Tuesday, December 31, 2013

Farewell

Well, here we are.  It seems like only yesterday I sat comfortably in the lobby of my grandma's condo in Florida, twinkly eyed and full of energy, playing 0xCELERATOR. For all the good and all the bad, 2013 has definitely been the most emotionally jam-packed year of my life.  This blog was one of the only things that gave 2013 some much needed stability. To me, this was the most meaningful project I've undertaken to date.  Thank you all so much for contributing to it.

I couldn't leave so unceremoniously after leaving you guys hanging for as long as I did, so I prepared a little surprise for you.  It's not much, but I hope it leaves a bit of an impression.

http://www.youtube.com/watch?v=th5jo_8j7GA

Thanks again, guys.  Here's to an even better 2014.

Monday, December 16, 2013

WHAT THE HELL, DIGIPEN?

Okay, so today the DigiPen Game Gallery underwent a major design overhaul.  The list looks a lot more aesthetically pleasing now, so that's nice, but there's one major problem...what was it again? Oh yeah I have no idea where all the games are.  There were 2 games left on the old list that I was going to review today before moving onto the games I missed over the course of this year.  I searched for both of them and found neither.  So now, I don't know what to do.  As damning as this may be to me, I might have to take another short hiatus.  I don't see how I can continue until I make a plan to conquer this newest obstacle.  Stay tuned.

This blog was going to last for two more weeks, DigiPen.  TWO MORE WEEKS! You couldn't have waited until 2014 to completely alter your website?

Sunday, December 15, 2013

Feets of Fury and Protista (Or, How I Learned to Write Nothing and Still Make Progress)

This is not really a typical review post.  Instead, it's going to end up being one of those updates that consist of me whining for 2 or 3 paragraphs.  I did try to play both of the games in the title, but neither of them worked.  With Feets of Fury, it was the same situation as Connection Established.  All I can show you is a video.  Unlike Connection Established, though, Feets of Fury didn't feature their youtube video on their game's webpage, so instead of linking you to the game itself, I'm just going to link the youtube video.  The video makes the game look like a fun, fast-paced platformer kind of like A Flipping Good Time, but again, I wasn't able to play it, so I can't say.

Protista was a bit more of an interesting adventure.  I knew this was going to be an interesting adventure when the thumbnail featured not a screenshot taken from the game, but a picture of some guy playing the game...on his Nintendo DS.  I personally don't own a DS, and even if I did, I would have no idea how to put a file I found on the internet into a DS cartridge...or whatever.  Instead, I found a DS Emulator and tried to use that (so yeah, my hard drive is even more pissed at me than usual), but even after I did that, I couldn't get the game to work.  It starts up fine, but the game has no sound and barely responds to any of my input.  When a reviewer says a game is "unplayable," they usually mean that the game is just incredibly frustrating to play, but Protista is literally unable to be played, at least on the emulator I was using.  Frankly, I have neither the time nor the patience to experiment with different kinds of emulators, so I'm just going to consider both of today's games broken.  Ironically, I still managed to write more today than I have for games that actually worked in the past...not sure whether that says more about me as a writer or certain DigiPen students as game designers...

That's all I got for now.  Until next time, stay functional

Links
With incredible Speeds I'm Moving my Feets: http://www.youtube.com/watch?v=5zjyduEK0EM
I Miss Biology Class: https://www.digipen.edu/?id=1170&proj=436

Saturday, December 14, 2013

Connection Established (kinda) and Contrive

The download link for Connection Established didn't work, so I'm only going to be reviewing Contrive.  for all it's worth, though, the link I'll post for Connection Established has a youtube video that showcases the game, so at least you can get a little taste of what it's like.

Contrive, while it doesn't advertise itself this way (thankfully) is one of those "poetic experience" type games.  The exclusion of these two words from the game's description makes me want to pass over the game's narrative, but do I really want to let the description of a game, let alone a single noun phrase therein, determine the content of my entire review?  No, I'm just going to review the game as if it didn't have a description, like I usually do.

The game is a series of puzzle-based levels with a short screen with some textual dialogue in between each.  It's sort of like Braid in that way.  The text tries to give some exposition about the plot of the game, but ends up just sounding like the ravings of a lunatic.  I understand that that's the entire point and that the narrative is not supposed to be completely comprehensible at first glance, but I've always given narrative structures like that a sour look.  Braid's story was complete gobbledygook (Seriously, Blogger?  You're not going to put a squiggly line under that one?  Okay...) as well, but it got away with it because the other elements of the game (gameplay, music, visual style, etc) all conveyed the feelings that the story was supposed to bring.  You didn't need to understand the story.  In Contrive, though, I feel like they made a perfectly fine puzzle platformer and then decided to add a deep, convoluted story that had nothing to do with the mechanics.  The flow of time was a major theme in Braid's story as well as its mechanics, but I didn't see any of that consistency in Contrive.  Then again, I only played through Contrive once, and I had to play Braid like 5 times before I understood it, so maybe the comparison is unfair.  Good lord this is a long paragraph...

Let's talk about the gameplay then.  The levels all consist of blocks, with each block containing platforms.  Before the platforms can be traversed, though, the blocks need to be rotated a certain way.  Imagine a regular succession of platforms, and then slice it into equal squares with a pizza cutter and rotate each individual square.  That's what a level of Contrive looks like.

For a puzzle game, the gameplay is relatively straightforward.  I never really had to think about which platforms to rotate which way, because the levels are designed so linearly.  If you just keep going without even thinking about the level as a whole and just rotate the blocks when you get to the little rotatory cube that allows you to manipulate the level, you'll pretty much get it every time.  A dummy block here and there wouldn't hurt.  As long as it's a puzzle game, try to stump me!

So without the mental engagement of a puzzle game or the physical engagement of a platformer, a game like Contrive falls pretty flat.  It's one of those games that didn't do anything wrong but didn't do anything particularly right either.  Maybe give it a shot if you're bored, but for the most part I'd say there's nothing to see here.

That's all I got for now.  Until next time, stay contrived

Links
Connection very much NOT established: https://www.digipen.edu/?id=1170&proj=26726
Is a cute lil bunnymouse adventure: https://www.digipen.edu/?id=1170&proj=26725

Friday, December 13, 2013

Abyss and Aurora

Well, here we go again.  I think I figured out why these 8 games are at the end of the list and so egregiously out of alphabetical order.  Whereas the other games on the list were all ".exe" files (whether real or not real), Abyss and Aurora were both ".msi" files.  Well jinkies, guys, I think we solved the mystery.

Remembering some older posts of mine, I realized that I seem to have a strange attraction to "ball games."  From Aescher to Leshy, whenever the protagonist is a spherical object traversing a world of geometric peril, I seem to be sold.  That said, it may come as no surprise that Abyss gets my recommendation.

I can, however, say that Abyss is my favorite of the "ball games" that I've played, so I'm not just enamored with it for its nature.  The game sold me with it's amazing controls.  The common problem with "ball games," which I definitely mentioned in one of my reviews...maybe Leshy's (yay professionalism), is that the momentum always seems out to get you.  In Abyss, while the physics may be a bit wonky at times, they are perfectly tuned to give the player maximum control over their character.

Abyss is careful not to overstay its welcome.  It only has 3 levels, each of which introduce and explore a new mechanic.  In the first level, you're just learning how to play.  In the second, a spring power is introduced.  In the third, an ice power.  If you need more elaboration to understand the game...well, good.  Go play it yourself and find out.  That way I have to write less and Abyss gets closer to the attention it deserves.  Win-win.  My point is that the game is perfectly paced.

Basically Everything in this game is expertly done.  The levels are designed to be manageable but challenging and always fun (with the exception of the very last section, which involves a lot of waiting...and I don't like waiting).  The iteration time between failure and retrial is wicked fast, and the game just feels great to play.

So, yeah, that's all I can really say about Abyss.  It's good enough to get my seal of approval.  Go play it.  Now, let's dive into Aurora.

This is a very interesting game that's very hard for me to describe.  The super abridged version is that you can control 2 or 3 cannons, which you use to shoot moving targets on the screen.  You can also shoot randomly spawning powerups for bonus points, upgraded weapons, etc.

The aesthetic can only be described as trippy.  The bright yet calm red and blue meld together in a way that draws you into the experience, and the immersive music seals the deal.  Add onto that the very active gameplay and you've got yourself one heck of a sense of flow.

The targets move along fixed rails, so the real challenge in the game is lining up your line of fire with the rail that your target is travelling along in order to maximize your chance at hitting it.  Either that or you can just get really good at timing your shots and just try to fire one round after another without worrying about lining up your shots optimally.  Both strategies have their advantages and disadvantages.

The biggest downside to this game is that, after playing through it, I still have no idea how half of it works.  My opinion on game design like this wavers a tad (I have lauded games like Dark Souls for allowing the player to complete the game without experiencing a good portion of it), but I feel like when you are able to utterly destroy the AI opponent without even knowing what one of your 3 primary buttons does, or why you keep stealing a hundred points from your opponent, then maybe the game has flawed conveyance.  I guess I can't fault the game too much for that last thing because it's literally the first thing mentioned in the tutorial, which I was too stubborn to look at before I played.  This entire paragraph is a very minor gripe, to be honest.

