Saturday, 28 March 2020

Fou-Lu And The Mystery Of Iniquity


I recently finished Breath of Fire 4 on the PS1 which had been my project for some time.

I wanted to play the game after noticing on a pretty large poll that the game's antagonist Fou-Lu, is considered one of the most "highly rated characters" across RPGS, in fact, he secures first place in that poll, with Vivi registering second.

What to make of Fou-Lu? Here is the summary for those who don't know about him. 7 facts about his character. Spoilers? Absolutely! But the game is about 20 years old now!

1) An incarnate dragon-god who comes to rule the world as its rightful emperor. Extremely powerful, great weapon, cool look, awesome magic.
2) His coming is foreknown by political powers who pursue him, jealous of their position, they attack him and attempt to kill him.
3) While his powers are still weak he is aided and supported and protected by a human women, to whom it seems he falls in love with.
4) A god who decides to just live out the human existence, who slots into the mundane, who loses the desire to rule and conquer the world, to put it under his subjection.
5) Eventually the political powers find him, they do their upmost again and again to kill him, they cannot, he is a dragon god! But in the end they turn him, they chase him from his village, I think they kill his girlfriend, and they cause him to grow hateful towards humans, for him to return to his first thought, that as god he ought to rule them, but now as one who is evil, destroying all humanity.
6) Fou-Lu is the 'other half' of the game's dull, non speaking, personality-less protagonist Ryu. The two must be fused into one (destiny, as always)
7) Eventually they meet up and fight it out, if you win the game, well Fou-Lu is destroyed, sucked into the dominant Ryu. If you get game-over presumably Ryu gets sucked into Fou-Lu but unfortunately we don't get to see the consequences from that one.

So, What to make of him?

Fou-Lou essentially grows to hate humanity because it's leaders have hated him, have rejected him as their god and rightful ruler. He allows this hatred to pervert him, to corrupt his goodness and the compassion for the greater part of humanity that he had developed.

He's interesting, and by far the most developed character of the otherwise mediocre game, but in terms of philosophy, profundity of thought- Fou-Lu is really nothing more than a typical revenge driven bad guy.

The highlight of his story is most definitely point (4), the period in which he strips himself of his greatness, of his power, and in humility sets about just living the mundane human existence and finding dignity in his humble farm work. There is something beautiful here, seeing a powerful dragon god choosing to put destructive powers to one side for the sake of helping a village and out of love for a woman who has saved his life.

But from then on, it goes down hill and we find nothing more than a revenge driven villain who has decided the best thing to do is to destroy absolutely everything. Nihilism. What will it gain? Nothing? Is it a reasonable choice? No, only a small group of humans has persecuted him. Is it a moral choice? Clearly no... to inflict great suffering indiscriminately, to destroy the world.....

Scratch and RPG villain and almost always you reach Kefka, deep down they are almost all Kefka with a different backstory.

In Kefka we find raw nihilism, someone who destroys simply for the sake of it, because he wills it. Kefka and all RPG villains are utterly incomprehensible, their actions never add up. And that is because of what theologians call "the mystery of iniquity".


The nature of evil is that it is dark, that the more you look and contemplate it the less "sense" it makes, they are dark, you don't get anything deep or rich out of contemplating them.

Often in our world, we hear evil or wicked people pathologised, or their evil rationalised in terms of some illness, as if they cannot help do this irrational and hurtful thing, typically we hear the guy is mentally ill or was abused as a child. This is the easy option, it makes you think you understand the criminal and what he has done. It is not the full truth though, the real truth is "the mystery of iniquity", the evil person has chosen to do evil, he has willed it, and that is the explanation, it is irrational, it is dark, it cannot be understood, that is what it means for something to be truly evil, for good to be tarnished, perverted, simply out of will. Try and get your head around it, you can't.

Divine truths, goodness, holiness, the dogmas of the faith, these on the contrary are mysteries of depth, the more you look at them, they more sense they make, the greater profundity they are shown to contain. They are light, you can gaze at them forever and always see more and rejoice more.

We shouldn't expect the 'greatest character' in RPG history to be aligned with evil, because ultimately evil is shallow, hollow, empty, ignoble, un-admirable, dis-edifying. There is no likeness of Christ, the true man, Who carries all perfections to their completion.

