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More indie galore…

11 Feb

Keeping on with my trip in the world of indie games I had on my Steam account:

 

Looks amazing, plays like a dream… but (there’s always a but) it’s a “kill-everything-that-moves” platformer… Not my cup of tea, but if you like this sort of games, it’s a galore of cartoon violence that plays extremely well… Not sure if this fits the “indie” label, since it’s an EA game, but still it has an indie feel to it.

 

Breakout with some twists… It’s a nice game, well executed, pretty to look at, but again, not my cup of tea… My Arkanoid days are for a long time…

 

Another platformer (half the games in the world are platformers, it seems), in this one you can take “photos” of certain parts of the game area and past them to others; this will enable you to overcome fiendish puzzles. Very pretty, it lacks a certain story-line that I really need for games to suck me in (unless the gameplay is as amazing as “Closure”, for example).

 

This game was so close to being what I always wanted in a space game it’s almost annoying that I gave up on it after 3 or 4 hours of play.

Space Pirates and Zombies (SPAZ) is a top-down space shooter, with all the RPG elements you might want! Loads of quests, tech-trees, upgrades, mining, etc, etc, etc…

So what’s wrong with it? Well, first of all, the game overwhelms you with information and mechanics very early, which kind of dampens my enthusiasm a bit… but hey, the game seemed so awesome, I powered through it…

The worse part was when I found out that I wasn’t actually having fun in the space battles… the enemy AI is so rudimentary that the combats were just a succession of “follow this ship until you overtake it, then 180 degrees and do it again”, it had a taste of random (not enough feedback on hits to understand what exactly was happening)… but worse, it didn’t FEEL fun… So, space battles became a grind (and that’s the main core of the game), so after a bit I was thinking “Why am I playing this, I ain’t getting any satisfaction from it!”, which was a shame, because everything else seemed awesome… Maybe a bit more “directed” gameplay (through an initial storyline), and a better combat system would have really pulled me in, because I really wanted to like this game(it seemed to be everything I wanted EVE Online to be)… Looking at it, I think that the combats shouldn’t be so fast action oriented, somewhere between the fast pacing it has and the slow drag of EVE… Then, maybe the game could have been a really huge tiem sink for me…

Anyway, try it out, you might find it more fun than I did… there’s thousands of people of that opinion, so it might be that I was expecting something different, since I’ve been thinking about making a game like this for ages now…

 

I’m playing this one at the moment, so I still don’t have any clear opinion on it… It’s a fluids based puzzle platformer, and it looks very nice… The drawback is that all that fluid calculation takes its toll, and it sometimes runs very slowly on my computer (which isn’t exactly high-end, but it’s not a low-end as well)…

Anyway, give it a whirl… I’m 2 hours in it and still having fun, so I’m guessing it shows the game is good!

 
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Indie games galore…

04 Feb

Continuing my last post, here’s more “reviews” of games in my Steam collection that I’ve been trying lately…

Before I start, though, I have to say that there’s a awesome thing about most games I’ve tried so far: they startup quickly and I can quick at any time with minimal progress loss… As an adult, this is very important for me, since when I was playing Assassin’s Creed III, I’d leave the console turned on for hours at a time without playing, just because I didn’t want to wait ages for the game to startup and be playing…

But, one complaint (to everyone… indie and AAA): please add a “Save and Exit” option… even if your Exit option always saves, I feel uncomfortable leaving without saving… don’t hide my saves from me, let me know when you’re saving, that way I know how much progress I’ll lose if I quit the game at any one point.

Anyway, on with the “reviews”:

 

If you like platformers, go no further… this one is an excellent one, although very hard to play without a gamepad (which I don’t have on my PC). Hard platforming, with some silly storyline and excellent level design!

 

Although I’ve followed Cliff Harris’ blog for ages now, I only played his game now (picked it up on a Humble Bundle sometime ago)… The game is what I expected: you choose your forces up until a certain amount of “points”, position them in the “starting line”, setup tactics, etc, and press go… then you see a battle being played out in front of your eyes, with no intervention from you… While I understand the point of this, I’m not a big fan of the concept, but I admit that it looks gorgeous! Most of the time, I’d just think that I wanted in on that fight… Would totally buy it as a screensaver, though! For more tactical amongst you, it’s a must have in my opinion… It runs as you’d expect, the AI is very good, and your orders pre-battle are decisive to the outcome (so you don’t feel that victory or defeat was just random events). As far as I know, there’s extensive modding support (and lots of people doing it), so it’s awesome value for money!

