Gamers’ Choice – Nov 2009

The Nov 2009 issue of Gamers’ Choice has been published, with the following reviews by GET students in it:

  1. Majesty 2 (Low Kuan Wei, GET Senior)
  2. Supreme Ruler (Yeo Zhi Xiang, GET Freshmen)
  3. Premier Manager 2010 (Kenny Hoe, GET Senior)
  4. Risen (Jonathan Tiang, GET Freshmen)
  5. Operation Flashpoint (Redha, GET Freshmen)
  6. Star Wars: Clone Wars (James Fang, GET Senior)

I have some copies of the magazine sent to us from New Era. Do get them from me (or ask your CP) if you’d like a copy.

GET @ Ireland – Carlow

Two GET Senior Year students, James Fang and Zhen Ming, and two IMI students have just arrived in Institute of Technology Carlow in Ireland for their internship program. Here’s a short write-up and pictures of their first few days there.

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I was sent for overseas attachment to university of carlow in Ireland, Kilkenny. The flight here was a gruesome 24 hours because of transit time, 13 hours from Singapore to Amsterdam and another 2 hours from Amsterdam to Dublin with a transit time difference of 7 hours but it was all worth it when we arrive and saw the scenery! The weather here was freezing for a singaporean, it was about 7 degrees when we arrive and the sun was still shining. The university of carlow was very kind to fetch us to our accommodation by calling a taxi for us.

When we arrive at our accommodation, we met our lovely host, Carolyn. All 4 of us are living with her and we were introduce to an intern of hers, Thomas. Sadly, thomas is leaving this sunday (Ireland time) back to germany to continue his studies. I was sharing the room with Thomas and exchanged a lot of cultural stories.

The visit to the university was very interesting, they have a very vibrant and active student community because of the small school campus which host around 800 student. We met with the non-eu international relation overall in charge, Donal and was sent to meet our supervisor during our stay over here, Dave. We were briefed on our project scope and had about 11 weeks to complete it using Unreal engine, Irrlicht and Lua. It is very interesting and required quite a bit of researching on our side but it would definitely be a good learning experience which I am already looking very forward to it.   

- James Fang (GET Senior Year)

CCN Day 2009

About 4 days ago, most of TP had its annual CCN day or Campus Care Network Day, where students set up booths to sell different kinds of stuff/entertainment to earn as much money as possible for the needy students. What my care group/class sold was drinks, which was quite simple, except for the fact that it was last-minute planning. Even so, it was quite ok, and I didn’t look at how much we earnt.

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C235 setting up shop

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Drinks anyone?

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Most of the time though, I walked around the campus to take photos.

CCN day had been great for me, (all thanks to the many chances I have to take as many photos as I want). I’m a bit grateful that the school didn’t make it compulsory for juniors and seniors to set up booths, since I know that they ware busy, as I know I’m gonna be next year, though I think I will come again to take more photos… :D

Zhi Xiang

Dragon Age Origins

2009 has been a good year for PC role-playing games (CRPGs). We’ve had Drakensang and Risen so far, and Divinity II: Ego Draconis is set to be released next month. In between the first two and the latter, BioWare’s Dragon Age Origins has just been released for the PC, Xbox 360 and PS3.

Dragon Age Origins is a new fantasy world created by the talented developers at BioWare who have already proven that as far as CRPGs are concerned, they’re at the top of the heap. The studio has chalked up big and critically acclaimed hits like Baldur’s Gate, Neverwinter Nights, Knights of the Old Republic, and the Mass Effect series.

As high fantasy-esque worlds go though, I don’t think there’s a lot of stuff in Dragon Age Origins that’s new though. There’s the fantasy realm that’s facing the looming threat from an evil horde led by an arch demon that takes the form of a dragon, and all the ‘good’ folk – which comprises elves, humans, magi and dwarves – must ban together under the terms of ancient treaties crafted by an expert and elite warrior caste, the Jedi, whoops, Grey Wardens. Intermixed in the lot and forming a good bulk of the major quests in the game are the player character’s efforts to unite the races together who don’t enjoy the best of relations among themselves.

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Truth to tell, you’ve seen it all before elsewhere. But BioWare has become especially proficient in employing the well-established game play norms for games of this genre. There’s plenty of character customization by way of looks, skill and attribute growth, and specialization. And there’s a reasonably large range of inventory items for those of us who’re pack rats, though the inventory system itself could use some work. And the story – conventional as it is – is told through long cut scenes that come off a great script, terrific voice-acting and animation.

There’s also a cast of very well-defined and interesting characters who’ll join up with you, and each person has a back story which at various points when recounted will require a reaction from you as their party leader. Depending on your reactions, their attitudes towards you will change, which can either open up new abilities and benefits, or if conversations go awry or your actions in some other story element upsets them, they could leave the party forever.

