Showing posts with label game. Show all posts
Showing posts with label game. Show all posts

Wednesday, August 28, 2013

Full Review: To the Moon



(to the moon image)
http://freebirdgames.com/system/wp-content/uploads/to-the-moon-promo.jpg


To the Moon is a charming little non-game - game, done in a 16-bit jRPG style resembling the games from my adolescence.  The story is sweet and sad.  It examines love, loss, memory and reality.  The lovely soundtrack is all on piano, and adds a great deal to the experience. (as any good 16-bit jRPG soundtrack will do).  The game play is all perfunctory, pointless stuff, but it keeps the user interacting with the story as it unfolds.  The plot is slow and winding,  but each turn is significant, and each theme is given an appropriate amount of time and care. 

The story closely resembles that of the film Eternal Sunshine of the Spotless mind, but, perhaps heavier and sweeter.  The action follows a pair of scientists working for a corporation whose business is to fulfill one wish for their terminally ill clients.  They travel to their clients house to deliver an old man's dying wish: to go to the moon.  This is to be accomplished through a method of memory alteration, which requires them to examine his memories in reverse order and then make changes in his life which would lead him to go to the Moon.   

I think To the Moon is a great entry into the discussion of what makes a game a Game.  Line To the Moon up with Dear Esther and Proteus.  I've enjoyed each and recommend them all.  This one took me about 5 hours to complete. 

-D



P.S.  Sticking with the Moon theme, here's a Neko Case song: 'I wish I were the moon tonight' which is significant to my friend Abby.  A great little ditty.

P.S.  And here is a little flash game called 'I wish I were the Moon.'  it's an experimental game in its own right and challenges gaming conventions.  It's also a romantic game.  Takes about five minutes to play.  Also a great little ditty, check it out!

(wish I were the moon image)
http://www.ludomancy.com/blog/wp-content/uploads/moon_screen-250x300.png


Monday, August 26, 2013

Game Idea: A frog, riding a bicycle!




The title is a joke on the fact that this is a frogger-like game idea.  I guess it's also a paperboy-like idea, with a touch of grand theft auto 2.  Or maybe it's not much like either game, but when I originally imagined it, it was a one-screen atari game, like frogger.  The gist of it is - it can be rather difficult and dangerous to commute to work by bicycle.  You have to deal with cars that can easily kill you or break your bones, and you must do this while racing the clock. These factors could be combined to make a good game. 

As I rode to work one day, I mapped out, in my head, the course I would take, based on the streets I thought were the safest but speediest.  As it turns out, I was incorrect in my assessment.  I thought I could take P to 10th street and have an easy time of it, but when it crosses 16th street, P st loses the bike lane.  After that, it turned out 10th St doesn't have a bike lane either.  This made my ride a little bit more harried than I originally intended. 

I realized that riding a bike safely around town during rush hour is actually pretty tough.  It occurred to me that a frogger-like game where you ride a bike from point a to point b could be a pretty fun game.  Traffic is a factor, time is a factor.  And both these things are affected by the layout of the streets.  You hit a car, you lose a life.  You hit a pedestrian, you lose time, but probably not the full turn.  Different times of the day equate to different traffic patterns, and you can learn a map after repeated plays. 

It’s kind of like a maze.  But you can technically hack your way through much of it.  The initial city is a grid, about 26 x 26, but there are one way streets, high traffic areas and construction zones to contend with.  Stop signs, stop lights and pedestrians will slow you down as you desperately try to make it to your destination on time.  Ignoring the traffic laws may save you time, but it could also get you killed.  I guess you could have a bike helmet item that preserves one life, perhaps a spare tube to repair flat tires.  

The basic idea has the layout of the whole city grid open and visible to the player.  But a ‘fog of war’ approach may be more appropriate.  Or maybe just a scrolling overhead view.  It’s hard to say.  Oh, maybe there could be a map before the level starts, and then actually playing the level would go by memory.  I haven't worked out all the details, but it's fun to think about.  I think it's a game that writes itself.

Having ridden my bike through a few different cities, I know that the danger and difficulty can vary greatly.  For different levels, there can be different cities, with different grid and traffic layouts.  Sublevels within the different cities could just involve moving a few pieces, changing the destination, whatever.  Plenty of room for easter eggs hidden throughout.  

