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

Dead Space: Game Design Review


 I enjoyed the extremely tough (and unfair) System Shock 2 for its survival horror elements, I enjoyed Bioshock for its solid action and atmosphere and I also enjoyed The Thing with its action and creepy atmosphere. Dead Space is basically a cross between all three. It's more simplistic than System 2 or Bioshock as there are fewer types of upgrades and less RPG elements. In terms of atmosphere, its most similar to The Thing where you fight zombie like creatures that spawn out of body parts.

It's not bad but there are a few areas which I felt are worth pointing out:
Not really horror- It's more of an action game that is horror themed. Having the necromorphs jump out is almost predictable throughout the game that it quickly takes away from any potential scariness.

Melee Combat- Melee combat is very clumsy. For example, you could run up and swipe or stomp an enemy but more often than not you'll actually miss due to the way the collision detection work. Its also very difficult to attack smaller enemies.

Needs better autoaim- Isaac's inability to properly autoaim means the small enemies are even deadlier than the normal. You end up wasting ammo and dying from tiny enemies rather than the big ones.

Lack of environment interaction and damage- In games like Bioshock, fire spreads and water can be electrified. Compared to the Thing or Bioshock, fire and the flamethrower seem underpowered. In both previous games, fire had a truly deadly effect on enemies, causing them to panic and run away. Here the Necromorphs show no fear or reaction to fire and there isn't really anyway to spread fire. There is telekenesis in the game which is a good idea but difficult to use in my opinion.

Enemies feel overpowered at times- I found the enemy balance occasionally a bit off. Sometimes they were really hard, other times way too easy.

Story doesn't make sense- Unfortunately in most horror games, the plot doesn't make sense, unfortunately Dead Space's final chapter and plot twists make no sense whatsoever. *Spoiler alert here*. The Earth sends a military ship to seceretly deal with the Necromorph problem but they quickly get overrun but a single necromorph? They were sent there to deal with this problem, surely they would have been briefed on how to manage the situation. The Earth manufactured the beacon but somehow allowed the ship to mine in that sector anyway? Why not just send a normal excavation team rather than an entire mining ship? One of the characters was secretly an agent? Why not have this person in the military ship? Why steal the beacon if Earth knows  how to manufacture it? All of this makes little sense. It would probably have made more sense if there was more than one faction at work here rather than just the miners and the Earth government.

Conclusion
I find Dead Space an interesting idea somewhat shallow game in my opinion. Just different enough from other mainstream games but never really seizing the chance to really break away from its 3rd person action shooter roots to innovate like Bioshock or the Thing. Like a B action movie, this game plays second fiddle to the other shooters. Go play Bioshock, System Shock 2, The Thing or Resident Evil in my opinion.


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

Batman Arkham Asylum: Game design review

Winner of multiple awards, Batman Arkham Asylum needs little introduction. I enjoyed my time playing the game and even went back to find all the collectibles and hidden items. That being said, there are parts of the game which I feel could be improved.

Game issues:
1) Camera is a bit too close when walking or gliding- Often your cape will obscure the action making it hard to see where you're going. This is especially annoying when gliding because you can knock people out if you glide into the right spot so its important to control where you glide.

2) Lack of freedom to decide when to engage in a brawl and when to stealth- I found as the game progresses that it was extremely limited. You have to Brawl here, you have to be a Predator here the game says. There are no multiple pathways or multiple choices like in Deus Ex: Human Revolution.

Here's another instance. Near the end of the game, I wanted to avoid the enemies in the main areas of Arkum asylum. So I went to one of the doors to the next area only to be told "You have to defeat the enemies in the area". Why couldn't I just walk through the door like I had done countless times before? It wasn't locked or anything except by the contrived requirement I beat the bad guys.

Its a small nit pic considering the game has solid action and gameplay but something I feel could have been done better.

3) Stealth system- Its sometimes hard to know when guards detect you and how hidden you actually are in Predator mode gameplay. This occasionally leads to situations where you think you're safe but get spotted or vice versa. Also, you can't hide unconscious bodies which makes guards go into the alert when spotted.

4) Detective mode is too useful to ever turn off- Detective vision is great but way too useful as it reveals important spots and enemies. It also dyes the entire world greenish grey and the only reason to turn it off is to enjoy the world in normal colour.

5) Brawling camera and distance- Brawling is fun but sometimes the brawling camera is sometimes too close. Occasionally it is also sometimes hard chain combos sometimes as its hard to judge distance and direction of how far Batman can actually attack.

7) Finishing enemies that have been knocked out is too slow. Almost pointless in a brawl as there's no way to knock enemies away so attempting to finish an enemy leaves you vulnerable to other enemies attacking

8) Boss battles are boring- Boss battles are nearly all about fighting henchmen rather than villains which is a shame really. What boss battles there are aren't particularly exciting either.


9) Villians aren't really fleshed out. No real story or understanding of their motivations. Assumes a familiarity with the world. This is good and bad in a sense. I enjoyed it being a comic book fan but others might not.

10) Instant death scenes like in Scarecrow or killer croc sections. These sequences can be very frustrating as a misstep can lead to instant death and requiring a somewhat lengthy wait for the sequence to reload while the villain mocks you.

Conclusion
Batman certainly deserves its accolades but the lack of flexibility in the gameplay in my opinion serves to remind us even great games have flaws.

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.




Saturday, 8 February 2014

Bioshock 2: Game Design Mini Review

Bioshock 2 is the a sequel to Bioshock 1 and is set in Rapture several years later where you play as a new main character in the game. So here are my thoguhts on it.

What I liked
More slots for plasmids and gene tonics- You can now equip up to 8 plasmids now for way more tactical flexibility. Compared to the 6 of gene tonic slots in Bioshock 1, you can now store up to 18 gene tonics making the game much more fun. The plasmids and gene tonics are mostly the same however although there are some new ones.

Plasmids now charge- You can now unleash more powerful effects with plasmids such a chain lightning with your plasmids when you charge up.

Glowing plants and water sequences- A lot of sea plants have invaded Rapture allowing the artists to go crazy with adding all sorts of crazy stuff. I also quite enjoyed the water sequences which allowed them to make it feel like you're underwater.


What I didn't like

Walking around in water is boring- Because you're a prototype Big Daddy you can walk around in the sea which I actually kind of like because of all the cool plants and sea life. Unfortunately you can't actually do anything except occasionally pick things up and getting from point A to B. I wonder if there was as better way to integrate the water and ocean travel in the game. Wouldn't it be cool to actually be able to use your ability to travel in water to ambush enemies or flood areas to kill people?

Too similar to the first- There are a few game play changes such as hacking being easier and harvesting ADAM is made more complicated since you can adopt Little Sisters to extract ADAM from special corpses. But otherwise, the behaves exactly the same as the first game with almost the same enemies and plasmids.


Morality system- This ugly feature once again rears its head. It just doesn't feel required in a game like this.

Lack of enemies- Once again the game fails to bring anything imaginative to the enemies beyond the typical humans.

Lack of controller for PC- For some reason you can't use the controller in the PC. I really missed the ability to have rumble. Recently they did update this in October 2013 but its still disappointing considering how old the game is.



Conclusion
Bioshock 2 is still a very fun game full of interesting ideas etc. It's biggest problem as other reviewers have noted is that Bioshock ended with no real need for a sequel. This game just feel unnecessary from a story perspective and in my opinion is more of an expansion pack than a proper sequel. I enjoyed the game and as long as you treat is as an expansion pack, so will you.