Wednesday, December 29, 2010

Free/Indie Game Review: Paper Venture - Quick and Simple Fun


Title: Paper Venture
Platform: Flash - Plays in browser
Release Date: November 18, 2010
Developer: Arcade Armory
Site: http://www.newgrounds.com/portal/view/553931
My Rating: 8. Pretty fun and will not take
long to beat.


   Paper Venture is a cute little Flash game that most people will be able to beat in a single coffee break. The game challenges you to guide a basic figure through thirty levels without hitting any saws, hitting your head, or going off screen. This is a platformer in the simplest terms of platforming. It will take you back to the days of Super Mario Bros. The story is very basic: the character fell down a hole and you are guiding it back up.
   The controls are all mouse, which is refreshing for a Flash game. Your mouse cursor is the rectangle thing shown in the picture. You use it as a moving platform to help the character work around saws and get to other platforms. The character can also hit the side of the cursor to turn around. Seems pretty simple, yet there is enough of a challenge to make you have to repeat several levels many times over.
   I was a fan of the visual style from the very beginning. It is a basic layout. Everything is pencil sketched on paper. The mouse cursor looks like an eraser, to the point where I expected it to erase things as I went. It does not. There will never be so much that it will not be immediately obvious as to what to do. Avoid saws, hit walls to turn around when needed, make it to the door.
   The soundtrack for Paper Venture drew me in. It is a simple looping track. However, it makes the game feel like the platformer it is. I would have liked some sound effects. Saws should buzz and the character should scream when dying. However, for this version, the only sounds comes from the soundtrack.
   If you are looking for a quick, easy, fun, and free way to dispose of about fifteen minutes, head on over to NewGrounds Flash Portal and give this game a try. I promise, it is worth your time.

Tuesday, December 28, 2010

Review: Angry Birds - The Only Reason You Need to Buy a Smartphone


Title: Angry Birds
Platform: Android (also on iPlatform)
Release Date: September 28. 2010
Developer: Rovio
Publisher: Rovio
My Rating: 10. Seriously, get a smartphone
and play this game.

   Very rarely is there a game that hits its target so well that it deserves a perfect score. However, Angry Birds is definitely one of those games. Developed originally for the iPhone and eventually making it ways to the Android, Angry Birds is a game that is quick and easy to play, but addictive enough to keep you coming back for more. Get a smartphone, it is free on the Android OS, and be prepared to be taking half-hour bathroom breaks. This one will keep you coming back for more.
   There is not much of a story in Angry Birds. However, for a cellular device game, this is perfect. What story there is is passed along in the few cut scenes. Basically, green pigs stole eggs from birds with amputated wings. Actually, nobody says the birds have amputated wings except for me, but they cannot fly, so I will explain it away by claiming the green pigs amputated their wings while stealing their eggs. Of course, birds do not like it when their eggs are stolen. Now, they are sling-shooting their way through the pigs' hideouts in an all out war to recover their eggs.
   Each stage in Angry Birds challenges you to slingshot through a fortification made of wood blocks, ice blocks, and stone blocks to kill some green pigs. There are a handful of different birds that all come with their own ability, strength, and weakness. You usually get four or five birds to destroy all of the pigs with. As you break the different blocks, blocks around the one also fall or otherwise take damage. In many of the stages, taking out the pigs is the easy part. Finding the correct way to destroy the blocks in order to get at the pigs is the challenge. You must kill all of the pigs to advance to the next stage. Bonus points are awarded for causing damage to the blocks. You can get up to a three-star rating on each stage. Getting all of the stars in an episode unlocks a bonus level. Also, some stages have golden eggs that can be collected to unlock bonus levels. Check out this trailer on YouTube for a look at the simple but fun gameplay.
   For me, the visual style in Angry Birds is pleasantly refreshing. I love 2D video games, always have, always will. Angry Birds takes full advantage of the high-density resolutions on smartphones while keeping it simple. Everything about it looks like a high-definition Nintendo game. The color palette is small, simple, and fitting. The blocks come in three varieties. It is very easy to tell them apart. The birds are colored and shaped appropriately to give a visual clue as to what they do. When blocks are hit, they break apart, fall appropriately, and even cause damage to obtructions below. The whole thing is very entertaining to watch.
   The sound effects in Angry Birds are great. The birds go "weeeeeeeeeee" as they fly through the air. You can hear the blocks breaking and pigs getting hit. The whole experience with the sound effects will keep you cracking up.
   The controls were very clean cut on the phone. Put your finger on the slingshot, pull back to line up your shot, and release to go. Quick and simple. I did sometimes slingshot a bird backwards while swiping across the screen to look at the pig/block arrangement; however, you can quickly restart the levels, so you mostly just feel dumb for doing it.
   Angry Birds will easily be one of the top five memorable games of 2010 for me. This game is a well-targeted time killer that hit its mark dead on. The first experience is great, the seasonal version is fun. Not only that, but I can see many opportunities for added gameplay mechanics if and when they decide to make an Angry Birds 2. If you have not yet made the jump to a smartphone, now you have the only excuse you need. Well, that and fart-sound ringtones, of course.

