Friday, November 27, 2009

Defense Grid: The Awakening

I've said it before; I love tower defense games. They may be one of my favorite types of games on the flash platform. I suppose that may help to explain why I endeavored to play Defense Grid: The Awakening. I would advise you, dear readers, not to attempt the same folly.
When I was wandering the tubez, looking for something to hold my attention for a few minutes, I saw Defense Grid on greenhouse and was confused; "why would one have to pay money for a tower defense game? This one must be AWESOME!" So I promptly downloaded the demo. What lay within was what I can only describe as a minor avatar of disappointment. I suppose the main contributor to this disappointment was the unspoken implication that the game would be above average made by the fact that one must purchase the game in order to play it. I suppose, with that being said, I can only review the demo, but in being a demo, it utterly failed. The purpose of a demo is to make one want to buy a game. At the end of this par-level attempt, I was not so inclined.
The units, play style and graphic quality were in no way exceeding the standards of its free flash counterparts, and in some cases, even failed to meet these expectations. The graphics are pixelated and messy, yet the screen is so cluttered in mid-90s era 3D rendering, it still requires a huge portion of your processing power, so it feels jerky and disjointed as units freeze in place for a second, and then rush down the path at incredible speeds. It feels like 1996 has returned with a chip on its shoulder. There are better looking, better running games on a flash platform, and I don't have to pay 10 bucks for them. The towers, enemies and tactics are the exact model of the standard TD online. The only gameplay difference is a zoom function on the mouse wheel I never used. The story could be a selling point, but it's startlingly detached from the the actual game, and the plot is just silly. Many assumptions have to be made just to suspend disbelief. The premise is that an alien race has returned to exact revenge on the human race after a thousand years, and humanity's only hope of survival lies in the successful reactivation of an ancient defense grid. Let's set aside the major problem I always have with defense games with that premise, which is the civilization's unexplained lack of offensive capability (I'll just assume that we've achieved a peaceful Utopian society and have no more need for weapons or something like that). There is no explanation as to why the aliens are attacking, why we took so long to reactivate this ancient thing, or why the thing even still works after these thousand years. Was there some covert maintenance service going on? It's just ridiculous. Usually, when I don't like the gameplay or graphics, I can rely on a good plot or vice-versa to keep me interested. There was no such escape in this game.
I would like to stress that this is not a bad game. It's average. I've seen better. I've seen worse. What really gets me here is that they are charging money for this thing. When all of it's comparable peers are free and require no download or installation, I wonder why Hidden Path Entertainment thought this game would make them money. If the plot couldn't be used to strain pasta or if there were more elements to the actual play of the game, I could understand why people would buy it, but as it is, I would much rather go to towerdefence.net and enjoy a better game than sit around, bored and pissed off that I wasted ten bucks.
Do the right thing, people. Play Indie games. Save your money and buy Torchlight instead.


Tuesday, November 24, 2009

Cyclomaniacs

I like wacky games. They make me feel good. Sure, there's a limit to how much wacky I can handle, but having grown up on Looney Tunes and the like, that tolerance is pretty high. Cyclomaniacs certainly falls under the "wacky" category.It's a 2D bicycle racing game. The animation is silly and lighthearted, the gameplay is addictive and the extras, though somewhat trivial, fit the theme well. The object of the game is to collect achievements, unlock new riders and upgrade your bike. There's no real story outside of the individual riders' backstories, which are entertaining enough to make up for it. This sort of game doesn't really need a story so much anyhow. It simply is. There's no need to worry over taking the game seriously enough to think about character motivations.
At the beginning, there is a button that appears at the top of the game screen for the "complete game movie" which I quickly came to realize wouldn't be unlocked until all 70 achievements had been unlocked. Flash forward a few days to me groaning in amused consternation at the fruit of my labor. Many of the riders are inspired by celebrities or fictional characters (laurel and hardy on a tandem bike made me giggle), but discounting some minor changes in performance behavior, there isn't much to set them apart from each other. They're goofy and fun to look at though, so there isn't much to complain about there. I would say this is a game for those wanting mindless, cheerful fun. I wouldn't recommend playing it for more than an hour, as I can feel the carpal tunnel setting in from button mashing. Very satisfying finishing the game. I feel a little ashamed to admit that, seeing as how it's a very silly and very pointless endeavor, but it is a big game, if a little grindy. I became intimately familiar with the level restart button. There are many more important things you could be doing, like cleaning your ears or balancing your checkbook, maybe trimming your toenails, but if you want to waste some time instead, you could make many worse choices than Cyclomaniacs.
If you haven't done so yet, add yourself as a fan on facebook! There's a design contest going on exclusively for facebook fans, in which you give me a logo design, and I give you a free copy of "And Yet It Moves" from Broken Rules (assuming you win)! So go take a look. It'll be fun. It may even change your life. I think dolphins might be in on it. How can you say no to dolphins?
Do the right thing, people. Play indie games. Make dolphins smile.


