Tuesday, January 5, 2010

Game of 2009: Dragon Age: Origins

For a game that is so heavily story based I think I can still place my fondness of it on its gameplay. It had been a while since my last party based RPG. Yet, it felt familiar. As if I had switched on the light in a room I hadn't been in for years, and everything was still the way I left it.
Dragon Age (DA) feels like the distilled gentlemen's version of what a party based RPG should be. It's for people who grew up playing Baldur's Gate, Icewind Dale or Neverwinter Nights. Or for the hardcore MMO players of today. It's for people who enjoy a methodical approach to combat, who enjoy tactics with an abundance of skills and spells. There's somewhat of a contradiction in there though. The thing that is most striking about this game is the evolution it shows. An evolution that has been made in the MMO genre. And it's quite a simple one at that. It's what a lot of MMO developers call the "holy trinity". It's the steady base upon which party tactics are built. The tank, the DPS and the healer. These classes are mirrored in the base classes of the game. The Warrior (tank), the rogue (DPS) and mage (healer). Of course there's plenty of cross-over so Warriors or Mages can have a DPS build, and there's class specializations that push characters into a certain direction, change party tactics or just make a class excel even more in what they are supposed to do.
But it's no wonder that Dragon Age has been called a single player MMORPG. And that's a good thing. A single player game can sidestep most of what is (almost) impossible to do in an MMO, and that is to have a lasting effect in the game world. Cause and effect is also one of DA most remarkable features. From beginning to end there are choices that have to be made and most, if not all, have some sort of effect, either small or big, later in the game. No other company but Bioware has been quite so adept at crafting a narrative structure like this in such a cohesive and new universe.

Congratulations Bioware, again! Dragon Age: Origins is my personal Game Of The Year 2009. Other possible contenders were Team Fortress 2, Street Fighter 4, Dawn Of War 2, Modern Warfare 2 and Torchlight.

There's a few more thoughts I'd like to share about DA. There seems to be an overarching storyline, regardless of the player's chosen origin and it's that of mages versus the Chantry. In modern terms one would call it Science versus Religion. A theme that really speaks to me. The mages being represented by the Circle of Magi and several independent more experimental mages. The Chantry is a matriarchal church lording over the Circle with an army of Templars. Who are basically Paladins - church warriors - who've been conditioned through indoctrination and Lyrium, the game's fuel for magic, to hunt down Rogue or dangerous mages. Their partial immunity for magic stems from training and lyrium addiction but destroys their mind in the end. The setup for this hierarchy of powers is because Mages have the potential to bring Demons into the physical world if they are not able to resists their seductions in the fade. The fade is the game's version of the dream world into which mages can enter with full awareness. For those who've read any of Terry Pratchett's discworld novels the fade will sound familiar, it really is quite like the dungeon dimensions.
Not only that but mages are blamed for the existance of the Dark Spawn, the games main evil force. It has been told by the Chantry that the quest for knowledge, power and a mission to usurp the Maker (The Chantry Deity) from his throne in the fade has transformed these mages into the first of the Darkspawn as part of a godly punishment. However, if so, where do new darkspawn come from? The games only shows mages transforming into abominations, either physically or mentally. Whether the crime and punishment is symbolic or not, the events are still pinned on mages without actual proof. Later in the game the player character discovers that darkspawn are actually born through a brood mother, like a spider giving birth to live offspring. Further claims of Chantry lies are found in ancient records. Potraying it's most important figurehead, the Prophetes Andraste (the game's equivalent to Jesus, Mohammed or maybe more accurate: Jeanne d'Arc), was not a chosen by the Maker but in fact a very powerful Mage with a political agenda. To further justify the credibility of the claim, it was found in the Shaperate. The Dwarven records of History who have no truck with the Chantry. Their spiritual system being based on ancestors rather than Gods. If all this turns out to be true, and it propably will, in this game universe, that means the Chantry is indeed lying to its followers and duping everyone fortunate enough to have magical talents.
This leads me to believe that in further Dragon Age stories the Chantry will turn out to be the hidden evil pulling strings in order to maintain its power and control. The motivation to keep mages down is the fact that they could ascertain the truth about the makers place, or lack thereof, in the fade. A truth that would shatter the Chantry's credibility. There's even more. The player is almost always able to choose an Atheïst answer whenever religious questions or favors are asked. Answers that range from scepticism to mockery.

