I have just finished Mass Effect 3 and I cannot express in enough words as to how amazing this game is. The storyline will grab you at the start and immediately drag you into your character’s life. This has been one emotional rollercoaster of a story for a game. When Earth was being invaded by the Reapers all you could think of was “Oh DAMN!” Read the rest of this entry »
Usually when I hear about a comic book becoming a video game, I cringe. Normally it is because there is zero depth and the story line is a bore. However Beenox has somewhat restored my faith on this subject. Shattered Dimensions has you playing your favourite wall crawler in 4 different eras (Noir, Amazing, Ultimate and 2099). The villains are familiar (Green Goblin, Vulture…etc), but they are tailor-made to suit the era they are in, so you won’t see the Vulture in high tech gear in the noir stages. Read the rest of this entry »
Grey Alien Games has just announced that its latest casual puzzle title, Spring Bonus, has been released for the PC and Mac platforms. We saw this game demonstrated at last Monday’s Indie Dev Meetup, and I highly recommend this title for the whole family.
A very highly polished production, Spring Bonus is an Easter-themed game that offers very cute and well-drawn graphics, a Disney-esque soundtrack and non-irritating sound effects. While the soundtrack and sound effects are pleasant to listen to while playing the game, it is possible to adjust the volume or even turn it off. An important marker for me is if I can play through the game with no sound and still do well. I know that much effort goes into writing soundtracks and getting just the right sound effects, but being able to play a game without the sound a bonus point on development as far as I’m concerned.
Spring Bonus releases with 100 levels spread across a colourful map in a country setting, which pairs up nicely with the game’s pieces which feature spring flowers, bunnies, carrots and various Easter egg treats. The first 18 levels of Spring Bonus are available in the game’s demo, which installs smoothly and easily.
There are a variety of board shapes, each of which with its own challenges. Some are filled with ice blocks that need to be broken either by matching the game pieces or using power-ups to break or melt them. Some levels only require the matching of a set number of pieces to advance to the next level, while others require a combination of pieces to be matched or removed. There are even some level with multiple mini boards to work through – and luckily for the player, the power-ups can cross board borders.
Every few levels feature the elusive golden eggs, which must be moved down the board by eliminating the pieces below them until the golden eggs fall off the board. To add to the challenge, you can opt to play against the clock or play in relaxed mode, which is a great option for younger children to play, especially as they may get distracted simply by looking at the the puzzle pieces or they may want to play by their own methods, as children sometimes do. The only negative point of the entire game is that it lacks a keyboard lock-out to prevent children from exiting the game and accidentally accessing your files or the web. While I don’t condone using games as a babysitter, even those parents who are sitting with their children while playing a game get distracted – the phone rings, another child needs attention, dinner needs to be prepared, and it’s always nice to know that if you do have to leave the computer for a moment, your child cannot leave the game screen.
The instructions and tool tip windows are very easy to understand, but they will need to be explained to children who either can’t yet read or who are at the beginning stages of learning how to read. This is another opportunity for parents to work with their children in learning not only game play but also new words and meanings. The tool tip popups can also be turned off if they are not needed, plus they can either be left to fade from the screen or closed by clicking on the X. Another option is to play the game either in full screen or tiled mode, which is handy if you have other things going on such as chat windows.
If you have chosen to play in relaxed mode, you can easily up the ante by switching to timed mode with a click of the mouse, as there is a check box on the game screen to switch back and forth. Even relaxed mode gives you extra bonus points if you finish within the set limit, but does not penalize you for running out of time, other than to not give you the extra points. The time limits given for each level are realistic, and really won’t put you into panic mode unless you get sidetracked with just matching the pieces.
There are several power-ups available to help you advance faster through the levels- something which comes in handy not only in timed mode but also when you need to drop the golden eggs off the board or change up some pieces. You gain power-ups by matching 4 or more pieces, with bubbles being the first power-ups to appear. When you click on a bubble, it clears the blocks around it – but in order to really power-up your power-ups and give them more range, you need to make matches with the glowing pieces. When you do this, your magic rainbow will fill up with colour, and once it’s bright and shiny, your power-ups will harness the power of the rainbow and clear even more tiles, columns or rows.
