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Sam reviews – Afro Samurai (PS3)

by on May.10, 2010, under games, Reviews

avatarI shouldn’t really be reviewing this. Not really. Frood is playing this one and I’m just along for the ride.

The thing is, though, that while I’ll play some games that are okay, great even, and won’t bother reviewing them because everyone else has already played them or there are so many reviews out there another one won’t tell anyone anything (e.g. Bioshock), every so often we find a game that needs to be brought to the attention of the masses, whether because it’s several levels of awesome drenched in awesome jus, or because gamers should flee in horror rather than wasting any money on it.

Afro Samurai happily falls into the former category.

Afro Samurai poster

Hey! Afro!

Based on the manga series written and illustrated by Takashi Okazaki, this third-person brawler follows the exploits of the titular protagonist as he goes in search of the number one headband. I think. I’m a bit hazy on which headband he has.

It doesn’t matter though. The game is sumptuous, apparently based on the Prince Of Persia engine, with the same semi-realistic scenery overlaid with characters that are more drawn in look, reminding me of Samurai Jack. The fighting is graceful and stylised, although Frood reports that Afro can be a bit unruly: it suffers a little from the standard gaming issue of the camera motion interfering with the movement of the character. In operation it is button-mash with a little finesse, offering hit, heavy hit, kick, and several slowtime focused attacks. Every so often there’s the option to play bodypart poker.

The soundtrack is excellent, reminding me very much of Ghost Dog, but what makes it is the character of Ninja Ninja, who appears to be an invisible friend in the manner of Drop Dead Fred, only funnier. And more helpful. Ninja Ninja is played by Samuel L Jackson, and his dialogue has had us creased up in fits of laughter.

“You spent so long chasing justice, you forgot how to chase pussy!”

“Someone’s been praying to the god of ass, and he’s just answered!”

Yes, the characterisation is taken straight from the 70s, with shades of both Shaft and Huggy Bear, but Jackson plays it somewhere between Jules and Zeus and it really works.

Right now this game is on offer for less than a tenner at Amazon. If you are one of those gamers who likes to leave things alone for a couple of minutes to find out what the bored behaviour is (best yet: The Flash in Justice League Heroes, closely followed by Deadpool from MAU), don’t mind seriously bad language and can forgive linear gameplay, then don’t wait. Get one.

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Dear Activision

by on Oct.18, 2009, under games, Reviews

Very well, I forgive you. I forgive you because of the sheer joy of sticking one of the annoying Assassin girlies in a cement mixer.

I wanna do that again.

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Sam reviews… Wolverine Origins

by on Oct.18, 2009, under games, Miscellany, Reviews

Wolverine: Origins, Uncaged Edition

It’s not usual for me to review a game before I’ve finished it, but I’ll make an exception today because Frood is busy with Quantum of Solace (which is just Mace Griffin with an English accent).

First of all, let’s just do the wibbly-wobbly flashback thing. Imagine everything going a bit blurry like the teleporter effect from Blake’s Seven. You still with me?


Back in 2003 Marvel and Activision released Wolverine’s Revenge to coincide with the release of the second X-Men film — a blatant bit of Wolverine publicity if ever there was one, which made Magneto’s comment to Logan (“Once again, you think it’s all about you.”) even more lulz-worthy.

As it happened, this was a great game. It really was. The stealth kills and smell-o-vision were very well done, and made sense in terms of characterisation. I really enjoyed this game until it got a bit too frenetic for fun right up at the end. As I’ve said before and probably will do again, Activision do have previous for decent games based on the Marvel universe.

The new Origins game is an 18, so immediately you can tell that there is going to be gore. And there is. Lots of it. Which is kind of groovy. I don’t know about you but I get really ticked off with slicing and dicing and people falling over like rag dolls. If I’m kicking the living shit out of something I want see evidence. This game has it in spades.

Wolverine Origins PS3 version

It is also of the button mashy school, where chaining comboes means hitting the square button three zillion times before punctuating with triangle. This is, to be fair, reasonably similar to the previous Wolverine game, so I can’t complain about that too much. I just find it difficult to keep track of how many times I’ve pressed the square button when I’m being assaulted by three mutant wendigoes the size of Methodist churches, 10 killer robots and about 50 machine gunners.

You see, this game has decided that “increased difficulty” means “send more goons in to shoot him”. I’m not a huge fan of this. Indeed, it pisses me off to the point where, several times, I have been swearing at the screen, my controller slippery with sweat and my hand cramping as I try to dodge, block, roll, counter and pull off a berserker fury all at the same time while being shot to shit by an entire army of mooks who are all yelling “He’s hurt, he’s hurt, keep up the pressure!” It’s just not fun. It’s merely frustrating.

