Fahrenheit (Indigo Prophecy) - Review (PlayStation 2, Xbox and PC game)

Fahrenheit' was released in 2005 by Quantic Dream and was really a sort of early experimental game that would set the stage for their later games of 'Heavy Rain' and 'Beyond: Two Souls

Never Alone - Review (PC, Xbox One and PlayStation 4 game)

‘Never Alone’ is one of those games that test the traditional boundaries of what a video game should be as it really is a vehicle for telling a larger story, one of the Iñupiat people and it goes about this in such a heart-warming way that it’s difficult not to enjoy it.

Last Inua - Review (iOS and PC)

‘Last Inua’ is set in a frozen tundra and is an icy tale of a father and son’s journey to vanquish evil from the world in the form of a demon named Tonrar. The son, Hiko, is blessed with supernatural powers strong enough to defeat Tonrar but his frail, adolescent body is unable to handle these powers and as such he is too weak to embark on this quest alone.

Machinarium - Review (PC and Mobile game)

'Machinarium' is a point and click puzzle game where you take control of a small, unassuming robot in a robotic society that’s victim to a gang of antisocial thugs.

Harvest moon, A Wonderful Life, SE: Befriending villagers and receiving gifts

Friendship points can be acquired in the traditional, ‘gift-giving’ method but also by giving villagers discounts at your store. This means that if you give them three discounts a day (the maximum number) and one gift a day then you’ve acquired four friendship points.

Showing posts with label Android game. Show all posts
Showing posts with label Android game. Show all posts

Monday, November 24, 2014

Machinarium - Review (PC and Mobile game)



It was love at first sight. From the moment I first saw ‘Machinarium’ sitting in the list of recommended games I knew it was to be mine. For a price so meager it was almost an insult I downloaded an exceptionally tiny game of around 200MB and proceeded to be astounded by a puzzle game that was bursting with personality, story and beautifully hand drawn artwork. 



Developer: Amanita Design

Genre: Adventure, puzzle, point and click
Release date: 16th October 2009 

Platforms: Microsoft Windows, Linux, Mac, Android, OS X, iPad 2, Windows Phone
PEGI: 7+ (some violence)

'Machinarium' is a point and click puzzle game where you take control of a small, unassuming robot in a robotic society that’s victim to a gang of antisocial thugs. What pulls this game aside from the competition is most certainly its art style, just look at those screenshots, it’s a beautiful game that perfectly portrays a crumbling, rusting city and citizens living on the brink of existence. There’s so much detail and so many little touches to the environments and animations that you can only truly appreciate it by playing it yourself as the screenshots alone don’t do it justice. Your nameless, noiseless robot protagonist is quite obviously a character who’s lived under the thumb of others his entire life and in the first ten minutes you see him discarded in a rubbish tip, turned away by the authorities and then plummet into a grotesque sewer system. His somewhat bullied ‘childhood’ is hinted at in the same primary communication that all other characters utilize; soft, inoffensive thought bubbles that either reflect on past events or communicate what they want from you. Even without words it’s easy to empathize with your humble robot character as he totters about, helping others and trying to do some good in a corrupt and rundown city where crime is king and the mechanical officials are about as helpful as a robot bathhouse. 



Yet it’s not just its unending charm that’s there to impress, graphical style and personality can only carry you so far after all, ‘Machinarium’ thankfully manages to bring in a solid compilation of puzzles, smooth and thoughtful storyline additions and overall a fair bit of bang for your buck. The game’s by no means long but there will be times you’ll be held up trying to advance as the puzzles usually require some thought and not everything is immediately obvious. Whilst the puzzles generally rely on some good old item combination then using items in the world environment there’s a decent spattering of originality in the form of its unique ‘stretching and shortening’ feature of your robot friend.



