Showing posts with label capsule comment. Show all posts
Showing posts with label capsule comment. Show all posts

August 17, 2011

Capsule: Trauma

Status: Complete, all endings and pictures obtained.

Most intriguing idea: Using hidden-object gameplay as an analogy for self-examination.

Best design decision: The "ghost photo" navigation system.

Worst design decision: Describing the possible endings under the "Discoveries" tab. These are telegraphed enough as is.

Read the rest...

August 16, 2011

Capsule: Child of Eden

Status: Completed all levels (final level in "Feel Eden" mode)

Most Intriguing Idea: Gameplay as synaesthesia.

Best design decision: The "Feel Eden" mode

Worst design decision: Having modes that are not "Feel Eden"

Read the rest...

May 2, 2011

Capsule: Might & Magic: Clash of Heroes HD

Status: Story complete, no attempt at multiplayer

Put this on your (virtual) box: Match three for triumph!

Most intriguing idea: Making a puzzle-strategy-RPG.

Best design decision: Using troop distributions on the battlefield as a substrate for the puzzle

Worst design decision: Inadequately balancing the initial grid states.

Read the rest...

April 19, 2011

Capsule: Beyond Good & Evil HD

Status: Complete, achievements 100%

Put this on your (virtual) box: The image is mightier than the stick!

Most Intriguing Idea: That years of word-of-mouth would produce a strong market for an up-rezzed version of a largely ignored game

Best Design Decision: Making the protest signs more legible

Worst Design Decision: The camera behavior, especially in the Slaughterhouse area


Read the rest...

February 8, 2011

Capsule: Kirby's Epic Yarn

Status: Game completed; some extra levels still locked

Put this on your box: The hardest easiest platformer ever made!

Most intriguing idea: That a platformer can be challenging without forcing you to restart a level every time you fail.

Best design decision: Getting rid of "death".

Worst design decision: The method for getting the extra levels in Grass Land.

Read the rest...

January 31, 2011

Capsule: Katamari Forever

Status: Normal mode and vast majority of drive mode complete

Put this on your box: Katamari is too unique to be derivative of anything else, so we made it derivative of itself!

Most intriguing idea: That a Katamari game would benefit from HD graphics. (It says "intriguing, folks, not "correct")

Best design decision: Katamari Drive compensates for some of the older games' deficiencies.

Worst design decision: The Prince's jump, which proves that the Move is an improvement on something.

Read the rest...

October 4, 2010

Capsule: BioHack

Status: Complete, most challenges met.

Put this on your (nonexistent) box: Play Biochemistry 101!

Most intriguing idea: Modeling a puzzle game after natural regulatory systems.

Best design decision: Keeping things simple in these complex systems.

Worst design decision: The visually confusing quantitative and rainbow modes.


Read the rest...

September 29, 2010

Capsule: Professor Layton and the Unwound Future

Status: Complete

Put this on your box: Walk with the Professor! Feel the burn!

Most intriguing idea: Sorry, fresh out.

Best design decision: The super hint for times when you just can't figure out what the puzzle wants you to do.

Worst design decision: The world is much too large and the subway doesn't have nearly enough stops.

Read the rest...

September 15, 2010

Capsule: Prince of Persia: The Forgotten Sands

Status: Completed X360 version.

Put this on your box: In Persia, no pot is safe.

Most intriguing idea: Allowing the player to change, rather than just use, the environment in the course of a platform run.

Best design decision: Requiring precision timing with the environmental powers.

Worst design decision: Putting the rewind and combat powers on the same magic gauge.


Read the rest...

August 9, 2010

Capsule: Trauma Team

Status: Complete

Put This on Your Box: House meets ER meets CSI meets Ghost Whisperer!

Most Intriguing Idea: Fusing multiple styles of medical drama into a single coherent story.

Best Design Decision: The diagnostics segments.

Worst Design Decision: The mechanics for endoscopy.

Read the rest...

August 6, 2010

Capsule: Singularity

Final Status: Complete.

Put this on your box: One of the first games to combine ideas from Half Life and BioShock!

Most intriguing idea: Aging and regressing the environment to progress.

Best design decision: The seeker.

Worst design decision: Monsters.

Read the rest...

March 16, 2010

Capsule: Star Fox Adventures

Final Status: Complete.

Put this on your box: It's Star Fox without anything that you liked about Star Fox!

Most intriguing idea: Translating a sci-fi dogfighting character to a magical adventure setting. (It says intriguing there, folks, not good.)

Best design decision: The surprisingly smooth inventory/command system.

Worst design decision: The first-person targeting reticle's aggressive recentering behavior.

Read the rest...

February 1, 2010

Capsule: The Sky Crawlers - Innocent Aces

Final Status: Completed all main story missions on various difficulties

Put This on Your Box: It's Top Gun meets World War II!

Most Intriguing Idea: Making an arcade flight sim that controls somewhat like an actual airplane.

Best Design Decision: The tactical maneuver commands — done right, there's nothing wrong with "Press A for Awesome".

Worst Design Decision: Brevity.

Read the rest...

November 16, 2009

Capsule: Nostalgia

Final Status: Story and most low-level side quests complete.