The bottom line is that Aurora is immersive and intense.  I only wish that the game explained itself a bit better and that the AI was a bit more of a challenge, but the experience was still very fun.  Now, do I give this game my seal of approval too?  Am I just getting way too generous?  See, I'm not sure.  Abyss got the seal of approval, yet I didn't have as much fun with that game as I did with Aurora.  On the other hand, Abyss didn't have as many flaws, so from a technical perspective, it's the better game.  I guess up until now, my seal of approval has been mostly reserved for games whose flaws, if they even existed, were negligible, and why would I change the formula halfway through my last month of writing?  Sorry, Aurora. You still get a hearty recommendation from me, but Abyss is the only one walking home with the seal today.

That's all I got for now.  Until next time, stay psychedelic.

Links
Ab-Yes: https://www.digipen.edu/?id=1170&proj=18581
Awrawrooo: https://www.digipen.edu/?id=1170&proj=26727

Thursday, December 12, 2013

Zombie Hut and Zombie Pancake Attack

Well, look what we have here.  What better way to end the alphabet than with two zombie shooters?  Well, I can think of a few...don't get me wrong, I'm grateful that the DigiPen gods have taken pity on my poor, tired soul with two entertaining yet insubstantial romps through pewpew town, it's just that having my review of two separate games inevitably take less than a page doesn't do much for my self esteem.  Oh well, we play the cards we're dealt.

Zombie Hut is the one that I really don't have much to say about.  It's a standard top-down zombie shooter wherein you have to deliver 30 (I think) pizzas before they get cold, all the while dodging and shooting impatient zombies who want their hapless delivery boy in 30 minutes or less.  Apart from your gun, you are armed only with medkits, grenades, and energy drinks which make you go faster, all of which are scattered about the level.  

While the grenade is kind of fun to use, it's not nearly as effective as your gun, which tears through zombies like the guillotine of Hephaestus through butter.  The medkits are standard, though you'll never need to use them if you just make an effort to pass by the hospital when your health gets low.  The only truly useful item is the energy drink, without which you might as well just sprinkle pepperoni on yourself and lie in wait of your inevitable demise.  With the energy drink in hand, though, the game becomes almost insultingly easy.  The only real threat is if you play like a fool and run yourself into a dead end, but even if that happens, you will probably have such a stockpile of grenades, bullets, and medkits that any number of zombies will crumble before your might like ants in a typhoon.

Ok, so maybe I had more to say about that game than I thought...regardless, whatever feelings my intro "paragraph" conveyed are probably similar to the ones you'll feel after playing Zombie Hut.  Not wholly satisfied, but still entertained.

Now then, let's get to Zombie Pancake Attack.  If this game had a marketing department, every member in it would deserve to be hunted down and sentenced to a hundred years of exile.  The game advertises itself as a "tower defense" game, and the little thumbnail thing makes it look like it was thrown together in an hour by a dude who has an elementary knowledge of C++ and MSPaint.

Despite the horrible job this game did at selling itself to me, I was actually very entertained by Zombie Pancake Attack.  Calling this game "tower defense" is like calling The Godfather an "Italian family drama."  Yeah, I guess that's technically accurate, but it's a severe undersell.  The only tower you're defending is yourself (and I guess the occasional townsperson), but you don't defend them by erecting automated turrets that fire at nauseatingly infrequent fixed intervals, you just shoot things!

You have two guns, a syrup gun and a plate gun.  You first have to douse your pancake adversaries in syrup, and then you can shoot a plate at them to teleport them into oblivion.  This is probably where the game derives its "strategy" name, but really all it boils down to is holding both the right and left mouse buttons and pointing at whatever you want to go away.

The game has three regular levels and two boss levels.  The differences in kinda among the three levels keep the game as engaging as shooting pancakes can be.  Yeah, the visual style is a little bland, but I find it at least charming, and it never took me out of the experience.  The sound direction is spot on, and the gameplay is solid.  My only real critique is that the game was as thought-provoking as it was challenging.  That is to say, not at all.  The only time I felt challenged was during the final boss, and that's just because I forgot I could move with A and D and was tanking unnecessary damage for the first half of the fight.

And that's it.  Just like that, I can say I've powered through the DigiPen Game Gallery A-Z.  Of course, you all know that my work is far from over.  For some reason, there are still a few games out of alphabetical order after this, and then I want to go back and retry all the games that were added over the course of this year.  It's going to be a fun couple of weeks, ain't it...

That's all I got for today.  Until next time, stay delicious

Links

Wednesday, December 11, 2013

Zero Frontier and Zombie Farm

Zero Frontier is exactly what I like to see in a game. It's an original concept with a suitable narrative and competent game mechanics.  Oops, I totally just wrote the last sentence of the review first, didn't I?  Well, now that you know my opinion on Zero Frontier, let me substantiate it a bit.

The premise is that you are a lone astronaut who has come across an abandoned space station and must explore it (in a top-down omnidirectional fashion) in order to find an energy core that you can use to power your ship and bring yourself to safety.  Now, as you all know, in space, no one can hear you walk...that's because there's no gravity, so you can't walk.  Instead, you have to propel yourself using a self-refilling fire extinguisher type thing with RMB.

This mechanic was a bit annoying for me because I've been using my trackpad ever since my mouse ran out of battery and I was too lazy to run to the store to buy some AAAs.  It's usually not too much of a problem, but playing games that heavily involve both the right and left mouse buttons is a tad annoying, especially when RMB is the predominant button.  Can't really blame anyone but myself for this, though...just thought it deserved to be mentioned.

The gameplay gets an A+ from me.  Yeah, momentum mechanics tend to be a bit infuriating to work with, but this game pulls it off as well as I think is possible.  What really sells it is that the levels are designed in a way that's conducive to rocketing yourself across the room uncontrollably every now and again, but that will punish you for not thinking out your next move.

The regular levels are reasonably fun.  enemies, obstacles, and pickups are all placed in such a way that promotes a natural progression of thought->action->failure->rethought->reward.  This is not a game that you'll be able to breeze through in your first try.  It's going to take you a couple attempts.  I know some people don't like this kind of gameplay, so caveat emptor (er...download-or).  I, however, find this to be among the most engaging structures for play a game can employ.  That's part of the reason I've got 125 hours (and counting) clocked in Dark Souls.

What really made me love this game, though, were the boss rooms.  The bosses themselves are standard large circular enemies that shoot projectiles in all 8 (or maybe like 12?  I didn't count) directions, but the rooms are beautifully designed from start to finish.  The second you step foot...er...float...into one, you're greeted by a stockpile of ammo and health and a change in the normal, semi-calming music to a more lively track that gets you ready for an intense fight that the game is sure to deliver.

I actually didn't get to finish this game because the second boss room was a bit too sadistic for me to complete in time to not fail my Calculus test tomorrow, but for all the failed attempts at completing it, I never once lost the motivation to continue...perhaps everyday school and work environments can learn a thing or two from games like this.  Ah, but now I'm overstepping my bounds and dipping into Extra Credits' territory, so I'll move onto game #2.

It's rare that I stop playing a game before it has, in any meaningful sense, begun.  As you all know by now, though, I am of the unbending opinion that a game should not be given any breaks just because it's being played for the purpose of a review.  If a professional reviewer found the beginning of a game so appalling that he or she had no motivation to continue, I would graciously accept the poor review with the caveat "I didn't play the whole thing."  Heck, that policy would probably saved me a few hundred dollars over the years in bad purchases.  That's exactly what happened with Zombie Farm.

What hurts the most is that I'm pretty sure Zombie Farm had the potential to be decent.  The 3D art, while nothing by today's standards, had that Crazy Cross kind of appeal and definitely handles colors responsibly.  Once I learned what to do, I'm sure the game would have flowed perfectly and kept me entertained for as long as I requested of it...but getting to that stage would be so infuriating and tedious that frankly, it's just not worth your time.

The game starts with a bat, who was one voice-over away from being Navi 2.0, swirling gleefully around your head and telling you in the form of a dialogue box the basic background and controls of the game...and when I say "basic," I use that word loosely.  Even if I were okay with the idea of text-box based exposition (which I'm very much not), I would still say that this much superfluous text is nothing short of erroneous.  Thinking your game's narrative is so brilliant that it deserves more than half a minute of the player's time to be spent reading instead of playing is even more pretentious than the wording in my last sentence.

After that, I walked around the overworld with little to no idea where the hell I was going until I came upon the character I was supposed to talk to.  Oh, goody!  More dialogue.  I was told to pay a visit to the local shop, which I could distinguish between the other identical buildings that had no function in the game whatsoever because the shop would be highlighted when I walked near it.  So then I spent a little time awkwardly dragging myself across any house-like building I could find until the game popped me back into the starting room and gave me a big ol' "Thanks for trying."  After this, I was mildly (read, "wildly") agitated, but not enough so to prevent me from trying to amend my perfectly justified mistakes.  So I pressed the action button to restart, and was greeted by my good friend Batthew (not joking.  That's the name they went with) explaining the game to me all over again.  First with a sigh and then with a partially yelled "nope!" I exited the game, never to be booted up again.

Maybe, just maybe, if the game had employed design choices that made actually playing the game the least bit rewarding, I would be able to forgive the terrible conveyance.  But there are no background sounds, the gameplay is unengaging as all hell at startup, and what am I putting myself through all of this for anyways?  A glorified RTS?  That's what it seems like...No thanks.

That's all I got for today.  Until next time, stay zombified.

