Showing posts with label Puzzle-platformer. Show all posts
Showing posts with label Puzzle-platformer. Show all posts

Wednesday, 30 May 2018

Inside


I can just feel writing this article that the term “inside” with all of its uses is going to become very
confusing. With that being said, let’s dive right in and take a look at what’s going on inside Inside.

Inside



I can just feel writing this article that the term “inside” with all of its uses is going to become very
confusing. With that being said, let’s dive right in and take a look at what’s going on inside Inside.

Wednesday, 21 March 2018

Full Of Sparks


Mobile games have turned out to be a very lucrative market over the years: you have your Angry Birds and your Fruit Ninjas but they’re old news, today’s kids want more fast paced, explosive gameplay. 

Monday, 7 August 2017

Limbo

 

A dark, uncaring place, bigger than me or you where everything is trying to kill you in gruesome, malicious ways. It seems hard to live in Trumps America in times like these but enough about that, Limbo then.

You may remember Limbo as being one of the biggest games of 2010, being praised for its minimalist yet engrossing style, atmospheric world building and subtle challenge. The whole game is presented in a grey scale monochrome with ambient sounds to increase tension. Limbo is a physics puzzle-platformer wherein you move to the right, occasionally jumping or climbing onto ledges, and have to navigate various physics puzzles like see-saws, momentum jumps and gravity switching.

You play a nameless little boy that wakes up in a forest, no explanation or anything, you're just there. From that point you travel right through a forest much bigger than yourself avoiding bear traps, solving puzzles and avoiding giant spiders to make it to... that's not really explained. You see Limbo is a game that's definitely on the show don't tell side of things and therefore has no voice acting or dialogue at all, mainly because you never come across anyone to converse with. The few humans you do come across are either trying to kill you, running away from you or dead, all of this adding to the feeling of being a small fish in a big evil pond, but the story isn't what you should be focusing on.

The puzzles in Limbo are both very subtle and challenging, at first seeming very easy and upon attempting that veil swiftly gets removed to show a very well thought out sequence of events that will often result in you dying usually due to some unknown reason. The physics side of this puzzle-platformer has to dragging boxes to climb on to make it to the next ledge or weigh a button down to enable a temporary gravity switch. It does take a little while to unlearn video game physics and get your mind inline with how apparent chaos theory is when objects fall. But once you have, solving a puzzle where in you have to enable a gravity switch to lift two giant boxes off the floor, then magnetize one of them to the ceiling while the other remains on the ground as a platform gives you even more satisfaction than just avoiding enemies.

It's more about what everything represents than what it actually is, the hidden meanings of this bleak world you've found yourself in. That does make it subjective from player to player but anyway you cut it it about being a small, insignificant plaything in a vicious, unforgiving world and I know that not all gamers will enjoy that but it does make Limbo a great example of Games as Art and not just your simple run of the mill platformer.

It's a short game but don't be fooled by its length, it definitely feels substantial enough, if you can get it on sale you won't be unhappy with the price to gameplay ratio. My complaints come with the grey scale aspect sometimes making the foreground and background interchangeable leaving you cursing away as a misjudged jump plunges you into darkness and spikes. The end is a bit open ended but if you can get your head around the metaphor of the game as a whole then I'm sure you will be able to push past it's abruptness, making an ending up yourself.

Limbo does promote itself with replay-ability as an increase in difficulty doesn't become a test of attrition in this circumstance, knowing the puzzles will refine your run but not necessarily make it easier.

At the end of the day, Limbo is a great little game. It's a good size for what it gives you and it's simplicity in art style and story mixed with its complexity of gameplay will interest a lot of gamers. I recommend Limbo to all gamers because the controls are easy to learn and it provides a good example of intelligent, sometimes pretentious, games but staying easily digestible as it's left up to you.

Check out Limbo, you won't regret it. Until then though, keep checking back to Game Changers for more gaming news and updates.

Wednesday, 14 December 2016

Outland

Outland


Getting closer to the Christmas period, I'm finding it hard to find time, and games, to play. This week I turned to Xbox Live Games with Gold and found Outland; a 2D, Puzzle/Platformer game, resembling Limbo by way of Tron, brought to use by developers Housemarque and published by Ubisoft.

