#254 Virtua Fighter

Posted: 9th July 2013 by Jeroen in Games
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253rd played so far

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Genre: Fighting
Platform: Arcade
Year of Release: 1993
Developer: Sega
Publisher: Sega

In the realm of fighting games, there are two main early entries: Street Fighter and Mortal Kombat. The former arose in the late eighties, with the latter coming in in the early nineties. Both started off as traditional 2D sidescrolling type games. Virtua Fighter took that a step further, being the first to be set fully in 3D, using 3D characters with extended interaction. (Tekken, the final franchise, joined a year later and isn’t relevant to the further story).

I’ll save the details for later. Suffice it to say that the advances are big and impressive, as much as 3D may be commonplace by now. Last time we found that Tekken didn’t hold up as well. How about Virtua Fighter then?

Our Thoughts

It’s a weird thing. These days, 3D is so common that it’s nothing special. In fact, it’s often as easy to fabricate parts of your game in 3D and use that to ‘fake’ 2D environments rather than starting with a new, separate 2D engine. It is all build in and automated and collision checking is all done for you. If you haven’t experienced it, it’s hard to understand how big a leap it is to have proper 3D graphics.

Even so, if we take the graphical leap as read (and yeah, there’s not much to say about it now and it seems petty to complain), graphics-wise it still has its own small brilliant touches. As much as it must have been an additional way to show off the 3D graphics, hats and other otherwise impractical bits of clothing fall off during the fight (it was for that reason that I always used to play as Pai, just for the hat to fall off) and stay around on the arena floor. It’s not relevant to anything, but is an otherwise needless touch that you don’t tend to see elsewhere even now… no idea why not, really, as it makes sense.

Beyond that, the game plays like many other fighting games of its kind -at least to someone like me who doesn’t have much experience in them. Moves, combos and such. There’s some good character differentiation, such as in speed and power. The book praises the game for being easy to pick up and learn – it’s fairly true, as most of the basic moves get you quite far already and combos that exist aren’t as necessary. It’s nicely straightforward. which makes it as much fun to play, even though there are further layers to master.

It might be dated now in some ways, but the game still offers its own new experience and is still remarkably playable for game that’s now twenty years old.

Final Thoughts

Whilst I did question the validity of Tekken on this list it is easy to see why the original Virtua Fighter is. The 3D graphics, whilst clunky by modern standards, was such a leap forward in fighting gaming.

This marked the beginning of a successful franchise and this leaves us with Dead or Alive, Mortal Kombat and The King of Fighters to cover soon.

#187 Bomberman

Posted: 5th July 2013 by Jeroen in Games
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252nd played so far

Bomberman (U)_004

Genre: Action
Platform: PC Engine
Year of Release: 1990
Developer: Hudson Soft
Publisher: Hudson Soft

Okay, yes, I’ve played Bomberman games before. But those were later games – in particular the SNES version. I’ve never had a chance to play the original. As that’s the version listed this time, that’s what we’re going to play today. I’m in the same boat I have previously played the version on the Sega Saturn and a group of us on a trip to Italy played the portable version (which lead me to realize how racist a lot of people in my school were).

I’d love to give some sort of preliminary history or interesting factoid, but there’s little to say about the story. You’re a weird-looking dude who destroys aliens by, well, bombing them. No, I don’t know why either.

Our Thoughts

So the concept is simple. You walk around. You lay bombs that destroy bricks and, if you can get them caught in the blast, enemies. Bricks give you upgrades and hide the exit and you have to defeat all enemies within the time limit to be able to use the exit and advance.

It’s a fairly simple concept, making for a solid concept. It’s not as simple as we’ve found in earlier games, the basic, straight forward concepts from Space Invaders or Frogger, with a larger variety in powerups and enemies. The gameplay itself doesn’t vary too much because of it, but it’s different enough to keep the game interesting.

It’s not an easy game – still thrown back to the earlier stages of arcade difficult – but I felt like I made some good progress starting early on. It was a bit of a struggle to get to the second level, but once you get into the swing of things it speeds the game quite a bit.

