Showing posts with label shameless commerce. Show all posts
Showing posts with label shameless commerce. Show all posts

Tuesday, December 20, 2011

Print This Out and Put It Where A Loved One Might Find It - 2011 Edition

It's that time of year again... and yet I'm somehow no more prepared for it than any year in the past. In anticipation of Steam's end-of-year sale, I usually make a list of games I'd recommend buying or asking for. I've run into a bit of a problem this year though, as I've just recently discovered the joy of console gaming. (Two consoles, really... Black Friday was particularly good to me this year.) I do feel it's my duty to bring you a list of recommendations though (not that you haven't already bought half of these games). So, in no particular order, here are some things to look into:

The Binding of Isaac - Link
After the Thanksgiving Steam sale, I found myself with a handful of new games to try, but kept gravitating back to The Binding of Isaac. In this roguelike (a new word I learned through this game) from Edmund McMillen, creator of Super Meat Boy, you play as Isaac, a child who escapes his oppressive mother by traveling through an underground tunnel he discovers in his home. Of course, no underground tunnel would be complete without a ridiculous number of enemies waiting to kill you. That's why I'm writing this review from the roof. Man, it's cold outside.

As you travel from room to room looking for a way to escape the randomly-generated dungeons, you encounter a number of enemies to fight before you can move on, as well as tons of power-ups (or occasionally, power-downs!) It's this randomness that gives this game incredible replay value, as the maze you must traverse is never the same. Sometimes you get an easier run with all the right power-ups, sometimes you get 20 keys and no heart containers. If there's one drawback to this game, it's that the fantastic gameplay is surrounded by some potentially disturbing (well, slightly disgusting, thus offensive) aesthetics. Expect lots of blood, guts, urine, feces, etc. It's certainly not a family game, but there's still a lot to love about The Binding of Isaac.

Trauma - Link
Another item I picked up from that Thanksgiving sale was Trauma, an interesting escape-room-esque puzzler about a student who needs to recover her lost memories. Each of the four separate scenes in this game are made up of a series of photographs that overlap in a three-dimensional space, which really helps to suggest that you're trapped in this small space. Navigation and item manipulation are not just done by clicking, but also painting certain symbols with streaks of light.

Unfortunately, Trauma is rather short, with four worlds that can each be solved in under five minutes, but part of the fun in this game is really taking time to explore the different environments. Each world has nine tricky-to-find Polaroid photos scattered throughout the level. Some contain instructions for navigating and manipulating objects (unfortunately, they repeat through the levels), some contain more of the backstory of your character. While Trauma might not bring a tremendous amount of novelty to the escape genre, it does have a surprising amount of replayability as you piece together all of the parts of the story, one photograph at a time. This is a must-try game if you can get it on sale.

Fractal - Link
Fractal is a tile-sliding puzzle where your goal is to clear the board of tiles using an interesing pushing mechanic that's really hard to explain well. Basically, you can place a tile (or tiles) on the board by clicking in a space adjacent to a tile(s). In doing so, you don't put a tile there, but rather, you push the adjacent tile(s) outward from that point, and adding a new tile in place of the old location of any pushed tiles. When you make a bloom (a seven-hexagon honeycomb of one color), the outer six hexagons push outward before disappearing, potentially triggering chain reactions across the board.

Okay, fess up, who gave up reading that last paragraph? If you want a tl;dr version, here's the scoop: I previously reviewed Fractal for Jay is Games, and it's been rereleased for Steam, mostly only with some cosmetic changes. If you bought it before, you can go back to Cipher Prime's website and generate a Steam key. If you're new to the game, I'd strongly recommend giving it a go, as it's quite good mental gymnastics. And yes, the rules are much simpler than I can articulate them, you just have to try it for yourself.

The "Other Recommendations" Lighting Round
Sequence - Link
Definitely a favorite from this year, and one I still return to for the occasional button-mashing blitz. Previously reviewed here.
Portal 2 - Link
Dear Modern Warfare 3 and the VGA's: Piss off, this was my most anticipated game of the year, and it didn't suck as much as yours! Previously reviewed here.
Assassin's Creed 2 - Link
After playing through its prequel and its first sequel, I can confidently say this was my favorite of the series so far. Previously reviewed here.
B.U.T.T.O.N. - Link
Have I raved about this game on this blog yet? This hilarious physical party game has you wrestling your friends for button-mashing dominance. Quite good, but I'd recommend using a junker keyboard just in case.

That's all the recommendations I have for now. Feel free to peruse all of my posts from this year for more good games (and ones to avoid). Hopefully, I'll be posting again within a couple of days with more thoughts on the console world, but if I don't before then, have a very Merry Christmas!

Wednesday, August 31, 2011

My Nanoblogging Is Your Microblogging - Episode 4

It's the end of the month, and you know what that means... It's time for me to throw up an emergency blog post so it at least looks like I've done something for every month. Hey, at least I'm honest about my filler material.

14. Edge and Limbo Make Steam Debut; Blogger Fails to Create Humorous Title
Hey you, do you like games that were released years ago on other platforms that finally make their way to PC via Steam? You know I do! It seems like we got a double-dose of this at least with the help of popular app Edge and popular console download Limbo, both shuffling into the Steam store within a couple weeks of each other. I hear both games are quite good, and I'll gladly look into reviewing them here... after they go on sale. That's the other thing you can always count on. Me being a miserly old grump.

15. Hey Guys, Guess What? I READ A BOOK!
If you know me and my terrible reading habits, this is a huge deal. I finally finished reading Lawrence Lessig's Free Culture the other day. I first heard about the book thanks to the occasional nod from xkcd. On a whim, I decided to try the book out, and it ended up being the first pleasure book I've taken notes on. I got halfway through the book last summer, and took a Communications Law class in the fall semester. We only spent a couple days talking about copyright law, but I wrote a term paper on copyright terms and cited what I had already read in the book. What I found weird was that during the research for the paper, I noticed the author's name coming up in some of the court transcripts I found. As I found out (when I resumed reading the book over winter break), the author of the book was one of the lawyers in a Supreme Court case regarding the issue. So I continued reading like a madman, and I got up to about seven pages from the end of the book before I returned to school in the spring. I just finished reading those seven pages now.

I know copyright law isn't the most thrilling discussion topic in the world, but he makes some interesting points about how our culture and entertainment economy works. The book's a bit dated now (I think it was written in 2005?), but I'd still recommend it to anyone who's looking for an interesting read on a part of law not discussed much in public, or for anyone who's looking for a good conspiracy theory over how much control big businesses have over us. (I say that not to be cynical but to summarize what I took from the book in an exaggerated, humorous way.)

16. Goodbye, Pinky
I don't know how many readers I get who visit from Jay is Games (although I guess I have that little stats toolbar... Well, apparently that's 21 of you in the last month... and three people searching for "people riding kangaroos"), but I have a bit of a complaint to get off my chest. I've been continuing my mostly weekly Letters In Boxes column for a few months now (we've just wrapped up the 12th edition, containing the 50th individual puzzle). But in the most recent edition of the series, I squandered away a puzzle I've been harboring away for quite some time now. This puzzle set was based on the concept of base mathematics, where you had to convert a bunch of numbers from binary and ternary and other bases into decimal form. The third puzzle in the series takes a severe deviation from the normal puzzle style and instead uses a screenshot taken from MSPaint's color selection palette. The answer, if you sit down and convert the red, green, and blue values to hexadecimal, is FACADE.

I've had an oddly long attachment to this puzzle, and I'm sad to announce that what was used in the series was nowhere near what I had originally hoped to do. The puzzle idea first came about back when we ran a SpaceChem Giveaway on the site. John, my fellow puzzle inventor, and I came up with a series of puzzles based on the periodic table. I came up with one puzzle idea, where a greenish-colored box was supposed to be translated in the same hexadecimal way to get BA for barium. Ultimately, the puzzle was shot down because it would be "too colorblind-unfriendly", but I was determined to make it work somehow. It was only last week that I thought up the idea for the base-themed puzzles and decided to give the idea another go. The entire puzzle consisted of only a box with a pinkish hue in it. Sadly, in my test run, I found that the #FACADE-colored box I wanted to use would turn into different colors depending on which file format it was saved in, or even which program opened it, so the idea was scrapped and turned into the straightforward "here are the numbers, figure out what to do with them" format linked to above.

In the end, the puzzle seemed to get rather positive remarks, as people enjoyed the shock of seeing something unusual in the middle of the normally dichromatic puzzle series (one person compared it to playing an ARG... wholly not what I intended, but thanks!). But still, in the back of my mind, I have this nagging feeling that I threw away that puzzle unnecessarily, and I can't ever get it back. Perhaps someday there might be a browser or a file format or a painting program that will allow colors to show up exactly as intended no matter what, but by that time, this little nugget of an idea might have spread too far to be novel anymore. Perhaps it's already been done, and I just haven't heard of it yet. It's like I let a little part of myself go into the world, never to return again. I can't help but wonder if that's something normal to be feeling, but yet I also wonder why I don't feel that with so many other puzzles I've made. Perhaps it's time to step back and reflect on what I've done.