Power-ups come in the form of the aforementioned bubbles, birds in a nest, four-leaf clovers, storm clouds, hammers, magnifying glasses and the sun. The nesting birds fly out horizontally when you click on them, clearing from one to three rows, depending on your shiny Rainbow power. Storm Clouds will clear one to three columns, while the Four Leaf Clovers clear a star-burst pattern vertically, horizontally and diagonally. The Hammer will break ice cubes, the Sun will melt a circle of ice cubes much the same way as the Bubble clears squares, and the Magnifying Glass will clear one tile of ice. There are also Mystery Boxes which appear later in the game (beyond the 18 demo levels) that contain a surprise. I imagine there are power-ups hiding inside, but one never knows.
Spring Bonus is a very high quality casual game – the colours are bright and appealing, the characters and scenery are well-drawn, the menu is easy to use and understand, and you can even save the game’s background to your PC or Mac as desktop wallpaper. For those of you constantly on the go, Spring Bonus will also be available for iPad and Windows Phone 7 in the near future. The game has also been localized into 9 languages including English. Spring Bonus does not require the latest computing power to run on your PC or Mac, which is always a bonus, because not everyone has the latest high-powered gaming rig, and as it’s a downloadable title, I can even play it on my netbook.
PC Minimum System Requirements:
Operating System: Windows 2000/XP/Vista/Windows 7
Hard Drive Space: 27MB
Graphics Card: DirectX7 or OpenGL compatible 3D graphics card
DirectX Version: 7
Sound Card: Any
Mac Minimum System Requirements:
CPU: Intel or PowerPC
Operating System: OSX 10.3
Processor Speed: 800MHz
Hard Drive Space: 32MB
Graphics Card: OpenGL 3D compatible graphics card
Sound Card: Any
Spring Bonus offers very good value for it’s price of $9.99, is DRM-free and also has a 60 day no quibble, money back guarantee. Overall, I give Spring Bonus a 9.5 out of 10 – if it had a keyboard lock-out option, it would be a 10.
Let the heavens rejoice after 5 years in development Hothead Games has released Swarm. Swarm is a amazing downloadable action platformer game for XBLA and PSN.
It’s about a gigantic blue worm that lands on a nasty planet and it’s up to you to control a team of 50 little “Swarmites” at once through 11 levels, collecting points and DNA to help grow “Momma”, get her a new hat and leave the planet. There is one catch though; this path is full of things that burn, trap, electrify and decapitate your swarm at every point and you get glorious points added to your score for it. All you have to do is make it through the level with at least one Swarmite in order to return to Momma. Momma has lots of Swarmites spawn points throughout the levels so if they die, Momma spawns more. This can be helpful because there are points in the game that require you to have a certain number in order for the higher point value orbs to appear.
You are rewarded in this game for the collection of things that look like nucleus and DNA. The more you collect in a row helps fill a multiplier which can greatly add to your score, but in a cruel twist, deaths of your Swarmites also add to it. So if your multiplier looks like it’s running out you can just kill off some of your swarm to keep it up. This is the game’s primary mechanic, as you find that most obstacles you encounter or crates to open just happen to kill off some of your happy blue buddies. At the end of the level your amount of Swarmite deaths are calculated up and put towards progressive death medals and the worldwide death total. Deaths in the level also have death medals but are only rewarded when the last 10 of your Swarm encounter the same deadly fate.
The game gets progressively harder and (easier if you replay earlier levels) as you get better at controlling your swarm and there are even two boss battles that are unlocked by collecting enough DNA.
Some of the awesome things you can get your swarm to do include moves such as jump, dash, huddle together and stack on each other as well as pick up and throw explosives. Sometimes your Swarmites will pick each other up when picking up explosives, leading to some hilarious deaths.
