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 Steam Game. Show all posts
Showing posts with label Steam Game. Show all posts

Friday, December 19, 2014

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



This month we have another wintery game that explores ancient folklore only this time we’ll be delving into the beliefs of the indigenous Alaskan community, the Iñupiat. ‘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. The game itself is designed for two players, though can be played solo, and slots neatly into the category of a puzzle platforming game where you must navigate levels by controlling both a young girl and her arctic fox companion.

Developer: Upper One Games and E-Line Media
Genre: Puzzle platformer
Platforms: Xbox One, PlayStation 4, Microsoft Windows
Release date: 18th November 2014
ESRB: Unrated (mild threat)

The story of ‘Never Alone’ is presented as the kind of tale that an elder passes on to his or her grandchildren and even a few of the cutscenes are in a kind of scrimshaw style as though you are watching a living, breathing wall of cave art. It’s simple narrative that follows a young girl, Nuna, to find the cause of an unnatural blizzard with the help of an arctic fox whom she meets after narrowing escaping an angry ice bear. Together the two friends set out to find the source of an eternal blizzard which threatens the survival of not only the Iñupiat people but everything they have ever known. The story itself is pleasant, full of heart and somewhat magical in an ancient sort of way which really ties into the sense of the tale being told by an indigenous elder. What I particularly enjoyed about the narrative was that it offered up an insight into a culture that I was unfamiliar with and provided me with plenty of information in the form of cultural insight videos. These videos played like clips from a documentary and would discuss the relevant scenario, character or set piece that I had just encountered. Watching them as and when you unlock them can be rather distracting from the game however and I would recommend waiting until you had finished the game before going through them. They were a genuinely interesting watch though and you’d be missing out on some really interesting information by bypassing them entirely as they tend to make everything feel much more wholesome and real.



The game itself is quite clearly designed with two players in mind but, as I only have one controller, I only have a single player experience to talk about. That said, quite a lot of the game requires you to coordinate the movements of both the fox and Nuna so they work together in harmony but, with unpredictable AI, this is not always possible when you’re playing by yourself. Occasionally the character you are not controlling may perform actions that lead to their death and often they struggle to keep up with your pace which, inevitably, also leads to their death. The game is also slightly let down by the controls which can often feel sluggish, unresponsive and awkward to get right. Your ranged weapon, the bola, for instance can be very difficult to aim properly and this simply adds an additional problem to an already bothersome control system. On the positive side the mechanics of the game are pretty solid and generally revolves around a few basic ideas that become increasingly more complex as the game goes on. Whilst coming up against enemies is standard gaming-fare there are some interesting features such as the winter wind which can be both a blessing and an obstacle depending on where you’re trying to go or what you’re trying to do. Spirits that inhabit the game are similarly two faced and whilst there are plenty of good spirits who will help you there are also the not so good ones who may whisk you away at a moment’s notice. 



The game’s main premise however is the partnership between Nuna and Fox which is where some brilliant co-op gameplay would have come into play had I had another controller. Whilst Nuna can drag heavy objects and use the bola as a means of retrieving objects or clearing obstacles Fox’s expertise lies in his connection with the spiritual world, allowing him to work with the spiritual manifestations of animals called ‘loons’. Navigating levels tends to require you to switch constantly between the characters so that they may help each other along and there’s enough to interact with for this gameplay to not be boring or repetitive. However, the vast majority of the game does not have the same complexity that the final levels do which manifests not so much as a difficulty curve but more a great restriction on gameplay. In later levels your control over Fox is extended and you can do much more with him and, whilst the scenarios tend to be similar such as the chase scenes, everything is just so much more fun and challenging. It’s just a shame that it takes so long for the game to build up to this balance of play and before you know it the game has finished just as it felt like it was really picking up speed. What I am utterly grateful for after playing a certain similar game was the checkpoint system of ‘Never Alone’ as whilst death may happen quite frequently, dodgy companions aside, you are never put too far back and it never feels as though you are constantly retracing your steps.



What I absolutely adore about this game though is the art style which is so beautifully minimalistic with its soft focus and hazy wash of colours as though everything is thinly veiled with snow. Murky blues, whites and greys do wonders to make Nuna stand out in her fiercely bold furs whilst her Arctic Fox companion is both separate and a part of the frozen tundra that surrounds him. The simplicity but detail of the animations are also absolutely stunning and little idle animations like Nuna warming her hands or Fox pawing at the ground add a little subtle personality to their characters. The wind is flawlessly drawn and animated and you can visually feel the might of it as it throws Nuna backwards across the screen or sails across her shoulders when she’s ducked down, shielding herself from its buffeting power. The soundtrack as well is extremely well implemented, a soft chorus of piano that is only broken up by the shouts and grunts of Nuna and Fox as they struggle on with their task and overall the music has a very subtle and calming effect on the entire game. 



The prevalent issues that are present in ‘Never Alone’ are hardly even applicable at the moment as the developer has already announced that patches for both the PC version and the consoles will be released shortly. This is clearly a game with both substance and style and my only remaining gripe is that it takes far too long for the real action to get going and, with that in mind, the game is rather short. This aside it’s a wondrous little indie game that is well suited for modern day gamers who enjoy simplistic yet meaningful games with the capacity for a strong local co-op experience. Visually the game is stunning and I adored the focus on learning about Alaskan folklore as it is quite a rare culture to hear anything about, particularly in games. Treat yourself to something a little different this Christmas and check this out if it sounds like something you’d enjoy.

