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May 7, 2011
I most likely never would’ve picked up Shatter if the folks over at Steam didn’t do that week of challenges that let you unlock certain game achievements in various games that gained you an entry into winning some games on your wish list. Sad as that may be, I played a game I probably wouldn’t have looked at and I’m grateful I did.
Shatter is a modern, different spin on the brick breaker games. You know, the games where you launch a ball from a platform and keep it up in the air as it breaks the blocks above you? Anyway, what Shatter did is turn it into an actual game. It turned what was a simple game you played on your phone to an action filled, almost transforming it into a side scrolling at parts, top down at other parts shooter game, while sometimes adding a wide circle around the blocks that the ball can bounce off of.
The gameplay is simple enough as is most games like it. You launch the ball and then you keep it up and let it destroy things. However, Shatter adds a whole new spin to it with letting you launch another ball so you have more to keep up on your own, letting you push and pull the ball to maneuver it around the field to get that last brick you just can’t seem to hit usually, and also collect shards that once they fill up a meter you can use a special ability called Shardstorm that just unleashes only what can be described as a hail of bullets in front of you, easily taking care of a section of blocks. Also a section of the bar can be used to activate a shield so that the floating, debris blocks can’t hit you, but if it does it really only knocks your platform back a bit, no real harm except the possibility of missing your ball on the rebound.
The game consists of 10 single player levels, and adds boss fights that require specific parts to be hit, making the whole pull/push mechanic a helpful tool to use. After that however, there’s not much gameplay to be had. There’s a bonus mode to unlock that lets you see how long you can keep 3 balls going and see what high score you can get. The other mode to unlock is a Boss Rush mode which is pretty much what it sounds like, fight through all the bosses back to back to see how quick you can. Both the bonus mode and boss rush mode have leaderboards to compare scores to, but there’s no actual multiplier and co-op must be done on the same computer/keyboard/screen.
Graphics are fine for what the game is. There’s enough visual and shiny stuff to appeal but not breaking your system. The music however is where the game really shines. It has that electronica feel without making you feel like you’ve heard the same beats before. I don’t know, it’s really unique and just suits the game perfectly.
Overall, Shatter is a great game. I like seeing where developers take various types of games and see what spin they put on it. Sometimes it doesn’t work out, but Shatter breaks out on its own as a game that has to be tried.
Game: Shatter | Developer: Sidhe
April 28, 2011
I’ll be up front. I’ve played the series since number two, the first doesn’t count because that was a two player fighting game, not a hack-n-slash. Eventually you get tired of the same people, same game, same battles, same everything. So each game they try to add new aspects, which some work and some don’t. I’ve seen the series go through some changes and haven’t always liked them. The Empire series never grabbed me, Strikeforce was just….weird, Gundam isn’t even Dynasty Warriors (seriously guys Dynasty Warriors = Three Kingdoms not giant robots, get on that). Then they change the original formula and that doesn’t go over well, like Dynasty Warriors 6. However, I still picked up seven. I had to see what they did, and I was pleasantly surprised.
The game play is relatively the same. You’ll fight the same battles as you’d expect to fight with each kingdom, with a slight twist this time. One, there’s a fourth kingdom to play as. What? A fourth kingdom in my three kingdoms game you say!? Yes, you can play as Jin. In story mode, you don’t select the character and go through each battle with them, repeating this for every character, like in the past. Story mode is actually story mode, with each battle being played by a certain person who had relevance to that battle. Most missions begin with you in your camp, letting you walk around and talk to various people just to get some perspective on the current situation, or mindless banter. You talk to the one person who can start the fight, noticeable by the giant red exclamation point over their head, the gates open and you seamlessly get put into the battle. I said most missions because a couple of them you immediately start out fighting, but you can pause the game at any time to switch weapons out or put new seals on your weapons.
Seals are unlocked through using a certain weapon until you unlock that weapons seal. The seals are usually things like attack or defense boosts. Some other ones are: skill point boosts, increase your bonds with officers, walking speed increase, things like that.
Each character can equip two weapons at any time, with one weapon being their “preferred” weapon, with an Ex skill that you can do. However you don’t have to use that weapon if you don’t care about their special skill, and can see how well they can use certain weapons with a three star rating. Some weapons are blocked out for certain people while others only get a one or two star rating. With some weapons they’d have a blacked out star, meaning that character can eventually use that weapon at that level of efficiency. It’s not to say you can’t use a one star weapon, you just attack slower. Two stars means you use the weapon as-is with no penalties, with three stars letting you use the weapon’s special trick.
Throw some seals on those bad boys and go out swinging. It amuses me to see a giant, tough warrior using a harp or a flute or a tiny girl using a big hammer or axe. There are a ton of weapons to use though, and some of the later weapons you get have a mastery skill on it. For instance: Spear Master. Equipping that seal on a weapon will make you fight with the spear as if it was three stars, even if they only have a one. Options people, options!
