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

Monday, June 23, 2014

The Stanley Parable - Quick Review ( + Intro video) (PC game)

The Stanley Parable is a fantastic, intelligent and highly amusing indie game that puts you in the role of a man whose entire life is about to be turned on its head, and at the same time, it won't be.

Developer: Davey Wreden (mod), Galactic Cafe (Davey Wreden and William Pugh) (remake)
Genre: Adventure
Release date: October 17th 2013
Platform:Windows and OS X
ESRB: Not rated

It’s very difficult to write a review about the Stanley Parable because so much of what makes it brilliant as its ability to surprise you with its multiple routes and endings. With this in mind, I’m going to keep this review very short so as not to spoil it but believe me when I tell you that you have to play this game, no really, you have to.


The Stanley Parable is an updated version of a Half-Life 2 mod and has been made into a standalone game with a new, HD look. The game plays almost entirely in first person perspective and is beautifully crafted with tight, smooth graphics and one of the best narrator’s I’ve had the pleasure to listen to in a long time. The story follows a man named Stanley who’s entire existence involves pushing buttons on a keyboard as he receives orders on his monitor, the orders dictate to him how long to press the button for, which button to press and so on. One day, when he’s sitting at his desk at work, he realizes that no orders have come through on his monitor all day and, now that he thinks about it, the room outside his office door is completely silent. You will take control of Stanley and follow the story, or not follow the story, or if the mood takes you, try and find your own story in this explorative game of choices, or not choices, or half choices. There's bucket loads of replayability and it is guaranteed to keep you entertained for hours because, all in all, it’s simply a fantastic game. The story is introspective and entertaining and focuses strongly on the way a game is narrated with plenty of wit and humour. You’ll constantly be questioning yourself and the nature of what you’re going through but every step is both innovative and memorable. Truly, this is a game worth playing over and over again just to see what else you can find and what else you can do. When you think the game is over, it's not, there's still more to be found and more rules to bend, break or follow. Oh and if you want to watch the intro of the game to get you started, check this video out:





Find out what all the hype it about by grabbing it here whilst it’s still on sale on Steam. 

The Good:
  • It's amazing.
  • It's hilarious.
  • It has the best narrator ever.
  • The graphics are perfect
  • So many options.
  • Stop reading these, go play it now.
The Bad:
  • I want more of it and there is no more. 
  • I cannot write a proper review because it would spoil it.
The Score: 9/10

Last Thoughts: "I'm suprised at how genuinely hilarious this was, I found myself doing pointless things just to see the reaction of the game."

Friday, April 18, 2014

5 Simple But Reflective Browser Games (Free online games)

Not all games are action or adventure orientated and often it’s nice to play a game that’s a little bit more interesting. These games tend to be incredibly unique, artistic and emotional and it’s a theme that’s been gaining both mainstream and critical acceptance following the success of games like Journey, Braid and Rain. These larger titles are not to be out done by the humble browser game however. This newly developing genre of game has produced dozens of high quality, free and online browser games that are reflective, thoughtful and incredibly original. Below are some of the most highly rated indie games that make you think a little about life, death and humanity.

Every Day the Same Dream (play it here)

I found this game to be surprisingly striking considering how bored I was for the first few minutes of playing it. You play a faceless man with no personality and whose life consists of getting up, getting dressed, going to work then repeating it all over again. You play this cycle again, and again, and again until you ask yourself; standing there in your pants by the alarm clock, what if I don’t want to do it again? Well, nobody’s making you, so why are you doing it? This game lets you figure that out by yourself, there’s no dialogue except the same one line from each person you meet; your wife and your boss. Everything is in shades of black, white and grey except a couple of tiny things like a leaf, the parking sign and the exit sign. I found myself trying to find things to improve this game and, consequentially, this man’s life and the moment you realize you don’t have to keep walking the same way, that you can find other things, that you truly see how life is represented in this simple, but meaningful game. The ending will leave you with questions and your own interpretations about what it all means. Play it here and ask yourself, is this my life? 


Every day the same dream picture of man at home, corridor and work

Today I Die (play it here)

This short game is more like a piece of interactive poetry than a game though it does have some puzzle elements. The game has a very simple, pixel retro appearance to it and it won’t take you much longer than 10 minutes to complete it, though it does have alternate endings. The game begins with the very depressing sight of a dead young woman held down by a boulder at the bottom of the ocean. Around her swims dark creatures and a handful of rising jellyfish, a very short poem is also on the screen. You can interact with everything and gradually fit together the puzzle pieces to move the game onwards and to change the wording of the poem. It’s an imaginative piece with great atmosphere and a strong emotional element that leaves you quietly reflective. This game manages to say a great deal in its simple poem format and spiritual melodies which make you ponder your own outlook on life and death. 


