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Review – Scoregasm (PC)

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Charlie’s Games | 10.07.2011

Hey look, another indie game pretty twin stick shooter full of neon lights and fast paced action.  Scoregasm was included in the Indie Royale Difficult Bundle a few weeks ago, notable because it allowed gamers to get the game for Steam before it’s been officially released for Steam.  The game still isn’t available on Steam, nor does it have a store page yet.

2011-12-01_00001 It’s still available elsewhere, just not on Steam.  It’s made by the same guy who made Bullet Candy.

The gameplay is pretty straight forward, fly your ship around and shoot in different directions destroying hordes of enemies.  It’s similar to Beat Hazard or Geometry Wars, or even, Asteroids.  You do have the limitation of your movements being trapped within a small confined area.  The game’s main draw is it’s progression system.  The more enemies you shoot in a row without dying, the larger the combo you build up.  Depending on the size of your combo you will unlock different stages to move on to.  The fun part is, you can choose which stage to go to next.  Each one is labeled by it’s difficulty so if you’re wanting to try something easier for a bit, you can pick the Easier stage, if you suddenly have a desire to challenge yourself, you can slip into a much more difficult stage, assuming you managed to unlock the higher difficulty.

2011-12-01_00004 This does lead to the game’s only real flaw, if you break your combo at all, there is a good chance you won’t unlock anything.  The goals tend to be high enough that when your combo breaks and drops to zero, there probably aren’t even going to be enough enemies to make the stage goal combo.  The stages are quick though so replaying them isn’t too hard.

It’s a good game all around, and certainly a fun game of it’s genre.  The progression system is definitely pretty unique which helps make the game more enjoyable.  It’s still probably mostly a game for bullet hell fans, which is a bit of a niche genre.

Scoregasm is available on the Scoregasm Website.

Review – The Blackwell Deception (PC)

Wadjet Eye Games | October 12th, 2011

So after having the game recommended over at Gnome’s Lair, I went ahead full bore and bought the limited deluxe DVD edition of The Blackwell Deception when it was put out.  I won’t talk too much on the DVD since it’s no longer available.  It includes all four of the games in the series as well as some animated shorts, behind the scenes, and the soundtrack to the game.  It does seem to have a bit of trouble reading, though it may be I simply got a bum copy.  You probably aren’t missing much by missing the DVD other than the chance to get all four games at a discount.

On to the game itself.  The Blackwell Deception is the fourth game in the Blackwell series of Adventure games put out by Wadjet Eye Games.  Doing some research into Wadjet Eye, I found that I owned almost every game they have put out already and didn’t know it.  I’ve gone through and started playing them one by one.  It’s kind of interesting to notice that the games, even the really early ones, all share a very similar overall game engine (so far), though there have been some tweaks done along the way.

The game plays very similarly to The Blackwell Convergence, which is understandable, though it’s notable that I’ve been playing through the second game of the series and the differences in gameplay and set up are quite a bit more striking between the second and fourth games than the third and fourth.  You play as Roseangela Blackwell, who is capable of speaking to Ghosts, who has a ghost pal named Joey who hangs around with her.  Your job is be a failed writer and mope about it, no wait, that’s Rose’s job.  YOUR job is to follow clues and hints to help ghosts who are lost move on to the other side.  Often, this of course involves solving a murder mystery.

One main notable difference from the previous games is the change in how the internet searches work.  It seems to be a bit of a gimmick of the series and it shows up in the early title by the same company called The Shivah.  Basically, often you will receive clues of names or places and must search for them on the internet to get more information or an address.  There is also some occasionally email “hacking” involved though this generally involves figuring out the person’s password by finding it or making a good guess.  To make a long story short, in Convergence, a few times you’d get some information, heat back to your apartment to do a search, go get more info based on those results, then have to come back to the apartment to do ANOTHER search.

In Deception, Roseangela Blackwell has entered the modern world and gotten herself a smart phone.  It is very obviously an iPhone clone.  This allows you to do these searches in the field.  It’s pretty convenient.