17. Vusy as a VVVVVV
You all have gone out and bought VVVVVV by now, right? And you've played through it multiple times as well, right? And you've put the soundtrack music into your jogging playlist, right? Suddenly, that's not enough love for the 22nd letter of the alphabet. The most recent version of the game, released as part of the Humble Indie Bundle, includes a level editor, preloaded with a bunch of user-made levels. In addition, it's incredibly easy to download other players' homemade maps, and the developer has featured a number of levels on his website. For the past couple of weeks, I've been playing through user levels like mad, and I'm actually running out of levels to tackle! I guess that means it's time I finish up the level I've been working on, except I'm terrible with scripting. Hurry that tutorial up, Terry, eh?

18. One Final Note, Brought to You By the Letter Z
In my last post, I mentioned how I wish I bought Atom Zombie Smasher when it was on sale. Well, thanks to the Humble Indie Bundle mentioned above, I now own AZS. As it turns out, it was just as fun as I was imagining it to be, but it also bizarrely lacks replay value. After a certain point, it feels like once you've beaten the game enough times, it loses its novelty. There are plenty of user-made mods available to tweak certain aspects of the game (sadly, you have to wade through the hordes of people who just re-uploaded the sample mod just to get an achievement), but it still feels like the same game too many times over. Still, I've put a handsome chunk of time into the game, so maybe there's still just enough of a cling factor to keep me coming back.

Thursday, July 21, 2011

Surveying the Wreckage of a Summer Sale

It's been a week or two since the annual Steam Summer Sale. Surprisingly, I probably didn't buy as many games for myself as I did for others, but I'm okay with that. I think I'm hitting that plateau where unless some fantastic new game comes out, I'm pretty comfortable with the games I do own. Still, I did take the time to try a few new games, and I have the following report to present to you.

One of my earlier purchases of the sale was BIT.TRIP RUNNER, which claims to be "the fastest, most exhilarating music/rhythm-platformer to hit Steam!" Erm, well, I suppose it's a valid claim, but I can't think of other music/rhythm-platformers on Steam, so make of that what you will. While BEAT was a legitimately rhythm-based Pong-esque game, RUNNER takes the form of a constant-motion platformer, where you must time Commander Video's actions to dodge obstacles, break through barriers, and collect gold bars. It just happens to have a backing soundtrack.

Note that that's very much not to say that the music corresponds to the actions you're performing on screen. For one, in order to, say, jump over a hole in the ground, you've got to hit the "jump" button before you get to the hole. As you pass over the hole, you hear the associated note/sound for completing the jump. This is supposed to make you feel like you've passed the obstacle, but instead I couldn't help feeling that the awkward disconnect between the action and the consequence/confirmation made it uncomfortably arhythmic. Add to that the fact that there's even a tiny delay between when you push the button and the action appears on screen, and it's just frustrating to play. I can't help but feel that if I were to play the game with the sound turned off, I'd do better because I wouldn't be tempted to follow the rhythm of the music.

In thinking about how to describe this game, I keep coming back to Mevo and the Grooveriders, a similar music platformer from a few years back. Mevo is played with only two keys (left-shift, right-shift, and a combo of both), but it uses a scoring system similar to a Dance Dance Revolution game, where you're graded on how close you are on hitting the designated beats, gaining or losing health as you go. In RUNNER, if you slip up, you're instantly sent back to the beginning of the level. You're either perfect or you're doing it again. And again. Factor in the arhythm I described above, and this game is just not fun to play. You don't feel encouraged to keep playing, you feel hindered by the difficulty. In all the time I've spent with this game so far, I've yet to beat two levels in a row. I just can't stomach it. On the whole, I just can't recommend BIT.TRIP RUNNER.

I can, however, put up a geeky nod for Vertex Dispenser (demo available), a puzzle... shooter? Puzzle shooter, I guess. The general goal of the game is to conquer the board, a three-dimensional shape composed of a bunch of triangles and squares, with colored vertices. The vertices change colors, depending on what "activated" vertices surround it; a vertex will always be blue, unless there's already another blue vertex next to it, at which point it will become red; a vertex will be red unless there's already a red and blue next to it, at which point it's green, and so on. The rarer the color, the stronger the power-ups you can charge up. You move along the edges of the shapes, trying to break through defenses set up by opponents, trying to dominate the board and eliminate your opponents. It's not just a brainy strategy game, but it's also a fast-paced action game.

There are two complaints I have to file against this game though. At any point in time, you can have upwards of 14 power-ups available to you, each of which are activated by a key on your keyboard. That's way too many to juggle at once, especially when there are also four power-ups per slot to choose from. You need to use a diverse range of power-ups to win a game, but I find myself having to check the laundry list of options every time I want to use one, and by the time I figure out what I want, it's too late. As a result, I usually stick to only two or three power-ups for most of the game, which is a bit of a waste. The other complaint is that I can't seem to find anyone playing multiplayer matches. Or is it only multiplayer with Steam friends, and I happen to lack other friends who play this game? Despite both of these, I'd still give Vertex Dispenser a solid thumbs up.

Lume is a very beautiful point-and-click puzzler, with an artistic style of cardboard characters and settings that make the entire experience feel like an amazing children's TV show (so it must've been a European show). On the downside, some of the puzzles in it are a bit too obscure to solve without any hints (I ended up either brute-forcing or checking a walkthrough for a couple of puzzles). Plus, it's really short. Granted, it's part one of a series, but still, I'd definitely not recommend this at its regular $7 price, but I'd say give it a go if it comes up on sale again. If nothing else, add it to your list of games with good loop music for playing in the background while working on a late-night paper.

Critical Mass (demo available) looked like it should have been an equally geeky puzzle game, considering the game looks like you're attacking a neon Rubik's Cube. Unfortunately, it's just a three-dimensional match-4 game. Your goal is to clear the blocks before the mass reaches "critical mass", AKA an arbitrary time limit irrelevant to the actual size of the mass. I've only gotten the demo, but it seems like there's very little else to this game. I'll pass, thanks.

I've played all of about five minutes of Terraria and I've yet to touch Magicka, though I hear both are quite good. I also picked up Assassin's Creed: Grilled and Greed Corp, but I don't know much about either of those yet.

I also downloaded the demo for But do you want to know where my biggest regret is? I didn't buy Atom Zombie Smasher. With about an hour left in its day for an extra discount in the store, I tried out the demo. I decided not to buy it, because I'm not a huge fan of real-time strategy games. However, in the last couple of days I've found myself coming back to the demo to play its limited four levels over and over again. There's something about the chipper, surf guitar-y theme that makes this game much more lively than other RTS titles, much less zombie titles. Plus, the action is easy to get into, meaning a strategy thicko like me could get sucked in. I've not got that drum and guitar riff looping in my mind, and I tremendously crave this game. I'm seriously regretting not buying this game.

Tuesday, June 28, 2011

My Nanoblogging Is Your Microblogging - Episode 3

No single blog post could chronicle the myriad of things going on in my head right now, so here's a cheatingly fast way to get them all out.

9. It's Not a Ripoff of Blocks With Letters On, Though I Admit It Feels Like It
Do you like words? Do you like puzzles? Do you like word puzzles that may or may not have anything to do with words? Golly, you've got some screwy tastes. But I've got just the thing for you! I've started writing Letters In Boxes, a word puzzle contesty thing over at Jay is Games. Each week we give away a few prizes for the fastest solvers and a handful of other random correct entries, so there's always a chance you could win something. For me, this now-regular Thursday column has been both a blessing and a curse, as it's given me the ability to flex my freelance puzzle-writing skills. Not that companies are looking for in-house crossword puzzle producers, but it's at least getting my name out there with another talent attached. On the other hand, it's my name attached to these puzzles. Every week, I've got to come up with about four of them, and triple-check everything, or else it's egg on my face (like one particular week that was so marred by typos that completely slipped by my radar, despite me double-checking everything right before it went live). I've got beta testers now, but it's still a lot of stress just coming up with puzzles that people would want to solve, and keeping them fresh every week. Still, it's fun, and I hope to keep this up for a while.

10. Or Perhaps I'm Bothered By the Fact It's Only One Letter Away from Trine
As part of one of Steam's Daily Deals, I had an impulse-buying moment with Trino. In Trino, you play a wriggling bean-like creature (well, let's face it, it looks like a sperm) that lays down the corners of triangles to trap enemies inside the boundaries. These enemies vary from very Portal turret-looking creatures that float up the screen to crab-like creatures that destroy your corners and spider-like creatures that scamper away from your triangles. It's an interesting concept, but I can't help but feel like this particular port (of what I'm assuming was originally an XBLA game) is broken. At the very least, it's more frustrating than fun, and that's a damper on what could/should be a pretty good game. Between the questionable hit detection that seems to favor the enemies, the abilities those enemies have that way overpower a lot of things you can do, and some occasional random controller non-responsiveness, the sensation of being challenged just falls before the desire to play something else.

