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