You play some guy that's having dreams and visions of long ago. After taking medicine to rid him of this visions proves ineffective, he decides to consult a shaman. The shaman proves pretty useless as well, until he tells us of a battle that waged thirty thousand years ago between a hero attempting to stop the Sisters of Chaos from destroying the world. This isn't really well explained, seems they just want to destroy it just so they can rebuild it and so on, like a child with a Lego set. Long story short, the hero died, the Sisters were imprisoned and you're the reincarnation of said hero.

So, instead persisting with the ridding of the dreams and visions per originally requested of the shaman, our protagonist embarks on a hero's journey five minutes after hearing of his lineage. Off we go then, tutorialising on the way, platforming through a maze-like environment. A game can't survive in this world on the basic Puzzle/Platformer model alone as the Mario games have proven. So Outland changes up this formula by making it's core mechanic colour switching. Once you have obtained the Light and Dark abilities, you can shift between them to pass through barriers and soak up bullets of the corresponding colour, or destroy enemies of the opposing colour. 
The inspiration is taken from games like Ikaruga and DonPachi; Bullet-hell games. These games stretch back to the 70's with classics like Asteroids and Space Invaders, just sped up a lot more. 
 
 Having to dodge projectiles is difficult enough, let alone having to flit back and forth, soaking up bullets,  making sure you don't take any unnecessary damage in the process. This mechanic is used for some nice puzzles in this game, all executed well. You see, this game is deceptive. It all looks pretty straight forward at first glance, but all changes as soon as you make your first attempt. Be it because of colour changing, wall mounted cannons keeping you on your toes, or an enemy that swoops down from on high catching you by surprise. It's frustrating but in a good way. There's a bit of your brain that knows its possible to complete the level, but maybe you just cant get the timing right or you're a bit too trigger happy on the switch button and drop right through a platform. Because of the endless stream of enemies and red and blue bullets flying around, fighting your way through a barrage from every angle and performing awkward precision platforming sections at the same time, makes it feel all the more rewarding when you're finally successful and make it to the boss. 
The combat in Outland isn't particularly challenging. Yes, I died a few times, but that's the point of Bullet Hell games. They were the daddy of arcade games, sucked up the most money and provided the best stories of completion passed from person to person almost to the point of legend. Tip for combat; slash up, jump and slash three times.


There are four areas, Jungle, Underworld, City and Sky, each presided over by one of four protectors. The protectors have been corrupted by the Sisters of Chaos and now choose to wreak havoc, instead of defend as initially intended. Defeating all four results in entrance to Eternity, the place of the Sisters imprisonment thirty thousand years ago. The bosses are nicely thought out, except for the Sisters at the end, which is like Ikaruga on crack. Ranging from the simple; dodge attack, hit boss, run away, repeat, to strategically dodging bullets while positioning canons to blast a boss away. These are well designed boss fights and the fact that there is only four allows for very different mechanics for each, without overlapping much. They really are test of your skills learned thus far and lets face it, that's what a boss fight should be.

While traversing these various locations, you will stumble upon big, glowing arches that will teach you a new ability, ranging from a charge up move that pushes certain walls out of your way, to a straight up Hadouken. Most of these abilities take up an amount of your energy when used, but can be regained from collecting coins by smashing pots or killing enemies. All of the abilities you pick up are useful, unlike in some games where you might settle on a few and forget about the rest. An interesting ability involves sucking in all the bullets and damaging enemies of your current colour, maybe even creating a path in the process. There is something very satisfying however about clearing a whole corridor of enemies with a Hadouken and being able to walk on through without a worry of being ambushed.

A little nod to the level design, and Outland's levels feel very vast and winding. After working out my path to the objective, I find myself coming across a ledge along the way which, if followed, could lead to treasure boxes or extra lives. I like to see this kind of exploration in a 2D game, keeping it from feeling linear and becoming boring. Even when looking for secrets, glowing gold helmets in Outland's case, they aren't obnoxiously hidden but on a path you may take at random, therefore  rewarding you instead of making you feel like an idiot for following this path to it's dead end.
 
