Showing posts with label free games. Show all posts
Showing posts with label free games. Show all posts

Friday, July 13, 2012

The OUYA – Open Source Console: What it is, and what it isn't.


Video game news sites, blogs and discussion boards are all talking about the OUYA, and it really is a story that is too big to ignore.  Crowdsourced for its initial funding by Kickstarter (which deserves its own article here, soon) in only four days, people have pledged $4.5 million to see this thing happen.  The concept behind the console is that the Big Three are hard and expensive to develop for, and the companies that manufacture them lock down the hardware and software so the user can't modify the units themselves after purchase.  Many talented developers have stopped even trying to create games for consoles, focusing on PC or moblie markets instead, where it is cheaper and easier to get going. The OUYA will run on a version of the Android OS, have HDMI output to a TV and will be moddable and hackable out of the box. The SDK (Software Development Toolkit) will be designed to make it easy and cheap to get games onto the platform, which should attract developers who don't want to deal with the hassle of breaking into console gaming's current walled gardens.

Controller will have analog sticks, triggers, and a touchpad, but doesn't actually exist yet.

I've read a lot of reaction to the Kickstarter campaign, and the vast majority of folks who are participating in either the hype-bandwagon or the hipster-backlash for or against the OUYA seem to have some of the details wrong.  They don't know what the OUYA is, but they either think it is the second coming, destined to immediately take out the Playstation, XBox and Wii platforms... or they have a laundry list of criticisms that are only partially grounded in reality. There are a lot more invalid assumptions and just plain wrong assertions coming from critics of the OUYA, but in order to get to the bottom of this, I need to talk a little bit about what the OUYA is, and more importantly, what it isn't.

Anyone dropping $100 today because they believe they are buying a piece of hardware that is comparable to even current-generation consoles is misinformed. The technical specifications of the unit are a little bit better than a bleeding-edge expensive smartphone. That said, a phone with those specs is $650 with a 2-year contract and has some serious limitations on what it can deliver as a gaming platform.  There currently are no final designs for the console or its controller, and it won't launch with AAA-style titles, the hardware won't support it, and the type of developer that is capable of delivering that sort of game is already inside the existing walled gardens, and doesn't need what the OUYA is selling.  All games that release for the system will be required to have a free component, like a smartphone app, with subscription or microtransactions in place, emulating the Free2Play model. Let that sink in. All games are free, but will likely feature a "cash shop" or something similar.

That said, without any 100% confirmed titles at launch (though Mojang has strongly suggested that Minecraft will be made available), and games that are more likely to have design influenced by the existence of microtransactions, the OUYA doesn't look a lot like an XBox. Critics have seized on this, and the Android platform as proof that the console will primarily support the sorts of games currently found on the Android Market (Google Play) and iTunes.  A $100 console that plays Angry Birds and Fruit Ninja doesn't sound as much like a game changer.  However, it is short-sighted to believe that developers won't line up to make games for this with over 30,000 pre-orders in a few days from customers, and the Developer's Kit console pre-orders (400+ of them) sold out in that same time. It is a fair assumption that while we'll see some shovelware, at least a few games that manage to make a subscription or microtransaction model work will be available at launch.
I like Canabalt, love Minecraft, but they will need a solid launch library that consists of new titles that are hits, or
that can be hits on their platform.

A common complaint I've seen online is that the technical specifications are weak for a console and that they won't be able to produce units in order to retail the console at $100.  These statements come from comparing specs to existing consoles and price to smartphone components. The test of the OUYA as a concept is what sort of performance they can get out of their advertised hardware once full games are running on the system. I'm not worried about the hardware price, as there is no reasonable comparison between phones and PCs or consoles, dispersing heat in a small handheld and making components tiny enough to fit inside is pricey, mass-producing dedicated boxes to run Android... not so much. Downloadable games in a console which is basically a PC with a GUI and a controller evokes a negative comparison to the Phantom Console from 2004 that nearly ruined Infinium Labs. In the last 8 years, however, many of the technical limitations that made the Phantom famous vaporware have worked themselves out, most notably massively improved bandwidth speeds making streaming content, even games, possible.

