Friday, October 18, 2013

Temporal Power Racing and Terra

Alright, so maybe I overreacted earlier.  Yeah, the addition of 14 new games so close to the end of the year kinda screwed me up, but not THAT much.  My schedule is relatively unchanged, though I'm going to have to do these "double the games, half the quality" type reviews more often.

Anyways, let's talk about these games quickly, because I'm tired and really looking forward to hitting the hay.

Temporal Power Racing is your standard F-Zero clone, so if you're into that kind of game, then yay for you.  I found something you should totally try out.  For the rest of us, though...eh.  The game isn't poorly designed, but it seems a lot more frustrating than it has to be.

The basic setup is decent enough.  The levels are littered with red and blue patches.  You swap between red and blue by hitting the "z" button, and depending on what color you are when you go over a patch, you will either get a speed boost or be slowed to a near stop.  It's one of those ideas that sounds pretty bad on paper, after all, it's just adding an unnecessary step to the racing, but it actually works out to be pretty fun, though it does nothing to alleviate the stereotype that DigiPen students approach gamemaking as "How can we remake Ikaruga today?"

The real problem with the game is the car design.  Usually, in a racing game like F-Zero, where the different cars are afforded ranks for how well they turn, their max speed, acceleration, etc, the player can look at those ranks and interpret their car choice as "how do I want to win this race?  Do I want to blaze past the rest carelessly or do I want to carefully maneuver around my opponents, etc, etc, etc."  In this game, the question is "in which way would it be least frustrating to get absolutely piledriven into last place?"  I'm not saying the game is too hard, it's just that the fast carts all have terrible turning and the carts that allow you to stay on the track are too slow to be competitive.  This doesn't make for a challenge, it makes for frustration.

Still, though, the graphical style is interesting and the gameplay isn't terrible, so I'll still give it a reluctant recommendation.  Now, then, let's talk Terra.

Terra confused me quite a bit at first.  Firstly, there's no academic year listed next to it in the game gallery, leading me to believe that this game was conjured from some intemporal void that transcends time and space, like it's our gift from God or something.  Actually, the game displays the Valve logo upon startup, oddly enough, so I guess it is a gift from God...Well, if so, it's a shame God didn't keep the receipt.

Okay, that was too harsh.  Terra is actually not bad.  Some might find it pretty damn good.  The concept is original and creative:  tilt the world using RMB to manipulate your surroundings in order to get from point A to point B.  When it works, it's actually very fun.  I ragequit after the second level, however, because of how easy it is to kill yourself in this game.  One errant nudge could mean the difference between completing a puzzle and being squished against a wall, losing all your life in a matter of nanoseconds.

So yeah, the word of the day is "frustration," kiddies.  Try to avoid it at all costs.  These games didn't, and they suffered because of it.  I can recommend Terra for its polished and professional look and TPR for its interesting "Mortal Combat meets F-Zero 64" graphical style, but otherwise, I am largely unimpressed.

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

Links
Big Words, Little Cars: https://www.digipen.edu/?id=1170&proj=434
Overused Latin Word: https://www.digipen.edu/?id=1170&proj=23877

OH GOD NO HELP ME PLEASE GOD WHY

So I got home today from a particularly abysmal day of school, checked the DigiPen Game Gallery and....huh...something's not right...

...wait a minute...

...oh God...

...did they?...yes....yes they did....

They added 14 more games...

.............................please help me...

So yeah, in a tragically ironic twist of fate, my seeing that left me with infinitely less motivation than I had when I typed that ever fateful "Dig" into my address bar.  I'll try and get a review out tonight, but....damn.  I was already running way behind schedule.  I don't know how I'm going to deal with this...

Well...I've still got a month and a half.  Maybe a kindly old demon will appear to me and offer me some more motivation in exchange for the other half of my soul.  One can only hope...

Peace

Thursday, October 17, 2013

Temple of the Water God

Presentation really goes a long way, doesn't it?  I'm playing a very obscure game on my phone (more on that later...dun dun dunnnnnn), and I swear it has the potential to be big... like, Temple Run big... if only it were presented a bit more cleanly.  Temple of the Water God understands this.  It went with a very simple mechanic and very simple level design, but presented that simple game as best as it possibly could.

My first and greatest "wow" moment when playing this game came to me close to the beginning, when the sun in the background gleamed gloriously at my character and its surroundings, illuminating them with an almost supra-professional polish.

And speaking of supra-professoinal, props to the guys who worked on the music and sound editing for this game.  It's nice to see that there are still people who take such seemingly insignificant parts of the game so seriously, and the effect is great in every sense of the word.