The game’s length is 6-8 hours but with the leaderboards, achievements and the constant questioning of Momma asking “Why can’t you be more like (Insert friend’s gamer tag here)” the replay value is high. Here’s hoping there is more Swarm content coming.
Hothead Games has taken an old convention that games punish you if you die, turning it around so that death is rewarding. Congratulations to Hothead for taking an original idea and making it shine. If you’re looking for a fun, original type of game don’t let this one pass you by cause you wouldn’t want to disappoint Momma – plus it would make a great gift for any video game loving mom (Mother’s Day is coming up) and you know that would score some serious points.
Swarm is on XBLA (Xbox Live Arcade) for 1200 MS Points and PSN (Playstation Network store) for $14.99 Released on March 22nd 2011 by Hothead Games, Swarm is rated T for Teen by the ESRB.
I gained early access to Arctic Empire’s latest game, Galaxy Express, which has now launched in the iTunes App Store. This latest release is a puzzle game that features main character Jonathan Rowe, whose task is to deliver packages to the many planets sprinkled throughout the galaxy. He has a cranky boss named Mr. Bluckerman and a cheeky robotic assistant named Kim-Bot. As the game progresses, you are introduced to enemies who are trying to interfere with the smooth flow of courier activities in outer space. First you encounter a former childhood acquaintance who has embraced the pirating way of life – hopefully you are able to successfully fend him off this time, but you know he’ll be back for more, because pirates don’t like to admit defeat, and he’s going to bring friends.
You will also need to out-maneuver The Enemy – nasty little spaceships that will cause your ship to blow up on impact. Some puzzles require that you alter your own course, while others require altering that of The Enemy and still others require a combined solution. As the levels get progressively harder and you run into little obstacles like cannons, you will be thankful that there is no instant death time-limit nor a limit on the number of lives you have. Some puzzles will take a lot of hit and miss (remember, in the case of The Enemy, miss is a good thing) in order to figure out their solutions. I’ve also discovered that even though some puzzles seem really complicated, the solution is usually very, very simple – these will often bring on a *facepalm* moment when you realize how simple that particular puzzle really was. Well you might not, but I have.
The first 30 levels of the game are available for free, but you can unlock a further 75 levels with a $2.99 USD in-app purchase, and I recommend unlocking the additional levels if you are a puzzle addict, because they will challenge you right to the end. Upgrading to the full version also means you will receive all future game updates and any new puzzles the studio creates. On the start screen you will also see that the studio is planning on giving players the ability to build their own levels with an in-game level builder, as well as bonus levels.
Galaxy Express is compatible with the iPhone, iPod Touch (it works well on my 2nd gen model) and the iPad, providing you are running iOS 4.1 or newer. The graphics are of good quality, and you do have the option of skipping the 2D retro-styled story screens, not that I would recommend this as several of them contain important information on how to combat the enemies. If you do need to look for a tutorial, all of those levels are marked with a “T” which makes things a tad easier as they explain the new game mechanics you will encounter.
The audio and soundtrack for the game are of good quality and not the least bit irritating. That said, you do not need the sound enabled to play the game, and while Galaxy Express has been configured for low battery usage, being able to turn off the audio eases battery use just a little bit more. The controls for the game are very easy to understand and use. You can also set the speed with which your ship will move through the puzzle – just remember that all of The Enemy ships, cannonballs and other interferences will move at the same speed as you – so other than navigating the puzzle faster, there isn’t really any advantage.
The developers have also added the ability to share puzzle solutions via email, Facebook and Twitter, and you can also ask for help via this same method if you’re really, really stuck. I personally haven’t used these options for sharing or asking for help, but they are nice additional features for the game. There is no scoring system, so you are not competing for ownership of a leaderboard, however if you’re playing against friends, you can always see who can solve the puzzle first simply by solving, sharing the solution and see who posted it first. The only challenge feature I’d like to see added is a time-keeper – not to penalize a player for not solving a puzzle in time, but to keep track of how quickly the player can solve the puzzle, thereby opening the challenge of beating one’s personal times. That said, even if you’ve solved the puzzles, Galaxy Express does have a good replayability factor.
