As the controversy that is #GamerGate rolls on, this is the latest bombshell to be dropped. Essentially, there is evidence of collusion between a number of journalists to not only paint the GamerGate scandal in a specific light but to paint Gamers in a negative light as well. If you have not yet researched GamerGate, I would recommend starting with a number of YouTube videos from InternetAristocrat.
Wednesday, September 17, 2014
Wednesday, August 20, 2014
Wayward Manor Let's Play (Act 1)
The atmosphere of the game is likeable and it's a treat to hear Gaiman's narration. The gameplay is unfortunately lacking.
Monday, July 21, 2014
After Dark Screen Saver - Bungee Roulette
One of the most violent screen savers ever made! Where else can you see a man get cut in half and fish and cows explode into their prepared dinner items?
Bungee Roulette
Falling is such sweet sorrow! Dedicated to those brave souls who risk their lives every day for cheap thrills. Bungee was a runner up in the 1992 After Dark Display Contest and Grand Prize winner in the 1992 Weird Software Contest. Bungee Roulette, while greatly enhanced, still maintains all the whimsy and bittersweet charm of the original. Banzai!
Jumper: Pick your road pizza.
Jumps: Just how many must die before the screen FINALLY clears!?
Equipment: Play God! Determine the quality of the rope.
Art by Robert Cuenca.
Programming by Scott Garcia.
A mighty Midnight Software, Inc. production!
©1995 Berkeley Systems, Inc.
Bungee Roulette
Falling is such sweet sorrow! Dedicated to those brave souls who risk their lives every day for cheap thrills. Bungee was a runner up in the 1992 After Dark Display Contest and Grand Prize winner in the 1992 Weird Software Contest. Bungee Roulette, while greatly enhanced, still maintains all the whimsy and bittersweet charm of the original. Banzai!
Jumper: Pick your road pizza.
Jumps: Just how many must die before the screen FINALLY clears!?
Equipment: Play God! Determine the quality of the rope.
Art by Robert Cuenca.
Programming by Scott Garcia.
A mighty Midnight Software, Inc. production!
©1995 Berkeley Systems, Inc.
Tuesday, June 24, 2014
After Dark Screen Saver: Penrose
The Penrose module from After Dark 2.0. I love the plastic look given to the Penrose tiles. A great module that shows off the math+art skill combination that Berkeley Systems infused into many of their savers.
PENROSE
This program fills the plane of the screen with a non-periodic Penrose tiling consisting of kite- and dart-shaped tiles in a five-fold symmetric pattern. The technique of deflation is used to replace successive generations of tilings with increasingly smaller tiles. See "Penrose Tiles and Trapdoor Ciphers" by Martin Gardner, or the January 1977 Scientific American.
Windows Version: Thomas DiZoglio
Original Macintosh Version: Andy Karn
Meddlers: Jack Eastman and Wes Boyd.
Color consultant: Igor Gasowski.
Penrose by A. Karn and T. DiZoglio.
©1992 Berkeley Systems Inc.
PENROSE
This program fills the plane of the screen with a non-periodic Penrose tiling consisting of kite- and dart-shaped tiles in a five-fold symmetric pattern. The technique of deflation is used to replace successive generations of tilings with increasingly smaller tiles. See "Penrose Tiles and Trapdoor Ciphers" by Martin Gardner, or the January 1977 Scientific American.
Windows Version: Thomas DiZoglio
Original Macintosh Version: Andy Karn
Meddlers: Jack Eastman and Wes Boyd.
Color consultant: Igor Gasowski.
Penrose by A. Karn and T. DiZoglio.
©1992 Berkeley Systems Inc.
Tuesday, June 17, 2014
After Dark Screen Saver: Guts
The Guts module from After Dark 3.0. This video shows an edit of the different options available such as various shapes or Windows icons.
Using 256 colors (Windows 3.1 under DOSBox) allows for the mesmerizing effects of color transitions.
GUTS (tm) -- Entertaining Entrails
Guts is an N-body gravitational simulation where the "stars" are attracted to each other by a modified gravitational formula:
M1 x M2
F = G -----------------
R
If your system has 256 colors, Guts will use palette animation for vivid viscera.
Original version by Wes Cherry.
Additional Windows programming:
Ferdinand G. Rios
Mike Overlin
SAPIEN Technologies, Inc.
Guts by F.G. Rios, M. Overlin & W. Cherry
©1991-93 Berkeley Systems Inc.