I've talked a lot about what the OUYA isn't... but there are a few things that it is, or could be, that folks are missing out on.  A moddable/rootable box can be a 1-stop console for emulation of everything from the NES to the Playstation 2, with all the legally grey caveats that emulators and ROMs have dealt with.  It can be yet another box for streaming Netflix or any number of music services with nothing but existing apps on the Google Play store today.  It may not be able to challenge even this generation's consoles on day one, but it could absolutely take on the Xbox Live Marketplace, PSN and Wii Points stores if enough developers with fresh ideas back the idea, letting their best games rise to the top naturally. Even without a massive launch lineup, the confidence that comes with the number of people behind this project makes $99 a more than fair price.





Investing in the OUYA today is supporting a group of established industry professionals who are rolling the dice on coming out with something that could really change the console market. Even if it doesn't deliver on the best of its promises, what you could have today is fairly reasonable... and with the right software, and if the hardware is stable and relatively quick given its limitations, what could be there tomorrow sounds plausible, all hype put to the side.

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Monday, September 26, 2011

Free To Play Again: A Look at Rusty Hearts and Puzzle Pirates.

Now and again, I check out the world of Free to Play MMORPGs. In years past, I'd have to rely on directories dedicated to the topic and download from a link to the individual game's website. Now, there is a growing Free to Play category on Steam, and I periodically check out the offerings there. What I look for in a game like this is, naturally, the same gameplay that I would like from a commercial/retail priced game. Of course, I expect that there will be both an in-game currency of some sort and a premium currency that can be purchased with real-world dollars, as these games are financed by the players who decide to buy something. I evaluate a F2P game on whether the options purchasable only with premium currency are neat options, or whether they are essential parts of the game. Games that provide too many in-game benefits for premium gear are "pay to win," and with too much content sealed off behind a paywall, the game isn't so much "free" as it is a glorified demo, shareware in disguise. With these criteria in mind, I've spent some time with two more games now available on Steam, Puzzle Pirates and Rusty Hearts.

Puzzle Pirates:

Towns, islands and decks of ships may get crowded, but you can pretty much teleport
 somewhere else if you aren't having fun.

This isn't my first time playing Puzzle Pirates, as the game has been around since 2003 and shortly after release I gave it a try. Three Rings Design has continued to add new puzzles and gameplay refinements over the years, and Steam support got me back in to see what had changed. Your character is a scurvy dog who looks like he/she escaped from a Playmobil collection and you are dropped into a world where virtually every task that can be performed is done so with a puzzle game. Players can work on or even own ships, become merchants, and attack other vessels or search for buried treasure. Back on islands, shops, inns and homes are owned and operated by players and working or playing in one of the many different buildings opens up new puzzles. Getting into swordfights, fisticuffs or drinking contests with other players have puzzle games all their own, and gambling on more traditional games like poker, spades or hearts can make or break a bucaneer's fortunes.

There's a lot of free content, with the basic puzzles to operate a ship available for free, including sailing, rigging, cannon operation, carpentry and bilge pumping. In-game currency is measured in pieces of eight, frequently abbreviated as "poe" and this money can be earned working ships for the NPC Navy or jobbing as temporary crew on a player-owned ship. Owning a ship, working a shop, or playing most parlor games are among the many activities that require a special badge purchasable with doubloons, the premium currency. Some of the locked away content is available to freeplayers daily, and many, many hours of entertainment can be had without spending a dime. Puzzle Pirates also gets major points from me on making premium currency purchasable with in-game money at a player-driven market exchange. Players can also join crews that may operate one or more vessels to launch their own expeditions, and buy custom furniture for player housing.

One of the many challenging cooperative or competitive puzzles representing labor in Puzzle Pirates.

As a character plays more of the puzzles well, skill levels in each of the games is tracked on a permanent profile. Characters can be visually customized with clothing and weapons that can be earned in-game or purchased with either poe or doubloons. Weapons can be used to make custom strikes in the swordfighting competitive puzzle, which is reminiscent of tetris, and is the last part of boarding actions taken when ships get into naval battles. Fist fighting is handled in a minigame that plays a lot like Bust-a-Move, with colored bubbles filling up the top of the screen that need to be "popped" by bubbles of the same color fired by a cannon from the bottom. Many of the puzzles are variants on popular puzzle games like Bejeweled, Dr. Mario, and Rocket Mania, with a piratey theme. I've won enough to buy a ship playing poker in a seedy tavern, brewed beer and clashed swords after a voyage spent cleaning and loading cannons or pumping seawater from the hold.

