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Multiplayer Game Reviews
September 30, 2010
I decided to look through some of the older Xbox Indie games instead of only playing the new ones. After all, there could be some gems in the archives that I may not see unless I’m willing to brave the dust and cobwebs. Some of what I found was wonderful. Some of it was…less than dazzling. Bop N’ Pop landed somewhere in the middle.
I was really excited when I saw this on the Xbox website. I was looking for a bubbles game, you know, one where you line up so many of a particular color and get points. Unfortunately, this one wasn’t exactly what I thought. You see, it doesn’t really matter how many bubbles you line up, if you don’t get an “activator” to initiate the actions you can’t pop them at all.
Because you have no control over what kind of bubbles will fall this can be very frustrating. It’s kind of like playing Tetris and getting everything perfectly lined up if you could just get that one line piece. With this game, of course, you only get blocks and it continues to mock you by providing your opponent with whatever he or she asks for.
The game is brightly colored and very animated. It’s visually pleasing and the sounds and music aren’t much by way of distractions. The game boils down to more luck than skill in the end. I’m actually pretty good at matching games ( I know, it’s not hard to be, but gosh darn it, I am!) but when you don’t get any activators at all and your opponent does it’s kind of a bummer.
I imagine that the idea for this game looks pretty good on paper. It’s innovative and interesting, something new dealing with a kind of classic style of game. It’s also great for parties, but I could see it breaking up friendships if you have people who get particularly angry or competitive.
Still, if you’re looking for some random fun or a game of primary chance disguised as skill this is the game for you. The mechanics aren’t hard to get and if you ignore the fact that you could be playing a perfect game and still lose terribly, it’s not a bad way to spend an hour. There are a few different modes which allow you to play different ways, even though I only played with one of them. Still, while I don’t feel like I need to purchase this game I don’t feel like I wasted my time either.
Game: Bop N’ Pop | Developer: trufun101
September 29, 2010
Hedgehog Launch 2
Before you continue reading this review, I want you to close your eyes. Uh, actually, finish the next couple sentences, then close your eyes. Now, what do you think is going to happen with a title like ‘Hedgehog Launch 2′. To take the macabre edge off, keep in mind that this is the second of the series, meaning that the hedgehog PROBABLY survived the first game.
Well the game is quite simple, really. Your loyal hedgehog has constructed a sling, with which you must fire the poor rodent through the center of the earth, and then towards the moon.
Along the way you collect money and bounce off of bars in the sky that will take you further. You can eventually buy a rocket pack for our astronaut, which will allow him to move around to try to grab the moneys. There are all sorts of upgrades, which you buy with sky money.
I’m going to give you a tip that netted me $200k in one day. When you have the last 1/8 of your tank left, use it to get yourself going one direction or another. You have a way higher chance of hitting the bars, which bounce you up. I was in the sky for almost 7 minutes. Awesome.
Flawless game. I was a bit confused by the whole being fired through the center of the earth thing, but that was because I had played the first one, where you are just blasted up into the sky. The game is well paced. I feel like I ‘hacked’ the game by getting that huge day, but that is because I literally get paid to play flash games all day.
Easily one of my favorite games of all time, it is accessible to any person. I prefer turn based wargames, but I loved this. Seriously, you’re flinging a hedgehog into outerspace. Oh, and his paws are always being tugged by gravity. Great stuff.
Game: Hedgehog Launch 2 | Developer: Armor Games
September 28, 2010
Ruse is a real time strategy game available for the PC, Xbox360 or PS3. It’s an interesting combination of traditional real time strategy aspects and some new additions that make the game unique, but not necessarily a stand out success. Ruse implements the typical resource management, troop and building construction concepts from standard rts titles, but throws in the idea of tactic cards. These tactic cards are a series of selectable “ruses” that you can use to throw your enemy off strategically. Every map is divided into sub sections that can be the target of your ruses, which range from radio silence to fake troop movements and camouflage.