Today I die opening scene 'dead world full of shades today I die'

The Company of Myself (play it here)

This platforming puzzle game puts you in the shoes of an introvert as he progresses through a series of levels all by himself, well, not completely by himself. The goal of the game is to progress through linear levels and reach a green door on the other side of the level. Sometimes there are force fields and jumps too high to reach by yourself, but you’re all alone so who do you turn to? Here, the game takes an unusual twist. By pressing the spacebar prior to finishing the level you’ll die and be reborn again, using one of your lives, but now there is a shadow of your past self that will re-enact all of the actions, perfectly replicated, that you performed prior to pressing the spacebar. These shadows of your former self can pass through barriers you cannot, and are blocked by other barriers that you’re not blocked by. This means that you can find yourself in scenarios when you have to pretend to jump up a set of stairs so that when your shadow attempts it he’ll be actually going up the stairs; prevented from falling by the pink force fields. The game’s storyline is told in silent verses though the ending consists of an incredibly sad epilogue that changes the entire meaning of the game. If you’d like to read about the story I’ve written it out here but to keep this review spoiler free I’ll just tell you that it’s both shocking and saddening to have journeyed with this character through 20 introspective levels only to find out the true meaning of it all. 


The company of myself game image with Kathryn

Coma (play it here)

This game is a highly imaginative, incredibly creepy game that takes place in a realm somewhere between the dreams and wakefulness of a boy called Pete. The artwork of this game is an entrancing mixture of unsettling darkness and luscious colour and it has instant appeal for those who enjoy atmospheric games. Everything is a little off colour, a little dreamlike and a little unsettling. You play a very small character with barely any features who starts off standing in a dark, dreary, oversized house. The game has puzzle elements but is quite linear and not particularly challenging as the focus lies on the journey, meaning and mood that it creates. You can quite simply move, jump and talk to creatures and people you find along the way as you explore this world and go about the tasks you are set. The first character you interact with sets the unnerving tone that the entire game possesses “Dad locked me in this cage so I wouldn’t tell. He locked your sister in his secret basement! He says he wants her to starve…” The overall meaning and story of the game that can be taken from the few simple words spoken in this game is entirely down to your interpretation but quite simply, you set out on a mission to save your sister. By the time the credits roll you’ll be wondering what Pete’s life is truly like for him to have created this striking, but dark, world and it really does make you wonder, was he in an accident or did something else, someone else, put him in that coma? 


Coma game image inside black and white mansion

ImmorTALL(play it here)

The short story of this game is both shocking and moving. It’s a short piece that takes the French idea of a bête noire, “black beast” and turns it into an interesting examination of humanity. A bête noire in literacy is something that is conventionally avoided or disliked and in this case it’s supposedly the alien creature that you play. After a crash landing to Earth you’ll play this black alien as he starts out tiny and grows larger and larger as the friendship of a farming family is extended towards him. Unfortunately, this alien is about to find itself caught in the throes of mankind’s lust for violence. This game manages to tell a story in very simple, small gestures and without words; opening the eyes of its players simply through expression. When the game ended I was left with a single question that I’m sure many others can relate to; “why?”


ImmorTALL game image green friends with girl boy on ladder

Wednesday, April 16, 2014

Loved - Quick Review (Free online game)


When you obey without question things are so much clearer, but when you defy authority and find your own path you tend to discover that, without guidance, it can be difficult to judge where to go next. This dark little puzzle game takes this idea and turns it into reality as from the very moment you start playing you find yourself at the mercy of a cruel narrator who mocks and jibes your every action. “Are you a man, or a woman?” you’re asked at the beginning only to be immediately told after your decision that you’re not, that you’re a good girl, not a boy. The narrator is a silent stream of text that appears on screen but it’s quite clear that this person is your master and you are quite clearly his minion. This platforming game is set in a world of black and white where everything is stark and bare and the initial navigating of the area is simple as you jump over spike pits and steer yourself up and down solid black ledges and platforms. Occasionally though, you’ll be ordered to do things.


