Robot Unicorn Attack is one of the original endless runners on iOS. Now, three years later, the sequel is here, and I'm happy to report that the game is as addicting as ever, if not more so.
For those unfamiliar, you play a robot unicorn who runs through an endless chasm. On the way your unicorn will need to jump and dash. To make things even more difficult, there are now giants that you must dash your way through before they shoot their laser and blow you to smithereens.
Each day a new level will be presented in front of you. While fundamentally the levels look the same, the level layout will be vastly different. Some of the levels have long straightaways, others more giants and even others have lots of small rocks to land upon. It allows some variety to a genre that often feels like your playing the same game over and over again. It's a genuine nice touch.
Graphically the game has received a very nice and appealing face lift At first, the setting may seem jarring, but once you see your first flying whale, you'll be delighted with the new setting.
Also, there is an intricate level system which involves a variety of challenges. From collecting X amount of items in X amount of runs to earning a certain score through in several runs, the challenges add a nice variety. Once you've completed the challenge your earn a store and can potentially rank up. Each new rank adds a new set of items which include new horns, wings, and steeds. These items can really alter the game. Soon, jumping goes out the window in favor of jumping and max speed is hit earlier and earlier. Endless runners aren't known for their variety and complexity, but Robot Unicorn Attack 2 has had time to learn from all the endless runners that have come after it and improves upon all of them. Is it the best endless runner ever? Maybe!
Daily challenges, team challenges and even another level which is more difficult (an ice level) are just some of the other features.
If there are problems, it comes in the responsiveness of the game. Often times the game stutters under everything that is occurring on the screen. Once flying enters the picture, often times I would press and hold to fly only to come tumbling down and smashing into a rock. It feels inconsistent. I hope they can hammer out some of these issues, because this is the closest to iOS gaming nirvana.
Even as I type this review, all I want to do is play. The game is just fun in a box. Best of all. The price is FREE! Who can pass that up? You can pay for better music (which include Erasure's Always and Never Ending Story) which adds a bit of fantastic on the package, but it is not necessary to enjoy the game.
Robot Unicorn Attack 2 is almost a perfect package. It's fun, it's fast, and I'm going to stop typing this so I can go play. Download this - now!
Overall: A-
Showing posts with label Review. Show all posts
Showing posts with label Review. Show all posts
Sunday, April 28, 2013
Monday, April 22, 2013
Guacamelee! Review
Guacamelee! is simply put a triumph in game design. Everyone I have talked to about this game is immediately enchanted with the world, sound design, and gameplay.
Guacamelee! is a metroidvania type game. That is, the world is completely open, but you can only explore certain areas. Once you have unlocked a new ability, you can return to these areas and complete more quests and explore even further. This may be the best Metroid/Castlevania clone ever, and it many ways it reaches and surpasses the aforementioned.
You play a Mexican man who hasn't been having too much luck. Once you're given a magic luchador mask, your adventures unfold. It is very much a save the princess adventure; however, the game mixes humor and a unique art style to make the paper thin story shine. Each of the main characters brim with personality and you will have a smile on your face for the entirety of the adventure.
Within the gameplay there exists an intricate combo system. While at your first you can only punch your way to victory, slowly but surely you can string punches with launches and throws with ease. It feels smooth and frenetic, and, thankfully, the game rests entirely on your skill. Whenever you die you can be certain it was your fault and your fault alone. The game also has a fantastic day/night (living/dead) component that is better left unspoiled. But it will definitely push your skills and reflexes to the test.
Graphically, the game shines at every moment. The bright colorful world of the living and the charming world of the undead make for a wonderful pairing. Within the world lurks dozens upon dozens of references to famous games and internet memes. From Zelda, to Mario to even Grim Fandango, Castle Crashers and even to Angry Cat, the references are funny and fun, and there is always a reference lurking somewhere.
The sound is also equally well done. The only thing that lacks are voice overs for the characters. Some things may be left better to imagination, but I for one would have enjoyed full voice overs. The absence, however, may have been to avoid any racist implications.
Over the past week some people have talked about whether the game is "appropriate." As a person of Spanish heritage, I found nothing about the game inappropriate. What I would say is that the creators took an aesthetic and had fun with it. You always get the sense that Drinkbox Studios was treating the material with care and respect. Those who are looking for something malicious are splitting hairs.
Two issues. One is that I hit a bug in the game where I got stuck in the wall. It wasn't too much of a big deal because checkpoints are plentiful, but I had to reset back to the main menu. The bigger issue relies solely in the length of the game. Most people seem to finishing their experience in and around the five hour mark. The optional side quests take very little time. I wish there were more of these quests because I really enjoyed them. There is also a nice battle royal cave that is fun and definitely tough. I enjoyed the normal play through and cannot wait to return on hard difficult in another month or so. Overall though the game is over too quick and another hour would have really gone a long way; nevertheless, Guacamelee! is simply put one of the most charming and fun games available on PSNetwork, and this is one game to remember come the end of the year.
Overall: A-
Guacamelee! is a metroidvania type game. That is, the world is completely open, but you can only explore certain areas. Once you have unlocked a new ability, you can return to these areas and complete more quests and explore even further. This may be the best Metroid/Castlevania clone ever, and it many ways it reaches and surpasses the aforementioned.