If there is greatness in any character it is due to his nearness to our Saviour and His virtues, this is even true of fictional characters. Christ must have the glory, all creatures must kneel before Him.

Not Just Another Pretty Game


A good board game should be a perfect marriage of game design and graphics. You could argue that the game design is more important, but in today's world where desktop publishing makes graphic design and layout relatively easy, there is no excuse to skimp on the graphics (I'm looking at you, The Expanse Board Game). At the same time, great artwork and graphics will only take you so far before the reality of a mediocre game design starts showing through (Grimslingers, for example).

Often a game will rely on excellence in one of these areas to make up for shortcomings in the other, but that is not the case with Yamataï, a terrific board game graced with some truly gorgeous artwork. I will admit that the artwork is what immediately caught my attention, but there is a good, solid game underneath, with an interesting combination of resource management, drafting, and board placement elements.

The board depicts a densely packed collection of islands, upon which players must build structures such as palaces and trading posts, strategically placing them to best advantage. Placing the structures involves moving ships of various colors into position around the island you want to build on -- each structure requires a particular combination of ships to be adjacent. At the same time, your opponents are trying to build their own structures, moving ships around or worse, building on an island you were planning on using on a future turn.


The game's complexity is heightened with a drafting mechanic. At the start of each round, players choose from a selection of tiles that give you different ships to use on your turn as well as a special ability such as rearranging ships on the board, blocking particular islands to prevent others from building there, or allowing structures to be built with fewer resources. There are ten different tiles, but only five available on any given round, so players can't repeat the same moves over and over. These tiles also tell the players what order they'll go in on the following round -- generally the better your tile is, the closer to the back of the line you'll be on your next turn.

Additionally, there are specialists that can be hired (payed for with the game's currency) that give more specific special abilities tailored to particular strategies, usually offering different ways to gain more currency to spend, or more points for scoring at the game's end.

The game play is interesting, with a lot of decisions to make, and even though there isn't much direct conflict between players, there are still a lot of reasons to keep an eye on what the other players are doing, which eliminates tuning out when it's not your turn.


And did I mention that the artwork is gorgeous?

The game play is fairly abstract and there isn't much in the way of a story, so the Asian theme is largely painted on -- it could just as easily be set in the wild west or ancient Greece. The artwork, design, and components are there to hold the players' attention in the place of an immersive story or setting, and it does its job extremely well.

Rating: 5 (out of 5) A great game design without being too complicated, with fantastic artwork and graphics.

Amiga Para Siempre: FS-UAE Amiga Emulator Hits Version 3.0


FS-UAE is one of the newest Commodore Amiga emulators on the scene, and perhaps the only true multiplatform emulation project for the system still in development. It has had astounding progress since it was originally released in 2011, and last week it announced the release of version 3.0.

The changes in the newest release are many and varied, so feel free to check the full changelog available here. FS-UAE has garnered a very good reputation for being a quality emulator focusing on ease of use and multiplatform support. The developer also maintains the OpenRetro Database, where users can submit information and configuration files to help running the games easier.

The FS-UAE launcher tool

The Amiga is one of the home computers originally developed by Commodore back in the 1980s. During its heyday it was considered to be a revolutionary platform, notorious for its user friendliness and the quality of its sound chipset. Its game library, although found to be meager by some nowadays, has maintained a solid fanbase over the years. Games like The Secret of Monkey Island, Sensible Soccer, and Lemmings, were all originally developed on the Amiga, and many other titles for the platform have ever since attained cult status among gaming communities.

All the code for FS-UAE is, of course, Free Software, and its main repository can be found on Github here.

Code license: GPLv2


Post your comments on this thread.

Monday, 23 March 2020

How To Download & Install Crysis 2 Black Box On PC With Proof 100% Worki...

Friday, 20 March 2020

Five Of The Best: Friends - Eurogamer

Five of the Best: Friends

Thursday, 19 March 2020

The Intellivision Amico - Can A "Family Friendly" Console Succeed?

