Pokemon Red
Wednesday, March 31, 2010 at 12:35 AM Posted under Tags: Kelvin A, review11
Ragnarok online
Tuesday, March 30, 2010 at 11:46 PM Posted under Tags: Kelvin A, review10
Dance Dance Revolution
at 11:20 PM Posted under Tags: Kelvin A, review09
Interestingly, this game has become "classic" in such a way that not many are still playing it. Maybe because of the new-born direct interactive platform like Wii, but this game was the first- i think- to involve direct body movement by players. Played by stepping on directional arrows on the playmat, players have to use their bodies, or at least their active feet to play this, interesting game.
I find, yes still find that this game is pretty amusing. The songs as far as I can remember from season 1 were great, remixes were done quite tacky and ... nice. I can still remember that I was trying very hard to master the 6 stars song after trying out the super-easy Boom Boom Dollars. And yes, that is one reason why the game becomes more than just moving your ass up and down the mat.
Players will be graded after they finishes a song, with either D,C,B,A,SS. SS means super perfect and for many, the aim for playing the game is to get SS for every single songs, including those that will twist your feet around. There is a degree of challenge here.
Next thing too is how the game becomes competitive. Players can choose to play with another players and compete in who gets the higher score. When this is played in public, it can be really competitive and challenging, not forgetting you've got to have a really thick skin to jump stupidly, trying to step on the correct arrows.
Well, many people think the game is stupid, yes it is but it is quite fun when you know how to play it. It was a really hip game almost a decade ago but I just find it interesting on how such genre of game has developed to what it is today.
kelvin
Bubblewrap
at 4:39 PM Posted under Tags: Kelvin A, review08
BUBBLEWRAP
A very irritating IPhone game but very much usefull when you are about to kill people waiting for busses that come every half an hour because of the ever-slow land transportation system in Singapore.
There is a similar art work in Jakarta Biennale 2009 where the artist installed bubblewrap in bus stations. Believe me, it works damn well. And how irritating it can be to listen to bubblewrap being burst under the extremely humid and hot sun of Jakarta. Well, now you have the bubblewrap in IPhone!
A simple game where players have to exercise their fingers and speed to burst as many bubblewrap as possible. When you burst 290 and more, you made it to the international rank! How amazing is that.
Well, this game is fun, active, interesting, funny and helpful. Very smart, brilliant, simple, etc etc etc.
I think too, this game is an example of how a simple thing can be developed into an interesting game which will make people play and play. I believe that this kind of game, or more like entertainment or finger exercise platform will last. Short gameplay but lasting impression. Brilliant
kelvin
Final Fantasy Tactics
at 4:32 PM Posted under Tags: Kelvin A, review07
Final Fantasy Tactics by SquarEnix
I think this game is the most interesting game of all time; except when it reaches NDS for some weird reason, it went straight downhill. The original FFT which is played on PS then now available to PSP, is among the top rated tactic game with awesome story line, which I think is still relevant to today as long as Vatican still standing.
Anyway, this game has a very interesting gameplay, like a chess board. This is the first tactic game that I have ever played, which I think one of the earliest game that uses this form of battlefield. Basically, it is like chess where characters move in grids, buildings are very square-ly almost like de stijl. However, landscape is still very much interesting, very eye-appealing, almost very original. To cut it short, physically, this game rocks.
Did I mention about the characters' design? They are perfect. Each characters have different outfit, according to their Jobs. You can be a Knight, Monk, Priest, Wizard, Calculator *duh*, Dragoon, etc etc and even Dancer and Bard. I think too, this game leads to MMORPG like Ragnarok and MappleStory to develop very unusual job system for their characters. Of course, with each jobs, you have different abilities, movement, speed, etc.
Gameplay wise, it is very easy. Especially almost about 50% of gameplay, you will recruit this old man who can practically rule the whole battlefield by himself. This is very weird, of course, since Squaresoft (the original developer of the game) has the habit of making players suffer with weak characters. But nonetheless, the game is made more challenging with the almost-close-to-countless side-stories with secret characters and MANY MANY MANY limited items to collect. For a perfectionist in virtual world like me, this game is just perfect. The secrets are obtainable but difficult.
Then SquarEnix made this game possible to PSP. How great is that that now, the game is available even in MRT!!! Well, I dont need to point out any weaknesses of the game, it is just perfect. :)
kelvin
Puzzle Bubble
at 4:21 PM Posted under Tags: Kelvin A, review06
Puzzle Bubble by Taito
A relatively boring game, which interestingly manage to survive for more than a decade, and still counting. Puzzle Bubble by Taito is a game where players have to shoot bubbles with a bubble of the corresponding colours. The game goes on and on and on with slight development of the narrative.
Yes, Puzzle Bubble seems to be boring, not puzzling which it should have been like. Players will just stare to the screen and press a button on the controller and experience the glittering bubbles explode which will most likely, spoil their eyes. I find that the game itself has too long history while the game is suitable for a short-period game.
