PC ports of mobile games have mostly been of low quality. Whilst many of the games make use of a base engine that’s portable between platforms often those who are doing the porting are the ones who developed the original game and the paradigms they learnt developing for a mobile platform don’t translate across. There are exceptions to this, of course, however it’s been the main reason why I’ve steered clear of many ported titles. The Silent Age however has received wide and varied praise, even after it recently made the transition to the PC and so my interest was piqued. Whilst the game might not be winning any awards in the graphics or game play department it did manage to provide one of the better story experiences I’ve had with games of this nature.
You’re Joe, the lowly janitor of the giant research and development corporation Archon. For the most part your life is pretty mundane except for the wild and wonderful things that your partner in crime, fellow janitor Frank, tells you about. One day however you’re called up to management and, lucky for you, it’s good news! You’re getting promoted, taking over all of Frank’s responsibilities because you’ve shown such dedication to your job (with no pay increase, of course, you understand). When you go down to inspect the place where you’ll be doing your new duties however you notice something strange, a trail of blood leading into one of the restricted areas. Following that trail starts you on a long journey that will eventually end with you saving the world.
The Silent Age comes to us care of the Unity platform however you’d be forgiven for thinking that it was an old school flash game that had been revamped for the mobile and PC platforms. It shares a similar aesthetic to many of the games from the era when Flash reigned supreme with simple colours, soft gradients and very simple animations. On a mobile screen I’m sure it looks plenty good although on my 24″ monitors the simple style does lose a little bit of its lustre. Still it’s not a bad looking game by any stretch of the imagination but you can tell which platform it was designed for primarily.
Mechanically The Silent Age plays just like any other indie adventure game with your usual cavalcade of puzzles that consist of wildly clicking on everything and trying every item in your inventory to see if something works. The puzzles are really just short breaks between the longer dialogue sections which, interestingly enough, are all fully voiced. There’s a small extra dimension added by the time travel device, allowing you to travel to the past or future at will, but it’s nothing like the mind bending time manipulation made famous by some other indie titles. Other than that there’s really not much more to The Silent Age something which I ended up appreciating as it meant there wasn’t a bunch of other mechanics thrown in needlessly. It’s pretty much the most basic form of an adventure game I’ve played in a while and that simplicity was incredibly refreshing.
The puzzles are pretty logical with all of them having pretty obvious solutions. There’s no real difficulty curve to speak of as pretty much all of them felt about on par with each other, although there were a few puzzles that managed to stump me completely. Usually this was a result of me missing something or not recognizing a particular visual clue (a good example being the pile of wood in the tunnel under the hospital, it just looked like background to me) so that’s not something I’d fault the developer for. Some of the puzzles were a little ludicrous, requiring a little knowledge about how some things could potentially interact, but at least most of them wouldn’t take more than ten minutes or so of blind clicking to get past. Overall it wasn’t exactly a challenging experience which I felt was by design.
The PC port was a smooth one as pretty much everything in the game worked as expected. The 2D nature helps a lot in this regard as there’s a pretty good translation between tapping on the screen and using a mouse cursor but I’ve seen lesser developers even manage to ruin that. There was one particular problem which caught me out several times however which was that my mouse, if it strayed outside the bounds of the main window, would not be captured. So every so often I’d end up clicking on my web browser or whatever else I had open on my second monitor at the time, closing the game down. A minor complaint, to be sure, but one that’s easily fixed.
The story of The Silent Age is one of the better examples I’ve come across recently, especially for a mobile title. Whilst it’s not exactly the most gripping or emotionally charged story I’ve played of late it does a good job of setting everything up and staying true to itself internally. Of course whenever you introduce time travel into a story things start to get a little weird depending on what model of causality and paradox resolution you ascribe to and The Silent Age is no exception to this. However they manage to stay true to the rules they set up which is more than most high budget films are capable of. Overall I’d say it was satisfying even if it wasn’t the most engaging story.
The Silent Age is a succinct story told through the medium of video games, one that manages to avoid many of the pitfalls that have befallen its fellow mobile to PC port brethren. The art style is simple and clean, reminiscent of Flash games of ages gone by. The puzzle mechanics are straightforward, ensuring that no one will be stuck for hours trying every single item in their inventory to progress to the next level. The story, whilst above average for its peers, lacks a few key elements that would elevate it to a gripping, must-play tale. Overall The Silent Age was a solid experience, even if it wasn’t ground breaking.
The Silent Age is available on PC, Android and iOS right now for $9.99, $6.50 and $6.50 respectively. Game was played on the PC with approximately 2 hours of total play time and 71% of the achievements unlocked.