Friday, November 20, 2009

Sonny & Sonny 2

There's a new fan page on Facebook. I hear it's pretty cool. You can see the feed for it just to the right on the sidebar there. -> You should hop on and become a fan of my little operation here. There's a fan exclusive contest running now in which you design me a logo, and I give you (assuming of course you win) a free copy of "And Yet It Moves" by Austrian studio Broken Rules!
The business of running this site can get strenuous at times, and from time to time I forget that the games I play for fun should also be the ones I review. That why I started this thing in the first place! So today's post is dedicated to the Sonny series on Kongregate. If you don't have an account there, you should get one. With the waning of the PC era, sites like Kongregate and Newgrounds put up a fair bit of competition for XBLA and PSN. I'm a fan of consoles, don't get me wrong, but I came up as a PC gamer, and recently with the propagation of the next-gen consoles, it's feeling like the final days of Rome for us PC gamers. Best of all, these sites are free, which benefits poor folk like myself.
Sonny and Sonny 2 are turn-based action-RPGs. They take a new twist on the zombie story. Based in the near future, zombies have of course, taken over the distopia you, the protagonist, wake to find yourself approaching. It turns out you yourself are a zombie, and the story (which is actually pretty well written) takes you from a research boat with no memory through this broken world to figure out what's happened to you and what's going on in the world. The story punctuates the turn-based combat, and everything outside of the combat mode is for party management and flavor. The soundtrack consists of two songs, and the combat track is a thinly veiled clone of the title track for the Pirates of the Caribbean films, which, while neat at first, quickly became dull, and then abrasive. Combat itself is dynamic, intricate and well thought out. Kongregate places it in the strategy section for a reason. There are five classes to choose from in the first game, and they are all straightforward and have relevant and easy-to-understand ability trees. I will say, I've never seen such massive ability trees in a flash game before, and character customization and optimization are brilliantly realized in this series. The second game, however boils it down almost to a fault. There are only three rather nebulous classes with much more expansive ability trees. This increases character customization by quite a bit, but optimization can get rather tedious, and I was thanking the devs for the re-spec button by the end.
Overall, I like this game, and I spent quite a bit of time in the post-story challenge mode playing around with the options. Still, the number of possible power combinations and class specs is very impressive. The loading screen takes a while, but with that many toys, I call that fair. The achievements are lame and kind of unnecessary, but they earn you points for your Kongregate account, so I understand why they're there. I'd say play them. They're worth the time investment.
Do the right thing, people. Play indie games. Get the show on; get payed.


Monday, November 16, 2009

Games for Children/Child's Play

Before I begin this week's reviews, I would like to make you all aware of something. As the holidays approach, it's about time for Child's Play to start up again in their mission to make the holidays better for children in the hospital. The guys at Penny Arcade have teamed up with over 60 children's hospitals worldwide to give toys and games to the children interned in them. It's an excellent opportunity for we gamers, as a community, to give back and spread the joy of the holidays to those who need it most. Last year, Child's Play raised over $1.4 MILLION in cash, toys and games, and they're looking to beat that this year. With the economy in the toilet, and these families having to deal with medical expenses, the contributions you make could be the only Christmas these kids get this year.
I'm not trying to guilt you into giving. I'm simply saying that we all know someone whose life has been touched by a children's hospital. Wouldn't it make sense that the gaming community give back? It's an expensive hobby we have. On top of that, wouldn't it be nice to know that the game you bought would be helping some kid across the country stay alive and happy? You don't have to give much. There are so many of us. If you don't want to give cash, you can even make a donation toward the purchase of a toy, game or gaming system. Just think about it; that copy of MW2 you've been wanting could wait 'till next paycheck, and it could be a DS for a kid with leukemia. Just think about it.
I'll get off my soapbox now. In honor of Child's Play, today I've got four games for children lined up.
What's Bothering Carl? There are those who would say that interactive storybooks like this one aren't really games, and to them I say, "You are a poop-head" or somesuch silliness. However, they are right. If taken in the context of being a game, it wouldn't really be all that impressive. If viewed as a storybook, however, it does some really neat stuff. Think modern pop-up book without the papercuts or eventual worn out tabs and cutouts. What's Bothering Carl is a story about young Carl, a giant cyclops who isn't bothered by much. Normally, he's a pretty laid-back guy, but something has been tormenting him recently, and it's up to you to find out what it is. Colorful and imaginative with neat little secrets and fun songs, What's Bothering Carl won't just keep your kid quiet for a while, it might improve their reading skills too. Available for purchase ($9.99) on Mac and PC.
Magic Pen I reviewed this last month, but I believe it bears repeating. Magic Pen is a physics puzzle game with very playful graphics and animation, designed to engage the player's creative mind. What you draw becomes a real object in the world, and reacts to the laws of physics in realistic ways. Great for building critical thinking and problem-solving skills.
Red Remover Another for building critical think and problem solving, this color based puzzle game sends you on a mission of mercy. The red shapes are sad to be on the screen. To make them happy, you must remove them. The green shapes, however, are quite content to stay on the screen, and the blue shapes don't care either way. Very bright and colorful with a very happy and positive attitude. Children must be getting smarter, because the difficulty curve gets pretty steep after level 20.
Wake Up the Box Finally, Wake Up the Box was my favorite. Critical thinking and building skills come into play as you use the pieces you are given to wake up the very sleepy Mr. Box. The art in this game is very well done, and the aesthetic is entirely endearing. Poor Mr. Box gets beaten up a lot in this game, as most of the ways I found to wake him up involved bonking him on the head or knocking him off the screen. One thing did rather trouble me about the game. It takes place at night. It's entirely natural for Mr. Box to be asleep, and they never mention why he must be awake. If it was the middle of the day, I'd understand waking him up, but with the current time setting, it just made me feel like a jerk.

As you've probably noticed, three of the four I mentioned are on a flash platform. See? the internet isn't as scary for kids as we thought. Unless it is. Let's not stress the point.
Do the right thing, People. Play indie games. Give to Child's Play (what, I can't do a serious one every now and again?).