Apart from Paperboy and maybe a BMX trick attack game, I've never seen a game built on riding a bicycle.  It may sound like a humble proposition:  commuter bikes aren't exactly built for tricks.  But dodging traffic and racing against the clock is always fun, provided the programming is sharp.  But I'll leave that part to someone else :)

-D





Wednesday, February 6, 2013

Creativity of Indie Games: Big list of Games




  1. Owlboy - http://www.owlboygame.com/  - unfinished - pc - free demo
  2. Fez - http://fezgame.com/ - is xbox live exclusive
  3. Botanicula - http://botanicula.net/ - windows, mac, linux - 10$ - free online demo - adorable*
  4. Gunpoint - http://www.gunpointgame.com/  - windows, maybe more later.  unfinished
  5. Proteus - http://www.visitproteus.com/  - atari looking game - $10 - steam, mac and windows
  6. Coin - http://www.create-games.com/newspage.asp?id=3624 windows, free
  7. Scrumbleship - http://www.scrumbleship.com/ unfinished, kickstarter - demo - windows, mac, linux
  8. Spelunky - http://spelunkyworld.com/  free on Windows, version 2.0 on xbox live
  9. Limbo - http://limbogame.org/  windows, steam, xbox, mac - reviewed
  10. Bastion - http://supergiantgames.com/?page_id=242 - xbox, windows, steam, chrome, mac, linux, ipad
  11. Castle Crashers - http://www.castlecrashers.com/ - xbox, psn, steam.  Brawler, 4 players, fun.
  12. Journey - http://thatgamecompany.com/games/journey/ ps3 exclusive.  Great game.  
  13. The Iconoclasts - http://www.konjak.org/index.php?folder=4&file=30 - unfinished. free alpha download. windows. 
  14. Don't Blow It! http://dinomage.com/dontblowit/  unfinished.  dinomage is a great name.
  15. Amelia vs. The Marathon - http://www.troubleimpact.com/ - unfinished - intended for iOS, Android, Nook, Kindle Fire
  16. Lost Marbles - http://binarytakeover.com/lostmarblesredux.html - unreleased, can vote for steam release with steam greenlight
  17. Terraria - http://www.terraria.org/ - steam - 2d minecraft
  18. Negative Nimbus - http://www.negativenimbus.com - android, iOS
  19. Zombox - http://www.zombox.net/ - unreleased - ios and hopefully steam and android
  20. Braid - http://braid-game.com/ - xbox360, windows, steam, [impulse, gamers gate]
  21. Superbrothers: Sword and Sorcery EP - http://www.swordandsworcery.com/ - android, iOS, windows, steam - reviewed
  22. Mark of the Ninja - http://www.markoftheninja.com/ - xbox, steam
  23. Super Meat Boy - http://supermeatboy.com/ - xbox, steam, windows, mac, linux
  24. Rawbots - http://www.rawbots.net/page/rawbots - windows, mac os, looks interesting
  25. The Splatters - http://spikysnail.com/ - xbox, coming soon to Mac, Windows, Linux
  26. Legend of Grimlock - http://www.grimrock.net/ - Windows, steam
  27. Bit Trip Runner - http://bittripgame.com/bittrip-runner.html - Mac, Windows, steam, Wii
  28. SpellTower - http://www.spelltower.com/ - Mac, iOS
  29. Bit Pilot - http://www.bitpilotgame.com/ - iOS, coming soon for Mac
  30. Pid - http://www.pidgame.com/ - xbox, playstation, steam, Mac, Windows [gog, rain dg, gamer sgate]
  31. Reset - http://reset-game.net/ - unfinished, Windows
  32. Minecraft - https://minecraft.net/ - Android, iOS, Xbox, Java
  33. The Binding of Isaac - http://store.steampowered.com/app/113200/ - Steam, Windows, Mac, Linux, Playstation
  34. World of Goo - http://www.worldofgoo.com/ - Steam, Mac, Windows, Linux, Android, iOS, Wii
  35. Osmos - http://www.hemispheregames.com/osmos/ - Mac, Windows, Linux, Android, iOS
  36. Tiny Wings - http://www.andreasilliger.com/ - iOS
  37. God of Blades - http://whitewhalegames.com/godofblades.html - iOS
  38. Prison Architect - http://www.introversion.co.uk/prisonarchitect/ - Windows, Mac OS, Linux
  39. Dear Esther - http://dear-esther.com/ - Steam, Windows, Mac
  40. Corpse Garden - http://www.freeindiegam.es/2012/06/corpse-garden-fei/ - Windows, Mac
  41. Amnesia: The Dark Descent - http://www.amnesiagame.com/#main - Steam, Windows, Mac, Linux
  42. The Moonlighters - http://raddragongames.wordpress.com/the-moonlighters/ - Unfinished
  43. Dungeons of Dredmor - http://www.gaslampgames.com/ - Steam, Windows, Mac, Linux
  44. Faster Than Light - http://www.ftlgame.com/ - Windows, Mac, Linux
  45. Today I Die - http://www.ludomancy.com/games/today.php?lang=en - flash game, played in browser - poetic
  46. The Snowfield - http://gambit.mit.edu/loadgame/snowfield.php - Windows, Mac
  47. Symon - http://gambit.mit.edu/loadgame/summer2010/symon_play.php - Windows
  48. I Wish I Were The Moon - http://www.ludomancy.com/blog/2008/09/03/i-wish-i-were-the-moon/ - flash game, played in browser
  49. Passage - http://hcsoftware.sourceforge.net/passage/ - Windows, Mac, iOS
  50. The Dream Machine - http://www.thedreammachine.se/ - Steam, Windows, Mac
  51. Ico - http://www.icothegame.com/ - Playstation 2


