Monday, April 8, 2013

Future Fort Defense

Welp, school's back.  That means no more delightfully detailed posts, much to my dismay.

And speaking of dismay, the first game to be reviewed since the start of school features the words "fort," another word for tower, and "defense."

*long, drawn out sigh*

Well, on the bright side, the game sets quite a relaxing mood on startup.  For better or for worse, this mood doesn't stay very long.  This game tasks the player with quite a lot.  Between resource mining, tower building, fighter guiding, and enemy shooting, all the while having to calculate the flow of asteroids to your advantage, this is perhaps the most complex game on the list so far.

Taking that into account, all the design choices compliment this.  The music, the color scheme, everything is designed around giving the player brief moments of reprieve, allowing him or her to "recharge" before taking on the next threat.  All things considered, the game design is praiseworthy.  I feel like if I were a tower defense aficionado, I would be incredibly enthusiastic about this game.

Though I might not be a fan of the genre, Future Fort Defense really does everything right, and for that, it earns my seal of approval.  Well, it almost does everything right.  If you press "esc" at any point in-game, you get sent right back to the menu screen, losing all your progress in the level.  This sucks, but it certainly isn't a dealbreaker, especially considering the stages are short, there's a stage select on the main menu, and the "esc" key is nowhere near the main buttons, so it's bound to be a mistake you only make once.

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

Links
Space Towers: https://www.digipen.edu/?id=1170&proj=26141


Saturday, April 6, 2013

Froggle

The title of this game sent me into a delusional contemplation of some sort of hybrid between Frogger and Peggle, which seems about as appealing as the monkey frogs from Beerfest.

Luckily, I got no such thing.

The first thing I noticed about Froggle was just how charming the game is, aesthetically and otherwise.  That really is the word for it.  It has lots of charm.  From attention to detail to button tutorial signs that are actually interwoven into the narrative to references to Frogger to just the cute aesthetic of a little frog dealing with the tedium of daily life...except he's a frog.  It's flippin adorable!

I will say that for all its charm, the game isn't really exceptionally put together.  Within the first minute of having control over my character,  I managed to get stuck under a bench, unable to move.  Thankfully, I was able to complete the task at hand nonetheless, but still, it's worth noting that it doesn't take a whole lot of effort to break this game, especially considering pressing "enter" can make the game crash, even though there are multiple times in which the game tells you to press enter!  Like...what?

okay, I can shake that one off.  Let me get focused here...okay.  Let's talk about the mechanics...

Here's the best way to describe this game in my opinion:  take Just Cause 2, strip it of every element except the grappling hook, design the entire game around the grappling hook, make the grappling hook about a million times more volatile, and make the game about frogs.

All things considered, the mechanics actually hold up extraordinarily well.  The frog-tongue grappling hook makes moving around the (very well designed) overworld quite enjoyable.  Yes, controlling the tongue can get a bit difficult at times, but it never got frustrating. I think this is mainly due to the fact that you can keep your tongue outstretched while still moving around to find a suitable surface while in midair.  While not the most realistic design choice, it certainly keeps the game from getting frustrating.  The main mechanic is simple and explored to the fullest without getting repetitive.  That is the hallmark of a well designed game.

The narrative is the glue that holds it all together.  It's a simple tale of frustration at the DMV...er...I mean DFL...from the accounts of both the employee and the victim...er...I mean, customer.  Even though this story hits a bit close to home for a 17 year old who just failed his road test because the ignoramus in the passenger seat doesn't know that you have to be in the left lane before you make a left hand turn I mean seriously what is this world coming to whenwehaveapublicdepartmentwherethepeoplewhoworkthereHAVENOIDEAWHATTHEY'REDOINGAND

*cough*...sorry about that...

Nevertheless, the story is, at the risk of severely overusing this word, charming.  Between it, the fun and intuitive mechanics and the pleasing visual style, this game seems to be in perfect shape to earn my seal of approval

...until...