Friday, December 24, 2010

Trophies

   For most people that know me, it is no surprise that I am a PlayStation fanboy. PlayStation and I have been a happy couple since my early teenage years. When PlayStation 3 came out, my wife was wonderful enough to buy me one; even though the price tag was rather exorbitant. The early life of the PlayStation 3 was filled with turmoil. There was not much of a library. Nobody knew for sure whether or not the Blu-Ray format would catch. I stood by my PlayStation though. Slowly but surely, functionality was added and the library caught up to match. Then, the final push towards widespread acceptance was the death of the HDDVD format. With following price cuts, it was no longer a large gamble to develop a game for the PS3. Instead, it became known as the standard. One idea that Sony undoubtedly "borrowed" along the way to current-generation fame was the achievement system out on the XBox 360, called trophies. Everybody that plays PlayStation 3 earns at least a few trophies in the course of gameplay. Here, I present my ideas on trophies, trophy collecting, and trophy hunting.
   In basic terms, a PlayStation trophy is an indicator of a completed objective. Some of these objectives are completed during the course of normal gameplay. Others require extraneous gameplay. Some objectives are defined in the trophy list. Other objectives are hidden; only discovered after being completed. The trophies come in four flavors: bronze, silver, gold, and platinum. All disc-based games have at least one platinum trophy, which is usually awarded for obtaining all other trophies in the game. Most PlayStation Network games offer a gold trophy instead of a platinum, due to their smaller nature. Trophies are great in general. They offer immersion into games on different levels. First, you are able to show your trophies to all of your PlayStation Network friends; as well as post your PlayStation ID with trophies on various websites. This lets people see how well you are doing. If they feel so inclined, they can check out which games the trophies were earned in. On another level, trophies really add to the gameplay experience. They act as a set of secondary objectives to all games. For the people that are obsessed with earning trophies, this can mean many more days of play time per game. I believe that everybody feels at least a little excitement from earning trophies, regardless of the degree of which they actively go collecting.
   Trophy collector would definitely describe my level of trophy obsession. I go into a game with a very specific purpose: game completion. However, I will go out of my way to earn the majority of the trophies along the way. As you can see though, (in my sidebar), I do not hold a single platinum trophy. This is because earning all the trophies in a game requires a level of devotion that I simply do not have time for. Some games have trophies that are easier or more fun to collect than others. Therefore, in some games, I have a great majority of the trophies, while in others, I may have less than half. Some games, I actively continue playing after completion to earn some of the trophies. Other games go straight to the shelf. I will sometimes even cross the lines to trophy hunter and do things such as keep multiple save states for the purpose of returning to an earlier point in the game at a later time to try to get trophies that were maybe easier to obtain earlier or not possible to obtain later. I would love to earn some of those platinum trophies; however, due to my ever-growing game library and current backlog of games to play, it is highly unlikely you will see my moniker with a platinum trophy for some time.
   I have a deep admiration for the trophy hunters. Whenever I see somebody that has several platinum trophies, I know they worked hard for it. Even in the games that are known for being easy to collect trophies in, there is always at least one that they make you work for. No matter which game these guys play, trophy collection becomes much more than just a secondary objective. Collecting all the trophies actually becomes the point of playing the game. They will work for hours just to collect a single, seemingly impossible to obtain, trophy and the thought of shelving the game would be an act of heresy if they had not yet accomplished the task. They will even sink to low levels, such as playing the kid games, just to earn some easy platinum trophies. Again, while I would like to earn some platinum trophies at some point in the life cycle of the PlayStation 3, I simply could not fathom putting in the time needed to do this. Most of these people are the same people that were online the last time you turned your PlayStation 3 off and still logged in when you turned it back on the next day. Not only are they dedicated, but they have very little going on outside the world of PlayStation.
   All of us that own a PlayStation 3 earn trophies. Some of us feel the experience of earning trophy is more rewarding than others. No matter if you just earn the trophies that you get from playing the game, you actively go trophy collecting from time to time, or you are a true trophy hunter, it is hard to deny the pleasure you get when you hear the little ding associated with the unlocked trophy in any game.