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Friday, November 13, 2009

Torchlight

When my wife suggested I start this blog a month ago, this was the kind of game I was looking forward to reviewing. Torchlight is exactly the kind of game I wanted to spend my time playing. If I was going to buy a game this month, it would be Torchlight.


This game is beautiful. Even on the lowest resolution setting, the visuals were wonderfully clear. Artistically, it looks like a wonderful mix between Diablo II and D&D Temple of Elemental Evil, with TF2 character styling. There's a lot in common between Torchlight, Diablo and, in some ways, WoW. Some people criticize the game for this reason, but I don't see it as a bad thing. Runic took what works and polished it, and the user interface is at and almost mirror shine. You may wear out the left-click button on your mouse, but that almost comes standard with the action-RPG subgenre. The inventory problem that runs rampant in this sort of game has been solved in a very interesting way with the introduction of a pet/familiar system that is actually good! The variety in pet choices is very, very limited. You can have a dog or a cat. That's it. When I saw the cat option, I was a little skeptical, because the pets are advertised as co-combatants and beasts of burden, and I wondered how much use a housecat would be in either of those roles, but it turned out to be a rather intimidating lynx/bobcat thing.
The coolest part about these pets is not only their separate inventory and subsequent ability to carry items for you, but the option to send them to the surface to sell the things in their inventory. This comes in extraordinarily handy when you find yourself mid-quest and out of town portal scrolls. True, you lose the pet and their added firepower while they barter with the townsfolk for you, but you may continue questing uninterrupted. That factor alone increases the flow exponentially and makes the game seem much less grindy than the games it is often compared to. One of the strange things about the pet system is their reaction to fish. You may feed fish to your pet, which transforms them into a different animal entirely. I was almost reluctant to feed my pet for fear of the ethical ramifications. Does poor Spot really have a choice in this? What am I doing to him? Who am I do play god with my beloved Spot? But the fish make Spot more powerful, so I decided that it was better for his overall welfare to increase his survivability than worry over his genetic stability. Another nifty thing about the pets is the amazing AI. Your pet fills the role you need it to fill automatically. If you are a tank, the pet runs crowd control for you so you don't get swamped. If you're a dex monkey, the pet tanks the strongest enemy while you take out the minions. And it does this automatically!
High fantasy with an almost spaghetti-western soundtrack make a great game I would recommend and even require for anyone claiming to be a gamer. Even the casual gamer can enjoy it in half-hour spurts or through the sleepless nights. At $9.95, this game is well worth the money. Go pick it up. This is not a request.
Do the right thing, people. Play indie games. There are kittens.


Wednesday, November 11, 2009

An Amusing Aside

Before my amusing commentary concerning children and gaming, I must fervently apologize for my lack of post yesterday. To explain without great detail, I was a soldier in Iraq, and having been in such a hazardous condition, I am from time to time, beset by hardships of a, shall we say, unique nature. When encountered by stress (money problems, crappy living situation, the holidays coming up, etc.), my brain takes it upon itself to perform a complete memory wipe and hard reset. One of those came upon me yesterday, and I was left completely devoid of memory concerning which game I was playing or what I thought about it, so I decided to continue on and post Friday's review and cut my losses on Tuesday's.
On to the story. I live in a house with children. They are not my children, but I am charged with them while their parents are out working or whatever it is that they do when they leave the house, since I obviously work from home. One conversation with Sydney (who is seven), struck me as particularly wonderful.
I was working earlier today, and Sydney walked into my room. The conversation went as such:
SYDNEY: What'cha doin'?
ME: Working.
SYDNEY: (looks at computer screen) No you're not. You're playing computer games!
ME: Yes. That's what I do for a living.
SYDNEY: (shocked and amazed) YOU PLAY COMPUTER GAMES FOR WORK?!?
ME: Well, I also write about them online so people can see if they are good games or bad games before they buy them. I save people money.
SYDNEY: (incredulous) So, there are BAD video games?
ME: You wouldn't believe.
SYDNEY: So what makes a game bad?
ME: *sigh* That's a big question. You have to take into account depth of characters, plot complexity and flow, there's physics engines and control setups...
SYDNEY: *blank stare*
ME: I lost you, didn't I?
SYDNEY: *nods*
ME: OK, a bad game is any game that makes you bored, or one that you don't have fun playing.
SYDNEY: So your job is to have fun?
ME: ...well, I guess so. Yeah.
And then she left. She's a very abrupt girl.
*cut to a half-hour later*
Sydney is playing on another roommate's computer and her father, Nate walks in.
NATE: What'cha doin' kiddo?
SYDNEY: Working.
NATE: No you're not. You're playing on the computer.
SYDNEY: Yep. Seth gets to play on the computer for work.
NATE: Yes, but Seth is a grown man. You are a little girl.
SYDNEY: Then what am I gonna do for work?
NATE: You get to go to school. You don't have to work.
SYDNEY: MAAAN! How come Seth gets to play games for work and I have to go to stupid school?
Nate: Just how the world works, kid.

I thought I would share that with you all. Look forward to "Torchlight" on Friday.


