Friday, October 21, 2011

Game review: The Honeymoon is Over

The Honeymoon is Over is an 'escape the room' puzzle game from TimeFall. Like other games in its sub-genre, the premise is to figure out how to escape from a locked room or series of rooms.

Summary of analysis
No tutorial elements leading to a grating new player experience, mediocre gameplay experience, mouse-driven controls and minimal interface, moderately-appealing graphics, and pleasant/relaxing choice of background music.

Tutorial/New player experience
One day I'll see a game in this genre with tutorial elements... today, however, maintains the status quo. The new player experience is, in all honesty, terrible. The Honeymoon is Over, like many titles in the escape games style dumps the player with no explanation and questionable sequence logic straight into the gameplay leaving them to figure out everything through trial and error. Thankfully, most escape games, this instance included, are short.

Gameplay experience
The game's title also serves as a somewhat apt description of the gameplay experience. It's all hard work and optional reward, with the player having to figure out the developer's particular sense of logic through brute-force random effort. Sadly, there appears to be an incomplete features in the game, the phone and magazine combination, which only adds to the confusion when the player puts forth the efforts to no visible benefit.
In no way could I blame someone for looking up a walkthrough for a game such as this, it can make the difference between fifteen minutes and two hours.
There is also no replay value to the game as there is only one solution and a single, disappointing ending.

Interface & Controls
The game has a completely mouse-driven control scheme. The gameplay interface consists of an inventory bar and darkening edges which show movement between screens. There's a couple of zoom-in on object windows that feature an option to reverse the orientation of the objects in order to pursue objectives, however, these lack any icon or cues that signify the possibility.

Graphics
The game's graphics are decent, though the towel really looks more like a throw pillow. There's also no real way to tell apart interactive objects and non-interactive objects without clicking on them, leaving a player to click on every single object in the rooms *cough* multiple times *cough*. To its merit, everything appears to have been drawn in a single artistic style, adding to the level of professionalism and avoiding the jarring effects that can occur with haphazardly-gathered clip art.

Music & Sound
The background music fits the theme of a vacation/honeymoon getaway, creating a more relaxed mood than one may expect from the situation of being trapped. I personally find it to be an interesting choice of trying to reinforce the casual style of gameplay that the theme contrasts.

Commentary
I imagine that there's a sizable audience for escape games out there, players that enjoy the abstract and often convoluted sense of logic. Sadly, I've yet to see a single game in the whole sub-genre that manages good game design principles.
As a game design attempt, escape games are incredibly easy to put together but doing so with quality manages to be an almost holy grail of its style of gameplay. An internal hint system really would need to be available and well-built to keep things flowing. Next, the game needs to avoid relying on external knowledge or skills (I've actually seen one escape game that had a sudoku puzzle embedded, but never explained it). A helpful interface/graphics scheme that actually helps the player avoid clicking everything repeatedly would really cut down on wasted play time. Music and sound can be used to set the mood but is unnecessary.

Tuesday, October 18, 2011

Game review: Tiny Squad

Tiny Squad is a tactical/strategy game by Ilia Karpenko. The game features a level approach similar to many online puzzle games but relies on tactical/strategy mechanics for gameplay. For each level, the player is assigned a number of points to build their "tiny squad" in order to defeat the opponents.

Summary of analysis
Significantly lacking new player experience, passable gameplay, adequate interface on controls, cutesy graphics, mediocre music and sound.

Tutorial/New player experience
Tiny Squad's new player experience is woefully lacking. A player is effectively left to figure the game out through trial and error with minimal tutorial or help elements to aid them. There are a lot of possible strategies that could be employed, but none are offered to the player to help them learn and even basic tactics such as positioning are left up to the player's discovery.

Gameplay experience
Overall, the gameplay experience is passable, but definitely nothing to acclaim. Compared to other titles in similar genre, Tiny Squad is barely a notable mention. On its own merit, it's okay but is bound to serve a much better purpose in being a learning practice rather than adding to a designer's resume.

Interface & Controls
The game's interface is largely unimportant to gameplay and could be implemented from the main menu, there's also a set of buttons to determine actions speed that seems more for personal amusement than necessary utility. Character specific elements of the game's interface, by contrast, are absolutely vital and would probably benefit from being less cluttered on the field of gameplay. The entirely mouse-driven controls scheme functions decently, especially with ranged effects, but tends to be unfortunately accident-prone when it comes to tactical movement applications.

Graphics
Probably the best element of the game is the its cute miniature characters. The character and effect graphics help keep many of the other issues from bogging down gameplay. Unfortunately, the menu/title screens shows much more emotive characters than will be seen during the course of play.

Music & Sound
There's only a few background musics, which are okay to listen to for a few levels, but which kind of lose appeal quickly. Sound effects used in the game do a decent job, though they could stand more variety when it comes to different themes of opposition.

Commentary
Games live and die by the new player experience and skipping such completely is going to cripple a game's chances. Even short games need to introduce a player to the concepts of play and a poor-quality help section is still better than dumping a player into the action without a clue of what they're doing. This, more than anything else hurt Tiny Squad.
From the information I could track down, this appears to be the developer's first attempt at a published game and the quality of Tiny Squad effectively backs this perception. Were I to recommend anything to them, it would be to study more of their competition as well as volunteered, constructive criticism. There's no shame in copying mechanics from successful titles and a game designer really should be very well experienced in both the genre of the title they're working on in addition to a wide breadth of titles (both good and bad) in general.
For independent game designers/developers/etc, some of the best titles are those that innovate, often blending together elements across genres while adhering to player expectations (as developed by popular titles) is what gets them mention in the industry.

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.

Thursday, October 13, 2011

Game review: One and One Story

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.

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.

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.)