Remember earlier in this review how I said the game crashes easily?   Good.  Now, remember a good long time ago when this blog was just getting started and I would constantly complain about games lacking save features?

Well, guess who's back!

Froggle isn't a very long game, and can be blown through in less than an hour, so I normally wouldn't mind that it doesn't have a save feature.  The narrative length and style is somewhat similar, after all, to Starfox 64, one of my favorite games of all time.  The difference is that Starfox 64 doesn't crash...ever.  Froggle crashed within the first 15 minutes of my playthrough.  That caused me to unjustly lose not quite enough progress to justify ragequitting, but just enough to make my experience tedious and frustrating.  Fix your game so that it doesn't crash or put in a damn save feature, dammit!

*sigh* okay...I've gotten quite worked up this time around, haven't I?  Well, before I sign off, I should talk about the bonus games.  Froggle Soccer is a fun little variation of gameplay mechanics that would require you to think strategically about how to use them to your advantage if the game wasn't easily broken by standing in the goalpost and licking all the balls that come your way...don't think too much about what I just said.

Seedler Soccer, the other bonus game, is essentially a 2.5D version of Slime Soccer, which has brought me a good amount of amusement as well as boredom from being sent to detention for playing it during school hours...It's a solely 2-player experience, which is good because now I have another way to amuse both myself and a friend during debate tournaments when I have my computer on me but lack internet.  The physics are a bit off in this bonus game, but I still had fun with it and it's not even part of the main game, so no harm done.

Alright, that's all for now.  Until next time, stay swingin'

Links
Long tongue, long review: https://www.digipen.edu/?id=1170&proj=1502

Friday, April 5, 2013

Fragmentia

I've said some pretty controversial things on this blog, at least to the gaming population.  I've bashed Super Smash Bros Brawl and, much to my delight, was spared the same fate as more famous internet personalities as Yahtzee Croshaw.  Perhaps I'm testing my luck by doing this, but I'd like to take this opportunity to add another popularly praised game to my list of garbage games. That game is A Link to the Past. I appreciate that a good Zelda game will challenge the player's mind, but there's a difference between presenting genuinely challenging puzzles and just confusing the player with an amalgam of bad conveyance, sticky combat (yeah, I said it), and completely unmotivating narrative.

Fragmentia fixes all three of those problems.  Granted, the latter two are fixed by simply eliminating combat and narrative from the game entirely, but at least the conveyance is decent.  And before you ask, no, Fragmentia and A Link to the Past have nothing to do with one another.  I was just playing the latter recently and I needed to vent my frustrations.

Right, then.  I talk about conveyance quite a lot and I will probably continue to do so.  Yes, it's well known that I watched that one Egoraptor video, but no, that's not why I value conveyance so much.  Anyway, let's slow down for a minute and explain exactly what conveyance is.  Simply put, it's the way you teach the player about the mechanics of your game.  The "mechanics," of course, can refer to controls and basic functions of the game.  Sometimes it's necessary to tell the player straightaway, but usually the best option is to design the game so intuitively that the player can figure it out on their own.  The reason I got so peeved at A Link to the Past earlier is because the game is trying to convey more than one detail at a time.  This must be against the scientific method or something.  I have this magic mirror that can shift me between dimensions, and the world just involuntarily shifted into one of these dimensions, so naturally I figured I have to use the mirror to get to my next objective.  Turns out, nope: I just have to go into some shrubbery where there are microscopic holes at the top that I might have noticed if I wasn't so focused on the mirror that was apparently so important.

*pant pant* ok, I'm done now.  The point of all that was that Fragmentia doesn't make the same mistake.  It reveals one thing at a time, like a game should.  More on that later.