In a traditional ‘Bender’ fashion you can lengthen your robots legs to the point where he can access previously out of reach areas or shorten him to a hobbling, squashed up little robot that can do all sorts of things in this new, skirting board level territory. It’s different and its interesting and what strangely appealed to me is the influence of retro gaming that makes its appearance in old, disused arcade machines and the in-game walkthrough that can only be accessed by playing through increasingly difficult levels of a spaceship game. I liked this allusion to how everything is old and past its time and I also liked the option to use a walkthrough in-game but by earning it through a rather difficult mini-game that didn’t feel out of place at all in the overall scheme of things.


With ‘Machinarium’ there’s just this feel that everything slots together and everything’s very well thought out and crafted from tiny animations like the slurping up of a coil of string when you pick some up to the slow, measured teetering movements when you’re tall. Everything you do has a special animation that will make you squeal with excitement, well maybe not squeal, I do get a little overexcited with indie games, but you get my point, it’s cool stuff. The game is incredibly cheap for what you get and quite honestly I can’t think of a game quite like this one from its design to the way it plays out it’s most definitely an experience and one I applaud for both its squeal-inducing ability and its confidence at portraying a silent hero in a rusted world. All in all, I loved it, even if I am five years late to the party. 




The Good:
  • Very well animated, lots of attention to detail
  • Beautiful, hand drawn graphics that constantly impress
  • Interesting areas to explore
  • Full of personality
  • The lack of dialogue surprisingly pleasant
  • Pretty decent storyline with room for a sequel
  • Challenging puzzles that will keep you guessing
  • Extremely atmospheric
The Bad: 
  • A little slow in places
  • Some puzzles are extremely difficult
The Score: 9/10 

Final thoughts: "I genuinely struggled during this game as the puzzles are pretty damn hard, and frankly the walkthrough mini-game is no walk in the park either. Regardless, the game is well worth playing as its beautiful, full of personality and presenting quite a unique experience and premise."

Thursday, September 11, 2014

Five Nights At Freddy's - Quick Review (PC and Android game)


If there’s one thing that’s going to effectively terrify me it’s those things that are supposed to be innocent, but aren’t. You know what I’m talking about; clowns, dummies, children’s toys, giant humanoid animal costumes, the horror genre has been drawing on the things from our childhoods and turning them into our greatest nightmares long before the arrival of ‘Child's Play’ or ‘Killer Clowns from Outer Space’ so it’s no great surprise to see them in horror games as well. ‘Five Nights at Freddy’s’ is set during the hours of midnight and 6am as you, the new night watchman at Freddy's pizza place, must attempt to survive with limited defences against some horrifyingly deadly mascots. This is a game where your own paranoia and attempt at protecting yourself will push you closer to sealing your own twisted fate as each and every nervous twitch lowers your resources and, ultimately, your chances of survival.

Developer: Scott Cawthon
Genre: Survival Horror, Point and Click
Release date: August 8th 2014 (August 27th for Android)
Platforms: PC and Android
ESRB: M - Mature

‘Five Nights at Freddy’s’ works its way deep into my own insecurities and draws out of me a fear I didn’t even know I had until this game. The enemies you’ll encounter are anamatronic animals that sing and dance for children during the day, annnnd attempt to stuff the new night guard into a suit filled with cross beams and metal bits during the night. Needless to say, this action would kill you so it’s your new priority to survive five nights as the new security guard because presumably he really, really needs the money and values his life less than this. It sounds crazy but who am I to judge, finding work is difficult these days and the fact that you’d have to physically nail me to the chair to get me to stay there is no bearing on what this guy would do, apparently. 
As an added extra you can define the AI of each individual enemy for two additional nights where, upon completing all five nights, you'll notice a night six is suddenly available. The reward for completing the seventh night is not just bragging rights at your own stubborn survival but in valuable storyline explanations where you finally learn the dark secrets behind the deadly mascots.

