Showing posts with label review. Show all posts
Showing posts with label review. Show all posts

Sunday, July 4, 2010

Stop the Woodcutter! and Vampire Rage

And I'm back with a healthy Xbox. So back to highlighting some of the best games on XBLIG. This week we look at a notable tower defense game, and an enjoyable shmup.

Stop the Woodcutter! (240 MP)

If you like wood and furry animals, then have I got a game for you. That might not have come out correctly, but "Stop the Woodcutter!" (by Bidibidip) is a nicely done tower defense game where your small army of woodland critters takes down invading lumberjacks (and other anti-tree threats).

It's a lighthearted theme that works well for a tower defense style game. You use 'oxygen' (I might have used 'honey' if it were up to me) to summon animals such as bears, moles, bees, owls, and snails that offer different attacks and abilities. For example the skunk has a huge attack radius and launches stink bombs that can damage multiple enemies over time. The drawback is that they are bit inaccurate and come at a high oxygen cost.

One element I liked from the getgo was the easy control scheme. You can pull up radial menus that allow selection of the various critters (aka towers) - it's all quite intuitive - just rotate the joystick to select, then place them with the "A" button. There's also a ton of levels packed in, across several themes - so I'd estimate about 6-8 hours of fresh gameplay here easily.

The music is upbeat and the SFX get the job done. The levels are a fairly standard tile-based affair, while the cartoony characters and animations are fun.

One little critique I have is that some levels require trial and error to overcome. Until you see the pattern and types of enemies you're facing, you probably won't have a shot on the first try in some cases. Enemies that dig and fly can come in droves when you have essentially zero protection against them. That's a fairly standard element of the learning curve in tower defense games, but one I'd prefer to see a better, more creative solution to. Showing some sort of preview or hint of what the upcoming waves would consist of would be the obvious one.

So if you're looking to quench your latest thirst for tower defense, and don't mind hugging a tree or two, give this one a try. (240 MP)


Vampire Rage (80 MP)

Don't let the name fool you - Vampire Rage (by Tricktale) is a vertical-scrolling overhead shooter pew pew pew roar. Just picture a flying vampire instead of a ship, and you've got the basic idea. I appreciate the thematic twist though, and while not perfect, fans of the genre should agree that it's a nice addition to the XBLIG shmup collection.

So you know the dealio. Craploads of incoming enemies firing insane amounts of "bullets," creating a hellish weave-and-shoot gameplay core. The enemies are big and bold and the action is fast paced. My favorite gameplay element is that the character has a melee sword attack that can be used to deflect most bullets and damage nearby baddies. This creates some additional strategy because while using the sword you cannot fire your main attack - something you often can't afford.

Two other points worth mentioning - there's a light story that helps break up some of the bullet-dodging and there's a co-op mode that you can play with a friend. Nice. My only major gripe is one that I find with many shmups - it's sometimes really hard to see what's going on. There's so many large things on screen at one time that it can be aggravating when you seem to get killed by something you never saw because the bullet was nearly invisible among the other graphics. But maybe I am just getting old.

Anyhow - strong presentation and well-themed shooter - I'd suggest biting on it. Get it? Vampires...yeah.

Saturday, February 13, 2010

Your Doodles Are Bugged! Review

B+

Here's how the thought process went for me. "Oh that's a stupid name for game." "Weird box art. What the hell is that thing?" "Wait that screenshot looks interesting." "Hmmm, haven't seen anything like this on XBLIG." "Only 80MP...." "Oh wait the developer has reached out to me! I like him more already!"

5 hours of playtime later, I finally turned the corner and realized what a beautiful little game this is. Actually, it's not "little" at all, but the bugs are tiny and the price tag is low, so it seems fitting. In terms of game hours and levels to conquer, this game is rather big.

Here's some things I liked right off the bat. The concept is clever. I believe that I can safely say that never before have you helped small bugs escape a "doodle" by drawing lines/structures with a pen. The humorous sound effects and zany plot/story are cutely captivating. The doodle artwork follows suit, offering a colorful and sometimes bizarre world to play in.

What took some time to grow on me was the primary game mechanic of drawing the lines to guide the bugs. In the beginning it felt a bit inaccurate and unpredictable as to how the bugs would respond to my drawings - in some cases a couple extra pixels of ink or a slightly steeper curve would have tragic unintended consequences for my bugs.

Thankfully, the tutorials helped shine some light on the best ways to guide the bugs and some patience/practice pays off well too. Simple tricks like drawing the path in reverse helps avoid the frantic process of trying to keep up with your bugs as they march happily to their doom. Imagining the path backwards, then opening the floodgates seems to be the better route. Should your plan fail, lessons learned, and you can easily restart the level.