You play a Mexican man who hasn't been having too much luck. Once you're given a magic luchador mask, your adventures unfold. It is very much a save the princess adventure; however, the game mixes humor and a unique art style to make the paper thin story shine. Each of the main characters brim with personality and you will have a smile on your face for the entirety of the adventure.
Within the gameplay there exists an intricate combo system. While at your first you can only punch your way to victory, slowly but surely you can string punches with launches and throws with ease. It feels smooth and frenetic, and, thankfully, the game rests entirely on your skill. Whenever you die you can be certain it was your fault and your fault alone. The game also has a fantastic day/night (living/dead) component that is better left unspoiled. But it will definitely push your skills and reflexes to the test.
Graphically, the game shines at every moment. The bright colorful world of the living and the charming world of the undead make for a wonderful pairing. Within the world lurks dozens upon dozens of references to famous games and internet memes. From Zelda, to Mario to even Grim Fandango, Castle Crashers and even to Angry Cat, the references are funny and fun, and there is always a reference lurking somewhere.
The sound is also equally well done. The only thing that lacks are voice overs for the characters. Some things may be left better to imagination, but I for one would have enjoyed full voice overs. The absence, however, may have been to avoid any racist implications.
Over the past week some people have talked about whether the game is "appropriate." As a person of Spanish heritage, I found nothing about the game inappropriate. What I would say is that the creators took an aesthetic and had fun with it. You always get the sense that Drinkbox Studios was treating the material with care and respect. Those who are looking for something malicious are splitting hairs.
Two issues. One is that I hit a bug in the game where I got stuck in the wall. It wasn't too much of a big deal because checkpoints are plentiful, but I had to reset back to the main menu. The bigger issue relies solely in the length of the game. Most people seem to finishing their experience in and around the five hour mark. The optional side quests take very little time. I wish there were more of these quests because I really enjoyed them. There is also a nice battle royal cave that is fun and definitely tough. I enjoyed the normal play through and cannot wait to return on hard difficult in another month or so. Overall though the game is over too quick and another hour would have really gone a long way; nevertheless, Guacamelee! is simply put one of the most charming and fun games available on PSNetwork, and this is one game to remember come the end of the year.
Overall: A-
Thursday, March 28, 2013
Bioshock Infinite Review
Bioshock is back, and I am happy to report that this is the game everyone has been waiting for.
Bioshock Infinite differs from the original Bioshock in several ways. Rapture: the dark, murky, underwater world of Bioshock 1 and 2 is replaced with Columbia, a world that is a vibrant, colorful, air world.
Columbia is gorgeous. Every part of the world is realized. History plays a major role in the story. The story takes place in 1912, and Columbia secedes from The Union by literally lifting off. How all of this came to happen, and the alternate history of this world I wouldn't want to spoil, but know the blending of well-known history and Columbia's unique spin on these ideas is a narrative treat.
Bioshock Infinite is a political game. This is a game trying to say something. In fact, I cannot think of any game in recent memory that was trying to say something. Many games try to tell stories, but Infinite is doing much more than that, and it succeeds. The political landscape never leans in any direction, and you're more of a witness than a participator to all of this, but it really allows you sympathize with the protagonist and his companion.
The character you are, Booker, has a debt which much be paid, which lands him in the world of Columbia, and Elizabeth is your companion who helps you along your journey after you rescue her. Elizabeth is extremely helpful in your journey. She will throw you health potions, vigor, coins, and point out hidden areas or lock picks scattered on the floor. Elizabeth is a true companion, and she exudes personality. At first, Booker is stoic. He feels a bit like a silent protagonist, but once Elizabeth enters the picture, Booker comes to life and you'll enjoy their interaction.
What makes Bioshock Infinite special are little moments that make Columbia feel alive. From a quartet that floats by, to listening to a seemingly innocuous conversation, and even to an auction that is occurring, these moments add up to a bigger picture and it really allows you to feel as if Columbia is a real place. The best part is these conversations have meaning and you can spend as little or as much time watching the events unfold. The game is filled with dozens of these moments, and they'll fill you with actual emotion. Bioshock Infinite is Americana. This game is really saying something about Americans. Everyone should perk up their ears and pay attention because this isn't just an amazing game, this is an important game (at least in terms of story telling).
Graphically, you are going to be impressed with Columbia. The world is gorgeous, and I hear the PC version is outstanding. On the consoles, you'll be impressed, but you can see this old hardware chug. Screen tearing occurs from time to time, character models are nice, but could be better, but where you see the game struggle the most is textures. Oh the blurry, muddy, ugly textures - this generation is over graphically because these games have reached their limits. This doesn't make Bioshock Infinite in an ugly game; the art direction is outstanding and hides most of this. You're also usually too excited to pay attention to these little graphical qualms, but it is when you're trying to read - literally - the writing on the wall, that you'll start to notice that the textures and models are not perfect. It may be different on PC, but for console gamers - you'll see these little moments and they detract a bit. Enemy models have the graphical attention you expect. Whether it is the much talked about Songbird or another peculiar large baddie, the game feels graphically cohesive, and that is more important than a handful of ugly textures.
