Sunday, 13 March 2016

Hitman Competition Entry- Greenman Gaming and Playfire




Open DOOR
Close DOOR
Use RAINBOW BOWTIE with WAITER
Take WAITER'S CLOTHES
Wear WAITER'S CLOTHES
Take TRAY
Take CHAMPANGE
Use LAXATIVE with CHAMPAGNE
Use LAXATIVE-CHAMPAGNE with TRAY
Take WAITER'S UNCONSCIOUS BODY
Use WAITER'S UNCONSCIOUS BODY with LAUNDRY CHUTE
Open DOOR
Close DOOR
Walk to DECK
Use LAXATIVE-CHAMPAGNE with BARON'S WINE GLASS
Walk to BARON'S SUITE
Use LOCKPICK with DOOR
Open DOOR
Close DOOR
Open CLOSET
Enter CLOSET
Close CLOSET
Wait
Wear FEATHERED BOA
Wait
Wear DISCO SUNGLASSES
Wait
Wear HIGH HEELS
Wait
Open CLOSET
Take GOLDEN HALF-NAKED BARBARIAN STATUE
Open TOILET DOOR
Use GOLDEN HALF-NAKED BARBARIAN STATUE with BARON
Use FEATHERED BOA with BARON
Use DISCO SUNGLASSES with BARON
Use HIGH HEELS with BARON
Close TOILET DOOR
Open DOOR
Close DOOR
Walk to LIFEBOAT
Use LIFEBOAT

Saturday, 28 November 2015

Ballpoint Universe: Infinite Game Design Review

Ballpoint Universe: Infinite is a very enjoyable shoot-em-up game that is set in a world where everything is a ink doodle. Because of the first few minutes, at first I thought it was a platformer but it's really a shooter with platform exploration.

Here are some areas that I thought could use some improvements

Controls- If you're on the PC, you will find that platforming with mouse is terrible. You're constantly moving in one direction and have to do fairly precise jumps. Switch to keyboard or gamepad if you have it. On the other hand the mouse is better for controlling the ship and feels very intuitive.

Item prices- Items are a bit too pricey that I didn't unlock most of them although to be fair, the game is easy enough to complete with the first few items you unlock. I suppose this encourages replayability but even at the end I had only unlocked 25% of the items in the shop.

Difficulty- This game on the whole is fairly easy as a shooter goes. Personally I'm terrible at SHUMPS so I found this game just about right on the difficulty but if you're a hard-core shooter fan you'll probably find this way to easy.

Conclusion
I enjoyed this game for what it is, an enjoyable "lite" shooter with a unique artstyle. I recommend you check it out. You might just be surprised.

Monday, 28 September 2015

Septerra Core: Legacy of the Creator: Mini- Game Design Review

Released near the end of 1999, Septerra Core: Legacy of the Creator is a western RPG styled after a Japanese RPG. Like many JRPGs it features a fairly linear story with semi-real time combat similar to Final Fantasy.

What I liked:
Interesting universe, good atmosphere and solid writing- The entire world feels very unique and interesting with a future medievel style very similar to Final Fantasy in a good way.

What I disliked:
Combat and combat skills- The combat system is problematic primarily because everything just takes too long. Waiting around in games like Final Fantasy can be aggravating enough but in this game, killing enemies seems to take forever.

What's worse is the fact that most skills have to be acquired by finding cards. Unfortunately these cards are extremely card to find. Based on the walkthrough, I was half way through the game and my characters still had only 1 or 2 skills to select.

Lack of side quests at the start- These are suppose to reward you with experience and points but because they appear at the middle and late game it makes the game feel padded and too drawn out.


Difficulty- The lack of skills makes it difficult to fight certain enemies causing more frustration as you have to grind to beat enemy bosses.

Conclusion
Great story, great atmosphere but shallow difficult combat meant that I ended up cheating, eventually lost interest and never finished the game. Overall great idea, great isometric graphics but very poor execution. I  think if they had made the game smaller and focused on making combat more fun, cards/skills easier to find and side quests more accessible it would have been great. Unfortunately I believe the studio went bust shortly after which is a shame.

Saturday, 29 August 2015

Red Faction Armageddon: Game Thoughts


Red Faction Armageddon is the 4th Red Faction game and starts off with you failing to stop a terrorist attack which forces much of the population of Mars underground. The game continues some time later as a bunch of aliens are unleashed. Red Faction's stories have never really been better than a B-grade movie and this one is no better.

My thoughts
For me, this game is linear but more fun than guerilla. I don't know why people hate this game. Compared to Guerilla's barren sandbox, this is what I prefer. The smaller scale sets mean more time has been spent crafting interesting environments/set pieces, more destruction and the ability to rebuild the environment. This rebuilding means you always have stuff to destroy! The smaller scale also means you can approach things more tactically rather than the previous game which usually involved ramming things with vehicles or climbing into a mech and hoping for the best.

What I didn't like
Storyline- Once again, the story is pretty mediocre. At least it does an okay job of getting through the plot.

Magnet Gun- Personally I think the magnet gun should be part of your permenant arsenal rather than having to take up a weapon slot. The magnet gun is fun but is situational in many cases. I just ended using normal guns in the end ocassionally switching to the magnet gun only when there were lots of buildings and walls around.


Needs more semi-open areas- The best  parts of the game are when you were in semi open areas and you start tearing down enemy towers with your magnet gun and stuff. Why couldn't they have more of this? Clearly the engine could handle it. I'm not asking for the vast emptiness but a few more open areanas would have made the game so much more cool.

Jumping aliens- I think the aliens aren't really the right sort of creatures for this sort of game. It's kind of hard to stop them when they're jumping around all the time.

The Path of War DLC felt really pointless- Of the four levels you only control Mason in two of them. The rest were vehicle levels which were okay but not different to the vehicle levels in the first.

Conclusion
Unfortunately the game did not sell well so Volition are going to be focusing on Saints Row instead. I've always enjoyed the Red Faction series except for Guerilla but it's always been an average shooter game to me so I'm not sorry to see it go. Overall, it's a solid linear shooter with lots of potential to be tapped with this style of gameplay but never really goes anywhere with it.

