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.
The number of games I know that have made the transition from a mobile platform to the PC is vanishingly small. Primarily this is due to the limitations of the mobile platform that necessitates simplicity in almost all respects, something that is at odds with the expectations of gamers of other platforms. Some do make the jump, indeed they can even be quite palatable if some effort is given to the transition, however their roots are always indisputable with the trade mark multiplicities baked into the very core of the game. Echo Prime, a new title from Robot Entertainment who are behind the Orcs Must Die! series, is a textbook example of a game with a primary platform in mind that suffers when translated elsewhere.
You’re an elite enforcer on a quest to protect the galaxy from an alien threat. During an engagement with the enemy however your ship becomes damaged and drifts slowly towards a black hole. However this black hole is actually a tear between this universe and the wider multiverse allowing you to establish a link with a race of beings called the Echoes. This link grants you abilities far beyond that of any normal human, enabling you to protect the galaxy from the imminent alien threat. From then on its up to you to fight your way through untold hordes of enemies ranging from robots gone awry all the way up to massive alien commanders, ready to squash you without a second thought.
As is the case with all mobile ports the graphics of Echo Prime are incredibly simplistic, done so that it can run on the widest range of devices possible. There’s no option to crank them up to ridiculous levels on the PC unfortunately, so you just end up with the same thing running at a larger resolution. This means it runs well but honestly there’s rarely enough happening on screen to stress even a decade old PC, even if you try to do something silly like run through the whole level to bunch up all the enemies together (there’s rarely more than 20, total, in a level). This makes it somewhat obvious that the target market was most certainly not the PC and more on the mobile market.
Echo Prime is a hack ‘n’ slash time waster with every level being no longer than a couple minutes long and you never being swamped with more than a handful of enemies at once. There’s 2 basic forms of combat the first being a simple ranged attack that you can spam by holding down. The second is a melee attack that you’ll automatically switch to when enemies are in range. The enemies you’ll face are just about as varied with them being designated as either melee or ranged and acting accordingly. If this isn’t sounding incredibly nuanced to you then you’d be right on the money as it’s catered more towards spamming attacks, either kind will do, than any kind of meaningful strategy.
It became clear early on that the AI in the game is rudimentary, to the point where I’m sure that the path finding algorithm is a straight “walk directly at the player” for 90% of the enemies. Whilst there are some elements of strategy that you can potentially take advantage of (environmental hazards like oil slicks and toxic gas) you likely won’t need them once you figure out that you can shoot nearly every enemy before they get on screen. This is because enemies are placed all over the level before you start and will remain there until their either hit with a projectile or they come within a certain range of you (which, you’ll note, is after you can see them).
This is not to say that playing a true melee character wouldn’t be viable, it certainly is given the fact that melee weapons are usually an order of magnitude more powerful. Consequently if you’re a classical min-maxer like myself you’ll quickly learn that there’s no need to buy any weapon but the very best you can for your level bracket. The first time doing this is a little bit of a struggle (time wise more than anything else) but after that you’re pretty much guaranteed to waste any enemy near you without having to think about it. This means that the challenge of the game is almost non-existent, removing any sense of driving purpose to improve on your character.
I will admit that the Echo system is pretty cool, allowing you to choose from an incredibly massive range of augmentations to spice up the game play. Better still you’re allowed to choose one from another player to use for that campaign, something which can lead to awfully broken builds like my double-double shot build which could spawn upwards of 20 bullets with a single click. This also sends back credits and upgrade points to the people you borrowed them from, encouraging you to upgrade your Echoes fully in order to have them picked before anyone elses. Unfortunately once you find a build you’re comfortable with you’re quite unlikely to stray from it, even if you happen to borrow an Echo that has some cool abilities.
It’s painfully obvious that the whole game is designed for fat fingering on a tablet screen with all the buttons being huge and all the controls having touch centric ideals built into them. This works horribly on PC with the dodge function detecting “swipes” all the time, often leading your character to dive in a direction that you didn’t expect them to. Worse still the large collision radius used for the cursor can mean that you sometimes end up clicking on things that you can’t see, like when you’re clicking on the edge of the screen to move forward. It’s highly frustrating to use and the game’s simplicity is its saving grace in this regard as any kind of twitch reaction is nigh on impossible.
