Posted on 02 June 2009 by TheFluffyFist
Weefz insisted that I post this trailer to Mass Effect 2 as the first game was so awesome (so she says), even though they continue to promote it with a male lead.
Posted on 25 February 2008 by Weefz
12 (BBFC)
A Bioware RPG witha futuristic space-colony setting and third-person-cover combat
Hell, yes.
(£39.99)
Yes, yes, yes. At £1 per hour, it’s very good value for money.
I love western-style RPGs. I love sci-fi settings. And I love taking cover during combat. I love Mass Effect. This game is almost made for me :)
There are flaws. I talked about Mass Effect’s dialogue issue back in December. The inventory interface is quite possibly the worst I’ve ever seen, as is the party selection menu. Still, I had so much fun playing the game itself that I don’t really care.
The Good:
The Bad:
It’s a brilliant space-shooter RPG. Mass Effect would get my vote for Game of The Year 2007.
Posted on 10 February 2008 by TheFluffyFist
Bioware have announced that the first Mass Effect content pack called “Bring Down The Sky” will be released on Xbox Live Marketplace at 7am on the 10th March 2008. It will cost 400 Microsoft points.
So what do you get for your points:
However, in order to access this new content (planet) Commander Shepherd must be in command of the Normandy spaceship. For this you will need a save game either a couple of hours from the start (or end) of the game. I know Weefz usually has about a bazillion different saves on every game she plays (if the game allows it), so she’ll be fine. I expect that future content packs will also have the same prerequisite; a (working) spaceship.
Look out for Weefz’s forthcoming review of Mass Effect.
Posted on 23 May 2007 by Weefz
Here we are at the conclusion of my post series on computer RPG journal design. I will admit, I am a usability freak. The one thing that will wind me up faster than anything on earth is software design that isn’t based around the user. This website makes my skin crawl.
Please, cRPG designers, think about the journal early in your game design. Unless your game has all the complexity of Doom 3, a journal can make or break your game. Here is your cut-out-and-keep checklist of things to consider:
Click on each item to get the detailed explanations. Do you think I’ve missed anything? Do you disagree? Let me know.
[HRODC website found through Experts Exchange]
Posted on 10 May 2007 by Weefz
This is the fifth part in my ongoing series of articles detailing the essentials to consider when writing a journal for a computer-based role-playing game. The previous parts are:
When I pick up an as-yet-unrevealed quest item, please please please, log it in the journal. I can’t stand it when you find odd items like A Toothbrush with no clue as to its importance. I learned my gaming habits from playing Steve Meretzky games. Did anyone else get caught out by leaving the screwdriver back in Arthur’s house in Hitchhiker’s Guide To The Galaxy? Or have their Simpleberry Bush confiscated in Spellcasting 201: The Sorceror’s Applicance? Growing up with those games has left me with a healthy inventory-centric paranoia.
Continue Reading
Posted on 21 January 2007 by Weefz
This is the second in a series of posts that attempt to deconstruct the humble computer RPG journal. Other posts in the series are:
RPGs are about a story, a world and your place within that world. In such a non-linear environment, the entire user experience of the story centres around two things – 1) the journal, and 2) the way people treat your character. This post is about the importance of journal structure.
Gamers have jobs. Gamers have kids. A lot of us just don’t have the time or inclination to work through pages of chronologically-ordered diary entries hunting for that elusive clue that we overlooked the first time.
That’s what computers are for.
As I said previously, keep the journal entries for finished quests separately from the unfinished ones. Keep the entries for ongoing quest A away from the entries for quest B. Make it easy for the player to find the entry they’re looking for.
This can all be done in a fairly small and simple interface, thanks to the worldwide familiarity of hypertext. It’s handy, that Internet. Failing that, use tabs. Click on headers. I don’t care. Just keep it simple. Continue Reading
Posted on 17 January 2007 by Weefz
This is the first in a series of posts that attempt to deconstruct the humble computer RPG journal. Other posts in the series are:
RPGs. Role Playing Games. Games where the emphasis is on role-playing and story, choosing what missions to complete and how you complete them.
By their very essence, computer RPGs are complex. You can have five or more different tasks to juggle at the same time and for each task you can choose to do them a different way in order to achieve a different outcome. Gee, what would be useful to keep track of this? Why, a journal of course. How convenient that the game developers provided one for me. Now I don’t need to write everything down and lose it because the game will keep track of all the details, right?
Wrong.
Continue Reading
Posted on 30 March 2006 by Weefz
I’m a PC gamer. We have more than 101 keys. We have mice. We have high-resolution monitors. We have a long, long history of RPG interfaces being progressively refined for usability from the crappy-looking Gold Box games to the Ultima series, through Baldur’s Gate 1 and 2, Dungeon Siege and Morrowind. So why the FUCK have we been shafted with an interface designed for a 12 button controller?
Continue Reading