Gameplay wise: you have your guns, and you have your vigor (special power), and you can use them however you see fit. At the beginning of the game you may feel a bit under-powered In fact, the first hour of gameplay took me by surprise with its difficultly level (I played it on Medium/Standard). The game seemed unrelenting, and I groaned every time I saw another battle. Eventually, you get a shield that replenishes itself and you get more viable vigors than possessing your enemies. The best part of Bioshock Infinite gameplay is you play how you want. After reading several people's different play methods it surprised me how different everyone's play style was. Many talked about using the pistol (a weapon I never picked up) mixed with possession vigor, while I tended towards the water vigor which can pull your enemies closer and then blowing them all away with the shot gun. Your powers quickly become more powerful and you're switching between different guns and vigors with ease. It is fun and action packed and I looked forward to each new group of enemies.
Dying doesn't necessarily hurt you, but the compromise feels worthy. Your enemies you killed are still dead, but you lose some money (a necessity in Columbia), the enemies you were shooting gain some health, and you start out with half health. It feels like you've been penalized, but it doesn't disrupt the game in any way nor does it feel as if the game is holding your hand.
Columbia's sound is beautiful. Everything sounds the way it should, and whoever worked on the sound mixing should be applauded. I rarely struggled to hear dialogue, even among gun shots, but the gun shots still sounded loud; furthermore, phonographs play the musing in the distance adding to the overall atmosphere. Often times, the phonograph, shooting and dialogue is occurring in tandem, and you'll never struggle to hear anything. It really seems to be an achievement in sound design.
I cannot help but gush over Infinite. In many ways, I tried to get my hopes up so I wouldn't be disappointed, but I wasn't disappointed. The game has remarkable pacing, it plays like a dream and I love Columbia. I want to visit Columbia again. If anything, the game is over just a tad bit too soon. I cannot imagine I clocked in 12 hours of gameplay. That said, nothing outstays its welcoming, and minus one peculiar "Find three of these!" mission, the pacing is near perfect. Is Bioshock Infinite the game of the decade, only time will tell - but it is certainly early contended for Game of the Year. Go - buy it, love it, and be charmed with Booker, Elizabeth, and Columbia.
Overall: A
Bioshock Infinite differs from the original Bioshock in several ways. Rapture: the dark, murky, underwater world of Bioshock 1 and 2 is replaced with Columbia, a world that is a vibrant, colorful, air world.
Columbia is gorgeous. Every part of the world is realized. History plays a major role in the story. The story takes place in 1912, and Columbia secedes from The Union by literally lifting off. How all of this came to happen, and the alternate history of this world I wouldn't want to spoil, but know the blending of well-known history and Columbia's unique spin on these ideas is a narrative treat.
Bioshock Infinite is a political game. This is a game trying to say something. In fact, I cannot think of any game in recent memory that was trying to say something. Many games try to tell stories, but Infinite is doing much more than that, and it succeeds. The political landscape never leans in any direction, and you're more of a witness than a participator to all of this, but it really allows you sympathize with the protagonist and his companion.
The character you are, Booker, has a debt which much be paid, which lands him in the world of Columbia, and Elizabeth is your companion who helps you along your journey after you rescue her. Elizabeth is extremely helpful in your journey. She will throw you health potions, vigor, coins, and point out hidden areas or lock picks scattered on the floor. Elizabeth is a true companion, and she exudes personality. At first, Booker is stoic. He feels a bit like a silent protagonist, but once Elizabeth enters the picture, Booker comes to life and you'll enjoy their interaction.
What makes Bioshock Infinite special are little moments that make Columbia feel alive. From a quartet that floats by, to listening to a seemingly innocuous conversation, and even to an auction that is occurring, these moments add up to a bigger picture and it really allows you to feel as if Columbia is a real place. The best part is these conversations have meaning and you can spend as little or as much time watching the events unfold. The game is filled with dozens of these moments, and they'll fill you with actual emotion. Bioshock Infinite is Americana. This game is really saying something about Americans. Everyone should perk up their ears and pay attention because this isn't just an amazing game, this is an important game (at least in terms of story telling).
Graphically, you are going to be impressed with Columbia. The world is gorgeous, and I hear the PC version is outstanding. On the consoles, you'll be impressed, but you can see this old hardware chug. Screen tearing occurs from time to time, character models are nice, but could be better, but where you see the game struggle the most is textures. Oh the blurry, muddy, ugly textures - this generation is over graphically because these games have reached their limits. This doesn't make Bioshock Infinite in an ugly game; the art direction is outstanding and hides most of this. You're also usually too excited to pay attention to these little graphical qualms, but it is when you're trying to read - literally - the writing on the wall, that you'll start to notice that the textures and models are not perfect. It may be different on PC, but for console gamers - you'll see these little moments and they detract a bit. Enemy models have the graphical attention you expect. Whether it is the much talked about Songbird or another peculiar large baddie, the game feels graphically cohesive, and that is more important than a handful of ugly textures.