The Good:

  • Lovely depictation and explanations of Iñupiat mythology 
  • Adorable foxes always rank highly in my books
  • Very well thought out narrative spoken in the indigenous language
  • Engaging characters that develop a lovely relationship with one another
  • Pretty solid puzzles that require some thought
  • Stunning graphics and soundtrack
  • Nicely animated for the most part
  • Solid mechanics, particularly like the application of the wind and spirits
The Bad:
  • Later levels much more enjoyable than the rest of the game 
  • AI and ranged weapon issues (that are currently being patched)
  • Polar bear has some odd animations sometimes
The Score: 9/10

Final thoughts: “A genuinely intriguing game that makes me cold just thinking about it, or maybe it’s because I don’t have the heating on and it’s December. I loved the whole concept of this game and knowing that the vast majority of things I found wrong with it are being patched makes me truly appreciate the developer’s dedication to this game. I won’t forget this one.”

Thursday, December 18, 2014

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. His loving father, the physically powerful Ataataq, opts to accompany his son and protect him in all the ways Hiko is unable to protect himself. Together this Inuit duo set out to save the North from Tonrar’s evil clutches and it looks to be a tale of fatherly love set in a tranquil, snow blanketed world. Unfortunately, ‘Last Inua’ faces a plethora of problems that spoil the experience. 


Developer:
Glowforth
Genre: Platformer adventure game
Platforms: PC and iOS

Release date: 11th December 2014 (PC), May 8th 2014 (iOS)
ESRB: Unrated (Mild threat)

Last Inua’ is a form of platforming game where you control both Hiko and Attataq in order to navigate the different levels though each character has vastly different strengths. Hiko, the teenage son, is gifted with the ability to teleport between glowing points, create bridges of light to pass over danger and fly in certain circumstances. Attataq on the other hand is the physically stronger of the two and may climb sheer, icy walls, jump and smash through enormous ice blocks that may block the path. To complete levels the player must use each character is unison and, at best, the puzzles are a solid means of traversing the environment even if your options are extremely limited. What let’s this game down however is how incredibly slow everything is and, when combined with some very touch and go controls, the whole experience is easily ruined. Both characters move at a lumbering pace as though they were wading through the snow rather than skipping across it and it’s a fairly frequent occurrence for your button presses to go unrecognized. Attataq in particular does not always jump when he is told to, usually resulting in death. This quickly becomes extremely frustrating as each death sends you halfway back across the map leaving you to plod your way back over to where you just died. This would be somewhat bearable if death was infrequent but sadly almost everything is deadly whether that’s mistimed jumps, roaming Yeti’s, spurting pools of darkness or spike traps. The entire game feels unnecessarily drawn out when you have to constantly retrace your steps at an agonizingly slow pace and this is inexcusable, no matter how pretty the backgrounds may be. 



Special mention should be made of how absolutely gorgeous everything looks and the opening cutscene in particular looks fantastic. The animations are nicely detailed and, for the most part, smooth and well executed. Visually, the art style is very simplistic but also very elegant and I personally loved the sleek, stylish appearance the game boasted as well as the noticeable contrast in colour. The first few levels are by far the most stunning as the contrasts between the inky black night sky and trees and the bright, gleaming whites and blues of the snow and ice are quite beautiful. The characters themselves are well designed and the landscapes have enough detail for them not to feel barren. A lovely visual effect that I enjoyed is also connected to a gameplay feature in that if you stay too far away from a campsite containing a fire then you will gradually begin to freeze to death. When this occurs the entire screen begins to fill with translucent spikes of ice that crackle across the screen, reminding you to seek warmth quickly or else face the ultimate consequence. 



Unfortunately ‘Last Inua’ is one of those games I really want to like but just can’t. It looks fantastic and the story is really quite lovely but the controls are unreliable, the animations are oddly jumpy in places, the lumbering pace is unbearable and there’s a great deal of repetition that makes the entire experience mind numbing. There’s a great deal of trial and error in navigating this game and, when error puts you so far back, you’ll find yourself constantly re-treading the same levels that already lack variety. Despite this, I’m sure there are people out there that can look beyond these problems and enjoy this quaint little game but for me it’s simply a deal breaker. Overall this game could have been so much better as there are some really promising elements about it that would have been brilliant if not for the undue frustration the mechanics caused me. So for this one I’m afraid I’ve got to say it missed its mark by a long shot. 



The Good:

  • It looks beautiful 
  • An emotional and touching storyline 
  • Nice animations, when they work 
  • An interesting concept 
  • Atmospheric, detailed environments 
  • Running from camp to camp before freezing is a nice touch
  • Some truly awe inspiring landmarks
The Bad:
  • Inexcusably slow
  • Puzzles are very scripted with limited solutions 
  • Unresponsive controls 
  • Frequent deaths that put you very far back from where you died
The Score: 6/10

Final thoughts: “What a shame, if only those kinks had been recognized and worked out prior to release then perhaps we’d have a real stunner on our hands. Sadly it’s just far too repetitive, slow and unreliable to enjoy properly.”

Tuesday, December 16, 2014

Year Walk - Review (iOS and PC/Mac game)

'Year Walk' is a game set to divide opinion due to its slow pace and quiet, ambient atmosphere. The game revolves around an ancient Swedish ritual called Ã…rsgÃ¥ng that required its partakers, called yearwalkers, to undergo a series of challenges that would allegedly result in visions of the future. These visions however may come at a grave cost as there is no guarantee the year walker will survive this ancient practice. As a lover of folklore the premise of the game was far too good to pass up and now, with the winter month fully descended upon us, I felt now was the best time to try it out. I wasn’t to be disappointed.

Developer: Simogo 

Genre: Puzzle, interactive fiction 
Release date: 21st February 2013 (iOS) 6th March 2014 (PC), 3rd April 2014 (Mac)
Platforms: iOS, PC and Mac
ESRB: Unrated (Horror imagery)



Year Walk’ is very much one of those ‘interactive fiction’ type games where it feels as though you’re playing through some kind of novella rather than an actual game and its strongest features are by far its chilling atmosphere, obscure storyline and sublime aptitude at weaving together horror, fantasy and folklore. You play as a mysterious person who has chosen to partake in the ‘year walking’ ritual in an attempt to predict your future and this starts out with saying alone in the dark, whilst fasting, during New Year’s Eve. When the clock strikes into the New Year you leave your solitary confinement and walk around the forest that surrounds the cabin, meeting strange and frightening creatures that offer up challenges in the way of puzzles for you to solve. 