I took this list from the information section on this youtube video: The Creativity of Indie Games from the pbs youtube channel.  I hope they don't get mad at my for lifting the list, and I hope I'm citing it appropriately.  

I've made notes on each game, mostly the operating system(s) the game is available for, and occasionally price and miscellaneous comments.  I've marked when a game is available on steam, though technically that is not an operating system.  There has been talk of a steam console: Piston.  

I write a little bit about the accompanying video in my previous post. 




Saturday, January 19, 2013

Sim City IV and emerging storylines




The above video is an hour-long lecture by Jonathan Blow.  I think he's the guy that wrote Braid.  Yup, the guy who wrote Braid.  Braid is an award winning indie game, a puzzle platformer.  Braid effectively weaves, or "braids" if you will, great graphics/sound, game play and story.  Recommended for everybody.  If you have the time, go ahead and listen to that lecture.  Maybe you'll like it, maybe you won't.    I enjoyed it.  I like seeing all this college-level theory stuff as applied to games.

In the lecture, he talks about the concept of an emerging storyline in games.  The idea is that there isn't a written storyline, or what storyline there is is minimal, and the story comes out through play of the game.  I think this is a pretty cool idea.  And I think I 'get it.' I think that my previous experience playing MineCraft had an emerging storyline.  Today I want to talk about Sim City IV, a game I've been playing lately, and another example of an emerging storyline.



I should let you know that Sim City is a city simulator.  If that wasn't yet clear from the title.  In Sim City, you play the role of an all-powerful 'mayor,' with complete control over the cities budget, zoning choices, and even the ability to cause natural disasters.  (But let's leave that last one alone for now.)  The gist of the game is: If you build it, they will come.  People will populate your city as long as you provide the basic needs of modern industrial society:  residential, commercial, industrial zones and infrastructure such as roads, power and running water. After setting up shop in your city, the residents will immediately begin approving or disapproving of your job as mayor, and this is the driving force behind my own emerging storyline.

I play this game with the overarching goal of winning approval of the residents.  I have sub-goals of increasing population, of using clean energy and public transportation.  I've got the first goal down, but the following goals are proving to be a lot trickier.  Twenty four hours and five cities deep, My story has gone from the need for approval, to a near-obsessive desire to build an ideal city according to my own design.

I realized that emergent storylines make games like Sim City IV more like a toy than a game, as my esteemed colleague Conklederp put it in her post about the Sims series of games.  Playing Sim City is not unlike playing with Legos or blocks, with the specific theme of city building and a near infinite number of resources.  Watch the video below for an example of an emergent storyline using more traditional toys:




I don't imagine that the Gene Simmons doll featured in the above video was originally intended to be used to crush matchbox cars. But through the emerging storyline, Al was able to find a new role for Gene to play.  


The key difference between toys and video games is that, with video games, there is a computer program providing feedback.  This is a role that used to be occupied by the imagination of the individual player, or the cooperating imaginations of a group of players.  I'm not quite sure how I feel about this.  What is it about computer controlled feedback that is so alluring?

Perhaps it is easier and more relaxing to allow a computer to run the simulator, rather than using my imagination to fill in all the gaps?  I certainly know I'm tired most days after work, and if I were to engage in imaginative play as Al did above, all my toys might just talk about how tired they are.  


There is also, for me, a challenge in figuring out the dynamics of the computer feedback.  Similar to figuring out an opponent in a multi-player game, I am trying to learn how to balance the programmed needs of my Sim-citizens, with my own, changing concept of my perfect city.  And I must admit, while I sometimes want to invite Gene Simmons to come visit my failures, I don't have the heart to destroy them.  Fortunately for me, the cities remain in stasis when I'm not playing them.  It would certainly add another dimension of challenge if they did not.


Sim City IV was released in 2003, and there has been a long drought of Sim City titles since.  However, there are plans to release another in the series, simply titled Sim City. This game is slated for March of this year, 2013.  There is talk of online, co-operative play and for these features, I am excited.  