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What’s especially well-done too is that like Drakensang which I really enjoyed as well, story decisions in Dragon Age Origins aren’t always painted in broad and clear strokes. There’s the aforementioned effect on your party members for instance, and there’s also the fact that many decisions require you to make tough choices between what’s moral and what’s practical, or choosing to side with one key character and offending another important one.

These key defining decisions aren’t just for show either, as decisions you make will have far reaching implications that show up either immediately, or much later on. Of the many CRPGs I’ve played over the years, I can think of only The Witcher as another game which has been able to stretch story-based decisions to the same extreme.

Nicely too is that the first hour or two of a new game depends on the race and class you choose for yourself in new character generation, and while each beginning ties in smoothly with the main campaign, they’re still distinct enough within those couple of hours to warrant several repeated start-ups of new games just to see the different beginnings.

There’s a huge amount of content in the game of about 70 hours with the bulk of time to be spent in the main campaign. There are some side missions that you can also take that’s integrated nicely with the main story. They’re well-worth the time to complete, as in several instances they flesh out further the back stories of your party members, and in turn their attitudes towards you.

The game isn’t especially easy too. Even at the easiest difficulty setting, you’d be pausing combat encounters frequently to issue new and complex orders to your party members. There’s a detailed behavioral script that you can customize for each member too that’d alleviate some of the hand work. Either way, party wipes are very common, but saves and reloads are reasonably quick for at least the PC edition of the game.

Lastly, Dragon Age Origins is available for the PC, Xbox 360 and PS3 though I suggest you get the PC version for better party control, more view options and a more manageable interface. And it’s all to be had for less money than either of the two console versions.

Very highly recommended.:)

(Pictures from Gamespot)

C++ Programming Poem

Kathleen Kwan, a GET Freshmen Year student and also game reviewer for Gamers’ choice, has penned a poem about C++ programming. Here is it.:)

Let’s do C plus plus,
nope, nothing to do with surplus.
Hex include iostream,
hope you’re not burning some steam.
Using namespace std,
remember your semicolon after your d.
int main brackets,
yes, those () brackets.
Open your curly brackets,
now you can start your racket.
Once you are done,
remember to close your fun!

Ideas for games: Inspiration?

With the bulk of similar games appearing on shelves these days, its no wonder that sometimes, you’ll feel like when you’ve played one, you’ve played them all.

Its true that if its tried and proven, don’t change it, but this formula only guarantees games that just follow a template and stick in the details later. FPSs start to differ only by the addition of guns, bows, or lasers, depending on the premise of the game.

There have been a couple of interesting new concepts for games recently, but nothing as ground-breaking as the idea for a ‘people simulator’ (The Sims) yet. Lets explore some of these ideas:

Borderlands Screenshot

A recent interesting and relatively successful mash-up is ‘Borderlands’. A FPS with RPG elements, its combines fast-paced action with strategic (albeit simple) RPG elements. With a loot system similar to Diablo, generating randomly created loot with different stats each time, it appeals to those who like treasure hunting and provides the action-adrenaline rush only available in shoot-em ups.

The idea presented here is that not every game has to be of one particular genre. A combination of two different genres (with some careful thought) makes for a vastly interesting game with unique gameplay mechanics. In-fact, it doesn’t have to be genres. Any two gaming ideas can be ‘mashed’ together with interesting results. Of course, not all ideas will work so the necessary play-testing needs to be done. Anyone got any ideas for a FPS-Tower Defence game?

Another idea that I’d like to explore is the rules of a game. Most games tend to stick to realism as it is easily understood by gamers. For example, the rules of physics need not be explained to everyone as it is intiutively understood. However, its not a written in stone rule that games have to follow the rules of reality. There have been a couple of games that bend reality as a theme, such as the highly-rated Braid, in which time is used as tool. Another highly-rated game, Psychonauts,is a platformer that takes place in the minds of characters in the game, allowing for highly surreal environments.  dreamkiller xbox360

A more recent release, Dreamkiller also makes use of this idea to bring players into the minds of characters plagued with psychological problems, suffering from different kinds of fear. The levels are based off the fears of each patient and are themed as such. The protagonist is a psychologist who is able to enter her patients’ minds and shoot the psychological problems whom manifest themselves as different types of ‘monsters’. So you’d expect to see spiders in the mind of someone who’s suffering from arachnophobia.

Games like these have no limits on the designs of their levels. The levels can be made skewed as far from reality as they like and creativity can be utilised to its utmost when it comes to the design and look of the levels and eventually the overall feel of the game.

Games are a terrific outlet to express creativity, especially if you are given the creative freedom to design or mould the basis of a game. I’d like to encourage all GET students to think creatively and ‘think outside the box’. For more game ideas, or a discussion on gaming ideas, feel free to leave a comment here or speak to me in school. Im always open to discussions on gaming ideas. Lastly, keep those creative juices flowing!

