Showing posts with label games. Show all posts
Showing posts with label games. Show all posts

Friday, August 2, 2013

Kid Tripp (Video Game; iOS) - Review

Apple's iOS platform has proven itself to be a spectacular platform for interesting, fun, and cheap games. Anybody can make a game for the platform for cheap, and getting on the App Store isn't difficult. This excellent ecosystem of games to play on your phone or tablet gives us fantastic little games like Kid Tripp from "Not Done Yet Games." Kid Tripp is another mobile runner with pixel graphics, but it's an especially well-designed and entertaining one. 


There's a cute little story to be followed through simple cut-scenes at the beginning and end of the game. It's very minimal, but charming. The real thrust of the game comes from playing it, and it's a real joy. As stated earlier, this is a runner, but not an endless runner. There are four worlds with fives levels each. A tap on the left jumps, a tap on the right throws a rock, and, smartly stopping you from spamming the rock-throws, a hold on the right makes your character run.

This is one of those challenging, deceptively simple games. Your character automatically strolls forward, and there are spikes and baddies to avoid, springboards to use, and coins to collect on your journey to the end of the level. That's it. But it really is challenging, starting off mildly hard and progressively getting expletive-shoutingly hard towards the end, but it's always a joy. Levels are very short and you get shot right back to the beginning whenever you fail. I found it absolutely exhilarating to finally get past a part of a level I was stuck on for so many deaths, only to be flung into the next portion and be forced to figure out the next death trap. 


Kid Tripp's controls feel very tight and responsive, too, which makes flinging around your character all the more cool. There are times when bouncing on an enemy's head is essential to moving on, and there are some obligatory mine-cart sequences that are exciting. The game's pixelated visuals are very pretty, and the game runs very smoothly. Enemies are cute and reasonably varied, and the tunes are good, although certainly nothing special. 

There's really not too much to complain about here; this is a totally solid game. I don't like the black bars on the screen (which is more obtrusive on the iPad or 4 inch iPhones/iPods), but that's a small complaint, really. I was able to brave my way through it all in about an hour, but the game is designed to be replayed. When you finish, it counts the number of coins you managed to collect, how quickly you got through, and how many times you died - all of which are tracked separately through online leaderboards. You can pay levels separately to master them, and the game will award you medals on your mastery to let you know how well you did. 


I really love this game. It's fantastic. If you have an iOS device, which you probably do, I highly recommend you fork over a mere dollar for this gem. Just be in for a challenge. 

***

Played on an iPad 3rd Generation for approximately an hour and fifteen minutes. I'm matt456p on Gamecenter for those who want to try to beat my scores! 

Friday, June 28, 2013

Mario and Donkey Kong: Minis on the Move (Video Game) - Review

Back in 2006, Nintendo put out Mario vs. Donkey Kong 2: March of the Minis for the Nintendo DS, which was quite the departure from Mario vs. Donkey Kong on the Gameboy Advance. The original game on the GBA was a spiritual successor to Donkey Kong on the original Gameboy, which is often dubbed Donkey Kong 94, in order to distinguish this 1994 release from the classic arcade game. These two games on the GB and GBA are brilliant puzzle-platformers, but when that DS game came out, the series changed to straight-up puzzle games, similar to Lemmings. 

Many fans were disappointed with this change. I, for one, enjoyed the newer ones, but I have to admit that the series was getting a bit stale. Since MvD2, there have been three more games in the series. The latest, Mario and Donkey Kong: Minis on the Move, for the Nintendo 3DS's eShop, is actually quite different from the others since MvD2, despite being another straight-up puzzle game. The problem of staleness is not evident in this release. Minis on the Move mixes things up enough to feel fresh, and it's a smart, addictive puzzle game, despite some missed opportunity. 

The major difference between this game and the few games before it is the angled, 3D view, replacing the on-the-side, 2D view. That may not seem like too big of a deal, but I'd say it gives the game an updated feel. The goal of this game is to place tiles on a board to form pathways for the series-signature minis (adorable little toys of Mario and co.) to use, in order to get them to the goal. Along the way, there are doodads to be collected which are unneeded for progression, but the game is definitely most enjoyable when attempting to collect everything on each board. These boards are very fun and challenging to solve. Completing a board with all of the doodads collected is very satisfying. Aesthetically, it's certainly colorful, certainly cute, and it looks nice in 3D. The music is fine, yet forgettable: If you'd like something to do while watching TV or listening to your iPod, this is an alright game to mute and play during. You'll just have to go without the satisfying victory music and crushing failure music. 


There are four different variants on this basic design, each intertwined and each equally fun and well thought-out. One, entitled "Mario's Main Event," gives tiles for you to use mostly randomly. If you don't use the tiles given to you quick enough, your pipe of tiles will overflow and you'll fail. Things like bombs, which get rid of tiles on the board, and trash cans, which will take three unwanted tiles in your pipe, make things easier on you, but this mode remains very tense. It's tons of fun. It forces you to think quickly, and frantically tap your mini in order to get them to go faster. The "Giant Jungle" mode is basically the same, except that boards are massive and with much more to collect, making it ludicrously challenging, which makes this mode fun in its own right. 