Five Nights At Freddys Screenshot Stage

In order to survive five nights at this disturbing pizza place you must carefully manage your power supply whilst monitoring a bunch of CCTV cameras to watch where those dastardly murdering critters are going. They only move when you’re not watching them, reminiscent of the Weeping Angles from ‘Doctor Who’ which can only spell trouble, so by ignoring the cameras they’ll just walk on over to where you’re sitting and tear your face off. The building’s power percentage is tracked in a corner and every time you use a camera, flicker the light just outside either of the two doors to your security room or close the doors to protect yourself it’ll drop how much power is left, significantly so. There’s quite a few cameras and unfortunately a couple of them only have audio feeds so you can only listen to the ominous grinding of their motors as they shuffle down a corridor, worse still, there are plenty of blind spots. Cruelly, those blind spots are mostly right outside the two doors that lead to your little security room so you won’t know they’re in there until they’re either grinning at you around the doorframe or if you manage to hear their, fairly stealthy, movements. 


Five Nights At Freddys Screenshot Pirate Cove
 
Whilst a lot of survival horror games utilize a player’s fear of being helpless, ‘Five Nights at Freddy’s’ cranks it up another notch by adding in the complete inability to move. So basically you’re stuck in a tiny room, unable to move and quite possibly nailed to that chair I mentioned now that I think about it, maybe the owners had to resort to brute force with their staff, who knows. Your only line of defence is closing the doors and even then, there are two of them on opposite sides from one another and they use up a lot of power so you can only close them very briefly. You have to survive from midnight to 6am in the morning which takes just less than 10 minutes of your life but at least three years off your life due to the stress it causes. Every night is harder than the last and whilst you’ll quickly adjust to the manner in which you must organize yourself the difficulty intensifies dramatically for the final two nights. The AI of the creatures can vary and they’re fairly unpredictable but generally they’re a lot faster and a lot more intelligent as you progress through the nights. Initially they’ll stay still backstage for the start of the night but, come Night 5, they’ll have mysteriously vanished from their usual spot as soon as your shift starts leaving you to switch between cameras manically, trying to pin point their location. 


Five Nights At Freddys Screenshot Duck

What makes this game so effective at terrifying the living daylights out of you is how well it plays on your paranoia and nervous twitch reaction to check a camera or check the doorway, reducing your power in the progress. Whilst you need to constantly check where everyone has shuffled off to it’s difficult to reign this in and not flicker constantly, dooming yourself in the progress, and the feeling that it’s your own increasing OCD checking of everything that’s narrowing your chances of survival is very unsettling. What's particularly likeable about this game is it’s an extremely simple yet imaginative concept that breaks away from the current trend of ‘Slenderman’ or ‘Amnesia’ trend of snooping about houses, collecting up notes and newspaper clippings that many horror games are copying. Overall I found this game to be an imaginative addition to the survival horror genre and whilst the overall style and concept is extremely simple it's still a creepy venture into a nightmarish world of grinning, killer mascots and a gruesome story that you're gradually rewarded with.


The Good: 

  • Simple, original and very effective concept
  • You become your own worst enemy as you double check, triple check everything
  • Decent jump scares keep you on your toes
  • Disturbing character design
  • Very atmospheric, feelings of isolation and helplessness predominant
  • Looks and sounds great with very good voice acting
  • Final two 'bonus levels' add in an element of freeplay
  • Quite a brutal difficulty curve but the challenge is welcomed
The Bad:
  • Although Night 2/3 offers up whole new gameplay feature, more variation would still be good.
  • Tends to degenerate into careful time management which some may find boring.
The Score: 8/10

Final thoughts:
“Some more variation in gameplay would have gone a long way, but this had me constantly jumping out of my skin as the AI are so unpredictable and it’s got such a disturbing atmosphere.”

Sunday, August 24, 2014

Letter Quest: Grimm’s Journey - Quick Review (Free iOS, Android, Windows/Mac/Linux game)

It’s been a long time since I genuinely enjoyed playing a word game as they tend to make me think of something from the GCSE bitesize website I used to have to suffer through at school. At long last however, a game that requires me to string letters together to form words has broken me out of this mental block and it took barely any time at all for me to be fully engaged in this cute, well-crafted and charming game.