I've always held to the belief that if you're playing with a controller (and thus, a limited amount of buttons), then there is no need to ever have button tutorials, because if the player get stuck, he or she can just mash buttons until the thing that they want to happen happens.  PC gaming is a bit different in that there are too many keys that do nothing in the game for this strategy to work.  Fragmentia gave me an interesting idea on how to remedy this problem.  On the "controls" screen, a little graphic of a keyboard is shown with all the buttons that actually perform functions in the game lit up.  Underneath this graphic was an explanation of what each button does, but riddle me this:  what if those explanations were not there?  Would this not be the perfect method of conveying controls to the player?  Tell them which buttons are in use and then say, "good luck, junior."  This will make the player feel rewarded for figuring stuff out on their own.  The reason I hold this particular design quality above so many others is that I truly feel it encapsulates everything that's wonderful and unique to the gaming medium.  Yes, you can feel rewarded for figuring out the twist ending to a movie or book, but what other kinds of media can reward you with the intrinsic elements of the medium?  Ok, fine, knowing an esoteric vocab word in a book can be rewarding, as can figuring it out from context, but I still think there's something unique to interactive media (ergo, video games) that all falls apart when a game has bad conveyance.

Oh me oh my, I haven't even started reviewing Fragmentia yet.  Alright, let's get to that.

Fragmentia is a very simple game.  As I mentioned before, there is no story and the mechanics are limited.  All the game really has to be reviewed are the art style and the mechanics, both of which I think were delivered terrifically.  The art style has a kind of "felt cut-out" feel to it.  Whether you love it or hate it, it's certainly unique and can definitely be appreciated.

Then there are the mechanics.  Fragmentia really only has one puzzle: stop time at the appropriate place.  I won't explain it more than that for fear of spoiling the answer to the only riddle in the game.  Honestly, this is a little disappointing, but the one puzzle is conveyed so well and the game itself is so short and sweet that I can't get too mad.

And that's it!  There you have it, 90% blog, 10% review.  The take-away from today's little rant session is that when it comes to conveyance, less truly is more.  As long as the player isn't completely clueless, let them figure stuff out on their own.  I know it may be tempting to clue your little lab rat into every aspect of the game that you've toiled over so very laboriously, but trust me, missing one or two aspects of the game is worth it if it means good conveyance.  Besides, it might even give the player a reason to replay your game. And for God's sake, please only convey one element of the game at a time.

That's all for now.  Until next time, stay intuitive

Links
Key+Door=Profit: https://www.digipen.edu/?id=1170&proj=18540

Thursday, April 4, 2013

Fragment

Aww, look at da cute little kitty

Ok so the first thing I noticed about Fragment was that the art style kind of reminds me of a more modern Crazy Cross.  The "cutscenes" are given in like a pencil-storyboard format (or at least the first one was).  Once I had time to appreciate that I was thrust into the game whereupon two more things grabbed my attention.  First, whatever planet you're on must be made of Fun Zone balls or something because your jump can easily catapult you right off the screen.  Second, the music is, to quote a wise philosopher, quite bitchin' (oh, that's not a swear.  Ger over it).

As I write this, I'm no more than 30 seconds into the actual game, and I can say that I have really high hopes for it.  Let me talk about two more things that I noticed right off the bat.  First off, the graphical style is not for everybody, but it is certainly for me.  I personally love the cartooney, cell-shaded Wind Waker-ey style, but I know a lot of people who don't.  Anyway, that's the kind of thing Fragment is going for.

Second, let me talk about that glorious Egoraptorian ideal of perfect conveyance.  Fragment starts you off with absolutely no knowledge.  All you had was an insubstantial "cutscene" thing.  And you know what?  That's how I like it!  Fragment truly does rely on the game mechanics to teach the player about themselves. Here's an example.  Right when you start off, the level is designed in a very linear way.  You press "D" and you progress through.  It looks like a 2.5D sidescroller at first.  Then, I reached a dead end and thought "well what the hell, I'm only 15 seconds in and I already reach a dead end?" But, as it turns out, I was just being an idiot.  See, right before I reached the dead end, the world kind of curved a little bit to give the feeling of depth.  From this, one may infer that this actually isn't a 2.5D game, but a full-fledged 3D, third-person experience.  The game never explicitly told me I had to completely change the paradigm of how I went about playing to progress, but the level design made it easy for me to infer it.  This is how you design a game!

and, of course, right as I say that, the ever-infamous information disks are introduced.  Whatever, though. In this case I think they're kind of necessary.  I would never have figured out that "F" gives me a bird's-eye view of the level I'm at. Oh wait, this game was designed to be used with an Xbox 360 controller, so there's pretty much no excuse...and since I don't have any of those controllers lying around, there are some pretty annoying things I have to deal with.