Rusty Hearts:

For now, you'd better like these three if you want to play Rusty Hearts, because even with customization, this is pretty much it... sometimes these guys will be wearing an afro or sunglasses, but little else changes.

On the complete opposite end of the spectrum is the beat-em-up Anime MMORPG Rusty Hearts. Currently in beta from Perfect World Entertainment, Rusty Hearts is set in a moody gothic gaslamp horror anime where mercenaries fight vampires and demons in the service to a psuedo-military organization. The cutscenes providing the backdrop for the world, as well as the environments themselves are very pretty. The story and dialogue options are appropriately hokey and translated about as well as any standard anime series or video game. As of this article, you select as your base one of three characters, so in public areas in low-level zones, everyone looks pretty much the same. The dour swordsman Frantz, the foul-mouthed witches' apprentice Angela and the wanderer-turned brawler Tude are the three currently playable characters, but there is a fourth in the works.

The gameplay is fairly smooth, with various special attacks unlocked and trained as characters level up, and basic attacking, grab/counter, block and combo maneuvers make gamplay feel more like an arcade fighter like Double Dragon or Golden Axe than a typical RPG. Monsters drop equipment and potions as well as cards which randomly are hidden in a grid of rewards the player can blindly choose from when a dungeon is cleared. Players are ranked at the end of a level based on combo length and special move use (style) compared to how many hits they take, to get a letter grade that affects rewards at the end of a stage. Gamepad support is present, and recommended to save wear on the keyboard, but customizing keybinds for gamepad leaves something to be desired. Unlocking harder difficulties opens up cooperative adventures suitable for a party, with rewards matching the extra challenge.

Boss fights feature tougher opponents and more complex strategies than the standard
chaining of special abilities and occasionally blocking.

If you can deal with every player being copies of the same three people all over the place, in addition to new skills and better equipment, eventually costume pieces can be unlocked to give individual characters a custom look. The fast route to these cosmetic modifications is premium currency purchased through the cash shop, but some costume pieces can be earned by questing or bought with in-game money. Players who don't care about the appearance of their personal characters will find that most of the game is free, cash shop items having very little impact on game power. There is also a PVP arena, a guild system and customizable personal quarters, plus a game bank and player auction house. The difficulty scales very well with how much time a player wishes to put in, so a solo/casual player has a good experience as well as the more involved players interested in partying up and tackling tougher adventures.
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Tuesday, August 9, 2011

Roguelikes: The RPG Ancestors of Diablo. Free, Complex... and still relevant.


With the release of Diablo 3 on the horizon, I've done a lot of thinking. Some of it has been about the recent controversy regarding a persistent internet connection required for even single player, and the in-game shop where players can buy and sell in-game items for real money (Blizzard takes a cut, of course.) These issues are important to the geek community, but there is little I can say about those at this point that hasn't already been said many times by many other people. What the bulk of my thoughts has turned to is the history behind games like Diablo and Torchlight, from humble origins as games nearly as old as I am to the current state of massive releases that can inspire Geek Holy Wars like the one that rages on as we speak. Before there was Diablo, there was Nethack, and before there was Nethack, there was Rogue. These early descendents form a subgenre of RPG gaming on computers that is easily overlooked, which is a shame, because nearly every game in the category is free.

Rogue, text symbols only edition. I played this on my Palm Pilot years ago.

Rogue is remembered for giving the name to the category of RPG that it spawned, though when it released in 1980 it wasn't actually the first in its subgenre. The “roguelike” games are characterized by permanent character death, turn-based movement, typically text, ASCII or simple tile-based graphics, and randomly generated content for maximum replayability. “Random” is sort of a misnomer, as a truly random dungeon would inevitably have unplayable features like rooms with no possible way through, stairs or doors that go nowhere, etc. A more correct term is “procedurally generation” where content is randomized with a pre-set series of rules in mind making the dungeons and their inhabitants playable, if not necessarily “fair.” The first game in the roguelike genre was on the Apple II in 1978, called Beneath Apple Manor. It is worth mentioning that neither of the men developing Beneath Apple Manor or Rogue knew about each others' projects while making their games.

