Showing posts with label Curve Digital. Show all posts
Showing posts with label Curve Digital. Show all posts

Monday, July 20, 2015

Satisfying or Shovelware? Vol 2: I've Got to Run, Stealth Inc 2, Kung Fu Bunny

Time to do some digging..

Nintendo's Eshop has a plethora of great games.  From old school major releases to indie funded fun; there's a lot to see and play out there.  Sometimes there are a bevy of fun games for cheap--and sometimes you run across games that make LJN look like makers of beloved classics.  These games beg one question:  Can you find a fun game for a cheap price?  Or are they all mounds of moronic mediocrity?  Yes it's time once more for Satisfying or Shovelware? Where I take a quick look at games from the Wii U Eshop and make a call on whether they are shovelware garbage or a satisfying little bit of game play.  As Mario would say, "Let's a-go!"






"Oh Noes!  Stolen rabbits!  Aliens?  Saves 'em!" 

 At least, that's what I believe the plot of Bulkypix's puzzle platformer Kung Fu Rabbit is based on the cutesy story boards that proceed game play.  Story doesn't matter so much really for this game though as the objective for the levels remains the same throughout:  Try to grab all the carrots and rescue the rabbit from a purple bubble/force field.  The controls are fairly intuitive and solidly done.  The wall hang and wall jump remind me of stuff from Sunsoft's Batman game, and even if you have a little trouble getting the hang of the method of pulling of these moves, there are cute little signs around to help you out on how to do them.  And that is the prevailing theme of the game:  cuteness.  Your cute, the bad guys are cute, the power ups are cute, the death trap are cute, heck--even the parallax scroll manages to be cute.  I love the sound effects as they were both charming and funny and really helped the tone of the game.  The music was fairly light and mellow, like something out of a...well...out of a kung fu movie when there's that obligatory scene of people sitting around doing beautiful, hand-painted calligraphy.  There isn't too much by way of difficulty in this game and I bet if I sat down for a an hour or so I'd reach the end and honestly I don't know if it would hold much replay value with me.  Not that I'm trying to brag or anything like that, just the challenge isn't there.  However, as I mentioned, there's a cute factor and there's something nice about having a pleasant little game that you can pick up and play with very little investment.  I think when my little girl gets older it would be a fun way to help teach her how to play a platformer game instead of boring schoolish stuff of course.

Final Verdict:  Satisfying 




Deep, deep in a secret testing laboratory quitting time has arrived.  For one "quality controller" obsessed with being the top performer and a certain clone unit, the night has just begun.  In Stealth Inc 2:  A Game of Clones by Curve Digital you play as one of the many clones within the facility trying to survive various "tests" while progressing the game and unraveling the secret behind the facility.  The game's "narrator" appears via on screen text in the same vein as Portal and well not voiced, has much of the sarcasm and ominous dark humor.  The controls are fairly solid, don't take much getting used to, and when you die it never feels cheap.  Speaking of dying, the game has that "quick death" mechanic that I've referred to before, so even if you die while trying a puzzle, you start back up again fairly quickly.  This is case where I like that mechanic because I found the story and gameplay engaging.  Stealth's music has a dark futuristic/electronic vibe to it that unsettles me a bit, but this is a good thing as it plays well into the tone and setting of the game.  The rhythms were actually something I would like to listen to again outside of the game and I personally think would work well as background music for various chores around the home.  That's just me though.  It has a fairly high replay value in my opinion as each "test" in the game ranks you according to speed and number of deaths.  You can even see how you did compared to other players online and I like that touch.  Not that I have any scores worth posting, in fact most of the challenges I'm way behind where even the last place finisher was.  Again though, that makes the game all the more appealing to retry as I would like to rank higher.  

Final Verdict:  Extremely Satisfying




Have you ever seen those antique devices known as zoetropes?  If you haven't you should look it up.  Basically it's a wheel-shaped optical illusion device that spins around and you peak through a slit to see a series of sequential images that look like a moving picture as the device spins.  Why do I bring up this bit of antiquated technology?  Because it's what I immediately thought of when playing this game. I'll describe what I mean by that shortly...

 In I've Got to Run by 4 Corner Games you play as a poorly animated marshmallow man with floaty jumps and a back ground that never changes.  There isn't much to the controls other than jump then double jump.  There is no objective other than to keep running and getting points, so it comes from what some people call the "Endless Runner" genre of games.  I know what you're thinking, because I thought it too, "Endless runner game?  You mean like Bit.Trip.Runner?"  Yeah, like that only minus the great music and fun.  Although the game boasts three modes, I couldn't tell the difference between them aside from the static backgrounds.  Oh, and that's not a joke by the way, the image in the background never changes, never alters and never offers anything eye-catching.  There's not parallax scroll, so you basically feel like your watching that zoetrope device I mentioned before.  Even the ability to post your score feels stilted.  Unlike most other games for the Wii U instead of automatically posting your scores and seeing scores of other players, you have to take a snapshot of your score and post it to the Miiverse.  I know that in the grand scheme of things taking few extra steps shouldn't seem that cumbersome, but in a world where most games do it for you automatically it seems silly not to have the game post stuff for me.  The music isn't really worth mentioning other than to say it is as dull and repetitive as the game itself.  Now, I don't want to keep ragging on the thing, I know people at game studios work hard to develop a product, but this feels like a cross between an unfinished project and something that would work better as a mobile game.  

