Showing posts with label indie games. Show all posts
Showing posts with label indie 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.

Friday, 22 August 2014

Ye Indie Game Corner Volume 5: Vessel, Killer Smileys, To Be Or Not To Be. Nice, BlamBurgers and What Botched Rescue!

Written By: Tyler

Hello and welcome everybody to another random mixture of indie games. If you're unfamiliar with me or this feature, once in a while I'll just go on a site like Gamejolt and pick a few random indie games that were released recently. Then I will play them and give a really short review on each one.


Killer Smileys
Get It Here: http://gamejolt.com/games/platformer/killer-smileys/32754/






This game has three levels, and you are that robot thing on the left of the picture above. You shoot the bees and the smileys. The twist is that you can only shoot in one direction as far as I know, which makes it kind of weird if you're walking the other way. That's not really my problem with the game though... my problem is simply that it's not much fun. You can platform if you want but it's pointless because it's better just to stand in one place and blast until everything dies.

The developer throws in a space level, but it's awkward. I got stuck on nothingness and had to jump over said nothingness.

Rating: 3/10


What Botched Rescue
Get It Here: http://gamejolt.com/games/shooter/what-botched-rescue/32701/





If you follow my blog, it's probably no shock to you that I enjoy weird games. What Botched Rescue is a weird one. I think it's about a relationship, but it seems to be about more. It's one of these strangely told games with slightly odd visuals and tone. Luckily the gameplay is fun, though simplistic. It's just basically a side-scrolling shooter, but you do lose points when you blast so you have to make sure you hit them.

My only real complaint is with how the story is told. The text in between "levels" scrolls down automatically and it makes it really hard to read, so you just have to wait for it to come back around again. Besides that though, this is a fun little romp through an interesting and strange world.

Rating: 8/10



BlamBurgers
Get It Here: http://gamejolt.com/games/arcade/blamburgers/32775/





The gameplay in BlamBurgers only requires using the directional pads, and enter to progress the story. You go from room to room, platforming your way to get the burger bomb things before they explode. When they drop, there's a counter that counts down from 8 and when it hits 0 it explodes, thus damaging your ship. Luckily you can just run into them and disarm them.

The game suffers from PC controls. I hate platforming on PC, but the game is actually a lot of fun. It's a simple idea, but it's tense and difficult, and the developer threw in some things each level to change it up a little bit... like things that fling you in certain directions. This variety does help keep things fresh.

Rating: 8.5/10


To be or not to be. Nice
Get It Here: http://gamejolt.com/games/adventure/to-be-or-not-to-be-nice/32744/





You in need of an epic tale while you wait for The Witcher 3? Here is your game. Okay, it's not an epic tale, but I actually had some fun with this one. Basically you just walk around, collect things and solve very basic puzzles. I quite enjoyed the numerous jokes sprinkled in, and the little touches like what your equipment is, or the choices you have in what to attack things with (I picked a "cool look"). I also really enjoyed the choice of music.

There are some minor bugs like being able to walk up a wall, but it really is minor and the developer said there wasn't time to properly test it. Having dabbled in RPG maker a little myself I know how long it can take to do things.

It's a fun little adventure game with a sense of humour.

Rating: 7/10



Vessel
Get It Here: http://gamejolt.com/games/other/vessel/29980/


Here we are with another Jack King-Spooner game, and it's about more of the same. The visuals basically consist of bombarding you with images, in a style that is very much like a short film I really liked by Peter Tscherkassky called Outer Space. It's hard on the eyes in ways, but I really just love that he does this. His games can almost always just get by on his images and the usage of music, even if he rarely includes what I call "real" gameplay.

His games mostly consist of walking a bit and then watching. He's one of the few who can consistently do this and keep me as a fan. A big fan, even.

The story in this seems more straightforward than he has done in the past, but it's incredibly effective... telling a heart-wrenching tale of a robot.

Rating: 8.5/10



That's it for this edition. There were a couple other games I was going to play but I need to go off and do something so I think five games is enough. I got pretty lucky this time, played some solid games with only one blemish.

If you want me to play your game I will! Just let me know in the comments below or message/follow me on Twitter @ArtBathednCrime

Wednesday, 6 August 2014

One Of The Dinkiest Shooters Ever? A Lovely Planet Review

Written By: Tyler


Rating: 7.5/10
Verdict: Don't be fooled by the graphics, there's a pretty intense shooter in here.

Do you love first-person shooters? Are you sick of the grim, violent nature of them? Maybe you are and you couldn't possibly fathom finding something to soothe this pain inside... but fear not, because Lovely Planet is here and it is attempting to give you a first-person shooter that's less ordinary than the rest.

Right from the beginning you realize that something is a little different about Lovely Planet when you compare it to other games in the genre. You're bound to notice the graphics, and that will lead you down the path to discover that it is a lot more colourful and joyful than a lot of shooters... to an extent.

Take a look at these visuals:

SERIOUSLY LOOK AT ME!
They aren't exactly the most mind-blowing thing you've seen, even within the indie community where budgets are smaller and fewer people are there to create. The character models are very simplistic, though some are menacing in their own right, and the environments could have been done by a child. In fact, I believe I've made similar things in my life in my younger years. There are clouds in the sky, and sometimes platforms that you can't reach, but there isn't a whole lot here in the way of atmosphere. Your single gun looks like a stick. The enemies are squares or other shapes with some eyes and mouths. The visuals aren't pretty to look at in a conventional sense, and I know this will be a turn-off to some people.

It does have a certain charm to it in how colourful and joyful it looks. It's a nice change from the kind of graphics we usually see in shooters, because really, the genre is violent by default so having hearts scattered throughout the levels isn't exactly a priority. It's quite literally meant to be a lovely planet, and at first glance it certainly is.