Thursday, December 23, 2010

Review: PixelJunk Shooter - A Pleasant Waste of Time


Title: PixelJunk Shooter
Platform: Sony PlayStation 3 (PlayStation Network)
Release Date: December 10, 2009 (US)
Developer: Q-Games
Publisher: Sony Computer Entertainment
My Rating: 8, very fun to play,
but not much going on.

   PixelJunk Shooter is an original take on a 2D space shooter game from the people that brought popular PlayStation Network games such as PixelJunk Monsters and PixelJunk Eden.
   The story in PixelJunk Shooter is that you are on a rescue mission to save stranded miners on an exotic planet. An exoplanet was found to have a rare, but valuable, mineral. Many miners were sent there to drill for the mineral, but after digging so far, their equipment turned on them. When trying to retreat, the planet came alive, with monsters attacking them on the way out. Your job is to get in, save as many miners as you can, and destroy the awry machinery.
   As a rescue mission, the gameplay is quite a bit different than what you might expect from your typical shooter. Much of the play in throughout the levels in the three areas is based on clearing obstructions to get to the miners. The obstructions can either be cleared using the guns equipped on your ship; fired with the right shoulder buttons, or using the various liquids that appear in the levels. For example, you will see a lot of ice that can only be cleared using lava. Normally, lava will cause your ship to heat up. If you heat up too much, your ship will explode. However, there are parts of the game that give you the ability to withstand the heat, and at times, actually be impervious to heat while taking damage from cold. Items; including miners, can be picked up with a grappling hook attached to the ship, using the left shoulder buttons. As you progress through the levels, you will encounter some enemies. These come both before and after reaching miners. Therefore, you might think a room is all clear, but will be surprised with some extra monsters popping out on the way to the exit.
   The slower-paced gameplay will definitely not prepare you for the boss battles. There is one for each area; three in all. I found them to be frustratingly difficult, which slightly dampened my view of the game. The bosses are; as you might expect, somewhat tough. This is in disproportion to the rest of the game, which is fairly easy. Because your ship will usually be destroyed in one hit, if you get to the boss without a shield, you will likely find yourself dying time after time while attempting to defeat the boss. Luckily, the boss fights are few and far between. Before you know it, you will figure out the boss and be advancing to the next area.
   As we have come to expect from the PixelJunk brand of games, the visual style in PixelJunk Shooter is pleasantly unique. The surroundings in the levels very much make you feel as if you are in underground caverns on an alien planet. I hate to make this comparison, because the visual style is very different, but I could not help but be reminded of Super Metroid in the thought that you are in a world very different from your own. The color palette is somewhat flat, mostly earthly. There is a lot of blues, browns, yellows, reds, and oranges. The monsters are not like any you have seen in other games. They are mostly mechanical in nature, popping out from the walls to shoot at you as you pass by. As mentioned, this is a 2D game. The background that the sprites and level are drawn over give hint that there is more cavern to explore. To get a full idea of the visual style, I would recommend checking out this E3 trailer available on YouTube.
   The audio track in PixelJunk Shooter adds to the aesthetic appeal of the game. It is a very basic track, but it feels right. The music is very calm, which matches the gameplay. When there are monsters on the screen, it picks up a little bit, but quickly quiets down when the action is over. The sound effects also seem to match with the visual style. They are different enough to set this game apart from other shooters, but are very appropriate for the gameplay and artwork.
   The controls are simple enough to quickly figure out. The left shoulder buttons are used to grab things in the environment. The right shoulder buttons are used to shoot. The left analog stick is used to move around. The right analog stick is used to change the orientation of the ship. For the most part, this all works well. However, I was not a huge fan of some of the physics. At times, it seemed the ship could not move quick enough; even when holding both analog sticks in the same direction to move more quickly. When you did get moving, the little bit of momentum would keep you going a little bit after changing direction. This is to be expected, as we know from basic physics lessons. However, what I did not like was how the orientation of the ship would adjust. Sometimes, I would have the perfect shot lined up, but as I would shoot, the ship would change its angle slightly. I am sure this was done purposefully; perhaps to simulate the recoil of shooting a gun. I just did not care for it much.
   All in all, I would say PixelJunk Shooter will make for a great afternoon for anybody looking to dive into one of the many experiences offered on PlayStation Network. The game is short, so it will not take up too much time from your busy gaming schedule. However, you will instantly fall in love with how the gameplay, visual style, and audio track come together to create this unique shooting experience.

