Showing posts with label MegaTraveller 2. Show all posts
Showing posts with label MegaTraveller 2. Show all posts

Thursday, August 24, 2017

MegaTraveller 2: Summary and Rating

       
MegaTraveller 2: Quest for the Ancients
United States
Paragon (developer and publisher)
Released in 1991 for DOS, 1992 for Amiga, possibly Atari ST
Date Started:  29 July 2017
Date Ended: 16 August 2017
Total Hours: 42
Difficulty: Easy (2/5)
Final Rating: 41
Ranking at Time of Posting: 214/260 (82%)

Unfortunately the "evil path" I mentioned last time didn't amount to anything. Grazer gives you $50,000 for killing Trow Backett and then asks you to kill another Ancients expert going by the name "Cocoa" for another $50,000. I wasn't able to do the second part because I'd already spoken to Cocoa as part of the main quest, and the game had decided he was no longer a "green" NPC and thus wouldn't let me into his building. But I read online that you just get the money and that's the end of the thread. You still have to save Rhylanor if you want to "complete" the game.
      
It's a poor trade-off, since Backett buys things from you for well over $50,000.
      
It occurs to me, though, that this is one of the few games so far in the chronology that you could play 99% evil. You can make your fortune through piracy, taking the "evil" quest options (e.g., helping vile dictators suppress rebellions), and killing other NPCs for their stuff. You still have to save Rhylanor at the end, but you could argue that you're just doing that for the money.

I messed around a little more before wrapping up. It is possible to kill the Duke--he dies in just a couple of blows, in fact--but it has no effect on the game and he still shows up at the end to give his speech.
      
The Duke lies dead on the floor. But that doesn't mean we lose!
      
In the first entry, I noted that the predictions the slime would take "7 years" meant that you probably have 2,555 days to win. In fact, the slime finally hits Rhylanor Startown at 2,710 days. It swallows Rhylanor's other cities along the way. After about day 1,200, you can no longer travel to other cities.
     
The goo closes in on the planet's capital.
     
Once it covers Rhylanor Startown, you get a special "game over" screen.
     
I could technically still zap the planet with the terraforming device.
      
I know my last couple of entries have been fairly positive, so I feel that I have to clarify: MegaTraveller 2 is not a good RPG. It fails in every aspect of RPG mechanics, including character development, combat, and equipment. The story isn't even really that good. Its world-building is minimal. Although you encounter about a dozen races in the game, there's no real characterization attached to them. And yet this bad sequel to a bad game manages to offer something that no other RPG has offered in the chronology: a truly open world with nonlinear gameplay and dozens of side quests. I would really like to know who on the team insisted on that. He should have been working for a better company.

What's particularly disappointing about both games in the MegaTraveller series is the skill system. It's certainly an original approach to an RPG: Have most of the character development occur during the character creation stage. Instead of starting with a young Level 1 peasant who slowly becomes a hero, start with the hero, and role-play whatever selection of skills and experiences brought him to that stage in life. 

I suspect, however, that tabletop Traveller gives its characters many more occasions to use their skills. The computer RPG didn't even try. The manual for the game lists about 125 "skills that can be used to complete the game." A lot are weapons skills, but they also include "Bribery," "Disguise," "Admin," "Forgery," "Carousing," "History," and "Forensics." If these came into play anywhere in the game, it was so subtle that it might as well not have been included at all. 
     
Why couldn't I use "Admin" or "Bribery" or "Forgery" at a time like this?
     
The hintbook lists a more realistic 19 skills that are "used most frequently." Even this list seems too long. "Broker" and "Trader" are useful to get the best prices, but the economy is such that a character with no skill in these areas can still make plenty of money. The weapons skills are nice, of course, but success in combat seems to depend more on the quality of the equipment than the skill of the user. "Recruiting" is only useful if you accept your characters' deaths. "ATV" and "Grav Vehicle" are both on the list, and both can be used by anyone regardless of skill.

As far as I can tell, the only absolutely essential skill to get through the game was "Medic." "Interrogation" helped with the main plot, but its utility is duplicated with the truth serum. Maybe I would have made more of "Engineering" and "Turret Weapons" if I'd insisted on piracy early in the game.

In general, we have an RPG that both minimizes any skill development during the game (I've commented enough about how rare and erratic that is) and barely uses the skills that make up your characters' backstories. I can't believe no one realized how bad this was during the development of the game. With so many planets, so many side quests (the hint book lists at least triple the number that I explored), there were a thousand opportunities to employ each skill set, to use skills as alternatives to combat, to use skills as an alternative to having certain items in the inventory, but they missed every one. Did none of them play Wasteland?

I expect some extremes in the GIMLET. Let's see.

1. Game World. You can feel them really trying in this category, going so far as to commission the creator of the RPG to write the story. They designed all of these races and created 117 planets with double that number of cities, each with a unique profile in terms of technology, law, and government. It almost makes this effort relevant during gameplay but doesn't quite. The story itself is only "adequate." Frankly, I found the history of "Grandfather" and his offspring to be goofy, and the whole "Ancients" thing is getting old by now. "A" for effort; "B-" for execution. Score: 5.
       
The developers programmed new tiles indicating a "lusher" Rhylanor after you win.
      
2. Character Creation and Development. The creation engine is so good that it was designed to support tabletop RPG creation. There are so many potential careers, so many things that can happen during those careers, and so many skills, that the possibilities for the final character are essentially infinite. It's just too bad that, as above, the game does essentially nothing with the characters after that. Score: 3.

3. NPC Interaction. The actual mechanics of chasing down green dots wasn't fun, but NPCs are a vital part of the game. Just as in the Ultima series, you wouldn't be able to complete the quest without their clues. They impart lore, quests, and hints. There are no dialogue options, but there are a handful of role-playing choices. Score: 6.
      
NPCs are crucial to understanding the world and making your way through it.
      
