Showing posts with label PC. Show all posts
Showing posts with label PC. Show all posts

Monday, October 17, 2011

Game review: Bejeweled 3

Bejeweled 3 is another iteration of the very popular puzzle game series made by PopCap. The game's basic premise has been taken even further than the previous titles and spin-offs and Bejeweled 3 is almost an entire package of games rather than one.
Various game modes present different goals for achieving victory, making it possible to continually feel like the player is playing something new.

Summary of analysis
Expertly accomplished tutorial elements but slightly rushed new player experience, varied gameplay experience, adequate interface and simple controls, graphics pushing limitations of the franchise, decent music with mostly good sound.

Tutorial/New player experience
In addition to the introductory/objectives windows prior to game play, Bejeweled 3 also offers hover-over context help throughout gameplay, thereby offering a constant tutorial elements and reminders of objectives throughout the play experience. One minor issue with the new player experience is that it never really teaches the player so much as lets them learn it on their own during the course of gameplay, not a large isssue as most players will probably have tried one of the many other Bejeweled games but for truly new players to the franchise, it's likely to feel a little fast. Thankfully, the game's basic mechanics are quickly learned anyhow.

Gameplay experience
I think Bejeweled is definitely blurring the lines between casual and hardcore style games. While some of the modes and sub-modes were slow-paced and forgiving, others were outright frustrating and only achievable through random gem drops being favorable. This has been a trouble throughout the franchise's history as the random nature of the game update event can easily catch the player in no-win scenarios.
Greatly to the game's credit, however, is the fact that there's enough to keep a player busy and offer a fairly lengthy replay value to itself.

Interface & Controls
While there's a pretty contingent interface through the many modes, it's probably better to just focus on the objectives and ignore it, especially in the timed modes. The control scheme is as it's always been, click first gem, click switching gem and let the game do the rest of the work.

Graphics
There's very little room for improvement or change in the graphics of Bejeweled, as it's always been colorful gems on a playing field with backgrounds and interface (at least, to the best of my knowledge). While animated objects can help and special effects can be engaging, there's only so much that really should be done before it's just a step too far, as a few modes managed to prove in the transitional scenes. Being removed from gameplay by short pauses is often more infuriating than relieving, making the loss screens akin to being taunted while the more comprehensive victory screens (which were longer) actually accomplishing of that reminder that it's just a game and to take a break every now and then.

Music & Sound
The music was decently used, managing pacing throughout.adequately. Most of the sound effects were expected and welcome, with the exception of the announcer who just grated on my nerves every time he spoke.

Commentary
I think they should be offering this title's various modes as separately purchasable in addition to the whole package. A number of the modes really contrast in their play experience with the others, which is likely to appeal to some of the game's audience rather than all. But they're managing to do a lot to really make the game worth its price tag if paying for the whole thing. Overall, PopCap has kept to their usual level of quality and accomplished a slightly new spin on a title that's kept them going a long time.

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.

Friday, October 7, 2011

Game review: Alter Ego

Alter Ego is a browser-based life simulation game by Choose Multiple LLC; originally written by Peter Favaro Ph.D. and published in 1986 on the Commodore 64, MS-DOS, Apple II, and Macintosh platforms.
The game's premise is simple enough: 'What if you had an opportunity to live life again.' Unfolding from birth and progressing through events and opportunities over the span of this new life, how the player chooses to live this virtual second life is what this game explores and illustrates.

Summary of analysis
Internet browsing knowledge-reliant new player experience, engaging and immersive gameplay that goes so far as to try and maintain situational plausibility and sociological expectations, mouse-controlled gameplay and easily-navigated interface, text and icons graphics, no music or sound.

Tutorial/New player experience
The new player experience of Alter Ego is largely implied as it flows through an interaction-enabled Javascript web-page. Most anyone capable of finding the game on the web will be probably be able to play the game. Though I feel that tutorial elements would've still been welcome, it's likely that without an experienced game designer the game would've suffered for it due to the level of attempted player immersion of game events and overall casual theme.

Gameplay experience
There's two routes for a player to go from my own experiences and that of some friends: either log into the game using google accounts in order to walk away and return at your leisure or prepare for a four to eight hour block of a game that really immerses you in it to the best of its ability. Alter Ego definitely has a lot of replay value due to its premise and that nearly every game event is optional. In fact, no age section gives enough turns to fully explore all of the events available, driving curious players to see what they missed out on and weigh their choices and sacrifices.
From what I've observed, it even tries its best to simulate social differences between genders to some degree by having a number of events change perspective or be unique to the experience. On a related note of simulated integrity, there are times when a set of selections determines outcome such as mood and action/inaction and certain combinations are locked out due to lack of plausibility (i.e. deciding to show up to a fight at school with a mood of unaffected by being called out).