There’s – as with so many of these games – little to say about the graphics or sound, as they’re just not outstanding. They’ve been done better in later parts, meaning that a slightly messy design now actually looks clearer because I know what it should be.

Apparently part of the excitement was multiplayer, something we couldn’t manage to test ourselves, although we can see where the excitement for it would come from.

Final Thoughts

I’ve been a bit quiet here, but since we are covering another Bomberman game at some point (which is pretty similar) I’ll be saving all comments until then.

#933 Machinarium

Posted: 1st July 2013 by Jeroen in Games
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251st played so far

2013-01-06_00007

Genre: Adventure
Platform: PC
Year of Release: 2009
Developer: Amanita Design
Publisher: Amanita Design

Recipe: Take a developer known for creating eclectic adventures like Samorost. Add in cute robots and rusty cities. Get some Rube Goldberg contraptions and make larger puzzles out of it. Put in a few bits of heart.

All of that together gets you Machinarium. A lovely adventure game we just had to finish. So we did. First game of the fifty, and it’s a charming start. More so when you compare it to other fifty starters like The Path.

Our Thoughts

Thanks to the people of Steam and free tools online we are seeing a large resurgence in point-and-click adventures. Not so long ago Time, Gentlemen Please! was completed by myself in the name of this blog. Now, I have done the same with Machinarium. What can I say, I’m a sucker for point-and-clickers if they maintain my interest for the first 45 minutes. In total it took about 5 hours to complete this game, one of those rare occasions that both the conditions of this blog.

The puzzles themselves are an interesting mix. While a lot are the usual fare, use as many items on as many objects as possible, the game adds in its own twists. First, the size-changing of our robot partner means that you have to try some things a few times to make sure you’re not missing out on anything, and its insistence on correct positioning is as much something to be careful with.

The more interesting puzzles, however, are actual puzzles. Sliding puzzles, moving pegs around boards and other minigames like it. It changes the game slightly, less adventury than we expected, but just as challenging – far more so, in fact. We got stuck a few times, but by using these puzzles progression felt more logical than unorthodox item combinations. Something else that helps is the hints system. If you want a quick pointer to what needs to be done then you have the light-bulb button that gives you a vaguer hint. For a more comprehensive hint (or solution) you have to successfully complete a scrolling shooter mini-game. I like to think this is just how our little robot friend accesses the deeper recesses of his brain.

Speaking of our little robot friend, just how cute is this game! For a robot city everything seems remarkably human. Robot animals populate certain areas (including  a cat you have to electrocute) and puzzles involve cooking down machine parts, vacuum-cleaner grappling hooks and growing pitcher plants. Not to mention the odd idea of having the heads of robot animals on the walls of your abode or a robot actually being bothered by a swarm of flies.

Unlike most adventure games there is really only one option; interact. This does streamline a lot of the gameplay so you can focus on the nature of the puzzles but there was one issue. In order to carry off such an interaction you have to be close to where you are clicking or nothing actually happens. It’s a small niggle but after a while it gets irritating. However, this is easily glossed over when you start playing with your robots ability to grow and shrink. One of the many cute reasons this is an adventure game worth sampling.

Final Thoughts

It’s not a long game, and the hint modes mean that it’s not that difficult anyway. It’s charming and, despite its occasional control issues, fun. If anything, it’s a stronger adventure game than its predecessor Samorost. One of those games that’s worth playing through.

50 Game Round Up: 201-250 (Peter)

Posted: 29th June 2013 by Mulholland in Round-Up

25% in and the only thing I can think of is: thank God this 50 is over. In many ways this has been an odd fifty because we have had to tiptoe around with every game that I have ever played. That meant pretty much no fighting games in ages and major series like Resident Evil and Mario were pretty much avoided.

This 50 was also the time when we got a stick up our arses about making sure that we don’t have another Reset Generation situation and played all the games only available through online means. I know look forward to the next 50 where Jeroen will now be going through the same deal of not playing games he’d played before.

Best Game I Had Not Previously Played

Mass Effect

This was one of the first games that I had played through to completion for a very long time. It could easily be the headliner in the final category but nothing really came close to how much I loved this game. In Mass Effect I went for the route of a female protagonist with a good heart who romances a hot (surprisingly so… for a video game) officer.