I would love a chance to build neighboring cities with a friend, and perhaps work together to help one another with our particular mayoral shortcomings.  Sim City IV has the ability to cooperate with neighboring towns, but it is only a one player game, so I am only able to cooperate with myself.  I'm pretty good at playing with myself... ... ... but the possibilities of emerging storylines increase greatly when more than one mind is at play.


Sim City is a game which is a great abstraction.  The player views the action from above, removed from the concerns of the individuals in the town, which can number in the thousands.  This makes it a good candidate to talk about emerging storylines and also a bad one, because the abstraction may interfere with the players ability to relate.  


However, it is a game that has its hooks in me now.  I will continue to meditate on the subject of emergent gameplay, and I will try to see if I can find it in other games as I play them.  






Saturday, January 12, 2013

First impressions: IWBTG:G

Hey, check it out, this is the oldest 'draft' post I have on the whole blog, and I'm actually revisiting it!  I guess the readers don't know this, but now you do!




If life was like I Wanna Be The Guy:Gaiden, You would wake up in the morning, scratch your head, and put your feet on the floor.  The floor is covered in spikes and you die.  You go to feed your cat, and he slices your head off.  You go to the bathroom to relieve yourself, and the walls cave in on you.  Breakfast would also be a disaster of stabbing and crushing. In this game, everything is trying to kill you.

Since downloading and playing, I Wanna Be the Guy: Gaiden has provoked different reactions from me. Initially, I thought it was pretty funny, then, with quickness, I began to hate it. It became clear that I do not have the patience to progress through this incredibly difficult game. Finally, after watching someone else beat the game without dying, I am left with a grudging respect for the game and its designers.

IWTBTG is a parody game.  As a parody game, IWTBTG:G is excellent; the best I've seen.  The game is made up mostly from a collage of sounds and images from other games, mostly 16-bit and NES games.  The implementation of the boss characters is fantastically clever, interesting; And awesome to watch-- on youtube videos (I didn't manage to reach a single boss.)  


Opening map for IWTBTG:G
IWTBTG is stupidly hard, emphasis on the stupid.  The game is designed, purposely, to piss people off.  It works.  So, to me the challenge of describing this game is to not get too hung up on the challenge, to try to critique the game as though it were a legitimate attempt at game-design.  I'd like to punch the game in the nose, but I realize that will never happen, and if I tried to scrap with IWTBTG, it would beat the tar out of me.  It's just too goddamn difficult.

I had heard of the notorious difficulty of IWTBTG, prior to playing, but I didn't realize how purposeful it was.  It's like a series of practical jokes. The designers like to mess with the player, and the first twelve things that killed me were sort of out-of-place and unexpected.  These things would never find their way into a properly edited mainstream game, and I think that's the point.As far as I can tell, gameplay is mostly memorization and quick, precise movements.

I Wanna Be The Guy is very  much like Super Meatboy or Bit.Trip.Runner: One-hit-kills platform games- but not as well designed.  One key thing those games have to keep gameplay moving, that IWBTG lacks, is to have the music play continuously even when the character dies.  This feature helps to reduce the jarring sensation that comes from character death, and the quick restart of the level.  I hope if there are further editions of IWBTG released, that the designers will implement endlessly cycling music.

I originally set out to write a slanderous review to make myself feel better after being utterly crushed by frustration. I changed my mind after I took a time-out to watch a you-tube video of someone beating it without dying.  Watching this video gave me a renewed respect for the designers.  It's much more fun to watch someone else play, to appreciate some of the ridiculous traps and  fantastically silly boss fights.  So, ultimately, I'd like to declare a truce with I Wanna Be The Guy.  I won't play the game, but I will appreciate the design safely from my role as a non-playing spectator. 

If you have an amazing tolerance for game-related pain and frustration, then I recommend giving IWTBTG:G a play-through, and then show your friends; it's a great game to watch.  If you can't manage that, there's no shame.  Just head over to youtube and watch someone else beat it.  I do recommend playing it for at least a half-hour first, or until frustrated.  It will give you a greater depth of appreciation for the playthrough video.  

-D


P.S. After writing this review, I discovered that IWTBTG:Gaiden is actually a sequel.  However, after checking out the original, I see that most of the outstanding features are the same, and so I use the two names interchangeably in this review.  I recommend playing Gaiden first, simply because it is more immediately entertaining.   



Saturday, December 29, 2012

First Impressions: Settlers of Cataan



Last night I had my first real session of Settlers of Cattan.  Stayed up until 1 am playing it.  Haven't done that in ages.  Best game since Munchkin.  Similar strategy, actually - as the game progresses you build toward getting 10 levels.  And alliances are broken and reformed, everyone trying to prevent the inevitable winner from winning.  But sometimes like 3 people look like the impending winner.