 

Pew, pew, pew, kaboom! It’s a schmup, very well executed, very atmospheric and with a good effort done on the story presentation… Not my cup of tea, but if you like shoot’em ups, this is one of the best I’ve seen in the last years!

 

One of the best of the lot so far, I played this until I finished it (in about 6 hours or so)… Imagine “Shadow Complex” or “Deadlight”, but with a lighter tone and with a gravity-manipulation mechanic. We explore an environment (not so open as “Shadow Complex”) in a typical side-scrolling platformer fashion (with good looking 3d graphics, though), and you can use a weapon to pickup objects and throw them… You can also influence the strength of the gravity in the room you’re in, which is part of many of the puzzles… The game as a bigger focus on “escape-type” puzzles than on enemy confrontation, which I enjoy tremendously – games with focus on action with an extra mechanic besides shooting tend to get themselves lost in between those two worlds, so it’s good to see a game that balances it perfectly!

It’s awesome fun, well presented, interesting (albeit cliché) story and just about the right length…

Seriously, get this one… Now! It’s that good… Don’t know how this one got below my radar, but I never heard about it until I bought it as part of a Indie Humble Bundle (one more reason why these bundles are awesome)… Can’t wait for a sequel!

More to come!

 
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It’s been so long…

30 Jan

Hi everyone!

It’s been ages since I wrote here, but I’m not dead… My time during Christmas break is usually terribly busy, and afterwards work hit again like a brick wall (was hoping the mad rhythm from last months was gone, but I was wrong).

Anyway, I’ve been doing some things related to Grey and my Indie Speed Run unfinished entry, but you can read about it on Spellcaster Studios’ website…

Here, I want to talk about the games I’ve been trying out lately… Besides the usual Christmas binge on new Triple-A games (Assassin’s Creed III was pretty good, with some flaws, but still a lot of fun… The naval battles rock), I’ve been working through my Steam collection, looking at games I haven’t really tried. Here’s my impressions on some:

 

“The Binding of Isaac” is a procedural Zelda-like game… That said, I should have liked it, but to be completely honest… I didn’t… The controls were cumbersome for my taste, and there was too little storyline to keep me entertained; this is the problem with most rogue-likes out there (not only indie, but also Triple-A, like Diablo 3); I‘m not the type of person that walks around doing the same thing over and over again without anything to drive me forward (usually story)… Exception to this is probably “World of Warcraft”, where I raid over and over again, but there we have the social component as well.

Anyway, “The Binding of Isaac” is a well made game, with a very cool aesthetics (both visual and thematic), so if you enjoy roguelikes, give it a whirl!

 

“Closure” is a puzzle platformer whose main mechanic is easy to understand if you see it, but kind of hard to put into words… Basically only things in range of light have any physical substance (or are visible at all)… That means that if you see a wall in front of you (using a source of light), you’ll collide with it, but if you don’t have a light shinning on it, you’ll just pass through it.

This mechanic works making very nasty puzzles that remind me of “Portal”: puzzles that look very hard, but when you finally overcome them, you think: “Damn, this was so obvious!”… So, the game gives you a pretty good sense of accomplishment and I had tons of fun playing this one… the music gets on the nerves eventually, specially when you’re swimming around (music plays at a slower rate, which means it becomes just very very vey annoying, albeit atmospheric).

 

I didn’t spend much time on this one, to be honest, too little story going around… But the execution is top notch, has a good tutorial (which does a good job of converting an immense amount of instruction into something more manageable) and the overall feel is fun enough, if you’re into this sort of thing…

I’d like someone to make a Tower Defense game where you’d feel more “story" on it, but I’m guessing it’s kind of hard.