Enough on that though.

Like Convergence, Deception features a sort of “how to” case that is unrelated to the plot.  The regular story is quite a bit more complex this time as well, which is nice.  It also makes much more use of the Joey is a Ghost gimmick allowing him to go off and do his own thing, as much as a ghost can, at times.  This aspect of the game was barely present in it’s predecessor which was definitely disappointing.  Essentially, there are times when Rose can’t go into a certain area, but Joey, being a ghost and invisible to most folks, can easily enter rooms normally blocked off or locked to investigate or eavesdrop on others.  He is limited in how far away he can travel from his host however.  It’s a rather clever and useful gimmick that is part of the core of what makes this series of games what it is.

Speaking of it’s predecessors, for the most part, Deception stands alone other than the reappearance of a character that seems to be pretty critical to a larger overarching plot that is building up in these games right near the end.  It does however leave the story wide open to lead into whatever the next, 5th game may be and I find it unlikely that that game will be able to keep the same stand alone quality that the other games have had so far.  That’s yet to be seen, so I’ll withhold judgment there.

Overall, The Blackwell Deception has a good interesting plot and decent gameplay that leaves you wishing that the inevitable sequel was already here because you’ll just want more.  Playing it’s predecessors isn’t a requirement by any means either, other than the singular scene, there isn’t any major references previous games that didn’t seem to work that I noticed, though on a side note, I’ve learned that convergence is actually a huge reference to Unbound.  The gameplay is interesting and there isn’t anything that’s too complicated to puzzle out, which helps to keep the plot moving.

The Blackwell Deception can be purchased via the Wadjet Eye Games Website.

Review – The Blackwell Convergence (PC)

Wadjet Eye Games | July 22, 2009

So the last Adventure title I tried, Runaway, was kind of a convoluted guess fest that required the use of a guide to complete.  Blackwell Convergence was, fortunately, quite a different story.  This is the third in a series of games following Rosangela Blackwell and her spirit companion Joey Mallone.  Rose is able to communicate with spirits and her and Joey work to help displaced spirits move on from the locations they haunt.  It is presented through your standard Adventure Games format of static scenes with animated characters and various interactions and dialogues.

Though this is the third game in the series, the game opens with an unrelated case to help the players get accustomed to some of the gameplay mechanics and in general how helping the spirits out works.  Your first ghost is a ghost standing on a ledge preparing to jump to his death.  This is almost as ridiculous as it seems since he is a ghost, but it does help to serve a good purpose to anyone not familiar with the series (presumably, I was not familiar when I started).  Basically, the ghosts are sort of stuck reliving some sort of final moment from their lives.  In this case, the guy had jumped and now his Ghost is stuck in this look haunting his old office.  The interactions also help push the idea that the spirits do not always see the world around them clearly as Rose can pretend to be the guy’s ex wife or an interested investor yet the ghost doesn’t notice that she is the same person or that she is not his ex wife.  It serves the purpose well of pointing out that, the ghosts are confused which is part of why they have not moved on.

in case you didn’t figure it out this comes up again rather cleverly during the first case of the main story.  The first spirit is an actor who died mysteriously of a heart attack.  As you approach him, he starts rambling seemingly random lines to you but it quickly becomes apparent he’s trying to finish his final scene.  Solve the puzzle and things are able to move on.

Now, simply chasing spirits and jumping through hoops for them could be a little droll after a while but the plot really picks up after the first case when it becomes apparent that not everything is quite what it appears with the death of the actor, or several other recent deaths for that matter.  Rose and Joey soon find themselves chasing a mysterious rogue spirit while trying to piece together a murderous plot.

The plot itself is certainly what dives this style of game and the plot of Blackwell Convergence is pretty well done and interesting.  Many seemingly unrelated points come up along the way but ultimately everything wraps up fairly nicely.  Another point that I really love is that unlike 90% of all murder mysteries, you, the player, can actually manage to piece it together before the game gets there.  There is one thing I’ve always hated about mysteries is when some Deus Ex plot device is necessary to solve the puzzle that doesn’t shop up until the 11th hour.  Personally that style of plot device reeks of lazyness on the writer’s part.

