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

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.

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.



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.

Sunday, 13 July 2014

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.


Sunday, 6 July 2014

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.





Saturday, 17 May 2014

Serious Sam 3: BFE Game design review


I'm a big fan of Serious Sam, having played the originals, 2 and now 3. I've always enjoyed the solid gun action, the interesting environments and the overwhelmingly crazy number of enemies running towards you. Serious Sam 3: BFE (Battle for Earth) tells the story of what happened just prior to Sam entering the time lock which allowed him to travel back into time.


What I liked
Serious Sam arcade action- It's a Serious Sam game full of action, large arenas and a multitude of crazy enemies and overwhelming odds.

Running- This is a good new thing to Serious Sam. I like the ability to run and reposition yourself.

Destructible scenary- This is a good fun addition to the game. It really kept me on my toes as no place is truly safe in the larger arenas.

What I disliked
Weapons- The sledgehammer is fun (albeit slow) as is the devastator shotgun which is really awesome. However the sniper rifle and laser gun are secrets in the game which you have to look for. It's also missing weapons like the chainsaw, grenade launcher, flamethrower and the Serious bomb.

The new C4 explosives are alright but I don't feel like its the same as the grenade launcher. You also get the Sirian multilator which is unfortunately next to useless. You might as well just melee the enemy.

Finally, I kind of wish there was something similar to the homing parrot of Serious Sam 2.

Reloading- One of the best parts of Serious Sam was the lack of reloading. Unfortunately reloading is a big part of this game and it feels out of place and slowing the game down.

Melee attacks- I like the addition of melee attacks in the game which instantly kills an enemy. However what I don't like is how Sam holds on to a bodypart as a trophy afterwards. You can actually toss it at enemies and damage them but it's really slow, next to useless and almost never hits.

Graphics and artstyle- Serious Sam 3 takes place in a future Egypt very similar to our modern era which is also the same setting for Serious Sam Episdoe 1.

This Eygpt however is a realistic and gritty war torn modern zone and when compared with the Egypt from Serious Sam Episode 1, the variety of time periods from Episode 2 and the crazy wacky episodes of Serious Sam 2 I find Serious Sam's environments very disappointed. Who can forget the splendor of fighting through Mental's hordes in Egypt during its heyday or Babylon? What about that planet where everything was really big in Serious Sam 2 or the Kleer planet? If I wanted to play a modern military shooter set in a gritty urban environment, I would play Call of Duty. Overall, I feel Serious Sam 3 needed to be more creative and interesting. Why not have more sections with futuristic alien technology? Aside from the enemies and some alien tombs, there was nothing interesting. Even a couple of alien tanks or structures would have livened things up around Egypt.

Level design- The game in my opinion often forces you into cramped corridors and space especially at the beginning which in my opinion is terrible. Serious Sam has always been about large open spaces faces hordes of enemies, not closed corridors and everything just needs to be even larger and bigger. Furthermore, because of the very similar environments the levels just don't feel memorable. The game gets better as it progresses and the last level is awesome and epic as always.

New enemies- Unfortunately the new enemies don't add to the game. Most of the new enemies, such the pillar hoping attacker and the flying sorceress feel very out of place. The first actively hides from you around pillars turning it into a hide-and-seek game while the flying sorceress is invicible until it starts using its magical powers of stasis. There's simply no way to damage them properly for the majority of the time and you end up having to wait around for them to expose themmselves. It feels out of place for a game like Serious Sam.

Sandclouds- Great showcase of technology but this tends to obscure the action. Enemies aren't affected by this as far as I can tell so they can still see you.


Story- The story is average but the talking is just boring and way too serious. And it kind of just ends abruptly with Sam entering the timelock. Also, in the ending, Sam has jetpack but he doesn't start with one in Serious Sam: First Encounter.

Jetpack- So you have a jetpack but you only get to use it in the last level. A real wasted opportunity.

Conclusion
Serious Sam 3 is a fun game don't get me wrong, but the new things they added just don't quite seem to fit my expectations of a Serious Sam game. I'd still rather play Serious Sam Second Encounter HD over this any day.

