I review, preview, and wax poetic about the things that interest me: video games, coffee, the world.
Showing posts with label platformer. Show all posts
Showing posts with label platformer. Show all posts
Wednesday, October 10, 2012
inFAMOUS 2
Listen, if you liked inFAMOUS, I have very little notion why you wouldn't enjoy inFAMOUS 2.
Cole McGrath, everyday-courier-turned-electric-conduit continues his adventures, now confronted with a monstrous beast which has destroyed whatever New York is being called these days. The beast sucks all of Cole's powers away (how convenient) and Cole and friends head to whatever New Orleans is being called these days.
The games has learned its lessons from inFAMOUS prime. If nothing else, the issue with chain-link fences has been addressed. In fact, the environments are much more strongly involved in gameplay. Combat remains nearly identical: you shoot lightning out of your hands, your powers increase with time, etc.
The other "lesson learned" is that blast shards are increasingly easier to find, which is to say that it is still a bit of a pain in the neck, but not the 14-month WHERE-IS-IT endeavor that inFAMOUS presented to me to finally Platinum the game.
This time around, morality is linked to which of the two ladies in the game you'd like to ally yourself to. The crazy, chaotic Nix or the straight-laced Kuo. Much as women are keen to do, there are betrayals and hurt-feelings and "come-rescue-me" moments. But this is a video game, after all, not a treatise on feminism.
The choices remain as unsubtle as ever. Save the orphans, burn the orphans, etc.
But the game is certainly fun to play and enjoyable to complete the quests that the game presents. The difficulty amps up a couple times, especially with certain bosses that you experience.
The simple end to this review is this: it's like inFAMOUS, only twoier.
Tuesday, September 27, 2011
Catherine
I really want to like Catherine, Atlus' bizarre puzzle-platformer/horror/romance-sim game that was released stateside back in midsummer. After an unimpressive demo back in July, I've recently given the full-game a shot, having borrowed it from my friend. However, despite my interest in its bizarre gameplay, I simply cannot embrace the game.
Could it be its more-difficult-than-they-need-to-be Q-bert style block puzzles?
Could it be the hamby-pamby story of Vincent, the protagonist stuck between his overbearing girlfriend, Katherine, and his multiple-night-stand-may-not-be-a-real-person-since-she-doesn't-interact-with-any-other-characters Catherine?
Could it be the stumbly dialogue options via text message that you exchange with Catherine or Katherine?
Or is it simply the lack of gender role nuances that forces the thought that Vincent is afraid of commitment, like all men must be, and that the "right" path is to get over it and settle with your domineering (and possibly pregnant) girlfriend?
Whichever of these is the real culprit, I'll not be able to say. Not simply because blaming just one seems too limiting, but because I can't bring myself to play the game again.
Could it be its more-difficult-than-they-need-to-be Q-bert style block puzzles?
Could it be the hamby-pamby story of Vincent, the protagonist stuck between his overbearing girlfriend, Katherine, and his multiple-night-stand-may-not-be-a-real-person-since-she-doesn't-interact-with-any-other-characters Catherine?
Could it be the stumbly dialogue options via text message that you exchange with Catherine or Katherine?
Or is it simply the lack of gender role nuances that forces the thought that Vincent is afraid of commitment, like all men must be, and that the "right" path is to get over it and settle with your domineering (and possibly pregnant) girlfriend?
Whichever of these is the real culprit, I'll not be able to say. Not simply because blaming just one seems too limiting, but because I can't bring myself to play the game again.
Friday, July 22, 2011
Flash Game Friday: 100th
100th, a puzzle platformer that relies on the use of rising balloons, may be just the time waster you need today!
The game uses basic arrow keys to control your pixelated creation, and X to hold or release baloons which you can use to explore the world. The game is easy enough to understand, with a couple of fun puzzles to collect gifts and reach then end. Good play!
P.S. while very demanding from a manual dexterity perspective, you can beat the game only using the red balloon. Good luck!
| Balloon hoppin' - that's my thing. |
P.S. while very demanding from a manual dexterity perspective, you can beat the game only using the red balloon. Good luck!