By about level 5 or so you'll notice that the difficulty starts to amp up, and true puzzle lovers will get hooked to the challenge. Meanwhile, people with short tempers might find themselves throwing a controller. Adding to the strategy is the fact that your pen has finite ink, so budgeting that resource (and reclaiming ink off the page when you no longer need it) becomes absolutely necessary. In fact, it seems as though level 8 has already become a bit notorious as the "doodle that stumps." It took me over an hour, so I won't be on those leaderboards any time soon!

Some may find the gameplay pace a little slow or too challenging, but those people have endless numbers of zombies to kill elsewhere. :) I recommend this one for anyone looking for polished brainteaser in a wonderfully conceived artistic package.

Tuesday, January 5, 2010

Lazy Review #11

Comin' at you with some more recommendations.

Twin Blades (240MP)

A quick look at the screenshot below will give you a good indication of the polished visuals in Twin Blades. So you get a good deal of eye candy. Namely, lush landscapes and a cartoony skirt-wearing scythe-wielding nun who hacks and guns down zombies.

I am honestly not sure you need much more to give this demo a whirl, but the gameplay is good enough to warrant a follow-through purchase. While I haven't done so myself yet (and I didn't receive a token, booooo), I am fairly certain that I can stand behind a recommendation.

It's a side-scrolling zombie hacker with what looks to be a fairly standard difficulty curve (more zombies, and tougher zombies) paralleled by ongoing weapon/power upgrades. It's a well-tested hook/progression that many of you have probably experienced in other games in the same genre. Twin Blades looks to be a cut above, and at a good price. Pimpin'.

The Impossible Game (80MP)

Ever been taunted by the title of a game? I kept passing this one over, but it started laughing at me so I snapped. Damn you, game.

Well, it also has great rating (gamer votes), and usually when a game only has shapes for graphics and a 4-star rating that means that something else was done very well. That is in fact the case, as The Impossible Game nails addictive simple gameplay while living up to it's name. For some, it may frustrate - but for those who can appreciate "practice makes perfect" you'll probably spend hours making your way through what I am calling, "the treadmill from hell."

Essentially, you control a small square that automatically "runs" through a gauntlet of traps. All you have to do is jump - sounds simple. NOT AT ALL. I was amazed at well the controls and trap design are laid out to create a challenge. Precision jumping and timing is crucial as the trap scroll towards you and multiple deaths are pretty much a given. Thankfully the punishment is low, and you can create your own checkpoints (limited number however) that allow you to spawn there after death.

I haven't beaten this one yet, and I a not sure I ever will. You up for it?

Colosseum: Hammerball (80MP)

I am glad to see Shortfuse back on the XBLIG map as I have always thought that the original Colosseum (now only 240MP, by the way) deserved much more attention. Hammerball is a sort of "light" version of the arena style fighter that offers a sporting variety of hockey.

Players control teams of hammer-wielding characters who can shoot, pass, and well...hammer a ball around the circular arena. The mechanics are similar to other sports games and it was easy to pick it up and figure out the basic controls. Plus you can still do some other attacks and maneuvers and I usually welcome a little violence.

And like it's predecessor, Hammerball uses cell shaded 3D graphics and the models/animations are some of the best you'll find on the platform. I'd recommend this one primarily as a multiplayer game as it's best experienced with/against a friend. At 80MP, it's an efficient use of a dollar.

Wednesday, December 30, 2009

Lazy Review #10

Happy Holidays everyone. I am back in action over here and you'll see more reviews rolling out at a faster pace. It's not so much a "new year's resolution" really - it's more me just giving myself a swift kick in the buttocks. (I'm flexible)

Kicking things off, this Lazy Review session is really more of a look back at the past couple of months of XBLIG releases, with a trifecta of recommendations from me. If you missed these games because you were bogged down over the holidays (or let's face it, flat broke because of the holidays) or playing one of the seven hundred AAA releases that all come out around November, then go back and have a look at these.

Goblyn Stomp (80 MP)

Another solid example of an 80MP-priced game that will provide you with a fresh burst of fun, Goblyn Stomp takes a simple premise, adds some powerups, and coats the whole package in a unique tophat-and-cane antiquey style/color palette.


All you have to do is stomp goblyns, which we're all pretty used to doing in one manner or another. Poorly executed stomping will result with the goblyns nibbling at your ankles until you die, which honestly feels a bit pathetic once you see these things. (see screenshot) They are sort of like fat clumsy chickens.

