Thursday, May 19, 2011

XBL's $1.00 Gems: The Indie Shooter

Prismatic Solid
Joy Joy
Decimation X3
Score Rush
Shoot1up

XBL’s $1.00 Gems

The Indie Shooter

Indie games, the $1.00 thrills that can fill the space that few other types of games can due to their very large bang for the buck. Most of those on XBL (Xbox Live) rarely venture into the indie marketplace as the games are generally considered to be “old school” and lacking the polish of games costing sixty times as much. It is speaking the truth to say that many of the available titles are simply repeats of classics, reorganized to appeal to younger audiences; however, there are some that invent new ways to make old concepts appear fresh. Some of the best Indies are those that have taken the powers of the Xbox to make some very simple designs take on new life, and in some cases this ingenuity translates into a rewarding gaming experience. The gaming genre within the Indie marketplace that has the highest likelihood of winning over the 80 points you’ve saved would be the Shooter. In this short guide, we will explore what seperates the gold from the piles of junk the truthfully compose the majority of the available games.

The greater majority of the shooters available try, sometimes badly, to copy the formulas used by the Gradius series, 1942, and even the classic twin-joystick shooter, SmashTV. However, some titles take these tried-n-true formulas, and added certain elements to make them stand apart from the games that defined the genre. One title, Shoot1up, takes the forced-rail, top-down shooter from eras past, and expands upon this simple design by letting a “what-if” guide its direction. The “what-if” in question was probably worded something like, “what would happen if I had all my ships on screen at the same time, rather than use them one at a time upon death.” From the start, the player is given three ships which can be summoned into a phalanx-like arrangement, or expanded to enable the three ships to focus their firepower onto a single devastating beam attack. Once one has enough ships at their disposal, the game becomes a simple matter of dodging enemy attacks, and collecting the extra lives given by defeating the hordes of enemies thrown in the player’s path. By having the courage to pursue an interesting take on the genre, this game is easily worth many times the $1.00 asking price.

For those players that stare at 1,000 projectiles and beg for more, there are many Indie games waiting for them. One in particular is Score Rush by Xona Games, which dares to fill the screen to levels usually only seen in a Japanese shumup. The game will often frighten the average gamer with only one difficulty setting that leaves very little margin for error. As with most “bullet-hell” shooters, the player is presented with hordes of enemies with so many projectiles that just avoiding getting hit makes up about 90% of the experience. With crisp controls, a small hit box, and the fluid motion of the action, the game has kept this player satisfied since first downloading the trial.

The game, I MAED A GAM3 W1TH Z0MB1ES 1N 1T, by Ska studios, features very basic graphics, a wonderful soundtrack, and utilize the power of the system to allow hundreds of enemies to stand between the player and ultimate victory. Of all the indie games available, this is one of the best multiplayer titles as it allows up to 4 players to decimate the zombie hordes together. The genius behind this game is not only it’s often unpredictable assortment of enemy types (game ‘WITH’ zombies, not ‘only’), tied to a hilarious soundtrack with a “narrator” that sings about the game, but also that it takes the classic, SmashTV, and breathes new life into a very old formula.

Space Invaders once tore the quarters from this gamers’ pockets on a daily basis with its highly addictive, at the time, gameplay which revolved around an assortment of enemies slowly falling towards the player who is tasked with blasting them from below. This has been faithfully re-created in the Xona games title, Decimation X3, with the same type of graphic display, yet with greatly improved speed and control that lets a player truly decimate the opponent. The game also features an intense soundtrack that compels the player to continue playing, as it stays in tune with the action that is being displayed on-screen. Despite the fresh take, most gamers will pass up on this game in favor of something offering a little more, “flash;” however, for those retro minded gamers, there is no denying that X3 is an excellent purchase.

Although most of these games utilize the 360’s processing power to fill the screen with various usually dangerous objects, few actually use the system’s ability to render a staggering number of polygons onscreen at once. Enter Prismatic Solid, by Yo1 Komori, a game that brags about its use of the polygon with its incredible introduction screen; which is almost as satisfying as the game itself with a constantly changing array of simple geometric shapes. However, if the player doesn’t possess red eyes, then after hitting the start button an extremely difficult game begins to unfold; all of which is driven by the simple geometric patterns, shapes, and particles that are handled with ease by a system usually responsible for rendering entire cities in great detail. The difficulty will arise in the different shield and weapon patterns available which have differing effects and in some instances, quite a few weaknesses depending on the enemy types presented. For the measly 80 point cost, this is definitely worth checking out, and if that is too much, there’s always a free trial, hint hint!