GUTS (tm) -- Entertaining Entrails
Guts is an N-body gravitational simulation where the "stars" are attracted to each other by a modified gravitational formula:
M1 x M2
F = G -----------------
R
If your system has 256 colors, Guts will use palette animation for vivid viscera.
Original version by Wes Cherry.
Additional Windows programming:
Ferdinand G. Rios
Mike Overlin
SAPIEN Technologies, Inc.
Guts by F.G. Rios, M. Overlin & W. Cherry
©1991-93 Berkeley Systems Inc.
Tuesday, June 10, 2014
Wednesday, June 4, 2014
After Dark Screen Saver: Flying Toatsers Pro
The classic flying toasters from After Dark 3.0. This was the version that introduced the midi anthem with accompanying karaoke lyrics.
Flying Toasters Pro
"Flying out of the sun, The smell of toast is in the air. When there's a job to be done, The Flying Toasters will be there."
"Objects" determines the number of toasters on the screen.
"Music" controls how often music is played.
"Song" selects which song will be played.
"Karaoke" allows you to sing along.
Original concept by Jack Eastman.
Programming by Paul Meyer, Vann Miller, Bruce Burkhalter, Brian Chen, & Bob Bickford.
Art by Jarir Maani.
Original Music & Lyrics by Nick Rush.
By P. Meyer, B. Chen, B. Bickford & J. Maani.
©1994 Berkeley Systems, Inc.
Flying Toasters Pro
"Flying out of the sun, The smell of toast is in the air. When there's a job to be done, The Flying Toasters will be there."
"Objects" determines the number of toasters on the screen.
"Music" controls how often music is played.
"Song" selects which song will be played.
"Karaoke" allows you to sing along.
Original concept by Jack Eastman.
Programming by Paul Meyer, Vann Miller, Bruce Burkhalter, Brian Chen, & Bob Bickford.
Art by Jarir Maani.
Original Music & Lyrics by Nick Rush.
By P. Meyer, B. Chen, B. Bickford & J. Maani.
©1994 Berkeley Systems, Inc.
Monday, June 2, 2014
Wednesday, May 28, 2014
After Dark Screen Saver: Marbles!
Over 30 minutes of the Marbles! screen saver from After Dark 4.0. This module allowed for the customization of the layout. I always liked the pinball bumpers because they increased the speed of the falling marble.
Marbles!
If you didn't have glass on your monitor, the marbles would jump out and bounce on your desk.
"Marbles" determines how many marbles appear.
"Pattern" determines which setup of pins will display on your screen. "Random" displays the different setups randomly. To customize your pins, choose one of the "Custom" settings, run the module, press "Caps-lock"and click and drag the pins on to the screen. To delete a pin, drag it to the top of the screen.
Check "Show Edit Message" to be reminded how to customize your pins.
Programming by Andrew Armstrong
Art by Joe Kauffman and Stephen Ekstrom
Sound by P.J. Sonnichsen
©1996 Berkeley Systems, Inc.
Marbles!
If you didn't have glass on your monitor, the marbles would jump out and bounce on your desk.
"Marbles" determines how many marbles appear.
"Pattern" determines which setup of pins will display on your screen. "Random" displays the different setups randomly. To customize your pins, choose one of the "Custom" settings, run the module, press "Caps-lock"and click and drag the pins on to the screen. To delete a pin, drag it to the top of the screen.
Check "Show Edit Message" to be reminded how to customize your pins.
Programming by Andrew Armstrong
Art by Joe Kauffman and Stephen Ekstrom
Sound by P.J. Sonnichsen
©1996 Berkeley Systems, Inc.
Monday, May 19, 2014
Thursday, May 8, 2014
After Dark Screen Saver: ComingSoon!
About 11 minutes of ComingSoon! taken at 1024x768. Part of the Twisted set, this module shows off the satire that made some of the later savers so much fun. The "cany" typo below is taken directly from the module.
Coming Soon
What's on the horizon for Berkeley Systems? What whacky, provocative, and thoughtful software products will those Toaster Kids think of next? What shining new stars will set in the firmament of the computainment industry? Well, probably none of these ... but it's a nice thought.
DISCLAIMER: Not too many cheezy sales guys were maimed in the making of this module.
Pace: How fast cany you read? Test your skill!
Show: You want that in order? Randomized? With fries?
