Showing posts with label combat. Show all posts
Showing posts with label combat. Show all posts

Friday, October 25, 2013

First Impressions: Anodyne





Here's a song from the game for you to listen to




an·o·dyne
ˈanəˌdīn/

adjective
1. not likely to provoke dissent or offense; inoffensive, often deliberately so.
"anodyne New Age music"

noun
2.a painkilling drug or medicine.


Anodyne is a 2-d, top-down Zelda clone.  They even include the 'stop when you strike' feature that I think is pretty neat.  It is a Zelda clone by engine, but not by theme.  Unlike Zelda, the game is immediately eerie, dark and strange, and there are reasons to distrust what you are told.  There is an ambient soundtrack through the first portion, and as the world expands, the soundtrack seems to want to expand, but can never quite become a fanfare in that bright, Zelda style.  I should mention I'm a big fan of Zelda clones.  

The gameplay is not as complex as Zelda games.  For example, it wasn't until about two hours into the game that I gained an ability beyond the basic attack.  On the other hand, the basic strike has a secondary use, which is to pick up and drop bits of dust.  These bits of dust have been used in a few different ways.  The designers have used these few abilities to craft some interesting puzzles, and the combat can be tough.  The enemy movement and projectile patterns keep me on my toes.    

The game appears to be open-world and non-linear, though there are clearly established 'zones.'  I have no idea if I'm going to the right place at the right time, and that aimlessness seems to be a part of the design. One thing I like is that there is a moment where you find a road sign, the first in the game, and it is too unclear to read. I don't know why, but I really like that the first road sign you see has no content. It stands out as something to read, but too bad, it's faded, and you can't make it out. Where to from here. The good news is:  I have yet to get stuck.  I think this speaks to a sense of care on the part of the designers.  

If you have a hankering to play a well-designed clone of early Zelda games, but with a creative and creepy vibe, then I recommend giving Anodyne a look.  I'm going to play through the rest, and try to craft a more thorough posting.  

-D


P.S.  I originally heard of Anodyne from Indie Games Magazine.  They've got this great little Android App that I use to read about games while waiting in lines.   I picked up Anodyne from a recent Humble Bundle.  If you aren't hip to the Humble Bundles, I suggest you check them out.  I've already given you a starter by embedding a link in the previous sentence.  Also, they have a very intuitive website address, and if you ask google about Humble Bundles, I'm sure it will help you.  Humble Bundles are a big part of why I started gaming again, after taking a many-year break.





  

Friday, June 1, 2012

Legend of Zelda - Combat and Sound

In my previous post about the Legend of Zelda's aesthetic of simple, consistent visuals and open world exploration, I found it difficult to talk about those elements and not include two other, ever-present elements: Combat/Play Control and Sound.  These elements synch up so perfectly with the visual aesthetic, that the game would play very differently if there were changes to these areas.

Regarding Combat/Play Control:  I am  combining these two elements because I am defining combat simply as play control while under threat of attack.  You don't have to strike an enemy to be taking part in combat. When exploring the overworld map, enemies are obstacles just as much as trees or rocks.  Many times all the player wishes to do is to get through the screen and on to the next screen, but flying arrows or Peahats prevent that.   

I think one subtlety that Zelda does really well is to have Link pause for a brief moment whenever he attacks.  This adds a sense of control that free swinging and running would have been without. The one-two button combination of keeping a sword for the A button and an item for the B button is the defining innovation of Zelda's combat system.  Any player who has made it through the game is likely to have mastered the ability to fire a boomerang at a diagonal, with deadly accuracy.  When I'm wandering the map, I may just want to stun a few enemies and move on.  The unmistakable sound of the boomerang striking an enemy instantly assures me of my success, and I need not break stride.


Regarding Sound:  while it's not the same as graphics, it is arguably equally important in a similar way.  Similarly limited as the visual aesthetic, Zelda doesn't have a wide array of sounds, but the sounds it does have are consistent and fantastic.  The funny, dull sound of Link receiving damage, the satisfying sound of shooting the sword when attacking at full power, the scene-change trigger sound of footsteps.  These sounds couple with the graphics to guide me through the game. 


On the overworld, the delightful Zelda fanfare is very fitting for joyfully wandering around, the song is light and whimsical.  No pressure, the world is open to you, do what you want.  When you enter a dungeon, the droning dungeon song does it's job.  This place is not a happy place.  You're not going to find a faerie around the corner, you really don't have anywhere to run.  It's time for business.  

-D