Saturday, 10 May 2014

Capsized: Game design review


Capsized is 2D action platformer game with grappling hooks and jetpacks with its mechanics very clearly influenced from Liero and Soldat. You control a spaceman who can wield multiple weapons and have to complete an objective such as destroy something, kill enemies or reach the exit.


What I liked:
Grappling hooks and jetpacks- Few games have both. This game gives them to you pretty much straight away and its really fun to grapple around and fling yourself upwards.
 
All weapons have dual fire- Each weapon has two firing modes effectively doubling the amount of weapons you have.

Solid mechanics- Mechanically the game is smooth and solid and controls were responsive.

What I didn't like
Level design is way too claustrophobic- The levels are terrible for a game with a jetpack and grappling hook. All too often you end up stuck in a cave with poisonous gas billowing at you or a requirement to move rocks through thin narrow passages.

Physics puzzle- Like many other physics based games, occasionaly you will have to drag and drop rocks to certain places but frankly its a real pain to actually control them and al too often I'll get stuck trying to place a rock in a specific place or overshoot it. Frankly I think they should just had you pick up keys rather than trying to position rocks or alternatively have objects click in place one you're close enough.

Enemy camoflague- Just like the environment, the enemies are all green meaning they are difficult to spot when you're whizzing through the level.


Jetpack underused- Jetpack is almost slow considering the grappling hook can easily fling you across the entire screen if timed right. There's also a hammer which air blasts you backward. Using both the jetpack and hammer can allow you to pull of some amazing moves. The jetack on the otherhand does very little flinging and is mosty used to stabilise yourself to close the remaining space to reach a platform.


Small screen size- Screen size is very small especially considering how fast I could fling myself. All too often I would not know where I was headed. The ability to zoom in and out the faster you travel would have helped solve this problem.



Conclusion
I played up to level 11 in Capsized, but the game became way too tough and reptitive. So I stopped playing. As mentioned I don't understand why this game got such high scores from everybody. While mechanically sound, the game lacks interesting level design and just doesn't make use of its full potential. I can't really recommend you play this.













Friday, 25 April 2014

Medal of Honor: Game mini-review

Having recently picked up MEdal of Honor as part of the Humble Bundle. I finally gave it a chance. I'm going to give a quick review of the game and my thoughts on it.


Standard and linear action- It's extremely linear game with lots of scripted sections. Unlike games like Farcry or Crysis, you don't really choose the approach. If its an action section you will be shooting. If its a sniper section you will be sniping, if its a steath section you will be sneaking. If you don't follow the scripted sequence, you will fail the mission.

Confusing storyline- The opening sequences are very confusing and don't really help explain the characters, situation or plot very much. It also doesn't help that the opening sequence takes place in the night time.


Lack of squad control- You work as a squad but you can't control your squad members which is a shame really.

Is MOH propaganda?
One of the criticisms of the game is that its America propaganda. Compared to Homefront with its cartoonishly evil concentration camps and brutality or Spec Ops: The Lines criticism of the FPS genre I find MOH occupies more of a 'war documentary' space.

 The more I played it, the more I feel its more similar to compare MOH to a documentary based around interviewing soldiers. Although ficitionous, MOH is based on a real operation in Afghanistan. As I played I felt that MOH is trying to show players how soldiers felt about the conditions of fighting in a mountainous terrain against a Taliban army and the various difficult scenarios they encountered while doing so.

Unlike other war games like Brothers in Arms however MOH lacks the educational aspect of a documentary. Aside from some cutscenes between commanders, there wasn't really enough context about what they were doing. No mission briefings or maps. If anything I felt kind of sorry for the Taliban I was shooting up. You are part of the US army, a hi-tech force with drones, powerful guns, helicoptors and airstrikes. The Taliban on the other hand, look like they are dresed in traditional garb, live in primitive houses, use old tanks and are having their villages and houses bombed to bits by the US army.