Friday, November 6, 2009

Strange Attractors 2

I will admit, I’ve been pretty self gratifying recently. Tuesday I reviewed an RTS, and today is yet another of my beloved physics games. I promise, an FPS is in the future, but I need your recommendations. Combat Arms seems a tantalizing morsel, but MMOs don’t lend themselves well to reviewing. Imagine I am the unblinking eye of Sauron, searching the lands for the precious thing; a decent FPS. Even Sauron needs a little help from his friends sometimes. Go forth, my orcs. Find me a shooter worthy of Mordor. If you happen to find some hobbits and a gold ring in your search, those are mine too.
Strange Attractors 2 is, to be brief, refreshing and infuriating all in one. I’ve never seen such a simple game use it’s simplicity as a factor in its difficulty. In that, Ominous Development has created one of the most original and creative downloadables I’ve played in a long while. The game controls are comprised of two buttons. That’s it. The point is to navigate your spacecraft through a series of rooms, collecting stars as you go. It’s always stars. They never explain why you’re collecting stars, but they are necessary to your advancement. There are no engines in this craft. You control gravity. The problem, of course, is that there is no leveled use of said gravity. Gravity is either on or off, and the speed you attain is directly related to how close you are to an object and how large said object is. You may also toggle “anti-gravity” which drives you away from objects at the same relative velocity as the normal gravity pulls you toward them.



The reason I chalk the simplicity of the controls toward the games difficulty is how limiting and out-of-control gameplay is. Having no directional influence on your craft’s travel can get frustrating, but it forces you to think with gravity, as it were (to steal a Portal tagline). Manipulation of gravitational forces as a propulsion mechanism is very difficult to predict, but because of that, success is thoroughly gratifying. Using chains of pushes and pulls to orbit larger obstacles or send smaller objects crashing into you to create momentum creates the closest feeling to vertigo I’ve ever experienced in a game. You should also monitor your speed very closely. Faster is not always better in this game. When timing and positioning are crucial, it becomes very easy to inadvertently send yourself hurtling across the map.
The demo is very short. I only got about ten minutes of play-time out of my first run through, and that was with a complete lack of aptitude for the game. I chalk this up to the very reasonable price of the full version. Later on in the main game, however, you are introduced to Ominous’ warped sense of humor. Astronauts are unfortunate, doomed creatures in this world. Fodder for cheap giggles at their grisly ends, they accept their role in the game with near gleeful willingness.
Strange Attractors 2 is worth a look. At $10 over Greenhouse, it’s a low-risk game with a decent payoff. Mind-bending puzzles and decent graphics, merged with a spectacular concept and some cathartic chuckles add up to a game well worth the price. If you have a mind to buy a game, and only want to spend around 10 bucks, snap this one up before Ominous figures out their mistake and raises the price.
I know this was another short one, but I’m on vacation, and my wife is bugging me to let the work be. Forgive me for not visiting, San Francisco friends! Do the right thing, people. Play indie games. Revitalize the California state economy.


Tuesday, November 3, 2009

Multiwinia

So I will be on vacation in Sacramento through the weekend. For those of you out there wondering, I plan my vacations around family events; that's why I'm going to "vacation" in Sacramento. Friday's post will still be up, but that one, as this one, will be posted in the evenings. I get better traffic in the late evening anyway.



In 1995 this game would be FANTASTIC! That was what I kept thinking as I played through the demo for Multiwinia, an inventive RTS from Introversion Software. The trailer there explains the game basics, and it stays fairly true to the concept. Their tagline "Survival of the flattest" doesn't seem to apply, but then again, maybe that becomes more of a factor in the full version. Two of the three game styles available on the demo are the most commonly played types of games in the whole genre; King of the Hill and Capture the flag. The third, Rocket Riot, was a unique take on the defense aspect of the strategy genre. Capture resource points to fuel the rocket, then fill your rocket with guys, but don't let the enemy attack your rocket, because it could catch fire and you lose fuel. This game mode, along with the challenging enemy AI made for a refreshing, if utilitarian take on my favorite aspect of gaming.
Units are spawned periodically from spawn points, which vomit them out like bad Thai food. The units are two-dimensional stick figures, which do your basic bidding, but aren't afraid to run away from battle if there isn't an officer around or they don't have the clear advantage. The lack of an attack function is pretty nice after a bit of play. It's free of the normal nearly stressful micro-management synonymous with the genre.
In order to get to the packing I've been neglecting (procrastination, GO!), I will simply leave it at a recommendation. If you can't afford the $14.95, the demo at least is worth a playthrough.
Try it here
Do the right thing and all that. I'M A LIBERAL! (Cue maniacal laughter) "tax and spend, tax and spend..."

Friday, October 30, 2009

Fun With Flash Games (October)!

OK, kiddies! It's time for another round of fun with flash games! I've realised after the response to my last flash games post that there are so many out there, I can do this every month until I die. The platform will be well obsolete by the time that happens, barring some tragic accident involving a speeding bus or a hail of police gunfire. So while we have it, let's celebrate these pixelated beauties!

10. Speed Warrior Now racing games may be the product of supposed "gearhead wannabes" who just happened to get a hold of a prgramming suite and a physics engine, but some of them are really quite addicting. Speed Warrior is one of them. It's an overhead driving/racing sim that takes more than a few hints from Need for Speed. I can't criticize it much, though. It's a good way to sink a couple mindless hours.

9. There's Two Wires?! There are a few games out there with this premise, and by no means is this the original or even best. It looks like crap, but I wasted three hours of what should have been cuddle time with my wife on it, so that should say something. You swing around, dodge obstacles, and pretend to be Spider Man as portrayed by a five-year-old via Microsoft Paint.

8. Magic Pen I love creativity games. It awakens the child in me, and this game is the worst sort of trigger for that phenomenon. Draw shapes and pieces to complete one-dimensional puzzles which get surprisingly difficult near the end. The look is very child-like and when you draw the shapes into reality with a crayon, it elicits near squeals of glee.

