Showing posts with label Capybara Games. Show all posts
Showing posts with label Capybara Games. Show all posts

Thursday, 28 August 2014

A Super Time Force Ultra Review -- It's Time To... Die, And Then Be Joined By Ghosts Of Our Former Selves

Written By: Tyler
Platform Played On: PC


The indie scene has a tendency of shitting out games that look similar to this one. There is a nostalgia associated with 8-bit and 16-bit games at this point, and it often charms us into thinking a game is better than it really is. There are games that pray on our weaknesses of looking to the past, and then there are games like Super Time Force that allow us to embrace both history and the future.

In STFU -- get it? Of course you do, every site points this out -- you play as one of many soldiers, each with their own unique pros, cons and different abilities. You are part of the Super Time Force, a time-traveling military lead by Colonel Repeatski. The basic goal here is the same as most games, except with time travel: you have to save the world. Whether this means going into the future or back to the dinosaurs, you have to do it because it is your civic duty.

The story is silly. Let's just get that out of the way. It's also important to note that the game is extremely self-aware (so self-aware that it may become sentinent, if you leave it alone), so the ridiculousness of the plot only helps the experience. Throughout the game, you will be treated to the mostly clever and quirky comments of all the characters involved, as they rip on stereotypes and ride the novelty of the story as far as it can go. It's not the funniest game ever developed, but if you're anything like me it will make you chuckle a couple times, or at the very least, put a smile on your face.


The graphics are gloriously old-school. They won't appeal to some people who can only deal with modern graphics, but for those who appreciate different art styles and don't just see this particular kind as an attempt to cash-in on nostalgia, there is a lot to like here. The character models are fairly detailed, given the circumstances, and levels are alive with colour. This isn't a drab, dark game... it gleefully uses a whole arsenal of colour. There is also a lot of things going on at any given time, like bullets flying at you, enemies jumping around, four of your characters all dazzling us with their gunplay and footwork. It gets really hectic but the game never looks bad because of it... just a little confusing.

Not only that, but the levels themselves are carefully crafted. Look at the background and you will surely see something going on, which makes the world feel bigger than the 2D stages that you exist in. You can see rust on objects, splatters, the whole nine yards. Some people think that creating a game with these types of visuals is easy, but it's not. It takes a different type of skill set to truly bring this brand of pixels to life. Super Time Force clearly had a lot of attention put into not just making a game that appeals to gamers from the late 80s and early 90s.

The music helps reinforce where the roots of this game lie. You're not going to hear an orchestra as you're blasting baddies. You're going to hear all the bleeps, bloops and blomps that you would hear in an NES game. It wouldn't really make sense to do it otherwise in this case, since the game is so entrenched in where it came from, but it's reassuring to know that -- like the visuals -- there was a lot of care put into making the music good on its own. It's not Shovel Knight good in this regard, with memorable track after memorable track, but it helps aid the experience. Unfortunately, as I played, there was so much going on the screen at a time that I didn't have a lot of time to actually concentrate on the music. I had to listen to the tracks as I wrote this review.

The most important aspect of Super Time Force is the one that sets it apart from other games of its ilk. It's Contra having a baby with Braid: only it's not as fun as Contra and doesn't have the emotional depth to support its gimmick like Braid.

I'll admit that the game looked like a lot of fun when I watched videos of it. I admired Capybara's attempt to redefine/innovate the classic 2D side-scrolling shooter by introducing a feature where you can rewind time at any given point, providing you still have some rewinds left (you get 30 each level). I still admire them for this, but I think the actual execution is a little bit lacking.

What you will most likely find out quickly, if you don't already know, is that it leans more on the puzzle side of things than the action side. Sure, you jump around, shoot things, platform to different ledges, shoot more things, fight a boss, kick some ass... but perhaps more importantly is how you manage time. You will die, and you will die lots, but dying is a learning experience here rather than a penalty.

This isn't even the scary part.

Every time you die, you can just rewind time and restart that particular area. Only something is different when you come back: the old version of you fights beside you, mimicking your own actions when you played as that particular character. What this means is that you could have a bunch of different "yous" on your screen at any given time, laying waste in a much quicker and efficient way than you would by yourself.

