Wednesday, December 12, 2012

Insert Stairway to Heaven Reference: Skylight


Here's an interesting little game. Skylight is a first-person indie platformer by Moment Studios with a simple goal: ascend a flight of platforms to reach your home at the top. The arrangement of platforms is randomly generated each time, and landing on a platform causes it to play some kind of musical note, so that the soundtrack progressively generates itself as you go along. There's not a whole lot of complexity to the gameplay, besides landing your jumps and trying to build up a new high score, but the whole experience is pretty relaxing and enjoyable.

At least in theory. For as much potential as Skylight has to be a nice, relaxing game, I actually found it kind of frustrating. For whatever reason, I had problems consistently landing on platforms and controlling my momentum while using the first-person camera. It became much easier in third-person, but it was a little less immersing seeing my little robot character on screen. Even after a few dozen attempts I'd only managed to make it 30% of the way through the game, and it only gets harder the further you go, with platforms becoming more and more scarce and the sky becoming darker until you have to rely on the light of a headlamp to see.

I kind of wish, therefore, the game were a little easier to complete, with more complicated strategies for building high scores; as much as I enjoyed sailing through the air and generating random musical goodness as I went, it was incredibly frustrating for me to fail so badly (as the result of simple, easy mistakes) at what should be a relatively easy task. I feel like the purpose of the game is primarily to enjoy the aesthetics, rather than to master the nuanced challenge of platforming. Either way, whether you're interested in the aesthetics or the platforming, you can buy Skylight for $2.49 from the official site or on Desura, or as part of Kyttaro Games' current Bundle in a Box (provided you beat the current average price). 

Averse Reactions to Eversion


Seems like indie platformers are a dime a dozen, and indie platformers "with a unique twist" are even more common. Eversion is an indie platformer with a unique twist. Initially evoking nostalgic memories of the likes of Super Mario World, Eversion quickly takes a dark turn to the strange and twisted. The gimmick, here, is that you can use a special ability to "evert" into alternate dimensions -- essentially different versions of the same level with different graphical styles, background music, enemies, and hazards. Navigating to the end of the level and collecting all of the gems along the way requires clever use of the different dimensions.

Eversion is pretty short; it only took me about 45 minutes to reach the ending, despite spending a lot of time dying and replaying segments of each level. Despite being so simple, the game sometimes reaches levels of "Nintendo hard" that had me dying repeatedly because of stiff controls and unpredictable hazards that required me to die, learn the hazards, and memorize the layout in advance. Using the everse function to navigate the maps is a decent idea, but it's a little annoying when you know you have to evert but can't find the right spot in the level to do so. 

I wasn't terribly impressed with Eversion. Indie platformers have to be really special to stand out in my eyes, and Eversion seemed kind of average. When I reached the end, I was happy to be finished with it and didn't have any desire to go back collecting gems for extra secrets. If you're curious to give it a go, you can download it for free on the official site, or you can buy the upgraded HD version on Steam for $4.99 or as part of Kyttaro Games' current Bundle in a Box (pay what you want, minimum price of $0.99). 

Tuesday, December 11, 2012

Defibrillating Russian Mini-Horror: Fibrillation


Fibrillation is a short first-person psychological horror game by Egor Rezenov, currently available on Desura for $1.99 or as part of Kyttaro Games' Bundle in a Box (minimum price of $0.99). Officially dubbed a "mini-horror" game, Fibrillation takes about 20-30 minutes for a single playthrough as you wander about mysterious landscapes and locales, trying to figure out where you are and what's going on as you attempt to escape from a mysterious black cloud. 

Unlike other so-called horror games, the horror in Fibrillation isn't based on blood, gore, startle scares, menacing foes, or dark creepy environments. In fact, according to normal horror conventions, Fibrillation isn't much of a horror game, but it still manages to skirt the edge of the definition with enough bizarre content. The horror stems mainly from disorientation; you walk down a corridor and then suddenly find yourself in a completely different, unnatural area, trying to find a way out. It's a little unsettling, especially when compounded by the mysterious skull shrouded in a black cloud that seems to stalk you through the environments. 

All the gameplay really amounts to is walking. There's nothing to actually do in the game and there are no clear objectives. You just walk forward looking for the next new area, just so you can progress the game. When I first started playing, I really wanted a better motivating factor to continue going forward, at least some kind of basic explanation of who I was, where I was, or what was going on -- some kind of hook to lead me forward. It wasn't until the second half of the game that hints started cropping up and it finally became clear what was going on. The game became much more interesting at that point, and I really liked the gameplay mechanics of the final "decision," which didn't even seem like an option when I actually played it.