Overall, I give Galaxy Express a 9.5 out of 10 – if there had been a personal timekeeper and if the toolbar were movable (for those of us who are left-handed), it would have earned a full 10 – although these two features are not game-breakers for me. I can still easily access the toolbar for what I need to do in order to play the game, it’s a personal preference.
Editor pre-amble: First, let me clarify that I was asked to review Krabbitworld: Origins last year, and as of yet haven’t done so. I have apologized in the past to its creators, and I will do so again now. I try to approach every game objectively and as though I have little to no gaming experience, except for franchises like Mass Effect or Assassin’s Creed, where I’ve played all of the titles. I have always openly stated that the PC is not my gaming platform of choice, I prefer console, and probably always will. I also try to find positive aspects in every product I look at; the Cavechild has no such compunction. He says what he thinks, and I guess, to an extent, that is also a commendable quality.
My initial experience with Krabbitworld: Origins was not a positive one, as I had problems with the game’s default command settings, and I honestly was not compelled to try the game again. I was not drawn in by the characters nor by the graphics. I’m not new to the RPG genre, I do play Guild Wars, but Krabbitworld just wasn’t doing it for me. Perhaps I didn’t give the game enough of a chance, I can consider that to be a possibility and easily admit that may be so. Perhaps I should have let the developers know at that time how I felt, and rightly so, but I kept hoping that I would get back to it, and it did cross my mind several times, and as my daughter so often points out, I have little concept of time, and all of a sudden it’s months later.
So why is the review being posted now, and why is the Cavechild doing it? Well, yesterday I posted a small rant on my personal Facebook page about Activision’s decision to shelve True Crime: Hong Kong, and basically stating that I will no longer be supporting the Call of Duty franchise with game purchases, and that no one here has ever liked any Halo title. (yes, I hear your collective gasps over that one). I further stated that we would no longer purchase any Activision title unless it was made in Canada, and that they’d better not be planning on putting the brakes on Prototype 2.
Understand that I personally know people who work at United Front, along with pretty well all of the local game studios including Radical, which experienced downsizing last year. They are “in real life” friends, and I am concerned for them and those who work at other studios, as one would be about friends in any other situation. The reply on that rant by one of the two developers considered my opinion laughable and called into question my support of local industry. I will not go into details, and I do thank other friends in the industry who have replied with positive messages in my defense.
That said, and as I stated above, I am remiss in not giving Krabbitworld: Origins a review, and I am willing to own that. I have two other game reviews also outstanding – one just because I haven’t completed the story, the other because I’m conducting experiments with it (which I have discussed with one of the creators, and he’s good with that). That said – all of these titles have been given promo in earlier posts, so it’s not like I am completely ignoring them, I just haven’t given them as much blog time as I should have.
I know it’s not easy to run a small company or to develop an original IP, let alone grow it; I have lots of experience in that department – however I also try to constantly research and learn, as well as connect with people who may be able to offer some form of advice. I also am able to take other people’s opinions and look at them from both sides and try to maintain an open mind on many issues, whether I agree with them or not. I imagine that there will be backlash to do with this whole issue, but I don’t care for drama, so won’t be going there. As an aside, here is one other review of the game which I found via Google, so you as a reader can easily find another opinion on Krabbitworld Origins.
As many of you already know, The Cavechild is a hardcore gamer – he will take on pretty well any type of game at least once, and has been successful on the competitive level at tournaments, to which James, one of our other reviewers, can attest. He is well-versed in the RPG, FPS and RTS genres and openly very opinionated (and stubborn), so without further preamble and heavy editing, here are the Cavechild’s honest thoughts on being tossed into Krabbitworld: Origins with no background on the game, its lore or much else other than it was an RPG-styled title. I did not tell him why the characters have big ears (as you’ll see), or what type of world the game was set in. I sent him the extra key and the download link and told him to play. He played it for about 30 minutes, which probably isn’t long enough for some circles, but if a game fails to engage quickly, chances are it will not easily make it in the open market.