This might be a crackpot theory but... The Chantry's setup seems synonymous to the Roman Catholic church and its imperialism of the western world. It may well be that Humanists everywhere might have an ally in the Bioware docters, Ray Muzyka and Greg Zeschuk, and their colleagues as voices in this ever more powerful medium. If you want some more proof, please remind yourself of Mass Effect. Where dogmatic belief in the Protheans was dispelled by the relevation of the Reapers. Where near-holy artifacts fall into the profane because facts deemed them to be. Baldur's Gate and Knights of the Old Republic had equally shocking revelations. Discovery and disillusion has been a trope in Bioware games for some time.

Monday, December 28, 2009

Intermezzo

By the lack of new posts it seems as if have been avoiding this blog. I almost have, because it would mean having to look at the date of my last post. A new post was always being conceptualized and then postponed. Not being one to feel guilty, I would rather look the other way and focus on the realities that are more rewarding in the short term. And so, I've been gaming in my spare hours. Like a rat in a Skinner box, I've pressed buttons in arcane sequences to get my sweet reward. And these lasts few months I've been a glutton. The need for relaxation has been in direct relation to the amount of work I've been doing. Where one would grow, so would the other. In short, it's been a very productive period. Both in the professional world as in the Skinner box. To the outside world it seems as if all I do is press buttons, wearing out keyboards, mice and Wacom pens. The same world that sees me effortlessly produce artwork and get satisfaction out of pressing buttons in order to make a game play itself, is starting to think that it actually takes no effort at all.
On both accounts, it is wrong.
My tasks are Crucial as to deserve capitalization and the games I play are as brilliant as any great Belgian novel. Or so I keep telling myself. In the eyes of some one in the know, I must seem like an intellectual of the modern age. Yet to some one in the real world, it must seem like a lazy office jockey who earns a living by letting the computer do all the hard work for him and is addicted to pressing buttons at night. I must have been the nightmare of the previous age. An overqualified hippy with nonsensical morals based on a fantasy world of dreams and drugs. Someone who doesn't know how to take life serious and doesn't know what it is to do actual work. My parents used to threaten me with this actual work by saying: "If you don't do good at school, you'll spend the rest of your life carrying a lunchbox to a factory".

And so, after completing not one but two higher diplomas, one of which is on par with a university degree, I got a creative job that pays reasonably well. However, irony has it that now my parents wag their finger at me for not knowing what actual work is, and that I should probably do more of it, instead of letting the computer work late and playing those silly little games on it when it's done. So on to my blog where I talk about games and only hint at the work I pretend to do!
The next part is about a few games I played, and it's there because I told the blog posting algorithm to mention the names I input before leaning back and sipping my tea. I also mentioned it to write in a manner to attract lustful females and to garner world fame. I'm not expecting it to be flawless, two out of three objectives met is still an acceptable result.

I've played and enjoyed Need For Speed: Shift. The demo convinced me of its quality, and I bought it shortly after. I've always appreciated racing games. Mostly for their obsessive compulsion gameplay of driving a car efficiently. My last serious racing effort was Xpand Rally some years ago and more recently Mario Kart Wii, so I'm hardly an authority on the subject. NFSS has a sense of speed of a roller-coaster, and that's what makes it rather special. Racing a car on one of its tracks feels like controlling a rocket powered skateboard on the downwards slope of an active vulcano. The game has a leg up on other racing games in its style and it's truly phenomenal cockpit view. I've also been known to call it "Top Gear: the game". There isn't much to talk about with this game - there's no higher understanding of life because of it. On my parents scale of approval it would propably score to be "very silly indeed". What they don't know is that I'm using these racing games as a simulator in order to easily acquire a real driver's license. This is, of course, using my parent's mindset that, if games like call of duty are ruthless murder training devices, racing games must be ideal in order to be a driver.

