Friday, May 17, 2013

Ivar's Adieu

Another day, another review.

on a scale of none to none, I'm feeling really uncreative right now, so let's just run down the good ol' list, shall we?

Preface!
Ivar's Adieu is a unique, 2-level platformer-type thingy.  Both of the levels are designed like 2D versions of Super Mario Galaxy planets in that you always gravitate toward the center.  To traverse, you use a hookshot type thing.  That makes me think: what's with it with all the swinging mechanics lately?  Ever since Froggle, which pulled off swinging mechanics like a champ, game after game has been using swinging as one of, if not the main method of transportation.  Well, more on that later.

Visual Style!
Nothing wrong with the art direction, but I do wish the first level were zoomed out a bit more.  It's good that I get a nice, big, clear view of every sprite with the camera zoomed in so much, but almost every time I merrily swing around looking for my objectives, I get blindsided by some enemy projectile just out of my FOV.  At least have the camera shift a bit when I build up a decent velocity, dang...

Sound Direction!
All I have to say here is that I wish there were more than one song in this game's soundtrack.

Gameplay!
Of all the 2D games I've played recently that try to make swinging the main method of transportation, this game comes the closest to pulling it off perfectly.  However, it's still very glitchy.  Sometimes, a platform will act like a slingshot and send you flying in the direction opposite to where you want to go.  The hookshot can also be used for combat, and I gotta say, I love it when games use motions like swiping your mouse (or touchpad, in my case) for combat.  Very visceral.  Very fun.  This the combat in this game is like Chain of Command but better.  I just wish Ivar didn't have such a placid and kind voice, because when I hookshot an innocent penguin and catapult him into his friend so that they both go tumbling to their deaths, I like to imagine I'm a hardened warrior rather than a kindergarten teacher.

This game was fun and unique.  Other than sporadic glitchiness, I can't really find a fault with it.  It's a neat, contained experience that doesn't take more than 10 minutes.  Try it out for yourself.  I don't think you'll be disappointed.  This game gets my seal of approval.

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

Links
I'm versed in poo: https://www.digipen.edu/?id=1170&proj=479

Thursday, May 16, 2013

It Belongs in An Ancient Ruin

well, this one was fun!

Before we analyze, let's have a bit of context.  You play as the explorer and spelunker Pennsylvania Smith...

...*disgruntled groan*...

And you steal artifacts from museums and put them back in ancient ruins where they belong...*mumbles*

Alright, well other than...that...I liked almost everything about this game.  Allow me to elaborate:

At first, the game starts out feeling a lot like Trilby: Art of Theft, the game made by the great internet cynic Yahtzee Croshaw.  You work your way around security cameras, patrolling guards, and police dogs to activate switches, steal expensive stuff, and progress through the levels.  

Unlike Art of Theft, this game is also a platformer.  That's an interesting combination: platforming stealth game.  This intermingling of genres is something I'd like to see more of.  Sure, there are only so many ways to do this before the Cooking Mama RPG graces us, but still...I will say, though, there's no way to take out a guard or two in this game like there is in Art of Theft.   Sure, that might not have fit in with the game's mechanics, but I found myself wondering why a man capable of jumping three times his own height is somehow not fit enough to take down a cop with a flashlight at close range.  Oh well...

The second half of the game ditches the whole stealth aspect and just becomes Castlevania.  Mmkay.  I can deal with that.  I'm down.  Let's see what you got, game.

From then on, the game becomes an only minorly frustrating platformer with an actual storyline to keep you motivated.  It was actually very well paced.  It all lead up to a tense escape scene with the final boss, which was immensely satisfying...right up until the very end.

*minor spoiler warning*

The final boss, in the very last screen of the game, is standing right on the edge of a cliff leading into a lava pit.  There is a hook positioned just right for you to be able to tarzan swing and kick him to his death, which would have been hugely satisfying.  Unfortunately, you just walk right past him and win the game...*Sigh*

oh well.  The game did have some missed opportunities, and there were some frustratingly designed aspects (like the evil suits of armor that kill me every time or the velociraptors that jump out of the bushes and give you about 0.0000001 seconds of reaction time before they send you back to the checkpoint).  

There's lots more I want to talk about, but this post is getting a bit too long already.  I guess I can say that the game's best qualities are its conveyance, sense of flow, and art direction (even though I hate pixel art as a concept in the modern world, this was done pretty dang well).  all in all, this game is very competently designed and was one of the more enjoyable DigiPen experiences.  Good work, guys.

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

Links
I don't feel like coming up with a name for this one: https://www.digipen.edu/?id=1170&proj=25076

Wednesday, May 15, 2013

iQ

God help me, I love puzzle games.  After all, after a long day at school straining my mind for 11 hours straight and then coming home and squeezing some last precious drops of intelligence out to get my homework done, all I want to do is sit down in front of the computer and put my brain under some more stress.