On Playing Krabbitworld: Origins –
Well, let’s get this review on the way. First thought of playing Krabbit online was “Why the hell does everyone have giant ears?” and I thought this looked like a really bad rip-off of World of Warcraft, though I was wrong. This is worse than WoW, far worse. World of Warcraft looks better than Krabbit, plays better too and also lags less.
The customization of this game is the worst I’ve ever had to deal with. The colours are messed up and when you choose your character’s colours, they lag like hell while applying the scheme you chose. I made my giant-eared ogre a crimson reddish-looking colour and gave him a dark green vest and ice blue shoes. Now keep in mind I didn’t think I’d be getting a neon coloured ogre on an acid trip from hell, though.. guess what happened? I GOT A RAVE OGRE! BRIGHT COLOURS! Minus the techno music. The graphics however don’t mean much to me, if there is a good community and high player base to do co-op or fight against, then by all means I will play regardless, others should as well. Another thing that bugged me a little bit is that some of the animations are not complete, such as rolling, doing a side flip and such, it was quiet annoying but at the same time, laughable. Read the rest of this entry »
Editor’s Note: The Cavechild does not believe in standard game reviews, and I try not to cramp his style. This review has been altered to correct his Cavechild English. 😉
Last night I received an advance copy of Garage Inc., which I immediately took for a spin. This is a new title from TransGaming Studios that officially launches for the rest of you tomorrow, January 6th. Garage Inc. will be playable on the PC, Mac and GameTreeTV as well as Apple’s iPhone, iPod Touch and iPad.
First Impression: When starting up the game I had my doubts but I was slapped in the face right away by how visually awesome the game is, how classy the music sounds and how awesome the cutscenes are and how they describe the story.
The story for Garage Inc is pretty awesome, opening up your own car shop in a mob filled city, trying to make an honest living, although being in a city of mobsters makes things quite difficult for your character, which makes things more and more interesting to me as a player. Also, I personally love it already and I’ve only gotten to the part where your cousin “Sal” is saying “Angelo, my cousin. Any luck on the job front?”
Personal Thoughts: Just completed the tutorial stage, was easy to learn and see how things are done, the game is running VERY smooth and the graphics may seem cartoonish, but it is still a very fun game and I’ve only just finished the tutorial.
Just got my first worker in my Garage which I decided to call “Olde Iron” and the game got a bit more challenging by trying to throw in a second worker, but after a few cars I was able to keep a some what steady pace going and production became a little less intense.
Oh boy! A new type of customer! The old guy! It makes things a little more interesting, not as challenging but more coordination is needed. Adding this new type of customer is quite the change, because you need to think a little more on the pattern of how you get things done.
Sal seems to have got his ass kicked and needs money back.. apparently Angie needs to help his cousin out of a jam.
Second service bay.. Oh boy. This adds more challenge, which I enjoy.
A new worker! These people are starting to love me! Except some customers, which I don’t fully understand yet as to why they get mad at me and next thing you know I”ve lost a customer.
WOO! Reputation! Yeah.. that’s right, Olde Iron is getting its name out there! So by fixing cars and being awesome like me, you get reputation. With this new reputation you get special guests which take a little longer to fix up and get them on their way.
Yay! A police officer stopped by and needed some work done.. no pressure.. right?
When you’ve completed each level, you then have a clipboard with paper that tells you:
You get money for your hard work but you also get things, I suppose they’re reward type achievements and unlocks such as Goal Reached, Perfect Day, New Worker and Reputation.
Hint! Apparently making people wait brings rep and sales down.. I wish this happened in real life so bad companies would close up.
CUTSCENE! -The Pitbull-
Yay the Mafia showed up.. *Gets my baseball bat* Im’a show them who the REAL king of auto repairs is!
Bloody Mafioso… think they own me! They want me to make their cars bulletproof and they will cut my debt down some.
