Fatale

Posted by Derek Yu Fri, 23 Oct 2009 08:33:00 GMT

Fatale

Fatale is the latest mystical experiment from Tale of Tales. It’s inspired by Oscar Wilde’s interpretation of the biblical character Salome, although, in my opinion, knowledge of the story is not required to enjoy the game. I wasn’t familiar with it before I played.

I think the game captures the spirit of the story very well. I don’t think it’s meant to retell the story, per se, but to give it a certain added richness by letting you explore a few of the critical scenes in interesting ways. It’s worth mentioning that Takayoshi Sato (of Silent Hill fame) did the character design, which is perfect considering the sensual and macabre nature of Salome’s tale. Overall, the graphics and audio are quite good.

I enjoyed Fatale and came out of it thinking about its implications and intrigued by its source material. However, I still feel that it’s a good game that’s shy of great. For it to be great would require more detail in the simulation, which sometimes feels clunky and uninspired. Whereas these flaws might go unnoticed in the games of “seasoned gamers” (a phrase playfully cribbed from the website), in Fatale they really stand out for the simple fact that looking around and taking in the environment is the game’s primary focus.

TIGdb: Entry for Fatale

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Machinarium

Posted by Derek Yu Mon, 19 Oct 2009 20:46:00 GMT

Machinarium

Amanita Design’s Machinarium was released last Friday. The game is superb. It’s a beautiful adventure game set in a unique world populated with all kinds of lovable, crazy robots (the protagonist is especially endearing). In my opinion, the visuals are peerless – every room is gorgeous, and filled with little details and surprises that ignite the imagination. The puzzles can get pretty difficult, but by and large I found them to be relatively intuitive and well-done. They’re quite varied, too, and include a mix of hotspot-hunting, inventory-management, timing, and mini-games.

Machinarium marks a very high point in the adventure-gaming and I highly recommend it. Even people who are put off by the slow pacing of most adventure games should try it, as there’s no dialogue in Machinarium and you are sucked into the game itself very quickly (even the title screen is fun!). You can play the demo right in your browser on the game’s website. The full game is $20.

TIGdb: Entry for Machinarium

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World of Goo Birthday Sale

Posted by Derek Yu Thu, 15 Oct 2009 22:21:00 GMT

World of Goo Birthday Sale

World of Goo has turned one year old and is having a big sale this week to celebrate. Until October 19th, you can pay whatever you feel the game is worth! Yowza!

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Star Guard

Posted by Xander Fri, 09 Oct 2009 08:40:00 GMT

starguard

Star Guard is a short and sweet action-platformer from Vacuum Flowers available for either PC/MACs. Set in a minimalistic and dark world, you play a green guy fighting red guys who are controlled by an evil wizard. You shoot the red guys with X and jump over their cowardly bullets with Z, though a gamepad is recommended if you’ve one available as you’ll need to squeeze off a lot of bullets in quick succession.

This is especially true in the later of the game’s nine levels, each featuring the same charmingly simple aesthetic, although the larger enemies feature some slightly more stylish flourishes. It’s a rather strange game because the pacing and difficulty doesn’t quite mesh with the infinite lives given to you on a normal playthrough. Where as typically mines/traps would require caution and dexterity, these will simply not respawn so even if you die you can just get through the section without worrying about the consequences. Which is fine, however I would’ve preferred if they came back when I did so I could effectively ‘beat’ that section rather than skip it.

That’s literally my only problem with the game and other than that it’s a wonderfully conceived platformer, and if more games could do plot exposition in such a seemless fashion so as to not even slightly interrupt the action then I’d be pretty damn happy with that.

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Darkwind: War on Wheels

Posted by Derek Yu Wed, 07 Oct 2009 06:28:00 GMT

Darkwind: War on Wheels

Darkwind: War on Wheels is a physics-based, turn-based, squad-based vehicular combat MMORPG with a real world timescale and detailed economic simulation. And as improbable as that sounds, it’s apparently quite real. Shaun (udm on the forums) writes:

You create a gang, and the main goal is just to survive. Do whatever it takes – trade, race, banditry, fight etc. My favourite aspect of the game still has to be racing, mainly because my gang’s roots are too firmly ground into races. Think of the tabletop game Car Wars having sex with EVE Online, then doing a threesome with Autoduel and Auto Assault, and finally making out with Football Manager. You get to do trading and other miscellaneous activities which I haven’t explored yet via the web browser. When a battle takes place, you launch the in-game client, and you fight in turn-based 3D.
But let me elaborate more on my favourite part of the game, since it’s also my most familiar, and hopefully it will excite more people – the races. Races and deathraces are held on a regular hourly basis, so there’s no shortage of races to take part in. The game is turn-based. You select the degree of turning, select the optimal speed, and end turn, and the cars will move according to how the players/AI choose. Sounds boring on paper, but the physics are so well executed in-game, it’s a thrill ride. I’m even willing to say that this feels even more intense than any real-time racing game I’ve played. It’s just… addiction at its best.
I know there’s bound to be disbelief, but this game is really amazing. You have to play it to believe it, and I urge you guys to try it.

I haven’t played Darkwind yet myself, but I’d be impressed if the game lived up to even half of what it claims to be on the website! I will point out that character permadeath and persistent NPC gangs are two of the game’s features. I just thought those sounded particularly interesting.

If you’re interested, you can try the game for free for an unlimited amount of time. Buying a subscription, however ($20 for 3 months, $34 for 6 months, $58 for 12 months), enables you to buy, sell, trade, and customize cars, own facilities, and participate in subscriber-only events, among other things. And if you subscribe now, your subscription is free until October 19th.

TIGdb: Entry for Darkwind: War on Wheels

Video after the jump:

Read more...