There are some really weird gaming decisions, too, like the scene in which you have to dodge the bullets from a sniper and fight off the inevitable goons while you are looking at yourself through the sniper’s sights. WTF? It’s hard enough dealing with a squad of machine guns at the best of times, but when you can’t see half of them because there are trees between the sniper who’s trying to kill you and both you and them, it’s impossible.

Which leads me to the dodgy camera angles. The camera appears to have a mind of its own and a sense of humour akin to that of GLaDOS. Why yes, thank you, I do so enjoy trying to fight off one of the stronger bad guys while my view is entirely obstructed by the freakin’ CEILING. Or the FLOOR. When fighting the camera follows Logan around like a slavish puppy, despite the supposed right stick control, so most of the time you’re staring at his arse while some giant robot pounds on him with RPGs you can’t see until they hit you because they’re coming from off-camera. This is unfortunate, because you’re supposed to counter projectiles by hitting them back at the source.

Ah yes. Countering. Hit L2 at just the right time to enable a bullet-time segment where you can hit square and perform a special attack. But “the right time” has to be precise to the millisecond, as far as I can tell. Too soon and he merely blocks, and that’s about as exciting and helpful as a dairy cow in the dressage ring.

The power-up bar in this game is rage, and Logan can accumulate rage by killing things or destroying certain items in the landscape. Once enough rage has been accumulated he has access to his superpowers of claw drill, claw cyclone, claw spin or, my personal favourite, berserker mode. He can tell which ones will give him rage because in this game smell-o-vision is a false-colour heat haze affair in which important things have certain colours. Red things are dangerous, yellow things can be destroyed for rage orbs and green things are useful in some way. Rather than the scent trails of the previous game, which made sense, and allowed you to sneak up on unseen enemies and spit them like a pig, this one has funny colours and sort of a blue breeze that indicates where you should go next. Not that you need to be told where to go next because it’s so linear you can’t even go exploring in the scenery a couple of feet from the path. No wandering about for you!

Yes, once more Activision have given us a game in which the scenery really is only scenery. This means it’s not much of a challenge to pick up the bonus items like the figurines that open up the costumes, which is presumably why you then have to complete a near-impossible bonus challenge in order to unlock said costume. Much as I’d like to unlock said costumes, I’m not sure I have the patience or the thumb stamina to fight a version of the character who has unlimited rage and all the combat reflexes of a highly trained cyborg ninja while mine has enough angry to shout at a used teabag and the reflexes of an asthmatic slug.

The gameplay is, thankfully, more varied than Ultimate Alliance 2, in that there are traps to avoid and jumping tests and the occasional puzzle. You can see where they’ve taken some hints and tips from Prince of Persia. The underlying God of War engine is also fairly obvious in the methods of dispatch for the larger, tougher enemies, especially the mutant wendigoes. These are not bad things. I like a bit of variety in my gameplay, which is why I find it so utterly bizarre and frustrating that they should have given us that and yet their combat difficulty is just throwing more and more and more things at Wolverine so he is forced to spend more time dodging and running around looking for a space to allow his healing factor to kick in before his guts spill out.

Generally the difficulty curve goes like this: start a section with a few standard grunts. Meet a whole bunch of grunts with a few of the special elite grunts who are harder to kill. Find yourself in a room with even more of them, plus some of the bastards that need a special move to kill. Fight until your hand aches. Move into a big, empty room where suddenly some new extra-difficult bad guy turns up and says “HAI!” Kill him and three more turn up and all attack at once. Swear a lot. Finally make it through that only to discover that now you’re fair game for all previous bad guys plus the new extra tough bad guys to throw down on you in vast numbers all at the same time. Rinse and repeat.

Frankly this game makes me go “GRRRRRR!” at the telly almost as much as Logan does on it. This is an adult’s game with childishly repetitive combat.

That said, you know, it’s not all bad. The feral senses could have — and should have — been done a lot better but, if you were a bad guy and had the crazy Canucklehead coming after you, would you send just one or two grunts? No. At the end of the day, if you’ve got Wolverine on your territory you send every man you have, armed to the teeth, and tell them not to stop firing until they run out of bullets or are dead.

