One and One Story is a puzzle platformer game with an interesting premise. Through the course of play, it narrates stages in a romantic relationship via the game's mechanics. One and One Story was designed and programmed by Mattia "MaTX" Traverse, with art by Gabriele Bonis and music by David Carney.
Summary of analysis
Well-implemented tutorial elements, excellent gameplay experience, minimal controls scheme and recessive interface elements, effective graphical implementation, and evocative music.
Tutorial/New player experience
The game featured a very effective new player experience, having tutorial elements seeded throughout the entire course of the game as thoughts of the characters and mechanics being hinted at through the narrative elements.
Gameplay experience
One and One Story manages to accomplish one of the ideal game designs, short and sweet. The game had enough gameplay duration to showcase its creators' talents and was enjoyable from start to finish without contributing that feeling of dragging out gameplay.
The changing mechanics was particularly exciting as it offered new challenges but kept to the overarching theme as well as illustrating an effective lesson on the nature of relationships. They even managed to recycle a number of levels into feeling new due to the changes.
There is also a bonus mode that can be played in a number of ways: coordinated single-player or two-player cooperative, possibly even one character at a time for those that aren't feeling up to the challenge.
Interface & Controls
The game's interface is rather unlikely to see use as there's really only menu, mute, restart, help, and skip buttons. In addition, the interface elements are unobtrusive and tend to fade into the background while focusing on the gameplay. The controls are fully explained in the first level, it's adapting to the mechanics of the levels that presents the game's challenges.
Graphics
Simple, silhouette characters and environment with more colorful objects indicating interactive elements, all on dynamic backgrounds. An effective choice as it lets the player personalize the experience if they're so inclined and saves the designers or writers from having to offer more detailed explanation of the characters.
Music & Sound
A soft and seemingly longing-toned background music flows throughout the duration of play, bolstering the premise and themes effectively. There's also sound effects that work well with the actions and events of gameplay.
Commentary
An overall good game which also manages to teach a lesson about the real world makes One and One Story a game that I applaud. It's far too common to see games created without much thought or consideration to the lessons they potentially teach the player and regrettably common to see games that ignore their affect completely, so when I get to experience games such as this, it is an oasis of excellent game design that makes all the lesser titles worth bearing.
Infinitely Refractive Echo is a blog about Games, Game elements, and the Games industry as viewed through the lens of my experiences. Throughout the blog, I'll be researching and analyzing many games as well as companies, notable individuals, players/communities, the industry itself, and game theory.
Thursday, October 13, 2011
Wednesday, October 12, 2011
Game review: Kit and the Octopod
Kit and the Octopod is an action-adventure flash game by Jay Armstrong Games. The game's premise is that the "Bad Mood Bear" has kidnapped the beau of the octopod and the player takes on the role of Kit, a helpful, random individual who decided to befriend the octopod.
Summary of analysis
Simple new player experience, amusing though occasionally jarring gameplay experience, simple control scheme and virtually ignorable interface, glaring contrast of graphical elements, decent music and sound.
Tutorial/New player experience
The game's new player experience is easily accomplished through pop-up background elements which are placed at contextual points in the first few levels and indicate which controls to use to progress. The wall jump mechanic seems to have either been redesigned or an overcomplicated variation as a bit of experimentation revealed an easier method of accomplishing the same goal.
Gameplay experience
Judging from the game's graphics and introductory cut scenes, one of which featured a cephalopod participating in the bro-fist of friendship, I had come to expect a light-hearted romp through a countryside... but it was veiling some dark humor and grit. Upon encountering the first enemy opposition, I wound up knocking out a soldier by tossing a barrel at them, the second, however, I fought using Kit's wrench and was shocked to see blood spurting off of them and taken aback when they exploded into gore. I soon gained a preference for eliminating opposition by means other than the wrench to try and avoid further jarring moments.
Aside from the elements of gore and some occasional reminders of how a level can be designed to entrap a player with optional objectives, the game was largely fun and amusing. There's even a mild degree of replay value by getting to play as a pirate after the first time beating the game, but the parrot trades off offensive utility completely for free-range exploration (pretty much only good for getting coins that would result in suicide normally).
Interface & Controls
Minimal interface elements which can almost all be ignored in the course of play and a similar control scheme. If the game had the ability to customize the control scheme , I'd think it would do a lot better as many players are accustomed to a significantly differing layout from other games (wasd movement) and may occasionally wind up paying for it when trying to adjust to this game's control scheme.
Graphics
The game's graphics is where the jarring element of gameplay comes in. The player character is a very happy and friendly individual and the whole game is rendered in a cartoon style graphical theme, yet the blood and gore elements contrast heavily with what the player is likely to come to expect in the first minutes of gameplay. Falling down a bottomless pit or knocking an opponent out follow the lines of slapstick well-enough, but the sharp death traps and exploding character gore put dampen what could have easily been a fully humorous game. To put it another way, there are more ways to accomplish an active opposition element than to incorporate character to character violence and when a game sets a player's expectations up for betrayal, it's going to have a negative affect on how fun it is.
Music & Sound
For the standard duration of gameplay, the background music keeps the mood of the action-style pacing and the sound effects go along to the game's events proficiently.