Links
Whoosh Kapow Fun: https://www.digipen.edu/?id=1170&proj=26035
None of the above: https://www.digipen.edu/?id=1170&proj=508

Tuesday, December 10, 2013

YSoul and Zartan

YSoul started up with a menu screen featuring an adrenaline-pumping techno beat accompanied by the sight of the camera zooming down a road at high speeds.  I thought I was in for a pulse-pounding adventure that would put my reflexes to the test and challenge my might as a gamer...




This game looks nice and it has some good ideas, but ultimately, it's a "hold 'd' to win" game.  My guess is that the developers wanted to make a Sonic Colors-esque spectacle (hence the powerup that perfectly mimics a powerup from that game, even down to the color), but ran out of time or motivation or whatever and just decided "does it work?  then submit it."  Final verdict: not much to see here.

Zartan is another take on the ol' Bionic Commando swinging mechanic.  It even uses a frog tongue as a grappling hook, like in Froggle.  Like my playthrough of Froggle, my experience with Zartan had a bit of a rocky start.  First off, the game seemed to have a terrible problem with visual conveyance.  Things that looked like walls were actually in the background, etc.  This problem remedies itself before long, though.

Admittedly, I don't really remember many of the other 2D swinging games on this list, but I think I can confidently say that Zartan is not the best...not by a long shot.  In It Belongs in an Ancient Ruin, for example, I never felt cheated out of my progress because the mechanics were all very intuitive and did exactly what you told them to do.  Zartan, on the other hand, is no stranger to the cheap death.  The hitboxes on things that instakill you are too big, the camera moves a bit too fast, making it more difficult to set up your next grapple, and the whole game, while having its very fun moments, constantly verges on being frustrating.  Another thing I liked about IBiaAR is that no design choices seemed pointless, but in Zartan, there seems to be no purpose in collecting the fruit strewn about the level, which is one of the most major objectives the game gives you.

If you like the idea of 2D swinging games, you'll like Zartan, and while the raw quality of the game is not as good as I'd have liked, there's certainly enough to keep you occupied...if not entertained...for a while.  Of course, there is no save feature, so whether this is a blessing or a curse is up to you to decide.

That's all I got for now.  Until next time, stay sticky

Links
Y not: https://www.digipen.edu/?id=1170&proj=18529
Lickiana Jones: https://www.digipen.edu/?id=1170&proj=25888

PS- we've finally made it to the last letter of the alphabet...how exciting

Monday, December 9, 2013

YAPA-G and YFront

Kids, this is why you don't procrastinate until the last minute to do things.  I'm so tired today.  Under normal circumstances, I would either review only one game or just take the day off, but unfortunately those luxuries have been long since used up.

I guess I'm lucky that neither of these games really gave me anything too interesting to talk about.  YAPA-G literally stands for "Yet Another Post Apocalyptic Game."  I'm not making that up.  They might as well have just named it "nothing interesting here."

And there may have very well been something quite interesting here, but I wasn't able to understand it.  I basically just left-and-right clicked around the screen for a while until the game told me I won.  I'm all for a game easing the player into the experience, but I feel like I shouldn't be able to beat the game if I literally know nothing about the mechanics or how the game works.  All I could gather is that it's a bit like Risk but it's over in like 5 turns.

For all it's worth, the music is nice...that's all I can really appreciate about this one to be honest.

Next up we have Starfox...I mean StarTeddy...I mean YFront, which can best be described as "what might have happened if Starfox were made for a DOS computer that just so happened to integrate seamless voice acting.  This is a terrible idea, by the way, because playing with the z-axis was a daring stunt even when the Super FX chip was around. Seriously, the resemblances to our beloved bush-dwelling starfighter are uncanny.  Not that there's anything wrong with a little homage, but usually when you call back to something, you try to improve upon it.  Otherwise, it usually gets referred to as "ripping off"

and what exactly did YFront improve about Starfox? Absolutely nothing.  In fact, it seems to have taken a step back.  There's a terrible problem with depth.  Your enemies are always way closer (and by extension deadlier) than they seem.  The game is very disorienting in that way and I applaud anyone who can play this game with any semblance of skill, because I'll bet before long you're going to resort to mashing buttons and hoping you don't die, because keeping up with the game's perception problems is far too frustrating.

That's all I got for today.  Until next time, stay in motion

Links
this again: https://www.digipen.edu/?id=1170&proj=26698
*doppler sound*: https://www.digipen.edu/?id=1170&proj=24156

Sunday, December 8, 2013

XM-13 Deadly Assault and Xtreme Arena (kinda)

XM-13 Deadly Assault is one of those games that reminds me that I'm reviewing school projects.  It wasn't made to push any boundaries or test an idea or to present a new way of designing games, it was just made for the sake of being made.  While it would be fallacious to say "not that there's anything wrong with that," it would also be a bit unrealistic of me to say every game should set out with some passionate agenda, and the inspiration behind the game doesn't intrinsically make the end product any better or worse.  With that said, let's take a look.

XM-13 is your standard "splosions go everywhere bang bang boom" type of game.  You control a giant mech, so the game naturally feels sluggish.  I don't see why so many games feel the need to limit your sprint and jump functions.  I mean the jump would make sense if this game had any real platforming, but for the most part it's just shooting everything in sight.

This game tried to go for the Attack of the 50ft Robot appeal (whoa, blast from the past.  I'm gonna get emotional) that hits that primitive part of your brain that just wants to destroy.  What 50ft Robot understood, though, is that the player needs to feel fully in control of the destruction they cause.  That game didn't feel the need to jam the screen with particle effects: it just gave you things to crush and let you crush them.  Most importantly, 50ft Robot controlled smooth as butter.

XM-13 on the other hand, chugs like a steam train in a beer drinking contest.  It's pretty bad when a game boldly declares "tactical nuke inbound" and my first reaction is not "oh, this is gonna be sweet" but rather "ooh, the framerate's not gonna like that."  I've said before that my laptop is a pretty disappointing piece of machinery (even though it's an ostensibly top-of-the line Alienware, so idk what that's about), but come on.  I was just running Saints Row IV seamlessly and I can't handle a game that might have looked impressive in 2005?  Look, I'm not suggesting that a DigiPen game should resemble the newest games with cutting-edge graphics nor am I suggesting that DigiPen studenst should be as good at optimization as people who do that for a living.  All I'm saying is that if you're going to push the envelope and go for graphical quality, you'd better be able to make it run, because a game with poor graphics at 60 frames per second looks and feels a hell of a lot better than even the most visually stunning games at 2 frames per second.

And Xtreme Arena was a not real exe, so that's all I got for now.  Until next time, stay deadly.

Links
W-DED Sirius XM: https://www.digipen.edu/?id=1170&proj=26688
doesn't exist: https://www.digipen.edu/?id=1170&proj=604


Saturday, December 7, 2013

Wub Wub Racer Magic and Wyrm (kinda)

Wub Wub Racer Magic is beautiful in its simplicity.  You know that weird Japanese game show?  No, not that one, the other one.  The Human Tetris thing? Well, it's basically that, but with spaceships.  You fly a ship down a narrow corridor filled with walls comprised of 9 blocks, one of which is always missing.  You have to fly through the hole lest you be blown to smithereens.

The only real noteworthy thing is that this is one of maybe 5 games on this list to actually have made me laugh out loud.  There's something absolutely hilarious about the way your ship just sorta disintegrates when it hits a wall.  This game is the definition of a time-waster.  It's the kind of game you play while listening to a podcast or something.

And I couldn't get Wyrm to work, so...yeah.  I guess this is where the review ends.

Links
Dubstep Noises: https://www.digipen.edu/?id=1170&proj=26685
Wyrmenheimer: https://www.digipen.edu/?id=1170&proj=554

Friday, December 6, 2013

Whisper of the Goddess and Wrecking Ball

Whisper of the Goddess is a puzzle game in the lightest sense of the word.  In my current state of mind, I'm very grateful to have a game that rewards thought and problem solving, but doesn't require you to be more than like 25% conscious to get through it.

I'm going to do a terrible job explaining the mechanics, so I suggest you download this one and try if for yourself if you're curious.  Basically, you have to latch onto blocks that you can then move across rails to get from point A to point B.  You'll have to be strategic about which blocks you flip, move, and latch onto and when...but as I said, the game is fairly straightforward and not likely to leave you stumped.

The most impressive thing about this game, I think, is its sheer size.  The developers seem to have packed as much content as possible into this game, each level maintaining the same quality design as the last.  This is venerable in many a sense, and it will certainly keep you from getting bored.  Personally, I prefer a more concise game that doesn't dwell too much on mechanics after they've been explored, but I can still definitely appreciate the prolific nature of the developers' brains.

The quality of this game is top-notch.  Any problem you have with it will not be because of dodgy design, but because of the concept.  If you're not into puzzle games or if you only like puzzles that make you feel really smart for figuring them out, skip over this one.  I had fun with it, though, and would recommend it to anyone looking for a fun, charming adventure that isn't completely mindless but won't leave you puzzled either.