"Many Mini Mayhem" throws multiple Minis into the equation, and doesn't let you add any tiles onto the board. Instead, some tiles on the board can just be moved or manipulated. This mode is the most frantic of them all, and a real rush. Another is called "Puzzle Palace," which gives you all of the tiles you're allowed to use at the start. This mode forces you to carefully think things out, without pressure to do anything quickly. This difference in design means that this variant has to have more complex boards in order to be as challenging as the others, and it pulls that off. 

Each mode ramps up the difficultly progressively by adding new tiles and obstacles into the equation, which means the game doesn't wear thin. "Mario's Main Game" has seventy levels, "Puzzle Palace" has eighty levels, and "Many Mini Mayhem" has fifty. If you collect all of the doodads on each of the levels of these three modes, you'll receive a star. The doodads on "Giant Jungle" are stars, and there are ten of these on each of the three levels for that mode. These stars, 230 possible, overall, go in a shared pool, which cleverly connects each mode. Once you reach certain amounts of stars, mini games and virtual toys are unlocked. 


There are four mini games, and each has at least a few variants, which are individually unlocked. One is "Mini Target Smash," which is a pretty standard but enjoyable shooting range. Another is "Fly Guy Grab," which is definitely the worst of the bunch; not bad, but pretty mediocre. "Cube Crash" is the best, which is similar to the shooting range game, but instead of regular ol' targets, you smash large, three dimensional structures. The last is "Elevation Station," which is an alright on-the-side 2D affair in which you move around a mini to avoid bullet bills and collect coins. All of these, besides the last, look very striking in stereoscopic 3D. Overall these mini games are a great diversion, and progressively unlocking more variants on these four mini games really incentivizes collecting those doodads! 

There is also a creation suite which allows you to create levels which can be uploaded online for anyone with the game to download [or stream] and play. Creation is simple, uploading is simple, and players others' levels is simple. Levels are organized into "Top Weekly," "Random," "Popular" and "Friends" categories. The only problem is that you can only make levels like the ones you'd find in "Mario's Main Game." 


That problem is really one facet of a larger problem, which is the only one plaguing this game, and that's missed opportunity. Why don't the four modes have an identical amount of stars in them, making the experience even more cohesive? Unlocking the little "Toy Collection" toys and polishing them and looking at them is neat, but why can't I play as them? The best example of missed opportunity is how frivolous the top screen feels during the main game. All of the control for placing and moving tiles is on the bottom screen, and the entire board is depicted on the bottom screen, albeit with a minimalistic, uninteresting look. The top screen merely has a visually interesting look at the action, with no real useful information besides the timer, so you'll mostly never look at it. Why not make it less frivolous? None of these things really affect the quality of the game in any mechanical way, but these all just feel jarring. These are just nitpicks, but they all pile up into one big nitpick - there is clearly missed opportunity here. 

But don't get me wrong: The game as it is, is great. The core mechanics are very clever, and it's a totally addictive experience. There's a lot to do, and none of it feels like padding, making this feel like a very substantial package. A very cute, substantial package, that is sometimes frantic, sometimes methodical, and always mentally stimulating. Even though there are things I wish this game would have done, I love it for what it is.   

*** 

According to my 3DS's activity log, I played this game for 11 hours and 42 minutes. It currently costs $9.99, which is a fantastic price.   

Tuesday, May 28, 2013

My Thoughts on Xbox One

Last week, Microsoft held a little conference to unveil the successor to the Xbox 360. The name of this successor is Xbox One, making reference to the apparent "all-in-one" philosophy behind the development of the console. Some aspects of the Xbox One are controversial, some are expected, and some are simply intriguing. The reaction to the Xbox One has been very interesting to observe, with many rallying against the system while others place themselves on the defense. It has some good and bad things going for it, and so far it really doesn't seem like it's for me but there's potential for that to change.


I guess I'll start out by addressing the name. It's bizarre. Microsoft chose not to give it a quirky name like Wii, but instead an additive name like Super Nintendo. What's so odd about it, though, is that is uses a number that doesn't indicate which it is in its series of platforms. Sure, the same can be said about the Xbox 360, but nobody hears that and thinks it's the three-hundred sixtieth Xbox platform. When someone hears "Xbox One"? Many would instinctively think of the first Xbox home console, but now they're going to think of the third, unless they haven't heard of it yet. In that case you'll have conversations like the following: 

"Man I love the Xbox One. Such a great system."
"All I really liked on there was Fable."
"Which Fable?"
"There was only one Fable on the first Xbox."
"No, I'm talking about the Xbox One, not the original Xbox."
[after a long pause and an incredulous look] "What?"

So, yeah, we can't call the first one "Xbox 1" anymore. In all fairness I've always called the first Xbox the "original Xbox," but this name still needlessly complicates things. When someone hears that the "Xbox One" is coming out, will they instantly think it's a step up from their Xbox 360? Will people think I don't need a One, I already have a 360, in a similar fashion as those who thought I don't need a Wii U, I already have a Wii? Maybe. It also draws attention to the multimedia functions of the console, which distracts from what many would assume its main function is; playing video games.