Commentary
I can imagine that there is a certain sort of personality that would appreciate this game's dark humor far better than I. Along the lines of one lesson during my college education was to limit the attempted scope of player appeal and this game does just that. The lacking replay value was a disappointing feature to see, but there is a certain fan appeal to following a meme and under the right circumstances is a reward unto itself.
Summary of analysis
Simple new player experience, amusing though occasionally jarring gameplay experience, simple control scheme and virtually ignorable interface, glaring contrast of graphical elements, decent music and sound.
Tutorial/New player experience
The game's new player experience is easily accomplished through pop-up background elements which are placed at contextual points in the first few levels and indicate which controls to use to progress. The wall jump mechanic seems to have either been redesigned or an overcomplicated variation as a bit of experimentation revealed an easier method of accomplishing the same goal.
Gameplay experience
Judging from the game's graphics and introductory cut scenes, one of which featured a cephalopod participating in the bro-fist of friendship, I had come to expect a light-hearted romp through a countryside... but it was veiling some dark humor and grit. Upon encountering the first enemy opposition, I wound up knocking out a soldier by tossing a barrel at them, the second, however, I fought using Kit's wrench and was shocked to see blood spurting off of them and taken aback when they exploded into gore. I soon gained a preference for eliminating opposition by means other than the wrench to try and avoid further jarring moments.
Aside from the elements of gore and some occasional reminders of how a level can be designed to entrap a player with optional objectives, the game was largely fun and amusing. There's even a mild degree of replay value by getting to play as a pirate after the first time beating the game, but the parrot trades off offensive utility completely for free-range exploration (pretty much only good for getting coins that would result in suicide normally).
Interface & Controls
Minimal interface elements which can almost all be ignored in the course of play and a similar control scheme. If the game had the ability to customize the control scheme , I'd think it would do a lot better as many players are accustomed to a significantly differing layout from other games (wasd movement) and may occasionally wind up paying for it when trying to adjust to this game's control scheme.
Graphics
The game's graphics is where the jarring element of gameplay comes in. The player character is a very happy and friendly individual and the whole game is rendered in a cartoon style graphical theme, yet the blood and gore elements contrast heavily with what the player is likely to come to expect in the first minutes of gameplay. Falling down a bottomless pit or knocking an opponent out follow the lines of slapstick well-enough, but the sharp death traps and exploding character gore put dampen what could have easily been a fully humorous game. To put it another way, there are more ways to accomplish an active opposition element than to incorporate character to character violence and when a game sets a player's expectations up for betrayal, it's going to have a negative affect on how fun it is.
Music & Sound
For the standard duration of gameplay, the background music keeps the mood of the action-style pacing and the sound effects go along to the game's events proficiently.
Commentary
I can imagine that there is a certain sort of personality that would appreciate this game's dark humor far better than I. Along the lines of one lesson during my college education was to limit the attempted scope of player appeal and this game does just that. The lacking replay value was a disappointing feature to see, but there is a certain fan appeal to following a meme and under the right circumstances is a reward unto itself.
Tuesday, October 11, 2011
Game review: Bastion (Demo)
Bastion is a smash-'em up style action roleplaying game by Supergiant Games. Unlike many games hailing themselves a part of the roleplaying genre, Bastion prominently features a narrative story where the player character's actions have the most significant impact on the world and the story.
Summary of analysis
Mixed delight/disappointment new player experience, mostly positive gameplay experience which is likely to be improved by playing on primary release platform, adequately accomplished interface and control scheme that really emphasizes a reason to play it on Xbox rather than PC, graphically appealing style that comes to life in the moment, excellent music & sound (especially the third-person narrator element).
Tutorial/New player experience
The new player experience of Bastion is an equal helping of discovering a delightful innovation and unfortunate disorientation. Right from the beginning, the player gets to experience having a fully-voiced narrator guide them along and give them hints. Unfortunately, they're left to learn the controls without ever being taught and often amidst a hostile environment or opposition. Note: this may have been a particular failing of the demo version. In any case, I cautiously respect the way Supergiant Games chose to try and keep the theme of discovery even though it impacts upon tutorial elements of the gameplay.
Gameplay experience
As a disclaimer, I strictly recommend playing the Xbox version instead of the PC, as the gameplay revealed that to be the target platform with the PC version being a notably buggy after thought. Aside from development focus, the gameplay experience was largely entertaining and flowed nicely; there was clearly a lot of thought in the level design with the player being able to have a good idea of current obstacles and dangers due to the third-person narrator present at all times. One particularly amusing point was my first time falling off the world and the narrator playing it off as a joke they were telling instead of what really happened; sadly, later accidents of that nature felt more like being unjustly scolded as I'd never been doing it on purpose.
Interface & Controls
The interface elements, while on hand since starting are learned much like everything else: in the moment and experimental trial and error. Thankfully, some of the elements first become active in contextual pair with learning some of the game's mechanics. The control scheme is why I recommend only ever playing the Xbox version, as being told to hit trigger buttons on a keyboard and mouse scheme is an infuriating and counter-productive issue that really only gets resolved by having to pause and bring up the controls section of the menu. In addition, having to play a 3/4 perspective game when directional keys are running tangent to the entire layout scheme means having to make a lot of over correcting and more than a little accidental occurrences of falling off the world and additional risk of death by key locking..
