Overlord update

I've played enough of Overlord now to get a proper feel for the game (one of the seven bosses dead, three of the four minion colours collected). I am continuing to like it.

The PC control system works pretty well. The console version of the game uses an analogue stick to let you tell your minions where to go, on the occasions when you're not just saying "go in the direction I'm pointing", but need to steer them around the map. The PC version lets you do this by holding both mouse buttons and moving the mouse. This usually does not result in half of your minions drowning.

The different flavours of minion are also pretty easy to manage, because the game deliberately limits you to ordering one type around at a time, or telling them all to move at once. I presume they were tempted to include some kind of RTS-type grouping so you could order two or three flavours around in a group; I'm glad they didn't, if only because that would have further tempted them to make fights you could only win by doing that.

The level design is also good. The levels so far look like the kind of "natural layout" game levels in which you're forever wandering around places you've already been trying to figure out where the hell you need to go next, but they are not in fact that kind of level. Which is good, because there's no map display.

The level structure - move this to access that, get a shortcut back to the start when you get to the end, all that stuff - is also competently done.

I've seen a couple of bugs - the game locked up once, and there's other occasional oddness like minions that're carrying something getting stuck on an obstacle even after you've removed it. The bugs are easy to work around, though.

Back in the real world, I keep feeling the urge to order our cats to charge out, kill something, and bring back treasure.

The first part's probably quite doable, but the cats unfortunately do not share my opinions regarding what constitutes "treasure".

It's good to be bad

Yes, as I anticipated, Overlord is fun. And it runs fine at decent resolution on my GeForce 7900 GT, once I disabled a couple of pretty-features in the config.

It's hard not to love a game where you come upon what is obviously Bag End, but cannot be bothered to stoop to enter the silly little round door.

Instead, you just send your minions to bash that door down, flood inside, smash and kill everything in sight, and then bring anything of value out to you.

(Ideally, you'd be picking your nose while you waited for them to return. Perhaps in Overlord II.)

Minions! Attack!

I don't know about you, but I like games in which you're the bad guy.

Games like Black And White in which you can choose to be bad (I know there are a bunch of excellent computer RPGs that're better examples) are decent, but games where your character is required to eviscerate at least eight toddlers in the process of preparing his breakfast are better.

The trap for this genre is just doing the Bizarro World thing, where there's nothing really mechanically different from a conventional you're-the-hero game, but everything has different wallpaper. Good is bad, clean is dirty, nice is nasty. You can tell a game's going to do this when it presents you with a gnarled little advisor who, unprompted, expresses his utter disgust for fuzzy puppies and clear babbling brooks.

That is exactly what happens at the start of the demo of Overlord. Your advisor's a cross between Yoda and the Brain Gremlin, and he has that standard Antimatter Mary Poppins attitude to the world.

This did not fill me with confidence, but the game itself actually looks pretty decent, from what I could tell from the none-too-long demo. Check the demo out, if you've got a reasonably current Windows PC and can stomach the one-gigabyte download.

Overlord seems to have a similar overall sense of humour to Fable and the Dungeon Keeper games (Dungeon Keeper is obviously a strong influence on Overlord's design). And Overlord's version of third-person action, in which you send your crowd of psychotic Minions to do most tasks, is appealing. See something nice, wave your gauntleted hand at it, watch it get Gremlined to death. Mmmmm.

(The camera went a bit wrong when I was trying to fight the big guy at the end of the demo, but, y'know, I suppose that's why they're not going to be selling Overlord until next month. And the game sort of wimps out on the truly-evil side of things, since your Quest is to kill the seven Great Heroes who have over the years themselves become corrupt. But I'm OK with that as long as I get to burn a lot of halflings to death on the way.)

Oh, and for the benefit of those of you in the cheap seats, or who just can't get enough of slapping chickens to death: You can download the original Dungeon Keeper for free.

[Update: I just downloaded Dungeon Keeper, for old times' sake... and discovered that the Home Of The Underdogs version of the game appears to be missing the sound files. Although it does still have the below-mentioned excellent level commentary. If you're not profoundly deaf, though, you might still want to get it from somewhere else.]

Big and bigger

StarCraft II Marine

The StarCraft II cinematic trailer is mainly about the awesome and terrifying technical processes involved in the production of the pissiest unit the Terrans have. Which is a great gag, and one which I've often found myself thinking would make for a good Supreme Commander promotion.

Not that it makes any real difference to gameplay, but SupCom's scale is the biggest of any real-time strategy game in which you still control individual units (check out the old '06 E3 trailer for some soul food for the 14-year-old boy inside all of us). Even little cute units like the spherical basic Aeon construction bots are half the hight of an adult tree, and they hover far enough off the ground that they'd whiz way over the head of StarCraft's battlesuited Terran Marines.

The Tech 3 siege bots that everybody uses in hordes if a SupCom game lasts that long are BattleMech-sized (this is 0.38-scale!). It has also been observed that the biggest gun in Supreme Commander is about as tall as the Eiffel Tower.

Nobody's going to be making any more official trailers or full-sized trade show models for SupCom now that it's out, of course, but I hope some nutty fan will work something up. A crowd of Siege Tanks desperately attempting to hold back the unstoppable might of four tech-1 light assault bots would be entertaining.

SupCom eye candy

People who don't have the slightest interest in Supreme Commander must be getting pretty sick of these posts I keep making about it, but at least this time there's something to look at for people who don't have the game (or the demo, which is a mere one gigabyte download...).