The side jobs for the mafia guys are quite fun, I just did the first one to install the bulletproofing for the doors. Interesting stuff it is! It’s a step by step to make your own!
NEW WORKER! Electrical worker dude works only with electrical stuff which is indicated by RED so this adds a whole new twist to what I am able to do. OH YEAH! MORE CHALLENGES!
Final Thoughts: This game is extremely addicting. Transgaming approached a different style of play and it has worked out really, really well in their favour! If anyone likes games like Bejeweled, Tetris, and other puzzle games where they build up in challenge then this is a game you will most definitely want to check out. This is a MUST BUY for everybody in my opinion, even hardcore gamers such as myself can sit down and enjoy this game. For those of you with iOS devices, Garage Inc. is definitely an entertaining way to pass the time on journeys.
Voice Acting: From the first cutscene I was pleased to hear how wonderful the voice acting is and how clear it sounded.
Graphics: Though they are cartoonish, I think the cutscenes make the game appealing to all ages, and they still look very 1920s and 1930s. When playing the game itself, the graphics may seem a little less cartoony but none the less the way it looks is definitely worthy of the game play.
Audio: The music is pleasant to listen to as you play this wonderful game – the sounds of the cars, the repairs , customers, bells and so on are all very authentic.
Gameplay: The gameplay is like a new form of RTS from what Im used to, as I usually play games such as Dawn of War or Dawn of War II or even Medieval II: Total War. For a switch like this it’s quite empowering.
Replay Value: Very replayable!
Suggestions: Multiplayer? It would be interesting to see how that could be intigrated into this type of game, where one person could possibly compete against another in a race to earn more money than the other, and the one with the least amount of money gets hammered by the mob? Other than that this game is perfect.
Budge Studios and Nickelodeon have announced a partnership to develop and publish interactive story book iPhone and iPad applications based on some of the Nick’s most popular shows, including Dora the Explorer and SpongeBob SquarePants. Dora the Explorer recently celebrated its landmark 10th anniversary and still ranks as one of the top preschool shows on TV. SpongeBob SquarePants has been the No. 1 animated program among kids ages 2 to 11 for more than seven consecutive years.
The first of several iPhone and iPad apps to be released through the partnership is Dora’s Christmas Carol Adventure, which is based on the TV special. The app will feature a fun holiday-themed story, original songs, and interactive mini-games. It will also teach Spanish, colors, reading and the value of sharing. Both the iPhone and iPad versions of the app are scheduled to launch on December 1, 2010.
“Both Nickelodeon and Budge Studios are dedicated to creating family-friendly products that encourage imagination and education in children, so this partnership was a perfect match,” says Noemie Dupuy, a Partner at Budge Studios. “The captivating personalities of Nickelodeon’s beloved characters, give Budge Studios the inspiration to create highly innovative and entertaining mobile applications that will appeal to a large, diverse range of consumers.”
“This collaboration with Budge Studios is part of our ongoing mission to provide kids and families with entertainment using the most current technology and platforms,” said Steve Youngwood, Executive Vice President for Digital, Nickelodeon/MTVN Kids & Family Group. “Kids are embracing the iPhone and iPad as much as their parents and these new apps will allow them to interact with their favorite Nick characters on portable devices they can take almost anywhere.”
Budge Studios also developed MegaBloks Playground, which I have tried out on my iTouch. Being an adult with no toddlers handy to give this game some hands-on experience, I found it very difficult to view this title as a toddler would. MegaBloks Playground is not a game, per se, as there are no points, timers or achievements. It is an app to amuse young children, a purpose for which I think it would be successful.
MegaBloks Playground features a choice between two characters, a boy and a girl. Your toddler can make their character move around the playground by swiping their finger across the screen, leaving footprints in the sand as their character walks from feature to the next. One drawback to the iTouch version of the game is that the entire playground is not readily visible, which I think detracts a bit from the experience. Obviously this would probably not be an issue with the iPad version (I don’t own an iPad, so I can’t confirm this for certain). The game’s objects are all cleanly drawn and brightly coloured, with the animations running smoothly, which would appeal to toddlers and keep their attention on the game.