Gameplay wise: you have your guns, and you have your vigor (special power), and you can use them however you see fit. At the beginning of the game you may feel a bit under-powered In fact, the first hour of gameplay took me by surprise with its difficultly level (I played it on Medium/Standard). The game seemed unrelenting, and I groaned every time I saw another battle. Eventually, you get a shield that replenishes itself and you get more viable vigors than possessing your enemies. The best part of Bioshock Infinite gameplay is you play how you want. After reading several people's different play methods it surprised me how different everyone's play style was. Many talked about using the pistol (a weapon I never picked up) mixed with possession vigor, while I tended towards the water vigor which can pull your enemies closer and then blowing them all away with the shot gun. Your powers quickly become more powerful and you're switching between different guns and vigors with ease. It is fun and action packed and I looked forward to each new group of enemies.
Dying doesn't necessarily hurt you, but the compromise feels worthy. Your enemies you killed are still dead, but you lose some money (a necessity in Columbia), the enemies you were shooting gain some health, and you start out with half health. It feels like you've been penalized, but it doesn't disrupt the game in any way nor does it feel as if the game is holding your hand.
Columbia's sound is beautiful. Everything sounds the way it should, and whoever worked on the sound mixing should be applauded. I rarely struggled to hear dialogue, even among gun shots, but the gun shots still sounded loud; furthermore, phonographs play the musing in the distance adding to the overall atmosphere. Often times, the phonograph, shooting and dialogue is occurring in tandem, and you'll never struggle to hear anything. It really seems to be an achievement in sound design.
I cannot help but gush over Infinite. In many ways, I tried to get my hopes up so I wouldn't be disappointed, but I wasn't disappointed. The game has remarkable pacing, it plays like a dream and I love Columbia. I want to visit Columbia again. If anything, the game is over just a tad bit too soon. I cannot imagine I clocked in 12 hours of gameplay. That said, nothing outstays its welcoming, and minus one peculiar "Find three of these!" mission, the pacing is near perfect. Is Bioshock Infinite the game of the decade, only time will tell - but it is certainly early contended for Game of the Year. Go - buy it, love it, and be charmed with Booker, Elizabeth, and Columbia.
Overall: A
Friday, March 22, 2013
Color Sheep (iOS) review
Color Sheep is everything an iOS game should be by design. The concept is simple. You have a Sheep, and you have three colors at your disposal. You can change the sheep any one of these colors, along with a bright and dark variation. As wolves approach of a certain color and brightness, you turn the sheep that color, press him - and he shoots a laser that kills that color wolf.
But don't let that fool you, Color Sheep is hard. I mean really really hard. Bone crushingly difficultly hard. What begins simple, with bright red sheep followed by dark blue sheep, soon has you blending colors. At first, the color blending is simple. Red and green makes yellow. Red and blue makes purple. Then you are introduced into ever more complex ideas such as bright red with dark green make orange. Soon it is bright red, dark green and dark blue make pastel pink. And the combinations continue to expand as wolves race towards you. It all sounds simple in theory, but when six different color wolves are running towards you, you'll falter.
Each level is broken into several rounds, and each level has a backdrop that suitably fits. One single attack by one wolf results back to level 1. It is frustrating, but it works for this type of game. That said, the game would have benefited from another mode (more on that in a second). Thankfully, many of the wolves drop various power ups, which range from slowing down the wolves, to rooting them in place, but the best of all is the cane, which turns you into a rainbow sheep that shoots a giant laser. You'll panic, you'll sweat, and your sheep breathes relief after a close shave.
The game also has a decent practice mode to help you practice particularly hard color combinations, but it could have been more fleshed out. It suffices, but I think it could have had a bit more. It also would have been great if there were missions or a level map you worked through; alas, this is not the case. A simple arcade mode is basically your only option. It's fine, but the game would have benefited from a bit more depth in gameplay modes. Despite this overlook, I cannot help but emphasize that this is a game all about arcade action - and though it has few modes, the game truly is fantastic.
Color Sheep is not for the faint of heart. If you don't have good reflexes or your not in the mood to test your patience, this may be best avoided. For the rest of us, enjoy what might be one of the new greatest games on iOS and Android.
Overall: A-
Wednesday, March 13, 2013
Tomb Raider 2013 Review
As we wind down this generation, it is no surprise we are seeing some of the best games ever. When I think of the end of the PS2 lifecycle, I cannot help but think of Shadow of the Colossus. What surprises me is that when we think of the end of this current generation, many will probably look fondly at Tomb Raider.
The history of Tomb Raider is pretty dark. The series has had a tumultuous time establishing itself as relevant since the PSOne. Tomb Raider and Tomb Raider 2 were amazing games at the time. Exciting adventures with an emphasis on exploring. She was associated with grace and mobility despite controlling like a tank. Once Tomb Raider 3 came along, it seemed Lara Croft had little to offer gamers. While other games were evolving, the "haven't I done this before?" feeling of Tomb Raider plagued it. Lackluster after lackluster game continued, and despite numerous reinventions, the series failed to make a blip on anyone's radar (the exception was the PSN / XBL spin off game Lara Croft and the Guardian of Light).
Now we are witnessing Lara's fourth revitalization, and all I can say is - wow. This is, simply put, the best Tomb Raider ever. Lara, a character known for agility and grace, moves silky smooth. Maneuvering the environment is genuinely exciting. Everything feels intuitive. From switching weapons, to changing ammo (from regular arrows to flaming arrows) all feels seamless. Combat controls always feel smooth, and as you upgrade Lara's abilities, she becomes even more fluid. If there are any problems is sometimes you are not in control of Lara's direct actions. This comes during the seemingly random quick time events. None of the quick time events feel necessary, and they could easily have been replaced by direct control. Worse, the first hour of the game is plagued with them, which makes the player feel he or she will never be in direct control; however, the game quickly drops them in favor of scripted events where you are still in control of Lara. The only other minor complain comes in the lack of an X axis inversion. I always played X axis inverted, so over the course of the first two hours I had to adapt. It was tough, and it may be a hurtle that some gamers never get over.