Monday, December 20, 2010

Lego Harry Potter Years 1-4: I'll Have Another Helping Please!


Title: Lego Harry Potter Years 1-4
Platform: Sony PlayStation 3
Release Date: June 29, 2010 (US)
Developer: Traveller's Tales
Publisher: Warner Brothers Interactive
My Rating: 9, an instant favorite.

   I always wrote the Lego games off as being solely for children. However, in a quest to earn some easy trophies, I decided I would give Lego Harry Potter a try. Much to my amazement, there is plenty going on in the game to keep kids and their parents coming back long after completing the story.
   I do have a couple of core complaints about functionality though. I will get those out of the way first so I can go on about how great of a game it is after.
   First, developers around the world need to know something about today's consoles. They support more than two players. I have four controllers, and while I can admit that in some places it might be difficult to work four players into the plot, I am fully disappointed that I cannot put all four of those controllers to use while playing the game. Somehow some way, we must learn to implement four player play in all co-op games.
   Second, it is way too easy to erase your game in Lego Harry Potter. True story, my wife decided she was going to play one day out of the blue. She turned on the game, selected New Game, then saved right over my son's save file. Why did they do this? I would think this is a no-brainer. Implement a Delete Game option in the menu screen. Do not let people overwrite games when starting a new game. Take it one step further; let people name their save files so it is obvious what is going on. Not a very hard thing to do; yet, it feels as if video games have taken a step back in menu implementation.
   Complaints aside, let's talk about what Lego Harry Potter did right. First and foremost, they gave the world what they truly wanted: a Harry Potter game where the player is free to explore the world of Harry Potter as they wish. Having a son that is a die-hard Harry Potter fan, I have had to sit through several lackluster Harry Potter games that do a mediocre job; at best, of taking the player through a single book in the Harry Potter series. I felt that this game did a good job of summarizing the story line in the first four books as well as let the player explore as they chose.
   Another thing that I liked about Lego Harry Potter was the "Legolization" of the mythology. Everything about the game reminds you that it is Legos. This is implemented very well, and even though some of the arranging of Legos with the wand can be frustrating, it is just as fun playing in a Lego video game world as it is playing with Legos in real life.
   A common complaint I have heard about the Lego games is the extension of gameplay via mindless collecting. I find the collecting to be very fun though. The people that complain of this mechanic could very well just be unhappy that it is a successful formula. For me, many of the most memorable moments in video games come from side quests. Which people that have ever played Final Fantasy VII will ever forget snowboarding? Not I. Anyway, the collection of character, gold bricks, red bricks, and studs in general is very fun. I will continue playing Lego Harry Potter to completion just for the enjoyment the collecting brings.
   A final high point for those that love Harry Potter is the level editor. It is my understanding that the level editor is fairly new to the Lego games, but it is very fun. Understandably, it may not have fit on a DVD, but playing with the editor for just a few minutes, I have to ask myself why it is not in every Lego game. It is a natural fit to allow players to create their own content with Legos. While the sharing side leaves something to be desired, the editor is very easy to use. My kids and I have quickly and easily built some side games in the game using the editor and it is quite literally like playing with a box of Legos.
   All in all, I feel that if anybody is looking for a great Harry Potter game to get into, Lego Harry Potter is the one to get. Beyond all of the great gameplay, Lego Harry Potter le's players do what they really want to do: explore the world of Harry Potter. Whether this is bought for the kids or you are man enough to admit you do not have any kids, Lego Harry Potter is a game that should be in every collection.