Thursday, June 16, 2011
inFAMOUS
The game is from Sucker Punch, of Sly Cooper fame, and it feel very similar. On other games, this might be a bit of a bad thing, but for Sly and inFAMOUS, the balance works excellently! The third-person camera is mostly cooperative (as it was, except for exceedingly painful moments in Sly) and the addition of electronic powers fits nicely. There's cover, which I despise, but if you go headlong into a bulletstorm and die, the game is mercifully forgiving, starting you at the beginning of missions or in a convenient spawn location.
Considering it was on the docket as a free game, I wasn't sure how well, altogether it would frame up, but I was pleasently surprised at the length, depth, and altogether enjoyment I got out of this game. More (and spoilers) after the jump.
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| Main character Cole, being titularly infamous. |
As part of Sony's Welcome Back program, one of the games I picked up was inFAMOUS, a sandbox, free roaming game where you play Cole, a courier who unknowingly unleashed a massive electronic explosion and is now a superhuman with electric powers. The game's story unfolds as you explore Empire City's three districts, restoring power, taking back the streets from hoodlums, and uncovering the mystery of the explosion that leveled a few city blocks.
Considering it was on the docket as a free game, I wasn't sure how well, altogether it would frame up, but I was pleasently surprised at the length, depth, and altogether enjoyment I got out of this game. More (and spoilers) after the jump.
Friday, June 10, 2011
Flash Game Friday: Warp Game
The Platformer genre has largely gone by the wayside, with video game developers wanting more and more to make games which utilize sophisticated physics, graphics, and complicated motion controllers, but sometimes you just want a good platform game. Thankfully, small Flash developers everywhere have taken to the call, and this week's entrant: Warp Game makes an admirable showing.
In its thirty levels (plus 3 bonus stages), you will traverse simply made platforms with one added catch: roam off screen left or right, up or down, and you'll appear on the other side. The result is some fun puzzles to get through the stages. Powerups are introduced halfway through that make you jump higher, become invulnerable, or break through certain walls.
It's celver, simple, and a great 30 minute distraction!
In its thirty levels (plus 3 bonus stages), you will traverse simply made platforms with one added catch: roam off screen left or right, up or down, and you'll appear on the other side. The result is some fun puzzles to get through the stages. Powerups are introduced halfway through that make you jump higher, become invulnerable, or break through certain walls.
It's celver, simple, and a great 30 minute distraction!
Wednesday, April 6, 2011
Want: Portal 2
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| I even love this logo. |
It's not because I didn't want to! It's because the game was exclusive to the Xbox 360 and PC. I don't have an Xbox 360 (anymore), and I only play games on the computer that are low quality, low comittment. True, the Orange Box was eventually released for the PS3, but by that time, I'd already almost played the game anyway...
Well, I haven't played the game, strictly speaking, I just OBSESSED about its existence after first hearing the credits song Still Alive. I spent hours watching gameplay videos to dedicate all of the GLaDOS' dialogue to memory. I even got to understand the basic mechanics of gameplay from the demo on Steam and the flash-based fan game.
Look at me: still talking when there's wanting to do. The sequel to the smash game, aptly and inarguably named Portal 2, comes out April 18, 2011. And since its being released for the PS3, there's no reason I should miss out on this iteration.
Portal is a first-person shooter, except instead of a gun that kills things, you have a gun that opens portals. One portal is blue and one is orange. Leave one, you appear at the other. So it's a first-person-puzzle game, tring to figure out where the portals should go to help you through the test chambers. And because of the mechanics, it's also a platformer, and sort of an adventure game. So it's a first-person-shooter-puzzle-adventure-platformer. And also, physics and gravity. It's no wonder this darling of a game wowed so many critics.