GET Staff have moved to Block 1

If you were around in school on FRI yesterday, you might have noticed a lot of your teaching staff and workers moving boxes, furniture, metal cabinets etc. between levels 6 and 7 of Blocks 4 and 7. Basically, several departments have switched locations, and we’ve all finished moving proper as of FRI afternoon.

From this point onwards, if you’re looking for any and all GET staff, do come to Block 1 Level 7 (we used to be in Block 4 Level 6). If you ring for any of your GET lecturers at the old location, none of us will be there.

You may also want to refer to this phone directory too: our phone numbers have not changed.:)

Bye Seconday, Hi Tertiary

Hey O’ Level students, if I’m not wrong, you guys have FINISHED your O’ Levels, which means a long, long break (depending on which instituition you choose). This is technically the end of 1 chapter and the start of another (since you don’t need to go to your old school in school uniforms, well, with the exception of  collecting your results.

There are many things you can do during this break, like working (if you’re in need of moolah), studying (if you want to get a big head-start in your course of study) or you can just have fun (which you definitely deserve, since you slogged and worked hard to get good grades.) Use this time to think which course of study is more suited than you (not what your parents and friends think is good but YOU) Of course, you must have back-up plans, in case your grades turn out to be not that satisfactory.

Regardless of which course of study you go to, be it a JC or a poly, you have now prepared to go to the next stage of life. Tertiary life can be quite tough, with deadlines and projects, but it is also very rewarding, as you get to know friends who will most likely stick with you throughout your life on this planet.

Stay strong, stay good and most of all, stay true to yourself  :)

Zhi Xiang

Descent: Freespace

Descent: Freespace

Descent: Freespace

One of the earliest games that I ever remember playing is Descent: Freespace (the others being Swat 3, MechWarriors 4, and The Sims). A space combat flight simulator developed by Volition Inc. (the company responsible for Red Faction and Saints Row), it was a (to me) rather impressive game for its time (1998).

 

The graphics aren’t too bad, but the most spectacular aspect of their graphics were the explosions that were generated when ships were destroyed. There is a rather large variety of sound effects too, most of them for the various weapons that can be used in the game. Music however, is another matter. I can’t say that I really remember there being a lot of soundtracks for the game, and those that are present can actually be classified as a sort of background music.

That's gotta hurt...

That's gotta hurt...

Gameplay is rather interesting. Players are given command of one (or sometimes two) squadrons of fighters, who will be their wingmen. The AIs for these wingmen are rather competent, and can usually be trusted to carry out the orders given to them (as opposed to some games even today). Also, since enemies use the same AI as their wingmen do, working together with their wingmen takes on another meaning, because as likely as they are to swarm an enemy, the enemies are just as likely to swarm players.

Mamma mia...

Mamma mia...

One interesting aspect about the game was that it can utilise a “sub-system” targeting system. This allows players to target various parts of an enemy’s ship, like its engines or targeting system. This opens up quite a few interesting strategies for completing missions, as they can disable a major target’s maneuvering capabilities, and leave it for later while they deal with other threats to their mission. Another aspect of the game is its “rearming” option. Players enter combat with a finite amount of missiles and countermeasures (flares). When they have been depleted, players can call in a support ship which will rearm their ship, and repair (not rebuild)any damaged subsystems.

 

One other thing that I really liked about the game is its customisability. Over the course of the game, players unlock a variety of ships and weapons. Ships can range from fighters and interceptors to fighter-bombers and heavy bombers. Along with the ships, weapons are also unlocked, which include anti-ship warheads, nuclear warheads, shield disruption lasers, and subsystem destroying lasers. All these mean that players get to have various means of destroying their enemies, and sometimes, it just never gets old trying out the various combinations available.

 

Hey, you gonna die!

Hey, you gonna die!

Storyline and game progression, however, are rather mild. Sure, there’s a storyline, but there isn’t really much to it other than a few critical moments, like a capital ship being destroyed, the enemy’s flagship being sighted for the first time, major events like that. Most of the time, the storyline and missions usually involve players being sent out to investigate enemy presence, you know, patrol duty. Still, as much as a disappointment it was by way of plot, I found myself enjoying it pretty dang much (but then of course…when I did play it, I probably didn’t really understand the storyline bit, just liked blowing things up).

 

Volition Inc. released an expansion for the game shortly after, followed by a sequel aptly named Freespace 2. I think it’s a pity that that was the end of the line for the Freespace series. Would have really liked to see what Volition Inc. could do with today’s technology. Well, there’s always a chance, no matter how small, that the series will be revived, just like MechWarriors.

 

-Jonathan Tiang (all pictures are from Gamespot.com)

The power of fun.

A short clip. Enjoy.

For more, visit http://thefuntheory.com/