How do we unlock more weapons to use? Partly through the story mode, sometimes there’s a weapon merchant in that camp you can purchase weapons from pre-battle. Most of the buying, though, takes place in the separate mode from Story mode, Conquest Mode. Conquest is where the free for all starts. You have a big map with hexagons –each representing a battle or a town. The town ones are fairly visible since they’re gold, but the battles can range anywhere from: increasing your fame, to new weapons, to new guardian animals you can equip (horses to ride or different animals that attack things for you), to unlocking new characters to play in conquest mode with. The only problem with this mode is that once it’s completed, like the story mode, that’s kind of it. You can play conquest mode with any character (assuming you unlocked them through their appropriate battle on conquest mode) but the progress is shared, so aside from playing each character to finish their skill tree, to unlock their voices in the gallery, or increasing your bond with officers to unlock more voices, there’s not much to go on.
Officers are unlocked after a couple bond increases to be sworn allies, meaning you can make them your lieutenant…kind of. You equip them in town at the teahouse, where you also equip your guardian animals. Afterwards, you just increase their bond fighting with them. There’s a seal that helps it increase faster but after it’s maxed, aside from different in-game dialogue to show the increased bond, there’s really no need to keep them unless you’ve done everyone.
Characters can be customized a bit. Aside from the weapon switching listed already, each person has a skill tree that you use points gotten from defeating officers to unlock things like: the fifth and sixth regular attacks/charge attacks, a skill point increase that stacks with the skill point weapon seal, a special skill related to that person, and a second musou bar and attack. Wait, a second bar and attack? Yes indeed. Gone are the days of one long bar that continuously drained as you did one attack, continually until it ran out, followed by a big boom. Now you use one bar that does a single, damaging attack. But now each character has two attacks. Variety makes me happy. There are currently only two outfits selectable for each character which really only change the color scheme of their original outfit, but word is that there is DLC coming down that adds a few of the pasts Dynasty Warrior games outfits.
The graphics are the best I’ve seen for the series so far, with the environments looking fairly crisp and clean. The slowdown that plagued the genre when too many things were on screen is gone in favor of the slow loading enemies. Which wouldn’t be too much of a problem if the archers weren’t more dangerous than the officers, at times, or the officer wouldn’t load, being right next to me. The music is typical Dynasty Warriors faire, not much to go on there. One of those if you enjoyed it in the past, you will now.
Overall, it’s another Dynasty Warriors game. Aside from the changed up story mode with the added kingdom and non-selectable characters, the conquest mode that serves as the “free roam” part of the game, the free for all with weapons, and the new characters they added add some flavor, it’s still the hack-n-slash we either love or hate. Long time fans probably already bought it, on the fence people who liked some but disliked others should rent it and people who dislike the genre for some reason won’t find a reason to like it. If you’ve never played, it’s not a bad time to try it out.
Game:Dynasty Warriors 7| Developer: Tecmo Koei
April 23, 2011
Din’s Curse: Demon War is the expansion brought out by Soldak Entertainment to add-on to their already unique action-RPG, Din’s Curse. Building upon the foundation they already had, they give the original game a small boost with a variety of things. New class, new monsters, new char options, new world options, and a few new monsters.
First, let’s look at the new character class. The Demon Hunter has 3 skill trees to work with, mostly melee focused with a few spells to use. The first tree being sort of a shadow knight type deal, the second being more of an arcane fighter, and the last being a caster who can end up controlling monsters for a limited time. Adding his three trees brings the total customization up from 141 class combinations (through the regular class trees and the hybrid trees) to a whopping 196 customizations for characters. That’s a ton given the small choices we usually get to make in the genre.
One of the biggest changes is a whole slew of new creation options. More character options, like losing your mini-map, only letting yourself equip higher quality items, making food a necessity. It gets better with the new options to the world. Making enemies weaker but making a whole hoard of them, changing dungeon size, how much the NPCs interact. All this is added onto the already fairly customizable original game, there’s a lot to play around with.
There are a few new actual monsters, most just got a reskin or some extras, like tails or wings. Adding this with new environments to explore, it adds a bit of fresh life into a game that you might start re-seeing the same things occasionally since it creates the world each time you start a new one.
One of the best new modes put in when you don’t feel like dungeon crawling is an invasion mode. Waves of monsters attack the town immediately, so it provides you something to do when you just want to fight waves and waves of enemies.
In the end though, it adds a handful of things to an already fairly good game. Though to be honest if you don’t use any of the new character options or world editing options, the game is fairly the same. However what it does add shouldn’t be overlooked, and it’s worthy of a purchase just for all the new options.
