Monday, November 29, 2010

Still Playing...Castle Crashers




Castle Crashers' overworld is laid out kinda like Mario 3 with its boardgame like level selector. I had beaten every level on the main map, which is why I thought I was almost done, but there's a branch right at the beginning where you need to find a few items to get into this boat. And I thought the boat was the end of the game. I was wrong. There's ANOTHER ENTIRE WORLD on the oher side of the sea. And the game hasn't gotten any more fun to play.

Seriously. Every level - every single level I have had to play more than once. Not because I'm compelled by secrets or any sort of fun gameplay - I usually die right before I get to the boss of a level and then have to do the whole tedious escapde of mashing the x button for 20 minutes all over again.

I started thinking last night - why is this so much less enjoyable than God of War? I'm essentially doing the same thing, right? Mashing the attack button to take out wave after wave of enemies, leveling up magic spells and attacks. Combos. Its all the same on paper. But Castle Crashers fails in two areas:

1) Forcing you to redo an entire level upon death - God of War will restart you pretty close to where you died.

2) No flair. Castle Crashers is to God of War as Jennifer Aniston's character is to her co-worker in Office Space. "God of War has 47 pieces of flair. Now what would you think of someone who only does the bare minimum, Castle Crashers?"

To be fair, the game has plenty of style and charm, its just that performing a combo in God of War is 100% more satisfying than performing a combo in Crashers. Its a problem of motivation. If I bust my butt to try and clear a level and then die, I don't see a single benefit for my time spent on that level. Oh but you can level up your character you say? Yeah. You can level up - by one stat point at a time! The game makes such a big deal about you leveling up but then rewards you with one, single stat point. So you can increase your attack, defense, magic, or agility. By one effing point. Whoopee. Can't wait to rety this level again and see how my single point increase in agility plays into the equation. It's gonna be crazy.

Ugh. Can't finish this game soon enough. BlogBooster-The most productive way for mobile blogging. BlogBooster is a multi-service blog editor for iPhone, Android, WebOs and your desktop

Tuesday, November 23, 2010

Up Next: Castle Crashers

Thanks to Jae Perez for the suggestion.



Castle Crashers. I followed the development of this game for several years. I was so excited for it to come out because of the developer's last game, Alien Hominid. I loved every single solitary hand drawn piece of every level of Alien Hominid. So when I heard the same dudes were using the same art style in a new side-scrolling, 4 player beat-em-up, I was already sold. 

Then it came out. And I hated it.

Alien Hominid = Exciting


 Castle Crashers = Boring.

My main problem with this game is how mother-effing slow it is. You just tear through wave after wave of enemies with no real change up in pattern or play style. Just mash the attack button and use magic and block every once in a while. But the biggest frustration is that dying sends you back to the beginning of each tediously long level. So remember all 175 of those guys you spent half an hour killing, who all looked and attacked the exact same way? Do it again, stupid.

Now, granted I'm playing by myself where the game is designed to be played with buddies, but even the few times I got someone to play it with me, I didn't have much more fun. The character you choose levels up and gets stronger as you play, but if someone else comes over, they have to play with a character who is all the way down at level 1 - so weak you might as well be playing alone.

It's just dull and monotonous. Thankfully, I'd already gotten through most of it before I started this thing so it shouldn't take much longer to get it out of my life forever.

Monday, November 22, 2010

What's Next?

 What's a gal to do?

Hey buds. Once again I'm stumped as to what I should play next. Take a look at my collection and vote on something that's red or orange. 

Thanks!

Sunday, November 21, 2010

Review: a boy and his blob


The original "A Boy and His Blob" for the NES is a game that many from my generation remember fondly. Every time I mentioned the Wii version to friends I almost always got the "Oh yeah! I remember that from Nintendo. You had jellybeans, right?" The original game certainly left an impression on those who played it, likely because of it's unique concept. But 20 years later...would it be possible for developer WayForward to successfully resurrect such a unique IP? 