I used to be spoken for when it came to short time waster puzzlers as none to could topple the venerable 2048. You see it’s not so much that the game itself is that challenging or intriguing (although I will admit it too me far too long to get my first 2048 block) more that I had seen others get really high numbers and I wanted to do that to. So, whenever I found myself with 5 minutes to burn there I’d be, combining blocks together, trying to get my score higher. Since changing phones however I’ve lost my score and this has opened up the opportunity for another contender to take its place. Unium, with it’s deceptively simple concept, is one I’ve lost a decent amount of time to over the past couple weeks and could very well be a contender for my time waster of choice.
The objective is simple: you have to fill in all the black blocks on the screen and can only do so by drawing a line. If the line crosses itself it’ll turn black and you can only cross another line perpendicularly, meaning any corner square is essentially fixed as you left it. There are well over a hundred different grids for you to try your hand at with a limitless supply of new puzzles now being delivered through the Steam Workshop, created via the in game editor. As a concept it’s very easy to grasp however the puzzles, even when they look simple, are anything but requiring either a lot of trial and error or a laterally thinking mind to complete.
Graphically Unium is very simple with the colour palette limited to just the gradient between black and white. For games like this simplicity in the presentation is something I’ve come to appreciate as it means that details aren’t lost in seas of colour or other visually confusing elements. Apart from that there’s really not a lot to say about it how it looks as once you’ve seen the first puzzle you’ve seen all the game has to give you visually. The minimal soundtrack in the background is a nice touch however, even if the menu sounds seem like they were sampled at bitrate far below what they should have been.
The puzzles start off pretty simple, showing you the basics of how to fill in all the blocks and throwing you a few curve balls every now and then to get you thinking differently. Once you’re past the initial set of easy puzzles however things start to get really interesting as you’ll often not be able to just figure it out as you go along. Indeed it’s past that point when Unium starts to show its chops as a real puzzler as the puzzles no longer accommodate a range of solutions, instead only allowing a few ways for the puzzle to be solved. I have to admit that there were a few puzzles that stopped me dead cold for quite a while although now I figure I’ve cracked the secret for puzzles like this (for the most part).
The two most important aspects I found for solving any of the harder puzzles was the start and end of the line and the direction in which you were solving the puzzle (which could be roughly described as clockwise or anticlockwise). There are some puzzles that, unless you pick the right start and finish positions, are simply unsolvable as those two blocks have unique properties that the rest of them don’t. The direction has less of an impact as any puzzle should be solvable in forward or reverse, however I often found that if I was tackling a problem in one direction switching it to the other side would usually trigger an insight into how the puzzle was meant to be solved. That might just be how my brain works however but it’s definitely something I’d recommend trying if you’re struggling.
Unium is a great little puzzler, presenting an extremely simple concept that’s easy to grasp yet incredibly challenging to master. It might not be the most visually interesting game around however it’s minimal aesthetic means you’ll be keenly focused on the problem at hand rather than ogling all the pretty colours. The now limitless stream of puzzles is sure to give Unium staying power far beyond its original station and I’m sure there are going to be some incredibly frustrating puzzles coming out of the community. If, like me, you were looking for a replacement time waster then you won’t be disappointed with Unium.
Unium is available on PC, iOS and Android right now for $1.99, $2.49 and $2.49 receptively. Game was played on the PC with a total of 2.4 hours total playtime.
Microsoft has been pursuing its unified platform strategy for some time now with admittedly mixed results. The infrastructure to build that kind of unified experience is there, and indeed Microsoft applications have demonstrated that it can be taken advantage of, but it really hasn’t spread to third party developers and integrators like they intended it to. A big part of this was the fact that their mobile offering, Windows Phone, is a very minor player that has been largely ignored by the developer community. Whilst its enterprise integration can’t be beaten the consumer experience, which is key to driving further adoption of the platform, has been severely lacking. Today Microsoft has announced a radical new approach to improving this by allowing iOS and Android apps to run as Universal Applications on the Windows platform.
The approach is slightly different between platforms however the final outcome is the same: applications written for the two current kings of the smartphone world can run as a universal application on supported Windows platforms. Android applications can be submitted in their native APK form and will then run in a para-virtualized environment (includes aspects of both emulation as well as direct subsystem integration). iOS applications on the other hand can, as of today, be compiled directly from Objective-C into Universal Applications that can be run on Windows Phones. Of course there will likely still be some effort required to get the UX inline but not having to maintain different core codebases will mean that the barriers to developing a cross platform app that includes Windows Phone will essentially drop to nothing.