Now, let's talk gameplay.  The mechanics are sort of similar to Snowfall's, except not designed to piss you off.  You use one button to suck and another button to push...water, that is.  You use this water to transport yourself from one area to the next, with the help of sea turles, jellyfish, and sharks, all of whom must be manipulated in slightly different ways.

The mechanics bring their share of frustrations and triumphs, but honestly that's not the most interesting part.  Where the game really excels (other than the polish, of course), is in structure.  The game is the perfect length for a relaxed yet dedicated play session and features a fair difficulty curve.  In the game's climax, you're super powerful and you feel it. Yet, the game doesn't get easier as a result.  The game was simply designed around your newfound superpowers, allowing you to reap the rewards of your labor while remaining challenged.

Temple of the Water God is a game that you can learn from, which makes it worth a play in my book.  If you're starting out in game design and already have your mechanics and narrative planned out, but just need to know how to translate them into a well-rounded and well-polished experience, then this game has the answers for you.  That's all I got for now.  Until next time, stay wet.

Links
In the Name of the Water: https://www.digipen.edu/?id=1170&proj=26713

Telurica

Boy oh boy...I can't tell if I'm just in a rut lately or if this particular section of the game gallery is just completely insubstantial, but I am really running out of things to say.  One of the easiest ways to get me to clam up and say nothing is to have me talk about something very simplistic.  That's not to say simplicity is a bad thing.  TEK was very simple in its design, but it still left a bigger impression on me than most of the games on the list.  Telurica, however, is the most simple game I've ever played in every sense of the word.  And yes, that includes non-DigiPen games, so yes, that includes Sumotori...

There are only 2 things you can do in Telurica, both of which are displayed for you at the beginning of each game:  "Absorb! Destroy!" The game says, without cluing you in as to what exactly it means.  Granted, I appreciate how the game used text to convey its mechanics, yet still let you figure them out for your own.  The menu screen says "click to play," so you've already associated clicking with the action that makes things happen, so your first instinct is to click in order to absorb and destroy.  Lo and behold, that's how you do it.
I'm tempted to say that there's no strategy with Telurica, but since I've come in dead last for every round I've played, it's probably more likely that I just haven't figured out the strategy yet.  I'm not sure what else I can try, though.  I know the principle mechanics, you bulldoze trees to increase your score multiplier and you vacuum their leaves to get points.  Easy.  The problem is that you can only see half of the map at any given time, and your character moves so slow that by the time you've cleared out one hemisphere, your opponents have already gotten busy racking up points in the next.

The most notable thing about Telurica really is its simplicity.  Again, that's not a bad thing.  It'll certainly keep you entertained for 5 minutes or so, so download it if you're bored.  It's only 7MB, after all...That's all I got for now.  Until next time, stay simple.

Links
Do the Thing: https://www.digipen.edu/?id=1170&proj=423

PS- I could've sworn I posted this yesterday...

Tuesday, October 15, 2013

TEK

Video Games are often grouped with films and books in the category of "narrative media," which is fitting for the most part, but one of the things that makes video games so unique is that you don't need a narrative to have a good video game.  Even in movies like The Expendables, where the story takes a backseat to the 'splosions and the fight choreography, there is still a reason why Terry Crews is blowing people to hell with an automatic shotgun.  There is still a story.  Sometimes, you don't want a story.  Sometimes, you just want to be a robot killing other robots.  No, I'm not talking about Transformers, because even that had a story, believe it or not.  I'm talking about games like TEK

There are 2 game modes in TEK, "Gladiator" and "King of the Hill," the latter being far from aptly named because it plays more like a halfassed game of domination in [insert any FPS ever here].  Both modes had their ups and downs, but I found Gladiator mode to be more worth my time because there was an actual difficulty curve and it felt like I was getting closer to achieving my objective.  Sure, in KOTH, there's a progress bar, but you're just fighting the same two enemies with the same weapon (because you were smart and picked up the insta-kill fire sword as soon as you saw it).

Anyways, what I really want to talk about is the mechanics.  Literally the first thing I thought when I played The Legend of Zelda: Skyward Sword (which I will defend to the bitter end as one of the top 3 best Zelda games of all time) was "boy, these mechanics would work great with a keyboard and mouse."  If only I had known that somewhere between the years 2008 and 2009, that vision had already become a reality.  TEK allows you to swipe your mouse across the screen to determine what angle you want to slice your opponents at...in theory.