But the game isn't quite as aggressive as Munchkin.  Less events occur over the course of one turn.  A lot of the game is spent waiting, and hoping and building up resources.  Stupidly fun, I highly recommend it.  Expensive though.  Expect to pay $45 for a set.  If you'd like to test drive this game, just come over to my place with at least one other friend and an evening to spend, and we can play a couple of times.

I'd like to get into the details of how the game is played, but I think it would be easier for all parties if I just let Will Wheaton do it.  Tabletop is the best source for board game reviews that I've seen.  

I will say that the setup phase of the game, which comes at the very beginning, is essential to the overall strategy.  Most people will lament the poor decisions they make during the setup, which will further drive their desire to play another game, and get a chance to have a better setup.  It's a lot of fun; I want to play, just writing about it.  -D







Friday, October 12, 2012

First Impressions: Amnesia ~ The Dark Descent (PC)


I've been playing this game for a bit.  Steam says that it's been for about three hours, which is pretty decent amount of time to get a general feel for a game.  Some might even say, that it's the first impression of the game.  Eh, eh?

I started this game a few weeks ago, one night because Conklederp wanted to watch me play a game.  Any game.  And I had this game called Amnesia: The Dark Descent from the Humble Bundle 5 and all I knew about it was that it was an FPS survival horror game.  Sounded like fun considering it was probably around 11pm and I didn't have work the following morning.

Upon booting up (do people still say that?), the game lets you know that there will be enemies in the game and that it would probably behoove you, the player, to run the fuck away from them as you are unarmed and they will most likely kill you.  That's always a good thing to know.  And as the game was progressing, it gave out hints/reminders that running away from "monsters" will keep you alive even though I spent three hours in the game before I came across anything that could kill me, outside of the invisible bipedal water monster bastard.  But that's getting ahead of ourselves.

Once the game started, I had to acquaint myself with the controls and basic mechanics so that I wouldn't go spinning in circles instead of sprinting forward at the first sight of danger (a la Slender: The Eight Pages).  Your health meter is represented by a physical heart that subtly decreases in size and healthy-looking-ness as you accrue damage and you're given a textual example, such as "A wound is bleeding quite badly."  I was also excited to find out that the game implemented a "Sanity Meter," which, to my own knowledge, has only existed in one other game previously.  I believe the game also said something about if your sanity dropped too low (by witnessing horrific events or by being in the dark too much, that crazy shit would happen and you would die.  Now you're able to regain sanity and health by completing puzzles in game, but that just usually means that you'll be healthy for the next set of darkened hallways.

That brings up another point about the game: the Darkness comes.  Ho-fucking-boy does the darkness come.  Throughout the game, or at least the first four hours of it that I've played, you will periodically find tinder boxes to light candles/torches and lamp oil to use in your hand lamp.  This must be some pretty thin oil too as your lamp will burn through a half-full canister in maybe a minute; probably less though.  I rarely would have my lamp "on" for more than a couple of seconds in order to preserve what little oil I did have left.  And the tinderboxes, I would hoard those like ink ribbons.  The early areas in the game tend to load you up with tinderboxes making you think that you'll be able to find one in every bookcase or desk drawer.  If only we knew then what we know now four hours in.  The game will also give many options for lighting things to give you light.  In a single hallway, you'll easily find three or four torches that you could light and while it would make the hallway nice a pretty, it would not be advisable as you would be out of tinderboxes and left in the dark.  This did in fact happen and I was scared near shitless the entire time.

At the moment, I'm currently in a large hall area with a fountain containing either a corpse or just the statue of one.  The only sanity effects I've witnessed have been warbliness of the screen and once cockroaches were crawling over the screen for about 20 seconds then disappeared. I'm enjoying the game, but sometimes I'll get frustrated with not having any lantern oil and having to sprint between lit candles, so much so that I feel like it takes me out of the game.  So with four hours of game play in (I played another hour since I began writing this article, hence the one hour discrepancy), I'd like to try to finish and figure out what the hell's going on.




Monday, August 20, 2012

Full Review: Portal 2



I just played through this game, so I suppose I should post about it.  Fun game.  Please play Portal 1 first.  In fact.  I am tempted to go back and play Portal 1, to compare the experience. But today I am talking about Portal 2, and in doing so, I will undoubtedly have some small *spoilers* that I am now alerting you to.   

Portal 2 spent a lot of time and effort on the quirky characters and storyline.  And I'll be honest with you:  I really liked Wheatley, right from the start.  The dramatic, destructive cinematics juxtaposed with his self depricating, uncertain humor were really entertaining.  I had thought he was Ricky Gervais based on the content of his humor, and I was close.  But not quite.