 
What I particularly liked about the game was how it drew you in with just enough mystery to peak your interest but then made it quite difficult for me to find out what was going on. Initially the game is quite frustrating as it feels as though you’re just walking around in circles and getting nowhere. Everywhere I turned I found myself locked out of somewhere with no obvious way of getting in and it took a while for me to realize that I really needed to pay attention to the smallest of details in order to navigate not only the twisting and turning woodland but the game itself. A pen and some paper turns out to be absolutely essential for this game as jotting down everything from landmarks, patterns, symbols and even your path through the forest as its very easy to get turned around and find yourself lost, despite the presence of certain key landmarks. What really struck me however was the actual appearance of the game as there’s just something about its very simplistic artistic style that reminded me of a hand crafted Christmas card where everything is rather whimsical and ethereal. Spindly, silver skinned trees stand boldly against a velvety backdrop, the snow crunches beneath your feet as you are inexplicably drawn deeper and deeper into the dark, mysterious world. ‘Year Walk’ has such a fantasy feel about it that it feels as though you are exploring a gentle winters scene in some pure and innocent fairytale but the creepy imagery and frightening jump scares drop you back into reality with a bump. The constant clashing of splendor and viciousness keeps you on your toes and is very effective at maintaining the emotion that comes with an ever changing, ever evolving reality where nothing is as it seems. 



This is one of those games that sticks in your mind long after you’ve finished playing it, haunting you as though there’s something else in the snow blanketed world that needs to be revisited. Its haunting storyline, horrific scares and utterly immersive atmosphere all amount to an extremely unique experience that, for the modest price tag, is worth diving into. I should mention at this point that you may sink rather than swim in this grim tale as it’s a puzzle game with a whole new level of difficulty. In fact, I found some moments of the game utterly unbearable not because of its poor quality but of how frustrating and obscure I found the puzzles to be and there was plenty of time spent struggling on through things I found could have been made a little clearer. Now, don’t get me wrong, I love a challenge and I admit that games have become significantly easier in recent years but when you spend a good ten minutes on one puzzle a little resentment does start to build. It’s not until I was fully absorbed in the ‘puzzle game’ mind frame where I started to take note of every tiny detail and utilizing my ‘companion app’ guide to learn more about the folklore that I really started to make headway. 
 

The companion app is an unusual addition but, after initially dismissing it as an added extra for those who enjoy reading in games, I realised it had a noticeable effect on the game itself. At first it appears as though the companion app is simply detailing the ritual of year walking in full detail, providing additional information on the symbols and characters you come across, but towards the end you find that you may enter a passcode into the journal. It’s not until you have ‘completed’ the game and come back to that journal that you find the game is far from over as the full story is revealed to you through additional gameplay and scenes. 


Something I found slightly problematic about Year Walk was the controls as it was originally made for touchscreens. Several puzzles require you to move your mouse in the same way you would a finger which, for me, felt really strange and I was glad there were no reaction based puzzles as this would have been pretty hard to re-enact with a mouse. Whilst the controls are nicely interactive for touchscreens, for instance using your thumb print to activate certain stones, there were times when the game was unclear about what kind of user input was required, leaving me to paw helplessly at the screen until something worked. Translated onto a PC what this tended to result in were plenty of puzzles that you didn’t know how to even begin tackling them due to the zero amount of guidance from the game.

Year Walk’ is sadly a very short game that, provided you knew all the answers to the puzzles already, would take a pretty meager 30 minutes to complete. The only thing that really extends the length of the game is the difficulty of the puzzles and I would have loved additional gameplay and more storyline as the game is such a unique experience it seems a pity not to extend it with additional content. That said, the pacing of the game is fantastic and nothing is rushed and, whilst the slow nature of the game may annoy some, I enjoyed the softly softly approach to exposing the mysteries that this game held. The emphasis on audio appealed to me, from the audio based puzzles to the enchanting music but this may necessarily prove to be problematic for those with hearing difficulties. The game has no spoken dialogue, everything is text based, but the requirement to hear for the audio based puzzle may stop many people from progressing in the game and it’s a shame there’s no alternative. Minor niggles aside, ‘Year Walk’ is all in all a pleasantly surprising game that is very sleek and very intelligent in its design and the way in which everything plays out and slots together. I adored this means of learning about Swedish folklore and I enjoyed the complexity of the story that, when you get around to completing it the first time, only gets better and better. I can imagine this game is not for everybody due to its slow pace, emphasis on atmosphere and frequently frustrating moments but for me it was a delight to play and I highly recommend it.

The Good:

  • Very stylish game
  • A constant uneasy atmosphere that something's wrong
  • Beautifully artistic
  • Genuinely creepy with plenty of scares
  • Inclusion of the companion app is a nice touch
  • A unique way of learning about folklore
  • Intelligent, well pieced together, good pacing
  • A story that keeps you guessing, even after it ends
  • The kind of game that stays with you after you've finished it
The Bad:
  • Audio puzzles
  • Zero guidance when solving puzzles results in a lot of guesswork 
  • The controls for solving puzzles are frustrating 
  • Rather short in length 
  • Slow pace may annoy some
The Score: 9/10

Final thoughts: “I’m so glad I finally got around to playing this in time for Christmas, it’s an absolutely stunning game with so much creativity and thought poured into it. It was such a twist to find out its horror elements but the creepy imagery worked really well with the dreamy nature of the game.”