4. Encounters and Foes. Your only enemy in the game is other people, and in combat they differ only by equipment. There are a variety of non-combat encounters that blend with the quest system, but these do not offer meaningful role-playing choices. Score: 2.

5. Magic and Combat. Horrible. Target and attack. That's it. No tactics, no strategies, no input, even, for 4/5 of your party. You get no feedback on the health or even names of your opponents, and the tiny interface keeps you too far from the action to really see what's happening.

I don't expect magic in a science fiction RPG, but I do expect something that substitutes for magic. Stims, chems, tasers, psionics, special futuristic technology devices that paralyze and stuff, active use of skills--any of these would have sufficed. Score: 1.
    
Space combat is so equally boring that it doesn't even qualify the game for an extra point.
      
6. Equipment. There are a lot of weapon types in the game, but even at the end, I don't know how to figure out which is likely to do the most damage, including the role that skill level plays in the formula. Laser rifles for everyone seemed to work fine. There are a couple of suits of armor, but most everything else is quest items. I'm annoyed that there wasn't a single place in the game to use my forensics kit or hand-held computer.

The one saving grace: MegaTraveller 2 is one of the few games of the era to offer detailed item descriptions. Click "Examine" on any item and you get a well-written paragraph or two. Score: 4.
       
This doesn't really tell you anything about the suit, but I like the text for the text alone.
     
7. Economy. The economy is really the driving force of the game--the only reason to engage in the many side quests. I admire its complexity: lots of ways to earn money, and lots of ways to spend it. It just needed better balance. Rewards should have been more commensurate with their effort, and costs more commensurate with their utility. By the game's midpoint, you have so much money that it would be silly to waste time making more. Score: 5.
     
Money is used almost entirely for travel in this universe.
      
8. Quests. A strength of the game. In addition to a couple of intertwined main quests, there are hundreds of side quests--more than a single player is likely to experience--and some of them even offer some basic role-playing choices. Score: 6.

9. Graphics, Sound, and Interface. I don't have any particular praise for the main interface graphics, but the cut scenes occasionally offer a nice image. The dits and boops and occasional explosions that make up the sound effects are fine, nothing special.

Worst was the interface. I've said it before and I'll say it again: if you have less than 26 commands, there is no excuse for not just mapping them each to a key. Sure, offer the mouse interface too, but not exclusively. Running after NPCs and trying to click on the "Converse" button and then "Hail" when I should have just been able to hit "H" was infuriating. Even the mouse interface had problems: with the menu selections often small and close together, it was too easy to click on the wrong one. Score: 3.
       
The description and graphics of the Ancients sites are particularly well done. It's too bad there isn't more to do in them.
       
10. Gameplay. The nonlinearity is of course a huge asset. I also have to give it points for replayability, given the numerous ways characters can make money to pursue the main quest, plus the sheer number of side quests. (Alas, it would be even more replayable if the skills mattered more.) On the negative side, it falls on the "too easy" side except for a few unnecessary combats. While 40 hours is a respectfully modest time, the game often feels unnecessarily large and empty, particularly when you're running through empty corridors and streets looking for one small item or NPC. Score: 6.

That gives us a final score of 41. That feels right. 35 is usually my threshold for whether I'd recommend the game at all, and above 50 I'd say definitely play it. Between those two scores is an area that says "the game has strengths you'll enjoy, but it sabotages those strengths with as many weaknesses." It also compares well to the first MegaTraveller, which I gave a 34.

I find my opinion echoed by Scorpia's November 1991 Computer Gaming World review, which bemoans the wasted skill system and "worthless" training halls, and the disappointingly purposeless Ancients sites. Like me, she liked the nonlinearity. However, she liked the combat system, considering it improved from MegaTraveller, with which I 100% disagree. The first game's combat system was hard to figure out, true, but it actually offered tactical considerations. And you had grenades. Scorpia also complained about "too many side threads that have nothing to do with the main plot," which of course is the whole point of side quests, but I forgive her because side quests weren't really a "thing" in RPGs in 1991. It probably took a few games to build up a taste for them. Overall, I can't disagree with her conclusions: "An improvement over the previous game, [but] it hasn't improved quite enough. Skills have to be more fully integrated into the game."

Of course, I had to find out whether Dragon praised the game with 5/5 stars or slammed it with 4/5 stars, but it doesn't appear that they reviewed it--which is odd given its tabletop lineage. I would have thought they'd prioritize this one. I was also curious if our old Amiga Computing friend, Stuart Campbell, had written a review. His assessment of the first game remains my all-time favorite hyperbolic review quote: "If you took the Pacific Ocean, stacked another Pacific Ocean on top of it, and then attached two more Pacific Oceans to either end, it wouldn't be quite as deep as MegaTraveller 1." Alas, despite his praise, he seems to have missed the sequel. In general, Amiga magazines rated it poorly. I'd like to make fun of them like I usually do and say their primary complaint was the graphics, but only a few mention graphics. Most of them just thought it was boring.

Although both this game and its predecessor were products of Paragon Software, the specific teams don't share many of the same names. In particular, Paragon co-founder F. J. Lennon, credited with the manual in MegaTraveller 1, moves up to "writer" and "co-designer" here. In my MegaTraveller 1 review, I remarked that the manual was the best thing about the game, and you can see the quality of Lennon's writing in both the documentation for MegaTraveller 2 and the solid in-game text. Lennon isn't credited on Twilight 2000 (coming up soon), and I suspect the game will suffer accordingly. We'll see his work again on Challenge of the Five Realms (1992).
      
     
Paragon wouldn't last another year. Although it released 13 titles between 1989 and 1991, most under either its GDW or Marvel licenses, none of them got good reviews. MicroProse bought the company in 1992 and either didn't acquire their GDW and Marvel contracts or didn't care to develop more games based on them. GDW, its attempts to translate its properties to the computer having been bungled thrice by Paragon, itself went out of business in 1996. Traveller, despite all its acclaim as a tabletop game, never saw another computer edition. Or hasn't seen one yet, perhaps I should say.