One of my complains about most of the strategy indie games is that how heavy they are from the start. Although this one has a good tutorial, after 2 or 3 levels I’d already have too much to do… so, I didn’t have enough time to absorb the previous concepts and I would be already buried in new ones…

On that front, Blizzard games are the best… They introduce everything slowly enough in their games so that me, as a player, never feel overwhelmed by new concepts and ideas. Of course, what I’m complaining about here is the inverse that most people complain (“tutorial was dragging on for ages”), but I think there’s a balance in between.

For me, when choosing a new game to play, I don’t want to spend much time mastering some ground rules… I just want to get into the action/story as fast as possible and spend one hour in the game without feeling overwhelmed, trying to figure out if I actually think I’m going to have fun in the game if I commit enough time to it…

Ok, this post is big enough already, more to follow!

 

Under the Ocean…

21 Dec

Take a look at this very impressive effort by few guys… This is the 5th development blog for this game, a spiritual sequel to 2010’s “Under the Garden”…

 

Very neat stuff there!

You can check out the game and contribute to the development effort (which gives you access to the Alpha, it seems) at their website.

 
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Some links

30 Nov

Hi guys!

I’ve been absent, but so you all know that I’m still alive, I’d like to share some links I’ve found around the interwebz!

First off, something awesome: A link to a Gallifreyan translator! For those that don’t know, Gallifreyan is the language of Gallifrey, Doctor Who’s home world… Yep, this is a geek as you can get… Gallifreyan looks pretty cool… Here’s my name:

Diogo de Andrade Gallifrey

Awesome, isn’t it?! Smile

I know the language is basic alphabet substitution, arranged with some mathematical logic inside a circle, but it just looks gorgeous!

Link number 2, a game: Skrillexquest. It is endorsed by the dubstep artist Skrillex (which I quite enjoy, I admit), and it features his music mashed up with a 3d Zelda concept, in a corrupted 8-bit world… I actually like the aesthetics more than the music (although I like Skrillex, I don’t think the music fits that world). It’s a quite short game, and you can play it on the browser, so go for it!

Finally, me and Rincewind are probably going to take part in the Indie Speed Run 48-hour competition. While similar to the Ludum Dare competitions, it has some differences that are interesting (you can use previous code, you can choose the 48-hours you’re going to work on the game which prevents scheduling issues), but best of all, it’s going to be judged by the likes of Ron Gilbert (Monkey Island), Markus Persson (Minecraft) and Ben Croshaw (Zero Punctuation), amongst others I don’t know that well… So I’m excited about that, and I’m trying to clear 48 hours of my life for this…

Catch you guys later!

 

The near future is ever-changing…

07 Nov

I’ve said last blog post that I’d write in the near future… more than two weeks ago…

Well, “near-future” is always a subjective measure, eheheh…

Anyway, been busy busy busy, work has not relented as I’d expected, and the new hires haven’t started yet, so when I get home I’m beat and without any energy to do anything but relax on the couch playing WoW, or watching TV…

Oh, and playing “X-Com: Enemy Unknown”, which is awesome!

xcom

For those like me that worshiped the original “UFO: Enemy Unknown”, this is indeed text-book on how a remake/reboot should be done!

First of all, there’s been a lot of naysayers on the web, saying this new XCom isn’t as good as the original one, and while I agree with some of it, I think most of it is due to fear of change… The original XCom was indeed an amazing game… But this one is also an amazing game, fun and accessible… The original one was a game for hardcore players (it was very hard and unforgiving), this one is more accessible… But does that make it worse?! Although I find the recent trend of dumbing down games to appeal to a larger audience, I think the streamlining process that XCom underwent really brought the best of it out…and if you want a challenge, playing on hard in classic iron man mode should provide you that… and if that’s not enough, multiplayer will probably keep you busy and challenged!

For those that don’t know, this game is the remake/reboot of an old 1994 classic strategy game, in which you control “X-Com”, a semi-secret organization that’s dedicated to defend the Earth from an alien menace. For that, you receive funding from several countries and have to keep them happy (i.e. deal with extraterrestrial threats on their territory). You’ll have to research new tech, build facilities, etc, to prepare yourself to the center-piece of the game: the turn-based combat system, in which you select a team (from your soldier pool) of up to 6 elements and have to deal with the aliens. Those team members can level up and gain new abilities, and you have a certain degree of customization available in terms of abilities.