However, if you strip away the cutesy nature of everything, things aren't as lovely as they may have appeared to be. The gameplay consists of you using your semi-automatic rifle to mow down the enemies and progress to the end of the stage. Sounds simple, right? The game is hard.

Even though the goals don't change and sound easy, this is a game of frustration, memorization and sweet, precious death. You fail the level if you get hit once, which can be annoying because there is a bomb-type thing that when it explodes, regardless of how close you are, it's the end for you. You have to kill every single enemy in the stage while avoiding the innocents. Lovely Planet may start off casual and I don't blame you if you're fooled by the flamboyant visuals and the dinky, upbeat (yet fitting) music, but it gets increasingly difficult to the point that you may think it's impossible. You may have to jump in the air and shoot three different things before they hit the ground so your aim has to be on-point. This is a speedrunner at its core, which flies in direct contrast to the look and feel of the game because you would think it'd be more relaxing than it is. I went in thinking it'd be a pretty lightweight game that I could breeze through but it's anything but. It's not an incredibly long game if you don't die as levels can be completed in a minute or so and there are five worlds with about 20 different mini-stages in each, but you will die. Lots.


They've done a good job of polishing the controls as well. You move rather quickly and can jump, there are no iron sights, and shooting feels good, if a little slow. I didn't come across any glaring problems in this regard, so it made platforming and blasting fun. The last thing a person wants in a game where they have to be almost perfect is to have terrible controls preventing that, but Lovely Planet functions well.

It's not a game I am in love with, but it is definitely solid. I think that the graphics could have been more enticing to really make it feel like a lovely planet, but it's hard to concentrate on that when you have to act quickly.

Monday, 4 August 2014

Why Go Outside When I Can Play Eidolon? This Is The Review

Written By: Tyler



Rating: 8/10
Verdict: It's a slow game with a few technical hiccups, but getting lost in this survival/walking simulator is a pretty rewarding experience. 


I turned on the game, clicked the "Play" option and then the words that were there because of the title screen disappeared instantly and I was left standing -- in first-person view -- on some grass, surrounded by trees, with the whole world ahead of me. I was confused, silent but intrigued. Here is a game that I can respect in the same way as I do games like Minecraft or Terraria for its willingness to just drop the players into unknown territory and let them fend for themselves.

Eidolon isn't an exciting game and it's not one that everyone will take to. I didn't immediately take to it myself, if I'm being honest. It's a walking simulator, and it is labelled as such on its Steam page, and it's all about exploring. You walk through a massive world -- seriously, the scope is huge -- and it's easy to get lost because while certain areas do look different, a lot of it looks similar. You can walk for hours and find very little without guidance, or you might get lucky and hit the jackpot and find a bunch of things in quick succession. There are goals, but the game doesn't indicate them at the beginning, so it's up to you to decide what you want to do.

I say that the game doesn't indicate them at the beginning, but it does do a little bit to push you along if you want it to. As you travel this post-apocalyptic Washington, there are two types of things you can collect: a green shape and a white. The green has plot items, such as notes or even maps. These are all hand-written with their own personalities and piecing them together to uncover the personal and more large-scale narratives is interesting. The game has a feature that will show you the direction of the next piece of information. The white gives you items, such as binoculars, a bow, a fishing rod, etc. These are few and far between so when you collect one it's a big deal.

Some people aren't a fan of this type of gameplay, either. Some will definitely find it boring, and that's completely understandable. It really depends on your philosophy concerning what makes a "game." This may not be enough to warrant your attention. I think it has enough gameplay to keep it interesting.

Sprinkled in to add a little bit of tension to the exploration are light survival elements. You can starve, you get tired, you can get cold and die or you can get injured. Injuries can lead to death if they aren't appropriately dealt with, but there are healing checkpoints scattered throughout the world so death isn't always a bad option.

I was looking up the butt of a deer.

You can get mushrooms, berries, catch fish, kill animals with your bow (though be careful because some are aggressive and you have to be pretty spot-on with the trajectory of the arrows), and food can go rotten. Don't fear though, because the game isn't about surviving really and it feels like a game mechanic just kind-of tacked on to make it more like a conventional game. Food is everywhere in some form, and I never starved to death. This aspect of the game may give you a little something else to consider besides the scenery, but it's never overbearing or even difficult, because that would detract from the core element of the game: relaxation and discovery.

This isn't a genre that I prefer, but I like all genres because I love games. The idea of simply walking around and uncovering a world, with very little else to do, sounds interesting on paper but is often done so poorly it's boring. Eidolon doesn't suffer from that because of the care put into making the world believable and atmospheric. However, it's not perfect and has a few hiccups along the way.

But then a deer was just standing on the head of its enemy.

Since it was done by a smaller team, it's easy to forgive that the graphics just aren't that great. They're completely serviceable in this context, but the world does feel same-y and a little unpolished. Some of the models used aren't that appealing to the eyes, but I'm not saying that they're bad. The unfortunate reality, at least in my opinion, is that a game like this would benefit greatly from a bigger budget and thus better visuals. Imagine a AAA studio making this game and fantasize the incredible environments that could be created. Some genres are less reliant on top of the line graphics than others. A world in which the only thing you can do is explore puts more emphasis on the visuals than say, an RPG. Ice Water Games done a good job with the resources they have, but it's not one of the prettier indie games I've played. I deem this more of an observation than a criticism though, merely something I threw out there for the readers so they'd know what they can expect going in.

The game also stutters a bit when loading areas, but that's most likely because the world is gigantic. This is forgivable and basically ignorable. The animations of the animals and whatnot could have used some polish as they just go from standing one second to awkwardly on their side the next once you've killed them.