Music: Yes, that's the Flying Toaster Anthem. Dig it.
CapsLock: Advances to the next product.
Art by Matt Small and Laurence Arcadias.
Programming by Jeff "Trurl" Thomas.
©1995 Berkeley Systems, Inc.
By L. Arcadias, M. Small, & J. Thomas.
©1995 Berkeley Systems, Inc.
Coming Soon
What's on the horizon for Berkeley Systems? What whacky, provocative, and thoughtful software products will those Toaster Kids think of next? What shining new stars will set in the firmament of the computainment industry? Well, probably none of these ... but it's a nice thought.
DISCLAIMER: Not too many cheezy sales guys were maimed in the making of this module.
Pace: How fast cany you read? Test your skill!
Show: You want that in order? Randomized? With fries?
Music: Yes, that's the Flying Toaster Anthem. Dig it.
CapsLock: Advances to the next product.
Art by Matt Small and Laurence Arcadias.
Programming by Jeff "Trurl" Thomas.
©1995 Berkeley Systems, Inc.
By L. Arcadias, M. Small, & J. Thomas.
©1995 Berkeley Systems, Inc.
Tuesday, May 6, 2014
Tuesday, April 29, 2014
Trials Fusion Review
I have a love hate relationship with
the Trials franchise. I absolutely love finally nailing a run I've been
attempting over and over again. I love the feel of smoothly landing on
a steep downhill and carrying the momentum into a massive jump.
But there is no game that I have sworn at or been more angered by. Trials can be a truly frustrating experience. From missing a gold medal run due to being off by a fraction of a millimeter when approaching a specific ramp to attempting a hard transition over one hundred times in a single run, Trials can bring out the worst in me.
But there is no game that I have sworn at or been more angered by. Trials can be a truly frustrating experience. From missing a gold medal run due to being off by a fraction of a millimeter when approaching a specific ramp to attempting a hard transition over one hundred times in a single run, Trials can bring out the worst in me.
For the most part Trials Fusion is more of the same. This is a good thing. Fans of the series will feel right at home. The new futuristic environments are a welcome change. It seems like there's always something interesting in the background and the Tron-like tracks and buildings make for a welcome break from the dirt trails and pavement of usual Trials fare.
Here, a biker explores various Instagram filters. |
Some of the tracks in Trials
Fusion are brilliantly laid out. The early tracks flow with a
satisfying smoothness and later tracks seem to have a good pace of
difficult sections and easier obstacles that give the player a chance to
catch their breath.
The difficulty ramps up in a similar manner to other games in the series. I always get to a point, playing through Trials courses where finishing the course means a bronze medal and nearly (or over) a hundred restarts along the way. Though frustrating and the source of all my seething hate when being attempted, this is one of the reasons I play Trials and getting better at these insane courses is extremely satisfying.
The difficulty ramps up in a similar manner to other games in the series. I always get to a point, playing through Trials courses where finishing the course means a bronze medal and nearly (or over) a hundred restarts along the way. Though frustrating and the source of all my seething hate when being attempted, this is one of the reasons I play Trials and getting better at these insane courses is extremely satisfying.
What doesn't work for me are the added features. The quad bike is a nearly meaningless addition. It does feel weighty and therefore different than the normal motorbikes but the difference is slim and the few times it is used amount to little more than an extended skill mini-game.
I
love the mini-games in Trials but the few available in the base game
leave a lot to be desired. Most are neither inspired nor fun.
The least successful addition is the new trick system. This seems like the exact method of how not to create a trick system. I understand what they were going for with a physics based system and I like the idea but it fails in execution.
The system does not work. Some of the time the game does not recognize my input and the trick never starts. If the trick does start, sometimes the game doesn't recognize the trick took place. This was especially frustrating on one skill game level that has you perform tricks before you hit the ground. It seems like half the time I performed a flip version of a trick, the game wouldn't see it and the trick would fail.
The good news is, there are only one or two trick tracks per section so like the quad bike, they amount to little more than an extended skill game. I would have loved for the trick system to be button based.
The other mark against Trials Fusion is that it still feels like its in a beta state. Some of the "Garage" screens will fail to load such as changing your rider's gear. These screens will sometimes load without issue and sometimes just result in a wait cursor. Similarly, when playing various tracks, the screen where you can choose what bike to use will be black. You can still choose the bike but you do not see anything other than the bike's name.