I'm kidding, of course.  I have nothing against puzzle games, especially if they're good.  My girlfriend and I have spent hours playing that Tilt board game.  Actually, iQ is quite similar to that game. For those of you who don't know what I'm talking about, lemme explain the mechanics of iQ.  You push and pull blocks onto buttons using the force to advance to the next level.  It's quite fun and it does everything it needs to.

See, this is my least favorite game to review because it's so simple that I've already said everything there is to say about it.  It has all the makings for a perfect puzzle game that you'd expect to see on the app store or something. Based on that, I kind of have to grudgingly give it my seal of approval.  I say grudgingly because this game didn't leave me with any kind of take away.  It happened.  I genuinely can't think of a flaw, though, so I guess iQ wins this round.

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

Links
eye que: https://www.digipen.edu/?id=1170&proj=25111

Tuesday, May 14, 2013

Invade-n-Raid

hmm...a 2-D adventure starring an interplanetary mining robot with an "-n-" in the title...something about this seems unoriginal...

Yep, this game is brought to us by two of the people on the Dig-n-Rig team (plus one new member, who ostensibly decided to get rid of that horribly pretentious pixel art style).  Will Invade-n-Raid be as confusing and unrewarding as its predecessor?  Let's find out.

This game is actually relatively simple and, best of all, unique.  Go figure, right?  In order to dig for minerals, you have to burrow into a planet, which, instead of just being boring and giving you the elements, puts you in a quick Astrobunny-esque collection mechanic, which I find to be a huge improvement.  Getting minerals actually feels rewarding and fun now.  Combat is a fun mechanic as well.  Madly tapping the "E" button to eliminate certain enemies is immensely satisfying.  Getting hit by other enemies because you didn't know they were invulnerable to your attack, on the other hand, is not.

Other than that, the only problem I had was that figuring out which way gravity points is a little confusing.  You know that feeling in a Sonic The Hedgehog game (especially the 3D ones) where you're pressing one direction to build up momentum but then you enter a loop or a turn or something and you don't quite know whether to keep holding that direction or to switch to wherever you're facing now?  Ugh, that could have been worded better but you know what I'm talking about.  That is this game in a nutshell.

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

Links
https://www.digipen.edu/?id=1170&proj=25885

Sunday, May 12, 2013

Insecticide

short review today, guys.  Insert flimsy excuse here.

Insecticide is my new defensive evidence to show to anyone who accuses me of giving FPS games a free ride just because shooters happen to be my favorite genre.  Don't get me wrong, the gameplay isn't as bad as Echo's was, but I still can't recommend it.

First off, let's talk level design.  The game starts you off in an area with only common SMGs, pistols, and some weird flying centipede type things along with their spawners.  Naturally, as a gamer, your first instinct is to wreck shop.  So you fire upon the spawners, since they're the only things that don't move or try to kill you, only to find that their health bars are way too big.  Killing things, at first, is boring, but it's almost stimulating.  Less ridiculous movement patterns, health bars, aim assist...all of these things would have been useful here.

So then, you go and explore the vast, open landscape until you come across what I call the "fun zone."  Here, there are rocket launchers and swarms of wasps galore to keep your interest.  I like how the game gradually leads you into the intense action, but the beginning stages needed some polish.

Speaking of polish, what happened with those centipede enemy things?  The wasps, houses, ground and hilariously named taxi cab all have at least a little bit of detail to them, so why not the first enemies you see?  Maybe they were following the method of making the player explore to get the good stuff, but I don't know. It still seems a bit unrefined.

That's a good word for this game in general.  It's unrefined.  That doesn't mean it's not good and it certainly doesn't mean it has a shaky foundation, but it does mean I can't quite recommend it just yet.

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

Links
Inspect Inside: https://www.digipen.edu/?id=1170&proj=512


Saturday, May 11, 2013

Infinite Ion (guest review)


“Luis, my fellow game-whore who has given up on writing guest reviews” he says. I’ll show him...I’ll show them all!!! MWAHAHAHAHAHAHA

Oh. You’re here.

So after that very appreciated character assault, I thought it my duty to write a review. And yes, I will resort to cheap shots. Also, I’ll be reviewing it as I play, which means that I get to yell more, but which also means that my analysis may not be super spot on at times.

Pre-Game:

Infinite Ion is a game made by a bunch of sophomores. Their opening description is that it’s a “cooperative bullet hell shooter based on the concept of polarity, based on Ikaruga.” So, naturally, I had to go and see what Ikaruga was all about. And guess what, Ikaruga is a single-player bullet hell shooter based on the concept of polarity. Made initially for the Gamecube, you press A to (literally) flip between what I’ll just call the good Arwing and the evil Arwing. The good Arwing can’t be harmed by blue light bullets and the evil Arwing can’t be harmed by darkness bullets. Clever, but not too interesting.