The key to the fun lock here is repetition and addiction. Squashing endless amounts of goblyns is a simple premise but one that focuses on a rather enjoyable aspect of your average platformer. There's nothing to learn except stomping technique - and as you stomp more goblyns you gain several upgrades (e.g. power stomp, cane spin, land mines) which allow for more stompage. Stomp as many as you can and watch your body count pile up towards the highest score. Something tells me that most readers reading this will have a mounting urge to go stomp some goblyns. Don't let me stop you.

Chris Unarmed (240 MP)

For all you platformer-lovers out there, this is a newcomer that will offer a lengthy and challenging experience. Once you get rolling the graphics grow on you and you will quickly realize that there are going to be some tough platforming challenges.


Most of the basics are intact here - avoid enemies, don't fall or hit traps, get from point A to point B, collect coins, etc. It's a time-tested formula that works well and there are some other tweaks as well. Wall jumping is available from the get-go and physics play a role in terms of air currents that manipulate movement. In general, these features work well, although sometimes there are some quirky movements that seem to be physics related - I occasionally died at the hands of some inexplicable lateral movement.

Some of level design is downright evil so I'd sharpen your platforming skills and prepare your patience. There's a nice light story built in and I found some charm in the fact that the developer designed the game around himself as an "unarmed" character - worth a go.

Johnny Platform Saves Xmas (240 MP)

It's a nice feeling when a successful game is followed up with a sequel. Many of you are probably familiar with the first Johnny Platform ("Biscuit Romp") game which was well-received and widely played. It's important to note that "Save Xmas" is not a re-skin or add-on, but a totally new adventure with all new levels and features.


For those of you who missed Biscuit Romp (now 80MP), I highly recommend both the original and this latest holiday release. They are both notable for their charming coffee-drinking main character, tight controls, and levels full of "ah-ha!" moments. At 240MP, this is honestly a steal.

Saves Christmas feels much like it's predecessor (nothing wrong with that), but I'd say that the graphics are more polished and the challenges are more intricate. Hopefully this means we'll keep seeing more from this developer (Ishisoft).

Friday, December 11, 2009

Duel: The Art of Combat Review

B

If you've never read Lost Garden I recommend it as a deep thoughtful dive into the world of gaming. I happened to to be reading a couple recent articles about multiplayer gaming prior to playing several hours of Duel, which is a game that is best played with a friend.

Duel is a sideview combat game that has you in the role of a well-armed snake like (?) character. You're tossed into an arena with other snakey beings that are equally well armed with anything from ninja stars, to battle hammers, to rocket launchers. There's lots of weapons, no question. Duel: The Art of Combat isn't so much "art" as it's mayhem, and it's probably more of a run-and-gun than it is "duel." But I honestly have no issue with that - none at all really it's just an observation on the title.

There's a good deal to like about Duel so as usual I am going to run through some likes and then some dislikes and then try to make a recommendation on who will enjoy it.

Graphics often play heavy into the first impression, and I believe Duel sort of falls into the "good enough" category considering the price (240MP) and the platform. They aren't artistically high-end but the designer was smart to keep environments and characters simple and uncluttered. There is good depth from the 3D elements and the simple shapes offer easy to navigate arenas for fighting.

Speaking of navigation, it's important to point out a rather interesting mode of travel. The snakes not only have a beefy arsenal of weapons, but also have a grappling rope that can be used to whip around the levels. Honestly, it takes some getting used to and is a little counter intuitive when compared to the much slower 'walking' and jumping alternative, but once you learn to rely on it, it works quite well and greatly increases the pace and fury of the combat.

Other cool features include perks (like faster grappling, higher jumping, etc), power ups (basics like shield, health, extra damage), and unlocking ton of weapons to choose from. As you progress though the single player, I found this to be a nice light progression vehicle to keep me interested and content. There was always something a little new to chew on.

Duel really relies on two main components. Lots of weapons, and multiplayer action. If you like other sideview multiplayer combat games, this one will probably be up your alley too. The single player is fun, but probably won't extend beyond the 45 minutes or so it'll take you to plow through to the single boss. What you really need is a buddy to square off against, test different character builds, and have a face to rub your victories in.

One feature I found lacking was a way to monitor damage and weapon power. While I enjoyed testing out the many weapons, and trying different strategies from remote mines to sniper rifles, I really had no way to know how effective they were. It would have been nice to have either viewable enemy life bars, or weapons stats (or both) so that the many weapons seemed less arbitrary. When it came right down to it, while the minigun and the uzi were both fun, I had no real way to compare them accurately.

A couple other small hacks - the music was pretty bland and the story felt like a last minute add on. Seeing as these are not crucial to these genre's fun factor, those drawbacks didn't phase me as much as it could have. As mentioned, I believe anyone who likes this small-character-area-combat genre will find enjoyment from Duel: The Art of Combat. If you have a friend to play with, I'd recommend it - if your only option is single player, I'd see if the demo hits a positive chord with you first.