This fan movie (a) is very cool and (b) also shows you what SupCom will look like running at a non-stop 25 frames per second on the PCs of 2012.

How're they hanging?

In Supreme Commander, some units can fire when they're hanging from some transport planes.

Achtung! Dangleshooteren!

It's all a bit inconsistent, but it's explained in this post on the Supreme Commander Talk blog (now with a nascent wiki!).

I took these pics from the replay mentioned therein...

Ganked from the air.

...which concludes with a particularly humiliating end for the green Commander.

One thing this strategy, and transport aircraft in general, show up is the artificial imposition of scissors-paper-stone rules in SupCom, compared with Total Annihilation.

Scissors-paper-stone is the standard arrangement for real time strategy games. With few exceptions, units have their own single Type (land, air or sea, usually), and their weapons have one Type that they can target. The scissors-paper-stone chart is more complex than that - there are lots of intermeshed X beats Y interactions, with intransitivity all over the place - but the basic unit and weapon classes form the overall framework.

This makes perfect sense if the units in question are dudes with swords, who cannot reasonably be expected to attack dragons flying by 500 feet overhead.

It makes less sense for dudes with assault rifles, though. If those guys have got nothing better to do, they might well be able to score some hits on a passing helicopter. Especially if they're RTS units who never run out of ammunition.

In TA, pretty much anything would have a go at shooting pretty much anything else. You could use fighter planes to attack ground targets. Tanks would try to shoot passing planes. Neither were any good at it, but at least you couldn't direct one piddly bomber to attack 50 tanks and feel confident that it would never, ever get hit by a lucky shot from one of them. And the mainstay of base defense in TA was the missile tower, which fired on both ground and air.

SupCom has dispensed with this. It has some units that can take care of themselves against any threat (destroyers, for instance), but that's because they have a specific weapon for each function, not because they can just elevate their single standard gun and use it to take pot shots at air threats. There aren't any all-purpose towers any more, either.

I'm not as annoyed about this as I expected to be, because the anything-versus-anything stuff in TA was seldom actually very useful. Quite the opposite, actually - it caused units to be distracted from their real mission by enemies they almost certainly couldn't kill. No doubt this is why the developers took the feature out for SupCom.

But when land units are hanging from a transport aircraft way up in the air, then, and only then, land units down on the ground will suddenly discover that they can, in fact, shoot up in the air, and will do so in an attempt to hit the airborne "land" units which they're allowed, by the game code, to target.

(Late edit: I think the best example of scissors-paper-stone code working in unintended ways has to be jet fighters shooting down submarines.)

One general, 273 colonels

When I said "very few kinky and abusive game strategies" have yet emerged in Supreme Commander, I should have mentioned the Support Commander thing.

Support Commanders are slightly miniaturised versions of your own, initial, eponymous, Supreme Commander, except they've got about twice the hit points. Unlike the fake Commanders from Total Annihilation, Support Commanders really are quite useful, in their intended role as super construction units with a punchy gun.

They are also, like your main Commander, upgradeable in various ways.

One of those upgrades makes them produce quite a lot of mass and energy.

You don't "build" Support Commanders, you "summon" them, through a "Quantum Gateway" that is not meant to be a factory. You therefore cannot get construction units to assist the Gateway, to reduce its summoning time. Right-click the Gateway with a construction unit selected and nothing happens.

But there's a loophole. If you use the manual "assist" command (by clicking the icon or pressing I), rather than just right-clicking the Gateway, construction units will assist a Quantum Gateway.

In good old Total Annihilation, the fact that aircraft carriers make a lot of energy caused people to build huge rafts of the things, tucked away in a corner of the map somewhere where they could sit there looking ridiculous and powering the player's empire.

In Supreme Commander, people currently do the same thing with speed-built and upgraded Support Commanders. They're even better than the carriers - they make mass, too, they can help with building, they're tough as old boots, and their death explosion isn't powerful enough to cause horrible chain reactions.

Support Commander Fest '07

So bases end up looking like Support Commander jamborees, with dozens of the buggers all over the place.

Presumably this'll be addressed in a patch soon. In the meantime, losing players often end up sending their flocks of Support Commanders in as last ditch assault forces, even using the old and particularly cheeky reclaiming-the-enemy-battleship-from-underwater trick.

The above image is from this recorded game, in which battleship reclamation is only about the third cheekiest thing that happens. Though almost nothing happens at a very good frame rate.

You'll see why.

Here's the pattern in slow motion

You know, I think it's perfectly fair to track the decline of modern society to video games.

Why, this instructional video doesn't even use the word "cheat" when it tells you how to make Atari 2600 Space Invaders allow two bullets on screen at once.

It's a small step, I tell you. A small freakin' step.

Actually, apart from the fact that 2600 Space Invaders was so good (though no Solaris, sure), I was attracted to this clip (and the others in the same series) because of its extraordinarily fine video quality. YouTube's sub-Google-Video resolution is pretty much a perfect match to VHS transfers, but most VHS YouTube uploads are from awful old flaky tapes, badly digitised, replete with noise bars, horizontal wiggling and poor deinterlacing. Oh, and terrible audio, too - I don't know about you, but I can tolerate a lot of video crappiness, but only if the soundtrack is clear.

This, in comparison, is perfect. The resolution's still low, but it's clean as a whistle in both audio and video. So either it's from an untouched VHS tape stored in nitrogen, or it's been processed and stabilised out the wazoo, or someone dug up their Ampex master reels.

Excelsior!