Wrecking Ball...more like Wrecked Game.  I have no idea what's going on in this game.  All I can figure out is that there are robots playing what seems to be like European handball but with weapons of mass destruction.  Sounds cool, right?  Well yeah, the premise is cool, but good luck playing the damn thing.  My weapons seem to be completely ineffective and whenever I get the ball I get stunlocked by enemy fire and fumble it quicker than I can say "ouch"

I don't know...maybe I was just playing it wrong, but I gave it three tries and couldn't figure it out.  Maybe toy around with this one for a bit to see if you can figure out what I've been missing, because the game seems like it would be really fun if it worked.  I like the "recharge" mechanic that requires you to back off from the action a bit to replenish your armor and weapons, but I just can't figure out the rest....sorry.

That's all I got for now.  Until next time, stay destructive

Links
Shhh, Goddess is talking: https://www.digipen.edu/?id=1170&proj=26710
Miley Cyrus: https://www.digipen.edu/?id=1170&proj=440

Thursday, December 5, 2013

Wake the Dragon and War of the Currents

Hey, remember yesterday when I said some games are designed such that skipping the tutorial is a death sentence?  Well...Wake the Dragon.  Playing this game is just one nightmare after another.  The first thing I did was try to play without the tutorial.  All I could figure out how to do was change the color of certain blocks...but that seemed to do nothing.  So then the timer ran out, an enemy spawned, and it was game over.

Great.

So then I started up the tutorial, which was even more excessively wordy than some of my blog posts, and admittedly, that's saying something.  Having neither the time nor the patience to sit through a tutorial that starts off explaining that the little green glowy orb floating around the corner is, in fact, green and glowy, I promptly nope'd out of the tutorial and clicked "how to play," where I was given an incredibly barebones and unhelpful summary of the mechanics...again, mirroring my blog in the worst possible ways.  Press 2 to detonate...3 to disperse...4 to spawn boss...who? what? what does any of this mean?

So I started up the game again hoping that the mechanics would make sense and...no, they didn't.  I pressed 2 to to the detonate shout to get rid of an enemy when it spawned, but then the shout never worked again.  Does it only work once for some reason?  Does it have a cooldown time that lasts longer than the one indicated by the little meter filling back up?  Whatever.  I didn't have the patience to stick around for the answer to those questions.  This game gets a nope out of 10.

War of the Currents is jam-packed with stuff that interested me, both good and bad, so I'm bound to leave a lot of critical stuff out in a review that I have to push out in the span of like an hour.  Therefore, allow me to give a quick mini-review before I attempt to go more in-depth.  War of the Currents is a clever game with big ambitions and its head on straight, but it bit off a bit more than it could chew and the gameplay suffers a bit as a result.  I recommend it overall.

The story is an interesting "alternative history" take on the Edison v. Tesla conflict, a really interesting thing for any who aren't familiar, so the game gets points right out of the gate for tickling my tangential learning spot.  The opening cutscene does lose some favor with me just for existing, but for what it's worth, the 5 seconds I watched were very well done.  It had a professional look to it and started out with a very thought provoking phrase that summed up a critique I have of modern thinkers much more eloquently than I was ever able to.

Now let's talk gameplay.  Overall, it's very well executed but slightly unpolished.  The game is very combat-oriented, and you have a varied set of moves to keep you entertained.  You can mash the attack key, you can shoryuken, you can stunlock your enemies and you can use some well-timed shields to avoid tanking too much damage.  The major downside to all of this is that it's all optional.  It's like if your teacher offered to give you an extra point on a quiz if you watch a 15 minute long YouTube video.  Yeah, it's nice to get rewarded, and watching the video isn't exactly boring, but if it's all auxiliary, then it can be kind of tough to motivate yourself to do it. Other than that, there are minor issues.  The framerate occasionally chugs (and come on, I know my laptop has heating issues, but it's a game made of 2D sprites.  It should run pretty smoothly), some platforms blend in with the background, making jumping across them kind of a pain, and the "overcharge mode" throws any challenge the game might have had right out the window.

So yeah.  One of these games is definitely worth your time.  That's all I got for now.  Until next time, stay electrical

Links
Don't Wake Dragon-daddy: https://www.digipen.edu/?id=1170&proj=26021
Zappity do da: https://www.digipen.edu/?id=1170&proj=26712

Wednesday, December 4, 2013

Voxel Smash and Voyage

It's always bittersweet to see a more recent game on deck to be reviewed.  On the one hand, as technology has improved and game theory has become more understood, the games have tended to get better.  On the other hand, they've also tended to get bigger.  Don't get me wrong, I love a gargantuan epic of a game every now again...I mean hell, I'm one of those people who's crazy enough to consider replaying Mass Effect...as in all of it.  That's going to have to wait till after the blog is finished, of course, but still...

Anyways, what I'm getting at is that neither of today's games were particularly long, but neither of them were anything short of a good time, either.  Essentially, today was the perfect blogging day, so I'd be in a fantastic mood if I weren't so tired.

Voxel Smash is apparently a callback to one of those eras of gaming that I'm too young to have experienced, because I don't know what the hell a voxel is. Apparently, Blogger doesn't either, because it's giving me that ever irksome red squiggly line...then again, Blogger also doesn't understand the word "gameplay." Fortunately for us, Voxel Smash does.

I'll describe the gameplay as "Minecraft meets Dark Souls," if that makes any sense...which of course it doesn't, so let me clarify.  Voxel Smash has the blocky, simplistic aesthetic of Minecraft and the gameplay of Dark Souls...just with the dial turned back down to "baby's first beat em up."

The game is designed with the sole intention of letting the player have fun, and it pulls it off very nicely.  This is one of the rare games that I stopped playing because of time constraints rather than because I stopped wanting to play.  You can roll, slash, shoot hadokens, and even do this really cool spear move that takes a bit of skill to implement, but is very satisfying when you do.  All of the mechanics are explained intuitively, and, without being too esoteric, they reward the player for figuring them out.

This is one lesson that Voyage could have learned from Voxel Smash.  The instructions are conveyed very hamhandedly in the form of a text-guided tutorial that locks off mechanics before the game deems you ready to use them.  I understand that Voyage is a much different game with more complex controls and rules that are more imperative to know, but still.  The first few levels are such walks through the park that I could have beaten them without breaking a sweat without the tutorial, and it would have made me feel better as a player, too.  I guess you could make the argument that they give you the option to skip the tutorial at any time, but before the game begins, I have no idea how nightmarish the first few levels are going to be.  I've played many a game wherein I blazed right through the tutorial without paying attention and have proceeded to have my rear handed to me on a silver platter within five minutes.  Obviously, this is not one of those games, but my point is that I didn't know that before the game began, so skipping the tutorial was way too scary.

Other than that, though, Voyager does everything it means too and does it well.  It's an RTS, which I've never been too big a fan of, but it's a good RTS; my saying that is like a vegan complimenting your steak tartar, so take that as you will, but the game looks good, sounds amazing, and feels fine.  It's competently put together and it doesn't fall into any of the traps that most RTS games fall into.  I hate its kind, but I had fun with it, so I'll give this one a recommendation, but I'll save my seal of approval for Voxel Smash.

That's all I got for today.  Until next time, stay volumetric.

Links
What does the Voxel Say: https://www.digipen.edu/?id=1170&proj=26912
play long and prosper: https://www.digipen.edu/?id=1170&proj=26709

Tuesday, December 3, 2013

Viruleon and Void



That's right, I'm back after a hiatus that was way longer than I'm sure any of us were comfortable with.  But hey, we're here now, and I'm refreshed and ready to get back into...*ahem*...the groove of things.  The year is winding down and I can finally see the light at the end of this incredibly long tunnel...it seems like an eternity ago I was lounging in the lobby of my grandmother's Florida condo, sporadically shifting between playing A Flipping Good Time and studying for my SATs.  Man...how the times have changed.

But I don't have time to get all sentimental on you just yet.  For now, let me lay down the law: As you can probably tell from the title of this post, I'm going back to the 2 game per post format.  It's likely going to stay this way consistently until the end of the year, but as always, I've got to be flexible.  One way or another, I'm going to try to get through about 14 games each week.  If all goes as planned, I'll finish the list right on schedule.

Boy oh boy it feels good to be playing these games again.  I may not have always looked forward to them in the past, but after all that's happened recently, I sure as hell missed these good old Ikaruga clones.  And thus we have Viruleon.  It's an omnidirectional top-down spaceship game wherein you collect orbs that allow you to change color.  Crashing into other ships of the same color destroys them.  Crashing into ships of the opposite color destroys you.

The three things that caught my eye here were the orb mechanic, the AI, and the controls; the former two in a good way, the latter in a bad way.  I like how you aren't allowed to just change color willy-nilly.  That would make the game a bit too mindless.  Instead, you constantly have to consider how many charges you have left and use them accordingly.  It adds a layer of depth to the play and makes the experience more rewarding as a result.

Now, the AI.  A less careful team would probably just program all enemy ships to either float around the screen aimlessly or attack you.  Makes sense...they're enemies after all.  In Viruleon, the AI behaves a bit like the Pacman ghosts.  the enemies of the same color retreat while the enemies of the opposite color attack.  This is helpful for two reasons.  First, it makes immediately identifying your predators from your prey much easier and less frustrating.  Second, it adds challenge to the game, as the enemies are very good at retreating.

Alright, finally, the controls. It feels like the "S" button should function as a brake rather than a reverse.  I find myself often wanting to quickly turn 180 degrees and skid to a halt to get a good angle on approaching my enemies, but instead I turn 180 degrees and keep rocketing in the same direction I've been going.  Using the "S" key is just confusing, so don't be surprised if you don't end up using it at all during play.  The controls as a whole are very simple, which is either a good thing or a bad thing depending on how you look at it.  the gameplay does get kind of stale kind of quickly, but at least you aren't overloaded with commands to learn.

