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Posts Tagged ‘platformer’

Tomb Raider: Lara’s Brutal Beginning.

March 15th, 2013 No comments

I’m sure I’m not alone in saying that I have something of a soft spot for the Tomb Raider series. It was all the way back in 1996 when I first encountered it, my hand-me-down computer barely able to run it due to the intense 3D graphics that weren’t exactly common at the time. Combine that with the platforming and lets be honest here, even though Lara was low poly she was in fact female, you had a game that served to capture my attention for far longer than any other game managed to do. However after the next couple iterations in the series I found myself attracted to other interests, and the rest of the Tomb Raider series was left unplayed. The reboot piqued my interest however as whilst Lara was an interesting character in her own right her origin story was never quite fleshed out, at least not my satisfaction.

Tomb Raider 2013 Screenshot Wallpaper Title Screen

Tomb Raider begins dramatically with you aboard the ship Endurance which is headed towards a small island off the coast of Japan in search of the old Japanese kingdom Yamatai. Before long though your ship is ravaged by a severe storm, cutting the ship in half and stranding everyone on the nearby island. This would be bad enough but the island is inhabited by a group of mercenary/cultists who capture you and your friend. Thus your transformational journey begins and it’s not long before the naive archaeology graduate turns into the Lara Croft we’re all so familiar with.

Coming off the graphics high that is Crysis 3 had me a little disappointed with the graphics in Tomb Raider, at least initially. I had turned everything up to its maximum which made it look pretty decent by comparison although it seems my graphics card is starting to show its age as it struggled to render most scenes, especially the more open world ones. However comparing it directly to Crysis 3 isn’t exactly fair as Tomb Raider isn’t designed to be a graphical marvel and in its own right it’s actually quite spectacular. Judging by the number of screenshots I snapped during my initial play through I’d have to rate it above most games that have come out recently and put down the initial disappointment to my disproportionate expectations.

Tomb Raider 2013 Screenshot Wallpaper Base Exterior

Compared to the Tomb Raiders of yore the modern day reboot is a cornucopia of different game mechanics. The core is still your bog standard 3D platformer with many sections involving you running, jumping and climbing over everything to get to the next objective. Combined with that however is your Gears of War style cover based 3rd person shooter as well as a crafting system and large environments that hide all sorts of treasure should you be willing to look for it. For those of you who’ve played any of the Uncharted series you’ll be familiar with the majority of the game play right off the bat as they both play similarly, albeit with their own twists on certain ideas.

Whilst there’s a certain level of satisfaction to be had when you get a platforming section just right the first time around I have to say that it usually isn’t my favourite part of games like this. This probably comes from the early days of 3D platforming where you needed razor-like precision in order to make most jumps which was arguably where the challenge came from in most of those early games. Thankfully however Tomb Raider is a little more forgiving in that department as whilst none of the jumps are particularly hard should they be at some weird angle that’d only be achievable after 20 attempts your leaps of faith will actually be corrected ever so slightly should you make it in the correct direction. If you bollocks it up completely there will be no saving you but this little feature certainly made my platforming experience a lot better than it has been in the past.

Tomb Raider 2013 Screenshot Wallpaper Shits Gettin Real

The cover based shooting is also, for the most part, fluid and satisfying, providing you with ample challenge no matter what your weapon of choice might be. Like most shooter based games I tend to prefer one shot kill weapons (as I tend to panic when in spray and pray mode) and thus favoured the bow for the majority of the game. This was a viable strategy for about 60% of the game until they started wearing face masks which meant one shot kills were no longer possible, even with a fully upgraded bow. If I’m honest that kind of pissed me off as I took pride in being able to hit headshots while under heavy fire and the removal of that mechanic seemed like a really cheap way to ratchet up the difficulty. Of course it didn’t really do that since I just switched to the rifle, but it did make me wonder why I’d bothered upgrading the bow all the way when its intended purpose no longer existed.

Crafting works by gathering salvage from crates and enemies which you can then use at camp to upgrade your weapons. Not all of the upgrades are available to you instantly however and in order to unlock them you have to find additional weapon pieces that are scattered randomly throughout the environment. If you’re a min-maxer like me you’ll often find yourself with a huge excess of salvage as there’s no real point to upgrading every weapon but you’ll still have enough to keep all bar 1 of them at maximum without too much trouble. The same can be said for the skill point upgrades as past a certain point the additional skills will likely not fit into your style of play but you’ll be force to spend them in order to unlock the next tier of skills.

Tomb Raider 2013 Screenshot Wallpaper Survival Instincts

The experience/level system is a mixed bag where some upgrades are almost essential, others improve parts of the game that were tedious and the rest are simply not useful in the slightest. The cartography upgrade for instance, which identifies relics, books and caches through walls, takes out a lot of the pain of finding things which are almost not worth seeking out otherwise. The animal tracking upgrade however is rather pointless as you spend a fair chunk of the game no where near any animals. Indeed it seems that whilst you can sort of play the game in your own way your talent selection won’t be significantly different from anyone else’s, due to the next tier being locked until you spend the required number of skill points. It’s not exactly a terrible thing but it does make me feel like I’m wasting points on things I’ll never really use which just doesn’t sit well with the min-maxer in me.

I’m not one for exploration in most games, it feels like a cheap way to make the game go for longer, however Tomb Raider made it a lot easier with use of the survival instincts mechanic which highlighted areas of interest. They also made the optional tombs short and succinct, with the rewards for doing them being well worth your time. It was a really refreshing experience and unlike many other exploration type games I didn’t finish this one feeling like I had ignored the vast majority of the game because I didn’t want to play the cat and mouse game with the designers. I hope other games take note of this as it really was one of the stand out features of Tomb Raider.

Tomb Raider 2013 Screenshot Wallpaper Glitch

Tomb Raider is not without its bugs and glitches, one of which is demonstrated above. As you can see on the left hand side there are walls there preventing you from getting in, however turning slightly makes them disappear, along with several other items in the room. This is in addition to other bugs like events not triggering which then leaves you stranded or results in you dying, ledges that look climbable but aren’t and the targeting reticle lying about having an enemy in your sights. These are all things that can be worked around and none of them stopped me from finishing the game but they did mar an otherwise highly polished experience.

Of course this whole reboot was done to tell Lara’s origin story of how she transformed herself into the grizzled Tomb Raider we know and love. In some respects Tomb Raider showcases this brilliantly with Lara struggling to come to terms with a brutal world that she survives in. At other times however it devolves into a PG rated torture porn where Lara is beaten, injured and brutalized in every conceivable way. It starts off being shocking but quickly wears thin as the writers attempt to hammer home the idea that she’s a naive girl that’s being rapidly transformed. It’s a passable story overall, even if the mysticism was a little overwrought, but hopefully future instalments will forgo the torture in favour of something a little more meaty.