Red Faction Guerilla: Game Design Review

Red Faction has always been an average series to me with solid graphics and environmental physics. Red Faction Guerilla is the third in the Red Faction series. Unlike the other games in the series, Red Faction: Guerilla is an open world sandbox like Saints Row 2. Initial impressions of the game are positive. The main feature of the game is the destructability of the buildings and the Geo Mod physics tech which allows you to slowly take out chunks of the building and watch it collapse.

However the games shortfalls soon become apparent:
Lack of side mission variety- There are only a handful of side missions which get stale after a while.


Barren landscape- The landscape is just really barren and boring. It's much hills and mountains of different colour with ocassional trucks and cars.

Missions difficulty all over the place- Some missions are fairly easy, others are way too difficult. Especially the stealth misions or ones where you don't have backup.

Lack of customisation options- Can't choose vehicles, can't change clothes, can't chose walkers.


No control of guerillas- There's no way to control the guerillas so if you accidentally hit something, your rebel friends might appear and start blowing things up.


Always having to run back to safehouse to shake off military- There's no way to lower this except to run back to your safe house. It quickly gets repetitive.

Interesting weapons and abilities like jetpacks are only available late in the game- These appear way too late in the game for any real fun to be had. At that point I'm ready to see the end of the game.

Conclusion
Having played Saints row 2 and 3, this game is step down from the awesome fun that was Saints Row 2. It is fun for the first few missions but then repetitiveness starts creeping in and unlocks are somewhat slow and lack customisation. It's really clear what the problem is. There are just too many compromises made for the Geo Mod engine set in a sandbox world. This means reducing everything to make the game playable. Some gamers swear this the best Red Faction out there but it's really hard to recommend when there are other game series out there like Bioshock, Crysis or Far Cry or Saints Row.


Wednesday, 24 June 2015

Brutal Legend: Game Design Review

Brutal Legend by Tim Schafer of Double Fine productions is a hybrid game. Half of Brutal Legend is an action RTS game most similar to Battlezone and Sacrifice to teach you the controls of controlling the main character.  The other half is a sand box where which you drive around in to find stuff and play missions. The stuff and upgrades will carry over to the RTS portion.

What I liked:
Atmosphere- It's a Tim Scahfer game so of course it has a wonderful atmosphere and brilliantly creative metal world!

Music- Lots of awesome music. I didn't actually metal music but if I did, I would be in metal heaven.

3 unique factions- When I actually tried the RTS portion of the game by playing a single player battle I was actually quite impressed by the actual three different sides which were different enough with a variety of tactics and units.

What I didn't like:
Boring overworld- lots to do but I found it a bit pointless. It didn't grab me like Grand Theft Auto or Saints Row. The overworld feels empty, too big and the sandbox missions very bland.

Worse, the spells/skills that you can use in battle have to be found, but good luck finding them as they are hidden! Generally you'll find one per location you visit, but I just didn't have any particular desire to go driving around the area find them so I only had 3 or 4 at the end of the game. To it's credit, you really only need a handful to finish the game.
 

RTS hobbled by the controls- It's just hard to create groups or feel like you're having a solid strategy aside from making sure you have a balanced group. According to an interview with Tim Schfar you're suppose to play it as an action game guiding a mostly single group to victory.

Comparing it to Battlezone and Sacrifice, both games are way more fun and deep when it comes to strategy. Actually I think Sacrifice is mostly controlled chaos but at least it didn't have tedious overworld driving like Brutal Legend. Instead Sacrifice had branching levels and choices.

Lack of campaigns- You only get to play one side, the Ironhede side which is a bit of a shame. I think playing all three factions in the campaign would have mixed up the monotony of the game.

Conclusion
I do think Brutal Legend is worth playing once simply because the atmosphere, graphics and writing are simply amazing. But the lack of good RTS controls and boring sandbox make this game hard to recomemed to replay. Still, its an interesting if confusing mish mash of a game that is somehow still pleasant in the end. I still prefer Sacrifice and Battlezone still however and would recommend playing those first.



Mafia II: Game Design Review

Mafia II is an action game taking place in a city called Empire Bay. You played as a Vito Scaletta, a war veteran who turns to a life of crime. I got this free during the Golden Joystick promotion sometime back and tried playing it. Here are my thoughts on this game.

What I liked:
Graphics and art direction- The city is beautiful and it feels gorgeous. They really nailed the atmosphere.

Driving- The driving feels solid. Some people complain about the handling of these cars but these are not modern cars.

Vioice acting and Music- The voice actors are good and their are authentic songs from the period adding to the atmosphere.


What I disliked:
Way too much driving- After every mission, the game has you drive back to your apartment to end the mission. If this was film it would be like watching the main character carefully drive down the street and then carefully drive back home with nothing interesting happening.

The reason why it works in other games like Grand Theft Auto is because the driving servers to 1) Aadvance the story through character dialogue 2) shows the city to the player and 3) Highlights challenges and side quests available. In this case, after main missions when you are told to go home and sleep, there is literally none of that. There is no dialgoue because you are just driving home yoruself, there is nothing in the city to show because you've already driven through it and there are no side missions or challenges to discover. It is completely and utterly pointless. It's like someone copied thee missions in GTA and Saints Row 2 but forgot to include the mini games.

No mini games or diversions- As mentioned there are no mini-games, diversions or activities to do in the game making driving around the city pointless unless you enjoy touring virtual cities.

Boring pointless levels- The prison levels are probably the worst ones. You wake up, pick a fight and scrub toilets. That's it. It doesn't really do anything.

There's a missions where you have to destroy a bar using fire and bullets. I thought perhaps this meant we'd get some missions with destructible scenary. But that's the only time you actually do that.

I don't mind linear games. I like Half Life, Serious Sam, action platformers and Japanese RPG. All games which focus on linear or boxed environments and provide fun tactical shooters. The game fails because it tries to be like an interactive movie too much and has levels where you do nothing of significance.


Characters- The characters are just boring for the most part. The main character Vito feels like a brainless bully than a sympathetic game. He just follows whatever his pal Joe says and does jobs for everyone. He's the one being betrayed all the time and for entire game he's always a dispensible foot soldier rather than growing to become the head of a mob. That's boring.