Despite this, it's still entertaining to adventure in this world, because occasionally you will see something like this:


The music plays a bit role in bringing Eidolon to life though. Sometimes it's non-existent, but then a song will slowly work its way into the fold and it'll be gorgeous. Slow guitar will often enter, and a beautiful ambiance permeates Eidolon, putting you at peace with yourself while you explore the world and unearth the stories of the ghosts of Washington. Or just kill animals.

Sometimes the songs are more menacing. I came across one place and instead of the typical pretty tune I was accustomed to hearing, something a little creepier, a little scarier, edged its way into my brain. I was investigating what looked to be ruins, and it was very fitting.

Michael Bell did an incredible job with the soundtrack, and it really does a lot to engulf you in this world.

Eidolon is a great game to those who are willing to give themselves over to it. It meditative, relaxing games where you simply explore an empty, lonely land aren't your thing, then avoid this one. If you are able to get into this kind of thing, there is a lot to love here.


Sunday, 13 July 2014

This Week In Games, July 13 - 19, 2014

Written By: Tyler

Another week, another quick rundown of the games releasing this week. Now, this isn't every single game, so instead I picked games of interest. Most of the games in this feature will be games I want to play, but I will give an honest opinion on each and every one. Just because I don't want to play a game doesn't mean a game isn't an important release. The release date for these are all the North American release dates because that's where I live.



July 14

LIGHT


Coming Out For: PC
Genre: Puzzle/Action/Adventure
Gameplay: http://www.gamespot.com/videos/quick-look-light/2300-6420020/

LIGHT is a top-down stealth game where you sneak, steal and hack. It's not unlike Hotline Miami in ways, though it has less emphasis on violence and surrealism. It's supposed to have a good narrative, and maybe it will, but I'm having a hard time getting past the visuals. Playing as a square in a game like this annoys me a little bit.



Infinity Runner


Coming Out For: PC
Genre: Action
Gameplay: https://www.youtube.com/watch?v=2zBtpvWXK4M

Infinity Runner is a lot like Mirror's Edge, which isn't a bad thing. It's first-person and you just do a lot of running in a Sci-Fi environment. The trailer that I linked above makes it look like it's going to be pretty intense, so I will probably play this one.



July 15

Abyss Odyssey 


Coming Out For: PC, PS3, Xbox 360 (July 16)
Genre: Platformer/Action
Gameplay: https://www.youtube.com/watch?v=xtKd6paqhEg

Abyss Odyssey is a side-scrolling platformer/action game. You have three characters to choose from and then you can either hack and jump your way to victory by yourself or with a friend. It's nothing original, but it could be fun. The mechanics look solid.



July 19

Freedom Planet


Coming Out For: PC
Genre: Platformer
Gameplay: https://www.youtube.com/watch?v=1zlMtd4zeI0

Freedom Planet reminds me a lot of Sonic, if I'm being honest. That's not a criticism because the speed in the game makes it look like a good time, especially to those who miss the 90s. It appears that there are multiple characters to play as, and secrets to discover. I think Freedom Planet will end up being a fun little romp, a reminder of the games that kids in the 90s played (including myself).




That's it for this week folks. It's not a huge week in terms of big releases but there is still a bunch of cool little games seeing the light of day. Until next time, thanks for reading, and feel free to tweet me @ArtBathednCrime.

Sunday, 6 July 2014

This Week In Games, July 6 - July 12, 2014

Written By: Tyler

Welcome again to another edition of the cleverly titled, "This Week In Games." If you can't tell by the title, each week I tell you what movies are coming out. I check the release dates according to Gamespot and the "video games in 2014" page on Wikipedia to get my games, so blame them if the dates are wrong. I refuse to take any accountability for my actions.

These are only North American release dates because that's where I'm from and I try to keep it to new releases as opposed to games that are just getting ported, unless I feel they're a big game. I have rules that I probably consistently break, but oh well.

A final note is that it's not every game released in North America: it's only games that I think are of interest, whether that's because they're a huge release (even if I don't care) or if they're games I'm interested in myself. Let's get to it.


July 8

The Wolf Among Us Episode 5 - Cry Wolf


Coming Out For: PC, PS3, Xbox 360 (July 9), iOS (July 10)
Genre: Adventure
Gameplay: https://www.youtube.com/watch?v=umw8QPW5tiw

I actually forgot to play Episode 4 so I have to catch up, but I will say this... from my experience this has been an excellent series with a great story. I always criticize the lack of gameplay because I'm not real into these games where you mostly watch, but to its credit, it does allow you to make quite a few choices in conversation and when you're fighting someone. But anybody who is into this type of thing, this is a must-play because really, it has been a suspenseful thrill ride so far.



One Piece: Unlimited World Red


Coming Out For: 3DS, Vita, PS3, Wii U
Genre: Action-RPG
Gameplay: https://www.youtube.com/watch?v=uohkYxCcgvQ

Truthfully I'm probably not the best one to sell you on this, because I know zilch about the One Piece manga and anime, but I will try purely from a game-fan perspective. This is an action-RPG from the looks of things where you have real-time battles and you can catch bugs and go fishing. It looks like there's some decent freedom when you're walking around too, since you can grapple hook your way up to places and whatnot. It doesn't look like anything original, but it looks like a nice blend of some cool things, and if I didn't have Episodes 4 and 5 of the Wolf Among Us to go through, while also being knee deep in Divinity: Original Sin (review coming at some point), then I'd probably give this a go.



Mousecraft



Coming Out For: PS4, PS3, PC, PS Vita, Linux, Mac
Genre: Puzzle
Gameplay: http://www.gametrailers.com/videos/d4lal6/mousecraft-debut-trailer

Want something cheesy? This may be the game for you. Basically what you do is help your mice get cheese by moving blocks to allow them to proceed. The game is described as Tetris meets Lemmings, and that sounds about right.