Interface & Controls
As a browser-based, Javascripted game, the mouse is the whole of the control scheme and was an unsurprising design decision. The game has a simple and quickly-learned interface of going between choice windows and narrative text windows.
While certainly unnecessary (given it steps out of immersion) the game provides a stat window that is viewable from the main choices window, but given that the information it provides is akin to an internalized self-evaluation, it's doing a lot when it is considered necessary to a player.

Graphics
The game is comprised mostly of text and iconography, I honestly only recall one picture in the game's entirety. If I had the resources to, I'd love to invest into making a full graphics evolution, particularly one that would randomize features, ethnicity, and explore sociological differences in those experiences as it could make for a powerful serious genre game and help foster understanding at the same time as enticing players to seek out and learn from diversity.

Music & Sound
The game lacks music and sound, but I doubt it suffers for it. Alongside wishing to see a full graphics version, getting to see this remade or inspiring a similar title that is fully voice-acted and sound-rich would be a beautiful thing.

Commentary
I feel that I should note here that the reason I've had such long sessions of playing this game was because of how fun I found it to be, I've rarely felt any desire to skip ahead even though it's always an available option. This is a game that I've recommended to everyone I know and would definitely recommend it to more. For anyone wondering if I could possibly push my wish list for this game in the future further than already noted above: yes, I can, I've contemplated the possibility of an Alter Ego MMO and talked myself down from it knowing that it would be an epic undertaking and most-likely commercially (if not technologically) non-viable.
P.S. (No, Second Life doesn't count as it lacks both game-style motivation and sociological integrity/plausibility.)

Thursday, October 6, 2011

Game review: The Cat and the Coup

The Cat and the Coup is a narratively-focused serious genre (Edutainment) game by Peter Brinson and Kurosh ValaNejad (click for full credits hosted on the game's site). Available for Windows and Mac PC systems as well as being hosted and distributed via Steam.
The game's premise has the player taking the role of Dr. Mohammed Mossadegh's cat who, during the course of being a playful feline, leads the ghost of Mossadegh through an abridged history of noted significant moments of his life strung together in a Wonderland-style series of rooms.

Summary of analysis
Simple and effective tutorial elements, admirably accomplished gameplay, minimal interface and easily-learned control scheme, graphics that escape my ability to adequately describe, and effective sound.

Tutorial/New player experience
The tutorial elements of the game are summed up in the space of about twenty seconds in the pre-launch screen. Move the cat around and swipe at objects in order to keep the narrative moving along. There are also hints on where to go that pop up to aid the player, keeping the game from making one of the big mistakes in game design: entrapping a player at no fault of their own.

Gameplay experience
Unlike purely entertainment games, the Cat and the Coup serves to intrigue the player into wanting to learn more, one of the goals of the growing genres of serious games and Educational-Entertainment (short-form: Edutainment) games. I'd very much have to say that it accomplishes this goal admirably through a combination of the abridged event texts and, what seemed to me at least, the unconventional graphics. In my opinion, and possibly others, one of the best ways to get people drawn into a desire to learn is to engage them to interact and to trigger curiosity like a reflex.

Interface & Controls
Fully keyboard-driven controls movement and interaction. There are user-interface elements in the way of a hints system, but nothing that overtly screams, "Hey, you're playing a game."

Graphics
Give it a play for yourself, it only takes about fifteen minutes, whereas me attempting to quantify a description of the game's graphics would take about an hour or two to find words for illustrating it properly and maybe a quarter of that to thoroughly read through. The best I can do to simplify it is that it compares to descriptions of animistic spirit journeys that I've read about.

Music & Sound
The music wonderfully compliments the gameplay and the sound effects are implemented well. There's little else I can say about this element due to the length of the game really only requiring so much in audio resources.

Commentary
There are only two points that I can really call detraction: a heavy memory requirement (cited 2GB of RAM) and that I had to rely on external resources to seek out and read through a detailed source of the story that the Cat and the Coup effectively acts as a short documentary  of events. To be fair, though, I tend to seek out secondary and often tertiary sources of information habitually anyway.
I'm always glad to see both attempts and innovation in the genre of serious games, especially as more of public education goes voluntary and interactive. I'd urge anyone interested in similar topics to take the time to give this game their own analysis and to follow-up in learning more, especially in verifying presented information (in more than just the media of serious games, too).