Conclusion
Overall Mafia II has a very solid engine and graphics is well-voiced. However the badly edited story, boring levels and the lack of the any innovative ideas means all this is a waste .It fails to provide interaction in the environment, fails to provide a compelling story and pads itself outwith pointless levels. I got this for free and I would have rather spent 15 hours playing other games! Go play Saints Row or Sleeping Dogs and give Mafia II a miss.

Sunday, 12 April 2015

Murdered: Soul Suspect Design Review

Murdered: Soul suspect is a third person ghost game putting you in the shoes of ex-criminal now detective Ronan who is murdered in the opening cut scene in Salem Massachusetts. Now dead, Ronan must figure out how to stop the killer with the help of a teenage girl. Unsurprisingly this game has links to the infamous Salem Witch Trials. I've played the Blackwell games by Wadjet Eye Games and this game is quite similar although in this game.

What I liked:


Feels exactly like what a ghost game- The game's overall mechanics such as the ability to work through normal walls but not ghost walls, influence people to do things and even possess cats. It just feels right.
Solid voice acting- Very spot on solid voice acting.

What I didn't like:
Straightforward- The game is a bit too linear and straight forward. I realise this is a staple of the adventure genre but the puzzles and investigations were a bit too easy to solve. You just need to spot all the evidence and answer a simple quiz. Wasn't really challenging.

Very short- The game is very short and can be completed iin 5 to 6 hours.

Too many collectibles- You have these collectibles you can collect to get narrated ghost stories and if you miss one, you won't be able to get the story. And there are a lot of them! What's worse is that there is no radar and some are only available in missions so if you miss them you can't back for them!


Combat- Adequate but sort of pointless because you have to creep around and 'stealth kill' demons. If you get spotted you have to sprint away. Most other reviews mention this and it really is boring.

Map- This game lacks a map unless you pre-order. Which is silly. To be fair, the town area isn't big enough to really need a map and never really got lost but deliberately chopping off the map and making it 'pre-order' just doesn't sit right.




Lack of innovation-The problem is not what it does in my opinion, the problem is that it never truly expands on the gameplay to become something more. Both the Blackwell series and Episode 5 of Tales of Monkey Island where Guybrush gets turned into a zombie and ghost does more to push the ghost adventure game genre in terms of puzzles way more than this does. For example, why not have the ability to travel into the ghost past? Or have lots of interesting side quests?  It's strange to think that these two lower budget games can be compared favourable to a AAA game like this by a large corporate like Square Enix.

Conclusion
Overall I enjoyed Murdered Soul Suspect as I enjoy adventue games. Its an enjoyable interesting if straight forward adventure game and worth my time. Its worth a few bucks (like in the recent Square Enix Humble Bundle where I got it from) and its an interesting tale. I would love to see a real large ghost city where you play as a ghost detective and have to solve many more mysteries and side quests than the handful here. Unfortunately it didn't sell well so I doubt we'll get a straight sequel. Maybe someone might be able to make a spiritual sequel (pun totally intended).


Monday, 16 March 2015

Golden Sun 1 & 2: Game Design Review

Golden  Sun 1 and 2 on the Gameboy Advance have received lots of praise from all the critics. Having played both 1 and 2, here are my thoughts  on theses two games and the overall game design.

What I liked

Great graphics- The graphics are awesome bright and reminds a great deal of claymation models. They remain quite striking considering how old they are.

Solid puzzles- In generally, the dungeon puzzles are done well and feel fun.


What I disliked
Item Interface- Your character don't share an inventory pool. Instead everybody has their own items and you have to transfer items between them. It's a really strange and anacrhonistic method that serves no purpose whatsoever. There is no time in the game where the characters are separated or anything so why not just have a shared inventory like every single other RPG game since the late 80's!

Item storage- The number of items you can  carry is extremely limiting. All your equipped  armour and weapons take up one space. Within the game, certain special items that grant special abilities  to help move objects or solve puzzles also take up a space. This leaves you with little space for miscellaneous items. There isn't any storage function either so you end up carrying around a lot of items, some of which can't even be used until the right time and place. A good example would be the game tickets and lucky medals which are to be used in mini-games. These games however, are located near the end of each game meaning you're going to be carrying around what seems to be something really useless for much of the game.

Combat instructions needs a bit of work- If all enemies in a group die, your characters don't attack another group. Instead they defend. I wish there was an option to change this.

Class changes- Class changes are fairly clear but the overall effect is sort of lost amidst all the numbers. For example, depending on how many of one of Djinn you assign to a character, you get a specific percentage of stat boosts and a change in abilities. In practice it's usually the case it's best to just assign the Djinn to the best character suited for it. For example, assigning Earth to the Earth character and Fire Djinn to the Fire character.

Djinns need to be reset manually all the time- For some reason you have to manually reassign Djinn if you use them. It's really annoying as for normal battles its usaully more efficient to use Djinn which deals plenty of damage to all enemies.

Slow travelling and teleport function only found at the end- You have to walk everywhere which is relatively slow when you realise you have forgotten something. There isn't even a vehicle to travel in either for most of the game. You do get a boat later on in Golden Sun 2 but even that is relatively slow considering the size of the world. In the final dungeon you do get a teleport spell but its something you should have gotten after the first town.

Generic story- The story is pretty generic. There were no unexpected plot twists or anything. It's pretty stock standard, save the world from evil bad guys. Every village has some minor problem, usually related to the neighbouring village or the surrounding area that needs to be solved.


Psychic powers are not creative enough- The psyhic powers in the game are basically the problem solving skills or tools seen in other games. E.g. a character will have a whip or tool will allow you to cross gaps. The most interesting and unique of them is the mind reading power which will allow you to read the 'real' thoughts of the NPCS. It's not really put good use in my opinion. There are occasions when reading thoughts will reveal some secret treasure or something but these occasions are far and few in between. I was hoping for more creative mechanics like an investigation quest. It could be cool to combine mind reading with a detective mini-game where you have find clues and pin down the real culprit.

Lack of hints- Some of the games quests and secrets like Djinn locations are a bit too secretive. Personally I think the game needs to be a bit more guided in giving you more hints on what to do next.

Underused linking- The characters and items do carry over from the first game so you get them near the end of the game. I do feel its a slightly wasted opportunity as aside from a few minor events, it doesn't really affect the story too much.