11. Someone's Got to Make the Victory Speech
How about some current video game news? Today (well, yesterday, by the time I get this thing posted), the Supreme Court voted 7-2 in favor of video games basically getting the same First Amendment rights as other forms of media. Actually, that's a bit too broad of a generalization, but they voted that a California law prohibiting the sales of violent games to minors is unconstitutional. Justice Scalia's argument included the fact that children are exposed to violent material in other accepted forms, from the Grimms' fairy tales to Lord of the Flies. I agree with this decision, and I agree with the argument that the responsibility of keeping violent or offensive games out of kids' hands comes down to the parents, not the government. I'll be the first to admit that this decision won't immediately effect me, since not only am I not a minor, but I tend not to be drawn to the violent, sexual games this case was about. It is very good news for the entire industry though, in the sense that developers still have the right to explore the possibilities of video games, rather than being boxed in by regulations.

It's a bit weird hearing the reaction from both sides though. The Video Game Voters Network, who I mentioned back in a post comparing 3-D game vision concerns and the current SCOTUS decision celebrated the victory with a post with highlights from Scalia's argument, while Common Sense Media, who I think I had heard (don't quote me on this) were the ones to initialize the case, expressed their sorrows about the decision, then used it as a platform for advocating more parental controls. CSM CEO James Steyer even took credit for numerous changes in how the industry markets its games, which I'd be willing to call out as bollocks (I'm pretty certain self-imposed regulations were in effect long before he came along), but to each his own.

12. Assassino! Assassino!
I finally managed to snag Assassin's Creed 2 on Steam on sale a few weeks ago. I've been playing through it a good amount since then, and while I'm (hopefully) nowhere near the end yet, I've come to feel it's made a ton of improvements over Assassin's Creed Original Recipe. To start, the storyline is much more intriguing, and generally presented better than its predecessor. The missions feel more varied, and there are a ton of side quests to keep you busy as you play. As usual, my video game wanderlust take full advantage of this and I spend a ton of time outside of the game's real objectives just to fool around. 'Tis great fun. The combat is still sorta sucky; I can still get by just about everytime with my standard "mash these two buttons until they're dead" strategy, but at least it's more possible to avoid combat in this game. I still have issues with the camera and controls, but the latter may be due (at least in part) to the fact that I'm starting to realize that the controller I have only registers 8 directions of movement, rather than the whole circle of freedom the joystick seems to imply. I don't know whether or not a full blog post will come once I finish, but know for now that I'm definitely enjoying it.

13. So... It's Wii... Without the Wii?
One more bit of video game news that caught my attention was Razer's new Hydra Motion Controller, which going by the videos given, seems to work just like your standard Wiimote and Nunchuk. However, it comes bundled with a copy of Portal 2, plus a handful of bonus levels that take full advantage of the controller's capabilities, including the ability to rotate objects with absolute precision, place and move portals with absolute precision, and stretch boxes for an extra puzzle element. With absolute precision. I can't say I'm excited for the last bit, but I think it'd be interesting to play with a spatial game like Portal 2 with a spatial controller. That won't happen anytime soon though, as I tend to get scared away by anything with a three-digit price tag.

Saturday, February 26, 2011

My Nanoblogging Is Your Microblogging - Episode 2

5. I Was Going to Write a Review on the New "You Don't Know Jack" Game But Then I Was Asked to Do a Review for JIG So I'll Just Link to It...
Here.

6. More Jack, No Coke
On a related note, I managed to win a copy of the You Don't Know Jack electronic tabletop game in an eBay auction. I thought it'd be all sorts of fun to write up a review of that, to pair with the above new release. You know, comparing the new 2011 computer game with the fantastic game technology of 1998. But then I realized, why do I need to wait to review it? I already played this thing way back when at my piano teacher's house. In a nutshell, it's that same Jack humor (just, you know, from 13 years ago), but in a stack of colorful question cards. Two to four players play (no solo mode, I don't believe), and the screw option is still in play. After you enter in the five-digit question code (so the computer knows which answer is correct), read the question, open the trapdoor to reveal the answers, and buzz away. It's a ten-question game. Aaand review done. But hey, another toy for random get-togethers.

7. Everything You Loved About Chemistry Class with Half the Calories
If you haven't played it yet, you really need to give Zachtronics' SpaceChem a go. Like most of Zachtronics' other releases, SpaceChem is a "game for engineers", meaning most of the puzzles revolve around developing a system to complete a task that works on its own after you set it into motion. In this case, most of the action is bonding (or unbonding or rebonding) chemical compounds by laying down pathways and commands for your little transporter doohickeys to follow (I'd call them by their proper name, "waldos", but that'd make less sense). To be honest, the entire system is crazy hard to understand, but some good effort is put into a tutorial and levels with gradually increasing difficulty, two things notably missing from most Zachtronics titles. But when you experience that moment when all the weird symbols and flashing colors make sense in one earth-shaking moment, you'll be hooked. Then you'll come to another dead end and struggle for a while. It's a fairly simple cycle. Anyway, I tell you all this (1) because it's a good game, (2) because JIG is giving away a few copies. You just need to solve a few puzzles. I helped make them. Yay! Contest ends March 5.

8. Finally, A Few Quick Words on Portal 2
The preorder's up. And I swear, in the last bit I'll blab about Portal until the game comes out, I'd like to repost a photo of something I found to be quite useful lately:

Sunday, January 30, 2011

"Easy Money" - Or, A Game of "Spot the Continuity Errors"



Last semester I took TV Production 2, a class whose final project is to come up with a short film presentation. This is what I came up with. There's not much more to say aside from the following:
  • Yes, the audio is crap in a lot of places, and is pretty much absent in one scene. I tried to fix it in the editing software, but it was beyond salvaging. Sorry.
  • Yes, the dialogue is crap. Half of that is my inability to write comfortable dialogue that doesn't sound like two surfers on heavy tranquilizers, half of that comes from the editing which makes people repeat lines in awkward places. Sorry.
  • Yes, the whole thing was done on a shoestring budget. I offer no apologies.
Enjoy! Or not, if that's what you prefer.

Monday, December 20, 2010

Print This Out and Put It Where A Loved One Might Find It -
2010 Edition

Every year for the last (*checks... oh.) one year, this website has offered up a list of suggestions for games worth buying on Steam during their holiday sale, either as last-minute gifts or as guilty pleasure purchases for yourself. I was planning on writing a blog post of recommendations prior to today, but with the sale starting hot on the heels of a giveaway, I was slightly caught off-guard. However, I'd been considering some things on my list to suggest, so I'd like to share them with you now. (The games on last year's list still stand, of course.)

Poker Night at the Inventory - Steam link
I mentioned pre-ordering Poker Night in a previous post, and I've now had a chance to play through it. In this game, you play a pretty straight-forward tournament of Texas Hold'em against Max (of the Sam and Max point-and-click game series), Strongbad (of Homestar Runner fame), The Heavy (of Team Fortress 2), and Tycho (of Penny Arcade fame). The characters make witty remarks about the proceedings of the tourney, as well as engage in banter with each other about their daily lives while playing. However, the banter seems to run dry fairly quickly, especially the one-line comments about how you're playing and whether they're betting or folding, so if you're simply buying this game because it's got a few characters you love, you're probably buying it for the wrong reasons.

Perhaps surprisingly, Poker Night at the Inventory is worth buying simply because it's a good poker game. There aren't a lot of frills to the game, but the un-tampered-with simplicity is what makes it such a good choice. The AI seems slightly erratic at times, but some would argue that that's how poker should be played. (Or the AI is just trouncing me regardless... and I'm still on normal difficulty!) What Poker Night lacks in variety, it makes up for in its straightforward-ness. If you're looking for a good, cheap poker game that may surprise you with the occasional laugh, Poker Night at the Inventory is worth a go.


VVVVVV - Steam link - (demo available)
VVVVVV, which debuted back in January if I remember correctly, could possibly be described as one of the gaming highlights of my year. The 2-D retro platformer by Terry Cavanagh is based on the principle that your character, Captain Viridian, cannot jump, but rather, reverses gravity to overcome obstacles. I should mention that there are plenty of obstacles (namely a ridiculous amount of spikes) waiting to kill you, so the simple task of getting from point A to point B, which might be as short as a few pixels away, can be a grueling task. Despite the difficulty, VVVVVV is terrifyingly addictive, as you can't help but give a particular challenge "just one more try." I remember when I first played through the game and spent close to a half hour attempting to pass one notoriously difficult passage (pictured here at the halfway point). I'll never forget throwing my arms up in triumph and screaming when I finally nailed what seemed like an impossible task. (I'm glad no one else was home at the time.)

