Showing posts with label mac. Show all posts
Showing posts with label mac. Show all posts

Saturday, November 3, 2012

Review: BIT.TRIP RUNNER (Mac)

Prerequisite: check out this video of an individual demonstrating their mastery of the game/toy Bop It.  It's best if you watch the whole thing, but I understand if you become impatient and bail early. BIT.TRIP RUNNER is a video game version of Bop It.  No, it's not an official tie-in, but the mechanics are transferred nearly verbatim.  In RUNNER you control a character who must dodge obstacles as the environment force-scrolls past.  Directional buttons trigger block, kick, slide, and vault actions while the spacebar executes a jump.  These moves are sort-of tied in to the accompanying music score, but mostly you rely on visual discernment to time and select your actions.  Like Bop It, one false move while playing will stop you in your tracks and force you to try again from the beginning.  Also like Bop It, you can beat and master RUNNER, but doing so is like learning to play a song that no one wants to listen to on an instrument that doesn't really exist.

When it came time for me to decide what I wanted to play in my grade school band, I chose percussion.  Drumming seemed more fun than brass or woodwinds, but I was also more confident in my ability to keep a beat over maintaining melody.  My sister took piano lessons, which I was encouraged to take as well, but never did.  We got a programmable electric piano at home eventually, and rather than actually play conventional music, I'd setup the percussion kit that assigned individual drums and cymbals to specific keys and make all sorts of noise.  There was also a neat trick you could do by pressing two low-octave "square lead" keys at the same time, producing some pretty satisfying bass rumbles.  I own a MPC drum machine, though it's been sorely underused.  I adore Rez and was a die-hard DDR player for several years.  In short, though I would not call myself a musician of any kind, I know my way around button/key-based beat making.  On its surface, I should love BIT.TRIP RUNNER.

Unfortunately for me, RUNNER plays how I always feared piano lessons would go: demanding, unforgiving, and with a slavish dedication to someone else's creativity rather than my own. In RUNNER, you can't study notes on a page to prepare, you must react in real time and memorize the level's patterns through failure.  At most, you have a full second to recognize what object is heading your way and tap the appropriate key to evade or deflect.  Each time you screw up, it's like the piano instructor wraps your knuckles with a ruler and points to the first note on the sheet.  If you play a piano piece correctly, you enjoy the satisfaction of hard-earned accomplishment along with the joy of hearing a song that you presumably like.  In RUNNER, you just earn arbitrary points and the music you've produced only occasionally sounds like a song.  There is no level editor or any way of really getting hands-on with the mechanics beyond the prescribed courses.

People have compared RUNNER to mobile games like Canabalt and Temple Run for their similar, forced running perspectives.  Both Canabalt and Temple Run use randomized obstacles and challenge players to get farther than their previous attempt, but as far as I'm aware, neither has endpoints.  RUNNER is broken up into 36 preset levels, and withholds progression until you complete the stage prior.  The big difference between RUNNER and something like Canabalt is how you feel after triggering a fail state.  With Canabalt it feels like the game playfully dares you to try it again.  You know losing is inevitable, but it's fun to try and get farther than last time.  In fact, "losing" isn't really "losing," it's just the end of the round.  Retries in RUNNER are instantaneous.  If you forget to kick a box on cue, the game zips you back to the start of the stage, and after a brief moment you're back on your way again.  I applaud Gaijin Games for making the process so snappy, but subsequent runs feel more like a matter of survival than heartfelt attempts on the part of the player. You're trapped in the gameplay loop until you either win or cry "uncle" and quit.

There are collectable gold bars throughout RUNNER that encourage a more daring style of play, but the game doesn't offer rewards that merit the effort required to snatch them all.  If you do collect every gold bar in a level you can play a bonus Pitfall-styled area, which is neat a couple times, but not 30+.  You only get one try at the bonus levels per completion of a regular stage, which means you may have spent a half hour trying to get a perfect run, only for your "prize" to last a fleeting handful of seconds.  The numerous retries on regular levels pushed me to ignore the gold bars as much as I could, eliminating several tricky maneuvers from my regimen, but also rendering the music more spartan, lacking the distinctive chimes emitted by grabbing the bars.  You could interpret the game as an incisive metaphor for the daily, 9-5 grind perpetuated by an uncompromising capitalist economy, but that's an unearned credit.  Instead, playing BIT.TRIP RUNNER feels like a really difficult motor skills exam – something for the sport stacking set.

