Showing posts with label Mobile Game. Show all posts
Showing posts with label Mobile Game. Show all posts

Sunday, November 30, 2014

Monument Valley: Forgotten Shores Review

Note: this blog has been migrated to Medium, with the articles here available to preserve permalinks. Please see this post at https://medium.com/@ianrbuck/monument-valley-forgotten-shores-review-c12556072b04#.dalqj16ok

It's high praise to say that you wish a game was longer so you could play more of it, but many times you will never get the opportunity to do so. Fortunately for fans of Monument Valley, ustwo were listening.

Forgotten Shores brings eight new levels to the game, almost as many as the original release. Of course quantity is not everything, so it is a very good thing that Forgotten Shores improves on the original in many ways. There are new puzzle mechanics and architecture types. I thought that my mind had been blown as much as it could, but every level in Forgotten Shores had something new to amaze me with.
They also upped the emotional impact, but of course I won't spoil it with any more details than that. It was a surprise to me, and it would have meant a lot less if it had not been a surprise.
In this case the floor really is lava. Or is it magma?

My biggest praise for Forgotten Shores is that it makes Monument Valley feel complete now. If you at all enjoyed Monument Valley, Forgotten Shores is a must-play, It's available as an in-app purchase on all platforms the original is on.

Sunday, November 23, 2014

Codename Cygnus Review

Note: this blog has been migrated to Medium, with the articles here available to preserve permalinks. Please see this post at https://medium.com/@ianrbuck/codename-cygnus-review-6b8a2886e0ba#.x6uaub7he

I wouldn't blame you for thinking that radio dramas are a thing of the past. Is A Prairie Home Companion even on anymore? Oh, it is. Anyway, the closest I have been listening to in recent years is Welcome to Night Vale, hands down the best podcast in the world. But if you put the word "interactive" in front of any old-fashioned concept, it suddenly seems modern and cool. So when I found out that interactive radio drama is a thing I was pretty excited.

Codename Cygnus is an interactive radio drama where you play the role of a secret agent. It is full of hilarious spy tropes, and isn't ashamed of it. The story is conveyed through excellent sound effects, dialogue of other characters, or the narration your handler provides. The writing and voice acting were good most of the time. The highlight for me was that Logan Cunningham appears as a villain.
Whenever you get to make a decision, your handler will ask you which option you want to take. They often come with the unspoken question: what kind of agent are you? I of course went with the charismatic approach whenever possible.
I thought it was a little odd that the player takes on the role of the agent directly. Being that you get all your information audially, it would have made more sense if the player was the handler, and simply gave suggestions to the agent. Then the agent would have to have a voice though, and probably a predefined personality. Perhaps their current approach is actually best, even though it does not make sense for the handler to be describing to the agent what is happening around the agent.

Now, you could use your fingers to tap the option you wish to choose. But touchscreens are so 2007. The real way you should be playing is by speaking your decisions. Their voice recognition is quite good. It never mistook my decision, though sometimes I had to say "clever" several times before it registered. The other technical hiccup that I found is that it does not play when the screen is locked. I would love to be able to play while walking to school, but keeping the screen on in my pocket would be too much of a battery drain.
Update: According to Jonathon Myers (ZOMG I got an email from their CEO, how cool is that?) the iOS version presents itself as a media player, so you can play it with the screen locked. On the Android version they have started experimenting with the transcription that writes as you play, so until they implement a toggle to turn the text on/off the screen has to stay on. I do notice that you can go to a different app and it will continue playing though.

So far they have one mission out, which consists of five episodes. Each episode lasts 15-20 minutes. However, with so many different choices available, I will likely play the mission several more times to see everything. I would say that a reasonable price for a mission is $5. Of course the prologue is free, so check that out if you're not sure if this kind of thing is for you. Available on Android and iOS.

I am excited to see where this medium goes in the future. In particular I was happy to hear that they hired Dave Grossman, who has written at LucasArts and Telltale. Who knows, maybe they will use the framework they already created to branch out into other kinds of stories. Maybe in the future I will get to be a detective in Lake Wobegon.

