Quick thoughts on recent games
Jul. 24th, 2012 06:04 pmI'm far behind on posting, so let's start clearing out the backlog with a mini-review lightning round.

Every Extend Extra is a shooter where the goal is to blow yourself up. You're given a stock of ships, replenished one at a time as certain point totals are met, and are sent into the enemy swarm with the goal of taking out as many foes as possible with each suicidal denotation. (Don't fret - it's from the minds that made Lumines and Rez, so you're dealing with abstracted shapes instead of kamikaze pilots.) Gameplay survives on the hectic - explosions chain outward as the ships in your blast radius detonate and take out their kin in turn, so you'll need to put yourself in the thick of it (and collect as many enemy-attracting powerups as possible) to get enough 1-ups to make it to the end of the level, which comes only when you explode enough enemies. A time limit, however, assures that you can't dawdle too long to line up the perfect "shots." The game never pushes its ArtStyle aesthetic or the unique gunless mechanics of its gameplay very far, though, and a couple ancillary irritants - there's no means of telling how long your invincibility lasts when you respawn, and the multi-chain hits you need to fell bosses don't count if the bosses are touched directly by the explosion of your own ship - exacerbate the frustration. The devolution of later boss fights into bullet hells didn't charm me, either. An intriguing idea that didn't build enough on its flash-game origins. For a more successful sideways take on the shooter, get the DS Big Bang Mini.

Maxis always referred to its early Sims titles as toys instead of games, an appellation I think very much applies to Home, a homebrew adventure designer Benjamin Rivers is selling all on his lonesome for a paltry $2. It claims to be horror, but it isn't really - it's more an examination of storytelling in games and how it interacts with gameplay. Devoid of saving and engineered to be completed in one 2-3 hour gameplay session, Home is designed around its replayability - you're supposed to make different choices each time through and see how they affect the endgame. For me, the big draw was the art: large pixels with simple but effective animation and good use of color for lighting and shading effects. The controls, like everything else about the presentation, are deceptively straightforward and user-friendly, and effective use of ambient sound helps provide good atmosphere throughout. Despite this, I think the end amounts to less than what the build-up promises - but I like the graphical style, I like the distribution method, and I would really like to see more from this creator, so I suggest hitting up the site and checking it out.

One of the big limitations of RPGMaker games is that they tend to have no design sense, as the creators are assembling their titles from off-the-shelf parts and you spend the games staring at the tile sets playing guess-the-16-bit-RPG. That idea's turned on its head in Ib (pronounced "eeb"), a survival horror title all about art - the titular nine-year-old protagonist is on a visit to the local gallery when the lights go down, the visitors vanish, and she's stranded in an eerie otherworld where the exhibits have turned hostile. Foremost among Ib's achievements is that it passes the acid test so many other horror titles fail: is it scary? That's where Ib cashes in on its setting, as horror rides on imagery more than most genres, depending on nightmarish visuals that linger in the recesses of your memory; Ib provides horror with shocks and surprises and omigod-omigod-get-it-away moments, all nimbly done, but also with inventive, stylishly-conceived creatures that rank among horror's most haunting bugaboos.
The gameplay end of the bargain shouldn't be undersold, though; it's accessible and user-friendly and balances the quick-trigger survival-horror, slower-paced puzzle-solving, and unnerving roaming-around-and-looking aspects quite well. Also welcome are the frequent save points: you're never set back that far, which allows the developer to be a little bolder with the environmental hazards. True, the endings are a bit lackluster, and a few of the hoops through which you have to jump to get the best one are kind of unclear (when it's available, use the Talk function a lot. A lot. A loooooooooooooot). Also, the artist's drawing skills (not pixel art; actual anime line art) are rough in the couple stills that require them, but that doesn't matter much in the long run at all. Ib's mechanics are strong and the visuals memorable and it told a story with characters about whom I cared. I want more of this.
.

Every Extend Extra is a shooter where the goal is to blow yourself up. You're given a stock of ships, replenished one at a time as certain point totals are met, and are sent into the enemy swarm with the goal of taking out as many foes as possible with each suicidal denotation. (Don't fret - it's from the minds that made Lumines and Rez, so you're dealing with abstracted shapes instead of kamikaze pilots.) Gameplay survives on the hectic - explosions chain outward as the ships in your blast radius detonate and take out their kin in turn, so you'll need to put yourself in the thick of it (and collect as many enemy-attracting powerups as possible) to get enough 1-ups to make it to the end of the level, which comes only when you explode enough enemies. A time limit, however, assures that you can't dawdle too long to line up the perfect "shots." The game never pushes its ArtStyle aesthetic or the unique gunless mechanics of its gameplay very far, though, and a couple ancillary irritants - there's no means of telling how long your invincibility lasts when you respawn, and the multi-chain hits you need to fell bosses don't count if the bosses are touched directly by the explosion of your own ship - exacerbate the frustration. The devolution of later boss fights into bullet hells didn't charm me, either. An intriguing idea that didn't build enough on its flash-game origins. For a more successful sideways take on the shooter, get the DS Big Bang Mini.

Maxis always referred to its early Sims titles as toys instead of games, an appellation I think very much applies to Home, a homebrew adventure designer Benjamin Rivers is selling all on his lonesome for a paltry $2. It claims to be horror, but it isn't really - it's more an examination of storytelling in games and how it interacts with gameplay. Devoid of saving and engineered to be completed in one 2-3 hour gameplay session, Home is designed around its replayability - you're supposed to make different choices each time through and see how they affect the endgame. For me, the big draw was the art: large pixels with simple but effective animation and good use of color for lighting and shading effects. The controls, like everything else about the presentation, are deceptively straightforward and user-friendly, and effective use of ambient sound helps provide good atmosphere throughout. Despite this, I think the end amounts to less than what the build-up promises - but I like the graphical style, I like the distribution method, and I would really like to see more from this creator, so I suggest hitting up the site and checking it out.

One of the big limitations of RPGMaker games is that they tend to have no design sense, as the creators are assembling their titles from off-the-shelf parts and you spend the games staring at the tile sets playing guess-the-16-bit-RPG. That idea's turned on its head in Ib (pronounced "eeb"), a survival horror title all about art - the titular nine-year-old protagonist is on a visit to the local gallery when the lights go down, the visitors vanish, and she's stranded in an eerie otherworld where the exhibits have turned hostile. Foremost among Ib's achievements is that it passes the acid test so many other horror titles fail: is it scary? That's where Ib cashes in on its setting, as horror rides on imagery more than most genres, depending on nightmarish visuals that linger in the recesses of your memory; Ib provides horror with shocks and surprises and omigod-omigod-get-it-away moments, all nimbly done, but also with inventive, stylishly-conceived creatures that rank among horror's most haunting bugaboos.
The gameplay end of the bargain shouldn't be undersold, though; it's accessible and user-friendly and balances the quick-trigger survival-horror, slower-paced puzzle-solving, and unnerving roaming-around-and-looking aspects quite well. Also welcome are the frequent save points: you're never set back that far, which allows the developer to be a little bolder with the environmental hazards. True, the endings are a bit lackluster, and a few of the hoops through which you have to jump to get the best one are kind of unclear (when it's available, use the Talk function a lot. A lot. A loooooooooooooot). Also, the artist's drawing skills (not pixel art; actual anime line art) are rough in the couple stills that require them, but that doesn't matter much in the long run at all. Ib's mechanics are strong and the visuals memorable and it told a story with characters about whom I cared. I want more of this.
.