I'm being pretty hard on RUNNER, but it does have its merits.  Visually, the game renders Atari 2600 graphics as 3D cubic blocks to grinning, stylistic effect.  If you collect enough point multipliers in a level, an old-school Activision rainbow will tail behind the titular runner as it goes – RUNNER's incentivization at its most effective.  Mechanically, the game is as sharp as it gets.  Though it asks for tight precision, failure is never the result of ambiguous design.  I could knock the effectiveness of RUNNER's musical implementation, but having listened to the soundtrack outside of the game, their track selection is appropriate and catchy.  Lastly, I began this review by comparing RUNNER to Bop It, but I should point out that I actually like Bop It.  It's a party icebreaker game that asks players to focus their attention, likely in a social situation that requires otherwise – a humorous juxtaposition.  As an unfortunate point of contrast, there just isn't much to laugh about in RUNNER.

Still, there are clearly a lot of people who dig what BIT.TRIP RUNNER brings to the table, and far be it from me to say not to like something people seem to enjoy, but the game feels masochistic for nostalgia's sake.  There's no denying its style, but you'd be hard pressed to locate any real substance here.  And if you choose to play BIT.TRIP RUNNER, make no mistake, you will be pressed...hard.

Monday, October 8, 2012

Review: Digital: A Love Story (Mac)

It's often taken for granted that people who play a lot of video games know a lot about technology.  I'll attest that there is generally aptitude in these circles beyond that of the non-gamer crowd, but it's not something that comes entirely natural.  Maybe I'm just being defensive because I was always late to the party on so many aspects of new and emerging technological trends in the past 3 decades.  I didn't send an email or use AIM until I started college in 2002.  Same goes for having a cell phone for more than emergency calls.  I would have needed to be unrealistically aware of the personal computer scene at a very early age to feel nostalgic about the interface of the Amie Workbench, an Amiga analogue, and Bulletin Board System (BBS) communications represented in the game, Digital: A Love Story.  Since I wasn't, few of the game's techie in-jokes and references stick.  However, since Digital places you in a sort of 1988 simulation mode, the unfamiliarity lent itself to a more personally authentic experience.

You begin Digital as a someone who's using, for all intents and purposes, the Internet for the first time, but through the very limited lens of the Amie Workbench.  Visually, the game is the computer screen: everything fits the blue/white/orange color scheme, the monitor has heavy scanlines, and the cursor is a big, fat, red arrow.  You receive a message from a friend of your dad that tells you what to do to get on BBSes and chatting with folks.  Where instructions in a game can often remove you from the experience, here everything is presented in proper context and actually reads like messages real people would send.  Because the connection between using a computer to play and the game virtualizing a specific operating system is so direct, very little suspension of disbelief is needed to jump into the narrative.

As the title suggests, Digital is a love story, but it's also a mystery.  You're introduced to the "love interest" character, *Emilia, early on, and when she disappears, it's up to you to figure out what happened.  The narrative convention, which is also the primary game mechanic, is the exchange of BBS posts and private messages.  Everyone you interact with has a unique voice and motivation, creating conversations that reach far beyond typical NPC fare.  You never actually type any messages, instead simply hitting reply and reading contacts' responses.  This string of communication works best when you're in "conversation" with one or two other people and the back and forth is readily apparent.  At other times you'll just callously reply or send PMs to everyone on your list, making sure you're doing everything necessary to trigger the text that will allow you to progress further in the story.  The introduction to *Emilia follows the better of those two paths, and though it's clear that I was just messaging a fictional character as part of an interactive short story, I did develop an attachment to that character; enough of an attachment to drive the mystery plot forward with a degree of urgency.