The Factors
I only have an hour factor:
Great. An hour may even be a little too long to play Trials
Fusion. It can take a while to get through a few of the hard tracks and
an hour does give you plenty of time to trudge through a lot of resets
when needed as well as download and try out a number of user made
tracks.
I only have ten minutes factor:
Kid walking in factor:
Great. Very
tame music and dialog paired with colorful visuals make this a great
game for kids to watch or try themselves. Trials Fusion is a great
builder of hand-eye coordination for young and old alike.
Significant other factor:
Final Verdict:
Developer link
Saturday, April 26, 2014
After Dark Screen Saver: Fractal Forest
Fractal Forest draws random trees on your desktop. In a time when most trees in video games were hand drawn sprites, see a tree procedurally drawn was a unique and interesting experience. Well, at least as interesting as screen savers get.
FRACTAL FOREST (tm)
Use Fractal Forest to grow your own desktop forest.
Try Fractal Forest and Meadow together in Multimodule for a very calming effect!
Concept and original Mac version by Scott Armitage.
Windows version by:
Leif Wennerstrom
SAPIEN Technologies, Inc.
Richmond, CA
Fractal Forest by L. Wennerstrom, S. Armitage
©1992-93 Berkeley Systems Inc.
FRACTAL FOREST (tm)
Use Fractal Forest to grow your own desktop forest.
Try Fractal Forest and Meadow together in Multimodule for a very calming effect!
Concept and original Mac version by Scott Armitage.
Windows version by:
Leif Wennerstrom
SAPIEN Technologies, Inc.
Richmond, CA
Fractal Forest by L. Wennerstrom, S. Armitage
©1992-93 Berkeley Systems Inc.
Monday, April 21, 2014
Thursday, April 17, 2014
After Dark Screen Saver: Daredevil Dan
A fan favorite, Daredevil Dan attempts ever increasing stunts. The insurance risk option allows you to determine how often he will fail. As with a lot of the best After Dark Screen Saver modules, there are plenty of random moments to keep it entertaining such as a monster truck passing through or Daredevil Dan taking off for the skies.
Watch Daredevil Dan perform death-defying acts of incredible bravery (or stupidity) as he jumps school buses, rings of fire and even a tank of hungry piranhas. This module was originally inspired by an After Dark Module Contest winner.
"Insurance Risk" determines the skill of Daredevil Dan.
Programming by Andrew Armstrong.
Art by Dana Muise.
©1994, Berkeley Systems, Inc.
Watch Daredevil Dan perform death-defying acts of incredible bravery (or stupidity) as he jumps school buses, rings of fire and even a tank of hungry piranhas. This module was originally inspired by an After Dark Module Contest winner.
"Insurance Risk" determines the skill of Daredevil Dan.
Programming by Andrew Armstrong.
Art by Dana Muise.
©1994, Berkeley Systems, Inc.
Tuesday, April 15, 2014
Eric Hutchinson: Pure Fiction
Here is a quick music review for a change. Something I've been listening to and loving lately.
Every song on this album is a catchy hit-worthy tune with heartfelt lyrics and melodies that seem specifically designed to put a big smile on your face. I honestly love every minute of this album. These are optimistic songs that sound oddly familiar the first time you hear them and sound like sweet home cooking the hundredth time.
And there's not just radio friendly toe tappers. Though songs like "Tell The World" and "Forever" could chart in any top 40 list from the last fifty years, Eric returns to his RnB sound (and lyrics) for "Love Like You" and his singer-song writer sound for the two acoustic jams that end the record. There's not a dull moment among them.
If there's one criticism, it's that the songs are too short and there's not enough of them.
Every song on this album is a catchy hit-worthy tune with heartfelt lyrics and melodies that seem specifically designed to put a big smile on your face. I honestly love every minute of this album. These are optimistic songs that sound oddly familiar the first time you hear them and sound like sweet home cooking the hundredth time.
And there's not just radio friendly toe tappers. Though songs like "Tell The World" and "Forever" could chart in any top 40 list from the last fifty years, Eric returns to his RnB sound (and lyrics) for "Love Like You" and his singer-song writer sound for the two acoustic jams that end the record. There's not a dull moment among them.
If there's one criticism, it's that the songs are too short and there's not enough of them.
Wednesday, April 9, 2014
Monday, April 7, 2014
Godus 2.0 Preview
Godus is still in beta and according
to the splash screen, only about half way complete. So the game is far
from a review stage.