The last game that must be considered was actually the first Indie game this player ever purchased; which, with the name Joy Joy instills images of some kind of powder puff like shooter with teddy bears and lollipops for enemies. Fortunately this twin-joystick shooter doesn’t go down this route, but it does use pleasant colors and a stress-free soundtrack to put the player at ease; which can either equal a pleasant demise, or the joyous destruction of the enemy. The game does a fantastic job of easing the player into the action while providing a constant stream of what seem like simple enemies that will turn into potent challenges by the later levels. Radiangames, the company responsible for this game obviously took their time on it by perfecting the controls and refining the look to reflect the name perfectly.

As with most of the games available on the Game Marketplace on the Xbox 360, they come with the option of downloading a free trial which usually includes either, a few levels or timed play. Once a player has tried the game, the extremely difficult decision remains, “Do I spend $1.00 or not?” To the budget minded college student, or the casual gamer, the value presented in these games is really hard to ignore.

Some honorable mentions include:

Beat Hazard- A twin-stick shooter that uses the beats of the music stored on your hard drive to “power your gameplay.” This translates into death with slow tracks, and the destruction of all if using nearly any track by the speed metal band Dragonforce.

Explosionade- Half-shooter/ half-platformer, this game takes the love of mechanized soldiers and throws the player into the fire with an entertaining storyline that never takes itself too seriously.

Leave Home- An “abstract” shooter with some very difficult gameplay, which is the result of its artistic style rather than the enemies; meaning, the game uses an art style that has never been used, and it does take time to adjust to the parameters.

Ballistic- An evolutionary step forward in the formula used by “Joy Joy,” but with an emphasis on blazing through what seems like insurmountable odds, to achieve high multipliers and even higher end scores.

Vampire Rage- A forced rail “bullet hell” type shooter that requires the complete attention of the player with its ship sized hit box (the area that if hit, kills the character), and high degree of difficulty.

Saturday, May 14, 2011

Torchlight Review


For years, I have searched high and low for a game that resembles the game "Diablo" and "Diablo 2" in at least a spiritual sense. For years, this need was only satisfied by Champions of Norrath, and its sequel, Champions: Return to Arms, both of which were very close to the formula used by Torchlight; however, there are many games that fit into the genre simply known as the "Diablo-clone," including Dungeon Siege, Sacred I & II, Titan Quest, etc.

First off, one must understand that Torchlight isn't an exact copy of such games, as it doesn't follow the point and click nature of others, instead you are given complete control over the character's movements at all times. With a home-based system, this is necessary as a mouse and keyboard are not usually found near one's television set. The best way to describe the feel of the in-game environment is that it mimics the feel of the original Legend of Zelda, with the player simply maneuvering around obstacles directly, and attacking indiscriminately.
Once the player is ready to begin, you will descend down a deep mine that seemingly has no end, as there is really no border between areas, except for the floor number as you continue your way into its depths. This is not to say there isn't differences between each area, as the player will be greeted by rocky terrains indicative of a mine-shaft, but then the confusion sets in when you are presented lush areas with vegetation and running water. Some areas were designed intentionally to evoke comparisons to other games, like the level reminiscent of the fourth stage of Diablo II, with giant pools of magma and large beasts that resemble dragons.
The music is what enticed this reviewer to continue into its depths as the score was composed to give a feeling that this journey will be difficult, and arduous. In a deliberate stab at the series it is most oft compared to, the designers felt it necessary to open the game with a track that is reminiscent of Tristram from Diablo. From there, the game takes on similar traits to many different titles, with design cues that will evoke memories of the game, World of Warcraft as well.
Once you begin exploring the dungeon, immediately the player is presented with a steady challenge from many different, if not endlessly copied, monsters that increase in difficulty as the player continues deeper into they abyss. If the player utilizes the seemingly endless supply of loot, and keeps in tune with the NPC's that offer quests for completion, then occasionally a boss fight will ensue. Usually, if the player has upgraded their weapons and armor regularly, the boss fights will seem rather easy. The game doesn't make heal or mana potions a hard to obtain item as almost every grouping of enemies will drop at least a couple.