By no means am I saying that this was a bad bunch of games. Quite the contrary actually. Very early in the bunch we had Assassin’s Creed II which had a surprising amount of Renaissance based freedom… I don’t know how long it took me to climb the Duomo but I was glad I did. I also fell in love with little 2D creatures in the realm of Darwinia and learned to love street art in Jet Set Radio Future.

Worst Game

SkoolDaze

Whilst there have been a lot of really good games in this 50 there have been some absolute stinkers. The one I’m highlighting is Skool Daze. It’s clear to see how this has influenced later games but not only is it hard to play due to the controls but it just seemed unnecessarily difficult in places.

Then there was Eamon which just bored me silly… sorry text adventure lovers.

Most Surprising Game

Left4Dead

Anyone who knows me knows that zombies can really freak me out. I like films such as Zombieland and Shaun of the Dead. The Walking Dead is a series that I keep up with. However, when it comes to games with zombies in… I suddenly become somewhat of a wreck. The reason that Left 4 Dead is my most surprising game is that it really was the first time that I was able to not only stomach zombies but also taking a lot of pleasure in massacring the undead.

I was also pleasantly surprised by the beautiful graphics in Auditorium which stands in our ever-growing pile of games that come close to art.

Biggest Disappointment

RaymanRavingRabbidsMac_1

Okay, so there was one game that I had been looking forward to playing for a long time. We had a bit of a false start since, stupidly for a minigame-based game, you had to play through a rather stupid single-player mode to unlock them all. I am of course talking about Raving RabbidsThere are some great little bits in here but as a package it was frustrating and disappointing.

In a close second place is the MMORPG Eve OnlineI’ve heard so much hype about this and I know that it rewards a lot of playing time to get to the heart of it but the gameplay was just not matched by the magical space visuals.

Games We Kept Playing

aion

This is hard to isolate just one game for this since there have a been a large number played afterwards. Since I was surprised how much I loved this game and the amount of time I ended up investing in my character. Yes, Korean-based MMORPG Aion: The Tower of Eternity took up much more time than I expected… then I ended up with a frog and I was lost to the world of angels and spell casters.

As I previously mentioned I completed Mass Effect and am very much looking forward to playing Mass Effect 2 in the near future. I also completed Time Gentlemen, Please which was a great laugh. Other games that ended up being played loads after finished writing it up included Castle Crashers, Shatter and Pure.

50 Game Roundup: 201-250 (Jeroen)

Posted: 28th June 2013 by Jeroen in Round-Up

Woo! As we round off another 50, we’ve reached the one in four mark. Had we done this in order, we would have managed to get to 1993, having just enjoyed The Settlers (a game I am looking forward to playing).

The past fifty games were dedicated to games Peter hadn’t played before. Mostly to get us past the holidays and cover some titles, but it lasted a bit longer than planned. More interesting, the next 50 will be all games I’ve not played before. An exciting prospect, to be honest, as the new games I’ve been playing through the blog are the ones I’ve been enjoying the most. After the first two hundred games brought us games like Saints Row 2, time to look back at these fifty and see what fun games we played.

Best Game I Had Not Previously Played

It’s a bit odd. As enjoyable as a large part of this fifty was, with plenty of obscure titles we tried, I must admit it’s difficult to point to a real standout game for me. Looking for my pick, I go back to my adventure game roots. Time Gentlemen, Please fits in the line of the lovely Lucasarts adventures like Sam and Max Hit the Road, telling a lovely story with creative gameplay.

Although I haven’t really seen another standout game (other than a few I’ll go into below), there have been some other fun highlights. It’s always fun to play Professor Layton again, although the one we did most recently didn’t do as much as The Curious Village. Aion: The Tower of Eternity was the best of the MMORPGs we played.

Worst Game

Here’s the other side of the medal. There’ve been games we just didn’t get this fifty. In part because of the restrictions we had barring a lot of known older games, the other ones tend to have more special criteria to be included. Deus Ex Machina was one of those. Its gameplay was simple and unappealing, but the scope they were going for is immense and there was the argument that there’s some form of art in there.