All-in-all, this game passes my test.  It's not amazing, but it's polished and thought through enough for me to recommend that you try it out.  Good job on this one, guys.

Okay, now let's talk Void.  It's a game made from the Source engine, which has proved to be a timeless and endlessly helpful tool in a game designer's arsenal before.  In Void, you can shoot dimensional rifts which cause all items within their blast radii to revert back in time.  Imagine if you could carry around and shoot those purple stones from the one level of The Legend of Zelda: Skyward Sword.

So yeah, it's not an entirely new or interesting game mechanic (I'm not sure whether this game came out before or after Skyward Sword because for some reason, the date isn't posted). It gets the job done, though, and while most of the game didn't elicit more than a "mmhm" out of me, certain aspects of the level design made me smirk and say "alright, that was clever."

This game's strongest suit by far, though, is the visual department.  My goodness this game looks amazing, and not just because of all those shiny Source engine graphics.  The steampunk style is always appealing, and this game juxtaposes Victorian intricacy with dilapidated sewers to create a very powerful effect.

This game didn't quite have enough "wow" for me to recommend it, as the installation process is a bit more annoying than it is for most games, but if you've got time to kill, there's nothing that should keep you from giving it a try.  Hell, it might be worth it to play through the game just to see what is possibly the most genius credits sequence since the one in Super Smash Bros. Melee.

That's all I got for now.  Until next time, stay refreshed

Links (god it felt good to type that again)
Cerulean Viruleon: https://www.digipen.edu/?id=1170&proj=26009
I can't pronounce this title without sounding like I'm advertising a phone: https://www.digipen.edu/?id=1170&proj=23876

Monday, November 25, 2013

update

I'm going dark until December 3rd.  I have to straighten out some personal stuff.  That gives me 28 days to get through 51 games.  I think I can pull that off.  Stay tuned.

Saturday, November 23, 2013

Vinnie's Little Virus

Remember before when I said that a review could potentially boil down to 2 sentences?  Well, get ready for the most underwhelming review of all time, because I genuinely have nothing to say about this one.

It's a shoot-em-up wherein you play as a virus with the goal to infect humanity.  It's got ASCII graphics, which are charming even during the atrociously ugly cutscenes that make the ones in Crazy Cross look like they had a million dollar budget...and the ones in Crazy Cross were pretty damn bad.

So the central mechanics are simple enough.  shoot enemies, collect powerups.  Left and right clicks respectively.  Is it fun?  Well kinda, in the Minesweeper way in that it staves off boredom, but it's certainly not engaging or entertaining or any of the other "e" words a game should strive to be.

I think the devs new they had just made a thing to alt+tab into while you're watching cat videos on Youtube or something, which is why they added the option to automatically beat a level by pressing "m," which I found out before I even learned how to shoot.

So yeah.  It's a tiny file with a charming look, so if you get tired of Mahjong Titans and want something a bit more "gamey," then pick this one up.

That's all I got for now.  Until next time, stay viral

Links
achoo: https://www.digipen.edu/?id=1170&proj=477

bro level

I know I've said this a lot, but I've got a lot of stuff going on in my life right now.  This time it's not just schoolwork, although there's plenty of that.  Suffice it to say my life is keeping me from writing.  I'll do whatever I can to meet the deadline, but the way things are going now...

Don't say I didn't warn you.  Again, I'll try my absolute best, but sometimes that's just not enough.  Sorry.

As for what's happening in the short term, I don't know.  Stay tuned but don't hold your breath.

Thursday, November 21, 2013

VeNix

...I'm so tired.

Since I only have like two things to say about VeNix, I'm going to waste some space up here with an analogy.  Imagine you're baking a cake for a party.  You really want to impress the people at this party, so you spend hours making the batter as sweet, succulent and decadent as you possibly can.  After what seems like an eternity of toiling over a mixer and waiting for the damn thing to bake, you finally come up with an absolutely heavenly cake.  Then, your friends come through the door, take one look at your cake and say, "where's the frosting?"  That's VeNix in a nutshell.

VeNix is a vehicular homicide simulator kind of like Twisted Metal but a lot slower.  You can choose between 4 different cars, each being different enough from each other to keep gameplay interesting.  All things considered, the gameplay is fine.  Nothing to complain about except for minor things.  For example, one of the levels has way too many obstacles strewn about it that the camera always manages to get stuck behind.

The two things I had a problem with are the narrative and the sound design.  First, I'll talk about the latter because my criticism of it is short:  there is none.  By now, most gamers and film-goers are mature enough to realize that you don't always need background music, but silence should probably be avoided unless it's driving a point.  Let's use my latest obsessoin, Dark Souls, as an example.  There are only a few tracks of bgm in that entire game, but when they're not playing, the game is still full of ambient effects and hit sounds.  VeNix leaves you with an empty feeling.   You want your ears to be occupied by something other than the annoying sound of the gray alien's special attack that he just spams over and over and over and over...

Sorry, got lost in myself there.  Let's talk about the narrative, now.  Look, I'm not expecting that every game on this list has a good story, or even just a story.  You can have a game just for the sake of being a game.  But narrative comprises more than just story.  Setting is an important part of a consistent game experience.  Twin Gates, for example, wouldn't keep me coming back to it as often as it does if it didn't have the ancient Greek aesthetic.  Anyways, VeNix seems to be going for some kind of "save the galaxy" plot, but all of the battles take place in some dude's bathroom or living room or something.  A bit more consistency would have been nice...

That's all I got for today.  Until next time, stay tiny

Links
Venix Down, 500gil: https://www.digipen.edu/?id=1170&proj=469

Wednesday, November 20, 2013

Vektor Space

Remember Tron?  Well I certainly don't.  I guess I'm a bit young...it shames me to admit that I only just recently saw the Matrix.  Anyways, apart from that dude on Youtube and the fact that Daft Punk infuriates me, the only thing I can think of when someone says Tron is the lightbike.  Whoever came up with that either dropped a lot of acid, was a genius, or both.  One of the things that made it so unique and fun to play was the 90 degree turn mechanic.  I wondered what would happen if you just made a game about lightbikes but let them turn fluidly...then I played Vektor Space.

Vektor Space isn't quite as unforgiving as some other lightbike games I've played.  You can run into somebody's trail once and not die, for instance, but run into two or the wall and its game over. Another innovation that makes this unique from your typical Tron clone is that the vehicles have stats, so you can go for either the tank that can run into three walls in a row without harm or the speed demon who expertly weaves in and out of other peoples' trails.

While I appreciate that Vektor Space added its own flavor to an old classic, I don't think the fluid turning mechanic really helped it all that much.  After all, one of the most fun parts of the old lightbike games is that you can charge right for the wall but turn at the last second to get a tactical edge on the poor sap who was following you.  If you want to try that strategy in Vektor Space, you're going to have to possess incredible precision to ride the round wall while turning in a tighter circle.  I wouldn't really have a problem with it if I thought it added more to the game, but it really just feels like it was added for the sake of uniqueness.

While the core mechanic might not serve the game to the best of its ability, I still think Vektor Assault is a damn fun game.  The artistic design is wonderful, the game feel is great, and there's enough variety to make this one of the few games on this list I'll return to when I'm bored.  This one gets my seal of approval.

Links
Sector Lace: https://www.digipen.edu/?id=1170&proj=538

Tuesday, November 19, 2013

Vectron Assault

Vectron Assault is apparently a callback to the good old days of arcade FPS games with vector graphics, which apparently means they just didn't bother to color stuff in.  Whether or not such a golden age actually existed, I'm too young to know, but if Vectron Assault is an accurate representation of that time, I'm glad I missed it.

seeing a game described as a callback to a time I've never experienced pets me in an awkward situation.  All of the problems that I had with the game might have been deliberately put there to reinforce the old timey aesthetic.  But you know what? That didn't make it any less infuriating, so I'm going to talk about them anyway.

Far and away the most annoying thing about this game is the level design.  The walls all have this weird effect that makes it seem like there's an opening around the corner, but such a thing never exists.  This is especially infuriating when you can see the enemies with less than accelerated AI trying to shoot you through the translucent walls.  almost half of my playtime was spent circling around the same 5 square feet trying to find a piece of wall i could go through until I realized that the opening I looked for was on the exact opposite side of the level.  Try to visualize that: the game lead me to one side of the level and then told me to backtrack through the area I had already cleared in order to progress.  That's like, the first thing they tell you not to do in game design 101, isn't it?

Other than that, the only thing worth noting is the control, which makes the came feel like a weird hybrid of Battletanx and Forsaken 64.  The position of the mouse in relation to the center of the screen acts sort of like a joystick, if that makes sense.  The farther your cursor is to one side, the faster you will turn to that side.  This kind of control could work in a fullscreen game, so I guess I have nothing to complain about, but I usually play these games in windows if I have the opportunity, so my cursor was flying off the edge, leaving me motionless, way more often than I would have liked.