Wednesday, December 2, 2009

Platypus Review

A-

It's time to alert you to another sparkly gem on XBLIG. Amongst the many options and holiday AAA game release blitz, it's often easy to miss a smaller outstanding title. Platypus is a 'port' that you may have seen elsewhere - but it's release on XBLIG was my first experience, so there's a good chance that it will be for many of you too.

Without a doubt, the first thing that will strike you is the visuals. With gorgeous and stylish graphics made of clay (that's the best way I can word it), this side-scrolling ship shooter immediately has a unique, polished, and dare I say 'tasty' look and feel (I want to eat it). The ships feel robust and dynamic and the landscapes are rich. But as we all know, that's never enough alone.

Thankfully, Platypus follows though bigtime on gameplay. The controls are crisp and intuitive, the guns are satisfying, and the many enemy types offer fresh challenges. There are all sorts of great little touches, but one of the best is the way enemy ships fall apart as you damage them. The smaller basic explosions are cool, but the larger ships bust apart and get beaten up as you pound on them - panels of armor fall off, burn and dimple marks appear, and pilots eject prior to the final booming explosion. It's lovely.

Another standout feature for me is the powerups and goodies. A shooter rests its loins on the powerup system and Platypus sits confidently on a nice variety of boosts. There are five main gun powerups, each with different advantages. Adding to the strategy is the ability to shoot the powerups to change their color/ability - so if you're skillful, you can snag the gun that's best for your situation or playstyle. My personal favorite are the hard hitting red missiles that just feel beefy as they swarm around the screen.

But the items don't end there. You can also blow up certain structures to find little crates that's can provide even more firepower, points, extra lives, etc. But again, you have to skillfully shoot the crate, not the balloon carrying them, or else the powerup will plummet to the ground. And lastly, most of the bigger enemies and structures will explode with fruit (yes fruit, I told you it was tasty) that are worth points towards extra lives. You can juggle and split the fruit with you gun to help grab it before it hits the ground - nice touches right?
There's more but I am running out of blog real estate so I have to resort to a list. Huge bosses, co-op play, three difficulty levels, and cool music round out a feature list that is hard to knock.

One main complaint - sometimes the depth of play was really tough to perceive. As with most shooters, there tends to be tons of mayhem on screen, and sometimes I would confuse background set pieces, with foreground (deadly) enemies and structures. Some levels are bigger culprits than others, but on more than one occasion, I died in the key of 'what the F sharp" when a building I thought was in the background was actually in the foreground. The same goes for one particular level with a floating minefield - which mines am I dodging?!

But all and all, that is forgivable crunch in an otherwise deliciously moist and chewy cookie of a game. Some people may be turning up their noses at the 400MP price tag, but don't be a cheapass - that's a good price.

Saturday, October 31, 2009

Freqµency Review

B

Swine flu? No, I had a Borderlands addiction, apologies. Anyhow, I am back and had the pleasure of playing though Freqµency, a color-based robotic-themed platformer. To be honest, I am little wary of games that designate colors according to the Xbox controller buttons - but I am one of those people that starts to dislike things as they become more common - so don't mind me.


Freqµency follows a tried-and-true set up for a platformer that I tend to enjoy. That is, create a "home base' with important NPCs, and then send the player out on missions which upon completion loops back to the home base for progression of the story. Using this method, Freqµency creates a nice sense of accomplishment while also allowing for pacing and narrative. Similarly, as the player completes missions the robot character gains upgrades.

When it comes to the upgrades, I am torn. The game is built around color - both sapping objects (any object) of their color to gain it, and then expelling it in the form of fireballs/bullets. Exhausting all of your color goodness equals death, and getting hit by foes knocks down color too - so there is an ammo/life 'management' mechanic at hand. Trigger happiness will lead to death quickly. So for some, that will be a conflict of interest.

I do like the idea of sapping the world of it's colors to gain back power (there's something satisfying about peeling all of the color off a sedan, for example). But what didn't satisfy is that all of the colors act essentially the same - allowing the player to switch to the color and fire a blast of equal effect/power. Had each colored blast behaved differently and had pros/cons, it would help distinguish the colors as more than just an extension of the lifebar.


Something we all love - boss fights - are a welcome addition to Freqµency. They offer a good challenge while learning their patters and have some unique attacks that keep you on your toes. I won't spoil anything here, but the boss encounters also help drive the story. Speaking of which, the story won't win any awards, but as I always say - at least they gave us one to follow. I always feel like it's better to offer the players who enjoy some dialogue/story the option of immersing themselves in it. It doesn't have to be deep, complex, or entirely unique - it just has to give the player something to follow. I enjoyed some of the dialogue and could tell that the designers had fun with that element.