Tomb Raider 2013 Screenshot Wallpaper Introspective End

Reboots are always a tricky thing to get right as you’re taking a well established universe and essentially redefining it in an attempt to reinvigorate (and hopefully extend) the fan base. For something as long running as Tomb Raider this is no small risk but thankfully I feel that Crystal Dynamics has done a great job, producing a game that wouldn’t be out of place even if the franchise didn’t have such a long history. It’s by no means a perfect game, plagued with a so-so story and bugs by the handful, but it certainly does the IP justice whilst giving them a firm platform from which they can build on.

Rating: 8.25/10

Tomb Raider is available on PC, Xbox360 and PlayStation 3 right now for $69.99, $78 and $78 respectively. Game was played on the PC with 9.6 hours played, 74% completion and 32% of the achievements unlocked.

The Bridge: Trapped In Escher’s Crazed Dreams.

March 8th, 2013 No comments

There seemed to be an inflection point some time ago, around the time when the first Portal was released, when game developers suddenly realized the potential in creating non-traditional puzzler games that focused on ingenious mechanics. I’ll have to admit prior to this time puzzlers bored me as they were typically quite simplistic in nature and lacked any real novelty to keep me interested. This is probably also due to the indie renaissance which has seen many unique ideas make it to fruition that would not have done so otherwise. The Bridge is one such game, combining several different mechanics to form an incredibly intriguing puzzler.

The Bridge Review Screenshot Wallpaper Title Screen

The Bridge puts you in control of an unnamed individual who’s napping below an apple tree, a very Newtonian scene. Your introduction into the core game mechanics begins immediately as its your job to wake him up by rotating the scene clockwise/counter-clockwise until some apples shake loose from the tree and wake him with a sound bonk to the head. You then walk over to your house which contains doorways to places that are much larger than their outside would let on and your descent into a mad Escher-esque world begins.

As someone who’s become a bit of a fan of black and white photography the art style of The Bridge tickles me in just the right ways. The environments are all very pristine, in the sense that they feel like they were drawn on a computer rather than in a notebook. This is contrasted by the characters which are by comparison messy, feeling more like they’ve been scribbled in over the top. Indeed this is how your character is brought into the level initially and the juxtaposition of the organic style vs the pristine environment is quite intriguing.

The Bridge Review Screenshot Wallpaper Generic Puzzle

I was quite surprised at how visually interesting each puzzle was as whilst black and white is a great medium to dabble in it doesn’t usually make for the most interesting games. This is mostly due to the environments themselves as like any of Escher’s works there’s an inordinate amount of detail just waiting to be discovered if you look hard enough. Indeed this level of detail forms part of the primary game mechanic where you’ll need to pay close attention to everything that’s going on in order to progress. There’s more to it than that of course but it’s probably the main reason I didn’t find myself getting inexorably bored with the constant black and white environment.

The Bridge starts of relatively simple with the main mechanic being your ability to rotate the entire screen 360 degrees whilst some of the external aspects remain constant. Gravity is one such property that remains constant despite any rotational changes you might make, always drawing you down towards the bottom of the screen. This is then made more difficult by the introduction of hazards like falling off ledges into the abyss and the addition of The Tormentors, large rocks with garish faces on them that will kill you instantly should you accidentally cross their path.

The Bridge Review Screenshot Wallpaper The Inversion

Thankfully like Braid and other puzzlers there’s a rewind mechanic that allows you to back pedal at any moment should you find yourself in a spot of bother. It’s useful for those moments when you’ve made a mistake that can be easily corrected however there were many times when I found myself going for the reset button instead due to the situation I got myself into requiring far too long to rewind in order to fix. This isn’t to The Bridge’s detriment however as it encourages you to experiment with random things without the fear of having to restart all over again. For a game that one could easily tire of if the repetition gets too high mechanics like this are almost a necessity and it’s good to see that The Bridge has included it.

As you progress several other intriguing mechanics are brought into play. There’s the switchers which will flip you from one side of an object to another, allowing you to access otherwise inaccessible paths. At the same time it also switches your colour from the default grey to white which also complicates certain matters as you can’t enter a grey door when you’re white and vice versa. This means that whilst a puzzle might look easy on the surface in reality you have to do a very specific set of swaps in order to get the right colour so you can use the door. Of course this isn’t explained to you until you attempt to open a differently colour door for the first time, which is a really cheeky move on the devs part.

The Bridge Review Screenshot Wallpaper The Triad

The last, and by far most interesting, mechanic is the one that freezes you in position whilst everything still moves and, intriguingly, modifies the direction of gravity of those objects at the same time. It’s kind of hard to explain as I didn’t really understand what was happening until a particular puzzle required it (previously the solutions could be derived by simply inspecting the puzzle and putting things in certain locations) but once you see it in action it becomes clear how you need to use it in order to solve the puzzles. This is of course in addition to the previous two mechanics which makes some of the later puzzles incredibly intricate and, by the same token, very satisfying to solve.

There’s also some semblance of a story behind The Bridge however it’s limited to a few passages of text in between levels and the varying bits and pieces you get when you do certain things (like dying in certain ways) but in all honesty it’s really just background noise to the more intriguing puzzles. There’s references to obscure mathematical principles and what not all over the shop so there’s probably something in there for intrepid story hunters to dig up but nothing really motivated me to pursue it. a

The Bridge Review Screenshot Wallpaper The End

The Bridge is a glorious non-traditional puzzler combining a glorious art style with several unique game mechanics to create a game that’s very enjoyable to play and incredibly satisfying to master. The Escher-esque world that the game developers have created is simply fantastic combining many of his ideas into puzzles that are on the surface obtuse and indecipherable but are in fact completely and utterly logical. I sincerely hope that it is destined for other platforms soon as this game would be incredible on a tablet, especially if motion controls were used for the tilting. I thoroughly enjoyed my time with The Bridge and whilst it might not have contained the usual story element that I crave in indie games it more than made up for it with intriguing and unique game play.

Rating: 8.75/10

The Bridge is available on PC right now for $14.99. Total play time was approximately 2.5 hours with 38% of the achievements unlocked.

Antichamber: Where Non-Euclidean Space Is Just The Beginning.

February 15th, 2013 2 comments

I’ve become a really big fan of titles that challenge our expectations and perceptions of what constitutes a game. Usually this comes down to mechanics, like how Half Life 2 introduced physics based puzzles (something that was essentially impossible previously) but there have been many titles that have up ended the traditional idea of how games should operate. Quite often this leads to novel experiences that you just won’t find in other games, although there have been some notable exceptions. Antichamber is one such game that takes your preconceived notions of traditional game mechanics and continuously breaks them down in order to build them back up and does so in an incredibly intriguing way.