Story
There isn't much to the tale of a boy and his blob, Blob (that's his name) crash lands on Earth and meets the boy and they set out to rescue each of their planets from the mysteriously evil black goo that has taken over. From a classic storytelling perspective, there isn't much to chew on. There's no real motivation to overcome these baddies, you're given no exposition as to why the black goo are there, there is no character development or internal struggle or anything that would make a good book or movie story. But that's why it's a great game story. 

Hugs.

Reminiscent of movies like Where the Wild Things Are you get the sense that everything you're seeing is in the boy's imagination. By extension, so should the player be encouraged to let their own imaginations take over for a while. The developers give you just enough to go on to form your own conclusions. Based on the way the boy calls for his blob when he's lost and the way he praises or scolds him, there is clearly a strong bond between the boy and his blobby buddy. And while it's harder to get the motivation to finish a story based primarily in your own head, I appreciate the subtle cues and touches the developers used to give us some sort of story to think about.

Gameplay
a boy and his blob is broken up into four distinctly flavored worlds with ten to twelve levels in each. Each level is linear and your goal in each is to reach a gold jellybean to end the level. As a side quest, you can also seek out three treasure chests hidden in each level - and finding all three will open up a bonus level.  But it's the way you get through each level that really makes this game sing. 

The main mechanic behind the game is based on using different jellybeans to transform your blob into various tools and altered forms and using these to traverse the game's environment. Things as simple as a ladder or a trampoline, to things as complex as a cannon or even a doppelganger of the boy himself. In the earlier levels you're usually given clues as to which form you should choose for your blob, but later in the game you're left on your own to figure out the proper jellybean to feed him. Even when you're given the clue though, the environmental puzzles can be real noodle scratchers every once in a while. It's never so hard that you're sitting there for hours with no idea as to what to do, nor will you likely have to consult a guide to get you through. It's just hard enough to figure out on your own and you will certainly feel smart for doing so.

Trampoline

However, there are a few gripes I had with the game. For one, you have the option of using either the nunchuck or classic controller, but your only option for movement is the analog stick. In a 2D side scroller the analog stick is imprecise and can often send you off a ledge when you meant to look down. The other issue I had was the death system. Death in games is becoming passe these days, simply because its pointless. Especially in a boy and his blob where dying means only restarting exactly where you died. So why not implement some sort of creative way to retry? Like instead of falling in a pit, dying, hearing the death music, fading to black, loading, fading up and trying again - why not just make it so if you fall in a pit blob throws you back to the last check point. This becomes particularly frustrating in tight sections with enemies. The boy can only sustain one hit and then he's dead. So you end up doing a lot of trial and error from time to time which can lead to boredom and frustration pretty quickly.

All in all though, the gripes don't even hold a candle to the great overall experience this game gives you. The gameplay is slow and methodical, so action junkies need not apply, but if you're the type of person who can really dig into a game and spend some time and patience with it, you will absolutely love it.

Presentation
Another very strong aspect of the game is it's fantastic presentation. WayForward took what they were given with the underpowered Wii hardware and made this little game shine. Rich, bright colors pop each level, unique lighting effects deliver "wow" moments, characters and enemies animate fluidly and the characters and levels clearly had a lot of TLC put into their design. The coolest thing for me was the way that Blob transformed from shape to shape. It really sold the idea that he was a liquid being in the way each form took its shape gradually and really showed you each frame of the transformation. There were also great little details the designers included - I'll give one example. One of the forms is a giant bubble which the boy can actually climb in. This is usually used to shoot through half pipes in the level, so the boy inside is spinning and flipping everywhere. When you call for Blob to turn back to his normal state, the boy kind of wobbles when he steps out like he's getting his land-legs back. 

The beautifully strange world of Blobonia 

The music and sound design are fantastic too. Each world had its own themed music and they all complemented the levels perfectly. Music cues rose and fell at the right times, and the little voice acting that was present was appropriate and well played. Other little details with the sound design again made it stand out. For example, when you and your blob get separated, Blob turns into a balloon to get back to you. When he finally reaches you, he deflates into his regular form, but with the all-too-recognizable sound of air flopping out of a balloon.