Conclusion
Everything in Medal of Honor is competent but the linearity and somewhat confusing storyline  makes it feel more like an interactive movie than a game. I don't mind linear games, I enjoy games like Serious San, Painkiller and Brothers in Arms which are all linear but the extremely restrictive nature of MOH and lack of any real gameplay innovation just makes it feel unmemorable. I can't recommend it unless you really enjoy mediocre shooters.




Saturday, 29 March 2014

Megabyte Punch: Game Design Review

Megabyte Punch is an action game inspired by Super Smash Bros and Megaman with a graphical style of a Nintendo 64 game. Its the first game by a new indie studio Reptile games. There are several modes to the game. A single player campaign, a challenge mode and multiplayer modes.



What I liked:

Combat and bounce mechanics- As an action brawler Megabyte Punch is a great game. The way the robots move, fight, fly, punch, jump and use special moves are spot and feel very responsive. I can't think of a better game except Super Smash Bros itself with such great handling.

Like Super Smash Bros, you have to knock the opponent off screen to win a match and just like in Super Smash Bros, as a robot takes damage, the robot becomes lighter/bouncier. So just because you're taking damage doesn't mean you can't fight back, it just means you have to be careful not get knocked out of the arena.

Customisation and a wide of variety of parts- Once you've earned or collected arts in the game, you can then swap parts on your robot giving them new abilities or upgrades. You can only up to a maximum number of 3 active skills helping balance the game. And there are plenty of upgrades and weapons ranging from the fairly normal as the sniper rifle, to the more exotic such as teleportation.

Graphics- The block like graphics of the game are great and perfectly fit the game giving it a unique retro feel.

Destructibility- Parts of the levels and multiplayer maps can be destroyed by explosives or by attacking them. It's a good way of expanding the level as you play.

Issues:

Swapping and parts interface is terrible- The menu to do this is just plain terrible. Rather than being unlocked, parts you find are stored individually. For example, if you find two of the same leg parts you have to manually transfer them from your parts vault into your inventory and then equip them individually. It's a clumsy system that does nothing for the game.


Single player levels lack variety- As a multiplayer combat game, this game is awesome. As a single player game, it feels slightly anaemic in my opinion especially when you have to play through the single player to unlock parts in the multiplayer.


The levels feel boring and repetitive after a while and every couple of screens, you get locked into a room and have to fight some more robots. At the end of the every area, you fight a boss character one on one just like you would in a multiplayer game. There's nothing that you haven't really seen after the first few are.

There is some exploration but its mostly moving from left to right. The game really should be 'proper' Metroidvania style game rather than the current linear levels.

Lack of collectible radar and list- A large part of the game is about picking up robot parts after defeating enemy robots and collecting colour capsules. However the game doesn't tell you if you've collected all the possible parts and capsules in the area. Nor does it provide you with a list of what you've collected so you have no idea of just what you're missing.

Lack of enemy variety and bosses- Despite all the parts as mentioned there's a distinct lack of variety and boss creativity. I was looking forward to some creative large enemy units and buildings to fight like you would see in games like Megaman. The bosses (with the exception of the last boss) are all your standard robots with special parts which you get to keep after you defeat them.

Conclusion
I like Megabyte Punch, the combat is extremely solid and the ability to customise and create your robots is brilliant, but the other parts like the interface and single level design really need to be addressed. I only hope that the developers develop a second game to address the concerns. If they do, I'm sure we'll have a real classic on our hands.




Sunday, 3 November 2013

Matrix: Path of Neo: Game Design Review


Matrix: The Path of Neo was released back in 2005 with you playing as Neo through a number of key sequences in the film. Here's my thoughts on this action game.

What I liked:
Very fun. Its a solid game with plenty of action, wall running cool kung fu moves and definitely faithful to the movies atmosphere and style. Lots of interactive explosions and debris making the world feel alive.

Controls are solid for this sort of game and the brawling feels mostly natural and fluid.

What I disliked
Camera angles- Camera angles are normally okay, however this ends up problematic in closed rooms especially when wall running. All too often it ends up blocking your view of enemies in an enclosed room. Fortunately most levels occur in large rooms or arenas so this usually isn't a problem.