The Intellivision Amico in Metallic Pearl, courtesy of Intellivision Entertainment
Who remembers the Intellivision today?  Some readers with a sense of history will remember the console as the first console to seriously compete with Atari 2600 before the video game crash of 1983-84.  A few may even have had one when they were younger, have one in their collection or played one at some point in their lives.  To the general public, also-ran pre-crash consoles like the Intellivision barely register in its memory.  Intellivision is posed to make a comeback with the Amico console, a console built with the laudable goal of getting families to play video games together.  But it is a very different market that Intellivision is trying to make a splash compared to ten years ago, never mind forty.  Can the Amico become a success when it is scheduled to launch next year?  Let's explore its prospects in this article.

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Initially believed to have been born on Earth, Goku later learns that he is a member of an extraterrestrial warrior race called the Saiyans, which is also the reason for his superhuman strength, and his birth name is Kakarot (カカロット Kakarotto). As Goku grows up, he becomes the Earth's mightiest warrior and protects his adopted home planet from those who seek to harm it. Goku is depicted as carefree and cheerful when at ease, but quickly serious and strategic-minded when in battle and also enthusiastic to fight. He is able to concentrate his Ki and use it for devastatingly powerful energy-based attacks; the most prominent being his signature Kamehameha (かめはめ波), in which Goku launches a blue energy blast from his palms. Also pure of heart, Goku has frequently granted mercy to his enemies, which has often earned him additional allies in the process (though has also resulted in others taking advantage of his kindness), and he is one of the few who can ride the magic cloud called Kinto'un (筋斗雲, lit. "Somersault Cloud", renamed "Flying Nimbus" in Funimation's dub); which was another element adapted from Journey to the West.[2]

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THE MUMMY


You can go one of two routes for a movie tie-in. You could spend time developing a decent game, perhaps sacrificing the release date to make it so (GoldenEye, Alien Resurrection) or you can make any old guffins just to cash in on the brand name (Batman & Robin, Frank Herbert's Dune). Developed by Konami, The Mummy (2000, Universal Interactive Studios) falls somewhere between the two.

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Monday, 16 March 2020

Final Fantasy 7 Remake Will Include Whole New Areas, Not Just Expanded Ones - IGN Games

Final Fantasy 7 Remake Will Include Whole New Areas, Not Just Expanded Ones

Sunday, 15 March 2020

Five Excellent Documentaries About Gaming Culture And Gaming Industry

1-) Indie Game: The Movie - is the first feature documentary film about making video games. It looks specifically at the underdogs of the video game industry, indie game developers, who sacrifice money, health and sanity to realize their lifelong dreams of sharing their visions with the world.



2-) Screenland - A documentary series that immerses viewers in the artists, makers, designers, players and coders who are revolutionizing the new digital worlds through screens all around us.



3-) Atari: Game Over - For the documentary, the filmmakers excavated the landfill site in Alamogordo, New Mexico, where many E.T. game cartridges were buried. The excavation dig took several months of preparation, and was finally carried out on April 26, 2014. Although the digging had only been planned to go as deep as 18 feet, it actually went to 30 feet. Around 1,300 of the approximately 700,000 games buried were unearthed.



4-) King Of Kong A fistful Of Quarters - the documentary follows Steve Wiebe in his attempts to take the high score record for the 1981 arcade game Donkey Kong from the previous holder, Billy Mitchell.



5-) AlphaGo - In October 2015, AlphaGo became the first computer Go program to beat a human professional Go player without handicaps on a full-sized 19×19 board. This documentary shows this awesome battle between human versus machine.



#GoGamers

Thursday, 5 March 2020

PowerToys For Windows 10 Gets A Fresh Update – And A Brand New Bug - Ars Technica

PowerToys for Windows 10 gets a fresh update – and a brand new bug

Not So Lucky!

What's going on everyone!?


Today was spent running errands and preparing for our big move to our new place so by the time we got home this evening, everyone was ready for bed. 


That being the case, I decided to play a solo game of Carcassonne on the mobile app for the #2019gameaday challenge. 

Tonight I got my butt kicked by the Ai which surprised me because I thought I was actually doing good, lol!

As always, thank you for reading and don't forget to stop and smell the meeples! :)

-Tim

Game 359: Might & Magic: The Lava Pits Of Aznar (1983)

I feel like we've seen that dragon before. Interesting logo for Sanctum (bottom right).
          