The game has an easy to use multiplayer hosting and joining system, but no real method of separating players of different skill levels. This could make it much harder for new players to get into the multiplayer aspect of the game if they’re continuously stuck against players of a much higher skill level than themselves.
Graphically, it’s a gorgeous game, with satellite imagery constituting the majority of the maps, which can be zoomed in or out between a range of 100 and 8000 meters above the surface. The animations and unit models are very well done, and they blend excellently with the background. The audio is also a strong fit, making appropriate use of sound and music to create a solid ambience to the combat.
Where the game really fails to hit its mark though is in the way the controls were designed around the console titles. On the pc, this isn’t much of a concern. But the controls for the consoles were clunky and difficult to handle in any meaningful way. Selecting troops and even buildings was a chore at best, and a painful headache when you needed to accomplish something quickly and easily.
There also doesn’t seem to be a very regulated pace to the game. You could end up in an artillery war that could drag on for hours, or a 2 minute rush from enemy paratroopers in the opening stage of the game could capture your hq and the game would be over before it even really started.
All in all, it’s worth a try, but I’d wait for it to go down in price before making any solid investment in it.
Game: Ruse | Developer:Ubisoft
September 27, 2010
Somewhere there is dramatic music playing. People in black and white are holding their hands to their faces, mouths wide with a perverted mixture of fear and anticipation. The sky behind them opens up like angry palms, thrusting fistfuls of heavy rain to the earth while lightning dances with dangerous glee in the background. The suspense is as thick as the pea soup fog rolling in.
Here is where I come in. Slowly I make my way to the stage. I tap the microphone and clear my throat. There is a hushed, bated breath while I scan my audience. Finally, finally I open my mouth…the breathy whisper I let out is laced with a single sentence. “…Playfish has a new game.”
Yes, that is right! You heard me! My beloved Playfish has a new game out, and of course I had to take a look. I was surprised but not unpleasantly so. If you love casual games as much as I do, you are in for a different kind of world with Pirates Ahoy!
Let us start by talking about what is the same. Playfish has a particular kind of art and graphic style, which is not lost here. The game is cute and playful with music that really goes with the theme. As with many Facebook games, there is a profound encouragement to draw your friends in as well. It can be annoying but thus far Pirates Ahoy! does not make the mistake of requiring friends to play. It would probably make your adventures easier but it is not needed.
Now, if you played Gangster City (a Mafia Wars type game) you know that Playfish has already used the “energy” prospect before. In Pirates Ahoy! you have so much energy that refills steadily. You can buy things to refill it manually, but mostly you are waiting for it to fill on its own. Usually, this hinders your gaming. You can only do so much before you are forced to wait until tomorrow.
While Pirates Ahoy! imparts with the same method of use, you do not need energy for all the things you may want to do. When you cannot fight sea creatures or dig for buried treasure, you can still spend time customizing your ship or simply exploring.
There are many things to do in Pirates Ahoy! Honestly, it seems like Playfish has taken many of the different aspects from their other games and folded it into one. They have done this while being careful to make improvements where they failed. The money earned vs. cost of shinies is balanced much better in this game and there is a lot more to do. It also seems to have something for both sexes, while some of their games could be seen as overtly feminine.
I know I am a fan girl but you should still check out this game. It is easy to learn, engaging, and fun for all kinds of people! What more could you ask for?
Game: Pirates Ahoy! | Developer: PlayFish
September 26, 2010
You can't see the ladder in the left window, but that doesn't mean it's not there.
Hello Worlds! is a Flash puzzle-platformer with a very original concept. You take control of one of a number of different avatars (select among a turtle, crab, ghost, magician, and others) and you must get your chosen character to the exit. But there is a catch: there are multiple panels in each level, and any objects found in any of the panels are actually in every panel, even though they’re only visible in one panel. What? Yeah, that sounds a bit complicated. (Viewing the screenshots should hopefully make this explanation make a bit more sense.) If you have trouble figuring out where things are in relation to one another, there is a failsafe. Hit the C button at any time to watch the panels merge, showing you all the obstacles on one screen.
