simulation

MotoHeroz [Video]

First Hour Review

Motoheroz CoverAlthough it's common to see a physics engine mentioned in the opening credits of current generation titles, games that are driven by calculated friction, momentum, and the like are still so rare. Trials HD is one of the few I've experienced that uses complex physics as a gameplay core, rather than merely governing how crates jump and limp bodies flail after an explosion. Tellingly, Trials HD is also among the generation's most unique games, a blend of platformer, simulation, and racer that make it impossible to define with current genre labels and difficult for new players to grasp.

Developer RedLynx appears to preserve that essence and curtail the frustration in MotoHeroz, a WiiWare title that replaces Trials HD's injury-prone dirtbike rider with durable, tumbling buggies. Trials's garage skatepark courses are also traded for platformer-adventure mainstays like forests, snowfields, and deserts. Strip away the Wii-appropriate aesthetics, however, and the game seems to be a kinder Trials romp, very much the approachable but deep physics showcase of its Xbox 360 and PC cousins.

I spent an hour bounding through the Story Adventure and climbing the leaderboards in some daily online challenges. Check out some of the footage pulled from that sixty minutes.

Grand Prix Story

Full Review

Grand Prix Story CoverKairosoft has quickly become my favorite developer on mobile platforms. With the English release of Game Dev Story last year, Kairosoft has placed themselves as the premier simulation creator on iOS and Android. Game Dev Story was followed up by the SimCity-esque Hot Springs Story, and then Android received the exclusive Grand Prix Story a few months back (Pocket Academy, a high school simulation was released exclusively for iPhone and iPad).

Kairosoft has been a very active developer the last few years in Japan, with over 20 releases, including already released sequels to some of their English titles. Their lineup of games ranges from the ordinary to bizarre to simply inspired, with Game Dev Story serving as a catalyst for new markets.

I reviewed Hot Springs Story a few weeks ago, and quite enjoyed both the similarities and differences it had to Game Dev Story. From the games released outside of Japan, there appears to be two types of gameplay: the straight up numbers game like Game Dev Story, and the Hot Springs style layout designer/builder. Grand Prix Story falls under the former, Pocket Academy under the latter. Here's my review of Grand Prix Story for Android, played on an EVO 4G. I hope to have a Pocket Academy review soon.

Hot Springs Story

Full Review

hot Springs Story CoverGame Dev Story was kind of a perfect storm video game for me. It combined my love for deep simulations with game development and threw in some lovely pixel art to top it all off. Hot Springs Story is Game Dev’s successor, and while I have been in hot springs in Japan, I had little interest in managing one. But since this is Kairosoft and knowing how much I enjoyed developing games within a game, I had to jump at it.

While I originally played Game Dev Story on an iPod Touch, I played Hot Springs Story on an Android EVO 4G. It has a much larger and better looking screen, which is great because Hot Springs Story does a much grander job taking advantage of all the screen real estate available.

Let’s get into my review of Hot Springs Story, developed by Kairosoft for Android and iOS.

Harvest Moon: Grand Bazaar

Half-Hour Handheld

Harvest Moon Grand Bazaar CoverLike many, I was first introduced to the concept of farming simulation via an obscure Facebook title called Farmville. Not sure if that game flopped or not, but I didn't stick around too long to find out as the idea of caring for crops day in, day out did little to excite me. Sure, I like managing and being organized and earning faux money, but in the end, there wasn't really much to do with Farmville other than pester friends with countless requests and click on the same things over and over. After some time passed, I got the hankering again to water some crops and decided to give Rune Factory: A Fantasy Harvest Moon a try; unfortunately, despite being a farming simulator with bonus RPG dungeon-crawling elements, I still wasn't entertained.

Scanning the shelves of my local GameStop recently, I noticed a bunch of other Harvest Moon games on the DS. Like, a ton. There were at least three sitting eye-level, staring me in the face, begging to be watered. And I got that itch again. I decided to give the most newest title a chance. Let's see if Harvest Moon: Grand Bazaar is different enough to grow into something fun, something edible. 

Steel Diver

Half-Hour Handheld

Steel Diver CoverAny time a creator of game technology sets a new standard, they want to show it off in a way that gets potential customers dreaming about what games they might be playing with it. The Final Fantasy VII tech demo for PS3 was meant to show off the graphical leap that Sony's Spiderman-fonted grill console could muster...and, of course, hype fans up for a remake that would never exist. Peter Molyneux's Milo was a proof of concept that Kinect could, theoretically, be an interaction simulator. With the game's cancellation, it looks like that will stay a theory for the time being. And who could forget Epic's "meat cube" demo for Unreal Engine 3, newly improved for Gears of War 2? And yet, here we are in 2011 with no cubes of messy meat to play with whatsoever.

Sometimes, what starts as a tech demo eventually becomes a retail product. Such is the case with Steel Diver, possibly the only submarine video game I know of. What is now a 3DS launch title was originally meant to show off the brand new use of the touch screen as a controller...six years ago, for the original Nintendo DS. It seems Nintendo decided to take that aged tech demo, update its visuals for the new hardware, and profit.

So here we are at the 3DS launch, with three first party retail titles from Nintendo. One appears to merely be a graphical update to the Nintendo DS' second best-selling game. Another seems to be made entirely of assets from Nintendo's ridiculously successful Wii Sports series. Could Steel Diver, a tech demo that was forgotten a generation ago, prove to be a niche hit lurking in the depths, or will it continue to torpedo into obscurity?