Graphically, the game runs mostly silky smooth. I played the PS3 version, and I rarely noticed a drop in frame rate and load times are hidden well enough. If there are any complaints, it is with Lara's hair. Something about it doesn't seem as fluid as the rest of everything around her. A minor complaint. Otherwise, anytime I paused the game, it truly looked like a wall paper that I could hang up. Every moment is a gorgeous screen shot. The HUD is also sparse and never clutters up your screen.
Story wise, the game works. The story of an ancient island inhabited by an unknown tribe is exciting enough. It has the usual pitfalls of these kind of stories, but I was always curious about what was going to happen next. Bigger problems happen with character development. Lara is a fully realized character. In fact, Lara may be one of the most developed characters of this generation. From unsure to guns blazing, the transformative behavior of Lara is a slow one. Some may compare it to the protagonist of FarCry 3, but the development here is far more nuanced. So what's the problem? Lara is so developed that she makes everyone around her seem flat. Angry girl, shiesty doctor, and lovable teddy bear are just some of the generics you meet; mostly you won't mind because Lara is such an exciting character, and you really go through her suffering and turmoil with her.
Speaking of suffering, I have never seen such suffering happen to a character. It truly is an adventure full of turmoil and you'll go through every moment with Lara. It is painful to watch. Also, this is one heck of an M rated adventure. Some of Lara's deaths feel like torture porn. It seems almost like the developers enjoyed torturing her, especially early on. It made me uncomfortable, but this all seems intentional and was excellent for plot and character development.
The game is truly exciting. It reminded me of Uncharted 2 levels of excitement. In fact, Nathan Drake could learn something from Lara Croft. The emphasis on exploration is superior to that of Drake's. You will want to explore every nook and cranny of the island; something I have never desired in an Uncharted game. Also, Tomb Raider is continually exciting and every area ups the ante. Uncharted 3 seemed to be set around set-pieces. In Uncharted, you would be excited to play the one area and then have to toil through a lull. Worse, Uncharted 3 felt like set pieces and there was a certain amount of eye-rolling during scripted events. Because Tomb Raider never stops the adventure, the game continues to surprise and amaze.
Optional tombs exist, and they're quiet and nuanced. You might think this could potentially ruin such an exciting adventure, but it is in these quiet moments that are full of as much suspense (if not more so) than the other areas. It is an excellent diversion, and when you are finished with the game, you can explore and find any of the tombs you may have missed. Collecting items is genuinely exciting, and you'll want to burn every banner and destroy every spider totem you find on your way.
A tacked on multiplayer exists. Whether it is worthwhile, I cannot say as I haven't sinked my teeth into as much as I would have liked. But it seems entirely functional and appears to have depth.
Lara's adventure is unparallel One of the best of the generation. I absolutely adore everything about this new Tomb Raider and I am genuinely excited about the possibility of new tombs and new adventures that will soon come. Potentially: game of the year.
Verdict: A
Overall: Despite some minor quibbles over a supporting cast, Tomb Raider is one of the best adventures money can buy. A defining moment for Lara Croft and adventure games.
The history of Tomb Raider is pretty dark. The series has had a tumultuous time establishing itself as relevant since the PSOne. Tomb Raider and Tomb Raider 2 were amazing games at the time. Exciting adventures with an emphasis on exploring. She was associated with grace and mobility despite controlling like a tank. Once Tomb Raider 3 came along, it seemed Lara Croft had little to offer gamers. While other games were evolving, the "haven't I done this before?" feeling of Tomb Raider plagued it. Lackluster after lackluster game continued, and despite numerous reinventions, the series failed to make a blip on anyone's radar (the exception was the PSN / XBL spin off game Lara Croft and the Guardian of Light).
Now we are witnessing Lara's fourth revitalization, and all I can say is - wow. This is, simply put, the best Tomb Raider ever. Lara, a character known for agility and grace, moves silky smooth. Maneuvering the environment is genuinely exciting. Everything feels intuitive. From switching weapons, to changing ammo (from regular arrows to flaming arrows) all feels seamless. Combat controls always feel smooth, and as you upgrade Lara's abilities, she becomes even more fluid. If there are any problems is sometimes you are not in control of Lara's direct actions. This comes during the seemingly random quick time events. None of the quick time events feel necessary, and they could easily have been replaced by direct control. Worse, the first hour of the game is plagued with them, which makes the player feel he or she will never be in direct control; however, the game quickly drops them in favor of scripted events where you are still in control of Lara. The only other minor complain comes in the lack of an X axis inversion. I always played X axis inverted, so over the course of the first two hours I had to adapt. It was tough, and it may be a hurtle that some gamers never get over.