July 9

The Escapists


Coming Out For: PC

Genre: Action/Adventure

Gameplay: https://www.youtube.com/watch?v=wpF3LFlXgSc#t=25

Unfortunately this is only hitting Early Access July 9, and I don't think I'll make a habit out of including Early Access games in this feature (because I don't like including unfinished games), but The Escapists looks fascinating, and when I know there's a really interesting game hitting Early Access I'll include it. Think of all the great prison-break movies that you've seen... now think about playing in them, only with pixel graphics and no Morgan Freeman. The Escapists sets you in a prison and you have to escape. There's a reputation system where the cons will react differently to you depending on what you do, a crafting system because every game needs one since Minecraft (just a joke), light RPG elements and apparently gang warfare. Count me in, honestly, because this game seems neat.






July 10


The Red Solstice


Coming Out For: PC

Genre: Action/Shooter

Gameplay: https://www.youtube.com/watch?v=Dt1c8AayNhY

The Red Solstice is a top-down shooter where you choose from 8 different classes and fight hordes of monsters, whether in a single-player story mode or with 7 friends in the co-op mode. The levels are randomized and resources aren't unlimited, so each playthrough will be different and you have to manage your ammunition or y'know, you will die. I'm always up for a top-down shooter because we don't get AAA versions of these types of games anymore and they're one of the genres I grew up with.




July 11


Terraria

  Coming Out For: PS3

Genre: Action/Adventure/Platformer/Builder

Gameplay: https://www.youtube.com/watch?v=UGo7iMUcxLc

I guess Terraria isn't out for every system yet? Like Minecraft, it appears that we get a port every few weeks. That isn't a criticism because it's a good thing. I played it on PC and it's a great game with a little more focus on combat and exploration than Minecraft. If you are into mining and building things, then this is the game for you because it is seriously awesome.

On a final note regarding Terraria, it has a perfect main theme. It's so dinky but makes me want to explore and dig for hours.



Any games coming this week that I missed that you are into? Yell at me on Twitter @ArtBathednCrime or just leave a comment in the comment box below. Thanks for reading!

Saturday, 5 July 2014

Kickstarter Games That Deserve Funding Volume 1 - InSomnia, The Deer God and Midora

Written By: Tyler

We live in an age of Kickstarter now, where developers flock to the website and go directly to the gamers to fund their passion projects. Whether this is a good system is hotly contested among gamers, but I thought it'd be interesting to make a feature where I talk about a few games that seem interesting and deserving of your hard-earned (or easily-earned, no judgement) money.

For any of these, it's smartest to go to the Kickstarter page and see a detailed description of their project right from the people making it, but I will use this opportunity to sell you on the game enough that you'll want to click the links.


Midora
https://www.kickstarter.com/projects/1867607597/midora-0?ref=category


Midora is a throwback to games like Zelda and Secret of Mana. Though I'm not a huge Zelda fan in general, I'm big into Secret of Mana. I'll just let them describe the story:

Midora is a colorful world, crafted by an ancient architect with the elements as his tools. For an eternity after this creation, those elements populated the world, fashioning cultures and kingdoms all their own. They contested each other for land and prestige, and when the world was finally overwhelmed by the strife, the architect came back down to seal the elements away, preserving the world for its lesser inhabitants.

  This harmony lasted for centuries, until even the eldest tribes had only vague memories of the conflict and its participants. The town of Seawind will be the first to remember the Inferno in earnest.
 
  Enter Snow, the lead character of this adventure. A young girl growing up on the edge of Seawind, she embarks on what starts as just a simple chore, only to uncover the catalyst in a war as old as the world she lives in. On her journey, she will encounter help and obstacles in various forms. Elderly town matrons, kings, long extinct races, burly blacksmiths, and the living elements themselves will play a role in Midora's newest story, but it falls to Snow herself to see it to the end.
The main gameplay mechanic is that you can control water. At the beginning you will be weak, obviously, but as the game progresses you will become a lot better at it. I like the idea of being able to manipulate water.

Besides that, it is an action-adventure game like we've seen before but that doesn't mean it's bad. There are no levels but your sword and shield have their own levels, and there will be little stealth elements that allow you to do critical damage.

There is also over 200+ items to get, along with 12 dungeons and 6 towns to go to. Of course, there will also be secret areas that you can find. You can use alchemy to create your own items, or just find them.

It does seem to truly blend together elements from the two main games that influence it, and that's definitely a good thing.



InSomnia
https://www.kickstarter.com/projects/1892480689/insomnia-an-rpg-set-in-a-brutal-dieselpunk-univers?ref=nav_search


InSomnia is a dieselpunk RPG set on "The Ark" which is basically a gigantic half-deserted space station populated by the race known as "Normans" in which you are a part of. You wake up on "The Ark" only to find that is moving to a planet only known as "The Evacuation Point," in order to start over because the "SORG Regime" are a bunch of pricks, basically.

So why is it interesting? Because it's a dieselpunk RPG, mainly. No, there's actually a lot going on here of interesting, namely:
  • No leveling system but instead the game opts for a more Elder Scrolls approach where you use abilities and they get more powerful. There are perks and whatnot as well, but this is a system that is a welcome break from what we normally get (not that I hate levels because I certainly don't).
  • 15-20 hours of main storyline with 20+ hours of side-quests. That's not the cool part. The cool part is that that is only the first season and there will be 20 free missions released post-release at some point.
  • Did I mention that it's dieselpunk?
  • Strategic real-time combat.
  • You can also play with friends if you're unlike me and actually have some.
  • Not only do you have to fight enemies, but there's a survival element (along with crafting). I'm a little concerned/curious about how the survival elements will co-exist with the sandbox elements because it could possibly get annoying to traverse the land while managing your food. I'm not trash talking the game, but it is literally the only gripe I have and it's not even a very big one considering the developers seem ambitious and I'm sure they'll make it work.
Those are only some of the things to look forward to in this game.