Rambling Fox Reviews - Loved Game Review Screenshot

“Take the lower path. Throw yourself into the barbs. Do not touch the statue.” Your master commands you at certain intervals, but do you obey? If you refuse you’re chided and berated though you notice that tiny little specks of colour are appearing on the otherwise black and white world. Now and then you’ll be asked questions, “Do I own your body or your mind?” by selecting body he demands that you dance for him, by selecting mind he demands that you beg for him. The little blips of colour that start to appear are so slight and insignificant that you don’t really see them until your master speaks again, “Touch that statue and I will forgive you.” Bypass the statue and you’ll be sneered at again but more colour appears, the more you defy your master the more colour courses across the screen in increasingly vivid and beautiful patterns but with that comes a price; you can’t see where you’re going. The game does become increasingly difficult by choosing to not obey and this confrontational approach to gaming is unsettling, though interesting as the ending does change depending on how you play it. It’s an extremely short game and can be completed in less than 10 minutes but it’s still very enjoyable and stands strongly as a solid and introspective platformer that can appeals to the causal and the serious gamer. 


Rambling Fox Reviews - Loved Game Review Screenshot
 
If you want to try the game out for yourself, check out the creator’s website here.

Score: 9/10

Thursday, April 10, 2014

The Novelist - Full Review (PC game)

How do you balance the pressures of your struggling career with the responsibilities that come with family life? A marriage that's falling apart, a child who's failing at school, a writer who needs time to finish his book before it's too late and an artist who's trying to reignite her career. The Novelist puts you in the role of a guide as you try and steer a family that's fraying at the seams to make the right decisions but, ultimately, can you live with the consequences of your decisions? 

The Novelist is a dynamic indie title whose storyline develops around the decisions made by the player and which strongly encourages empathy, compromise and living with the consequences of your decisions. The game is confined to a holiday home in a scenic area of beaches and woodlands though the time of day and year changes as the storyline progresses. The story is centred on the family who is current staying in this holiday home; a father, Dan, mother, Linda, and their son, Tommy. Dan is a struggling novelist, Linda is trying to reignite her painting career and Tommy needs help with his reading and writing. But things are never that simple as, in the short week they have together, tough decisions will need to be made about who gets priority and what the consequences of neglecting the needs of others may be. Dan and Linda are not only having trouble with their careers; they’re having trouble with their marriage too, by focusing too much on his book Dan risks cutting off his family but, by ignoring it, can we count on Linda to bring money to the table? You play a spirit who has lived in this house for quite a long time and, watching the Kaplans, you have the power to read their minds, visit their memories and encourage them to act on their desires. If anything it’s a curious game that is slow paced, a little tedious but which manages to feel incredibly meaningful as you guide the family through this life changing excursion.  

Story


This game is so heavily focused on the story of the Kaplan’s family that I feel that I should write a separate category just for this. It’s a nice touch that though the title seems to indicate it’s talking about Dan it’s actually referring to you since it is you who will be writing this story and guiding what happens. Regardless, the game does seem extremely focused on Dan and his career as a writer, though it can just as easily be focused on Linda and, less so, Tommy who each have their own problems to deal with. I won’t go into the fact that it’s the father’s career the game focuses on and not the mother’s though I did notice the rather dramatic slant. Sadly, Dan’s pretty self-absorbed since all of his needs and desires are focused on his novel whereas Linda divides her interests equally between her career and her family. 



The message of this game appears to be that, in real life, it’s impossible to please everybody and that family life is all about compromise and working through difficulties together. In every chapter it’s your task to find clues around the house, 3 for each character, and then read their mind to see what it is they currently want. Tommy, for example, often feels lonely and neglected so would like to go play with his Dad at the beach whereas Dan is struggling to get any work done because people keep interrupting him. Dan would like to enforce a ‘do not open my office door when it is shut’ rule. On the other hand, Linda is considering how distant he’s already become and is thinking of enforcing her own rule where everybody must sit at the dinner table together for some quality family conversation. Who do you side with? It’s not easy if you can emphasize with everybody but, at the end of the day, somebody has to get their way and the other two are left out in the cold. Thankfully if you know what each of the three family members want you can pick one other person for a compromise option so, say, instead of going with Tommy to the beach you can stick him in front of a nature documentary whilst you get on with your damn work.


The characters of Dan and Linda are quite good, if a little stereotypical, and it’s really their relationship and their interactions that make the game substantial. Tommy’s character though is extremely under-developed and it’s as though he’s just there to be stuck in the middle of his parents problems. He only communicates through drawn pictures and what he wants is completely unimportant in the long run despite the natural inclination being to make sure he feels supported and loved. All in all, it’s turned out that Tommy’s just a third wheel in his parents’ drama story.


