Words can be flexible, they can be changed. Language is dependant upon usage, and so new words can crop up or old ones can be co-opted to new meanings. With games, a new language had to be created from scratch once those first games appeared. As they became more popular, the language evolved and terms were borrowed or created from wherever was required.
Showing posts with label Roguelike. Show all posts
Showing posts with label Roguelike. Show all posts
Thursday, 23 February 2017
Tuesday, 4 June 2013
21st Century Gaming: FTL: Faster Than Light
I have not played many "Roguelike" games. The only one I have spent any reasonable amount of time on (and what is a reasonable amount of time to spend on a roguelike?) is Nethack. I guess this is because Roguelikes can seem so unforgiving, so random, so unfair. They tend to throw you in at the deep end, with the very act of learning their processes and methods being the meat of the gameplay. In Nethack, it is highly encouraged for you to explore the game without referring to a guide of any kind. There is a fabulous wiki, but it should be reserved for the absolute last resort. Otherwise you lose some of the joy that is to be found by experimentation. Even after all of that preamble, and the tag on this post, I'm not even sure FTL is a proper Roguelike. But it bears a hell of a lot of similarity.
FTL, or Faster Than Light, puts you in charge of a Federation ship running from an ever-advancing Rebel fleet. Your aim is to get back to the Federation home base, deliver vital information about the Rebels and save the galaxy (or something). You start with one ship, the Kestrel, with a fixed loadout and crew (Through playing the game you can unlock the other ships and alternate designs). From there on, you're on your own.
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| The Kestrel, the starting ship design |
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