The Ship Review
All aboard.
Version tested: PC
Never mind the aeroplanes, Mr Blair (and judging by the prime ministerial transport budget, Mr Blair certainly doesn't mind aeroplanes), what are you going to do about all this terror on the high seas? Because judging by the contents of The Ship, the ocean's a dangerous place, with a gun in every closet and an axe in every corridor.
I will admit that most of The Ship's six vessels are more floating monuments to the art deco movement than floating Flight 93s, and that there's a 1930s sense to everything, but if we're not going to let relevance and logic get in the way of our nation's homeland policing then I see no reason to allow people onto boats without first confiscating their garters.
So until that's sorted, I suggest we all limit our seafaring to Outerlight's Steam debut - an inventive cross between The Sims and Cluedo. Except, you know, an FPS.
The Ship's main gameplay mode, Hunt, spawns you somewhere on one of six giant boats and tells you to go off and kill somebody. He or she is identified in the bottom right of the screen, and you're also given a short line of text describing his or her whereabouts. Armed with this information - and whatever weapons you can find by rifling through drawers, desks and the like - you need to work your way to wherever they are by comparing your own position (helpfully outlined in the top-left) with theirs, and then do the deed.
Equally important, if not more so, is that you need to do all this without somebody else on the ship managing to bump you off instead.

You can't use everything as a weapon, but you may be surprised at some of the things that are available.
Initially, your affection for The Ship will bob up and down. On paper, it sounds ingenious. With NPCs dotted around, penalties in place for unholstering your weapons in front of security cameras or guards, and an emphasis on deliberate stalking rather than frenzied mass-slaughter, tension has the potential to run high. But over the first hour or so of actual play, you may come off disappointed.
Being captured by the ship's guards means being jailed for a significant chunk of the round, which can all but ruin your chances of finding your mark. More frustrating is the loss of funds collected from wallets dropped by corpses and any well-handled kills in previous rounds - cash determines your position on the leaderboard, and loss through (even accidental) kills or jail sentences can put you so far into the red that you'll feel like jumping ship. And while the fact that rarefied weapons score more points sounds sensible, it's rather off-set by the frustration you'll experience when your murderer spawns right next to you at the start of a round holding a candlestick.
Another area of the game that might make you seasick is the constant need to tend to your bodily needs. Despite the slow pace of general movement (with only a limited-use rechargeable run function to pep things up), The Ship's protagonists are amongst the most metabolically frantic characters in gaming history, constantly needing to sleep, eat, drink, talk to NPCs and shower. You ignore these needs at your peril. At times it's like a laxative-fuelled paintball match for expectant mothers.

Sadly the conversations with the crew are just nondescript voice bubbles, but then you'd probably only mock their enormous hands anyway.
But then with time your view of it perks back up again. Getting caught is frustrating - so don't get caught. Worried about being seen with a gun? A little icon in the shape of an eye alerts you to whether or not you're within sight of a guard or camera. Annoyed that your quarry lurks as close as possible to the nearest guard to scupper your chances? Bribe the guard, or shoot your prey from the balcony above. Cash needn't be frustrating - you can bank that which you find, and only your cash in hand is troubled by murder or the cost of sustenance. Your banked cash, which determines your position in the score tables, is stored separately. You can also deposit that which you steal at cash machines.
Your needs, in general, are always going to lead to a bit of standing around. But this merely adds to the tension. If you need to pop to the loo, you're going to go into an inescapable animation for a few seconds, so it's a good idea not to be milling around next to that suspicious chap in the dark glasses who keeps glancing at the axe on the wall. It seems a bit odd that you don't leap to your feet to defend yourself when he strikes, but it does work neatly within the context of the game - and hey, perhaps it's a comment on human nature that we'd rather die than get up off the loo, you know, "during".
Granted, the Hunt and Elimination (last-man-standing) variants are probably the only two modes you'll play that often (deathmatch and one-on-one don't excite the same feelings of anxiety), and the single-player botmatch mode is next to useless at the moment. And yes, there are some bugs, and bizarrely long load-times. But like most Steam projects this one is going to be supported on an ongoing basis. Outerlight is watching, and will look after us. A boxed version, out later this year, guarantees that early adopters will see some informed changes.