The Novelist game review rambling fox reviews asleep in bed

On a positive note the game is very dynamic and responsive to player decision. The story develops and changes around the choices you make and it is quite emotionally enriching since it makes you feel personally responsible for everything that happens. The choices are very genuine, realistic and honest so you do take care when deciding because, depending on who you sympathize with the most, you don’t want to upset anybody. It’s a powerful addition to artistic indie titles and though that may not be everybody’s bag it is mine since it puts games in a light of greater importance and meaning than shooting a thousand aliens dead in the fastest time possible. I particularly love how each chapter ends and details to you the consequences of your decisions and it’s saddening to view silent, black and white scenes of a neglected family member as the chapter’s conclusion is typed below in traditional, type writer text. Watching Linda sitting alone in the living room at night, drinking wine when she wanted to go out for dinner with her husband so she can see that he still loves her really did make me regret my decision to put Dan’s book first. It genuinely made me want to go back and try again, knowing I’d only be watching Dan pull his hair out and cry himself to sleep at night instead and the fact it can pull out that kind of commitment to the family is appreciable. 


The Novelist game review rambling fox reviews Linda looking at window

It is admittedly unusual that over the course of three months the entire fate of the family is decided and, extensive as it may be, I’d have preferred decisions that carried on over a number of years and which shaped the family more organically. Unfortunately, the ending is awful as the final decision is extremely unfair and devastating to the individuals who don’t get ‘picked’ and that’s just not how life works. The ability to enforce a balance of interests isn’t really in the game and it’s very much one person gets what they want, someone gets a bit of what they want and the last person gets sod all whilst the ending makes all previous decisions totally irrelevant. This is a family that lives life dramatically it seems with very little conversation and no amount of actual compromise.


Gameplay


The gameplay has a fairly interesting concept as its stealth based but, since you’re a spirit, you possess lights to hide rather than duck behind counters and curtains. The game has two gameplay modes; Story and Stealth. Stealth is where you can be spotted and thus need to utilize the lights whereas Story mode adds no stealth element meaning you can waltz up to the Kaplans without any problems. Stealth mode ultimately results in lots of zipping about between lampshades and ceiling fittings so you can spy on what the Kaplan’s are doing and sneak up behind them to possess their memories. You can make the light flitter which encourages whomever is near to stop what they’re doing and walk over to the light and examine it whilst commenting on it being broken. This then gives you the opportunity to go into another light fitting and jump out into the room to slip up behind them or back out the door to go somewhere else. If they spot you walking about in broad daylight then they get spooked and you can’t pick their resolution at the end of the chapter but, despite having some very near misses, I was never spotted for long enough to spook them. The most I got was a sleepy and confused ‘huh?’ before I’d high-tailed it into the table lamp and they’d continued on their way to look out the window. Maybe I’m just incredibly fast or maybe the game just hasn’t made it hard enough but by the end of the game I was walking around quite brazenly through the corridors knowing that, even if one of them turned a corner, there was always a bulb close by. 


The Novelist game review rambling fox reviews Dan looking at window thinking of book

The character interaction of the game is awful and the entire atmosphere of the house is sterile and bland. It’s an unavoidable flaw in the game is a great shame since it ruins everything. As the family move around the house they’ll often make a soulless passing comment to one another which indicates where they currently are and I believe this is so you know that somebody’s on the way. What it results in instead is a house that feels lifeless and cold, maybe that’s the point if the family is at breaking point but when you watch one family sit in the living room only for the other one to get up and leave, you do start to feel as though the family members are far too robotic and less ‘family life’ than they should be. There’s an attempt at having the family talk to one another here and there but it’s so forced and vapid there’s not much point, though it does explain why communication is so bad between them all.


That said, the actual storyline is well written and it’s a really great concept at balancing professions with family life because it’s a problem so many people experience but that nobody ever really digs into, not in games at any rate. The fact that you can go into the memories of the family is interesting though still a little hollow feeling as, in each memory, you just have to find a frozen image of whomever memories it is and click them to get a spoken line of dialogue then to click whomever they are with to get another spoken line of dialogue. This is supposedly revealing hugely important plot details but it’s more like ‘…don’t you want to play with your rocket ship?...’ and ‘…I already played with it…’ that’s spoken in ghostly tones, showing that Tommy’s more obsessed with television nowadays than playing with his toys. It’s a creative spin on family life and family problems but it just lacks interactivity and life to make it feel real and to engage its audience.



