Monday, April 30, 2012

Hutch Games Ltd: Smash Cops

Smash Cops by Hutch is a game in which you play RoboCop if RoboCop was a police car instead of a police robot. In the world I live in, the word arrest means to accost a lawbreaker with the minimum necessary force to allow the arresting officer to charge the individual with whatever crime they have committed. In the world of Smash Cops, the word arrest means to render the lawbreaker’s vehicle (and presumably the human contents of said vehicle) to a charred mess. Perhaps in this world, people are cars, and this is just the logical violent extension of the Pixar film Cars’ anthropomorphic four-wheeled characters.

The problems with this otherwise enthusiastic game begin with the fact that you cannot listen to a podcast while playing. The game’s audio overrides any external audio upon startup, even when you have silenced all in-game audio. This seems like a move of arrogance for two reasons: firstly, any application which overrides the primary functionality on what is essentially a glorified MP3 player for nonessential reasons demonstrates a fundamental misunderstanding of the platform; and secondly, the game is not nearly rich enough to warrant a demand of one’s full attention regardless. This kind of override is annoying (and thankfully, is going out of fashion in iOS games), but is almost forgivable on a complex story-driven game, or one which makes use of its sound design in a fundamental way, but in this case, the 70s cop show knockoff theme tunes are--while amusing--not nearly amusing enough to warrant such a hobbling of the user’s device.

Further problems include repetitive level design, not helped by the relatively few ways you can effectively confront situations; properly annoying in-app purchases; and a disappointingly shallow collectible system (more on that later).This is another conceptually interesting game marred by a lack of follow through. That being said, I do believe this could have been something special, and now that my pessimism is out of the way, I can gush over how much fun the concept is, and over the few things it does well. Phew!

The controls are properly innovative. To best understand, a metaphor: imagine your fingers, nay, your whole body has turned into water. There is a droplet of oil in front of you. By putting your finger to one side of the droplet, it goes speeding off in the other direction, because of course, oil and water do not mix. This is how you drive your car in Smash Cops. Make sense? Also, this is how every iOS game should handle driving cars in the future. Please, heed my words, developers.

Most missions consist of trying to “arrest” a number of vehicles participating in gang activity, joyriding, or street racing. Remember of course, that in this game, an arrest is a euphemism for a vehicle which has been rendered a smoking carcass. The easiest way I’ve found to make an arrest is to pass an offending vehicle, pull a hairpin turn, and tap the screen for a “ram” boost ability, propelling your police vehicle headfirst into the front bumper of the criminal. This will execute a “smash” and hopefully an “arrest”. Other missions involve ones where you’re trying to race to a specific destination before pursuing vehicles destroy you, which are generally fairly simple, because your opponents tend to take themselves out in the process of trying bash into you.

My favourite mission has the description “Destroy as many illegally parked cars as possible” and suitably ended in carnage as I slid around a parking lot and the surrounding streets completely destroying vehicles parked in comically poor places, including one parked perpendicular to traffic in the middle of a road.

Sometimes other cops enter the fray, ostensibly in your support, but they mostly get in the way, and you are harshly penalized for destroying them, despite how bloody annoying they are. The mirthful violence and cops vs gangsters theme of this game reminded me pleasantly of Crackdown, and makes me wish that game had had driving missions like this one.

Smash Cops isn’t a bad game, it’s not a particularly good one either. There are much more interesting games available for the asking price, and to be perfectly honest, I feel a bit insulted by the in-app purchases, which consist of Super Cop powerups as well as early unlocks of cars. I really don’t feel those purchasing options were necessary in this game, though I suppose talking about in-app purchases in your design docs makes investors pretty happy, so I don’t really blame them. The controls are really pretty neat though, and this carmageddon has a charmingly RoboCop sense of humour. Your call on this one, Officer.

My rating:
I could...
A. Eat a bunch of donuts right now.
B. Take it.
C. Leave it.


PS. (on the semantics of collectables)
When I collect donuts in the world, don’t tell me I’m collecting pieces of donuts, when I am clearly collecting whole donuts. Furthermore, if I work hard each level to assemble a full donut out of three donut pieces, the least a game can do is acknowledge that with some sort of reward.

Now that I think about it, maybe the game is implying with the donut synecdoche that my cop is eating two thirds of each donut, leaving only a part, and requiring two more donuts to assemble those parts into a whole. Which is probably an off-hand insult to cops, because any reasonable person would just eat the two whole donuts and save the third to present back at the station, or to whoever it is that is so interested in this one-donut-per-level.

Let’s go easy on the persons in uniform, Hutch Games Ltd.

Sunday, April 22, 2012

The Good Sister

Firstly, I have no interest in rating this game. I don’t think it’s necessary.