Friday, October 31, 2014

The Cat Lady - Halloween Special Review (PC game)

Susan is no longer with us; she’s gone to the world and, even before her suicide, she’s been gone a long time from society’s apathetic eye. But even after taking copious amount of sleeping pills Susan is still unable to escape her miserable existence as she awakens in a field, unsure of whether this is life, death, or somewhere in between you take control of her life and guide her staggering footsteps through the world, searching for a way out; of where, neither you nor Susan truly knows. Whereas death is supposed to be the end of a story for Susan Ashworth, it’s the beginning.
Developer: Harvester Games
Genre: Adventure/Horror/Point and Click
Release date: December 1st 2012
Platforms: Microsoft Windows
ESRB: M - Mature


The Cat Lady’ follows Susan’s journey back to life after she meets an old woman who wants to strike a deal with Susan to allow her the peace she longs for. Susan is instructed to seek out and destroy several monsters that lurk in the world of the living on behalf of the old woman. Despite Susan’s misgivings she finds herself powerless to resist and, after a brutal and bloody way of sealing the deal, finds herself transported back to ‘life’ but with a catch; she’s now temporarily immortal. For many, this would be a wondrous gift but for an exhausted, suicidal woman it’s an ironic curse that points and laughs in Susan’s face as she treks on with her journey and seeks to complete her task just so she can rest her weary soul and finally be allowed to die. 


The Cat Lady game review screenshot shower curtain

It’s a cryptic, surreal and often disturbing journey that encourages you to lose yourself in the darkness of depression before guiding you out of it again. This is a game where the monsters are not aliens with guns or gloomy figures lurking down the other end of a corridor, this is a game where you are the monster in the dark as Susan is flung between anger, doubt, regret, fear and anxiety as she longing for death yet craves revenge. The creatures you encounter are reflective of the demons of Susan’s soul that, as anybody who has suffered from depression will tell you, are not easily vanquished. There will be a blood, and not just a little bit, the game is unashamedly macabre and Susan is forced to undergo several brutal deaths only to be cruelly resurrected again. The imagery of the game is morbid as well and at least every single chapter has a way in which the player may allow, or actively encourage, Susan to kill herself. There’s plenty of black humour in the game as well which I found appealing as, though this game touches on very serious subjects, it’s easy to become jaded to the horrific nature of things when you’ve lived with them for so long. Whilst the game has some extreme scenes of gore these tend to be offset by slower, storyline focused cutscenes so it’s not just a blood-fest, it’s a very well written and intelligently explored blood-fest. If anything, I would describe this as a game that is beautifully horrific. 


The Cat Lady game review screenshot paintings

Whilst the narrative is by far its strongest point the puzzles are actually fairly good, though not extremely difficult, if anything they are there to provide you with a means to an end rather than as something to frustrate you and slow your progression. Since the game is mostly about atmosphere and storyline I didn’t mind that the puzzles were a little easy but, saying that, they were no walk in the park either and I had several moments of backtracking and getting confused as to what I had to do next. Importantly, the puzzles didn’t feel repetitive and the constant switching of environments helped in this aspect as nothing ever felt like a chore to proceed and it was all very much necessary and interesting. Some puzzles feature some obscure clues about how to complete them that are not just restricted to visual ones, there’s a fair few aural cues which are great for the atmosphere of the game. Generally, I found the audio very good even though the voice acting came across as a little stiff now and then and there’s a very irritating sort of static noise that’s quite loud and intrusive yet entirely intentional. I would have preferred that to have been either non-existent or with the option of turning it off as it was distracting and often made the characters hard to hear. The musical score is brilliant and I have no complaints there and, whilst I said the voice acting could be a little wooden at times, it occasionally did suit the atmosphere and I get the feeling that the developers wanted everything to be very drab and unemotional. Unfortunately at times this style did not suit the on-screen events. 


The Cat Lady game review screenshot butcher gore

The beautiful horror of this game is wrapped up in its storyline but enhanced by the unique art style that is a cross between animated newspaper cuttings and old Polaroid photographs giving the entire game a gloomy yet striking appearance. Just like Susan’s life, everything feels a little pasted together but despite this the animations are smooth, the facial expressions are detailed and everything just flows so perfectly. Visually, the game feels very much like a 1990s game which for a point and click puzzle game is just the perfect era for me, especially with it being a horror game as it reminds me strongly of much beloved games such as ‘I Have No Mouth and I Must Scream’, ‘Sanitarium’ and ‘Phantasmagoria’. Amusingly, the game also feels quite 1990s due to the very low resolution that it plays in but this doesn’t bother me so much. There are a couple more problems with ‘The Cat Lady’ though that does tend to spoil the experience a little; the controls for instance are fairly unresponsive, especially during dialogue when you’re trying to skip lines you’ve already read. Susan also does walk incredibly slowly and at one point I was quite sure I had time to go make a cup of coffee in the time she walked from one side of the screen to the other. When you’re lost and backtracking to find things, this is extremely irritating though it may just be my own impatience. Simply, a ‘double clicking to skip to the next screen you clicked on’ feature may be good as I recall several point and clicks doing this in the past. 


The Cat Lady game review screenshot beginning field

Complaints aside, I was utterly entranced by this game and it’s by far one of my favourite point and click adventure games, even with the huge spattering of horror and gore that’s been slapped all over the place. It’s a brilliant example of mature themes that have been done right in a way which is thoughtful, sensitive and intelligently where it doesn’t shy away from controversial issues yet doesn’t make a mockery of them either. If themes such as suicide, mental illness, depression and death offend you then this is not a game you’re going to get on well with as it is utterly unashamed in its approach to the reality of how some people want to die and will go to any length to do so. Whilst the gore side of things can be sometimes a little over the top I found it shocking yet, oddly, refreshing as there have been plenty of these sorts of games that never go too far and tend to pull back before things go too far. ‘The Cat Lady’ never pulls back, it’s in it to win it and I love that about it. The story is fantastic, full of emotion, suspense and drama that will keep you on the edge of your seat and second guessing yourself the entire way through. Susan herself is a brilliant character with genuine character development as you see her go from shy, meek and weary to a woman with a purpose, confidence and strength and quite simply it’s a pleasure to guide her through these changes. If there’s one game you play this Halloweeen, make it ‘The Cat Lady’, you won’t regret it.