To make matters even worse, I've been dabbling in satanism and demonology! It's no wonder that my feeble Atheist mind would one day succumb to the seduction of the beast itself. Because what could be worse then playing Dungeons and Dragons? Why a computer game that is the tier3 evolution of D&D! And why is this evil ruleset so evil? Because it's a ruleset that's been streamlined in such a way that the computer does all the calculating! Truly this is a magnitude of wickedness not seen in any game all year! (HINT)
Because of it's inherent didactic nature the game teaches among other things: magic, lesbianism, homosexualism, alcoholism, unholy and generally shady dealing, pick-pocketing, cursing, cursing, smuggling, drug trafficking, genocide and worst of all, blasphemy. The name of this unthinkable yet unbelievably seductive abomination is Dragon Age:Origins. On the caring parent's scale this game has fallen of the "silly" and into the "dead serious". It'd probably only be remedied, and I saved, by sacrificing one's eldest son, namely: me.
Or perhaps it's only a phase.
Either way. The game has left me a powerless thrall unable to appreciate any other game.

Self-prescribed medication has been ordered in the form of Modern Warfare 2: murder simulator and Torchlight:Even more devils and demons.

Wednesday, September 23, 2009

World War 2: The movie: Inglourious Basterds

A little word up front to my readership that might not be interested in the usual game rambling that is the norm around here. This post deals mostly with popular culture AND LOTS OF SPOILERS.

It's impossible to ignore the impact the second world war had on the world we know today. It was also quite a long time ago. And indeed our first hand source of information is slowly drying up. Even so, Hitler and his Nazis are still very popular. Popular boogeymen that is. Given the time that has past since that gruesome event, the world has had time to acclimate to the hard, cold facts, and has learned to live with it. What humans are capable of. This new-found freedom has allowed us to get a little more creative with the whole notion of a world at war. Break up the protagonists of the war into cartoonish achetypes. And Nazis have become a literary archetype. Comparable to the undead or vampires. In which case Adolf Hitler becomes a modern day Count Dracula. Now, these archetypes are coming from their dark sub-cultural recesses, such as games and comics, into the mainstream.

I recently saw the new Tarantino Movie Inglourious Basterds. This movie is a stylish expression. If you'd compare this movie to the likes of Saving Private Ryan or Band of Brothers. The difference is immediately clear. This is a creative interpretation. And presents an interesting point of view.

Adolf Hitler, who looks nothing like his real life counterpart for good reason, in this movie has been portrayed as a deranged German Bonaparte wannabe, simple minded, psychotic and bent on the destruction of every Jew on the globe. He bursts in saliva spitting laughter when watching the movie National pride. The film (in a film) is basically about the typical rambo-esque spraying of bullets (from a bolt action rifle no less) and people hitting the floor. It's the heroic tale of a sniper sitting in a bell tower killing a cohort of allied soldiers in Italy. The allied stupidity shown through a brief conversation between an allied soldier and his commanding officer: "Commander, we must destroy that tower!" upon which the commander replies in stoic fashion "Not a chance.". Followed by the camera cutting to more allies getting shot or falling from windows. With his combat knife, our hero sniper carves a swastika with impressive shading into the floorboard of his bell tower as a reprise from the killing. This is, of course, hailed with loud cheering and applause from the Nazi Brass in the theater. It's a boneheaded piece of propaganda. A power trip. It's what we could call gun porn. Hitler exclaims to Goebbels "This is your best movie yet!". Goebbels is moved to tears by the complement. A condemnation perhaps on the director's behalf. Tarantino is comparing people who enjoy the gun porn movies to this caricature of Hitler. And I guess this would also count towards people who play first person shooter games as well. If they are played for the simple reason of shooting people and marvel at the carnage in sadistic enjoyment. It might also be a wake-up call to every person in the audience who was laughing at the fact that Nazis were getting brutally murdered or mutilated on screen. These said Nazis were in many cases presented as normal people with morals, principles and dreams. Like the sergeant that meets his demise at the hands of the so-called Jew Bear. The latter points at the Sergeant's Iron Cross and asks him "Did you get that for killing Jews?" at which he gets an honest reply "For courage". Implying that he did not fight this war to kill Jews, but rather to protect his homeland. And of course, it's rather absurd to believe that all German soldiers were psychopaths. The reply falls on deaf ears, it is not the version of reality a determined person on a quest for revenge wants to hear.