Of course whether or not this will translate into more people jumping onto the Windows Phone ecosystem isn’t something I can readily predict. Windows Phone has been languishing in the single digit market share ever since its inception and all the changes that Microsoft has made to get that number up haven’t made a meaningful impact on it. Having a better app ecosystem will be a drawcard to those who like Microsoft but haven’t wanted to make the transition but this all relies on developers taking the time to release their applications on the Windows Phone platform. Making the dev experience easier is the first step to this but then it’s a chicken and egg problem of not having enough market share to make it attractive for both ends of the spectrum.
Alongside this Microsoft also announced the ability for web pages to use features of the Windows Phone platform, enabling them to become hosted web pages with enhanced functionality. It’s an interesting approach for enabling a richer web experience however it feels like something that should probably be a generalized standard rather than a proprietary tech that only works for one platform. Microsoft has shown that they’re willing to open up products like this now, something they never did in the past, so potentially this could just be the beachhead to see whether or not there’s any interest before they start pushing it to a wider audience.
This is definitely a great step in the right direction for Microsoft as anything they can do to reduce the barrier to supporting their ecosystem will go a long way to attracting more developers to their ecosystem. There’s still a ways to go to making their mobile platform a serious contender with the current big two but should this app portability program pay dividends then there’s real potential for them to start clawing back some of the market share they once had. It’s likely going to be some time before we know if this gamble will pay off for Microsoft but I think everyone can agree that they’re at least thinking along the right lines.
I’ll be honest here: my faith in OUYA has long since faded away.
Wind back 3 years and you’d get a completely different story; the idea of a console freed from publishers and big money marketers appealed to the guy who wanted to see the indie renaissance turn into a full blown revolution. I wasn’t alone in thinking this and many of the backers saw the OUYA as the key to unlocking a console market for indie devs that, back then, wasn’t really available. The late release to backers and dated hardware meant that it wasn’t much of a platform indie devs wanted to find themselves on which meant that users really couldn’t find much to love about the console either. Couple that with the fact that the major consoles are now extremely friendly to indie devs and the OUYA has lost the mission it was the champion of. The result of this is that OUYA has been struggling and now it’s looking for someone to rescue it.
Over its life OUYA has taken in some $23 million in both Kickstarter funds as well as venture capital making it quite a well funded startup comparatively. A quick search around will reveal a lot of vanity metrics, like the fact they’ve got over 1000 games and 40,000 developers signed up but no where will you find number of units shipped nor any solid figures on how many titles developers are able to move on the system. Indeed even those metrics they tout paint a pretty grim picture of the OUYA as only 1 in 40 developers signed up to the program have actually released a title on it, a mere 2.5%. Mix in the conversion rate of users actually on the console and it’s really no wonder that they’re looking for a buyer as the revenue on their sales, both hardware and software, can’t be good.
Thinking back on it though there’s really no one defining problem that I can point to that really soured OUYA, more it was death by a myriad of little problems that just compounded the impending irrelevance it was facing. Not getting the console into the hands of the enthusiasts, I.E. the backers who were genuinely excited to see the product come to life, long before anyone could get their hands on it meant that when it did finally release there was no Kickstarter fuelled fanfare to go with it. Taking as long as it did to release meant the hardware was long since surpassed and whilst it was sufficient at the time it quickly started to show its age. The quality of the console, whilst decent for the price point, wasn’t great and only helped to compound the idea that it was a gimmick and not much more. All of this, and more, has meant that the OUYA has just faded from the greater gaming community’s conscious and I don’t think it’s likely to return.
I won’t pretend to have a solution for their woes as I don’t. As far as I’m concerned the ship has long since sailed on the OUYA idea and now, with the major console players coming onboard with better support for indie developers, there really isn’t any room for them to play in. Today most people would much rather just play Android games on their Android phone and, should they want it, pairing it up with the controller of their choice. If OUYA manages to find a willing buyer I’d be very surprised as I can’t really see a future for OUYA that ends with them becoming a successful niche console.
My Xperia Z managed to last almost 2 years before things started to go awry. Sure it wasn’t exactly a smooth road for the entire time I had the phone, what with the NFC update refusing to apply every time I rebooted my phone or the myriad of issues that plagued its Android 4.4 release, but it worked well enough that I was willing to let most of those problems slide. However the last month of its life saw its performance take a massive dive and no matter what I did to cajole it back to life it continued to spurt and stutter making for a rather frustrating experience. I had told myself that my next phone would be a stock Android experience so I could avoid any potential carrier or manufacturer issues and that left me with one option: the Nexus 6. I’ve had this phone for just over a month now and I have to say that I can’t see myself going back to a non-stock experience.
