Name: Heart of Darkness
Platform: Playstation
Year Released: 1998
Storyline
You control Andy, an average child with a penchant for inventions and who is terrified of the dark. One day Andy, and his beloved dog Whiskey, are in the park when a solar eclipse occurs and Whiskey is taken away by an unseen creature. Andy must now travel to the Darklands, fight various shadows and creatures through many levels and get his dog back.
Gameplay
Heart Of Darkness is a cinematic platformer with a linear storyline. You can make Andy run, jump, or climb objects to progress through each level. He can attack or defend by either using his plasma cannon, or by throwing magic energy, depending on which level you're on. As there is no healthbar, a single mistake would result in his death and you having to start from a previous checkpoint that, fortunately, isn't too far behind. To take some of the pressure off, Andy has an unlimited number of lives, so you don't have to worry about dying repeatedly... which i think is a fantastic feature considering the fact that you die so easily. The levels are varied and flow seamlessly into each other with the aid of cutscenes.
Pros
Very interesting storyline! Seriously, even though it's not exactly new, the way they integrated the gameplay into it makes it still fresh. I like the fact that you're not only supposed to just mindlessly run and bash your way through monsters, but you can swim, scale up walls and other actions so it doesn't become monotonous. The monsters are varied and creative, as are Andy's ways of dying. I found myself occasionally "committing suicide" just to see what it would look like.
Cons
The game is way too short!! And there is no lifebar, so every mistake results in death. While the colours are vivid and nice, the graphics fall below standard, especially considering the fact that this game took 6 years to make. However, all in all, this was a good game and I would totally play it all over again. And below is an example of all the verrrrrry creative ways in which you can die:
Heart Of Darkness
Friday, February 19, 2010 at 2:37 PM Posted under Tags: Charis, review05
Fahrenheit/Indigo Prophecy - An Interactive Movie
Wednesday, February 17, 2010 at 12:32 AM Posted under Tags: review03, samantha ooi
Vital Stats
Name: Fahrenheit (UK and PAL)/Indigo Prophecy (US and NTSC)
Developer: Quantic Dream
Publisher: Atari
What is it?
Fahrenheit/Indigo Prophecy is not a video game. As its developers, Quantic Dream, put it, it's an 'interactive film', rejecting conventional video game genre labeling. Using motion-captured actors, split-screen with different camera angles, and organic and intuitive real-time controls, the game creates an impressively atmospheric cinematic experience that is involves more than just watching a film, but is not really like a traditional video game either.
The story involves players solving a supernatural psychological thriller revolving around ritualistic murders, a mysterious child, and various organizations that wish for the power the child can provide. Players primarily control Lucas Kane, the main protagonist in the story and the first character players can control - right after he apparently has stabbed a man to death in a diner bathroom while in a trance.
However during various story sequences later, players may play as other characters or are able to select which character they would like to control at that time.
So how do you 'play' this?
Players who have experienced with the classic arcade games Dragon's Lair or the quick-time events in Shenmue would be familiar to how Fahrenheit is played. The game is originally designed to be played with a gamepad, and is primarily controlled by the two analog sticks. The left stick controls character movement, while the right stick controls context-sensitive actions.
To make conversations feel real and organic, there is a timer involved during which time the player must select a response. Failure to do so either cause the game to select a default response from the player, or the other character responds to your lack or slow response, usually negatively.
There are also scripted sequences during which time, colored directional bars appear on-screen, directing the player to quickly react in order to complete the sequence. Although continuing with its subversion of gameplay mechanics, some sequences play out more positively if the player knows when not to react as well. There is also action sequences that use endurance test style button presses, such as rapidly alternating between left and right trigger buttons to make your character run faster during an action sequence.
Through all this, there is also a Sanity meter for characters. In the case of the main character, Lucas, initially waking up and finding out he has murdered a man by stabbing him to death causes him to go into a despaired state. Through user actions, a character's Sanity can go up and down, with different reactions and possible responses potentially opening up in any given scene. Having the Sanity meter deplete fully will have dire consequences for the character currently being controlled. For Lucas, it would mean he goes mad or commits suicide and the story ends. Other characters would have different reactions, but generally the game will end if the Sanity meter depletes completely.
Is it a good 'game'?
Well, there is the problem with Fahrenheit not being exactly a game. As its developers assert, it's more of an interactive movie, and what you take from it is how well-written (at least in the front half, the story devolves somewhere in the end of the middle) and how well-acted the entire interactive movie is. Its use of a DVD-like menu structure in its start menu clearly shows its developers intentions of how gamers should perceive this game.
For what it is, Fahrenheit is an excellent piece of interactive media. The supernatural and psychologically thrilling story it tells melds the best of occult dramas, a little bit of the Da Vinci code, and its action sequences are clearly inspired from the Matrix. Told with characters that act better and more well-written than many that make it to the big screen, the game makes you feel completely that you are in a movie, and not just watching it. Players are given just enough control over the characters actions and movements to make them feel still part of the action and the consequence. There are many branching paths and possible outcomes throughout the story, and with its DVD style menu system, it allows gamers to go back and re-tread a Chapter just a little differently, for better or for worse.