But for as many incompetent German officers the movie has, there are competent Nazis, you could call them villains if not for the fact the movie portraits them simply as officers on duty. These characters radiate an air of tension, their friendly face the impenetrable facade for the calculating detective inside. Such is the Gestapo Officer in the cellar meeting. And such is Hans Landa, played by Christoph Waltz, who is arguably the most enjoyable character in this story. And arguably the most impressive villain since Heath Ledger's Joker. The very opening part of the movie is as tense as the it gets. And is one among a series of unbearable, deafening, tense and discomforting moments. All of these come to a loud, abrupt and somewhat violent end. At first glance a likable character, bearing a big bright smile, speaking kind words in a multitude of languages. He is shrewd however, seems to know just about everything and acts with deadly precision. The war seems to be a game to him, played by rules and a mutual respect between prey and predator. This almost childlike trust in these rules are eventually his folly. His professional mercenary logic is quite sound however. Unfortunantly for him though, some characters carry a grudge that is rather unprofessional.

You might have noticed I'm glossing over the story and possible meaning of the Inglourious Basterds squad. But then, what's to say? These characters are rather simple and honest in many possible ways. They're out for revenge, and get it. Aldo Raine, the squad sergeant played by Brad Pitt is an uncomplicated ruffian. And it's amazing how many times the Basterds serve as comic relief. Most noticeably when they present themselves to be Italians. Perhaps the most interesting fact about the Basterds is that they are Jews killing Nazis, in it self this isn't anything special, but in the context of the film, and add to that the characters of Shosanna and Marcel, it leads to a remarkable reversal, namely that, from a Nazi's point of view, the übermensch is undone by the hands of the undermensch.

I did not feel good as I walked out of the movie theater. This piece of cinema is rough, like the screeching of a fork on a blackboard. And contradictionary as it might sound, I enjoyed it thoroughly. That's because I had a lot to think about. And because I could, this blog post exists.

Sunday, September 20, 2009

The Lesser Evil, Overlord the Second

In my ranting about all the technological and gameplay features of the Overlord games, I almost completely forgot to mention one of the most important pillars in gaming. The Overlord games have what one might call a story. And even Story Arc.

I gave a synopsis of these stories in my previous post. But I'll dig somewhat deeper into them here. Spoilers are ahead so go out and buy the game, finish it and get back to this post. Because you don't want to miss all that is about to be written down. You could also skip ahead to the last paragraph for a final thought. And just to make sure: BEWARE SPOILERS AHEAD.