The story is incredibly basic, being told primarily through small chunks of text before the mission begins. It’s little more than a bit of flavour text as it often doesn’t amount to much more than “You need to clear this place out” or “We need to defend this because of X”. Indeed past the initial set up the story seems to be a second thought something which is entirely a symptom of the game’s design to be picked up, played for 5~10 minutes, and then put away. This might be passable on a mobile device but in a PC title it really doesn’t cut it.
Echo Prime is a perfect example of why straight ports of a mobile game are just not compatible with the PC platform. The simplistic graphics, pick up/put down nature and extreme simplicity is perfectly suited to a platform where those things are key but when brought to the PC it just feels cheap. The idea has a lot of potential and I believe that Robot Entertainment could make a great version of it for the PC, however this current incarnation is far from that, showing its mobile roots almost too proudly. For PC gamers I’d rethink buy this on your PC as it’d be much better suited to your phone or gaming tablet.
Echo Prime is available on PC and iOS right now for $9.99 and $5.49 respectively. Game was played on the PC with 4 hours total play time and 25% of the achievements unlocked.
In the middle of last year I commented on some rumours that were circling around the Internet about how Xbox Live was coming to Windows 8 and along with it the ability to play some Xbox titles. The idea would have seemed to come out of left field for a lot of people as there’s no real incentive to enable such functionality (especially considering just how damn hard it would be to emulate the Xbox processor) but considering it alongside the Three Screens and a cloud idea it was just another step along the platform unification path. Since then however I hadn’t seen much more movement on the idea and instead figured that eventually everything would be united under the WinRT platform and was waiting to see an announcement to that effect.
The lion’s share of the titles that will be released on the Windows 8 platform are from Microsoft Studios with a couple big name developers like Rovio and Gameloft joining in the party. All of the first wave of titles will be playable on any Windows 8 platform and a few of them (most notably the relatively simple titles like Solitaire and some word games) will stretch onto Windows Phone 8 with things like resuming games that you started on another platform. Looking at the list of titles I can’t help but notice the common thread among them and I’m not quite sure to make of it.
For many of the third party titles its quite obvious that their release on Windows 8 (ostensibly on WinRT) is just yet another platform for them to have their product on. Angry Birds, for instance, seems to make it a point of pride that they’re on pretty much every platform imaginable and the fact that they’re on Windows 8 really shouldn’t come as much of a surprise. Indeed quite a lot of them are already multi-platform titles that cut their teeth on one mobile platform or another and realistically their move onto the Xbox (and from there to Windows 8) will just be another string in their bow. I guess what I’m getting at is that many of these titles already had the hard work of getting ports working done for them and it’s less indicative of how flexible the underlying WinRT platform really is.
Indeed the most innovative uses of WinRT come from the first party Microsoft titles which, whilst being unfortunately bland, do show what a truly agnostic application is capable of. They all feature a pause/resume function that works across platforms, ability to work with both touch interfaces as well as traditional mouse and keyboards and lastly some of them feature cross platform competitive play. It’s unfortunate that the third party developers didn’t look to take advantage of these capabilities but I can understand why they didn’t for these first wave of games; the investment would be too high for the potential pay off.
What I think really needs to be done is to bring the WinRT platform to the Xbox360 via a system update. Whilst its all well and good to have some Xbox titles ported to Windows 8 its really only a stopgap solution to bringing a unified platform to all of the three screens. Right now the only platform that’s lacking some form WinRT is the TV screen and that could be remedied via the Xbox. Whether that comes in the current generation or in Durango though will have to remain to be seen but it would be a great misstep from Microsoft to ignore the fact that the final piece of the puzzle is WinRT in the living room.
Microsoft really is onto something with the unified experience between all their available platforms and they’re really not that far off achieving it. Whilst it will take a while for third party developers to come out with apps that take advantage of the platform the sooner that it’s available across all three screens the sooner those apps will come. This first wave of games from Xbox live gives us a tantalizing little glance of what an unified platform could bring to us and hopefully subsequent waves take inspiration from what Microsoft has been able to do and integrate that into future releases.