Sunday, April 15, 2012

Fez

Ha, a tie for my shortest blog post title! Words are so much fun.

(Please note that this review will contain spoilers for the ending of Fez. I'll give another warning later when I hit the spoilers.)

Fez, that long-awaited perspective-based puzzle platformer, has finally hit XBLA for 800MSP ($10). You play as Gomez, a man who lives in a flat world with lots of squares until plotline plotline plotline and suddenly everything has depth. By rotating the world 90 degrees at a time, you can line up platforms to reach new places and collect cube fragments to unlock new worlds.

On the whole, it's an interesting mechanic, but it's not new. Or at least, it's not new anymore. Fez was first announced in 2007, and in the years that have passed, other games have come along that used the same rotating-perspective gameplay (I reviewed one for JIG here). When I heard that Fez was finally going to be released, I reacted with cautious joy, since I knew this game had to be absolutely amazing in order to live up to all the hype it received over the years. I started to play the game, and it already felt like the magic of this wonderful new mechanic was already gone.

Normally, a game like this would already be dead in the water for me, but despite the puzzle of jumping from one platform to another then rotating and doing it all over again having no novelty, I found a puzzle simply in the navigation system of the game. Each section of the world is connected via doorways in a larger three-dimensional meta-map, which baffled me at first. Lines seemed to connect one place to another like a flowchart made of a bowl of spaghetti. Somehow, the game around the mechanic, rather than the mechanic in the game, was more entertaining to me than anything else. Where solving ways to get from point A to point B was no longer interesting, navigating my way across the world was more fascinating to me.

NOTE: SPOILERS START HERE. Unfortunately, I made the mistake of stumbling on the end of the game a bit too quickly. It's safe to say that in collecting only half of the total number of cubes available in the game, what I was was the "bad ending." If ever a bad ending was to be had though, this was probably the least logical and trippiest bad ending I've ever seen. Rather than the game saying "Yay, you did it, but you didn't do enough! Go back and do some more," the ending consisted of a bizarre dance of geometric figures like a horrible old screen saver. I'm still not even sure I found the bad ending. It might've been the good ending. Or perhaps the only ending. I'm not comfortable with that.

What's probably more irritating is that in completing the game, my progress appears to have been erased. Or at the very least, I no longer have a "continue game" option on the main menu, but I now have a "start new game+" option. I've stepped away from the console for the night, but I can't help but feel that this probably means that all the hard work and exploring I did have been wiped out needlessly. (Watch this space for an edit, I'll see if I was right tomorrow.) Certainly a better ending could be ascertained by replaying the game to full completion, but I'm not sure I could be convinced to redo everything I've done before once again. SPOILERS END HERE.

My experience with Fez, though limited, has been very bipolar. First I was underwhelmed, then I was enthralled, then I was let down again. I really don't want to chalk up a third mostly-negative review in a row, but there's something about Fez, be it something in its story (or potential lack thereof), or its now-less-than-novel mechanics, or something that makes the game oddly irritating. I stress however that your mileage may vary, and encourage you to play through the demo at the very least. Please don't just go by my sleepy, jaded opinion on this one; experience the game for yourself and come to your own conclusions.

Tuesday, April 3, 2012

Let Me Save You Ten Bucks

3SwitchedI'll keep this short and sweet: Don't buy 3SwitcheD. It's a dull knockoff of too many matching puzzles (two Bejeweled clone levels, two Atomica clone levels, two samegame clone levels) to have any originality in its gameplay. Its only remaining selling point is how you can use a webcam to track your facial movements, and the screen follows where you turn your head, except it doesn't even do this well. In the end, there's really nothing new to see here. I mean, c'mon, they couldn't have even thought of something other than gems to swap? Criminy.

Sunday, March 25, 2012

Ten Reasons Why I Won't Buy Rise of Nightmares

I'm visiting a friend this weekend, and I decided to bring my Xbox and Kinect with me. Upon his insistence, I downloaded the Rise of Nightmares demo. Apparently, it was one of the first (possibly the only?) Kinect games to incorporate heavy doses of violence in a horror atmosphere. After I played through the demo on my own, I forced him to play through it. As revenge.

Yeah, it was that bad.