Monday, December 13, 2010

Super Paper Mario Review: Super Not Very Fun


Title: Super Paper Mario
Platform: Nintendo Wii
Release Date: April 9, 2007 (US)
Developer: Intelligent Systems
Publisher: Nintendo
My Rating: Somewhere between a 2 and a 3.
Really, don't play this game.

   I was very excited for Super Paper Mario when I first purchased it. I had just got my Wii. While I had my eyes on other games, Super Paper Mario was the vote that made the cut with the family. I love Mario though and have never played the original Paper Mario, so I was very excite to play it...
   ...that is, until I turned it on. Super Paper Mario's biggest problem was apparent from the very first screen. There was too much talk; not enough action. As a RPG/Platformer crossover, you do expect a fair amount of story. However, when a game consists of more reading than playing, there is a serious balance issue. This shows even more when the player actually stops and read the story. A great story can be very fun to read; however, the story in Super Paper Mario was, well, paper-thin. It was clearly geared towards a younger audience, but I have a hard time believing that the kids would have much more interest than I did.
   It is possible for me to see past the story, even if my button mashing finger does get tired of mashing the button. Unfortunately, I had a hard time finding much of worth in the actual game. Want to play through all of Super Mario Paper? Follow this pattern: explore the new area in 2D, be sure to talk to everybody, flip, explore the area in "3D", be sure to talk to everybody, defeat large monster, click through pages and pages of text, repeat.
   If that is not enough to keep you away, let us discuss some of the "mechanics" in Super Paper Mario. First, the 2D to "3D" flip. Notice I put "3D" in quotation marks. This is because of the sprites in Super Paper Mario are just that, sprites. All of the character sprites, good guys or bad, are done in 2D. There is little 3D modeling. Much of the 3D is actually rather flat. Sure, you can move in 4 directions instead of 2, but the extra dimension of movement is very narrow. Moving on, you would think there was not much to be able to be lost in Super Mario Paper; however, you will spend an incredible amount of time circling the levels trying to figure out what to do. Sometimes, you are supposed to walk through a solid wall, with absolutely no clue that this is what you are supposed to do. At another time, my personal favorite to hate, you advance in a level by hitting 3 coin boxes in a specific order. Later in the same level, you come to another set of 3 coin boxes that you also must hit in a specific order. Unfortunately, the order is a combination of 20-something different hits. You only find the combination by venturing back to the beginning of the level and talking to a specific guy. Sure, he informs you that you must write it down, but really?
   All in all, I would say the graphics are not what you would expect; even from a Wii game. The gameplay is simply not fun. The story is worse than the gameplay. I am not sure who would want to play this game. Little kids will be turned off by nonstop reading, as will adults. Those who get past the reading probably will not make it past the constant searching for nothing. By the way, I did not give fair mention to all of the extra content. Why did they even bother? I could not imagine anybody that felt obligated to beat the game would want to waste more time with it.