Was that a little better? Well, it gets even more complex than that. There are green doors in some views, which will cause the panel to disappear along with any obstacles that are only in that panel. And there are grey doors with a yellow mark on them that cause an additional panel to appear. In order to get to the end of each level, you must figure out which of these doors will make the level easier and which will make it more difficult. But Hello Worlds! is a very forgiving game. If you screw up too badly, you can use the V button to rewind your actions.
Besides getting through each level, there are additional objectives. There are little yellow dots (yeah, they’re pretty much Pac-Pellets) to collect and a time limit to try to beat. Each objective grants you a star. Similar to the 3d Super Mario games, there is a world map, and collecting stars will unlock later levels.
One of the best things about this game is the music. There are a few songs that play during the levels, and every one is top-notch. I actually want to get the soundtrack to this game for my iPod, because I love it that much.
Hello Worlds! is unlike any other game I’ve played. It takes a unique concept, adds some very challenging puzzles and flawless gameplay, then sprinkles on an exceptional soundtrack and quaint hand-drawn artwork. This is a game I would highly recommend to just about anyone who loves video games.
Things get more complex when there are four (or more) views at a time. Use the green doors to simplify things a bit.
Game: Hello Worlds! | Developer: Rich W Snider
September 25, 2010
Duck Life 2
You're still a failure.
I reviewed Duck Life a while back. Go ahead and read it. Please. Now what do you think the sequel will be like? Right. It sucks. This game basically is a way of wasting your time. Again you have a duckling that you want to train for duckling races. If you win the title you get a crown and a bunch of super secret stuff.
To train for the races you have to upgrade your guy by completing training levels of running, swimming, flying and climbing. The climbing is a new addition. Then you race your guy. The races are on autopilot, which means you just sit back and watch your guy hop around.
This game takes so little skill it is not even funny. I don’t usually like to go off on rants or talk bad about a game, but I will explain point by point why this is a bad game.
See those locks at the bottom? You can unlock them if you beat the game!!!!!111 Hooray!
First is the training. There is virtually no evolution to them. In most other games, you have to beat a level to get exp. Yes, in most you can fail the levels, but you still get a modicum of exp, but the real money comes when you beat it. In this one there is absolutely no incentive to get any more skilled. When you die, you can press spacebar twice and still keep earning exp.
Second is the races. You are on autopilot. Compare this to other ‘gain coins and exp and upgrade games’. Yes, you get significant benefits from upgrading your guy. However, it is meaningful because it helps you perform better. Consider the last level of DF2. Obviously the reason you win is because all your levels are at 150 and the computers are at 149. Is this how a game should be played? No. The upgrades should work with your own development of skill.
On top of this, once you get to the upper levels of training, there are tons of glitches. The climbing game is completely full of bugs, and the running training is simply unplayable. Flying is still sweet and the only limit to swimming is your endurance.
I could be fighting the wrong battle, as this is obviously a children’s game. However we can still have standards. I was thinking that I would offer some suggestions for the next iteration of “Duck Life” but really I feel like the best thing, for everyone, would be to give up the franchise and start over with a game that pits skill versus the electric genius of the computer.
Game: Duck Life 2 | Developer: BubbleBox
September 24, 2010
This looks less than welcoming.
In Exit Path, you must help a poor little stick figure who has found himself a competitor in a game of life and death. You begin in an arena filled with spectators, cheering for your demise as you navigate through a series of deadly traps. If you can escape from this arena, you are allowed to go free again. However, freedom looks a lot like the inside of the arena. To be safe, you must escape the entire city, which is rigged with even deadlier traps than the ones you’ve just escaped from.
