Showing posts with label steam games. Show all posts
Showing posts with label steam games. Show all posts

Monday, July 30, 2012

Dungeon Defenders and Orcs Must Die!

I probably should have done this ages ago, seeing as I played these games ages ago. But no matter! Orcs Must Die! 2 has just come out, so let's celebrate by talking about old irrelevant material. Whee! The main reason I want to talk about Orcs Must Die! and Dungeon Defenders together is because they both are part of a new breed of tower defense games, that pulls you out of your tower planting perch in the sky and throws you smack into the middle of the action (Sanctum is another similar game, I think, and I don't know what else there is). Now, the main point of this: I think Orcs Must Die! did this right, and Dungeon Defenders did it wrong. And now I'll explain why.
Now, don't misunderstand. I don't think that Dungeon Defenders is a bad game, and on top of that it's been quite a while since I've played it, so for all I know they've fixed all the problems I had. It's definitely a ton of fun. The aesthetics are ridiculously bright, colorful, and cheery. The characters are all very distinct (well, at least the original 4), and are reasonably balanced. The constant earning of new loot and unlocking of new abilities/towers is extremely addictive. And most of all, there's 4 player co-op. All of that is pretty great. But what's not so great is the general feel of the gameplay. Character movement is slow and floaty, and attacks feel worthless and bland. There's just a general lack of oomph. You get used to it, and it doesn't impede play, but your character will hack and slash through hordes of enemies and it will feel absolutely boring and insubstantial. The insubstantial feeling is only compounded by the hordes of enemies, as higher difficulties and more players will result in more enemies. Speaking of difficulty, the last I played the game the difficulty was extremely out of whack. With only two players, we were able to quite easily beat all of the early stages, but when our party got upped to three, we consistently got wiped out on probably the 3rd level.

Another much more significant problem is the aiming system. Your character is only capable of damaging the enemy that you're locked on to. And you have to be reasonably close to an enemy to lock onto it. And this is just all kinds of problematic. For one, what about the characters with ranged attacks? The huntress and ranger both use crossbows to fight, and their secondary 'attack' merely zooms in a scope for them. But unless the game thinks you're targeting something, you're only shooting blanks, so sniping is a no go. You'd think it wouldn't be a big deal for the more melee based characters, but it still is. Simply put, enemy hordes are big. And it's quite annoying when you charge in swinging, but only deal damage to a single enemy at a time. Thankfully, hordes also tend to be comprised of the weaker enemies, so after a few swings you'll just move on to the next enemy, and I think that hitting enemies you're not locked onto will knock them back slightly. And again, I want to restate that Dungeon Defenders is by no means a bad game. If you're looking for a game that you and a couple of friends can play together, definitely try it out.
But then, there's Orcs Must Die!. In my opinion, Orcs Must Die! absolutely nails the gameplay. It's hard to describe it, but movement and combat all simply feel good. It's all fast and fluid, which is good because combat will get extremely chaotic. In Dungeon Defenders, things were fairly slow paced. Although your movement was slow and floaty, enemies also moved at a crawl, so things only really got hectic when you had enemies breaching your defenses on multiple fronts. In Orcs Must Die! on the other hand, you move quickly but so do your enemies. Unlike Dungeon Defenders, which will have enemies coming from a half dozen paths, in Orcs Must Die! there are only a few options for the enemy approach. It's very easy to place traps in the way of the enemies (and each trap is amazingly fun), but each trap has a cooldown after activating, and there are always enough enemies that a trap taking out one is inactive long enough to let by ten. Things get crazy very fast as you try to hold back the flood of enemies long enough for your traps to reactivate, and it's fantastic. And now that they've added in two player co-op, you get to do it all with a friend. And now I don't have anything else to say about it. Whoosh I'm off.

Saturday, July 21, 2012

Sequence, Insanely Twisted Shadow Planet, Splice, and Auditorium

It's been a while since any of us have written, oops. Summer is unexpectedly busy. However, to celebrate me getting a shiny new computer to play games on, and the Steam summer sale, I'm going to talk about three games today! As you may have guessed, these games are Sequence, Splice, and Insanely Twisted Shadow Planet. Let's make this fast, I want to get back to playing asap.