1. If your intention is to set up a horrifying atmosphere, don't start off the game with a confusing and hilarious cutscene involving a mad scientist seemingly faking a phone call with his wife as an excuse to leave the room.
2. Turning the camera by rotating your shoulders is okay, but there's always a bit of backwards turning when you return to the "forward" position, which is annoying. Also, no looking forward or down.
3. Forward and backward motion by putting one leg forward or backward is... awkward. Allegedly, how far you put your leg forward or backward changes the speed at which you move, but your character (apparently your name is Josh) only seems to move at one speed: Half-saunter.
4. No sideways movement. Expect to spend a lot of time smearing your face into the wall because you've overturned and can't right yourself.
5. The game encourages you to perform certain commands as though you were doing them in real life. For example, when you see a door, you grab the handle and pull it open, right? Wrong. Every door is pushed open, regardless of whether you're on the push or pull side of it. Brilliant.
6. See something that needs killed? Put your arms up in a guarded position, and flail. It doesn't seem to matter what weapon you're holding, a flailing motion seems to make it go.
7. Your traveling companion (who does pretty much nothing beyond a very awkward scamper behind you) randomly gets killed by a giant guillotine. His dying words? "I knew I would die here!" Okay.
8. At one point, you're introduced to an icon that lets you take a break while the computer moves you to the next objective by raising your right arm. This saves a decent amount of trouble, except when it keeps returning you to a dead end. Keep holding your arm up, and it keeps repeating the error message.
9. How many times can the same horror movie cliche be pumped into one game? Too much, apparently. Do a thing with no one else in the room, turn around to see a line of zombies approaching you. Every. Single. Time.
10. Even if it's a horror game in which everything is out to kill you solely for the purposes of killing you, I'd still expect at least a little bit of logic to come into play. If I'm in a room with a whole bunch of zombies, and I kill all of these zombies, why does a previously unmovable door suddenly open? It'd be hypocritical for me to say that sort of cause-and-effect is unreasonable, since it's worked for titles as old as The Legend of Zelda. On the other hand, The Legend of Zelda didn't try to make itself out as a realistic (heh) survival horror game. It's moments like this that you become painfully aware that you're playing a very specific role in a very generic movie.

What starts out as a decent concept for an action game is made intensely frivolous by how broken it is. I wouldn't've anticipated many people enjoying this game, though another friend really loved kicking during the fight scenes. I, on the other hand, felt less ridiculous during the freestyle dance segments in Dance Central (you have to take my word for this). Any sense of horror is killed off right at the beginning of the demo, so all one could hope for with this game is a gory, slow slog through a cinematic. I will not buy this game.

Monday, February 27, 2012

My Nanoblogging Is Your Microblogging - Episode 5

This post was mostly written while watching an episode of Castle. It's really hard to write while watching Castle.

19. On Jan Berenstain
Here's a story I've never really told anyone before. I can't remember what semester it was, but I took Composition II, which was more like "Do a Bunch of Book Reports for a Grade 2202". We read Michael Pollan's In Defense of Food. Not a bad book, really. The first two-thirds of the book, talking about the science and culture of food, are a bit dry, but the latter third where he discusses the things one can do to one's diet sparked a few interesting discussions in class. After a really good chat one day in class, I walked out the door and thought to myself, "I really want to interview Jan Berenstain."

I have no idea why that thought popped in my mind, but it did. I mulled over the idea for a while, and I decided I would try interviewing her. I thought up a shortlist of other people I'd love to interview. I figured, set up Skype so that I could record the calls, then share the interviews here on this blog. Unfortunately, due to procrastination and technical incompetence, none of these interviews ever happened.

Tonight, I found out that Jan Berenstain has passed away. This is sad news on multiple levels. One, rather selfishly, I know I've blown my chance to get that interview I've always wanted. Two, more importantly, a huge part of my childhood has passed away. Our family has a huge stack of Berenstain Bears books sitting on a shelf somewhere, all of which I'm sure I've read at least a few dozen times each. I understand that Stan and Jan Berenstain's sons have gotten involved in the family business, but it'll still feel weird knowing that such a huge part of my childhood is gone. Thank you, Jan, for your hand in my upbringing, you will be missed.

20. Ped Xing Reboot
In case you missed it, I finally rebooted my personal portfolio website, Ped Xing Productions. The only thing I think I'm missing is the Contact page, as I'm still trying to figure out the best way to post contact information in a way that won't bring in tons of spam. If you have any suggestions, contact me via the Conta-- oh. Leave a comment here, a'ight?