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| Easy enough to understand. Go in one portal, out another. |
The writing is brilliant, with sincere moments intermingled with GLaDOS' tongue-in-cheek dialogue with the silent player character. Her taunts are rewards that really complete the Apeture Science environment. In one particular instance, you are issued a Weighted Companion Cube, which you are told to love and cherish. By the end of the level, you are instructed to incerate your Weighted Companion Cube. You are presented this gem of dialogue if you hesitate in your inceration:
"While it has been a faithful companion, your companion cube cannot accompany you through the rest of the test. If it could talk - and the Enrichment Center takes this opportunity to remind you that it cannot - it would tell you to go on without it because it would rather die in a fire than become a burden to you."
"Although the euthanizing process is remarkably painful, 8 out of 10 Aperture Science engineers believe that the companion cube is most likely incapable of feeling much pain."
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| I feel fantastic and I'm still alive. |
Sunday, March 27, 2011
Staying Old School: GBA Metroid Platformers
I've spent the last week or so replaying games in the Metroid series. In addition to being an absolute nostalgia-fest, I have been delighted that these games have held up so well. The games have long held a place in my heart for being easy to learn, but difficult to master: collectible upgrades are hidden in the most unlikely (but fun to find) places, and simple, power-up based puzzles.
Also, your main enemy is a brain in a jar. How cool is that?
Metroid: Zero Mission is a revamped telling of Samus Aran's first adventure to the planet Zebes, upgraded with Super Metroid-esque power-ups. The game really shines in its execution of the original Metroid game with the new power-ups. I was impressed particularly by a sections towards the end of the game that stripped you of many of your power-ups and forced you to rely on stealth. It was excellently done.
Also, your main enemy is a brain in a jar. How cool is that?
Metroid: Zero Mission is a revamped telling of Samus Aran's first adventure to the planet Zebes, upgraded with Super Metroid-esque power-ups. The game really shines in its execution of the original Metroid game with the new power-ups. I was impressed particularly by a sections towards the end of the game that stripped you of many of your power-ups and forced you to rely on stealth. It was excellently done.
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| Complete with traditional opening area! |
The controls are greatly intuitive, which is excellent considering the Gameboy Advance's limited buttons. And, given the GBA's capacities, the game is brilliant looking.
For a big departure from Zero Mission, I gave Metroid Fusion a try. The same Super Metroid mechanics apply, but in this game, Samus is infected with X parasites and it greatly changes some gameplay aspects. Enemies dispatched release their X parasites which recharge energy and missiles/bombs. Power-ups are obtained by beating bosses who release specialized X parasites and grant Samus the abilities she once had.
If you are craving a stroll through platform-ville, give either of these GBA games a shot. Good fun without much commitment whatsoever, you could easily blast through these games within a couple hours.
Monday, March 21, 2011
Castlevania: Aria of Sorrow
One day, I'd like to host a conference about conferences. A meta-conference, if you will. One of the sections will be named: "Naming Your Conference Sessions: Using Colons to Extend Your Thoughts Way Beyond a Simple Title."
Konami knows something of the use of the colon. In its (many) series, the brand name is followed by a colon, in order to create a sub-brand using marketing witchcraft. While it does cause there to be endless amounts of confusion, the method will seem genius once Pokemon runs out of colors (or valuable minerals), or Super Mario Transdimensionalism is released. Castlevania: Aria of Sorrow is the focus of my colon related scorn (go on, giggle, you know you want to), which I recently got to play through again. The game was released for the 32-bit Gameboy advance, which so far as you know is how I played it (and not at all on a downloaded "copy" of the game).
If you haven't played a Castlevania game before now, you really ought to, and Aria of Sorrow is a good a place as any. The series is mired in mythos, but the essential storyline involves you (sometimes you're no one in particular, and sometimes you're a Belmont) and the famous Count Dracula and his castle of undead minions. Very few titles attempt to go much deeper into things, though they go much, much deeper. However, Aria of Sorrow (and its sequel, for there must always be a sequel, Dawn of Sorrow) are set at the end of a shit-ton of events that occured over several centuries.
You needn't understand any of this of course. Jump with one button, thrust or swing weapon with another. Hold up and use your weapon button for a special ability. Side scrolling, platformer-RPG, and beuaty considering the 32-bit restriction.