One game that doesn’t have that argument, but instead just seems to be an unplayable mess, is Leaderboard. A golf game with impenetrable and imprecise controls that seem to get in the way of any progress. It felt impossible and frustrating. Even worse, having played other golfing games from this era, I know it can be done better. And nicer. And with course customization. It just isn’t worth it and feels like it doesn’t belong.

Most Surprising Game

Some games end up in this list because they looked bad and turned out to be more fun. Nebulus was fun like that, for example, as was Reflect Missile. Eamon and MUD were just different, especially with their age. With the latter, its emptiness was as much of a surprise to us.

The most surprising games, however, are ones that seem simple and straightforward, but turn out to be bonkers and different. Fast, quick, fun and with a soundtrack that just sticks in your head. Yes, I’m talking about Jet Set Radio Future, the skateboarding game with plenty of grinding, different tracks and 90s skater culture that is unironically true to those roots while not getting annoying. It shouldn’t have worked, we should have been annoyed at it, but it made for an awesome game and lovely setting.

Biggest Disappointment

And there’s the other side of the surprises. Some games just turned out not to be as good. Alone in the Dark just wasn’t as good as I remember – just because of how it aged. I can’t blame it for it, and it’s not a bad game, just not as good as I was looking forward to. Top Spin 3 could have been better than it was. And Monster Hunter… worse than we expected from beginning to end.

Most of them, however, came from the MMORPG category. We felt pressured to play them because some were starting to close down. We didn’t really mind in general, as we enjoyed some – Planetside was fun, Aion was mentioned before, and Eve Online was interesting. Others, however, didn’t live up to the hype. I was expecting more from Runescape, but (technical issues aside), it just didn’t live up compared to what people around us thought of it. Seeing a recent cinema advert that simply didn’t match the actual game doesn’t help there.

Worse, though, was Ultima Online. It was the big one, the granddaddy of them all. I looked forward to playing it as it was one of those games I’d wanted to play for a decade. It just didn’t live up. The redone, upgraded graphics just weren’t and the gameplay was too confusing, involved, and irrelevant to the rest of the game. I couldn’t find my way around, even to get out of the initial area, and soon didn’t fancy playing any further. Having played other MMORPGs, it just wasn’t relevant anymore.

Best Blast From The Past

There were surprisingly few games I played again this fifty. Not as worthy for this category was Cursor*10, which was fun to play again, mostly.

It was fun to revisit Fallout again, which is as it should be for our 250. I’d use this as blast from the past, but to be honest, I’ve been playing it recently enough to really be such. Great fun though, and will be revisited soon.

But no, there’s another game I loved going back to. Plok is a flashback to my SNES-playing childhood days. A funny story that leads to a difficult, addictive game, with some nice game touches and creative, colourful design. Showing all the things the SNES can do over the SNES and making for some fairly pretty games. It was great to play… and Peter enjoyed it as much, which was a pleasant confirmation as well.

Games We Kept Playing

There’s been a few games we’ve been getting back to. Castle Crashers has been a recent addition to our multiplayer arsenal, for example.

The one I’ve been spending most time on, however, is Mass Effect. Yeah, it’s a great game from Bioware (as will be mentioned… well, in a future post). But more importantly, it’s lead us to continue playing for its sequel. Peter finished it quickly and right now I’m doing my best to play through it in my spare time so we can play Mass Effect 2 (and part three once we’ve done that). It’s fun, it’s a good RPG with good conversation and other options. We’ve enjoyed the combat and the roleplaying and want to see how it ends. This is helped by the linking of the save files – we know that what will happen in the next game will be affected by what we do in this one. That, too, feels awesome, and gives more of a reason to keep playing. More soon, we hope.

#342 Fallout

Posted: 27th June 2013 by Jeroen in Games
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250th played so far

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Genre: Role-playing
Platform: PC
Year of Release: 1997
Developer: Interplay Entertainment
Publisher: Interplay Entertainment

Yes! Yes yes yes! We’re finally here! With this entry, we’ve reached 250 games, having covered one in four (game 1001 doesn’t count. We can write up Minesweeper from memory. Or another game like that. Maybe Reset Generation will turn out to be permanently lost. That’d be one less). An impressive accomplishment, even if I say so myself. We’re on track, we’re doing well and I’m still loving the challenge (as am I, but with a teaching job this is becoming more of a challenge than I signed up for two and a half years ago).