Harvest Moon: Magical Melody

First Hour Review

Harvest Moon Magical Melody CoverHarvest Moon has been one of my favorite video games series, but with as many Harvest Moon titles that have been released, there are bound to be a few that just don't click with me. This has been happening more often than I would like of late with my favorite farming simulator, and I blame that on essentially the two different series Harvest Moon has become. Ignoring all the spinoffs such as Rune Factory, Frantic Farming, and Innocent Life, the series essentially split at the Back To Nature/Friends of Mineral Town point about ten years ago.

Back to Nature for the PS1 was the first non-Nintendo Harvest Moon game and expanded on the previous console release, Harvest Moon 64. An enhanced remake/port was released for the GBA titled Friends of Mineral Town which I consider to be the quintessential Harvest Moon title. But at this point, the PS2 and GameCube were out, and the developers started going down the road of fancier 3D graphics on the conoles while basically every portable iteration has been based on the Friends of Mineral Town structure.

So what I call the portable Harvest Moon series is built on a very solid set of gameplay elements: farming, foraging, mining, and relationships. All aspects of the game are well-tuned and are balanced decently. On the consoles, it's a completely different story: we get a mish-mash of unbalanced, poorly tuned gameplay elements planted in a boring looking 3D world. The console "series" has suffered like this since Save the Homeland on the PS2, but I mostly blame A Wonderful Life, the first Harvest Moon game I ever played that I really, truly hated.

Magical Melody, of course, falls into the console series. Released on the GameCube in 2006 and then re-released on the Wii in 2008, Magical Melody continues the sorry Harvest Moon console tradition of not being very much fun. Whoops, did I spoil the first hour for you?

I've actually been sitting on this first hour review for an entire year, I had it completely written except for this introduction. I'm not really sure what I was waiting for; I think through a combination of Magical Melody being an older, quite unexciting game combined with the fact that it's a sorry game from one of my favorite series made me hold off. But I really need to get it off my to-do list, so here you go, the first hour of Harvest Moon: Magical Melody for the GameCube.

I Didn't Beat This Game: Rune Factory 2

Blog Post

Rune Factory 2 CoverI began playing Rune Factory 2 almost 14 months ago, I enjoyed the original Rune Factory but thought there were quite a few flaws that needed to be dealt with. With the inevitable Harvest Moon sequel, I knew that I would have a chance to play their next iterations of the "fantasy Harvest Moon" series.

Rune Factory 2 was released in late 2008 but I didn't bother picking it up until a year later, the Nintendo DS is probably my most played platform so there are a lot of games to get to. I played pretty hardcore for a month, which ultimately, probably is what did me in. I was making cash hand over fist and it wasn't even the end of the first Spring; my farming was so profitable but time-consuming that I burned myself out.

I picked up the game again a few months later and managed pretty successfully to continue where I left off: making lots of money and not actually having a lot of fun. I hate to blame myself for this though as the game readily enabled me every step of the way, but my extensive Harvest Moon knowledge and wealth of strategies certainly didn't help either.

My notes on the game have been languishing for months though, so I'd like to get my thoughts on the game out there in the wild. I'm horribly late to the party as Rune Factory 3 was released in November, but to not comment on a game I played for tens of hours seems like a travesty when I write a thousand words on games I beat in eight hours. So please note that this is not a review, but merely an observation of my experiences, there will be no score awarded for obvious reasons.

Dwarf Fortress

First Hour Review

Dwarf Fortress CoverA few months ago I was emailed from a reader requesting I give Dwarf Fortress a try. He described it as “pretty complicated” but asked that I follow a series of tutorials written by a devoted fan. I gave the game a look, skimmed over the tutorials, and shelved the idea of playing it. Dwarf Fortress seemed a bit overwhelming and having been on a bit of a NetHack kick last year I was feeling a burned out with ASCII gaming.

I decided it was finally time to give it a chance though, so here’s my first hour playing Dwarf Fortress. The game is currently in development (and has been for the better part of the last decade), but since the tutorials I’ll be following are for a specific build from back in 2008, that’s what I’ll be playing. So keep in mind that while I have never played Dwarf Fortress before, I will be following the walkthrough site pretty closely (and using the included saved game, though nothing has been built out).

This seems like a great time to visit Dwarf Fortress, with the success of another indie darling, Minecraft, generating huge waves and sales; super-deep sandbox games are big right now. So let’s get this started and dig into Dwarf Fortress on the PC.

Game Dev Story

Full Review

Game dev Story CoverI’ve played a few iOS games this year, mostly just picked stuff up from word of mouth or something a friend developed. I started hearing about this little simulation title called Game Dev Story, and after reading up on the premise and reading about some crazy sounding experiences on Twitter, I had to check it out.

In a way, it’s basically in the genre of games my wife loves on her iPod Touch: the simple yet addictive management simulator. She loves Sally’s Spa and Diner Dash (and I’ll admit, I tried them both out and while I could easily recognize why someone would like them, they quickly became stale), and on the surface, Game Dev Story isn’t much different.

But it is different, and that’s why I’m bothering to write about it. Warning: Game Dev Story is extremely addictive, deep, and funny. Read on for my review.

SimCity DS

Half-Hour Handheld

Simcity ds CoverBesides Super Mario World, SimCity was one of the first games I got for my Super Nintendo Entertainment System way back when. Countless hours were spent creating the most glorious cities…and then throwing total havoc their way. It was one of the first simulation games I’d ever played, and watching the seasons change, residential zones flourish, and roads fill up with traffic was extremely satisfying. Alas, I traded in my SimCity cartridge for something else (hopefully not Shaq-Fu) because I was young and stupid once. Now I’m just less stupid. Moving forward, I dabbled in later PC versions of SimCity, but never found any of them to be what I used to love. Maybe SimCity DS will be the one to warm the cockles of my heart?

Greg reviewed the DS sequel, SimCity Creator last year.

 

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