Conclusion
I don't know why people like Golden Sun so much. The graphics and overall presentation is awesome for the GBA as are the solid dungeon puzzles but lack of interesting story perspective and average combat mechanics is a real major problem. The innovations in gameplay are never fully taken advantage off and the RPG customisation never really feels substantial. Its not terrible but I feel there are better RPG games to play.








Wednesday, 11 February 2015

Sonic Generations: Game Design Review


Sonic Generations is a game celebrating  the history of Sonic. In the game each level is divided into 2 acts. Act 1 you play a level as Classic Sonic which plays on a 2D plane and in Act 2 you play as modern Sonic who switches between 2D and 3D gameplay.

This game is honestly one of the best Sonic games I've played in a long time and deserves your time. I don't normally like collecting objects in games but this is one of the few game where I actually spent a lot of time hunting down the secret Red Rings which are placed in the alternative routes of the level and completing all the optional challenges.

It feels fast, it feels fluid and the game design in both the classic and modern Sonic levels feels both familiar and new at the same time. This completely beats my Sonic 4 experience hands down.


What I disliked
Way too fast- I heard a Youtube reviewer mention that Sonic has only been getting faster and faster in the latest Sonic games and after playing this and then returning back to play the first three sonic games. I understand his sentiment. On one hand, Sonic should feel fast but on the other hand the current Sonic speeds in Generations make Sonic a bit too fast to handle especially if you're holding down the boost button when playing as modern Sonic. Yes some people might complain but I think the rest of us will probably be thankful if they slow Sonic down.

No bosses- There are bosses every three acts and rival battles but its a shame we aren't seeing more bosses and more of Eggman's crazy machines from the past.

More levels- There are 9 level in total with 3 from each 'Sonic Era' and you have to play each Act as classic Sonic and modern Sonic. On top of that you also have 10 challenges per level. Some of which have very different gameplay. That's a lot of gameplay. The problem is despite this variety you're only seeing 9 levels in total which I think is a shame. What about all the other levels? Personally I would have liked to see less challenge levels and more money spent on increasnig the number of levels in the main game. Who wouldn't want a new Casino level or Mystic Mine level?

Conclusion
Sonic Generations is a game that restores my faith in Sega. I like it a lot and compared to my experience with Sonic 4, this is light years ahead. Sega needs to work on Sonic Generatiosn 2 or a spiritual sequel to the gameplay in this game. Considering the Sonic games recently released by Sega that have been receiving mediocre reviews, the next Sonic Generations game couldn't come sooner.


Wednesday, 12 November 2014

Ring Runner Flight of the Sages: Game Design Review

Ring Runner Flight of the Sages is an indie top down 360 space shooter mixing action, RPG and even strategy into a single game. It was fairly recently released. Here's what I thought of the game from a design perspective. Let me just say, I was very impressed with this game and thoroughly recommend it to anyone who loves action games or top down shooters .

The only thing that might put players off is the fact that this is a momentum based shooter like asteroids so you need to apply force in the opposite direction before slowing down. Some people just hate this sort of gameplay.

What I liked:

 Gameplay- The gameplay is spot-on for a game like this. The fast ships feel manuverable, the large ships feel slow, the fighting is intense and abilities very fun.

Lots of modes- You get plenty of game modes. Aside from the main campaign, you get deathmatch, zombie survival, base defense and even a Defense of the Ancients (DOTA)/League of Legends mode.

Lots of customisation- The game has 5 classes and a special co-op ship class called Duo for two players to control! Each of these classes represent a type gameplay style. For example, the Arsenal is a heavy weapons and support class, the Rogue is a stealth class which can cloak and turn in invisible while the Grappler class is a melee class. As you play the game, you will unlock new ships for each class at a higher level. At the highest level you get access to special hybrids. For example, there's a Rogue ship which is a Rogue/Arsenal hybrid so it has access to both Rogue and Arsenal weapons and equipment.

Each ship  hull class can be further customised so you can kit out your craft just the way you like. There are lots of weapons and items to unlocksuch as drones, healing, creating barriers to stop projectiles.

For example, you can unlock various types of rockets which behave differently. You have your standard rocket which does good damage, you have your swarm rockets which fire several missiles at once but has a longer reload time and shorter range, you have a stealth rocket that is invisible etc. etc. You also have equipment that will for example, decrease rocket reload times or increase the damage.

If this gets too overwhelming can also choose the prebuilt ships that are unlocked as you amass Plex (the game's currency).

Pilot abilities- On top of all this, you also have pilot abilities that also do a variety of crazy things like slow down time or allow you to gain invincibility for a short amount of time.



You get everything and the kitchen sink in this game, there's lots of missions, awesome gameplay and a huge amount of depth allowing you to customise your ship and pilot the way you want it. I'm not sure how balanced it actually is but I found that each class has its own pro's and cons and just because a current ship is working well now doesn't mean it will always be the best ship for the job. For the price of $10, this game is fully feature packed and extremely fun putting more expensive games I've played to shame.


What I didn't like:
Ship customisation interface/Hanger- This is the one major gripe I have with the game. Every other issue is minor. The game has a terrible shopping and ship customisation interface. It can be a bit overwhelming for a newbie to figure out what everything means. For example, to view the effect of an item, you have to press the Y button on the controller to see what it means. And you have to do this for every single item you want to check out. This makes trying to compare items difficult.

Also what isn't very obvious at first is the fact that different ships have different unique slots that can be confusing at first. For example, the Caster class ship has a caster drive which acts as an engine and also as a slot to put Caster weapons. But like every other ship it also has weapon bays where you can slot in weapons and weapon upgrades.

Eventually, players will get the hang of this but it still feels very unwielding for what should have been fun process. There really needs to be a more intuitive way of doing this. There's also no real way of checking how your ship handles except to start a mission. I think an instant empty test arena would have been great rathr than loading a full map with enemies.

Minor issues

Background graphics- The background graphics are okay. They aren't great but they get the job done. I do find space a bit too minimalist and a bit spartan even in the cities. On the other hand, this also means it's pretty clear what's happening on screen which is very important when you're fighting.

Music- It's okay but I feel it could be more majestic and richer.