This is important because you only have sixty seconds per level, so you're always racing against the clock. There are ways to slow down time or add ten seconds onto the clock, but it is a very quick and stressful experience. Super Time Force aims to constantly put you on edge, with makes rewinding time a little hectic because you don't really have time to breathe.

Some will truly love that element of the game, but they contradict one another and lessened my enjoyment with the game. It's sad to admit because I am a guy who constantly gives praise to innovation because we're at the point where games that try something new should be encouraged, but I think I would have preferred if Super Time Force had less time manipulation and less Contra.

The mechanics are solid, and the game is extremely polished, but I felt myself getting frustrated more often than I had hoped. It's a pretty challenging game, but that's not my complaint. It's that this race against time spits in the face of the puzzle aspects. You may be thinking, "But Tyler, when you're rewinding time you can essentially take all the time you need in order formulate a proper plan," but that takes away from the action. Braid worked because it never shifted tones like this: it was always just a puzzler. Contra worked because it was non-stop action and required skill. Super Time Force is stuck in some kind of purgatory where sometimes it fumbles over the very mechanic that got it glowing endorsements originally.

That's not to say that the time mechanics aren't sometimes fun. Early in the game, you have to save someone, and this is an excellent usage of the core mechanic because it slows the game down and makes you solve a real puzzle, as opposed to making you just spawn different versions of yourself in order to complete a level. It was thrilling when it was used like that, but those moments are few and far between.

Super Time Force Ultra also includes bonuses that the original release did not. Namely, it has fifty challenges where the focus is on the puzzle aspect more than the shooting, for the most part. This is a little more rewarding because it's more straight forward and picks a side rather than flirting with both.

I know some people will think that I didn't enjoy the game as much as I had hoped because I suck, but that's not the case. I'm not awful at the game, but I'm not great. The problem was that I didn't feel a desire to get better because of the constant shifts between wanting to be an action game and wanting to be a puzzle game. I'm sure there is a way to make this work better than Super Time Force did, but I'm not reviewing a possibility, and as it stands, STFU is a completely solid game that can be really really frustrating.


Rating: 7.5/10
Verdict: It has its flaws, and the core mechanic of rewinding time actually makes the game stumble a bit more than it should, but it is still a fun game. We should praise it for trying something different, even if it's not something we'd prefer.

Tuesday, 1 July 2014

11 Video Game Developers/Companies That Canadians Can Be Proud Of

Written By: Tyler


It's Canada Day here in Canada, so instead of going out and partying like every other single person in my country, I've decided to write a blog article that talks about a bunch of video game companies/developers that Canadians can be proud of. To come up with this list, I went through Wikipedia (I know, very professional) and am using the information from that site.

These are all companies either founded in Canada, by Canadians, or they have their main headquarters in Canada.



11: Tribute Games - Founded in 2011 by Ex-Ubisoft employees, they haven't developed many games as Tribute Games so that's why they are only eleven on this list. However, the one game I played by them -- Mercenary Kings -- is a wonderful, original take on the classic run and gun/side-scrolling shooter that gamers my age grew up on.



10: Radical Entertainment - Vancouver has been described as "the backbone of the Canadian video game industry," and Radical Entertainment was the leader of the pack, so despite the fact that I haven't actually played many of their games I had to throw them on here because they are literally a massive part of gaming culture in Canada.

Unfortunately Prototype 1 and 2 didn't find as much of an audience as they had hoped (they're solid games), and this was the nail in the coffin for them. Since then, they've been doing support work on Activision Blizzard games, but they will no longer have any original games that they create by themselves.



9: Relic Entertainment - Here's a company that is important due to the quality of their games within the strategy genre, but also a company that I haven't actually experienced. They've made games such as Homeworld, Company of Heroes 1 and 2, and a bunch of Warhammer games. Within that realm, they are giants, so they are included in this list because I know people love some of those games.



8: Ubisoft Toronto - I'm probably jumping the gun a bit with this one, but I have to give them some respect anyway because of the potential that the future holds for this offshoot of Ubisoft. They've only technically made one game -- Splinter Cell: Blacklist -- but they have two massive titles in the works: Far Cry 4, which I know will be awesome and Assassin's Creed: Unity, which is the first Assassin's Creed game to have co-op and consequently the first game in the series to have me excited. Plus let's be honest, it has Jade Raymond at the helm.