Throughout the entire story, there is a timer counting, which will let you know how long you’ve taken. When you die, there is a rewind animation that leaves a trail showing what you just did (in reverse, of course). However, the timer keeps ticking even during the rewind, so you’ll want to keep deaths to a minimum in order to keep your time low.
So many traps; so many horrible deaths to die...
The story mode (or Uniplayer mode) is really cool, but the Multiplayer mode is where this game really shines. You are pitted against up to four other players in a quick race through a series of traps. (I strongly suggest playing the Uniplayer mode first, since many of the traps appear in both Uniplayer and Multiplayer.) You can gain experience points by completing races, allowing you to level up. Between races, there is a leaderboard where your current level is displayed to your fellow players, as is the number of races you’ve won. Also displayed is the amount of kudos you’ve gained. Kudos are an arbitrary currency given out by other players for whatever reason. They don’t really do anything for you except make you look well-loved. Or feel good about yourself. But there’s nothing wrong with that, is there?
The visual style in this game is mostly clean and simple, though there are areas with some real gritty details (like the graffiti plastered over the signs.) It gives the game a futuristic, almost science fiction vibe, and I love that. And since the backgrounds are mostly black, white, and gray; the colorful characters stand out very well, making it a lot easier to locate your tiny little avatar on the screen. You can change the colors of your avatar, and through the course of the game you can earn bonuses (like hats, swords, guitars, etc.) to show off a little personality.
Exit Path is a great Multiplayer racer, with a very solid Uniplayer experience built in. The quest to continue gaining levels and racking up wins and kudos will keep you playing this one for quite some time.
Multiplayer mode is where the real fun is at.
Game: Exit Path | Developer: Armor Games
September 23, 2010
A Killers Dream is another game by our curious friends at Silver Dollar Games . This game could have been much more than it turned out to be. It has an interesting plotline…kind of. We’ll get back to the plot in a minute, but the overall idea wasn’t too bad. Basically if you’ve ever seen The Cell, this was a game that kind of had the potential to mirror that crazy world. What you’re doing here is sleeping and while you do so you are supposed to cruise through this kind of dream world, picking up clues about who the killer is. Sounds awesome, right?
Well, it could have been, but really what you end up with is a sort of choppy slide show. The game has little to no plot line, for starters. You are told that you’re going to dive into this dream where you’ll find out who the killer is but you’re not given any of the details that would have made you care. You’re not told who this killer is, why you’re stalking him in a dream, or how he can managed to screw you up with random symbols. You’re not even told what the crime he committed is, so it’s really easy to detach yourself from the whole situation.
Besides that, the game is supposed to be scary. I mean, it’s got the creepy pictures, the low whispers, and the obligatory creepy music, but it doesn’t quite make it and I’m a scaredy cat. I mean…I used to have to sleep with my lights on after I read a Goosebumps…and this was just a few years ago. It even had the throbbing heartbeat sounds in the background but the lack of imagination and the incoherent state of the pictures that flashed before the screen really put a damper on the whole thing. This game was just…disappointing. Even the download description was pitiably vague and sparse.
On a completely personal level, this game isn’t one you would want to play with a headache. I usually don’t mind being afraid so I thought I’d try it out even though I was under the weather. The problem here is that the images that flash in front of the screen aren’t really…anything. Just a bunch of random pictures. I mean, at one point I was looking at a bloody butterfly.
I know I should have been paying attention to the screen but all I could focus on was the question of how you would get blood splatter on a butterfly. Wouldn’t it just fly away? And even if it didn’t, the blood would just wa- oh, was that a letter? Yes, I think that was one of the random letters that pop up, completely not a challenge at all, to make up the parts of a name I’m supposed to point out in the end. That’s the kind of game this is.
I don’t know who I would recommend it to in the end. I’m rambling a little but it somehow seems…appropriate. A sad waste of potential.
