Steve's reviews and writings

  • Dear Esther

    Audio-Visual Experience

    Dear Esther CoverI first became aware of Dear Esther on the day it was released, as news passed that it recouped its Indie Fund investment in a mere six hours.  Somehow, I entirely missed word of the game prior to that, but as I read more, I knew I had to play it.  While it will take multiple playthroughs to obtain the game's full experience (due to semi-randomized dialogue), I came away a bit underwhelmed by the game.  I normally eat up intentionally vague/confusing dialogue-based stories, but this story seems a bit more pedestrian than most (even if the vagueness fully makes sense within the story).  But this in no way takes away from the game's other draw; its relentlessly gorgeous handcrafted visuals, with each frame packed in detail.

  • Blackwell Unbound

    Full Review

    Blackwell Unbound CoverFresh 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.

  • Anomaly: Warzone Earth

    Full Review

    Anomaly Warzone Earth CoverIf someone tells you they're going to do a "reverse" something, odds are the result will be terrible. The concept sounds similarly cheesy for games, evoking memories of bad minigames and multiplayer modes. However, for some genres it actually could be a fresh take on the concept, and 11-Bit Studios tries to prove this with their "reverse tower defense" game, Anomaly: Warzone Earth. 11-Bit is a brand new developer out of Poland, powered by a small team of industry veterans. It appears that they've taken an independent mindset towards publishing and distributing, releasing Anomaly directly to Steam and the Mac Store. Thus far, they seem to be having a good deal of success and are proving capable in quickly porting their game to new platforms, including iOS, Kindle Fire (!) and an upcoming XBLA release.

  • Plants vs. Zombies

    Full Review

    Plants vs Zombies CoverPlants vs. Zombies is a game I've been eyeing for a while.  It regularly tempted me at $10 Steam with even cheaper sale prices.  This summer's sale finally put me over the edge.  Every so often you need some good tower defense action, and PvZ seemed like a unique yet highly praised take on the genre.  Its cartoonish, Popcap/flash feel and simple five-lane setup makes things perfect for beginners.  And it has enjoyed massive success over a huge variety of platforms.  Originating on PC, PvZ has since expanded to every modern platform imaginable, both traditional and mobile.  Popcap is undeniably a casual gaming powerhouse.  The Bejeweled and Feeding Frenzy creators certainly know how to make products and pricing that clicks with the average consumer.  They've been so successful that EA recently purchased the company for ~$750 million.

    For the most part, PvZ exemplifies this success.  It creates a casual-friendly atmosphere with calculated progressive learning combined with enough longevity and a tad of optional difficulty to round out the complete package.  The game starts slowly, at first holding your hand with only a couple plant options (towers) available to defend your house from a weak zombie horde on a completely barren level.  With only five lanes to defend, beginners will learn quickly what it takes to operate.  In case they make mistakes, the game includes a get-out-of-jail-free card, in the form of zombie-clearing machines that activate and clear the lane should a zombie make it past the plants.  For a while, the game introduces a new plant on almost every level, encouraging the player to try them out and discover what they're worth.  Soon enough, juggling several plant types on more obnoxious levels will be a requirement.

  • The Witcher

    Full Review

    the Witcher CoverVery rarely do developers aim to make AAA PC exclusives anymore.  As one of the most well regarded action-rpgs in recent history and aided by numerous recommendations, I felt it was my duty to try The Witcher.  Its developer, CD Projekt, is a Polish firm who's been translating and publishing PC games since the mid-90s.  Recently they've been spending  money to expand, opening up the RED STUDIO for game development and creating Good Old Games as a DRM-free retro gaming service for modern computers.

    So far, only The Witcher and its sequel have been released by the studio, with Witcher coming out in October 2007 and Assassins of Kings hitting just two months ago (in May 2011).  These projects are large in scope, using source material from a Polish novel series and brought to life by large development teams.  The Witcher immediately brings a fresh start to the tale as our hero Geralt mysteriously reappears with amnesia, after apparently being killed by an angry mob.  So let's see how this story goes.  I'm playing the latest version, the Enhanced Edition Director's Cut.