Graphically, the game runs mostly silky smooth. I played the PS3 version, and I rarely noticed a drop in frame rate and load times are hidden well enough. If there are any complaints, it is with Lara's hair. Something about it doesn't seem as fluid as the rest of everything around her. A minor complaint. Otherwise, anytime I paused the game, it truly looked like a wall paper that I could hang up. Every moment is a gorgeous screen shot. The HUD is also sparse and never clutters up your screen.
Story wise, the game works. The story of an ancient island inhabited by an unknown tribe is exciting enough. It has the usual pitfalls of these kind of stories, but I was always curious about what was going to happen next. Bigger problems happen with character development. Lara is a fully realized character. In fact, Lara may be one of the most developed characters of this generation. From unsure to guns blazing, the transformative behavior of Lara is a slow one. Some may compare it to the protagonist of FarCry 3, but the development here is far more nuanced. So what's the problem? Lara is so developed that she makes everyone around her seem flat. Angry girl, shiesty doctor, and lovable teddy bear are just some of the generics you meet; mostly you won't mind because Lara is such an exciting character, and you really go through her suffering and turmoil with her.
Speaking of suffering, I have never seen such suffering happen to a character. It truly is an adventure full of turmoil and you'll go through every moment with Lara. It is painful to watch. Also, this is one heck of an M rated adventure. Some of Lara's deaths feel like torture porn. It seems almost like the developers enjoyed torturing her, especially early on. It made me uncomfortable, but this all seems intentional and was excellent for plot and character development.
The game is truly exciting. It reminded me of Uncharted 2 levels of excitement. In fact, Nathan Drake could learn something from Lara Croft. The emphasis on exploration is superior to that of Drake's. You will want to explore every nook and cranny of the island; something I have never desired in an Uncharted game. Also, Tomb Raider is continually exciting and every area ups the ante. Uncharted 3 seemed to be set around set-pieces. In Uncharted, you would be excited to play the one area and then have to toil through a lull. Worse, Uncharted 3 felt like set pieces and there was a certain amount of eye-rolling during scripted events. Because Tomb Raider never stops the adventure, the game continues to surprise and amaze.
Optional tombs exist, and they're quiet and nuanced. You might think this could potentially ruin such an exciting adventure, but it is in these quiet moments that are full of as much suspense (if not more so) than the other areas. It is an excellent diversion, and when you are finished with the game, you can explore and find any of the tombs you may have missed. Collecting items is genuinely exciting, and you'll want to burn every banner and destroy every spider totem you find on your way.
A tacked on multiplayer exists. Whether it is worthwhile, I cannot say as I haven't sinked my teeth into as much as I would have liked. But it seems entirely functional and appears to have depth.
Lara's adventure is unparallel One of the best of the generation. I absolutely adore everything about this new Tomb Raider and I am genuinely excited about the possibility of new tombs and new adventures that will soon come. Potentially: game of the year.
Verdict: A
Overall: Despite some minor quibbles over a supporting cast, Tomb Raider is one of the best adventures money can buy. A defining moment for Lara Croft and adventure games.
Sunday, February 24, 2013
Review: Emmett, Kat and Fearless PS All Stars add-on
Playstation All-Stars was my game of the year 2012. I know it was an odd-choice for many, but for me - the game brought unparalleled depth to this type of fighter. But enough about that, let's get into a quick review of the new characters.
Emmett Graves from Starhawk:
Emmett Graves is my favorite of the two new characters. There is something about his movement and weight that feels natural. Emmett appears to be a middle tier character. His attacks are not particularly quick, but they are varied. Like Toro, he can switch his stances - or in this case guns. While at first this appears gimmicky, slowly but surely this becomes more complex. Furthermore, depending on what gun he has equipped, depends on his level 1 super ability. It's tricky for sure, and he is not newbie friendly (although, really, besides Kratos, who is?) but there is a curve that requires more of an initial time commitment than Kat. Emmett is a character who constantly builds energy. His most interesting attack (in my opinion) is his turret, which auto-shoots and helps build energy. He really wallops characters, so he is powerful at both mid-range and close range. Playing keep away will yield little results; however, with his ability to summon a beacon that gives AP points, it is not an entire loss if you're against a character who likes to keep his distance. By far, Emett's level 2 ability is the most impressive. As a rocket hurls towards the earth, anything in its path is killed and it also has a hefty blast radius upon landing. His level 3 is also impressive as he enters a giant mech and could easily rank up 6+ kills. Emmett's not for the faint of heart. After many many battles, I'm still trying to figure out all his weapons and their best utility. Like Toro, Emmett is a methodical character and he can adjust to many situations, but learning him is not the easiest, and he is no powerhouse like Krators or Nariko.
Overall: B+
Kat from Gravity Rush
I believe Kat will immediately enter into popularity like Kratos and Raiden. She is quick, agile, combo heavy and she really does everything. Sliding across the screen, summoning objects to be launched at other people - Kat really is impressive in many facets. With Kat, there is definitely an ease of use, compared to many other All Stars characters. She is devastating at close range, and since she can close the gap quickly, other characters are in your constant danger. Combine this with a fairly impressive projectile and Kat may be one of the most dangerous characters on the roster. What really will set her apart is an excellent Level 1 ability. As she dashes across the screen, you can almost always guarantee a kill or two. While her Level 1 is excellent, her Level 2 leaves something to be desired. Maybe I cannot quite figure it out, but I can usually only get one kill with this super. She jumps up and shoots two sets of three projectiles, but controlling them or getting this super to do exactly what you want is not too easy. Her Level 3 ability is much like Nariko's or Jak's. Devastating in the right hands. Kat is an impressive character, she easily gains AP, and her Level 1 is vicious. As for her other Supers, they require a bit more finesse, but with practice, the Level 3 will shine.