Sequence I actually got quite a while ago, and I could have sworn I had already written something about it. But then I searched through our post archives and couldn't find anything, and was immensely disappointed in my past self. For some reason I still feel like I've written about this before though, so in case I missed it in my search forgive me if I'm rehashing old territory. Sequence has you playing as Ky, who wakes up in a strange tower filled with dangerous monsters. You are led through the tower by Naia, striving to make it to the top and escape. Along the way, you'll level up, learn new tricks, and all that typical RPG jazz. What spices things up though, is how the battles work. These are far from the standard turn based battles, and are instead rhythm based. Each battle has three screens, each of which has its own set of falling notes a la DDR and those similar games. One screen dictates enemy attacks, another is where you activate spells, and the third allows you to regenerate mana. Miss a note in the enemy attack screen and you'll take damage, or activate a spell and then miss a note on the spell screen and the spell is wasted (thankfully, no penalty for missing anything in the last screen).
Every battle becomes a frantic juggling act balancing defending yourself from enemy attacks, gathering the resources to counterattack, and finding the time to actually counterattack. You've activated a basic spell, but the enemy is making an attack at the same time! Do you sacrifice the mana to defend yourself (and spend some time on the mana screen later earning it back), or do you take the hit and focus on casting the spell? In addition, you only have a limited number of spells you can bring with you into battle. Do you want to bring only attack spells, and end the battle as soon as you can? Or do you just take the most basic ones, and bring mostly healing spells for when things get out of hand? Sequence is practically the only game I can think of that brings me to a state of 'flow' like how Shoofle's mentioned before. When it's going good, I am easily juggling the three screens of falling notes, easily blocking enemy attacks and countering with my own. But all it takes is a single fumble, and suddenly everything falls apart. And it's absolutely amazing. Even though the story and art didn't grab me (not to mention everything is just a static sprite anyway), gameplay is king. The battle system alone was more than enough to keep me playing this game for hours.

Next up, Insanely Twisted Shadow Planet! This one's a strange one. I've gotten to a point where I'm entering some water, and was instantly reminded of Aquaria. And it's pretty easy to see why, too. Both are Metroidvania style games that forgo the usual platformer aspect of the game, with Aquaria taking place entirely underwater, and Insanely Twisted Shadow Planet having the player be a free flying UFO. Insanely Twisted Shadow Planet (I'm just going to call it ITSP from now on) plays essentially like a dual stick shooter, though the player has to constantly juggle their abilities to select the best one (or the required one) for the situation. The game has a very unique aesthetic, but honestly that's all I really have to say in favor about the game. It follows the Metroidvania style of blocking off passages and forcing you one way until you have the prerequisite item that allows you to pass the other way, but I didn't find it as fun as I usually do other Metroidvania games. Fighting felt dull and boring. The upgrades didn't feel like they were granting me very much power, and the environments felt too constrained. While there were aspects of exploration involved, there are few of them and the rewards for venturing off the path are meager. The aesthetic is interesting, but not enough to hold the game up on its own, and pales in comparison to the absolutely gorgeous aesthetics of Aquaria. I don't know. I really wanted to like this game, and it sat near the top of my wishlist for a while, but honestly I'm disappointed.

This is Auditorium
Thankfully, I saved Splice and Auditorium for last. Splice and Auditorium are by Cipher Prime. I played Auditorium quite a while ago and absolutely loved it, and it looks like Cipher Prime has managed to duplicate the magic with Splice. But first, I want to talk a bit about Auditorium. Auditorium is a very simple puzzle game (originally a Flash game, now available on mobile devices and Steam), where you use manipulators to direct a flow through some containers. Early levels are extremely simple, but later levels add multiple colors and get deviously difficult. But the main reason I loved Auditorium is the music. The game is silent at the start of each level, but as you redirect the flow to pass through the containers, the music starts to build up, one part at a time. The music is slightly repetitive, but I think the tracks are absolutely beautiful. I highly recommend this one (and they're working on a sequel!)
This is Splice
Ok. Now for Splice. Splice is a cell based puzzle game of sorts. You start with a tree of cells, and have a limited number of splices to make in order to reach a target tree that has a certain configuration. The game itself is also extremely simple: activate a cell 'mutation' by clicking on the cell, splice by dragging cells around. But like Auditorium, this game also absolutely fantastic music. Actually, as we speak (er, as I write this), I'm searching for where I can download the entire damn thing, because I want it now. And actually, I don't have much else to say about Splice. I've never seen puzzle mechanics quite like Splice before, so the novelty is extremely appreciated. I haven't played enough of the game yet to say for sure, but the puzzle mechanics seem extremely solid, and the game feels like it's going to ramp up in difficulty fairly soon. I'm excited, so I'm going to end this post now so I can go play. Peace!