The plot is also helped out by an excellent dialogue track.  All of the characters and lines are voice acted and all are distinctly different enough to keep them separated.  The presentation itself is all very nicely done.  The backgrounds and very attractive despite the retro 16bit style graphics and the interface is simple and easy to use.

The game mechanics themselves also have a few fun twists that I found interesting.  Rose has a computer in her apartment which is used frequently through out the plot to do searches for addresses or to check email.  There are points when you must switch to controlling Joey, who can walk through doors and walls and hang around unnoticed eavesdropping on conversations that Rose can’t listen in on.  There isn’t an excess of item collection throughout the game either, which makes some sense as realistically, a person isn’t going to be able to lug around 20 random items collected throughout the city.

The only real drawback, depending on one’s point of view, is that the game, much like a lot of modern Adventure titles it seems, can’t be failed.  You pick and choose dialogue options and any point of failure, such as say, reciting the incorrect lines from the previously mentioned Actor’s Final Scene, simply result in a reset of the dialogue.  There are some action scenes later in the game during the climax that could potentially lead to failure if the player doesn’t react but i did not wait to test out if the game would actually punish you for doing nothing.  I don’t want to say it hand holds you through the plot, but it is linear and generally you won’t get lost as to where to go next.  So like I said, this is only a drawback depending on how you feel about difficult and not so difficult games.

So in closing, the previous game Runaway came off as a bit Advanced and bad for adventure beginners, The Blackwell Convergence would be an excellent choice to get into the genre.  It looks nice, the puzzles are intuitive , it has an interesting plot, this all works to make this game very accessible to a pretty broad audience. 

Review – Runaway: A Road Adventure (PC)

Runaway A Road Adventure Site Banner

Péndulo Studios, S.L. | August 28, 2003

So Adventure Games are a bit different than your other game genres.  You often can’t lose and the emphasis is more on the narrative than the “gameplay”.  It’s much closer to being like an interactive novel.  That said, the story can make or break an adventure game easily.  I’ve done a bit of history already here on my plans for upping my intake of Adventure Games.  No need to cover that ground again.  Runaway was the first title I chose in this push, it’s a title I’ve been sitting on for a fairly long time in my queue of games and I like the 3D cartoon style graphics it presents.

ScreenShot080 I’ll also preface this by mentioning I used a walkthrough to get through this game.  I am a bit of a novice when it comes to this sort of game, though I hope some of the problems I encountered in this title are not the “norm”.  i get the whole idea of searching the scene for objects and examining them, collecting clues and useful trinkets.  I also get the idea of having to sometimes get creative with items.  My issue with how this is handled though are with some of the mechanics more than anything.  There are several points where you talk to a person or give them an item, and your next step is to leave the area, then come back to talk to the same person again.  Personally, this feels a bit counter intuitive.  You successfully complete a step, you’re unlikely to put redoing that step very high on your list of “where to check next”.  This could easily lead to some wasted effort looking for clues and feels very much like an excuse for the game to reload a scene or dialogue set more than a need of the plot.  It’s a very computer logic reason more than a story plot reason.  The game is also inconsistent with this as occasionally you are told “come back in an hour” and the game goes through this action of leaving and returning for you.

ScreenShot070I also had some issues with item detection when scanning some scenes.  The one that really sticks out is finding a key near a train locomotive.  I knew the key was supposed to be there via the walkthrough, I even knew where it was supposed to be in the scene, but I still had trouble finding it and it didn’t show up on the ground visibly.

Also there are a few fairly annoying leaps of logic that one must take to get past certain obstacles.   This leads to a bit more trial an error methodology than figuring out where to go based on clues.  For example the idea of making bullets out of lipstick tubes is a little bit of a stretch.