[Edit: Long after originally posting this entry, I found the ad below for both Twilight: 2001 and MegaTraveller 3: The Unknown Worlds. The games are promised by Microplay, a division of MicroProse, suggesting that MicroProse got the rights to the GDW licenses. But despite this full-page ad in the August 1992 Computer Gaming World, nothing was ever heard of these games again.]
               
Two games that never were.
            
Let's remember this one for its strengths. Paragon Software, a company whose previous RPG offerings gave it no reason to be ambitious, suddenly got ambitious in a way that no previous developer had. MegaTraveller 2 is such a minor title that it's hard to believe it influenced later open-world, multi-quest RPGs, but it sure did anticipate them. If only they'd taken a page from SSI or Origin or literally any other RPG developer on character development and combat, we might remember this one as one of the greats.

****

Further reading: MegaTraveller wasn't the first implementation of the Traveller rules; that was the copyright violator called Space (1978). You may also want to check out my coverage of MegaTraveller 1 (1990), plus Paragon's other GDW titles, including Space: 1889 (1990).

Saturday, August 19, 2017

MegaTraveller 2: Won!


The Duke of Rhylanor is a little excited.
      
Well, I said I'd do it in one more session, and I did. But man, did it take a long time. And I mostly just pursued the main quest after the last entry. I don't think I completed a single side quest.

As we discussed, side quests are only necessary for the money they offer. By the end of my last entry, my financial situation was already pretty good, and pretty soon into this session, any monetary woes disappeared forever.

First, I got sick of my scout ship's limited travel capacity (just one sector at a time), plus I was getting destroyed in every space combat--which can occur randomly every time you arrive at or leave a planet. I sold the ship for $1.5 million, which would have been enough to keep me going until the end on its own.
       
This happens a lot.
      
That amount was supplemented by the facts that a) apparently, I'd been taking photographs of every Ancients ruin I visited; and b) Trow Backett back on Rhylanor would buy them for $150,000 apiece. That was another $750,000 that I pocketed.
       
You really need to learn to lowball. I would have taken $5,000.
      
Then, not so long afterwards, I discovered that some of the Ancients artifacts I'd been collecting were capable of delaying (though not ending) the threat of the slime spreading across Rhylanor. Between a "stasis ray," a "disintegrator," and a "pocket disk," I reduced enough of the threat that the government on Rhylanor paid me $7 million! Apparently, I could have found something called a "force dome" that would have stalled the slime even further and netted me more money.
      
And the math actually works out.
      
When I sold my ship, I had intended to swear off my own space travel and just use commercial and charter travel. But now that I was nearing $10 million, I figured I'd buy a far trader and outfit it with the best weapons that I could. After all, it only took half my money, and it would let me experience a side of the game I'd been ignoring.

I haven't talked much about space travel. The game's 117 planets are dispersed across a map of about 320 hexagons, organized into four "subsectors." The dispersal is not even. Most planets are adjacent to other planets, but some are isolated with several empty hexes between them.

The "scout ship" that I started the game with is only capable of jumping from one hex to an adjacent hex. Upon arrival, I either need to land on the planet to refuel or hope the system has a gas giant, where I can refuel for free. Since the whole process of boarding the ship, assigning crew locations, taking off, jumping, landing, and buying fuel takes about a billion mouse clicks, trying to get anywhere in my scout ship was just frustrating. Fuel prices cost about as much as paying for commercial travel anyway. And if you accidentally jump to a system with no starport or gas giant, you have to pay a ton of money to have the ship towed back to a system with a port. It just wasn't worth it, so I sold the ship.
     
"Jumping" from one planet to another.
      
But a "far trader" has engines that allow jumping two hexes at a time. Every system in the game is reachable that way (though sometimes via a round-about route). I figured that might improve in speed upon commercial or charter travel. Plus, charter travel to some planets is so expensive ($300,000 or more, with my low negotiating skill), that I still had a vague worry about running out of money eventually.

I won my first combat with my new trader. There isn't much to do in combat. Your crew automatically assigns itself to various stations, including guns, based on their skills. You just hit "target" and "attack" and watch as the ships fire at each other. You can't move, even.
        
Watching the battle take place.
      
After battle, you have the option to loot the enemy ship. I got so much in one haul that I can see why some people prioritize piracy in this game.
       
Is it really "pirating" if the ship attacked me first?
       
But I only had the far trader for about an hour of game time. At one point, I visited the planet Ylaven because my notes said there would be an Ancients site there. I didn't find a site, but when I stopped at the system's gas giant to refuel, I did find an abandoned Ancients ship.
      
This was lucky.
      
In a series of text screens, the game described how my party boarded and used some fuel cores we'd discovered at another site to re-activate the ship. It became ours. The Ancients ship is capable of jumping four hexagons at a time and doesn't require fuel. It also has its own special weapons that can't be modified or supplemented. Traveling with this ship meant that I didn't even need to land between systems and thus became much faster than any other form of travel.

Despite my low skill in ship's guns, I never lost a fight with the Ancients ship. I don't even think I took any damage. With no more need for money at all, except paltry amounts to travel between cities on a single planet, the game largely became a race to the end of the plot at this point.
      
I'm not even sure I want t know what's happening with this ship.
      
As I wrote several entries ago, MegaTraveller 2 is basically one huge treasure hunt as you follow clues from one system to another. But being an open-world game, it's also non-linear and occasionally rewards random exploration. If you lose a quest thread somewhere, you may be able to pick it up by visiting a random planet. I made it a practice to explore at least the startown of each new planet I stopped at, and I took pains to route myself through unexplored systems when possible. 

The developers tried hard to make each planet seem unique. The map in the manual has codes for a bunch of systems, and these codes tell you the type of starport you can expect to find there, its size, its atmosphere, its hydrographics, its government type, its law level, its technology level, and its population. Computers that you can access in the naval and scout bases and the Traveler's Aid Society (I eventually bought a membership) tell you even more about the political and social situations there. I found that some of the computer entries even gave hints about quests or the likelihood that the system has Ancients ruins.
       