Sunday, June 17, 2012

Amnesia: Because a dark scary castle is a great place to spend a Saturday

I'll admit it: I'm a scaredy-cat. I don't do horror movies or haunted houses (unless I'm working them). I jump at little sounds and still sometimes get spooked by things that go bump in the night. This is why I didn't actually play Amnesia: The Dark Descent, a first-person survival horror title from Frictional Games, for myself - I watched as a friend of mine, Alex, played. I should get credit however for not running away screaming (and helping with puzzles).

Amnesia starts you in an apparently empty castle. You can't remember anything, but you find a note addressed to you directing you to kill Alexander, who is in the Inner Sanctum. It's signed by you, so it's gotta be legit. Assuming that your previous self knew what was going on, you proceed gaily through the castle to find him. The rest of the story is disseminated through pages of your torn-up diary and, interestingly, the load screens. (There's a minimum time set to display the message, in case you're playing on a really fast computer.) They do a good job of keeping you in the dark, but informing you enough that you remain intrigued. And, yes, amnesia is a well-known crutch of writing, but they work with it quite well.
Because when I steal and rip apart a diary, I leave all the pages in a convenient order for him to follow.
Amnesia's got a couple of interesting mechanics going for it. The main one is a balance between light and dark: enemies can see you if you're standing in the light, but standing in the darkness for too long makes you lose your sanity. You also have no weapon, so your only options when you see an enemy are to run or crouch in the darkness, praying it won't find you. Oh, and don't look at the enemies too much - you'll lose sanity. You also lose sanity by experiencing "unsettling events." Lack of sanity makes it harder to control your character and your vision will shift and warp. Eventually you just crumple to the ground in what I assume is a blubbering mess. Solving puzzles and staring at light regains sanity.

Another interesting mechanic is that doors are opened and shut with click-and-drag with an option to slam them quickly with the right mouse button. While it took Alex some getting used to at first, he tells me it was eventually pretty intuitive. It allows the player to swing a door open for a peek into the next room (which we didn't use much), but more importantly, it impedes a player who is running away flailing. Running from an enemy is that much harder when you have to remember which way a door swings and spin around quickly to slam it shut.

I didn't expect the game to be as puzzle focused as it was. Overall, I expected more enemies, but it turned out to be a good balance given the no-weapons part, and contributed well to pacing. The castle was reasonably linear without feeling like it - because you're never given a map and have to rely on limited tinderboxes and lantern oil to find your way around, it feels bigger than it is. It's also nicely impossible to get too lost or wander forward without all the tools you need. A few times we had some difficulty tracking down the last cog or pipe because Alex had a tendency to pick up and throw them around, but overall the puzzles weren't too bad. The game will generally give you a hint if you try to use an item but need something else as well. Many puzzles were fairly trivial, though - the game is relying on the horror mechanic.
Next up on our scenic tour, the sewers...
I think the sounds are actually the scariest part of the game. I know many people *cough Jeremy cough* who couldn't make it five or ten minutes into the game, and it takes about ten to find the first enemy. (Though you do catch glimpses of things moving before then and frequently try to go the other way only to have the game force you to Even longer before you're in actual danger - the game uses the first encounter to teach you how to hide from them. The aesthetic is very well done overall, becoming scarier as you descend deeper into the castle and uncover the more gruesome parts of the tale.

