So because I’m terribly, horribly bad a pacing myself, my
guilt overdrive has exploded at the lack of posts and after weeks of
zero/sparse content I’m going to throw two articles at you at once. I’ve been
playing a lot of games lately, as you’ll no doubt be so surprised to know.
Basically take that huge list of games I was playing this summer a while
back. Then add 8 games from the Steam Summer sale. Then lightly sprinkle on a few
old games that I decided to add to the list of those I’m revisiting. Oh, and
drop in a handheld game I bought before going on vacation. Mix together lightly
and put in an oven pre-heated to 375 degrees for 15 minutes. After, let cool
for several minutes before glazing on a layer of honey. Sorry, what was I
talking about?
Orcs Must Die 2 is
apparently delicious with a pinch of
nutmeg
It just so happens that an event rarely seen has occurred
with some of these games, and that’s me playing enough of them to feel fine
writing about them. Since they’re all smaller games I don’t have as much to say
about, however, I’m going to cram them all together into one article. Without
further ado, allow me to introduce today’s appetizing buffet of games:
Vessel
I actually got this game a while back, and although I
haven’t beaten it or played too much lately I think I’ve played enough to voice
my opinions on it. Vessel is an indie game I found on Steam that is, to the
shock of absolutely no one who plays indie games, a puzzle platformer. Don’t
get me wrong though, I love me a good puzzle platformer and am fine with the
indie scene proliferating the genre. The game stars an inventor named Arkwright
who has created a device that animates liquid into basic constructs called
Fluros, who can perform simple tasks like movement, hitting switches and more.
However, the Fluros act autonomously and therefore are causing problems in
various locales due to their actions leading them to self-replicate. After
assembling a backpack and hose to suck and shoot liquid, Arkwright set out to
fix the problems his inventions are causing.
Shorter version: You use
a liquid backpack and machines made of liquid to solve puzzles.
I like the game a fair bit, but not enough to be shouting
its praises from the rooftops. The visuals are nice, clean and colorful. Though
you see a bit much of indoor environs early on there is eventually a bit of variety
in the level design. The sound is good too, with sound effects having an
acoustic, homemade kind of sound. This fits well with the music, which is
generally passive, understated and subtle. The controls are fine, though I had
experienced some trouble aiming I’m almost positive that’s due to my usb controller’s
faulty right stick. The story, mentioned above, isn’t really the focus but is
perfectly serviceable. That just leaves us with the gameplay.
The gameplay of Vessel is a prime example of puzzle
platforming. You go from room to room and are presented with huge mechanisms
that you need to unravel to progress past. As with most games of its type,
there’s a great feeling of satisfaction to be found in the eureka moment when
every part of a big puzzle clicks into place. However, as is also typical of
these games, the rare occasion with a less than stellar puzzle may leave you
feeling like you’re awkwardly cobbling together an ad hoc solution when it’s
really what you’re supposed to do. The moments are pretty uncommon in Vessel,
but they can lead to some frustration or confusion.
This puzzle where you
run by dousing lava chaser Fluros is fairly straightforward. Some are not.
The other potential trouble spot in this game lies in its
most unique mechanic. There are Fluros of various types that do various things,
and your own actions melded with their autonomous ones can lead to a fairly
unique experience that often looks cool as well. However, the fact that the
Fluros move on their own can make it fairly difficult to make them perform
precise actions, which is sometimes necessary to proceed.
There’s a collectible in the game you can use for nozzle
upgrades to your hose, but the feature is kind of superfluous. Of course the
issue is that none of them have to be necessary to gameplay given that they’re
optional, but I still feel some upgrades are inconsequential even given that.
Since the game is a generally slow paced puzzle platformer I can understand
that it’s hard to give you upgrades that are cool without breaking the game,
but the complaint stands nonetheless.
Though this may seem like a lot of complaints, they’re
all relatively minor and the game is still well designed and a good deal of fun
for those who like puzzle platformers. It came out on Steam this year in March,
at a full price of $15, and I’m sure the developers would love your support.
How much you’ll like it may vary depending on your tastes but I can give it a mild
recommendation for the price.
