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- Jan 28, 2011
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Tags: Das Geisterschiff; Graverobber Foundation
If you're like me, you may have once thought that zwanzig_zwoelf was just some dude who spent all his time shitposting in our Shoutbox. It turns out he'd spent the last few years teaching himself Unity and working on his first game - Das Geisterschiff, a cyberpunk-themed wireframe dungeon crawler which he finally released back in September (and on Steam in November). Since then, zwanzig has periodicallywhined politely requested that we review it. It took a while, but in the end Darth Roxor himself stepped up to perform the task. His conclusion? Das Geistershiff is a decent first attempt which is more cleverly designed than it may first appear to be, though it's too short and simple to be considered great. Here's an excerpt:
Read the full article: RPG Codex Review: Das Geisterschiff
If you're like me, you may have once thought that zwanzig_zwoelf was just some dude who spent all his time shitposting in our Shoutbox. It turns out he'd spent the last few years teaching himself Unity and working on his first game - Das Geisterschiff, a cyberpunk-themed wireframe dungeon crawler which he finally released back in September (and on Steam in November). Since then, zwanzig has periodically
To dismiss the most obvious bit first, despite calling itself a dungeon crawler, and certainly being one, Das Geisterschiff is not an RPG. There’s no character creation or inventory, statistics are limited to the bare minimum like accuracy, evasion and health, you have four different guns, and that’s basically it.
Then what’s left? A weird mash-up of features that ends up fairly compelling in practice. You are the pilot of a combat suit sent on covert ops that involve prowling through maze-like levels with step-based movement and blasting various undesirables in turn-based combat.
The combat works on an I-go-you-go basis, and though the narrow list of basic building blocks highlighted above could make it seem very simple, there’s more to it than meets the eye. Das Geisterschiff compensates the simplicity with many minor mechanics and quirks that give the gameplay more involvement than just shooting and ending turn.
For starters, all your guns are very distinct and fit for different purposes. The submachine gun is effective at short range and boosts your evasion, the assault rifle is better for longer engagements but makes you move like a slug, the laser rifle is more of a tool for busting through locked doors or mines since it’s too easily dodged by enemies, while the bazooka is a weapon of last resort with great damage but low ammo and splash damage that can also harm you if not handled with care. Choosing the right gun for the job is important, as enemies are varied in movement speed (some can move two steps in combat), behaviour and stats.
Another important thing to consider are your surroundings. Often it’s better to run away from an enemy than waste ammo and health, but for that you need a winding path where you could safely lose the heat. You can also gain advantage from high ground by standing on top of ramps or try to lead baddies into the vicinity of mines and blast them for splash damage, although truth be told you’re more likely to step into them yourself.
Since movement is paired with shooting, and you don’t have to choose one or the other, this gives you some more options as well. You can backpedal and shoot incoming melee enemies or hide behind a corner, then charge and fire off a burst from your smg as they get close. Or you can go for a straight-up crash course and ram the gits, though this makes both you and the target take damage – calculated by comparing the weights of both combatants – which will also let you shoot after the ramming is done. But you have to be careful, because dodging a ramming attack gives the combatant a free action – whether it’s moving back, counter-ramming or shooting, it’s never pretty for those on the receiving end.
You could still argue that all of this sounds basic, and I agree, but the thing is – it works. Thanks to all this, Das Geisterschiff rarely falls into a routine of predictable/throwaway encounters, because something can always go wrong, not to mention that they work well at burning through your resources. These would be health, which can be replenished if you find extra armour plating in a level, and ammunition, which can’t be refilled at all, and which makes running from unnecessary encounters all the more important.
However, there’s one big bummer that strips the combat of many of its merits, and that’s the enemy AI. I can understand simple bots being dumb, but the game also involves fights with enemy commandos who are just as likely to fall for the cheapest of tricks and who sometimes act in odd ways. For example, if you go into a minefield and combat starts, you’d expect your foe to wait for you to come through the hazard, but no, they’re in fact very happy to clear the way for you, often leaving themselves vulnerable once they need to reload after shooting the mines. Further, and this is a much bigger problem, running away from enemies is often as easy as moving around a column in circles until they lose interest and leave.
Finally, I think a major oversight that doesn’t let the combat really shine, and which lends itself to some of the AI exploits, is that you always face single enemies. If they came at least in pairs sometimes, you’d have to think much harder about tackling them efficiently, be careful about getting cornered, etc. Bonus points if you could also turn them against each other with friendly fire or just pre-scripted animosity.
Then what’s left? A weird mash-up of features that ends up fairly compelling in practice. You are the pilot of a combat suit sent on covert ops that involve prowling through maze-like levels with step-based movement and blasting various undesirables in turn-based combat.
The combat works on an I-go-you-go basis, and though the narrow list of basic building blocks highlighted above could make it seem very simple, there’s more to it than meets the eye. Das Geisterschiff compensates the simplicity with many minor mechanics and quirks that give the gameplay more involvement than just shooting and ending turn.
For starters, all your guns are very distinct and fit for different purposes. The submachine gun is effective at short range and boosts your evasion, the assault rifle is better for longer engagements but makes you move like a slug, the laser rifle is more of a tool for busting through locked doors or mines since it’s too easily dodged by enemies, while the bazooka is a weapon of last resort with great damage but low ammo and splash damage that can also harm you if not handled with care. Choosing the right gun for the job is important, as enemies are varied in movement speed (some can move two steps in combat), behaviour and stats.
Another important thing to consider are your surroundings. Often it’s better to run away from an enemy than waste ammo and health, but for that you need a winding path where you could safely lose the heat. You can also gain advantage from high ground by standing on top of ramps or try to lead baddies into the vicinity of mines and blast them for splash damage, although truth be told you’re more likely to step into them yourself.
Since movement is paired with shooting, and you don’t have to choose one or the other, this gives you some more options as well. You can backpedal and shoot incoming melee enemies or hide behind a corner, then charge and fire off a burst from your smg as they get close. Or you can go for a straight-up crash course and ram the gits, though this makes both you and the target take damage – calculated by comparing the weights of both combatants – which will also let you shoot after the ramming is done. But you have to be careful, because dodging a ramming attack gives the combatant a free action – whether it’s moving back, counter-ramming or shooting, it’s never pretty for those on the receiving end.
You could still argue that all of this sounds basic, and I agree, but the thing is – it works. Thanks to all this, Das Geisterschiff rarely falls into a routine of predictable/throwaway encounters, because something can always go wrong, not to mention that they work well at burning through your resources. These would be health, which can be replenished if you find extra armour plating in a level, and ammunition, which can’t be refilled at all, and which makes running from unnecessary encounters all the more important.
However, there’s one big bummer that strips the combat of many of its merits, and that’s the enemy AI. I can understand simple bots being dumb, but the game also involves fights with enemy commandos who are just as likely to fall for the cheapest of tricks and who sometimes act in odd ways. For example, if you go into a minefield and combat starts, you’d expect your foe to wait for you to come through the hazard, but no, they’re in fact very happy to clear the way for you, often leaving themselves vulnerable once they need to reload after shooting the mines. Further, and this is a much bigger problem, running away from enemies is often as easy as moving around a column in circles until they lose interest and leave.
Finally, I think a major oversight that doesn’t let the combat really shine, and which lends itself to some of the AI exploits, is that you always face single enemies. If they came at least in pairs sometimes, you’d have to think much harder about tackling them efficiently, be careful about getting cornered, etc. Bonus points if you could also turn them against each other with friendly fire or just pre-scripted animosity.
Read the full article: RPG Codex Review: Das Geisterschiff