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

Wednesday, 16 April 2014

Ye Indie Game Corner Volume 3 - The Impossible Cave, Asylum, 2 Souls And Infiltration

Written By: Tyler

Welcome to the Indie Game Corner Volume 3! If you are unfamiliar with what I do here, I'll give you a quick rundown. Every so often I go to a site like Gamejolt and I download/play a few random indie games. I go in blind, and I experience what it has to offer, then I give a quick review of these games. This time I got lucky so there are no terrible reviews, but Volume 2 had one of the worst games I've ever played.



The Impossible Cave
Get It Here: http://gamejolt.com/games/action/the-impossible-cave/23753/


The Impossible Cave is a simple premise -- you guide something through a cave. The game speeds up as you go deeper into it, and the cave shifts and changes. With the combination of speed and the unknown, The Impossible Cave is a game you want to keep playing just so you can beat your high score. It also helps that the song that plays (Push It Remake by Jeremy Allred) is, well, bomb. Seriously, it really adds to the experience.

Rating: 8/10



Asylum
Get It Here: http://gamejolt.com/games/adventure/asylum/25127/


In Asylum you start in... an Asylum. You have no weapons, it's dark, and everybody wants to kill you. All you can do is run through the halls, trying frantically to open each and every door as psychotic, messed up inmates chase you.

I enjoyed Asylum for what it is, but the fear left by a certain point. At first I ran for my life, but then after some glitches/bad AI where the inmates walked downstairs and got stuck, it became more tedious than anything as I searched for the place to go. It's a pretty scary game at first, but Amnesia it is not.

Rating: 6.5/10


2 Souls
Get It Here: http://gamejolt.com/games/platformer/2-souls/25206/


In 2 Souls you guide little robots across platforms. If you play it by yourself, you control one with WASD and the other with your mouse. I imagine playing with someone else would be more fun, and easier when it comes to the challenges, but it's a decent game regardless.

Rating: 6.5/10


Infiltration
Get It Here: http://gamejolt.com/games/action/infiltration/25205/


In Infiltration you hack terminals to open doors so you can get to the end of the level. In your way are turrets placed in various positions. You can shoot them, or you can use your brain to avoid that altogether. Meanwhile, there are different messages with each level that become more menacing as the game goes on.

I think Infiltration is the highlight of this adventure for me. I love The Impossible Cave for its style, addictive gameplay and music, but I like Infiltration just a bit more. It's fairly long for a freeware game, unless you're really good at it, and it can be a little bit challenging. It reminds me a little of Hotline Miami in the way it plays, but it's not Hotline Miami. My only problem is the shooting is difficult because of the way it handles. Outside of that, it's a wonderful little game.

Rating: 8/10



So that's it for Volume 3... I hope you enjoyed it. If you want to tell me how much I suck, or even have a game that you want me to play, tweet me on that Twitterbird thing @ArtBathednCrime, or leave a comment below.

Friday, 31 January 2014

I Wish The World Was Like This -- The Floor is Jelly Review



Written By: Tyler Selig


Rating: 9/10
Verdict: The Floor is Jelly uses its novel concept of, you know, the floor being jelly to offer a different kind of puzzle-platformer. It’s smart, but might not be as complex as some people would want. It also has incredible music and is a mostly relaxing, beautiful experience.

The Floor is Jelly is the first game I’ve played this year – out of about 7 or 8 – that I would consider legitimately great. It is built around the idea that the floor is jelly, so one can imagine before they even play it what that will entail. I don’t know what you’re supposed to be in it, but you go from stage to stage while solving puzzles and jumping your way to victory.
The developer had a pretty simple idea: what would everything be like if it’s jelly? Well, it’d be a hell of a lot of fun. The things you jump on bend and twist like jelly would, and you can use this to your advantage by using it to jump higher. Or it can make things more difficult because you’re not on solid ground so there’s always that uneasy feeling of not being completely balanced. I have to say though that I’m in love with the idea and I was sold on it as soon as I heard about it.
The puzzles are not incredibly difficult, but there are definitely some that gave me a hard time. I got stuck on one for a while, and a couple others made me actually think. The Floor is Jelly switches things up constantly though, with each area offering a new twist, not unlike a game like Braid. Whether it’s going into the water or having to jump on things in order, to a low-gravity section, there is enough variety here to keep you entertained in the relatively short time you’re immersed in this world. It helps that the game is polished and I ran into very few hiccups, and they were minor at worst. However, in regards to the complexity of the puzzles, it didn’t seem like the developer was really trying to stress you out, as most of the game is actually pretty relaxing and beautiful. It is very easy to get lost in this world, and that's definitely a good thing.

