Sunday, January 28, 2018
LUMO (PC)
One of my favorite games of all times is an isometric platformer (either Knight Lore or Head over Heels, not totally sure). Not because I still like to play them but because the fascination created on the teen me by those rooms full of secrets and the fake 3D effect
Partially out of nostalgia I purchased Lumo, another isometric platformer but a modern one released in 2016. I was somehow disappointed: Not by the game per se - which is actually a fair attempt to revive that genre´s glory - but because it stroke me with some huge issues those old games had and was never conscious of
Back in the 80s your perception of gameplay was different: You would normally assume the game was perfectly designed and balanced, and if you had problems progressing it was YOUR fault. That´s why a couple of issues inherent to isometric view vs platforming were not obvious to me:
The first one is the uncertainty about your character´s position. The camera angle doesn´t give you a good reference of the distance against (commonly deadly) world objects. This is even worst when mid-air, when your shadow disappears in most surfaces. Dying is common because of this
Lumo is affected by this as well. Platforming involves a lot of dying. Gameplay works fine when you have to move objects around the room or you have second chances, other than that you die a lot. It´s not too frustrating since you immediately respawn almost in the same spot, but it´s not for everybody´s taste
The second issue I noticed are framerate problems. In my MSX times I remember the performance of most games changed dramatically depending on the room you were. I never thought it could be done differently. Today I know the game was not optimized enough
Lumo´s framerate performance often drops for no good reason as well. Some big rooms with several enemies and particles run smoothly while some other small ones are almost unplayable. Seemed to happen randomly at different game sessions, which makes me think the game wasn´t bugfixed properly
Aside from the above, the game is enjoyable and offers a bunch of nostalgia references. Menus are sketchy and I could have used an option to "select chapters" enabling achievement hunters, but the overall game structure is solid and generally flows naturally to the next unexplored area. Since I tried some achievements while progressing I might have died more than I should, and in any case is not a long game. I believe it was done mainly by one guy only, which has A LOT of merit
In short, if you are missing those good old Filmation-style 8bit games, Lumo will give you the chance to have a good time
Tuesday, January 2, 2018
FAMILY GYMKHANA 2017
As every year in my family gathering, I organize a group activity for my nephews. It was originally a kind of gymkhana, then transitioned into a treasure hunt
However
this year I tried something different, because I wasn´t sure if the weather
would be favorable, and secondly because hiding the clues for the treasure hunt
was a lot of work and the kids fully expected that to a point they looked for
them hours before the event started
So I tried
a small competition on a series of challenges: I asked for a couple of captains
(generally the older ones), gave them a recap of the trials and asked them to
choose teams among the rest of kids, and assign one “champion” per challenge.
That would make the teams root for/against, and keep them interested
The trials
themselves were easier to arrange than other years: Some were simplified versions
of board games (Trivial, Pictionary, Brainstorming) or well-known party games
such as the balloon race or beer pong. Every challenge rewarded a number of
tokens to the team
By the end,
each team had around 90 tokens. Somehow it balanced it itself, although I´ll
admit some trials gave much more benefits than others. I asked them to
participate in an auction, so they would bet on the gifts I had bought. I
prefer this approach to just assign prices to each present, since an auction
prevents “exploits” – I can see some gifts being too cheap or expensive when
confronted to the kid´s real interests
One
additional challenge every year is to update the rewards, since the kids are
growing up and most of them are too old for child games. But if you tempt them
with gift cards or apple/android credit then the interest increases. This year
I gave them both Carrefour and Game credit, as well as mobile phone money
Friday, December 22, 2017
DEVICE 6 (iOS)
Highly
praised by its text-based approach to puzzles, I purchased it some time ago,
played for a little while and then abandoned it. Only recently I found the time
to complete it
It´s not
long, and it´s indeed a very fresh take on text adventures. The visual design
is elegant and puts to the test the way you interact with your device (an iPad
in my case): Screen rotation is a must, as well as using swipe with precision
to find clues
I´m a bit
torn since I generally value a lot originality, good graphic design and
puzzles, but honestly I didn´t enjoy the game a lot. I had to use internet
walkthroughs several times and that makes me feel stupid. Puzzles can only be
solved in a certain way, and some of them are a bit obscure, twisted or even
unfair (the clues you´re given may change depending on latter actions without
telling you, forcing you to fall back often to see what changed in the scene)
I don´t
want to sound negative, I think the way they approached the puzzles is part of
the proposal. I presume they didn´t have the production manpower to make a long
game so they deliberately chose to make puzzles complicated to secure a decent
total playtime. It´s just that I like what I call “Hollywood challenges” – Like
in movies, the main character (me) is given an apparently unsolvable problem... which can be overcomed in a matter of minutes
The story
is intriguing and evocative, and I value the fact that some art forms (like
this game) makes you challenge your concept of reality. We could use more of
those
In summary,
a great proposal. Not my time of game, but surely there´ll be a good number of
people out there who will find it indispensable
Thursday, December 21, 2017
HAUNT THE HOUSE: TERRORTOWN (PC)
Hidden in
my Steam library it´s been waiting for months (years?) until I recently decided
to give it a try. I´d be happy if I can finish all games I have, although it
does sound like a fool´s errand…
Haunt the
house is short (I finished it in 2-3 hours) and cute. You control a little
ghost who can possess pretty much any object in the scenario. When possessed,
these objects can play scary animations that will make human inhabitants flee
from the place. Once you get rid of all of them, you beat the scenario. That,
and the charming visuals, is pretty much the game
The game´s
hook is the cute graphics and animations. They´re really charming and the
possessions are varied and funny. I imagine the game was conceived by an
animator / artist, and from that point of view they can say “mission achieved”.