The soldier leveling up is part of what makes XCom a good and challenging game… It takes 15 to 20 missions to have a top-tier soldier, so losing it in a bad move hurts a lot… specially if you play it like I do and name all your soldiers so that you attribute a human dimension to them… Of course, you can just load and erase your mistakes (except in iron man, see below), but it still feels like cheating, which adds a certain tension to the game.

This one has all the improvements on the original we would expect (better graphics, simpler/streamlined UI), and lost very little (in my opinion).

I’ve finished my first campaign a couple of days ago, in normal difficulty… and now I want to play the game in ironman classic mode, which doesn’t allow for save games… which adds a tension that’s very cool in this type of environment! Now, every time I lose a soldier, it stays lost… I’ll have to deal with the fact that my super-sniper can be lost in any mission, which will bring out the tactics aspect of the game high…

For example, when I was in a hurry to finish a mission (which happens specially at 1am when you know you have to go to sleep, but can’t stop playing because “one more turn!”), I would just move my soldiers forward, detect the enemies, and then reload a save game and move planning for those “hidden” aliens… Yep, that’s cheating! Smile

Anyway, in ironman classic, you can’t do that, which will make you think every play you do before you do it!

Of course, there’s no perfect game… this one is very buggy on the PC (with abundant camera issues and more), the multiplayer could have been much better (both in terms of options and matchmaking), the game is too unforgiving of mistakes made early in the game (very hard to recover from some losses mid-game) and other small gripes…

But all of these are swept aside by how much fun I’ve been having with it so far… The game is really good, and if you’re a fan of tactical/strategy games, it will hook you from start to finish, even if you rant at some of its shortcomings!

So, for me it is a definite buy! Smile

 
 

Follow…

04 Oct

Although it seems that way, I’m not dead… More shake ups in my personal life, and professional life is quite intense with the deadline for 3 projects looming… I love the sound of deadlines as they woosh past me… Smile

Anyway, for the sake of an update, check out this small game, done for a LudumDare 48 hour compo (think it was #22), which is quite interesting: /follow

The game is simple and well built… I’ve tried it back then and I liked it, but I was cleaning my bookmarks and found it and decided to share with you guys…

Next weeks will be very complicated as well, so don’t expect many updates here…

 
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Zombies and RPGs

21 Sep

As most forms of entertainment, the game industry (and I include indies in this) are driven by fads and moods… And apparently, there’s two huge forces in this regard at the moment: zombies and RPGs…

Let’s start with zombies: there’s hundreds of games and mods with zombies in it… for some strange reason, zombies are the monster du-jour everywhere… The reason for this eludes me, but it is probably because I like more cerebral monsters (like vampires, demons or robots) than the mindless concept of zombies…

Anyway, zombies are here, and apparently they’re here to stay!

8-suspicious-events-surrounding-the-Miami-zombie-attack[1]

I’m guessing that what makes zombies terrifying is the fact that they can’t be stopped except in very specific methods (usually, blowing their heads off), they can’t be reasoned with, and they always outnumber the player… This makes them perfect for games, specially action-packed titles.

To be honest, I’m tired of zombies… every week, a slew of titles come out that either are zombie-based, or have some zombie-like DLC. There are interesting titles in this arena, though… Day-Z is a great example, since the concept of it is amazing. It captures the essence of zombie-movies: survival… I found the execution a bit lacking, but it still has its merits! But for each good zombie-game, there’s one million of just mediocre titles that jump onto the zombie bandwagon… I find amazing the connection: “I love zombie-stuff, so I’ll buy anything that has to do with zombies”, but it seems to be the current trend! At least, I don’t see people ranting against zombie-stuff as much as I do…

Another fad that’s rising is RPGs… It seems that every indie is making a rogue-like, every big company is doing a RPG or adding RPG elements to their games…

Since I’m a big fan of RPG, I should be thrilled by this, but the feeling I have is that we’re ending up with mediocre games – most roguelikes don’t bring anything new to the table, most RPGs have the same tired tropes over and over again, some games have RPG elements cooked into them for bullet-point value only, not adding anything to the game itself (in some cases, actually detracting)…