Unfortunately, parts of the game are intentionally boring and repetitive, in order to lull you into a state of complacency to make the disorienting changes and bizarre events effective. There was one part where I spent about seven minutes walking through a seemingly infinite span of corridor grids, my eyes glazed over from the sheer monotony, waiting for something to happen. Fibrillation is definitely not a game for people seeking instant gratification, and it has a couple kinks and flaws, but it can offer a decently cerebral experience for anyone seeking something a little different and out of the ordinary. 

Saturday, December 8, 2012

Scarlett's Booty is Kind of "Meh"


The first DLC campaign for Borderlands 2, Captain Scarlett and her Pirate's Booty, sends you to the town of Oasis, a former beachfront resort, in the hopes of eventually finding the legendary lost treasure of Captain Blade. There you meet with Shade, the lonely and somewhat deranged sole survivor of Oasis, and eventually ally with Captain Scarlett in rebuilding the compass that will point the way to Blade's treasure. There are some interesting things going on in this DLC, but the whole thing is kind of "meh." Its best aspect is simply the fact that it's more Borderlands 2, but it's not all that invigorating for someone who's already exhausted their time with the base game.

Thursday, November 15, 2012

Gearbox: Why You Nerf "The Bee" Shield?


A few days ago, Gearbox released a hefty patch for the PC version of Borderlands 2. Among the various bug fixes, they slipped in a controversial tweak to the already-controversial Bee shield, significantly nerfing the capabilities of The Bee and all other amp shields. Before the patch, The Bee was insanely over-powered, especially in conjunction with high pellet-count, rapid fire weapons like the Conference Call, because the extra amp damage of the shield was applied to every pellet. If a Conference Call shotgun normally did 5,000x20 (100,000) damage, a Bee shield would add 50,000x20 (1,000,000) extra damage, essentially multiplying the total damage by a factor of 10. It was able to kill epic raid bosses in mere seconds

The new patch changes the behavior of amp shields so that the extra amp damage is now divided among all the pellets; instead of dealing 50,000x20 damage per shot, it's a flat 50,000 damage per shot. The Bee itself now also has about a 50% longer recharge delay, maybe a 20% slower recharge rate, and deals about 15% less damage (these are just estimates based on memory). Even with all of these changes, The Bee still offers the best offensive damage-per-second in the game, compared to any other shield, but the nerf feels like Gearbox just gave us the middle finger in what may be the biggest "fuck you" from a game developer in my recent memory. Why do I say this? Well, for a lot of reasons.

Sunday, November 11, 2012

A Belated Review of Borderlands 2


The reason I didn't post much for the first three weeks of October was because I was too busy playing Borderlands 2. It's fun, it's addicting, it's better than the first game, and I couldn't pull myself away from it to do much of anything else. I'm still playing it. I've already clocked way more hours in BL2 than I have in Skyrim, and I still feel invigorated to continue farming loot and replaying with new characters and other friends. That alone should tell you how good of a game it is.

If the first Borderlands was an imperfect experiment, Borderlands 2 is the refinement of that formula. Everything that was great about the first game is back in the sequel, with all of the bad parts trimmed out and replaced with something new and interesting. This is how sequels are supposed to be done, and it's no wonder BL2 has sold so much better (and faster) than BL1. In the full article I'll look at how well BL2 stacked up to my prior hopes and expectations, as well as detailing the extra things I've liked and (in some cases) disliked.

Thursday, November 8, 2012

Impressions of Fallen Earth


Fallen Earth is a game I'd been interested in for a while now, ever since I read player comments describing it like a multiplayer Fallout, crossed with hints of STALKER. I'd been very wary about playing another MMORPG, however, because it seems like every MMO out there insists on being a huge waste of time. But since Fallen Earth went free-to-play a little more than a year ago, I thought maybe I'd at least give it a shot. The promise of a post-apocalyptic MMO was fairly interesting at first, but then it quickly bogged down to usual MMO nonsense; tedious level-grinding via repetitive tasks in a laboriously over-stretched world.

The game starts out with an instanced tutorial sequence that explains the premise, tells you a little about the backstory, and shows you how to perform basic actions within the game. It contains an awful lot of cutscenes and dialogue which lend the tutorial a compelling narrative thrust, unlike lots of other MMOs I've played that just dump you aimlessly into a starting town. Once you're through with the tutorial sequence, it's clear that there's actually a main questline to follow -- with an actual story -- but that's also when it turned into mindless MMO-style content and lost its appeal for me. Continue reading for more of my early impressions of Fallen Earth