Overall: A
Both characters are worth additions and feel right at home in the game.
Fearless:
I hate Fearless. It is a personal hatred. I actually think it is a worthy addition, but I just needed to get that off my chest. A cross between Heavenly Sword and Wipeout, Fearless is an impressive stage, but it lacks the cohesiveness of other levels. The level starts off basic enough. In fact, this is probably the best part of the level. It allows for action to occur in a normal and standard way. The barrenness really does give it something unique, and since it lacks any platforms, it really helps separate it from other levels. Then the second part of the stage happens. The left the stage is multi-tiered and feels like a tight confine, and on the right is an electric wall. I hate that electric wall. In the Infamous level, everyone always groans when they hit the electrical sign. But the sign turns off in that level. In this level, the wall never turns off. But in all my time on this level, everyone seems to hoard around it with the hopes of knocking someone into it. It is a disaster. Furthermore, because of the unevenness of the ground floor, the level forces chaos in a way that I have not seen in another level. Everyone either clumps on the right next to the electric wall, or on the left where it is safe. This is not a level for characters who like a keep-away strategy. The electrical wall is actually a track from Wipeout, so aesthetically, the level is gorgeous. But for me, the fun is kind of sucked out of it.
Overall, the level is a worthy addition. It has a unique feel, which is impressive considering nearly each and every other level does too. I just hate how chaotic it immediately feels. It reminds me of the first 30 seconds of the Uncharted level, but it lasts two minutes too long.
Overall: C+
Emmett Graves from Starhawk:
Emmett Graves is my favorite of the two new characters. There is something about his movement and weight that feels natural. Emmett appears to be a middle tier character. His attacks are not particularly quick, but they are varied. Like Toro, he can switch his stances - or in this case guns. While at first this appears gimmicky, slowly but surely this becomes more complex. Furthermore, depending on what gun he has equipped, depends on his level 1 super ability. It's tricky for sure, and he is not newbie friendly (although, really, besides Kratos, who is?) but there is a curve that requires more of an initial time commitment than Kat. Emmett is a character who constantly builds energy. His most interesting attack (in my opinion) is his turret, which auto-shoots and helps build energy. He really wallops characters, so he is powerful at both mid-range and close range. Playing keep away will yield little results; however, with his ability to summon a beacon that gives AP points, it is not an entire loss if you're against a character who likes to keep his distance. By far, Emett's level 2 ability is the most impressive. As a rocket hurls towards the earth, anything in its path is killed and it also has a hefty blast radius upon landing. His level 3 is also impressive as he enters a giant mech and could easily rank up 6+ kills. Emmett's not for the faint of heart. After many many battles, I'm still trying to figure out all his weapons and their best utility. Like Toro, Emmett is a methodical character and he can adjust to many situations, but learning him is not the easiest, and he is no powerhouse like Krators or Nariko.Overall: B+
Kat from Gravity Rush
I believe Kat will immediately enter into popularity like Kratos and Raiden. She is quick, agile, combo heavy and she really does everything. Sliding across the screen, summoning objects to be launched at other people - Kat really is impressive in many facets. With Kat, there is definitely an ease of use, compared to many other All Stars characters. She is devastating at close range, and since she can close the gap quickly, other characters are in your constant danger. Combine this with a fairly impressive projectile and Kat may be one of the most dangerous characters on the roster. What really will set her apart is an excellent Level 1 ability. As she dashes across the screen, you can almost always guarantee a kill or two. While her Level 1 is excellent, her Level 2 leaves something to be desired. Maybe I cannot quite figure it out, but I can usually only get one kill with this super. She jumps up and shoots two sets of three projectiles, but controlling them or getting this super to do exactly what you want is not too easy. Her Level 3 ability is much like Nariko's or Jak's. Devastating in the right hands. Kat is an impressive character, she easily gains AP, and her Level 1 is vicious. As for her other Supers, they require a bit more finesse, but with practice, the Level 3 will shine.
Overall: A
Both characters are worth additions and feel right at home in the game.
Fearless:
I hate Fearless. It is a personal hatred. I actually think it is a worthy addition, but I just needed to get that off my chest. A cross between Heavenly Sword and Wipeout, Fearless is an impressive stage, but it lacks the cohesiveness of other levels. The level starts off basic enough. In fact, this is probably the best part of the level. It allows for action to occur in a normal and standard way. The barrenness really does give it something unique, and since it lacks any platforms, it really helps separate it from other levels. Then the second part of the stage happens. The left the stage is multi-tiered and feels like a tight confine, and on the right is an electric wall. I hate that electric wall. In the Infamous level, everyone always groans when they hit the electrical sign. But the sign turns off in that level. In this level, the wall never turns off. But in all my time on this level, everyone seems to hoard around it with the hopes of knocking someone into it. It is a disaster. Furthermore, because of the unevenness of the ground floor, the level forces chaos in a way that I have not seen in another level. Everyone either clumps on the right next to the electric wall, or on the left where it is safe. This is not a level for characters who like a keep-away strategy. The electrical wall is actually a track from Wipeout, so aesthetically, the level is gorgeous. But for me, the fun is kind of sucked out of it.Overall, the level is a worthy addition. It has a unique feel, which is impressive considering nearly each and every other level does too. I just hate how chaotic it immediately feels. It reminds me of the first 30 seconds of the Uncharted level, but it lasts two minutes too long.