Might & Magic: The Lava Pits of Aznar
United States
Sanctum Software (developer and publisher)
Released 1983 for Apple II
Date Started: 27 February 2020
Date Ended: 29 February 2020
Total Hours: 6
Difficulty: Moderate-Hard (3.5/5)
Final Rating: (To come later)
Ranking at Time of Posting: (To come later)
     
This is an interesting but frustrating game, created three years before its more famous namesake debuted. It's so obscure that I can't imagine Might and Magic creator Jon Van Caneghem ever heard of it. A search today finds a couple file hosting sites, a MobyGames entry, and a single ad from a 1983 issue of Creative Computing. Sanctum Software (of Springfield, Virginia) seems to have existed only for this game, and I can find no trace of author Rick Hoover.

Aznar was one of many early-1980s attempts to mimic the tabletop RPG experience in a text-based computer game. Its approach is similar to the better-known Eamon (1980): the player creates a character which is stored on a "hub" disk. Once loaded from that disk, he can then set out on adventures in any number of "module" disks. Hoover only ever created one Might & Magic "module," but he clearly intended to create more.

There are some ways in which he accomplished his goal admirably. Aznar is much larger and longer than an Eamon adventure or even any of the Maces and Magic titles. It takes place in an interesting setting: a ruined fortress sitting atop a volcano. I was never able to find any documentation for the game (there's a lot of in-game documentation, but it's all about the mechanics), but the goal seems to be to find and defeat the High Lord of the fortress and retrieve his magic amulet. The fortress is a sprawling place, but with logical clusters of rooms forming living areas, a dungeon, and guard quarters, as well as places where the man-made parts of the fortress transition memorably to caverns and underground hot springs.
          
My map of the game (click to enlarge).
             
The game is a proper RPG and makes use of its character elements. During character creation, players choose the character's race (human, elf, dwarf, hobbit), alignment (chaotic, neutral, good, evil), and class (warrior, wizard, and thief). Of these choices, the class is the most important. Each comes with a set of skills or (in the case of the wizard) spells that will see them through the adventure and must be used judiciously. Each class has its own way of navigating through the dungeon and solving puzzles, much like the later Quest for Glory series. So where a thief might pick a lock, a wizard will cast "Open Lock" and a warrior will just smash the door. But one thing I like is that warriors are not just unnuanced brutes. They have their own set of skills--"Power Leap," "Tower of Will," "Battle Lust," and "Death Blow" (as well as the aforementioned "Smash")--to employ at the right times.
           
Character creation.
          
The character's race matters less often, but it does matter. Elves and dwarves are alerted to some traps, for instance, and hobbits avoid damage that some other characters take. On studying the code, I don't think that alignment matters at all. Of the four attributes (strength, dexterity, wisdom, and charisma), I'm not sure charisma is ever called into play, but it's possible (I think) to create a character so dumb he can't even read, which blocks several parts of the dungeon and may even prevent winning.
        
The wizard gets across a lava pit in his own way.
       
The game also has a more advanced combat system than most text-based RPGs of the era. The game brings up your enemy's statistics along with your own and asks what type of attack you want to make. You either enter the name of a weapon or a special type of action like BACK STAB (for thieves), DEATH BLOW (for warriors), or BURNING HANDS (for wizards). Each class has to be careful about over-using skills during combat because they have a limited number of "class points" and need to save as many as possible for puzzles. You get experience for combat and solving puzzles, and you level up several times during the adventure. There are also (trivial) considerations of food and sleep.
         
Doing battle with an ogre.
           
Unfortunately, the game undoes itself with a horrible approach to its parser. I'm going to assume that it came with a document explaining the most common commands and thus forgive it for making me figure so much out on my own, but even then there are lots of problems. I'm no programmer, but my sense of most text-based games is that the commands are independent from the immediate situation. So if you're playing Zork, for instance, the game recognizes GET LAMP as a valid command even if there's no lamp in the area. It then feeds you back a context-specific error message like "there is no lamp here."

What Mr. Hoover seems to have done is to define the list of valid commands for each room at the moment that you're in the room. Thus, if you type OPEN DOOR in a room that has a door, no problem--the author anticipated that. But if you type OPEN DOOR anywhere else, the game has no idea what you're talking about, and you get a generic error message ("I do not understand this") as if you'd typed gibberish.
            