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lose/lose

Posted by Derek Yu Wed, 23 Sep 2009 05:03:00 GMT


Lose/Lose is a video-game with real life consequences. Each alien in the game is created based on a random file on the player’s computer. If the player kills the alien, the file it is based on is deleted. If the player’s ship is destroyed, the application itself is deleted.”

Created by Zach Gage. Nope, I haven’t tried it! (By the way, this is not one of the “great playable games” I mentioned in the last post.)

(Source: f00m@nB@r, via Sensible Erection [NSFW?])

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Upcoming

Posted by Derek Yu Thu, 27 Aug 2009 00:54:00 GMT

Grapple Buggy, by Mommy’s Best Games (Xbox 360, 2010)

And Yet It Moves, by Broken Rules (WiiWare, Fall 2009)

Machinarium, by Amanita Design (Windows/Mac, Fall 2009)

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Tasty Static

Posted by Xander Sat, 08 Aug 2009 11:10:00 GMT

tastystatic

PhoenixJ’s Tasty Static is an affectionate abstract send-up of shareware classic Skyroads. The goal is to race against time and your own life bar to the end of a course of obstacles. Arrow keys control movement and speed with space being the jump button, but it does become slightly more complicated than that, with various tiles restricting certain actions. That, and there are a number of quirks to the control scheme which need to be mastered to beat the tougher levels, such as bouncing into another jump for extra height. The game is set into a series of progessively tougher challenges, each broken up into a set of three under similar themes like RED 40 or CLASSY, with approapriate aesthetic hints to each one.

As you complete levels you unlock extras such as an FPS view, a variety of skins for your ship and even lasers to fire. Not sure what the purpose of those is yet, but when faced with any decision in life generally ‘The one with more lasers’ is the best answer you can give. There’s also a level editor built into the windows version (MAC/Linux versions are also available), and new levels can be down/uploaded from/to the site made by the community, if the substantial main campaign somehow isn’t enough with you.

The difficulty can be fairly extreme, and though the process is streamlined to minimise downtime it can still be a frustrating experience like its predecessor. Then again there really is nothing like these two games, and with a great soundtrack spread with new music for every themed stage the experience is incredibly well rounded, and a freeware joy for anyone daring enough to try to master it.

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BOH

Posted by Derek Yu Wed, 15 Jul 2009 00:53:00 GMT

BOH

BOH (an Italian phrase roughly translating to “I have no idea”) is a new top-down shooter by Simone Bevilacqua that was originally released for the Amiga but has since been ported to the PC and Mac. The goal of the game is to progress through missions made up of a number of smaller levels, or phases. At the end of each phase is an Evil Master that must be summoned and destroyed to open the exit.

BOH employs real-time lighting, line of sight, and tight passageways to create a claustrophobic atmosphere and monsters appear constantly from off-screen, forcing you to keep moving – oftentimes the best course of action is to simply run away from monsters or run into them and take some damage to destroy them with your shield. It’s a challenging game, too. The demo includes a mission called “Tougher and Tougher” that reveals instant-kill sinkholes and traps that can get you stuck, forcing you to quit the mission and start over from phase 1 (there’s no saving in the middle of a mission). It also took me a while to realize that keys can be used between phases – make sure you fully explore each phase before you move on to the next, because there’s no turning back. The full game has 30 missions, but more missions can be created using a text editor.

This is definitely a polished product all the way around, and very faithful to its old school roots. The ability to create your own levels and skin the game (right down to the menus) is also welcome. The full game is 10 euros ($14) for a downloadable ISO or 12.50 euros ($17) for a boxed CD that includes the ISO, the game on all three platforms (it apparently also runs fine under WINE), plus an instruction manual.

Thanks to Eclipse for the heads-up.

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Alabaster

Posted by Derek Yu Tue, 16 Jun 2009 03:04:00 GMT

Alabaster

Alabaster is a new interactive fiction game from Emily Short and various other authors that takes place in the world of Snow White. In the game you’ve been asked by the Queen to execute Snow White in the woods and bring back her heart in a box. Snow White, however, has another plan. Now that you’re out in the woods and alone with Snow White, which of the two women do you trust?

There’s a lot in this game to be interested in, starting with the game’s dark fairy tale setting and the themes that the game touches upon throughout the course of your conversation with Snow White. Secondly, there is the conversation system itself – it’s designed by Short, who laid out some of the concepts behind the system in her article about conversation in games. Alabaster also utilizes simple procedural illustration to lend a little more depth to the story without showing up the player’s imagination.

Finally, the creation of the game was rather unique in and of itself – although Emily Short wrote the introduction of the game, the conversation pieces, or “quips” were written by numerous contributors (John Cater, Rob Dubbin, Eric Eve, Elizabeth Heller, Jayzee, Kazuki Mishima, Sarah Morayati, Mark Musante, Adam Thornton, and Ziv Wities) and then tied together stylistically at the end of the development. The result is 18 different endings and over 400 quips, many of which have alternate versions, depending on the situation. The entire conversation tree is available for download, along with the game’s source code.

But is the game a success? Well, my early impressions of the game is very favorable. The story and writing are, naturally, very good. I love the idea of unraveling characters through conversation and the way you must use this information to ultimately make a decision to trust one person or another. Short’s conversation system is adequately complex, too, although the recurring problem in IF games – namely, how do I phrase what I want to say so that the interpreter understands it – is there. Conversational hints and the “CHANGE THE SUBJECT” action are very useful, but I’m still slightly resentful of them (they can be turned up or down). Still, this system is a step forward from the other (admittedly few) IF games I’ve played, and the story is well-worth following through.

TIGdb: Entry for Alabaster

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