The game plays exceptionally well considering its small space requirements, with very crisp controls that never seem to be delayed. When a huge horde of monsters are on the screen with multiple effects going off there has never been a single moment of slowdown or choppiness; which has happened with every other game of this type, including Diablo. The ability to level up your character is made easy by the fact that you can revisit past dungeons, but grinding isn't really a necessity unless the player desires to increase their chances of finding rare items as the game keeps one busy with the huge masses of enemies presented, keeping the levels adding up quickly.

After the player has finished the main quests, the game opens up yet another dungeon which is said to be endless, but after reaching the maximum level cap of 99, the only reason to play further would be to find some of the strongest items offered. After reaching level 50, this writer had enough of the game with the character used, and began exploring with the others. The three playable characters offer many customization options as far as their dress is concerned, but as far as physical appearances, there are no options available.
Overall, the game is a finely tuned action adventure title with a value far in excess of its 10 dollar cost. When compared to others of the same genre, it lacks in quest length, but makes up for in the immense number of items the game presents. The need to reach the next level, to build up a certain skill, and devastate the hordes of enemies kept this reviewer squarely attuned to the screen. If there is any doubt to how the game plays, all one must do is download the free trial, which has sold many on this highly addictive, and quite memorable game.

Friday, May 13, 2011

Video Games and College

Video Games and College

Are they really that different?

By Zebulon Poe Doyle

Score one for the bizzare, the hard to imagine, and what some will call a waste

of time. This topic was concieved by a lifetime video gamer, who at thirty-two years of

age, finally began going to college. With a three decade memory of the best, worst, and

the average; this gaming enthusiast has seen, played, won, and lost a game within

every concievable genre. So, upon entering college, the author began to see familiar

patterns, tactics, and methods. Some of the most recent inventions in the field of

academics are surprisingly game-like.


The purpose of this passage is to open the reader’s eyes to a different viewpoint;

one which will become quite simple to see in the end. With a gamer’s perspective, we

will discover the similarities of these, at first glance, completely different entities. Using

examples such as modern homework vs. platforming games, role-playing games vs.

advanced classes, high scores vs. GPA’s, and even final exams vs. last bosses, the reader

will be given a unique perspective. With this fresh view, a new understanding of the

entire college experience will hopefully unfold.


Homework vs. Platforming Games


Homework, the dreaded killer of an evening, the scourge from which endless

stories are imagined, has long been the most hated result of taking a class. In today’s

classes, most of it is done on a computer with either multiple choice, or a single answer

with many chances to arrive at the correct solution. The first time this author atttempted

to complete an algebra assignment, a familiar pattern jumped off the screen. After

answering incorrectly, the author expected to move to another question; however, this

was not the case. Instead, a second, then third chance was given to answer the question

correctly. To most, this is just the reality of modern homework, but to the informed

gaming enthusiast, it resembles the lives in a platforming game.


Platforming games, usually considered to be one of the greatest genres within

the gaming world, is where most were first introduced to video gaming. For the author,

this game was Super Mario Brothers, which was first released in 1985, and has since

spawned many sequels, all of which are platformers. The genre is usually defined by a

single character running through a set course with various obstacles ranging from

enemies, pitfalls, walls, and many other things which must be navigated to arrive at

the end. If the player had only one shot at doing this, then the game would not likely

sell too well for being incredibly difficult. So, you are given a series of chances (lives).

If a player fails(dies), there is always another chance to succeed; however, if one expends

all of their lives, then the game is over. “GAME OVER” can be considered to be failing

a particular homework question.


Advanced Classes vs. Role Playing Games


Next, let us consider the ever increasing difficulty of most classes. In this

example, the choice will be Calculus, which has many degrees of difficulty. Beginning

with Pre-Calculus, one is introduced to the basic concepts that will be expanded upon

with the more advanced classes. These advanced forms are simply known as Calculus I,

Calculus II, and Calculus III. Each class revolves around the same basic ideas, which

form the foundations necessary for the next level, or difficulty. Once one has traversed

the world of Calculus I, then their skills are sufficent to enter Calculus II; once that is

completed, then the final challenge of Calculus III awaits.