Don’t get me wrong, there’s amazing work being done (and on the horizon) by indies (Legend of Grimrock, Frayed Knights), medium companies (Shadowrun Returns, Wasteland 2), and big companies (Mass Effect, Skyrim, Project Eternity, World of Warcraft, Guild Wars 2)… But again, for every one of these, there’s loads of mediocre and pointless titles…

What it sounds amazing to me is that I haven’t seen (doesn’t mean it doesn’t exist) a zombie RPG!

“Play as the ZOMBIES or as the SURVIVORS, in this fantasy/sci-fi world in which the evil technomancer Darklordius unleashed a magical virus that infects live people. When a survivor die with the virus in them, they become zombies… But redemption is available for the scientists of the White Citadel, led by Doctor Maximumgoodguy… A zombie can be put through a painful process to become human again, with little loss of ability!”

I’d say it would be interesting… Survivors had to survive (so no silly war machine kind of gameplay where a single person kills hundreds of zombies), get food, water, fortify their houses, etc… To keep things balanced, Doctor Maximumgoodguy could only unzombify a certain number of people per day… And maybe each time a survivor died, it gained a stacking debuff… when it reached a certain value, then it would become a zombie, with some incentive to “switch side” again, but to play as well as he could as a zombie to be able to gain that possibility…

So, this idea is free, Internet… Make it happen… If my calculations are correct, if you launch this within then next couple of years, you’re sitting on a money pile! Smile

 
 

Deadlight

14 Sep

Deadlight-1

Played this one on my vacations, and it was sweet!

Zombie side-scroller, which kind of reminds me “Shadow Complex” (much simpler and without the backtracking )…

It’s a super-polished work of Tequila Works, that pits a man in search for his wife and daughter against hordes of zombies.

Visually, it’s very impressive, contrasting a silhouette foreground with very detailed 3d scenarios… From a gameplay perspective, it shifts from heavy action driven moments (for example, running from collapsing building) to a slower moments, while trying to bypass some zombies, solving puzzles or just taking in the atmosphere…

While it is a very short experience (circa 5 hours of gameplay), it’s a very rewarding one, since it doesn’t feel like it has filler…

The only thing that kind of disappoints me is the story being so deja-vu (come on, how many games can you make with a man searching for his family?!), and not even the twist at the end is enough to cover for that failure… That, and the fact that the storyline cutscenes are done in a “comic/cartoon” style that clashes with the super-polished visuals of the rest of the game.

All in all, a cheap and very enjoyable game which I highly recommend! 9/10

 
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Alan Wake: American Nightmare

11 Sep

alan-wakes-american-nightmare-walkthrough-cover

This was a big pleasant surprise… I wrote about the original Alan Wake, and one of my big complaints was the fact that I saw Alan Wake (the character) as too empty… While I enjoyed the game, I didn’t see myself playing sequels or DLC based on it (specially given the crummy ending).

So, when a friend of mine convinced me to give this a try, I wasn’t expecting anything good, specially because it was a downloadable title… but boy, was I surprised…

“Alan Wake’s American Nightmare” really exceeds the original… Heck, this should be the original, with this kind of format, pacing and length!

Most of my original criticisms (animation in general, done-before story) are gone, replaced with a tighter game, with a much more focused experience!

The atmosphere of the original is intact and surpassed by the narrative hook of making the whole game seem like a “Night Springs” episode (the Alan Wake equivalent to “The Twilight Zone”). The story is also more interesting and is more successful in investing the player in it.

The addition of new weapons and more enemies makes the tension drop a bit in the combat sections, but at the same time it doesn’t make them into a chore like in the original.

Apparently, you don’t need to have played the DLC to make sense of the story, which is also a good bonus (I haven’t played it, and besides some references that may or might not be explained in the DLC, there’s not even a big connection to the original game).

All in all, I hope they’ll make more games like this one… a short, compact experience (circa 4 to 6 hours) that corrects the flaws of the original game and gives something new to the player… 10/10

 
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