In the beginning there was... jelly?

It’s not really the visuals that make it beautiful, though there is something to be said for the minimalist approach that it took. Sure, a lot of it is just shapes with no details, but there are subtle touches that lend a feeling of importance. For example, as you walk over certain sections, flowers will spout out. It’s a simple detail but it’s effective. The game also makes excellent use of colours. I don’t think it’ll win anything in “visuals of the year” this year, but the style works for it.
The music should win awards though, and I’ll definitely include it. Disasterpeace returns to do the soundtrack and it adds a great deal to the experience. It’s often very subtle as good ambient music is, and it lends a sense of atmosphere to the entire thing. Sometimes the audio is very minimal to the point that there may only be some sounds, but a song will creep in eventually and it’ll be wonderful. Or a song will be playing the entire area and it’s some of the most beautiful stuff you’ll hear. There are some interesting shifts in tone but I won’t get into them because I don’t want to spoil anything.
I don’t really know if there’s a story, and maybe the developer had something in mind. I only say this because as the game progresses, slightly odd things start happening. I won’t go into a lot of detail concerning this, but it was rather unexpected and it was awesome to see the game go a little off its hinges in the way that it did. I would really like to know what it all is supposed to mean or if it’s just a cool gameplay mechanic that he wanted to include.
When you combine all the elements of The Floor is Jelly, it’s an odd thing to say but it feels like a “big” indie game. It’s the type of game that truly impresses me and leaves me in a state of awe. Games before it like Braid and Limbo may offer different experiences, but despite how different they look… they sort-of accomplish the same thing, ultimately. Sure, The Floor is Jelly is less serious and has a silly concept of jumping around on jelly but these types of games are what gaming is all about.

Thursday, 23 January 2014

Sega Dreamcast Launch Party - Livin' Like It's 1998

Written By: Tyler Selig

Ooooh you can see my sexy pajama pants.


Over the past year we have seen the 3DS become an absolute mammoth of a system, the release of the Xbone and PS4 and we've also seen the Wii U fall into a downward spiral so bad that Trent Reznor should re-release his album and call it the Wii U Experience... but I'm playing the mother fuckin' Dreamcast. Okay, I'm also playing my 3DS, Wii U, PS4 and PC (sorry Microsoft, I don't have the money), but I recently bought a Sega Dreamcast. Before I go into what that entails, let me quickly explain why.

When I was younger, I owned the Nintendo systems and got into the Playstation 1 (see how bad the Xbox One name is Microsoft? This would be really confusing had I said Xbox 1), but I had this friend who had Sega's last system -- the Dreamcast. To this day I've only ever played a handful of games from when he let me borrow it or I'd go to his house and play games like Powerstone 2. I was in a retro gaming mood so I opted to buy a console that I never owned. I originally considered the Saturn but the price of a bunch of the games I really wanted were ridiculously high so I decided on the Dreamcast because while some games I'm intrigued by, such as illbleed, are also pricey, there are some games I want to play that are reasonably priced, at least for retro games.


Shenmue is in the agenda once it gets back in stock on Lukie Games, and there are some others I hope to get, but I bought MDK2, Slave Zero and Jet Grind Radio. I heard great things about MDK2 and Jet Grind Radio, and I've never heard of Slave Zero and it was cheap so I took a chance.