I had every intention of writing an
article on Godus previously, a negative article about how the
development team failed to deliver on it's promise.
However, a new version was released a few weeks ago. I
recently played the update for a few hours and, in my mind, 22can has
redeemed itself with the release of 2.0. Godus, feels like a game now.
I don't mean that lightly. Before, Godus felt like mindless clicking
with a kind of nebulous goal somewhere in the future.
But now, the direction you are leading your people is
obvious. What you want and how you can accomplish it is clearly seen
and the game rewards you for moving in the proper direction.
Essentially,
the game revolves around a few systems that feed each other. Flatten
the land to get more followers and free chests with stickers. More
followers get you more belief (so you can flatten more land) and more
stickers improves the world through the card/time line system.
I've only encounter the beginning parts of this game on
this latest play-through so these relationships may be early game only
but the rewards for your work are obvious and the goals the game sets
how for you are no longer nebulous.
I can say with confidence that Godus is now a village builder, not
in the same sense as the Anno or Settlers series but with elements of
those titles that feed the addictive quality of increasing your
village's size, technology, and the ability of your people.
One of the more frustrating aspects of the earlier beta was
sculpting the land. An activity that takes up about 90% of the game was
previously an experience that required several precise clicks to get
right. The land would routinely bounce back at you requiring some
Sisyphus like task to flatten the world for your people. No longer.
The sculpting does now feel natural and behaves in an expected manner.
So I do recommend Godus even at this early stage. It is still
in beta and I ran into more than one technical issue each time I played
but these were easy to fight through given this young form of the
game's development.
I should mention, this is a
recommendation based solely on a few hours of gameplay. It appears,
based on the tech tree, that the game will hold up over time but it will
take a few more hours of actually playing to determine if this is the
case or not.
Wednesday, April 2, 2014
Diablo III: Reaper of Souls, First Impressions
I'm currently about four or five hours into
Reaper of Souls content. To give some background, I love playing Diablo
III but I"m nowhere close to a hardcore player. I finished through the
game once with a Barbarian previously. Before that, I had played
through Diablo and Diablo II perhaps three or four times each.
So
I'm not going to be able to tell you how the changes in Reaper of Souls
will modify the way a level 70 character farms but I can tell you how
it effects someone who has a few hours after work to play an action
RPG. It is awesome.
The changes to the loot system are
welcome and can be taken advantage of even without the Reaper of Souls
expansion. Basically, you get less loot but the items that do drop are
more pertinent to your character. While playing through the first act,
my Crusader was able to use all of the yellows that dropped and almost
all of the blues as well. You still get lots of extra items to sell or
salvage of course.
Loot. A play about finding footwear that gives a +3 to strength. |
The second biggest change I've had some
stick time with is the new class. The Crusader is a blast to play. I
like my Diablo characters simple and almost always play a tank of some
sort. The first act skills I've unlocked for the Crusader seem to allow
for killing groups of mobs easily as well as targeting specific larger
monsters when needed.
One of the more frustrating types of
mob is the one that runs away. Little creatures that skirt the edge of
your range but can be killed with a single blow can feel like chasing
mercury. The Crusader has a number of skills that extend your
character's range. So wiping up the skirters becomes much easier.
I
of course recommend the expansion for any Diablo III players but if
you're new to Diablo III or if you've been sitting on the fence, now is
the time to get into the game.
Monday, March 31, 2014
Can I survive island cultists while raiding tombs?
Friday, March 28, 2014
Fable Anniversary Review
I love the Fable franchise.
Even with the quirks of Fable III that I disliked, the third
installment was still fun to play. I absolutely loved the first Fable
so I was excited to play this new version of the old classic.
Fable Anniversary is a good game. It's pedigree shines through. The mechanics are solid, the world is enchanting, and the new graphics add a layer of modern beauty that was missing from the older version.
Fable Anniversary is a good game. It's pedigree shines through. The mechanics are solid, the world is enchanting, and the new graphics add a layer of modern beauty that was missing from the older version.
Breakfast tacos not included. |
There are issues. My first few days of game-play were
halted several times my freezes. The game would freeze so completely
that even returning to the Xbox home-screen was not an option. As of
this writing, a patch has been released and these lockups have been
reduced significantly. I have experienced another single lockup in the
last three or four hours of playing though.