At 240 points, Freqµency is solid platforming experience with a hook worth checking out. Have a go at it.

Monday, October 26, 2009

Lazy Review #9

Three solid titles this time around, as I catch up on some recent releases.

Very Hungry Pumpkin (80MP)

I am very hungry for some pumpkin pie, but I'll just have to wait it out a couple more weeks, won't I. Very Hungry Pumpkin is a very nice-looking 3D rendered Halloween themed game. Honestly, it's usually pretty rare to see a holiday themed game with this much graphical polish and I have to say that I was quite pleasantly surprised.

The pleasing graphics are nicely accompanied by smooth animations, great overall art direction, and well-suited spooky (yet catchy!) music. The gameplay is pretty straightforward - the goal being to collect a 'full tank' of candy while avoiding the trick-or-treaters and before they snag they candy! Crazy kids! The trick-or-treaters move horizontally at variable speeds, and you can collect a time-stopper clock to catch your breath when things get hectic.

Despite the one level (that simply amps up the difficulty per round), the experience is tight enough to warrant a good amount of playthroughs. My only real complaint is that sometimes the on-screen items (candy counter, remaining live, clock) actually block some of the important play zone. But all-and-all this is an attractive game for the season, and at less than the cost of a jumbo candy bar. If you're having a Halloween party, you should put this up on the TV for entertainment.

Banana Split (240MP)
I didn't have a token for Banana Split, but from what I can tell this is a promising food-themed platformer starring a classy banana as the main character. I usually keep my ear to the ground, but I didn't see much in the way of promotion for this game so hopefully it's not slipping by everyone.


The art direction is charming and diverse, and the levels are generally well-designed. It has most of the 'same ol' platformer mechanics (avoid enemies, jump on their heads, etc) but delivers them in a fresh package. There also seems to be a light story involved about saving the friendly healthy foods from the bad unhealthy foods. This was fun because I was able to rescue an ally before the demo ended.

It also serves as a child-friendly platformer with a positive message and fun theme. I'd recommend that any platformer fans give this a try and consider the investment - especially if you have kids and they can get some fun out of it too.

Powa Valley (400MP)
Here's a cartoon side-view volleyball game with a good number of features for online play too. If you're into this type of game and multiplayer action, there's not many reasons that you won't like Powa Valley.


The cast of playable characters is colorful, with each character having a special ability to use out on the court (jump higher, power hit, confuse opponent, etc). In my humble opinion, some of these abilities seem slightly unbalanced - like the little fella who can create a windstorm got a point on me every time.

The graphics are quite nice, with bright backgrounds and simplified shapes/effects. The controls are precise once you get used to the characters. I also have to give props for the intelligent AI with three levels of difficulty - they are not pushovers! The only real drawback here is that it's a pretty standard "bop-the-ball-over-the-net" mechanic - and while done really well, it might not be for everyone at the 400MP price point. Defintely worth grabbing the demo (and maybe a friend too) for a try though.

Tuesday, October 20, 2009

Lazy Review #8

Arkedo Series - 01 Jump! (240MP)

Here's a surprising little platformer that you might have missed. Some might incorrectly assume from afar that the graphics are really basic or amateur. But when you look closer and then actually play the game, it obvious that Jump! uses the pixelated look on purpose, but with an impressive amount of visual polish and care. I'd actually go out on a limb here and say this has some of the best art direction I've seen on XBLIG, and a good dose of effects that really add to the experience.

The gameplay is fairly straightforward and involves diffusing (or really just touching) bombs before the timer runs down then getting to the exit. The controls are tight/responsive and there are some additional gameplay elements that let you toss knives at enemies and so forth. And then it's the standard affair of avoid hazards and enemies.

There's not much to dislike here - it's just a good example of a game you can't judge to quickly because once you jump in you sort of realize that while it visually pays respect to the old arcade look, it's got a ton of extra power under the hood (I hate car analogies, but I was stumped). The only real issue I have is that the game is on the short side for the 240MP price and you don't really know how far the through the game you're getting. With no continues, it can be tough to budget your lives - and starting over from the beginning can be a little 'arrrrrggggg.' Have a go though.

A-maze!-ING (80 MP)


This is a basic game that sort of feels like a frantic open-level-style Frogger. You have to travel north quickly while navigating barriers (maze?) and avoid insta-kill from enemies that are traveling quickly left-to-right. That's about it - it's a little bare bones and the graphics aren't much to speak of honestly. You're also racing a clock which adds another level of intensity, but I couldn't decide if it was the good kind or bad kind of anxiety I was feeling.

