May 9, 2008

Review


Ecstatic Sunshine
Way
"Herrons"

Their last album Freckle Wars was often criticized for becoming monotonous as it went on, but nevertheless I think it was still something new and fantastic. This new EP takes a different approach to album structure, sporting 30 minutes of music over 3 tracks instead of 12. I think the problem here is that I’d much rather skip over a track than however many minutes of annoyingly repetitive music because I end up feeling like I’m missing something. Fortunately, the repetitiveness pays off by melding flawlessly into new movements within the songs, where you begin to hear certain elements reintroduced in different ways. I like to see albums that play out like a learning experience—teaching you one concept before moving onto the next—incorporating what you’ve learned into what you need to figure out, and though it probably isn’t too intended and more of a side effect of drone-like music, Ecstatic Sunshine work on a similar premise with Way.

May 8, 2008

MART590e - Sins of a Solar Empire



Let's just go ahead and start this by saying that it should have won an award simply for its interface. Sins of a Solar Empire, developed by Ironclad Studios, bears a striking resemblance to its developers' Homeworld roots. It certainly looks and feels like Homeworld at a glance; however, it is not Homeworld. Sins of a Solar Empire is essentially a real-time 4X game.

Sins plays out in a full galaxy (or multiple galxies), drawing closer comparisons to games like Master of Orion. There are 3 races, each pegged with their own theme, boiling down to either diplomacy/colonization (Advent), economy/military (TEC), or technology/travel (Vasari). Unfortunately, there's no single-player campaign, but the game does support single-player skirmishes. The real focus is Ironclad's free online service where up to 8 players can go at it. There are probably more than 50 different game-types, some with objectives, others with the age-old prospect of beat-the-other-guy-first.

There is an alliance system similar to Master of Orion, but given the game's simple economy, I think it falls a little short. Where Homeworld had us constantly mining asteroids, Sins has a system where you build a mine on a resource and it acts like another structure in your empire, becoming upgradeable with specific research. In the game, there is metal and crystal, and a fluctuating public market where players can put their resources up for a price. This works much better in multiplayer than single-player, but also factoring in are pirates.

Pirates have a stronghold in the center of each galaxy, and are deployed throughout as bounty-hunters. Players can place bounties on one another, and the pirates take the highest bid, setting out on their mission at certain intervals. Pirates announce when they begin taking bribes, and when the bidding ends. At this point, the person with the highest bounty quickly shouts, "Oh, fuck," and does everything they can to prepare for the oncoming wave of annoying bee-like (apologies for that link) pirate fleets.

Fleets are all combat-centric. You won't find any salvage corvettes or dockable motherships in Sins. Certain ships have non-combat abilities like colonization, but this is more of a formality, as the game puts it onto both the small scout ship and a powerful capital ship. I mean, it has to be in there somewhere, right?

One of the most interesting parts of the game is that each race gets a mega-weapon. Advent get a propaganda cannon, which when fired at a specific planet, adjusts its loyalty (plus or minus depending on if it's a friendly or hostile planet). Vasari have a portal which warps in ships from around the universe. TEC have the coolest mega-weapon, though. The Novalith Cannon. It fires a destructive beam across the entire fucking universe, capable of hitting absolutely any planet.

The game has a lot going for it, but its design is not terribly deep. In fact, you may find yourself at the end of the tech tree, wondering, "That's it?" The genius behind it is in how well everything opposes one another. The game isn't rock-paper-scissors, it isn't how fast someone can build something, and it isn't about how many asteroids you can snatch up from the get-go. There's a crafty way around any obstacle, and according checks and balances.

All in all: Pirates will fuck your shit up, big time.