First things first: the size. When I moved to the Xperia Z I was blown away by how big it was and figured that anything bigger would just become unwieldy. Indeed when I pulled the Nexus 6 out of the box it certainly felt like a behemoth beside my current 5″ device however it didn’t take me long to grow accustomed to the size. I attribute this mostly to the subtle design features like the tapered edges and the small dimple on the back where the Motorola logo is which make the phone both feel thinner and more secure in the hand than its heft would suggest. I definitely appreciate the additional real estate (and the screen is simply gorgeous) although had the phone come in a 5″ variant I don’t think I’d be missing out on much. Still if the size was the only thing from holding you back on buying this handset I’d err on the side of taking the plunge as it quickly becomes a non-issue.
The 2 years since my last upgrade have seen a significant step up in the power that mobile devices are capable of delivering and the Nexus 6 is no exception in this regard. Under the hood it’s sporting a quad core 2.7GHz Qualcomm chip coupled with 3GB RAM and the latest Adreno GPU, the 420. Most of this power is required to drive the absolutely bonkers resolution of 2560 x 1440 which it does admirably for pretty much everything, even being able to play the recently ported Hearthstone relatively well. This is all backed by an enormous 3220mAh battery which seems more than capable of keeping this thing running all day, even when I forget that I’ve left tethering enabled (usually has about 20% left the morning after I’ve done that). The recent updates seem to have made some slight improvements to this but I didn’t have enough time before the updates came down to make a solid comparison.
Layered on top of this top end piece of silicon is the wonderful Android 5.1 (codename Lollipop) which, I’m glad to say, lives up to much of the hype that I had read about it before laying down the cash for the Nexus 6. The material design philosophy that Google has adopted for its flagship mobile operating system is just beautiful and with most of the big name applications adhering to it you get an experience that’s consistent throughout the Android ecosystem. Of course applications that haven’t yet updated their design stick out like a sore thumb, something which I can only hope will be a non-issue within a year or so. The lack of additional crapware also means that the experience across different system components doesn’t vary wildly, something which was definitely noticeable on the Xperia Z and my previous Android devices.
Indeed this is the first Android device that I’ve owned that just works, as opposed to my previous ones which always required a little bit of tinkering here or there to sand off the rough edges of either the vendor’s integration bits or the oddities of the current Android release of the time. The Nexus 6 with its stock 5.1 experience has required no such tweaking with my only qualm being that newly installed widgets weren’t available for use until I rebooted my phone. Apart from that the experience has been seamless from the initial set up (which, with NFC, was awesomely simple) all the way through my daily use through the last month.
The Nexus line of handsets always got a bad rap for the quality of the camera but, in all honesty, it seems about on par with my Xperia Z. This shouldn’t be surprising since they both came with one of the venerable Exmor chips from Sony which have a track history of producing high quality cameras for phones. The Google Camera software layered on top of it though is streets ahead of what Sony had provided, both in terms of functionality and performance. The HDR mode seems to actually work as advertised, as demonstrated above, being able to extract a lot more detail of a scene than I would’ve expected from a phone camera. Of course the tiny sensor size still means that low light performance isn’t its strong suit but I’ve long since moved past the point in my life where blurry pictures in a club were things I looked on fondly.
Overall I’m very impressed with the Google Nexus 6 as my initial apprehension had me worried that I’d end up regretting my purchase. I’m glad to say that’s not the case at all as my experience has been nothing short of stellar and has confirmed my suspicions that the only Android experience anyone should have is the stock one. Unfortunately that does limit your range of handsets severely but it does seem that more manufacturers are coming around to the idea of providing a stock Android experience, opening up the possibility of more handsets with the ideal software powering it. Whilst it might not be as cheap as other Nexus phones before it the Nexus 6 is most certainly worth the price of admission and I’d have no qualms about recommending it to other Android fans.
My phone is a pretty boring place, filled with productivity applications that are more focused on work than pleasure. It wasn’t always this way, indeed I used to find all sorts of weird and wonderful titles to play on my phone mostly because I had the time to play through them during the hours I’d spend in transit to work every day. However I simply haven’t had that time to myself any more and so the world of mobile games has passed me by, with likely many good titles falling by the wayside. Today I finally make the return back to the platform and if there are many more titles like Monument Valley I believe I’ll need to make an effort to stay.