Developer: Bacon Bandit Games
Genre: Word game
Release date: Feburary 5th 2014
Platforms: iOS and Android
Age rating: Rated 9+ for the following: Mild horror themes, mild cartoon/fantasy violence.


'Letter Quest: Grimm’s Journey' is a fresh and vibrant game with plenty of adventure game features such as quests, turn based combat and a stack load of upgrades, potions and items to help you advance your way through its numerous stages. To play a word game that’s not just about the spelling but about the overall gaming experience is such a relief as it’s very easy for a game to get wrapped up in its educational value and forget that games are supposed to be fun and engaging. As you progress through the game you must spell out words, the letters you pick and the length of the word all have a direct impact on the amount of damage you’ll do to monsters so the better the word, the higher the damage. It’s very easy to get caught up at the start of the game in bashing out some simple words but the difficulty level is quickly ramped up and you must adjust to this by exercising those brain muscles and coming up with better, more complex words. In this sense the game maintains its stance as a game about learning since it encourages you to polish your English and expand your vocabulary but, thankfully, this has no negative impact on how enjoyable the game is. 


My only current irk with the game is that many words are unrecognized and, whilst these are being patched over, this could prove irritating to players. The reason for this mostly seems to be that this is a game from North America and many of the words not included are British but, to be fair, there are still over 190,000 words in the game and the developers are working to update the dictionary. Something to look forward in this game is not just these guaranteed dictionary updates but the likelihood of additional levels and features so even when you’ve completed the game there’s still reason to keep checking back. Currently though the amount of content available is very impressive and, though there is some 'pay to win' features you don't have to buy any of them and everything can be obtained legitimately. Besides, it's a free game so you can forgive them for attempting to get even a little bit of their investment back. As you move through the levels you'll notice a large array of enemies and backgrounds which greatly enhances the overall experience as one too many mobile games tend to have repeating, scrolling background and listless, cloned creatures so it's refreshing to see someone put some hard work into the atmosphere and content of their game.


The room for expansion in this game is fairly large as even though the game currently remains simple but not simplistic it would be still be nice to see a few extra mechanics to make combat a little more varied. Overall, this is a reasonably challenging game that’s extremely fun and very professional looking. You wouldn’t believe this was an indie free game as it is incredibly polished with crystal clear graphics and fun, upbeat music. There’s no timer on battles so there’s very little pressure to defeat the monsters quickly making this a casual game that is as fast paced as you want it to be so and its easy to use controls, simple game logic and its overall charming nature makes
'Letter Quest: Grimm’s Journey' very accessible for not just grownups but kids too. I highly recommend this game for anyone to play.

The Good: 

  • Looks fantastic, vibrant and professional
  • Makes spelling fun! No, really.
  • Good assortment of enemies, all of whom are well animated
  • Detailed levels in different locations
  • Use of quests, storyline and items gives the game a nice RPG feel
  • Quite challenging, use of items essential to not die
  • Achievements for added playability
  • Very accessible, easy to get into
  • Lots of stages and I liked the inclusion of a world map
The Bad: 
  • Could use different attacks to make combat more fun
  • Needs a bit of bug fixing here and there

The Score: 9/10


Final thoughts: "This has changed my opinion of word games, this is a really fun game. ...I can't believe they're not charging people for this."

Monday, August 11, 2014

Freaky Dragon - Quick Review (Android game)

The second game to be released by FreakoutGames, 'Freaky Dragon' offers players a much more substantial level of gameplay compared to their first game, 'Freaky Tup', yet immediately I felt a stab of déjà vu. The game plays suspiciously like an old Neopets game I used to be addicted to, yes I am ashamed to admit that, and playing Freaky Dragon feels like a shoddy remake of the game but adjusted for mobile phone gaming. 