The Good: 

  • Strong character development
  • Interesting, captivating storyline that keeps you guessing
  • Mature themes done right
  • Striking yet low-key appearance is very appealing
  • Decent inventory/dialogue puzzles that challenge but don't frustrate
  • Very surreal and disturbing atmosphere
The Bad:
  • Some audio issues such as hit and miss voice acting/distracting static
  • Some may find the use of gore over the top
  • Controls can sometimes be unresponsive, Susan walks too slowly
The Score: 9/10 

Final thoughts: "This has definitely become one of my most beloved point and click games, everything about it feels a bit 90s adventure game which I love and frankly it's been too long since I played something this surreal and this creepy."

Sunday, October 19, 2014

Lovely Planet - Review (PC game)

Who said twitch shooters had to be set in grisly wartime settings or cerulean alien worlds? Lovely Planet may look incredibly sweet in its 'Katamari', chibi style dressings but underneath it all is a game that will beat you mercilessly into the ground with its rainbow encrusted, spiked, bouncing apple type, addictive thing that will quite literally drive you to madness. Let’s try this again. Lovely Planet is an FPS that’s set in a rather cute looking world where you must have a stunning set of reactions and the ability to memorize pathways to perfection in order to get through the extremely challenging levels. Sounds easy? It’s not, it’s far from it, it’s quite possibly the first twitch based FPS that’s genuinely addictive and also so punishing and cruel that it doesn’t mind coming across as a bit airy fairy and cutesy because it knows it could totally have you if it wanted to. You will lose at this game, many many times, you will become so familiar with the game over screen that you’ll be able to recite it from memory years after putting away this game for good. Quite simply, this game is a lying bastard that tries to convince you it’s totally approachable and easy to get into then floors you with the first punch. Now that you know how difficult it is, let’s examine it in a bit more detail. 



Developer: QUICKTEQUILA 

Publisher: tinyBuild
Genre: First-Person Shooter, Action
Release date: 31st July 2014
Platforms: Windows, Linux and Mac
ESRB: Unrated (involves shooting enemies but the bullets are cubes)

Lovely Planet is a first person shooter where you must complete a series of short levels that are no longer than one minute long and which typically last about 30 seconds. There are initially over 80 levels but there are more once you complete all of them; typically this serves as an additional stab to the side considering how long it takes to complete those ones in the first place. In order to complete each short level you must navigate platforms, avoid hazards and defeat all of the enemies presented to you and by missing just one you will have to restart that level. The courses are extremely challenging and this is partially due to the constraint of having to hit certain things before you hit the ground which results in a great deal of trying and failing to aim in mid-air. Thankfully you’re granted an infinite number of ‘bullets’ with your one and only weapon but there’s little use just spraying the screen with the purple cubes that you shoot. The key to mastering this game is to know the course by heart and to act with speed and precision which is not an easy task due to the sheer number of levels and the seemingly impossible situations the game puts you in. The slightest mistake will kill you whether that’s being hit by a single bullet, falling out of the world or touching anything that’s red there are so many ways to end up restarting the level. It’s basically one of those games where you master a small part of it, then get stuck on another bit, then creep a bit further along as you overcome that particular challenge, and then get stuck on another bit… and so on. 



To ramp up the pressure the game encourages a healthy dose of competitiveness among its players through leaderboards and record times which serve to constantly remind you at how much you suck compared to the rest of the world. Not that that’s a bad thing, in fact it’s a very appropriate feature because part of what makes this game so addictive is seeing yourself improve, whether that’s in comparison to others or not. Critically, the controls of the game can sometimes be a little ‘off’ where inputs aren’t always recognized but this is a fairly rare occurrence and is not frequent enough to impact on the overall game. Strangely there’s no actual aiming cross-hair either so firing shots is harder than in a usual FPS game but, after some practice, you’ll find yourself firing with accuracy you didn’t even know you could manage as everything becomes almost instinctual. Besides, at a mere £3.50 you can excuse a couple of blips on what is otherwise a fantastic game. 



Considering I don’t usually enjoy anything of an FPS nature this is genuinely a fun, albeit frustrating, little game that may attract all sorts of gamers to try it out either for a quick blast about or for some seriously dedicated gaming to get through all of the courses. Either way, it looks and sounds great, with adjustable sensitivity in the controls and plenty of features to keep you occupied for hours. Whilst the sound effects aren't exactly the best they're overwhelmed by a very upbeat music track that reminds you that everything's going to be ok, even when you die for the 100th time. If you fancy a challenge, check this game out now by purchasing it on Steam here.

The Good: 

  • Fast and crazy funtimes
  • Good for those who enjoy a challenge
  • Nice escalating level of difficulty
  • Unique art style for this genre
  • Decent soundtrack that's surprisingly not annoying
  • Simple mechanics
The Bad:
  • Lacks some variety in terms of gameplay
  • Occasional lag with the controls
  • Incredibly frustrating game that may put off many people
  • Unable to compare yourself directly to friends is disappointing
  • Sound effects aren't very good particularly enemies 'dying' noise
The Score: 8/10

Final thoughts: "I suck so much at this genre of games that I'll likely never get to see the ending or the later levels. I tried, I failed, I moved on with my life. That doesn't stop it from being an amazing game, I'm just awful at rote memorization of levels." 