JK Simmons is always fantastic in everything he does.  However, I didn't particularly care for those sequences.  In fact, that section was exactly when I began to think the game was too long.  Like that last Batman movie.  But after a little while, I came to realize that the scope of the game was simply longer than I had anticipated, and then I got more comfortable with the length and forgave the designers for inspiring my earlier feelings of impatience.

To tell you the truth, Portal 2 is a game I wish would never end.  Portal 2 adds more features, but the core ideas are the same as the first.  And I wished it would never end either.  I have yet to explore any of the extra features, including the level editor.  Perhaps there is some good stuff there waiting for me.

GLaDOS is a great character.  In fact, part of why I want to play Portal 1 again is to compare her character.  I had originally thought her voice was entirely computer generated, but as it turns out, she was performed, in both games, by the same woman.  Her character growth in Portal 2 is most welcome, I thoroughly enjoyed our time together.  And while there are plot-based expansions on her character, I mostly appreciate her character for the dialogue.

But, ultimately, I do almost feel a bit of 'lacking' in Portal 2.  One example I can share is the various game locations in which you can see outside of the chamber you're in.  Sometimes you can see the edges of walls and other chambers, and there are machines lined up in grids, or large chambers in the distance.  And there was one particular sequence I remember when I got to put a portal on a wall that was so far away, the portal was just a dot.  That was awesome.  



While this is all super-cool environment building, I felt like it wasn't quite enough.  The designers clearly worked hard and got very creative.  And exploring the Portal 2 world gave me the urge to jump outside the levels and look around, which is a feeling that 3D games gave me from the very beginning.  And I think that's the thing that I'm missing in Portal 2:  exploration.  The first game... okay, spoiler alert!  stop reading right now if you haven't played through Portal 1.  I will not forgive myself if I ruin that game for you.  In fact, you shouldn't even be reading this at all if you haven't played through Portal 1 - go play it!

Anyhow.  The ending of Portal 1, or should I say, the 'ending sequence' of Portal 1 was a real treat.  All this time spent in Aperture Labs, with the cold and unfeeling laboratory designs, to suddenly be traveling around underground, behind the walls, it was such a thrill.  That sequence of the game delivered on all of the work I had done to get to that point.

Portal 2 never does that.  Now, don't get me wrong, there are bunches of, sort of 'travel' sequences that take you out of the testing realm to travel around, in a way that is very similar to the end of Portal 1.  I would guess that you experience the gameplay of that sequence about three or four times throughout Portal 2.  But what is missing is the contrast, the Payoff that the end of Portal 1 had.

The gameplay grows steadily, with very good pacing, all through the game.  You learn about newer features of the game, including laser triggers and that gel stuff.  The plot and characterization also grows with the gameplay.   Wheatley is dangerous, but then ultimately moronic, GLaDOS goes through her own growth leading to forgiveness of a sort.  But there is no real point of surprise and eye-widening, grin spreading potential that I felt when finishing Portal 1.

I think what would have done the trick would have been some non-linear or sandbox sequences.  Think about it - what could you do in a sandbox game with a portal gun?  A freaking PORTAL GUN!  But no, Portal 2 follows this basic formula:  Linear story sequences, Series of Test, Linear Story Sequences, Series of tests, until you get to the end.  And it's got a lot of fun, but it did make me a little impatient at times.

Also:  Do they ever explain why your character was back at Aperture Labs?  I mean, you escape in Portal 1, right?  Why would you ever go back?

So, don't get me wrong, Portal 2 is a great game.  I was on Cloud 9 through the first half of the game, right up until Wheatley takes over. I think I would have preferred a shorter game, or even an episodic release - two games at half the price.  The game took me 13.6 hours to complete.

The Game wowed me at first, but by halfway through I had settled into a comfort zone.  Portal 1 wowed me because the game concept is so awesome, then as it progressed I stayed with it, and then it totally wowed me at the end, big time!   I feel like Portal 1 left with so much potential, and Portal 2 was just a little superficial.  But still a great game.   Portal 1 gets an A and Portal 2 gets a B+  ... I think.  Maybe A+ and B+.  Sequels always have more to prove.  But sometimes they are better than the original.  It does happen.  

And though I am not anticipating a third portal game.  If it does come, I really hope for some open world exploration-type stuff.  Weee, Portals!


-D



P.S. I also want to mention that I bought Portal 2 on Steam as part of a 75% off deal that included Portal 1.  Gotta love that Steam!





Sunday, August 12, 2012

More Games!




I just remembered this game!  And I'm having an "Awww" moment, like when you see a kitten.  I loved this game.  I'm going to play it again before writing more.  I very strongly encourage you to play.  Actually, no, I'm not encouraging you, I'm asking you: Please play this game.  It doesn't take long, it plays in-browser and you control with the arrow keys.

oh my god, this game was part of a game contest too.  48 hour Global Game Jam 2011.  More to come on that...