TAS computers offer back stories and hints about plot points.
       
I appreciate the effort, but it doesn't quite work. If money was harder to come by, you might study the computer entries for hours looking for planets with solid opportunities. You might use the data to plot trade routes. If combat was harder, you might be wary about visiting a high-law level planet with no naval or scout base, as you're almost certain to have your weapons confiscated. But from the outset of the game, there's almost no reason not to move freely from world to world, meaning that all this intelligence is mostly wasted. Plus, the uniformity of each city map ruins any sense of uniqueness.
       
A better game would have made more use of these variables.
      
You'll recall that there are two branches of the main quest: trying to stop the slime released from the Ancients site from taking over Rhylanor, and figuring out which megacorporation was behind the sabotage in the first place.

The Ancients part of the quest involved tracking down each member of the Ancients Collectors Society to get their wisdom and visiting each Ancients site to find artifacts and "coyns." The ACS members helped identify which planets had Ancients ruins, but random use of the "Locater" device on every planet helped identify a few more. Early in the game, I thought that I had to visit every site and collect every device, but I guess that's not the case. All of the artifacts but one are optional, I think--although the others are responsible for that $7 million. You only need 36 "coyns" to win the game, and there are more than that in the galaxy. I ended the game with 41.
      
We explored a huge set of caverns for 20 minutes to find this one coyn.
       
The Ancients sites are interesting. Each one has a slightly different look and feel, and as you explore each one, the game offers verbose cut scene text to describe them. Here's what I found on Gerome, for instance:
        
In the dark, murky cavern, you struggle to negotiate the craggy corridors. One of the passages seems to have a pale light source at its end. You venture down the tunnel, taking tiny steps, and struggle to maintain your balance on the damp rocks beneath you.

At the end of the tunnel, you stumble upon an incredible discovery: a deserted space vessel. Lying half-buried in a dry, crusty bed of mud is the wreckage of a fantastic ship like no other you've ever seen. A transparent, illuminating glow bathes the craft in a soothing array of soft colors. Only one race could have constructed a ship this magnificent: the Ancients. After photographing the Ancient vessel, you gaze at the remains of the shipwreck in wonder and feel a twinge of nervous excitement as you prepare to board the vessel.
      
Another nicely-written and illustrated introduction to an Ancients site that had, I think, a single coyn.
     
These passages are all very well-written but again, mostly wasted. The actual "exploration" of the ruins involves wandering around cavernous areas with no combats and no encounters, only to find a single item or two on the floor.

The plot occasionally got silly, too. On the wreck of the ship described above, I activated a computer and read some logs from the long-dead Ancients captain. The logs mentioned a few planets with ruins that I didn't know about, and they described the war beginning between Grandfather and his children. At first, they're confident: "It is one against 420." Later, they become panicky as they realize "Grandfather has pinched off his own pocket universe" and thus "we can't fight him." I'm not saying it's horrible, but I didn't expect the ancient legend of "Grandfather" and his children to be literally true. Plus, I had to track down an Ancients expert to translate some writing on a shield, but somehow my characters are able to interpret the writing on the computer? To use the computer in the first place? It took me 9 hours to emulate Gates of Delirium in MAME, and that system is only 30 years old, not 300,000. Why are the planets named the same thing now as they were 300 millennia ago?
         
You're the only sentient beings in the galaxy. Who are you sending that "mayday" to?
     
On the corporate side of things, I started to run into a wall. Representatives refused to speak to me, or refused to tell the truth, and my "interrogate" skill wasn't good enough to crack them. Very late in the game, I found some "truth serum" at an abandoned university. It apparently was placed in the game to compensate for weak "interrogation," but I found it too late to do much good. I basically only used it on the secretary of Lie Ioccocco, the president of Tukera Lines, to get her to tell me where I could find him. 
     
Ms. Chan illustrates the value of the initialism "TMI."
     
But when I visited him, he simply said that he couldn't believe anyone in his company would be responsible for internal sabotage, and he offered me $250,000 to prove otherwise.
     
For the record, the real Lee Iacocca was the son of an Italian hot dog vendor who started at Ford as an engineer and worked his way up to president via good ideas and hard work. Sometimes, I don't know what this game thinks it's satirizing.
     
I had expected the Imperiallines thread to lead somewhere. Two representatives had told me that the company was up to no good, and they recommended that I search the offices of a representative named Gryfythh on Junidy. I did that, and I found a disk that outlined Gryfythhs's plan to attack a Naasirka facility on Aramax. I traveled there but couldn't find the facility in question, and otherwise couldn't find anyone to give the disk to. In any event, this sub-plot didn't seem to be related to the "real" conspiracy.

It was blind luck that let me pick up the path again. I had a layover on Pscias between stops and decided to explore the starport. I entered a building and suddenly found myself in combat with 5 guys. In the middle of combat, incidentally, this appears on my screen:
     
Where has this been all game?
      
For the first and only time in the game, one of my characters spontaneously acquired a skill through continual use of an item. It didn't happen with any of the other items that I'd asked the characters to use, and I never got any more training opportunities at the training facilities. Honestly, the game's approach to character development just makes no sense. It's either bugged or horribly broken from the outset. In nearly 40 hours of constantly using various types of weapon, armor, vehicles, and interpersonal skills, I was able to train once in "ATVs" and spontaneously generated a level on "Swords." Unbelievable.

After I killed them, I interrogated their leader, a guy named Grazer, in an adjacent room. He admitted that he was one of the two suspicious characters fleeing the Ancients site on Rhylanor, having activated the slime. He said he had been hired by a Tukera representative named Jayef Nonnel, who my notes said should be on Treece but I was unable to find him in the first visit.
     