The bottom line is that if the developers can live up to their promises then it should be another great RPG to add to the already excellent canon of the genre. The planned release date isn't for a ways off, however, as it's planned for Q 2015 for PC with Mac and Linux a possibility later on.



The Deer God
https://www.kickstarter.com/projects/1907053239/the-deer-god-a-game-of-reincarnation-pc-mac-linux?ref=discovery


From dark and depressing to beautiful and majestic, here is The Deer God, a game in which you play as a fawn who was originally a human. Yes, the hunter gets reincarnated as a fawn. You will be a fawn until you gain experience and eat food. You can also apparently made with does.

The Deer God looks like one of those types of games that you will play and be in awe of how beautiful it is. If that sounded too poetic, then let me put it in internet meme form: you will get dem feels. A lot of games use pixel art, but a lot of them fall prey to getting by just on nostalgia. The Deer God does not look like that at all... it looks like a wonderfully crafted world that is full of life and populated by a lot of animals.

The developers say they are influenced by "Metroid, Zelda, Blaster Master, Kid Icarus, Ecco The Dolphin, Joust," and I'm down with all of those games that I've played, but especially Metroid and Blaster Master, which they bolded on their Kickstarter. They are also influenced by that pesky "outdoors" thing that I always hear about.

I know I haven't talked as much about the individual gameplay aspects as I did with InSomnia, but it really does look like it'll be fun to plat form and explore this world. You have to survive and grow into an elder deer (they say there isn't really an end, but there are things like that to make you feel like you've accomplished something), and you have to solve puzzles.

Just watch the video on their Kickstarter page and be inspired by the visuals and atmosphere. Then listen to some of the sample tracks because they've stated that music will be a big part in the game and I believe it.

Tuesday, 24 June 2014

Ye Indie Game Corner Volume 4 - The Valley Rule, Grim Phantasm, Sanic FPS!, Dreamy Journey And DaiZs

Written By: Tyler

Hello people, Tyler here! I figured now would be a good time to do another edition of "Ye Indie Game Corner," which is basically just a feature I do where I go to sites like Gamejolt.com or Kongregate.com and play some newer indie games that I randomly choose. I then do a quick review of it and then I post the article and make a million dollars.


The Valley Rule
Get It Here: http://www.kongregate.com/games/Raiyumii/the-valley-rule

When you see this, be prepared to get angry.

The Valley Rule is one of many indie games that have taken influence from games like Metroid. Yes, it's another puzzle-platformer/Metroidvania, but it's not without its charm and claim to fame. It's not an awe-inspiring game that is drastically going to change the path of gaming for years to come, but it has an isolated, lonely atmosphere with a gorgeous song that plays. There are no enemies, so you are free to jump around with the only hazards being the water that kills you instantly. The puzzles are incredibly easy, and for the most part the game is a quick, relaxing experience... except for one particular wall-jumping part which is beyond frustrating. It was also made in 72 hours so I feel like the developers have potential.

Rating: 7/10


Grim Phantasm
Get It Here: http://gamejolt.com/games/action/grim-phantasm/28672/ 


Grim Phantasm isn't actually the full game. It's a work in progress so it's only a one-mission "demo." It's also hard, but not impossibly so. I never felt like the game was being cheap and stupid... I just felt like I needed to figure out the best way to go about this with trial and error. It harkens back to the days of yore where it wasn't so much about outsmarting the AI as it was figuring out the pattern. You can press J to swing your sword, K to parry or L to use your scythe as you run through the multiple screens fighting demons... until you get to the obligatory boss. I dig the name of it and I did enjoy myself, and look forward to more.

Rating: 8/10


DaiZs
Get It Here: http://gamejolt.com/games/arcade/daizs/28656/



I was so reluctant to play this one because I figured it'd be a DayZ knock-off... a quick way to ride on the coattails of the much anticipated zombie-survival game. But it's not. You play as a bee who has to pollinate their way to victory over three levels. What this entails is that you're going to spend your time platforming and shooting, while collecting power-ups such as machine guns and shotguns. You can also collect a Badass Mode which involves hearing a voice go "oh yeah" like it's having an orgasm. It's actually quite a fun game with some decent challenge.

Rating: 8/10


Sanic FPS!
Get It Here: http://gamejolt.com/games/sports/sanic-fps/28671/


Oh look, a joke game based on a meme. It's funny because Sanic just runs fast! There's nothing el se going on! You get the joke? I do... it just really isn't that funny, but as a game it just doesn't work in the least. I give it a point for the music, which is kinda funky. Besides that, there's no reason to play this unless the idea of Sanic makes you chuckle. I can't just give it a pass and ironically proclaim "greatest game ever!!!" because it's based on a funny meme.

Rating: 1/10


Dreamy Journey 
Get It Here: http://gamejolt.com/games/arcade/dreamy-journey/28668/


The basic premise is that you are a Dream Bringer who brings dreams to humans but the Nightmarish Lord messed that up so you have to go kick some ass. The game opens with story, told in the form of a beautifully drawn comic book. At that point I thought I'd be in for a real treat because the care taken to craft the opening segment is obvious... but the rest of the game leaves a little to be desired. You're supposed to be able to jump on "almost everything," and that's mostly true but sometimes it's very hard to tell what you can jump on. I tried jumping on a box that should have been possible, but yet I couldn't. Or I tried jumping on something only to fall through but then I saw someone else play and they jumped on it. Sometimes you slide off things when you shouldn't. The end boss battle isn't responsive and it just feels so light with no real oomph to anything. The artwork in the rest of the game is fine, though, and I do like the song that plays because it lends an eerie, night time feel to the proceedings. I've made a crappy platformer before and I ran into some of these issues, so I sympathize, but the game mechanics are not solid here. It has a wonderful idea though so while I give it a 4.5, that doesn't mean it's terrible.