Saturday, November 22, 2014

TwoDots Review

Note: this blog has been migrated to Medium, with the articles here available to preserve permalinks. Please see this post at https://medium.com/@ianrbuck/twodots-review-1ba07d97fa9d#.fo6m6nwa5

TwoDots takes the game mechanics of its predecessor and applies them to a puzzle game instead of an arcade game. Instead of playing on a randomized field and trying to get a high score, TwoDots features multiple levels with set goals to accomplish. There are several different themed chapters, each of which introduces a new type of goal: in the sea chapter you have to drop anchor dots to the bottom of the grid, in the snow chapter you have to break ice blocks, etc. After introducing the new mechanic, many levels combine multiple different mechanics to make things interesting.
It is an incredibly cutesy game, with a catchy tune that didn't get old for me, and satisfying sound effects to accompany each action. As you scroll through the overworld, objects move in response. Think about your favorite example of parallax scrolling and you will understand how great it feels.

Each level of course gives you a rating on how well you completed it. This score, as well as how many levels you have completed, can be compared to your friends. It uses Facebook, which is nice because I do not think that any of my Android friends have played yet. On the other hand, now I am comparing my score to people who I have not talked to in ages (one of them went to elementary school with me, still not sure why we are friends on Facebook).

Up until now, everything has been sunshine and roses. Unfortunately, they drop the ball in a way that is very important to me. The game is monetized through in-game power ups. For example, you have five lives, losing one whenever you fail a level. They regenerate one every 20 minutes or you can pay a little money now to keep playing. When you fail a level, they will offer you five more moves and an item that will solve all your problems for only a dollar!
I absolutely refuse to beat a puzzle game by paying money, but I cannot be sure that the people on my friends list have the same philosophy as I. So now I am left wondering what is the point? I can succeed at this game "honorably," but how can I know that anyone else has? For that matter, how does anyone know that I did? As a result every time I play I can't help but hate myself a little.

A side effect of this is that I have now realized that the original Dots suffered the same problem, though it was not quite as obvious. Over time it became more difficult to earn power ups solely through playing, and if you wanted to beat your friends at it those power ups were crucial. Both games are pay-to-win, and I am done with them.

Sunday, October 26, 2014

Badland Review

Note: this blog has been migrated to Medium, with the articles here available to preserve permalinks. Please see this post at https://medium.com/@ianrbuck/badland-review-aeeacdc45acd#.3zp0gha3f

At first glance you might want to call Badland an infinite flyer. But there are enough major differences that I do not think it quite fits. Much like infinite flyers, you have one basic control: touch to fly up, don't touch to drop down. However, in most infinite flyers touching anything results in death. In Badland there are many things that will kill you, but usually the floor and ceiling are safe bets. Instead the game is based around set obstacles that you must get past.
There are two main ways to lose. Contact with objects like saws, lasers, or getting squished between two otherwise harmless objects will kill you. Falling behind the camera also results in failure. Usually the camera continues forward at a slow but unstoppable pace. There are exceptions, like during maze sections where the camera will kindly wait for you to complete the puzzle. Failure is not the end of the world like most infinite flyers. Instead the game is riddled with checkpoints, usually placed right before each obstacle or puzzle. Badland spices things up with power ups found throughout levels. Some make you smaller, some bigger, some bouncy, some sticky, etc. Usually they are strategically placed to help you get past the next obstacle. As with any good puzzle game, Badland takes the limited number of different elements and combines them in new, more challenging ways as the game progresses to keep itself fresh.
I have never played a game with a setting quite like Badland's. It is a jungle world with pieces of abandoned advanced technology lying about. You see this world as a small creature trying to survive the day in this deadly world. The art style does a great job of presenting this beautiful world. The backgrounds are vividly colored, seemingly handpainted panoramas of huge objects in the distance. The objects in the foreground (as in, everything that you interact with in the game) are almost completely black. You might think that the background would distract from the important objects, but it did not. In fact, I only noticed things in the background if I was in an area with a lull in obstacles. I started to imagine what kinds of events might be happening on this world, what awesome sci-fi adventures were happening that my little fuzzy animal was completely unaware of. I also thought about all the hilarious ways that this little animal's journey might be inadvertently affecting the world around it.
There is no soundtrack to speak of in Badland. Instead, ambient jungle sounds permeate quietly throughout. Many obstacles make sounds, such as the buzzing of a saw or the sizzle of a laser. Honestly I did not miss the existence of a soundtrack until I looked in my humble library and realized that the game came with no music.
There are 70 levels, divided into different times of day. They of course get progressively more difficult. There are also goals besides simply reaching the end of a level. Throughout many levels you can get power ups that clone the little creature. The more clones that make it to the end, the better. It becomes very difficult to keep them all alive however, because they all obey your command to go up or down at the same time. Each level has three different objectives to complete, such as saving a certain number of creatures or collecting all the power ups in the level. It is the kind of game that I have enjoyed completing, but I doubt I will ever fully beat it.
There is also a hilarious local multiplayer mode where up to four people control different creatures making their way through the same level together. It is competitive, so whoever makes it farthest wins. This multiplayer mode works best on larger screens, and it is the first game that I can think of that makes perfect sense to play on Android TV.
I would say that a reasonable price for Badland is $4. Those of you who enjoy a challenge will get more out of it, but everyone should be able to enjoy the atmosphere in the first 30 or so levels, as they are not too difficult. Grab it on Android, iOS, Windows Phone, or Blackberry.