And they will, trust me, end up dead. For while there are times when I have been reduced to screaming “FOR FUCK’S SAKE JUST DIE, WILL YOU?!” there is something deeply satisfying about going from a room full of mooks to a room full of dismembered mooks. Especially when, as occasionally happens, Logan moves in the blink of any eye from ripping some guy to shreds to answering his phone as if his mum has just called to ask if he’s coming round for dinner.

Ideally this would have had the stealth and the sneaking of the first Wolverine game combined with the potential for wholesale death and destruction on offer here. I should have been able to choose between sneaking up a scent trail for a silent claw through the gut or the incredibly useful lunge (the lunge is, at least while I’m playing, Wolverine’s primary mode of travel). As it is we have a gore-fest blender of a game with occasional challenges based mostly on being fast enough and pressing the right button at the right time. This isn’t a game you can get through without dying, frequently, unlike MUA2: it’s giving me RSI and blisters and is occasionally chuck-the-controller-at-the-telly frustrating. For all its flaws, however, it hasn’t given me the same sense of shocked betrayal that the film did.

It hasn’t, at least not yet, made me cry. Still, I suppose there’s plenty of time.

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Sam reviews… Katamari Forever

by on Oct.04, 2009, under games, Reviews

I promised you two game reviews yesterday and only delivered one. That was rather naughty of me. Still, you can’t say I short-changed you in the last review. At least I got to it before Ben Croshaw (whose feelings about Web of Shadows match mine exactly).

The other game I wanted to review was Katamari Forever. All together now…

NAAAAAAAA NA NA NA NA NA NA NA, KATAMARI DAMACY!!!!!!

Following on from We Katamari, there has been a terrible accident in which the King Of All The Cosmos suffered a head injury and lost his memory. Total amnesia. The Prince and all the cousins then build RoboKing to help out but RoboKing is a bit of a klutz and before you know it we’ve lost all the stars. Again. It’s down to you to get rolling and create lots of stars to sort things out before the King does something awful to RoboKing (minus lube, apparently), and to bring back the King’s memories while you’re at it.

Thus there are two main arenas in this version of Katamari. In the RoboKing’s realm are the new games, while in the King’s realm are old levels from the last game, tastefully decked out in black and white to represent forgotten memory until you bring them back to life and colour by rolling them up into your katamari.

What can I say? It’s Katamari. Fundamentally, all Katamari consists of starting small and getting big. As big as possible. No, bigger than that. Call that a katamari? It’s a bit of a thin katamari. We’re disappointed. But there it is. You do know the whole point of katamari is to roll big, don’t you? We did explain that, I’m sure we did.

No updated graphics here, oh no. It’s still the quirky, pastel-shaded realm where everything looks sort of baby-ish and sweet until you realise that all the people trapped in your katamari are screaming in pain and fear and you ask yourself how come the bloodless, apparently painless scrapping of MUA2 gets a PG but this blatant horror is considered suitable for three year-olds. It’s not like they welcome your advance with open arms. People and animals alike flee in terror more convincingly than they flee from Godzilla, FFS. I mean, wouldn’t you? If a 10m wide ball of accumulated stuff that once made up the scenery in your neighbourhood came barrelling towards you down the street, wouldn’t you run screaming? You are, fundamentally, rolling up property and living organisms, which are then turned by your mentally unstable, despotic leader into giant fiery balls of nuclear processing using some sort of matter-transforming superpower. It’s not like the people can expect anything but a terrible, suffocating, agonising death.

And they think this is suitable for three year-olds. Right.

The two new things are the Prince Jump, in which you can cause the katamari to leap in the air by using the Six Axis controller’s motion sensor (or pressing R2, which is much easier); and the heart points, which cause your katamari to suck in everything it is capable of picking up. Thus the games can be quite tactical, in that you have to decide whether to go for the heart early, or wait until you’re a lot bigger and can suck in more things. There is also an option to take photos from the Look screens, although I keep forgetting I have the option of an aerial view to look for more things to roll up so I haven’t taken any photos yet.

New levels open up upon completion of previous ones, and you have to complete levels in both realms to open up all of them. You can’t work your way through the RoboKing levels without opening up the King levels and vice versa. Yes, the Cow Bear level is one of those that you have to complete. Grrr. Gnash. Gah. And the campfire one.

Initially somewhat disappointing, the game gets a lot more fun upon completion, when you gain access to the mini games and can then go through the levels again opening up the other modes of play: Eternal (no time limit), Drive (double speed katamari); and Classic (exactly what it sounds like). The music isn’t as good as the previous games, despite consisting largely of remixes of the old favourites.

