Steam Sales Review #74: Prince of Persia

Ten years ago Ubisoft bought the rights to the Prince of Persia franchise.  They hired on the original developer of the game and got to work on a master re-imaging of the series.  The result was overwhelming praise from everyone.  Everyone who played the game loved it and bragged about how great it was.

Despite this, the market reported something really different.  Despite being one of the greatest games ever made, it only saw 3.5M sales.  To compare Halo: Combat Evolved saw 6.5M sales.

When Halo 2 came out their sales doubled.  When Prince of Persia: Warrior Within saw almost half as many sales as the original game.

The Prince of Persia “Sands” franchise saw roughly 1,000,000 devoted fans which was enough to keep pushing out titles, but not enough to improve the series.

Eventually they decided that they would “refresh” the series again and in 2007 we saw a re-imagining with a brand new art style.

I have to say this new art style is absolutely breathtaking.

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So why did this game overwhelmingly do so poorly?

This review is a list of gaming defects that stop the game from being the greatest puzzler that ever lived.

#1 Difficulty

One of the major design elements of this game that has made massive waves in the industry is the idea that death was a mechanic designed to get children to throw quarters at an arcade machine.

So this game removed the sand dagger that would give you one chance to re-do what you just screwed up and gave you Elika, a Princess who had magical powers that would save you every single time you died.

This mechanic is excellent.  Ever played I Wanna be the Guy or I Wanna Be the Boshy?  These are really cheap looking indie titles that are hyper difficult but always set you to automatically re-appear every single time you die.

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By having no death it means you can scale up that difficulty to ridiculous ways.

But Prince of Persia (whose franchise is known for hard games) didn’t scale up the difficulty one bit.  The whole game you were being slow pitched and when you get to the difficult part of the game… it is very very short.

This was a huge lost opportunity here.

#2: Non-Linear Puzzle Game

Ask yourself this question, how many non-linear puzzle games are there out there.

If you’re left scratching your head the answer is, none.  There are none… at least not successful ones.

The reason why puzzle games are linear is because they are supposed to scale up in difficulty over time allowing you to sequentially make things more complicated and make the solutions that much harder to get to.

But when you have a game that isn’t linear it means you have to slow ball pitch all the content to the player.  It means there is no reasonable point for you to adjust that difficulty rating until you get to the end of the game.

There is a hipster gamer boogie man that cries how bad linear games are.  In truth, many game formats just fit as being linear.

What can be non-linear is puzzle design and puzzle solutions.  It is possible to have possibles that have multiple solutions.

HOWEVER, puzzles with multiple solutions tend to be easier and thus less fun for a puzzler.

#3: Lacking Puzzles

A puzzle game should have puzzles.

At first looks it would appear this is a jumping puzzle game.  Almost all puzzle platformers involve getting in somewhere or getting out of somewhere.  This game at its core should be a puzzle platformer in which you have to get somewhere.  But it’s not.  When you hit your magic button a path is revealed to you telling you exactly what path you have to use to get somewhere.

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The pathing indicator was REALLY cool and really well implemented… but it took away from the solving bit.  It meant that the actual puzzles which involved moving parts became the only puzzles.

And this game had three puzzles total.  It just needed to have more puzzles and more stuff for people o try and solve.

Just having three puzzles wouldn’t have been so bad… if it didn’t only take me 2 minutes to solve each one.

#4: Dat Story

The most notorious thing about this game on PC is the story.  If you play on console you get all this lovely DLC that makes the story better and expands it.

But if you played the game on PC, you are likely to just hate the story.

The game runs about 10 hours long.  The story goes like this, 30 minutes in you find a man with his donkey named Farah (a throwback because Farah was the name of the woman from the original reboot).  The man runs into the princess, saves her, and is enthralled in an adventure to stop an evil god.

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9 hours take place in which nothing is really happening except for random shots of what is happening and a few back story elements to some villains.

And then you get to the end of the game in which the awful ending explains away everything in seconds.

It was just really really bad.  On top of that… you are very likely going to be upset about the ending which was designed entirely to make DLC viable…. and there’s no DLC.

#5: No DLC

One of my biggest complaints about this game is… it’s actually a great game.

Yeah you didn’t see that one coming, did ya Internet

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No it’s a really spectacular game that has no bugs, is really smooth, and the parkor and art style is amazing.

But with that being said the fact that there is no DLC on PC is very bad.  The single DLC pack on console was really unpopular because of how difficult it was.

But had that DLC pack been tagged on to the game or given for free, the main game would have been far more worth playing.

But without the DLC available on PC, it’s not worth the time.  If the entire game can be solved in less time than it takes to solve an average puzzle in another game… there’s a serious problem.

It’s a real shame that so many great game mechanics are gone to waste and that there couldn’t be another 30-40 hours worth of DLC available.