Overlord the first has, in my opinion, the most interesting story.
However, initially there's hardly any story to speak of! You're thrown into the role of Overlord by Gnarl, the old and... gnarly spokesman of the minions. He's your advisor for the duration of the game. Teaching you how to act in your newfound role. Trying to rebuild the dark tower and reunite the brown, red, green and blue minions. You do this by raiding the surrounding villages, towns and castles. But the scavage hunt quickly becomes an unholy crusade against the "heroes" who inhabite the surrounding lands. Each of these heroes represent an earthly sin. Seven in total. Each is crushed beneath your Steel boots. Though the reasons beyond "because they are bad men" are somewhat unclear.
Melvin Underbelly is a bloated and obese halfling. Gluttony.
Oberon is an elven prince, asleep and on guard against a dwarven invasion. His nightmares become reality and haunt the Elven forests. Sloth.
Sir William the Black, a former paladin and presumable victim of abstenence, has an unhealthy craving for a mistriss succubus. Lust.
Goldo Golderson is a dwarven King, and as his name might suggest, concerned only by the amount of gold he possesses. Greed.
Jewel is a thief bent on stealing everything of value someone else might have. Envy.
Khan is a giant warrior and lover of Jewel, he's insanely protective and comes down with fiery anger to whomever threatens her. Unfortunatly, as the Overlord, you have. Wrath.
All these characters speak of a mysterious wizard. Delivering all they desired, and become corrupt in the procedings. The wizard is the main, if somewhat hidden mastermind behind the plot of the game. During your encounter with him he keeps mentioning his accomplishments and his genious. Possibly born a Leo, his sin is most definitly pride.
The wizard is introduced as he sits in your throne, your minions gasping in awe at the return of "the real overlord". As it turns out, this Wizard is possessed by a vanguished Evil. An evil slain by your hand, aided by the heroes you just ground into a fine paste.
The unawareness of the player is the memory loss of the Overlord. It becomes clear that the story from OVerlord is an aftermath of the typical "band of heroes" fantasy story you find in other fiction. One could say that Lord Of The Rings was an influence. In which case the question could have been who was Sauron before he became the evil Overlord he is today? Was he once a virtuous man? Is he only one in a long line of Overlords? What would Tolkien have written if there ever was to be a sequel to The Lord of the Rings? Overlord is the somewhat cheeky answer.
In the end, you're able to convince your minions to fight for you through means of bashing them over the head a few times. And use them to overcome the Wizard. Making you the rightfull Overlord.

Overlord II has a less interesting story, despite its potential. "Sociological commentary" almost came on the box as a feature. But this basically boils down to "power corrupts and absolute power corrupts absolutely". The embodiment of this is the Emperor. Ruling an empire so successful and prosperous that the citizens have become fat, lazy and somewhat stupid.

To elaborate. There is scene where a group of fat, middle-aged women accuse Juno (the Aphrodite archetype) of witchcraft because her beauty has enthralled their men. For this she is democratically voted off to the arena. Quite a humorous scene, because it's kind of true, but never quite surpassed later in the game.
Even though the game is able to mislead the player from guessing the twist of the story. Unfortunatly, it is quite a let down and you get the feeling you'd be able to come up with something better. Here's why. At first I thought the overly speechy and brainy right hand man of the "evil Emperor" would be the real mastermind, the Emperor being the figurehead of the regime. Certain signs could have been telling. The Emperor never speaks, never shows his face from under his mask, never does anything apart from waving at crowds and is dependant on "consuming" magical beings to sustain him. Leading me to believe he might have been an animated character or a golem. Not so.
The real twist to the story is when you find out who's behind the mask. The transformation from one guise to the next is far more then just an unmasking, it's an almost hulkian transformation. Since the Emperor's physique is more impressive then that of his true identity.
The only real personal motivation for this character is "becoming a magical being", lust for power. And that's about it. He's not the only character to undergo a transformation, the seemingly intellectual henchman becomes a sniveling zealot in the end, able only to paise his master.
It seems this game that was inspired by the domination of the Roman Empire and Roman mythology, but in the end fails to do anything useful with it. Beyond the comparison that you are Hades claiming Artemis, Aphrodite and Persephone. And forgive me for using their Greek names. It seems that even here the age rating of the game is keeping the player from having some actual fun with your mistresses.