Final Verdict:  Shovelware



Monday, June 15, 2015

Robotron Remembrances: Ultratron Review


Time to Kick Some Can!
Overview

Are you still human?  Are you merely a machine with a bit of human brain attached?  What are the ramifications and overarching significance of your existence?  Such existential questions don't matter.  What does matter?  Taking revenge for the human race!

In Ultratron by Puppy Games you control an assault robot that could give the Terminator a run for its money as it fires an endless barrage of laser blasts at a seemingly unending supply of robots programmed to destroy you.  But that's just fine by you, bring'em on, because your trying to bring to them what they brought to humanity--total annihilation.





Control:

Single screen rapid fire action abounds here with enemies spawning on screen almost as fast as you destroy them.  The dual stick controls (used on Wii U) owe much (okay all) of what works well for them to their spiritual successors, Robotron: 2084 and Smash TV.  Every movement on screen has a fluidity that gives you the control you need and desire when a game has this much action going on.  The integration of a screen clearing bomb drop via side button does feel clunky, nor does it slow you down to reach it.  Nor will you find yourself accidentally using it via-itchy trigger finger, as can too often be the case with a Shoot'em Up.


Graphics and Style:


All eyes (and weapon fire) are on you and you alone...

If you go back to Robotron: 2084, those weren't exactly tame colors flashing on the screen.  Those were epilepsy inducers, and that's just fine by me!  What's gaming without a bit of adventure?  Could this game send me to the hospital?  GREAT!  When does the sequel come out?  Ultratron's neon blues, purples, reds, and yellows evoke not only Robotron, but just plain ol' Tron as well, and that's just dandy.  There's so much going screen from text scrolling at the bottom to enemies materializing everywhere, to gun fire and bombs--it can seem overwhelming, but unlike other games in this genre, I don't lose track of what projectiles are coming my way thanks to having to squint at the screen.  If I lose track of them because there's so many of them...well, that's another matter entirely, but at least I don't feel cheated out of my life by glowing neon.

The graphical style tries in places to look a little bit like a throwback to previous gaming eras, but not to the point you would ever mistake this as something pretending to have a "retro" look.  Your 'bot may look squarish, but you would never place him any where but modern times.  It doesn't seem like a hedged bet like the guys at Puppy Games couldn't decide between making it look old school or not, but rather a lovely fusion of styles both old and new.

Music and Sound:


Like an old friend, the heavy thumping bass has returned.  Along with it, that music genre known as techno.  But really, what else would you have with a dual-stick, rapid-fire, Shoot'em up?  Not that I'm trying to make excuses here.  Sometimes I think that the use of techno just becomes a fall back for neon colored shooters.  In some cases it feels like the easy way out.  Here, the genre fits, the tunes increase in speed and style with each area, and the music helps keep you in the action without getting annoyed.  If you can find it to download, I would recommend the soundtrack as good exercise or even writing music.

As far as sound goes, the sound of your gun firing, the bleeps and bloops of the enemy, and even the occasional synthesized robotic voice declaring all humans must die add both atmosphere and personality to the game.  The shooting sound has an almost retro-like reverb quality to it, but it suits the game well and just makes it a real joy to fire the weapon.  And since enemies generally fill every spare corner of the screen, there's never a reason not to be firing away and hearing those awesome sounds.


Gameplay

Ultratron, much like Robotron demands you rapidly blast enemies that come at you from all angles throughout the course of a round.  In between stages you can buy power ups for your bot, such as shields or weapon boosts, or little helper bots using the money you pick up from defeating enemies.  You play ten rounds per stage, and at the end of those rounds you face off against that levels boss.  If you defeat the boss, you can continue the game from the start of the next stage.  However, if you die along the way or die at the end boss, you have to start the entire stage over again.  While this might seem ripe for some good ol' controller-flinging anger, thanks to the rapid pace of the gameplay though you'll want to dive right back in and try again once you die.

Game Features of Note:

Sometimes I get really annoyed when a game tries to burn out my retinas with bright neon.  Guess I'm a bit of a grump that way.  I feel like some Shoot 'em ups (Never shmups, never NEVER Shmup!) try to compensate sometimes for what they lack in style with eye-searing pain.  Ultratron has a nifty game setting feature that helps you turn down that brightness and allows you to play the game without the loss of those eyeball thingies you need to play.  Thanks Puppy Games!  I owe you one!


Final Analysis:

Imported from the UK, you can't help but feel the development team really knocks it out of the park in imitating the style of an old school Atari game.  Ultratron has, until recently, only seen availability as a download from the developers site or via Steam.  Not that this presents a problem really, just if you download this for the Wii U, and you should by the way, it will be hard to imagine playing it any other way than with the dual analog sticks of the Wii U game pad.  This shoot 'em up has definitely made it's way into my regular cycle of games, and it should for you too.

Graphics/Visual Style:  10/10
Music/Sound: 10/10
Control: 10/10

Overall Rating:  10/10