The game has visual personality, and watching all possessions becomes a goal
for you
However the
game has some deep gameplay issues. The worst of all is the complete lack of
control over the NPCs: When you spook them, they tend to go around the place
randomly except for where you want them to go. You eventually have to chase
them across the place activating objects and see if they´ll eventually decide
to go to the exit. I tried to understand the AI patterns that govern them, but
failed. Maybe there are hidden “scared” bars making them behave differently
depending on the level they´re at? Maybe also it depends if they´re adults of
kids? Do different objects have different AoE ranges? No idea
Second
issue (less important) happens when you´re controlling an object and play an
animation: You have to wait until the anim ends, you cannot stop or cancel it. Very
often you´re trying to chase up an NPC (see point above) and this slows you
down for using the nearest object. I can imagine the creative direction of the
title was in the hands of an animator, this “animation vs responsiveness” is a
classic gameplay issue when designers are overridden by other disciplines
Third
problem I´d mention is the lack of level design novelties. The game has 4
levels and they´re all essentially the same. There are no new mechanics added,
no new challenges… Just new cute
animations to play. Again it looks like the game´s focus was on creating cute
visuals and the basic “possess and spook” loop and that´s all. Thankfully the
game is short, otherwise it´d have made itself repetitive fairly soon
Other than
that, like I said, the visuals are really nice, and the spook animations are
nothing but charming and funny. It truly deserves 1 hour of your time, but more
than that… you´ll probably get bored
Monday, December 18, 2017
RESISTANCE 3 (PS3)
And here comes another PS3 game I didn´t really cared much, but got so cheap I thought "well, I´ll have to play it :)". I tried the first Resistance a bit as part of some game design research (I was working at Pyro at the time) and liked the concept but never felt it was distinctive enough from other shooters to make it truly unique
Resistance 3 creates the same reaction in the user. It is by all means a solid work of experienced developers, but from a high level perspective its unique selling points are not that special. This is mitigated by the superb weapon design, which eventually leads to a contradictory feeling of "I like what I´m doing, eventhough I don´t care much in the long term"
On the plus side, as mentioned, the weapons are extremely solid and satisfying. Seriously, Insomniac makes great weapon designs and this is no exception. Enemy abilities are interlinked with your own, creating a matrix of options for the player to be particularly effective against some enemies if certain weapon is used. When you nail this (and R3 does) the gameplay is always fun. On top of that the weapon progression system makes failure rewarding: You don´t feel you wasted time when dying, since the gun you were using leveled a bit in the process
On the so-so front, the story is a good-enough vehicle for you to move across the US chasing down baddies, and the graphics are acceptable but not particularly ground-breaking. The level design is ok as well, but I could have used more wow moments. The setting (an alternative 1950 US invaded by aliens) is distinctive enough to make you feel a bit curious, but I don´t think they exploited all possibilities it offers
On the minus side the game does a poor job of making you feel you´re doing something special. Everything is adecuate but not "oh my god I´ve never seen anything like this". The story creates the minimum motivation for you to move forward, but that´s all, and the whole game becomes a bit predictable in general
I had fun playing, though. A shooter with good weapon systems is always satisfying, and if for some reason you´re into the game fantasy it´ll probably double the fun!
Thursday, November 30, 2017
SOUTH PARK FRACTURED BUT WHOLE (PS4)
Just finished South Park Fractured but whole, and I honestly didn´t expect to enjoy it so much. The previous South Park game was good, but the sequel has managed to fix some minor gameplay inconsistencies to the point of making it really addictive (at least for me)
I think the biggest improvement has been the short-term challenges. Much like the previous game, the world extension is limited but packed with small content in form of collectibles. This time those are linked to character progression or crafting, as opposed to achievements. Also they seem to be everywhere. In addition to that mini-puzzles are common. As a consequence you always have that feeling of "ey, just 5 more minutes so I can check out that corner"
The combat system has been expanded to support movement on a 2D grid. It´s a good addition but the camera is a bit too low so sometimes you miss some combat perspective, and AoE abilities are a bit underpowered. Overall it works perfectly fine, though. If you add the minigames, exploration and puzzles you´ve got all the game scope. It´s well balanced and keeps the humor and visual style from the first game and series. The story insists on making you meet all possible characters because of reasons, but it´s interesting nevertheless
I liked it so much that I not only completed the game but also got the platinum trophy. That was another nice improvement from the other game: This time you can unlock them when you´re free roaming after the main story. Good game!
Saturday, November 18, 2017
MASS EFFECT 3 (XBOX 360)
Having played the previous 2 games, and since I got it almost for free, it was always an option to complete the trilogy at some point. To be honest I wasn´t hyped on it because I favor 10-12 hour games, but I´d heard a lot of buzz about the ending (surprisingly I managed to avoid spoilers) so I thought it was time to end the “Shepard cycle”
On the plus side the classic sci-fi elements are all there:
Worlds to explore, fascinating alien cultures, human kind in distress... The
RPG and combat aspects didn´t change much from previous titles so they´re still
solid, and the story was reasonably compelling. Good achievement design, also,
since you can complete some of them either in single or multiplayer
On the minus side the mission journal was openly misleading,
animation bugs were common in the cutscenes, the level design is as repetitive
as the previous games and I found difficult to believe all the “take your time”
situations the game allows while you´re supposed to be working against the
clock to save the galaxy
If you like the Bioware-type of games, RPGs in general or
sci-fi games you should enjoy it. If not be aware you´ll be required to spend
30-40 hours to see that debated ending (which I liked, by the way :D)
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