Peggle - TIMOTHY TAN
Tuesday, March 23, 2010 at 2:58 PM Posted under Tags: review10, Timothy
by PopCap games
Peggle is a multi-platform casual game that allows players to drop a ball from the top of the screen, watching it travel down the screen, hitting coloured objects. Doesn't sound like much fun, but wait till you've tried it. Peggle is done by PopCap Games, which also did Plants vs Zombies.
The objective of the game is to hit all the orange coloured balls, or in Peggle lingo, 'pegs'. In the entire screen, there are laid before your very eyes a pool of blue and orange pegs. Players control the starting shot of the ball, and after the initial shot is made, the ball will travel down the screen, its movement and direction dependent on gravity and collisions with the pegs. The pegs are not placed randomly, but is based on the background picture. The placement tends to follow how the picture looks like. At the very bottom of the screen is a little container bucket that glides to the extreme left and right edges, and if the ball drops into the bucket, the player will be rewarded a free ball. There is also one purple peg, which will increase the player's score with each consecutive green/orange peg hit.
In addition to the basic core gameplay mentioned above, there is also some variations to it. Players can choose if he wants to play in 'campaign' mode, or 'free play', or try out for the 'challenges'. In campaign mode, the players start off with level 1-11, and end with a level that approximates 10-5. There are 5 stages per level, and each level differs in difficulty. In each level, players control a 'character', which has different super powers. These superpowers are attained by hitting a green coloured peg. There are 2 green pegs in each level. In 'Free play', players are free to choose any level and any character they want. In 'Challenges', players are given the same set of levels to choose from, but this time, they are given challenges, such as starting the game with only half the allocated balls, attaining a certain score, etc.
Art is definitely good, I like how the whole game is very colourful, which helps to grab your attention. It is very bright, almost neon-ish. Everything is done up in a cartoonish manner, which is directed toward the casual gaming audience. Whenever the player completes a level, A bright orangey colourful 'EXTREME FEVER' pops up, which I like a lot. Helps to make you feel happy. What I also like is the little nuances in the game that one may miss. For instance, while the game is loading up, the text that traditionally shows what is being loaded says something to the extent of 'preparing tea', 'tucking in kids to bed', etc. Together with sound design, it has a very carnival-ish feel to it.
Sound is good, there is a neat sound feature in which enhances the gameplay. When the ball first launches off from the player, the sound with each collision increases from low pitch to a very high pitch. So the more balls you hit, the higher the pitch of the sound. This helps to enhance the gameplay because the sound foreshadows the next ball being hit, i.e. the player knows the next sound the game will play when the ball hits another peg.
I first got exposed to this game when I was interning at a games company and this level designer started playing it on the big screen. Everyone started laughing at him because it looked sissy. A week after, the whole team started playing it religiously and that level designer whined of how they made fun of him last week. One of the initial comments 'everyone' made was that the game didn't allow for much interaction. The only thing the player does in the game is to release the first shot, and watch the ball go down the screen, much like pachinko or pinball. However, I realised that this is very important because the game relied a lot on luck, which then makes the game addictive. Players won't be able to know which orange peg will ultimately get hit. The same scenario happened with my mother, who plays this game every night religiously for the past few months, especially after I got Peggle Nights, its sequel, for her. She, too, initially complained when I showed her the game that it lacked user interaction.
Rating: 9.5/10
Torture Game 3
at 2:18 PM Posted under Tags: review10, Sarah ZA
http://www.keepbusy.net/play.php?id=the-torture-game-3
Mario Kart DS
at 11:11 AM Posted under Tags: review10, Weiwen
Rating: 9/10
Weiwen
TALISMANIA - YUNIZA KHOO
Monday, March 22, 2010 at 11:42 PM Posted under Tags: review09, Yuniza
Here are some print screens
This is when they are linked! They will immediately be removed from the board.
Critter Lite
at 11:06 PM Posted under Tags: review09, Sarah ZA
Critter Lite is a demo version or Critter Crunch game for IPhones or Ipods. Players control Biggs who is the adorable orange creature at the bottom of the screen.
Tattoo Artist II: Full Timer!
Sunday, March 21, 2010 at 8:49 PM Posted under Tags: Charis, review07
Ok ok, for alllllll you people who like tattoos but don't want to get one, this game's for you. In this game, you play an accomplished tattoo artist (In Tattoo Artist I, you were just a lowly apprentice) and have a whole bunch of clientele to ink.
Digital: A Love Story
at 11:58 AM Posted under Tags: Benjamin, review10
Developer: Christine Love
Platform: Windows / Mac / Linux
Digital: A Love Story is an interactive story set in a fictional operating system of the DOS-era. It's instantly nostalgic for anyone who has used one of those old Apple systems or Windows 3.1. There's even the familiar sound of a dial-up modem when you need to use the internet.
The game is very heavily story-driven. That means reading chunks and chunks of text which would be a chore if the dialogue wasn't so well written. The messages on the BBS discuss technology, games, hacks, all within the context of the fictional world. There's even Star Trek fanboy banter and trolls annoying everyone with their presence, something that is all too familiar in the real world. There's a button to "reply" for every message but you'll only get a response for a few of them. You don't actually type a reply and the only way to figure out what you replied is from the response itself. It's a refreshing storytelling approach to have the player fill in the blanks as the narrative feels less literal and rigid.
That said, the narrative is a still a line from the beginning to the end. The player is expected to reply to certain messages or visit this and that BBS to advance the plot. Much like adventure games, there is a certain order to play the game and being stuck could be a very frustrating experience. In that case, why not tell the story through writing or a short film? Afterall, those are mediums that have already mastered the narrative while games are still tackling the problem of melding gameplay and narrative.
That's because the story works in the setting of a game. The player is immersed in the experience of using a piece of dated technology which is limited in many ways. Each time you access a different BBS, you have to repeat the same routine of dialing a 7-digit number and listening to the familiar drawl of the modem. It's not the intention of the game to frustrate or annoy the player. Rather, it transports them to an older time where there is little instant gratification. There's the allure of an underground culture where people create hacks to overcome limitations in software and to get out of paying for stuff. As you learn new dialer hacks and BBSs, it feels like opening up new places in your world, the same feeling you get from exploring a massive world in a game like Oblivion. It's a world where information isn't as accessible as it is now and the internet is a magical place of equal parts knowledge and mystery.
The narrative melds with gameplay, not as a story to dress up the gameplay. Rather, the gameplay is a narrative device used to tell the story more effectively. When the connection between the characters breaks down, it's interesting to see them trying to re-establish the connection by moving to a new BBS. The game shows people bonding over vast distances, the existence of a community in a virtual setting that is just as real as any in real life. There is perhaps an underlying commentary on our heavy reliance on technology. What if the internet breaks down? How much do we stand to lose from that?
Digital: A Love Story isn't for everyone but it's worth playing just to listen to that modem dial-up sound! It's not as tough to get into as a novel, if that's not your thing. And if books are your thing, it's a great read and a fantastic example of a story-driven approach to games that works well.
--Benjamin
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