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.
Wednesday, 24 June 2015
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).
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.
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.
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.
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.
Labels:
card games,
duel of champions,
game design,
strategy games
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.
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.
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