Monday, October 14, 2013

Ta-Ta Mahatta and TCubed

This is one of the most difficult reviews I've had to write.  As I said yesterday, these things have to be treated more as first impressions than actual reviews.  I wanted to play more of both of these games, but I just didn't have the time to play far enough to have anything meaningful to say.  Regardless, I'll try.

Starting out with Ta-Ta Mahatta, this game has that "early n64" look to it.  That sort of "we know how to make 3D textures but don't quite know how to make them appealing" aesthetic.  I can't really explain it, but think of a game like Castlevania 64 or Bubsy 3D and then think of a game like Super Mario 64.  See the difference?  Yeah, Ta-Ta is in the former camp.

The game starts out slow but manageable with a few levels introducing you to the basic powers of each controllable TaTa.  It's not a terrible tutorial, but it did get a bit laughable at times, like when the game made me push two blocks into two holes right in front of them and saying "no, seriously, you just solved a puzzle.  Good job."

The real fun begins when you control more than one TaTa.  You switch between them using "S" and use their unique abilities to traverse levels.  The game's forte is definitely the level design.  While linear and relatively straightforward, the levels facilitate a sense of accomplishment and they do make you think for a second or two.

The biggest flaw is that the game feels very unrefined, to put it nicely, and unfinished, to put it cruelly.  This is most evident when one of your TaTas, whom you need in order to complete the level, dies.  At this point, you would expect the game over screen to pop up, since you've effectively already lost, but it doesn't.  You're just stuck in limbo until you find a cliff or an enemy to assist in your suicide.  All-in-all, this game's not bad.

TCubed is much more difficult to review, mostly because I never make any progress because the game crashes every time you alt+tab out of it, which is something I'm conditioned to do every time I hear the Skype notification sound.

To me, the most notable feature this game has is a working save feature, which already puts it leagues above most of the games on this list in my book.  The game does lose some points, however, for not allowing you to save at any time.  Being able to save only at certain save points is a gameplay mechanic rarely pulled off well.  The only game I can think of that uses it effectively is Dark Souls.  In that game, it adds another layer of delicious tension onto every fight.  In TCubed, it's just annoying.

There are a few things that I quite like about the game, such as the "waypoint" aiming system, which is a fantastic method of aiming your boomerang-like projectile once you learn how to use it.  I'm also a fan of the "faulty memory" aesthetic, although it does have a tendency to interfere with gameplay and give the game a bit of an I Want to Be the Guy feel (that's not a good thing).

my verdict on this one is...well, I just don't have one.  I have to play it more.  Sorry to leave it like that, but I feel like I've only scratched the surface.  For now, though, know that it was interesting enough to inspire me to play with it in my spare time.

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

Links
Breast Pun: https://www.digipen.edu/?id=1170&proj=537
Letter Numbered: https://www.digipen.edu/?id=1170&proj=484