Wednesday, October 15, 2014

Assassin's Creed Pirates Review

Note: this blog has been migrated to Medium, with the articles here available to preserve permalinks. Please see this post at https://medium.com/@ianrbuck/assassin-s-creed-pirates-review-77b5329246d4#.hfk1rws3v

Out of all the AAA games I have played that were adapted to mobile, Assassin's Creed Pirates is by far the best. Of course, all the other ones were terrible, so it did not have a very high bar to clear.
Pirates seems like a winning strategy: what did everybody love about Assassin's Creed III and Assassin's Creed IV? The naval battles! So let's make a mobile game with just naval battles. Out of necessity you only ever control the ship as a whole. No freerunning, no boarding ships, no cutscenes. The reason for this is twofold: the controls would be impossible to implement well, and mobile devices would not be able to render characters' faces with enough detail. This was a smart decision, as everything they left in the game can be done well. It is one of the most visually impressive games I have played on my phone, and the controls felt natural for the most part.
That being said, there is a big problem: the game just isn't that fun. Sure, there are lots of different activities to do, like hunting down cargo ships, fishing, rescuing slaves, retrieving packages, and racing. But none of them drew me in, none of them felt like they were worth my time. It is a massive game (1.01 GB!) with tons of maps and many chapters to the story. And Ubisoft should be commended on supporting the game after launch with new maps and stories for fans to play through. I just can't imagine pushing myself to sit through it all.
The game tries to reward you with collectible treasures and daily challenges. It even sends you notifications if you have not yet played today, which is unacceptable. After a few days I just wasn't interested. I didn't care about any of the characters, and I didn't care about the special items they were hawking. The game is supported by selling in-game gold (ranging from $1 to $100) which does not rub me the right way. It would take a long time to accumulate enough gold without purchases to buy anything useful.

If you really want to check it out and you have the space on your device, it is free on Android and iOS.

Saturday, October 11, 2014

Smash Hit Review

Note: this blog has been migrated to Medium, with the articles here available to preserve permalinks. Please see this post at https://medium.com/@ianrbuck/smash-hit-review-6cce38c5e12e#.xleorlwhs

Smash Hit is an arcade game that tasks you with traveling as far as you can down a path riddled with glass obstacles. In order to get past these obstacles you have to throw metal balls at them to (you guessed it) hit and smash them. You have a finite number of balls, and the game ends when you run out. If you fail to smash an obstacle before running into it, you lose ten balls. To replenish balls you must smash crystals as you pass them.

The game adds complexity through different types of obstacles. Each stage of the game has a theme, with similar obstacles showing up together. The stages also serve as checkpoints: once you have completed a stage, the number of balls you have is saved. From the main menu you can start any stage that you have reached previously. There are eleven stages, and once you have completed them all you gain access to endless mode.

Power ups also add a layer to the game. Each power up is suitable to a different situation. Some slow down time, some allow you to throw a rapid fire stream of balls, and some make your balls explode on impact. Figuring out when to use each is not difficult, but it is important.
They have added several difficulty levels, each of which has separate progression (but only Classic and Mayhem have leaderboards). This gives the game replayability through added challenge. There is also an extensive collection of achievements to strive for.

