Showing posts with label Gameplay. Show all posts
Showing posts with label Gameplay. Show all posts

Saturday, August 30, 2014

Lichdom review: A masterful magic system hobbled by ho-hum gameplay

Lichdom Lichdom Lichdom is the first game to really get magic right. Unfortunately it does so at the cost of most everything else.

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I almost feel bad for the skeletons running towards me. Almost. I call ice down from the sky, a massive hailstorm that freezes the entire group in place. With a flick of the wrist my hand lights on fire, a fireball conjuring in my palm. I throw it at the nearest skeleton and it literally explodes. Shatters into dust.

The others break free of my ad-hoc ice prison, renewing their onslaught. One swings an enormous sword at me, but I get a magic barrier up just in time. The entire canyon erupts into flames from my shield, trees and grass burning to black. When the flames die down, no skeletons remain.

I almost feel bad.

Lichdom is Xaviant's attempt to strip the artifice out of video game magic. Going all the way back to tabletop role-playing, games have had to concoct all sorts of constraints in order to make it so an archer or a swordsman or a rogue could viably compete against magic. We've dealt with mana bars. We've dealt with memorizing spells. We've dealt with cooldowns. Video game mages have been neutered in the name of "balance."

Lichdom

Not in Lichdom. Through hordes both dead and living you'll unleash a torrent of magic in pursuit of revenge against some guy who killed your wife and slaughtered a whole bunch of innocent people for who even cares what reason.

The story is the biggest letdown in Lichdom—it's terrible. It moves from one cliché to the next without even pausing, much of it conveyed through Princess Leia-style holograms and off-the-beaten-path book collections. You even fight fantasy-ninjas at one point, in a town that doesn't hide its Asian architectural influences very well. And to top it all, the voice acting half-heartedly tromps through dialogue that has all the nuance of a soap opera.

This heard-it-a-million-times revenge story is the thinnest of pretexts to force you down a series of linear corridors. Quickly glancing at screenshots may give you the impression Lichdom is a wide-open RPG, thanks to our confirmation bias that every single fantasy-themed game is an RPG, but it's not. It's more like a first-person shooter with magic, replete with set-pieces arranged along a solitary path.

Lichdom

It feels like a proof-of-concept for a much larger game that Xaviant isn't ready to make. The centerpiece of Lichdom is the magic system. You can equip three spells (sigils) at a time, with the game giving you a choice between two new spells at periodic intervals. Each of these spells then breaks down into three separate modes: a missile attack, a shield/defensive attack, and an area-of-effect attack.

For instance, your first sigil is fire. You can shoot a fireball, block an enemy attack and (if timed correctly) release an explosion of flames from your position, or call fire down from the sky on an area. Same with ice, with lightning, with kinesis, et cetera.

As if that weren't complex enough, there's an entire spell-crafting system based upon tiered loot. You collect spell components from enemies and objects in the world, then use those components to craft new spells. Crafted spells can align to one of three affinities—destruction is based on pure damage, control is focused on restricting enemy movement, and mastery is a damage multiplier/debuff.

Lichdom

There's a lot of depth here. A lot of depth that's never explained to you. Not even the basics. Everything in that last paragraph is what I cobbled together from playing the game, and some of it I'm not even sure is right still. It took me four hours to figure out what "Mastery" did—by reading a forum post. It fits the "You're learning magic as you go" story, but it's frustrating when you're spending a ton of time in the crafting menu trying to eke one or two more points of damage from a spell and confused whether what you're doing is even making a difference.

Frustration mounts when you hit some outrageous difficulty spikes. The first boss in particular took me over an hour to defeat. Up until that point I'd only died once, fighting mobs of skeletons and other undead. Suddenly you're confronted with a hulking creature that can kill you in two, maybe three, hits. What's worse, every time you die you have to replay the same twenty second scene before jumping back in the fight.

Then you beat it and it's back to the same old run-headfirst-into-your-fireball skeleton mobs, as if the difficulty spike never even occurred. It's weird and poorly balanced and I can see plenty of people reaching that boss fight and never turning the game on again. And while that's the most egregious difficulty spike, it's far from unique.

As I said, it feels like this magic system deserves a more expansive game. Lichdom is great because it shows what magic could be like in other games. CryEngine 3 does a fantastic job rendering particle effects, and unfettered spell-casting is given the respect it deserves.

Lichdom

But Lichdom is clearly a game built around a system instead of the other way around. This one aspect of Lichdom is phenomenal, but the other myriad components are passable at best. I don't think Xaviant went quite as far as they could've—it's easy to find one spell tactic that works and stick with it, and kiting the dumb AI is still the easiest and most effective way to stay alive—but the bigger failings lie in story, in level design, and in basic tutorializing. Many times I found myself slightly bored by another corridor, another arena, another mob of enemies, another forced story bit.

Boredom in a game where I can call fire down from the sky? That shouldn't be possible.