Storyline- Wile the main story is fairly serious, it's more Hitchhiker's Guide to the Galaxy than Star Trek. I like the light-hearteded nature of it and it's memorable for it's weird plot but I wonder if most gamers would really enjoy the humour? There are also several plotholes in the game. I'm not sure if they are really plotholes are just things I haven't picked up because I wasn't paying attention and reading every single line.

The other major issue probably the fact that some of the races in the game are apparently descended from humans but others are aliens. I think portraits would have been helpful. I'm still not sure who the humans are.

Some mechanics aren't well explained- Because of the depth and complexity of the variety of game modes and the customisation, a number of mechanics just aren't well explained. For example, I didn't realise the Duo ship class isn't actually a new ship class but a special co-op ship class meant for two players.

Campaign map- You can go back and play any  mission you've played before, unfortunately all you see on the map is green dots representing the systems you've been to with no order to them because your journeys have taken you all over the universe. As a result, it's hard to know which missions belong to which green dot except to check them. They should have just created a standard world map instead. There is actually a way to see a list of all the missions by visiting the "Stats and Achievements" but of course, players probably won't be looking there first.


Conclusions
Ring Runner is an awesome game. It successfully merges action, RPG and shooters into one amazingly cheap package. For me, this is now the gold standard for top down shooters and is fantastic value for money. Yes, it has some minor flaws but its really solid otherwise.

Duel of Champions: Game Design Review

Duel of Champions is an online card game by Ubisoft based around the Might and Magic franchise sharing the same units, factions and art style of the main franchise.  I 've played quite a bit of Duel of Champions now, probably 100+ hours and own approximately 4000+ cards at the time of this post.

What I liked:
Core game is solid- As a card game DOC is pretty solid. You have 6 different factions each with a different feel and a variety of tactics. Personally if this was a real card game which you could buy, I would definitely buy this with a caveat. It has to be a "Living Card Game" similar to Fantasy Flight where you buy set packs rather than buying random boosters.

Card Art- The card graphics are solid really appealing and quite large full of fantastical detail.

Interface-  A solid interface with good solid buttons which feels solid. Interface gives it a very professional feel to the whole thing. They've recently revamped the searching and deckbuilding so its easier than ever before to look for cards. It is meant to be played on both iPad and PC and the interface feels like a solid compromise.


What I disliked:
Hero centric gameplay can be unbalanced- The game is centred around Heroes and many Heroes will have certain advantages making you play in a particular style. For example, you have the Necropolish Hero fleshbane that increases all Incorporeal creatures health by 1. Clearly you have to play the deck with incorporeal creatures. Incorporeal creatures are weak against decks with lost of magic creatures so if you get such a match up you know you're almost certain to lose. Because of this, there are certain Heroes that are viable at higher levels of play while others end up 'gimmick' Heroes. I'm not sure if there's a way to get around this per se except maybe to create more balanced Heroes but I wonder if it might be possible to play best 2 out of 3 or with a side board.

Randomness- Because of the randomness of the draw, sometimes you will get a bad hand with no low level cards making it difficult to make a come back if you lose momentum during the battle. It doesn't often happen if you build your deck right but I wonder if it would be possible to tweak the rules so you always start with a certain number of low cost cards. This is something that has always plague these sorts of card games so I wouldn't necessarily hold it again this particular card game.

Free2play Economy- Duel of Champions has gone through numerous economic changes with a significant change with the release of Base Set 2. The main and biggest problem of the game is the Free2play economy and way cards are given to you.

In the game you have gold (currency you earn by playing), seals (currency you purchase) and Wildcards (bonus cards you earn or you get in certain superpacks you have to buy through seals) Unfortunately, as with any F2P game I personally felt there's still way too much grinding to purchase packs. Furthermore, what you get in the pack is completely random. There is no way to actually to buy cards just for one faction. Like the Stronghold faction and want to increase the cards? Sorry you'll buy the booster pack which will give a random set of cards which may come from any faction. And like a real life collectible game, the rarity is all random so good luck trying to get those rare cards to complete your deck!

Until recently, you had to pay 50 000 gold to buy starter deck for each faction every single time. Only the most recent update have they deemed fit to change this, now you will get a started deck if you defeat an opponent using that faction. Of course, there are also rarer cards for each faction meaning which you'll have to hope you randomly get them.

This is where the Wildcard feature comes in, some time ago they put in a feature where you can sacrifice Wildcards to get the cards you want. Older cards are extremely expensive in terms of Wildcards and Wildcards are hard to earn if you're a F2P player. Overall this leaves older players having to pay to complete their old collections although I think its okay for newer players as they should only be buying from the Base Set 2 sets anyway which cost gol.
There is also no trading in the game meaning the only way to get those rare cards are to either hope they appear in those booster packs or grinding very slowly for wildcards and redeeming in the store.

The combination of all of this and lack of alternative ways to earn specific cards means that I actually ended up not really bothering playing the game for long periods of time. The game is fun but once you hit a certain level, not having those cards starts to hurt your game and deck building abilities.


Lacks Online innovation and social space- For a digital card game, its very traditional. The card game mechanics are easy to grasp and could well be played as a physical card game. But what's even stranger is lack of online innovation in the game. For example, it lacks proper chatrooms, card 'crafting', trading, ability to share your decks with friends and player created avatars. There are premium cards which are nothing more than normal cards with a foil colour on them. I would have thought selling alternate art cards would have been top of the list!

The entire game feels very sterile in a sense and lacks a certain vibrancy about it. It doesn't feel like my account or that I have a vested interested in the game for lack of a better description.

OTK and No creature decks- There are some decks in the game where the opponent will play zero creatures and use spells and direct damage to deal damage to your Hero. These are the infamous One-Turn-Kill decks and No creature decks. There is no real way to play against them because most decks are designed to interact with creatures not fight against spells. So all you do is wait and rush the opponent down and hope the opponent hasn't pulled the right cards to wipe the board. Supposedly the Base Set 2 update fixes this but unfortunately some players have figured out some combinations of these. Beacuse there is no real way for you to interact with the cards the player uses (since most spells are instant) its really down to dumb luck and how fast you play rather than how well you play reducing the game to way more luck than strategy.