The game is as enjoyable as it ever was, and I’m looking forward to further developments towards the game and future protects of the company.
Game: Din’s Curse: Demon War | Developer: Soldak Entertainment
April 22, 2011
I initially jumped into Din’s Curse with the same attitude I’ve done with its other action-RPG brethren, games like Diablo, Titan Quest, Torchlight, etc. So I start it up and look at my character creation options. 6 classes I see. “Not bad,” I say, “Not bad at all.” Then I glance over another class button below the rest. It says Hybrid. Intrigued, I hit it, and below that are two buttons telling me to select a skill. So I do and it gives me the menu for all 6 classes. Now, each class actually has three individual skill trees per class like Diablo did. However, Hybrid throws that out the window by letting you pick two from any class. Let’s say that again, any class. A Necromancer, which can summon skeletons while also using ice magic? A two handed warrior with rogue talents? Madness, I tell you, madness! So after I finish picking my class, there’s another menu that lets you add additional hardships to your person. Making deaths mean more, finding less magical items or money, getting stats cut, things like that. Moving onto the next part, it gives me other options. What levels do I want the monsters to start at compared to mine, how fast/slow do I want to gain exp, do I want stronger monsters but less of them?
Once I get past creating my hero and my world, I finally get into the game. Starting off in a town, you get the gist of the game. You are brought back to redeem your past life by Din, a god. You help the townsfolk with their quests and quests jobs for Din, and maybe redeem your existence. Up front, most of the quests range from kill # of mobs, kill specific mobs, or find/fetch quests. Aside from that, the story you get at the start is pretty much what you get. Not much furthers it. That’s fine though because the game isn’t story driven. It’s madness driven. The minute you get in, your chat box starts erupting with messages. You see that named, unique monsters are summoning minions. Other monsters are fighting each other and becoming stronger. So you do what all good dungeon crawler people do, dive into the dungeon and get to monster bashing. Smash things, collect loot, get blown up by a barrel you smashed for possible loot and turned out to be explosive. It’s all gravy. Until you see the message that the town is under attack. Yes, your town will come under attack. They can kill your vendors. When they give you a quest that tells you to hurry, they aren’t being overly dramatic like other games that you know you can complete 5 hours later. They mean do it or we’ll be overrun. If you don’t defend them, the entire town will die and that’s not good. They help you out with being able to get back to town quickly with warps on each floor of the dungeon that you have to find first, but after you do you can teleport back to town and back to that level instantly. That’s the unique thing about the game though, it’s dynamic. While you’re sitting in town, the dungeon is still being active. It’s not a freeze frame where the monsters are waiting for you like it’s a surprise party, letting you come into view first before doing anything. Then it dawned on me. You could make this all harder on yourself through the creation options. That’s not to dissuade people who prefer things easier. You can stop town invasions all together with a creation option with a 15% experience reduction, but also give yourself more experience to offset it.
The graphics leave a little to be desired, but given some indie games I’ve seen done, they’re good. It looks slightly dated, but not enough to turn you off completely. Plus it gives you that little bit of nostalgia playing older dungeon crawlers. The sound quality however is fairly good.
There is a multiplayer option but I could find no online games to play, however there is a local co-op that you and your buddies can play on.
I honestly sat down with the intent just to get a feel for the game first, and suddenly hours passed. Between questing, keeping the town safe, running back to town every few minutes because I’m obsessed with loot and needed to sell it to get more, I completely forgot about the time. It’s an indie game that never felt like it was an indie game, which is a major plus, and is worth a try at the very least. It gives a shot in the arm to a static genre that let us be comfortable in towns and content in thinking the monsters would still be there for us, waiting like idiots.
Game: Din’s Curse | Developer: Soldak Entertainment
April 18, 2011
Gish was one of those games that I picked up without even thinking about it. It looked like it may be funny and I really wanted something different and what is more different then playing a game as a glob of goo? Yes, you heard me. I bought this game because you basically play as a big ball of sludge that doesn’t make any sense but is still awesome.
Now, while playing I wasn’t really expecting much but I did like the art style. Both the opening scene, which is actually crudely drawn but still manages to work, and the actual gameplay are fun and shiny. I liked the levels as they are all based around this seemingly underground world of green water and questionable sources. There are pipes and pockets of gross that make you happy and disgusted all at once. The game is riddled with awesome music and sleek movement which can be weird when you’re playing as a ball of slime but still works wonders in the long run. My only real complaint for this game isn’t even really a complaint as a warning for new players. It’ll take a while to get used to playing as Gish. At least it took me a little while, the slippery movement is flawless in design, meaning the physics make sense and once you’re comfortable with the jumps and squishing, it works, but still it’s a little daunting to start with.