Developer: Freakout Games
Genre: Arcade 
Release date: 29th July 2014
Platforms: Android
ESRB: E - Everyone

'Freaky Dragon' is an endless runner game where, essentially, you’ll be endlessly running, or flying, to the other end of the screen as you dodge obstacles, avoid the top and bottom layers of the screen and pick up golden eggs. The premise is very simple and, overall, the gameplay has some fun elements as you not only have to dip and dive your dragon about but fire at enemies and barriers that get in your way. The only way the game can end is when you die so in this sense the game becomes a test of endurance and stamina so the longer you play the harder it gets. In my case, 30 seconds was enoguh for me to fail at the game and simply playing the game long enough to acquire thees screenshots proved to be almost excsesively frustrating. No sooner had I flapped my way forward a few times was I being shot down by a ballista's arrow. As somebody used to playing 'Volcano Run' religiously (oh the shame), I found the controls to be jerky and difficult to use as making the micro-movements often required to get out of a tight spot seemed almost impossible. 



The general appearance of the game is pleasant with bright, bold colours though it’s not particularly well constructed. Whilst the facial expressions of your dragon are decent the animations can be off, for example when you breathe fire, letting out a short and sharp fireball, it continuously appears above you and more in line with your body than your mouth. The game is set with a repeatedly background of dark, dank blue caverns and the odd stalagmite or stalagmite break this up whilst doubling as obstacles. Other inanimate obstacles include spiked boulders that only try and pierce you when you get close, fat, golden cannons and ballistae that all want to knock you out of the sky though the latter do not actually move to track your progression. The enemies look brilliant however and, rather than just a repeat of one or two, there’s a decent mix of creatures and all of them are well designed and quite monstrous, in a good way. 


The soundtrack of the game is something the developers have got right and overall it’s all pretty pleasant and not too irritating which is important as this game may go on for a very long time, depending on how determined you are. An added feature that many players will enjoy is the ability to share your game score on Facebook as well as a leaderboard where you can compete for the top player scores. With all of this in mind, Freaky Dragon is a free game and with its reasonably challenging difficulty level and easy to use controls this is a game that you may as well play if you fancy an indie, endless runner game that looks and sounds ok.

The Good: 

  • Decent soundtrack
  • Looks reasonably good
  • Bright, colourful graphics
  • Escalating level of difficulty keeps it challenging
  • Abiltiy to compete with friends and within a leaderboard
  • It's free.
  • Nicely designed enemies
The Bad:
  • Very simplistic
  • Nothing really stands out
  • Some animations are off
  • Dragon has a weird face.
  • Eerily similar to 'Volcano Run'
The Score: 4/10

Final thoughts: “Whilst Freaky Dragon is nothing particularly special it’s clear that FreakoutGames are improving with every release and I’m kind of looking forward to see what’s on the horizon.”


You can download Freaky Dragon from the Android store, here.

Friday, August 1, 2014

Broken Age, Act 1 - Full Review (PC/Linux/Mac, Android and iOS Game)

'Broken Age' seemed like the perfect game for me to play but, upon completing Act 1 in its entirety, I was left with a confused, almost guilty, feeling of disappointment and frustration. What made it worse was that reputable, professional websites had glazed the game with sickly sweet praise and admiration, hailing it as a fantastic example of point and click adventure games. I rather strongly disagree, as you’re about to find out, and though I admit the storyline is fantastic there are far too many basic elements missed out for this game to be considered as ‘one of the greats’. That said, this game is certainly a steal at its low price and overall the game is very good value. 
 

Broken Age Act 1 Vella and Shay sleeping

Developer: Double Fine Productions 

Genre: Point and click adventure 
Release date: 26th January 2014
Platforms: Windows, Linux, Mac, Android and iOS
ESRB: Not rated (some mild threat, no blood/gore)

The backstory behind the development of this game is far from ordinary. To begin with, 'Broken Age' is one of the most crowdfunded video game projects as it acquired a whopping $3.45 million from more than 87,000 backers. The project began in 2012 and the game marked Tim Schafer’s return to the point and click genre after his fantastic game, Grim Fandango which is being re-released for PS4 and Xbox One and which was originally released in 1998. Despite its extreme backing though it appeared that this may have actually lessened the quality of the game. The end result is, whilst visually polished, wrongly suited to the originally intentioned audience and, quite simply, an inadequate addition to Schafer’s portfolio. As a standalone indie game this would be fantastic but unfortunately it failed to live up to the hype.

