Few things in the gaming world are as controvertial as game reviews themselves. Fanboys and fangirls wait with bated breath to peek at the scores for their most anticipated games. If these scores aren't as high as their expectations, some of them are apt to explode, whether at writers, publishers, comment boxes, or at developers themselves. Unfortunately, what would seem to be a simple subjective scoring has now turned into an important industry, as the likelyhood of developers and publishers could be impacted by such things. Thus we have our current situation, where games are often reviewed as exacting and objectively as possible. However, does this even remotely mirror the experience of the end user and help the customer in deciding how to spend their money? I argue that this is fundamentally flawed and that we can find a better way, both for the developers and the consumers.
It should be little surprise for anyone
who knows me that my most exciting development from E3 was the unveiling of Child of
Eden. Kept hidden for two years in development, Tetsuya Mizuguchi, Q?
Entertainment and Ubisoft
(with a little help from Joel McHale) announced the title to the world to start off
the Ubi conference. Mizuguchi took the lead,
presenting a
demo level paired with the 360's Kinect motion capture
system.
While most detailed information on the title is still sparse and hard to find,
bits and pieces of information are beginning to sift around, most of which sound quite promising. Here is what we know so
far...
As mentioned in my previous article,
Street Fighter 4 has become THE fighting game phenomenon of recent
years, and with good reason. Released to consoles early 2009 and
backed by a fantastic media campaign, Capcom gave fans a stunning,
well-balanced mix of old and new. Refreshing the memories of old
fans while simultaneously creating new ones, the fighting game was
resurrected.
Its update/sequel/expansion recently hit stores in April, offering new characters, new ultras, and a fantastic replay system along with improved online matchmaking and play. As I do not actually own a copy of the game, this article will only be my initial impressions on these topics. Currently released on 360 and PS3, an arcade version is planned for the near future, with a PC version yet unannounced and conspicuously absent.
Today's first hour review is for Trine, a unique sidescroller
brought to us by Frozenbyte. Having known nothing about the company
before now, Wikipedia tells us that they are a Finnish developer,
founded in 2001 and consisting of around 20. They previously made two
games for PC, Shadowgrounds and Shadowgrounds Survivor (apparently FPS
with RPG hybrid elements).
Their latest game, Trine, was released in 2009 for PC and later PS3 (with 360 version seemingly cancelled). I became drawn to the game by a cheap price on Steam along with pretty screenshots and a bit of positive word-of-mouth.
To video games afficionados, it may
seen odd to find a peer who doesn't own any modern consoles. In
fact, I'm honestly frequently asked by peers, "Do you have a
360? Oh, a PS3?" Nope, only PC. "Why?"
Normally this query would get a brief brush-off response as I really don't feel like talking someone's ear off about such silly things, but that's what writing is for, no? So here are the reasons why I still do not own a Wii, 360 or PS3 despite liking games enough to write on a website about them.
People generally sit down and play
games for fun and entertaining experiences. In contrast, they
generally only learn math out of necessity or for financial desires.
Rarely does "math" and "fun and entertainment"
interact to any significant degree, as shown by the vast amount of
the population who despises the various forms of math, if not
outright sucking at them. Certainly we can find math in some
gameplay, given say a choice between various equippable items, but
modern games readily simplify the process, giving clear comparisons
if not outright displaying the superior choice. Games are certainly
rooted in math, down to the programming, but players are absolved of
such things, witnessing only the shiny results. However, a time and
place exists for such contradictions as math and fun, and Number
Munchers is just that contradiction.
Serious Sam HD: The First Encounter is
a recent remake of the fps classic, Serious Sam, both developed by
Croteam. While I own the original Serious Sam Second Encounter, I
really never played it, being somewhat put-off by the seemingly
cheesy nature and waves of ugly enemies. But I recently got the
update fairly cheap and decided to give it another shot. After
quickly running through the demo level, I start the actual game here,
so here we go... and if you wish, you can follow along with the
youtube playlist.
This Psychonauts Audio-Visual (half) Experience contains and displays some of the vibrant, shiny, brilliant, and clever content that exists throughout the game. Unfortunately, due to a variety of bugs that caused me crashes, missing graphical layers, strange periodic muted dialogue, control irregularities, memory leaks, and crippling fps drops, I did not have the heart to continue or even play the game for significant time each session. But there is no question that the game itself has heart and some clever, varied visual design, thus here we are...
This spoiler-filled
Audio Visual Experience of Time Gentlemen, Please! contains both
potential puzzle/adventuring hints as well as possibly direct
spoilers, up to and including the ending of the game. If you are
interested in playing the game and have yet to do so (check the less
spoilertastic article on the game),
then you may wish to avoid this article. Otherwise, enjoy the
experience of this fun little indie adventure game. Also as a
sidenote, due to a bug with the game engine, no dialogue was captured
on the images until the last few images, when some setting changes
fixed the issue (as a result, somewhat reducing spoilering but also
reducing fun). Warning: potential spoilers below.
So as I'm moving through my Steam
backlog, my next games are the adventure duo Ben There, Dan That! and
its sequel Time Gentlemen, Please! Both are old-school 2d adventure
games, harking back to classics such as Maniac Mansion, Loom, Monkey
Island and Sam & Max (admittedly, none of which I have played
aside from the free Sam & Max episode on Steam).
In case you aren't familiar with the PC adventure game genre, they're dialogue-heavy puzzle/detective games of a sort. You walk around, talk to people, pick things up, interact with objects and generally figure out ways to progress to your next or overall objective. It's generally very simple to play, not requiring twitch skills or muscle memory like most modern games and can be taken at whatever pace you wish. The humor of the games are by far their biggest draw, with large amounts of clever, lighthearted, endearing dialogue. Of course, then the dialogue is the main draw of the genre and allows it to stand out over say, an electronic version of Clue. Other significant factors towards the final product include ambience, intelligent pacing and a basic yet effective control scheme. The genre as a whole has a fairly rabid dedicated fanbase. This is in contrast to the majority of the gaming world, who doesn't even know that the genre exists.