As important to myself is that for this fifty, the final game pick is mine. For it, I decided on Fallout. There’s a few reasons. One is that we want to play it before Fallout 3 – perspective as much as anything. But also because the isometric RPG genre is one I’ve grown to love dearly and Fallout is one of the best examples of its kind.

The next fifty will be games I haven’t played yet (while Peter’s will now be wide open). It’ll be a fun challenge, as I’ve enjoyed exploring the games I don’t know most in the past, but playing a game that defines my tastes best feels important now. So here we go.

Our Thoughts

It’s difficult to give a proper critique of a game like this – a genre I love, a franchise I really like, but also one where the flaws feel obvious.

First, while I know some will disagree, I feel Fallout 2 is a better game than its predecessor in just about every way. While a similar situation caused Baldur’s Gate II to be listed in favour of its first part (although its change in storytelling and design may have had an influence in this), here they went with the genre-defining first part. (Note that, for this comparison, I’m ignoring the more recent sequels, in particular Fallout 3. They are good games, but are different enough that we can’t make a real comparison. There are similarities, sure, but I can’t say much about it here). The comparison both gives an impression of where the game shines and where it is flawed, in particular where the sequel improves it.

Aside from setting up an interesting world, the game does its best to make it feel alive. It takes a little while for this to become apparent – you start off in a rather boring cave and the first town you come across has little special going on. Changes happen, but it’s less obvious. It’s only partway through the game that you get to make any real choices. A lot of similar deepening content also requires backtracking.

It makes the game less penetrable, though. The game starts off slowly – effectively a dungeon crawl with a previous town roughly pointing you in some other directions – that doesn’t show off the strengths of the game. You can go back to your home, but that’s only after 24 hours… and only if you bother going there.

Of course, deviating from the original path is near-certain death, as you encounter tougher enemies. This too feels off, as in so many places the game allows multiple options. If anything, that’s one of the things the series prides itself on. Later in the game (and, in the sequel, starting in the tutorial) there are multiple options to take care of most situations, especially those involved in the storyline. Famously, you can talk the final boss to death, avoiding his flunkies by sneaking and lockpicking. It’s that sort of interaction that is interesting in this game.

One of the most brilliant examples of this, by the way, is the changes you get when you play with a low intelligence. If it’s lower than three, you get a completely different set of conversation options. While a lot is blocked off, it makes for an interesting experience.

One lesser thing that is fixed in the sequel are the companions. They are fun to have around and add a few bits in the game, but don’t level up with you and die rather easily. It’s a nice idea though.

Character development is fairly advanced. While some deeper games followed, there are plenty ore options beyond how smart you are. As said, the skills you focus on matter, including violent or non-violent, but also the perks you get – small other bonuses. While some are straight forward stat bonuses, others are more interesting, such as Animal Friend or Flower Child (referencing that non-musical staple of the flower power era).

In the end, though, it’s the style that makes the game. The design is based on the vision of the nuclear future of the 1950s. The cheerful, morally clean designs come through in the cuteness of the pipboy. There are plenty of browns. The Chinese and Russians are the enemies. It’s The Bomb that took it all out. Even the opening music – Maybe by The Ink Spots – feels part of the era.

As a game, it kicked off a style of game that has been followed in Bioware’s games, Troika’s (when they were around), Obsidian’s and other, smaller companies. The game itself has its flaws, but aside from it leading to great other games, this is one of them for me.

Final Thoughts

With the exception of French action-adventure Little Big AdventureI have personally had little experience with the isometric games before starting this blog. As someone more used to the top-down or 3D style gaming it is hard for me to access a game such as this. That, when coupled with the slow pace at the beginning, failed to make this game that interesting for me. What also did not help was that there is no personal history with this game and that I completed and loved Fallout 3 a few years ago.