In The Good Sister, you read a tragic tale about a family birthed from abuse.



The player’s role is to provide the Poe-ish incessant tapping which serves as the soundtrack.



For turning guitar hero’s rhythm timeline into a cringe-making horror, this game is good.


The author of this The Good Sister is Stephen Lavelle and it can be found here.

Saturday, April 21, 2012

Boats vs Space Boats vs Pirates

I’ve always had an embarrassing thing for games about boats. It has a connection to the books I read when I was a kid. I read a number of the Swallows and Amazons series by Arthur Ransome, while sitting by the ocean at my grandparents’ house. That’s a good experience. My stepfather also read the Aubrey-Maturin books by Patrick O’Brian and recanted all the stories of the horror of grapeshot and mealworms in the biscuits. I’m not sure which I find more frightening.



I remember playing a lot of Sid Meier’s Pirates as a kid, and a whole lot of KOEI's Uncharted Waters series (the two first games--that is, being the only ones translated into english). I even fell into the trap of trying to play some free-to-play Korean online game about being a naval person (it wasn’t very good). Furthermore, the one and only week I played World of Warcraft was spent almost entirely in the water as I skirted the continents and saw just how far I could get with my character through the world using the night elf powers of invisibility (the answer is pretty far). But even that fun wore thin pretty quickly after the novelty wore off of being the only trial-levelled night elf in the human starting zone on the other side of the world from my own.

For some reason the myriad space exploration, trading, and combat games based on Elite fail to sustain my interest, despite having virtually identical mechanics to the Uncharted Waters games of my adoration. I will still play them, but feel that guilty grime afterward of time wasted pretending to be in a spaceship, instead of the satisfied thrill I have upon buying a whole lot of silk in Istanbul and then sailing down the Nile because I can, before starving to death in Ethiopia, reloading my save, trying to sail around Greenland and to Newfoundland, before starving to death again, and then turning it off, all warm and fuzzy and tired, and responsible for a good number of crew deaths. Space sims commonly deprive the player of crew management, maybe this is their downfall? Or maybe it is the lack of that feeling of being at mercy of the winds, rounding the cape of africa?



Or more likely, it’s for the same reason that playing the original version of the board game Risk, set on our very own earth, is infinitely more compelling than playing one of the versions set in space, or on Middle-Earth; and the same reason that Civilization continues to include an ever popular map to play on, which is an approximation of, again, our own earth.

I haven’t a connection to the journey to Alpha Centauri, because we haven’t gone there yet. It’s a part of the narrative of human culture as a hypothetical, not as a collective memory, as for instance, sailing across an ocean is. When I watch my little boat sailing across a screen, I remember the salty air, and the wind in my ears. I taste stale hardtack. I smell sweat of a hundred crewmates.

...I remember why I’d rather play a game made from this experience, and why I haven’t signed up for the navy.



Every year that goes by I legitimately mourn that there aren’t more games about boats released. Why weren’t the later games in KOEI’s Uncharted Waters series of naval rpgs ever released? Why does every re-release of Sid Meier’s Pirates have to be exactly the same game? Why aren’t more developers trying to push the naval genre forward? The answer must be that not enough people care. But I do. And I must find relief that the ones that do exist, no matter how imperfect, at least do scratch that junkie’s itch.

Anyway, go play Sid Meier’s Pirates (just released for iPhone at 3.99) and cry with me. It’s not fantastic; but it’s kind of the best we’ve got.

My rating
I could:
A. Crush this game with the back of a spoon and snort it.
B. Take it.
C. Leave it.


PS. (in Uncharted Waters news)

In research for this entry, I’ve come to be aware that they DID finally localize Uncharted Waters Online for English players. This is a dangerous realization. Tortuga, here I come!

Nekogames: Parameter



Parameter by Nekogames is essentially an interactive design document. It could be for an RPG, or for a fighting game, or for some kind of simulation. Whatever the missing skin, it matters not. After this game, I want to play all the design documents.
I am presented with an off-kilter spreadsheet with wonky swaths of yellow in the drunken black and grey grid. I can click on boxes. Only a few at first. Only the few which aren’t marked with the grey padlock. The boxes fill up like the status bar in a loading window. Percentages tick up. Other numbers fly out! Pink ones! Green ones! With a swipe of the cursor they are collected, even though I haven’t figured out what I’m collecting them for. How is this sea of numbers and garish yellow over abyssal black so compelling?

The top of the screen is a maze of different statistics, all described by abbreviations not always clear. An ACT. meter governs how many times you can click in a row before the message “Run>Attempted:Lack of ACT.” is displayed. A stat I can put points into called RCV. puzzled me for about twenty minutes of play until I figured out it corresponded to life recovery rate. I diagnose this not as an intentional attempt at obscurity, but rather as the inevitable result of a Japanese flash game translated without a translation budget.