I’m ashamed to admit it since it’s such a great concept but I found this game tedious. In order to put up with a lot of what the game had to offer I had to be a very specific mood; somewhere between self-motivating and extremely empathetic. There are a lot of in-game notes and letters to read and this is primarily the source of monotony found in ‘The Novelist’. Letters are fine when they’re a few sentences but when you bring up the fifth page long whinge it’s hard to not just skip past it and get back on with the action of deciding people’s fates. Of course, by skipping through all the pages and notes you miss out on the storyline and you’re then not entirely sure about what’s going on in the Kaplan household. This essentially makes playing the game entirely pointless because you’re supposed to care about what’s going on and each little additional bit of information that arises. Some of the notes are read aloud but the voice acting isn’t fantastic and it comes across as a slow drawl that runs the risk of sending you straight to sleep.  Now, I understand there are plenty of people who won’t mind reading so many things in game but I would have preferred a lot more talking and a lot more interactivity because, like Tommy, I’m a bit of a visual learner.


Graphics


The game has a sketchy, painted look that’s very simplistic and quite downplayed which keeps the focus on the storyline. There’s nothing particularly ugly about it but the family members don’t look realistic and have extremely undetailed faces but, truthfully, they do fit in great with their surroundings. I'm kind of of the opinion that by having extremely high definition people with lifelike features and expressions would have actually made this game less artistic than it originally came across as.


The colours are lovely and the memories put everything in muted, black and white tones to differentiate between the present and the past. Oddly, going into a light puts a muted tone on everything too so you’re often looking out at a great landscape but in a way that doesn’t give it enough credit. Of course you can bypass those restrictions by playing in story mode but it’s just a shame nipping out a light to possess somebody then being all, ‘wow this game is incredibly colourful and attractive, back into black and white I go.’ Overall, you won’t be disappointed by the graphics because they’re there to portray a nice, painting backdrop to a storyline and it’s all done very well with plenty of detail in an interesting but vibrant style. It's just a shame about all the muted tones that you're forced to view the world through because there are some lovely scenic moments in the game.


Conclusion


Sadly, I think The Novelist fell a little short of where it was aiming. There’s too much reading and not enough talking to make this game feel alive and the over simplified nature of communication in the family is exasperating and unrealistic. The ending of the game is extremely disappointing because you spend a lot of time juggling the family’s needs and wants throughout the chapters then, at the end, you’re forced to make an impossible decision between two options which renders all previous choices irrelevant. The stealth element of the game doesn’t really add any challenge as the Kaplans are very slow on the uptake even if you’re seen running about in front of them. The ability to enter their memories is, in theory, interesting but when you get there it’s just more sterile, lifeless scenes and a few soundbites of their opinions and problems. Overall, this game is worth your time because I did enjoy it and the difficult decisions that had to be made, graphically it looks pleasant and it all feels very modern and very slick. Unfortunately the game lacks what it needed to make it a fantastic title but it’s not a disaster and there are some lovely experiences to be had in The Novelist.


Score – 7/10 

Sunday, March 30, 2014

Shadow of the Colossus - Full Review and Trailer (PS2 and PS3 game)

It is hard to find words to describe this game as even if I listed off words like; immense, beautiful, majestic, vast or phrases like; heart wrenching, life changing, stunningly unique, enchantingly creative I’m afraid none of it comes close to how I feel about this game. Prior to Shadow of the Colossus there were no games that let the world speak for them, that allowed the camera to pan out across the vast spaces of open plains and mountains with no sounds but hooves on the ground and the breathy pants of its rider. No game dared to let its artistic value tell the story because, I imagine, gamers wouldn’t have ‘got it’ and it would have felt barren and lacking. Shadow of the Colossus feels barren, but it is most certainly not lacking.

Gameplay and plot


The storyline of Shadow of the Colossus is curious as there are very few words spoken and nothing is truly explained. You play a young man called Wander who has travelled a long way to a forbidden and sacred land with the intention of resurrecting a young woman called Mono, who he carries with him. After finally finding a temple in the centre of the land he lays her body out on the altar that rests at the end of the temple corridor. Above, an unseen voice speaks, telling Wander to look upon the sixteen idols of the temple and to destroy them by killing the incarnations of them; the Colossi. If he defeats all sixteen colossi then the idols shall fall and Mono’s soul will be returned to her body. As a final warning, Wander is told that he may pay a heavy price by the end of his quest, but Wander does not care. You are instructed to be on your way then, and the game begins. 