You are Ida, princess of a realm long forgotten. The world you inhabit is beautiful but barren, bereft of almost any signs of life yet filled with the signs that many have been here before you. Somehow though you can’t help but feel responsible for this and the quest for forgiveness is what keeps pressing you forward. So many questions lay before you, who built this place, where are they now and what led to their apparent downfall?
Monument Valley is a fantastic example of minilmalism, combining solid colours, soft gradients and simple lighting effects to great effect. Every puzzle screen has its own unique style to it which means that the game never gets visually boring or confusing. This is complimented by the use of Escher-esque style drawings with impossible structures and non-Euclidean geometry which, whilst also being amazing samples of this style of work, also function as the game’s main puzzle mechanic. Overall Monument Valley makes a great visual impression, one I’m sure many other games will draw inspiration from.
The core game play of Monument Valley is in the style of other non-Euclidean based games like Anitchamber or The Bridge (although it’s much closer to the latter) where you’re required to figure out how the rules of the geometry in your world work. The things start off relatively simple, only requiring you figure out that your perspective is the key, however you’re quickly thrown into the deep end where the world never behaves as you’d initially expect it to. The puzzles are very well laid out however as you’ll often be introduced to the prime mechanic in its most simple form at the start of the puzzle before you’re introduced to a use case that will require some lateral thinking on your part. There’s also a lot of visual red herrings to ensure that the puzzles aren’t too obvious but they’re uncommon enough as to not be overly frustrating.
This all culminates in a game that’s an absolute joy to play. The beautiful visual elements combined with the inherently non-intuitive puzzle elements just gave me this feeling of exuberance that few games have. There were so many times I’d be stuck on a puzzle for a few minutes before figuring out the solution which would give me a grin that wouldn’t go away for a long time. Probably by far my favourite puzzle out of the lot was the box as the way it was designed evoked this child like excitement in me every time I opened it in a different way. It speaks volumes to the developer’s ability to create an experience that is as fun as what they’ve created.
Monument Valley does suffer from a few usability issues, at least on my Xperia Z. A lot of the touch controls felt like they were either far too sensitive, making me spin the puzzle pieces wildly with little input, or not sensitive enough, leaving me to think that certain pieces couldn’t be moved. I’m willing to admit that this might be a hardware issue rather than something wrong with the game itself however it did make some sections more frustrating than they needed to be. Since I’m on Android though your mileage may vary as I’m sure some more mainstream handsets will function better than my now aging Sony.
The story elements are pretty light on in Monument Valley, told only in the snippets before each puzzle and when you find the old lady hiding wherever she is, but it’s enough to elevate the game above other pure puzzlers. Given Monument Valley’s rather short length it’d be unfair for the story to develop much more than it did but I definitely feel there’s potential for this world to be expanded upon more, possibly with additional puzzles. Needless to say I’d love to see Monument Valley get the full release treatment as I believe the concept still has a lot of legs in it.
Monument Valley is a testament to what the mobile platform is capable of creating, combining gorgeous minimalistic graphics with great game mechanics to create an experience that’s up there with many high budget titles. Whilst it falls short in a couple categories, namely it’s overall play time and so-so controls, it makes up for it in spades in almost every other regard. It’s not a game I’d recommend for everyone, indeed any minimalist title is exclusionary by nature, however for lovers of good puzzle games you really can’t go past Monument Valley.
Monument Valley is available on Android and iOS right now for $4.99 and $4.99 respectively. Game was played on a Sony Xperia Z with about an hour of total play time.
I’ve only really owned one tablet, the original Microsoft Surface RT, and try as I might to integrate it into parts of my life I honestly really can’t figure out where it fits in. Primarily I think this is a function of apps as whilst the Surface is capable in most respects there’s really no killer feature that makes me want to use it for that specific purpose. Indeed this is probably due to my heavy embedding within the Android ecosystem, with all the characteristics that make my phone mine persisted across Google’s cloud. With that in mind when ASUS offered me a review unit of their new Transformer Pad TF103C for a couple weeks to review I was intrigued to see how the experience would compare.
The TF103C is a 10.1″ tablet, sporting a quad core, 64 bit Intel Atom processor that runs at up to 1.86GHz. For a tablet those specs are pretty high end which, considering the included keyboard signals that the TF103C is aimed more towards productivity than simply being a beefy Android tablet. The screen is an IPS display with a 1200 x 800 resolution which is a little on the low side, especially now that retina level displays are fairly commonplace. You can get it with either 8GB or 16GB of internal storage which you can easily upgrade to 64GB via the embedded SDHC slot. It also includes the usual affair of wireless interfaces, connectors and sensors although one feature of note is the full sized USB port on the dock. With a RRP of $429 (with street prices coming in well under that) there’s definitely a lot packed in the TF103C for the price.