Quantic Dream clearly took a huge risk in developing this game so far from conventional norms, and it paid off. They won multiple accolades back in 2005, and now are developing the highly anticipated Heavy Rain which is building on their idea of creating truly interactive movies with characters that act and aren't just polygons. They showed that gaming consoles and the gaming genre should never limit themselves from a good story.
SOLITAIRE SHOWDOWN - YUNIZA KHOO
Tuesday, February 16, 2010 at 11:59 PM Posted under Tags: review05, Yuniza
6) In one corner, there is stack of cards that holds 13 random cards.
7) The objective is to clear that stack of cards.
8) The first to finish their stack of cards wins!
at 10:57 PM Posted under Tags: review05, Sarah Ab Kadir
PURE (Sarah Ab Kadir)
STEP ASIDE TRAVIS PASTRANA.
Time for me to bewilder you with my awesome aerial stunts that I can accomplish with my freakking virtual fantasy.
Review 05: Professor Layton and the Diabolical Box
at 9:22 PM Posted under Tags: Geraldine, review05
Developer: Level-5
Platform: NDS
Year: 2009
Summary:
Solve the mystery of the legendary Elysian box which is rumored to have killed its past owners with Professor Layton and his apprentice Luke.
What is it?:
This is the second game from the Professor Layton adventure and puzzle series. Player have to solve various puzzles and explore different areas to aid the professor in his quest to solve the mystery behind the Elysian box. Each puzzle is worth a certain amount of "picarats", the resource of the game. Collecting the picarats helps unlock special features in the game such as character profiles, story art, etc. If the player solve the puzzle wrongly, the value of the picarats earned will drop. Fortunately there're three hints for each puzzle. Unfortunately, you have to spend a hint coin for each hint which is not easy to collect. These hint coins are hidden throughout the game or they can be earned sometimes through certain tasks. Puzzles can be revisited once again even if they are solved successfully accessed from one of the tabs at the game's menu. There are also some mini-games to be played located in the game.
Is it hard?:
The game is actually quite straight forward. You just need to go to one point to get to another. The only problems are the puzzles to solve to get there. I face the biggest challenge (or temptation) of not going online and looking up for the answers to the puzzles. Because of the variation of the puzzles, you really have to use your head to solve the puzzles. There's a total of 138 puzzles to be solved in the gameplay but there are also additional puzzles that can be unlocked. So I have to say that the difficulty varies from person to person. Some of the puzzles are easy but some can be... difficult.
Artwork:
I actually like the artwork of the game for it's simple and clean graphics. It gives a nice feel to the game especially the cut scenes. It makes the story of the game more interesting.
Audio:
The background music can get actually quite repetitive at times but it's not all bad. Voice dub is decent but it cannot beat the original Japanese voices. I quite actually like the voice of professor Layton though.
Is it fun?:
Only if you like puzzles.
The trailer to the upcoming movie: (with subtitles)
Skywire 2- siew khim
at 1:15 PM Posted under Tags: review05, Siew Khim
Game: Skywire 2
link: http://www.miniclip.com/games/skywire-2/en/
Objective of the game:
Take control of the cable car and get the passengers to their destination safely (ferry them from 1 point to another point)
What is it?
Player has to ferry the 3 little cute characters(represent 3 lives) safely to the destination point. The journey is full of animated obstacles which the player has to avoid them skillfully by controlling the cable car with ONLY 2 KEYS(UP AND DOWN). If the cable car touches the obstacles, then 1 life will be lost(1 character fell off the cable car). A maximun of 3 lives is given in each level.If the player loses all the 3 lives then it will be game over for the player. In this skywire 2, player can choose to play 1 player option or 2 player option whereby one can pit their fingers skills with their peers.
Simple controls
UP and Down keys OR W and S keys.
Many many levels to complete.HEHEHEHE. Many obstacles to avoid wor.
Starting point : the 3 cute characters hopping in the cable and you are ready to GO!!!
Calculation of scores player gain after each level.
Cute animated animals obstacles READY to bump your characters OFF!!!
Game over: when player loses all 3lives. Player has to restart the level.
What i like about this game?
Simple
Simple objective of the game makes the game play simple and direct. Just 2 keys is needed to control the cable car (UP and DOWN) -> makes the game easy to play and control.
Illustrations and animated
The illustrations are colorful and imaginative in this game, giving it a fantasy world feel to it.
Cutely animated assets are adding value to this game. The obstacles are animated in such a way that they are alive (they look like objects in a carnival to me)
Levels
Each level getting harder and harder to complete as the game proceeds. Player has to avoid the moving obstacles at the right timing. In this game, player has to practise hand and eye coordination.