As a side note, I loved the story for Gish. It’s a funny platform game but at the heart of it all, it’s a romance. Your entire point for fighting is to save your girlfriend!
This isn’t really a big selling point for a lot of people but I just wanted to mention that Gish also has a collection mode. That’s basically you just running around with your awesome Gish guy and collecting coins or whatever for the fun of it. These coins can be used for many things but mostly it’s just good, blind fun. Gish has a lot of that.
All in all, I think this is probably one of the best games I’ve played all year. Yes, the year is just starting, but that doesn’t make the statement any less credible. It’s funny, sweet, and just plan great, which I feel is really what gaming is all about in the end. I had a great time and was genuinely disappointed when I was done. That really says something.
Game: Gish | Developer: Chronic Logic
April 17, 2011
I’m going to start this review with the ending, which is something I’ve never done before. The reason I’m doing this is because…well, I don’t want anyone to get the wrong idea. If you’re just here skimming through reviews, this is definitely one of those that you might feel like I didn’t like it, but I did. I think game creators that think outside of the box should always get some kind of prop for doing so and this game is definitely something new and worth giving a try.
That being said, it’s –for sure –not a game for everyone. It’s not very clear what you’re supposed to be doing for most of the game, so if you don’t like puzzles you might be a little frustrated by the lack of instruction and progress. The game comes with absolutely no directions; you’re kind of just standing in a field with boxes, trying to do….something. As I mentioned, it’s vague and a little frustrating.
Another thing I wasn’t too keen of in the game is that it doesn’t give you an option: you have to play with someone else. I know that this is what the developer wanted, but if you’re like me and don’t enjoy relying on other people in order to enjoy your games, you’re SOL here. Your options are to find someone random to play with or con one of your friends (or husband) into being patient enough to figure it out together. In addition, even when you’re playing with someone else, you don’t really see them. The game requires you to play it multiplayer (again, a drag, especially if your partner sucks), but you never actually see what your partner is doing. Instead you just kind of…tinker around and eventually see the fruits of his or her labor…sort of.
I kind of get the feeling that this game was meant to be a bit of a struggle. You’re set up with someone you probably don’t know, supposed to be heading toward an invisible goal, and there’s no ultimate validation that I’ve seen. Even if you finally do manage to complete what I am assuming is the goal here, there’s no “Hey, you won! Great job!” It’s just kind of…done-ish.
I’m sure you can see my problems here. Yes, it’s something new and inventive. It’s also pretty cheap, so it’s not like it isn’t worth the money, but still. If you’re not a patient person who likes puzzles you may just find yourself with a migraine and a game you’ll never pick up again.
Game: Between | Developer: Jason Rohrer
April 15, 2011
Shadow Complex is one of those games that makes me appreciate we’re in a time where smaller, but great quality games can be downloaded to your console. Of course with such ease you have titles that are very basic and pushed out just for fodder, but when a rare gem comes through you notice it and appreciate it even more. Luckily, Shadow Complex is one of those that was actually done well.
You star as Jason Bailey, a man who is trying to impress some chick he just met by going cave diving with her. You explore, things happen, she gets kidnapped, and like all sane men trying to impress the ladies he busts into a secret underground, private military base to save her. The action takes place as a side scroller in 2D fashion, akin to the likes of Metroid (old Metroid mind you, not this new Wii FPS stuff). You explore, filling out the map and sometimes coming across gaps or doors you can do nothing about. Pretty much like Metroid. You gain new weapons which can blast open certain doors/walls (missiles for red, grenades for green, foam gun for purple), like Metroid. You even get a hookshot that lets you cling to surfaces, like….Metroid? You know what, if you played either Metroid or Super Metroid, you’ve played Shadow Complex. There are collectables to find, like increased missle or grenade capacity, new guns, new armors, equipment that lets you explore better, gold bars that unlock gold versions of your firearms, and keycards that unlock the best armor in the game (pretty much invulnerability, but it’s at the very end of the game so not very handy).
The graphics are very well done. Even for a 2D game, the developers used the unreal engine to make everything look real nice and crisp like. It’s a shame that while most of the game takes place underground, the surface is what really shines (literally). The music is nice, though nothing to get excited over.
Overall, Shadow Complex is a great game. If you like the whole 2d exploration, Metroid themed game play anyway. If you’ve never played Metroid, or any sort of 2D exploring game, give the demo a shot. You might like it. Or if you’re into Orson Scott Card’s book “Empire”, the story is set in that world. Either way you look at it, it’s a game to try.
Game: Shadow Complex | Developer: Chair Entertainment
April 14, 2011
Rag Doll Kung Fu opens with a great rap, which is pretty win for me. It really sets the tone for the rest of the game. It’s a little edgy, fun, and upbeat, which is always the kind of mindset I end up when I’m listening to some well done, clean rap. If you’ve ever watched Samurai Champloo you know where I’m heading here. It’s kind of like that. You know it’s going to rock the moment the box is cracked open and the affect isn’t lost in the actual gameplay.