I filmed two people fleeing. I don't think we ever found out who the second guy was.
      
Here, things got interesting. Grazer offered to let me join the conspiracy. Just for fun, I said yes, and he gave me a quest to go kill Trow Backett. I made an alternate save at this point, reloaded, and said no. He battled me and I killed him.
      
An intriguing alternate path opens.
      
Grazer had started his speech with "So, Cruxlic spilled his guts?" I didn't know who that was. Later, looking at a walkthrough, I see that I was supposed to have interrogated one of the random thugs attacking me and discovered he was recently released from the Huderu prison world. I would have then gone to Huderu, interrogated the warden, and learned about Grazer.

On to Treece. I found Jayeff Nonnel in the Tukera offices. I didn't even have to use interrogation or the truth serum: he admitted to everything. He had somehow learned how to activate the Ancients site on Rhylanor, and he hired Grazer to do it. He broke into Ashkashur's office and issued the order for the Vemene agents to kill me. And he partnered with Cruxlic to recruit prisoners as hit men.
       
You're destroying a whole planet over inter-office politics?
     
He did all of this because of a rivalry with fellow Tukera representative Roald Bulolo, based on Rhylanor. He wanted to "teach him a lesson about power and control . . . to destroy everything and then reroute all trade to the Lanth subsector."

Okay. I mean, I'm glad I solved the conspiracy, but wow was it anticlimactic. And talk about overkill! That would be like some Microsoft executive from Cambridge collaborating with ISIS to nuke Seattle so that the headquarters would be moved to the east coast and he'd have better promotional opportunities.
     
Looting the body from what turned out to be the game's final battle.
     
In any event, he attacked me and I killed him. On his body were a couple of disks outlining his nefarious plans, plus an Ancient "string of pearls" and a journal that mentioned an "Ancient site where challenges await adventurers." I already knew from the shield translation that such a site existed in the Regina subsector, and I knew from visiting Regina itself that there was a site I couldn't access before.

The site was interesting. It consisted of a series of pearly domes with teleporters at each end of the room. The only "challenge" was a simple number puzzle in which I had to finish a sequence beginning 1-9-2-8. Don't overthink it. It's a count-up followed by a count-down. "3-7-4-6" was the answer.
     
The visuals here were pretty cool.
     
The site offered a "Locater Plug" which fit into my Locater, but I never really figured out what it was for. More importantly, it delivered enough coyns (7) to give me the full set I needed. When I tried to use the "coyns," I was explicitly told that I should use them on Shionthy, so that's where I went. I used them again right out of starport, and they opened a "rip through the fabric of time and space" which led my party to "a magnificent city."
     
I hope the writer had a per-world contract.
      
I'm tempted to transcribe everything that followed, but it would take forever. (The game got very verbose in its final hours.) To summarize, the party entered the portal. We started to marvel at the domed city when we were suddenly paralyzed by some Droyne (Ancients) warrior robots and taken to Grandfather, who was dressed in "an awesome suit of armor," carried a majestic staff, and had "black eyes like an endless abyss, filled with the answers to every question and the solution to every problem that ever existed."
     
"Grandfather, what do women want?"
      
Grandfather was cool. After hearing our story, he explained that he sealed himself in the pocket universe after the destructive war with his offspring. He was amused when he heard about Rhylanor. The slime isn't supposed to destroy the planet, he said; rather, it was a terraforming substance that would restore life and water to the barren landscape. He agreed, of course, that it needed to be stopped before it covered existing cities. He gave us a terraforming activation device and sent us back through the portal, promising that he wouldn't be interfering with the universe again.

We returned to Rhylanor. Before activating the device, we visited Lord Hollis and gave him the disk outlining the Tukera conspiracy. He gave me a pass to see the Duke of Rhylanor, who in turn rewarded me with $1 million credits--not that money was any good at this point.
     
Yes, it was an inside job. Again.
     
And so we rented a gravity vehicle, left the city, and flew to the edge of the slime's spread.
     
Just note that the planet appears to have water and trees already . . .
      
We walked up to it and activated the terraforming gun. The slime "vaporized, leaving fresh soil and lush, green grass and vegetation beneath it." A continued "domino effect" finished transforming the planet into a "lush paradise." I have to admit with some embarrassment that I don't remember Rhylanor being described as dry and barren before. Maybe it was during the opening sequence.
      
If the whole planet gets terraformed anyway, why did the slime ever need to cover the planet?
         
The endgame video commenced. The party met with the Duke again, who had a really long speech, presented for some reason as scrolling text on the bottom of the screen:
        
On behalf of the Royal Family and the citizens of Rhylanor, and on behalf of the Imperium and all of the megacorporations that conduct business on this great world, I, Duke Leonard, grant you Knighthood in the Honorable Order of the Arrow.

Though their reward is monumental, no amount of money can repay the debt we owe them. Our homes, our lives, and our futures are secure thanks to the efforts of these worthy individuals. These courageous and cunning knights have not only saved Rhylanor, they have transformed it into a lush, thriving world. There is now fresh soil where before there were scorching deserts. Rocky, barren wasteland is now dense, deciduous forests and vibrant green grasses. Dry river and lake beds are now filled with clear, life-sustaining water. In the amazing rebirth of our planet, new industries will emerge, agricultural enterprises will flourish, exotic species of animals will appear, and we will all take part in a cultural renaissance that will change our lives forever.

Thanks to these adventurous knights, the secret of the Ancients has been solved. The Ancients never meant to destroy Rhylanor. Instead, they sought to transform our world and make it a better place for all. Sadly, the Ancients never saw the results of their work, but hopefully there's a spark of their brilliance still left in the galaxy, somewhere. Maybe, the Ancients still exist in another time and space, and maybe they're looking upon our newfound abundance with pride.

Here's to Rhylanor! Here's to the Ancients! And here's to the greatest adventurers of all!
       
The party seems to be one member shy as we approach the Duke.
       