The fun of the game lies in its Soulset system, which allows you collect souls of fallen foes and equip them to your character, Soma Cruz. Souls don't always appear, but appear with enough frequency to make collecting them fun, challenging, but not hair-pulling. The game also features New Game Plus, which is like discovering a remaining Oatmeal Cream Pie when you had expected that you'd eaten all of them, but one remains, glistening, waiting for you sumptiously eat it.
No, serious, I loveOatmeal Cream Pies New Game Plus features, especially when they handicap me just a little bit, so the second (third, fourth, eighty-third) play-through continues to be enjoyable. Castlevania: Aria of Sorrow acheives this in the same way most RPGs do with New Game Plus: by resetting your level. You keep your uber equipment, all your souls, but you start back at the bottom, and must climb your way back up. Except this time you've got a huge glowing white sword and the climb is easier, but still enjoyable.
All in all, since I clearly own this game and was able to find it, and did not in any way have to do anything that is questionably illegal to play it, this was worth the ten hours I spooged into it, and will probably serve me good for a few more on a couple extra playthroughs. Now, I really must look intro procuring its offspring for the Nintendo DS...
Konami knows something of the use of the colon. In its (many) series, the brand name is followed by a colon, in order to create a sub-brand using marketing witchcraft. While it does cause there to be endless amounts of confusion, the method will seem genius once Pokemon runs out of colors (or valuable minerals), or Super Mario Transdimensionalism is released. Castlevania: Aria of Sorrow is the focus of my colon related scorn (go on, giggle, you know you want to), which I recently got to play through again. The game was released for the 32-bit Gameboy advance, which so far as you know is how I played it (and not at all on a downloaded "copy" of the game).
| Can you feel the 32-bit love? |
If you haven't played a Castlevania game before now, you really ought to, and Aria of Sorrow is a good a place as any. The series is mired in mythos, but the essential storyline involves you (sometimes you're no one in particular, and sometimes you're a Belmont) and the famous Count Dracula and his castle of undead minions. Very few titles attempt to go much deeper into things, though they go much, much deeper. However, Aria of Sorrow (and its sequel, for there must always be a sequel, Dawn of Sorrow) are set at the end of a shit-ton of events that occured over several centuries.
You needn't understand any of this of course. Jump with one button, thrust or swing weapon with another. Hold up and use your weapon button for a special ability. Side scrolling, platformer-RPG, and beuaty considering the 32-bit restriction.
The fun of the game lies in its Soulset system, which allows you collect souls of fallen foes and equip them to your character, Soma Cruz. Souls don't always appear, but appear with enough frequency to make collecting them fun, challenging, but not hair-pulling. The game also features New Game Plus, which is like discovering a remaining Oatmeal Cream Pie when you had expected that you'd eaten all of them, but one remains, glistening, waiting for you sumptiously eat it.
No, serious, I love
All in all, since I clearly own this game and was able to find it, and did not in any way have to do anything that is questionably illegal to play it, this was worth the ten hours I spooged into it, and will probably serve me good for a few more on a couple extra playthroughs. Now, I really must look intro procuring its offspring for the Nintendo DS...
Friday, March 11, 2011
Flash Game Friday: Achievement Unlocked
Yes, I am on an airplane right now, but I'm writing this in advance, because you need a little diversion on Fridays. After my rant last weekend on trophies and achievements, I figured Achievement Unlocked and Achievement Unlocked 2 would be the perfect games to feature.
Here's the deal. You are an elephant. Why? Who can say? You are in a room. The room has spikes and blocks and everything you do or interact with (essentially) triggers an achievement. You fell into a pit? Achievement unlocked! You stood still? Achievement unlocked! You quit playing the game? Achievement unlocked!
What starts as a humorous exercise in the ridiculousness of trophies/achievements quickly turns into an obsession to figure out how to achieve every single one. There's a list for you to see what you need to do, with hints that border on puzzling, but nothing too challenging.