Early roguelikes were different from purely text-based dungeoneering games in that they had graphics, after a fashion. Symbols drew out rooms, the player was represented by the “@” symbol, and all manner of foul creatures from rats and slimes to vampires and medusae were typically represented by letters roaming the procedurally generated dungeons. Gold, food, armor, weapons, torches and magic items found in the dungeon all have their own symbols, and typically treasure is nearly as dangerous as the monsters. Items may be cursed, potions actually deadly poison, unidentified scrolls may have unpredictable effects... between the traps, creatures and rewards, sometimes the life of a character in a roguelike game is short and extremely unfair.

NetHack displaying a simple tileset translating the ASCII graphics to simple  image tiles.

Later games improved on the formula and added shops, more character options and depth to the gameplay. Angband, which was heavily influenced by Lord of the Rings, and Hack were early standouts for addition of new and fun features. Hack was followed up by NetHack (the Net added to refer to UseNet groups that distributed new versions of the game,) which enjoyed continued content updates from its original release in 1987 through 2003. In addition to refining the mechanics and systems behind this style of gaming, graphical tilesets became popular. A simple front-end could be added to the base game to translate ASCII symbols into specific graphical tiles to improve the graphics somewhat, though many players prefer the extreme “low-fi” option of playing without a tileset.

I'd be remiss in not mentioning a further offshoot of the roguelike genre that really deserves an article all its own. Dwarf Fortress (full title: Slaves to Armok: God of Blood Chapter II: Dwarf Fortress,) is, along with Infiniminer, the direct inspiration for Minecraft. Dwarf Fortress combines roguelike graphics, procedurally generated worlds and turn-based gameplay with city-building strategy in a uniquely complex and difficult game. Dwarves dig into the ground or mountains, fashion goods and living spaces, encounter and trade with or war upon other races, and have to deal with threats to survival that range from monsters to starvation and insanity. Someday, I'll be ready to give this game the sort of full writeup it deserves, but despite many hours of trying to get the hang of it, the learning curve has defeated me several times. I have time, however, as even though the game started development in 2004, the most recent update in March 2011 is still an early alpha stage of a game still being worked on.

Dwarf Fortress with a Tileset. Civilizations, trade, economy, even gravity
and erosion are modeled in this ludicrously detailed game.

Though I've played every game I've mentioned in this article with the exception of Beneath Apple Manor, there has been one in particular that has grabbed my attention. As I've said before, I love zombie gaming. Most roguelikes are fantasy, swords and wizards, but my current favorite doesn't have any of that. Rogue Survivor is a zombie apocalypse survival simulation where “treasure” is food, weapons, medical supplies, and fighting is necessary occasionally, but most of the time... you run and hide. There's a lot of work left to do on this game, but in its current state, it is a blast. Your survivor gets skills like “light eater” to consume less food, “hauler” to get extra inventory space, “leadership” to get others to follow, and you get a new skill each time the sun rises.

Rogue Survivor puts you against the constant threat of zombies, the need to scavenge for supplies and find a safe place to sleep. In addition to zombies, skeletons and zombie masters, players need to stay on their guard against biker gangs, other hungry survivors willing to murder for food and employees of the sinister CHAR Corporation. Exploring residences and stores can get some basic equipment, as can picking through what is left over by those unfortunate enough to be cornered and killed by undead. You can barricade buildings, explore the sewers, race to army supply drops when food gets short, hide your cache of goods from other scavengers... There is a lot of depth already in the unfinished version of the game available right now. My personal best time so far is 13 days, when my hardware store base was found by 2 zombie masters, a zombie lord and 5 shamblers and I died with an empty shotgun and six of the eight creatures at my feet.

A public park littered with corpses, a street with cars aflame, and a nearby
skeleton ready to attack in Rogue Survivor. 

Open source, free and infinitely replayable games with constant content updates that have inspired some of the greatest computer games of the current era. Roguelikes are unique in that the existence of the games they inspire doesn't make them obsolete, or any less fun. Most of them are labors of love from a single programmer/designer or a very small team, and I think that a lot of them will never be completely “done”. The time investment from character creation to probable death in a lot of these games is short, with the exception of dwarf fortress. These aren't 30 hour epics, but there's no padding to the content. It is pure, undiluted gameplay. You'll die and curse, and restart again. I'll play Diablo 3 when it comes out, but I'll almost certainly play my roguelikes long after I've become bored with it.
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Tuesday, July 26, 2011