You may recall that the supposed reward for solving the crisis was half a billion credits. Well, after the speech, we got a scroll proclaiming that we were awarded $5 million credits, with the remaining $495 million to be paid "as Rhylanor begins to rebuild from the destruction." That's reasonably funny. I wouldn't bet on my party ever seeing the balance of that reward.
     
It's good to know there's still parchment in the future.
     
The sequence ends with Kevin, the tour guide from the opening sequence, starting a new tour at the Rhylanor Ancients site, noting that since the last tour, "an amazing thing happened."
     
The face that bookends the adventure.
       
The game then dumped us back in Rhylanor Startown and let us keep playing. In a slightly better game, I'd be tempted. Of the 117 planets, I only visited 82. What's the story with Bevy on the fringes of the Rhylanor sector? How did I miss Paya right there in the middle? Is there anything else to discover on the prison planet of Huderu? What's happening on Celepina, where the an NPC captain told me that a visit from a Zhodani representative is under protest? What does the TAS computer mean when it says that Vanejen has an "unusual Vilani culture?"
    
You occasionally get hints from NPCs in space.
    
Unfortunately, with no character development, boring combat, and a tendency for side quests to play out either banal or goofy, the game doesn't quite justify further exploration. But it almost does. From this year, from this developer, that's a reasonably important accomplishment.

I may keep playing to see how the "evil" plot resolves, working with Grazer. If they actually programmed an alternate ending in which Rhylanor is destroyed, that would be pretty amazing. I also want to see what happens if we just wait out the clock. Thus, we'll save the summary and rating for a separate posting.

Time so far: 39 hours

Monday, August 14, 2017

MegaTraveller 2: An Important Stop


And the whole "dog-person" thing gets creepier.
       
I continue to struggle with the differences between MegaTraveller 2 on paper and in reality. Part of me wants to hail it as an important stepping stone on the way to today's open-world games, with hundreds of explorable locations and an equal number of side quests. There's no denying the figures: MegaTraveller 2 has 117 planets with about 350 cities, and just about every one of those cities has something to do. There really hasn't been anything like it in CRPGs before.
       
The MegaTraveller 2 "game world."
       
The problem begins, I suppose, with the fact that the planets and cities are incredibly boring. There's one basic city map that has a few modifications for each city. Except on planets with Ancients ruins, things are rarely found outside the cities. There are only about 4 interior maps that all buildings with explorable interiors conform to. In some ways, this repetition is welcome: it would be exhausting to have to learn a brand new layout with each city you visit. But it also means that, for all the developers do trying to establish different governments, law levels, technology levels, and populations on each planet, the cities and planets are mostly undifferentiated except for their skins. There were many times, particularly when exploring the cavernous interiors of universities to find a single NPC, that I wished the developers had just used menu cities instead.
        
Pretty much all cities in this sector look exactly like this.
    
This city has different textures but otherwise has the same buildings in the same positions.
       
The more serious problem is the lack of solid RPG mechanics as you go about your galactic explorations. As much as I might love the many textures, building styles, and histories of the locations in series like The Elder Scrolls, I don't think I'd enjoy them for very long if all there was to do was walk and look. Those games offer open worlds with hundreds of locations--but in the context of the RPG mechanics to which I am addicted: fighting, leveling up, finding better equipment. MegaTraveller 2 is so weak in these areas that it strains to justify its RPG label.

But I have to give credit where it's due. Paragon was an exceedingly mediocre developer who fundamentally never understood RPGs, but against all odds, this game has managed to evoke some of the most enjoyable and addicting elements of what we'll see in the next two decades: nonlinear gameplay, long quest lists, complex plots that only slowly come together, and an inability to bring oneself to stop playing, even after a long session, because the next quest resolution is just around the corner.
      
Another quest gets added to my long list.
     
Despite having started over to ensure that my party had a ship, I ended up leaving it in the dockyard on Rhylanor for most of this session. I used commercial transportation to get around. Towards the end of the session, I found myself back on Rhylanor, and I'll probably use the ship from here, because I have to visit some interdicted worlds and the price of charter flights to those worlds is off the wall. I also can't end the game without having experienced space combat at least once. But in general, trading, piracy, and space combat will probably remain alternate approaches to the game that I'll never experience in detail, having made my fortunes on planet-based quests. I'm sure it's possible to win the game without setting foot in your own ship.

I settled into a pattern very quickly. It has basically consisted of the following steps:

1. Arrive on a planet. If it has a naval base or scout base, sneak out through their back doors rather than visiting customs and giving up my weapons. Otherwise, give up the weapons and hope for the best.

2. Check my "Locater" device (for which I eventually found batteries, as I'll describe below) to see if the planet has any Ancients ruins.
   
3. Fully explore the "Startown" of each planet. Chase down any wandering green NPCs. Visit any enter-able buildings and talk to those NPCs. If any of them give me a quest, enter the quest location in my notepad. Kill anyone who attacks me. Solve any quests self-contained to that city.
     
Chasing down NPCs in a new city.
      
4. This step didn't appear until late, but it eventually became important: if the planet has a police station, visit it and see if they want any of the IDs from any of the outlaws I've killed. It's a pain to figure out which outlaws are wanted on which planets, and you sometimes encounter them systems away from whoever has the bounty. Since about the 24-hour mark, I've had a dozen or so ID tags in my inventory at any given time, and it's always a nice surprise when a planet takes one or two and rewards me.
       
"Scars Pacino." Really strained yourself on that one, huh, developers?
      
5. Use the travel agency to visit any other cities on the planet for which I have business. Repeat Steps 3 and 4.

6. If the planet has an Ancients site, rent a grav vehicle or ATV and find it. Explore and loot whatever it has.
      
I couldn't get into this site on Regina.
     
7. Hopefully, by now I've solved whatever quest brought me to the planet in the first place. If not, I may have to take a second loop to find the NPC I missed the first time.