Antichamber Screenshot Wallpaper L I F E

Antichamber throws you into a dark room with 3 walls that look like chalkboards and one that’s a window, with the apparent exit sitting behind it, tantalizingly out of reach. You’ll then turn your eyes to what looks like the beginnings of a map whereby a single click will transport you into a room. Things seem somewhat normal at first but it doesn’t take long before you’re seemingly trapped in a world that’s constantly changing the rules on you, forcing you to break all the conceptions you have about how things should behave and reforming them to fit into this strange new world.

The world of Antichamber is one of stark contrasts with the primary colour being white which is then offset by heavily saturated colours, all blended together in cel-shading to give everything this slightly surreal cartoonish feel to it. The visual style reminds me of The Unfinished Swan which similarly used white as the primary colour and it works just as well when its transported from that whimsical world to the cold, unforgiving world that is Antichamber. This combined with the decidedly organic sounds that proliferate the environment make for an unique experience that’s hard to put into words accurately but it certainly does work well.

Antichamber Screenshot Wallpaper WTF

Now this is the point in the review when I go over the core game mechanics which, for most games, typically consists of a few well known ideas with an unique twist. Whilst there are some familiar mechanics in Antichamber they are really only a distraction when compared to the variety of ways in which the game world behaves differently to that of any other game. Looking at a wall from one side could should you one thing while looking at it from another could show you something entirely different. You could walk down the same path dozens of times, seemingly going around in circles, only to find that if you turn around the correct path suddenly appears before you. Just when you think you’ve figured them all though you’ll likely be surprised by yet another strange twist on how this reality operates, forcing you to rethink not only the current puzzle but all of the ones that you encountered previously.

The non-euclidean geometry is only the beginning as well. Part way through you’ll be given a gun, for want of a better term, that’s capable of removing, storing and then placing blocks ala Minecraft style. Initially the use of blocks is relatively limited, usually used in order to trigger switches, hold doors open or as ledge for you to jump on. However as you go through the various levels you’ll be able to find upgrades to it that will allow you to draw blocks in a line, required for some puzzles where you can’t place blocks directly, and another which allows you to tell blocks to move to a certain point. The mechanics sound simple on their own but their use is really anything but leading to a whole bunch of highly frustrating yet satisfying puzzles.

Antichamber Screenshot Wallpaper Choose your destination

The use of all these tools as well as the non-euclidean nature of most the puzzles is actually fairly intuitive for the most part which most puzzles having a pretty obvious solution should you be familiar with this particular style of game. This is primarily due to the not-so-secret hints that are contained within every little pictograph that’s lying around before/after each puzzle which gives you a bit of indication of how to go about solving it. Without any tutorial to speak of however there are some mechanics that aren’t really explained at all which can lead to you getting stuck with no way of progressing until you haphazardly figure it out or look it up online.

The prime example of this for me was the ability to generate an unlimited number of blocks if you drew a hollow square on a wall. Upon completing said square it will fill itself in, generating a large number of blocks for you to use which can then be used to generate even more, ad infinitum. The “Too Many Lasers” puzzle is a prime example of a puzzle that you will simply not be able to solve unless you’re aware of this mechanic and a quick Googling around reveals that most people discovered this mechanic by mistake, not by intuition from the game. It’s probably the biggest criticism that I’ll level at Antichamber as whilst I can understand the idea of making discovery part of the game you at least need to include a decent way of discovering the core mechanics, especially when its as vital as the one I mentioned.

Antichamber Screenshot Wallpaper EVIL CUIBE

There’s also an incredible amount of emergent game play possible once you’ve got the fully upgraded manipulator gun and a decent supply of blocks stored up. Whilst I’m sure this has been taken into consideration during Antichamber’s design there were a couple puzzles which I put in the too hard basket early on only to come back later and breeze through thanks to my stash of blocks. Not all of them can be done like this due to the use of the block destroying gates but there are quite a few that you can break severely should you manage to bring your blocks along.

For a game with potential for so many game breaking bugs I’m happy to report that my experience with Antichamber was mostly trouble free with the exception of trying to get it to run at the start. There’s a rather unfortunate bug in earlier versions of the PhysX engine which conflicts with the UDK which causes Antichamber to die before you can even get into it. Thankfully checking the discussion forums on Steam led to me finding the required update and the game ran smoothly after then. This solution isn’t working for everyone at the moment so your mileage may vary.

Antichamber Screenshot Wallpaper Impossible Structures

Antichamber is a truly mesmerizing and challenging game, filled with puzzles that will break down your preconceptions, rebuild them and then unceremoniously break them again just to keep it interesting. So many of the puzzles were incredibly cheeky in their implementation, teasing you openly for thinking that something should have worked which simply didn’t. It was one of those times where getting a puzzle wrong was actually one of the most enjoyable aspects as I know the coding behind this must have been an incredible challenge developer, something I really appreciate. Antichamber is right up there with titles like Portal for its innovative game play and definitely makes my list of must play games for 2013.

Rating: 9.25/10

Antichamber is available on PC right now $19.99. Total game time was 4 hours.

The Cave: It Seems That We All Can’t Get Along.

February 8th, 2013 No comments

I missed the boat on many of Tim Schafer’s games. Whilst I was aware of the titles that rocketed him to game developer stardom (Monkey Island, Manic Mansion and Psychonauts) I never ended up seeking them out, even more recently when I’ve been told I have to play them. You can probably attribute that to the fact that many of my friends had Apple IIs or other similar Mac computers and as such weren’t able to share games with me, the primary one being the original Monkey Island series. Still his games seem to have something of a following and if the Kickstarter for the Doublefine Adventure was anything to go by I figured their latest release, The Cave, would be worth playing.

The Cave Screenshot Wallpaper Title Screen

Upon starting up The Cave you’ll be greeted by a smooth talking narrator who introduces himself as the cave you’re about to dive into, something we’re told just to go along with. After a short setting of the scene you’re then introduced to the 7 playable characters that you can choose to bring with you on the journey. They are (in no particular order): The Knight, The Adventurer, The Monk, The Twins, The Time Traveler, The Scientist and The Hillbilly. Each of them has their own little story which you’ll dive into as you venture deep into the cave, revealing their troublesome past and hopefully work towards making their present a little better.

The Cave has gone for a stylized 2.5D environment, locking your movement to the traditional 2D platformer style which uses 3D models for everything on screen. Typically heavy stylization goes hand in hand with simplicity (as the choice to heavily stylize is usually done as a trade off for better performance) however The Cave’s various environments are drenched in detail with modern lighting effects, particle systems and intricate set pieces. All put together it works very well with each of the various sections of the cave having its own distinct feeling, especially the unique character rooms.

The Cave Screenshot Wallpaper Limited Liability Waiver

At the beginning you’re shown the group of 7 characters and you get to choose 3 of them to go along for the ride. The choice is arbitrary as no matter who you end up choosing you will be able to make it through to the end. Your choice of characters only affects the path you will take to reach the end although there are some sections which might go a bit quicker if you choose certain characters over others. In the end though due to the unfortunate choice of 7 characters rather than say 6 or 9 you’ll have to play the game through a full 3 times in order to see all of the character’s stories, if that’s of interest to you.