Rating: 4.5/10

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.

Sunday, 23 March 2014

A Cloudbuilt Review - I Try To Wall Run, I Fall, I Die... Rinse, Repeat

Written By: Tyler
Platform Played On: PC


Rating: 7.5/10
Verdict: Cloudbuilt is at its best when it's letting you do the crazy platforming that it promises. There are little issues that keep me from enjoying it more, but anybody who likes hard games and Mirror's Edge inspired parkour should check it out.


Cloudbuilt was born into existence whilst promising two things: it was going to be hard with crazy, fast and clever platforming. The good news is that Cloudbuilt basically delivers on its premise. The bad news is, sometimes it's not in the best way.

In Cloudbuilt you play as a female -- and to the games credit, it's like Remember Me in the sense that you're a girl but ultimately you're just a person -- who doesn't know why her body is in a room. Every time you press the E key while standing above her body, you are transported to a new level and that's where the game gets intense.

The game is described as Sonic meets Mirror's Edge by every preview I've ever seen and that's an apt description. Take the speed from Sonic and the parkour elements from Mirror's Edge, throw in a healthy dosage of Dark Souls difficulty, and you have Cloudbuilt. You run fast and can run across walls, you have a jetpack that allows you to jump more than once, and you have a gun. You get planted at the beginning of the level and due to clever level design, you can pick one of a few different ways to get to the end of the level.

The fast-paced runner-style platforming is intriguing and is usually a lot of fun. Running up a wall, jumping to another wall and running up that is invigorating and thrilling... it's an event that gets the blood pumping. Running and then doing a massive jump, using your jetpack, is a good time. There are a lot of things you can do in this game that make it a game worth playing, and since the levels offer you different ways to reach your destination, it pays to experiment on what path works the best for you. I imagine seeing people who are great at this game will be an experience in itself because it's one of those types of games that give you a genuine feeling of satisfaction when you reach the end of each stage.

A big part of that is because the game is really hard. Unless you're a natural at this kind of thing -- and even then -- you will die a lot. You will fall to your death, only to start again... trying to perfect that perfect run through a level. Once I finally finished a level, I was left feeling like I actually accomplished something, which is an element that a lot of games lack because most games are fairly easy (on Normal). The normal in this game is frustration.

Some people love this kind of thing. People play Dark Souls for a reason, though I'd argue -- in my limited experience with that series -- that Dark Souls is better designed. I'm going to be honest here, but I don't actually love really hard games. I don't know if it's because I grew up in the NES era where a lot of games were hard and I feel like I already "did my time," or if it's just because I like to complete a game and see the story and whatnot. Maybe it's a mixture of both. Since reviews are a personal opinion, this accounts for why I didn't give the game a slightly higher score. I enjoy the game quite a bit, but I had to throw this out there because I did drop the score a teensy-weensy bit because of it.

However, the game isn't without flaws. As fun as the parkour elements are, it also suffers from the same thing that Mirror's Edge did (though I'd also argue that Mirror's Edge is a better game). I don't know why the game had guns. Most of the time the gunplay in this is just an annoyance and it actually badly affects the flow of the game. Cloudbuilt is supposed to be fast, and when you get something right, progressing through a stage is a fluid, beautiful act. Including a gun and enemies that actually corrupt that flow was a bad move. The emphasis should be on the platforming, and for the most part it is, but this issue exists.

For example, guns can shoot you from across the stage. I'm not kidding. You're not supposed to look back in this game because the genre itself is forward forward forward, but you could be standing there planning your next move and you get shot from a gun that you passed a while back. Some may argue that it keeps you on your toes, I say it's just cheap difficulty. The game is hard enough without these tricks. That's just one example, but there are aspects of the game that take you out of it. When Mirror's Edge slows the game down, it cheapens the experience. The same can be said about Cloudbuilt. I'm not against enemies being in the game, but they weren't always implemented correctly.

There are other issues too. Sometimes the game doesn't do what I want it to do, meaning I may try to jump across to another wall and it doesn't do it. I hit the wall then fall to my death. It doesn't happen a lot but it did happen a few times. It wouldn't even be worth mentioning if it weren't for the fact that the checkpoints are so few and far between that dying is traumatic. It's frustrating to be on a good run, hit the wall and not have it register and just fall to your death... only to start from the beginning because there wasn't a checkpoint anywhere near where you are. At the beginning of the game it seemed to have a good amount of checkpoints but as it went on they became more scarce. Dying because I suck is one thing, dying because the game doesn't work is another.

Don't look for any upgrade systems here, because Cloudbuilt gives you all the tools you need to succeed right from the beginning. This was an interesting move in this day and age because so many games base their accomplishments on upgrade systems. The upgrade here is the skills that you develop as you play the game.

The game is pretty. I have to give props because they do the cell-shaded thing well. This particular style is not one we see a lot of, even today despite the popularity of games like Borderlands, so it's always refreshing to see it done well. The environments are detailed, whether it's the way the rain beats down on you or looking off into the distance and seeing the rest of the level. I don't know if it'll be a nominee for Best Visuals when I do my awards at the end of the year, but I'll definitely consider it.

The music is also pretty, particularly when you're in the main room in between missions. I would sit there and listen to it for a few minutes once in a while. The music has a retro feel, and when done well (like in Cloudbuilt) that can be really appealing.