I'm in front of a golden door. I have a golden key. It shouldn't be this hard.
            
What makes this approach particularly infuriating is that the author wasn't consistent in his anticipation of commands. Sometimes the room is waiting for you to type LOOK, sometimes EXAMINE, and sometimes SEARCH. There are times that the verb is enough and other times where you have to specify a particular object. This is particularly annoying in places where the game didn't even bother to highlight the object in the description of the room, or even mention it. There's a hallway where, in order to get a password to a later room, you have to SEARCH WALL even though every room has walls and there's nothing special about this one's. There's a room where you have to SEARCH OGRE to get a set of keys, but the game didn't bother to tell you that the dead ogre is in front of you. There are a couple of rooms in which you have to intuit that LEAVE is the way out despite the command not being used anywhere else. I had to inspect the game's code when I was stuck in some of these situations.

Another oddity is that there is no sense of permanence. You can't drop objects, for instance, and the game just adds most items you find to your inventory automatically. It's common for the game to immediately transition you to the next room when you find a secret door or pick a lock, but when you return to the original room, the door is hidden and the lock locked again. Although it's generally good about remembering that you already killed certain monsters, there are a couple of rooms in which you can type ATTACK repeatedly to fight the same monsters indefinitely.

And then we have the spelling. While most of the text is well-written, it is peppered with the occasional howler of an error, as when in the instructions the author seems to think the singular form of THIEVES is THIEVE. Even worse is when you have to deliberately misspell what you want to do. A thief has to SNEEK throughout the game, and if you want to find the 300 gold pieces hidden at the bottom of the COULDRON, you'd better spell it that way.
            
A misspelling mars an otherwise decent description of a torture chamber.
        
The game begins at the locked door to the fortress, where right away the character has to use his skills or spells to get in. A bridge crosses a moat of lava on the other side, and a dexterity check determines if the character makes it across (with a loss of hit points) or dies immediately in molten rock. A trap must be disarmed on the next door or else the player experiences another instant death. In the fourth room, he has a limited amount of time to search it (for an orc sword and a note) and to reach the attic (for some gold, a battle with a stirge, and a golden key necessary to exit the fortress later) before the room collapses. If he gets out before it collapses, he finds himself in a hallway with no way to get back to the entrance, and things are quite a bit less deadly from then on. There are only a few instant deaths and the player can save anywhere.
          
An early room.
             
The main part of the fortress has some memorable encounters:
           
  • A group of half-orc guards drunk on ale in a storeroom. One of them is sober enough to fight and must be defeated. In an alcove of the room, the player discovers a troll feasting on one of the half-orcs and must kill it, too.
  • A watery cave with a broken sword in the water. If the player tries to investigate the sword, a slime drops on him from above and must be defeated.
  • A waste room with a plank crossing it. Careful players must find a quiet way to cross; otherwise, an otyugh erupts from the water and does battle.
  • There's a magic sword called "Ewansil" and a suit of leather armor hidden among a pile of bones in a fountain room.
  • If the player enters a kitchen, the terrified staff jumps down a trash "shoot" to escape him. If the player follows them down the "shoot," he finds (fatally) that it goes directly into a lake of lava. I guess he was so scary that the staff was willing to commit suicide.
  • Entering a small cave, the player finds a bunch of statues of previous adventurers in realistic, lifelike poses. He has only a moment to think "uh-oh" before he's attacked by a basilisk. The creature gets very favorable rolls with its gaze attack and is tough to defeat.
          
That's never a good sign.
          
In a "great hall" upstairs, the player finds a secret door in a fireplace. This goes to a series of tunnels that end in a cell in the dungeon. (There are prisoners, but they're all mute and insane from torture.) Searching the other cells results in getting surprised by an ogre and tossed back into jail, so after it happens for the first time, you have to pre-emptively ATTACK the ogre the next time, get his cell keys, open up the sixth cell, and get a hint to use the magic word ELWENTHRAL when stuck on the water.

Later, in a lower area, some stones cross a boiling underground lake and lead to the treasure chamber, where the player loots 500 gold pieces. (There are other opportunities to get smaller amounts throughout the fortress, but no place to spend it.) Using the magic word produces the boat, which the player can then sail downriver to a hydra's lair. I think this was supposed to produce a hydra, but the game was bugged and no command worked while in the lair, so I just left. You then have to climb down a well, and go through some other passages.
            