Sunday, August 31, 2014

Depression Quest – Quick Review

This rather solemn sounding game attempts to bring players into the world of somebody living with depression and which does so, but not in the way it’s intended. I would struggle to call this a game and would instead agree with the ‘interactive fiction’ part of their description as the game consists almost entirely of text. The premise of the game is that you play as somebody with depression and must struggle through those everyday realities of life that tend to feel like momentous tasks for those suffering from depression such as going to work, managing your relationships, accepting the reality of being alive, deciding on potential treatment and handling the depression itself. Unfortunately the overall gameplay experience is painfully dominated by its origin as a set of interactive webpages that link to one another via hyperlinks when you make a choice and, though I appreciate the painfully personal nature of this game, it is unfortunately just too dull to call enjoyable.

depression quest screenshot

The game boasts over 40,000 words of interactive fiction as though this is a positive aspect but if I were to play a game about living through depression I would prefer something that drew me in through artistic means rather than having to climb a seemingly unending mountain of paragraphs and written dialogue. The actual quality of the writing is very good, a little bland but it's mostly descriptive rather than creative and tends to set the scene nicely. What the game primarily suffers from however is way in which the player interacts with the story by making decisions. Decisions appear at the bottom of the screen and, as time goes on and your character’s depression worsens or improves, some of these options may be greyed out as you lack motivation or are in other ways simply not able to be picked. What this is supposed to simulate is the feeling that your life will never get any better and to emulate how much of a struggle it is to cope with the debilitating condition but what it actually rendered was a game where, even if you were supposedly getting better, your decisions and choices at improving your life went unrecognized. Rarely you would be told that you were getting better or your mood was briefly lifted but the writing never reflected this and the frustration of being unable to pursue treatments like therapy or medication later on down the line make your optimistic choices feel fairly pointless. Even though I tended to pick things in an attempt to make my guy feel better I found myself clicking through pages of dialogue with only one option to choose from; the depressing one. Unsurprisingly I ended up getting a rather negative ending and I felt like I'd been backed into a corner; good imagery for feel life but not a great feature of a 'choose your own path' interactive fiction game.


depression quest screenshot

As I just said, the choices do eventually have an effect in the way of alternative endings. Usually this feature would have me all excited and intrigue to play through them all but something about this game just left me too fatigued to even try. Maybe it was the depression. Maybe it was the fact that after an hour that felt like three of carefully selected choices I was still left with a conclusion that felt watery, unresolved and unsatisfying. It seemed that no matter what I chose I was always going to end up in some undesirable rut that wouldn’t change anything anyway so what was the point of trying again. I realize the irony that this is exactly what depression feels like so on a positive note the game stirs up in you a very accurate portrayal of depression, the fact that this is a positive note does nothing to recommend this game to others. From a gamers perspective, unless you are either too happy to function and need bringing down or want to try and experience the unending torment of somebody living with depression then I wouldn't recommend you play this game. From a personal level however I would suggest you play a little bit of it so you at least take part in the awareness raising that the developer is attempting to perform.

depression quest screenshot

The Good:

  • Well written
  • Insightful and educational 
  • Application of choices enhances connection to character 
  • Brilliant portrayal of the illness 
  • Donation of charity and awareness raising is always a good thing
  • The five alternative endings allows for some re-playability
The Bad:
  • Generally, rather boring
  • Lack of visuals makes it feel like a book, not a game 
  • The cross from webpage to Steam should have included significant gameplay changes 
  • The music is repetitive, gets a little glitchy if you’re depressed but that’s it 
  • An hour of play felt like an eternity
  • Seems to have become popular on the back of controversy
  • Surprisingly lacking in emotion
The Score: 5/10 
 
Final thoughts:
“It’s clear this game is for a good cause, it promotes awareness and donates to charity, but that still doesn’t make the game fun or interesting. This is not really a game and it shouldn’t really be on Steam.

You can play Depression Quest for free here via the developers website.

Saturday, June 28, 2014

ÆRENA: Clash of Champions - Guest Review (Online Multiplayer Game)

ÆRENA is a free to play, turn based combat strategy game based in a rather unique and beautifully designed steampunk world. Developed by Cliffhanger Productions the game is hero-centric and revolves around your team versus another aboard an airship, sailing through the skies and battling out your differences along the way. The game is primarily intended for multiplayer matches and these matches tend to last between ten to fifteen minutes rather than long winded rounds that test your staying power over strategic prowess. Whilst ÆRENA is by no means shaking up the genre of turn based strategy games, that’s not to say it’s not a good game. In fact, the depth of strategy and the intensity of the game are both incredibly addictive.



To read more of my review, check it out on DarkStation here. This is a genuinely good game and I'm pretty amazed that it's free, for those of you who love a challenging strategy game then this is the game for you. Plus, no Pay-To-Win features! Can't say fairer than that.

Thursday, June 5, 2014

The Last Door: Collector's Edition - Full Review (Free game/Collector's Edition PC game)

The Last Door’ is a door worth opening as what you’ll find on the other side is a solid, spooky and extremely well crafted game that manages to be both horribly unsettling and wonderfully enthralling. 

Developer: The Game Kitchen
Genre: Horror adventure 
Release date: May 20th 2014
Platforms: PC, Mac and Linux
ESRB: Rating pending

Created by the indie company, The Game Kitchen, ‘The Last Door’ is a point and click horror game that borders somewhere between quietly creepy and in your face horrifying. This compelling game will have you intrigued from the start as the beautifully orchestrated music plays and the sharp graphics drop down into a pixelated art style that makes you wonder why the developers have opted for this low resolution feel. Discard any initial reservations you had about its appearances as this is an extremely well made, well-polished game that is more than worthy of worldwide recognition.

Story and gameplay

The game is set in Victorian England and, after an incredibly morbid prologue, your character receives a letter from an old friend with a rather cryptic message on it. Prompted by the potentially serious implications from the letter you set out to Sussex to the lavish manor house that your friend owns but upon arrival it appears empty and abandoned. As you search the estate for clues you’ll uncover dark secrets, skeletons in the closets and a mystery that will only be explained by travelling across the country in subsequent chapters. The four chapters of this game were initially released separately and they still feel like very short standalone games that all follow on from one another, though that’s not a bad thing. If anything the use of cliff-hangers is very appealing as it builds up your anticipation to continue playing and makes the game feel even more riveting. 