The overall gameplay has potential, but it lacks visual polish and needs some additional features to create some greater depth and satisfaction. You'll be able to judge this one quickly by trying the demo.


Rad River Run (240 MP)

The first thing that struck me about this one one was the nice 3D graphics (see screenshot). The textures and models are rich and colorful and while the water performs a bit oddly (seems to flow in weird directions), it still looks impressive. It's nice to see a developer employ 3D on this platform, as it's quite rare.

The goal of the game is to navigate 'down' the river collecting beach balls that are worth varying amounts of points. You also need to avoid obstacles and the walls, which tend to ricochet you around in an unpleasing "boi-inggg" manner.

The concept is simple enough to be fun, and I can imagine it can get pretty competitive if you have someone to face off with - but where the game let me down was the controls. Because the game is based heavily on navigation, the awkward controls were hard to overcome. While I can understand it's probably quite difficult to mimic the natural movement of a craft in water, I have a feeling that testing would have revealed that players would struggle with the controls. They don't have to be realistic, just more responsive and manageable. Because there is a point penalty for bouncing off walls/obstacles, it can be a bit frustrating too - a little more polish on navigating the craft would make a world of difference.

Friday, October 16, 2009

Dark Review

B+

Dark is an interesting case for a reviewer. It's so successful in delivering on it's description ("a very dark, atmospheric puzzle-platformer"), that it becomes somewhat pointless to highlight, or be distracted by, little technical flaws. The reason why I believe players will enjoy Dark is because is offers a less-common, shadowy and atmospheric platforming experience for $1 (80MP). It's another great example of a wise and low investment for anyone looking to kill 30 minutes doing something very different from the mainstream gamer. So let's get digging.


My point is... you won't be playing Dark for the typical skill-based platforming action. In fact, you can't die - and there are no enemies. There are puzzle elements, but with no sense of urgency - and there is a "collect the sparkles" element, but with no real implications. Dark is a game that just wants you to play it so that you can be a part of it, not so that you can overcome it, master it, dominate it, or hone your skills on it. The first time I saw another moving creature, I wrongly assumed that it could hurt me. I had to laugh at how pre-programmed we are in the platformer genre - I was jumping on the other creature wondering if he need 3 hits to be killed or something. Nope. :)

So obviously, that "non-skill" or "non-action" approach doesn't really work if the game is cut from the same artistic mold as other platformers. But Dark will draw you in with atmosphere. Simplistic shapes, lots of lighting/shadows, a rather heavy dose of physics, and mellow ambient music create the sense that you're really just here to soak things in and take part in the experience. The only true goal is to progress and maybe to explore if you so choose. At the end of a hectic day (and a whole week without internet - oh the horror!) I actually found this simplistic approach to be calming and relaxing.


Dark is not a long game - clocking in around 30-40 minutes max. Again, it's like jumping in to another world for a quick relaxing adventure - which, now that I write it, realize that's pretty much what video games are all about. I actually thought that Dark got better as it went along - the first couple levels are pretty standard, and I actually hit a couple technical snags (got stuck in some physics, blocked from moving) in the earlier levels. But the last couple levels are more interesting, colorful and dynamic. All of the way through the last 10 minutes is a good time, including the credits.

A couple small gripes - first, the jumping was not as clean/natural as it should be. You can't jump from certain surfaces, which was frustrating at times. As first mentioned though, you're not really in any danger so the lack of polish on the movement/controls doesn't have the downside of frustrating and unfair deaths. Second, for a stylistic venture, I feel like the main character could have been better designed to have more personality. While the heavy lighting and shadow effects help mask that somewhat, the basic diamond shape with googly-eyes just didn't do much for me. A main character with a bit more depth (and maybe a handful of simple expressions) could have taken the immersion and character/player-connection up a notch.

Overall, I recommend this as a good value, not so much as a platformer - but just as an experience. A video can be seen on the dev's website here.

Wednesday, October 7, 2009

Slingstar Review

B+

The term "wingman" has taken on a different meaning these days, but the original definition referred to pilots who would accompany others in dangerous flying campaigns. Well, in Slingstar, you control a ship with the most effective and crucial wingmen in history - they can kill anything. And yes, they also can help you pick up the ladies in a crowded bar when you've had 4 too many drinks and you can only communicate with facial expressions and hand signals.

Slingstar is a spaceship game with a 'hook' that involves flinging your wingmen around as your primary weapon. You don't have any guns, so you have to rely on this mechanic to clean up the bad guys. You're contained in one screen, and various enemies filter in from the edges - clean up the mess to advance to the next more difficult level. One hit, and bam you're dead.

