VVVVVV
Saturday, February 6, 2010 at 6:29 PM Posted under Tags: Benjamin, review04
VVVVVV is a platform game played with only one key (guess which one). Well actually one key plus the arrow keys for movement. It's great to have simple controls because anybody can jump in and learn to play in all of five seconds and when you think back to the days of Pac-Man and Space Invaders, those games only use a joystick and maybe an additional button. And if you think simple means easy, you're tragically mistaken. VVVVVV is insanely difficult and it is as fun as it is challenging.
The story begins with a ship crashing in space and the captain finding himself separated from his crew members, in a strange alternate dimension. The player moves the character with the arrow keys and flips his gravity with the V, Z or Space key. It is the only gameplay mechanic throughout the game but the developer finds many clever ways to play with it, mainly through the level design. Very often, you will flip the character and nudge him midair carefully with the left and right keys. The levels are lined with spikes and moving enemies, and you have to be very precise with movement and timing to navigate your way through these dangerous obstacles. Unless, you're used to doing timed runs on Super Mario games, you'll find yourself dying. A lot.
Even so, it's not exactly frustrating as I attempted for the 20th time in one of the more challenging rooms. The character is promptly returned to a checkpoint when he dies, and there are checkpoints in almost every room. It's one of those games where you can feel yourself improving with each failure and it makes for a very fulfilling experience. I eventually learned that it's more about timing your keys right rather than concentrating too much on what's going on in the screen.
The game does a great job of bringing to life characters and a world rendered in very simple 8-bit style. The retro look brings a kind of unique style and charm with it. My teal-colored captain has a big smile plastered on his face, never mind that he suffered a hundred deaths on my hands. The enemies are really bizarre and fascinating at the same time. A few of the ones I remembered (and laughed at) are the Yes Men, Stop Signs and the red bus from the demo level. The humor in VVVVVV is very tongue-in-cheek which is evident from the title itself. The funny room titles make it more fun and interesting as you explore rooms that aesthetically, aren't very varied. The chiptune music I really love. It's funky and catchy, and goes along with the humor of the game.
The developer described the game, "In VVVVVV there are no locks, no powerups, no switches, nothing to stop you progressing except the challenges themselves." He chose to focus on the flipping mechanic and that is where the game really shines. It pushes at limitations with creativity instead of throwing a bunch of gimmicks at the player. I know I sound like a broken record player but I am honestly sick of how many games these days just copy an existing one and slap on a bunch of "features". If we want to see a new trend of fun and original games, maybe we should stop playing the crass titles big publishers push out and pay a low low price of 20 bucks for a shiny indie title like VVVVVV.
-- BBBBBBenjamin (See what I did there?)
Parallel Landscape
at 5:23 PM Posted under Tags: Kelvin A, review04
2D.2.5D.3D
Harvest Moon, Country Story or in fact many other farming and even RPG games, make use of the Parallel Landscape to create the illusion of 3 dimensional floorplan. Parallel Landscape on the other hand, is not even close to 3D but a completely flat 2D tiles which do not even make use of shadow or size to emphasis the idea of space.
It is very interesting to see how the human eyes can be 'tricked' through the placement of objects in creating a spatial landscape. Comparing to Tetris, the concept of creating the floor plan is very much similar. Tiles after tiles are placed on top of each other in an orderly manner. The only different is, the type of tiles. For example, in Harvest Moon, the soil will be brown colour while the grass will be green. Other than this, the same application is used. So what makes Tetris 2D and Harvest Moon 3D, or 2.5D, or maybe 2D but looks 3D.
I personally find this form of landscape is extremely clever. It is almost minimalist and effortless to create but pleasurable to the eyes. I guess, one of the reason is the mixing of the 2D and 3D sprites involved on the landscape.
For example, in Harvest Moon, although the map are flat, the plants, trees, characters, animals are somewhat 3D. They only have 4 directional images ( up, down, right and left ) but there is good use of shadow and size to emphasize the spatial relationship. The character for example is not purely flat with one colour filling in a specific body parts, but the cap for example, ranges from dark blue to blue to light blue. Even with this minor details, the idea of space is achieved in the simplistic 2D flat background.
Creating such landscape is easier comparing to Isometric Landscape such as Restaurant City and Theme Hospital. However, similar effect can be achieved, in fact a slightly more interesting effect is resulted. Parallel Landscape is not boring but giving players another layer of creativity in exploring the game as a whole. While on the other hand, Isometric Landscape provides the space for exploration thus limiting the self-creation in gamer's mind.
Kelvin
Continuity
Friday, February 5, 2010 at 2:57 PM Posted under Tags: Ping Ting, review04
Machinarium
Wednesday, February 3, 2010 at 6:23 PM Posted under Tags: Ping Ting, review03
Ace Combat
at 6:02 AM Posted under Tags: Hasbullah, review03
What??