The Cave is your traditional puzzler/platformer, making you jump from platform to platform in order to find the right items to use in the right place or to pull various levers in order to progress to the next section. The twist comes from each of the characters that you choose to take on your journey as each of them has some kind of special ability that can be used to solve the puzzles. Now for the most part these abilities really only come into play during the character’s unique section of the cave but there are times during the intervening puzzles where these abilities might come in handy. The Knight for instance can go completely invulnerable which is kind of handy when you want to fall off ledges in order to descend quickly.

The Cave Screenshot Wallpaper Excalibur

Thankfully there’s no real inventory to speak of so you won’t spend your time hoarding dozens of items in the hopes you’ll need to use them. Instead in The Cave each of your 3 characters can only hold a single item at a time. Whilst there are some puzzles that require all of your characters to have an item and be doing something with it most of the time it’s only the main character that needs to do so. However much like other puzzle games there’s no shortage of things which you can pick up and interact with which can sometimes have you holding things that serve no purpose what so ever. This is part of the challenge of course but its usually fairly obvious what goes where.

As for the puzzles themselves most of them are relatively obvious with solutions that come about organically or by trial and error should you get stuck. Usually frustration sets in when you’ve picked up an item at one place then placed it down to get another item that you need to use right then and there, forcing you to backtrack some distance to get it again. There were some puzzles which stumped me to the point of needing a walk through guide but most of them were me thinking a puzzle should was solved when it really wasn’t. There was one puzzle which I thought was a bit rough however (the final stage, very last puzzle if you’re wondering) which whilst not being rubber duck key sort of thing was still in the realms of “LOL DEVELOPER LOGIC”.

The Cave Screenshot Wallpaper Swimming in the floor bug

The Cave is well coded considering its simultaneous release across several different platforms however there was one quirk which proved to be endlessly frustrating and one hilarious bug (pictured above). The quirk seems to be due to the dual control scheme that The Cave uses, letting you control your characters with the keyboard or mouse (or both at the same time, if you’re so inclined). However if you click in a location and then try to use the keyboard, like I tended to do accidentally when resting my hand on the mouse, there’s a 3 second or so period where the keyboard just simply doesn’t respond. This isn’t due to my keyboard or mouse as I don’t have this problem in any other game and it caused no end of frustration when my characters wouldn’t move the way I told them to. It’s not exactly game breaking but it is incredibly frustrating so I hope it gets fixed soon.

The bug shown above is also nothing really serious, just a clipping issue where my character was able to swim through the ground, but there’s probably a quick fix to it that could be implemented without too much trouble.

I thought the story of The Cave was interesting but lacked any real depth to it. Sure the character’s backgrounds are explored decently through the cave paintings and their unique puzzle caves but none of them are particularly likeable or relatable. Now I get this is the point some what but their stories didn’t have any impact on me one way or the other. It’s made up for in spades by the fun and novel game mechanics so I guess what I’m getting at is that the story is serviceable but that’s not the reason I’d be playing the game.

The Cave Screenshot Wallpaper Monk Mountain

The Cave is a solid platformer that brings in unique game mechanics and a pleasant art style to form a game that’s quite enjoyable to play. Many are seeing this as a teaser of things to come with the Doublefine Adventure and if this is true it should be shaping up to be something quite special, especially for fans of Schafer’s games. I had a good time with The Cave, although my second play through didn’t last particularly long (I stopped about half way through the first unique puzzle) but then again I’m the kind of player who gets rapidly disinterested in games I’ve already completed. The Cave is certainly worth a play through just for the unique experience it provides.

Rating: 8.25/10

The Cave is available right now on PC, Xbox360, Playstation 3 and WiiU right now for $19.99 and an equivalent amount of points on the varying systems respectively. Game was played on the PC with 4 hours played and 19% of the achievements unlocked.

No Time To Explain: It’s Like Super Meat Boy, But Fun.

February 1st, 2013 No comments

I have a love/hate relationship with the new wave of hardcore platformers that have swept through the game scene recently due to the indie game developer revolution. Initially I find them quite fun, as I did with Super Meat Boy and They Bleed Pixels, but usually towards the end when the difficulty starts to ramp up and my total play time sky rocket despite progress slowing to a crawl I tend to get frustrated with them. None of them have matched up to the Nintendo Hard hell that was Battletoads but ramping the difficulty up to insanity in the later levels might be part of the fun for some, but it certainly isn’t for me. No Time To Explain is another instalment in the indie platformer genre and despite my history with them the videos were intriguing enough to make me want to play it.

No Time To Explain Screnshot Wallpaper Intro Level

No Time To Explain drops you in a nondescript house with you casually minding your own business. Not long after a good chunk of your house is blown away by some unknown force and then suddenly someone who looks strikingly similar to you appears. “I’m you from the future. There’s no time to explain!” he exclaims at you before he’s snatched away by a giant alien crab who’s intent on taking him, you, away. You then find yourself in possession of a weapon capable of dealing untold amounts of damage whilst also functioning as a partial jetpack to get you over any obstacles in your way. It’s then up to you to rescue yourself from whatever dangers you find yourself in.

Whilst I’ve described some games in the past as being Flash-like due to their styling and choice of colour palettes No Time To Explain is in fact a flash game brought to you as a standalone executable thanks to Adobe’s AIR framework. This means the graphics are pretty much what you’d expect to see from any browser based flash game. This isn’t necessarily a bad thing, indeed for No Time To Explain the cartoonish presentation is what makes it so hilariously awesome, but there’s a certain standard that flash games seem to hit and never get passed no matter how long is spent on it. It’s probably a limitation of the platform more than anything although I can’t really comment since the last time I looked at ActionScript I got scared and decided to stick to C#.

No Time To Explain Screnshot Wallpaper You From The Future

Whilst Not Time To Explain starts off as a kind of soft core version of Metal Slug where you basically just wailing on random things with your giant beam weapon the core game mechanic is actually that of a physics based platformer. Your gun, whilst unleashing torrents of destruction where ever you aim it, also has  something of a kick to it. Pointing it in the right direction can send you soaring up into the clouds or launch you across wide gaps at incredible speed. The trouble then becomes figuring out what the right angles, amount of force and then how to correct your trajectory whilst you’re up in the air.

At the beginning this is relatively easy as your landing zones are huge and there’s nothing that will kill you brutally should you get your timing wrong. Soon after however there will be spikes coating surfaces, bottomless pits to fall in and jumps/obstacles that seem to be next to impossible to cross the first time you see them. Thanks to the decent auto-save system though you’ll be able to fine tune your strategy rapidly without having to go through everything from the start again. I have to say that this was a welcome change from the Super Meat Boy way of doing things where one particular obstacle could block you for ages simply because it took so long to get there in the first place.