But that just ends up being the case.

Steam Sales Review #69: The Settlers 7

When first presenting the idea for this franchise to his boss the leader designer of the game said.  “I want to make a game in which you do something and then other stuff happens after you do it.”  This pitch was so thought provoking that here we are today on the seventh version of The Settlers…. well I guess there is an eight one if you count The Settlers Online.

I can say with some certainty that before this point I had never played a single Settlers game.

With good reason.

No interest

Every time someone explained the concept of the game to me I just rolled my eyes and thought it was really dumb.

And I was happily correct.

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So here’s the game.  You mine a limited number of resources in each zone to build up an army.  You attack another zone and steal that zones resources continuing to build up your army in size and strength.

You build defenses at key points  to prevent the enemy from easily taking zones and forcing them to waste their resources in attacking you.

But Troublmaker… that’s a generic RTS game…

Except it’s not.  You can only attack in linear paths meaning that the ‘tactics’ of this game are very limited.

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The campaign for this game really wasn’t all that fun.  It just didn’t translate as an exciting plot into English… keeping in mind the developers are German.

The problem for me is… why do people like this game?

it doesn’t seem to offer anything that is deep or amazing… it’s just a very very basic simulator with a competitive power meter to it.  There are no subtle strategies and there really isn’t a giant community playing this game like other Bluebyte titles.

I just do not understand why oh why is it that this game is so well received.

I have a feeling it has something to do with the hipster effect.  It happens when a game is really old and had a niche crowd and all the reviewers don’t want to look like idiots for never playing these games, not enjoying, or not reviewing these games and so they tend to give them far more bloated scores than they deserve.

Listen to this quote from Multiplayer.IT as a final note explaining their score:

Settlers 7 does not innovate the formula it belongs to but offers a good quantity and quality of different contents. If you like the genre and can manage the dull DRM, It could be a nice experience.

This reviewer said it was an average game.  The score… an 80.  That’s what the top games get.

I suffered through the slow and boring campaign and proceeded to delete the game off of my computer after no multiplayer games were available.

Money poorly invested.

How to Earn Crowns in The Mighty Quest for Epic Loot

In The Mighty Quest for Epic Loot the way in which you gain in reputation is through the acquisition of crowns.  Crowns can be obtained in two ways.

The first is Offense.

Every time a castle is above your level and you beat it, you get crowns.  This is easier said than done.  Generally speaking after you become Level 18 it becomes easier to beat higher level castles because you will have more than Level 1 skills.

The second way is Defense.

Defense also protects from the loss of crowns.

In order to gain crowns while on the defense you need to defend against someone who is higher level than your castle.  Your castle will rise in levels with castle experience when you win and loss in level when you lose.  This means a castle that has been successful in gaining a lot of consecutive wins is likely to also have a lot of consecutive losses.

Anno 2070 – The Future of Research

In this guide you will find out how to complete all of the objectives of The Future of Research scenario/single mission from Anno 2070.

You will need:
A working copy of Anno 2070
A brain
8-20 hours of time

Attain 2500 Geniuses

Genius is the third and final Tier of S.A.A.T.

Geniuses require a large number of expensive resources and because of this can barely sustain themselves.  They very often become financially tight.  To this extent you should always maintain a Tycoon or Eco island developing it as your financial resources become tight.

Tycoons will need to reach Tier 4 (Tycoon Engineers) and Ecos will need to reach Tier 5 (Eco Executives).

In order to reach Tier 3 S.A.A.T you will need to meet the following requirements:

Tier 1 to Tier 2:
Fish
Functional Food (1 Aquafarm + 1 Functional Food Factory)
Energy Drinks (1 Coffee Plantation + 1 Sugar Beets Plantation + 1 Energy Drink Factory)

Tier 2 to Tier 3:
Immunity Drugs (2 Gen Farming Laboratory + 1 Coral Breeders + 2 Immunity Drugs Manufacturers)
Neuroimplants (2 Sponge Farms + 1 Electronic Recycler + 2 Cybernetic Factory)

Each of these will have to be balanced based off of existing populations.  This calculator can explain what exactly you will need for 2500:

http://odegroot.nl/anno2070/calculator.html

Basically you will need to settle all of the underwater islands and three mainland islands in order to accomplish this.  Pro tip use seeds to get cheat fertilities on the S.A.A.T. island and on your tycoon island.  Vegetable fertility seeds can be purchased for the Tycoon Island and Sugar Beet Seeds can be purchased for S.A.A.T. island.  Alternatively you can just settle a fourth island.

Science Forum

To gain your massive tech population you will need a science forum.  The science forum makes it so that every single tile on an island gains all of the Needs based benefits.  It’s one up on the Eco and Tycoon versions because they only encompass a retical.