8. Return to Startown. Visit the equipment shop and sell any excess weapons and armor that I may have looted from enemies on this trip.
      
A good portion of my income comes from weapons looted from bad guys.
       
9. Occasionally, stop in the casino, play roulette, and weigh down the ENTER key on my keyboard so it keeps betting and spinning while I use the bathroom or make a snack or something. As per my previous entry on the subject, I make an average of $10,000 every 10 minutes that way. If I forget about it and leave it weighed down for hours, my party gets kicked out of the casino after earning $100,000.

10. Head back to the space terminal and check the destinations for commercial and chartered flights. Head for the nearest planet for which I have a quest on my quest list. If none of the destinations are on my list, consult the map for the closest destination that will get me closer to a quest planet. Either way, upon arrival, start over at Step 1.
       
I don't know. It looks pretty comfortable to me.
      
There's plenty to do on the planets besides whatever quest may have brought you there in the first place. About 1 in 4 cities have a wanted criminal to kill and loot. Many have fetch quests contained to a single city, or at least contained to other cities on the same planet. A few, of course, have special encounters that advance the main quest.
      
Something like this happens in about 25% of cities.
      
These side-quests, as I noted in earlier entries, are vital to help maintain your bank balance so you can keep traveling, renting vehicles, buying artifacts, and replenishing equipment and ammo. There isn't a strong correlation between the difficulty of a job and the amount it pays. I spent over an hour on a bunch of interrelated quests between Yres and Alell, helping some engineers on Yres manufacture a new sealant for the planet's domes, and earned less money than it cost me in passage. Other times, I might kill a wanted criminal with no difficulty at all and make $150,000. A lot of fetch quests that require you to travel between planets, even between systems, pay only $5,000-$10,000, while a few that don't require you to leave a single city pay as high as $40,000-$50,000. It makes no sense.
       
$5,000 will barely get me off the planet.
        
I have completely ignored those NPCs willing to pay a few thousand for generic items. Occasionally, you'll run across someone who wants a laser rifle or a vacuum suit and will pay above what the shop pays, but never by much, and I can't believe anyone makes serious money this way. There are a ton of NPCs running around who will buy Rech Fruit, but any player who actually bothers to go to the planet Rech, pick up loads of the fruit, and sell it across the galaxy for $2,000 a load wants to extend this game a lot longer than I do.

Mostly because of the casino winnings, bounties, and selling looted weapons and armor, my bank account has swiftly grown, and I probably could have shaved a few hours off the game by prioritizing the planets with main-quest stops rather than those with side-quest stops.
       
Looting a gun after a successful combat.
      
Combat remains idiotic. It's completely bi-polar. A handful of enemies have PGMPs, which are capable of killing my characters (even those in battle dress) in a single hit if they get close enough. Since my characters have a tendency to rush enemies even when wielding ranged weapons, this is almost all the time, and fighting such enemies has become a frustrating exercise in attacks and retreats. Usually, though, I can defeat them in a few reloads. Then there is the occasional enemy with an FGMP, which can kill my characters in one hit even at a distance. I've just had to learn to give up on them.
      
Fighting some random attackers on the streets of this city.
       
The vast majority of combats, though, involve not the slightest hint of danger to my characters. My vacuum suits absorb most of the damage, and if the occasional bullet or laser shot gets through, I can just use my medic's kit to heal it immediately. Thus, my characters are perfectly capable of winning 80% of the game's battles with their bare hands if my weapons have been confiscated at customs.
      
Killing someone in an office building.
      
The characters are completely uncontrollable in combat, except for the lead character, who is theoretically controllable but never seems to actually attack. He particularly won't move to attack the way the others do. Repeatedly, I'll arrive at a Startown and get attacked by some enemy agents. My lead character will stand dumbly in place while everyone else chases the enemies through the streets. I could manually move the lead guy, of course, but that's a waste of time since, while being moved, he won't shoot.

Finally, I'll note that there remains almost no character development during this entire process. Skills don't increase as you use them, nor do they ever seem to appear in the training ceters. Only once in the entire game has a training center offered me the ability to increase a skill, and that skill was "ATV," which I maybe used once. The whole system is enormously frustrating, and even this late in the game, I don't understand the connection between, say, combat skills and success in combat, particularly since you can't see the damage that individual characters are doing. Does it make sense to equip a powerful weapon for which you have no skill? What about wearing a powerful suit of armor? Are my characters without "laser weapons" skills hitting anything when I equip them with laser weapons? How have I been able to kill so many enemies with my fists despite no "brawling" skill? Why am I never offered the opportunity to increase that skill despite using it repeately? I fear I'll reach the end of the game still not understanding any of this.
      
The one time I was able to level up, with a skill I rarely used, assigned to a random party member.
     
A couple of notable side-quests have included:
    
  • On Ohian, King Klem wanted my help routing out an underground rebellion. I only found out about this by wandering into his house by accident. But since he said in the same breath that his primary motivation was to "corner the oxygen market on Ohian," I declined to help him. He and his palace guards immediately attacked. I only had fists for weapons because his customs service had impounded everything else, but we still killed the king and his guards easily. I stole some "oxygen factory blueprints" from his house and later sold them to the leader of the rebellion.
  • On Efate, I went the other way. A guy named Viddi was raising a rebellion, but it was clear that he and his followers were full of hot air. For killing him in a fairly easy combat, I made $150,000.
     
The game could have perhaps been more subtle in this characterization.
            
  • I wasted a lot of time on the planet Alell, searching the mountains for the ruins of a crashed ship. Unable to find it, I re-consulted my screenshots and saw that, according to the NPC who told me about the supposed crash, the name of the ship was Blatant Lie. I guess maybe that should have been a sign. 
  • On Regina, a woman named "Marilyn Monrope" wanted my help putting her demo cassette in the hands of a talent agent. I took it to a guy in another city who listened to it and told me to give her an appointment slip. When I returned to her, the game called us "naughty, naughty travellers" and said that Monrope "showed her appreciation in a most special way." In case that wasn't clear, it also noted that the experience was "most . . . aaahhmmmm . . . satisfying.
           
