Day 07 - Delver 

I could never deny it (and why should I): I love Ultima Underworld II: Labyrinth of Worlds. I love the game because of the atmosphere and the story, because of it being so immersive, deep and manifold, and because it was one of the first PC games I ever played. Some years later I bought and played the first part, Ultima Underworld: The Stygian Abyss. It was a rather strange experience, as a lot of the cool parts I liked about UW2 were missing, and the game screen was much smaller and I also thought it was too hard. Nowadays I enjoy it as much as the second part, main reasons being that I appreciate its origin as one of the first 3D games much more, and that I also understand the developers' game design choices much better.

So, Delver. Delver is very obviously inspired by Ultima Underworld I, and that's why I bought it for my Android tablet! Of course, the game really is something else, much more arcade action (a real dungeon crawler, so to speak), and with roguelike elements; the latter meaning it has randomly generated dungeons (for a higher replay value) und permadeath (for a higher replay enforcement). It also doesn't have a deeper story other than "find the magic orb and bring it back to the surface". On your way you slay a lot of enemies with swords and fireballs.

Although I like my RPGs mostly because of the story, there are reasons why I would recommend Delver nonetheless. Foremost it has a great atmosphere, as the dungeons feel quite natural and spooky and the music is awesome. The gameplay is balanced well enough to not be totally frustrating (although the controls on the tablet are cumbersome, as with all games in first-person perspective), and even though I seem to die instantly when I finally get the Orb, I would play it again.

By the way, all that I write from the perspective of an Android user. The desktop version of Delver already got a major graphical overhaul, and as far as I know, additional gameplay, like a skill tree and a level on the outsite, and so on. I just hope the developer doesn't add too much stuff, because for what Delver already does, it does it very well (and I'm not a big fan of the new SD style of the characters).
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Day 06 - Luxuria Superbia 

Tale of Tales is one of the few developers whose games I buy the first day they come out. I don't even think about if the game might be interesting for me or rated as a 'good' game. I watch and play their works since their critically acclaimed and also hated game or Not-game “The Graveyard”. Since then they showed me what different kind of games can be made instead of the typical level, level, level sequence with highscores and meaningless shooting.

Their latest game is – in some way, ironically exactly that. But because it's a Tale of Tales game it also contains an interesting meta layer about gaming, love and the devotion to gadgets. A sub comment you find in every one of their games. And this sub text is worth discussing.
Like every artist's work you can just examine the piece of art for its own and think of it as beautiful and impressive. Or you step back and consider the whole work and biography you know about the artist, to realize the work as another comment on love, art, relationship, communication and gaming. It is not only a game about sex, but a comment on scoring, tunneling through games to reach THE goal. I think this game is kind of amusing, including the fact that this might be the first game where you pleasure the game, instead of the other way around. Which means I enjoy playing their games as much as I enjoy discussing their gameplay, attitude and statement.

It may be the weakest of their works, but Luxuria is a beautiful, colorful and enjoyable piece of game. And always remember: “Gaming stands in the way of playing.” (Tale of Tales, Real Time Art Manifesto)

Watch the trailer. Buy the game.

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Day 05 - Lock'n'Roll and DiceWars 

Addictive gameplay ahead! I like boardgames and own a few of them, but what usually throws me off is when there is too much luck involved, mostly in form of dice. Yet, there can be discussed so much about a simple random number generator (a normal six-sided die isn't anything else as picking a random number between 1 and 6) and how it is used in games everywhere. Just pick a traditional RPG and you sometimes even might see strange weapon descriptions like "Damage: 1D+5", which is the short form of saying that the weapon makes the enemy lose health between 6 and 11 points.

Lock'n'Roll is a game about colored, four-sided dice and how to combine them in a simple 4x4 grid. Four similar-natured dice (e.g. same numbers or same colors) in a row, a 2x2-block or a diagonal line will give you points, and when the points are high enough, the dice will vanish and you can carry on. It's a simple game with a good portion of luck, but I really can't stop playing it when I want to distract myself.

Popular games are "easy to learn and hard to master", and Lock'n'Rolls is a bit lacking in the "easy to learn" department, as it isn't always clear how the score is calculated. But overall it's my number one time waster nowadays.

Another game that taught me about the virtue of simplification is DiceWars, and it's one of the first Flash games I played a lot, since a decade ago at least. The game is basically the popular board game "Risk", but without all the fancy stuff, like a background story. While any other game presents its entities as part of a story, for example "Giant Rat", "Soldier" or "Tim the Mighty Mage", in Dice Wars you play with dice only, on an abstract landscape. The dice are your 'soldiers' and your enemies, and thanks to the direct representation you always know how strong an entity is.

Of course, the game has its weak points, like a pretty dumb AI, but for a few plays it's quite fun. Other shortcomings, like a slow end game or the inevitable death when the AI got lucky with the distribution of the 'countries', are mostly the same in the physical counterpart "Risk". (They might be game design problems interesting enough for making a better version.)
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Day 04 - Type Rider 

When this game showed up in my time line, presented by the French-German television channel Arte, I was skeptical first. Nearly every second indie game seems to be a platformer, with the typical worn out mechanics and parallax scrolling black silhouette look. But the game was for free on the website and about typography...

I had to force myself to close the window to be able to get back to work! Type Rider perfectly achieved to communicate the history of typography and the love for letters from the first writings in a cave over to handwritten books and chanting monks to Swiss perfection and German minimalists until we finally reach the lol cats Comic Sans Internet use of fonts.

In every chapter you control two physicalized connected rolling balls through levels that are created with the letters of the alphabet and moreover decorated in the style and mood of the century a certain font is from. The game is kind of relaxing with neat little variations for every chapter and extremely well-done tablet controls. I love how the developers brought back all the stuff I learned back in typo class by rolling through the centuries!

Well crafted piece of art not only for typo lovers! Watch the trailer here!

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Day 03 - Cube World (Alpha) 

A lot of people know Cube World, but that's not a reason to not talk about it. It's a game I bought/preordered more or less unseen (there is no free demo) so we - i.e. Jana, two friends, and me - could play it at a local LAN party, and for that purpose it was quite great.

The premiss of Cube World sounds awesome (Zelda + Minecraft + Secret of Mana + a lot more) and the videos and screenshots are pretty enough that I wanted to play it at least once. Altogether we had a lot of fun, even when we constantly died because of some enemies that were too powerful and attacked on sight, like some nasty mages.

Right now I'm not really sure I could recommend it to everybody, though. The game is pure fun sometimes (the presentation really helps, although music is missing), but we didn't have the chance (or skill) to get "deep" into it enough. Heck, all I did was kill some low-level creatures and sometimes cook a meal. We didn't get any pets, crafted meaningful armor, or defeated a boss monster. So it's definitely not a game for a few short hours, and I really wish it would be a bit easier. The good thing is that you can train your character offline and also use it for online playing now and then.

Moreover, the makers are a bit behind with releasing updates, but it seems they finally gave life signals on Twitter after some months of silence. Which is a good thing, because it would be sad if this ambitious game would die.

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