Cover based shooting is there but pointless- The game makes a big deal of this cover based mechanic in the beginning with a fairly lengthy tutorial sequence. The truth is its actually kind of useless. Neo has a fair amount bullet time, enemies tend to rush you and most of the game ends up in a hand to hand brawl anyway. You eventually even get the powers to jump across rooms! I've never really needed to use the cover based system although I have on occasion hid behind a corner.


Slow beginning- The game starts you off playing a number of tutorial missions and learning how to be stealthy etc. I kind of found it dragged on too long although the locations were certainly interesting.

Stealth is useless- The game devotes an early level in stealth but I never found any real use of stealth in the missions. The enemies after the stealth level seem to automatically turn around to attack so there's no sneaking at all the game. Why they made such a big deal of it is very curious.

More attacks- What's especially missing is probably a guard crush ability to stop enemies from blocking. The hardest enemies I found were not agents but in fact police carrying shields because the shields were impenetrable and they had a special knock back ability.

Multi-attacking is hard- There's an option to launch a multi-attack move where you attack two or even three people in one attack. For example this would make Neo would punch and kick two people at the same. Unfortunately there is no visual indicator on screen to indicate you're successfully activating this ability. Its a shame because this has some of the coolest moves and attacks.

Poor story presentation- If you go into this a fan of the Matrix like I am, you'll love this. It basically expands certain scenes while fleshing out other parts of the Matrx world Those who aren't fans or who haven't watched the Matrix trilogy will be confused by how the story is told. It's told by montages comprised of quotes from the movies which aren't even in chronological order.

Conclusion
Overall I enjoyed the core mechanics despite its rough edges and I do recommend it to those who enjoy brawlers and watching the Matrix.

Wednesday, 30 January 2013

Bioshock: Game Design Review

Bioshock is an action RPG developed by Irrational Games and has won many awards. It's an action game taking place in a secret underwater city called Rapture and is a spiritual successor to System Shock 2. Here are my thoughts on the game.

What I enjoyed
Storyline and atmosphere- Great atmosphere and good story and great plot developments One of the highlights of the game.

Penalty free, customisability- I really hate games which force you to replay the game over again if you want to try a different build. I don't have time to replay a 20 hour game much less a 50+ hour RPG. That's why I really liked fact that you can recustomise your character any time you like by returning to a gene bank in the game.


Photo Research- Taking photos is a fun unique take on doing research and gaining special abilities.


Enemy intelligence- Enemies are smart enough to work together, retreat and use healing station.

Environmental damage- You can use water, fire, debris and oil to your advantage in the environment which helps even the odds. I also like how your destroy health stations to get health kits over the long term benefit of being able to heal for money.

What I didn't like

Difficulty curve is all over the place- Due to lots of ammo and health, the normal enemies simply don't pose any real challenge at all. Combined with Vita chambers which basically restore to full health and no cost and the main  game itself is a breeze. The Big Daddys on the other hand are hulking, walking tanks that will decimate you within seconds. They are optional part of the game on every level and there really isn't any real reason to fight them except as an additional challenge of sorts and to make the final boss easier because of all the ADAM you can collect. As a result game swings between mostly easy (normal enemies) to brutally challenging (trying to take down a Big Daddy). It just doesn't work.


Morality system- Very token. You get the choice of saving a Little Sister or killing a Little sister. A and B choices. Very simplistic and just feels silly and pointless.

Slow switching- I don't know about other people but I found that switching between combat and plasmids (physical attacks and magic) a bit too slow and I wished it could be a bit faster. Combat felt 'jerky' rather than fluid at times because of this.

Lack of enemy variety- The world of rapture is very interesting and unique but aside from turrets and cameras, the humans and big daddies are your only enemies. I was hoping for some other variations like mutants as promised in the preview art. A real shame in my opinion since the idea that some humans/splicers have 'evolved' to become even more inhuman could have been really effective and interesting.

Lack of flavour text- Compared to System Shock 2 A lot of the flavour text is missing, there are no descriptions of things in general which I thought was a real shame. That being said, the atmosphere and posters do way more to bring things to life compared to the dull looking corridors of System Shock 2

Lack of mini-games- Aside from the hacking mini-game, there aren't any mini-games in the game. I mean System Shock 2 had a gameboy parody called the gamepig with additional games in it!