Though I do fear another freeze while playing, other than that, Fable Anniversary is a joy to play. There is a significant nostalgia factor here as the voice recordings are all carried over from the old release but even outside of that factor, the fluid fight mechanics, collecting every weapon and piece of armor, and the story itself all keep me coming back for more.
The only significant issue I have with the modernization aspect is some of the interface options the developers used. Fable needed an interface overhaul. The original was a maze of pages but this version isn't that much better. There is a lot of detail that Fable Anniversary needs to give the player but I feel navigating through that information still could have been streamlined.
The Factors
I only have an hour factor:
Perfect. An hour gives you enough time to not only complete a few
quests, play some pub games, and talk to people but it also gives you
time to enjoy the scenery. Fable Anniversary is a very pretty game and I
found myself enjoying the view on more than one occasion.
I only have ten minutes factor:
I only have ten minutes factor:
Okay. There is some progress to be made in a ten minute session
but not much. You may be able to complete a quest or even a couple of
the shorter quests but Fable Anniversary is a video game best suited for
slightly longer play sessions, around thirty minutes or so.
Kid walking in factor:
Kid walking in factor:
Great. Fable
is modern family friendly and about as raunchy as a live action Disney
film. There are some adult situations such as drinking and a brothel
but nothing that I feel steps over the line into indecency. This is an
RPG so there will be cartoon-like killing but the game is simple and
comic enough that older children (around 9 and over) can play without
much help.
Significant other factor:
Significant other factor:
Good. No multi-player but provided
you both like this style of game, multiple save slots allow two or more
players to work through the game at their own pace, making their own
moral decisions. Of course, this also means a single user can play the
game as good or evil without one save overwriting the other.
Final Verdict:
Final Verdict:
8/10 - A fully patched Fable
Anniversary without the game stopping bugs deserves a fairly high score. The
original Fable is still a great game and although there are some
questionable interface decisions, this version makes the world
beautiful. Overall, Lionhead have made a great game better.
Tuesday, March 25, 2014
Facebook buying Oculus VR is not the end of the Rift
I have to admit, my first reaction was one of
sinking dread. Like hearing a great show got canceled by a network that
never gave it a chance (Pushing Up Daisies anyone?). How could this
possibly be anything but a give-up by Oculus VR in the face of Sony
developing better technology.
Well, here is why I think this is may not be a bad move.
Not the Oculus Rift |
First,
there will always be a bigger fish. This is the modern tech world.
There are no small players anymore. Like the maturation of any
industry, any good idea is going to be absorbed by a big fish. This is
an inevitability. This isn't a guarantee that the Oculus is great tech
by itself but I've seen first hand that it is really good tech.
Facebook is making an investment in the future, an investment in
technology that works.
Second, the Rift is no longer a
unique technology. Sony is working on their own VR and Mircrosoft
probably is as well. And with Microsoft's newly found belief in the PC
as a gaming platform (we'll see MS, we'll see) Oculus was in danger of
being passed by the faster and better behemoths of the world. The
influx of money and people that Facebook should bring may be the only
thing that drives the Rift to keep pace.
Probably not the Oculus Rift |
Finally, Oculus VR
has been innovating the Rift publicly longer than anyone. The benefit
of this can not be overstated. The changes they've made are not only
single handedly moving VR forward, they are currently ahead of the game
in some respects. Believe me, I do not trust Facebook with this
technology but they have a chance here to be the nameplate on some of
the most innovative technology to be unleashed onto the public in years.
So, as with any major business partnership, let's all
just take a deep breath and see what happens before we start getting out
the pitchforks.
Monday, March 24, 2014
Mirror's Edge Gameplay
Having fun and playing Mirror's Edge for the first time.
I'm going to shoot her hair.
I'm going to shoot her hair.
Wednesday, March 19, 2014
South Park: The Stick of Truth Review
There are
two things that you should know about South Park: The Stick of Truth. First,
it is hilarious. I rarely laugh out loud due to intentional humor in a
video game but this game is actually funny. Second, it's a really good
RPG. While it pokes fun at the genre and at itself throughout, the
combat and gear mechanics work really well.
The combat in SP:TSOT is timing based. This is similar to the Mario and Luigi RPG games on the DS or 3DS. When you attack or defend, pressing the right button at the right time will have a significant effect on the amount of damage given or received. Performing these moves correctly will be the difference between winning and losing battles. This may be a turn off for some but personally, I love the mechanic. Every battle keeps you engaged.