Just like their counter parts they do not give you the Police Station, Hospital and Fire Station utilities.

The initial cost of building this is:
150,000 credits
75 Carbon
100 Steel
100 Glass
150 Tools
250 Building Supplies
-250 Power
-60 Eco Balance
-1000 Credits/Minute

Advancing to Phase 2 Costs:
300 Tools
160 Concrete
-350 Power
-100 Eco Balance
-1500 Credits/Minute

Advancing to Phase 3 Costs:
300 Tools
320 Wood
-500 Power
-140 Eco Balance
-2000 Credits/Minute

Completion Costs:
300 Tools
120 Carbon
-750 Power
-50 Eco Balance
-2500 Credits/Minute

So yes this is a very expensive building that will most certainly take a long time to build.

Since you can only choose one faction you will be required to purchase Wood and Glass or Concrete and Steel from factions.  Remember that if you set your warehouse at the Trade tab to Purchase these things they will very quickly fill up.

For Eco the power costs will be very challenging.  You may be required to get all the way to Eco Executives in order to get access to Solar Tower Generators.

Tycoon will have a far easier time with this as they can get three nuclear power plants running to cover all of these energy needs.  However they will have to put down several Deacidification Stations to keep pollution in check.

This process is expected to take roughly one hour.

Researching Assistant’s Trainng

To gain Assistant’s Research Training you first have to research the research.

To do this go to Basic Research Projects > Infrastructure > Public Buildings Research.

This can take in the upwards of 90 minutes so hopefully you have surrounded your academy to speed this process up.  It costs 15,000 credits and does not guarantee success in getting the research you want.

The component of Assistant’s Training include:
40 Carbon
60 Microchips
4 Emergency Equipment
2 Effluent Pump
1 Labor Regulations Documentation

Labor Regulations Documentation has to be built at the Academy.  It is under Public Buildings Research as well and requires:
20 Carbon
25 Microchips
2 Maintenance Units

Most of the components are built from Laboratories so yeah.. don’t delete your labs just because you have a Science Forum….

First Impressions: The Mighty Quest for Epic Loot

Ubisoft is pumping out the free to play titles like mad.  With three browser based games, a co-op RPG, a free to play shooter, they now add in this free to play dungeon siege game.

Maybe a rant about dungeon siege games.

I think one of the failures of dungeon siege developers is that they’re always trying to make and re-make classic dungeon sieging games like Stronghold and Lords of the Realm.  What you end up getting is crappy half done games like Citadels and Stronghold 3.

Instead these studios are afraid of innovating and giving us something new.

Leave it up to big corporate Ubisoft to be the innovators.

The Mighty Quest for Epic Loot is a twist on the dungeon builder genre.  Instead of building a castle you just get one.  You simply design the shape of it.  You deploy traps and minions to defend your keep from people.

This makes it closer to a Tower Defense type game, a perfect fit.

People will show up in your castle and have to get through your traps and minions.  The better designed the harder it is for them to beat your castle.

Here’s the kicker.

Let’s say they get through.

They get 10% of your total gold.

To be fair it’s done on a timetable and if they can’t get through in time they don’t get the money.

It means that you can design your castle simply around slowing people down, as opposed to beating them outright.

There’s a flip side to this of course.

It means you invade other people’s castles and steal their gold.

With the gold you can invest in new gear, items to use while sieging, level ups, traps,minions, and walls.  You level up, you level up your castle and you progress to get bigger and stronger.

The more gold you are earning the more you will need to spend to protect it.  Every time you die in their castle you give them 100 gold.

The revenue model of the game is purchasing premium coin in order to get bigger badder minions and traps to make your castle more secure.

But Ubisoft also announced they will be rolling this system back because it ruins the game.

The game has a weird app on Facebook.  It counts how many chickens have been slain and the numbers are ridiculous.  The top chicken killer of this week has 82,000 kills… that’s insane.

But it makes a lot of sense.

My daily morning routine is I wake up, turn on my computer, take the dogs out for a walk, feed the dogs, make breakfast for me and my girlfriend, walk the dogs again… and then I play games.

Well the morning I got this game I decided  I would play this game for a few minutes, just turn it on and I’d make breakfast shortly.

Well 30 minutes later I realized my girlfriend would be eating cold cereal.

Completing people’s dungeons takes about 3-20 minutes depending on how difficult they are made.  But you always feel like going going and going.  The idea that your castle can be raided by people really hurts over time.

They can take a maximum of 10% of your fortune per day… meaning that if you don’t play for ten days you will be broke.

Ouch.

The game is definitely fun and you’ll get tones of value out of it.  The downside is it uses Facebook-like hooks to keep you playing… which doesn’t entirely make sense without a mobile component.