That was nearly a year ago now, and after multiple replays through the game, beating that passage is absolutely no problem at all for me. I've mastered the game to the point where I can beat it in about a half hour, and with a fraction of the deaths it took me before. Amazingly, this game has still not lost its appeal. Despite its simplicity when every room is well-practiced, I still come back this game to tackle a level in a speedrun. Earlier today, I loaded up the game just so I could listen to the music while wrapping Christmas presents (the soundtrack, PPPPPP, is available here for $4, by the way). VVVVVV is honestly a tremendous game in a tiny package, and I would recommend it to anyone willing to take it on. If nothing else, the game's regular price is now $5, down from the original $15 when it was first released. To quote someone else (sorry I can't remember who specifically), there's really no reason not to own this game anymore.


Assassin's Creed II
Right then, here's something completely new: I'm about to recommend a game I don't even own. (Yet. Hopefully. Here's my Steam wishlist, by the way. In case you were curious.) A friend started me off playing Assassin's Creed II on his PS3 after I expressed interest in the series, particularly after Assassin's Creed: Brotherhood came out a month or two ago. I'm probably only three hours into playing the game, but I've been completely floored by what I've experienced so far. Without spoiling too much of what I've experienced so far (though why bother avoiding spoilers, I'm already months behind on this one), one of the things I've loved so far is the stealth aspect of the game, something I didn't encounter (properly, anyway) back in that Thief game long ago. Sneaking around is simple, but still tricky to master, in that way that makes you feel like a champion when you finally pull it off. Factor in a pretty involved storyline, fan-freaking-tastic graphics, and a bowl of popcorn (or at least, that's how playing it at my friend's place has gone), and you've got one pretty amazing game, based at least on the three hours I've played of it so far.

In the interest of fairness, I will throw out a couple of disclaimers, seeing that I haven't played this game in its entirity yet. In my first stealth-based mission, which I loved so dearly, it turns out that in order to complete the task (which required me to kill a certain person, sneaking up to them), it turns out that after three attempts to make the kill in perfect stealthful-ness, the proper way to finish the quest is to break cover for the kill, then roll a cutscene in which you declare your vengeance on the town to everyone watching. I'm so happy I spent all that time trying to be noticed just for it to be blown for the sake of a cutscene. I hope that sort of incident (sacrificing normal or desired play to set up a cutscene) doesn't happen often in this game, as that instance left a sour taste in my mouth.

Another minor quibble I have is simply personal; I hate playing sequels to games before I play through the originals. There are exceptions of course, like Left 4 Dead 2 (where the gameplay is pretty much the same as the original) and Team Fortress 2 (where the game experience is way different from the original... how's that for a double standard?), but I couldn't/can't help feeling like I'm missing something by not playing the original. From what I gather from multiple sources though, The original Assassin's Creed got stale rather quickly, and AC2 improved on it tremendously, while AC:Brotherhood maintains the high standards of AC2. That all said, I'd still like to at least play through the original Assassin's Creed, but with the opportunity to play through AC2 presently at my fingertips, I won't hesitate to jump on that. Going by what I've experienced so far, I'd list Assassin's Creed II in my recommendations.


The "Other Recommendations" Lightning Round
The Ball
- Steam link - demo available - JiG Review: I once heard someone describe The Ball as what Portal would be like if it ran on the Unreal engine. I'm not familiar enough with the latter to really be sure, but it's definitely got the puzzling heart that Portal had. (Thanks Thomas!)

Puzzle Dimension - Steam link - demo available - JiG Review: Puzzle Dimension is like a lot of games where you've got to grab some loot and make it to the door, but with the extra twist of levels that play with gravity and other little spacial tricks. Definitely a challenge, but a somehow relaxing one at that.

Magnetis - Steam link - demo available: Simple-yet-hard Dr. Mario-esque puzzle involving connecting magnets to clear blocks. Good fun in solo mode, but I want to try this in multiplayer sometime.

That essentially wraps up my recommendations for this year's Steam sale. Again, I'd suggest rereading last year's list, and also see some of my reviews over the past year for more picks. And as a final reminder, if you'd like to show your appreciation for my helping your game-buying plans, I'm sure there's something you could do to thank me. (That's not too tacky of a way to end off a post, is it? Desperate pleading?) Merry Christmas, everyone!

Wednesday, July 7, 2010

Wishing You a Happy Rest of July, Because the Fourth is Gone

You know what makes for a good combination? The end of a semester of summer courses, a well-timed Steam sale, and a blog post. Yes, my tastes are screwy, but this is what I do best. (Sometimes.) I ended up buying three games during the sale, and after playing through them a bit (although some more than others), I'd like to share my findings with you. (I feel like I should be wearing a lab coat as I explain these to you.)

Left 4 Dead 2 - Steam link
Remember how I always used to keep talking about Team Fortress 2 and my undying love for it? Well, that's still in place. But surprisingly, Left 4 Dead 2 is up there in terms of shmups that I actually find to be fun. I'm sure I don't need to explain much about the premise of L4D2, but for the uninitiated, it's a zombie apocolypse again (the "again" because it's a sequel, obviously), and the only four survivors (sorta... remember that it's a sequel) are trying to escape relatively unscathed. You team up with three other players and basically shoot anything that moves en route to the exit point, with a couple of exceptions (namely, each other and witches).

I've not played the original Left 4 Dead, so I'm not sure how much L4D2 expands on the original, but as someone whose main shmup experience lately comes from TF2, L4D2 is a rather refreshing change of pace. In addition to the garden-variety "common infected", you've also got Spitters that vomit acid everywhere, Jockeys that ride their victim and push them towards massive throngs of the infected, and the witch that basically kills you in one shot if you startle her. Swell. Needless to say, this game is quite a bit different from TF2 as you're now faced with a horror-themed zombie film setting rather than a jovial, cartoonish romp.

While the game is intended to be played with four players online, there are plenty of offline modes with computer AI to practice on. I've primarily stuck to the easiest difficulty, and the AI usually does a good job of saving my butt everytime a Charger pommels me. Unfortunately, I've gotten quite used to these near-perfect AI, and that hurt me yesterday as I played my first online game. Even on the easiest difficulty, I think I died a total of three times, and our team had to restart one chapter over again because we all died. The AI spoiled us, basically.

I've still not had the time to look over all of the aspects of this game (such as the numerous multiplayer modes as well as the weekly "mutations" that offer a random challenge to tackle), but Left 4 Dead 2 is entertaining and holding my attention so far. I'm hoping that with a bit more practice, I can become more comfortable with this game and hopefully hook up with more friends for some fun. (Besides, they pressured me into buying the game, so they owe me.)


Shatter - Steam link
First off, let me confess something to you: I really wish this game sucked. I wish I could tear this game limb from limb, picking apart every annoying bit about this game until there's nothing left, solely because I have an amazing arsenal of jokes about this game lined up (the most obvious being what happens when you change one letter in the game's name... and no, it's not Chatter, Swatter, or Shutter).

Alas, Shatter is a good game. It might look like your standard Breakout/Arkanoid clone at first glance, but Shatter makes good use of physics to significantly impact the game. The main mechanic you can use to your advantage is that your paddle (a spaceship, natch) can generate wind to move the ball and blocks in different directions. Hold the left mouse button to suck and the right mouse button to blow (two more jokes I would have capitalized on if this game was bad). Shattered bricks release shards which, when sucked in and caught by the paddle, increase your multiplier for the wave and build up for a powerful storm attack that can clear half of the board if used properly. Sucking can also be dangerous though, as any bricks that hit your paddle temporarily stun it, which puts you in danger of losing a ball. On the other hand, if you do this before launching a ball, the automatic ball-launching timer resets back to zero, and it's possible to clear out the majority of some levels without breaking a single brick. Obviously, there are less points available for doing this, but it gets you through the levels quicker.

One major difference that sets this game apart from most Breakout clones is the use of boss battles at the end of each world to face off against. Each boss has a unique defense system that must be conquered before you can do any damage, and part of the fun of each boss is figuring out how it works. Some follow the standard hit-the-shield-until-it-breaks mechanic, but some require you to suck or blow the boss into a certain position before you can attack. I didn't think it was possible to get one of those "aha" moments from a Breakout game, but Shatter accomplishes it with its fiendish boss fight puzzles.

I can only think of two minor quibbles to file against this game, and neither one is terribly significant. First, of the three shapes that the levels will come in (rectangle where you play on the side, rectangle where you play on the bottom, circle where you play on the bottom), the circular levels are generally annoying. It's hard to predict where the ball will go with each bounce. I'm partly tempted to outright accuse the game of completely botching natural rebounding physics on this one, but it's just a game and it doesn't much matter here. Also, the keyboard controls seem oddly designed, but it's likely set up in such a way so that you can share the keys with a same-computer co-op player.