If nothing else, it’s
kind of cool to see lots of Fluros moving around hitting switches at once
VVVVVV
This oddly named indie platformer was one I had heard of
some time ago but only decided to pick up this Steam Summer sale. It’s a decidedly
retro platformer with difficulty levels sometimes approaching that of Super
Meat Boy. For those who don’t know, that’s what is technically described as the
“super freaking hard” level of difficulty. Despite this, it also shares the
thing Super Meat Boy had that made that difficulty level manageable, and that’s
checkpoints literally almost every several seconds of play. But I’m getting
ahead of myself. I’m going in-depth about the difficulty and you don’t even
know what it looks like yet.
It looks like this
You may notice that the pixelated gentleman in the
picture above is standing on the ceiling. This is perfectly normal, because in
VVVVVV you can flip the direction of gravity. In fact, apart from being able to
move left and right this is your only ability, and is used in place of jumping.
The key factor that keeps this from breaking the game is that you cannot
reverse gravity when falling, only when standing on a surface. The game isn’t
really a puzzle platformer because the focus is still on acrobatic feats with
expert timing but there is certainly a puzzle element into initially figuring
out how it’s possible to navigate some rooms.
The visuals are decidedly old-school, and the game even
opens with the Commodore 64 loading screen. As someone with no artistic talent
who occasionally tries to make games, I appreciate that some finesse is
certainly needed to have bad graphics that don’t actually look, well, bad. The game definitely isn’t the
prettiest thing I’ve seen lately, but the graphics are old-school well still
being palatable and offering some variety between the different areas of the
game.
Different backgrounds and different colors! Wow!
The game also offers a fair level of variety in its
mechanics. Despite the fact that you only have one ability, the levels
themselves have a fair amount of features that keep things interesting. Apart
from spikes and other…things that damage you, the game also features moving
platforms, disappearing platforms, lines that switch your gravity
automatically, stages where exiting one side of the screen places you on the
opposite side, scrolling segments, and one or two other set pieces. This may
not seem like much, but for better or worse the game is very short. It’s a good
thing because the game stays fresh and doesn’t overstay its welcome, and a bad thing
because there’s not very much of it.
I beat the game in a little over two hours and probably
could’ve done it faster had I not explored a bit. To be fair I only discovered
60% of the collectible items and what game you get is good fun while it lasts.
Exploring space is amusing and the games bag of tricks is more than enough to entertain, even
if the game isn’t outright fantastic. As I said earlier the game is very hard
and you’ll probably get frustrated at a point or two, especially if you aren’t
great at platformers and especially
if you try to get all the extra stuff. However, as I also said earlier,
checkpoints are ridiculously numerous to keep things from getting too
rage-inducing.
Notice those two C’s?
Those are checkpoints, mere seconds apart from each other on opposite sides of
a room. You’re returned to them instantaneously when you die.
And that more or less covers all I have to say about
VVVVVV except for one thing…the music. Dear god the music. VVVVVV has a retro
soundtrack and I’m a sucker for those, so take what I say with a grain of salt,
but VVVVVV’s soundtrack is totally the greatest thing in the universe ever.
Okay not that good, but I do find it pretty damn great. Rather than continuing
to flail my arms and prose about trying to describe the music, just have a
couple songs.
Passion for Exploring
is the song that normally plays when you’re out in space, uh, exploring, and is,
in my opinion, really excellent music.
Positive Force is the
tune that you hear on the final levels of the game, and it is, in my opinion,
really super excellent music.
So that’s VVVVVV. If you’re interested in challenging or
retro platformers (or awesome music)
then there are a couple places you can pick it up. It’s available on Steam for
$5 full price, but also on the 3DS store for $8 full price. My review was of
the PC version.
Dragonball Z: Budokai Tenkaichi
Okay, hang on, don’t be like that. You stop running away
from your computer this instant. Okay, now stop booing your monitor. Okay, now
stop mailing me death threats while punching your computer screens with brass
knuckles. In the event that you’re not
doing any of that, you probably haven’t heard of the many, many Dragonball Z
fighting games. Either that or you actually like them, which I’m about to
explain isn’t that odd.
Some may be confused
as to how super-powered flying people punching and firing lasers at each other
could possibly be a bad thing. I’ll get into that.