Okay, gross. There are 5 of us.
           
  • On Alell, a woman gave me a "birthday present" to deliver to her brother in another city. It turned out to be a drug shipment, and her brother had been replaced by an undercover police officer, who arrested one of my characters for trafficking narcotics. I had to bail her out of jail for $3,000. That seems to be the end of it, though--there's no word on having to return for a court appearance or anything.
          
I get arrested for no reason whatsoever.
            
  • The Vargr planet of Vreibefger was suffering a rabies epidemic. I don't even remember where I got hold of a vaccine, but I brought it to a scientist there, and he gave me a "bronze star" signifying the planet's gratitude.
           
The Ancients sites are all accompanied by textual cut scenes.
      
As for the main quest, there are three basic "avenues" that I've been exploring:
     
  1. Visit the Ancients sites and see what I find.
  2. Visit the Ancients experts and see what they can tell me.
  3. Visit the agents for the various mega-corporations and interrogate them about the corporate conspiracy that caused the disaster on Rhylanor in the first place.
     
On the first topic, I've explored three sites, on Inthe, Fulacin, and Victoria, and I found a fourth site on Regina that won't let me in. On Inthe, just as with the first party, I only found a single "coyn." I suppose I'm destined to eventually collect the entire group of 36.
      
Finding batteries to power Ancients devices.
     
The Fulacin site was a big yellow cube that seemed to have no entrance until I prodded at its circumference and was eventually teleported inside. It had a small maze in the interior that led me to 2 more coyns and a pile of 10 batteries. One of the batteries inserted in the "locater" I received from Trow Backett causes the device to emit a green light if we're on a planet with an Ancients site, and an orange light otherwise.

I found the site on Victoria because of the locater; I was otherwise only there to talk to a professor at the university. The site took the form of a huge checkerboard that had two piles of 5 coynes each.
      
19 down, 17 to go.
       
The Ancients experts have offered varying degrees of help. On Zivje, Karim Flored sold me an Ancients shield with an inscription on it. On Moughas, a guy named Rahjel Dramahern translated it to say, "Grandfather's proving ground of intelligence, wisdom, and cunning," with a map pointing to the Regina sector. Deghrra Szan on Efate just expressed confusion that the Ancients would build a device to destroy a world. Beckett Senchur spoke of the importance of finding all the coyns and suggested some might be found in a cave-in, in which his grandfather was nearly killed, on Gerome.
      
An early "collection quest."
     
The last Ancients expert I visited, Sawert Weston, attacked me when I introduced myself. On his corpse was a note directing him to kill "anyone who comes looking for information on the Ancients." It was unsigned, but noted that the author works for a megacorporation and that his "plans to destroy Rhylanor can't be ruined by any meddlesome fools on a hero's quest."
 
The incriminating note.
    
This ties, then, to the murky corporate conspiracy. I noted earlier that I've been attacked upon arrival on a lot of planets. Upon interrogation, one of the attacking thugs told me they'd been hired by Vemene, the special security service of Tukera Corp. But this made little sense, as Tukera has a headquarters on Rhylanor and stands to be destroyed by the slime. On Ohian, I spoke to Aran Ashkashur, head of Vemene, who claimed that someone hacked his computer to issue the orders to kill me. A Tukera agent named Lorn Denveldt suggested that Sharushid or Imperiallines might be responsible.

Chabon Art, representing Sharushid on Efate, said his company had nothing to do with the disaster and suggested something might be going on internally at Tukera. In the game's only callback (so far) to the first MegaTraveller, he recalled Konrad Kiefer's betrayal-from-within at Sharushid a few years prior. "Dont rule out an internal traitor," he said. "I can attest to the fact that it can easily happen."
     
Until now, I wasn't even sure that the first game took place in the same continuity.
     
A few NPCs opined that another corporation, Oberlindes, was behaving suspiciously, and one of my side quests involved stealing some of their client files for who I think was a Tukera agent. But on Regina, the Oberlindes representatives, even under interrogation, called their company "honorable" and its founder "a man of unwavering honesty and fairness." Later, on Extolay, Marc Oberlindes himself claimed innocence. "I'm a competitor of Tukera," he admitted. "But I'm certainly not out to ruin them."
      
Oberlindes resents my interrogation.
     
On Ruie, the thuggish representatives of Naasirka also denied involvement. Amusingly, they offered that the slot machines at the casino on Garrincski are programmed to pay off, as if all slot machines don't do that in this game.

I did get some traction on Enope with some Imperiallines agents. One of them told me that the company is up to "no good" and gave me an antique pistol to give to another agent as a sign. He, in turn, gave me a message for "Axl Rows" on Menorb. For his part, Rows directed me to a Vargr named Gryfythh, "head of Imperiallines' Aramis subsector" and suggested I search his office on Junidy. That remains outstanding on my list.

The "interrogate" skill has been invaluable in these discussions. I don't see how you'd get far without it, although I'm not sure that solving the corporate conspiracy is necessary to winning the game. I should also note that a lot of the NPCs remained green even after I interrogated them, meaning there's still something they have to offer. 
     
Before using the "interrogate" skill...
...and after.
       
There are still lots of places to visit, including Ancients sites on Gerome and Lablon, Ancients experts on Heroni and Treece, and more corporation representatives on Junidy and Treece. Most of my other "to do" items involve visiting salesmen who sell passes to interdicted worlds. As yet, I don't have any particular reason to go to those worlds, but there might come a time when I'm out of clues and just have to start visiting random planets looking for Ancients sites.

If you can ignore the goofy NPC names, the story isn't bad. It just takes a little too much wandering through nondescript cities and corridors to find these individual pieces of the puzzle. Here's hoping I can push through and win it for the next entry.

Time so far: 30 hours