The music and sound effects which accompany the game are in no way jarring or irritating, which makes the music especially quite pleasant to listen to. The playground itself is populated with items one would expect to find in a real playground, which means the majority of toddlers would know that by tapping on the slide, swings and teeter-totter would allow their character to interact with them and listen to the unique sound effects assigned to each activity. Characters can also go for a short balloon ride across the playground.
Scattered around the playground are small piles of blocks, which the characters use to build items like airplanes. One drawback, however, is that once the item is assembled, there is no way to interact with it, and it eventually disappears from the screen. I would like to see a few more activities built into the app, which would make it a little more educational, such as perhaps finding a way to build in shape recognition or colour-matching, along with a way for players to make their own creations to interact with. Overall, though, I think this is a well-designed app that will do what it’s intended t0 do – stimulate and amuse sensory perception in toddlers, and I would give it a rating of 4/5.
Last Friday I had the opportunity to go visit the headquarters of Genius Factor Games and sit down with the CEO Ted Nugent to talk about their new release “Riese” for the iOS platform. The game is based on “Riese The Series” web show, which has been picked up for digital broadcast by Syfy.com. Riese The Series will begin airing on October 26th under its new title, Riese: Kingdom Falling, and Riese the Game will be launched in the App Store at the same time.
The game is a card based strategy game in which you play as one of three factions The Sect, The Eleysian’s or The Resistance with the goal to take over the world. As you try to gain control of the Riese world provinces, for each province you try to take over you must battle the computer or online opponent and gain control of 75% of the game board by placing your troops and defeating the bad guys. As you progress you will unlock new cards for your battle and using open feint some nice achievements. Fans of the series will be glad to know that you can use the heroine Riese as a character and her trademark wolf Fenrir in battle.
The game looked really nice when I got to take a look at it, the graphics were polished and the audio sounded good.The controls were easy to pick up and learn. I will also mention I was surprised to learn that the narrator for the game is Felicia Day from The Guild.
When the game launches it will have 3 difficulty settings for you to choose from. In the version 1.1 release local multiplayer will be added so you can battle your friends. The group at Genius Factor Games is optimistic that the game will be enjoyed by the Series’ fans as well as gamers who enjoy strategy card games.
Riese The Series Backgrounder:
Riese tells the story of a banished princess on the run from a dangerous religious sect in a steampunk inspired world. It stars Allison Mack (Smallville), Ryan Robbins (Sanctuary), Alessandro Juliani (Battlestar Gallactica), Patrick Gilmore (Stargate Universe), Emilie Ullerup (Sanctuary), Sharon Taylor (Stargate Atlantis), Ben Cotton (Harper’s Island), and in the title role, Christine Chatelain (Sanctuary). Read the rest of this entry »
I’ve spent the past week or so playing Murphid, the debut title from Vancouver-based Decapod Studios. Murphid’s game play is, to an extent, a mix of the Tetris and Collapse 3 styled games. It is also quietly addictive. Released on the XBox Live Marketplace on May 13th, Murphid is priced at a very reasonable 240 MS Points. In my opinion, it’s worth the price – plus there is a free demo available, so you can try Murphid before putting your points on the line.
Murphid has a very short learning curve and does offer on-screen tutorial hints for the first few minutes of play – this is the game’s sneaky way of drawing you into its clutches. Don’t get me wrong, I totally enjoy playing Murphid, and I think Decapod did a fantastic job with its development. I particularly like that there is no annoying music, just the game’s sound effects for audio. I can’t count the number of arcade-styled games in which I turn the music completely off because it grates on my nerves. Not so with Murphid. The sound effects fit pleasantly into the game play, and even losing sounds okay. This is nice when playing at the end of the day, winding down and trying to enter some semblance of relaxation mode. Jarring arcade music just doesn’t seem to help with that.