Evil in these games should be read as "mischievous", the minions are naughty. The Overlord is a big bully. When will we get an truly Evil version of an Overlord game?
In the first game there is an option to turn a spare room into a torture dungeon. I had a flashback to the old Dungeon Keeper games but unfortunately it's just there to look at. In the same game a village will offer you 10 "maidens". And again, these are just there to stand around your throne, spewing the same line of dialog over and over. Why weren't they put at random places in the tower to perform menial tasks. Like scrubbing the floor or something. I'd make the whole thing so much more believable.
The games offer an option to be "an unlikable person" or "a very bad person". The gradient goes from broken white to halfway grey. As a comparison we could say Fable goes from pure white to somewhat dark grey. But games have yet to go to pitchblack. You could say Manhunt or something is rather dark, but that's not the kind of Evil I'd like to see in the Overlord series. Manhunt is just plain violent. Brilliant Evil would be more of a thriller, working the imagination. Suggesting bad things instead of showing stuff intended for gore hounds.
Again I must plead for a dark and gritty Overlord PC game, intended for mature gamers instead of the giggling tomfoolery intended for the console tween audience. And perhaps go over a few ethical problems the human race has to deal with.

Monday, August 31, 2009

The Greater Evil, Overlord

In a long standing tradition of me playing Third Person Strategy Action RPGs, it's time to turn a very Evil Eye towards the Overlord Series. With the buzz the sequel was getting. I picked up the first game out of a "why the hell did I never get to play this?" reason. Afterwards, I bought Overlord 2 without thinking twice about it. Written by Rihanna Pratchett, the game has sterling pedigree at first glance. Even though she's obviously a different writer from her world famous father: Terry Pratchett and working in a different medium, my expectations were quite high.

The synopsis to Overlord 1 could be: the story about a young and ambitious Sauron in Albion, commanding an army of mischievous demonic imps. Fixing the world's chaotic evils with his own lawful evil. The game has a good and evil route. The former picturing you as an iron-fisted monarch, the latter portraying you as a ruthless tyrant with a appreciation for black lace and pale flesh. Overlord 2 casts the player as Hades, God of the Underworld. Here to exact revenge on "the Empire" which has usurped your father (Sauron) from his rightful dark throne. You set out to reunite the minion army and claim your rightful place in the evil hierarchy and while you're at it claim Artemis, Aphrodite and Persephone as your mistresses.

The Overlord games are structured a bit like a Zelda game. You explore maps and dungeons sprinkled with enemies and puzzles. In almost all cases your minions with their unique abilities are key in overcoming these obstacles. The level design is quite well done, especially in the first game, where every area literally comes full circle. Design reminiscent of games like Pikmin, Metroid and Zelda, but more directed and not at all dependant on backtracking. Overlord did come as somewhat of a surprise. Coming close to being quite like a Nintendo game, you'd half expect it to become an instant classic. But maybe, like many other games, only a classic in few minds.

There's one flaw that's not very hard to overcome, but it's still there. Harrowing to think what this game might have been, had it been made as a PC game first and foremost. Unfortunately that's not where the market is. Overlord is a console game and it shows. A blessing because it has filled the coffers of Triumph studios and codemasters, opening the door for more Overlord games. A curse because control becomes the game's biggest flaw. The standard PC control scheme in both Overlord 1 and 2 drove me to use my PC gamepad (a Saitek P880) in favor of the mouse and keyboard. Because it simply worked a whole lot better. In fact, the controls work fine. They're functional most of the time. However, it is still baffling to see the game twist and squirm to fit onto a console controller. Evidence of this is that there are functions in which you have to press and hold a button, and then press another button. And that's just to select one type of minion. Which generally leads to the "select all, attack all" reflex, abandoning all strategy. Mostly out of necessity because the chaotic nature of combat generally calls for quick action. In order to fit those controls onto a mouse and keyboard, the scheme twists and squirms some more. It is now twice removed from the ideal mouse and keyboard controls.

Allow me to elaborate even further. From a design standpoint. Overlord must have had the looks of a hardcore PC title reminiscent of Sacrifice. That is to say, if your reflex for troop management is "point the mouse and click". Which in short works like this: select your unit group, like your brown minions. Use a mouse pointer on a target, like an enemy. The mouse cursor changes to an attack pointer. Click the mouse to engage, or hold the mouse button to assign more minions to the target in Overlords case. Clicking the scenery would move the minions about. Instead the game controls a bit more like you would when playing a Necromancer Minion Master in Guild Wars, send direct orders to your minions to attack a specific target. Do note that the Wii title Overlord: Dark Legend, does exactly that. And is claimed to have the superior control scheme.