The writing in Digital is very consistent, believable, and emotionally affecting.   Digital's designer and author, Christine Love, bills herself as a writer first, and it shows.  That's meant as a compliment to her writing skills, not a knock on her game design abilities.  Truly well written games are few and far between, but even fewer are as dependent on quality writing as Digital.  Characters' messages vary in articulation and sophistication, as you'd expect from a bunch of random people on the Internet.  I'm reminded of Gus Van Sant's teenager-starring Paranoid Park for how real its characters felt despite, or perhaps because of, the amateur statuses of its actors.  Love is likewise able to find a tone that is reflective of the production process, and somehow more authentic in doing so. 

Digital plops you into the world of BBSes, stranger-in-a-strange-land style.  Yes, there's a missing person mystery to solve, but navigating the uncharted online world is a mysterious voyage in its own right.  Imagine a game that has a clear story objective, but in order to proceed you need to drive a tractor, and before you can drive the it you have to figure out how it works.  Do you need keys to start it?  Where are the keys?  Which lever is for reverse?  Oh wait, does this run on gas?!  BBSes are just as foreign to me as tractors, and I appreciated how Digital didn't assume any prior knowledge.  If there's a tendency nowadays to forget just how open the Internet is, typing in phone numbers in hopes of connecting to a heretofore unseen places is a healthy reminder.  No one even dials numbers to place phone calls anymore, further distancing us from the real technological processes happening in the background.  If you did hand-dial phone numbers, you might mess up and call a random bystander by mistake.  In Digital, instead of hanging up and correcting the error, every number has an unknown on the other end; there's a sense of discovery.

The feeling of openness makes for an ideal learning space, which goes as much for the in-game world as the one outside of it.  Digital teaches you about BBSes and early Internet history through message texts, but in allowing you to actually dial the numbers and direct message other users, you learn by doing.  The mystery/love story paces you through the learning process, heightening the meaning behind your actions.  Later on, the Internet "history lesson" takes some sensationalist turns, but it makes for a great moment of culmination when you finally gain access to the fabled University BBS where they don't just have direct messages, they have email!  A story that's willing to go a little over the top is helpful to make up for the potential dryness of a game centered around an archaic computer interface. The online communications depicted in Digital remain the foundation that our modern Internet is built upon, reminding us of the vast expanses available to users at increasing speeds and densities.  It's up to us to make the stories real.

Digital: A Love Story is available to download for free here.

Wednesday, August 29, 2012

Review: Limbo (Mac)

The most common understanding of afterlife pit-stop, Limbo, is one that blends in with Purgatory, both associated with wavering, in-between states.  In 2007 the Catholic Church released a document stating their thoughts on the eternal fates of infants who die without being baptized, concurrently addressing the validity of Limbo.  Even though their proclamation did not directly disqualify the existence of Limbo, they didn't take credit for the idea either.  Officially speaking, Limbo is only perpetuated by individuals, not the church, and was (and still is) more recognizable through the lens of pop culture than religious mandate.  While the 2007 document put the malleability of church doctrine into sharp relief, Danish video game developer, Playdead, was already hard at work on their debut title, Limbo: a game centered around the titular mystical locale.

Much the same way that the Catholic Church has decided to allow its members to believe in Limbo if they so choose, Playdead's Limbo (released in 2010) doesn't tell you what to believe about its world.  The developer has left scant details as to what is really happening in the game aside from the premise that a boy (the playable character) is looking for his sister.  The setting begins in a woodland area, transitions into an urbanized setting, and ends in a cavernous factory where gravity itself is in flux.  Does the boy find his sister in the end?  Maybe??  Even that is debatable.  Some narratives encourage participants to fill in the gaps with their mind.  Limbo is more like a figurative painting: you know what you're looking at, but it's up to you to decipher meaning enough to make the piece matter.

Limbo is a side-scrolling puzzle/platformer that has earned its cred by doing a lot with very little.  Visually the world is shown in black and white with characters as silhouettes.  The tone of the game is grim and spooky, furthered by the notion that most everything is hiding in the shadows.  Controls allow you to move left and right, jump, and grab things like ropes and push/pull boxes among other items.  There are enemies, but no weapons, making Limbo more akin to traditional survival horror than even the Resident Evil series has become.  The length of a full Limbo playthrough is also slim, ringing in at about a handful of hours.  The short runtime and abrupt ending come off as anti-climactic, but also as if Playdead is pushing you to open-interpretation rather than slow the show down so they can tie everything in a neat little bow for you.