As a full unit the TF103C is actually pretty hefty. coming in at a total 1.1KGs although the tablet itself only makes up about half that. The keyboard dock doesn’t contain an additional battery or anything else that you’d think would make it so heavy, especially considering other chiclet style keyboards come in at about half that. Considering my full ultrabook weighs in at about 1.5KGs it does take away some of the appeal of having a device like this, at least from my perspective. That being said I’m not exactly the biggest tablet user, so the use of two different form factors is lost on me somewhat.
When used in docked form the TF103C is actually quite capable, especially when you attach a mouse to the dock’s USB port. I had wondered how Android would fair when used in a more traditional desktop way and it actually works quite well, mostly since the web versions of your typical productivity applications have evolved a lot in the past couple years. The keyboard is probably a little on the small side for people with larger hands but it was definitely usable for quick tasks or replying to email. It falls a little short if you’re going to use it on your lap however due to the fact that the screen can’t be tilted back past a certain point. It’s still usable but it’s a much better experience when used on a desk.
The quad core Intel Atom powering the TF103C is extremely capable, as evidenced by the fact that everything on it runs without a stutter or hiccup. I threw a few of the more intensive games I could find at it and never noticed any slowdown, commendable for a tablet in this price range. When you’re using such performance however the battery life does take quite a hit, knocking the rated 9.5 hours of run time to less than 4. That being said it managed to stay charged for about a week when it was idle making it quite usable as a casual computing device.
All in all I was impressed with the capabilities the TF103C displayed, even if I couldn’t really see it replacing any one of the devices I have currently. There’s a few missed opportunities, like integrating a battery into the keyboard and allowing the screen to tilt more, however overall it’s a very capable device for the asking price. I could definitely see it having a place on the coffee table as something to be used when needed with the added keyboard dock capability coming in handy for more grunty work. It might not end up replacing the device you have now but if you’re looking for a decent tablet that can also be productive then you wouldn’t go wrong with the TF103C.
A review unit was provided to The Refined Geek for 2 weeks for reviewing purposes.
I was never really a big fan of doing books of puzzles, like crosswords or sudoku. I understand the attraction to some degree, once you’ve got a modicum of skill in doing them such puzzles can be relaxing as you don’t really think about much else while you’re doing them. Since I’m primarily an escapist when it comes games the idea of doing puzzle only games like Lyne didn’t really appeal to me at first but after playing for a couple hours it became more of an optimization problem, one which had a very simple set of rules that could create rather complicated problems.
The basic premise of Lyne is simple, there’s a bunch of different coloured shapes and all you need to do is connect them all together. All of the shapes of one colour must be connected together so you can’t be tricky and skip certain blocks to make your life easier. Additionally every path can only be crossed once which means that the path you take for one colour will determine what paths are left available for the remaining ones. The number of puzzles available in Lyne is rather staggering, on the order of 600 or more by my guess, which should be enough to keep even the most intrepid puzzle solver busy for a while.
Lyne is incredibly simplistic in its aesthetic, using solid colours and distinct shapes for everything. At first I thought the unlocking of additional colour palettes was a bit of a gimmicky way of getting you to play for longer but they actually function really well as a visual break. Since the style is so basic everything starts to blend into each other after a while so changing up the colours helps to stop that from happening. The pallette unlocks seem to be spaced out evenly enough so that you’ll get a new one before you get bored of your current one which, I admit, did make me play for longer than I’d first anticipated.
The puzzle sets are well thought out, starting out easy in order to introduce the concept for that set and then ramping up the difficulty as you make your way through each of the puzzles. For me personally the most challenging ones always seemed to be somewhere in the middle of the set, usually because I was missing some trick that would enable me to progress through it. Indeed the more puzzles you do the more patterns you’ll recognise , something which can both simplify and complicate a puzzle for you. For me some basic rules like finding out which paths must go somewhere and dividing the board up by colour helped to get me past some of the trickier puzzles although even those could some times leave me in a tizzy.
The daily puzzles were an interesting aside from the regular sets as, from what I could tell, they are generated on the day using some kind of algorithm. In fact I think this is how most of the puzzles were likely generated however the sets have been guided somewhat by the developer whilst these sets seem to be far more random, with some of them being incredibly easy whilst the others horrendously complex. Still if you’re the kind of person that likes doing a puzzle daily then this will be a brilliant little feature for you as it’s almost guaranteed that these puzzles will be unique every day.