The sanity mechanic worked reasonably well, though both sanity and health are described on your inventory screen with a series of descriptors rather than any numerical scale. While this was a reasonable choice for the game, it was a little frustrating for seasoned gamers who wanted to make sense of it. Sanity, for instance, ranges from "Crystal clear" to "..." with descriptors in between like "A slight headache." This system didn't seem to correspond with the aforementioned warping of the screen, though. I suppose it is somewhat appropriate that we spent the game not understanding the insanity scale.

As far as enemies go, while there were less encounters than I expected, the various encounters were well designed. There was never a time we felt that getting by was impossible, though many were close calls of slamming doors behind us and crouching in a corner as the creature pounded at the door. A few times we got by because an enemy simply didn't spawn, though we're unsure whether that was a glitch or the game pitying us. When something kills you, the screen will bring up a message, which is generally something like "You must carry on..." but ocasionally explains a new enemy trick for you (like the helpful "Run!"). While it was clear after dying once what needed to be done, it was a little odd to have to die to get it. I suppose an observant player could figure it out in most cases, and luckily death didn't set you back too far. The pacing was mostly good, with high points and lulls, even if it got a little predictable. We still got spooked though, to the game's credit.
You've - you've got something on your chin there, dude.
Overall, Amnesia does a lot of things about survival horror right. While it isn't a genre I play often, I do think it's perfectly suited to video games due to interactivity. Amnesia, possibly because it lacks the graphics budget of a AAA studio, goes back to survival horror's roots in early 3D gaming, which relied more on darkness and surprise than impressive and creepy enemy models because they simply couldn't be rendered. Amnesia's enemies look a little goofy when you stare at them for a while, but they'll still make you jump when you turn around to find one right behind you. I recommend it to anybody who's at all interested in the survival horror genre, even if you get scared. The triumvirate for beating Amnesia (only 2 required) is to play in daylight, with a friend, and/or without sound. Mix and match so that you can get through it, but I do recommend enjoying the sounds - they add a lot to the experience.

Sunday, February 26, 2012

REVIEW- Jamestown

We've always played a lot of cooperative games. In particular, Shoofle and I make it our goal to play as many co-op games together as we can find, and in particular we've played pretty much every single (modern-ish) shooter with local co-op that you can name. However, while we should eventually talk about what makes a good cooperative shooter and all, the games Shoofle and I play together tend to only ever have two player local co-op. What I want to talk about today (and for some of our next few posts) are games that support more than two player local co-op (typically up to four), and that we've found are vastly improved by the addition of more players. So without further ado, let's talk about Jamestown!
Jamestown is set in an alternate history, where the colonization of the New World occurred on Mars, rather than in the Americas. The story follows Sir Walter Raleigh fighting off Spanish conquistadors and uncovering dark secrets behind the disappearance of Roanoke colony. Honestly, we didn't pay much attention to the story while playing the game, choosing to skip ahead to the gameplay sections. There is also a 'farce' version of the story that can be unlocked, which is suitably comical (but we ended up skipping past that too).

At its core, Jamestown is a bullet hell. There are a variety of ships to pick from, and each ship has a standard attack and a special attack (there is no limit on the use of the special, though it is typically more situational), which varies widely in ease of use and strategic applications. For example, the most basic ship is the Beam, which has a spread shot as its standard attack, and a movement reducing powerful beam as its special attack, while one of the more complex ships is the Bomber, which shoots projectiles straight forwards for its standard attack, and detonates all on-screen projectiles with its special attack. There are four ships with the base game (Beam, Charge, Bomber, Gunner), and then another three ships included with the DLC pack (Treason, Powder, and Ghost), providing plenty of variety for players to fiddle with.
In addition to the standard and special attacks, each ship can also vaunt when enough coins are collected from fallen enemies. Vaunting creates a temporary shield that absorbs all enemy bullets, and grants players a score multiplier, making it critical to both survival and attaining the highest scores. Your character in Jamestown only dies if the very center of the ship is hit by an enemy projectile, but with four players and on the higher difficulties (playing on higher difficulty levels is required to access the later levels) it becomes brutally difficult to weave a ship through swarms of bullets.