I have become quite enamored with arcade games on mobile. The genre fits well for three reasons: they tend to be easy to learn but difficult to master, they can be played in quick sessions, and comparing high scores with friends is much more reasonable than real-time multiplayer. Smash Hit hits most of those categories on the nose. The only exception would be quick sessions; checkpoints are several minutes apart, meaning that I only start up this game if I know I have some time to spare.
The free version of the game only includes Classic difficulty and does not include checkpoints, essentially making it a demo version of the game. So don't take my word for it, go check it out on Android or iOS. The premium version is well worth the $2 they ask for.

Thursday, September 18, 2014

The Room Two Review

Note: this blog has been migrated to Medium, with the articles here available to preserve permalinks. Please see this post at https://medium.com/@ianrbuck/the-room-two-review-f5412142bd58#.zf0wy19om

If The Room was a good proof-of-concept for what a premium game should look like on mobile, The Room Two took that concept and perfected it. Nearly everything about it improves on the foundation that the original laid down. In a lot of ways it reminds me of my impressions of the first two Assassin's Creed games. We had never seen anything quite like the original, and I finished thinking it was a pretty good game; then the second comes along and suddenly I realized that it was the game the original should have been all along.

As in its predecessor, The Room Two tasks you with solving physical puzzles. The original was limited to opening various types of safes, but The Room Two takes it several steps farther. Most of the rooms you find yourself in contain several different objects to interact with. Each provides pieces that are required to solve different parts of the others. That addition alone makes the game five times more interesting. It also means that most chapters are longer than the chapters in the original. There are also several more chapters, so all told it takes about twice as long to complete.
The visuals are also vastly improved. Not only are the textures all high enough resolution to not be distracting, they added little touches like motion blur when zooming from one part of a room to another and little particle effects. I thought the particle effects were a little much, but they never got in the way of being able to solve the puzzles.
Speaking of puzzles, I thought they were better designed this time around. There were several times in The Room where I got so stuck that I had to read all of the hints to understand what was expected of me. It may have been the result of already being in the correct mindset, but I only ever had to read the first clue this time around. There were times when I struggled for a while, but otherwise it would have been too easy.
I mentioned the creepy vibe I felt in the original. In The Room Two they took that vague sense of unease and did the best they could to turn it into a horror game. There is only so much they could do given that the player only has the ability to look around a room (don't expect any chase scenes). But they did an excellent job creating creepy environments and using jump scares to keep me on my toes. There were even a few times I thought I saw something out of the corner of my eye, but when I looked nothing was there.
I think they have it out for Doctor Who fans.

I got sucked in so much that I sat down yesterday and just plowed through half of the game, which is rare these days. I highly recommend it, and I feel comfortable saying that it is worth $5, though of course it is being sold for less. Go play it on Android, iOS, or Kindle.

Monday, September 15, 2014

The Room Review

Note: this blog has been migrated to Medium, with the articles here available to preserve permalinks. Please see this post at https://medium.com/@ianrbuck/the-room-review-53752ead14b#.f3l69zu47

Out of all the mobile games I have played so far, The Room is by far the one that feels the most like a premium experience. If there is a AAA category on mobile, this is a prime example of how to do it right. Ironically an independent studio made it, which just shows you how nontraditional this space is.

From the title you might expect The Room to be a game where you are stuck in a room that you have to escape from. In fact it turns out to be the opposite. You are in a room with a safe that you have to figure out how to get into. Being a puzzle game, you find everything you need to get in somewhere on the safe itself. The game is divided into chapters: each time you open the container you find another inside that you must open. You start each chapter by inspecting the container to identify the points that you can interact with it. Many of these points will do nothing until you obtain some object (a key, a cog, a crank, etc) from another part of the container. All your interactions are intentionally tactile, making good use of the touch screen.
The puzzles tend to do a good job of walking the fine line between being too hard and too easy. I was concerned at the beginning when it insisted on continuously giving me hints. It soon stopped and I realized that I was sorely unprepared for what I had gotten myself into. Most of the levels were quite enjoyable, giving just enough challenge to result in a satisfying "Aha!" moment. Even when if you get completely stuck, the game gives optional hints. There are usually a set of hints for a particular puzzle. They start general and vague and progress to being so specific that I never had to look online for an answer.
The story is told through a series of notes left by the previous owner of the safe. They had been researching what they call the Null element, and the game soon takes on a creepy old-world mysticism vibe. In a lot of ways it reminds me of Amnesia: the Dark Descent, though of course it is not a horror game. The story tropes, the tactile interactions with the world, and even the visuals all contribute to this feeling. The game was lauded when it came out for its visuals, and they still hold up for the most part. There were a few textures that I would have liked to be higher resolution, and a couple of times I was distracted by jagged edges on objects, but it wasn't a chronic problem. Also if you get the PC edition this should be less of a problem as they touched up many of the textures.