I am looking to do this article which is just basically an "unboxing" type article, followed by reviews of the games I bought. Now, I will still be doing reviews for new games and other articles so this party is being scattered throughout the year. All year baby!

So what is the Dreamcast and why did I want it? Simply put, it is the Sega swansong, at least for consoles. After this they became the software only company that we know them as now. It was a very innovative system, pioneering online gameplay on consoles for example, and the influence is clear in the first Xbox (just peep that controller). It is actually held in high regard by a lot of people who experienced it and the games I have played for it have been pretty awesome, like Crazy Taxi or Powerstone 2. Hell, I first played Virtua Tennis on it and I fell in love with a Tennis game of all things.

I originally intended on just having a quick introduction but shit I'm wordy today. So let's get on with the show.



The first thing I actually did was try to put my VMU -- the memory card -- into my controller. I have never come across a more confusing memory card in my life. First of all, the thing reminds me of a Tamagotchi (not a criticism), and then went I set the date, I thought, "Okay, now it's time to put this bad boy in." This is where the readers probably end up thinking I'm stupid, and I've made peace with that, but it confused me. I thought you would just put it in right-side up but boy was I wrong. I didn't even realize that you had to take the top off of it and when I did it just confused me because I couldn't fathom a world where you had to put the memory card -- which has a screen you can look at -- in upside down because that would mean your picture would be upside down. Or so I thought.






So when I finally accepted that the Dreamcast is weird, I put it in upside down.

THE WAY YOU THINK IT WOULD GO IN.



The bottom picture is when I actually put it in correctly but I turned off the screen. It's been a long time since I messed with a Dreamcast and I forgot how silly the whole thing is, in the coolest way possible. The memory card has buttons like a controller. You set the date on the memory card. The memory card has a life of its own and is going to become Overlord of the entire planet and/or universe.

So having made me feel like an inadequate man, I decided that once I had the controller matter under control that I'd actually turn on the Dreamcast and play this shit. But first I took a second to admire the supper that my little brother was eating as he watched me hook up the rest of the Dreamcast.


I couldn't get a signal on my TV but it turns out I just hadn't pressed the cords in hard enough. That's good because had this not worked I would have been like:

Unfortunately the guy on the right would have been my little brother just enjoying his BLT.
So finally, after a close scare and WTF VMU, I got to this screen:


I considered leaving it on 1998 because maybe it's a secret way to time travel and I wouldn't have had to deal with the movie Shutter being released yet, but alas, I put in the real date and continued on with my life.

My life took me to this screen, which strangely felt like home. It filled me with such a beautiful feeling in my soul. A warmth in my heart that was so intense it could heat up the coldest areas. I saw the Sega screen, and remembered the Sega Genesis, a system I was quite fond of back when Little Tyler was me and I hadn't yet conquered the internet with a video game blog.


So where do we go from here? Well, here, silly people:





 To be continued.





















Saturday, 23 November 2013

PS4 Launch Party - I Don't Have A Clever Title, So Here's A Knack Review



Written By: Tyler Selig


               

Rating: 5.5/10
Verdict: Knack suffers from a lack of real innovation, but if you’re a fan of the genre, it’s also not a terrible game. It’s average in almost every way, but average does not mean bad. Still, there was a great premise here that should have been explored with more depth.


