April 2015

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Developer:Arkane, Floodgate and Kuju|Release Date:2006|Systems:Windows, Xbox 360

Today on Super Adventures, I'm finally taking a look at Dark Messiah of... hang on, where's the 'of'? Everyone knows the game is called 'Dark Messiah of Might and Magic', that's what it's called on Wikipedia, that's what it's called on Steam, that's what is written in the press releases, so why isn't there an 'of' on the title screen? It's not there on the box either, or the manual, or the official website... huh I guess the game really is called Dark Messiah: Might and Magic.

Though 'Might and Magic: Dark Messiah' would've made more sense, seeing as it's part of the Might and Magic franchise. Just saying.

Anyway, this was actually the very first game I ever bought on Steam, way back in July 2012. It's not that I was still holding a grudge after 8 years for all the bullshit I had to go through to install my DVD copy of Half-Life 2... I'd just stopped buying PC games entirely by that point because companies were in an arms race to see who could develop the scariest DRM, and retail discs had become a minefield. Not that I didn't have a Steam library, but at that point it was basically a handful of Half-Lifes, a Humble Bundle or two and Ricochet. And yet it's still taken me until now to play the bloody thing.

Now I'm wondering what was I playing that month that was so much more worthy of my time. Hmm, my site notes say MDK, Superfrog... and Sensible Train-Spotting? I didn't even publish that last one until June the next year, so I don't know what the hurry there was. It's very annoying how my notes don't include explanations for all my bad decisions. Anyway, I'll be playing this for an hour (or more) and yelling out how it plays as I go. In text.

WARNING: EVENTUALLY SPIDERS.

(Click the screenshots to make them bigger).
Read on �

I had been following this really awesome looking tile based RTS 3D engine project (think Starcraft2 like) on the jMonkey Engine forums for a while, and it is now fully FOSS including the arts assets.
Don't expect a playable RTS game, but as you can seen in this video of the in-game level editor a lot of work has been done already:



You can contribute to the MIT licensed source on their github page (the author asks for help) and/or head over to the website of engine it uses, jMonkeyEngine, a great project written in Java.


F-Zero and Wipeout set the standard for the futuristic sci-fi racing games genre and inspire many game developers.

Over the years, four projects of that genre were started and developed to a playable state that are now open source code:




H-Craft by Irrgheist is a free sci-fi racer with IAP on Android. It is built with the Irrlicht engine and was recently released as free software with freeware data.

While gameplay is simple without pickups, boosts or weapons, the campaign keeps it interesting. The 180�-Turns used in H-Craft level design are very refreshing to the genre.




CoreBreach is a commercial anti-gravity racing game with combat gameplay. There is a freeware dataset that allows compiling and playing a simpler-looking version.

Being an Objective C project, it was unusual to compile for me on latest Arch Linux but possible. Campaign mode, weapons and split-screen multiplayer make it cover many bases.




Racer is the only project with 100% free as in freedom data, yet unfortunately it does not compile on current Arch Linux.

Of our four projects, this is the only that has the classic drive-over boost fields.




Ecksdee is the oldest of the bunch and has challenging time trial single-player gameplay.

There are weapon pickups but without AI or human competitors they serve no purpose yet.



Project Comparison



H-Craft CoreBreach Racer* Ecksdee
Latest Version 2015-02-23 (1.3) 2012-11-30 (git) 2010-10-10 (r349) 2006-11-24 (0.0.9)
Campaign Mode yes yes no no
Split-Screen Multiplayer no yes yes no
Weapons no yes no yes
AI yes yes no no
Gamepad Support yes yes yes no
Menu UI Look good ok good ok
Music yes yes no yes
Sounds yes yes yes yes
Linux Builds or Compiling not tested, build used complicated but compiles fails fails, win32 build/wine used
Art Asset License(s) Mostly no-modify-no-distribute no-distribution, GPL, CC-BY 3.0 CC-BY-SA 3.0 GPL, CC-BY-NC, CC-BY-NC-ND
Is It Cool? yes yes yes yes
* Could not build racer, reviewing from long term memory



Related projects


Stunt Rally has a F-Zero-esque antigrav vehicles and futuristic levels but primarily it's a car racing game. The default physics don't seem to be working for a futuristic racing style.




The cool Blender Game Engine project RGP has it's .blend file available but it does not have license information. The .blend contains no audio and only one level without AI.




HexGL is pretty but has no sound, no ai, only one level and is CC 3.0 BY-NC licensed (including code) at the moment. If anybody is interested in contributing: the developer indicated interest in the MIT license.



TheRush seem to be Windows-only and does not run in Wine.

Deluxe Galaga 2.6C title screen
Developer:Edgar M. Vigdal|Release Date:1995|Systems:Amiga, Windows, Mac, iOS

I don't play shareware games for Super Adventures as a rule, but I thought I'd make an exception this once, because I'm a sucker for a pretty starfield.

Deluxe Galaga used to be one of my favourite Amiga games back in the day, so I was always going to get around to writing about it eventually. The main thing that was putting me off is that it looks like... well, Galaga. It's not actually a licenced Galaga sequel, it's just inspired by the game, but it still features a lot of tiny alien sprites against black background and that doesn't necessarily make for the most interesting screenshots, or give me much to write about.