This game is all about playing as a rag doll. You have this limp little character that you move around by dragging their body parts across the screen. You want to headbutt someone? Well, you have to use your mouse to drag the head of your rag doll toward your target. Basic movement is done the same way, you can use the head to drag your person around.
After the tutorial, I realized that the game would be a bit physics extensive, so I focused on how it moves. When you are creating chi (something done by spinning your mouse in a circle), and battling your friends you can rest assured that you won’t be annoyed by shoddy mapping. This game really took the time to ensure that everything works the way you would expect it to. As long as you have a good mouse you shouldn’t have any trouble playing this reflex-intensive game.
I don’t usually play multiplayer games but this one offered a fun fighting game that I thought I would be able to actually beat my husband at. You don’t have to play local multiplayer but as this is an Indie game, there are times when the open options are slim. Still, it’s a fantastic way to pit yourself against others. It’s a game that requires you to be quick with your hands and to think outside of the box. Ultimately, this multiplayer is well thought out and fun. Other than a bit of lag when you’re playing with more than four people, this is a great game to play during a party.
All in all, this is a great game. It’s challenging, swift, and enjoyable when you’re looking for something funny to play while you get your action fix. Besides, who doesn’t love old kung fu movie clips with hilarious subtitles? This game has them!
Game: Rag Doll Kung Fu | Developer: Qi Studios
April 10, 2011
Droplitz is one of those games that you think would be relaxing to play, what with its color changing backgrounds and smooth music changing depending on how high your score/multiplier gets and also the mode you’re playing on. It lies. It’s a dirty, dirty liar. It’s a frustrating, panicky game hiding behind nice visuals and cool music. I’m on to you Droplitz.
The game seems simple. Little grey and purple balls fall out of the holes up top. They have to get into the spaces at the bottom. Your job as the player is to rotate tiles to create a path for those balls to travel down. Sounds simple, fun, easy, and relaxing right? Wrong. Oh sure, everything starts nice. Click a few tiles, hey look a path! The music playing away, you’re casually building paths. Then you realize you’re losing balls (once you run out it’s game over) because now the board has more paths that balls are coming out of and they aren’t making it because the game decided to give you a line piece when you really needed a freaking 4-way. Oh, it knows. It knows. Now it’s a game of frantic clicking trying to make a path, ANY path, work out so you can keep the game going. Then realizing you’re still losing balls because you still can make a path because the tile they gave you outside the dropper zone can’t connect to any other tile surrounding it. Then the board gets even bigger with more droppers and more tiles. Then you get frustrated, randomly click things, lose, and go cry in a fetal position in the corner. Maybe that was just me though.
The graphics and music are well done. Things changed based on your score and your multiplier and the mode you’re on. The backgrounds are all very solid but sort of….wavy? It’s a trip really. They added little graphics to it, like a snowflake or a coffee cup, to set the mood of the level you’re on. The music is relaxing. There are a few music tracks ranging from techno sounding ones, to smooth jazz influenced, to just relaxing. I don’t know how to describe it except something you’d listen to on a meditation CD or something.
For all I said during the review, it is a fun game. It’s casual enough to be fun but challenging enough to where you won’t be bored with it. Different modes to try out, leader boards for those who like comparing to your friends or trying to get a better score than the people above you, and just a generally fun game that people who enjoy puzzle games should check out. I won’t call it back though, the first date was just wrong.
Game: Droplitz | Developer: Blitz Arcade
April 7, 2011
Zen of Sudoku is what all Sudoku games should be.
After writing that sentence I really wanted to pack this review in and call it a day but I didn’t think my bosses would like it. Seriously, though, it says everything you need to know about Zen of Sudoku. I suppose there’s a chance that you don’t know much about Sudoku in the first place, so I guess I’ll explain that and why this game is wonderful.
Sudoku is a game about lines and blocks. Take a look at the pictures on this review. You’ll see that there are nine squares big squares, which have nine smaller squares in them. Sudoku is a puzzle in which you are given some set numbers in those blocks and you have to fill in the rest. You fill them so that every line and larger block only has one of the available numbers, which are 1-9. You win the game when you have the entire board filled with numbers, with no repeats on any lines horizontally, in one big square, or vertically.
The game is meant to be a challenge but mostly, it’s relaxing. It’s a puzzle that kind of puts you in the mood for a nap, but in a good way. You’re using your mind, working that muscle but you’re also strengthening your mental capabilities.
Zen of Sudoku is everything you’d expect from a good Sudoku game because it’s calming at the same time as challenging. You play the game on a backdrop of soothing sounds and soft music. It sets you up to learn and expand your mind.