No Time To Explain Screnshot Wallpaper Shark Boss

Each section is capped off with a boss fight which usually involves aiming your laser at whatever is moving and then waiting for it to keel over. This is perhaps where the save system is a little too good as there’s not a whole lot of challenge in the majority of the boss fights when you can literally stand in one section the entire time and simply wail on them until they die. Of course you can make it interesting for yourself (and speed up the process) by dodging the incoming bullets and positioning yourself better but that’s not technically a challenge the game provides. There was one boss fight where the quick save system didn’t apply which was a refreshing change but there were bigger issues at play there.

The Drill Squirrel boss is the first one where you can actually “die” in the sense that should you get injured at a specific point you’ll be sent back to the start of the fight rather than respawned where you were last standing. This is fine in and of itself however the fight is completely and utterly broken should certain things happen. Easy ways to replicate this are: be in the pit when he does his laser eyes at you or be on the same platform during said event. Once you’re past that the next section, where the pits fill with lava and fiery columns spew up from the ground, simply won’t happen and the drill squirrel will get stuck in the ground. This isn’t the only bug either, should you get bounced into a wall by him during the second phase you’ll get stuck in there as well but at least the game recognizes it and restarts you from the start.

No Time To Explain Screnshot Wallpaper Weird Polygon Thing

No Time To explain is an awesome platformer title, combining some of the twitch aspects of its more insanely difficult brethren with mechanics that make the platforming enjoyable rather than a chore. For the most part it works well with many of the times I got stuck being down to me not getting the puzzle rather than game breaking bugs. However there are still some teething issues that need to be worked out, especially with that one particular boss, before I could say it was a trouble free experience. I also have a small gripe over the price since it’s rather short (and is available a lot cheaper direct from the developer) but it is on sale right now which kind of renders that complaint moot. Overall I quite enjoyed No Time To Explain and after reading through the developer’s blog I have to say I’m interested in their future titles and hope that their recent Greenlight success will give them the capital to see it through.

Rating: 8.25/10

No Time To Explain is available on PC right now for $9.99. Total game time was approximately 2 hours.

Mark of the Ninja: For The Good of the Clan.

November 30th, 2012 No comments

The simplicity of 2D platformer games must be really liberating for developers, especially small time independent ones. I say this because it seems that I’ve played a lot of games this year that fit into that genre and the amount of innovative game ideas that I’ve seen has really surprised me. These were the titles I grew up on and they were, for the most part, usually a small variation on the original Duke Nukem idea. One thing I didn’t expect was the introduction of stealth based game play something which has traditionally been contained to 3D games. Mark of the Ninja blends stealth along with puzzle solving and platforming to form a pretty unique game experience, one that doesn’t really have anything that I can directly compare it to.

Unlike most ninja games which take place in feudal Japan Mark of the Ninja is set during present day. You, an unnamed ninja, were receiving your first tattoo which would grant you special powers when you passed out. A short while later a fellow ninja, named Ora, wakes you up as the ninja stronghold is under attack by a security agency headed by a man named Karajan. After rescuing your fellow ninjas as well as your master, Azai, you’re then sent on a mission of vengeance against Karajan for the atrocities that he committed against your clan.

Mark of the Ninja has a style to it that’s reminiscent of all those flash animations of yesteryear but there’s a level of refinement about it that many of those lacked. The cut scenes for example feel like they came straight out of a professional animation house and wouldn’t be out of place in any cartoon you’d see on a Saturday morning. There’s also incredible amounts of detail everywhere from the interactive area which is littered with all sorts of things to the backgrounds which are done exceptionally well. This blends exceptionally well with the music and foley which provides a very detailed soundscape to compliment the impressive art work.

Mark of the Ninja is primarily a stealth game and its implementation in the 2D, platformer world is quite an interesting one. For starters unlike most 2D games Mark of the Ninja includes a line of sight mechanic which forms a big part of any stealth game. This means that you’ll spend the vast majority of your time walking between shadows, dodging guards where you can, so you can either sneak up behind guards and dispatch them quickly or just move on leaving them none-the-wiser. If it so pleases you though you can go toe to toe with every guard you meet however and there are some sections which will be far easier (and quicker) should you choose to do that.

Initially you start off with only a few tools at your disposal, namely your sword and bamboo darts that can be used to take out lights and other fixtures. As the game progresses you unlock additional abilities and equipment that allow for a much wider range of actions, enabling you do things like terrify your enemies by laying spike traps or dangling corpses from the room for all to see. All these options will mean that your play through is almost guaranteed to not be the same as anyone else’s as there just so many ways to go about doing the same thing.

Indeed that seems to be the whole point of Mark of the Ninja. Whilst it is primarily a 2D stealth platformer it also has many elements of a puzzler/exploration game as there are many rewards to be found by simply taking the least obvious path. I can’t tell you how many times I found artefacts/scrolls by going in the wrong direction or moving blocks in random ways. If you’re persistent enough too the most laborious of challenges can usually be circumvented by finding a path that leads around it or simply puts you behind the guards that were blocking your path. Mark of the Ninja then is a game that rewards the player for being curious but thankfully forgoes punishing you severely if you don’t.

The upgrade system bears mentioning as how many upgrades you can afford depends directly on: how many challenges you complete, your overall score and how many of the hidden scrolls you uncover. For each of these there are a potential 3 tokens up for grabs giving you a total of nine for each level. These can then be spent on various upgrades that either give you new abilities/equipment or upgrades to the ones you currently have. Depending on what you get this can completely change the way you play the game, especially if you combine these upgrades with one of the costumes which will grant you several benefits (usually at the cost of one particular trait).

This is usually the point where I mention any bugs or glitches that detracted from my game play experience but I’m pleased to report that there doesn’t seem to be any. Sure there were times when my character acted in a way I didn’t expect but its hard for me to blame the game for that as I get the feeling it was more me fat fingering the keys rather than the game engine wigging out on me. I did have some rather awkward checkpoint moments where it’d place me into locations that I hadn’t yet explored when reloading (which was actually great sometimes) putting me in rather precarious situations but it was nothing I couldn’t handle.

The story of Mark of the Ninja is also quite well done, especially considering it forgoes the usual ninja setting and instead brings the whole ninja idea into modern day. Whilst I didn’t really feel the levels of emotions like I did for things like To The Moon it certainly didn’t suffer from issues like poor voice acting, irrational characters or glaring plot holes like plagued other titles I’ve played recently. I will admit that I’m yet to finish it (I believe I’m on the second last mission) so I’m not sure about the ultimate conclusion but from what I’ve heard from my other friends they weren’t disappointed with it, so it has that going for it at least.

