Friday, January 20, 2012

The Friday Review: From Dust

From Dust
review by CJ

There is something uniquely charming about the tribal feel of From Dust, Ubisoft’s god game for XBLA and PC. As I look at the games art style, and beautifully rendered world, I really want to like it. Even while playing it, I really wanted to like it. On the surface it’s a great concept: be a kindly god-like being who helps the little people in their world survive by shaping the world to combat an assortment of natural disasters. Along the way you unlock additional powers by helping the people build villages and spread vegetation across the islands. I was expecting more out of the game than it offered, however. In the end it’s just a puzzle game.

PROS:

- Beautiful. Seriously, this game looks good. The way water flows, lava bursts from volcanoes, and vegetation slowly spreads across the land, it is all very pleasing to the eye.

- Great controls. I always knew what a button was going to do, and never felt frustrated because of accidently doing something unintended. The way matter is released from the “Breath” is dependent on how far depressed the triggers are, and I felt as if the game could read my mind on how much I wanted to release, and how quickly.

CONS:           

- Bad camera! With two zoom options—too close or too far—I never felt like I was looking at the world from a comfortable distance.

- Misleading. I was expecting more control of and interaction with the villagers and their villages (such as in Black and White). The game gives you the ability to zoom in on individual people, see their name, gender, and capabilities, but gives you no reason to care. Villagers die, and die often. Then they are simply replaced without any real effort. Even if an entire village is destroyed it can be immediately rebuilt as long as you have 5 villagers left, either survivors or from another village. I was upset when I realized that the people and their villages are just a component of the puzzle.

- Extreme difficulties. Sometimes laughably (or boringly) easy, and other times frustratingly (or throw-your-controller-at-the-TV-and-boil-a-pot-o-tea-on-your-steaming-forehead) difficult.  



SUMMARY:  I feel like From Dust is a tech demo. The game does some really amazing things, and does them really well. The sad thing is that the best part of the game was the final level, where it gives you full power to create the world in what ever image you can imagine, including placing springs, vegetation, volcanoes, mountains, etc. The extremely sad thing is that you can’t do anything with it. I’m not one to spoil endings, but if you’re going to play this game you may want to know this before it happens to you. If you don't want to know, skip ahead to the safe zone. SPOILER ALERT: at the end of the last level, after you have spent however much time you want tweaking your world to be just the way you want it, everything gets destroyed, without warning, and without any way of saving it. I was outraged. SAFE TO READ NOW: I would have loved to been able to share my creations with friends, or create puzzles for them to complete. This is one game that’s going down in my book as “full of untapped potential”.

Monday, January 16, 2012

Choose the Next Keflings DLC - Vote NOW!

Voting is LIVE!!! Head over to PlayXBLA to cast your vote for the DLC you want us to make (and win a chance to be Kefling-ized!)

You can vote once per day, so keep coming back for more votes and more chances to win!

Monday, January 09, 2012

You Choose the DLC!

NinjaBee is super excited to announce their new DLC for A World of Keflings!

Trouble is, we don't know what it is! We need you to help us decide. This week Play XBLA will be unveiling three (not 1, not 2, but 3!) different DLC concepts, and next week the voters will decide which one gets made.

BUT WAIT! THAT'S NOT ALL!

For next week only, each person will be allowed to vote once a day for the DLC of their choice, and for each vote cast you will get entered into a chance to win your likeness "Kefling-ized" as an in-game character!

Operators (myself) are standing by to post the different themes as they are announced Monday, Wednesday, and Friday this week. Enjoy!



Friday, January 06, 2012

The Friday Review: Rock of Ages

Rock of Ages
 -review by Tesh

One part Monty Python, one part Marble Madness, one part Monkeyball, one part Skee-ball, garnished with light Tower Defense seasoning, Rock of Ages is... weird.  It's a good weird, but it's still... weird.  It's an innovative little beastie, well worth spending some time with; especially if your dream game involves crushing things with giant rocks.  Breaking stuff never gets old.  Funny how we're wired that way.

The Good:
  • You control a big boulder and smash stuff along a zany obstacle-ridden path, ultimately crushing your opponent in person after leveling their fort door.  You crush stuff.  With a big rock.  It's not subtle, but it's fun.
  • Controls are surprisingly tight for driving a big slab of stone.  The titular rock handily ignores many Newtonian rules of rock-rolling and it's relatively easy to roll back uphill if you happened to miss something.
  • Winning seems to hinge on solid steering, good timing, and smart defenses.  I like that all are important, though I'll readily concede that's a matter of taste.
  • Sounds are solid.  The whimsical music feels appropriate and the characters, for all their simplicity, work well.  Smashing stuff and sending bystanders screaming is satisfying.
  • 300, Castlevania, Greek legends, great art and artists... nothing is sacred, and the Greek ancestry of this game runs deep.  It's funny in a twisted sort of way, but never really mean.
  • Falling off of the track doesn't hurt, it just costs time.  Smart call, that.
  • There are shortcuts in some levels that make exploration rewarding.  Sometimes they make it too easy to win, but sometimes that's exactly what you're looking for.
  • Varied alternate boulders make for some fun experimentation.
  • The game's demo is good for getting a feel for the core mechanics.

