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

Wednesday, December 23, 2015

Dishonored: Knife of Dunwall, Brigmore Witches 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/dishonored-knife-of-dunwall-brigmore-witches-review-c45e87d82bf2

Dishonored was one of my favorite games from last year; when I heard that they were coming out with DLC that would expand on the story, I was super excited.

As you know, at the beginning of Dishonored the Empress was assassinated. In these DLCs you are playing as Daud, the guy who assassinated her. It picks up soon after the assassination, when the Outsider pays Daud a visit and tells him that important things were happening with someone named Delilah. Over the course of the two DLCs this vague hint plays out into a conspiracy that threatens the entire empire.


Daud of course has many of the same powers as Corvo, with a few additions. The most notable is that he can call in a fellow assassin to help him out. I personally did not use that power because I was going for a low chaos playthrough. I thought it was very clever of Arkane to introduce Daud as the player character. No matter how you played the main game, you could justify playing Daud however you wanted. He is an assassin, so going high chaos makes sense; on the other hand, maybe he is tired of killing and is looking for redemption. I of course followed the latter course.


Each DLC has three chapters and took me over five hours to play, so price-to-gametime it is very reasonable. The Knife of Dunwall of course ends on a cliffhanger, which confused me at the time because I didn't know that The Brigmore Witches was coming as well.


Delilah, as it turns out, is another individual who has been given powers by the Outsider. Like Daud, she has a lot of followers who she shares some of her powers with. This only comes into play in the final couple of maps where you have to contend with people who can teleport.

Well somebody had to eat the babies.

I wanted her to be comfortable when she wakes up.





I'm really glad that Arkane gave us the opportunity to flesh out Daud's character and learn more about him. It gives the decision I made in the core game a lot more meaning. If you enjoyed Dishonored at all, you should definitely get The Knife of Dunwall and The Brigmore Witches.

Saturday, January 17, 2015

Brothers - A Tale of Two Sons 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/brothers-a-tale-of-two-sons-review-d28b46b7c28a#.h0pz8udse

I recently became interested in getting a few controllers with the intention of playing local multiplayer games with friends when they come over. A happy side effect to this is that I can also play games that are better suited to a gamepad than mouse and keyboard.

Brothers - A Tale of Two Sons has a very good reason for requiring you to use a controller; it is a single player game where you control two characters. The control scheme is very simple on paper: the older brother moves with the left analog stick and interacts with the left trigger, and the younger brother moves with the right analog stick and interacts with the right trigger. In reality it is very easy to get them mixed up, especially when the older brother ends up to the right of the younger brother. Luckily any time there is a puzzle element that requires each brother to be in a particular spot, the younger brother is almost always to the left of the older brother.
The puzzles almost always involve the two brothers working together, and more often than not they utilize each of their unique skill sets. For example older brother can pull heavy levers, and younger brother can slip through narrow bars. The puzzles are usually not very difficult to figure out, and very rarely are they a test of the player's finesse. This means that from a gameplay point of view, Brothers is entirely counting on its unique core concept. Luckily it is a short game (about three hours) so the novelty does not have time to wear off.
The story is another strong point. Everyone in the game speaks a fictional language, which leaves only the character's body language and tone of voice to convey their message. The result is that you usually have a vague idea of what they are saying, but a very clear impression of the emotions they are feeling. The brothers' journey begins when their father falls ill and they have to travel to a presumably magical tree to retrieve an antidote. On the way they encounter many people and creatures both magical and mundane. A lot of time they need help of some sort, and the brothers come to their aid. Some of these are required to progress through the linear game, but others can be found just off the beaten path. It is worth noting that none of the achievements are awarded for progressing through the main story, but none of them are very difficult to get.

The writers attempted a few plot twists, but for the most part I saw them coming a long way away. There were some genuinely sweet moments, and some that took my breath away. My favorite was the hang glider flight, which was delightful. It felt like the cumulation of the wonder found in the world, and the musical crescendo was the most memorable in the game.

I encountered a couple of bugs that involved certain events not triggering properly or the enemy AI failing to react to the brothers properly. Both were solved by restarting the game. The most amusing bug was the fact that half the text in the credits was cut off my first time through. None of these were crippling issues.

Brothers - A Tale of Two Sons takes a unique idea and uses its novelty to great effect. It also does not overstay its welcome, ending before things get stale.

Thursday, December 18, 2014

Telltale's Game of Thrones Episode 1 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/telltale-s-game-of-thrones-episode-1-review-e7be3d351671#.ffdt94qnc

I have become a big fan of Telltale's interactive story format, but this is the first time they have made a game in a franchise that I am already invested in. And it makes a world of difference. Even though Game of Thrones tells the story of a relatively minor house that has not appeared directly in the books or television show, I am already well acquainted with other characters and the politics of the world. This gives me a framework from which to base my interactions with these characters. Even if you are new to the series, they do a good job introducing characters with really obvious clues about their true nature. But really, you should read the books up through A Storm of Swords or watch the show up through Season 3. Speaking of which, they have all the same actors voicing their characters from the show.
Now let's talk about the characters they have created specifically for the game. House Forrester seems to have been written very similarly to House Stark. They are from the north, they are honorable, and their members have been flung all over the world. It is obvious why they did this: everyone likes the Starks, and Telltale wants the player to like the people they are playing as. I'm a little disappointed that they couldn't find a better way to do that than to follow an established formula. Much like in the books, there are multiple characters whom the player controls. This is where having the characters flung across the world comes into play. As in the books or the show, there are quite a few characters to keep track of, so I recommend going into the game's codex before you start playing so you aren't totally lost.
While reading A Song of Ice and Fire, I had gotten so used to George RR Martin's tendency to pull the rug out from under the reader that I could predict when bad things or good things would happen. Thankfully the writers at Telltale didn't follow that formula, so I was legitimately surprised a few times throughout the episode.

The art style is gorgeous to behold. I was expecting it to be cel-shaded like their last four games, but instead everything looks as if it could be straight out of an oil painting. Objects in the background become slightly blurred, and characters' faces have a curious texture. The border between foreground and background objects had a strange shimmer where the blurring ended, which was a little distracting. But does it look good in screenshots or what? By far Game of Thrones is the best looking Telltale game to date.

The gameplay has moved farther away from puzzles and action sequences than even The Wolf Among Us. Carefully choosing dialogue options is the only meaningful action the player makes. If you do the wrong thing during one of the few action sequences, it is simply game over. It is quite difficult to fail that way, but I giggled at the game over screen.
I don't remember caring this much about the characters' lives I am affecting, even in The Walking Dead. I was so conflicted during dialogue that I sometimes let the time run out accidentally. If Telltale can keep up this level of quality, Game of Thrones will easily be my favorite game of theirs, and probably my favorite game of 2015. Iron from Ice!

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.