The real shining point is the sequel, which adds additional rooms to your gameplay insanity, lets you panic (exploding yourself), and gives you the ability to poop out pastries (because, why not?). It also adds a keyboard, teleporting devices, a slot machine, and a big button!
While the gameplay is sheer platforming, plain and simple, the real fun is in the bizarre achievements the game has set. If you're a gamer, you should get a few laughs out of it. And if you're not a gamer, it's still an easy to pick up flash game that has you controling a cute little elephant.
Here's the deal. You are an elephant. Why? Who can say? You are in a room. The room has spikes and blocks and everything you do or interact with (essentially) triggers an achievement. You fell into a pit? Achievement unlocked! You stood still? Achievement unlocked! You quit playing the game? Achievement unlocked!
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| Hey look! I achieved things! |
The real shining point is the sequel, which adds additional rooms to your gameplay insanity, lets you panic (exploding yourself), and gives you the ability to poop out pastries (because, why not?). It also adds a keyboard, teleporting devices, a slot machine, and a big button!
While the gameplay is sheer platforming, plain and simple, the real fun is in the bizarre achievements the game has set. If you're a gamer, you should get a few laughs out of it. And if you're not a gamer, it's still an easy to pick up flash game that has you controling a cute little elephant.
Sunday, February 27, 2011
PS3 Demo: LittleBigPlanet 2
Did you like LittleBigPlanet? Then you're going to enjoy LittleBigPlanet 2, which is the original, plus a bunch of new stuff.
The demo gives you three pre-built levels to play around in, which excellently showcase new items, like the grappling hook, and being able to "ride" on built creations. It's a platform game, but now it's more. With the new additions, games are being showcased online that are incredibly diverse, including a nice remake of Plants vs. Zombies. Again, the joy of creation looms, though the demo doesn't give you the chance to interact with any level building tools.
The demo includes a couple of videos which are sure to get you excited, and the levels are a decent play. If you are looking for a platformer, then LBP2 was probably already on your radar. You could wait for the price to drop from $60 to something more reasonable, but by then, most of user-created levels will feature large amounts of phallic worship.
The demo gives you three pre-built levels to play around in, which excellently showcase new items, like the grappling hook, and being able to "ride" on built creations. It's a platform game, but now it's more. With the new additions, games are being showcased online that are incredibly diverse, including a nice remake of Plants vs. Zombies. Again, the joy of creation looms, though the demo doesn't give you the chance to interact with any level building tools.
The demo includes a couple of videos which are sure to get you excited, and the levels are a decent play. If you are looking for a platformer, then LBP2 was probably already on your radar. You could wait for the price to drop from $60 to something more reasonable, but by then, most of user-created levels will feature large amounts of phallic worship.
Friday, February 25, 2011
Flash Game Friday (Bonus Sick Edition): Clarence's Big Chance
My head is full of uck, but that doesn't mean that I can't play and review another flash game. So, if GemCraft tower defense didn't float your boat: you might enjoy this 16-bit platfromer, Clarence's Big Chance.
You play the hopeless Clarence, who is trying desperately to not be Forever Alone. You've got a date with a hottie from online, but you need desperately to bathe, dress, and better yourself before you are ready. It's silly and fun. Give it a shot!
You play the hopeless Clarence, who is trying desperately to not be Forever Alone. You've got a date with a hottie from online, but you need desperately to bathe, dress, and better yourself before you are ready. It's silly and fun. Give it a shot!
Friday, February 18, 2011
Kirby's Epic Yarn
I remember when my co-worker Josh and I first heard about the new Kirby game planned for the Wii (it was amid a series of other announcements Nintendo made). We were fairly excited; Kirby games have always been a source of pleasant platforming. And, the title even promised great things: Kirby’s Epic Yarn. It would be epic, right?

Josh picked it up to play before me, and promptly brought it to my desk and disgustingly tossed it towards me. “You can play this, if you want,” he said, looking at the game box as if instead of Kirby’s Epic Yarn, it actually read Sing-a-long with Justin Beiber. I couldn’t figure out his revulsion, so I asked what was wrong with it.