The story is vague and a mystery, and slowly unfolds in between missions. I don't think just standing in a small room and listening to someone monologue is the best way to present a plot, but this is a problem with games as a whole. I've criticized games like Haze for this kind of thing because it's really just not that entertaining standing in place while people talk all the time. A little bit is fine, but some games go overboard. Luckily Cloudbuilt has an interesting story, so it's easy to forgive it.

But really, you come here for the platforming, and like I've said, Cloudbuilt succeeds for the most part. It's interesting that we've gotten a game like this and TITANFALL in quick succession. Is this an indication of where games are going?

Cloudbuilt is a fun game. It's flawed, but that feeling you get when you finally beat a level you've been attempting for an hour is worth the price of admission alone. The small team that developed this should be proud of themselves, and anybody who wants a challenge should try this out.


Monday, 17 March 2014

Ye Indie Game Corner 2 - Spaceshippy, Cave and Heart Break Simulator

Written By: Tyler

It has been a long time since I did a Ye Indie Game Corner, but never fear people because I have done another one. I basically just went to Gamejolt, picked a bunch of the newly added games randomly and then played them. So now I will give you a quick rundown of what I think about each and every one.


Spaceshippy!
Get it here: http://gamejolt.com/games/arcade/spaceshippy/23985/


Spaceshippy! is a Flappy Bird clone, and I think Flappy Bird is crap. However, I did enjoy this more than Flappy Bird because a) it doesn't feel like I'm getting advertising shoved up my rectum, and b) it's just an improvement.

The basic premise is the same: tap the screen (or press the mouse in this case) to move up. You have to use your thruster engines to kill Flappy and Floppy birds. You don't just hit the birds, you have to position yourself correctly or you'll take damage. There aren't any pipes, but there are wrecking balls and laundry. You take more than one hit to kill, and your spaceship does show damage, so it's more in depth than the game that influenced it.

It's better than Flappy Bird, but Flappy Bird itself was only tolerable on mobile when you're out somewhere you're just waiting to do something better or more important. Maybe it's unfair to Spaceshippy! to review this on PC because of this, but actually sitting down at my PC to play this was not ideal. As it stands, is it okay? Yeah, but will I play it again? Nope.

Rating: 5/10


Cave
Get it here: http://gamejolt.com/games/other/cave/23987/



In cave you walk. To the right. That's about it as far as I can tell. There's no challenge and no enemies as you progress in the same direction. I was critical of Sluggish Morss 3 when I reviewed it and the Sluggish Morss trilogy influenced Cave, which is the first game by the developer. While I gave Sluggish Morss 3 a 9.5, I commented on how I believe games should have engaging gameplay first and foremost (an opinion that some people disagree with, I know). I refused to give it a 10 for that reason, even though everything else was spot-on and really appealed to me.

I know I'm talking about the Jack King-Spooner game, but there's a reason for that. This game lacks on gameplay but is high on atmosphere and creativity. From the opening screen you can see the Sluggish Morss influence, but maybe it's a little too similar... though I'm sure the developer will create their own identity more fully as more games are created. However, I can't hate on this stuff. I'm a sucker for surreal, weird, thought-provoking games, and that's the reason I gravitate towards games like this, games from cactus, Jake Clover and Jack King-Spooner. It's a thrill to see what each new screen is going to present to me, as the different mixture of art-styles is visually appealing, and by the time the fantastic ending hits, you're left going, "huh?" But in a good way.

The developer has a bright future because this is a great first game... but only if you can give yourself to something like this.

Rating: 8/10



Heart Break Simulator
Get it here: http://gamejolt.com/games/strategy-sim/heart-breaker-simulator/23971/

No... just... no.

Heart Break Simulator allows you to play as one of the most popular and beautiful girls in school, who also happens to be Tifa from Final Fantasy 7. I'm not really sure what I expected from this, but I certainly didn't get it. Simply put, this game is awful.

All you do is click "Start Level" and a bunch of nerdy looking kids pop up. They don't say anything but you have a few choices on how to break their heart. The choices themselves aren't bad and are reasonably clever (I guess), but there's no control to this game. It gives you points depending on how badly you break their heart, but it's the same choices over and over with no reason to keep trying.

When Silver Dollar Games makes a morally questionable game about something like cheating on as many girls as you can, at least there's a little bit of gameplay and challenge there... a reason to get a little stressed out. I'm not saying Silver Dollar Games are the pinnacle of excellence, but they should have made Heart Break Simulator because this is one of the worst games I've ever played. Having poitns does not a game make.

Rating: 0/10

Tuesday, 18 February 2014

It's A Novel Concept But The Number One Priority of Games Should Be "Being A Game"

Written By: Tyler


We live in an outstanding time, technologically speaking. If you go back 25 years ago when I started gaming as a wee little Tyler, it would be hard to imagine what is now possible. We had great games that still stand the test of time because of fantastic game design, but the industry has been revolutionized so many times that little me would probably have a heart attack had these ideas been presented to me at that point. The internet and online gaming changed everything, games like Minecraft have come along and added a whole new element to games that people are picking up on and expanding upon in games like Rust. Speaking of Rust, or DayZ, these are games that scream "next-gen" to me (yes I'm aware they're on PC and next-gen tends to be a console term) because of the PvP social/survival concepts presented in them. Game mechanics and genres have been created or made more complex, visuals have come a hell of a long way since the old days. Games like Grand Theft Auto 3 offered us the "sandbox" genre and a series like The Elder Scrolls took open-world to a whole new level and gave us games with hundreds upon hundreds of hours. We have real talent writing the stories for games, we have action set pieces that weren't possible back in the day. Though AI will always be one of the more difficult things to program believably, it has come a long way and we've progressed past difficulty in games meaning, more often than not, that the "computer is cheating." We've seen indie culture rise to the point it gets mainstream coverage. The industry has even gone through controversy after controversy over the years in its attempt to be seen as a legitimate form of entertainment and/or art.