But then I learned that the game's creator, Edgar M. Vigdal, had died of cancer a few weeks ago on April 1st, and suddenly I'm feeling that it's been too long since I last gave the game some attention.
Read on �

Developer:Sunsoft|Release Date:1991|Systems:NES, Genesis

Today on Super Adventures I'm taking a look at Batman: Return of the Joker, the sort-of sequel to Sunsoft's Batman: The Video Game, which was released for the NES two years earlier.

Batman: The Video Game was a tie-in with Tim Burton's 1989 'Batman' movie (thoughtfully given a subtitle so that people wouldn't get them confused and end up shoving the cartridge into their VCR), and this also shares the movie's shiny golden 'BATMAN' text so I'm presuming they're part of the same continuity. But ~SPOILERS~ The Joker didn't just get locked away in Arkham or go into hiding at the end of the movie, he got dropped off a giant gothic church tower to his very definite pavement-assisted demise. In fact in the end of the NES game Batman punches him off the church roof, which is kind of hardcore for a man that never kills, but the end result is much the same. So if The Joker really has returned here, then he's come back from the dead.

Incidentally this has nothing to do with the 'Batman Beyond: Return of the Joker' animated movie, as that came out about a decade later and has its own set of games. Though it's still about The Joker coming back from the dead.

The guy is like... weeds or something.
Read on �

Developer:Creative Assembly|Release Date:2014|Systems:PS3, PS3, Xbox 360, Xbox One, Windows

Today on Super Adventures, I'm taking a look at scary, stealthy, 'Alien' sequel Alien: Isolation.

Isolation was in development at The Creative Assembly around the same time as Gearbox and friends were working on Aliens: Colonial Marines, but while that project was very public (with expensive consequences for Sega when the finished product failed to live up to the trailers), Isolation remained hidden in the shadows until the year of release. Another big difference between the games is that everyone loved this one! It was a huge success with both critics and players!

I watched both 'Alien' and 'Aliens' in preparation for looking at Colonial Marines the other day, so I'm in a bit of an Alien mood right now. The thing is though, I'm coming from the perspective of someone who's never gotten on with survival horror games, doesn't like pure stealth, hates replaying levels, and doesn't appreciate too much of a challenge, so the game might not be the perfect fit for me. On the other hand it was a Christmas present from someone who reads the site and I kind of know a couple of people employed at Creative Assembly so I can't actually say anything bad about the game. I'm sure you understand.

But It's a first person sci-fi game with amazing visuals and critical acclaim practically across the board, so chances are that I'm going to end up liking it. I'll give it a couple of hours either way, sharing my thoughts as I go.

BEWARE OF SPOILERS FOR THE GAME AND MAYBE THE MOVIES TOO I DUNNO.

(Click screenshots to view them at a very reasonable 1920x1080 resolution with all the graphics on high.)
Read on �

Some nice developments on the 2D game-dev front lately, and as you will later see, 2D with full shader, real-time lights and so on can be a quite awsome way to make games, without having to hire a full team of 3D artists ;)

First of all a great new 2D editor, Overlap2D, has been released under the Apache2 license:



Contrary to other popular 2D editors (for example tiled or DAME), it is not tile based, has a modern renderer and also comes with a nice GUI editor. It currently exports to a standard JSON file and has a libGDX runtime.

Godot 1.1 BETA

Really awesome are also the latest developments of the (often described as the open-source Unity) Godot engine which you can now easily try. For me the coolest new features are the new dynamic lights (shown here in the also new isometric game sample):



This of course requires a bit more than simple 2D sprites ;) If you want to create cool 2D normal-maps, this should give you an simple way to create them.
Also very nice is the now working graphical/node-based shader editor:



If this has raised your interest in developing a game with Godot, check out this nice series of tutorials or these. It's script language is a simplified version of python, so most beginning coders should feel right at home. Also check out this cool video of a mobile game made with Godot, if you still need convincing ;)

Developer:Gearbox, TimeGate, Nerve|Release Date:2013|Systems:Windows, PS3, Xbox 360

Last year on Super Adventures I decided that April 1st would be the perfect day to give a critically mauled Duke Nukem Forever a fighting chance to win me over. Because if I ended up liking it I could always pass my opinions off as being a joke and escape with my reputation intact. So today I�m going to pull the same trick with the hated Aliens: Colonial Marines and see if I can find the good in it too.

Like DNF, this is a first person shooter famous for taking ages to make and impressing absolutely no one by the time it finally came out, though it wasn't in the oven for quite as long before it got rushed out and served undercooked. It started late 2006 and finished early 2013, with folks saying that it spent 4 years at Gearbox, then around 18 months outsourced to TimeGate, and then 9 more months at Gearbox. Apparently huge chunks were reworked each time it swapped over, which left Sega agreeing to pay out $1.25 million to settle a class-action suit when people discovered to their dismay that the demos they'd been shown were demonstrating content and visuals that hadn't survived to the final product.

Anyway I'm playing the PC version here, which I've heard is the least crap of them. I usually only play games for an hour or two to get an impression of what kind of game they are, but this time I�m going to keep playing the single player campaign until either I start liking it or I really can�t take any more. I even watched both 'Alien' and 'Aliens' in preparation so I can nitpick about every tiny thing it gets wrong! I could end up spoiling elements of any of the films in the series though (plus a decent amount of this game, obviously), so if that's an issue you should get out now while you're still safe.

(Click screenshots to view them slightly bigger.)
Read on �

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