Dragonball Z is an extremely popular anime that you’ve
probably already heard of (and if you haven’t, what planet have you been
chained inside all these years?), and given that the series is known for and
almost entirely revolves around its explosive fight scenes, it makes sense to
make a fighting game about it. However, though the fast-paced, high octane
fights show a great potential for an awesome fighting game, fights that take
place at super high speeds in a matter of seconds are really hard to balance properly. The
other problem is one of quality versus quantity.
Though there were many Dragonball Z games prior to when I
was around, particularly in Japan, the Budokai fighting series that I’m
familiar with was first released in 2002. The next year, in 2003, they came out
with Dragonball Z: Budokai 2. The next year they came out with DBZ: Budokai 3,
the next year they came out with DBZ: Budokai Tenkaichi, the next year DBZ:
Budokai Tenkaichi 2, the next year DBZ: Budokai Tenkaichi 3, the next year they
came out with the fighting game of the same style DBZ: Burst Limit, the next year
DBZ: Infinite World, the next DBZ: Raging Blast, the next DBZ: Raging Blast 2,
and the next DBZ: Ultimate Tenkaichi. The only reason we stopped is because we
are now up to date in terms of years.
You can see how this can be something of a problem in
terms of game development, and the one year turnaround of the games shows little new content each time, probably keeps from radical changes or methodically polished
balance, and makes people who don’t play the games heap disdain on them. To be
fair, I’m sure the games earn some of this and that the yearly installments
change so little you probably don’t need to update that often. I know the game
has some problems, like poorly balanced AI, similar move sets and a subpar
camera. From what I’ve played of this entry though, it may be flawed but
also has its charm.
For example, the game
provides a fair amount of color and variety in both the characters you punch
and where you punch them in.
Matches take place in large 3D arenas filled with
destructible scenery, where you can move in any direction, jump, or fly up and
down. You can lock onto your opponent or refrain from doing so in order to
better run away, which is often a perfectly viable tactic. You see in addition
to a health gauge you have a Ki gauge for using Ki blasts (small energy bursts
that do little damage but work well as distractions) or larger special attacks.
You have a dedicated charge button that causes you to pause and do the same
shout-y action power-up so often seen in the show, which fills your Ki
gauge. The battles are fast paced and you can move at high speeds, so you need
to use quick regular punches, Ki blasts and running away in order to charge up
for higher level techniques and power ups. You can also block and perform may
other more complex techniques (like various advanced hitting/blocking attacks,
recovering from heavy hits, and laser duels that occur when two connect), but
that’s the general flow of combat.
There are generally three things that happen when you
start up a match. The first is that a computer or opponent completely wipes the
floor you before you even have a chance to react and the match ends quickly and
frustratingly. The second is that one of you wins by spamming the same
techniques or combination of techniques over and over again, because this game
isn’t perfectly balanced and its fast pace means there are a lot of things that
are really hard to counter without serious skill. The third, and most uncommon,
is that it actually works. However, when it does
work, the game is a blast (literally!) to watch and play.
Y’see, it’s fun
because you get to punch people in the face at high speeds. Also lasers. Have I
made that clear?
You’ve just dashed out of the way of a giant laser and
leap over a small mountain into the water, where you start charging an attack.
Your opponent chases you out and you expertly deflect his Ki blasts and block
his flurry of attacks, dodge to the side, and start your own combo. Punch
punch, medium punch to break his guard, punch punch punch, heavy charged punch
that sends him rocketing backwards through a now exploding mountain. You shoot
up into the air to get a better vantage point, fire off a few Ki blasts to keep
him busy and unleash a Death Beam to finish him off with a giant explosion!
This is something that mostly passed me by when I was a
kid, but if you actually bother to learn what you’re doing and play enough to
get the hang of things occurrences like the above become fairly common, and
they’re as fun as they sound. They feel like everything a Dragonball Z fight
should be, and I can’t ask for much more than that. The game is a bit shallow,
imperfectly balanced and I wouldn’t say it’s a classic or anything. But if you
see the game lying around for cheap somewhere and don’t mind a bit of a
learning curve I’d say it’s worth picking up, if only to bust some people’s
heads into mountains in between giant laser duels.
Pew Pew Pew!!!
I would just like to point out that I'm liking the new background pattern and that OMD2 goes better with a healthy dash of paprika.
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