Now, this game is a co-op game, and I’ve basically come to the conclusion that there are three kinds of co-op games on the market. Your first kind of co-op game would be your Borderlands and your Halo 3, where co-op is appreciated, but not necessary. Your second kind of co-op game would be your Portal 2, where it’s entirely separate from the rest of the game. And your third kind would be your Dead Space 3 and your Resident Evil The Last Few and your Borderlands 2, where it doesn’t need to be co-op, but for some reason is. Guess which one this game falls under?

The menu screen is pretty generic, with a small explosion particle effect thingy going on in the lower left, and all the options and stuff over a decidedly bland logo. The music is decidedly boring, because it sounds like it uses the same keyboard that they did for Deus Ex, but without all of the cool.

Also, since co-op is required, I’ve enlisted the help of my sixth grade brother, Napoleon, also known by his real name Matthew.

Post-Game:

“Look, it wasn’t something I would play again. Maybe I would give it one or two more goes.” This coming from the child that has poured so many hours into the Virtual Hat Simulator that is TF2 that he literally changed the Steam layout so that he wouldn’t be embarrassed by how many days he’s wasted playing it so far. Suffice it to say, kid knows a good game when he sees one.

Surprise surprise, the co-op “definitely was a feature, but wasn’t really necessary. It could’ve just been an option and not really forced upon you.” Honestly, he’s spot on. From a mechanical standpoint, having co-op does open up quite a few avenues for development, but these devs basically seem to have said “Ikaruga with a friend”

A solid third of the bullet patterns are specifically designed so that you can only complete them if both players simultaneously complete a specific and complex series of maneuvers. Which is not fun to do with two people. With one person, the excuse is, “Oh, I’m an ass, guess I need to pay more attention.” Here, you’re completely reliant on your partner, and not in a fun way. The game is your typical twitchy bullet hell fair, so mistakes are obviously going to abound, but when one mistake can lose you two of your shared six lives (side note: shared lives = stupid. Don’t do it.) everything becomes increasingly combative.

Gun upgrades are received through small gold coins of various sizes dropped by enemies. However, there’s nothing that explain the relative value of each coin, or how many you need to upgrade, etc.

The backgrounds were dull and uninspiring. The music changed each level but was so bland that I didn’t even notice it. The sound effects were...okay. Nothing more than they needed to be.

Honestly, I came away from this game thoroughly bored. The reason being that aside from the glaring unnecessary co-op, this game is just...dull. There’s nothing else that’s really wrong with it, but it’s just a kind of bland paste. If anything, it just proves that Ikaruga had some really cool ideas and solid execution that they tried their damndest to mimic and failed at.


--------------------------------------------------------------------------------

And thus, another honest day's work has been evaded.  Thanks, bud.  Since I don't have a mini-me to play with, you guys are just going to have to take Luis's word on this one.  

Incandescence

Prior to playing Incandescence, I was notified by Luis, my fellow game-whore who has given up on writing guest reviews but not on playing these games for kicks, that this was the game controls like a cheetah with an inner ear problem.  I'm paraphrasing, of course, but nevertheless, it's worth noting that I didn't go into this game very optimistically.  That in mind, let's play this thang.

Well the controls definitely aren't great, but I've played a lot worse.  Really the only problem is that the mouse sensitivity is too low, which wouldn't be a problem if the game allowed me to adjust it manually.  Instead, I got a perplexing control options screen where the only options are "invert y axis" and a blank field for you to type stuff into, which does nothing.  huh...

My main problem with the game is how it feels. Occasionally, you'll run into these glitchy-if-effective boost rails, which bring you up to a satisfying speed, but the momentum you gain from them runs out almost the instant you leave them.  The rest of the game is pretty sluggish, all things considered.  I'm just coasting around the city with no real sense of challenge or excitement.  It's just plain ol' boring.  If Igneous were paced like this, I would have torn it a new one because every other aspect of its design focuses on adrenaline.  Incandescence, with its blue tonality, calming sound direction and placid control style, and consequence-free level design seems to go for a much more relaxing atmosphere, which is fine as long as there's something to keep me occupied.  I need to derive some sense of fun from a game...that's why it's a game!

Imagine a game based on that one scene from Aladdin where you're just floating on a magic carpet through the clouds.  No sense of danger, nothing standing in your way, you're just coasting.  Every now and again a little piece of bread or whatever will float by that you can collect, but past that, nothing.  Sounds fun, right?  Yeah, I didn't think so.  That's what Incandescence reminds me of.

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

Links
Ink on the fence: https://www.digipen.edu/?id=1170&proj=24656