I have to admit, I was skeptical of this concept. I've played other games with similar "fling" mechanics where I just didn't get much enjoyment out of mashing the joysticks around haphazardly, crossing my fingers that whatever I was twirling would go where I intended. There was no precision or skill really - it became blind navigation which tested my patience more than satisfied my need to explode things.

Well I cannot say that Slingstar removes this issue entirely, but it does it the best that I've seen it done. And it also does so many other things well that the total package became much more appealing. So you're still tasked with navigating your ship in such a way that your orbiting wingmen make contact with enemies. Like I said, this particular mechanic feels flawed by design simply because it's so highly random, but Slingstar makes it feel ..... pretty good.

With some practice, and if you gather some powerups, hitting enemies does get easier. You can exercise different tactics - such as zoom around quickly skimming by enemies to clip them with your wingmen. Or I also had some success by doing a back-and-forth motion that swung my wingmen around me in a wide forcefield like manner. It will depend on the enemies you're facing and how they like to kill you.
Remember how I said that Slignstar does so many other things right? Well it does - the graphics are simple but crisp and while enemies are mostly grouping of shapes, they move elegantly and offer different challenges (for example, see glowy octopus in screenshot). And the sounds are gorgeous - they interact with the gameplay/action and create a mellow/dark mood that suits the game nicely. It's casual in the sense that the only goal is to advance levels, and you have unlimited lives. There are some really nice (big) bosses to face off against, and cool explosion and firework effects built in.

So all and all, if you can find some novelty and enjoyment from swinging your wingmen around rather than firing off huge guns and missiles, then you'll definitely want to try Slignstar. This game is very nicely priced at 80MP ($1) so it's honestly worth that without question. It wouldn't be crazy to see it at the 240MP mark. So have a look, pull the trigger.

Sunday, September 27, 2009

On A Roll Review

B-

Roll with me here. My favorite kind of roll is one with sausage, egg, and cheese on it - but I am also keen on video games that allow the player to roll around at high speeds. I am not sure why rolling is so fun, but it is. Sure, you might get a whiff of "Sonic the Hedgehog with simpler graphics" if you start sniffing around, but I'll avoid that comparison moving forward.

On a Roll is a 2D platformer where you control a ball/circle character and proceed through linear levels. There's a good deal of platforming (in the more standard running/jumping sense), despite the presence of rolling. You spend time bopping on top of bad guys (other circles) and avoiding the standard set of hazards (i.e. pits, spikes, etc). You also have the task of collecting stars that are scattered strategically around the level. Collecting over one hundred stars allows you to be "hit" once at which point you lose 100 stars. So it's ideal to collect as many stars as possible because for every one hundred you have, you can take a lick and keep on ticking, errrr rolling.

Graphically, On a Roll looks good - crisp and colorful. It can feel a bit flat sometimes, which might be more noticeable because we usually think of rolling objects as spheres/balls and these guys don't really look spherical. The levels themselves sort of follow suit - they are well designed and paced well but can be a little repetitive because of the fairly simple image sets.

Cutting right to the chase, the rolling element is fun and well-executed. You can shoot up walls and around loops at any speed. You also can stick to ceilings which allows for some pretty flashy high-speed rolling. At one point, I thought speed and momentum might be needed to stay "on track" but On a Roll allows you to stick to essentially any curved wall no matter how fast you're moving. I actually like that twist because it allows for more careful rolling when it's called for, but it does come with a drawback.


That is, the controls seem to be affected by the ability to stick to any curved surface. So while rolling performs nicely, the jumping/platforming element can feel frustrating. It's almost like the character is magnetized to the walls - it's very hard to perform jumps because it never feels tight or accurate. It's difficult to explain but if you try it out, you'll notice what I mean. And you can't leap from any curved surface, which means there's really only one thing to do in those sections....roll. After about an hour of play, I felt as though level progression consisted of roll roll roll (easy), and then jump jump jump (frustrating deaths) - rinse and repeat. The awkward jumping irked me.

On the upside again, practicing helps and I did get better at dealing with the odd jumping pull/push. There are some little touches like choosing from a selection of color schemes for your character and boss battles (although they aren't anything breathtaking, they do mix up the action). It's also quite challenging to make it through full levels (levels consist of sub levels) with the 3 lives you're given, so after about 2 hours of play I still seem to have a ways to go. You have to be very careful at the beginning of the tougher levels because you essentially can't make any mistakes or it's a quick death. If you patiently collect stars, you afford yourself some breathing room.

I'd recommend that any platformer fan give this demo a try - especially if you get a kick out of the rolling element. At 240MP, that feels like the right price.

