Parachute Ninja: Iphone/Ipod Game
Thursday, March 18, 2010 at 12:53 PM Posted under Tags: review08, Sarah ZA
STOBLOBS - YUNIZA KHOO
Wednesday, March 17, 2010 at 1:15 AM Posted under Tags: review08, Yuniza
Where We Remain / FlxAdventure
Tuesday, March 16, 2010 at 4:34 PM Posted under Tags: Benjamin, review08, review09
Developer: TwoFold Secret
Platform: Flash
FlxAdventure
Discussion thread: http://forums.tigsource.com/index.php?topic=9684.0
Developer: SeiferTim
Platform: Flash
Where We Remain and FlxAdventure are both role-playing games with a top-down perspective. The controls are similar: the arrow keys move your character (although FlxAdventure uses the same controls for more than movement). The graphics use similarly chunky 8-bit aesthetics. What's most interesting is how both games reveal the game mechanics to the player.
In Where We Remain, you play an enigmatic man trapped on an island. When you start the game, a line of text informs you to move with arrow keys. A letter elaborates your situation: a girl (your love?) is also on the island, in a cave somewhere, and you have to find her. There is danger on the island and "caves mean safety".
There's not much to know about the game beyond the cryptic letter but that is perhaps the crux of the game, the mystery that surrounds the whole premise of it. What are those blue flowers? Who is this girl you have to rescue? Who are you, for that matter? What are these purple tornadoes hunting you down? What is the island? Thankfully, it's not an alternative reality in Lost, although those purple tornado monsters do look suspiciously like the smoke monster... but I digress. Lost works the same way; it is compelling to watch because it entices the audience with mysteries. Where We Remain is mysterious not only in its story but its game mechanics. Movement is the basic play and you could complete the game without needing to know the other mechanics. As you spend more time in the game, you might discover how the monsters move or what the blue flowers do, and then you could revise your play strategy.
I'm going to explain one of the mysteries (spoiler alert!) in the game -- the purple flowers. These flowers are found throughout the entire map. A delightful sound plays when you collect them. A counter on the top left indicates the number you have collected. The point of collecting them is unclear at first but when you finally find the girl, she remarked that they make a nice gift but more flowers would be nice. Her lack of gratitude aside, the flowers actually do more than apease the girl. When you enter a cave, hitting one of the shadows take away a number of your flowers, and if you don't have any, you'll be expelled from the cave. A harmful side-effect from carrying flowers is that they attract those tornado monsters. The more you have, the better they are at detecting you from a distance.
Where We Remain succeeds at creating an atmosphere of fear. When a tornado monster is near, the sky dims, the earth starts to shake, and a strange sound (like radio static) plays. When the monster has you in its sight, it sounds a menacing mechanical growl and the screen quakes violently. The sound of the monster has an uncanny "living" quality to it which reminds me of the disturbing clicking sound from the ghost in the horror film Ju-on. Much of the island and the game is unknown to create a kind of anxiety in the player. Playing the game is a constant dance between learning more about the story through the cryptic letters littered all over the landscape, and escaping and hiding from the swirling island monsters.
In FlxAdventure, you play a generic hero crawling through dungeons, slaying monsters and looting treasure. It could be seen as the RPG genre stripped down to its core elements: battles with enemies, character growth, exploration, and a story. The battle system is simplified to four actions -- attack, defend, a more powerful attack that is prone to missing (like a gamble), and run -- mapped to the same arrow keys used for movement. It uses a turn-based system common of many RPGs.
The choice of style for the graphics is apt; the 8-bit aesthetics go with the minimalistic nature of the game. The game is tile-based which means everything on the map is placed on a square grid system. The interesting thing about the map is the fog which covers the unexplored areas. Therefore, there exists an element of surprise when you uncover new areas of the map and it's fun enough to make you want to explore the entire map. The game environment is beautifully designed with a lot of details such as tiny shrubbery, beds, bookshelves, etc. The game was actually made for the Assemblee competition at TIGSource. The first half of the competition are for artists and sound designers to create game art and music whereas in the second half, game designers create games with resources from the first part of the competition. Where We Remain uses the 8-bit style too but the game art felt more emotive and in a way, more effective than FlxAdventure's. Colors are picked carefully to express different moods, case in point, the mysterious purple flowers. Very little sounds are used (there is no background music) and when they are, it is also to create a kind of atmosphere, such as the impending danger of the tornado monsters.
Both games narrate their story in a similar fashion. FlxAdventure, which has hardly any story to it, uses the environment to narrate. Where We Remain has many letters scattered across the map. Some clue on the origins of the monsters, and some tell of the love between two unknown people. The narrative is optional in both games, and played a little loose in its form. The other form of narrative is similar to film and literature, where the audience is passive; they have no say in how the story turns out. A lot of games utilize a mix of both methods -- gameplay is interrupted with cut scenes, cinematic movies or lines of exposition to tell the story, and then there are multiple endings or different dialogue to give the sense of a two-way narrative. Games like Bioshock and Doom III attempts to solve the problem of overwhelming the player with story by introducing audio logs. These optional pieces of narrative fit within the context of the game and allow the player to learn more of the story (like why that demon spawn you just killed has two legs and a tentacle).
The problem with the traditional way of narrative is that firstly, it is rigid. Games are about interaction so shouldn't the player be able to affect the story as well? Secondly, film and literature are mediums that have mastered the narrative so why make a game to tell a story when a movie would tell it better? The problem with a flexible narrative (that merges more with the gameplay) is that there are numerous actions the player could take even within the rules of the game and it would be impossible (or at least very challenging) for the game designer to create every scenario.