AI- AI knows when to take cover and will hunt you down or run away as appropriate. But for some reason they aren't they will still run directly into turrets and cameras in an effort to take it down. They are smart relatively speaking but still fall the same tricks over and over again.

Tactical options soon run out- About 60% way through the game, no new game mechanics or weapons are introduced from then on except for more powerful versions of existing powers. There aren't any new enemies introduced. This means that whatever tactics you develop from the first part of the game such as burning enemies and then shocking them when they cool off in water are just as effective in the second part of the game. It's just something I noticed as neared the end of game as I realised that hadn't really been killing enemies any differently for a long time.


Conclusion
Compared to System Shock 2, Bioshock is a more streamlined evolution rather than revolution. It is enjoyable but almost everything we've seen in this game is seen in System Shock 2 as well. There's plenty to like about the game despite its minor flaws and still worth playing even today.

Tuesday, 15 January 2013

Ninja Blade: Game Design Review

Ninja Blade is an action game where you play as a modern day ninja, Ken Ogawa who is sent along with a team of ninjas to defeat 'worms'. Worms are strange new biological organisms able to infect living things and turn them into zombie like monsters. Set in Tokyo, you follow Ken as he tries to stop the infection and find out more about why his father and friend have betrayed the ninjas. I played on the Xbox 360 Controller on PC which I highly recommend.

Overall gameplay impressions:
The gameplay can be roughly divided into two parts: The first is where you control Ken from a third person perspective like any other normal action game and the second contains the much touted quick-time events. As in other reviews, the quick-time events are extreme cinematic attacks that has Ken flying everywhere doing  impossible things like slowing down a jumbo jet airplane with his blades and leaping off extremely tall buildings. Almost every single quick-time event is unique so you'll almost never see the same cinematic twice except near the end where you have to fight the bosses again.

I find that the platforming handles well and you can run along walls and up walls seamlessly. The combat is also solid and the three weapons do feel differently and all have their uses. You can also use your magical disc which has a wind, fire and lightning forms to attack enemies with different results.


While the normal enemies aren't particularly exciting, the bosses look quite fantastical and suitable ugly and crazy.


What I didn't like:
Here are some issues I had with the game.

Graphics and artstyle- The entire game is draped in grey and black taking place at night in an urban environment. We've seen enough grey concrete buildings in other games so why create such a boring looking environment? The enemies are similarly given white, grey or brown colours as well.

Considering this is the same team that created Otogi: Myth of Demons which was apparently really colourful and interesting it seems rather disappointing. This is probably my biggest complaints about the game. It just doesn't look visually appealing.

Ninja vision blurs after usage- Ninja vision in the game acts like a cross of bullet-time and super-vision. When activated it slows down the world, highlights barrels, highlights climbable surfaces and shows boss weak spots. Unfortunately, whenever Ninja vision is turned off it the screen goes blurry and you can't see anything for about 1 or 2 seconds. It's very annoying especially in crucial moments like trying dodge boss attacks.

Normal enemy units are boring- While the enemy bosses are quite large and epic, the normal units are quite boring. There were only a handful of normal enemies and most of differences come from the main zombies having different equipment.

Lack of stun in normal weapons- Only the most powerful heavy weapon has the ability to actually stun enemies, the standard sword and twin blades don't. Its a bit annoying because you have to continually dodge attacks while attacking rather than focusing your attacks on one enemy.

Lack of weapon and magic variety- You can only get three weapons and three magic spells with a secret fourth magic spell. While I thought the game was fairly balanced with each one doing different things, it would have been nice to have a few more options.


Conclusion
I quite enjoyed Ninja Blade actually especially the over the top quick time events and solid action gameplay. It's not as good as a Devil May Cry game because of its lack of variety but its a solid game. There really isn't much replayability once you finish it except to try and beat your previous times and unlock a couple of extras but its enjoyable from start to finish as is.