Gameplay and storyline

'Broken Age' Act 1 is made up of two different stories, that of a girl named Vella and of a boy named Shay and each story has vastly different settings. Regardless of which character you start with you’ll likely find that the game comes across as very cutesy and perhaps even a little too sickly sweet but this is simply a façade. Without going too far into the storylines the characters have in common a desire to break traditions in their lives that have, up until now, gone unquestioned. The gruesome realities of what is actually occurring strips away that initial sweet demeanour and instead the cheerful nature of the characters and environments take on a whole new form, one that is much darker and much, much more unnerving. 

 

Broken Age Act 1 Vella in dialogue about cloud shoes

It’s here where 'Broken Age' truly excels as the storyline is quite fascinating and will draw you in with its twisting story and cheerfully disturbing atmosphere. The ever present, in your face, indication that something is wrong but nobody else seeming to notice it is a constant source of fascination and you will desperately want to find out what’s going in in the two strange realms that you’ll inhabit. The characters too are likeable though, admittedly, quite unemotional and rather bland despite the famous voice actors. Whilst the storyline is interesting enough and with brilliant twists there are some key issues with the game that are very difficult to ignore. To begin with, it feels as though it’s being aimed at a much younger audience and not at those who would have previously enjoyed classic graphic adventures such as Grim Fandango and the Monkey Island series, both of which Tim wrote for previously. The complex puzzles, standard ‘pick up everything you can find’ mentality, vast environments and wry sense of humour that typically lift a standard point and click to a successful one have all been stripped away leaving something quite superficial in its wake.


Broken Age Act 1 Vella at the Maidens Feast

Overall there’s a genuine lack of content and substance as characters have very few dialogue options and the environments are very limiting so there’s simply not much to discover in what could have been sprawling worlds of characters, places and puzzles. The few characters that are present are quirky and interesting but you can never just chat to them and waste away a couple of hours getting to know their unique personalities so, in this sense, the game feels a little sparse. There’s this strange, unfinished feel about the game that’s reflected in not only the lack of character development but the small, limited environments. These rather simplistic environments quickly become a problem when you’re faced with one of the many puzzles in the game. Often, a point and click adventure game would have you picking up random bits of, seemingly pointless, tack with plenty of red herrings thrown in there just to screw you up. Large locations or, in the very least, a broad variety of areas where the solution to your puzzle may lurk is key to making a puzzle difficult as often you’ll be searching doggedly for more items, racking your brains to figure out what kind of obscure combination you need to come up with. Broken Age lacks this, entirely so. At one point I had to find a particular, very important, item that had been lost but I found it sitting out in plain sight on just the next screen. Another puzzle simply consisted of getting to end of a conversation. It’s almost as though the developers didn’t trust their players to continue playing if they found the puzzles too challenging and this lack of faith in players is evident in the huge amount of hand-holding that takes place


Broken Age Act 1 Shay at a children's playpen terminal
  
When important plot elements have been stripped away of challenge it’s not just frustrating, it’s disappointing. I find it hard to imagine this game ever becoming ‘one of the greats’ and instead it sits as something which is nice, different, but nothing special. The lack of puzzles and choices meant that the length of play was disastrously short and far too easy for seasoned graphic adventure gamers and, whilst some hail this as a return to the 'nostalgic' era of point and clicks, it feels painfully modern with a strong focus on visuals and not enough on actual, substantial, gameplay.