Overall it is worth a punt, especially if you are already a fan. If you are not already a Katamari fan I’d suggest getting a copy of the previous game instead, because the dialogue is a lot more quirky and you’ll miss out on all the in-jokes in this one, if it were not for the case that it’s become collectible and costs almost as much as this one. The game is definitely worth the current price tag if you already know you can lose yourself to the joys of rolling up screaming people and rabbits, cats, dogs, mice, juggling monkeys, giant octopus, fairies, sumo wrestlers, buildings, trees, flying whales, pizzas, sushi, cars, vans, helicopters, parascenders, Easter Island heads, UFOs, clouds, tropical storms, continental plates and god.

Otherwise, wait until the price drops a bit or find a friend who already has a copy. Just don’t expect to be allowed to borrow it.

Naaaaaa na na na na na na na, katamari damacy…

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Sam reviews… MUA2

by on Oct.03, 2009, under games, Miscellany, Reviews

I’ve got a couple of game reviews for you today. To start with, let’s take a look at Marvel Ultimate Alliance 2.

Do I need to repeat the whole Marvel Fan Girl thing? Yes? No? Tell you what, take a look at my Marvel games collection:

There are a few, yes.

Yes. There are two versions of the original Ultimate Alliance. One for PS2 and one for PS3. Guess what. I liked it. A lot.

I mean, there are some real turkeys there. The Official X-Men game at the bottom left is a pile of shite. I can’t put that any more kindly. It is dreadful. Rise of the Imperfects isn’t really any better, but it’s made by EA so I was rather dubious before I bought it.

Y’see, my experience is that Activision are the guys who know how to make good Marvel games. One of my favourite games ever is X-Men: Wolverine’s Revenge, in which the smelly, short, hairy, bad-tempered Canucklehead takes a trip up to Alkali Lake and stealth kills his way most righteously through thousands of mooks and some super villains. Apart from the end level it’s a corker of a game. The end just gets a bit button-mashy frenetic for my tastes.

The series of co-op games that started with X-Men Legends has always been top of our list for acquisition because Frood and I enjoyed the first one so much. It was our first proper co-op game in which we got to beat the crap out of things together. We’ve bought each one since then and, with every iteration, Activision has seen fit to simplify the game and introduce more characters and yet make them more similar.

X-Men Legends had very customisable characters and your choice of spending your XP was very flexible. If you decided you liked one power over another you could preferentially load that one up and ignore the one you didn’t like. You could buy points for a power. You could assign those powers to different buttons. More to the point, the unlockable extreme powers were for each character. There were different items of kit that each character could wear, affecting their abilities and their resistances. It was possible (at least for Frood) to spend almost as much time playing with character levelling as it was fighting bad guys.

Rise of Apocalypse simplified the character levelling, but not so much that we were complaining. It made it less fun but it didn’t stop that aspect of the game being worth spending time on.

The first Ultimate Alliance simplified by a whole order of magnitude. If I were being unkind I might suggest that this was a direct reflection of Jemas’s rather hubris-filled statement that the Ultimates was there to bring success where all the regular Marvel story arcs were falling into a pit of failure constructed out of what-ifs and untold stories (see the statement at the end of The Tomorrow People). Personally, having read nearly all of the Ultimate X-Men, I can’t help but note that the fifteen-year olds who started out in that grew up pretty damn fast, and feel this is unsurprising because, unless you are going to deal realistically with what happens psychologically to child-soldiers, you can’t have child killers at all. Hormonal teenagers running around snogging one minute and slaughtering baddies the next with nary a blink is entirely implausible.

What I’m trying to say is that, for me, the amount of death and destruction in the Marvel Universe, the darkness of characters like Wolverine (epitomised in the Barry Windsor Smith one-shot) and Emma Frost (femme fatale indeed) is too adult on many levels for the sort of “X-Men as teenagers reboot” that the Ultimates tried to provide to be plausible.

Which is only slightly out of context, because it seems to me that the simplification of the Ultimate Alliance games is a direct result of a rather similar attempt to appeal to a more mass or younger audience whereas the early ones were aimed at fans. This despite the fact that the younger players would probably be happier dealing with complex gameplay than a lot of us more — ahem — mature players.

Other than the irritating simplification of character levelling, the gameplay itself has become incredibly linear. Incredibly linear. Do not show me an open door if I can’t enter that room because there’s an invisible barrier of code in the way. I want scenery, not set-dressing. Given the obviously upgraded graphics — the reflections on Iron Man’s suit are glorious — why can’t we have game arenas confined by the walls rather than inevitable plot? We had that in the previous games. Why not this one? If there’s a rooftop I can see and I have a flier, I should be able to go there. While I’m at it, as we have such gorgeous reflections on Iron Man’s suit, why in the hell do the others all look like they’re made out of plasticine?

