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.

New Failures

Games on Steam that I’ve tried and failed to play in the last 24 hours:

Majesty 2: Sequel to a game that I quite liked. Steam had it on sale for $10, so I picked it up. Before I was done with the tutorial, it triggered the spontaneous-shut-off problem that I first observed in Team Fortress 2. This has happened in a few other graphically-intensive games lately.

Audiosurf: Included in that Steam indie sale pack that I’ve played most of by now. (Mr. Robot was in the same pack.) Launching it with Steam already running brings up a featureless white window that either goes away after a fraction of a second or freezes up and has to be killed through the task manager. Launching it without Steam already running somehow lets it get far enough to put a bunch of text in that window, then crash with the error “Questviewer.exe has encountered an error and must close”.

Gish: Part of the same sale package as Audiosurf, although I already had a registered copy from pre-Steam days. After twice temporarily feezing up with a dusting of random pixels and then coming back with a video driver error saying that the hardware had to be reset, it finally turned off the machine like Majesty 2. This from a 2D game.

I’m really going to have to get a new video card. I’m willing to put it off for a while, though. There are still plenty of games that don’t need it.

World of Goo

And while we’re on well-regarded indie puzzle games, I might as well pull this one out. 2D Boy’s World of Goo has gotten enough good press that I didn’t hesitate to purchase it off Steam a few weeks ago when it was on sale, but didn’t have the time to start it. That’s happening a lot lately. Every weekend, Steam puts a large and temporary discount on one or more games, and it’s going to be the ruin of my attempts to reduce the Stack.

My first impression of the game is that it’s Bridge Builder crossed with Gish. Which is unfortunate, because those are both obscure enough titles that I’m going to have to explain them now. Bridge Builder (and its sequel Pontifex) is exactly what it sounds like: a heavily physics-based game in which you have to design river-spanning bridges that don’t collapse under their own weight under various physical and budgetary constraints. Gish, which is on the Stack still, is a gothy 2D platformer about a sentient blob of tar. Coincidentally (and somewhat oddly), these two games were made by the same team. Or perhaps it’s not coincidence: I’ve detected what may be shout-outs to Bridge Builder in WoG‘s first world, suggesting that 2D Boy is a fan of theirs, or at least aware of them.

But to this a third influence must be added: Lemmings, with its chirruping doomed wee creatures that need your help to escape. The goal in each level of WoG is to help the roaming goo balls to reach an outflow pipe, usually by building a bridge to it out of their living bodies, which are most easily connected in triangular grids. Some species of goo can be detached and reused, others are effectively killed the moment you join them to your expanding structure. All survivors are sent to a special area with a competitive metagoal: build as tall a tower as you can, while clouds representing the tower-heights of other players on the net loom tauntingly overhead.

Even though I’m still in the lower ranks hieght-wise, I’m finding it gratifying to look at the details on those clouds and snicker at how much less efficient they are than mine — “He has twice as many pieces as me, and he’s only just a little way above me!” I only wish I could see their structures, rather than just their stats, because I’m curious about how other people are building their structures. (I suppose I should try Google. People must be posting screenshots.) My own best efforts are Eiffel-Tower-like: I start by making as large and as regular a triangle as I can, then when it’s thick enough, I start mining out the middle bits that aren’t needed for support any more, and put them up top. The broadness of the base, even when it’s reduced to a pair of legs, tends to minimize the structure’s wobble.

And yet it still wobbles. Wobbling is pretty much the point of goo; the whole game is built around what’s been called “jell-o physics”. For this reason, screenshots really don’t communicate the gameplay very well. You can look a picture of a nice slim tower and not realize that it’s swaying back and forth with an arc larger than the screen.

Puzzle Quest: Distribution Channels

Puzzle Quest seems like the logical next step in our examination of nonstandard combat mechanics. Like Bookworm Adventures, it’s a RPGification of a casual game mechanic based mainly around pattern recognition, this time Bejewelled and other “match 3” games. Match 3 games are usually classified as puzzle games, even though they generally don’t contain what I personally think of as puzzles — which is to say, things where the player’s effort goes toward trying to figure out a solution. Presumably it’s because their lineage can be traced back to Tetris, and thus to polyominoes and other assembly puzzles.

But before I go into the gameplay, I’d like to talk about distribution channels. This is a game that’s available both on physical media and through online download, as is increasingly often the case. In the past, I’ve preferred to get games on discs where possible, but I’ve been rethinking this lately. On the one hand, physical discs give a greater illusion of permanence, which is important to those of us who like to play old games. There are discs on the Stack that I’ve had for more than 15 years. I don’t think I still have any downloadable installers that old on my system (and yes, such things did exist back then, mainly for shareware titles), nor the means to re-download them from their now-mostly-defunct publishers. On the other hand, my still-green experiences with long-distance moving have taught me how easy it is for physical objects to get lost, and Steam is making downloads seem like a more solid prospect, by making downloads from multiple publishers available under a single account that you’re less likely to forget about, and by being less likely to go out of business soon than a single indie publisher.

I started using Steam only very recently, and basically out of impatience: the one software retailer 1Software retailers just aren’t as dense in San Francisco as they are in Manhattan. Before the move, there were four within my customary orbit. within easy walking distance of my apartment didn’t have the Orange Box in stock, and I wanted to play Portal right away. And since the Orange Box was going to require “activation” through Steam even if I bought it retail, there seemed little harm to it. (I’m not happy with “activation”, but I’m willing to tolerate it on the assumption that I’ll be able to download a crack if Steam goes out of business.)

Now, Puzzle Quest can be obtained through Steam, but also through other online distributors. So it clearly doesn’t require Steam activation (although for all I know the Steam version might require activation anyway; if the process is fast and automatic, you wouldn’t necessarily notice it happening). Still, I chose Steam, mainly because I would otherwise face the inconvenience of creating an account on some other system. And when you think about it, that includes most online stores where you could buy the physical-media version. So Steam is basically the iTunes model, providing enough convenience that you’ll use it in preference to other channels. I’m wary that they’ll abuse this power, like any DRM-enabled distributor seems to do eventually, but not wary enough to resist being sucked in.

References
1 Software retailers just aren’t as dense in San Francisco as they are in Manhattan. Before the move, there were four within my customary orbit.

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