Showing posts with label review09. Show all posts
Showing posts with label review09. Show all posts

DuckTales 2


























Game: DuckTales 2
Developer: Capcom
Platform: Gameboy

What is it?

DuckTales was first released in the United States for the Nintendo Entertainment System by Capcom in 1989. In this game, Scrooge Mcduck travels around the world collecting treasures to become the world's richest duck. The game was later ported to Gameboy platform.

DuckTales is a nostalgic gameboy game which i played it when i was about 8 or 9. I remembered that the graphics are gray scale due to the very nostalgic platform -gameboy. The gameplay in this game is very interesting as Scrooge's weapon is his cane.The cane can be used as a stick to make him jump higher, as a pulling tool and as a weapon against the enemies as well. One thing to mention is that this game is a non linear game whereby players can sort of revisit levels to get items that unlock parts of other levels. To me, this game is like a puzzle game whereby players have to think how to get to another point by using the available tools there.[which is kind of cool to me and it leaves me a deep impression till now]


There are five levels in this game which can be played in any order, so it gives more user's control to which level they want to complete first. Scrooge has to defeat the boss at the end of each level. Each boss are unique for these five levels. Also, this game is more of a exploration game where players search for their percious treasure in each level. Sometimes the treasures are hidden and players has to look for it using their wit. Hints are provided at certain parts of the levels to hint the player(scrooge) what to do etc. These hints are provided by Scrooge's 3 nephews to guide or restrict the places where Scrooge can or cannot go to.Upon finishing all the five levels, the player is directed back to Transylvania for the final boss fight.





Overall
The asthetics for the game is very nostlagic to me and i kind of missed this kind of game. This game is a explorative game and at the same time it is a non linear platform game which adds more value/fun/interest level to this game.


Dance Dance Revolution




Dance Dane Revolution

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

TALISMANIA - YUNIZA KHOO

I am a casual game player. I realised the reviews I've been doing on are mostly on casual games, hahaha. But okay lah.. they're simple games that doesn't need too much brain juice - games that you play when you need to unwind!


So this time... another casual game! This one's pretty fun! (Every game is pretty fun)
Objective??

 Alright the objective is very simple:

1) Twist each piece until you get connected linkways to 2 same talismans.
They can either be of Gold, Silver or Bronze talismans.

2) The main thing is to get both these talismans connected.

3) The longest linkway will attain the highest points!

4) Gold talisman links will get you gold coins,
Silver talisman links will get you silver coins
& Bronze talisman links will get you bronze coins

5) Of course, gold coins weigh the heaviest and will get you most points for that.

6) You must also fulfill the weight requirement before you advance to the next level
(on the left)

7) Also, you need to do this within a maximum number of moves
(indicated on the bottom right)

Photobucket
Here are some print screens


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This is when they are linked! They will immediately be removed from the board.


Why is this game good??

In my opinion... this game is fun because:

1) Graphics are cute.
They have a theme and the aesthetics are harmoniously pleasing.

2) Hooked.
This game is hypnotic!
I kept playing on and on.
I'm at level 3-4 by the way!

3) Music: The theme music is also entrancing.
Suits the graphics and concept of the game.

4) Again, simplicity rules here.
It's a simple game with a clear objective of what to do.
No brainer!

5) No time limit:
I love this part about games especially.
Lets you take your own sweet time in figuring it out.

6) Strategic game:
You need to plan your route on this one.
Tricky but achievable.

7) Interesting game features:
As you level up, more cool features are added on.
This makes the game even more compelling.

8) Game mechanics and level design:
Both these factors are designed suitably well for each level-up.
You find the advancement in every next level accelerated very nicely and gradually.


All in all, I think this game is fun!!!

Click HERE to play :D

Critter Lite



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.


Simply slide or drag Bigg left/right to the desired position under the columns of critters and slide upwards to activate his tongue which with capture the critter into his mouth. Release the critters at the desired location again by using the same controls to move him left and right and slide upwards to release the critter.

The point of the game is to clear all the critters within the time given of gain enough points to level up by bursting the critters. The critters have to be fed into each other meaning there are 3 distinctive sizes of critters i.e. large medium and small. Only small critters can be fed to medium critters and medium critters to large ones.

It is an entertaining and easy to play casual game with cute sound effects as well. There is also a puzzle mode where the number of moves is limited and you are supposed to clear all the critters in the screen. It also reminds me of the arcade game, 'Puzzle Bobble' whereby bursting color coordinated critters will gain you more points.

The game is also esthetically pleasing with colorful backgrounds which varies in every level.

Where We Remain / FlxAdventure

Where We Remain

FlxAdventure


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









Developer: Eugene Karataev, Artem Popov and Johnny-K 

Splitter is yet another physics-based online flash game. This time you take control of a blade and with it, you are able to slice up objects in the game.
This game consists of 25 short levels in which the objectives are identical throughout. You have to send the ball character from its starting point to the end point, denoted by a red circle. Levels are littered with obstacles that will block the ball from its path at the beginning of the level. They consist of wooden blocks, metallic blocks and bricks. With the blade, you are able to slice wooden blocks so that they can either be broken up or act as a ramp for the ball to roll on. Metallic blocks while unbreakable can be knocked off balance with enough force while bricks are totally static in the game.  There are also objects which are constrained to a fixed point by rope joints and can be released by slicing the rope. The scoring system is based on a timer, with the score reducing as time goes by. Additional score can be obtained through the collection of stars in the levels.
As you are able to slice objects any way you want and at the same the game relies on a physics system to function, most of the levels in the game can be completed in multiple ways. While this seems to make the replay value higher, I ended up not going back and replay all the levels again. This is mainly due to the game's uninteresting level design. After playing 10 levels, it gets really boring for me and I have to force myself to complete the rest of the 15 levels so that I am able to access the overall gameplay of the game.
The physics system in this game works remarkably well and is extremely responsive.
Graphics are very simple and works for the game. I am able discern between the different materials very easily as the objects in the game are painted clearly with the specific texture of the material. That said, the simple graphics also made the game a little boring to look at as every level looks very similar to each other. The background of each level is also of the same shades of colours making every level in the game look repetitive. Music is a looping track which works well with the game and the sounds are functional though nothing worth taking note for.
Splitter while not quite the best physics game I’ve tried is still a decent game with well implemented game mechanics. With better level design, the game has the potential to be very good. The game already has a sequel and is probably loaded with better levels.

Rating: 6/10

Weiwen

Sushi Cat - TIMOTHY TAN



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


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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