I want to know who was in charge of mapping the PC controls for this game.  Then I want to know if they've ever played a game before.  The mouse controls are completely inverted and it feels extremely unnatural, especially when you try to adjust your view while blasting forward and end up probing through your character's nostrils because the mouse controls are a mess!

*pants angrily*

Ok, I think I'm good now.  Were it not for the messy control scheme, I'd be really enthused about this game.   I love how everything is presented, I love the art style, I love the pacing, I love how the world gradually expands, giving it a tangible sense of enormity.  I guess the best way to describe this game is "the result when the best designers out there meet a team of really promising young programmers and one simpleton who thought it was a good idea to completely invert the mouse controls and make playing on a PC an absolute nightmare."

That's all I got for now.  If that one guy who's responsible for the shameless act I mentioned happens to read this, sorry for being so harsh, but come on.  I can't let something like that slide.  Until next time, stay purrrrfect.

Links
Space Meow! https://www.digipen.edu/?id=1170&proj=24674

I like cats, if you couldn't tell...

Wednesday, April 3, 2013

FP-FS

Oh goodie, another FPS game!  Will it be a fun and intuitive experience like Fight Zone or will it give me more headaches than Echo did?  Yes, I've had a pretty interesting experience when it comes to DigiPen FPS games.  The noble first person shooter is, while not really a genre in and of itself, my favorite "breed" of video game.  Don't get me wrong, I'm not one of those foam-mouthed thrill seekers who play FPS games for the rush of the violence.  In fact, I think it's a shame that modern FPS games tend to stick to the same formula when my favorite game of all time (slight props to anyone who can figure it out) deviated so greatly from the "linear shooting gallery" rigmarole.  The perspective allows you to truly inject yourself into the character and experience the narrative to the fullest extent and the mechanics of a typical "shooter" game tend to be intuitive and natural. That said, it's very easy to use those qualities as fallbacks to justify an overall mediocre experience.

But now I'm just rambling, so I'm going to cut myself off there.  Let's get into the review and find out where on the FPS spectrum FP-FS lands, shall we?

Well, upon starting up FP-FS I was delighted to see that it seemed to take a bit of inspiration from my aforementioned favorite game of all time, using words like "augmentation" and "multitool" (is it clear enough yet?).  Indeed, the soundless tutorial screens got me fired up enough to tear through this game like a hot knife through butter.  It was when I started looking for the "start game" button that I noticed the words "now loading" at the bottom of the screen.  This had been going on for a good 5 minutes, and there was no progress bar to speak of, so I just assumed the game had crashed.

As I write this, I plan to start the game up again and let it sit for as long as it needs to.  Hopefully I'll be able to occupy myself with whatever happens to be on Animal Planet...

*sigh* Yeah, this game is just a loading screen.  Darn, I was really looking forward to it, too.  Oh well.  I hope my random musings on FPS games were at least somewhat entertaining.  Until next time...

Links
https://www.digipen.edu/?id=1170&proj=448

Tuesday, April 2, 2013

Foxglove Copperfield: Robot Hunter

Whoa, nelly!  This is gonna be interesting.  Not only is this the biggest game (with the exception of Crazy Cross, which I'm still working on) so far, but it's the only one that requires Steam to play it.  This is getting serious.

Unfortunately, this is 300+MB of deadweight.  That's right, it's another broken game.  What a shame.  It crashes right after the initial loading screen.

Links
https://www.digipen.edu/?id=1170&proj=25276