Saturday, June 23, 2012

Link Dump


My full review of LIMBO is pending me completing the game again.  In the meantime, here's a bunch of links to video-games and video game related items:




Magical Game Time:
I just got linked to this comic and I am now a fan.  It's a wonderful blend of humor, imagination and nostalgia that is very close to how I feel about the video games of my childhood.  The artist has a similar taste to mine, based on the games he chooses to reference.  The art is rough, but very expressive.  






Video games as poetry. I really enjoyed playing this game. Today I die is one of the first truly independent games I played during my recent phase of indie game playing.  Free to play, in-browser.








This game is a simple platformer, doesn't take long to beat. It's a rough game, not a big show, like Braid or Limbo.  But this game really gets its concept across, and it is totally awesome.  I highly recommend it.  Actually, I think this was the first indie game I played.  Free to download.  $5 on Steam for the HD version.  







I've already mentioned this one in a previous post.  But I thought I should include it while I'm posting free online games.  This game is a silly, violent and clever tribute to NES games.  Lots of fun.  







Cave Story is utterly charming. I think this is the best Retro Game I have played.  It isn't the first indie game I played, but it is probably the best and most complete.  Beyond simple nostalgia, the game has some clever and well-implemented mechanics and plenty of those little touches that make a good game into more than the sum of its parts. 

Tuesday, June 12, 2012

Nintendo Power and Me



So, earlier today, I asked Jack what his first issue of Nintendo Power was. In response, he sent me this picture. Using the picture, he was able to determine which issue was his first, and I think I got a bead on my first one, which was Maniac Mansion. Looking at the picture of all of those Nintendo Power covers next to each other really go me going, and I started typing an extended email, which I decided I should just turn into a post. The results are shown below:




Metal Storm, a gravity shifting shooter.  Different from VVVVVV



Totally Rad. I remember a lot of these. Actually, what's really got me thrown is that the Super Nintendo was released so early on in the progression of Nintendo Power. I had this idea in my head that it took a while longer. But another thing I notice is that you can see both Castlevania II and Castlevania IV in this set of pictures.

I wish I had them too. The nostalgia is pretty strong here, I remember these issues, and I can almost remember what's inside them. I definitely used the game reviews very heavily. Metal Storm, I remember that one, there was lot of that 'model' art in the issue. I remember the power blade cover for some reason even though I never gave a crap about that game. Battletoads, definitely. And so on, and so forth. 

...omg, I just googled Nintendo Power and the first link that came up said "for 24 years our magazine has..." and I was like, holy shit. 24 years. I remember almost all of that. First issue was July/August 1988. So, if I started with Maniac Mansion, I think that puts me at about January 1990. Must have been my birthday. My 9th birthday. 

So, this will definitely become a post. This picture basically says it all. I don't really care to see any of the issues past 50 to tell you the truth. 1-50 pretty much covers it. 51-100 is probably pretty good too, but 1-50 gets the job done. Anyhow, I think it's interesting. When I got older, people gave me shit for Nintendo Power being "pretty much an advertisement for Nintendo." And yeah, sure, fine, whatever. The thing is: Nintendo had awesome products. They were a rad company. Nintendo Power was a great magazine. 

And I think it got me thinking critically about games for the first time. Maybe not so much about the Gaming Industry, which was a veritable Utopia for Nintendo fans from 1988-199X. But games themselves. Seeing level maps, and reading guides gave me a critical eye. It helped to teach me what to watch for. Also, it was like a form of readers digest, after a fashion. I had the source on games that were coming out, if they looked interesting, I could rent them. 


-----

The email ends here. Well, just after I talk about how this email would be a good post, but how I have to do laundry, so I'll post it later. But, then I decided "Some things are more important than laundry!" Well, that's not true. Nothing is more important that laundry. That's not true either, I just decided that I really don't want to go to the laundromat today, and I can still hold out and do it tomorrow or the next day. So, without further ado, back to the topic at hand:

-----







I love Nintendo Power. It was the first magazine I ever got. Well, we also had a subscription to MAD magazine that I used read, but it was for everyone. Nintendo Power was for *me*. I would get the mail every fucking day, for a least a week before the arrival date, just in case it had come early. I'd read it cover to cover, and then be insatiable for a weekend game rental or for the next issue to come out in 28 days. I hung up the posters, lined up the mags on a bookshelf.

I also wrote to the editors at Nintendo Power. I wrote dozens of letters. Most often telling them about my ideas for video games. It got to a point when they started sending me applications to Digi Pen Applied Computer Graphics School, which opened up when I was a teenager. Expensive Private School. In fact, I remember, at one point, they didn't even bother writing a letter, but would just send me the application packet. Like "shut up, you annoying kid, go design video games!"