Wednesday, September 23, 2009

Lazy Review #7

War: The Cardgame Advanced

The game's name does a good job of summing this up. It's essentially the cardgame of war with some controller mechanics (button mashing) built in. Basically you and an opponent (computer or human) have decks of cards - the twist is that as your cards face off, you have to perform the assigned button mashing. First one to 'complete' the mashing required on their card, wins. Win about 20 or so face offs, and the match is yours.


As simplistic as it is, I actually really liked the idea of taking a simple (popular) card game and putting a new mechanic on top. And as the screenshot shows, the card art and overall design is quite nice. It's easy to imagine the exact same game without the care put into the artwork - thankfully the developer went the extra mile and gave us something pretty to look at.

In the end, War: The Cardgame Advanced isn't anything groundbreaking but at 80MP, it's well priced for anyone who enjoys the classic cardgame and can appreciate the additional furious button mashing. The bonus of having appealing artwork provides a nice glossy feel that can be appreciated by anyone who sinks $1 into it.

Fire

Yep, not kidding. This an application that displays some flames on your screen. Not only has this been done already in multiple forms, but it's amazingly still not awesome. Even better, the developer behind this gem also released two other similar applications (aka screensavers for your TV) this same week. It's essentially just clutter, and feels like a desperate attempt to turn a quick buck off an "impulse buy" audience that I am unsure exists. No bang for your buck, literally. A little sizzle, but certainly no bang.

Pixel Man

Here's a little platformer that might be beyond retro - guess that depends on your age. It has that simplistic charm, both graphically gameplay-wise. You run and jump through short levels, getting to the exit (yellow square). I can't say it did much for me, as it didn't bring anything special to the table - it's a self-proclaimed experiment in minimalism, so I guess I can't knock it for achieving that goal.

The demos ends abruptly after several levels that took me about two minutes, so I can't be sure how much more to expect. With only 30 levels total, I can't imagine it being more than 30-40 minutes from start to finish. It might be worth a flier for 80MP if you can appreciate the focus on delivering simplicity.

Saturday, September 19, 2009

Fishing Girl Review

A-

How very interesting. For those of you who are familiar with Lost Garden, you may already know the origins of this game. I remember back when that game-making challenge kicked off. This XBLIG release is not the first or only version of "Fishing Girl," but it is the first one I've played - and it's a nice filet of casual gaming.

With graphics courtesy of the Lost Garden guru Daniel Cook, there's no denying the high level of visual appeal. The smooth simple lines, and colorful fish against the neutral background create a beautiful little world that's pleasing to the eye. The clean interface and easy to grasp concept follow suit - creating a casual experience that will appeal to a wide range of gamers.

So what are we talking about here in terms of gameplay? Well, it's time to go fishing - that's right. You're little bear-like creature has access to rods, some lures, and a lake stock full of small, medium, and large fish (along with some superhuge sharks). In general, it's as simple as casting your line and reeling in some fish - you only will use one button (well two, but barely), and you won't be sweating over it. In fact, this game has the opposite effect - it's actually really relaxing and I believe that to be the intent.

There are some intuitive gameplay elements that add to the feeling of progression and reward. Certain lures are better than others, and only work on the appropriate fish. Larger fish will strip you of smaller lures, and weaker fishing rods won't allow you to cast very far or deep into the lake. You eventually need to catch enough fish so that you can earn money to buy upgrades and progress towards the endgame (which I will leave unsaid).

There are varying rarities of fish too, so as you become better at casting, you can attempt to catch the rarest fish and earn more money. This concept taps in to the addictive "collector" mentality, and it's hard to temper the desire grab those fish that are most elusive and hard to come by.

One nice bonus that I appreciate is that there is a little story involved that will help motivate you to keep fishing and progressing - nothing monumental by any means, but effective. Another nice little touch is a built in achievement system that rewards you for hitting certain milestones and achieving perfect casts, etc. They are well-conceived to make you keep playing towards separate goals and had these been real achievements, they'd actually carry some serious weight.

The main issue some players will have with Fishing Girl is that the challenge level is really low, and the overall experience is quite short. Because other Flash versions of the game exist (although most are quite different than this version), I can't imagine this being priced at anything other than 80MP. But at that price, it's a perfect fit and a very worthwhile impulse buy. While nearly polar opposite to I MAED A GAM3 W1TH ZOMBIES 1N IT!!!1 (grrr), it's another great example of simple but well-designed game that will appeal to many at that price. It's a nice trend we're seeing. If you're open to a more casual experience and enjoy a little fishing, I recommend this one.

(you can also see a trailer on Eric W's blog here)