Beyond that, there's way more to this game to love than to hate. I won't lie, this game probably first caught my attention for the catchy music in its short preview video (watch it here), but the game itself more than met my expectations. Even if you're only an average player, the game seems to be designed to give you little boosts when you need it (such as 1-ups appearing more frequently when you suddenly run low on lives), which makes this game harder to put down. Of the three games I bought in this sale, I've probably spent the most time with this one so far, and I'm thoroughly glad I caught it when it was on sale.


Thief: Deadly Shadows - Steam link
Writing this bit is going to be interesting, because this is the game I've had the least experience with, and equally so, the least positive experience with. As it turns out, after downloading this game the other night and having a small power failure earlier yesterday that took my computer down, Thief seems to have disappeared from my computer. I'm laughing about this irony now, but I'll wake up tomorrow and wonder if that's a sign of things to come. Anyway, for the time being, I really can't make any screencaps, and I'm stuck basing the majority of this review solely on what I've experienced in only the first level, the tutorial.

Thief is a game where for whatever reason, you play as a thief who sneaks around and steals things. There's apparently a backstory in previous games that I don't know about, so I'm kinda in the dark here. Honestly, I decided to give this game a shot because I've never done a stealth-based game before, and it was only three dollars. In the tutorial mission, my goal was to steal someone's purse. (Okay, it was a satchel of some sort with a MICROSCOPIC SPOILER special medallion in it, but you catch my drift.) Even though I've only played the first level, I can already see I'm in for trouble.

The controls start out intuitively enough, with the standard WASD to move and mouse to look around. However, this quickly becomes cluttered with all sorts of commands for different actions. Control to creep, X to crouch, 8 to select the water arrow, F1 to select the flash bomb and I to throw it, Alt-P to renew your Netflix account, whatever. I know that eventually I will have to make a cheat sheet in order to play this game so I can quickly figure out where each command is.

Despite this level being a tutorial level, I quickly ran into trouble with the bit on lockpicking. The instructions only tell you that you right-click to start picking a lock, and by moving the mouse around, you will eventually find a "sweet spot". Stay in the sweet spot long enough (how long?), and you will get past each tumbler in turn. The game tells you that you're near the sweet spot when the little tumbler icon is making the most movement. This apparently isn't true, as where I found the tumbler to be moving the most wasn't the sweet spot at all. In fact, after two or three failed attempts, I actually had to look up a walkthrough to get past this part. As a reminder, this is still the tutorial level. Having to look up the solution in a walkthrough on the tutorial level is not a good sign. (Or I'm just thick, but let's not jump to that conclusion. Yet.)

As far as the more stealthy bits go (what few there are in the tutorial), I couldn't really decide if the AI was too dumb or too smart. The guards who keep an eye out for suspicious movement (and announce their findings in comedically melodramatic fashion) seem to either walk right by you when you're inches away from them, or spot you because of a square inch of light from that candle you didn't notice making you completely visible. Perhaps playing a bit more (if/when I re-download the game) will reveal some of the finer points of stealth, but for now, I'm just not getting the hang of it.

On the whole, the interface is rather crappy. To start, the game doesn't seem to want to work with the Steam overlay, which may or may not be a problem caused by the game's designers. However, fiddling with the F1 key for that flashbomb at the end of the level apparently made me tap the Escape key and some other combination of buttons by accident, leaving me at a "load game" screen. I clicked the "back" button thinking it would return me to my game, but apparently I had already exited to the main menu without even realizing it. This forced me to plow through the tutorial level for a fifth time, because if there was any sort of confirmation request before sending me back to the menu, I missed it entirely. Needless to say, I was rather not happy with the game at this point.

It's also a shame that the game isn't working now, because it seemed impossible to play this game during the day. My monitor, which is usually capable of showing contrast between near-black colors if you get at the right angle, seemed to be worthless during the day. On the other hand, the second level (of which I survived twenty seconds) starts out with you in a well-lit entryway, with two guards waiting for you to catch their attention. The more I played this game, the more I felt like I was missing some essential bit of skill I should have acquired from previous installments in the series.

So between overly-complex controls, AI with seemingly random I, and gameplay that leaves you out in the dark, Thief and I are not getting along right now. I'm glad I have a temporary break from the game due to it accidentally uninstalling itself, so I can focus my attention on my two other new games (and more TF2 in prep for another major update). I'd like to try this game again just to see if I can overcome some of these noob-unfriendly hurdles, but for now, I guess I just have to pretend that I didn't notice this less-than pleasant game, disappearing like a Thief in the... oh.


Late Entry: Turba - Steam link
This one didn't show up in the Steam store until yesterday, so this was technically not part of my purchases, but I figured I might include it here anyway. Turba, which I vaguely remember as a project raising funds on Kickstarter way back in the day, is a music-based match-3 game where once again, your music determines how the game is played. From what I could tell you though, the music seems to have less to do with the game than you'd originally expect, but at least it does a semi-decent job with what it does.

As the song you select plays, the rhythm allegedly determines when new blocks are added to your grid, always from bottom to top and left to right. Blocks show up in one of four colors or a bonus multiplier. Your goal is to keep the grid from filling by selecting clusters of three or more blocks (by left-clicking) and clearing them (by right-clicking). Rather nicely, you can select chains of more than one color (although no more than one chain of each color) and clear them all at once, with a bonus for clearing chains of all four colors in one shot. You can also swap columns to make new matches if you're having trouble finding a natural pair. But to make things more difficult, there are time bomb-esque tiles which explode after so many "beats" occur, leaving behind a mess of ugly debris squares that disappear after time. Errant chains also result in debris, so you've got to be rather accurate when you're panicking to clear the board.

This somewhat unfair "heads, I win, tails, you lose" situation makes levels rather difficult to beat, even when on the medium level. I actually have yet to beat a single song on the medium level, because the board just fills up too quickly. I need to try this again with less rhythm-heavy songs, but for the time being, I can only declare this game as outright hard.

So then, where does this leave us with the game's ability to make a game that actually corresponds to the music? Let's check our little rating scale, which still has only two elements, because no one left any suggestions for other factors, cough cough. In terms of reflecting the tempo and rhythm of the music, Turba would probably score a 5, and maybe squeak out a 4 in terms of reflecting changes in dynamics. (For reference, we're assuming Audiosurf scored a 7 in both categories. 7 is pretty good, but there's always room for improvement.) One of the things that makes it difficult to gauge where Turba falls on this scale is how new blocks (which appear on the "beats") don't show up immediately, but rather, fate into view. There's a soft drum kick to illustrate where it's picking up the rhythm, and it's not always accurate, but it at least makes a gallant effort. I've not yet tried a song with a weaker drum pattern and a more prominent instrumental line, so for now I can only guess that the dynamic analyzers are just picking up the spikes in the percussion. Otherwise, I might bump that rating up a smidge.

If you don't mind being pummeled by the difficulty, Turba can be quite a fun game, and it's not really that bad of a music game either. It'd be nice if a little more could be done with the music, but it's at least a moderately fun take on the way-overdone match-3 genre. It's on sale now for a buck off to celebrate its release, but I'll probably wait until the next huge sale comes around to buy it.

Friday, June 25, 2010

Christmas in June? It's a Pathetic Excuse, But It'll Have to Do.

Fine, I admit, this post is filler material. I'm basically doing this post so that I can say that I wrote something in June for this blog. It's not that I haven't been writing at all, it's just that I've been writing a bunch of stuff that will likely never be read except by one or two people. I've been doing a couple of summer courses just to try to lighten my load for my last two semesters, and they've been sucking up a lot of my time and my writing energy. It doesn't help that one class (Mass Media and Culture) actually requires me to keep a small blog relating to my media usage, but that will only ever be seen by myself and the teacher. Possibly in the future I'd like to pull some thoughts from that and use them here, but I'd like to spin them way further than I did in the blog posts there.

I've also been writing for other sites too. Naturally, I've still been writing for Jay is Games (this page has everything I've done in the last two months). I also threw a guest post at Entropic Kitchen which is worth a read. But yet somehow, I couldn't make it back here to write more.

I've had some ideas for things I'd like to do, though. For one, I'd like to do a bit of an explanation of some of the podcasts I listen to. Not everything I listen to is common fare, and perhaps you could enjoy some of the things I hear on a regular basis. I also had an idea for somewhat of a longer-running project that could significantly be aided by this... Details to come, pending the project ever gets off the ground first. I also started a long blog post about a dream I had last month, but I nixed it, because I realized the target audience for that post was way too narrow (it's the specific content in the dream that limits the potential audience).

If I had more time, what would I write about right now? Well, there's a nice sale going on over at Steam right now through the 4th'o July. I wish I could buy more things from it (especially since my classes end this coming week, leaving the rest of the summer pretty free), but I'm low on money right now, so I'll be skimping through this one. My recommendations from this post still stand though, so be sure to check them out. I'd also tack on And Yet It Moves, Safecracker: The Ultimate Puzzle Adventure, and Everyday Genius: SquareLogic as excellent picks if you haven't tried them yet. (Get the links yourself, I'm tired.)