Well that's all I got for today.  Final Verdict: nice try, but I'll stick with The Shaman Engines.  Until next time, stay retro

Links
Graphics of Magnitude and Direction: https://www.digipen.edu/?id=1170&proj=1420

Vapor

Vapor starts out with what I think might be the most unintentionally hilarious cutscenes I've ever seen.  All of the backstory, riddled with cliches, by the way, is delivered via voice over from the voice actress of the main character.  In-game, she does her job very well, but for some reason, in the opening scene, she delivers every line like she couldn't give less of a crap about what she's saying.  Maybe this is an odd thing to open up a review with, but it cracked me up, so I give the opening sequence my seal of approval.

But will the rest of the game be endowed with such decoration?  Spoiler alert: no. I quit the game after about five minutes because I passed by two gate type thingies that looked like checkpoitns, died, and was promptly sent back to the menu screen without an option to pick up where I left off.  Yeah, this is ground well trodden by this point, and I get that what the students at DigiPen are really concerned with is mastering game mechanics and design, but how exactly am I supposed to know whether you've made a good game if I get frustrated enough to quit before I've even experienced most of it?

There are three things I think are worth commenting on here.  First, the design.  Digipen delivers once again: the design is beautiful.  The graphics make my GPU happy and the visual style makes my eyes happy.  Second, the narrative.  Despite the opening being about as enthralling as a used litter box, the way the plot unfolded during my limited play time actually made me interested in what happened to the characters.  I attribute most of this to the voice acting, which is surprisingly well done for an amateur project.  Third and most importantly, let's talk mechanics.  Honestly, it's nothing special.  It's your standard isometric shooter, and I didn't play far enough to see them improve.  I mean, they are functional, and no matter who or where you are, beaning a goblin in the head with a fireball will always feel good.  Still, though, I found myself wanting more.  Again, though, maybe that all comes later.

I hate having to end my sentences with "I might totally be wrong, though," but when a game loses my interest, I stop playing it.  It's as simple as that.  Maybe you won't be quite as discouraged as I was about losing progress, but for me, it's a deal breaker.

that's all I got for now.  Until next time, stay vaporous.

Links
Vaypr: https://www.digipen.edu/?id=1170&proj=26720

PS- I totally meant to post this yesterday...

Sunday, November 17, 2013

Vanquisher (nope)

It dun work.  I'm actually kind of glad, though, because Vanquisher is apparently a tower defense game, which I don't have a great track record with...

Links
https://www.digipen.edu/?id=1170&proj=26630

VAMMOS

Oh how I love it when games listen to what I have to say.  A little while ago, I said that gaming really has to move past the whole "death as penalty" thing, and along comes VAMMOS with an innovative death system that attempts to punish mistakes without being too frustrating.  Before I get to that, though, let me give you some background.

VAMMOS is a physics-based platformer wherein you move blocks around to get from point A to point B.  Nothing special so far.  The levels are designed fairly well, allowing you to figure out the mechanics by using them.  For instance, the game didn't feel the need to tell me that dropping blocks on enemies makes them go boom.  It just put a block and an enemy in a narrow corridor and let my primal side take the reins.

So, about this death system.  Every time you get asploded, you have three seconds to press space, which will instantly respawn you exactly where you were.  If you don't press space, you restart from the nearest checkpoint.  The mentality behind this mechanic was that you wouldn't have to be sent back for cheap deaths, like an enemy that you couldn't see or accidentally dropping a block on yourself because your thumb cramped up or whatever.  Meanwhile, if you commit a truly unforgivable sin like, say, falling into a spike trap, respwning exactly where you died isn't exactly helpful, so you'll still incur a slight penalty.  The checkpoints are close enough together to make the penalty not too annoying.

The problem with this system is that it essentially negates any threat an enemy can pose, since they either fire projectiles or move in a set path.  Both of these attack strategies can be easily overcome with the "spam space" method.  Maybe the game designers just wanted to give you some toys to destroy along your journey, which I have no problem with, but it still smells a bit like oops.

What made me ragequit the game is something I really don't take that much umbrage with.  I got to a point where I had to ascend vertically using blocks, but for some reason, I died whenever I landed the blocks.  So yeah, the game glitched me right out of the experience, but that just means it needed to be a bit more fine tuned, which I don't hold against a school project since I have firsthand experience with the hellish pressure a school deadline can apply to a person.

While I can't quite give this game my seal of approval, I can say it's worth your time if you want to check out an interesting platformer.  That's all I got for now.  Until next time, stay random.

Links
Capital Letters: https://www.digipen.edu/?id=1170&proj=24365

Saturday, November 16, 2013

Valence (kinda)

It doesn't work.  I click single player and it tells me I need to select a video mode.  I go to video options and there's nothing in the video mode pulldown menu.  I click multi player and it tells me some nonsense about an IP address before crashing.  I click sandbox and it makes my GUI spaz out a bit before bringing me back to the menu.

Links
https://www.digipen.edu/?id=1170&proj=550

Friday, November 15, 2013

V1Rus

I know I haven't really been maintaining the blog responsibly lately, but that's what happens when your brain decides to stop being capable of passing Calculus at the same time you have to write college applications.  Regardless, I'm going to try out a new scheduling method more reminiscent of the one I started out with.  I'm going to play a game and then write down my thoughts.  Could be a sentence.  Could be three pages. That means no more "3 games 1 post" deals for a while. Right, then.  Let's get this show on the road.

Ever wonder what would happen if A Series of Tubes worked?  Well, ladies and gentlemen, wonder no longer, because your fantasies are now a reality.  V1Rus is structured quite similarly to those infuriating Chaos Emerald stages in Sonic Heroes.  Wow.  Not only a paragraph in and we've been compared to A Series of Tubes and Sonic Heroes.  We're not off to a good start here, V1Rus.

Actually, you might be surprised to hear that I stopped playing not because I was frustrated with the game design, but because the first non-tutorial level is flipping impossible.  But it's not impossible in the bad Battletoads way.  It's impossible in the good Dark Souls way.  When I fly into a spike wall, I feel as though I was given every opportunity to avoid it, but screwed it up.  That's a good thing.  It motivates you to improve yourself.  There is one exception in V1Rus: When the spike balls curl around from the top of the cylinder thing and hit you in your blind spot.  This is not very common, though, and you have shields to use, so it's only a very minor annoyance.

This game doesn't provide a very deep experience, but it's fun and engaging and difficult as all hell, so if you're up for a challenge, give it a shot V1rus gets my seal of approval.  That's all I got for now.  Until next time, stay viral

Links

Tuesday, November 12, 2013

Twisted, Unfolding Tale, and Untitled Stealth Action

Twisted found itself a nice warm little crevice in my otherwise cold and wrinkly heart because it was built from the ground up using C++.  Ironically, the games that choose this route are usually a lot more stable than the games built with the aid of third party engines (*cough* zero engine *cough*).  When a game is made entirely of C++, it gets a special kind of admiration from me because my knowledge of coding stops at if-else statements.

Let it never be said that I'm biased, though.  I know I have to judge a game on its merits as a game and nothing else; and as a game, Twisted is like oreo creme smushed between two dirty rocks.  Sure, the meat of the game is well crafted, but good luck enjoying it through the broken teeth and worms.  What I'm talking about, really, is loading screens.  It's a little ridiculous how much loading the game has to do from the start, but at least the pace picks up once the tutorial ends.

But then we're greeted with the ever-wonderful color-switching mechanic.  you can only land on certain colored platforms depending on what color you are...you're all familiar with this, I'm sure.  You use "J" "K" and "L" to cycle through three of these colors, but the game is NOT designed to complement such a mechanic.  It's simply too fast.  You fall like a rock, so unless your sense of timing is absolutely impeccable, you're going to take a few headers into lava pits and have to start all the way from the beginning of the level.

In all honesty, though, I appreciate a game that's not afraid to beat you to a pulp, and I might even come back to thins game to test my reflexes some time in the future.  I just think that the challenge could have been presented without such self-contradictory mechanics.  Remember, kids, a hard game is not always a good game.  Tell that to anyone who claims to like Battletoads or I Want to Be the Guy.../minirant

Next up we have Unfolding Tale, and I wish I had a more interesting review for you, but literally all this game is is...well...and unfolding tale.  A tale of what?  I'm not sure.  It has something to do with fish...and birds...and maybe the sun?

In terms of challenge, there is none.  You just click in the direction you want to go and, eventually, you will get there.  Now, let me just say that the gaming medium SEVERELY needs a game that eliminates the idea of death being the only consequence or punishment, so I think it's great that Unfolding Tale tried to present everything it needed to without any threat to the player.  But the problem with that is that a game still needs some kind of challenge.  There's a reason experiments like this never work (unless I'm missing some brilliant example, which I probably am): if the player is never punished, the game swiftly becomes a movie that occasionally solicits input from its viewer.

So yeah, I think it's safe to say that this game is centered around the narrative, rather than the gameplay.  Now, I want you to read that sentence over again.  Then do it again.  Has your tongue caught fire yet?  Has it slithered out of your mouth and started beating you over the head until you promise to stop saying such filthy and blasphemous things?  Well it should have, because narrative and gameplay should be inextricable in a game.  No, just adding a few collectible fish to follow you around after you pass them does not count as gameplay.

I think what bothers me more than anything is that the mechanics the game does have are actually pretty fun.  Flying and swimming around these big open worlds feels good...liberating, even.  If only there was something to do with those mechanics...