I fight yellow enemies by clicking frenetically until “You win!” is displayed across the top and the enemy box is converted into a lifeless grey, spewing out its numberly innards. There is no blood, there is no death rattle, there is no acknowledgement at all of what the entity I have defeated is, but it is gone. With my new money and EXP. I make my parameters grow stronger. The help menu lets me know that “Effects of RCV. is LIFE, ACT,ATK, DEF speed of recovery will be faster.” Thank you Nekogames. Mysterious telephone boxes explained only by a question mark are taunting me with additional unexplained mechanics. Maybe if I find the secrets of the telephones I will grow stronger... (the answer is yes. Telephones are good)

The funny thing about this playable design document is that it’s totally broken. There are serious balance issues no matter how you go about optimizing your character, resulting in a long and tedious grind (click) towards the end so as to be powerful enough to beat the final boss (represented solely as the fraction “752/752”). This is followed by a series of “greater challenges”--which are really just more excuses to make a clickclickclickclickclick noise with your mouse--ending with the kind of gleeful goodbye message of a company which is incredibly proud to have offered an experience for a player to have enjoyed. I like their attitude. That made it fun. The simplicity made it fun. And that there is no skin to this spreadsheet allowed me to assign details entirely according to my imagination. I saw it as a hacking simulator, because my imagination is dull--but it could have easily been seen as a sports management simulator, a knight simulator, even a reductionist recreation of a Counter-Strike match.

I think Parameter is more than just a broken spreadsheet rpg; it is raw enthusiasm minus the flavour text. It can be found here, and is worth experiencing--if not to the bitter end--just to get to know the numbers behind a video game a little bit better.

My rating:

I could...
A. Can not combat with the enemy to recover LIFE and becomes zero
B. Take it.
C. Leave it.



PS. (why didn’t I write about the sound in this game?)

They forgot to put sound in this game. I would really like to know what kind of music Nekogames would assign to this game. That being said, it’s probably so versatile as a reductionist piece of design because there are no textures. A score might imply an atmosphere, and an atmosphere would destroy its whole aesthetic as skeleton. I listened to the Blade Runner soundtrack when I was playing. I would imagine I would have had a very different experience listening to renaissance lute music while playing. Perhaps that’s worth another try.

There, now I’ve written about the sound in this game. Mission complete.

Friday, April 20, 2012

Pedro Pavia: Anestesia



This morning, I woke up to find myself in a cold sweat, realizing I’d been thoroughly outdone by Kay and her Vidiot Game review. While she had managed to describe a nonsense-sober-drug- trip-in-a-game for her first post on this site, the best I’d managed was to blather on about ASCII and shmups, two moderately obscure acronyms. If it was acronymsdaily.com we were working on, perhaps that would have been appropriate, but as it is, we’re trying to run a dueling video game blog, and as such, I had fallen behind. No matter! What follows is a cure to all of my anxieties:

Anestesia by Pedro Paiva is a bit like someone who’d only ever played the original Zelda for the NES decided to ruminate on the impact of alcohol on the working class. The result is a carnival of transactions (charmingly illustrated by all manner of pictorial equations) involving the exchanges of life for money, money for booze, booze for “happiness”, booze for broken hearts, broken hearts for booze, and so on and so forth.





ANESTHETIZED YOU DON’T FEEL.

ANESTHETIZED YOU ACCEPT.

I think this work is a fantastic example of a personal reflection in the medium, as well as a political statement. It is almost an animated film in its simplicity of interactions, except that as a metaphor for the all-consumingness of alcohol abuse, I think it’s entirely appropriate to make the progression inescapable. The frenetic pace with which the game responds to the small inputs it demands of the player amplifies the sense of being lost down a path. Furthermore, like a magician, the game presents flickering lights and abstract movements, redirecting the player’s eye from the actions they are committing to. All this is effective dispute the actual narrative being so simple it can be completely recognized on the first playthrough.

The sound design deserves a special note for being that particular combination of off-kilter and funky that I am so dearly in love with. This music is the James Chance of chiptune. (more on potential applications below.

If not obvious from the few paragraphs above, I love this game, and recommend it highly. Go down this two minute rabbithole for a charming bit of working class Anestesia.



My rating:

I could...
A. You don’t have money enough.
B. Take it.
C. Leave it.


ps. on blending musics

One of my favourite pasttimes is listening to different pieces of music at the same time and seeing if they play nice together. Today the combination was of the Fez soundtrack’s gorgeous adventurescapes (found here) and of course the whinging, exhausted pleasuredome of Anestesia.