Women: always seem to stab you in the back.
Even in its current state, The Ship's an interesting mix of bluff and tension. Like the best multiplayer games, it creates its own stories. Like the time I needed a shower, but only managed to escape a shifty-looking black granny by throwing on a wig I found in somebody else's cabin. Or the time I walked out of the brig and found four different people lurking there, clearly waiting for their prey to emerge, trying to give the impression of nonchalance by looking up at the ceiling and typing "whistle" into the text-chat-box.
It's hard not to enjoy when you reach that stage, and with a mostly good-humoured community eager to play it properly, it feels like it's worth recommending, particularly as most of its problems (things like short default round-lengths) are the sorts of things server admins will adjust in time, or, where that's not possible, a young developer eager to help will do so instead. Artful and warmly considered (even the menu options are caught up in it - the "Options" menu is the "Engine Room", and the "Quit" button reads "Abandon Ship"), it's a well-formed idea that will almost certainly grow as it builds up a head of Steam.
7 / 10
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Comments (24) Latest comment 3 years ago
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Hopefully not as buggy though
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There's nothing worse that playing with a bunch of twitch gaming morons.
Fortunately the former outnumber the latter
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really? i was thinking it looks more like "Murder on the Mississippi".
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Sigh. Company TRIES to do something interesting and inventive in a game. And all some people can do is moan about the graphics.
As long as the graphics are good enough to be able to see whats going on, etc then who cares?
Luckily - judging by the millions of ps2 owners, not many people are that bothered by graphics it seems.
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A group of my mates have formed a clan to do just that. Maybe you could try that?
I've yet to get around to playing this though (despite my mates telling me i should) as I literally dont have a lot of time on my hands to play games at the moment.
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[link url=http://www.youtube.com/watch?v=LNd4421Lzts&mode=r elated&search=
]http://ww w.youtube.com/watch?v=LNd4421Lz...[/link]
... is a The Ship review.
/crocadiledundee
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Noobs fail to understand the basic mechanics of the game, and often ruin your winning streak by killing you for no good reason. Griefers though, are the much more annoying kind. The "push" function is not nearly good enough to stop a determined griefer from blocking you in place, and they all seem to know exactly how many times to whack you with an umbrella so you are a fart away from dying. Not to mention on the smaller ships barricading themselves into weapons rooms, standing behind the door and doing the same trick as is used on CS:S (hammering away at open/close door so it can't be opened).
However, on a server with 18 other good players and 1 determined admin you can have great fun. Hunt DOES suffer from frequently short round times, but it inspires careful play and lends itself to you tactically considering if you should even bother going after you mark in a round, or stock up on good high value weapons and getting your needs all levelled out at 0. Elimination on the other hand can suffer from rounds that are too long, as often the last 2 passengers to kill each other will be the ones that are survivors more than killers, and stay far away from each other (plus new players cluster around them to watch the kill, forgetting about the mechanic of "witnessing" preventing that from occuring).
I feel that The Ship would be best played between people who all know each other, and certainly the best times i've had playing it so far are from poisoning mates sitting downstairs on their computer and shouting "Die slow ya bastard!" in memory of the time they blew my legs off with a well placed Wallet Bomb.
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Seemed like an amateur mod to me. Had I bought it from a shop it would have been returned pronto.
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At first you won't know what the game is all about and the help/FAQ files aren't very good at explaining the whole gameplay.
Then there are myg0t type faggots who try to ruin the game from time to time - it's only good that there's a penalty and kick system for PKs (you are only allowed to kill your "target" or the person hunting you) and that the killed person doesn't lose anything if he/she wasn't killed on purpose.
The Ship gets better the more you play it. The Hunt mode of play is only for newbies and is a variation of a deathmatch-type gameplay. The real thing is Elimination, which basically is King of the Hill - the game is much slower paced, the rounds last way longer, people are more careful, better equipped and have to worry about the "needs" system more.
Just try it and don't get disappointed at the beginning. Play it for a day or two and you'll learn to appreciate this little game/mod.
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The feeling of paranoia is felt throughout the game, everyone is watching their back and it can be quite good fun to let someone think that you are hunting them, even more fun to lull your intended victim into a false sense of security and then shoot them in the face with a flare gun when they are least expecting it
The graphics arent amazing but they do the job well and ensure you dont need a power rig to play it.
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Christ, that review was like comedy that had been pushed under a bus. Maybe it picked up after the 40 seconds I managed to hang in for. Horses for courses I guess.
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They may have also simply enjoyed playing it a fair bit. Surely that is what reviews are about when dealing with entertainment products... "do they entertain?".
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/returns to the blessed sanctity of quakeworld.
*aaaaaah* it's so so good...
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Had a bit of a play. Loving it so far.
Feels very similar to Bioshock in terms of atmosphere -- must be the whole 20s, art deco, scratchy gramaphone ambience.