Shadow of the colossus game review carrying Mono through a sunlit temple to place on the altar ahead

You must now locate and kill, one by one, the colossi of the land. You’re initially given a vague clue about the particular colossi you’ll be encountering but this information alone won’t be enough to go on. The voice has instructed you that, to find them, you can use your sword by holding it up against the sunlight and following where the beams focus together. The map area is huge and quite often you’ll have to navigate through shadowy canyons or across spiralling cliff faces so it’s not quite as simple as just running in the direction of the beam To help you get around faster you have your one and only companion; Agro. Agro is an immense black war horse who plays a core role in the game as an indispensible ally, he may shield you from danger and gallop fast enough to catch up with some of the more evasive colossi you’ll encounter. There are certain hidden features of riding Agro; dangling off one side of him, standing up on top of his saddle so you can jump to greater heights or causing him to rear up and bolt forward into a full on gallop which extremely useful for quick escapes. Also, you can pat him on the neck to tell him he’s a good horse.


This game is unusual when placed alongside traditional games as it features no other characters other than the ones I’ve already mentioned. There’s nobody to talk to and, other than a few lizards and the odd bird, no other living creatures in the entire game. The content of the game is roughly divided into two aspects; finding each colossi and then working out how to kill it. You can find where the colossus is located in this huge world by standing in the sunlight and holding your sword up. The light will then shine off the sword and, by moving around, you’ll be able to focus the beams into one bright point which is the direction you’ll find the monstrous creature. If you’re in an area that’s bathed entirely in shadow then unfortunately you’ll just have to figure things out for yourself. 


Shadow of the colossus game review player walking slowly through a dark forest on horseback

Once you’ve found the colossus then you have to work out how to bring them down. Each colossus has its own weaknesses and tends to be based on a type of creature such as a horse or an electric eel. In this sense the game is kind of a puzzle game as figuring out how to kill each colossi is a challenge in and of itself and, generally, they’re not easy to bring down. You’ll generally need to use the environment around you to help defeat them and since each colossus lurks in its own personal lair this can be very interesting since you’ll be using a different method for each creature. To actually kill a colossus you have to first find its weak spots by using your sword in the same way you found him in the first place to locate a type of glowing sigil on its body. There’s usually more than one sigil on each colossus so, once you’ve worked out how to climb onto him, you’ll need to move between the locations; scaling down furry backs or jumping up ledges of its armour. Colossi generally can’t just be walked up to and jumped on though so finding a pathway up will take a bit of thought. Once you’re actually on the colossi it can be very challenging to stay on them as they will do their best to shake you off and this depletes your grip meter. Wander can only cling on for so long so you need to find places to rest and allow the meter to refill itself, if the colossus shakes and throws you about to get you off then your meter will quickly deplete and, if it empties, you’ll be thrown aside like a little paper doll and will have to get back up there again, provided you aren’t stepped on first. No two colossi are alike and you’ll find yourself with a new challenge every time and some situations you find yourself can be, quite literally, breath taking. 


Shadow of the colossus game review player on horseback galloping away from a huge flying colossus in a desert

To add a new dimension to the game you have the ability to go back and fight colossi that you have already defeated. After killing them you can return to the spot where they fell and find their fossilized and moss covered bodies, by interacting with them from here you can complete additional challenges. By completing enough of them, on either normal or hard difficulty, you can unlock additional things like a different coloured Agro and different weapon types.

Graphics and environment


Depending on which version of the game you’re playing the graphics will vary. The original PS2 game had graphics that were good for the time and age moderately but which don’t do the beautiful environments justice. They can be a little clippy, choppy and blurry in some parts which is a shame as it will naturally reduce the overall impact of the game. Despite this however they are still lovely and, after looking at it long enough, you begin to forget that they’re sub-par compared to more modern graphics. Shadow of the Colossus really does push the abilities of the PS2 console to its very limits though, and the frame rate has suffered a little though it’s still completely playable. The PS3 edition of the game features re-mastered graphics that are wonderfully high definition. The frame rate of the game has also been dramatically improved making it all run a lot smoother and consistently. Beneath the new, glossy exterior still lies the same beautiful game however and both editions stand in equal stead.