Obviously, this isn’t a game for anyone who doesn’t like Sudoku. That’s all it is, after all. On the other hand, if you do like it or are even just interested in trying it out, this is a cheap and easy way to learn. The game has several different levels and the learning curve is nice and realistic. There are even hints if you get stuck that will tell you what numbers you should be focusing on or if you have something down that isn’t correct. All in all, this is a great game. You can pick up a new, beneficial pastime and spend a few hours actually bettering your thinking abilities. Also, there are pretty pictures. And who doesn’t love pretty pictures when playing a video game for a few hours?
Game: Zen of Sudoku | Developer: Unknown Worlds
April 6, 2011
The first thing I want to say about Cloning Clyde is that I wanted to play it the moment I saw that nice little backless hospital down. You know from the get-go that this is going to be a funny game and you’re not going to be disappointed when you start it up. This is definitely something to play while you’re trying to unwind and just find a good place to go after a long day.
Something that surprised me about the game was how challenging it was to play. It’s kind of like a frat boy you meet outside of a college party. He’s dressed like an idiot, reeking of booze, but then you find out he’s a Philosophy major and he actually knows his stuff. I wasn’t expecting Cloning Clyde to be anything more than kung fu fun, but there it was: beautiful graphics, a smooth rendering, and puzzle. Oh my goodness, the puzzles.
Now, this game is a platformer. You run around various stages, gathering items for achievements, as well as to further your game place, but in order to get the real points you have to not only save Clyde and his fellow clones, you have to utilize them to meet your goals. As you’re moving throughout a level you can make clones to do the standard clone-things. You use them to stand on buttons, climb on, and ultimately make it through the hoops that is platform life.
The challenges come when you have to get those clones out as well. When I first started playing I assumed that I would just have to back track and walk each clone up. It would have been entertaining but I wouldn’t have broken a sweat over it. Instead, if you’re like me, you’ll find yourself trying to work it out so that your clones exit the building just as smoothly as your original. Which means you may have to spend some time plotting.
Add the pleasant surprise of challenge to short little humor quips, a half naked hero, and ninja skills and this was a game filled with funny action that kept me interested. The comic-esque opening really lets you know where the rest of your time is going to be spent and while some of the jokes fall a little short of hilarious, you can still appreciate the effort. I really enjoyed the vibrant world of Clyde and I think you will too.
Game: Cloning Clyde | Developer: Bacon Wrapped Games
April 4, 2011
AaaaaAAaaaAAAaaAAAAaAAAAA!!! — A Reckless Disregard for Gravity. Yes, that is the entire title. Judging from the title, one could assume it would have to do with falling. You would be correct. When I first played, I asked myself “Is this really all it is?” It was. On the other hand though, it’s incredibly fun.
The game play is simple enough. You fall, using the controls to either slow you down or speed you up, and fall through plates with numbers on them for points. Then you start adding the fact you get points for being close to objects that if you hit them would cause certain death, stunts, spraying graffiti onto buildings, giving thumbs up to fans, flipping off protesters (you don’t see it, just an action), all this while you’re free falling to the ground. Some levels are fairly open, like the mountains. You just scrap by the edge, getting points for that while hitting the plates, then parachute at the end and try to land in the circle marker. Then you get into levels like the city, with buildings being everywhere and it starts to become more frantic and frankly, more fun. Hurtling 100 mph between the cracks of skyscrapers, hitting point plates and performing a whole bunch of actions is just fun. The better you do the more points you get. The more points you get the more stuff you unlock. There are a lot of levels to play through, with each having point goals, so it’s a game that can keep you busy. It’s also a game you can pick up and play a level or two while waiting on something, so it has the advantage of being easy to pick up and put down but also being something you could play for a while.
The graphics are okay. There’s not a whole lot going on, some things have detail, others are just there. It’s not a big deal though because you’re not sitting there admiring a building going “Man, they spent a lot of time on that.” You’re hurtling downwards trying to avoid becoming a human pancake and getting points, not go “Oooh, shiny!” The music however is a great placement. It has a rock element that just gets your adrenaline going and blood pumping. It really sets the whole free falling atmosphere and constant pressure of slamming into a building.
Overall, it’s a great game. If you’re afraid of heights, moving fast, or get easily excitable through adrenaline (in a bad, unhealthy way), then don’t play it. If you’re not any of those things, look it up. Currently no demo but plenty of game play videos up.