The conference held last week was not focused on gaming, in fact. A lot of it was on the UI, the cable television functions, and apps like Skype. The multitasking looked cool, besides the sketchy Kinect controls. Being able to switch from television to games to music on the fly sounds great, and it's technically impressive. But it's controlled by voice commands and gestures? What happens when you say something in conversation similar to a voice command? What happens when you have a person (like me) that constantly gesticulates? There's going to be annoying miscommunications between the Kinect and its users, and that's excluding those with disabilities (like speech impediments) and troll friends and family members that will fiendishly shout out obtrusive commands. 

The cable television integration seems fine, I guess, but it really doesn't interest me, personally. I don't watch TV. If the Kinect controls actually work well or can be avoided, and Xbox Live is as impressive as before, it's likely that if I owned this it would be my main source of multimedia entertainment on a television; especially because of the blu-ray drive, which was one of the 360's multimedia Achilles' heels. However, I definitely wouldn't buy this for that purchase, as I spend more time on a tablet than a television anyway, and also because my Wii U and PS3 do the job just fine. What's going to sell this to me is viability as a gaming platform. 

Not much has interested me so far, in that regard. Microsoft had a few sports games to show off with EA, all of which doesn't do much for me, as I'm not into sports. A new Forza will be there at launch which is great, but I'm not into cars at all, so simulation-racers don't appeal to me. Call of Duty: Ghosts looks impressive, but military shooters don't get me excited, and that's not exclusive anyway. Quantum Break is a neat concept that I'll be looking into, but not only does its tv-show integration sound personally unappealing for me to get into, but details are vague. The only things I've seen that are exciting to my tastes are the enhancements to the controller (like the novel vibrating sticks), power on par with PS4 (no longer lagging behind Playstation in that department like in the 7th gen), and the announcement that there will be fifteen exclusives in the first year; eight of which new IP's.


The Xbox 360's line-up of games doesn't appeal to my tastes nearly as much as that of the PS3 and Wii, and I've honestly never been interested in buying an original Xbox due to its seemingly weak supply of exclusives that I want to play. Exclusives games are a good thing, and fifteen in the first year is not bad. It's good for me that over half will be new IP's, because Microsoft's established game franchises aren't amongst my favorites. I like Gears of War but I don't love it, I loved the Fable series for the first couple of hours of Fable 2 and then I lost interest, Halo has always seemed cool but I've never actually bought any of the series, etc. It would take a lot from new entries in these franchises to get me to buy this console. 

And now, let's get to the elephant in the room; the controversial features of the console that fight against used games, borrowing and trading, as well as the connecting-once-a-day thing. I don't like these things. I'm not going to precisely describe these things because Microsoft isn't either, so you can just look into specifics on your own as they are at the moment and as they progress. The basic idea is that Microsoft, with Xbox One, is trying to push physical games into a direction more akin to the format's handling in the realm of PC gaming, which is antithetical to the point of a gaming console - convenience. Being able to borrow games and lend them out, trade games, not having to worry about installing huge games, not having to connect online in order to play games, not having to register games, etc. all adds to the convenience of console gaming. How will the less-than-tech-savy - like children, for example - respond to this?

I have a job now, but before I did, I relied heavily on trading in and selling games to get new games, so if I didn't have a job, this would be a big deterrent. Why treat the physical format in this way? GameStop ganking cash from publishers through used sales may be a problem, but there are much better ways of handling this, such as including additive digital incentives for buying new (like discounts on DLC or a digital copy of an older game in the series) and online passes. These new things also make these games less durable in the sense that you may not be able to play them decades after they release like you can with physical console games right now. As I said, these features are not clearly defined and could change, but as it all stands - yuck. 

Many seem very against the Xbox One for these controversial features, some calling for a boycott and already placing themselves in a battle against Microsoft. If the Xbox One seems like it's worth my money, I'll buy it. If the cons (like these controversial features) outweigh the pros, I won't buy it. I don't want to deprive myself of a system I may like in an attempt to win a war against these features. If you can't wrap your head around the value in a system with these new features, I totally understand not buying it. By not buying it, you're showing through your dollars that what Microsoft is producing isn't reaching you as a consumer. For me, while I am against these new features, it's not enough on its own to stop me from buying the system.


Anyway, as it stands, the system isn't particularly enticing to me. As I said, the original Xbox has never appealed to me. The Xbox 360 was a hard sell, but they eventually got me once the slim model came out, finally completely stamping out the "Red Ring of Death" catastrophe. What truly sold me on the 360 was the impressive library of smaller downloadable titles that were console-exclusive, like Super Meat Boy and Splosion Man, and the superior social experience for multiplatform games because of Xbox Live. I actually sold my 360, but during a period in which I wasn't very into games. So the system itself wasn't the main reason for selling it, but it was the main reason I chose that one over my other systems. 

I already bought a Wii U and price is the only thing that has me holding my breath on the PS4. What's shown so far may be great for someone that just wants to watch Netflix and play shooters and sports games with their friends online, but that's not quite what I'm looking to buy. But things could change, and unlike some that have already given up on it, I'd love that. Let's hope the folks at Microsoft bring their A game to E3 this year: They need to.