Conclusion
As a game, I give it thumbs up, I don't know if it's necessarily the most balanced card game out there and there but it packs enough complexity and variability to make me happy. However, as mentioned I feel the digital aspect of the game really lets me down. It feels too traditional at heart and F2P economy leaves a bad taste in my mouth. I do recommend you try it out anyway but I wouldn't blame you if you leave after playing for a couple of weeks.

Redshirt: Game Design Review

Red shirt is a game which crosses a parody of Facebook with Star Trek. You basically play a crew member, a red shirt that has to get off the station before a certain number of days elapses or else be killed in teh imminent disaster.

Many of the reviews I read mentioned the shallow gameplay and repetitiveness of the experience. After playing and finishing the game once through I have the same impression.

Too much text and information- The layout is immediately overwhelming and somehow very distracting. Because  The actual information relevant to gameplay is scattered around the entire screen and it doesn't feel correct. I feel that a cleaner more attractive interface would have made the game feel more exciting.

A good example is the screen giving information on your what happened while you are at work. There's a lot of information about what happeneed and what your workmates feel about you all squeezed into the side of the screen. In a game like this, all this information is required and important as it affects what actions you should take

Too shallow to be a social simulator but too long to be a parody- Playing a Paradox Interactive like Crusader Kings and Europa Universalis, is a complex game of social interactions, backstabbing and betrayals. These games are true strategy games which span generations and years. Unfortunately this game feel like it lacks the depth, content or reactions for that. There are lots of activities to partake to boost different stats but it all starts to blur a bit. Yes, there is some backstabbing and deaths when crew members get killed during missions but I soon got over them by working and buying stuff or making new friends. Despite having you work in the game, you can only interact on Spacebook so it doesn't really even feel like you're a crucial part of the space station.

This game is relatively long per play through. Personally I would have stopped playing after 1 hour but I thought I would at least try to finish one game properly. At the end of the game there are some stories to tell about how you pulled off some good strategy or managed to negotiate through a tricky situation. Because of the nature of redshirt, I just didn't feel invested in it as much as I would have liked to be. I didn't see any visual changes, just more text telling me I was getting better.

I feel that if it had taken a more roguelike approach like Strange Adventures in Space where games were meant to be finished in 20 minutes or less with funny and significant decisions rather than stretching each game out for so long I suspect it might actually be more fun.

Conclusion
I can't recommend Redshirt unfortunately, the social simulator part of this game is too shallow, the graphics make it too impersonal to really care and as a humourous take on Facebook, its way too long to be fun. You're probably better off just buying a Paradox Interactive game instead like Crusader Kings II or a Firaxis game like Civilization.




Sunday, 13 July 2014

Sonic 4: Episode 1 & 2: Game review

Sonic 4 Episode I and II are downloadable games released on numerous platforms including PC and iphone. Here are my thoughts.

Episode I
In my opinion Sonic 4 Episode I is more like Sonic Remix. It features a handfull of levels which can be described as remixes of previous levels in previous games. It even includes the same enemies and even the same bosses! Graphics are okay but opening Splash Hill backgrounds feel dull washed out. In Splash Hill for example, the background are paper cut outs! It's probably not noticeable on an iphone but for on a PC or console it looks horrible!


It feels like its struggling because it was developed for handhelds and the iphone which have less processing power rather than just consoles. Instead of using 3D models which don't look that great I personally wouldn't have minded if they had used pixels and sprites instead.


Episode II

Episode II feels more like its own game. Levels feel better and less recycled and better paced. The inclusion of Tails with co-op and the ability to use Sonic and Tails moves was a good move. Graphics have been improved greatly and now feel brighter, shinier and include more animations. Bossess are completely new and not copied from other Sonic games.

Metal Sonic levels are unlocked if you have Episode I but these are just levels from the first game which are a bit harder and aren't really that exciting.

Conclusion
As a package, overall, Episode 1 is skippable in my opinion. You're better off just playing Sonic 1,2 or 3 & Knuckles. Episode 2 on the other hand feels like a solid attempt at a Sonic game. The Metal Sonic levels don't really add much to the game so I would say save your money and just get Episode II if you must get Sonic 4.  You also only get 4 zones per episode which makes each Episode feel like half of a Sonic game. Don't buy these games, if you're playing on the PC and console, you're better off just getting Sonic Generations, the far superior game which has both classic Sonic and modern Sonic and which was designed to be a console/PC game.

The Ball: Game Design Review

The Ball was originally a mod for Unreal which was eventually turned into a full proper game. Its an action puzzle game where you control a giant Ball and use it to solve puzzles as well as crush enemies. The Ball is fairly well polished, is mechanically sound and has a great atmosphere. However there are certain things that irk me about the game.

What I disliked:
Mine cart sequences- Every now and then there will be a long mine cart sequence for over 30+ seconds just waiting around for you to get to a different location. There is no interactivity with it so it's pretty much just a theme park ride. While other games might use this opportunity to get you familiar with a new environment or tell a story nothing actually happens during these rides except occasionally enemies will pop up growl at you. Not sure why these even exist.


Instant death platforming- Platforms are difficult in a first person perspective and there are a good number of puzzles which require jumping in this game. Some of them leading to instant death which is frustrating. Puzzles like that don't often happen but when they do, they are quite noticeable.

Levels are kind of long- Being a puzzle, the level were kind of long and alot of the game centres around walking around the levels to the next puzzle. It's okay but I miss the more compact rooms of Portal and other puzzle games. Especially when you accidentally knock the Ball off and have to try again.

Boss battles are kind of boring- A lot of boss battles don't take advantage of the Ball. For example, there's a worm boss where you have to step on plates around the room to activate the solution. You don't even take the Ball into the battle as it is blocked at the entranced of the room. I can't think of single memorable battle.

Vehicle is useless- Near the end of the game, you find a vehicle you can stick the Ball to. What does this cool vehicle do? It just allows you to travel faster. That's it. I was hoping that you might have used it as a catapult or something but no, the Ball just acts as a third wheel.

Puzzles- For me the puzzles were a bit hit and miss. Some were okay and others were a bit boring.

Conclusion
I'm not the kind of gamer that enjoys puzzle games, I prefer action games and RPGs so I'm not the core audience for this game. For me the Ball was an average experience at best and full of untapped potential. I don't really enjoy playing puzzle games so you might like it if you're that sort of gamer.