Shadow of the colossus game review player standing on horse back looking out over a desert cliff

The environments of Shadow of the Colossus are breathtakingly majestic and you’re faced from the start with a seemingly endless world that you can explore at your whim. Everything is seamless and there are no loading screens as you transition between desolate desert landscapes and lush green forests dotted with tiny streams. The map is cold and empty, devoid of life aside from the odd bird and the occasional lizard. The main starting area of the land consists of vast open plains with craggy mountains surrounding the region, reminding you that this is not an area usually accessed by the living. Where some parts are bordered with mountains, others are bordered with shorelines that descend into deep, endless oceans as far as the eye can see and, standing atop mountains and looking out into the distance, you can see that this is truly a secluded place. There are plenty of curiosities in the landscape like the ruins of what appear to be man-made structures, long since abandoned, and it’s very difficult to determine what their original purpose would have been. When fighting colossi you will experience the very highs and lows of the land so you do truly get to see absolutely everywhere at some point or another. The game does have a hidden area however and it is one that will require a great deal of climbing and a lot of persistence if you’re to get there.  


Shadow of the colossus game review huge beast made of stone looming over fallen player and rearing horse

The colossi themselves are beautifully designed with defined characters and appearances depending on which animal or figure they represent. Whether they are organic or not is difficult to tell and their design reflects the ambiguity of their origin; partly made from rock and grass but also hair, fur and possibly metal. Once they are felled their body remains where you left it; moss covered and fossilized, now a permanent part of the landscape.

Audio and music


A lot of this game is completely silent with only the noises you yourself make by running around, whistling for your horse or grunting as you jump. It’s extremely atmospheric to wander through an empty landscape that is completely silent with no birdsong and barely any wind, whether that atmosphere is that of a dead world or a sacred one is up for interpretation.


The voice acting that is present within the game is very good. It’s all spoken in a pseudo-language so you must rely on subtitles to understand what’s being said but the booming voice in the temple is a very grand, steady and resonating voice that really does sound like some kind of God. Wander can shout and call to Agro and the level of his voice depends on how far away Agro is; he’ll shout if the horse is far and simply say it if Agro is beside him. Wander also has the ability to whistle loudly when Agro is too far out of range to call him, though the whistling is partially intended for calling Agro over from long distances it also serves to grab the attention of the colossi when you’re close by them. The shrill whistle cuts through the silence, or battle music, like a knife and it’s one of the few bits of audio that isn’t music. The rest of the voice acting is down to the grunts and gasps of pain that Wander emits as he traverses the landscape and colossi, so nothing too major and everything is very minimalistic when it comes to sound.


Shadow of the colossus game review open expanse of grass plains and cliffs

The music of the game is reserved for cutscene and your battles with the colossi and is another matter entirely; it is magnificent. Your first taste of the gentle choir and the harmonious orchestra is at the very beginning of the game as Wander travels to the temple. It’s a beautiful, haunting melody that suits the lonely journey perfectly and then, when he spots the bridge to the temple, it uplifts into something hopeful and optimistic. Later, when you fight a colossus the music rises in pitch and tempo. The battle music is strong and adventurous and really does add to the epic proportions of the battle you’re waging with the enormous creatures but then, when you’ve felled your opponent, the music too slopes into something sombre, sad and weary. The lack of dialogue in the game makes the music extremely important and it never disappoints. Each musical piece is suitable for the situation it arises in and is incredibly emotional. Truly, the music does wonders for this game and it’s an extremely strong companion to the visual backdrop you’re treated to and I think it’s safe to say the game would be incomplete without such a powerful orchestral soundtrack.


Overall


When games are designed to be pieces of art it can either work or it doesn’t, there’s very little in between because they need to have a powerful statement within them to be effective. Shadow of the Colossus most definitely works and not only is it wonderful to look at and to explore but it features engaging gameplay with an emotional storyline that leaves you wanting more. The Ico Team, who developed this game, have made very few games but every single one has been absolutely fantastic. Anybody who has not played this game is missing out on something extraordinarily memorable. Now that this game is available on PS3 it is most definitely going to be a cherished purchase of new gamers everywhere and, for me, it is the pride of my gaming career. 


Score – 10/10




Monday, March 17, 2014

The Graveyard - Full Review (Free PC game)

The Graveyard is a 2008 indie type game that was developed with the intention of drawing an emotional response from the player and existing as living, breathing art. For me, it failed to do that. I was disappointed with the stark nature of the game and the inability to do anything other than walk down one, set path and sit on a bench. Whilst the game looks quite appealing in its minimalist black and white palette and sounds quite nice the sheer lack of interactivity makes you wonder why they bothered making this a game in the first place.