Wednesday, October 5, 2011

Game review: Depths of Peril (Demo)

Depths of Peril is a ambitious action-adventure game combining elements of hack and slash action, roleplaying-style character equipment and stat management, tower defense game's home outpost with defenses, factional real-time strategy, and a rich backstory narrative all with an explorable world. Depths of Peril was developed by Soldak Entertainment and is available to run on Windows and Mac PC platforms.

Summary of analysis
Poorly implemented new player experience, fast-paced and challenging gameplay with hordes of monsters, the lurking threat of factional warfare but the most frightening element is the narrative elements, complicated but rewarding interface and controls, well-detailed graphics with minor obstacles of object distinction, mediocre music with mostly satisfying sound effects.

Tutorial/New player experience
I imagine that the one thing that got me through this part of the game was an abundance of comparable game experience, the new player experience was bordering on painful.
After creating a character I was dropped into the game without a clue about the controls and considerable curiosity about what I was supposed to do first. Within the first ten minutes of gameplay, I was over my head with a long line of tutorial help windows waiting for my attention and in need of industrial machinery to deal with all the walls of text I was expected to read through. If you're new to this style of game, I recommend its competition first, they'll ease a player into the game much better than Depths of Peril does.
I can understand that there's a lot to teach the player as there's a lot to manage in the game and quite a bit of mechanics and interactions that they'll need to learn (kind of quickly, too, lest they fall behind the opposition), but more succinct explanations and walking a player through things is an art, not a chore list.

Gameplay experience
After getting the hang of everything, things ran much more smoothly, though the feeling of having to outrace impending doom never went away. Personally, I love being able to multi-task in a hardcore style game and managing a constant flow of quests, preparing for invasion from opposing forces, managing a main character and companion, and slaughtering hordes of monsters in exploration really let this game shine after the grueling new player experience. This game appears to be designed to keep a player going, unrelentingly, so keep an alarm handy if you have any upcoming plans while playing.
Probably the major detractor to ongoing gameplay are the tomes, which are an interesting read and show that the designers really wanted to draw players into the game's world, they're just cumbersome and out of place given the game's pacing and themes. If they could have implemented a telling of these narratives through high-level or epic quests in which the player character is transported back to participate in the events depicted, I would applaud the narrative, but they wound up being the most dreaded usable item a player would come across (whatever you do, don't right click the tomes... just stuff them in the bookshelf for their bonuses) and did more to break immersion than was really tolerable.

Interface & Controls
Complex interface relying on a sizable number of windows to manage (thankfully some of them pause gameplay while active). Primarily mouse-driven controls with abundant, and life-saving, keyboard hotkeys. It takes a significant investment of time to master the gameplay and the interface interactions, but it pays off exponentially with ongoing gameplay and especially in higher difficulty levels.

Graphics
2.5D top-down, angled, third-person perspective with moderately detailed character, object, and environment artwork. While certainly more visually appealing to a seriously-themed game, the interactive elements' graphics have a tendency to blend in with the non-interactive elements causing the targeting system to be an unnecessarily high level of nuisance (in fact, there's a whole keyboard hotkey just to highlight objects that can be picked up and it's probably going to be used more than any other). But even without the distraction-prone environment elements, a mouse-based targeting system in third-person perspective is clumsy at best. Thankfully, death by camera-angle or targeting system never became an issue (so far).

Music & Sound
I think there was background music, but between the rapid pace of gameplay and the sound effects, it may as well have been turned off for all I ever noticed it. The implementation of sound was quite a lot more satisfying, save that damnable knocking of factional management that honestly tempted me to embrace savage massacre of my in-game neighbors.

Commentary
Diablo-esque and it shows; the interface, controls, quite a lot of mechanics, and even some bits of narrative and premise illustrate a high likeliness of inspiration by the works of Blizzard Entertainment. There were also a number of moments where I felt the need to pause and question a few of the game's elements, such as a factionally-divided tribe of barbarians which somehow valued hefty (though abridged) tomes of lore in a hostile environment nearly pouring in on them from all sides. It was also a bit jarring to see the most-used currency was actually a coin-based economy as opposed to the frequently cited crystals of the tutorial and help windows.
To the game's credit, it was mostly well put together and it excels as a hardcore-style game by how it manages to keep a player engaged with only moments of downtime to give the player breathing and strategy time, eventually aiding in the desired player skill development rather than letting inventory management and spreadsheet-planning to detract from the pace.