7. You Have to Burn the Rope You can't cut the rope. You can't break the rope. You can't reason with the rope. The rope only responds to one thing; purging flame. You have to burn the rope. You may have axes, but trust me. Burn the rope. There's even an achievement for it if you have a profile with Kongregate.

6. Super Mario World What? This isn't a flash game! Super Mario World is a classic SNES title featuring one of the first appearances of the Yoshis! Well guess what; It's a flash game now too! Remarkably well done, this translation is faithful enough to keep even the most insatiable and rabid Mario fanboy happily entertained anywhere with an internet connection.

5. Skies of War Fun top-down flight sim with a WWII twist i not historically accurate, nor does it pretend to be, but it is a lot of fun to play, and if you can get over that the designer thinks the C-47 is a bomber and somehow on the same side as what he claims to be a focke-wulf (despite it clearly being an ME-109), you'll have a few hours of fun with this well polished (if not horribly, horribly incorrect) game.

4. 1066 Following on the historical bent, 1066 follows the events leading up to and including the battle of Hastings. Play as the English (Anglo-Saxons, to be precise, as after 1066 a Norman king ruled the nation), the Normans and the Vikings. The Vikings have a fun little cameo in this game, and I would have liked to see more of them, but the game is very, very involved, so I understand. The three factions are all unique and gameplay, despite being turn-based, is very fluid. Figuring out how to use the archers was a bit of a pain, but the realism is the selling point here. The best laid plans...

3. Gravity Pods What would the list be without one of my beloved physics games? Gravity Wells is creative to the point that really sticks in my mind as the type of game I want to continue playing even after I've finished it. Shoot little misiles around gravity wells, using their pull to hit your target. Simple controls, but complex and difficult puzzles await. Try it!

2. N Game This one falls under a few categories. Running, climbing, jumping action indicates ninja game (as does the ninja protagonist, but the puzzles, traps and obstacles are all very reminiscent of a puzzle game. Boiled down, it's everything we loved about Prince of Persia: Sands of Time encapsulated into this tight, entertaining package.

1. Vox Populi Vox Dei Amazingness. Complete spectacularity. I can't even make up words awesome enough to describe this game. Just follow along and hang on to your minds, lest they be blown beyond recovery. You are a ninja. You kill werewolves. Machine-gun-toting werewolves. I just... I know. I don't have the words either. Just go check it out. Play it and comment with the words you would use to describe this game. (NSFW for blood/gore and louder noises)

So there it is for October. It's been brought to my attention that I've already done one for this months, but I haven't got anything else prepared, so... there. Yes. Next one in late November. Do the right thing people. Play indie games. Feed upon the souls of the still living.

Monday, October 26, 2009

Plants vs. Zombies

Trying to describe Plants vs. Zombies is difficult. It's like you've suddenly become a dog with peanut butter in your mouth. It's a game for the gardener in your life with a flair for slaying the undead. Pop Cap Games really outdid themselves here. The company is much too large to call this one strictly an "indie" game, but the premise was just way too cool to pass up.
Imagine the undead have risen, and the only thing you have at your disposal to defend yourself with is a variety of lethal garden plants. These garden plants come in your standard tower-defense archetypes, and grow impossibly fast, which is a notably handy trait to have during the apocalypse. The only other actual person you encounter is your next-door neighbor, a fat boiling-pot clad redneck, to whom the scenario he finds himself in seems far too natural. He's well thought out, and very entertaining, as is the rest of the game with its cartoony animation and over-the-top varieties of zombie. At one point I was sitting on the losing end of a level, asking myself why on God's green earth that zombie was driving a Zamboni in an obviously temperate climate zone, when it hit me; "why is that zombie driving a Zamboni AT ALL?" The almanac the game provides attempts to explain the origin of each zombie variety, but with some (such as our ice-machine riding friend), even they have no words to justify the madness, which suits me just fine. There are some things I'd rather go without knowing.
One of these things is why the protagonist just happens to have such a wide selection of flora-fatale. At time of writing, I've unlocked a greater majority of the plants and fungi available, but there is still a lot of room in the inventory screen for more. Your crazy neighbor runs the game's shop out of the back of his car, and has a few handy tools and seeds to buy, but most of the inventory is actually taken from the bodies of the undead after each level, which has turned me off entirely to genetically-altered vegetables. The question entered my head more than once if these plants were available at the garden center before the zombies hit and if so, why. Maybe home defense? Varmint extermination? Pesky neighborhood dog that always craps on your lawn? We may never know.
All in all, this game comes with my recommendation. The $19.95 pricetag may seem a bit steep, but there's a lot of content, some fun minigames and a surprising longevity for a Pop Cap game. You can download a trial or buy it here.
Do the right thing, people. Play indie games. Cure cancer in Indonesian lady-boys.