The Bad:
  • Most forts will take three hits.  It would have been nice to have a bit more variety or fudge room, especially in harder levels... but on the other hand, that does mean bouts are relatively quick.
  • Spatial awareness and camera control are very important.  The automatic camera is decent, but it may take time to get used to controlling the camera and finding your way around some of the occasionally large and convoluted maps.  Thankfully you can invert the camera controls, if you're so inclined, and there are helpful signs to suggest a route to the enemy.
  • Lack of good feedback on the defensive part of the game.  You need to build structures to trip up the other player, but it's not terribly clear how well they actually work, or when they will actually be functional.  You'll get used to it, but that comes with time, not explicit instruction.
  • Those fun alternate boulders typically aren't even necessary, and are too easily broken.
  • The game's demo doesn't really hint at the crazy level design that shows up later.  Don't expect the whole game to be as straightforward as the demo.
The Ugly:
  • Count Vlad Dracula and the personification of Plague.  Blame that on the Medieval artists, though.  The bosses are creepy, too.  On the plus side, that makes smashing them more satisfying.



Fudge or Chitlins?
On the whole I heartily recommend Rock of Ages.  As always there are a few things I'd have done differently (especially feedback in the defensive part of the game), and the humor is a bit juvenile, but the game is original and fun enough for me to have thoroughly enjoyed it.  It tests skills I'm fond of (spatial awareness, planning, exploration, steering) and gives enough control and short enough play sessions that it always feels like I can conquer a level if I play well.  It feels fair, like failures are my fault, not that of bad game design.  That's a Good Thing, and Rock of Ages is a great game.

Monday, January 02, 2012

Happy Holidays!


We hope you all had a great time with the holidays these past couple weeks. The Friday Review will continue again this week, and for those of you who may have missed out on the mystery, check out playxbla.com for some fun clues!


Hint #1
Hint #2
Hint Hint & Hint #3
Hint #4
Hint #5
Hint #6
Hint #7
It all begins to come together...

FINALLY!

Friday, December 16, 2011

The Friday Review – Muffin Knight

Do you know the Muffin Knight?
 -review by Mike

When I first saw a brief plug for Muffin Knight (Android game) I thought, “That looks like some light-hearted arcade fun with my kinda humor.” And I was delighted to find that I was absolutely right. Bright color pallet, comedic fantasy characters, platformer game mechanics, and lots of unlockables; mix them all together and you get a killer recipe for awesomeness... mostly.
Here's the breakdown:


The Goods:
  • +5 Visuals of Stunningness - the game has really fun graphics; a color pallet that sings; and a good amount of visual polish; all beautifully executed without totally bogging down my phone's hardware (Galaxy S).
  • +4 Game Mechanics of Cleverness - at its core Muffin Knight is a platformer and, as such, automatically gets a +1 right off the bat in my book. It also happens to be a GOOD platformer with tight controls. The best part was the various character abilities. Every time you gather a prized muffin you randomly switch characters. Each character has a unique attack style, so you have to constantly change your strategy based on what character you happen to be playing.
  • +2 Strategies of Power - the game does a great job of using the interplay of level design and character abilities to create interesting strategies. Each character has a strength - kill lots of guys with the archer; utilize long platforms with the pumkin king; lay a crap load (literally) of traps all over as a safety net with the unicorn, etc. Good stuff.
  • Unlockables of Ultimate Collectability - I love games with unlockables/collectibles. I think it's almost always a good idea to work this mechanic into games when possible. In Muffin Knight, the more you play the more characters you unlock. You also unlock more levels for scoring highly. On top of all of that you can also level up each character multiple times with XP that you earn by playing. The game really maximized the replayability, and it worked.

The Lames:
  • When I downloaded the full version of the game, for some reason it wiped out all the progress I had made in the trial. LAME. I had achieved some serious progress in the trial and it all went down the crapper when I downloaded the full version.
  • On-screen-controllers are never my favorite thing, and in this game, as in many others, it was easy to botch them. Overall it’s not horrible, but there were many times that I missed the button I was going for, or accidentally pushed the wrong one, simply because a screen doesn't work very well as a controller. The player needs tactile feedback to be completely successful with a controller - something that phones just don't provide. That said this game was a lot better than some.
  • The game provided a lot of really good content in the trial version. Too much in my opinion. After I spent the 3 bucks and bought the full version I found myself wondering why. It's true that you can only play on the first 3 levels in the trial mode, but those are my favorite levels anyway. I don't know if there's a cap on the number of characters you can unlock in the trial, but I never ran into it - you can unlock a ton! And the full version advertised "boss battles", which ended up very disappointing. The "boss" in the lava level just hangs out in the background. You never fight him directly! Boo.

Conclusion:
I really love this game. Super fun mechanics, good level design, and tons of unlockables that are as tasty as the muffins you collect. I might recommend that people stick with the trial though. Most of what I love about the game can be found there without spending the 3 bucks. Though if you want multiplayer the full version would probably be worth it. I never tried multiplayer though, so I'm not sure if it works well. Peace out!

Tuesday, December 13, 2011