Game: A Killer’s Dream | Developer: Silver Dollar Games (1)
September 21, 2010
Sidewalk Sally didn’t come with a description but it only took me a few minutes to get the gist of the game. It’s one of those trigger response games, something I don’t usually mind. Basically the entire game is about mashing one button as quickly as you can while responding to obstacles in your way by pressing another. Usually these games are about a mixture of speed and jump accuracy. They’re great for testing your hand-eye coordination and a lot of people enjoy racing their friends.
Unfortunately the only way for these games to be fun is for them to be highly accurate. Having buttons and action delays in something like this could easily ruin the experience. I believe that’s where Sidewalk Sally went wrong.
In this game you play as a girl out for a rollerblade session. She starts off with a rapid tap of one button and then you are presented with two jump choices. One is a little hop that is highly ineffective, even with the most miniscule obstacles. Basically you’re given a useless jump option right out of the gate but you won’t know that immediately. Instead you’ll grow more and more aggravated until you’re at the point of not even trying anymore.
Maybe you’ll quit the game altogether. Maybe you’ll try the other jump. So, if you’re the kind of person to give it another chance you’ll switch to the other button. Now you jump properly but you’re met with a different though no less frustrating problem of having the timing of the proper jump (the one that will get you over things like dropped keys and cracks in the sidewalk) completely shot. The only people I would recommend this game to would be people who like to see 2D girls fall. Oh, and ones who like to repeat the same level fifty times and get nowhere.
Game: Sidewalk Sally | Developer: DualOpAmp29
September 19, 2010
OK, I can do this... Wait...
The sequel to light-Bot is finally here! (I reviewed the original a while back. You can read about it by clicking this link.) Lightbot 2.0 uses the exact same concept as its predecessor. You control a small robot by entering commands into a grid. You can use these commands to tell him to walk, jump, spin, or light up. The goal of the game is to illuminate every light-up space (they are darker blue when unlit, and glow yellow when lit) on the board. The problem is, you only have a certain amount of space on your command grid. Trying to turn on every light without maxing out your allotted number of moves will take some serious problem-solving skills. For repetitive commands you’ll want to use functions, separate chunks of code that can be activated from the main sequence.
The commands. You'll notice there are a few that weren't in the original game.
Lightbot 2.0 has added some new commands to the game for this round. There is now an option to change the color of each command, and your Lightbot won’t execute that command unless he is that specific color. In order to change his color, you must find a colored tile on the board and activate the light. Another new command is the lightning bolt-shaped icon, which can be used to stop a function. This comes in handy in Lightbot 2.0, since a lot of puzzles require the use of infinite function loops (you can do this by adding an F1 to the end of an F1 function… Trust me, this will make more sense once you play the game.)
The first installment in the Lightbot series was pretty easy. It got difficult toward the end, but there were only 12 stages, and at least the first 8 weren’t very hard. (I do admit that the last two were pretty frustrating though…) But Lightbot 2.0 is a different story. Like its predecessor, it starts out with some tutorial-based levels so you can get the hang of it. But once you get through the first part of the game, hand-holding time is over. You are on your own. And these puzzles get downright brutal. Even if you play through a lot of puzzle games like I do, your brain will be stretched to its limit. You may swear and break things when you get stuck, but completing one of the puzzles brings a huge sense of accomplishment. Especially once you get to the “Expert” levels.
And Lightbot 2.0 even includes a level editor and a link to player-built levels, which means you can play this thing for hours and hours and never get through all the content. Yeah, this game is incredible.
Game: Lightbot 2.0 | Developer: Coolio-Niato
September 18, 2010
Kdice is a multiplayer game, no doubt inspired by Risk, that is simple to play and not really possible to ‘master’. Fun stuff though.
Like just about every multiplayer game, life starts in the forum, where you have to choose a game to get in. You can’t just play any one though. You have to earn points. Gaining points means winning (not losing) matches. Losing matches means losing points.
Once you’re in, you get a color, and you’ll notice that there are dice in each of your provinces. When it’s your turn, you click on one of your countries, then on an enemy’s. You will roll dice against his. If you win, you take over his country and you take your dice stack with you. Should you lose your dice stack is reduced to one. This sucks.
