Torchlight II

Torchlight II

Det finns en ramhistoria i Torchlight II. Alkemisten (the Alchemist) vill rädda världen från Glödgisslet (the Ember Blight), en svår sjukdom som verkar vara en säker följd av att utsättas för stora koncentrationer av Glöd (Ember). Hans plan går ut på att suga kraft från några Väktare (Gueardians) och skicka in den i koncentrerad form in i Ordraks hjärta (Heart of Ordrak). Det betyder tyvärr att han härjar kors och tvärs över landet och försör de godas styrkor i processen, och att Underjordarna (the Nether Beings) kan använda det fulladdade hjärtat för att skapa en permanent portal till vår värld. Spelaren får lov att följa Alkemistens i spåren efter hans härjningar för att försöka stoppa honom i hans plan.

Det finns en ramhistoria, men det är inte något som man egentligen behöver bry sig om.

Torchlight II är ett spel där man knallar omkring i världen, slår på elakingar, plundrar deras fickor och skattkistor, får nya krafter, slår på fler elakingar, hjälper snällingar i trångmål, plundrar lite mer, och har roligt mest hela tiden. Kort sagt ett typiskt actionrollspel, och ett roligt sådant tack vare den fina variationen på utrustningen man kan använda och på krafterna man utvecklar längs vägen. Det finns bara fyra klasser man kan spela som, men inom varje klass finns det flera tydliga inriktningar man kan välja för att utveckla sig.

Efter att jag “klarat spelet”, det vill säga räddat världen, på normal svårighetsgrad med glödmagikern Strulia, tillsammas med katten Misse, måste jag säga att det kändes en smula för enkelt. En svårare svårighetsgrad rekommenderas om det ska kännas utmanande. Spelet i sig var enkelt att förstå sig på, att veta vad man kan och inte kan göra, och användargränssnittet kändes liksom självklart även om det tog ett tag för mig att lära mig styra på ett vettigt sett. Det kan bero på att jag inte spelat Torchlight, till vilket det här spelet förstås är en efterföljare.

Torchlight II är roligt, och i och med att det finns ett samarbetsläge tror jag att jag kommer att återvända för att i goda vänners sällskap slå på elakingar, samla mumma och utveckla talanger.

The Shivah

The Shivah

Shivah is a Yiddish word for the period of mourning after the death of a family member. I learnt that from the game The Shivah, which contains a small Yiddish dictionary.

The Shivah is an adventure game of the classic point-and-click variety. The player is a rabbi called Russell Stone. He has a hard time dealing with a diminishing number of visitors to his small New York synagogue and a growing pile of unpaid bills. A police officer visits him to inform about the murder of Jack Lauder, a former member of his synagogue, and Stone is the main suspect. Curious about the murder and about why Lauder entrusted Stone with a large sum of money in his will, Stone starts a small investigation himself about the murder.

This is a solid criminal drama, but it feels a little bit short and most of the problem solving activities in the game are quite straight-forward. I felt that some almost silly situations within the game did not really fit into its overall mood with the themes of moral choices and lost faith. I am such a serious person.

The music in the game is soft and non-intruding and the voice acting is unusually well done for a game of this type. The graphical design does not look particlarly good, but I can call it a pastiche of older games to be nice. I am not only serious, I am nice too.

The Swapper

The Swapper

You are a lonely astronaut landing your emergency vehicle on a deserted asteroid near an old excavation site. You enter the complex and find a mysterious device that lets you create mindless clones of yourself, and even transfer your consciousness to one of the clones. After teleporting to a derelict space station called Theseus orbiting the asteroid, you use this device to solve a number of puzzles on your way towards uncovering what has happened at the space station.

From the description above it is easy to dismiss The Swapper as “yet another puzzle game with a gimmick” but the game is more than that. The mysterious device used for the puzzle-solving, The Swapper, is actually the centre point in a story that involves philosophical issues about the nature of consciousness and existence of the soul. Pretentious, but captivating.

A very large number of clones has to be destroyed in order to progress the story (solve the puzzles) in The Swapper, a situation that made me feel surprisingly ill at ease. All those bodies that were created to act as a vessel of my mind for a short instance until the mind moved on to a new body were also part of the storyline in some way.

The melancholic atmosphere in the game, or should I say ambience since it is in space, fits perfectly. The unusual design of the spaceship interior combines well with the well-timed music and sound effects to set the mood. The puzzles had the right level of difficulty for me: I had to spend a quite significant time for trial and error testing to solve two of them, but in the end I managed to finish them all. The controls are easy to learn, but the animations often look a bit untidy.

The Swapper is a good game for people enjoying a well-told interesting story combined with relatively challenging puzzles. I am one of those people.

Kentucky Route Zero

Kentucky Route Zero

Kentucky Route Zero is a game. Kentucky Route Zero is also an experience. It is possible to perform in-depth analysis of the many notable references within the game and experience, but I will not do it here. Kentucky Route Zero is divided into five acts, out of which only three have been published at the time of writing. This three-fifths situation does not stop me from preparing this quick review. Kentucky Route Zero is worth it.

Many games have the character of a novel or a short story. Kentucky Route Zero is more like poetry, and as poetry it has a story to tell between the lines. The narrative starts when Conway, a truck driver, stops by a darkened gas station (Equus Oils) somewhere in Kentucky to get directions. He needs to make a delivery to an address which he cannot find, and is informed by the old man at the gas station that he needs to take the somewhat mysterious Route Zero to be able to make the delivery. Hence Conway starts his journey through the Kentucky night in search for the Zero.