Descent 3: Game design review

Descent 3 is the 3rd in the indoor FPS space shooting series where you control a space ship and fly around tunnels and shoot enemies. The third in the series was released back in 1999 and was recently re-released on GOG.com with the base game and the Mercenaries expansion pack. Here are my thoughts on it.

What I liked
Gameplay- The game play remains solid and fast paced.

Level design- The tunnel level designs are solid and feel interesting.

Guide Bot- The navigator does a great job of leading you around and adds personality to the game. It can also perform actions like putting out fires and even act as a virtual camera. More games need a guide bot like this!

Variety of weapons- Lots of weapons and missile variety

What I disliked:
Imbalanced weapons- Like most games of its time weapons are somewhat imbalanced. There are some weapons which are really good while others are at best situational like the mines or napalm.

Controls- Controls can be tricky with a standard mouse and keyboard. The mouse is simply too fast causing me to overshoot the target. I found using the keyboard alone made the game easier to play at some points because the turning and aiming speed was more manageable.

Guide Bot could be even more helpful- As guide bot, it can guide you around, put out fires and even damage the enemy if it picks up a powerup. I kind of wish the guide bot had the ability to attack regularly or assist in some more ways rather than rely on power ups. For example, maybe the Guide bot could merge with your ship to temporarily power it up, act as a prism for energy weapons so you can fire around the corridor or generate a cloaking field. I feel there's a lot of untapped potential here.

Outoor level designa and gameplay- The game is pretty fun while indoors in tunnels however once you get out doors, the speed of your ship feels way too slow. Obviously you can't go charging around in the tunnels so your craft is in actual fact slow but highly manueverable. Outdoors however, you have much more space to manuever and need to limit the craft is less of issue. Unfortunately there is no 'flight mode' so you'll find yourself seemingly crawling across the surface to try and get to the next tunnel entrance.  The aiming is also unchanged meaning that outdoor battles become very difficult as it's almost impossible to hit from a distance from your guns but somehow the enemy can.

Difficult levels- Last few levels are a bit to tricky and frustrating to navigate more so than the previous levels.

Conclusion
Desecent 3 in my opinion is still fun and despite its age and shortcomings. In fact I'm surprised no new games were produced like this until the recent Miner Wars 2081.

Sonic Adventure 2:Game Design review

Sonic Adventure 2 original came out on the Dreamcast and was updated for Gamecube several years later. Sonic Adventure 2 Battle on Steam is the PC port of the Sonic Adventure 2 game and Battle DLC from the Gamecube version of the game. Note the DLC is still sold separately on Steam although I purchased this as a bundle.

What I liked:
Playing the game is definitely a retro throw back to the good old days. The music is so loud and full of energy its hard to criticise it. The Sonic and Shadow speed levels are still quite fun especially the later levels on the space station where gravity can change the entire perspective. The Hero and Dark story format are kind of cool and provide two perspectives of the story. From a gameplay perspective, the Hero story should be played first as the Dark story goes through the same levels but are generally harder. At the end of the game there is also a final chapter where everybody teams up.

What I disliked:

Boring reptitive boss battles- Most boss battles are rival battles. Regardless of which side you take however, these battles play out exactly the same. E.g. If you play the Hero side, you play as Sonic fighting against Shadow while if you play the Dark Side you play Shadow vs Sonic but both of them are almost exactly the same. The bosses that aren't rival battles are also nearly same but with a slight twist depending on the side you are on. Overall, kind of boring.


Levels- In the game you alternate between 3 types of game play: 1) Speed levels, where you play as Sonic or Shadow where you have to race through the levels. 2) Exploration levels where you play as Knuckles or Rouge and have to find gems and solve puzzles 3) Shooting levels where you play as Tails or Dr Eggman and go through the level as a third person shooter.

As mentioned above, the speed levels are still pretty fun. However it is worth noting the controls aren't precise even when playing with an Xbox 360 controller and awkward jumps to your death are frequent in certain places. One of the worst levels for this is the last few space station levels which are both some of the best levels in the game and worst levels in the game particularly the parts where you have to switch and grid between rails and where missing means instant death.

The exploration levels are either alright or aggrevating depending on what you look for in a game. There were times that I got frustrated at them greatly because of all that searching. It is unique from most other games and some of them were pretty cool such as the level taking place in space where each meteorite has its own gravity. I don't really like their inclusion but they were more pleasant than I expected.

The shooting levels are probably the worst not because there was anything mechanically wrong with them but because they were mediocre. If I wanted to play a third person shooter with platforming, there are tons of other games out there which do that better.

Conclusion
Overall,  2/3's of the game is simply average and not very fun making it difficult to recommend. Time has moved on. With the release of the original 2D Sonic games and the superior Sonic Generations on multiple platforms including the PC, I just can't recommend buying this game. Save your money and buy Sonic Generations instead.

Sunday, 6 July 2014

Saturday Morning RPG: Game Design review

Saturday Morning RPG is an episodic RPG game where you play Marty, a guy who is given a magical notebook to stop the evil Commander Hood from taking over the real world. It's a homage and parody of 1980s shows and toys. Commander Hood and his goons for example are a paraody of Cobra Commander and his henchmen from G.I. Joe. The game really nails the atmosphere of the 1980s with its heroes, villains and supporting cast.


What I disliked
For me there are three main gripes with the game.
Combat System- Before combat, you can scratch stickers on your magic sticker book which grant you special bonuses such as extra health or magic. You have to do this by rocking your joystick around before the time runs out. I like the concept of being able to choose what bonuses you get before you encounter the enemy however but its repetitive and not necessarily fun after the 20th time you do it

During the combat rounds you rely on items as your main attacks and skills. Each has a limited use within a combat round. For example, you can only use the basket ball deals a small amount of damage and makes the enemy burn and can only be used a certain number of times. There's no way of restoring your items so once you've used all of them up you're out of options.

You also have a charging mechanic where you use your magic to multiply the damage your attack. There are three different methods of charging. One by button mashing, two by automatically charging and three by timed method. They are result in the same effect and its really about which one you prefer the most. Personally I find having 3 methods little bit silly and almost like the developers didn't quite know what they were doing so decided 3 methods

Blocking is also interactive and by pressing the block button at the right time, you can reduce damage and regain magic.