When your turn is over, you get more dice. This is an algorithm based off of your largest contiguous grouping of countries. So, try to get everything grouped together. There is a chat window. Part of this game is about forming alliances, but I will get to this later.
One of the things that takes this to a really great level is the flag system. Once every player has fallen into clear roles (it is obvious who is going to get 1st, 2nd, 3rd) then you just click on the button where you think you will place. Once everybody ‘flags’ in order, then it’s game over and points are doled out. Pretty great, and it is how you can get alliances to form.
For example, let’s say there are 3 players and you are obviously going to get 3rd place. You can put your flag up for 3rd place and just peace out instead of waiting to get demolished. Great stuff.
I have had a wide range of experiences. There is not a very good system for preventing cheating, which is kind of a hassle, because it is very, very frustrating when it is obvious two people are working together.
The higher you get up in the ranks, the less friendly people become, I have found. However, my life in the ‘upper ranks’ was short lived and embarrassing.
Games are short, making this a really fun game to play in between projects. You never know whether you are going to get knocked out immediately, or are going to take over the map.
Game: Kdice | Developer: Kdice Development Team
September 17, 2010
Miner Dig Deep was probably the best game I’ve played all week. It’s also one of the highest rated games I’ve seen altogether while looking at the Indie games on the Xbox marketplace. I don’t usually put much faith in ratings because I happen to believe that it’s fairly easy to convince a bunch of stupid people that something is good when it’s not. That’s not the case here. This game is genuinely amazing, a breath of fresh air in an over crowded cookie cutter market.
Alright, I don’t really have any complaints for this game (really, it’s just spectacular), so let’s just get started with all the best parts about it. Pulling a topic from the hat, I’m going to begin with the music. The score for this game is refreshing and light. It matches the gameplay completely and it puts you in a really relaxing mood.
The artwork in this game is cute and fun. The colors are eye catching and charming. I don’t know about the rest of you but it’s really important for me to be able to deal with the colors and visual flow of every game that I play. If I’m not comfortable with the colors, be them too light or too dark, I won’t be able to stick with it for very long. This isn’t a problem here.
I haven’t actually told you guys what the game is about yet, have I? This is an exploration game. You’re basically a mole mining through an underground world. Here you can gather many different resources to bring back to the top world to sell for upgrades. The more upgrades you purchase and unlock, the more mining and discovering you get to do!
You might not expect it, but this game isn’t just wandering around. There is a great deal of strategy involved in being a mole. The first concern you have to be able to keep up with is the fact that you have a kerosene lantern to light your way. If you know anything about lanterns you know that kerosene runs out. You only have so much time (before upgrades) to gather. In addition, you don’t want to mine yourself into a hole you can’t get out of!
I loved Miner Dig Deep. It’s a great game for people of all ages as it is cute as well as challenging. You can get lost in the beautiful world that is presented to you and spend a few hours doing nothing but enjoying yourself. Doesn’t that sound nice?
Game: Miner Dig Deep | Developer: Robir
September 16, 2010
Pew Pew Pew
There’s not much to Toon Crisis. You walk around a city and shoot cartoons, with your finger. Zap!
Not much to this one. You aim and shoot with your mouse. The space-bar activates the ‘duck’ feature. An action which may not be what it says.
The environment is really what makes this an interesting game. You are walking around a city street, like IRL, this was filmed somewhere, with a camera. But, then you shoot cartoons. Cool eh?
But that’s not the half of it. The soundtrack is by Gogol Bordello, the Gypsy punk band. Sweet action.
The thing is, though, that this game is pretty hard. The first couple times I played it, I only got past the first two stages. Part of the problem is that your crosshairs are hard to get used to and you have to lead cartoon characters who are known for their erratic movements.
Pro Tip: You can hold down the ’shoot’ button without any consequence.