A 1 player RPG game where u control a fighter aircraft with missions ranging from dogfights, ground assault, escorting fleets and defending your airbase.
Is iT good??
By far the best air combat game i ve ever land my hands on. The different levels of difficulty caters to all category of skill. The graphics are awesome with no latency whatsoever. U will have career advancements with the ability to purchase state of the art jets and go up the rank. As always, the levels get more challenging and better enemy planes will be in the midst. There are even stages whereby you will be guided through landing procedures which are tricky but very much exhilarating without crashing though.
Why??
The controls are easy enough to understand and use but you do need a getting to use to especially with the vertical controls where by pressing down manuoevers the aircraft to go up n vice versa. The controls will enable you to perform moves just like you would in a real plane.
Is it bad?
If ure not a fan of fighter planes this might seem a little too much for you to handle. But as for me, its the best games i ever played as it makes me feel close to what i dreamt to be which is a pilot. So it kinda takes me into a virtual escapade from what it could be if my dreams were to come true.
Ratings
10/10 ok im being biased here!
Hasbullah
Game Review 3: Poupee Girl
at 12:19 AM Posted under Tags: review03, Sarah ZA
ALCHEMY - YUNIZA KHOO
Tuesday, February 2, 2010 at 11:45 PM Posted under Tags: review03, Yuniza
Keep your eye on the line with the blue symbol.
I place one more at the end....
You need to keep doing this for every line
And once you're done with the whole board, you can move on to the next level!
Happy trying!!!!
Here's the LINK!
Bejewelled BLITZ!!! - Pravin
at 10:28 PM Posted under Tags: Pravin, review03
I know everyone here expected me to review this game from day 1 because I'm playing it all the time and it's completely obvious why - this.game.fucking.rocks.
The game is played in facebook. Iphone and Ipod Touch users (the many unoriginal and similar looking lot of you) are also included in the fun.
How it's played:
The level starts with the gems nicely lines up in a grid for you. Like this:
Player next get to swap the positions of the gems to create 3 of a kind. When this occurs, the gems disappear from screen, points are awarded and new gems fall from the top to fill up the grid as the rest of the gems move down to fill the void.
At certain times, special gems are generated. The following is possible:
- When 4 gems line up, a flaming gem is produced which denotes and destroys the gems around it when detonated.
- When 5 gems line up at a right angle, a supercharged gem is produced which takes out the entire row both horizontally and vertically when detonated.
- When 5 gems line up in a straight line, a hypercube is produced. When a player swaps a hypercube with another gem, say a green one, all the green gems on the board will be taken away.
Today I Die
at 10:11 PM Posted under Tags: Charis, review03
Website: http://www.ludomancy.com/games/today.php?lang=en
Overview
Okay okay, I'm sure most of you would have realised by now that I'm tend to lean more towards experimental, trippy games. Daniel Benmergui described his latest experimental/art game as being “about the daily choice of waking up in the morning”.
Today I Die is a whimsical, pixelated little game where the player has to interact with not just the objects in the game, but the text as well. The initial page just shows a girl underwater in a sort of comatose state, attached to a weight. She is surrounded by dead jellyfish, a couple of piranhas and a very depressing poem.
Gameplay
This game relies heavily on the player's thought process. You start off the game not knowing what to do, but after awhile the pieces slot into place. When I first started playing this game, I was like, "OhmigodwhatthehelldoIdo?!" You can move around objects, as well the text and for a few moments the player literally has to stab in the dark to figure out the exact point of this game. For example:
Interacting with text:
You can replace the words with other of a similar corresponding colour to change the scenario. If I swapped the word dead with the word dark, I'd be taken to the following scene:
Interacting with Objects:
After awhile of random clicks, I realised that clicking and holding on a jellyfish would cause it to light up, and if I keep it away from the piranhas for long enough, it stays lit permanently, and I also gain a new word to mess around with! Voila!
After awhile, you'd get the general gist of how the game works and the rest of it would pretty much be a breeze. You just need to figure out how to activate certain objects, and what to do with them in order to progress on to the next change of the poem.
In short, the whole point of the game is to turn the suicidal poem into one of optimism.
There's actually a fourth line to the poem. However, there are two possible endings, so I'll let you guys play it and won't spoil it for you. :)
Why I like this game:
Today I Die’s mechanics still provide an interesting glimpse of an approach to game design where the influence of the written word doesn’t end at the title screen. I love the fact that it's a feel-good game, and very gently touches on the topic of suicide. At first, the pixelated graphics didn't sit well with me, but after awhile I realised that it added a whole new feel to the game. The poem is short and uniquely powerful, and allows the player to feel as though they've somehow managed to help that character to escape.
Why I DON'T like this game:
Threewords for you: TOO. DAMN. SHORT.
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