Thursday, April 19, 2012

Revelo: Battle For ASCIION



Battle for ASCIION is a side scrolling shoot-em-up displayed all in ascii art. As a result, any screenshots make it seem like a minimalist roguelike. Now that I think about it, a minimalist roguelike sounds delicious (more below). More delicious than Battle for ASCIION, I’m afraid.

The main problem with Battle for ASCIION is that it’s not very good. The weapons are poorly balanced, the enemies are dull, the controls are fiddly, and my real joy at the visual stylings was squashed as soon as I realized how confusing it made actually playing the damned thing. The production style is what drew me to the game, and I find myself coming back to it just to watch it do its dance, despite the crummy playing. If this had been a video-mockup, it would have been amazing, but the gameplay design just isn’t there.

Having to move one character’s distance at a time makes the game unable to achieve anything like the sort of precise grace that makes a shmup good. If a foodstuff has an awkward texture, it’s difficult to appreciate the taste. The same goes for a shmup.

I like shmups a lot, but I’m not good at them. To me, the mark of a good shmup is that I can see where I could improve, and build skill if I were to invest it. That I don’t end up choosing to invest that time is my choice of priorities, and not the game’s fault. If I play a shmup and don’t fantasize about being really skilled and graceful in it, then it’s probably a waste of time.

Despite my gripes, it does win a few points for having reversed the toggle for sound. If you want to hear sounds you click on “NO” and if you want them off you click “YES”. For this detail I offer developer Revelo Videogames a mighty applause. Also of praise is the ability to download the soundtrack offered to all players, and the TEXTSHOTTM feature which allows you take a screenshot of the game outputted as fully copyable ascii image. For instance, following is a screenshot I took of the most frequently encountered scenario in the game:


SCORE 000000007700    |    |    LOCAL TOP|000000010000           |  |LIVES|x00
           |  |______/ \__/ \______|  |  |  |____________________|  |  |  |____
           |__________________________|  |__________________________|  |_______
           ·              |  |       |    |       |  |  |  |       |    |      
    ·                     |  |______/ \__/ \______|  |  |  |______/ \__/ \_____
 ·                        |__________________________|  |______________________
·                                        |  /_\     /_\  |  /_\  |  |           
                                        |  \_/____/\\/_/ \_\_/__|  |           
      _____    ____    __    _  _______\|__________________________|_____      
     / |  \\  /  /\\  |  \  /| |  |  \ /  /  / \\ |  |  || |  |    |  | \\     
    |  | __  |  |__|| |  |\/|| |  |___   |  |   |||  |  || |  |___ |  |_//     
    |  | | | |  |  || |  |  || |  |/     |  |   |||  |  || |  |    |  | \\     
     \_|_|_| |__|  || |__|  || |__|___    \__\_//  \__\//  |__|___ |__|  \\    
                                                                             ·
                  - Y O U R   M I S S I O N   F A I L E D -                    
                                   ·                                           
                                         ·                                     
                                                                          /  ·
                                                     ·                  =o)    
·                                                                               
            --------------------------    --------------------------    -------
           |   ______   __   ______   |  |   ______   __   ______   |  |   ____
·          |  |      \ /  \ /      |  |  |  |      \ /  \ /      |  |  |  |    
[X] Select Weapon type:    SHOT x1 |  | LASERx1     |WIDE|x1     |  | STAGE 01



Battle for ASCIION is a flash game and can be found here. I do recommend playing it, if at least to encourage one’s fantasies about more interesting combinations of roguelike and spaceship.



My rating:

I could...

A. does not compute.

B. Take it.
C. Leave it.


PS. (more on the minimalist roguelike)

Picture a lone wanderer (the ‘@’) wandering through a desert (or maybe a void, or maybe a gymnasium). There are a few rocks here and there (represented by ‘,’), and some plants (represented by ‘r’). There is a hunger meter at the top (represented a growing string of ‘!!!!!’) and when it fills the top of the screen, you die. There are other letters distributed about the landscape and they either do, or do not mean something. This game is perfectly suited to iOS. A mockup screenshot (I promise I’m not infringing on your TEXTSHOTTM copyright, Revelo).


__________________________________________________

H!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!               
                                                                         
                                                                         
                                                                         
                   r                                                     
                                                                         
                                                                         
             ,                                                           
                                               r, r                      
                                                                         
                                       W                                 
                                                                         
                                                                         
                                                                         
                                                                         
                                                             r           
                                                                         
                                                                         
          @                                                              
                                      ,                                  
                                                                         
                                                                         
                                                                         
                                                  ,                      
                   ,                                                     
                                                                         
                    r                                                    
___________________________________________________________________