Last up, we have Untitled Stealth Action, which is one of those top-down FOV avoidance games that I refuse to call stealth games.  It's a lot like Subsonic but without those cool sound mechanics.  Instead, you can sprint right by an enemy so long as you don't cross their field of view.  And if you do, it's instant game over.  No exclamation point accompanied by shrill scraping of a violin's strings here, just instant dissatisfaction.

Honestly the game wouldn't even be too bad if it controlled worth a damn.  You character tends to keep walking for some indeterminate amount of time between 753 and 896 milliseconds (yes, those numbers came straight from my rear).  This can be a real problem when planning your route around mines and spotlights that kill you instantly if you go anywhere near them.  Also, speaking of mines, having the player press 3 random keys on the keyboard to disarm mines when they were otherwise using the arrow keys and the occasional "shift" is just not nice.

That's all I got for today.  Until next time, stay prolific

Twist and Shout: https://www.digipen.edu/?id=1170&proj=26729
Uninteresting tale: https://www.digipen.edu/?id=1170&proj=26708
A name so lazy it doesn't even exist: https://www.digipen.edu/?id=1170&proj=26020


Monday, November 11, 2013

Turnstyle (kinda) and Twin Gates

I only wanted to do one game today, but I would feel terrible about leaving you with an "it's broken" review after my little hiatus.  So, I downloaded Twin Gates.

The biggest problem Twin Gates had is that it's not very good at grabbing the player's interest from the beginning. My first instinct when starting the game up was to alt+f4 away from it, because I was greeted by nothing but an empty board and cryptic descriptions on each of the cards in my hands.  "Inverts mother, protects friend?" What the hell is that supposed to mean?

Through a bit of patient play, I figured out what's up.  You try to fill up the board with tiles of your color before your opponent can.  It's kind of like Go in that respect, but not nearly as strategic.  There are 2 types of tiles: archetypes and spells.  I might be getting those names wrong, but whatever.  Archetypes take up 2 spaces and can "invert" certain adjacent enemy archetypes.  If you've played Yu-Gi-Oh, imagine an monster with "change of heart" as its effect.  In addition, archetypes can protect friendly archetypes from inversion.  Spell tiles take up one space and have various effects.

This is a two-player only game, so again, I'm not going to be able to say much.  I will say, though that my experience playing against myself and learning the mechanics was quite relaxing.  It's an interesting game, and I certainly appreciate a design team trying to innovate in terms of mechanics rather than just in terms of aesthetic or narrative.  Check this one out.  It gets my seal of approval, but with a slap on the wrist for bad conveyance and for reminding me of my time learning Latin.

Links
The one that didn't work: https://www.digipen.edu/?id=1170&proj=1421
The one that did: https://www.digipen.edu/?id=1170&proj=26133

PS- it's been a while since I've edited a review after I'd published it, but I thought of a new criticism for Twin Gates. You know how if you construct your Yu-Gi-Oh deck poorly you never draw the card you need?  This usually happens because you bog down your deck with too many cards so that the effects specific to other cards can never be triggered?  Well this is a feeling that comes up a lot in Twin Gates, and it's not a good one.

PPS- I was wrong: there are 3 types of tiles, not 2...but it's like spell cards and trap cards in Yu-Gi-Oh.  Yeah, they're different, but not really...

Well...now that I've enraged any Yu-Gi-Oh player worth their salt, I'll say good-bye for now.

Saturday, November 9, 2013

a brief hiatus

I'll keep this short, since it's nothing you haven't heard before.  I just got through one of the most stressful school weeks of my life and I have a lot of work to do over the weekend; I'd also like some time to decompress.  So, I'm taking the day off.  I'll return on Monday.

Thursday, November 7, 2013

Truth

Truth started off promisingly enough with a menu screen that played a melancholic single piano note when I moused over one of its options, setting me up for one of them 2D side-scrolling poetic experience, or as I like to call em, Braid-em-ups.  Sounds good enough, right?

Well then I started playing, and the first thing I noticed was that the framerate was god awful.  The game looks great when it's still, but the movement is choppy, and your eyes are going to need to get used to it...that's putting it as politely as possible.

When I said the game looks great when it's still, though, I wasn't exaggerating.  The visual style is actually very impressive.  But, of course, the visual style is only truly good when it complements the gameplay.  I'll be blunt:  the visual style that truly complements Truth's gameplay would be something along these lines:



The first level was riddled with invisible walls, and it only got worse from there.  Mechanics were unexplained, sprites stayed when they should have moved, the only cutscene I experienced was a schizophrenic mess...

I'm not going to call this game bad.  That would be inaccurate.  The game isn't really bad as much as it is "unfinished."  If I were a teacher and a student handed this to me, I wouldn't fail it, I would hand it back to the student and say "give it back to me when it's done."

Games are tricky because they can look passable even when they aren't finished.  There are plenty of examples out there, but Sonic '06 is probably the most famous.  This kind of thing doesn't really happen to such a great extent in other forms of media?  I mean, think of how this blog would look if I

Tuesday, November 5, 2013

Trifflin Slamtastrophe (kinda) and TROP

Again with the not real exe?  *sigh*

Well at least I can talk about TROP.  I'm assuming this stands for "Tetris...Righteously...um...Oppressing...Pandas?"  What I'm getting at is that this game is like Tetris.  But at the same time, it's totally not.  Imagine Tetris and Donkey Kong drunkenly making out on a love seat.  Your job is to, as soon as you get that image out of your head, ascend to the top of the level, get a key, and go to the next level, but there are no platforms for you to initially jump on, so you have to place Tertis blocks in such a way that you can climb on them before you get eaten by a lava.

One thing was made clear within the first few minutes of playing:  This is a game that likes to push my buttons.  The first thing that happened in level 1 was that I built a wall between me and a shiny collectible.  I climbed that wall and then dropped down to get the shiny, only to be greeted by a lava death pit that totally wasn't there before.  Then, after that, the game snarkily displays, "Too Hard?  Problem?"

As much as this may come as a surprise to any of you who have seen me gripe vehemently about minor frustrations in the past, I'm actually not opposed to a game getting under my skin.  the occasional "na na na na na you can't get me" can actually provide an incentive to keep playing, just to prove the snide SOB wrong.  It's a dangerous tightrope to walk, but I think TROP pulls it off relatively well.

The graphics, sound, level design (or lack thereof), etc are all kind of underwhelming, but the concept is unique and very fun to play with.  The moving lava thing puts just enough pressure on you to keep the game challenging.  If you're into retro-style and experimental games, hit this one up.  I had fun with it and I bet you will too.

Links
Trifle of Shlomichel: https://www.digipen.edu/?id=1170&proj=607
Trip Trap Trup: https://www.digipen.edu/?id=1170&proj=25989

Monday, November 4, 2013

Tradewind, Tribe Tactics and Trick Shot Golf

Sometimes you forget to blog...When you forget to blog, it's usually because some other things in your life are driving you crazy.  Don't worry, I'm not going to fish for sympathy.  I'm in the same position as every other high scholar out there, I get it.  Just do try and understand that the mood I'm in as of late is definitely not conducive to writing, so I'm just going to give you the bare essentials of these three games today.

Tradewind is probably the best example on this entire list of "good foundation, poor execution."  The entire game is built around the movement mechanics; basically, you hold the left mouse button down to rocket in the direction you're pointing.  When you get it down, it's insanely fun to zip around this Bioshock Infinite-esque world like a peregrine falcon on speed.

The way the game chooses to put those mechanics to use, however, is lackluster.  To be fair, the game does its best to keep the segments varied, but pretty much only the last mission doesn't seem out of place.  Otherwise, you're pushing cabbages, fetching sandwiches, or literally rescuing cats from trees.  Maybe that was a deliberate attempt to say "yeah, these missions are about as dull as you can get, but you're still having fun, so that must say a lot about the mechanics, eh?"

In short, this is a game I would love to see expanded on, because I think I could have had a lot more fun with it if I had any more motivation than "well this is fun" to keep playing.  Maybe that sounds nonsensical, but still.  Play the game for yourself.  You'll see what I mean; it's very well crafted but shows a lot of potential for expansion.  Not improvement, so much...expansion.

Short note on Tribe Tactics before I begin actually reviewing it:  this game is very similar to Steamalot: Epoch's Journey, a game made by Indie developer Risen Phoenix Studios, who you should all totally check out on the facebooks.  I was planning on reviewing Steamalot once it game out (I had the privilege of playing an early build at New York Comic Con last month), as well as their debut title Go Go Galago, but they're not DigiPen games, so I'll probably have to get around to them sometime in early 2014.  Before you accuse, no I was not paid by Risen Phoenix to say this.  I simply saw them at Comic Con and think they deserve lots more attention, and reviewing such a similar game to the one they're working on now presented me an ideal opportunity to help that happen.

Anyway, onto the review...

Tribe Tactics is a multiplayer card-based digital board game.  Whoa...wrap your head around that one for a second.  The way you win is by either killing you opponent's general or by taking out his/her two stationery crystals.  The general can spawn warriors as well as effect cards and if I explain it any further it's going to get really confusing really fast.  This is the hallmark of a well designed game, I think; the mechanics are confusing enough to be difficult to explain in words, but if you just play the game, you'll know exactly how to play it.

Since this is a multiplayer game, I was only able to pit myself against my own wit, which doesn't make for a very interesting battle.  I can only assume that playing against someone else is fun.  It seems like it would be, though.  The game looks good, sounds good, and feels good, so what could go wrong?  Check this out if you need some way to entertain both you and a friend at your next debate tournament or similar event.