#872 Monster Hunter Freedom Unite

Posted: 23rd June 2013 by Jeroen in Games
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249th played so far

MonsterHunterGenre: Action/Role-Playing
Platform: PSP
Year of Release: 2008
Developer: Capcom
Publisher: Capcom

Well, doesn’t that sound interesting? Aside from sounding like a bit of a Pokémon rip-off, a game we’ll get to eventually that seems to have inspired many others, this also brings in another Japanese trope – vaguely appropriate sounding words (and some that are not some much) seemingly random thrown together to form what is a title that sounds more consistent than it really is.

I mean, monster hunter, sure. But freedom unite? No. It’s a weirdness that can be sound in anime series as well. The second season of long running series Gintama was named Gintama’ and the Sailor Moon franchise used seemingly random letters to differentiate between the different arcs. I mean what does the R in Sailor Moon R really mean?

Next to that, the Monster Hunter series is an action adventure RPG-ish series of games that is fairly big in Japan but never really made it over to the west. It’s the series of games that have been recognized as one of the main reasons behind the success of the PSP in Japan, which made the recent switch of allegiance to Nintendo all the more bitter. From the bits we did today, maybe that might be appropriate… but let’s see how it holds up to longer play.

Our Thoughts

Now here’s a disappointment. Expecting something a bit… friendlier, the game feels a bit bland and repetitive. Taking another step to Japanization and the worst of MMORPGs, the game is all about the fetch quests. All those annoying ‘Kill five of this creature’ and ‘Gather then purple carrot’ quests that so many (MMO)RPGs try to move away from? It’s this game’s raison d’être. Even the ‘cook a rare steak’ quest at the beginning met with a number of groans from our independent playthroughs.

That’s what it is. You’re a bounty hunter – the titular monster hunter, but you gather herbs as well so it’s more than just monster hunting – who is send out specifically to kill enemies and gathering items. It doesn’t even bother to disguise its quests as anything else than that, which makes it more galling. The game doesn’t even offer any real storyline beyond your job.

There’s a lot of tutorials to introduce you to it. Considering that a lot of it is quite repetitive, it doesn’t seem as necessary to have it and, in fact, I got bored enough with them halfway through that I left and went out to try on my own. The only real reason for doing it like that is muscle memory.

The game makes a weird control scheme choice, with the main action being bound to circle, x being some sort of semi-unnecessary duck/roll, and square being item use. This has, more than once, waste unnecessary items when I just meant to jump around and grab items.

While it tries to look impressive and be visually distinctive, the semi-realistic graphics aren’t realistic enough to be convincing, and the bland colours blend together on the PSP screen. A lot of this feels like it would work well on a big screen, but scaled down for the handheld it gets murkier. It feels rather wasteful and some bolder art choices would have worked. It probably doesn’t suit the series, but it’s that tone that didn’t work for me in the first place.

The game allows for online multiplayer. While I can see how this might be marginally more fun in a group, the basic structure of the game (unlike the recent Left 4 Dead) doesn’t convince me of its value. It mostly seems to be an excuse to raise the game’s difficulty level, not to actually make the game more interesting.

Final Thoughts

Many games are divisive. That is the nature of any entertainment medium. For the most part, however, when we don’t particularly like a game we can see the merit that lies within that points to why a series has a large fan base. For this we… aren’t so sure. It’s got great character customization but as a game it’s repetitive to the point of idiocy.

248th played so far

IMG_3890

Genre: Action/Role-Playing
Platform: Xbox 360/PS3
Year of Release: 2008
Developer: The Behemoth
Publisher: Microsoft Game Studios/Sony Computer Entertainment

There’s something fun about side-scrolling beat-em-ups. They’re straight forward, fun bashing which feels like you progress easily as you figure out the (usually easy) combos. They make for good multiplayer as you work with each other or against you, with this type of play showing even in otherwise unrelated games such as New Super Mario Bros Wii.

Castle Crashers takes this general gameplay, adds in some RPG elements and cartoony looks and creates a medieval ‘rescue the princess’ story around it. And we can play it together. This is going to be fun! (It would be more fun if we got this on PSN and could play online for free… big mistake.)