Overall: C+
Tuesday, February 5, 2013
Pixel People (iOS) Review
Chillingo games are consistently the top selling games for iOS devices, and this is the second game in almost as many weeks that is an absolute must download (Pudding Monsters was there other outstanding release this year). Unlike other Chillingo games, Pixel People is free to download; furthermore, it embodies one of the best free 2 play (F2P) models I have ever seen in a game. Pixel People is a blend of Doodle God and Simpsons Tapped Out. But it takes the best of these two games and integrates them in a clearer and more fascinating way. From its blending of genres to its emphasis on discovery Pixel People is the best game for iOS this year.
The final bit that makes the game special is the heart system. As you play hearts will appear where you residences are. Click eleven hearts (or cheaper with building upgrades) and you will unlock a special delivery. The special delivery can range from a variety of items including rare classes, special animals, money (from 5k to 50k) or Uranium (1u - 5u). The game encourages you to play with your town constantly, something other types of these games shy away from.
Aesthetically, the game is gorgeous. It can seem a bit messy at first, but each pixel has a purpose. The pixel aesthetic is always adorable and sometimes very clever. The references to other video games and pop-culture always puts a smile on my face. The game is chock full of happiness and delight.
In the future, the world is floating in a mysterious space vacuum. Producing houses produces clones and these clones can be turned into classes; quickly, these new classes can be fused with other classes to produce even more classes. At the basic the game sees ideas such as the Assistant + Sheriff = Deputy. Eventually you'll have an array of classes included Winemaker, Magician, and Cameraman.
In addition to creating classes, some classes yield new buildings. Fusing and finding out what you create is truly a lot of fun. In the game Doodle God, you would try an endless number of combinations with no clear direction. Pixel People circumvents this by graying out classes that have no new match. This may seem like easy mode, but Pixel People is not about difficulty, it is about discovery. The game encourages you to expand, design and create the most exciting town possible.
The only real difficultly comes in managing your real estate and residents. Buildings yield money, but they also take up space. Eventually, land expansions will be needed to place more buildings; also, all your clones need homes so you'll be plunking down new residences left and right. The game rewards you with every move and every button pressed, but there is calculation in your class choices because of the valuable real estate they will inevitable take up.
The emphasis on discovery has continued throughout my playtime. Certain buildings produce different money and bonuses, while others will unlock achievements or tell you a future combination of classes you should try. Pixel People's clean design is never overwhelming and the interface works wells. The only issue comes in some of the vague explanations. People I know who have played have all had the same questions: what do parks and roads ultimately yield. And the game does not give you any direction and does not explain what certain buildings do. The game could certainly be clearer. There also is no master list of your characters. So while you can see what classes you have fused together, you cannot see that your construction worker is at the bank or your assistant is at the hotel. This may not seem like an issue if there was only 10 classes, but the game is stocked with 150 classes. Hopefully, there will be a patch to make management a little easier.
Earlier I mentioned the game is a F2P model. I have not been overtly a fan of this model, but many of these games are increasingly getting it right. A game that gets it oh so wrong is Simpsons Tapped Out (which is probably my favorite iOS game by the by). Donuts are the premium item in that game, and getting them is next to impossible. Pixel People also has a premium item known as uranium. Unlike Simpsons, uranium is easily found. You can get them by receiving hearts, by planting gardens, or by unlocking new buildings. I have earned easily 70 of these Uranium in my playtime thus far. I've spent it on a variety of free items and to speed up the build time of several of my buildings. I'm cautiously using it, but I am using it. It is a great model. In Simpsons you can go days and sometimes weeks without seeing donuts, while in Pixel People I have seen around 5-10 uranium in a given day and sometimes more. Getting uranium is exciting and the game encourages you to use. It is also important to note that uranium items are not overtly costly ranging from as little as 1 to as much as 10.
Aesthetically, the game is gorgeous. It can seem a bit messy at first, but each pixel has a purpose. The pixel aesthetic is always adorable and sometimes very clever. The references to other video games and pop-culture always puts a smile on my face. The game is chock full of happiness and delight.
It all works well. From the gameplay, to the aesthetics, to the sound, to the pun filled humor (my Valet is called Ford Parker!). Pixel People is an amazing experience, and at the cost of free, there is no reason you should shy away from it. Chillingo has created an outstanding game, and it again cements Chillingo as one of the greatest iOS developers.
For me: Pixel People is my nomination for Game of the Year (of the week).
In the meantime - I've created the first Pixel Person you receive - the Mayor:
Available at my Etsy shop $3.49 Pixel People - Mayor
In the meantime - I've created the first Pixel Person you receive - the Mayor:
Available at my Etsy shop $3.49 Pixel People - Mayor
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