The fusion between RL graphics and cartoons is really the reason to play this game. That’s the only innovative thing about it. The cutscenes are cool at first, but eventually they just drag the ’story’ along.
However, having Gogol Bordello back you while you blast cartoon characters is really the best way to have a FPS. If Tipper Gore can find something wrong with that, well I don’t really know what to do.
That may also be what makes this game a little harder than others, but it could also just be that last night was cheap import night at my favorite bar.
Fun stuff. Come for the fusion, stay for the gypsy punk.
Game: Toon Crisis | Developer: Killer Viral
September 15, 2010
I was directed recently to the site of a rather interesting online, multiplayer game that feels like a mix of hockey and tron. The game Uniball is a very interesting piece of work that I’ve spent the last couple days addicted to, partly for its excellent community and accessibility, and partly because the game comes off as much more of a test of skill than you’d expect at first glance.
It isn’t the most graphically advanced game around, but it brings a competitive spirit to solid game mechanics and a tried and true formula for fun. The most popular scenario for the game is actually called hockey, but there is a list of dozens of different maps the game can be played on, and the launcher menu for the game has a button for the game’s very own chat lobby, which is consistently inhabited by players so it’s never hard to get a game going.
The goal of the game is pretty standard for a sport style game. It’s your job to chase down the ball, or the other team’s player who has the ball, and get it back so that you can run it over to your goal and score a point by tossing the ball in. There is a pong-ish automated goalie, and the other teams human players will try to stop you along the way. But if you’re working with a good team that knows how to maneuver, pass and ‘dribble’ (yes, the more experienced players will try to keep the ball away from you by bouncing it off the walls as they move) their way down to the goal, getting the uniball in the net is the easiest part of the game.
What makes the game challenging, and fun, is playing against other people. Other players can collide with your ship to knock the ball out of your posession. They’ll try to block you, steal the ball, and sometimes even block the goal to catch the ball before you can score.
Chasing down the ball.
The server channel is also well organized and not difficult to figure out at all. At any given time I’ve seen at least a game or two running, and if there wasn’t one in the works, there were responsive people in the chatlobby that were up for a game.
The Server List
All in all it’s a well designed take on a sci-fi style of hockey that only takes a few moments or so of fiddling around to get used to the movement controls, but provides in return a great, addicting sports game with reasonable graphics, appropriate sound effects, and most importantly of all, lots of fun.
Game: Uniball | Developer: ByteRyder Productions
September 14, 2010
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The biggest draw of Decay Pt. 2 is the fact that it’s a horror game. I don’t get to play anything scary very often, mostly because I’m a big baby. Then, when I do find myself presented with the option to annoy my husband with pointless whimpering I do what everyone in the world enjoys: I play the game and yell at him when he tries to turn it off.
That may sound like a bit of an exaggeration but I think it’s worth mentioning that Decay Pt. 2 isn’t the kind of scary you might expect. Instead it’s a game that’s subtle with its creepy. If you’ve ever played The Crimson Room or anything like it, you’d be comfortable with this little gem. If, however, you’re not into wandering around flipping random switches and praying they open the one locked door you’re stuck with, only to discover the window was unlocked hours ago, this might not be the game for you. The ambiance music is the best part of Decay Pt. 2. It sets the stage for a scary mystery even better than the freaky opening this game offers. Speaking of the opening I think it’s probably a good idea to let your guys know that this game isn’t for children.
The first few scenes you’re met with aren’t particularly graphic but they’re pretty morbid. Tales of death and images of a swinging body. You actually play as whomever the man who has hanged himself is. I didn’t play Decay Pt. 1, if there is one, but I didn’t feel lost or anything as I moved through the story. Everything is more or less explained and the parts that aren’t feel unimportant to the story itself. You should love this game if you like stories about horror, death, and finding wandering clues. I know I did.
Game: Decay Pt. 2 | Developer: Shining Gate Software