Our Thoughts

And fun it was. Co-op is part of the game recently, with Left 4 Dead having been up previously and our MMORPG adventures. It is part of the beat-em-up tradition going back to the arcade and is of course found in this game as well. It reminded me a bit of the Simpsons arcade game… but actually good.

At its core, this is a beat-em-up with all the standard features. Enemy swarms, a few combos to take them out, and a big boss battle every once in a while to make it tough. As a beat-em-up, it has nice graphics, creative enemies, and some cute critters around. It adds some fun special sections, such as a few chase sequences as you try to stay ahead of a black furry monster thing, and features a player versus player element in both arena sections and a couple of specific storyline locations.

The game expands on this with its RPG elements. While the choices in leveling are limited – you increase your strength, defense, speed and magic – the game also slowly gives you more abilities to play with. The main part of this comes from the magic. As you raise your magic stat, you gain a couple more spells – area based and certain missiles. The interesting thing here aren’t just the upgrades though, it’s how it differentiates the characters. Aside from new magic-based attacks you also unlock new combos for when you are thrown into the clusterf*** that is most levels.

Aside from starting weapons, the spells are the main difference between the different characters. You start off being able to chose between four coloured knights, with fire, ice, lightning or poison-based powers.  By reaching certain landmarks with each character (they progress and level individually), mostly completing the game with them, you unlock other characters that you can take through the game. Most of them have different types of magic (with mostly later characters becoming sprite changes).

The game mostly stays a free-for-all beat-em-up fest. While the levelling adds a nice twist, probably the most exciting part is the violence you dish out. Because of that, multiplayer just gets better. Beating up all the enemies (it’s easier when you’re together, but also more chaotic) and then fighting over it? It’s awesome and great fun. Add to that the occasional struggles to get money or weapons before the other player, so you’re stronger, and you get a pretty fun game. There’s actually one more thing we want: more people to play with. It was nice playing with just two of us, but we just want to play with more people now. Three, four if possible. It can only get more awesome.

Final Thoughts

One annoyance I personally had with this game is that the save feature can be a bit buggy at times. However, in terms of the XBLA/PSN games we have encountered so far this one of the first that has offered action as well as a great deal of depth as well as a degree of re-playability. If it wasn’t for the fact we got this via XBLA this would be a game that I would lose hours to playing online… oh well.

247th played so far

Genre: Survival Horror/Shoot ‘Em Up
Platform: PC/XBox 360
Year of Release: 2008
Developer: Turtle Rock Studios
Publisher: Valve Corporation

A while ago, when talking about Alone in the Dark, we discussed how all survival horrors had their own second genre. We quoted that game as an adventure, Dead Rising as an FPS. It’s no surprise then that when Valve enters the genre, it’s as a shoot ’em up.

While that’s something we partially see in other games (although the unlimited pistol ammo seems odd), a focus on pure shooting over also using stealth and avoidance is different and makes for an interesting game choice.

Our Thoughts

There are certain games where co-op play makes more sense than others. Survival Horror is perfect for it. While part of the scariness of the game is in knowing you’re on your own against a lot of enemies, having a few people around you – friends or strangers – to help you stay safe makes it more bearable.  Sure, there are still large hordes and it doesn’t become that much easier, but it feels better to be a small band of small survivors, rather than to be on your own.

You do this by playing as one of four identical characters. They have their own looks and voices (including slight interaction between them), but otherwise play exactly the same. This group is part of the arc of storylines – as much as there is one – of this group trying to escape a zombie-infested location and get to civilization and safety.

To do so, your group plays through movies, made of four scenes each, which share a theme and lead from one part to the next (with safe rooms in between). The end of these movies in miniature features you making a successful cry for evacuation and waiting for the helicopter/boat to arrive. During this final section you are inundated with wave after wave of undead.  While a thin story, it’s sufficient to lead you from place to place and give you a reason to stick together.

Still, even without that you’d want to. This is a game where you fight against zombies, and there’s lots of them. The game brings out swarms of them at times, and at that point you need four of you to fight off, knowing others have your back. The numbers simply wouldn’t work if you were on your own, you’d be overwhelmed. We are not talking about the slow zombies from Resident Evil but the running zombies from The Walking Dead and 28 Days Later that are apparently becoming more popular than the classic slow-walkers.