Mark of the Ninja effortlessly combines all the best aspects of 2D platformers with stealth game play to form a game that makes you feel like the ultimate ninja whilst still providing an incredibly satisfying challenge. The graphics are superbly done, the sound track excellent and above all the core game play is immensely satisfying. I could go on but really for a game that’s asking price is so low compared to its quality I’d rather just recommend you go out and play it since it’s really worth a play through.

Rating: 9.0/10

Mark of the Ninja is available on PC and Xbox360 right now for $14.99 and an equivalent amount of Xbox points. Game was played on the PC with around 6 hours of total game time and 43% of the achievements unlocked.

 

Deadlight: Trapped In A World of Your Own Darkness.

November 16th, 2012 No comments

I think my angst around survival horror games stems from the many, many hours I lost to the genre back when I younger. There were many nights when my brother and I would sit down in front of the TV, fire up the PlayStation and proceed to play Resident Evil for hours on end. Those familiar with the game will know that much of the tension created in that game comes from the fixed camera angles and not-so-great controls leading to many reloads and undergarments in need of replacing. Long time readers will know that my recent forays into this genre haven’t been great with both of them failing to impress me. Deadlight looked like a fresh take on the survival horror genre and thus I was intrigued to see if the genre could redeem itself to me.

The year is 1986 and the world has been decimated by a virus that reanimates the dead into flesh craving zombies (or Shadows as they’re called in Deadlight). You play as Randall Wayne, one of the few survivors who’s been separated from his family and is searching to find them again. You’ve managed to team up with one of your friends, a police officer and a pair of sisters and were making your way to Safe Point, a rumoured safe zone set up by the military. The opening scenes show one of the sisters badly wounded by the Shadows and you are forced to do the right thing. The gun shot attracts a nearby hoard of shadows to you and in the commotion you get separated from the group. So begins your adventure to find them again and hopefully, your family.

Deadlight is quite visually impressive as when I first looked at some of the screenshots it looked like it had a kind of Trine feel to it with the 2.5D environments. If I’m honest they’re actually done a lot better than Trine as the environments are very detailed and even form part of the game play with things like Shadows lingering in the background shambling over to you. Also unlike most survival horror games which favour noire colouring or muted palettes Deadlight instead favours a more varied set of colours which helps greatly in not making it visually boring. Overall it’s done quite well, much better than what I expected when I first looking into playing Deadlight.

Deadlight is a platformer with the vast majority of the game play consisting of you getting from the left hand side of the screen to the right hand side. Of course it’s never quite that easy with many obstacles blocking your way requiring you to either take a specific path or wade your way through a trough of Shadows in order to make progress. Like many games of today Deadlight also makes heavy use of its physics engine to drive most of its puzzles with many of them requiring you to knock something down or move something in order to give yourself a leg up to the next ledge.

It’s usually at this point in the review of a platform where I’ll gripe about how the jump/grab mechanics are screwy in some particular way but for Deadlight I can’t really say that. Sure there were many moments when I pressed something and didn’t get the result I was expecting  but there’s no one point where I couldn’t figure out what I did wrong in order to cause my untimely demise. For a platformer this is a pretty big achievement as pretty much all of them suffer from some kind of issue that makes the platforming sections tedious but in the case of Deadlight all the frustration was born simply out of me fat fingering the keys rather than some glitch in the code.

There’s also combat in the game taking the form of you either swinging an axe at your foes (which is limited by the blue stamina bar in the top left hand corner) or the tried and true zombie killer favourite of a couple different guns, all of which are lethal if aimed at the head. The axe is also quite capable of dispatching enemies however you either have to spend what feels like an eternity wailing on them or knock them down first and then finish them off on the ground. The guns are far more effective however, like any good survival horror, the ammunition is in pretty limited supply (unless you know where to look, of course).

If I’m honest the combat was one of my least favourite parts of Deadlight mostly because of how tedious and unnecessary it felt. The axe is the perfect example of this as it’s not particularly effective when you need it to be (I.E. surrounded by Shadows) and it’s much, much easier to just keep running and knock them down than to even bother attempting to take them out. The guns are pretty much a last resort apart from a couple sections where you’re forced to use them so again their inclusion feels like it was done “just because” rather than some burning need to have it as a core component of the game.

The story is quite compelling at times however I felt that it was let down heavily by the often lacklustre voice acting that backed it up. In the beginning I thought it was quite good however as the story went on it was clear that many of the lines were delivered flat without any emotion behind them. This becomes even more obvious towards the end when there’s some very emotionally charged scenes which lose pretty much all their impact thanks to this which kind of soured me on the story towards the end.

It’s a real shame because objectively the story is pretty good, combining the usual survival horror flair with a psychological thriller that leads you to question the main character’s motives. It’s not the most original plot to be sure but it’s definitely above what I was expecting which is always nice. I felt the ending was unsatisfying, probably due to the way it was presented, however I might have been swayed otherwise had I had a deeper emotional connection with the characters.

Deadlight was a nice surprise considering that I choose it based around the fact that it was short (I’m attempting to work on a couple longer game reviews and I’m constantly running out of time) and needed something for this week. The game plays well with no bugs and the platforming, something that usually brings games down a peg or two, was great. It’s let down by the pointless combat and lack of story delivery with emotion behind the voice acting which is a shame as it’s otherwise a great game. This is probably the first survival horror game that I could recommend playing which has renewed my faith in the survival horror genre.

Rating: 7.5/10

Deadlight is available on Xbox360 and PC right now for 1200 points and $14.99 respectively. Game was played on the PC with 3.1 hours played and 68% of the achievements unlocked.

Blocks That Matter: They Really Do.

October 25th, 2012 No comments

They say that imitation is the most sincere form of flattery and if there’s any truth to that then Notch, creator of  Minecraft, must be feeling awfully flattered. Whilst there’s only been a few outright copies that have looked to capitalize on Minecraft’s success there’s seemingly an endless number of games that have drawn inspiration from it. From games like Terraria which translated the idea into 2D and then added its own flavour to others which have taken the block/mining/building idea and put some kind of twist on it. Blocks That Matter is the latter, being a 2D puzzler that uses the idea of mining and placing blocks as the main game play component.

Blocks That Matter puts you in control Tetrobot, a small white block with arms, legs and a drill who’s capable of mining blocks and placing them anywhere on the map. You’re the creation of 2 struggling game developers who, instead of working on their latest title, were working on you. This drew the ire of a mysterious individual who kidnaps the developers and forces them to complete their game. You are their only hope for rescue and in order to make it to them you have to navigate your way through various puzzle areas in order to reach a portal that will transport you closer to them.

Whilst there’s nothing particularly amazing about the graphics of Blocks That Matter I did find it quite visually pleasing, mostly because of the neo-retro aesthetic that’s consistent throughout the entire game. There’s a definite homage to the classic platformers with many of the tile sets bearing a striking resemblance to the games that inspired them. That being said whilst it might be inspired by several different games of yore Blocks That Matter still has its own distinct style about it and I certainly never found myself thinking I was bored with it visually.