"You Don't Know Jack" is slated to return. This is good news. I was a fan of the online series that ran for a year or two, and I wouldn't mind shelling out a few bucks for the big relaunch whenever it comes.

Please buy Fridge Tetris. It's in the post right below this one.

Yeah, I've really got nothing else. Hopefully more legitimate posts to come in the next couple of weeks when I get my life back.

Monday, May 24, 2010

It's Actually Thirty Pieces If You Count the Jar and Lid

My mind is completely shot right now. Over the last few days, I've been struggling to come up with any sort of way to set this post up. I wanted to tie this in with my summer reading list and links to the books on Amazon. I wanted to tie this in with a short essay on why "Sit Down, Shut Up" was actually a very good show and could have lasted longer than one pseudo-season if they had debuted with any other episode than the one they used. Unfortunately, everything I've written in the last few days has been crap and I've scrapped everything.

So, I'll just come out with this announcement: I've finally listed my Fridge Tetris sets for sale on Etsy. Please feel free to meander over to my Etsy store and stock up. They make a great gift for any occasion, and are sure to make your recipient laugh. (At the very least, I've had a 4/4 track record with that.) Even as I type this, I might be close to making my first sale, so be sure to jump on them quick-like! I'll keep making more sets throughout the summer as well as some sets with variants, so be sure to keep an eye out for those as well. Click on the picture to jump to my store!

Sunday, March 7, 2010

You've Won the Home Version of Our Game!

Spring break! And instead of running around on the beach, I'm blogging. Meh, it's a small price to pay for not having an attractive body. nearby beaches that MTV would care to tape at. a life. Sometimes I truly wonder what majors all these kids have that allows them the genuine free time to go to beaches, get plastered and knocked up, and have MTV cameras show it all. I've got some 150-some pages of journal articles to read for a research paper over break, and I've somehow managed to find time to slip in a blog post about gaming. You kids can keep your STD's, I'm fine here, thanks.

Before I get to the actual blog post at hand, I wanted to throw out a question that some of you might have more knowledge than myself on. A few posts back, I discussed the idea of Fridge Tetris, a little set of magnets for geeky fun on your fridge. I've started making a couple of batches for a couple certain someones, and I'm noticing that I've got quite a lot of beads sorted and ready to go for more production. My question is, would it be possible to sell Fridge Tetris for a profit, or would copyright/legal issues prevent me from legally doing so? If I were to give the same product a different name (one that doesn't use the T-word), would it be legal? I don't plan on going huge with this, maybe just a small etsy.com store or something like that. Any input on the matter would be greatly appreciated, please comment below.

Right then, on to reviews proper. Amazingly, all three of these games caught my eye(s) because of the fact that they're based on game shows. It's been an awfully long time since I've written anything on game shows, hasn't it? First off, and this is only slightly cheating, I'd like to draw your attention to the deviously difficult Only Connect online game, featuring some of the Connecting Walls from the first season of the show. Only Connect is one of those UK game shows that I wish we could have in America, except it's way too cerebral for anyone to give a crap and actually watch it. We like our quick thrills with game shows here in America, we've got no tolerance for the sit-and-think shows. Anywho, the Connecting Walls are quite a fun (although painful) treat, and worth a go if you're a fan of lateral thinking puzzles. Also be sure to check out the Jay is Games review for more discussion.

Second up, and with a bit more proper discussion this time, is the Press Your Luck game by Ludia. You're probably familiar enough with this "cult classic" that I don't have to explain it in great detail to you. (By the way, what does that even mean, "cult classic"? I don't get what makes something in pop culture "cult" or not. Firefly, Mystery Science Theatre 3000, and Press Your Luck all seem to be clustered under the "cult" definition, yet I see really little linking them. DISCUSS!)



In this version, much like the show, you get two question rounds and two spin rounds. Rather than fiddling with the incredibly testy input-your-answer-by-keyboard method, you can buzz in first and choose from four possible choices for three spins, or wait until someone else picks first then choose from the three remaining choices for one spin. Full disclosure: Both this review and the next are made on hour-long demos, so I can't get very far into these games to make accurate judgements. I throw in this warning because at least in the very early stages, the AI is incredibly slow to buzz in, so you're almost definitely guaranteed to hear the full question and still buzz in for three spins. Perhaps this gets a little better as you unlock the twenty "games" as you go along, where you face off against (what I'm assuming are) more difficult sets of opponents. Oddly, each pair of contestants you face against has a little mini-story behind them, almost to justify the difficulty curve. The first two contestants you face off against both "could use a little more sleep", ie, they're slow on the buzzer.



I'm actually a bit surprised to say that this version pays close attention to some of the finer details about this show. While the music isn't exactly the same and sound effects might be slightly different, a lot of the set design and graphics feel right at home compared to the original show. If there's any major difference to be noted, it's the questions used for determining spins. While the original show had questions that seemed to cover a lot of topics, most of the questions on this version are about TV and movies. Namely, you'll see a lot of questions in the form of "What character did [celebrity name] play in [movie title]?" This may or may not account for some of the character bios as well, for example, the pair of sports fans who might not be up on this sort of trivia. (*shrug) I'd rather have a wide range of questions, but then again, I'm really not up on movie trivia.



One other difference (or similarity?) that needs to be mentioned is the "randomness" of the big board itself. It didn't take me very long before I realized that the bouncing lights on the big board were in fact random (unlike the pre-made patterns used early in the show's run), but the boards themselves were not. In fact, there seems to be three boards for each round, and one of them contains no Whammies at all (see above). Once you figure out how this works, you'll likely find yourself watching one signal square to know exactly when to stop and never hit any Whammies. You'd think that they'd do a little more to prevent this (after the whole Michael Larson fiasco and all), but apparently they're not concerned about people cheating. You know, cheating that's as easy as pie, intravenously injected into one's body: not nearly as delicious, but it's still pie.

Right, so there's a good amount that "isn't quite right" here, especially if you're a purist fan of the show (hm, cult makes sense all of a sudden...). The music is different. Only one of the Whammy animations was ever seen on the original show. The only "prizes" on the board are trips, all with the same value. There's no flokati rug. Those aren't Peter Tomarken's and Rod Roddy's voices. What do you want from them, man? They're both dead! If you're one of those game show fans that is seriously distraught by differences from the original formats, stay away from this game. Otherwise, you might find this game to be a quite enjoyable tribute to that show you always watched reruns of on the USA Network as a kid. In either case, as an alternative, I have to give mention to a freeware version I found online years ago. While the original developer seems to have yanked his homepage, it's found on some freeware download sites (like here). It lacks the question round altogether and Whammy animations (although there are plenty of audio files from the original show), but it's still very well-made, easily customizable with the included tools, quite a bit of fun, and FERE. Sorry, free. My typing seems to be off today.

The final game in this "home version" round-up is The Price is Right 2010 Edition, also by Ludia. Sadly, my review on this game is going to be extremely short, because there's very little to say here, especially if you bought the last version of the game (which I believe also came out on Wii and maybe some other platforms).



If you've not played either version, let me run down the fast details: You can play either alone or as a group, earning the right to play on stage with the Item Up For Bids (hereafter referred to as "IUFB"), playing pricing games, spinning the Big Wheel, and trying to win it all in the Showcase. If you're playing solo, you can play with either the 3 Strikes mode, where you play until you accumulate three losses (but only from the IUFB's and Big Wheel, oddly enough), or Classic mode, where you play through a typical "show" of sorts, where you play everything in the order and conditions given by the show (you have to win an IUFB to play a pricing game, you have to win the Showcase Showdown to go to the Showcase). In any case, it's pretty much the same as the show you watched everyday during the summer and when you were home sick from school.



The big problem is that there really isn't anything new here to see. Ludia seems to have just regurgitated the last version of the show, but with the newer set design and a change in the characters you can play as (which I completely forgot to mention during the PYL review, but it's the exact same thing here, so it's no big deal). If you jumped to buy the last version, you'd be better off continuing to play that one than to buy this one as well. I'm not even joking when I say that almost nothing has changed about the IUFB's, the pricing games, the prizes a/o prize footage, or the showcases. In fact, I'm pretty sure that the first IUFB I bid for with the 2010 version on this computer (my netbook), my desktop, and my desktop with the older version (2008 or 2009?) was the exact same garden shed.

I apologize for keeping this review so short in comparison to the Press Your Luck review, but there's very little I can say about a rip-off of one's own product. If you like the show, by all means, give this a shot, but don't buy both versions, they're nearly identical. It's a shame because I'm sure host Drew Carey would have loved to have been involved in the production of this new version, but it looks like no effort was made to actually improve the game itself from its last incarnation. If you're still looking for more information, I'd recommend this video review for the old Wii version, it coincides with most of my opinions (just, you know, on PC), or check out the Jay is Games review.