A person could go and on about how kick-ass video games are, but you get the point. We've come a long way and we will go even further. But don't mistake my admiration for video games as a weakness... no, I'm a cranky old bastard too just like the rest of the internet. We have to rage, I have to rage, let us rage for just a couple more seconds. I want to rage about the state of video games, which is flabbergasting (possibly the first time I've used the word) when you consider that long-ass wall of text above.

Let's just throw it out there: video games, as entertainment or an art form -- whichever you want, baby -- should have the number one priority of being fun to play. This is a blanket statement, of course, because I'm not really trying to put video games in the corner, and there are games that are able to break that mold, but we'll get into that more in a bit.

Every art form is something at their core. In their most pure sense, movies are visuals and moving pictures, books are written word and story, music is audio and so on and so forth. Games are a melting pot of these -- visuals may not be as realistic as movies but there's a dependance on them, games are long enough to tell captivating stories, while music has always been good for the tone and atmosphere. They have the added luxury of being interactive as a core idea, not just as a novelty like Choose Your Own Adventure books (which are fun).

But I think we're getting too caught up in making our games more like movies. That's my point in a nutshell. I have to reiterate that I'm speaking in general terms. I'm examining the state of games in a broad sense, but I stand firmly behind it.

When I pick up a game, I want it to be fun. A game can have shitty graphics, serviceable music, but as long as its fun then that's great. Earth Defense Force is a perfect example of this. If you look at the graphics compared to other games today, they look like crap. Outside of the main menu music for Insect Armageddon, I've never been involved in the music. But damn that game is silly, simple and a hell of a lot of fun. I play the games for hours and hours, because the game was designed thrill you. It succeeds.

A game like Earth Defense Force -- or a series in that case -- doesn't get bogged down with meaningless, boring cutscenes. The fascination with cinematics in gaming blows my mind because we've gotten to the point where companies will release trailers that only show the cinematic aspects of the game. This is fine if it's a teaser trailer, but if someone waits months for more information and all you get is a trailer showcasing how much of a movie it is... that's not okay. That's not how it works. Wow me with your gameplay, make me want to pick up the controller, grab the mouse or play with my joystick.

I don't even need complex gameplay. I'm still okay with some games being button mashers. I love Suda51 games and they are known for being stylish yet not complicated in the least. I love when games go out of their way to offer new gameplay experiences, too. I just want to play.

There is where I backtrack a little bit and become more understanding, however. I'm not saying that games can't put love and care into the other elements of their games. You can impress me with your eye candy, whether it's brilliant visual design or high definition graphics. Let me see how beautiful you've made that grass I'm stepping on. Take me to other worlds with great artistic ideas.

Give me a soundtrack that I sit here and listen to when I'm doing other stuff, because I want that too. Believe me, I listen to a lot of video game OSTs.

But give me something I want to play.

A good cutscene can definitely add to the experience but I'm just going to throw it out there and say that a lot of games don't have interesting cutscenes. They're generic (but generic doesn't mean terrible), and the focus isn't on staging good shots because they're not movie directors. It's not their job. The Metal Gear series can get away with that these days because Kojima wishes he was a movie director and actually puts a lot of emphasis on making memorable cutscenes. If you have to watch a game, which you will in most games these days at some point, then give us something exciting. Don't give us what a game like Haze did with people standing in a helicopter talking over and over.

Still, there are so many games where I think, "It would be sweet if we could have played this instead of watch it." It's why games like Bayonetta should be more credit because while there are certainly cutscenes, it also allows you to play these excellent moments quite often. I'm harping on about Metal Gear so much because Metal Gear Solid 4 was especially contentious regarding how long the cutscenes are, but remember at the end (um, spoilers?) where you basically crawl through a furnace? Would that scene have been great had you just watched it? Yes, it was a big moment for Solid Snake and his heroism. Was it better because you were able to play it? Definitely, because even though it was only button mashing (to the point of pain I might add), it put you in the moment.

Journey was an artistic masterpiece on all fronts, but like Metal Gear, it never forgets that it's ultimately a game. It was a perfect example of how a game can get visuals and music right to the point that it actually compliments the gameplay. Ico and Shadow of the Colossus, two games that are widely considered "art," have compelling gameplay, even if Shadow of the Colossus does consist a lot of riding a horse through barren areas before you get to the epic boss battles.

Admittedly, indie games tend to be more guilty of this than big budget titles. I've played a ton of freeware games that have minimalist gameplay, to put it lightly. However, most of the time they get away with this because they are 5 minutes long and do other things right, so even if you just walk from left to right a little bit, it's fine. I'm not against expanding video games into new and interesting territories, but a lot of these games would overstay their welcome if they weren't so short (a good design choice to keep them short). There are exceptions, of course, with a game like To The Moon being emotional and memorable while being relatively light on "real" gameplay. 

Some games and developers get away with this kind of thing because their talent in other areas is impressive. Jake King-Spooner, a guy I have mentioned numerous times on this blog, releases some games that you really only walk around... but he's so good at what he does that it's okay. However, you'll notice that I reviewed Sluggish Morss: Ad Infinitum and gushed about it, but still only gave it a 9.5 because I wish it had more gameplay.
 
 I feel like I'm coming across as too close-minded in this matter and I think I may be forgetting points that I wanted to make (I'm old, forgive me), but I play a lot of games that go against my sentiment that I'm expressing in this post. In fact, I greatly enjoy a lot of them. If you asked me to prioritize what's important in video games, however, I'd have to pick gameplay first and foremost. Games can buck that trend, but in general, that's where I stand.