21. 1000 Letters on 1000 Amps
1000 Amps is a puzzle platformer released last week on Steam in which you control a little robot bloke, trying to restore the light in a world of darkness. As you move around, the blocks you touch are revealed; hopefully you can stumble on the all-white light blocks that set the entire room aglow if all are found. Your ability to move around and fight off enemies relies on how many light blocks you've uncovered. As such, each room starts out as a guessing game, where you've got to deduce where it's safe to walk, or else you might fall through a hole to the next room below. This is a rather frustrating mechanic, considering you usually have to trek around five or more rooms just to get back to that point to try again, though if you can't remember how you screwed up six rooms ago, you're doomed to repeat the same mistake. Worse, the power-ups you get over the course of the game are really hard to anticipate, so you can't tell when you should just desert a room and come back to it when you're better prepared to handle it. On the whole, 1000 Amps is an okay game, but the incessant trial-and-error-ness of the game is irritating. I'd recommend grabbing this if it's on sale, but be prepared for some frustration.

22. The Assassin's Dilemma, Revisited
Assassin's Creed 3 will apparently be released on October 30th. Will I set aside the money now in an envelope and hang it on my bedroom wall until preorders are available? Eh... Well, I've posted more about the AC series on this blog than any other game franchise (unless if you count the dozens of subtle nods to Portal), but I think my love for the series is starting to dry up. Just as Ezio was young, fun, and playful in Assassin's Creed 2, which I consider the highlight of the series so far, Ezio feels old and cranky in Assassin's Creed: Revelations, which is where I'm stuck right now. I'm having a hard time forcing myself to finish the game, especially when the plot feels far disconnected from the rest of the franchise (and I say this knowing full well that the previous games very logically lead to this point). I don't have any hatred for the series as a whole, but I'm just having a hard time getting the motivation to move forward with it. So, sorry, Ezio... No envelope for you. I'll likely end up getting it, but I'm in no rush.

Tuesday, February 21, 2012

A Quick Review of Q.U.B.E.

Dear game makers, please make more games that start with the letter Q so I can keep recycling this title setup.

Q.U.B.E. (Quick Understanding of Block Extrusion) is a first-person puzzle game that borrows heavily from the Portal aesthetic of clean white walls and playing your way through tutorials disguised as spatial puzzles right until the end. Instead of the famous portal gun, you're now given fancy gloves that can manipulate blocks on the walls around you. These blocks are color-coded so you know exactly what they do. For example, red blocks can be pulled straight out of the walls (up to three units long), while yellow blocks come in clusters of three that must all be pulled out at once, but at different lengths (making a staircase shape). Using these blocks, you've got to move objects around the rooms and climb your way to the next level.

The above is a bit of an oversimplification of the puzzles in Q.U.B.E. Really, they're quite complex, in that Portal sort of way where you have the tools, but you have to figure out new ways to use them, particularly as new elements are introduced (balls that have to be filtered into different holes, cubes that have to be positioned correctly to redirect beams of light). The mix of puzzles is quite satisfying, save for one annoying section of puzzles done in the dark, as the darkness doesn't add anything but unnecessary difficulty.

The story, on the other hand, is far from Portalesque. In fact, as much as the game tries to gesture at a story being there, I just can't find it. You wake up in a room, just like Portal, but you don't have the benefit of GLaDOS to give you the basic instructions as you go. Perhaps the game assumes that everyone is familiar with Portal, and that the clean white walls instantly signals your goal is to escape from whatever facility you're in. This is, in this case, true, but even after having completed the game, I don't feel satisfied that I've accomplished anything more than solving the puzzles and getting to the next room umpteen times.

At this point, I should throw in that I'm a bit bitter about this game, as I worked my way through much of the game pretty quickly, but upon resuming one day, the game would only crash when I tried to load my save file. It took a while for the developers to fix this issue, and when the patch finally came, it turned out that I was stuck right before the final puzzle in the game. I lost a hearty chunk of love for this game right then, having to wait for an unsatisfying conclusion. It's taken me a couple of weeks since that patch to start writing this post.

Despite the lacking story and the glitch I had to deal with, the puzzles more than carry this game. Is it enough to justify a $15 price tag? Absolutely not, but considering it's an indie start-up title, it's forgiveable. I'd personally recommend waiting for a good enough sale to grab it, but whatever you do, please be sure to grab it at some point in time and play it if only for the puzzles alone. If you loved the progressing spacial puzzles of Portal, Q.U.B.E. will feel right at home for you.