Lyne is an interesting minimalistic puzzle game that looks deceptively simple on first look. The mechanics are simple enough that you can figure it out without instruction but, like many things with simple origins, mastering those rules will prove to be far more challenging. Like all games of this nature though it does tend to become somewhat repetitive after a while however if you’re the kind of person who thrives on technical challenges like this then Lyne will provide endless hours of enjoyment.
Lyne is available PC, Windows Phone, Android and iOS right now for $2.99, $2.49, $2.99 and $2.99 respectively. Game was played on the PC with4 hours of total play time and 27% of the achievements unlocked.
I can remember my first encounter with virtual reality way back in the 90s. It was a curiosity more than anything else, something that was available at this one arcade/pizza place in the middle of town. You’d go in and there it would be, two giant platforms containing people with their heads strapped into oversized head gear. On the screens behind them you could see what they were seeing, a crude polygonal world inhabited by the other player and a pterodactyl. I didn’t really think much of it at the time, mostly since I couldn’t play it anywhere but there (and that was an hour drive away) but as I grew older I always wondered what had become of that technology. Today VR is on the cusp of becoming mainstream and it looks like Google wants to thrust it into the limelight.
Meet Google Cardboard, the ultra low cost virtual reality headset that Google gave out to every attendee at I/O this year. It’s an incredibly simple idea, using your smartphone’s screen and to send different images to your eyes. Indeed if you were so inclined a similar system could be used to turn any screen into a VR headset, although the lenses would need to be crafted for the right dimensions. With that in mind the range of handsets that Google Cardboard supports is a little limited, mostly to Google Nexus handsets and some of their closely related cousins, but I’m sure that future incarnations that support a wide range of devices won’t be too far off. Indeed if the idea has piqued your interest enough you can get an unofficial version of it for the low cost of $25, a bargain if you’re looking to dabble with VR.
Compared to the original OculusVR specs most smartphones are more than capable of driving Google Cardboard with an acceptable level of performance. My current phone, the Sony Xperia Z, has a full 1080p resolution and enough grunt to run some pretty decent 3D applications. That combined with the bevy of sensors that are in most modern smartphones make Google Cardboard a pretty brilliant little platform for testing out what you can do with VR. Of course that also means the experience you can get with this will vary wildly depending on what handset you have but for those looking for a cheap platform to validate ideas on it’s hard to argue against it.
Of course this begs the question as to what Google’s larger plan is for introducing this concept to the world. Ever since the breakaway success that was the OculusVR it’s been obvious that there’s consumer demand for VR and it only seems to be increasing as time goes on. However most applications are contained solely within the games industry with only a few interesting experiments (like Living with Lag) breaking outside that mould. There’s a ton of augmented reality applications on Android which could potentially benefit from widespread adoption of something like Cardboard, however beyond that I’m not so sure.
I think it’s probably a gamble on Google’s part as history has proven that throwing out a concept to the masses is a great way to root out innovative ideas. Google might not have any solid plans for developing VR of this nature themselves but the community that arises around the idea could prove a fruitful place for applications that no one has thought of before. I had already committed myself to a retail version of an Oculus when it came out however so whilst Cardboard might be a curiosity my heart is unfortunately promised to another.
The number of games that were mobile exclusives that make the transition to another platform, whether that’s PC or consoles, is vanishingly small. It’s obvious to see why this is as many of the concepts used in mobile gaming like, touch input and interface design, simply don’t translate readily between those platforms. Platform transition issues have always been a problem for developers, as was shown with the consolization of PC games, but the problem space has been well mapped out over the course of the past decade. Mobile games still struggle with this unfortunately and whilst I really wanted to like Deus Ex: The Fall it was a glaring example of the struggles that developers face when doing mobile to PC transitions.,
You are Ben Saxon, an ex-military agent who served with the Belltower corporation during the Australian civil war. Your career with them was ultimately cut short when bad intel sent you straight into the middle of war zone, your entire team lost when your transport was shot down. However in the midst of all the chaos you managed to meet with someone, Jarron Namir, who recruits you into his special operations team called The Tyrants. With your new augs and all the resources you could ever want at your disposal the future looks good, that is until you uncover the truth about why you were sent into Australia.