One of the important things in a mobile game is being able to pick it up for quick sessions and put it down at will. The Room manages this by saving after every action, so you are free to leave and come back as often as you need to. I did not find it difficult to remember what I was in the middle of doing when returning to the game.
If you have a choice of different devices to play on, go with the one with the largest screen. I played on my Nexus 5, and there were a few times I felt cramped and had to lean in close to inspect objects. The game is also quite dark, so you will have a hard time playing anywhere near sunlight.
There are five chapters in the game (four at launch and an epilogue that was added to lead into the sequel). It was not an especially long game (took me a weekend of moderate playtime) but it was not nearly as short as Monument Valley. I would say that it is worth a good $3-4, and fortunately because it is a relatively old game you will find it for a lot less. Check it out on Android, iOS, Kindle, or PC.

Thursday, September 4, 2014

Duet Review

Note: this blog has been migrated to Medium, with the articles here available to preserve permalinks. Please see this post at https://medium.com/@ianrbuck/duet-review-cbd3dbab630#.uorfn4581

Duet is the best mobile game I have played since Super Hexagon, which is saying a lot. They both do everything a mobile game should do: simple controls, easy to pick up and put down quickly, and minimal graphics that still manage to be beautiful. Duet does a few more things to make it worthwhile to continue playing, and because of that I believe it is a better game.

In Duet you control the rotation of two spheres: holding down on the right rotates them clockwise, holding down on the left rotates them counterclockwise. The only task the game gives you is to avoid the white obstacles as they fall from the top of the screen. It is much easier to understand if you see it in action, so here is their trailer.

Unlike Super Hexagon, which procedurally generates its obstacles from a set of patterns, each level level in Duet is the same each time you play it. If you hit an obstacle, the sphere that hit bursts and splatters on the obstacle. The game then rewinds to the beginning of the level, and you try again. The splatter stays there, reminding you of your past failure. Once you have completed a level there is a brief pause and the next level begins.
The levels are grouped into chapters, each with a title named after a stage of grief. The beginning of each level has a short quote pertaining to the chapter you are in, and it paints a strange story as you play. Each chapter is based around a new type of challenge. They start off simple and then start combining what you learned in past chapters with what you know now. The pace at which they introduce new elements is challenging, but reasonable. I would sometimes hit a level that seemed insurmountable, but determination and perseverance have won out in the end every time.

The game rewards you with achievements for each chapter you complete. More challenging achievements exist for things like completing a chapter without hitting a single obstacle. You can also comprehensively compare how well you have done to how well your friends have done.

If the story mode were all there was to the game, it would be short. But there is also an epilogue, several challenge levels, an endless mode, and a daily challenge. I have beaten just over half of the static levels in the game. Even after I have mastered all them the endless mode and the daily challenges will keep me coming back for a long time yet. I would be ten times as motivated to push myself if some of my friends on Android picked up the game and gave me some scores to beat.

The premium version of the game costs $3, but you can play the game for free with ads I believe. I got the premium version in a Humble Bundle, so I never played the free version. I certainly think that it is worth a few dollars, but feel free to check it out for yourself before putting your money on the table. It is available on Android, iOS, and soon it will be on Steam so I will be able to crush all my PC friends on the leaderboards.