The UI for Murphid is bright and colourful, and there are really only two things that I would like to see added – a time counter for Survival Mode and for Microsoft to enable achievements for indie titles. Survivor Mode does tell you how many lines you’ve survived, but in my opinion, a timer would be better. Murphid also rewards players with the following eight awards:
Me Not Noob – Break 600 marbles Take The Red Pill – Complete the 1st stage in Campaign Mode Anabolicious – Earn 300 power ups Another Brick Off The Wall – Break 1000 blocker marbles Serious Pam – Survive 30 minutes in Arcade Mode Captain Darwin – Survive 60 minutes in Survival Mode New Way To Say Hooray – Break 100 000 marbles Friends Call Me Puffy – Earn 99 lives in Campaign Mode
In true “level up” fashion, each award has a progress line which shows you how close you are to winning it, and the awards fly out from the right whenever you hit a milestone. There is also a High Score board and there appears to be some very interesting characters who have been playing Murphid. I do believe that I have now taken over every spot on the board – at least on my screen.
Murphid’s game play differs from all of the others in that you are unable to rotate your game pieces. You can switch over to the next piece if it is more advantageous to your strategy, but there’s no rotating, and you cannot “slide” your pieces to the left or right, either. Unless you’re in Arcade Mode. Then you can “slide” – but only if you’re quick. Campaign and Survival Mode do not allow “sliding” but they do offer shadowy arrow tracks to help you place your pieces. To add to challenge, some of the marbles are “stapled” to each other, which means you must eliminate one marble to free the other. If you plan your strategy well, this can often work out quite well for you and result in some very large matches and resulting chains.
Campaign Mode has 12 stages, with each stage divided into 6 levels. The game saves automatically as each Campaign stage is cleared, with difficulty ramping up the further you get into the game. Difficulty comes with shortened room for clearance, a slightly faster moving wall of marbles, and the addition of more colours to clear. The only time I had any difficulty with the additional colours was in the closeness of hue for the two variations of red.
Arcade Mode offers endless play – unless you fail to clear the marbles – again, with increasing difficulty the longer you play. Survival Mode is just what it sounds like – it starts off challenging and gets harder the longer you survive. For the curious, no, I have not won the Captain Darwin award yet. But I will.
There are several power ups to assist you with your game play. These randomly generated power ups include the standard row (fireball) or column-clearing (lightning bolt) bombs, as well as the non-discriminatory marble-blasting WMD (weapon of marble destruction) bomb. Another useful power up is the Chainsaw, which will clear a few marbles out of a column. This comes in handy for getting rid of overhanging marbles or X-blockers. Another power up will clear all of the X-blocker marbles, while the paint drop power up will convert several marbles, including the X-blockers, to match the colour of the paint drop. If you place this power up right, you can convert a very large number of marbles to one colour, allowing for an easy and large area clearing. Another power up will clear all marbles of one colour from the screen, which can also lead to some very nicely chain matches, and the multi-coloured Joker power up will complete a matched set for you, getting rid of more pesky marbles.
Rounding out your power arsenal is the coveted power medallion. Interspersed throughout various Campaign Mode levels, these medallions come in a variety of colours. Match its colour to capture the medallion, which then be iheld for you on the left side of the screen. These medallions come in very handy as they will clear half the screen for you should the marble wall advance past your defenses to the top of the screen. Players are also rewarded with bonus points for combo matches. Your current bonus multiplier is always displayed to the right of your screen.
According to Decapod’s dev blog, the studio is working on Murphid’s first update which will be available in a few weeks. One thing that I hope they do not change is the non-rotation of marbles. Some may see this as a fault, but I do not. I believe that the non-rotation factor makes the player (namely, me) pay more attention and come up with plans which I must deploy in rapid succession in order to stop the advancement of the Coloured Marble Liberation Army. Grab the demo, buy the game – either way, I recommend giving Murphid a go. I rate this title at 5/5 on the scale of puzzle games I will play over…and over…and over…