Thursday, October 22, 2009

Closure

Tackling a big one this time. Closure got a lot of good press being selected for the PAX 10 this year. Hundreds of games are submitted to be members of this elite group; the best of the indie game best. Closure made an impression by being the first and only online flash game to make the cut. There's a good reason for that. This game is frankly spectacular. The tone is dark and brooding, and the pacing, though somewhat plodding, is a good fit for the game.
There's something creepy about this light-and-dark puzzle. The art is simplistic and utilitarian, yet beautiful in an eerie sort of way. Black and white figures lend a claustrophobic air, which fits naturally with the game's concept. Matter is only solid when light shines on it, which is a problem in this world of total darkness. There's no story backing this premise, which is a shame, since the concept begs for greater depth. The protagonist is a white outline, a silhouette apparently trying to escape this world through a series of doors, the way to which can only be found with the help of many orbs of light. Light, as you find, is the key to all the puzzles leading to your way out.
Gameplay is interesting and original. The ability to walk through walls (given your light source is low enough to the ground) is always appreciated. The inability to hold more than one item, however, is not. Having to pick up a key and then drop it at the edge of the light, then go back, pick up the light, dropping it with the key at the edge and repeating ad nauseum gets old fairly quickly. Another complaint (oddly enough) is the length of the game. Again, this is a very original, interesting, etc. concept, but at level 20, it loses it's spark, falling into a pit of sameyness. It's good for a couple of hours, but after that, I lost motivation to continue. 15 levels would have been a perfect length with the amount of content possible. The tutorial spans several levels, dragging it on a bit too long. If they had condensed it to one or two levels, the game would have gained some extra playability.
Trying to keep it short, I definitely recommend Closure. Even with the complaints I have, it's obvious to me why it made the PAX 10. Spend some time with it. It is another shining light (ironically) of flash gaming. Do the right thing, people. Play indie games. Eat the rich.

Friday, October 16, 2009

Syobon Action: The Game of Pure Evil

So I've decided to make a change after trying this out for a while. Since most of the games I review here are pretty short and, well, let's face it, I only get viewers when I've got new stuff, I'm going to start putting the reviews out more often. Tuesdays and Fridays, to be exact. I hope you all enjoy what I'm doing here, because I hope to be doing this for a long time. Anyway, On to Syobon Action!

I will not lie to you. This game is evil. Prepare for that when you, the poor curious soul you are, eventually download this amalgamation of unmitigated torment. Black demons from the depths forged this game from the screaming souls of the damned, and it's very code is written with the pen used for infernal pacts with the unholy Fiend himself. I've taken to calling it "Ragequit: the Game" when I whisper of it to my wife, hidden beneath the blankets in fear of such villainy being heard by other mortal ears. It's true name shall not be uttered lest the speaker should unwittingly summon the unending death known by that dark tongue. Behold its treachery:


Having gotten that all out of the way, the game is surprisingly fun. The first impression I got of the game was a start screen politely demanding that I "Prece Enter Key." The rest of the text is in Japanese, which adds to the frustration, since I cannot read Japanese. There are helpful hints scattered throughout the game in little boxes with some sort of fruit on them, and by level 3, I had convinced myself that those unintelligible tomes held step-by-step instructions to the successful accomplishment of the game and maybe even life itself. 4-button d-pad controls simplify even the Super Mario Bros. format it emulates, but there is nothing simple about this game. Infuriating traps, pitfalls and unkillable enemies await within the four diabolical levels modeled after world 1 of the NES classic. There are infinite lives, but it counts down from 2 until hours later you find yourself well into the negative hundreds. That's right. It counts your lives into the negatives to mock you. The puzzles are well thought out and flexible, and I found myself thinking in new ways, which ingratiated the game with me. The fact that I continued to play the game well after my rage threw me into purple-faced seizures, denying my normally calm character, is a testament to the game's addictive playability. I was a man crazed, overcome by pride, loathing the very thought that this game would beat me.

In conclusion, I plead with you, dear readers; do not play this game. For the sake of your soul, for the sake of your sanity, for the sake of the very fabric of the universe, do not enter into communion with this brightly colored 16-bit demon. I write to you, a battered and broken husk of a man, warning you not to cross over into this realm, the horrors of which will reduce you to the aforementioned husk state. Avoid it unless you want an entertaining game full of tricks, puzzles and unending laughs at the expense of your friends.
http://www.acid-play.com/download/syobon-action/

Do the right thing, people. Play indie games. Raise awareness of inadequate health-care among the lower class.

