Tag: acquire

  • What Did I Do To Deserve This, My Lord? (Acquire/Japan Studio, 2007)

    What Did I Do To Deserve This, My Lord? (Acquire/Japan Studio, 2007)

    Developed/Published by: Acquire / Nippon Ichi Software
    Released: December 6th, 2007 (Japanese release as 勇者のくせになまいきだ)
    Completed: 23rd April, 2014
    Completion: Completed Challenge mode.
    Trophies / Achievements: n/a

    What Did I Do To Deserve This, My Lord? is one of those games that represents the perils of creativity. It’s got one of those not-really-very-interesting-by-now high concepts—what if you were the dungeon master?—but it takes it in a totally different direction from the likes of Dungeon Keeper. Instead, whoever it was that had the initial idea looked at game dungeons and didn’t think of them as “designed” but “evolved.” So instead of designing the dungeon, you dig it out, and you hope that the creatures you reveal move around, spread nutrients and mate to create stronger creatures. A process that you (generally) have little to no control over.

    You can definitely see that the reference points are different from something like Dungeon Keeper—the “slimemosses” that are the first creatures you deal with are obviously inspired by the Slimes from Dragon Quest—and to some extent that has influenced the design, but in general the “dungeon as ecosystem” doesn’t have a precedent; when you play it, it really does feel like something totally different.  The peril, of course, is that as different as it is, it just doesn’t gel. 

    With What Did I Do To Deserve This, My Lord? the problem is that the ecosystem is totally unmanageable and often inscrutable. Slimemosses, no matter how carefully you attempt to create the right kind of paths, just never seem to want to spread nutrients the way you want them to. Look away from a section of a dungeon for a minute and the more powerful creatures may have eaten all the weaker ones, and are now dying of starvation. And when the heroes arrive? Maybe they don’t go down the route you want them to; maybe even if they do your dragons—so expensive and difficult to create—ignore them until it’s too late.

    It’s all utterly random—or at least, it’s random in that way that all your time spent playing is attempting to desperately mitigate the random factor, rather than feeling any sense of control. It’s the kind of design where I can’t really fathom how large the task would be to fix it; making creatures more predictable, maybe, or making sure they can’t remove nutrients from blocks that can make a more powerful creature. Even at that, what about when you get to that point where you’ve dug out too much of the dungeon? There are a lot of “give up and start again” points, no matter how close you think you are to “getting it.” It’s like a tower defense game, where you can’t guarantee that your towers are going to actually shoot at the enemy, or even stay where you placed them.

    There are a million things going on underneath the hood—I haven’t even really discussed how you have a dig limit, monster upgrading, all the other weird interactions—and What Did I Do To Deserve This, My Lord? feels like a jam game they just kept building on top of without making sure each aspect worked with every other. Seems like an ironic oversight in a game about attempting to perfectly balance an ecosystem.

    Will I ever play it again? I didn’t actually finish the main game mode! It’s an eight level single dungeon challenge, but as explained above, the game is just too random to make it worth trying to finish. So I won’t be playing it again, no.

    Final Thought: So, the bit I did finish was the challenge mode, which is the bit where you’re like “ah, the developers obviously have a very clear understanding of the game’s systems” because it asks you to do some incredibly difficult edge-case challenges (like breeding slimemosses from a dungeon with no nutrients, etc.) You’d think this would teach you how to play the game really well, but actually even if you know how to do these things it’s meaningless in a live-fire exercise. Alas.

  • Patchwork Heroes (Acquire/Japan Studio, 2010)

    Patchwork Heroes (Acquire/Japan Studio, 2010)

    Developed/Published by: Acquire, Japan Studio / Sony Computer Entertainment
    Released: March 18th, 2010
    Completed: 29th March, 2014
    Completion: Finished the main campaign without letting a single person die/go unsaved. Hurrah!
    Trophies / Achievements: n/a

    Oh, hello! Patchwork Heroes is a game I actually wrote about already—for exp. issue infinity—and so I don’t think I should write about it again. And, yeah, I wrote about it without having finished it. Deal with it. I kind of forgot about the game for a while but returned to it last weekend and polished it off. I’m not going to discuss it any more than that—look, if you wanted to hear what I had to say, you should have bought a copy of the zine three years ago, ok—well, other than to say you should buy it, you can download it for the PS Vita and it’s lovely. Just buy it.

    Will I ever play it again? A tougher question than usual. I can see myself playing it again, yeah, but I’d (as usual) rather see a sequel.

    Final Thought: It’s funny how if you really like a game, failing a lot and having to replay it just isn’t a problem, eh? Towards the end of Patchwork Heroes there’s actually a few unfair twists (hell, it’s a Japanese video game, that’s the way they make things harder) but I always had this sense I could deal with it, that I could do better. So I would spend hours not really getting further but still enjoying it. And yet in so many games when I hit a high challenge it’s such an unpleasant stumbling block. Was I ever really enjoying them at all?