Full game reviews as we beat them, there will be a balance of both new and old games reviewed. We review the basics of the game and deliver scores in a few categories and an overall score out of 10.
Blackwell Convergence follows The Blackwell Legacy and Blackwell Unbound in Wadjet Eye Games’ story-driven adventure game series. I found Unbound to be a stunning entry that rectified many of Legacy’s issues while building on the series’ mysteries. It also had a ton of style that is sadly absent in many games today.
So I had high expectations for Convergence, as the story was brought back to present day with our original heroine Rosangela Blackwell. The detour Unbound took to the past was engrossing and informative, and gave the series that much more emotional weight. I knew it would be tough for Convergence to keep up the momentum, but I promised myself that if it did, I’d be waving the Blackwell flag for many years to come.
Released in 2009 for Windows and once again built in Adventure Game Studios, here’s my review for Blackwell Convergence.
Three of my favorite mobile series recently received updates, so it’s time to revisit them. Angry Birds Space is the new Super Mario Galaxy inspired spinoff of the original bird-flinging game, and Cut the Rope: Experiments expands upon the original Cut the Rope concept with new ideas and 125 levels. Finally, the genius Where’s My Water? has received some new levels since my original review, so I’ll touch on that too.
Laugh if you want, but I really love these games for their quintessential mobile experiences. Levels are short and sweet, difficulty ramps up slowly, and gameplay variety is injected constantly. Each of them have fun with physics and benefit greatly from the touchscreen. Plus, they’re dirt cheap.
My thoughts will hopefully be short and efficient, just like the games I’m reviewing. I played each game on my Android EVO 4G phone.
It was four minutes into Tales of Graces f that I met the amnesiac with the impossible purple pigtails. She didn't know who she was, or where she came from, or anything really. She was a deadly martial artist, but nearly walked right off a cliff. Later she asked the meaning of the word "friend." I threw up in my mouth a little and realized that Graces f would be a tale quickly forgotten. In hindsight, I guess the cover art should have served as warning.
But if the whole game boiled down to waiting for the kid in the Elvis getup to realize that the king is possessed by a demon, I wouldn't have played it for almost ninety hours. Yes, a lot of time is wasted running errands through copy-paste corridors while the characters say how they feel and explain magical jargon. But then you run into a giant spider, and the kids' anime story melts away for a few seconds of glorious battle.
I'll even say that Tales of Graces f has my favorite RPG combat, taking the crown from predecessor Tales of Symphonia. Graces f layers new abilities and limitations onto Symphonia's melee-and-magic arena skirmishes, and the end result is a more dynamic structure that makes earlier games in the series look like button mashing. It's also complicated as hell.
Fresh on the heels of the well-received The Blackwell Legacy arrives Blackwell Unbound. After playing and thoroughly enjoying the first for our Indie Impression feature, continuing was an inevitability. For reference, Legacy was released in 2006, and Unbound in 2007. There have since been two more releases in the semi-episodic series, so I'm still a bit behind. I am playing the re-released versions in the Blackwell Bundle, which offer improved voice acting as well as bug fixes and some extras. The Blackwell series (as well The Shivah) were primarily developed by Dave Gilbert and his studio, Wadjet Eye Games.
For ease of writing, I'm just going to assume that you don't mind to be aware of mild spoilers in the first act of the first game. After all, it's printed everywhere, including the covers of these very games. Essentially, the Blackwell series is about the generational history of this family who has been "blessed" to be mediums to the restless spirit world. In the case of the Blackwells, they have been assigned by the powers that be to a ghost detective named Joey Malone. He is forced to stay with his medium at all times and guide them towards restless ghosts in the world who have, for one reason or another, been unable to pass on into the afterlife.
During Legacy, we played as Rosangela, the newest medium in the Blackwell family. She has to fight through a bit of family history as well as her own personal weaknesses, before encountering her family's legacy. In Unbound, we travel back to her aunt, Lauren, who has already met and come to terms with Joey.
As I reflect on Mass Effect 3 before I attempt to write its full review, I’ve been catching up on games in mobile land. Angry Birds Space and Cut the Rope: Experiments were just released, but I’ve sort of grown into a Kairosoft fanboy over the last few years so they beckon even stronger. Mega Mall Story is my latest go at their games after Pocket League Story, and it brings some new ideas to the “Story” series and merges some of their existing ones, as well.
In Mega Mall Story you run, well, a mall. In lots of ways it feels like SimTower, the Maxis published simulation where building up was just as important as fattening your wallet. But it also feels like a traditional Kairosoft title, with all the charm and number crunching seen in some of their more sportier titles, plus the layout challenge founded in Hot Springs Story.