As I alluded to earlier Blocks That Matter draws inspiration from Minecraft for one of its main mechanics but it also combines aspects from another game to give it a challenging bent. Whilst you’re free to mine and collect certain types of blocks (a selection which gets expanded as you progress) you can’t simply place any block wherever you want. There are 2 simple rules to placing blocks: the first is that it must attach to another block or a wall somewhere, meaning you can’t just place them in the middle of the air. The second, and by far the most challenging aspect, is that all the blocks must be placed in sets of 4 meaning all the shapes you can create are in fact are tetrominoes (the pieces found in Tetris).

In the beginning this doesn’t present too much of a challenge, especially once you figure out certain ways to construct things that will allow you to recover the majority of your blocks whilst getting one of them into the position you needed it in. There’s also some areas where Blocks That Matter shows off some emergent game play aspects because of this as if you manage to save enough blocks you can effectively get yourself anywhere on the map without too much trouble. This idea of block conservation becomes key in later levels as many of the puzzles will be incredibly difficult unless you have a certain number of blocks spare.

This becomes even more important when you’re given the skill which can destroy any type of block (useful as there’s many block types that you will simply never be able to drill) as long as they’re in a row of eight or more. Quite often you will be able to make rows with a certain minimum number of blocks, however should you simply rush into it you’ll end up wasting blocks that you didn’t need to. Finding these little block advantages isn’t necessarily required if you’re just trying to get to the end however should you want to mine the block that matters (the little treasure chest shown in the bottom left hand corner in the screenshot above) every block counts as most of the time you’ll need all of them to get to it.

For the most part the puzzles are challenging and rewarding upon completion, especially when you manage to get through them the first time through. However I feel there’s a critical flaw in the way most puzzles play out. You see it’s quite possible for you to get yourself into a situation where you will not be able to complete a level (like being trapped under undrillable blocks). Don’t worry you can suicide yourself and restart the level, all good right? Well whilst that does get around the sticky problem of having to playtest everything so thoroughly that the players can never truly bugger themselves up it does mean that challenges you once completed get undone, forcing you to replay that section of the level. When you make a simple mistake right at the end of the level having to replay it all from the beginning isn’t that fun, especially if that “mistake” was misplacing a block which you could no longer recover.

The puzzles also start to get a bit samey after a while, even with the additional upgrades that add different game mechanics. There’s just over 40 levels in the adventure mode and another dozen or so in the bonus section but by about the halfway point you will have seen most of the tricks. From there on it’s just a matter of making your way through them, conserving blocks and figuring out which types need to be saved and which can be turfed. Don’t get me wrong, I’m sure there’s a lot of people who will enjoy that kind of challenge, but it certainly lost me by about level 34 or so, to the point where I didn’t bother playing through until the end.

The story is also a little strange as it takes the 4th wall, smashes it into pieces and then proceeds to dance on its bloody corpse for the rest of the game. The characters are Penny Arcade style spin offs of their creators being 2 independent game developers which mirrors Swing Swing Submarine’s actual development crew. It’s a rather light hearted affair and really only there to give you some modicum of motivation to keep doing what you’re doing but I couldn’t help but feel a little awkward during any of the plot points thanks to that 4th wall chicanery.

For a game that’s essentially a mash up of nearly every game that my generation grew up on Blocks That Matter does a great job of creating its own unique experience using all those elements without feeling like a cheap imitation. The puzzles are challenging, artwork unique yet familiar and the overall experience is smooth and trouble free. The story and having to repeat challenges ad nauseum are where Blocks That Matter lets itself down and whilst there’s no easy way to fix the story the addition of a quick save system would go a long way to making those long, complicated puzzles towards the end much more enjoyable. For fans of puzzlers or just those of us who grew up on all the titles that Blocks That Matter pays homage to there’s a lot to love in this game and is worth paltry price of admission.

Rating: 7.25/10

Blocks That Matter is available on PC and Xbox right now for $4.99 and 240 Microsoft Points respectively. Game was played entirely on the PC with around 4 hours played and 28% of the achievements unlocked.

4 hours played, 28% of the achievements unlocked.

They Bleed Pixels: Frustration Doesn’t Begin To Describe It.

September 28th, 2012 No comments

Striking the right balance between making a game enjoyable and it’s relative difficulty level can be a rather tricky task. Way back in the dawn of gaming developers would often shoot for the high difficulty level simply because that meant people would play their game longer, even if that came at the cost of some enjoyability. It worked, for the most part, because I can remember becoming infuriated with many games yet still being unable to put them down, losing many hours to challenges that had long lost all meaning to me and all that remained was a desire to see it finished. They Bleed Pixels, the latest game from Spooky Squid Games Inc, feels like a homage to those days and if my reaction to it was anything to go by it’s a pretty authentic experience.

They Bleed Pixels puts you in a Lovecraftian world where you’re put in control of an anonymous (I couldn’t find out her name, at least) girl who’s dropped off at a home for troubled girls. It’s at this place she discovers a book, dripping in blood and pulsating with a decidedly evil red glow, that invades her dreams and twists her physical form into a purple skinned version of herself with claws for hands. She then has to battle her way past countless enemies and obstacles in order to reach the end and wake up from the terrible dream that is holding her captive.

As my long time readers will know I’ve got a bit of a thing for pixel art games, probably due to the nostalgia factor, and They Bleed Pixels delivers quite well in this regard. The art direction is great as everything has this eerie vibe to it, even when the music playing  behind it is quite upbeat. This is only made better by the very satisfying explosions of pixels when you dispatch enemies (or yourself if you find the wrong edge of a saw) which fly across the screen and coat every surface they touch. Combined with the meaty foley that accompanies it They Bleed Pixels is quite a visceral experience for the eyes, ears and mind.

The core game of They Bleed Pixels is the tried and true platformer which seems to take quite a lot of inspiration from the Super Meat Boy style of games. The mechanics are quite similar: you can grab onto walls and slide down them at varying paces, you have a double jump so that areas that seem inaccessible actually are and as you progress nearly every wall has something on it that will kill you. Like all games in its genre the platforming sections start off simple and then ramp up the difficulty slowly which I believe is the key to cementing you in your seat as you die repeatedly to the same obstacle.

Unlike other platformer only titles They Bleed Pixels includes a combat system that makes use of only a single button for attack that can then be modified by the use of the movement and jump keys. For a game that obviously prefers a controller based scheme (most of the menus reference button A, for instance) I can see this working quite well, indeed Super Meat Boy’s developers recommend this as the conrol scheme of choice, but I ignored their advice and used my keyboard. Using these techniques, which are laid out for you in a tutorial, you can rack up big combos on your enemies which leads into one of the other game mechanics.