Put This on Your Box: At last, a game that ignores Britain's long history of brutal aboriginal repression!

Most Intriguing Idea: Evoking the 19th-century adventure novel in a game.

Best Design Decision: Near-ideal implementation of turn-based combat in the ground battles.

Worst Design Decision: Incredibly unbalanced and tedious airship battles.

Summary: Nostalgia unapologetically grabs for dated JRPG tropes, and for the most part succeeds in creating a pleasant experience. We have a chipper sword-wielding teen with spiky blond hair, a demure teenage girl with magic powers and amnesia, and two spunky orphans, all out to save the world from... well, it's a JRPG, so the story doesn't make much sense anyway. This time the hash is made with an inappropriate fusion of Norse and Greek mythologies, if you're keeping score. Battles proceed using a turn-based system similar to Final Fantasy X. The system is sharp, transparent, and perfectly executed (graphically appealing too: this is a quality game). On the ground, the difficulty curve is quite gentle and the battles are mostly easy. Even if you never take a single side-quest you will probably be perfectly prepared (or even over-leveled) when the end of the main story comes. The aerial battles are another matter: they are brutally difficult and often unwinnable. Players will frequently find themselves unable to either hit the enemy ship at all, or to escape. When victory can be achieved, it can sometimes take up to ten minutes to whittle down the massive life bars of enemy airships. Even at low altitudes, relatively frequent encounters with enemies that totally outclass the player's own Maverick airship occur well into the game, forcing frequent reloads. Nostalgia also appears to have the warm fuzzies for the British Imperium, but not a lot of time to spend on acknowledging what that meant for people who weren't white. To an extent this is excusable because the whole goal here is to evoke the feel of a Victorian adventure novel (the hero's parents have separate bedrooms), but it adds to the sense that this game is out of date — in this case, by at least a century.

If you can't say something nice... When it stays on the ground, Nostalgia is a fun little romp evoking pleasant memories of JRPGs past.

Read the rest...

November 9, 2009

Capsule: Mario & Luigi: Bowser's Inside Story

Final Status: Story finished.

Put this on your box: I HAVE CHORTLES!

Most intriguing idea: Leveling up your arch-nemesis to defeat your other arch-nemesis.

Best design decision: Constantly layering something new and interesting on the core mechanics.

Worst design decision: The unbalanced dodge mechanic and the tedious temporary invincibility in the boss fights.

Summary: Mario & Luigi: Bowser's Inside Story follows an established pattern for the Super Mario role-playing games. It combines light platforming action with turn-based battles that are supplemented with timing-based action to improve damage or defense. This has worked before and it works here, creating a perfectly competent RPG where Mario and Luigi roll around in Bowser's guts, powering up the big spiky turtle so he can take down the ludicrous Fawful, who has conquered both the Mushroom Kingdom and Bowser's domain. The gameplay is mostly solid, but the dodge mechanic is unbalanced. If you figure out the dodge for an attack, you'll never take a point of damage, but if you don't figure out what to do or the proper timing for it you will die constantly. Earlier RPGs in this series mostly used the dodge to reduce rather than eliminate damage, and that would have been a wiser choice here, as the ability to escape harm completely seems to have encouraged the designers to make enemy attacks very powerful. In addition, many of the bosses have some kind of invulnerability (Fawful, for instance, is effectively invincible for five turns at a time), which makes fighting them fairly tedious. On the plus side, every area inside of Bowser seems to have its own interesting twist, making sure the platforming never gets old, and powering him up uses some nifty rhythm games that I rather liked. The writing mostly works well, especially when you encounter the loopy dialogue of characters like Fawful, Sakon, or the doctor. Unfortunately, Bowser himself is pretty one-note, although his tough-love attitude towards his subordinates, and their adulation towards him, can be pretty funny. After a while, though, he wears thin, and there's so much of his dialogue in the game that it gets a bit tiresome. For me, the game overstayed its welcome a bit, but despite some minor design hiccups it's a high-quality experience that delivers both humor and gameplay depth.

Read the rest...

October 10, 2009

Capsule: Dead Space: Extraction

Final Status: Game completed on Normal difficulty, some levels replayed on Hard.

Put This on Your Box: It's like Civil War medicine... in space!

Most Intriguing Idea: Converting a third-person precision-shooting horror experience into a first-person precision-based rail shooter.

Best Design Decision: Working the kinesis and stasis tools into the railshooter experience.

Worst Design Decision: Long, pattern-based boss monster battles that devolved into tedious chores.

Summary: Dead Space: Extraction is a prequel to Dead Space, which I found to be more interesting than Silent Hill: Homecoming, but hit some low points that eventually drove me off. Extraction introduces this story through the experiences of six (mostly temporary) survivors of the disaster on Aegis VII and the Ishimura. Combat, as in the original, depends on the player's ability to strategically shoot off the enemies' appendages; body shots are usually ineffective. The developers attempted to bring this precision-shooting idea to the boss fights, but unfortunately that created some excessively-patterned battles that went on far too long. Those fights, and some irritatingly long mob fights aside, the gameplay was solid and the atmosphere was good. Extraction unfortunately suffers from really abysmal performance. I saw slowdown and glitches on several occasions, and the game crashed on me five times. Two of those were hard crashes that forced me to turn off the console. It's a damn shame that the game was so unstable because...