Mega Mall Story is available for both Android and iOS for a few bucks, I played it on my HTC EVO 4G phone.
It's understandable that a hardware manufacturer like Nintendo would condemn app gaming. The company makes its fortune on dedicated video game machines and the traditional $30+ software pricing; the $1 mobile alternative is a serious threat to the viability of that strategy, especially in the handheld market. You won't see the House of Mario endorsing Angry Birds and its ilk any time soon (until it comes to 3DS, anyway).
It's a shame that a Nintendo-branded smartphone is so unlikely, because gaming's biggest name already has a series perfectly suited for the bite-size mobile market. The little known Art Style franchise on WiiWare and DSiWare emphasizes "elegant design, polished graphics, and pick-up-and-play controls." Having played the gravity-manipulating Orbient on WiiWare and cardboard-factory simulator Boxlife on DSiWare, I can definitely see the Art Style brand as a viable and profitable iPhone series.
Last month I picked up Cubello, one of the earlier Art Style games on WiiWare, from the Club Nintendo rewards program. It looks like the offspring of Tetrisphere and a Rubik's Cube got caught in a light gun game. I like it better than either of those things, though.
Having just finished The Blackwell Legacy a few days ago, I decided to waste no time in jumping into its sequel, Blackwell Unbound. These aren’t long games by any stretch of the imagination, clocking in at just a few hours each, but they don’t waste any time spinning their wheels or forcing you through gameplay hoops that aren’t essential to the plot.
Developed by Wadjet Eye Games, Blackwell Unbound was released in 2007, less than a year after Legacy. The game tells the story of Rosa’s aunt, Lauren Blackwell, the previous medium in the family and former detective of all ghostly things.
Unbound was originally intended to just be a short flashback sequence in what is now the third game, Blackwell Convergence, but was fleshed out into a standalone title as development progresses. Let’s see if the game manages to stand on its own in the adventure gaming genre.
I played a lot of point and click adventures growing up, from the Monkey Island series to King’s Quest, but I figured the genre for dead over the last decade. What a pleasant surprise to find that it’s alive, well, and kicking in the indie community. Ben There, Dan That and Time Gentleman, Please! have been covered here before, and now I’ve discovered the delightful Blackwell series.
The Blackwell Legacy is the first game in an ongoing series of point and click adventures from Wadjet Eye Games. Set in modern day New York City, the game already sets itself apart from most of the fantasy elements Lucasarts and Sierra raised the genre in, except for one thing: the main character is accompanied by a ghost.
Recently featured in our Indie Impression column, The Blackwell Legacy was well received by all participants, and knowing it was a relatively short game, I had no qualms in playing on. Here are my thoughts on The Blackwell Legacy.
In the last few years, I’ve had trouble focusing on beating games. This isn’t necessarily a bad thing, but I’ve built up such a huge backlog from Steam sales and Humble Bundles, that I was getting closer to owning more games that I hadn’t conquered that had. This was personally my big reason for green-lighting the new Indie Impression feature: it would give me an easy way to at least try out lots of games without necessarily committing even an entire hour.
Having recently featuring Cave Story+, I quickly plowed through it after finishing up my impressions. It is one of those games you hear about for years as being great, and it keeps getting re-released with newer graphics on more platforms, once Cave Story+ hit Steam the time was right.
My initial impressions were positive, viewing the game as a pretty solid Metroidvania with tight controls, let’s see if I found the rest of the game as appealing.
I was disappointed in Uncharted: Drake’s Fortune, I’ll just put that out there right away. The game received near universal acclaim upon release (it scores an 88 on Metacritic), but I’ve heard rumblings in the recent years that the game has problems. This isn’t uncommon, Uncharted 2: Among Thieves was released two years later to even higher scores (96 average!), so people discover things to gripe about as time passes. But I haven’t played any other Uncharteds, though the game is over four years old, maybe I’ve just soured on it in other ways.
Released in 2007 and quickly labeled as the year old PlayStation 3’s best game, Drake’s Fortune kicks off the Uncharted series that has gone on to sell millions of copies on both the PS3 and PSP, and is headlining the recent Vita launch. It stars Nathan Drake as the supposed ancestor to real treasure hunter Francis Drake, and combines cover-system firefights with Assassin’s Creed-like climbing.
I recently published my first hour review on Uncharted, along with the complete video of its opening. If you watch it, you should definitely be able to see why I was so excited to keep playing: it has action, intrigue, and witty writing, along with a cast you can’t help but love. But problems eventually plague all aspects of the game, let’s get into them.