Along the journey, Conway meets several characters with interesting and rich background stories. Examples of these are the cousins Shannon and Weaver Márquez that have lost contact with each other over the years, the young boy Ezra whose parents have disappeared and now lives with his unusual brother Julian, and the motorcycling musicians Johnny and Junebug. During the night, Conway also uncovers more and more details about a complicated story from many years ago involving the three then college students Joseph, Lula and Donald:

It’s something like a tragic love triangle, but much more complex. Some kind of tangled, painfully concave love polygon.

One of the main themes in Kentucky Route Zero is that of being too late, or to some extent not in phase with the present. It takes its form in the use of old electronic equipment, stepping into abandoned industrial sites, handling bureaucracy and lost love, and visiting museums. It is also reflected in the general gameplay, which is mostly the point-and-click style of old adventure games. The strongest example of this theme is shown in the Lower Depths bar in the most powerful scene in Act III of the game. That scene may actually be the most powerful one I have ever experienced in a computer game. The magic of that scene must be experienced in the game; it cannot possibly be described by me in words.

The atmospere in the game fits the story perfectly, both with its, somewhat angular, visual appearance and its almost perfect music score. The changes in the mood and the tone are often subtle but efficient. The writing is excellent, and the way that the character controlled by the player changes over time opens up for good variations in the way the story plays out. However, the last aspect of course also opens up for some confusion along the line.

Is the game perfect? No, but I think it is very good.
Is the experience perfect? No, but I really like it.
I am looking forward to the final two acts of the drama.

Ticket to Ride

Ticket to Ride

När man åker en långresa med tåg är det inte alls dumt att plocka fram surfplattan för att spela ett spel om tåg. Ticket to Ride är en elektronisk version av det utmärkta brädspelet med samma namn, skapat av Alan R Moon, och som fått många utmärkelser (bland annat “årets spel i Tyskland 2004”). Allt som ingår i brädspelet får man även med i den elektroniska versionen, bortsett förstås från det trevliga sällskapet man brukar ha när man spelar sällskapsspel. Om man råkar vara kopplad till nätet så kan man även spela online mot järnvägsbitna motståndare från hela världen.

Spelet går ut på att på en karta med städer och järnvägssträckningar muta in olika järnvägssträckningar för att skaffa sig ett långt sammanhängande järnvägsnät. Man får olika uppdrag som går ut på att para ihop specifika städer för att få poäng beroende på hur långt det är mellan dem. Ofta slutar det med att man har ett järnvägsnät som är en logistisk katastrof, men som ger många poäng i slutänden. Jag har svårt att tro att någon verklig tågresenär som exempelvis vill åka från Montreal till New York skulle vara särskilt glad av att vara tvungen att fara via Miami, men ett spel behöver inte vara realistiskt för att vara trevligt.

Småtrevligt är precis vad Ticket to Ride är. Bortsett från att huvudmenysystemet, där man väljer vilken typ av spel man vill spela och gör andra inställningar, dels är omständligt och dels har irriterande ljudeffekter och talade kommentarer, så är hela spelupplevelsen smidig och all styrning fungerar intuitivt. Eftersom de datorstyrda spelarna inte är alltför svåra att överlista, och framför allt inte försöker överlista mig, så lockar online-läget. Tyvärr så är det väldigt många spelare som vill att man ska spela “fair” eller har en “no block”-policy, vilket betyder att de inte vill att man ska göra elaka drag som förstör för motspelarna. Eftersom jag tvärtom tycker att en stor del av spelets idé är att just stoppa motståndarnas möjligheter att göra bra drag, så minskar det kraftigt mina chanser att hitta motspelare online. Därför har det inte blivit så mycket spel mot mänskliga motståndare för mig. Men som spel på resa är det utmärkt.

Cave Story+

Cave Story +

Cave Story is a well-known game for the people who know such things, and Cave Story+ is a slightly updated edition of that game. However, I am not one those knowledgeable people so for me Cave Story+ was a new acquaintance, and I started the game without knowing anything about it. This was very fitting, because you start the game inside a cave, not knowing anything about where you are, why you are there or even what your name is. Soon you realise that you are inside a huge floating island inhabited by a rabbit people called mimigas. They are in grave danger from a mad scientist, but you believe that you are there to help them. Eventually you start uncovering what is going on, and also who you are.

The plot in the game is rather intricate, so the motivation for the characters is not always obvious. I am not sure that the game constructor himself always knows why the characters act as they do, but since everything is done with such good humour I do not really care.

The game itself is a traditional run, jump, shoot and explore game. The control of the amnesiac main character are intuitive and well behaved. However, it turned out that I was a useless player. In order to progress in the story at a reasonable pace I had to give up my attempt on playing through the game in normal mode and restart everything in easy mode. This, embarrassingly, turned the trousers of the main character yellow. There is a nice selection of weapons that can be obtained through the game, and all types have their uses, so the trouser colour was not too much of a distraction for me in the end.

The graphics and the music are both gloriously retro and happy in style. However, I was surprised to hear Erik Lindström’s fifty-or-so year old Letkajenkka being used as part of the soundtrack. He was sadly not credited in the end titles. This is not how you treat a composer of a catchy song!

Cave Story+ is a very fun game to play and, since there are many choices the player can make through the game and many secrets the player can uncover, it has a large replay value as well. I just wish that my playing skills were on the same level as the game.