Deus Ex: The Fall is a game based on the Unity engine and in that regard it’s actually quite impressive. The graphics are comparable to Deus Ex: Invisible War with a few lighting and rendering tricks helping it to feel a little more modern. Compared to Human Revolution though, a game that was released 3 years ago, it looks like a bad rip off. On a smaller screen, say a tablet or your phone, they’d look a little bit more impressive but on a PC it just feels streets behind everything else. This would mean that if you were craving a taste of the new Deus Ex universe and couldn’t run Human Revolution, for some reason, then it’d be a good place to start.
The Fall essentially a cut down version of Human Revolution in almost every sense, from the skill trees to the weapons to the environments that you’ll be playing in. It’s very clear that everything about The Fall was designed with the mobile market in mind with most of the levels and missions broken down into chunks that can be completed in 5 to 15 minutes. The core game mechanics are still there with the stealth functioning largely the same and the gun combat comparable but, again, modified for the mobile interface. Whilst there’s definitely been a non-zero amount of work done on the transition from mobile to PC the unfortunate reality is that The Fall still contains numerous glitches, bugs and weird quirks on game play mechanics that heavily mar the overall experience.
Human Revolution really got the stealth mechanic nailed down tight and it was nice to see that the majority of mechanics had made their way into The Fall. Most of the levels have numerous different pathways snaking through them allowing you to sneak up on nearly every enemy and take them out silently. However there’s a discrepancy between what you can see in first person mode and what the NPCs can “see”, allowing them to sometimes detect you through walls when, from your point of view, there’s nothing that can be seen. Once you’re aware of this it’s not too hard to work around however it’s a glaring reminder of the limitations of mobile as a gaming platform as I’ve never had this kind of issue with other stealth games on PC.
Combat is extremely clunky which, when coupled with the extremely rudimentary AI, makes it unchallenging and ultimately not satisfying. The recoil mechanic functions by zooming your view in and moving it up slightly, something which is horrifically jarring and doesn’t really add any challenge. Now I played Human Revolution as a primary stealth character and I played The Fall in much the same way however the times when I felt like it’d be fun to run and gun instead were stopped dead in the tracks because of how bad the mechanics are. It’s for that reason that I never really ventured into the buy screen as I could get past every section without using a single weapon.
The talent trees contain familiar upgrades including all the hacking and stealth upgrades from Human Revolution. They pretty much all function pretty much the same as they did previously with the main difference being just how quickly you’ll be able to unlock most of them. Much Human Revolution The Fall seems to be optimized for hacker/stealth players as the majority of things are hidden behind hackable panels and in long air ducts.I have no doubt that if you took the time to thoroughly investigate all of the levels you’d be able to unlock every ability without too much trouble as I managed to get ~60% of them before I got bored and just bypassed everything.
As I alluded to earlier The Fall suffers from many issues due to its transition from the mobile version of Unity to the PC. The first issue I noticed was that sounds just refused to play which also meant the subtitles didn’t stay up either. I traced this back to my headphones (a pair of Logitech G35s) as once I unplugged them everything seemed to work fine. It wasn’t limited to that either as the hacking screen would simply refuse to be moved around which was something of a necessity considering how limited the zoom was. I’m pretty sure this is due to the way you’d handle input on mobile (with DragStart and DragEnd events) which doesn’t directly translate to how PCs with mice work (MouseClick even and then track pointer movement). There were also some rendering issues apparent in a couple levels which wasn’t game breaking but was rather annoying.
The story was semi-interesting although it was so simplistic that it was hard to get into it. There are some familiar faces that appear in the previous games which I thought would be a cool way to give some more backstory on them. However they’re really only there to show their faces before the real meat of the game continues so it just feels like a tease to those who enjoyed the story of Human Revolution. Probably the worst part about it is the huge, glaring TO BE CONTINUED at the end which means seems to indicate that this is going to be an episodic adventure although we’re fast approaching a year since its initial release with no more content in sight.
Deus Ex: The Fall is yet another unfortunate example of how mobile-first games simply don’t translate well into the PC world. It feels like the same amount of time and effort could have been dedicated to implement this as a DLC for Human Revolution, something which I think would’ve seen this story done a lot more justice than what it was on the mobile platform. I may be singing a different tune if I had played this through on my phone but the fact is this was made available through Steam as a game for the PC. In that regard it’s hard to not call it as it is, a bad port that needed a lot more work to even be mediocre.
Deus Ex: The Fall is available on Android, iOS and PC right now for $10.49, $7.49 and $9.99 respectively. Game was played on the PC with 4 hours of total play time with 57% of the achievements unlocked including the pacifist one even though I killed multiple people.