Jimmy Chattin - I make better games.

Thursday, June 7, 2012

A Nostalgic Anniversary


  • + Rebooted graphics that render a stunning visual performance.
  • + An epic score re-mastered into a further state of enjoyable sound.
  • + Re-engineered A.I. gives a better challenge and a better help.
  • - Geometry that remains in a subpar state from the original game.
    • A fix: Determine the worst offenders for level instability, and edit it to solve the issue.
 
With Halo 4 coming, a lot of attention is being directed to the future.  E3 is in full swing, and all eyes are ahead.  However, let's take a look back to last year's anniversary of the Halo franchise, a nostalgic romp through a familiar but… different adventure.  Halo CEA is quite the HD remake!

A big eye-catcher is the ell executed visual improvement the game makes on the original title.  The level of detail is worthy of current-gen technology, while vibrant re-texturing makes the sights beautiful, the enemies fierce.  The quality of looks is lost, however, because of the geometry; as the modeling was at times broken in Halo CE, Halo CEA didn’t handle any of these issues.

Halo CE is a game to just plain listen to; re-mastered scores, sound effects, and dialogue in Halo CEA are even better.  Gunfire is powerful, explosions are stellar, and enemy death-screams are most satisfying.  Be sure to give some time to just listen to the ring-world of Halo CEA.

For anyone who’s played Halo CE, remember how A.I. in the game did not know how to drive?  This game fixes this!  Smarter A.I.?  The anniversary title answers the call.

The Halo saga is deep in content, with no end in sight for new adventures.  While waiting for new content to come, Halo CEA does supreme justice to revisiting a familiar journey with a lot more than mere polish put into it.  If you are itching to get a Halo fix before the next Halo game arrives, this anniversary of a gaming staple will work wonders.

Friday, May 25, 2012

Dig-N-Rig is Worth Digging Up

Me neither.  Dig-N-Rig is a game straight out of the Digipen Institute, where “resource management with creative building” are the key fundamentals.  Have you played a game like Minecraft?  This review may sound familiar.
  • + Colorful and delightful 8-bit visuals.
  • + Having tools for every occasion.
  • + Quick reward schedule of getting minerals and items from those materials.
  • + Compulsive play.
  • + Space!*
  • - Poorly executed tutorial.
    • A fix: Give aesthetic care to the delivery of information, or edit the knowledge into a more efficient form.
  • - Unrestrained upgrade system, upsetting game balance.
    • A fix: Set scales ensuring proper capping of abilities and/or escalation of environment hazards.

Dig-N-Rig has a slippery start.  The first five to ten minutes of the game consist of paging through tutorial slide after tutorial slide.  This wouldn’t be half-bad if the information wasn’t a jumble of hard-to-read text randomly popping up everywhere on the screen.  I’m still not sure I managed to read them all, as tutorial textboxes easily blend with the pixelated background.  Don’t take from this that the visuals are unappealing; they’re not.  Very cool, in fact, for this 8-bit title!

Getting through the tutorial, the game does not try to burden the player with a convoluted narrative or crazy objective.  You are digging down to the center of the Earth for scientific study and exploration.  There.  Past that, go down, mining and building what you please with the boat-load of material you uncover behind nearly every bit of rock so those materials can be used to build even more cool stuff.  Repeat on the next play-through.

The player has a wealth of tools that aid in navigating down to the core.  Drills cut terrain like a knife through butter, but only if they are designed for a specific piece of ground (i.e. dirt drills manage dirt, rock drills blast rock, etc.).  These devices are fun to play with, but I found myself coming back to the rock drill time and again, for it doesn’t stop when it hits a barrier, only meagerly slowing down.  And bombs?  They’re good on the first play-through, but after a few upgrades to the rocket-propelled bazooka bullet, firing that beast makes all other blasting object obsolete.

Despite anything that I have said here that may be a strike against Dig-N-Rig, this game is compulsive.  You can lose hours of an evening scraping-up every last colorful jewel between your base of operations and the end.  You can finish in a fairly straight-forward fashion, and you become overpowered within a few upgrades, but again and again you’ll find yourself carving a complex path down into Earth’s depths.

Dig-N-Rig has holes (see what I did there?), needs a bit more content, and just feels like a game that almost was.  Looking at it from the point of it being a student project, however, this game is a blast.  It’s not a title to kill an entire day, but if viewed as a prototype or a proof-of-concept, Dig-N-Rig does just fine.  Now, what’s my suggestion?  Give this game a play.  Take care to checkout the gallery over at Digipen, too; you won’t be disappointed!

* Hint.

Monday, May 21, 2012

Vessel is a Game Unfulfilled

Steam is a great service for online gaming, and Vessel is one of the many demos that is available to try before making a purchase.  I’ve played this test of a game, and though unique elements are present, they can’t make-up for the hardship I felt in the demo.

To begin this whimsical platformer, the stage is set through a slow camera pan through a lab.  The scene shows pictures of your characters research into creating “fluros”; strange, fluid-based automatons that become the workers of the steam-punk world you live in.  This gallery clearly lays-out that these laborers revolutionized society, but something went wrong, thus depicting the current situation you find yourself in.

The story is put forward in a decent manner, but this is a comment on the first time seeing it.  The second and third times are overly repetitive, and the player has no way to get past them!  This distraction detached me from the world of Vessel when I just wanted to get back into the platforming and puzzles.

So, why did I play the demo three times?  Well, the first time was that the game trapped me in one of its puzzles with no way out.  Getting stuck in a closet is not a way to encourage trial-and-error testing of the puzzles in the game.  Therefore, being left between two inoperable doors, I had to restart.

The third play through comes from something deeper in the very foundation of Vessel.  Getting to a fluid puzzle area – the one that trapped me previously – caused the game to jitter then crash.  Forcing me a third time to play the game, I nearly had the title crash again; more fluid-based areas caused the game to distort and slow to a barely bearable pace.  I made it through that sequence after a few minutes, but my confidence in the programming design of Vessel is deeply shaken.

Now, when I was actually playing the demo, I had fun solving and manipulating the fluid-based puzzles.  Hot and cold fluids have unique effects, levers and machinery fit well in the steam-punk universe, and the “fluro” workers lend a creative element to problem solving.  However, the time I had getting to these places was greatly lengthened not just by the aforementioned unskippable cut scenes, but by long, drawn-out loading scenes.  I was not expecting such a drag from a 2D platform puzzle game!

Vessel’s demo was a quick one; that must be a saving grace.  Don’t get me wrong, for I did have fun with the simplicity of the visuals and the intriguing puzzles.  The downfall comes from lengthy time delays, poor design choices that punish players, and issues at the core of the program execution.  If I have judged this game wrongly, where the demo cannot convey some majesty of the actual Vessel release, please let me know.  But, when it comes to the first impression that Vessel’s designers decided to put forward, they either made a poor choice or worse, made a faulty experience.  Either way, I’d say take care in trying other games before approaching this title.

  • + Good setup of background, motivation, and story right from the beginning.
  • + Creative and engaging puzzles based around fluid motion and physics.
  • - Uncontrollable, unskippable cut scenes.
    • A fix: Add a simple button press to take the player straight to play.
  • - Puzzles that punish curious testing without redemption from each trial.
    • A fix: Leave room for a player to reset to some sort of checkpoint, or create limited, foolproof level layouts.
  • - The game crashes over its main mechanic of fluid use.
    • A fix: Properly check the quality assurance to the title, making adequate changes in how the game relates to itself and the machine it runs on.
  • - Long load times.
    • A fix: Better streamline the asset reliance the program makes on itself.