More interesting than the inessential "story" is the way Limbo creates a mood of tension and dread.  The game begins with your character awaking in the forest, with no direction offered.  Right away there's no impression given that the game is holding your hand; you're on your own, all alone.  Props to the sound designers of Limbo for bringing the stark, colorless world to life with crisp sound effects as you dash through grassy patches, skid down dirt hills, and engage in any number of subtle activities that have been lusciously enriched by their audibility (headphones recommended).  The fact that these noises are often the sorts of things that are drowned out by the rest of life, but can be heard so crisply, makes you feel even more alone than visuals by themselves would be capable of.  So, the mood is set, but the tension springs from the fact that you'll be killed in Limbo early and often.

Death is always right around the bend, and the kills themselves are quite grisly.  The boy can be drowned, beheaded, impaled, or blown to bits, and blood, in silhouette of course, spurts out like the scene from Kill Bill where Uma Thurman fights the Crazy 88s.  Checkpoints in Limbo are generous, so after a death you're placed right before the scene where you bit the dust and can take proper precautions so as not to die by the same hand twice.  As an unexpected result, the death mechanic feels like an especially gory take on Looney Tunes.  The animations are so over the top that you can't help but laugh at them after the initial cringe.  Plus, unless you're going for a "perfect run," death is of little consequence, the way Wile E. Coyote is right back to normal after a quick fade out/fade in.

The cartoonish violence serves to make the character seem more boyish in a world of boyish imagination.  Limbo is filled with giant spiders, mind-controlling worms, and other marauding lads right out of Lord of the Flies.  Filmmaker Wes Anderson uses violence in a similar fashion in his movie, to achieve similar weight.  One thing Anderson does to keep his characters grounded in a realm of real-world consequences is for someone to get physically hurt and bleed.  When we see the young scout troop in Moonrise Kingdom fight amongst themselves with arrows and knives, it's silly, but the conflict ends with visible injuries including a dead dog; everyone leaves the battleground bloodied.  Like Limbo, Anderson's worlds play by their own fantastical rules, but are kept relatable with their human suffering and perseverance.  Limbo uses violence to strike a similar balance, but comes from the other end, starting self-serious, but ultimately finding a suitable middleground.

It's unfortunate that so much of Limbo's great mood and tension fades away as you venture further in.  The opening trek through the dim forest is Limbo at its best: ominous with a real sense of danger.  As you progress further into the city, the giant bugs and lost boys appear less frequently until the back half of the game where they don't appear at all.  At this point the game becomes less about survival and more about solving puzzle boxes with increasingly complex physics.  Removed of tension, Limbo also looses its distinct appeal, so much so that when the finale kicks in, it ends the game at a low point.  The final third of the game incorporates switches that can reverse gravity, literalizing the notion of "limbo" as objects in range of the beam suspend between floor and ceiling with careful triggering.  Symbolically, this is an inventive culmination to reach, but the game doesn't bring enough of the full-fledged panache from its opening to make it feel like more than a contemplative, symbolic move.

There was nothing else quite like it upon release, and Limbo's impact on the game industry can be seen in a great number of titles that have co-opted its visual style.  Limbo has become one of the titles that popularly define what an indie game looks and feels like.  Hopefully it's reassuring for Playdead that even though Limbo only takes a brief evening to complete, it's a game that has a positive legacy within the indie games space that will help it stick in players' minds for years to come.

Sunday, July 15, 2012

Review: Fotonica (Mac)

Running is not fun.  I remember being forced to run cross-country as a requirement for the basketball team in middle school and hating every minute of it.  I was able to get out of it one year, which was indeed glorious.  Despite this, 12 years later I trained for and raced in the 2010 Chicago half-marathon.  One could look at this act as masochistic (excuses aside, perhaps it was), but in reality I just wasn't very creative with my choice of exercise.  Afterwards I concluded that 13 miles is as far as humans are meant to go and vowed never to attempt to run beyond that distance.  Sure I was getting solid exercise and felt healthy, but the act of running remained as much of a drag as it ever was.

