Chris Glein Game Design and Life

Zombie Board Game

I’ve been doing quite a bit of ranting about a potential zombie video game over the last couple months. And after all of that, I randomly came across a zombie board game at a store downtown. I had no idea such a niche existed. There are people out there that are so dedicated to their zombie apocalypse scenarios that they actually carry them out in real space with miniatures and everything. In other words, my kind of people.

Not only did I stumble across a zombie board game, I came across a whole genre. There were no fewer than three games to choose from, so I ran home to go do some research.

Zombies!!! (photo)
In this game the goal is to be the first survivor to make it to the helipad and escape. The twist is that the terrain is completely random. You actually build up the town as you go, with a new piece of it being added every turn. As the oldest of these three zombie games, Zombies!!! has six expansions to it, providing a large set of possible environments spanning everything from a mall to a military base. The most common criticism I’ve read is that the game often runs too long.

ZombieTown (photo)
A newer game by the same creators as Zombies!!!, ZombieTown exchanges the dynamic board for more varied objectives. The goal of this game is to survive for 10 days while barricading properties, finding survivors, amassing weapons, and killing zombies. The catch with this game is that it really requires four people in order to hit critical mass, and without a steady gaming group I can’t really guarantee that. Plus a good deal of the tension in the game comes from the players turning on each other in the fight for territory, and I’m not sure if everyone would be into that. But certainly this one looks to fulfill a lot of the survival objectives that I’ve been talking about.

Last Night On Earth (photo)
Instead of pitting the players against each other as fellow survivors, Last Night On Earth divides players up into a zombie team and a hero team. The board is a fixed shape but is made up of random modular pieces. The scenarios range from killing a specific number of zombies, to escaping in the truck, to smoking out the cult leader. One of the key draws for me is that it is designed to work well with only two players.

In doing my research there were a couple of other names that popped up that I hadn’t seen in the store:

I went back downtown and snatched up Last Night On Earth, because it seemed to be the most favorably reviewed and was recommended for two players. I’ve had the opportunity to play a couple games by now, and it definitely scratches some of that zombie gaming itch. Expect a proper review sometime soon.

Lord of the Rings Online

Played on PC

When is the appropriate time to evaluate an MMO? I usually post a review of a game after I finish it, but MMOs are designed to have no end to them. I could give a first impression, but many of the finer gameplay elements are not immediately available or apparent. In fact, MMO systems are generally so large and complex that I might not understand the “bigger picture” until the time I’ve invested is approaching triple-digit hours. So it is that I’ve gone so long without saying much about Lord of the Rings Online.

I’ve mentioned before my transition from World of Warcraft (WoW) to Lord of the Rings Online (LotRO). There’s no mistaking the influence the former has had on the latter. Out of the box the familiarity definitely worked in LotRO’s favor; I was immediately about to jump in and concentrate on the content. As time went on I think the similarities accelerated my fatigue, as it was very clear that although I had not “been there” I had indeed “done that.” All of this invites comparison, and there’s no doubt in my mind that WoW is a superior game. But when you’ve exhausted all of WoW’s content, and you haven’t written off the genre as a whole, you can do worse than to slum it out to LotRO.

I’m going to say some not-so-nice things about LotRO, so I really have to preface it all by reminding you (and myself) that I like LotRO. It has some really excellent moments in it. I’ll never forget the time I wandered into the Barrow Downs and encountered my first shrieking screen-shaking undead. Or when I got thoroughly lost in the Old Forest. Or when I turned the bend and saw Weathertop, and refused to do anything else until I had climbed to the top of it. Or when I snuck my way into the valley of Rivendell, far earlier than I really should have. These moments where the game connects you to the fiction are amazing. Unfortunately they’re few and few between.

As powerful as the Lord of the Rings license can be, it is also the source of many of this game’s flaws. You see, the books are primarily about travelling, and as such the world of LotRO is huge. The developers have done an excellent job of honoring the scope of the fiction, such that if you were to walk the footsteps of Bilbo or the Fellowship, it would be an appropriately epic journey. Unfortunately, you can’t really do that. For one, like WoW this world is broken up into level banded regions. Four Hobbits could not make it from the Shire to Rivendell in this world without having their asses handed to them by any number of bears, spiders, and orcs on the way. Instead they would have to stop every mile or so to grind until they were ready for the next leg. I’m beginning to see why Bilbo had to travel with thirteen dwarves and a wizard.