Champions Online: Free For All – Review

I'm a fan of a lot of things that are associated with Champions Online, developed by Cryptic Studios and published by Atari. It is a superhero MMORPG, it is on Steam with a TON of achievements, it is based on a tabletop roleplaying system, and it uses the Free-to-play model. This isn't my first superhero MMO, as I played City of Villains when it launched as a companion game to City of Heroes. There are a lot of places an MMO, particularly a Free-to-play one, can stumble and falter, ruining the experience. Any MMO can suffer from tepid character creation options, unsatisfying or sparse content, server/lag issues, overly harsh penalties for death and/or forced interaction with a community that may consist mainly of unpleasant people. “Free” MMOs have additional potential pitfalls. Every Free-to-Play game has content available for purchase with real money, that's the business model. Entice, and have players willingly pay through microtransactions for additional content. Having too many features locked away behind a “paywall” can easily create a situation where a player feels like they were promised a game and given a demo. So, how does Champions Online Hold up under these critera?

Can Champions succeed where City of Heroes (arguably) failed?

Character creation in Champions is, in a word, amazing. Free, or Silver members start by choosing one of several “Archetypes,” which behave like character classes. Additional Archetypes are available for a small fee, and Gold Members (the monthly subscription option) can create a completely custom hero archetype. The sheer amount of cosmetic options for character customization at creation is mind-boggling, even without purchasing additional costume pieces with Atari Tokens. Head/face and body can be tweaked with custom sliders for control over precisely how the person in the costume looks, and when creating a character's costume, I've never seen another MMORPG with as many different custom bits. Tights, capes, insignias, horns and helmets, weapons and accessories, jetpacks and mystical artifacts can be added, re-colored and moved around. Some costume parts are unlockable through gameplay, others are free for Gold members or a small fee for Silver.

The content available in the game has the advantage of almost three years of updates and refinement based on subscriber feedback. Normal missions are fun, usually tied to a larger plot involving supervillains who will be encountered at the end of a quest chain, and suitable for either solo or group play. Combat is dynamic and representative of the genre after one or two powers past the starting basics are earned, with a single hero taking on groups of minions with a whole lot of flash. With only a few levels under your utility belt, the combat makes you feel like a hero. In addition to basic missions, there are daily instanced missions, public missions tied to specific areas of the world (like a prison breakout that needs to be stopped) and PvP Arenas in the “Hero Games.” Of particular note is the “Zombie Apocalypse” PvP match where heroes fight waves of zombies until killed, and then return as zombie versions of themselves and join the other side, gaining points on each side for survival time and kills. Some of those matches are as good or better than any PvP experience I've had in an MMO.

Android, Samurai, Wizard, Beast, Soldier... If you can imagine it, you can probably make it.
The usual MMORPG features of Auction House, Bank and Crafting Systems are present, with the ability to store, sell or disassemble the different power enhancement objects dropped by villains based on need. Power sets are tied to origin, chosen at the beginning of the game based on your preference for Mystical (gods/spirits, spells and magic items,) Science (cybernetics, altered/mutated DNA and radiation or chemicals,) or Arms (Training, weapons and gadgets.) None of these features is particularly revolutionary, and some of them seem included just to sastify the expectations of the genre, but they perform their role adequately. Guilds are present as well, predictably as Superhero Groups/Teams.

On the technical/mechanical side, characters are randomly assigned to an instanced version of the city, mission location or zone each time they change from area to area. This controls lag and server load without the need for multiple servers, and you can always tell which instance you are in if you need to meet up with friends to form a group. Game mechanics allow for increasing or decreasing combat difficulty and the corresponding rewards from defeated foes. This difficulty adjustment can be important, as there is a penalty for being defeated in combat, though it is not overly harsh. A hero respawns without need to run back to a corpse, but as a penalty, a “hero point” is lost, which reduces damage and healing done for each of the 5 points, represented by stars that can be lost though “death.” Hero points are regained by completing missions, defeating foes, or donating resources (currency) to charity.

My hero, The Arcane Eye, bringing his Sorcerous might to the Gangs of WestSide.

In terms of how much “game” there is for someone who chooses to spend nothing at all to play, it is a LOT. Aside from three purchasable adventure packs, all of the content is playable by free players, and the level cap can be reached without paying a dime. Most of the features that can optionally be purchased with Atari credits (bought with real money) are things like additional character slots (you get two free,) more inventory space, costume change slots and specific costume pieces. The features that are locked away to free players are tempting, but there is a full game there without any of them. I really prefer and respect the riskier choice to provide most of the game for free, and hope that the players like it enough to support the company with a few piecemeal features here and there.