Finally the look and, as I alluded to earlier, this game isn't particularly detailed. The main character is just a silhouette adorned with blue or orange neon. The bosses are fairly detailed and, with the aesthetic of  Outland being quite dark, stand out from the equally intricate design of the platforms and walls that create the pathways of your adventure. The back drop of whisping lines and tribal marks, all infused with neon bright oranges and blues, make for a lovely environment that doesn't get boring no matter how many attempts you need.
 
I love Bullet Hell games and Outland feels like a very good attempt to capture the same feeling produced by other games of the genre. The graduallity and patience of Space Invaders with the difficulty curve and speed of Ikaruga, and odd mix maybe, but ultimately testing your reflexes and strategic skill. Like I  said, its frustrating, but also rewarding. It's also very addictive due to the short time between dying and repawning, you find yourself saying "I'll just see whats up here." or "I'll just play to the next boss." and before you know it, you're heading up to the final, climactic fight.
Outland is a good five/six hours of play and easy to understand. Sitting patiently, trying to recognize the pattern of all the projectiles to time your jump right, isn't for everybody however and this game is full of it.

All in all, I would recommend Outland. A fun, interesting little arcade game that can be frustrating at times, but is good at drawing you in, even if the story is pretty thin, with solid game play and an interesting core mechanic. Definitely one to pick up if you're looking for something new.

Keep checking back to Game Changers for more updates.

Wednesday, 23 November 2016

Contrast

Contrast


Contrast opens on the shadow of a woman putting her daughter to bed while you stand in the corner watching. It’s not as creepy as it sounds, at least the standing in the corner bit, as you find out Dawn - the character you control, is only the manifestation of the daughter’s - Didi, imaginary friend. That clears one of those oddities up, so just that shadow thing then. Shadows are Contrast’s main mechanic; Dawn can turn from 3D character model into a shadow, using other shadows cast by objects to walk on. Didi, also represented in a 3D character model but unable to turn into a shadowy figure, is the plot device, kind of, in a loose term at least. All other characters are shown as black splodges on the walls leading me to believe the core mechanic was born as a result of the companies rendering abilities or lack thereof. Not a problem though, as I feel it adds to Contrast’s charm with its dark, twenties era, vaudevilley little world and all the shadow manipulation works well in this puzzle-platformer.

As you make your way through Contrast, you will come across various cogs, buildings and even a model solar system to illuminate and use the silhouettes to be on your way. Moving a light around a room to find the perfect platform to create offers a decent amount of variety. Granted it all gets you to the same place, but you aren’t forced to find the one and only thing the level designer put in the right position. Exploration is encouraged, to be able to find a box to press down a button or power cell to restart a machine for example. Though this does become trivial towards the end of the game, Contrast isn’t that long and it does what it can with lighting to good effect. 

Back to story town and, as I was saying earlier, this part of the game focuses on Didi. This little girl is constantly running from point to point, showing you the next objective and giving you little pieces of backstory. Through this adventure, you witness Didi talking to her mother and later her father as she tries to bring her family back together. This getting a bit awkward later, when she finds out the deadbeat she was lead to believe was her dad is in fact just an unrelated, regular old deadbeat with mob debt to boot. Maybe I should have spoiler alerted that but it’s not that big of a twist when it happens, I think it was intended to be a bigger plot point but was probably cut down to make room for more shadow puzzles. Didi doesn’t seem so surprised either, shrugging off the estranged father thing one minute and almost throwing a hissy fit because the theme park ride she was on broke down the next. A little inconsistent with the voice actor me thinks, but good for the most part. The story culminates in a nice, possibly slightly weird way. You find your real father, some sort of steampunk wizard, and it turns out he didn’t even want you, another slice of info Didi pretty much waves off while barely paying attention. Your family reunite with one less wizard dad and plus one deadbeat, lessons learned of love and caring and then roll credits. 

Contrast is an interesting idea but I couldn’t shake this feeling of it being a bit rushed. A couple more puzzles in each act and spending a little more time on them would help the game I think. Maybe using this mechanic in another environment, that offers more of a free roam feel, could be very effective. As it stands Contrast is a neat tech demo with a thin story, it’s about three hours all in all but worth a play.

Keep checking back to Game Changers for more updates.