But I can forgive all of that and write it off as a gameplay necessity. I mean, that’s how WoW does it and it works. WoW’s locations are extremely varied, each with their own palette, landmarks, and local fauna. The world of Middle-Earth is certainly full of amazing locations, but unfortunately as LotRO exists today you’re only getting a very small percentage of them. The currently available land mass covers from the Shire to the Misty Mountains. Comparing to the fiction, this basically only allows access to locations where events started to get interesting. There’s no Lonely Mountain, no Moria, no Isengard, and certainly no Mordor. Spending hours of your time grinding through a field that the Fellowship breezed through doesn’t exactly leave a heroic taste in your mouth.

I hit my first real slump somewhere shy of level 25. I had reached Weathertop but wasn’t really high enough level to push much further beyond. I stopped playing for some time until the game got patched to increase the viability of my class (minstrel). Reinvigorated, I powered through the next ten levels relatively quickly. I hit the landmark level 35 and spent all my hard earned cash on a mount. Getting my mount had granted an amazing feeling of freedom in WoW, but now that I had mine in LotRO I quickly realized that I didn’t actually have anywhere to ride to.

I sit now at level 37, not too far from the level cap of 50. And I’m having a hard time mustering up the willpower to get through those next 13 levels because I know that I’ve already hit all the landmarks that are most important to me. I want to see the Misty Mountains, sure, but that’s about it. It’d be different if I weren’t so invested in the fiction. I’d probably be more excited about visiting some random ruin if I couldn’t think of a dozen more intriguing places I’d rather go to. Spending this much time tooling around in Eriador just feels wrong. Long travel times are okay for a one-way trip, but when you’re doing all the back and forth grunt work of your typical MMORPG, travelling around becomes a chore. And this is where I think the license is working against the game: In trying to own up to the epic size of the world the developers have created an epic amount of work for themselves. If it’s taken this long to get us to the Misty Mountains, how long will it be until we’re at the steps of Mount Doom?

I’ll see my character through to 50, but it’s mostly for the potential of what’s to come. The developers of LotRO have done an amazing job with the material they’ve presented so far. The environments are truly gorgeous. I genuinely look forward to seeing how they interpret the rest of Middle Earth, but I hope they establish better pacing so that I can see it in this lifetime.

Halo 3

Played on Xbox360

It feels silly to do a review of Halo 3. Given the ridiculous sales, chances are you either already own it or have decided you’re not interested. But it feels equally silly to not comment on the “largest entertainment launch of all time.”

Fundamentally, Halo 3 is more of the same. But that’s not a bad thing. You’ve got to remember that the first Halo established the viability of the shooter genre on consoles. We have it to thank for a successful gamepad control scheme, melee attacks, an evolution beyond health kits, more strategic gameplay due to a limited weapon load out, offhand grenades, engaging vehicles, a cooperative campaign, and revolutionary enemy AI. This game alone was enough to get me back into console gaming for the first time since the SNES. The all-nighter where I first completed the campaign (co-op, of course) stands as one of my most memorable gaming moments ever.

The first Halo had excellent multiplayer (albeit with a crazy overpowered pistol), but it was limited to LAN parties. The second Halo set the bar for online multiplayer matchmaking so high that it’s yet to be rivaled. Seriously, playing any other game online is downright painful. They place the burden on you to find a server with good connection that’s not empty, not full, and has competitively skilled players. With Halo all you have to do is say “I want to play,” and the rest is taken care of.

The third entry doesn’t deliver any more grand revelations to the shooter genre, but it does clean up its remaining blemishes. The moment-to-moment tactical gameplay has always been so intense that we almost ignored the atrociously repetitive level design. Halo 3 rights this wrong at last with some truly varied environments, creating a singleplayer campaign that is well paced, rewarding, and thoroughly replay-able. I’ve milked it for every achievement point available and I still sometimes itch for another go through. The multiplayer is less dramatically improved, but with tighter balance, better voice options, and the ability to review films of your matches, I’m certainly not complaining. No, the jump to Halo 3 is not as large as those before it, but there’s no denying that this game is a solid package.

There are some that have called Halo overrated. I’m sorry, but they’re just haters. Get over yourself, overlook the Dew-fueled frat-boy underbelly, and acknowledge this series for the huge impact it has made. The Master Chief’s latest battle may not bring much new to the table, but it is a solid game and well worth your time.