Monday, August 11, 2014

Monument Valley Review

Note: this blog has been migrated to Medium, with the articles here available to preserve permalinks. Please see this post at https://medium.com/@ianrbuck/monument-valley-review-f27501a934e5#.mulduk4ux

I had become somewhat disillusioned with mobile gaming after I got bored with Ingress and played a terrible AAA-wannabe. The last couple of months consisted of a lot of Super Hexagon. When one of my favorite Android developers posted about some game called Monument Valley, I decided it was time to get back into Android gaming.

Monument Valley was a good place to start. It is a puzzle game in which you use MC Escher inspired architecture to guide a princess named Ida through the different levels. The path available to her is determined by what the landscape looks like from your perspective.

The puzzles were never incredibly challenging, and the game took me somewhere in the vicinity of two hours. The path through most of the levels is inevitable and easy to find, but the levels themselves are such a joy to unfold and discover that it is worth it. It is a moving journey with a story of the folly of hubris. At least that's what I took away from it. The story is conveyed by a single sentence at the beginning of each of the ten chapters, and by an old woman whom you encounter every once in a while. Monument Valley reminds me of a miniature version of Journey in a lot of ways; it is a beautiful game with simple visuals and a loosely defined story that is quite emotional if you let it get a hold of you.

One feature that I appreciated in the game was the screenshot taker. It allows you to zoom in on any part of the level before taking your screenshot. This would be impossible in a game that requires constant input like Super Hexagon. Check out my screenshot album to see all of them.
Despite its length, the wonder I experienced while playing Monument Valley makes it well worth the $4 asking price. I want to play more of the game, but I have not heard any plans to release more levels. I enjoyed it so much that I would pay money for more levels. Go pick it up on your preferred platform of Android, iOS, or Kindle.

Tuesday, March 18, 2014

Stargate SG-1: Unleashed Review

Note: this blog has been migrated to Medium, with the articles here available to preserve permalinks. Please see this post at https://medium.com/@ianrbuck/stargate-sg-1-unleashed-review-d177863b72bc#.60m3pctc6

The Stargate franchise has had a pretty tumultuous relationship with the video game world. I remember hearing about an MMO called Stargate Worlds in development years ago, but their money ran out and the game was never released. A third-person shooter called Stargate: Resistance came out in 2010, but less than a year later they pulled the game from stores and shut down the servers. I was really disappointed that I missed out on it, but Stargate SG-1: Unleashed looks like it is here to stay.

Unleashed is a third-person adventure game for iOS and Android. I can understand the desire to bring console-grade gaming to mobile devices, but despite the fact that the power in our phones is increasing at an incredible rate I don't think this will ever be a viable option.
One very obvious reason is graphics. Unleashed tried to go for photorealism, and as you can see it's pretty bad. This could easily have been avoided if they went with a different art style; for example, some nice cel shading could have given it a comic book feel similar to The Walking Dead. My Nexus 5's Snapdragon 800 is about as high-end as they come right now, so the game ran smooth as butter. Even so, it drained my battery pretty fast so I usually only played when I knew I had access to a charger.

The other big reason that console-like gaming doesn't work on mobile is the way the game is consumed. When I play something on my computer, I have probably made sure that I have a decent chunk of time available. I play mobile games when I am out and about and I have a few minutes to kill. Unleashed acts like a console game in this area, expecting me to sit down and play it for an extended period of time. It doesn't let you save manually, instead relying on checkpoints. I ended up replaying quite a few sections because I had to step away before hitting the next checkpoint.
Gameplay and controls is another area where third-person mobile games struggle. Unleashed uses the expected twin-stick emulation in most areas where you move around, and it works pretty well. Combat is pretty simple: you are crouched behind cover and have to strategically decide when to pop out and shoot at enemies. If you get hit you can just stay behind cover until your character stops panting. Almost everything else in the game is based on quick time events. Seriously. Shimmying along a ledge? Quick time event. Taking out a guard from behind? Quick time event. Drawing a bucket of water out of a freaking well? You'd better be ready for a quick time event, my friend! Ugh.
Let's talk about some positive stuff! The story was well-written and interesting. Most of the voice acting was by the actors from the show, so it was both congruent with my expectations and it was quality voice acting. If the story or acting had been worse you can bet that I would not have finished the game.

Ultimately Stargate SG-1: Unleashed is only worth playing if you are a super fan of Stargate. I am interested in the story enough to get the second episode, but I am seriously disappointed in its quality as a game.