Stuff I loved: 
  • Unique gameplay with strong level design
  • Perfectly balanced puzzles that are just hard enough to figure out on your own
  • Dazzling art and sound design really sold the experience
Stuff I hated:
  • Analog controls
  • Old school death mechanics
  • Slow pacing

I love this game. I will very likely play it again when I'm done with my adventure. Like I said, it's not for everyone, but even if you don't think it's for you, take a chance on it. It's so wonderfully charming I would be surprised if it didn't immediately grow on you.

Review in Ten Words or Less:
A slow, charming experience that sparks imagination.


Buy "a boy and his blob"

10 Games Down!! Finished: a boy and his blob

I did it...




Playtime: 12:04

So great. So so great. Not only am I excited to have reached the 10 game milestone, but I am just so happy about the time I spent on this game. I love this game so much and am extremely proud to have it in my library.   It certainly doesn't seem like it would be a game that would take 12 hours to beat, and I only did maybe a quarter of the bonus levels, so its probably closer to 15 hours if you do everything. 

Honestly, this is the best game I've played in a while - certainly my favorite so far in my adventure. Yup, I liked this better than God of War III. I said it. Boom.

But hey - if you've got a Wii and it's been sitting in the lonely corner of your entertainment unit, please please do yourself a favor and get this game. You can get it on Amazon for 16 bucks. Please. You will thank me.

Tuesday, November 16, 2010

Almost There...a boy and his blob


After beating the admittedly difficult and frustrating boss from world 3,  I reached the fourth and final world last night.  Throughout the final few stages of the third world, a huge ominous castle loomed in the background, suggesting that would be my next destination, and sure enough it is. Even though the exterior of world 4 looks like a castle, the interior looks more like a factory. Lots of brown and copper colors and gears and switches and levers are everywhere. 



Visually, it's nowhere near as interesting as Blobonia's candy laden alien landscape, but gameplay wise, the developers saved some really interesting mechanics for the home stretch of the game. The first stage of this world separates the boy from his blob, leaving you to navigate the mechanical monstrosity without the help of your gelatinous buddy.  That was a really interesting change - when a game trains you for so long that you are able to do "X" and then take that away, it's funny to see how the mind wants to continue to use "X" even though you know you can't. In this case, since I had no blob, none of its helpful jellybean-induced transformations were available. But that didn't stop me from opening up the jellybean menu time and time again only to find that it was empty.

This game has been a slow burn, and it feels like I've played it for so much longer than I have, but I'm still loving it. With any luck, I'll finish it in the next day or so and have the full review for you.

Thursday, November 11, 2010

Still Playing...a boy and his blob


a boy and his blob is divided up into four worlds with 10 - 12 stages a piece. I've reached the third world - the planet of Blobonia - and when I first laid eyes on the initial stage in this world, I literally gasped. It's like walking through an interactive Tim Burton painting, or a reimagining of Willy Wonka's Chocolate Factory. Many developers have tried to create a world that feels truly alien and most have failed. Majesco and Way Forward managed to design something that actually feels like you're stepping out of the confines and expectations of earth and stepping into a world that is completely foreign and unique. Strange, whimsical trees sway in the background, multicolored fireflies light up the foreground, and in the night sky you can even make out the planet Earth serving as Blobonia's moon. 

The first couple levels of the delightfully strange planet of Blobonia

On top of the stunning environment, you are also introduced to two new jellybean transformations in Blobonia: the cannon and the rocket. Toss out the cannon jellybean and your blob will shoot you across the screen to hidden areas, or through brittle rock formations. The rocket transformation allows you to hop on top of your gelatinous sidekick and fly across huge gaps. These two transformations are extremely fun to use and allow for a great deal of creativity and exploration through the level. 

I am nothing but charmed by this game. There is a lot of trial and error gameplay to solving some of the puzzles, but the checkpoint system is so generous that I never mind trying again as I usually restart exactly where I died.

This is my favorite game so far since I started the adventure.

.