The humor in this game is top notch but it is crude. There are swear words and scatological jokes at every turn. This is a South Park game so you wouldn't expect anything different. Farting is a major game mechanic and still funny after several hours of gameplay. Interspersed with these base references though are references to modern pop-culture and of course, several references to video games. Every game mechanic seems to not only work but also be a parody of a game mechanic seen in other games.
The Factors
I only have an hour factor:
I only have ten minutes factor:
Kids walking in factor:
Significant other factor:
Final verdict:
Monday, March 17, 2014
Euro Truck Simulator 2 Gameplay
Hauling hazardous cargo through English countrysides. Pro-tip: passing on a blind curve may be dangerous.
Friday, March 14, 2014
The Walking Dead (Season 1) Review
This is what a modern adventure game should feel like. I
have to admit to being a fan of the TV show and adventure games in
general so there is a level of bias here. Still, if the execution was
flawed, this game would have suffered significantly.
The game is a joy to play. It keeps you on your toes the entire time and in the end you will not only feel like you have survived something but you will most likely have made an emotional connection with more than one character.
The game is a joy to play. It keeps you on your toes the entire time and in the end you will not only feel like you have survived something but you will most likely have made an emotional connection with more than one character.
The Walking Dead is a modern style point and click. So you will be walking a character around what are essentially static environments. If you've had trouble with past games in controlling character movement, I believe The Walking Dead will be a refreshing change. There were a couple of times the character went in a different direction than I intended but this was never during critical moments.
And there are some critical moments. I hesitate to call these twitch moments but there are several times you will need to react quickly. This is a game set in a post apocalypse with zombies. It is not an action game but it would feel out of character if there were no action moments. The game does a good job of balancing those tense, think on your feet scenes, with cool-down moments giving you a chance to breathe.
Your choices have interesting consequences. Multiple playthroughs or having multiple people play the game, choosing different options, is recommended. These choices range from the seemingly inconsequential such as varying similar replies to a character's question to the critical such as choosing which life to save.
I only have an hour factor:
I only have ten minutes factor:
Kid walking in factor:
Mixed. This is a
Walking Dead game so it will have it's fair share of gore. There's also
a number of swear words used, probably a few more than you would hear
in a PG-13 movie. So this may be a headphones or after-bed time only
game. With regard to kids playing it, my own judgement says no kid
under 12 should play this. For kids older than 13, it will depend on
the kid. There are adult choices to be made in the apocalypse and you
will need to decide if your young ones are mature enough to make those
choices.
Significant other factor:
Significant other factor:
I generally do not like playing adventure games with another person but having two people play the game on their own time and talking about it later can be fun.
Final Verdict:
Steam Link:
Developer link:
Wednesday, March 12, 2014
Riptide GP2 PC Gameplay
Riptide GP2 PC Gameplay
I love arcade racers and the Hydro Thunder series is an old favorite. Riptide GP2 is by Vector Unit, the same makers as Hydro Thunder Hurricane for Xbox 360 and PC.
Monday, March 10, 2014
KAMI review
Technically, this is a one note game but the note is challenging enough to be rewarding. KAMI does not penalize you for wrong answers. You are more than welcome to solve each board in more than the minimum moves but you will feel shame and return to the same board to try harder. Restarting a level is quick and painless which goes along way to alleviating any frustration which could build over time.
The puzzle concept is fairly simple. Choose a color, click a differently colored square, turning all similar colored squared which also touch that square into the same color. The goal is to make the whole board the same color. As with all good puzzle games, the first few boards teach the basic concepts and the difficulty quickly ramps from there.
When I first started the game I thought the number of boards or levels seemed low but after spending ten minutes trying to solve one of the harder boards, I know longer feel this is the case.
KAMI is divided into two area, the regular puzzles are presented in increasing difficulty. Each section of the regular puzzles first introduces a general concept in how you solve the type of challenge presented. The premium puzzles are where the real head-scratchers are and these puzzles can take a long time to solve. Do not use the hints for the premium puzzles as that ruins the fun.
I only have an hour factor:
I only have ten minutes factor:
Kids walking in factor:
Significant other factor:
Unfortunately,
there appears to be only one save as of this writing. So there's no way to really compare
or compete against another user with their own progress on their own
save. Puzzle games are generally a solo experience but it would have
been nice to allow for a second or third user's clean sheet to start
from.
Final verdict:
Developer Link
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