There’s more of an advantage than that. Aside from your teammates tagging you to revive you, they can help you against the elite enemies as well. While most of the zombies you face are simple normal ones, some have mutated to gain additional powers – bulk to make powerful attacks, a tongue that grabs you and doesn’t let go, and so on. In a number of these cases, you can be immobilised in some way by them. You can’t get free on your own, but your partners can help you.

One other thing that enhances the game, especially for repeat multiplayer play, is the ‘director’. It’s a system in the game that changes the levels. Based on your playing style, zombies attack at different times and you encounter different ‘bosses’, placements change and the game is different. It adds a lot to replayability (and uncertainty as to whether your least favourite boss character, aka the witch, will make an appearance), as well as to the tone of the game. You’re never entirely sure what to expect or where you’ll get attacked, adding enough tension to keep you on your toes on future replays.

Final Thoughts

This is the first survival horror game with decent graphics that managed not to freak me out entirely (yes, even Dead Rising managed to give me the creeps) and I was able to enjoy this game a lot more because of that fact. I am not one for online gaming usually but this blog has really opened my eyes to how it could be a lot of fun. First Fat Princess demonstrated how a gigantic free-for-all can be a lot of fun and now Left 4 Dead has opened my eyes to the world of online co-op gaming. Whatever next.

#951 Shatter

Posted: 11th June 2013 by Jeroen in Games
Tags: , , , ,

246th played so far

Genre: Sports
Platform: PC/PS3
Year of Release: 2009
Developer: Sidhe Interactive
Publisher: Sidhe Interactive

Let me, as way of introduction for this game, discuss the genre decisions for the games we use. Rather than them being made up by us, they’re based on the genres listed in the book. This usually matters little, but occasionally leads to odd results. We’ve discussed the difference between driving and racing before, but sometimes it’s the individual game that is different.

Shatter is derived from Breakout and Arkanoid, both listed as action games, which both are more advanced versions of Pong, which is classified as a sports game (this time derived from table tennis). Shatter, as you see, is considered a sports game. They did not, as far as I’m aware, add anything that would make it more sporty, rather the opposite…

Our Thoughts

Told as an expansion of the standard Arkanoid plotline, this downloadable game has you travel through weird galaxies, fight your way through levels and kill bosses in between by hitting them with balls (yet never in them).

That on its own is already pretty good. The gameplay holds up and with a nice, graphical upgrade it’s already a good game. There’s some awesome boss designs and nice challenges to go with it. It’s got some nice different block designs – aside from the usual multiple hits and special hit ones, there’s also moving bricks, attracting bricks and rotating bricks. On its own, it’s an enjoyable game already.

Then here’s where it gets better. Aside from the direction of the game not just being up, your paddle can be on all sides – sometimes it’s on the left, sometimes a quarter circle, all possible. You’re in outer space – who cares about gravity?

Speaking of gravity… how does manipulating it sound? In particular, being able to attract to your paddle (making the ball and power-ups rush towards you) or repel them (meaning that, yeah, the ball can bounce back up). Useful, right? It makes the gameplay more interesting and often allows for combos and easier manipulation of the ball. At the same time, it’s quite intuitive – not much getting used to it required. And lives and extra balls are cheap and easy to get, meaning that some experimenting is fine – you can afford to be creative.

Alongside this ability to alter gravity the game also shows you where your ball is set to land. This (alongside the well organized control system) allows you to set up a large number of combos, leading to score multipliers and a further climb up the high score tables. Awesome.

It’s a nice variation of a theme and the different gameplay, combined with the nice graphics, make for a good, playable game that’s familiar enough to pick up easily, but interesting enough to try out and get a different experience.

Final Thoughts

To be honest the brick-breaker genre has been so done to death that to find a recent game that has made a real effort to bring a degree of innovation and originality is actually rather disarming. In many ways it is a love-letter to the old classics whilst also demonstrating what modern technology can achieve. It’s definitely a title that every Steam or PS3 owner should have in their collection.