In addition, with multiple players, the level keeps going as long as there is at least one player alive, and dead players respawn after some time (or when a teammate picks up a revive item). There are only two precious continues for when all players are taken out, so all players will inevitably face moments where the fate of the team rests on their ability to survive for an intense 5 seconds. It's crazy and stressful, but there is no real downside to failing (your teammates can't really get mad at you for dying when they died first) and the rush from successfully surviving is like none other.
Unfortunately, Jamestown doesn't support online play, but it has probably the best local support for any game I've ever played. The game very easily recognizes separate input devices, and I was pleasantly surprised when I found I could play on my laptop's keyboard, and a friend could use my wireless keyboard with absolutely no interference between the two keyboards. The initial levels are easy enough for anybody to jump in, and they will absolutely develop skills by the time it reaches the later more difficult levels. The game is ridiculously hard though, and the last level is especially difficult and unfortunately somewhat poorly designed. The final level is dark, a lot of walls are hard to see, and those that don't just block your way move to try and crush you. After hours of trying we were still unable to beat that last level, though we did manage to make it to the boss once or twice.

That's all I have to say about Jamestown. It's $10 on Steam, and definitely well worth the price if you've got the friends (and extra input devices) to have four players at once. Give it a shot, just be ready to die a lot!

Sunday, July 10, 2011

Steam Summer Impressions III

Sadly, I'm going to have to remove one game from my list for now. I tried to boot up Magicka, and it was really pretty but running painfully slowly. I double-checked the system requirements (which I'm in the bad habit of not checking) and discovered that my graphics card is just slightly underpowered. :-( I'm researching workarounds. Otherwise, this may have to wait until I get a more powerful computer. However, on to happier subjects, namely, games I've quite enjoyed playing:

Tuesday, July 5, 2011

Steam Summer Sale = Impressions!

Let's get this straight from the beginning: I'm not a computer gamer. While I did get my gaming start on RTSs such as AOE and AOM and played my first Legend of Zelda on an emulator, hardcore PC gaming has never been my thing. I got a copy of Steam when they had Portal for free as a promotion, since I don't own an Xbox. Because I am more competent with a controller than with a keyboard and mouse, I ignored Steam for a few years. I got a real profile when Jeremy gave me Super Meat Boy (fantastic game, btw) and in the past few days, he pointed out to me the Steam Summer Sale. Now I have 11 games in my profile and am happily checking back every day when the sale games change. An addict in the making.

So, similarly to what Jeremy did over winter break, I'm going to give some initial impressions on the games I picked up. Here's the list:
  1. Obulis
  2. Chains
  3. Vigil: Blood Bitterness
  4. Gumboy: Crazy Adventures / Crazy Features
  5. Braid
  6. Magicka
  7. Torchlight
  8. Trine

Friday, January 14, 2011

Thursday, January 13, 2011

Winter Break 2010-2011


Winter break has its ups and downs. On the up side, there are no classes, no homework, no exams, just relaxation (at least, so I’d like to dream; applying to internships kind of ruins the relaxation a little). On the down side, traveling to the other side of the world sucks when you’re flying economy, and what sucks even more is Chinese internet. In lieu of other internet things to distract me while I’m in China (aka Facebook and Youtube), I’ve been making my way through the plethora of indie games I have on Steam. I was going to update them all in one big chunk, but there are actually a lot, so I’ll do it a few games at a time. These are the games that I'll cover, in the order that I'll cover them:

1.       RUSH
2.       VVVVVV
3.       Super Meat Boy
4.       The Misadventures of P.B. Winterbottom
5.       And Yet It Moves
6.       Blueberry Garden
7.       Puzzle Bots
8.       Deathspank
9.       Shatter
10.   World of Goo
11.   Toki Tori
12.   Audiosurf
13.   Windosill
14.   Shank
15.   Zen Bound 2
16.   Blue Toad Murder Files- The Mysteries of Little Riddle
17.   BIT.TRIP BEAT
18.   Machinarium
19.   AaAaAA!!! – A Reckless Disregard for Gravity 
20.   Grotesque Tactics: Evil Heroes

So. Here we go.