Regardless, Where We Remain handles the trade-off between play and narrative rather well. Even without reading the letters, the player could get a sense of the story and the art and sound lend to the psychological atmosphere as well. FlxAdventure lacks in many areas but the simplified battle system and the map fog are very interesting mechanics that could be explored further.
The problem of merging narrative and gameplay is described in this article: Gamasutra - The Uneasy Merging of Narrative and Gameplay
--Benjamin
Splitter
Monday, March 15, 2010 at 5:32 PM Posted under Tags: review09, Weiwen
Rating: 6/10
Weiwen
Battle Bugs
at 1:22 PM Posted under Tags: review07, Sarah ZA
This is a classic game launched in 1994 that ran in DOS yet it is a very memorable game for me even though I played it when I was about 7yrs old. It is a real time strategy game whereby you control bugs wearing military outfit to gain territory and food pieces and eradicate enemy insects controlled by a 2nd player or computer AI.
Sushi Cat - TIMOTHY TAN
Sunday, March 14, 2010 at 11:55 PM Posted under Tags: review09, Timothy
Sushi Cat
http://www.kongregate.com/games/ArmorGames/sushi-cat
A pachinko-like game, albeit a cuter one. Players control a cat, who has to eat sushi that is placed in increasingly difficult to reach places blocked by barriers.
Gameplay is simple: players use the mouse to control where he wants to drop the fat cat. Once he drops the cat, the entire game is in total control of where the cat lands. The cat will, under gravity, fall toward 5 different openings (each having differing bonus points), and eats up sushi whenever he gets to them. The objective is not of points, rather, the player has to try to reach the target number of sushi that the cat must eat.
Art style is interesting. It employs a cutesy manga-ish style. There are intermissions in the game, playing a short animation showing the adventures of sushi cat. I'm not sure what this is for as it doesn't really affect the gameplay, and there really isn't much of a storyline to this game. I guess it just allows for the player to take a short break. What I do not like about the art style, however, is the way the cat is being depicted. He bounces around like a water balloon rather than a cat. Whenever he hits an obstacle, the entire body contracts and expands, depending on where the collision took place. To me, it looks like the cat is full of fats and water rather than sushi. What I really like about the animation is how the player gets to see a visual progress of how much more sushi he needs to eat. On the left hand side, there is a view of the inside of the stomach of the sushi cat. As you eat more sushi, you will see them dropping down his stomach. The level is completed when the sushi has filled the entire stomach. I like it because most games display a numerical value, rather than a graphical one.
Music is whacky, it employs a japanese/chinese influenced soundtrack. When the player goes into the game, the music style changes. Some stages have a flangy guitar soundtrack, others have a more upbeat hiphop type of sound. I fail to see the link between the soundtrack and the theme of the levels, so I guess the music would work interchangeably among the levels.
This game really really reminds me of Peggle or Peggle Nights by PopCap games, which I will review next week, to show the similarity and differences between these two games. But overall, I had a fun time playing this.
Rating: 7.5/10
Battle City
at 4:33 PM Posted under Tags: Hasbullah, review09
Battle City!!! Battle City (known as Tank in some regions) is a multi-directional shooter video game for the Nintendo Family Computer produced and published in 1985 by Namco. The game was later released for the Game Boy and was included in the Japanese version of Star Fox: Assault. It is a port of the arcade game Tank Battalion with additional features (including two player simultaneous play, and an edit feature, both explained later). There was also a rendition for Nintendo's Vs. System arcade cabinets.
What is it about?
The player, controlling a tank, must destroy enemy tanks in each level, which enter the playfield from the top of the screen. The enemy tanks attempt to destroy the player's base (represented on the map as a bird, eagle or Phoenix), as well as the human tank itself. A level is completed when the player destroys all 20 enemy tanks, but the game ends if the player's base is destroyed or the player loses all available lives.
GamePlay
Battle City contains 35 different stages that are 13 units wide by 13 units high. Each map contains different types of terrain and obstacles. Examples include brick walls that can be destroyed by having either the player's tank or an enemy tank shoot at them, steel walls that can be destroyed by the player if he has collected three or more power-up stars, bushes that hide tanks under them, ice fields that make it difficult to control tank and pools of water which cannot be crossed by tanks. There are four progressively harder types of enemy tanks.
The game becomes more challenging in later levels, as enemy tanks may act as decoys to lure players away from their base so that another tank can destroy it. In addition, flashing tanks could be destroyed for power-ups. There are several types of power-ups: tank symbol gives an extra life, star improves player's tank (having one star make shots faster, having two stars allow two simultaneous shots, having three stars allow the player to destroy steel), bomb destroys all visible enemy tanks, clock freezes all enemy tanks for a period of time, shovel adds steel walls around the base for a period of time and shield makes player's tank invulnerable to attack for a period of time.
Why I simply love it?
Those kinda games whereby you are defending your brethren or company in pursuit of extinguishing your counterparts. It makes it all exciting where you can evolve into bigger, heavier tanks with firepower that will scare many. The levels gets more challenging as we progress and it calls for some serious gaming and firepower. Playing with a friend is most encouraged as you will hand in hand conquer lands that you first deemed unconquerable. Kind of building up the camaraderie as well you know. Overall rating 8.5/10. Classic game.
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