Quote from Scott Sharkey, 1UP:
"The Wii Remote is just plain perfect for directing your horde of minions around the screen. The mouse or analog stick did the job well enough in other versions, but after experiencing the ease of simply pointing where you want the evil little buggers to go break things, it's actually going to be hard to go back to less precise methods. Hell, my never-played-a-videogame-in-her-life girlfriend had no trouble picking the thing up and just going with it, which is something that just couldn't have happened with any other installment of the series. It really is remarkably intuitive, given how complicated keeping track of both your Overlord and a swarm of gremlins can become." We'll have to forgive Overlord 1 for being a pure console game. Because that's where it had to prove itself. Indeed the game is very easily forgiven since puzzles and pace of the general gameplay feels simpler and more manageable. I can't remember being frustrated with it.

But Overlord 2 was developed simultaneously with Overlord Dark Legend. So the point and click (P&C) controls were no secret. Yet, a similar control scheme was left out of the PC version of Overlord 2. The main reason P&C controls were a no-go, next to higher development costs, was that it would break the difficulty of a few control based puzzles. Puzzles that are so frustrating because of the controls that I outright quit the game a couple of times. Loudly cursing with incomprehension why Triumph would abandon the simple (consoles, remember?) elegance of the first game. I'm pretty sure the "green minion spider elevator maze" will go down in history as one of the biggest game design faux-pas. The concept of the puzzle is that the player must navigate a maze on the wall using the sweep command on the green minions. Controlling the group as one entity with the right analog stick. This whole time, the camera is behind the Overlord and pointing towards the group of minions. Within this field of view the group is controlled. If one minion, or several, is stuck behind an obstacle, it will stop moving. With it the camera, as it can't move ahead with the group. This would be alright if it weren't for the fact that this is a timed puzzle. Get stuck for a second and you loose a great portion of your experience rich green minions. They simply fall of the wall and die, or get squashed between the elevator and die. Start over. What makes the puzzle so unnerving is not the fact that it's pretty obnoxious to begin with, it's in the controls by which you have to solve it. The sweep command is pretty wooly as it is. In theory it's a "charge there" command. Like moving by suggestion, it's pretty imprecise. Now imagine just pointing and clicking your way through the maze. It'd be like setting way points in an RTS game: pixel perfect. It would have made this "after boss" mechanic-tutorial (the hard part was supposed to be done with!) a breeze in stead of a wrist cutting. Another dubious decision was the ship chase. Cool in concept, but rather poorly executed. Another still was a rather lengthy stealth level using possessed Green Minions. Some trail and error sections could have been a little less frustrating. This fallback to "twitch gameplay" in stead of sticking to "logic puzzles" may be a sign of Triumph running out of inspiration and then willingly overstepping the line between challenging and frustrating in these few instances. Overlord 2 is a more complex game than its predecessor, with more gameplay elements, a more "advanced" camera and more elaborate control over the Overlord. Unfortunately, and though slightly, to its detriment.

However, that's about all the bad there is to say about the Overlord games so far. So it's mostly all good. Managing your armour, weapons, spells, minions and dark tower are fun RPG additions I would like to see in a Zelda game someday. It's also great to hear all the different lines of banter and dialog in the game as well. Audio in Overlord is well done all-round. The score from the first game was quite good but becomes fantastic in the sequel. Paired with an improved game engine and more detailled art assets, the second game is an impressive showpiece. So far it one of the best games, or should i say franchise, the Netherlands has ever produced. Not that there's a lot of games coming from there anyway, but it's another glimmer of hope that these regions can produce games that actually matter. Now I'd love to see a hardcore Overlord PC game. Preferably with a strong multiplayer component, and an open endgame scenario. With P&C controls. It'd fill the void Sacrifice left behind and Brütal legend will probably fail to fill, currently not even coming to PC. But one may hope.