Graphics
A lot of work went into the game's particular style and themes through the graphics of Bastion. All the active and passive elements blend together to create an appealing experience that greatly aids a desire to explore the game world. As the player progresses through a level and explores optional side-paths, the world literally comes into view, rising out of the infinite expanse beneath the player and arranging itself emphasizing that feel of a narrated story coming into being as it's been described to an audience.
Music & Sound
Bastion's background music helps evoke the game's exploration and survival themes, but it is (pun warning) instrumental as back up to the game's narrator. As mentioned a number of times by this point, the game's fully-voiced narration is a key element of gameplay and is a masterful attempt of innovation. Even with all the detracting points I encountered in the demo, I'd still recommend playing this game just for the narrated story. The game has a number of triggered nodes that push the narration as the player progresses and also reacts to the player's actions during the course of play.
Commentary
I sincerely hope to have an opportunity to play through the full Xbox version of the game one day but I have no intention of putting myself through the PC experience of Bastion again. It should be applauded any time a game attempts to innovate. When they succeed in contributing to an enjoyable experience and help lend those new elements into the standard, the game studio should be making news in the industry with both player and developer communities alike. As noted in the game's official site, this is the company's first game, lending even more weight to the arguments of why the big studios should be looking to independent studios for hints on how to do things rather than gambling on the ever diminishing appeal of series sequels.
This adds yet another name to my list of companies to keep an eye on in hopes of seeing what they'll accomplish in the future.
Summary of analysis
Mixed delight/disappointment new player experience, mostly positive gameplay experience which is likely to be improved by playing on primary release platform, adequately accomplished interface and control scheme that really emphasizes a reason to play it on Xbox rather than PC, graphically appealing style that comes to life in the moment, excellent music & sound (especially the third-person narrator element).
Tutorial/New player experience
The new player experience of Bastion is an equal helping of discovering a delightful innovation and unfortunate disorientation. Right from the beginning, the player gets to experience having a fully-voiced narrator guide them along and give them hints. Unfortunately, they're left to learn the controls without ever being taught and often amidst a hostile environment or opposition. Note: this may have been a particular failing of the demo version. In any case, I cautiously respect the way Supergiant Games chose to try and keep the theme of discovery even though it impacts upon tutorial elements of the gameplay.
Gameplay experience
As a disclaimer, I strictly recommend playing the Xbox version instead of the PC, as the gameplay revealed that to be the target platform with the PC version being a notably buggy after thought. Aside from development focus, the gameplay experience was largely entertaining and flowed nicely; there was clearly a lot of thought in the level design with the player being able to have a good idea of current obstacles and dangers due to the third-person narrator present at all times. One particularly amusing point was my first time falling off the world and the narrator playing it off as a joke they were telling instead of what really happened; sadly, later accidents of that nature felt more like being unjustly scolded as I'd never been doing it on purpose.
Interface & Controls
The interface elements, while on hand since starting are learned much like everything else: in the moment and experimental trial and error. Thankfully, some of the elements first become active in contextual pair with learning some of the game's mechanics. The control scheme is why I recommend only ever playing the Xbox version, as being told to hit trigger buttons on a keyboard and mouse scheme is an infuriating and counter-productive issue that really only gets resolved by having to pause and bring up the controls section of the menu. In addition, having to play a 3/4 perspective game when directional keys are running tangent to the entire layout scheme means having to make a lot of over correcting and more than a little accidental occurrences of falling off the world and additional risk of death by key locking..
Graphics
A lot of work went into the game's particular style and themes through the graphics of Bastion. All the active and passive elements blend together to create an appealing experience that greatly aids a desire to explore the game world. As the player progresses through a level and explores optional side-paths, the world literally comes into view, rising out of the infinite expanse beneath the player and arranging itself emphasizing that feel of a narrated story coming into being as it's been described to an audience.
Music & Sound
Bastion's background music helps evoke the game's exploration and survival themes, but it is (pun warning) instrumental as back up to the game's narrator. As mentioned a number of times by this point, the game's fully-voiced narration is a key element of gameplay and is a masterful attempt of innovation. Even with all the detracting points I encountered in the demo, I'd still recommend playing this game just for the narrated story. The game has a number of triggered nodes that push the narration as the player progresses and also reacts to the player's actions during the course of play.
Commentary
I sincerely hope to have an opportunity to play through the full Xbox version of the game one day but I have no intention of putting myself through the PC experience of Bastion again. It should be applauded any time a game attempts to innovate. When they succeed in contributing to an enjoyable experience and help lend those new elements into the standard, the game studio should be making news in the industry with both player and developer communities alike. As noted in the game's official site, this is the company's first game, lending even more weight to the arguments of why the big studios should be looking to independent studios for hints on how to do things rather than gambling on the ever diminishing appeal of series sequels.
This adds yet another name to my list of companies to keep an eye on in hopes of seeing what they'll accomplish in the future.
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