The game is clearly geared towards this charging mechanic because you get magic for blocking enemy attacks and have a special attack which charges your magic. At the same time you have limited items with normal weak damage.


Finally, when you attack some attacks require timed attacks, others require button mashing while others require you to memorise a sequence.

 In a genre where repetitive combat is already a problem, all these factors serves to lengthen the combat more so then I liked. I think that's a problem here because it means that literally half the combat is charging your next attack.

Overall the combat system feels like a drag rather than joy. But I have would rather have a more strategic system rather than relying so many button presses. Its fine to have interactive bits in the combat but not all the time otherwise it becomes boring.

Atmosphere- As mentioned, the game nails the 1980s atmosphere perfectly. Because I grew up in the 1980s, I understand the numerous refernces to toys and cartoon series and the characters. However that's also the problem, the game literally revels in the 1980s. If you don't understand the references, I fail to see how the  mish mash of 1980s characters and people would appeal to you.

Rather than focusing on various villains that parody several 1980s cartoons, they should have instead focused on parodying just one cartoon series and then slowly drawn the players into that particular world. For example, they could have just focused on parodying GI Joe and followed the fake TV series episode by episode. At the same time they could have some sort of encyclopedia or something to help introduce a larger cast.

Unfinished- The final gripe I have is with the unfinished nature of the game. Because its "Episodic". The developers haven't finished the game despite it being already out for so long and even on Steam. I'm looking forward to playing it but when will that be? There is no release schedule for the next episode nor any sign of closure.

Conclusion
Saturday Morning RPG wasn't terrible by any means and I enjoyed my time with it but the combat system, multiple button pressing really annoyed me. The atmosphere was great but even I had to ponder for a moment and try to figure out who some of these characters were parodying. I can recommend this to people who love RPGs and also those who enjoy 1980s cartoons but its hard to recommend to anybody else.



Jade Empire: Game Design review

Set in asn asian fantasy setting, Jade Empire by Bioware is a story about you and the current trouble in the Empire. It's the usual "Save the world" gimmick but set in an Asian setting.


What I like
Unique setting- The Asian setting is very rarely used in games and this sets it apart from many other games. I especially liked the cool looking statues in the game and the outdoor environments.

Fun character- The characters are all very interesting and unique. Some might say cliche but I genuinely enjoyed my time with them.

Martial arts- Who doesn't love martial arts fighting? This is one of the few games where you can actually see Chinese style martial arts in an RPG.

What I disliked
Unfortunately there are significant problems with the game which really drag it down.


Combat system- When you play the game, the combat and targeting system is for one on one fighting and simply unsuited for a brawl. For example, if there are three people infront of you and you attack, you will only hit one person and very rarely hit the other two or three. There is also sweep attack which allows you to knock people away and basically isolate and finish them off individually, again with a focus on one on one.

The targeting system itself seems to rotate through the enemies rather than focusing on the enemies closest to you or in front of you again feeling extremely out of place.

There is a free targeting mode but again this feels clumsy, you will simply attack in whatever direction you're facing, regardless of whether there's an enemy there. This might sound okay for the melee attacks but your ranged magical attacks in particularly will simple fly in a straight line rather than where the enemy you're targeting is.

Finally there is the issue of transformations where everytime you swap to a body transformation you will find the entire screen glow, the game paused and your character replaced by a demon form. This happens every single time making swapping between demon and human annoying.

Overall, the entire combat system is average at best and frustrating. Considering you're stuck with this for the entire game, it can get very frustrating when you're fighting mobs.

I wonder why they didn't just have a side scrolling fighting system like Final Fight or Golden Axe. I think that would have made the game much more bearaeble.


Bioware Morality system- Choices are way too black and white. Unfortunately nearly all the moral choices in the game are way too extreme. Here's an example, one of your characters has a good spirit and an evil spirit living in her. Part way through the game you have to choose between one of them to gain permenant control. The good spirit will co-exist peacefully with her. The evil spirit will torture her for all eternity. This is the type of moral choice you face in the game. Doing the sane normal good approach or the insane psychotic approach.

The same thing happens for teh ending choices which again feel like an extreme choice between good or evil.

Story pacing feels uneven- The first few chapters move somewhat slowly because of the hub cities. 
The game has two hub cities, three if you count the opening village and a world map. Just like in Knights of the Old Republic you get a flyer to travel around the world map. But there are only two hub cities so its almost strange and pointless having such a large world map.
 Once you hit the latter half however, things move at a brisk pace because it becomes a linear succession of levels. I don't hate linear levels necessarily, it just feels strange that it suddenly became so linear.

Conclusion
I like Jade Empire despite its very obvious flaws. I have to admit the combat is below average at best but the game has a unique atmosphere, solid characteristation and good overall writing. I would say try it at the very least, you might just get sucked in assuming you can withstand the terrible combat.


The Baconing: Game Design Mini Review

The Baconing is the third game in the Deathspank series and the so far the final one. Its a top down action game where you go around as Deathspank to destroy certain magical items and save the world.

What I liked about the game
Atmosphere and graphics- The game oozes charm everywhere, from the enemies, to the towns to the voice work and descriptions. The descriptions are funny and the various themes poke fun at the typical science and fantasy tropes.


There are plenty of hilariously described items and equipment through out the game although many do the same thing for example the food you get can heal you but each zone has a different food with its own picture and flavour text.

What I disliked

Combat- Mechanically the combat is solid, but Deathspank takes way too much damage and as a result it becomes extremely frustrating fighting through the hordes of enemies that keep mobbing you. Even on easy and using the special items you can find around the game it is still extremely difficult to keep yourself alive. You'll die alot or find ways of cheating the AI to stay alive.

The game is a bit too simplistic as well and is actually closer to a beat-em-up like Final Fight with some lite RPG elements such as status effects. It's okay but as mentioned, the cobmat balance is so terrible that you'll barely notice the RPG elements except when you need for example to attack enemies which only take damage from poison.

Conclusion
Considering the entire game is pretty much combat, loot and getting more stuff, the unfortunate difficulty of the game and the simplistic combat means in my opinion  it might be better spend your time and money on a different game. The frustration factor is way too high that unless you absolutely love Ron Gilbert's sense of humour you're better off just buying a different game.