On a wholly unsatisfactory and unrelated closing note, this is the first time I've tried throwing in alt-texts with the graphics. Do they seem to be working? I'm not sure if I did the code right or not, and the "Preview" function on Blogger doesn't seem to show the alt-texts at all.

Sunday, February 14, 2010

Bring Your Scarlet Lips To Me, Sit Closer To This Fine Lad

Thinking caps on, class, it's puzzle-solving time. And with prizes!



A while back, I had an idea for a gift for a friend. I bought a bunch of perler beads and made a series of video game characters (using actual sprites for reference, thank you very much). They were intended to be Christmas ornaments (just stick a little hook through the top of them), but when I found out that he usually doesn't get a tree for himself, I needed a backup plan. You know, something else a bit more utilizable. In the end, I thought of Fridge Tetris, a bunch of Tetris-shaped magnets.



I asked the recipient to make a YouTube video of their reaction when they opened the package, and he definitely seemed to enjoy his new toys. "This is quite possibly the coolest thing in the world, and I've been... Okay, I haven't traveled that much, but... This is still really, really cool!" Mission accomplished, I'd say.

Since then, I've been returning to the idea of Fridge Tetris as gifts for people. It only takes a couple hours to make (and that's while watching Schlag den Raab), and I already have a large supply of beads (maybe too large? I need to kill those off...), so I figure, why not? Other recipients have reacted with similar amounts of glee, so I know it's a fun idea worth repeating.

The problem, however, lies in the setup process. I always make sets of 28 blocks (four each of the seven shapes), and I try to knock them all off in one ironing session. I have these large square pegboards that I make all of the pieces on, but no matter how hard I try, I can't seem to squeeze them onto one board. I end up with about 25 pieces on one board, three on another, and my first time ironing them didn't end well, as the iron knocked some of the pieces out of place when sliding over to the second board. I've avoided this in the past by making multiple sets and spreading the pieces more evenly across three boards, but I'd rather find a way to make a single set on a single board.

Here's the puzzle.



I'm looking for a way to fit all 28 pieces (again, four each of seven shapes) onto one pegboard. The dimensions of the board are 29 pegs by 29 pegs. Each piece consists of four touching 2x2 squares, as shown in the picture. (Thus, the famous "LINE PIECE!" is a 2x8 rectangle, while the "SQUARE PIECE!" is a 4x4 square.)

Some other rules to keep in mind:
--The pieces may not touch. This includes all sides and corners. While I know that it's easily possible to snap apart things joined at the corners, I would prefer that the pieces keep their rounded edges, rather than a random flat edge where a border once occurred. There must be a one-peg border along all sides of the piece, with the exception of the outermost edge of the board.
--Pieces cannot be flipped. While you could argue that a S is the mirror image of a Z (sorry, "SQUIGGLY" and "REVERSE SQUIGGLY"), I also apply more pressure with the iron on the first fusing before flipping the pieces over to fuse the backs, and the more-fused sides usually become the side I put the magnets on. To prevent inconsistencies in appearance, I would prefer that the pieces are in their proper orientations on the board. (The same applies for the J and L pieces.)

Ultimately, what I am trying to find is whether or not it's possible to make the 28 pieces on one board given the above rules. If it's not possible, then it's not possible, and I guess there's nothing I can do about that, but if it is possible, the first person who presents a valid solution will receive a free set of Fridge Tetris magnets. Fine print: Colors may vary. Product will be made and shipped at my convenience, I'm on a schedule too, you know.

I know I've got to be forgetting some other rule or restriction, but I can't remember it for the life of me, so go nuts. If I remember it, I'll add it here. Submit your questions and solutions in the comments box. Thanks, and good luck!

Update: Congrats to Derek for coming up with this solution, tweeted to me in an amusingly small 29x29 picture. For some reason, it seemed natural to repost it as a snapshot of an Excel spreadsheet so you could see the gridlines. So, Derek gets some Fridge Tetris lovin', but it's not too late to get your own batch! See the comments for more details...

Friday, January 29, 2010

"In Case You Missed It...." 2009 Year in Review

If you've been listening to my radio show or the clips of it I've been posting here, there's really not much to add. Just enjoy. Happy New Year!

...It's not too late for one of these, is it?



(Note: There's a loud bit near the beginning, so you might want to keep your finger near the volume knob.)

Sunday, January 24, 2010

If I Had Creamers, I Could Make Sugar Shooters

I'm back at school again, and I've got a few writing-heavy courses, so I likely won't be blogging as much as I once was, or at least, not as much as the last month. There are definitely some things lined up in the chute though, so be sure to keep an eye out for all of that.

In the meantime, I asked a friend (Katie Sekelsky, I'm pretty sure I've talked about her before... Oh yeah, here) about tea. It's a beverage that I've never really enjoyed before, particularly since most of my experiences have been with nasty iced tea. In conjunction with her webcomic Magpie Luck, she created a tea blend at Adagio Teas, and is, as far as I'm concerned, my go-to authority on teas. I wanted to know what she would recommend for someone who wanted to "get into" tea (in the way that one "gets into" drinking warm beverages). This is what she had to say:

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I am assuming you have mainly only had instant iced tea (and not iced tea brewed by making hot tea w/ loose leaf and then chilling). And so you should expect a much different taste with hot tea.

You can go all out, as I have, with loose leaf tea and infusers. It is not really that expensive to get into, but I would definitely recommend starting out with bagged tea, since you aren't sure yet if you're going to like tea at all and you won't want stuck with a bunch of gadgets and bags/tins of tea.

In general, though, bagged tea is considered inferior to loose leaf. But I am not yet snobby enough about tea to not drink bagged tea sometimes myself or to not recommend it to others. I would recommend against Lipton hot teas, though, as they are probably the lowest end for bagged tea you will find at the store (though they are still totally drinkable).

Now, you might want to start out with an herbal tea. Which is not actually tea! It just infusing herbs/fruits into water (and therefore inherently decaf). But it will get you started on the whole "drinking a hot beverage with a lighter taste" thing. I would recommend either a mint or a fruit. But really, go for wherever your tastes lie. You can find a decent variety of bagged herbal teas at the grocery store (and actually, for herbals, Lipton should be just fine).

When you get into actual tea, there are a few varieties (and sub-varieties and so on). And I would recommend trying a variety, because they are quite different and you might hate one but like others, and it's not really a matter of weening yourself from one to another.

Here are the main types of tea:

Black tea: The most common type in the States. Odds are, if it does not specify another sort of tea, it is black. It is typically stronger, and the hardest to mess up (other types of tea can get bitter if brewed too long).

Green tea: A lighter, earthier type of tea. Much different from the types of iced tea you've likely had.

White tea: Also lighter. I've not had as many varieties of this tea, though, as I don't like it that much. Except when paired with mint.

Red tea: Actually an herbal tea made from the rooibos plant which grows in Africa! And also decaf. It has a very distinct taste that I like a lot, but is very hard to describe.

You can get all those varieties in different flavors as well, which you will probably want to do before trying an unflavored variety. There are fruity teas, spicy teas (see: chai), minty teas, flowery teas, etc. Again here, go with the sort of thing you like!

You can also add things to your tea, which you may want to do at first. Such as sugar (though if you dislike sugary iced tea, you may want to play it light here), honey (same goes), and milk (which I would only recommend for stronger chai blends).

So, in summary:

Try an herbal tea. Then try a flavored tea (probably black). Then try some non-black tea. Then try unflavored teas. If any of the above are too bland, add sugar or honey. If any of the above are too strong/spiced, add a little milk or cream.

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So I went to Walmart and got some tea.



Is it something I would continue trying? I guess so, although I'm still not convinced I wholly like the taste of it or not yet. Maybe my tastes will grow over time, or I'll put those sugar packets to good use some other way. (Actually, adding one sugar packet did make a difference. It tasted a lot better.) In any case, it was a fun trial, and shows I really need practice with webcams. (Eventually, I'm going to have to stop doing these irrelevant conclusions.)

Thursday, December 24, 2009

Print This Out and Put It Where A Loved One Might Find It

Dear Honey,

Hi, it's me, ________________. I know you're probably still searching for the perfect gift for me for Christmas. Time's running out, you know! However, my good friend Steve recommended a very good list of games that I think you should buy me. And everything's on sale on Steam until January 3! After all, that jewelry/sweater/other: ________________ you already bought is really ugly, and I was going to take it back to the store and use the money to buy Borderlands anyway.

Steve Strongly Recommends I Get These Games:

Braid - $2.49 - Steam - JiG review
Steve said that this was one of his favorite puzzle games that he played this year. The time-based puzzles are fun, and quite a challenge to wrap one's head around. Plus, the music and artwork are soothing and gorgeous (respectively), and the ending could change how you see life. Deep stuff.

World of Goo - $4.99 - Steam - JiG review
Steve said that we are basically unawesome until we've played this game. World of Goo was the winner of several indie gaming awards, and rightfully so, as its innovative gameplay and riotous sense of humor have made it a tremendous joy for Steve to play. Seriously, we're behind the ball on buying this one. I think that's why the neighbors have been letting their dog pee in our garden.