The world of Champions has a nicely diverse cast of foes from gang members and thugs to supervillains, many NPCs and missions paying respect to pop culture references. I've encountered missions paying homage to A Clockwork Orange, Big Trouble in Little China and even Anchorman. The NPC cast of other heroes as allies to your character is handled in such a way that even though they are famous and powerful, your character isn't overshadowed, as you hear citizens talking about you and your exploits. The single greatest feature in making you feel like your character's personal story is part of the world is the Nemesis system. At level 25, you can create your character's own personal Arch-enemy. You design your villain's look, theme and even the appearance of their henchmen, and start getting missions to oppose your own archenemy. In true comic-book style, your personal foe may take advantage of moments of weakness, sending agents to attack while you are busy fighting other villains on a mission. I've never seen anything quite like this, and am looking forward to fighting an archenemy of my own design, the Joker to my Batman.

The villain creation system is unique, and more in-depth than the character creation system in any other MMO.

By nearly every test I can come up with for “Is this good?” Champions Online passes with flying colors (no pun intended.) If I was forced to find a complaint, despite the PvP options presented being good, there aren't many of them, the community in general, as it is with many free games is often hostile and juvenile, but there is no forced interaction with them if you don't want to wade through the trolls, scammers and elitists to find other decent strangers to game with. I also haven't tried grouping much yet, but have heard that traditional tank/heal/dps strategy works, but not as well as say, in WoW. With the exception of single-target boss encounters, tank type characters can't expect to hold aggro on everything the way you can in fantasy MMOs and most of the best healing powers are only available at higher levels except to the dedicated support archetypes. Overall, these complaints are exceedingly minor as compared to all the good things found in this game. Definitely worth your time if you like superheroes or MMORPGs, and you can't beat the price.  
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Thursday, June 16, 2011

Free Games Profile - 5 Games I've Been Playing That Cost My Favorite Price.

Not so long ago, I posted on my Tumblr a list I'd seen somewhere else about awesome free games. I like awesome, and free is right in my price range at the moment, so I've checked out a few of these in the last week or so, to answer the question: Do you get what you pay for, or are there good free games out there? One of the games is a pretty complete alpha of an inexpensive project, one is a free-to-play, also known as “freemium”, where you get a feature set for free, but there are additional options/content available for purchase. Yet another takes the structure found in Mafia Wars-type games and turns it on its ear to produce something very interesting. The last two are complete, finished and free, no strings attached.

The first game I want to talk about is also the oldest. Cave Story, originally called Doukutsu Monogatari, was developed by one man over five years, a labor of love. The PC release is an old-school platform adventure that is most similar to Metroid, with weapons that level up when golden triangles are collected. The story follows a robotic (or maybe cyborg) soldier who wakes up in a cave with no memory and stumbles into a village of friendly creatures who are under assault by a mad scientist and his hench-things. The action is familiar in an old-school way, very difficult in spots and the story progresses in unexpectedly interesting directions. The version of the game translated from Japanese to English became so popular that a remake of the title with enhanced graphics was made for the Wii, and a 3D version is coming to the 3DS. This one is a lot of fun, and there are several endings and bonus levels to discover.

The surprised looking Lunchbox is named Balrog. I just wanted to type that.

In the same vein of free platforming action game is Spelunky, with retro graphics and random level generation, Spelunky is fun, but it makes no claim to be fair. The cave explorer is reminiscent of Indiana Jones, complete with hat and whip, and in the opening levels there is a golden idol which can be collected that triggers a rolling boulder trap when touched. You start with a limited supply of basic tools, 4 ropes which allow climbing up into areas that you can't jump to, and 4 bombs which allow blasting through floors and walls. Other items can randomly be found through the levels as you collect treasures, fight monsters and attempt to evade deadly traps. There's a lot to discover in this game as well, secret areas, occasional NPCs to interact with, and in a nod to Temple of Doom, even sacrificial altars to Kali.

Snakes... why did it have to be snakes...