Friday, October 9, 2009

Dungeon Fighter Online

I said in my last review that MMOs aren't my style, and I stand by that statement. Playing MMOs for me is like riding the bus. For the most part people leave you alone, but you're always on the lookout for that one jackass who's going to try to mug you. It's an entirely unpleasant endeavor trying to party up with complete strangers and try to get something done. It's not so much the grinding or any of the gameplay elements that turn me off. It's the simple fact that they are online and multiplayer games. A couple rounds of Halo on XBL should be enough to prove my point. So why would I jump straight off and review Nexon's newest MMO experiment?
When I was looking for a game, one of my friends referred me to Nexon's Combat Arms, a first-person shooter MMO, which to me seemed like another game company's attempt to edge in on the counterstrike market, and I wasn't entirely enthused about having to deal with all the screeching and general prepubescent hoopla that comes with the internet cafe crowd. I was having trouble finding something, however, so I cruised over and had a look.
I was surprised to see Maple Story, a game which got played to death a while ago. So on that endorsement I looked at Combat arms, and it seemed decent, but the ads for DFO (Dungeon Fighter Online) on the sidebar held a strange feeling of familiarity. Then I realized that I saw an ad for it at PAX this year (and it was, in fact, on the swag bags), which cinched it for me. I hit the download button before I was done reading the preview.
What came next was a thing of dark legend. I will tell of it to my children to keep them from getting out of bed at night. Have you ever been on hold for more than an hour? Two? the full game was 1.09 Gb, but it took nearly four HOURS to download. I hear the typical hardware one-upmanship beginning and the zippers coming down, so let me stop you. It was going at an average 300 kbps. First I had to download the special DFO download client, THEN the downloader. I had a nice chuckle about the irony of having to download the downloader. After Vista was done having a hissyfit about a third-party download client existing on the hard drive and very graciously gave me permission to continue, the fact that I had already sunk two hours of concerted effort into the task was the only thing keeping me from quitting. I had no idea of the trials to come. Oh, what a fool I was.
Two hours of downloading later, the setup process was what I can only describe as a black magic ritual. The strange and unnatural requirement to navigate both internet browser and install wizard left me feeling as though my computer would be demanding a lock of my hair. It requires a MCSE certification and the ownership of a penguin t-shirt to set up the program with any success. After somehow muddling my way through, the install/setup process was half-way complete, and the program crashed. I had hoped that there would be some sort of autosave function, sparing me from making that infernal contract with the wizard of install a second time, but my prayers went unanswered. Fortunately, the trail-and-error stumbling I did in my previous iteration left me with a loose semblance of guidance through that ominous wilderness. The second time, the program crashed after hitting the 99% mark. Clothes were torn, and cursing the gods, I shouted to the heavens in despair. After a cigarette, I watched with baited breath as the program finally, after 6 hours of battle, successfully launched. Then it crashed and I went to bed a broken man.
When I rose the next morning to join battle once again, I found a cooperative, perhaps even submissive program laying on my desktop like a cat who just the night before vomited on my pillow. After a somewhat lengthy, but manageable boot-up time, I found a delightful tryst to nostalgia waiting within. I was taken back to the arcade near my parents' house in California, where I spent hours and many quarters playing Street Fighter 2 and Double Dragon in plywood cabinets with sticky buttons. Such was the rush of fond memories, I instantly forgot my despise for the game or the nefarious fiends who designed it.
I am straying, however. The controls are simple and intuitive, and the gameplay is actually pretty fun. Side-scrollers have made a soft spot for themselves in my heart (or head, depending on your views), and this game doesn't fail to deliver the elements that make those games great. Unlike the six-axis, 3D extravaganzas out there, DFO holds no pretenses on what it is, and I appreciate games that don't take themselves too seriously. The dev team took what works and put it into their game. The quest dialogues and HUD look like they were ripped straight out of WOW and put through an 8-bit filter, and the inventory system is a close clone of the one from Diablo 2. Gameplay feels like a fun mix between Street Fighter 2 and Double Dragon. Character creation happens in a flash, with only the name and class being player-chosen. The lack of character customization is a double-edged sword, but we'll get into that later. Every character starts with a fun little comic-book sequence to set up his or her backstory, which ranges from being an escaped convict to wandering the post-apocalyptic ruins of New York City. The classes are simple and straight-forward with roles designed into each and various tech trees to explore.
The classes are; slayer (up-close DPS with a demonic twist), gunner (ranged DPS/crowd control with lots of fun toys), fighter (standard hot-chick-who-kicks-ass), mage (some crazy little 10-year-old anime girl in an uncomfortably erotic outfit, crowd control) and priest (enormous man in a black spandex suit with a white cross on the chest, healer). Each has it's benefits and drawbacks as in any game of the genre, but the ones that made themselves known to me were a little more ambiguous and confusing than the obvious combat party mechanics. The way the mage prances around the screen makes me wonder if there isn't someone on the dev team who should have his hard drive inspected, and it took me more than a minute to notice that the fighter wears a tank top with two watermelons shoved into the front of it and is otherwise clad in naught but white cotton panties and chaps. When the gunner runs, he inexplicably covers his face with his hand, which makes me wonder if he's trying to keep out dust (as his strange spaghetti western/ronin attire would suggest), or if he's running towards something really shocking. Either way, he has a bandana covering the lower part of his face, so the act seems out-of-place at best. The priest fights with an over sized cross with a handle attached to it, which is inordinately cool when he gets around to using it, but it stays on his back most of the time until you use one of his powers or make a combo attack. It makes me wonder why he even has the thing if he doesn't use it very often. I chalk all this up to the artists' anime stylings and don't go any further into it than that, but I'm telling you right now, if tentacles get involved at any point of the game, I'm quitting.
Which brings us full circle to the bad stuff. I mentioned earlier that there is no character customization which, when quick-starting, is all well and good until you get to the first city, which is crawling with new players who haven't earned enough in-game money to buy new outfits and therefor looks just like you. About five minutes into my adventure, I was squinting six inches from the screen, thanking God for auto-center and wondering where the hell I was. It's like that last page of a "Where's Waldo" book, when you have to find Waldo in the midst of a crowd of Waldo clones. It's a great motivator to keep playing so you can afford to customize, but until you get the money, it's just really annoying.
On a gameplay-related note, I know collision detection is an issue for any game with this sort of 3-axis platform (left, right, up down and jump), but with DFO's multiple enemy encounters, it gets very finicky on what hits and what doesn't. I was playing my gunner, Trebuchet, and I was shooting at a level 1 goblin for about thirty seconds, wondering why he wouldn't die as he slowly chipped away at my life, until I realized I was a couple of steps off on the down axis, so I readjusted and killed him quickly. It's a small complaint which goes away with practice, but the more there is going on on the screen, the more likely you are to make the mistake.
In the end, though, these are my only complaints. It's a bright, colorful, inventive world in there, with a very original concept, and I honestly had fun playing it. Even the part of MMO's I despise most, LFG, was easy and welcoming. The lack of non-arena PvP may strike some as the sign of a weak game, but I like it. We have enough stress in our lives as it is, and having to constantly look over our shoulders for the ass-hat who's going to gank us doesn't help. This is an honest, fun game, and that's really all I can ask for. I wouldn't do the set-up again if you paid me, but the reward was an imperfect game with lots of potential. With a few patches, Nexon may have something truly wonderful on their hands. Do the right thing, people. Play indie games. Save the whales.