  • World of Goo

    Full Review

    World of goo CoverAs one of the forerunners of the modern indie game movement (along with Braid), World of Goo demands to be played.  Created almost entirely by two individuals on a miniscule budget (2D Boy), it has since gone on to spawn several ports while receiving numerous accolades.  I'm a bit late to this party, but its resumé speaks for itself.  With incredibly high 90%+ aggregate scores, it has been universally praised as a near-flawless game.  Greg has given it a similarly stellar 9/10.  PC and Wii first claimed the game in October 2008, followed by OSX in November, Linux in early 2009 and iOS in 2010.

    All that's left to do is try it out for myself, two-plus years after the fact.  Could my personal thoughts and feelings for the game live up to its lofty accolades?

  • VVVVVV

    Full Review

    Vvvvvv CoverNot often will games come along and surprise you these days.  In our age of information, developers and publishers go to great lengths to push their products.  Specifically, they hope to get fans hyped enough to buy the game day 1 as well as keeping the title in the public mind for continued spontaneous purchases of their product.  This is why we're rarely surprised and blown away by a game.  For me, VVVVVV was that type of game.

  • Alan Wake

    Full Review

    Alan Wake CoverAlan Wake has been a long time coming. After Max Payne 2 released in 2003, Remedy has used the majority of their resources for this game. Originally announced in 2005, it has naturally undergone significant revisions. Once a freeroaming affair, Alan Wake is now almost entirely linear. Instead of releasing on consoles and PC, Remedy ended up partnering with Microsoft for an exclusive 360 release. As one would expect from a partnership, the game got bigger and bigger and eventually ended up being a high-profile, big-budget release when it finally hit in May 2010. Such a big game for a small company would carry with it many risks and increasingly impatient onlookers. Is the survival-horror tale worth the wait in the end? Is the Alan Wake concept still relevant and contemporary enough several years later? Most importantly, is the game good and does it work? Let's take a dive into the darkness...

  • Penumbra: Overture

    Full Review

    Penumbra Overture CoverAtmosphere. Danger. Environment. Expectation. These words are integral to any sort of horror-based media, and yet many have seemingly forgotten all about the reasons behind fear and instead rely on cheap tactics to do the job. Penumbra: Overture shows a much more sophisticated ability to keep players on edge without relying on grotesque visuals and cheap 'jump moments' to elicit responses. I was particularly curious as to how this game could effect me since I'm not easily frightened and cheap attempts at fear usually seem more humorous than scary. And overall, the game does a fairly good job at its goals. Let me explain.

    Overture almost takes advantage of those modern media shortcuts to create a fully engrossing experience with the capability to be legitimately frightening. As a response to these movies, shows, and games, your mind now expects something to happen when you travel down a dark hallway, into a new room, or when encountering an enemy. Instead, nothing typically happens in Penumbra. In fact, very little "happens" throughout the whole game. Almost all of the happenings and story events involve Phillip sorting out the past of his forgotten surroundings instead of building the story himself or primarily creating a story. At heart, Overture is a first-person adventure game, with the atmosphere as really the only major demarker to the survival-horror tag. I can recall only a handful of actual "events" Phillip was directly involved in. And yet this feels perfectly fine in the context of the game.

  • Penumbra: Overture

    Audio-Visual Experience

    Penumbra Overture CoverWelcome to another Audio-Visual Experience, brought to you by the First Hour.  Again, these articles are specially created and intended to give you a varied, concrete experience of the game's sights and sounds without having to actually play the game yourself.  Whether you haven't played the game or have already completed it but need a reminder or some nostalgia, this experience is for you.  However, if you think you may play the game anytime in the near future and would prefer not to be spoiled, you should probably avoid this article, as it contains direct spoilers at times, up to and including the ending.  For a complete first hour experience, you can view the first hour of Penumbra: Overture.

    So sit back and enjoy the stylings of survival horror masters Frictional Games in their original release, Penumbra: Overture.

     

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