“You don’t eat people.”
WHAT? What do you mean, you don’t eat people? You’re Kirby. That’s what you do. Making a Kirby game where you didn’t eat people is like making a Sonic game where you don’t run. I had to see it for myself, so I launched my Wii in the first time in months and it updated for three or four hours while I read the manual suspiciously.
There was no mention of not eating things, but I figured it was a lie. Written materials often lie.
The updated Wii was finally ready and I started the game. There was a story introduction – and let me go off for a second here – there are games in which story is important, and highly contributes to my love of the game. Platformers are typically not the medium for that. I don’t care about Mario saving the princess. She will get kidnapped again, and I’ll be off to find more fucking stars to save her. This isn’t Bioshock. I don’t care how coins got into these weird yellow blocks with question marks. The mechanics are designed for fun, not for an overarching purpose.
Anyway, there was a story. Its purpose was to tell us why you can’t eat people (spoiler, it’s because you are turned into yarn). So now, not only am I kind of upset that I lost a few precious minutes watching a story that I cared about, but I really hate the story because it represents a loss of the entire gameplay mechanic the name Kirby on the front of the box had promised.
The game itself is fun enough. You jump onto platforms and there are puzzle-like moments where you have to do one of three things to proceed. Each level challenges you to collect a certain number of beads, which are scattered throughout the level and also dropped by unraveling yarn enemies. However, I can’t shake the feeling that pushing the 1 button (you hold the Wiimote sideways) should cause Kirby to eat someone.
And before I continue to criticize, I will say it’s got a stunningly fun style to it. It reminds me greatly of Super Mario World 2: Yoshi’s Island. The game’s fabric motif opened a lot of design opportunities, and they were well taken care of. The Wii has a limited capacity with graphics, and this game embraces it, rather than fighting against it.
However, the game gets monotonous in its simplicity pretty quickly. As a nod to this, additional challenges are unlocked if you are able to decorate the apartments of other residents of this yarn-filled existence by collecting trickier to get items from the levels. However, the decoration concept is wasted and introduces further levels of childish gameplay. I wish it’d just give me the additional challenges.
I made it through the first few worlds, each of which culminated in a “boss battle” which involved employing one of two or three strategies. I became disenfranchised, and haven’t played it since. In the end, I just felt as though I was playing a game that was excellently designed and crafted, and then slapped with an intellectual property to garner sales. And my feeling isn’t far off from the truth; according to an article discussing conversations between the development team and Nintendo CEO, Satoru Iwata:
One of the big revelations from the column is that Kirby's Epic Yarn originally wasn't a Kirby game. Good Feel developed the game with the desire to try something new, and so they started from zero. The Japanese name for Kirby's Epic Yarn is "Keito no Kirby," or "Kirby of Yarn." Instead of this, the game was originally set to be called "Keito no Fluff," or "Fluff of Yarn" and would have starred a character named Fluff in a world known as "World of Yarn."
The greatest weakness of the game, in my opinion, is the very thing the development team felt they needed to secure a character with more recognition. How disappointing, as this likely delays having a new actual Kirby game, wherein the gameplay mechanics we love will finally return.
The Game: Kirby’s Epic Yarn
The Cost: Should be easy to find at Gamestop for around $30-$40. A new version will still set you back $50.
Worth It? For non-Kirby enthusiasts: It’s a fun platformer, and would probably be a hoot for kids (there is co-op play, which I didn’t review), but why not spend it on a better game, like Super Mario Galaxy? For Kirby-enthusiasts: purchasing this game probably has the unintended cost of weeks of therapy, buy Kirby Superstar Ultra for $25 instead.
Best Parts: Design. Collecting beads is disarmingly addictive, since the game judges you at the end of every level based on your success in doing so.
Worst Parts: Kirby not being able to eat people and have their powers.
Overall: Playing this game was like getting a chocolate éclair from the donut shop, getting home to eat it and realizing it isn’t filled with custard.
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