Finally, Trick Shot Golf.  All I can really say about it is...it's golf.  You've got your standard holes: the straight shot, the troll curve, the sadistic ocean with patches of dry land...The game plays like any other golf game you'd find in the shadiest corner of your local pool hall.  I assume the main uniqueness of the game stems from "fantasy mode," but my game crashed whenever I tried to load it.

I do have one major criticism of this game, though:  the music.  One question:  Who on god's green earth thought it would be a good idea to put THIS much base in a soundtrack.  It hurts!  I mean that literally.  This game is physically painful to play because of the ridiculous amount of base in the background.  I feel like my intestines are being dissolved or something...

All-in-all, we've got three strong titles today.  Maybe I'm only being lenient because I recently started programming again (This time in C++), so I have a whole new appreciation for how hellish getting a game to work can be, but I had fun with these games, especially the first two, since they didn't make my ears bleed.  That's all I got for now.  Until next time, stay resonant.

Links:
My Cabbages!!!: https://www.digipen.edu/?id=1170&proj=25893
Chess without the Chess: https://www.digipen.edu/?id=1170&proj=26911
Golf: https://www.digipen.edu/?id=1170&proj=536

Saturday, November 2, 2013

Toons n Tactics (kinda) and Trade Tides

My goodness there have been a lot of broken links lately...I guess there's not much I can do other than review the ones that work, right?  Sorry, Toons n Tactics

It's okay, though, because Trade Tides filled me with enough anger for like 3 reviews.  My first thought when playing this was "boy, this loading screen sure is taking a while."  My second thought was "come on, why does this list have to have so many RTS games...and why do they all have to be so terrible at conveying the game's controls?!"  So then I clicked the menu button and was immediately greeted by a loading screen.

...WHAT?!

Are you serious?  The game needs to go through a loading screen just to bring up the in-game menu?!  And then, guess what happened when I clicked "how to play."  go on, guess!  Have you guessed?  Another loading screen!  And another one appears when you finally learn the controls (oh, and believe me, I'll get to those in a second), so that makes THREE SEPARATE LOADING SCREENS, none of them especially quick, that you have to sit through just to learn how to play the game!  How the hell do you get a game this wrong?  I can understand making poor choices when programming a game, or trying new ideas that don't end up working, but THIS?!  WHAT IS THIS?!

Oh, but it's my fault for not picking up on the controls, isn't it?  Nobody forced me to open up the menu, right?  Well guess how the (pretty much) only function in the game is performed?  You have to left click on your castle, and then RIGHT CLICK on a surrounding neighborhood to link the two.  WELKRJWWHAT?!

How on God's green Earth does that make any sense?  Why would you switch up the buttons in the middle of performing a command?  Left clicking on both the castle and the town does nothing, so why the hell did anybody think it was a good idea to require the player to first left click and then right click?

And once you've done that...well, you wait until time runs out.  No, I'm not kidding.  The objective of the game is to link all your territories and then "hold out for 5 minutes."  Now, let me go on record saying that the "don't die until x time passes" game mechanic is very rarely pulled off well.  I can think of maybe one game that did it right, and it's kind of a stretch (the game is Deus Ex: Human Revolution, and if you played it, you know what scene I'm talking about, and you know how big a stretch it is).  Regardless, though, I don't think anyone would deny that one thing you need to make that game mechanic even remotely successful is some sort of threat.  In Trade Tides,  every now and again some pirates will appear on the screen, but they are so few and far between that by the time the next batch appears, you have enough money to basically flood the map with depth charges.  Add onto that the fact that you can quick-plant charges by right clicking wherever you want them to go (ie- right on top of the pirate ships), and you've essentially been given a god hand that makes quick work of anything that might try to stand in your way.

I can only recommend this game to the kind of person who is addicted to winning, because I've never played an easier game that actually claims to have a challenge.  That's all I got for today.  Until next time, stay seaworthy.

Links
Nothing Works!: https://www.digipen.edu/?id=1170&proj=25906
Trade Tirade: https://www.digipen.edu/?id=1170&proj=24661

Friday, November 1, 2013

THUGS, Titanium Snail (kinda), and Toblo

For all 0.25 of you who may be wondering whether the whole "skip a day, come back the next day with triple the power" thing is going to become routine for me, don't worry.  I'm only doing it again this week because THUGS took me a little while to figure out.  It's not that the game was too long or too hard to understand, it's just that it's not a game that lets you alt+tab out of it for a second without the whole thing breaking, so I needed to find a quiet hour or so where I could play the game without fear of anyone contacting me on the Facebook machine, which I didn't have yesterday.  Yeah, I know I could have just signed out, but whatever.  This is what we're going with this week.

So for a game that took as long as it did for me to be comfortable writing a review about it, THUGS has probably inspired the shortest review in me yet.  All I can really say about it is: "It's Risk."  Ever played Risk?  You know, the board game?  Well it's the same thing, cept this time with cute little graphics of street thugs beating the crap out of one another whenever there's a dispute for territory.

This is where I kind of have to take a step back and let you decide whether or not you want to play this game, because Risk is one of those games that everyone else seemed to love that I just couldn't stand.  Since you guys all probably know about Risk, all I can really do to inform you is to point out the objectively worse choices THUGS made that Risk didn't.  Really, there's only 1.

In Risk, it is always very clear how powerful your opponents are in any given area.  You can tell which territories have how many soldiers and of which color.  Here, anything you don't control is just colored black with a big question mark, so you have no idea which areas you need to defend and which areas are vulnerable for attack, meaning this game is even more of a damn dice roll than the combat mechanics that made me hate Risk so much.

As you have probably extrapolated from the titles of my posts by now, Titanium Snail didn't work for me.  Sorry...

And that just leaves Toblo, one of the most charming games I've ever laid eyes on.  DigiPen seems really good at making charming games, don't they?  It's certainly a breath of fresh air from the industry standard, where every title must be hard boiled lest it suffer a commercial demise.

But the aesthetic isn't all that I liked about Toblo.  The gameplay was pretty dang fun, too.  It controls like a standard third person shooter CTF game, but instead of using guns to dispatch your enemies, you have to pick up blocks and throw them.  You can hold up to 15 blocks at a time, and the world itself is made out of these blocks, so picking up ammo is a destructive action in and of itself.  You start out in this beautiful LEGO utopia and then in the span of just a few minutes you tear it down with your bare adorable hands.  Knocking out enemies with part of the environment conjures that glorious gravity gun feel that made HL2: Deathmatch so enjoyable, and holy hot damn when you get hit, you really feel it.  Your character goes soaring and the impact is met with some of the punchiest sound effects I've ever heard.

The only real pitfalls this game falls into are ones that I've never seen a CTF game avoid.  Eventually, especially in a singleplayer match where the AI is literally mathematically programmed to be equal in skill, you're going to reach this limbo where neither team makes any progress for a while, which sort of makes the whole game stale, so it would have been nice to see some alternate game modes than just CTF and Sandbox (which is utterly useless, by the way).  Still, though, a game shouldn't really be criticized for what it doesn't have, so I'm still willing to give this one my seal of approval, if for no other reason than it was able to make me giggle like a child on an otherwise very gloomy day.  Good Job on this one.

That's all I got for now.  Until next time, stay happy

Links
Risk-ey business: https://www.digipen.edu/?id=1170&proj=552
Opps it dun werk: https://www.digipen.edu/?id=1170&proj=497
I gahtchu!: https://www.digipen.edu/?id=1170&proj=465

Wednesday, October 30, 2013

Thelema

Thelema is one of those "big game, small package" deals.  Just a bit over 7MB of disk space, and it contains a world so massive in scale that I couldn't trek through all of it in the 10 minutes for which I played.

Here's the basic rundown:  the game is some weird mix of a platformer and an omnidirectional shooter.  The gameplay, no doubt, resembles the latter, but the level design resembles the former.  I'm actually not sure how I feel about this.  The level design doesn't seem to affect the gameplay in any way, and it lead to a few fun moments when I would pretend to "Ninja Gaiden" off the walls by just pressing the left and right directional buttons, so I guess it was clever.  Good work.

The gameplay is driven by the weapon upgrades that you can get by clearing grueling successions of enemies without dying.  When you die, you are respawned at the beginning of the game, but you keep your weapon upgrades.  I only played long enough to get one of these upgrades, the glacier, which was a huge step up from my starting fireball and...well...that's kind of what I don't like about it.  Once I got it, I had no reason to ever use the fireball.  The game would have been much more engaging had the weapon powerups offered slightly different playstyles, rather than just a numerical damage bonus and increased number of projectiles per click.  Extra Credits did an awesome piece on this (yeah, it's been a while since I mentioned them, hasn't it?).  Click the link below and check it out.  It's one of my favorite episodes.

Anyways, Thelema is fun and competently designed, but I will say that it takes a bit of getting used to.  For the first couple minutes of play, you're going to think this is nothing any amateur couldn't scrape together with a basic knowledge of C++, but stick with it a little longer and the game starts to show its true colors.  If this game had included a save feature, I might even be inclined to play it some more.  That's all I got for now.  Until next time, stay antigravitational.

Links
Magic Space Man: https://www.digipen.edu/?id=1170&proj=518
Extra Credits: http://www.youtube.com/watch?v=TlBR1z-ue-I