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Saturday, October 20, 2012

Review: Dark Souls brings murderously hard gameplay to the PC

PC gamers have had it easy for years. Can't shoot straight? Don't worry, there's auto-aim in the options menu. Don't understand what's happening? No sweat, NPCs will explain it all to you in minute detail. Not sure which way to go? Look for the glowing green arrow flashing over your head, leading you to glory. Somewhere along the line, the gaming industry decided theme-park-style comfort and ease were better than challenging players, and the games they made started to play themselves. Fortunately, no one explained this to Namco Bandai, who have ported their murderously difficult action RPG Dark Souls ($40, buy-only), to the PC after hordes of gamers clamored for a chance on the chopping block.

You begin with a wisp of story and the heavy burden of your fate. As one of the undead, you are imprisoned with countless cursed others who await the world's end, exiled in a bleak northern wasteland. Your quest begins when you escape the cell of your prison. Not many who play will make it to salvation. It's a story framework vaguely reminiscent of Planescape: Torment, and that's high praise indeed. Unlike most RPGs however, Dark Souls works its narrative charms in a very subtle fashion. Some basics are explained, but careful observation and parsing of the scant information you receive is required to follow all that's going on. You'll need multiple playthroughs for true fluency without peeking at a hint book.

The Pyromancer starts Dark Souls with a hand axe and the short range fireball spell. Not a bad combination.

You see Dark Souls from a close third-person perspective, with the left stick controlling the camera, and the right stick, movement. Various attacks, dodges and weapon loadouts are available for the deftly fingered, including timed combinations that inflict significantly more damage than standard attacks. The mechanics play out like a more thoughtful, impactful version of the Witcher RPG series.

Dark Souls is not a game for the impatient. Nowhere is this more obvious than combat. The world is one giant deathtrap for your lost, wandering soul. Every area you explore is packed full of ingenious ways to both actively and passively kill you. Yet despite this, the game never takes advantage of the player. The engine doesn't cheat or fudge physics to give the house an edge. Enemies don't spawn behind you; they telegraph their attacks and follow recognizable routines. Traps have visible cues and there are always means to avoid them. When you die—and you will die, often—the first impulse is to blame yourself for missing what was in retrospect an obvious clue, such as scorched stone, a blood splatter or strange noises.

Multiple inventory slots per hand allow for quick changes between different weapon loadouts.

Herein lies the most sublime appeal of Dark Souls. As your character dies, you the playergrow stronger and smarter. You are informed by the nature of your various fates and you begin to notice details, mastering the intricate movement and fighting controls as you persevere. This makes every conquest and discovery an actual achievement and the larger battles particularly satisfying. No one is holding your hand, and the experience is constructed such that the player enters the narrative along the character. Clever stuff.

PC options are slim. If you want to use the high-resolution rendering patch, set AA and Motion Blur to 'off'.'

Less clever are the camera control problems –distance and auto follow both need work to reduce occasional frustrations with poor situational awareness. I never found the camera where I wanted it to be without manual adjustments, and in such a real-time, deadly environment that's a liability.

As Dark Souls is a direct console port, there are some technical issues worth mentioning. The internal renderer is locked to 1024x720, the frame rate is capped at 30 FPS and mouse support is dodgy. Keyboard use is supported but a gamepad is highly recommended. System requirements are also fairly steep; forget playing on a non-gaming laptop or with integrated graphics. Framerates dipped into the teens with regularity on my AMD A10 test laptop system. You'll need a midrange gaming rig or better to get the most out of the experience, and the quality of your videocard will be the primary deciding factor.

Using target lock on enemies allows for circle strafe attacks and better defensive strategies. Be careful in crowds, however.

Namco Bandai has been upfront about its inexperience coding for Windows, an admission that was a breath of fresh air in its honesty. Patches from the modding community have stepped in to help, providing a fix to the internal rendering limitations just half an hour after the game's release and a 60 FPS patch more recently. As a thoughtful gesture, the developers have included new game content that won't make it over to the console versions for several months, giving the PC version some exclusivity for a time.

In all, it's not a bad effort for a first shot on Windows, and credit is due to Namco Bandai for delivering Dark Souls on time and in better trim than expected. The PC version is in fact the best variant of the game out there currently. Snap this one up and send the right message to the developers so we get a sequel developed from the ground up with the PC in mind.

Note: The "Try it for free" button on the Product Information page takes you to the vendor's site, where you can download the latest version of the software.


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Saturday, March 24, 2012

Treasures of Mystery Island Review: Uninspired Gameplay and Story

Break the curse of an angry god and find hidden treasure of unimaginable worth!

Alex was making a routine run across the Atlantic Ocean in his cargo plane when his girlfriend's lucky talisman started to glow. Moments later, as his pride and joy dove toward choppy waters, he found himself parachuting to the beach of an uncharted island. When a native rescues Alex, he begins a hidden object adventure that will take him to the heart of a strange island, where he'll find hidden treasure and unleash the curse of an angry god!