            Knack isn’t a game I would normally be keen on playing. It only looked like a decent platformer, mostly forgettable but not boring, yet I was a little eager to play it only because it is an exclusive PS4 launch title. My original prediction of what the game would offer ended up being correct, and I don’t think it’s an unpopular opinion. Knack is fun, and due to it being one of the only exclusives on a new console, it’s a “Should-Play.” Years down the road I can’t see anybody playing it. I don’t even think it’ll go down as an underrated game, or overlooked, but you never know I suppose.
                You play as Knack, a monster-thing created by a doctor by using relics. Because you are awesome, you can grow or shrink, depending on how many relics you have. It’s a cool idea, and at its core Knack is a neat concept done unimpressively. It’s a shame because there are some interesting things they could do with the character Knack that they refused to do. Instead of crafting a memorable game, they didn’t reach the potential of the idea, and instead gave us an average character platformer.
                The main problem is that the levels just aren’t that fun. They aren’t boring, but you just kind of go through the motions the entire time. The levels are linear, and the platforming – outside of a few sections – is wholly unimpressive and predictable. You run, stop, hit a couple enemies, move on, jump a little, beat up a few people, move on. That’s the entire game.
                That wouldn’t even be a bad thing if the mechanics were solid. While actually hitting enemies is satisfying enough (the slow-mo on final punches adds some oomph), it’s just very limited it what you can do. You can do a jumping attack, or punch. You just punch with the same combo over and over and over and over. There really isn’t much in the way of variety. There are power-ups that you can get, but it’s such a long, drawn out process that you may find yourself completing your first one (as each power-up has multiple things you have to find in order to get it) farther into the game than you would like.
            Even when they attempt to mix things up a bit, by giving you different Knacks like "Stealth Knack," it's just not enough. For example, Stealth Knack is only used to get past beams, and all you do is press a button to activate him. You can't actually sneak past the enemies, so what's the point? Splint Cell this section is not.
The developers wanted it to be simplistic and accessible, which I get, yet the game is actually pretty difficult. I hate to admit it but I died quite often while playing. Aside from the fact that making a challenging game sort-of shits in the face of making a game accessible, it’s not how hard the game is that makes it a tough slug sometimes. If you die, there just isn’t much incentive to play through the same mediocre parts again and again, since the checkpoints usually will put you back a fair amount (though the checkpoints are by no means in terrible positions). It’s for that reason that Knack sometimes feels like a tough slog.
So by now you may be wondering, why is this a 5.5 if most of it is average? Well that’s the thing… so many people view a 5 as a bad rating, but I literally view it as average. Mediocre. Decent. Okay. Whatever you want to say. I give it a .5 because even though the attempts at humour don’t really work, and the game adds nothing new to the action-platformer canon, the visual style is pretty.
It doesn’t show you the technical brilliance of the PS4, because the art-style chosen doesn’t really require that. It’s not photo-realistic, it’s not attempting to be. I liken the visuals to a Pixar movie. In fact I often wondered what it would be like if you just gave Knack to Pixar to begin with and made it a movie instead, because there is a charming story that you could tell here that they didn’t in the game. It’s cute, the visuals are fitting, it’s colourful and the environments aren’t fantastic by any means, but they’re done well.
This game doesn’t just remind me of Pixar. If you spend any time at all with it, you’ll see similarities with Ratchet & Clank and Crash Bandicoot. At first I felt it was a bit of a rip-off, but then after actually researching the developers, I was shown that the lead designer worked on those games, among others, and has a wonderful legacy, especially within this genre. Knowing that disappoints me a little.
I read a comment on either Gamespot or IGN (you’ll notice I often mention them because they are two of the four game sites I check out on a regular basis), where someone said that this game is unfairly crapped on. This person went on to say that if this was released during the Playstation 1 days, it would get an 8 or higher. Good point. I agree a little.
If we weren’t so familiar with this genre, Knack would seem more innovative and wonderful than it does now. I can’t really argue that because someone who has played games for twenty-plus years is harder to impress than someone who just started.
However, often nostalgia gets in the way of quality. There are way too many games that I go back and play and they just aren’t as fun as they used to be. Not because games have moved on, but because the game design just wasn’t all there. There’s a reason old Mario games are still fun today despite how far we’ve come. There’s a reason a game like Spyro or Crash Bandicoot remains fun… it’s because the mechanics are strong. It’s because the level design is interesting. Knack lacks any degree of importance when it comes to these things, and instead offers an all right experience.
So if you’re looking for a game for your PS4, by all means, go ahead and play this. It offers a 10 hour or so campaign, and though I never played the co-op, I’m sure that would be enjoyable as well. But this will not stand the test of time, and it will not go down as anything other than a decent launch title, the type of game you expect when a system first comes out.  That’s my opinion, at least. It’s also my blog!