The vast majority of people in the world know how to run, itself being an iteration on one of the early milestones of an individual's existence: the first step.  In contrast, the core physical action needed to play video games is the button push, though the actual sophistication of a full control scheme often requires coordination of multiple button presses with complex timing.  This dynamic is not that far removed from the stepping/running analogy in that it takes behavioral reinforcement and muscle memory to be able to graduate from one action to the other.  The difficulty in achieving this proficiency should take partial credit for the reactionary influx of motion games: attempts at more closely tying core physical actions to those already known and understood by individuals, thus decreasing the learning curve.

On a mechanical level, the game Fotonica brings the systemic understanding of simple body motions into the realm of video games.  If you can press a computer keyboard button, any button, you can play Fotonica.  In the game you control a runner from first-person point of view by holding down a button to run, and releasing it to jump.  The goal is to vault from platform to platform, collecting pink orbs until leaping off a final plank into a glowing void.  Scores are tabulated based on how fast you ran and how many orbs you grabbed.  Fotonica seeks to replace "step" with "button press" in my analogy, but it's not a perfect substitution since the action of running remains at the same complexity as the button press; the relationship between the two is consequential.  A more accurate equation for Fotonica's architecture would be "button press = run."

Santa Ragione, the developers of Fotonica, have put quite a pretty wrapper on their title's minimal core mechanic.  Not to be too reductive, but to say the game looks like a mash-up of Mirror's Edge and Rez simply hits the nail on the head too accurately to ignore.  The world consists of hollow, white wireframe structures floating in black space.  A flurry of abstract shapes zoom past as you progress forth.  As you run, wireframe hands alternatively jut in and out of frame, increasing in frequency along with your running speed.  When landing a jump, green and purple color separation vibrates out from everything to heighten the sensation of impact.  An options menu allows you to turn off the hands, flat-shade everything, and turn your path into a simple tiled line, eliminating distractions and becoming ever more focused on depressing and letting off your button of choice.

Sometimes while playing Fotonica, it felt and looked like I was operating a training simulator for some other game, something more complicated.  This brings back the issue of whether or not the game has made virtual running any more fun than actual running.  The two are difficult to directly compare, but I do know that I enjoyed Metal Gear Solid substantially more than MGS: VR Missions, even if they did let you play as the cyborg ninja in the latter.  Fotonica can feel very treadmill-like, but without the benefits of actual exercise; sort of like I'm working out my MacBook's CPU.  In the game's defense, the sensation of speed exceeds simulation velocities, allowing you to perform actions beyond human capabilities, which does carry a satisfying edge.  The visual style, coupled with the ambient electronic soundtrack creates a cool, other-worldly atmosphere that remains a pleasure to exist in, even if your ability to explore it is quite limited.

When I go for a run outside, I like to listen to music or podcasts as a bit of a distraction, but in Fotonica, I found that I play better when I simplify the visual design as much as possible.  With the complex graphic style turned on, you'll encounter parts of levels where you run through pipes, which are pretty psychedelic to behold, but very difficult to find your bearings within.  Toggling on the "Pure" visual style makes those tubes appear as two layers of platforms, one "in" the pipe, and one "on top."  So, to play Fotonica well is to be closely in tune with the mechanics, and to play it better, you need to eliminate obstacles.  The minimal design approach compliments this zen sensibility.  Become one with the spacebar.

On the subject of PC game controls, I appreciate the idea of a one-button game.  Growing up on video game consoles, not only am I used to holding a controller in my hands for gaming, but have been privy to incremental adjustments to the evolving layouts of peripherals through decades of hardware generations.  Never being much of a PC gamer, the idea of using a mouse and keyboard for action games might as well be the control panel of a jet plane.  It's not immediately apparent to me how to get everything to work, and I haven't put in the practice hours to refine my abilities.  So, I see the prospect of someone saying "forget all that, just use this one button" as having certain surface appeal.

