of a few seconds, after which the person you’re talking to says “Well, what are you waiting for? Go!” The player’s likeliest reaction to the pause is frustration that, even though nothing is happening, the game hasn’t yet given back control. To then scold the player for being on the receiving end of this mistreatment smacks of bullying, like knocking someone to the ground and then saying “Why are you lying down? Get up!”

Dialogue mode is where most of the game seems to be played. When you talk to a person, they stop being a stiff CGI model and turn into a photograph of a face, which animates in a stop-frame sort of way: it’s not quite FMV, but it clearly has FMV ambitions. Perhaps because it falls so far short, the technology here feels somehow more rustic than retro, as if this were the sort of crude computer game that the grizzled cowpokes and prospectors of Diamondback put together for their own amusement after seeing a kinetoscope in a penny arcade. Still, even the worst of the animation here works a lot better than the complete lack of animation that a lot of adventure games have during conversations. (I’m thinking in particular of The Longest Journey, which was extremely dialogue-heavy but didn’t seem to realize it.)

For all that, the game is oddly ahead of its time. While the rest of the adventure-gaming world was scrambling to imitate Myst, the designers of Dust, oblivious to context, put together a sandboxish interactive environment with multiple viable approaches to your problems. For example, one of your chief initial limitations is lack of money. You can work around this to some extent by giving people items that they want in lieu of cash, or even just being nice to them, or you can try to pick up the money you need by gambling, and even have the opportunity to cheat at poker.

With the emphasis on dialogue and the alternate approaches, it plays a lot more like an RPG than an adventure. That’s why I shelved it the first time around. When I pulled it out of the bargain bin, I had been expecting a Myst clone.

1997 Failure Follow-Up

My success in getting the shooting gallery to work is only spottily repeatable, and I still have yet to get the chase to terminate correctly. Even if I managed to get that to randomly work after repeated failures, I’d be wondering throughout the rest of the game if I was missing crucial events through the same bug. So Blade‘s a bust. It’s time for Dust.

« Previous PageNext Page »