Audiosurf - $2.50 - Steam - WLWLOH review
I hate going to the company Christmas party because my coworkers all make fun of my ability to get down to the music. Audiosurf would be an excellent game for helping me find my inner groove while jamming out to the music I already love. Okay, this game might not help me learn to dance, but Steve said it's fun, a'ight?

Chains - $.99 - Steam - JiG review
Oh, come on, this one's only a buck! Steve said that Chains has a very interesting twist on the match-3 and samegame genres, and a variety of challenges to match. He also said that he had french toast for breakfast this morning. (Irrelevant, but I'm having a hard time coming up with any other quirky things to put at the end of these mini-reviews.)

The Wonderful End of the World/AaaaaAAaaaAAAaaAAAAaAAAAA! Combo - $11.24 - Steam - JiG review of TWEotW - A! review forthcoming
Steve said that the fine folks of Dejobaan Games have outdone their previous 75 years of video game design with these two astonishing games in one convenient, bite-sized package. We both said we liked those Katamari games on our son's PlayCenter thingy, and TWEotW captures all the fun we had with that and put into a computer-able game. And AaaaAA! is probably the closest we'll come to going skydiving considering our age. I wonder if there really are floating buildings up there?

Steve's Friends Who Are Also Very Knowledgable About Games Would Probably Recommend These Games As Well:
Machinarium - $9.99 - Steam - JiG review
Trine - $7.99 - Steam - WLWLOH demo impressions
Time Gentlemen, Please!/Ben There, Dan That! Combo - $2.49 - Steam - JiG reviews for BTDT, TGP
Crayon Physics Deluxe - $9.99 - Steam - JiG Review

Hope this gives you some ideas!
XOXOXO
--Yours

Friday, December 11, 2009

"In Case You Missed It...." Round-up 2

What happens when a quiet radio station gets swarmed by a crew of unruly staff members? About the same thing that happens on most other radio shows on WNTE. But in this episode (from last week), "In Case You Missed It..." opened the studio doors for a visitation day, and several other hosts came for the fun. And chaos ensued.



Check us out at wnte.com, or listen to this week's clip to find out who is the reason why we can't have nice things.

Save a Horse, Ride Joe Thomas

Whenever I travel, I like to have a certain CD in the car with me. Well, two CD’s, actually. One is the Maria Rita CD that I seem to mention every time I do a longer entry on here. The other is a mix CD that I’ve labeled the “Feel Good Mix”. I tend to pop it in on the last leg of my journeys, and for whatever reason, “Jessica” by the Allman Brothers Band always seems to come on when I’m arriving in the town of my destination.

Music, in this sense, seems to be a vehicle of sorts, controlling the emotions we feel, taking us to certain highs and lows. There are moments of excitement during the drive, and moments of relaxed cruising. And while I acknowledge that this is a terrible way to set up the game I’m about to review, you could see how music is like a road to travel on.

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Right then, Audiosurf. A couple of months ago, I bought Audiosurf on Steam (it was on sale… as are most of my game purchases anymore). Audiosurf is a game that takes your music and makes an interactive “road” to travel, challenging you to pick up blocks and make combos for points.

Each song that you put into Audiosurf goes through a quick analyzer that finds the song’s high points and low points, basic rhythm, swells in the music, and changes in volume. Through whatever mysterious process, these are all taken into account when making the “path” of that song. In slower, quieter parts, the path tends to go uphill, and in faster, louder parts, the path goes downhill. It’s like a musical roller coaster, if you would.

Except I now redact the roller coaster simile to return you to the “road” theory, as along the road are “cars” (ie, colored blocks) that correspond to the rhythms of the music. You play as a spaceship of sorts that collects (or avoids) the cars in order to make clusters of similarly-colored blocks in a grid beneath you, which makes the entire thing feel a lot like Guitar Hero mixed with a match-3 puzzle. Larger clusters score more points, but also, warmer colors (which pop up more often when the music is more “intense”) also get you higher scores. If you gather up too many blocks and overfill a row, your ship is temporarily paralyzed, and you have to wait a bit to be able to collect blocks again.

There are (if I remember right, I’m typing this up on a different computer) 14 different “characters” (spaceships) to play with, spanning three difficulty levels and six specialized skills. Playing a “Mono” character means you’re collecting any colored block while avoiding grays. Playing an “Eraser” character lets you remove blocks of a certain color from the grid, then throw them back up later to grab some extra points. Other characters let you randomly shuffle the grid, shift blocks before they land, and even let a second player join in for co-op play.

In a nutshell, that’s Audiosurf. This game literally lets you “ride your music” (catchphrase, that) with a pretty trippy neon roller coaster theme that’s engrossing and fun.

Unfortunately, you also realize how boring of a human being you are.

Way back when I used to geocache (man, I need to get back into that again), I was on a cache trip with a friend where we discussed his iPod, and my reluctance to get one. If I remember right, my primary arguments for not getting one were (1) cost, (2) I have the tendency to doom myself to be the last to catch on to most tech trends, (3) there was always something slightly unsettling about having a portrait of your personality (via the music you listened to) that could be seen by anyone who touched the thing. I still don’t have an iPod, but I’ve got iTunes, and taking a look at my list, I don’t have much to be ashamed of. It’s mostly jazz with a few scattered oldies, high of 69. (Sorry, I couldn’t resist.) There are a couple whole albums of classical music and liederwhatnots, mostly stuff I purchased when I was still a music major, but likely never listened to (except the Debussy album, that’s a good one). I suppose if there’s anything that would stick out as “abnormal”, it’d be the more ethnic bits, like some Portuguese jazz, zydeco, or a group known as “Slavic Soul Party!” (Really, they’re good. Look them up.) Since I really don’t host any social functions in the rooms where I keep my computer, my iTunes list stays pretty well under wraps, and if I need music, I throw some good stuff onto a CD (or use the ones mentioned at the top of this post). On the whole, you could say that my music is fairly easy listening, if not outright relaxing.

However, Audiosurf is a game that’s dependent on fast guitar riffs, heavy drum beats, and loud singing for a lively (and therefore higher-scoring) ride. You can play through your slower songs and still have fun, but after a while, you begin to feel the slowness of your music, which becomes apparent after a string of slow songs. On rides like these, you might average about 30k-40k points, which pales in comparison to the 700k scores you see topping the high score charts on “more exciting!” songs. Granted, if you’ve never heard of the song, you can’t blame yourself, but you wonder what it’s like on the heavier side of the game.

To counter this sense of boredom (and to create a sense of community), the developers of Audiosurf select a few songs every week or so that are available for download and playing within the game. They usually pick a good mix of songs, often all by one or two indie artists, and occasionally fitting a theme. There’s usually a longer techno/RPM piece, a guitar-heavy fast piece, maybe something slower but still active to change things up, and a few other treats thrown in for good measure. If you like what you hear, links are included to download or purchase the songs. So everyone has a chance to hands on some more active music, if you don’t mind the weekly shuffle.

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That all said and done, I have one more complaint to file about this game. Songs that rely less on guitars and vocals and more on the percussion and bass tend to “jerk” along as you play the game. Since the drum beat is what registers as the more dominant sounds in the song, they will be what the program makes the faster portions of the song. When every quarter beat is just a smidge faster than every eighth and sixteenth beat in between, the road usually moves very slowly, but incessantly speeding up and slowing down. In certain modes where avoiding certain bricks is key, this is intensely annoying.

It’s also worth noting that you won’t gain tremendous amounts of musical ability by playing this game, so I wouldn’t recommend it for use in a music classroom, or at least not more than I would recommend Guitar Hero or other faux musical ability games. It’s basically DDR for your hands, except the rhythm of the song is taken only as a suggestion for the actual patterns of movements you make. It’s a shame though, because unlike so many other music games on the market, this one doesn’t jeer at you for doing a less-than-stellar job. Even if you suck something fierce at this game, it never insults you, and you’re always allowed to continue playing the song and finish racking up more points. The only exception to this is if you decide to play in “Ironmode”, where your abilities are more limited and overfilling a column automatically ends the song. (Frankly, I don’t see the point of using Ironmode. The game only suggests that Ironmode is done “for the bragging rights”.)

Other than a couple minor quibbles and the self-induced paranoia about your music collection, Audiosurf is a good game and worth every penny of its (low!) price. If you’re still trying to come up with some good gift ideas for Christmas, this might be something worth giving to the music fanatic in your life. It’s simple to get the hang of and family-friendly (well, pending the music you use, of course), and good for quick ten-minute breaks from working. Whether you’re a hardcore music nut or just someone who likes to sing along with the radio in the shower, Audiosurf is well worth a shot when you just want to have some fun with your music. The hard part is resisting the urge to throw your hands in the air when you go down a hill.

Official website
Steam website