The author chose to compare this to the dungeon crawler, which is a part

of the greater role-playing genre. Diablo, as well as its one sequel, fall into this catagory

of game, and serve as a great example as the author has fond memories of it. In this

game, the player begins with no knowledge on how to complete the challenges presented;

which after some introductions, revolves around defeating enemies of increasing

difficulty in order to secure items(weapons, armor, spells, and experience points). These

items, which allow the player to customize their character, form a foundation for which

the player will add stronger items. Throughout their journey, they gain experience points,

which allows the player to rise in rank, or level. Once a player has reached a high enough

level, they are often ready to advance to the next difficulty; which, in Diablo, is

normal(easy), nightmare(normal), and hell(very difficult). With this knowledge, it is

quite simple to see the similarities between advanced classes, and a core concept in the

gaming world. Unfortunately, between each difficulty lies a challenge to test the skills

of the hardened player.


Final Exams vs. Last Bosses


Once the college student has endured the hardships of a semester, completed

their many homework assignments, and is approaching the end; there awaits a final

challenge, the dreaded final exam. Most final exams carry enough weight to pass a

failing student, or fail the good student. A class can be described as a long preparation

period for this final test of a student’s abilities. Everything taught over the course of

the semester leads to this point. All the skills learned, the knowledge gained, and the

methods between will be tested. In the gaming world, this test is usually labeled as the

“last boss.”


In almost every gaming genre, there is always a final challenge, or, as in most

role-playing/platforming games, a very difficult, “last boss” character. Usually this

final opponent will require the player to utilize most, if not all, of the skills aquired while

playing the game. At times, for ill-equipped players, this will seem impossible; however,

for those players that learn from their mistakes, and complete the obstacles leading up to

this; it will actually seem to be rather easy. For players that truly excel at their game of

choice, there is usually a special place reserved for them.


Grade Point Averages vs. Leaderboards


If a student sacrifices the time required, and studies each night, completing all

of their assignments, as well as every oppourtunity for extra credit; then the possibility

of a high GPA becomes a reality. Some though, excel through all of college’s many

challenges, and are awarded with a title. A Valdictorian is the student that has shown

an extrordinary ability to complete almost every assignment with the highest possible

scores. Other designations are also given to those in a places below Valdictorian, but

none are quite as coveted. The Valdictorian, and these others, which make up the “top

of the class”, reflect what in the gaming world is referred to as a “leaderboard.”


Within almost every gaming genre, one staple has remained constant, that being

the “high scores” screen. Starting with the game “Starfire”, which the author remembers

playing in the early 1980’s, a chart showing the highest scores, along side the initials of

that player was devised to rank players by their tallied score. This score was the product

of a number of variables that exist within it, and all other games. It could be as simple

as enemies defeated, multiplied by a particular number, that leads to the highest

score. For years, the only way a player compare themselves to others, was to attain a

score high enough to be featured on the “high scores” screen. With the advent of the

internet connected home gaming console, such as Microsoft’s XBOX, players were

given a new way to compare skill levels. The “leaderboard,” which is a ranking system

of the best players either locally, or worldwide, began to appear in games. For most

gamers that devote a great deal of time to playing a single game, there is no greater honor

than taking the first position. Most gamers will attest though, that to have a score in the

top 10 would be satisfying enough.


Conclusion


So, over the course of this document, the similarities of two completely different

entities has been highlighted. The author intended for this to change the views of those

that view college as a difficult right of passage. Most people, in some way, shape, or

form, has played a computer/video game at some point in their lives, some more than

others; so to percieve college as a very complex game should not be too difficult. As

long as the student doesn’t expend all their lives on the many homework assignments,

continues to raid their classes for all the experience possible, and uses those skills to

complete the final challenge, then college will seem like any completed game. Like

The Legend of Zelda’s triforce of power, once a student reaches the end, their award

is an item that will unlock their future. GAME OVER.