Graphics and audio

The artwork of the game may not be to everybody’s taste but it truly is quite beautiful with a strong hand painted, fantasy appeal. The style and design of the worlds and its inhabitants does nothing for its childish feel however and overall it’s all a little bit too cute and quaint. Despite this, the worlds are gorgeous with a stunning array of colours and details that make each and every area feel bursting with life. The contrast between the two storylines is very apparent, not only in its gameplay content but in the design of the environments. The differences between the smokey oranges and dreamy pinks of Vella’s world to the moody blues and vibrant preschool colours of Shay’s world simply add layers onto the, already distinctive, atmosphere. A curious feature present within the game is its ability to be played in a ‘retro’ graphical mode which makes the game appear in an slightly pixelated, pre-renovated 'Monkey Island' 1 and 2 type design. Whilst usually I would have been extremely interested in this it’s clear that the game was not designed to be played in this format so it comes across as a very low quality conversion. If anything, it looks as though you’re just squinting at the HD version. 


Broken Age Act 1 Vella talking to a tree

The audio is, overall, very good and I liked almost all of the voice acting except for several occasions where I found the protagonists to have a lack of emotion. Despite pushing the budget out and employing the talents of very talented actors including Elijah Wood as Shay I felt as though Shay’s emotion was completely out of context with what was occurring in the scene. When his dialogue was supposed to indicate frustration the voice came across as depressed, when he was supposed to be confused he sounded passive. Though this is partily intentional as Shay is fairly a depressed character this uninterested tone persists even in moments of great peril where what he is saying suggests he's feeling emotion. The voice of Vella too had some inconsistencies between script and the voice acting and overall I felt there to be a lack of emotion when faced with action packed, highly distressing scenes and this tended to ruin the scene’s atmosphere. Aside from this, the game sounded as good as it looked and there was plenty of general chit-chatter in the background and little comments from the protagonist which gave you a better insight into their character.

Overall

It would be easy to simply look at the game, its history and its origin and stamp it with the mark of ‘fantastic’, ‘ushering in a new era’ and things of the such but upon closer examination, Broken Age does none of these things. It’s boringly simplistic, painfully unemotional and with very, very little build up to anything that happens. I found the storyline enjoyable, gripping even. My attention was constantly drawn to what was going on on the screen and Shay's story in particular was a mixture of fascinating and hilarious. My desire to find out more about the strange world I’d been dropped into was what primarily kept me going however as the gameplay was rather simplistic and, generally, the more I progressed the more let down I felt. 


Broken Age Act 1 Shay receiving hugs

The game had a lack of depth, a lack of real challenge and, also, a lack of something else, something I can’t put my finger on, it’s as if it very much lacked the heart, soul and dedication you’d have expected from a game with so many backers, so much time poured into it and so many people working with it. I don’t know what happened to render this game so disappointing and it’s a great shame to say that about what could have been one of the greatest modern age point and clicks. I hope wherever Tim Schafer is now that he looks on this game and thinks to himself, ‘I could have done better’ because if he doesn’t then I’m not sure what happened to his creativity in that sixteen year hiatus. Whilst my disappointment is evident I’d like to finish by saying that I will play the upcoming Act 2 to 'Broken Age' but, truly, it’s only to find out what happens in the end. I can only hope it presents something more appealing to lovers of classic point and click adventure games.

The Good: 

  • Different, original storyline
  • Attention grabbing with its odd premise
  • Beautiful, hand painted graphics
  • Lovely animations
  • Nice variation of environments
  • Likeable, personality filled characters
  • Great cliff hanger
The Bad:
  • Far too easy, a lot of hand-holding
  • Not enough puzzles
  • Voice acting can be off in places
  • Limited, small environments
  • Not much to explore or discover
  • Very little to no item combination
  • Feels superficial and focused on its graphics
The Score: 6/10

Final thoughts: "I'm looking forward to playing the next part of this but only because of its storyline. The game is far too easy with limited environments and, generally, it just doesn't feel like a traditional point and click."

Tuesday, July 15, 2014

Blek - Quick Review (iOS and Android game)

Never have I quite played an iOS game that is as elegant and unique as 'Blek' is and, amongst all of the faceless, duplicate puzzle games that swarm Google Play and the App store, this intuitive brainteaser stands out vividly.