ScreenShot114 Fortunately, the storyline is pretty good.  There are surprisingly few holes and conveniences in the plot and it’s interesting enough to keep the player interested.  The basic premise is, Brian, the character you control, accidentally hits Gina with his car as she is running from some Mob guys.  Brian feels responsible and gets tangled up in Gina’s affairs as they trace down the secret to an old crucifix Gina has.  Secrets are revealed as Brian and Gina get closer to the truth and must work to thwart the Mob goons hot on their trail.  It closes out nicely as a stand alone plot but could easily lead to the plot of the second game of the series.  I am looking forward to playing the second game as well though I’ll be holding off on that for a bit. 

ScreenShot106 The presentation is also great as well, though there is one major flaw which I’ll get to.  The graphics are nice and decently animated.  I do have some issues with the inconsistent feel during some of the later cut scenes where they seem to have used a few mixed techniques to make the scenes.  The shadow technique actually makes the 3D models look particularly terrible.  Everything is fully voice acted as well, and it’s done very well, which helps hold the story together all around.  My chief complaint is in the cut scenes and their length.  If you’re playing this game, make sure you block out some time because you’ll often encounter cut scenes without any warning and there are several which last an upwards of 20 minutes.  These tend to occur between chapters but I think there may have been one in the middle of one of the later chapters.

I also am giving some of my general difficulty with the game mechanics some benefit of the doubt in that I am not excessively familiar with this genre of game.  Runaway feels like it is a bit more of an advanced title.  I found it to be very enjoyable and look forward to the second game, which i hope may not have quite so many of the logic flaws and lengthy cut scenes.  It’s probably not a good title to pick up as an entry level title to the Adventure Gaming genre however.

Review – Who’s That Flying?! (PC)

Mediatonic | Jan 31, 2011

Earth is under attack by aliens from another dimension!  Who can protect it?  Why, the Defender of Earth!  But why did he let them get to Earth in the first place?  Well, he’s on trial to find out.

Who’s That Flying!? has the player take control of the defender of Earth as he recounts his exploits in defending Earth from evil invaders to a trial of his peers.  His peers being, the Defenders of the other planets.  For the most part, the trial dialogue though is between Jupiter, who serves as the Judge, Earth, defending himself, and Uranus, who is a little pissy about being stuck being named Uranus.  The story follows the trial, which is mostly Earth “describing” how he saved each city, then follows the epilogue of the trial through one additional stage.

The game itself is a side scrolling shoot’em up game.  There are 5 cities each with 3 stages to play through, the stages are somewhat themed by the theme of larger monster that shows up.  The design of the game is actually a bit simple as each stages features the same smaller black blog enemies, one medium sized “theme enemy” and a larger more difficult to kill version of the theme enemy.

There is a bit of a twist in the gameplay that helps to differentiate this game from traditional shooter games,  Your character is 100% indestructible.  So hey, that kind of ruins the challenge right?  The city you’re defending has health.  The more enemies you fail to destroy, the more health the city loses.  This very strongly encourages the idea of killing everything, which can be tricky.  Most of the larger special enemies of the stages are designed to keep you from killing the smaller black monster enemies.  They will charge you and cause you to get confused, or spit goop at you to keep you temporarily immobilized.

There are also some special moves at your disposal.  The more enemies you kill without letting any pass, you’ll charge up to unleash Rapid Fire shots, a laser like Super shot or the kill everything Hyper shot.  Miss one enemy and your charge bar drops to nothing, which is a little frustrating.  It can also be extremely killer when you lose it just as a large batch of enemies shows up.

The game itself is alight, though it is a bit simplistic in it’s design.  The simplistic enemies is kind of nice, it never gets overly difficult, but often most levels break down to sweeping up and down across the screen shooting constantly.  The cut scenes are neat, though the humor isn’t quite as funny as it wants to think it is.  It’s not a terrible game by any means, though it also doesn’t really give too much to get super excited over unless you’re a real fan of shoot’em up games.

You can find Who’s That Flying?! on Steam here.  it is also available in iOS.