The free Alpha release of Desktop Dungeons reminds me of a cross between Realm of the Mad God and classic roguelike dungeons, only on a smaller scale. Every dungeon is a single screen large, you start out with the possibility of four races and four basic classes to choose from with special abilities, and if you can level up enough to defeat the boss monster in the dungeon, more features unlock with every win. The game is random, very difficult, even less fair than Spelunky in some cases (sometimes it really isn't possible to do much of anything as every monster you can reach kills you in one hit.) However, individual tries at the randomly created dungeons don't take very long, so a lot of dying and restarting makes this one addictive. Also of note, this game has altars to various deities who your character can choose to worship. The gods give piety for completing certain actions, and penalize piety for others. For example, a warrior god might grant piety for every monster killed, but penalize for casting spells. After several days spending more time than I'd like to admit on this one, I've beaten the dungeon only three times, once each with a warrior, thief and cleric.

This game has no business being this addictive. I may drop the $10 for the finished game.

Another free game that I've actually been playing for a while now but only recently got back into is the fantastic Echo Bazaar. On its surface, Echo Bazaar looks like a Facebook game. You get a number of turns that refill slowly with time, you train skills by repeating actions over and over until a higher level of skill unlocks a new action to grind and train on. There are several things that separate Echo Bazaar from the pack of games released by Zynga for Facebook however. First, though you need to connect through Facebook or Twitter, Echo Bazaar is separate from the social networks aside from the ability to tweet short ads for the game for bonus actions once daily, and the ability to interact with friends and followers who also play. The setting is a Victorian London that fell deep beneath the Earth, claimed by the dark Masters of the Bazaar. Hell is literally so close they have an embassy, and demons and strange creatures walk alongside grubby urchins and gentlemen and ladies in a twisted and vaguely Lovecraftian setting dripping with mystery. Echo Bazaar also tracks decisions made in the course of telling your story, and makes those choices relevant enough that each player's experience is unique. My personal character is a debauched rake and hedonist, using a silver tongue and his wits to seduce, gamble and write poetry in society while searching for the Ultimate Game, a poker game with the Heart's Desire as the prize, and the Immortal Soul as the stake.

A game with secrets and souls as currency, be a thief, thug, scholar or some combination of all these.

The last of the free games I've been messing with recently is one of a category of games recently made available on Steam. I'm a big fan of free-to-play MMORPGs and multiplayer action games that make their money from a dedicated fanbase willing to part with a little cash in order to get something extra. I like the model a lot, in some ways this is the basis for Echo Bazaar. How much I like the structure, however, depends on how much content is behind a paywall. If the game has only a small amount of free content and makes me cough up cash for the full game, it isn't “Free to Play,” its a demo, and I feel cheated. A good way to get around this is to make most of the purchasable content earnable in-game over a long period of time. A few well-known games deserving of their own articles do this, including Dungeons and Dragons Online and League of Legends. Steam just put up access to Champions Online, Alliance of Valiant Arms, Forsaken World, Global Agenda: Free Agent and Spiral Knights.

I've been burned by F2P games before, this one seems worth the time investment.

I started on my “play to evaluate” on Spiral Knights, as I want to give each of these a fair shake on their own merits before judging them. Trying to play them all at once would ensure at least one game doesn't really get played nearly long enough to get a proper review. I started with Spiral Knights for two reasons, one, it was the most different of the five titles in presentation from other games I've been playing recently. The second reason lies with the developers. Three Rings is an independent studio that practically introduced me to the Free-to-play concept with their game Puzzle Pirates, that released in 2003. I wanted to see what these guys could do with a more ambitious project. Spiral Knights is best described as an Action-RPG like Legend of Zelda, but with a robotic, almost Lego, feel to the characters and multiplayer dungeons and towns. The game is very pretty, controls smoothly and is a lot of fun in party. The currency to enter a dungeon, resurrect when dead or craft items is “energy,” which can be refilled with time, real money, or tanks can be bought using in-game currency. Bonus! It passes my litmus test for “is this really free?” I looks forward to pushing into content and seeing where the content boundaries before it really makes sense to pay are.

I anticipate I'll revisit this topic many times as I do a LOT of gaming, and don't have a whole lot of budget for it, so finding my diversions without opening my wallet beyond WoW and Gamefly subscriptions takes up the time not spent writing, reading, looking for work or doing tabletop RPGs. I'll find the best and the worst that money doesn't have to buy, and come back and report on my findings.
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