Unlike other platformers which have set check points or only save at the end of the level They Bleed Pixels has a meter at the top of the screen which fills up when you dispatch your enemies. The higher your combos the faster it will fill so the game encourages you to blast through as fast as you can in order to fill your meter faster. Once its filled you can then stand still to create a checkpoint however you can also risk it and keep going in order to push your score even higher. It’s a dangerous mechanism and more than once I found myself sent back much father than I would of liked just because I wanted to amp my score up.

For probably the first 2 dreams I was really enjoying the play style of They Bleed Pixels mostly because it felt like Super Meat Boy without the tendency to induce RSI. Sure there were a lot of tense moments but I never finished a level without more than a few dozen deaths, something which in Super Meat Boy just counted as the warm up. However as the game went on I found myself stuck on levels for up to an hour or more, throwing myself repeatedly at the same obstacles and seeming to get no where. Whilst I’d like to blame game bugs for it (and did for most of the time) after carefully watching what was happening I could only blame myself for what was happening, but that didn’t stop me from feeling frustrated.

I think primarily my gripe with the later levels comes from the repetition of challenges that the player has already beatn previously. If you look at the screenshot below and compare it to the second one in this post you’ll note how similar these challenges are (jumping from one side of a block to the other) and that particular challenge is present in nearly every level. There are also long sections where you’re basically doing the same thing over and over until you get to the end which doesn’t feel like a good challenge. Indeed it feels more like a punishment for not being able to execute the moves correctly which can happen quite easily when you panic and hit the attack button rather than jump.

Now don’t get me wrong, the game stands well enough on its own, but there was definitely a point where it transitioned from being a fun level of challenge to being just straight up insane and that’s where the fun started to rapidly drain out of it. I got to the last level, heck I was only about 3 screens away from finishing the game, but after spending a good 20 minutes or so on a puzzle and seemingly getting no where I just couldn’t bring myself to go back to it. I will take the criticism that I just wasn’t good enough to complete it (my performance in Super Meat Boy is a testament to how mediocre I am with these kinds of games) but even that knowledge won’t change the fact that I stopped having fun in the last couple hours.

For its genre They Bleed Pixels is an incredibly well polished title that will provide hours of frustrating enjoyment. Whilst I’m not into that whole achievement scene there are enough challenges listed to keep even the most dedicated achievement hunter mashing buttons for double, maybe even triple my play time. Whilst I might have lost interest in it right towards the end I can’t deny the overall quality of They Bleed Pixels, especially when compared to others in its genre.

Rating: 7.8/10

They Bleed Pixels is available right now on PC and Xbox360 for $9.99 and an equivalent amount of Xbox points. Game was played entirely on the PC with around 7 hours played and 19% of the achievements unlocked.

 

Gravity Bone and Thirty Flights of Loving: Hyper-Accelerated Story Telling.

August 24th, 2012 No comments

It may come as a surprise to long time readers who’ve followed my near clockwork routine of one post per weekday for the past couple years that I can be rather awful at scheduling, especially under certain circumstances. This week I had genuinely intended to review Sleeping Dogs however I completely underestimated how much time would be required to blast through the main story line and thus when Tuesday night came around and I had no indication I’d be done within the next couple days I started looking for alternatives. I did grab a copy of Insanely Twisted Shadow Planet as  I heard it was relatively short and well received but I didn’t manage to get enough time on that either. Thankfully my bacon was saved by an intriguing set of games that promised intense story telling that rivalled AAA titles.

Gravity Bone puts you in Blendo Game’s Citizen Abel world, a place where everything is stripped down to its most simplistic representation. You are Citizen Abel, a spy who’s been sent to perform a mission in this particular section of the world. The first mission acts as a kind of tutorial, showing you how the game operates and setting up the main character for the second (and final) act.

Usually I make comments about the graphics here, commenting either on the how advanced/dated they are or how the choice of stylization worked or didn’t work. It almost seems redundant to comment on that here as the graphics really are the bare minimum required to carry the story forward with the most advanced thing in there being a couple particle effects. It’s not bad mind you, both Gravity Bone and Thirty Flights of Loving make good use of such a simplistic format. Indeed I don’t think this kind of game would benefit from advanced graphics in any way, it would just be more distraction from the real core of the game.

The actual mechanics of the game are also pretty secondary to the visual story telling aspect of these games. If I was to classify it in any particular way it’s like a traditional platformer/puzzler but instead of the story being progressed by lengthy dialogue or massive walls of text you’re instead treated to environmental clues, flash backs and weird jump cuts that allows you to piece the story together as you go along.

Before I dive into the stories of these two games however I will make a note of a couple issues I had when playing. At the end of both games I inexplicably couldn’t exit them, being left with a black screen and an unresponsive game. I’m not sure if this was a quirk of the engine (it uses the Quake 2 engine) or something on my end but the first time I was willing to write it off as a quirk, the second not so much. I also had a crash when I was playing through a second time with the developer commentary on when it tried to load the second half of the game.

Gravity Bone and Thirty Flights of Loving’s true strength comes from its ability to tell a story in the extremely short time frame. Both of these games are incredibly short, 15 minutes each give or take, and this doesn’t leave any time for extended periods of dialogue, cut scenes or any other forms of traditional story telling. It’s quite similar to Unmechanical in that regard as all the game world is the narrator, showing you various bits and pieces allowing you to pick up on bits of the story and draw your own conclusions as to what it’s all about.

Comparatively though the way in which the stories of these two games play out are very different beasts with Gravity Bone being pretty linear in its progression whilst Thirty Flights of Loving being much more of a jump cut fever dream that forces you to make connections between the disjointed scenes. The contrast is actually quite stark when you play them back to back and shows that the developer behind Blendo games has grown considerably in the interim between releases (approximately 3 years).

The enjoyment from these games comes from noticing all the subtle environmental clues and then using your imagination to draw the connecting dots. This kind of story telling isn’t for everyone, indeed the developer notes that many players will simply breeze past key sections without a second thought, but there is definitely a lot of people who like drawing their own conclusions about how the story fragments join together. I personally found it highly confusing at the beginning (as was intended, I believe) of both of the games but the utlimate conclusions are pretty damn satisfying and they wrap up the story quite well.

Gravity Bone and Thirty Flights of Loving then are a real oddity, even in light of the massive influx of weird and whacky games that have come out of the indie scene in recent times. I quite enjoyed them and it was great to run through the latter with the developer comments on to get a feel for how my experience of the game lined up with what the developer was trying to craft. Considering that these will only take up less than an hour of your time combined I highly recommend giving them a play through, even if you’re only doing so to say you’ve played them.

Rating: 8.0/10

Gravity Bone and Thirty Flights of Loving are available on PC right now for free (on the developer’s website) and $4.99 on steam.