Game: AaaaaAAaaaAAAaaAAAAaAAAAA!!! – A Reckless Disregard for Gravity | Developer: Dejobaan Games
March 30, 2011
When I looked at the initial screenshots for Breath of Death VII: The Beginning, it made my insides all happy. An old-school RPG with both 8 and 16 bit influences, I was thrilled to say the least. I grew up with my NES/SNES and loving RPGs so it was a natural purchase. It did not disappoint. It poked fun at itself and the typical RPG models (the title itself was a big clue), a slew of references to various games (a town called Motherbound was my favorite), but it was also just a smooth game in general. You play DEM, a “silent” hero who communicates his thoughts to the player but not the group about various situations he gets placed in, while the party assumes what you’re thinking. You get three other party members who fill the other “niche” roles; the kind healer, the weird/quirky/inventor/crazy one, and of course the nobility guy. It’s not a RPG without someone being nobility. It sounds typical, and it is, but it’s satirical.
The game play is what I’d expect from an old RPG. Exploring the world, dungeon crawling, going to towns, leveling up, it’s all there. The leveling system is a bit different, giving you a choice which path you want to go down when you level up each time. Examples would be choosing between one of two spells during one level up and a big boost to a couple stats vs. an overall increase during another. It gives some customization, but not a whole lot. One of the things I loved though was how they did the battles and the battle system. For one, finishing a battle heals everyone to full. They have random battles which you can semi fast forward through after you pick your options, but what I liked was that there were a set number of battles you could get into, even on the world map. You go into a building with fifty battles in it, you random battle fifty people and you get no more encounters so you can explore without annoyance. The best part was you could also make a fight happen, which if you coupled that with a save point that sets both your health and magic to full plus the ability to go through battles quick, you could sit there and grind out the required number in no time at all. Cheating the system? Maybe, but one of the big reasons I don’t explore in most RPGs is because I’d rather not waste a lot of my time fighting battles against an endless stream of enemies and a loading screen. On the plus side though, if you need to grind still for a boss you can choose to fight and you’ll still get into a battle even if you have no more random battles left.
The graphics and sounds are to be expected from an older game. Nothing fancy or mind blowing, but nostalgic. They look, feel, and sound like something from the 8/16 bit era. If you enjoyed those games, you’ll enjoy this. If you’re a more modern gamer who scoffs at something that isn’t in a 3D space, then you won’t.
It’s a great game. It only costs a dollar, and it’s a dollar extremely well spent. That is, of course, if you enjoy old school RPG look and feel while playing one that pokes fun at itself and the genre itself. It’s meant to be a parody or satirical but also be an awesome game. If you’ve played any RPGs on the NES or SNES, you owe it to yourself to at least check it out. Only if you have an Xbox 360, though.
Game: Breath of Death VII: The Beginning | Developer: Zeboyd Games
March 24, 2011
To be honest, Dragon Age II (DA2) took me by surprise. When I played Dragon Age: Origins (DA:O) back in 09, I was glad that we received another RPG in a gaming community that is more accustomed to fast paced, adrenaline filled action games. So naturally, to me, the sequel would improve on the first game. They did, and they didn’t. DA:O was built for the PC gaming crowd, while it’s console partners (Xbox 360 and Playstation 3) had to adjust to its’ more strategic combat, using a variety of camera angles and pausing to issue orders in order to get through more of the games challenging moments. DA2 was built towards the console gamers, a move that many PC gamers were not happy with. They stripped a lot of what made DA:O an RPG and turned it into an Action-RPG. For those who played Mass Effect 1 & 2, you’ll get the comparison. For those of you who have not played any of the games listed here, think of it like the old Star Wars trilogy compared with the new. Sure, everything “fits” in the same story sense, but you can’t just nudge past the feeling that something was traded away from what it was to make it more acceptable. It just feels wrong. If you have not played any of the games and did not watch any of the movies to get the comparison, then I just don’t know.
The game play is, for lack of a better word, streamlined. The world seems small, the giant city of Kirkwall seems sparse, and the locations you can visit become very familiar. Dungeon layouts re-use the same layouts, blocking off doors not in use that they would be in other quests. The same three classes are there for you to pick from; Warrior, Mage, and Rogue, with a variety of companions filling the gap. Combat has been simplified. There are barely any separate camera angles, just enough to get a very small overhead view, mostly you’ll be looking at your characters back. Unless you’re playing on a high difficulty, there’s very little need for strategy. The most strategic thing you can do with the combat at early points, and almost a need in higher difficulties is cross-class combos. Various skills cause one of three different effects based on your class, and other classes can use a skill that exploit that. For instance, a rogue uses a skill that disorients a target, a warrior can use another skill that causes 4 times the regular damage against the disoriented target but gets rid of it so it can’t be exploited continually. What this does though is makes the game feel more fluid during combat. It’s a trade off.