Props for being innovative, but the mechanic just doesn't feel right.  You'll have to fiddle around with the mouse for a full second before you get anywhere close to the angle you were after at first, which is a real bummer in the heat of battle.  The slashing is so delayed, in fact, that the other mechanics being seamless is actually a bad thing.  I know that sounds crazy, but hear me out:  if the stabbing and blocking mechanics were as difficult to work with as the slashing mechanic, the gameplay would have at least been consistent and balanced. As it stands, though, not only is stabbing just as effective as slashing (or more so, depending on which sword you're using), there's literally no strategic reason for you to ever slash.  Instead of manipulating the game mechanics to achieve a goal in the game, you're manipulating them to provide yourself a false sense of fun...which is never fun.

It might not seem like it, but I actually love TEK.  It has its flaws, believe me it has its flaws, but it's still a solid game with an innovative mechanic with a lot of potential.  This is definitely one of those games I would love to see updated.  If it were, I might even pay to play it.  That's all I got for now.  Until next time, stay bloodthirsty

Links
Bloodbath...er...Oilbath: https://www.digipen.edu/?id=1170&proj=16268

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

Sunday, October 13, 2013

Tashi and Hom: Spirit Shrines

I'm convinced that the original name of this game was to be Tashi and Tom, but at the last minute, someone on the development team said "hey, you know what would be a fun idea?  If we replaced the latter of this perfectly alliterative pair of names with 'Hom.'"  and then someone else said "yeah, and how bout we add a subtitle that's also an alliteration, just to throw them off even more?"  Well, regardless...

Tashi and To-DAMMIT!

Tashi and Hom is a third-person 3D beat-em-up kind of similar to Nightmare but without the "boo! Ees scawy!" aesthetic.  You control two characters (whose names should be obvious); Tashi takes damage and follows your movement commands, while Hom attacks enemies.  Each level consists of about 10 rooms of gradually increasing difficulty (and by that I mean increasing enemy count) before you get to a boss battle.

With a game like this, I think it would be most helpful to explain my experience level-by-level.  The first temple, the Bull Temple, was relatively straightforward.  My only real complaint was that the all of the controls were explained to me textually, while all I really needed was like a signpost with the "X" button on it in the background or something.  Anyway, the level was well designed both mechanically and aesthetically.  Color me impressed.  Let's see the next temple.

The Bird Temple was rather unextraordinary.  The only innovations were annoying bird enemies that kamikaze into you like the Guay from Ocarina of Time but substantially more infuriating, and the new boss, who just literally rolled around the room spitting out its babies, unlike the first level boss, who had an interesting and difficult pattern that required you to think first and then act.  The Bull boss killed me like 5 or 6 times before I managed to conquer it, but I got the Bird boss on my first try.  It was here that I sensed the game was starting to lose some steam.

The Fox Temple confirmed that.  Now there are fox enemies (not as annoying as the birds, mind you) who rummage around in the ground for a bit before popping their little heads out like the most clubbable whack-a-mole.  The most tense part of this level, and arguably the whole game, was the room right before the boss, but that was just an empty room with like a million enemies and some haphazardly placed spikes.  It required no thought and it felt like wasted potential.  After all, other rooms were designed so that you could use the enemies' properties against them, like the narrow hallways that you can lead a conga line of bulls through to pick them off one by one.  That's rewarding!  Just kind of mashing attack while dashing through a room full of squishy baddies is...not so much.  The boss of this temple also smelled of fatigued developers.  It was just 2 bigger fox enemies who followed literally the same pattern as the little fox enemies, only these guys whip their tails around.  The pattern takes 2 seconds to learn, and after that, it's just a matter of not getting hit too much.  After I beat it, the game just kinda stopped.  There was no exit for me to go through...nothing.  I wandered around a barren level for a while before killing myself on some spikes out of boredom.

Now, you guys know that this blog is more of a "first impressions" thing than a collection of actual reviews, so I gotta ask.  Is this the norm for ending DigiPen games?  Because if so, I'm glad I don't finish most of them...

Here's an analogy for ya:  imagine you're taking a history test on, I don't know, the Alamo or something.  All the teacher needs is for you to tell him (or her, lest I be called a misogynist) that Jim Bowie once got into a nasty tussle with some other dudes at a sandbar, but you and your overachieving brain want to give him the exact date as well, so you write down "October of 1831," only to have your teacher cross it out and write "September of 1827," and mark you off two points.  If only you had just restrained yourself and only given the base materials, you wouldn't have lost those points.  Well, that's Tashi and Hom in a nutshell.  They tried to do too much with too little and the final project suffered because of it.  It's not a bad game.  It's designed superbly and has enough variety (especially with the powerups) to keep gameplay interesting for the most part.  I just wish they had focused on making a short but amazing experience, rather than a moderately long, decent one.

Wow, that was a long one, eh?  If only every game gave me this much to talk about.  That's all I got for now.  Until next time, stay spiritual.

Links
Mashy and Prom: https://www.digipen.edu/?id=1170&proj=25901