There are ways to develop the game, like what Taito has tried, by injecting a narrative plot into it. However, they did it poorly. So it didn't work. And honestly, the main character, the dinosaur thing looks very irrtiating. So, there are some ways that this game can be improved like approaching it in a different narrative plot.
In the game that me and my teammates develop, we hope to be able to push this game into a slightly more interesting game, but applying a simple narration into it, with a completely different theme.
kelvin
gensoSuikoden
at 4:13 PM Posted under Tags: Kelvin A, review05
gensoSuikoden by Konami
gensoSuikoden is an RPG game developed by Konami, inspired by the original tale of the 108 heroes in the Chinese history. It is a very narrative game, with very deep emphasis on the story development. Gameplay wise, it is considered to be an easy game to complete with average hours between 20-30. What makes this game very interesting is how it has been developed up to 7 series at the moment, with story line that connects to each other. It is also interesting to see different style being adopted by Konami and platform which has improved from Playstation to PS2 to PSP to NDS and now to PS3. This game is all about narrative and development, whether it is in-game or the physical improvement in itself.
One important thing that I find in game-making from this game is narrative. gensoSuikoden may not provide players with the challenge of defeating super-ultra difficult lv.999999 monsters or secret bosses, but it depends on the story line. Adopting one of the most favored plot of war, this game interestingly adapts to the main theme but at the same time, branches out into highlighting social, economical and political issues, which can be reflected today. In terms of narrativity, this game seems to excel.
Another interesting factor is the idea of recruiting 108 characters, which up to 60% are useable in battlefields. It is challenging, at least for me, to gather the characters and to see how each develops as the game progresses. Again, Konami inputs the narrative factor into each characters, as if they are creating a history by itself.
One weakness which players often find in this series is the rather inconsistent difficulties in the game. Up to date, the 4th series of the game has received more thumbs down as it has the shortest gameplay of average 15hours but the richest narrative. In contrast, the 5th installment has the longest gameplay of average 35hours but among the simplest story. I find that when a title has a huge fan base, it is important to maintain the consistency of the gameplay. Unlike any single titled games, a continuous game like this have a bigger responsibility to deal with.
In conclusion, narrative is indeed an important factor a game, esp RPG, since the genre itself says so.
kelvin
Parallel Landscape
Saturday, February 6, 2010 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
Restaurant City
Thursday, January 28, 2010 at 11:22 AM Posted under Tags: Kelvin A, review03
Restaurant City by playfish
Restaurant City (RC) is a game where a player sets up a restaurant. He/she can decorate the interior, as well as the exterior of the restaurant. He/she also is allowed to change the menu, learn the menu as well as upgrade food quality. Being a real time-based game, RC is another challenging game from playfish.
Game mechanics are very much simple. Every interaction between the players and the game, is just by clicking. Players can move the cursor to wherever he/she may go within the screen of the game. As boring as it may sound, clicking can be as exciting as player will be racing against time. You would not want your restaurant to be open when your employers are dead tired. So, the idea of clicking, unlike other facebook games such as Farmville, is quite interactive and able to keep the players busy.
Similar to SIMS, this game allows players to decorate. Items such as furniture, fridge, cooking pots, etc are for sale. However, they are not cheap. An average dollars invested everyday, is approximately $5000. However, a furniture can cost up to $10,000. It may seem to be unreasonable but this heightens the intensity of the game itself, adding a layer of difficulty and distance between player’s desire to purchase, in comparison with the ‘income’ that they get.
Other than decorating, one of the key factor in this game, being a food-related theme, is the dishes that players can prepare. Unlike Cooking Mama where players do not have to worry about ingredient but they actually ‘cook’ the dishes by cutting, sauté-ing, frying etc, RC focuses on getting different ingredients. For example, to cook a Mushroom Soup, players would need Mushroom and Butter. Once players have the two ingredients, which can either be bought, harvested or given free daily, they can unlock the Mushroom Soup dish. A dish can be upgraded until Level10, where it will give more points when served to customers. Interestingly, there are a vast range of ingredients, up to 40 different types and up to 60 different dishes. Again, this makes the simple game into an experience of collecting. Not missing the fact that some dishes have limited time to be unlocked before they are gone forever.
Those are the two main feature of the game which made more entertaining with minor features such as buying clothes for your chef, visiting other restaurants, etc. Such ‘mini-games’ are also important in magnifying the enjoyment of playing. Also, there is an educational side to the game where daily, players can take the Food Quiz once and if they answer correctly, they’d be given an ingredient.
RC seems to be boring at first sight, where players can not control the movement of the characters. However, this is replaced by the other features that the game provides, which apparently seem to overcome the disadvantage of control. Moreover, RC is not a mere game, but educates too. It seems to fit, the overly used term, work hard and play hard.
Kelvin
Star Ocean : Till The End Of Time
Sunday, January 24, 2010 at 9:52 PM Posted under Tags: Kelvin A, review02
Pet Society
Wednesday, January 20, 2010 at 1:40 PM Posted under Tags: Kelvin A, review01
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