The Last Door screenshot episode 1

The use of episodes splits the game into nicely manageable segments as it will take several hours to complete the entire thing though the quality of the chapters does vary and, whilst each episode has its own strengths and weaknesses, the inconsistency makes the problems glaringly apparent. The first chapter for instance excels in atmosphere and emotion whilst being the shortest and easiest of all the chapters. In the second episode there is a greater depth of experience but some of the descriptions of items have been watered down to either simple statements or overly explanatory ones which, compared to those of the first chapter, hinders the feel of the environment. That said, these are very minor issues and as a whole  the game plays fantastically with a strong focus on suspense and anticipation rather than gore and violence. 

The Last Door screenshot episode 1

As is standard in point and click games your advancement is dependent on solving puzzles and, in this case, the puzzles are inventory based. This means that you’ll be frequently be searching for things you can pick up before using them on objects in the environment or combining them into something new. Often, things can be difficult to locate as the pixelated surroundings conceal things wonderfully but by scrolling over objects that can be examined a magnifying glass does appear so you’re not left helplessly confused at what something is. Overall the game gets harder as you progress which eases you very nicely into the game though there’s nothing agonizingly difficult about any of the puzzles. Though you’ll likely get stuck now and then the puzzles are all fairly logical and not in the least bit obscure so, once you figure it out, it becomes painfully clear what you had to do all along. That said, the puzzles are varied and interesting and usually revolve around trying to access some place or another as you’re generally being led on a journey to constantly discover a secret that is hidden. 


The Last Door screenshot episode 2

Something that is particularly appealing is the game’s tendency to change the perspective that you’re playing through by quick insights into other characters or, most importantly, dreams and flashbacks that Devitt experiences himself. This continual shifting results in a richer and deeper understanding of the storyline and also the chance to do something a little different. I imagine that a constant focus on Devitt in the present time could have easily become restrictive and monotonous so it’s a welcomed addition to an already captivating game. Breaking up the gameplay experience through the employment of these dreams, flashbacks and briefly controlling other characters is not the only trick that the developers have up their sleeve as each chapter brings something new to the table. Whilst the first game is just you on your own subsequent chapters add in other character to talk to and the introduction of conversations is surprisingly powerful. Every chapter beginning starts with something shocking or disturbing that’s entirely different to the start of the last chapter so, whilst the game is short, you do cover a lot of ground and are treated to some intimately haunting scenes. The characters are well introduced, have interesting dialogue and talk in a manner fitting of the era. There are a lot of letters and diaries present in the game that you read for backstory and they’re very manageable in length and not in the least bit dull. Often, letters contain clues for puzzles and I enjoy how they not only had an atmospheric purpose but a practical one too.

The Last Door screenshot episode 2

A final critic I have is to do with the controls as in order to pick up items you must first examine them using the magnifying glass. I’m still somewhat undecided about this but the constant need to examine an object with one click then pick it up with another does become fairly irksome and, at the start of the game, it tended to result in me skipping over items thinking I had already obtained them. Of course this error went away as I adjusted but I prefer the option to both examine and immediately pick up things to not necessarily make the game simpler but rather make it less irritating. Other than this the controls are very easy to operate, the camera is perfect and the inclusion of skipping to areas you have already visited by double clicking on the exit saves a few long and boring walks. In a game where you may be stomping up and down the same corridor numerous times, this can only be a good thing.

Graphics and environments

The most important aspect of a horror game is its ability to scare you, or at least make you feel uneasy and apprehensive, and ‘The Last Door’ manages this fantastically partially due to how well the environments are portrayed. Walking through a pitch black corridor with nothing but a tiny light is as terrifying as it would be in any well-made horror game and whilst it could have been easy for it to lag behind its competition it is far from doing so. The environments are extremely detailed, spooky in some places and quite lovely in others. There’s plenty to look at and interact with and great care has been taken to flesh each individual room or area with enough decorational items that simply exist to add to the overall feel of the place.


The Last Door screenshot episode 2

Though you are initially restricted to the manor and its grounds you’ll travel to different places throughout the subsequent episodes and not once will you feel boxed in by limiting environments. Despite the low res quality of the game there are some truly beautiful scenes that are perfectly detailed and perfectly executed. The views of distant rolling landscapes and the layered, overcast skies remind me in turn of an obscure Van Gogh painting in that there’s such little information but the balance of hues and shades still results in a near perfect representation of what it is depicting. History buffs will also appreciate the many nods to the typical Victorian lifestyle and everything from Devitt’s travelling gear to the adornments of the interiors is perfectly in tune with the era it is illustrating. 

The Last Door screenshot episode 2

Low resolution pixelated art styles are definitely taking more precedence in games and it goes to show that graphics simply aren’t everything. If anything I found the retro graphics to enhance the experience of this game as it played on the notion that there was something there, in the dark, something that you couldn’t quite see. The game manages to limit how much you can see, not only through actual darkness but by also removing that customary clearness and crispness of graphics that we’ve come to rely on so much. What this results in is your imagination running a little wild and the game is fully aware of this with as it applies very delicate, subtle graphical shifts that impact the atmosphere in huge ways. For a game to be able to produce a constant unsettling unease whilst not falling back on gore and high definition monsters is, for me, very impressive.

Music and audio

In a game that provides no spoken dialogue it was imperative that all remaining audio was done to perfection, and it has been. The music is strong and intense and, especially during the opening credits, it has this inexplicable ability to instil the feeling that you’re embarking on some dangerous and mysterious journey. During gameplay there are periods of complete and utter silence that may occur when entering a room or between music tracks and, when the music stops, a great sense of danger instantly washes over you. I remember one occasion where, standing in the back of an old school room the music stopped entirely leaving me alone in a silent, dead room. Then came a noise; a noise I’d not heard before in that room despite having visited there several times, it was muffled and distant but sounded distinctly like some trapped animal or cry for help. Without the ability to explore further I left immediately, even after returning to the same spot, never heard that noise again. It’s moments like this that build you up and make you feel like there’s something waiting for you in the dark, behind a corner, something that may jump out at you. It’s extremely atmospheric and these odd little sounds that come out of nowhere, like the tapping on a window, are profoundly powerful.