Your seek-and-find skills will be challenged like never before as you beat 20 captivating episodes set in a world time forgot. You'll need to not only find lost objects but also return them to where they belong to receive help from the natives. You'll also have to collect the scattered belongings of 24 clients, beat over a dozen mini-games and earn a slew of trophies! Can you solve the mystery of the island?

GAME FEATURES:

? 20 thrilling episodes to complete

? Over a dozen mini-games to beat

? Tons of trophies to earn

? Unlimited hints and tips

? Learn-as-you-play tutorial

? OpenFeint integration: you can unlock achievements and compare your results with friends as well as the rest of the world!

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More fun games from Alawar:

? GOURMANIA – Become the world's top chef in this addictive hidden object smash hit!

? TWISTED LANDS: SHADOW TOWN – Hidden object horror at its best! No matter how brave you are, it won't be enough.

? THE TREASURES OF MONTEZUMA – Trigger Power Totems in this dazzling match-three adventure!

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by Sarah Jacobsson Purewal, PCWorld

Alawar Entertainment's Treasures of Mystery Island is a hidden-object puzzle game that promises great excitement. Heck, even the description in the Play Store gives you the impression that you're going to take part in some sort of epic adventure. Unfortunately, the game doesn't deliver on the excitement factor: The story is bland, and I found gameplay far too easy.

First, the story: While most hidden-object games at least try for an interesting storyline, Treasures of Mystery Island does not. The idea is that you are stuck on an island with some really unorganized natives, and in order to unravel the mysteries that surround the island, you (as a character named Alex) must help them organize their stuff. Needless to say, this is not quite as exciting or "mysterious" as the title would suggest.

Flimsy plot aside, Treasures of Mystery Island is your basic point-and-touch hidden object game with a gameplay twist that makes the game kind of frustrating. Instead of looking for specific hidden objects, you're looking for parts of specific objects (usually three or four). The problem is that you see the objects as a whole, and you have no idea how they're broken up. This makes it more difficult to find things, since you're only vaguely aware of what you should be looking for.

On the plus side, since the parts of objects that you're looking for are weird shapes, you can get pretty far by just searching for things that look slightly off in the big picture. It's an interesting idea; it just isn't presented very well.

Treasures of Mystery Island comes in a full version for $1 and a simpler free version.

A few of the puzzles in the full version don't have you searching for various parts, and they're fairly easy to complete--once you figure out what you're supposed to do. These puzzles lack instructions, and it can be tricky to determine how to handle a specific challenge

All in all, Treasures of Mystery Island is a letdown. The art is just okay, the storyline is awful, and the puzzles are nothing more than annoying. If you absolutely adore hidden-object games, you may still enjoy this one, but otherwise I recommend you move on.

This app was tested using a Samsung Galaxy Nexus running Android 4.0.2.

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Tuesday, February 21, 2012

Andoku Sudoku Review: No-Frills, Simple Sudoku Gameplay

Andoku is an open source sudoku puzzle game for Android.

In addition to standard sudoku puzzles it offers these sudoku variants:

• X-Sudoku

• Hyper-Sudoku

• Percent-Sudoku

• Color-Sudoku

• Squiggly Sudoku (a.k.a. Jigsaw Sudoku)

• and combinations thereof (e.g. Sudoku-X with jigsaw regions)

Features:

• 10 different game variations

• 5 levels of difficulty per game variation

• 200 puzzles per game variation and difficulty level

• Puzzle timer

• Auto-save

• Statistics

• Cell highlighting

• Undo/redo

Recent changes:

• doubled the number of puzzles to 10000

• changed vertical position of toast messages

• Andoku 2 announcement

Content rating: Everyone

by Erez Zukerman, PCWorld

Andoku Sudoku for Android offers a simple way to play sudoku on your device. The app assumes you already know how to play sudoku, and does not include a tutorial, gameplay tips, or any other sort of guidance to get you started.

There are several sudoku boards to choose from, including some with special rules or layouts. Once you pick a layout you like, you can also specify a difficulty level. Andoku offers five different levels, starting with Easy and going all the way up to Fiendish. On Easy, the board will have a few numbers already filled out for you, while fiendish will start you off with a blank board.

The in-game interface feels polished and well thought out: With basic controls making it easy to see what numbers you have left to fill in. The game even includes a "pencil mode", where you can note which numbers you think could possibly go in an individual square. There are two colors schemes you can choose from (a light one and a dark one), and you can change them at will from the settings menu.

People new to sudoku may be put off by Andoku's lack of tutorials, but advanced players should have plenty to keep them coming back. With its variety of boards and difficulty levels, Andoku is great for those that want a challenge.

This app was tested using a Samsung Galaxy S II running Android 2.3.7

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