Customization takes a bit of a back seat as well. You can customize your main character however you wish, except you must be a human. Changing your style past the first few presets also changes how your family looks as well. The preset for both the male and female Hawke though are fairly well done if you aren’t the customizing type. You can change everything about your companion’s equipment except their armor, and to some lesser extent their weapons. Some do well with a new weapon, others never get replaced. Their appearance is what you get. The only exception here is when you finish a relationship with one of the companions you can romance, then their outfit changes to a separate one. It’s only for that one person though and if you don’t like the change, too bad. Instead of refitting your companions with new armor, you find upgrades in a variety of places; shops, crates and barrels, quests. The upgrades ranged anywhere from more armor, stats, or adding a rune slot where you can place an enchantment. The further blow to customization happens in the skill trees. You receive two companions who are warriors, three if you included yourself if you decided your main character will be a warrior. You can make any of them a tank by using a sword and shield. The problem is, only one of them is suited to be a tank since each companion has a personal skill tree. It -can- work with the other one or yourself since all three can pick up the sword & shield tree, but know one person can do it better since their personal tree is dedicated to making them a tank. The real bothersome thing is if you need a healer, you really only get one option since only one of your mages gets the tree to heal. If you dislike that person as a companion, or goes against what you’re playing as, then you either shelf them and go without a healer or be annoyed and deal with it.
The story, for what it is, is good. It delves into the politics of a city, paranoia, group oppression, and betrayal. The story is actually being told through one of your companions over three acts, who is being interrogated as to the main character’s (your) location. Each act ends and starts with your companion telling his interrogators what happened during the time you left off. Explaining why you disappeared and why this particular group is looking for you delves into the late story and is spoiler filled so just know that things blow up in an important way. The only thing that bothered me is that for all the choices you seem to be given, little matters. You can import your old DA:O save to have some minor tie-ins, but it effects little overall. Only a few things actually happen, story wise. The rest is maybe passed by in a line of text.
The sound I can’t comment much on because it didn’t really stick out to me. The voice acting is well done. As far as the ambient soundtrack goes, I actually could not tell you off the top of my head because I honestly can’t remember if the city or the other areas even had music. It was that subdued. The battle music suits fighting fine, but unfortunately mine was bugged at the time of playing (as were others judging from their forum) where the battle music only cuts in for a second and the rest of the time is just a high pitched echo playing. I know what it sounds like though and it is nice, shame I didn’t get to hear it actually in my game though opposed to having to find it outside of it.
The graphics are fairly good, even on lower settings the game looks nice so that’s a plus for those who can’t run it very high. They aren’t mind blowing but they’re modern, so you wouldn’t feel like you’re playing a game a few years back.
Overall, Dragon age II is a great game. Despite my personal feelings about the switch in gameplay, I can see what they were going for and making it a bigger market on the consoles and that’s just business. I enjoyed the game, and currently running it through a second time. I would recommend it to anyone who enjoys RPGs, action or traditional based. Just if you’re coming in from the first game keep an open mind and enjoy it for what it is, not what we might’ve expected/wanted. Change keeps the industry alive, and we have to roll with it.
Game: Dragon Age II | Developer: Bioware
March 22, 2011
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I decided to pick up Wizard’s Keep based on the sole fact that it is made by the same people who made Miner Dig Deep. From what I understand of the developers, it’s just a couple of guys who have a real passion for games. Yes, I realize that that describes a bunch of Indie game developers, but I really like these guys, so leave me alone! Anyway, they put a lot of care and consideration into their games so when I saw this title I jumped on it. Because I’m smart!
Wizard’s Keep was a fantastic game! It wasn’t anything complicated. The art was straight-forward and simple. It was in 2D and it looked like a simple dungeon crawler. Okay, maybe I’m being a little too nice. The art work looks hand-drawn, and not in the good way. It’s very simple, but damnit, it was charming. It was a little dark at times, so if you went into a cave or into a particularly dark corner, you had a tough time figuring out how to get out. It had awesome little puddles of red when you killed things. On the other hand, the music selection was lovely.
In addition, this game has the fact that you can play it with a friend on its side. True two-player gaming always gets me excited. Even though the game can be played and enjoyed solo it makes it ten thousand times better immediately, just by allowing me to tag a friend along through the adventure.
I wasn’t really expecting it to be, but this really is an RPG. You get stats when you level up and can build your character up however you’d like. It’s nothing intricate, there are four stats and they’re the standard you’d expect. Still, you go forth with your sword and shield and prepare to conquer the evil Wizard and set the world back into rights.
The game is cute. It’s cute blood puddles, barrels you can smash, and cute monsters that you can knock into spikes (though you get no experience for doing that, it’s still hilarious). It’s what I like to see in my Indie games, a solid concept done with clever little nuggets of gold. No, it’s not as pretty as some of the games I’ve played but that’s all right. It makes up for it with charm. I’m giving it the Nina seal of approval.
Game: Wizard’s Keep | Developer: Robir