Overall

This is one of my favourite modern point and click game’s and I thoroughly enjoyed the care and attention that has been poured into it. The variety of environments and perspectives that the game gives you adds an additional layer of detail and stops the game from being repetitive and boring. The story itself is curious with a mixture of themes bordering strongly on the occult but mingled in with the subjects of insanity and madness which is very nineteenth century. You can tell the game is strongly inspired by Edgar Allen Poe’s works not only from the presence of crows who consistently feature in his works but of little details like the bird tapping on the glass in a home owned by a man who’s descended into madness whereas, in ‘The Raven’ the tapping of the raven sent the narrator into insanity. Likewise, the presence of blind black cat in one part of the story is a direct reference to another of Poe’s work; the Black Cat and there are plenty of other bits and pieces in there too, considering Poe was active during the same century the game was set it feels even more appropriate. History aside, this is an indie game with a difference and is well worth a play as it is beautifully orchestrated, wonderfully written and very well designed. You may or may not find it easy and I imagine it depends entirely on how much of the genre you play and how intuitive you are. The Game Kitchen is currently fundraising so they can complete Season 2 of ‘The Last Door’ so there’s plenty more in the pipeline if you enjoyed this fantastic game. 


The Last Door screenshot episode 3


The Good:
  • Very atmospheric with lots of suspense. 
  • Beautiful music, flawless audio.
  • Decent, logical puzzles.
  • Appealing graphical style.
  • Nice range of environments.
  • Layered, interesting storyline.

The Bad:
  • A little too easy in places.
  • Some chapters are weaker than others.
  • Controls can be annoying.
The Score: 9/10 

Last thoughts: I love, love love love, this game and cannot wait for the next season. It would be better had it been longer but they're bringing more out so it's all good.
    The Last Door’ is currently available to be played free. If you want the game with additional scenes and achievements you should pick up the Collector’s Edition of the game instead for just £7 from Steam, here. More details, including where to play it, can be found on their website here.











    Tuesday, May 27, 2014

    Lilly Looking Through - Quick Review (PC game)

    Initially I was looking forward to playing this game due to its charming appearance but all I was met with was a short, shallow and extremely simplistic game more suited to young children than adventure gamers. 

    Developer: Geeta Games
    Genre: Puzzle adventure
    Release date: November 1st 2013
    Platforms: PC and Mac
    ESRB: E - Everyone

    For a game that looks and sounds so beautiful it’s quite simply just not up to par and should be avoided by anybody wanting a game with even a smidgen of substance. There's very little character development, which is a shame, and the story itself is in no way complex or fleshed out. There are no conversations, very little speech and generally the game consists of solving puzzles with Lilly and, sometimes, Row to advance through the game. Lilly Looking Through’ is supposedly a point and click adventure game, meaning it will have some puzzles to be solved that may be inventory based as is typical of the genre but for me it failed to live up to the genre.



    To begin with, there’s no inventory, much to my disappointment as it meant they’d be no finding and collecting items for later item combination. The puzzles are instead performed by clicking on a very limited set of locations on the screen before watching Lilly solve the obtuse puzzle herself. In that sense, that you click on things, it's a point and click in the very literal understanding of the phrase but it lacks what makes point and clicks interesting; storyline and substance. There are only a few things you can click on and very few areas in the game leading to what is a very easy and very short game. The solutions to the puzzles tended to be obscure in nature rather than challenging and there were times where, even after finding the solution to the area, I was completely taken aback by the actions that Lilly proceeded to perform. Worse still, the puzzles are extremely repetitive with one particular colour puzzle being repeated three times which results in an increasing frustration of having to repeat the same, mostly guessed, puzzle combination you completed just twenty minutes ago. 


    In case everything is just too damn confusing for you there's also a hint system you can use to highlight objects in the area that tell you what else you can click on. The game itself is incredibly short and the ending is little more than an unsatisfying cliffhanger that I would care more about if I’d found the story interesting, which I did not. Disappointingly, despite the game starting to show potential it felt as though I'd paid for half of a game rather than a full one and that its potential to get better was prematurely cut short. After a brief and unexplained appearance from another character all you'll be left with is confusion over whether the game is now over, and then a credits scene that confirms you just wasted a couple of hours of your life.



    Maybe if the developers had spent more time on fleshing out the gameplay rather than focusing on the pretty pictures and ethereal soundtrack then maybe I’d be more interested, but despite raising double what they asked for on Kickstarter it’s clear that for this game beauty is only skin deep. The animations of Lilly are very well done, the environments are varied and beautifully illustrated with real attention to detail and the music is a lovely, mystical and much grander than the game itself. It’s such a shame to say this but this is quite simply not a very good game and I’m actually disappointed that I was fooled into buying it due to positive reviews and deceptive screenshots. You’ll get about an hour or two out of this game depending on how well you are at guessing your way through the puzzles but, despite there being the essence of something greater, I doubt it will be a very enjoyable couple of hours for you. On a positive note, this is a game that young children will love to play provided you are there to help them through some of the more confusing puzzles.

    The Good:
    • Looks fantastic.
    • Very charming.
    • Storyline is pleasant.
    • Perfect for children.

    The Bad:
    • Far too easy, just plain weird rather than difficult in places.  
    • Few environments.
    • Repetitive puzzles.
    • Extremely short game.
    The Score: 4/10 

    Last thoughts: "Disappointing, it didn't feel at all like a real point and click but I guess it's alright for children."
      If you don’t mind short and shallow romps through lovely environments, pick up the game for $10/£7 from the developers website here or on Steam here.