Developer: Denis Mikan 

Release date: December 3rd 2013 (iOS), June 30th 2014 (Android) 
Genre: Puzzle 
Platforms: iOS and Android

The game is excessively simplistic and takes full advantage of touchscreen technology where the aim is to draw lines that hit all of the circles on the screen. It sounds a lot easier than it is as each time you draw a line it will repeat on itself, over and over again until either all of the circles are collected, it bangs into dangerous black spots or wanders off the edge of the screen. The way in which the line comes to life is quite an intriguing thing as the way in which you draw it dictates the way it will move once you’ve finished drawing it. Draw arches as though tracking the path of a bouncing ball and the line will follow this track as though actually bouncing itself. 



The difficulty level of the game goes through several phases as, at first, it’s quite an unusual concept to adjust to but after just a few levels you’ll think yourself an expert at it. It’s not until you get about midday through the game, there’s 60 levels overall, where you’ll start really struggling with some very tricky and often frustrating puzzles. Not only is the gameplay and premise very enjoyable but the game itself oozes personality in its sleek, stylish graphics and dreamlike music. It’s for the best that the music is so calming as, when you’re forced to think outside the box in an abstract manner, there will be times where you’ll be too frustrated to continue playing for much longer. The game is best in short bursts and is very easy to dip in and out of as the levels often take very little time and, overall, the entire 60 levels won’t take you much longer than a couple of hours to complete. Due to the various ways a level can be solved however there is some degree of re-playability and, besides, 'Blek' is such a likeable, attractive game that it’s nice to return to even after completing it.


Currently there is some concern with the way the game has been ported onto Android phones as there’s no clear way of how to exit the game and, upon pressing the back button, you’ll be taken back a level and not to the home screen. A lot of users have also reported crashing which is such a shame as the game is truly elegant and quite beautiful.

The Good:

  • Imaginative game that encourages thinking outside the box
  • Addictive and time consuming 
  • Challenging but rewarding 
  • Lovely music, beautiful graphical style, very elegant 
  • Innovative gameplay stands out from the crowd
The Bad:
  • Some control issues with buttons and menus
  • Very short lived and will not take long to complete 
  • Difficulty curve becomes quite steep mid-game
  • No S-Pen support for Android users
The Score: 8/10

Final Thoughts: "Finally, an iOS puzzle game that actually makes you think about you next move."

Tuesday, June 10, 2014

Freaky Tup - Quick Review (Android app)

Freaky Tup is a simple but enjoyable free app for android devices that has been developed by indie company, FreakoutGames. Freaky Tup is their first mobile game and it's actually pretty decent. 

Developer: FreakoutGames
Genre: Action
Release date: May 23rd 2014
Platforms: Android
ESRB: Not rated

The game includes three different arcade minigames where the aim is to get high scores in fast paced levels where you tap to defeat the baddies who are, in this case, germs. It's very much a casual game but it's suprisingly addictive and well worth playing. 


Freaky Tup review android app


Freaky Tup looks great with a vibrant, polished look that's really appealing for all ages and whilst the gameplay may be lacking a little in imagination that's not to say it's an awful game. It's an extremely accessible game with easy to learn controls and rules and is the sort of game that is perfect for dropping in and out of. When you've got some time to spare or you're having to wait for something it's exactly this sort of lighthearted, casual and fast paced arcade game that you can just flip open and get straight into. It's very addictive, very engrossing and is a great way to waste a bit of time in those gaps of life. Overall, I highly recommend it as a simple and fun android game whilst the fact it's from such a small indie company makes it all the more impressive as they're done a great job at developing their first mobile game.

Freaky Tup review android app gameplay germs
The Good:
  • Very user friendly.
  • Polished, vibrant graphics
  • Great for pick up and put down play

The Bad:
  • Overly simplistic.
  • Not a great deal of depth.
  • Very little longetivity.
The Score: 4/10 

Last thoughts: "For a free android game, this is pretty good, but it's nothing special and it's not exactly an original idea."