Wednesday, October 7, 2009

Flash games: Boiling Down

It's time we gamers faced facts as a community. Our genre has expanded to a point of near-critical mass, and the sheer number of games available on a constant basis is staggering. Discounting the traditional platforms (basically anything you can buy at GameStop), anyone with an internet connection can game for countless hours, fulfilling whatever base genre desires your little heart has. Google "flash games" sometime for kicks. Try to find one single game that can capture your attention for more than fifteen minutes. The search itself renders more than 173,000,000 hits. It could send a Zen master into an ADD tizzy.
The problem here is that, upon my initial research, almost 50% of these hits are flash game hosting sites, and even with larger game hosting sites such as armorgames.com, only maybe 70% of their content is original (I'm being generous in my estimation). The others are linked from sites such as Kongregate and addictinggames, etc. and vice-versa. Another problem is that we only have maybe 30 game concepts floating around for the vast majority of the games out there. What I'm getting at is that there are very, very few original games available on a flash platform. So where do we find good games in this veritable sea of mediocrity? Even the casual flash gamer with only a few minutes to spend deserves good games.
What I propose is a list of games that I, as a flash gamer, enjoy. This is a purely subjective list. I am subject to whims of my own fancy, and to the bonds of some loose genre loyalty, so if you don't like RTS or tower defence games, some of the games on the list may seem somewhat undeserved. That being said, here are the games, and a short synopsis/review of each, starting from 10;

10. Seed This game lives up to it's host site's title. It's a fun and addictive little DNA/evolution sim dealing with flowers. Mainly attracting players who like Spore, the number of variations available is pretty impressive, given the game's format. There isn't much diversity to the gameplay itself, but it serves the concept well. Simple, easy to play, and time-altering. Don't play this if you have something to do in the next hour.

9. This Is the Only Level The name says it all. You are a poor little immortal elephant, forced to replay the same level over and over again. Though it sounds repetitive (and in some ways it is), the level evolves with each new iteration to produce an addictive and sometimes infuriating jumping platform game. Mario-esque fun in a challenging, if not somewhat samey box. Easy to learn, impossible to master.

8. Learn to Fly Cute factor is high in this side-scrolling physics game. You are a penguin who has taken it upon himself to break free of his flightless anatomy. Fun upgrades and a very intuitive set of controls makes for a great setting, and by the end I was really becoming invested in the adorable protagonist.

7. Warzone This game is getting huge. Between Facebook and the various tower defence sites pimping it out, mad cow interactive is making a lot of noise with this tight, well polished tower defence strategy game. Not overly creative, but a great way to waste an hour or two.

6. Hedgehog Launch Another cute physics game, there are a few more complexities to this game than Learn to Fly. You are ordered by your government to launch the nation's mascot, a hedgehog, into space to spearhead the nation's space program. The fun in this game is the play. It is genuinely enjoyable to launch that little guy into space, and the ending, though darkly adorable, is tinged with regret that it's over already. The good news: the sequel retained the basic charm. Another game to avoid if you have pressing commitments.

5. The Space Game Not strictly a tower defence game, The Space Game is more of a defence-based RTS. This is a challenging game with many layers of strategic complexity, requiring a high level of tactical improvisation. The story mode's plot is a little thin, but a decent attempt. It would have done just as well without the pretext. Overall, I would recommend this game to fans of management RTSs or turn-based strategy.

4. Dark Orbit Generally, I am not a fan of MMOs or their soul-sucking flash spawnlings, but Dark Orbit managed to suck me in anyway. I credit this to my love for sci-fi and the total lack of necessity to make friends or talk to people in-game. I understand that party building is half the fun in MMOs, and you have the option to do so in Dark Orbit, but I appreciate the game not ramming it down my throat.

3. Effing Hail Catharsis embodied, this game requires you destroy everything you encounter with gusts of wind propelling bits of hail skyward, keeping them aloft as they grow in size until they crash down upon the hapless inhabitants of the tiny world you are tasked to destroy. Definitely worth the time, especially on a bad day.

2. Epic War 2 This game is impressive. Side-scrolling RTS with massive armies, a neat story, and one of the few flash games that gave me a sense of accomplishment when I achieved victory by drowning my foes with waves and waves of expendable troops. There are three unique races to choose from, and great upgrades to quash your enemies. Having to buy the upgrades again every level is a little irritating, but it adds a sense of urgency to what would otherwise be a rather mild difficulty curve. Highly recommend for Warcraft 3 junkies and Tolkien fans.

1. Toss the Turtle This game's major selling point is the artwork, and sell it does. The object of this dark side-scroller is to shoot the turtle out of a cannon as far as you can. The poor little guy takes a lot of damage on the way, eliciting some morbid chuckles. The power-ups at the shop are designed to inflict even more damage on what must be the most masochistic turtle to exist. The artwork, done by Gonzo, is bright, colorful and would make Jhonen Vasquez proud. I highly recommend this game if you have a few minutes, or if you need a way to stay awake all night so the clown under your bed doesn't eat you.

So there you have it; my top 10 flash games currently on the net. No, they aren't the most influential or even consequential, games, but they are fun and provide a doorway to new game artists looking to break in with the industry. Do the right thing, people. Play indie games. Save America.