Audio
A background music is placed in this game. The music is simple,soothing and cute (which is suitable for this game's look and feel). I like the music a lot personally.
One Button Bob
at 12:32 PM Posted under Tags: Benjamin, review05
One Button Bob
Developer: Tom "Ninjadoodle" Vencel
Platform: Flash
As games become more complex in their graphics, controls and gameplay, indie game developers seem to go the other way, making games that are often minimalistic. Like VVVVVV, One Button Bob takes one gameplay mechanic and explores it in many ways. You control Bob through a series of trials with only your left mouse button.
The concept of a single button control is interesting. With the same button, you control how far you leap; you attack enemies with your boomerang; you pause in your tracks to evade falling spikes; you move forward with each click. The button's behavior changes with different types of stages and in learning to identify them, you'll know how to win them. While there are only 7 (I think) kinds of stages, they get progressively more difficult. For example in the early stage, you only have to leap over a narrow chasm. A later stage requires you to time your jumps and control how far you jump, as the platform you're standing on disappears in a few seconds.
The good news is when you die, you simple start over in the same stage. And the bad? It's a little unfair how some stages spring obstacles right in front of you as you're near the end. Despite that, it's a pretty easy game and anyone can finish it in a few minutes. The most challenging part of the game is the final boss stage where you change your direction with a mouse click. The trick is to anticipate the falling bombs and get close to the boss so you could deal some damage. Still, the levels are too short and lack some sort of a challenge to be satisfying and it's a pity because it seems that the single-click gameplay mechanic has not been explored to its full potential.
The pixel artwork is lovely and the gameplay is more innovative than many Flash games on the internet. So never mind its flaws, One Button Bob is still a great way of spending five minutes of your time.
-- Benjamin
Osu! Tatakae! Ouendan
at 1:00 AM Posted under Tags: review05, Weiwen
Ratings: 9.5/10
Warbears - TIMOTHY TAN
at 12:12 AM Posted under Tags: review05, Timothy
Warbears
www.warbears.com
This game is a 2D puzzle game where the player controls a squad of crime-fighting bears, called the Warbears. Each warbear has its own unique ability and in order to win, the player has to use them in the right order.
The story starts off with the scene of the crime. The Warbears have just arrived at a house where hostages are held captive. The Warbears have to find a way into the house without alarming the crooks, kill them, and save the day.
Controls are simple. You control one Warbear at a time. This is strictly a game controlled with just the mouse. By clicking on the Warbear, the current actions pop up and the player has to select one. The Warbear will then perform that action, triggering some other event to happen. Players have 3 Warbears to control at the start of the game, while a fourth one will appear mid-game.
Gameplay is interesting and fun; sometimes, players have to find novel ways to solve the puzzles presented, in others, the solution to the problem is a logical one. For instance, a grenade that is thrown up the roof will get sucked into an air-vent if the fan is still switched on, causing the grenade to fall to the top floor and detonate, killing the hostages and losing the game. The solution? Switch off the fan, and the grenade no longer gets sucked into the air-vent.
Art style is cute and funny, with the Warbears looking fuzzy and all deserving of a hug. The enemies (also bears) look rather dim-witted and are of the same sprite. The Warbears, however, have their own individual sprite, each looking according to his role. For instance, The Warbear which is in charge of the technology (GPS unit, mainframe hacking) has the stereotypical glasses and is quite dorky looking, the one who engages in melee combat looks like a ninja, etc. The art is simple: the sprites are clean and neat-looking, but it works very well in this game. I wouldn't want to see how the entire game would be ruined if he had used some other art style.
What I like about this game is how the game designer incorporates other genres of games into this game. For instance, to hack into the building's computer mainframe, the user has to successfully memorise colour codes played in sequence, very much like that of the colour memory game Mr Simon. Toward the end of the game, when the Warbears have saved the hostages but the crime lord escaping, the Warbears engage in a hilarious race scene. The player has to press the motorcycle throttle and when the Warbears are in position and ready to fire their rifle at the enemy, a target will appear and the player has to shoot the bullseye of the target in order for the Warbear to hit the enemy.
What is frustrating for this game, however, is the lack of a 'back one action' button. When the player has done something wrong, he has to restart the entire level, going through the entire actions again. This is really bad especially when you're almost at the end of the game. It would have been better if the game auto saves after every action and the user has the option to go back one action if he does something wrong. This saves time prevents frustrating resets. The entire game took about 30 minutes to complete, but I probably spent almost an hour on this game considering the resets I have to endure.
However, this game is overall really interesting, I love it. In fact, I went to visit his website for the other warbear series and played it immediately after I finished this one. Gameplay remains the same with the other games, except that the Warbears are in a different situation.
Rating 8/10
Contra
Sunday, February 14, 2010 at 1:17 AM Posted under Tags: Hasbullah, review05
Though they looked like crap, they sure did kick some ass! And i ll surely kick yours at this game. Try me.
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