Summoning a magic boat.
          
There's a secret door that only opens with a password; a set of runes only tells you to "speak the word" to open the door. You can spend a frustrating hour trying to figure out what the word could possibly be, or you can remember your "obvious clues" in cryptic crosswords and realize that what you want to say is literally THE WORD.

Later, there's another room where you're asked a password, and you've had to search a wall to find that the "gambler's password is look backwards." But it's not LOOK BACKWARDS; it's LOOK, backwards, or KOOL.

You pass through a room with a genie by just giving him your real name and defeat a two-headed troll in a "shaft room." Climbing down the shaft puts you in a cool cavern, and this is where my game ends. There's something bugged in the program that prevents the command prompt from loading in the cavern, so the game just hangs.
            
The last screen that I can experience.
            
However, I can tell from the game file that I'm very near the end. I'm supposed to search the cavern to find a wight, kill it, then search again to find a trap door in the floor. This leads to an encounter with the High Lord. Killing him lets you take his amulet, and the gold key found very early in the game (pity the player who didn't think to type SEARCH in the attic) opens the doorway out. The fortress rumbles and crumbles behind the player as he switches back to the "genesis" disk to save his progress. I was so close I'm going to call it a win, though if someone who knows more about what they're doing wants to fiddle with the code, I wouldn't mind seeing if there was a final graphic or something.

My character aged six years in the dungeon, and judging by the code, it's possible for you to spend so long trying to solve the game that the character literally dies of old age.
             
My character towards the end of the game.
           
Without the ability to at least scan the text in the code, I wouldn't have gotten very far in the game--the parser would have defeated me--and in the day, I would have felt that the game's advertised price of $39.95 was absurd. I presume other players felt the same way, which is why we never saw a second adventure.
            
The game has an okay combat system, but the "most advanced combat system" might be pushing things.
          
Aznar gets a 18 on my GIMLET, doing best in "gameplay" (4) for its modest length and replayability, "character development" (3) for the way it actually uses the character during the game, and "magic and combat" (3) primarily for the use of magic in puzzle-solving as well as a few combat tactics. It has no NPCs and no economy, and I set "graphics, sound, and interface" to 0 since it has no graphics or sound and the interface is punishing. (I normally wouldn't punish a text-based game for a lack of graphics and would have given it at least a 1 if the text hadn't been full of errors and the parser hadn't been a nightmare.)
           
My final battle, against a two-headed troll.

        
This is certainly one of the last text-RPG hybrids that we'll see. It's interesting how so many of these games didn't quite come out right despite (presumably) the greater ease in programming a non-graphic game. I think a truly excellent text-RPG hybrid, fully evoking the experience of a tabletop gaming session, is possible, but I suspect we'll never see it.

        

Wednesday, 4 March 2020

4L-2738, Mountain King!

This episode's game is Mountain King by CBS Electronics. It contains bats, which should tell you everything you need to know. Next up is the last game of the year, Roc 'n' Rope by Coleco. Please get your feedback to me at 2600gamebygame@gmail.com by end of day 1 December. I'm also planning another Christmas episode, if you have any Christmas or Hanukkah or Kwanzaa stories you would like to share (it doesn't have to be about video games), please get them to me by December 16th. As always, thanks for listening, and thanks to all who donated and watched along with my Extra Life half marathons. It was a lot of fun and I made my goal, which is awesome.

The King's Links

Mountain King on Random Terrain
Mountain King Easter egg page on Atari Compendium
Tony Roy's Mountain King Easter egg site
Ed Salvo interview by Scott Stilphen
Ron Hartman interview by Kevin Savetz
Anitra's Dance by Grieg
In The Hall of the Mountain King by Grieg
No Swear Gamer 567 Mountain King
NSG Mountain King Easter eggs
NSG Mountain King gameplay

Suzy Cube Streaming Tonight On Twitch!

#SuzyCube #gamedev #indiedev #madewithunity #Twitch @NoodlecakeGames 
Suzy Cube will be streaming on Twitch later today! Tune in to  at 6pm
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