Graphics

For a game that boasts ‘fantastic’ graphical ability the actual appearance of the game was good, but not that good. What was more noteworthy was the detail and realism of the small fluttering birds that bandied around the graveyard as they were genuinely quite nice to look at. The entire game is in black and white which, whilst overall reducing the visual impact of the game, fitted in with the themes of death that the game was promoting. The shadows of the old woman, lamp posts and graves were all nicely done and tended to darken or lighten depending on what the clouds above were doing. The entire game however came across as slightly fuzzy with clumps of 2D leaves in the otherwise lovely trees. The ending of the game is a prolonged close up of the old woman’s face where you can vividly see deep wrinkles in her weathered face, short and choppy hair stuffed under a black cap and her tired, sad eyes. Unfortunately the face model is all bit sharp around the edges and the lips, chin and clothing in particular all have very defined, straight edges which ruins the effect entirely.


The Graveyard Indie Pc Game Old Woman On Bench
If anything, this game makes you consider the pointlessness of life.

Audio

I think the first thing I noticed upon entering the game was the quality of the sounds. The game has no music but relies instead on a backdrop of a blustering wind, cawing crows and tiny twittering birds. The audio is all very clear and, though minimal, stands quite strong as the necessary backdrop you’d expect in such a peaceful place. Considering the game is set in a graveyard it would have been very easy to give it all a dead, eerie feel but instead the developers have opted for something quite innocuous and tranquil. Any tranquillity that the game instilled in you is lost towards the end though when, after sitting on the bench at the end of the pathway, the creepiest Dutch song begins to play. It’s kind of a summary of the death in the old lady’s life in what is, presumably, her native language which is a nice touch as it feels more personal that way. The song goes on for a long time but with English subtitles so you get to enjoy the unusual lyrics, consisting of things like; “Look that’s Emma, stillborn, take care you don’t step on her, her portrait is long lost, a little blue cross, never baptized.” Whilst the music itself keeps up a continuous, steady beat with an almost childlike tune of plucking strings. Never have I been so glad for an already short game to end.

Gameplay

Ok so, is looks quite nice and sounds great but the game is simply lacking in things to do. Rather than it being a game as such it’s more a short piece of indie artwork that can be interacted with, though that appears to have been the point. The woman, what with being rather old and hampered by a walking stick, is extraordinarily slow as she hobbles down the one main path. Attempting to go off to other paths just leaves the camera stuck in the middle with no swivelling around to see where your character has gone so it’s quite obvious there’s nothing there to explore. I’d have preferred it if things could be interacted with; feeding the birds, thinking to herself or perhaps there should be some other grieving people in the graveyard, but there’s not. The game is fairly barren in terms of content and it feels as though, despite trying to get across some message and going to a fair bit of effort to do so, the developers have missed an opportunity to flesh it out into something a bit more substantial. At first I imagined it was due to the fact I was playing the free trial of the game but, after buying the full game for a rather modest sum, the only additional feature of buying the full game was that the elderly woman had a very small chance of death each time you play the game (of natural causes, not some kind of freak accident.)


By purchasing the full game, and after repeated playthroughs, there is a chance that the women will die as she sits on the bench with the Dutch song stringing along in the background as the camera focuses on her face. This ending is, admittedly, much preferred as it feels like the chapter of her life has finally drawn to a close after reflecting on the deaths of those she knew.

The Graveyard Indie Pc Game Old Woman With Cane In Graveyard
Looks fairly appealing, shame you can't go anywhere.

Overall

The Belgian developer of this short little game describe it as "more like an explorable painting than an actual game” and I am inclined to agree with them; it’s not a game. Unfortunately, it’s not really ‘explorable’ either as there is quite simply no exploring involved. There’s nothing to actually find within the game. The harsh truth of the matter is this; you walk down a path, with no turning involved, just forward. Turn around, sit on a bench, listen to a sad song about her life and then, if you paid for it, watch her die. Is this an explorable painting? Not really, whilst I agree that it’s a form of art I don’t necessarily agree that it’s an interesting or emotional one. It’s a shame, as the game was designed to draw an emotional response from the player, which it doesn’t. Not only that, I imagine it was designed to portray themes such as the fragility of life, the unending struggle of this woman’s existence and how she’s now deteriorated into something quite weak and humble, but again, it doesn’t. In short, whilst The Graveyard is certainly a curious little thing it quite simply isn’t fun and, instead, it’s rather boring. Any attempts at being a living piece of artwork has fallen flat and, when trying to create a connection between a player and a character, it may actually help to have more interaction than sitting her down on a bench.

If you want to try out the game for yourself and see if you enjoyed it more than I did, feel free to pick it up here.



Score: 5/10

To discover more of my PC game reviews, check out this page here.