And that is something that I'm going to ressurect here, my different, cocamamie ideas for video games. By studying video game design at home, by reading Nintendo Power and playing video games, I came up with bunches of ideas about how games could be. And I used to just send these, willy-nilly to the Nintendo Power Counselors (I think they called them counselors, go fig). Anyhow, I think I will post some of these ideas to the blog, A sort of "Message in a Bottle" to the internet, so that maybe someone out there with the resources and time will make a game similar to my little brainchildren. Sort of like a dandylion I am blowing out into cyberspace. 

I really liked that part in the article Jack links to about "being too old for games" -where the writer says: "They're just making the games I asked them to make ten years ago!" Or something like that. That really resonated with me, because I was asking the industry to make games. I had many ideas, general and specific that I wanted to see. And, in truth, a lot of it has come true, which is a truly wonderful thing! 

I am seeing much more customization and much more non-linearity. True, there's also plenty of junk still, but I'll trade it out for VVVVVV, Braid, Minecraft, Portal and all the others. And there's still so much I don't know, because I have given up competing for the latest, greatest games. If the game is that good, I'll find out about it eventually, and maybe even have a chance to play it. 











Wednesday, June 6, 2012

First Impressions: LIMBO

On Friday I got sick, and by Saturday evening, I had played through and beaten LIMBO.  Here are some notes on my gaming experience:



  1. I cheated twice.  I looked up solutions on the internet to two puzzles.  I am not ashamed.
  2. When I got to the end, I said "I'm definitely playing through this game again."  Without cheating.  
  3. The Atmosphere of this game is fantastic.  I give the game maximum score for graphics and sound.
  4. I recommend everyone play this game for one hour.  If you're not hooked by then, you're not going to be. 
  5. The spider is so awesome!
  6. My only gripe is with the gameplay is around the controls and a couple of the puzzles.  On the one hand, the limited agility and ability of the player adds to the atmosphere.  On the other hand:   Sometimes it takes away from the atmosphere when I just keep dying over and over again.   The feeble little jumps just aren't satisfying and sometimes I feel like the button response could be just a little tighter.  Maybe it's my PC.   Also: Why does this kid drown in three feet of water?!  Can't he just dog paddle or something?  
  7. No, I don't have any suggestions for solutions to the problems in #6.  Puzzle games are bound to stump  you some of the time.  And everyone who plays it will have a different experience.  I breezed through some puzzles, struggled and was rewarded by feeling smart when I finished other puzzles.  And then some of the puzzles I flipped-off the game and looked it up on the internet.  


Friday, May 4, 2012

Currently Playing 2: Realm of the Mad God



This game is great.  It's free, simple, original, quick to pick up, and it has some depth.  The learning curve is not too harsh, the reward system is steady and it expands the game.  This game is a "hardcore" game, by Diablo standards - which means that when your character dies - he's dead.  No resurrection, no saving, just dead as a doornail.  I think that's actually pretty cool, and rare in games.  In addition, when you start a new class, you start over from level 1, so the player is regularly going through the learning curve, and the game becomes easier to progress through, easier to set goals and achieve them.

The game is basically a non-stop level and loot fix.  In addition to the loot fix, the goal system is a big part of the appeal.  There are about a dozen different classes, and each one is opened by playing an existing class.  It goes: wizard, priest, archer, thief, knight... and so on (that's as far as I've gotten).  These classes are opened up when you get to level 10 on the previous class in the order, so level 10 priest gets you archer, level 10 archer gets you thief, and so on.  And while you are playing through as one class, you will encounter equipment drops for other classes that you have yet to play as. This is encouraging:  I want to know what a sorcerer plays like, or an assassin.  I believe he gets to carry a skull, which is cool.

The game is also co operative.  I haven't had much experience with this element, but I'm getting the drift that it may be the way to go.  Possibly the next step on the learning curve.  Because this is how it works:  You don't party up in any formal sense, but player share experience for enemies killed in the same vicinity.  So it is in everyone's best interest to work together.  I think it may be the key to the higher levels (I've capped out at level 12).  

So, cooperation is a level of depth I haven't yet reached in this game, and I am eager to see how it contributes to gameplay.  Human beings are always an interesting addition to any game dynamic.  There are rules about loot acquisition, and I've witnessed some real tantrums about loot theft.  On the other hand, I've also had a level 15 guy stop my little level 1 character and just hand him a bunch of great equipment.  That was totally rad- refreshed my faith in humanity.  You are able to save up to 8 items in a vault from one game to the next, and thus share your with your other classes, or, if you want, other players.  

Realm of the Mad God.  Came out of nowhere, free to play, mouse and keyboard and you can play it in your browser.  Rating:  Highly Recommended.