7: Klei Entertainment - I have yet to play Don't Starve, but I've played Shank 2 and I absolutely love Mark of the Ninja, so Klei Entertainment gets put on the list. Their games are stylish, always beautiful and with Mark of the Ninja they actually made a great 2D stealth game. I also look forward to Invisible, Inc. which is the game that they're working on now.



6: Capybara Games - Like a lot of people, I would imagine, my first experience with Capybara Games is with the excellent Superbrothers: Sword and Sworcery, which is my favourite mobile game of all-time as of writing this. I really want to play Super Time Force because it looks like a great take on manipulating time, wrapped up in an old-school style, but unfortunately I don't have the means to get it. Below is shaping up to be another solid entry in their catalogue, but I'll always remember the first time I played Sword and Sworcery.

Superbrothers also get respect because they co-developed Sword and Sworcery, so major props to them as well.



5: Eidos Montreal - Eidos Montreal is like Tribute Games for me, only they resurrected a franchise that's near and dear to a lot of gamers: Deus Ex. Even though they've only released a few games, and their treatment of Thief was only a little above mediocre, they will get love from me for the work they did on Deus Ex: Human Revolution. They also released a mobile Deus Ex game that apparently doesn't suck.

So even though there's only been one game I love by them, it's a doozy. The sky is the limit for Eidos Montreal.


4: Silicon Knights - Though I don't actually know if they're defunct or not at this point, and they released a stinker in Too Human (despite the ambition), I don't feel like Silicon Knights gets the credit they deserve. They re-imagining of Metal Gear Solid for the Gamecube wasn't better than the original, but even as a staunch Metal Gear fanatic, I appreciated the zany, over-the-top (even by Metal Gear standards) cutscenes that Silicon Knights created.

Sure, Metal Gear Solid: The Twin Snakes was pretty good and Blood Omen: Legacy of Kain was also a lot of fun, those two games aren't what define Silicon Knights for me. In 2002, they released a horror game that was quietly one of the best games that the Gamecube ever saw: Eternal Darkness: Sanity's Requiem. It was a truly scary game that messed with your mind greatly, and it is their crowning achievement.



3: Rockstar Toronto - In 2012, Rockstar Vancouver merged with Toronto. Combined, they have either created or collaborated with other studios to bring us games like Bully, Grand Theft Auto 4 and 5 and Max Payne. Upon researching this list, I figured out that they have more collaborations on their record than a rapper.



2: Ubisoft Montreal - They're a giant gaming studio, and they've brought us games like Prince of Persia, Assassin's Creed, Splinter Cell and Far Cry. Just this year they've released Child of Light and Watch Dogs, which were both great games, even if one of them (ahem Watch Dogs) was too overhyped for its own good.

It doesn't look like they're stopping anytime soon, because the future looks bright. They're collaborating with Ubisoft Toronto -- and some other companies -- to bring us Far Cry 4 and Assassin's Creed Unity, but they are also working on Rainbow Six: Siege... a game that impressed many, including myself, at E3 this year.



1: Bioware -- Bioware are owned by an American company now, but they were founded in Alberta in 1995. To a lot of people, Bioware are the kings and queens of the RPG. They have a list of conquests bigger than the Lindsey Lohan sex list:
  1. Baldur's Gate series
  2. Neverwinter Nights
  3. Star Wars: Knights of the Old Republic series
  4. Mass Effect series
  5. Dragon Age series
  6. Star Wars: The Old Republic
  7. Jade Empire
  8. MDK2 (I didn't like the Dreamcast controls but the game was awesome in every other way)
If you're into computer RPGs, then chances are Bioware is one of your favourite companies. They stand tall with companies like Obsidian Entertainment and Black Isle Studios. They make deep games, and their RPGs are often defined by choice. 



Did I miss anything? Am I a terrible Canadian? Let me know in the comments below or you can always reach me directly on Twitter @ArtBathednCrime. Thanks for reading and I will see you next time.