If you can't say something nice... Dead Space: Extraction really does develop some very good tense and creepy sequences. For the most part it's a solid game and a good addition (or introduction) to the Dead Space franchise.

Read the rest...

September 14, 2009

Capsule: Professor Layton and the Diabolical Box

Final Status: Story finished, most extra puzzles solved.

Put this on your box: A gentleman leaves no puzzle unsolved!

Most intriguing idea: You don't really need to make puzzles part of the story. You can just jam them in there any old way and people will still love it!

Best design decision: Moving the setting around to make each chapter's geography more varied.

Worst design decision: The tea set, a boring game of trial-and-error that doesn't fit the puzzle aesthetic or provide any entertainment.

Summary: Professor Layton and the Diabolical Box follows the same scheme as its predecessor — a mystery presents itself to the Professor, who then must solve puzzles to obtain clues, get around recalcitrant villagers, and just for fun. While some of the puzzles are directly integrated with story events, for the most part they are no more than tangentially related. Diabolical Box has a greater reliance on transfer and picture-scanning puzzles than Mysterious Village, in part because the latter form the basis for almost all the gameplay in the camera minigame. In addition there is a hamster minigame (cursed with appalling voice acting) that also has a puzzle component, in terms of arranging items in the hamster's play area to maximize the number of steps he will take. This pattern is broken with the tea minigame, in which the player must mix components to make particular teas. As mentioned above, the game would have been better without it. The story is little more than an excuse to tramp through environments looking for puzzles, with train-sized plot holes, but it does its job and is charmingly presented. The final twist is unintentionally hilarious, because it suggests that the Professor and Luke kept running into puzzles because they are puzzle maniacs. For the most part, it's more of the same, but when the original is so good, that's not really a problem.

Read the rest...

August 4, 2009

Capsule: Lost Odyssey

Final Status: ~3/4 complete, and that's it for me

Put this on your box: Loading, please wait...

Most intriguing idea: Subverting some boss battles into a game of protecting your putative opponent.

Best design decision: The ring system alleviates many of the attentional problems that come with the limited interactivity of round-based combat.

Worst design decision: The irritatingly high proportion of idiot mazes in the dungeons.

Summary: Lost Odyssey is a fairly interesting tale about an immortal, amnesiac (ugh), vaguely effeminate (hruagh) man named Kaim who is trying to find his family and prevent a cruel, selfish sorcerer from conquering the other cruel, selfish rulers of the world. The game has several good ideas built in it — in addition to those mentioned above, I liked its skill system and the lightly-interactive text stories that reveal Kaim's life story. The score was also pleasant. The key issue is that the flow of the game is constantly broken up by loading screens and long battle introductions. This is a particular problem on the third disc, where the party is split up into 3-4 groups and long pauses for loading seem to occur every 30 seconds. The delays get to be quite frustrating, especially in timed sequences where the countdown continues as you engage in a meaningless survey of the completely non-interactive battle space. Penalizing the player for the developer's delays is kind of insulting, an emotion accentuated by idiot mazes such as the Prototype Staff, where shallow cart tracks somehow become an impenetrable barrier blocking Kaim's path. Eventually I got to a point where I just wasn't willing to put up with the crap anymore.

If you can't say something nice... Lost Odyssey shows off a number of really sharp decisions, which might have made it a classic if someone had come up with a way to cut out the dead time.

Read the rest...

July 27, 2009

Capsule: Flower, Sun, and Rain

I finish, or get finished with, more games than I write long essays about here or elsewhere. Sometimes I'm just not inspired to write a detailed critique, other times I'm just not inspired at all. This being the internet, and me being a blogger, however, I thought I would try to put together a short, snappy format for conveying my thoughts on the games I'm done with.

Title: Flower, Sun and Rain

Final Status: Finished

Put this on your box: This game is some tedious, boring bullshit.

Most Intriguing Idea: By using the guidebook as the key to almost every puzzle, the game includes its own little GameFAQs.

Best Design Decision: This game contains no good design decisions.

Worst Design Decision: The walking. My god, the unending walking.

Summary: Flower, Sun and Rain is an adventure-style mystery game in which you walk and walk and walk and walk and walk and solve puzzles using an in-game guidebook and your brain, in the rare cases where your brain is of any help. In typical Suda fashion, it is about a weird secret conspiracy which has cleverly been hidden behind something even more bizarre, namely an island on which a single day seems to repeat. The characters speak in riddles and are generally insufferable asses, and the plot is obscure. The graphics, with the exception of the face portraits, are easily the worst I've seen on the DS. The game seems to be rather transparently commenting on how stupid adventure games are (unnecessary), how stupid the main character and this particular game are (uninteresting), and how stupid the player is for putting up with all of it (unwise).

If you can't say something nice... Fortunately, this game did not end Suda 51's career or destroy Grasshopper Manufacture.

Read the rest...