On one hand, Fotonica is a triumph of accessible game design, but on the other, it's a button-pressing exam.  It's a game that upon objective reflection of what I've physically spent my time doing (pressing and releasing a button over and over), leads me to label Fotonica as more of a "in-between" game, than one to sit down and really concentrate on.  This makes sense as so many touchscreen and mobile games offer similarly approachable control schemes, and are ideally played while waiting for something else in our lives to occur.  In these situations, people without games impatiently tap their toes or wrap their fingertips to bide their time, but the game-inclined among us can not only play games to occupy that space, but continue to utilize those same physical actions for something else.  Fotonica never set out to make running fun, but it does a lot to improve what it means to press a button.

Monday, December 26, 2011

Review: Not Tetris 2 (Mac)

Tetris has changed, apparently. There are so many versions of the seminal block puzzle title that small variations can make all the difference in selecting which one to play. I have spent my time with Tetris almost exclusively on the NES and Game Boy, and have been surprised at how difficult it is for me to accept how the game controls on other platforms. I gave the recent PSN iteration a spin only to find the change in what the up and down buttons do quite debilitating. I like to think I'm pretty good at Tetris, but faced with the option of reeducating my synapses, I've decided to stick with what I know.

This revelation has left my desires for fresh takes on the Tetris formula to come from games that diverge significantly from the original structure (Tetrisphere, Tetris Attack, etc).  This way I wouldn't have to overwrite any of those twitch instincts I've have developed over the years.  This must be the sort of thing that drives the hardcore fighting game community crazy as their prized title gets tweaked in successive sequels and updates.  I own a copy of Street Fighter: Anniversary Collection which allows you to select 5 versions of Street Fighter II Chun Li's.  To the uninitiated, it's confounding.

In no way did I expect Not Tetris 2 (NT2) to tie into any of these issues, because it appeared to be more of a mildly amusing gag than a real game.  NT2 is visually the Game Boy version of Tetris, monochrome design and all, but with a physics-based play structure.  It's pretty amusing to have pieces capable of 360 degree rotation, bouncing and spinning off one another, and ultimately building an unfixable mess that fills up the entire space.  When I first began playing NT2, it was just that; actually playing well seemed not only impossible, but against the tongue-in-cheek spirit of the game.

But I kept playing it.

The goal shifted from simply figuring our how to play NT2 to how achieve a higher score.  This is something that in the long term, my old Tetris games never truly provided because they're lacking an internal battery to retain leaderboards.  I developed various strategies to best tackle NT2.  Firstly you have to approach block stacking with greater patience and care than classic Tetris because of the delicate rotational balancing required to place pieces in specific crevices.  You can press a piece up against the side wall to get it in a "right angle" position, which is helpful to maximize your early game before things get messy.  If you've got a decent pile built up at the bottom, I found that holding the "down" button as you place new pieces will slam them with extra force that can occasionally trigger a line clear somewhere below (line clears are based on horizontal block density).

I could continue divulging my strategies, but I should note that I reached a point where my feelings toward the game turned about face: I hit a 9999 point cap.  This made me feel conflicted about the whole play experience.  It seemed like maybe I had been playing something that wasn't really meant to be played.  I come from an art background, which has taught me that you shouldn't always believe what an artist says about their own work.  Artists have every right to lie about what a piece means or what their inspiration was.  Heck, maybe the explanation is its own separate piece of performance art!  Was NT2 a game, despite itself?

The amount of time I spent with NT2 dropped dramatically after reaching the cap.  Modern story-driven games add meta-game achievements, side quests, and multiplayer modes to flesh out their worlds, which also keeps us playing them longer.  Old arcade games like Tetris need that high-score mechanic to incentivize replay.  I suppose in this regard that I've "beat" NT2, but that's not something I'd quote in the game's favor, even if it's cool to say about a Tetris game.

Not Tetris 2 is definitely worth experiencing, but as for seriously playing it, that depends on personal discretion, and perhaps a releveling of what to expect from a free, interactive experiment.  Download Not Tetris 2 for free here.