Where previous games had levels that required certain characters (Ice Man for putting out fires, or fliers for retrieving objects), we merrily hacked, slashed and slaughtered our way through this one without any real thought for character choice. It makes no difference. Gone are the individual extreme powers in favour of this ridiculous “fusion” notion. They claim more than 200 different powers, but really there are only about five, as we discovered by taking every team combination we could through the basic training simulator before we got bored seeing the same thing over and over again. Playing Wolverine and Deadpool to Frood’s Spiderman and Jean Grey (he’s missing Toad and Blade, bless him), we could either suck everyone into a pile and whale on them; get Wolverine to run around in a very homoerotic fashion holding hands with someone else; or have someone pick Wolvie up and chuck him at the bad guy. If you’ve got someone who has beamy powers, including Storm’s lightning, you can add to this a sort of laser-death ray sort of affair.

For true entertainment, though, Susan Storm putting a hamster ball force field around the Thing is worth a shot.

Gone, too, are the individual boosts provided by cunning outfits of gloves and hats and things. Instead we have three slots for team boosts, each of which provides a power like an extra 15% stamina or resistance to fire. These apply to the whole team, not individual members. Rubbish. Just rubbish. You might as well pick three you like and forget about it.

Each level takes an absolute age to load, this being because all the cut scenes are pre-loaded. This is not for your convenience, oh no. This is so, when you inadvertently reach the boundary condition at the end of a segment, the cut scene can whisk you away before you’ve finished smashing all the crates and looking for secrets. Frood and I both swore at the screen a lot over this. We haven’t got all the collectibles. Some of them we haven’t found. Some of them we couldn’t pick up because the cut scene interrupted. On one notable occasion we went from a sewer in Latveria to a boat in New York two weeks later in the space of a second. I mean. What the hell, Activision?

Seriously. WHAT THE HELL, ACTIVISION? What gaming company lets the cut scene stop the players from destroying crates?

Plus points. Let’s find some. Doesn’t take long to play through the first time? Hardly a plus point. The graphics are great. Really they are. The dialogue in-game is pretty good, and the conversations in the headquarter sections between maps are written to be pretty well in character. Spiderman and Deadpool get some great lines. The Civil/Secret War storyline is nice, in that it reflects material that has been going on in continuity, although it’s material that I mostly haven’t read because I don’t have the six-figure income needed to keep up with everything these days (mind you, I’m pretty sure it wasn’t Iron Man Nick Fury sent to Latveria, at least not in the Bendis/Del’Otto version). Captain America is voiced by a guy who is apparently trying to sound like Steve Austin, and he looks quite a lot like Steve Austin, so a point for consistency there. (I’m stretching, aren’t I?)

Dammit. I really wanted to like this game. It’s number 4 in a series of games I still dig out and play sometimes. It’s an Activision Marvel game. It should have been freakin’ awesome.

But it wasn’t. The powers are meh, the fusion powers not spectacular or varied enough, the gameplay is frighteningly — I mean, frighteningly — linear. There is no going back after each segment, and if you thought you could hold off the end and make your way back there’s a cut scene waiting to abduct you. You can save and swap characters wherever you like (in the previous games you could only do this at special check points) but there’s no point because the game only saves to the start of a level and there isn’t any need to swap out characters. You don’t have the option of portalling to a previous section of map from the central hubs so you can go back solo to kick some butt and find missing collectibles while your gameplay partner is busy making dinner.

In short, MUA2 is a disappointing outing for Activision that has got me wanting to go back and play X-Men Legends again. Which is a shame, because we liked it so much and have played it through so often that our characters are now too powerful: the game can’t cope and falls over when we try to play it.

Bah.

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The levellers – #lbp

by on Aug.08, 2009, under gaming, Geekery, Miscellany

Little Big Planet may look like a game for kiddies, but I can assure you that grown-ups play it too, and are just as fond of mucking about with their sackpeople. No, that is not a euphemism.

Frood (AKA Alibarbarella) and I have played the story levels all the way through and a great many of the community levels, and here’s my short guide for level-makers to creating enjoyable levels that will result in these two picky customers giving you five stars and a heart.

#1 – Single player vs. co-op
And all for one!
You might think that this shouldn’t need to be said, but it does. If your level doesn’t work very well when more than one sackperson is on the field, say so in the description. It doesn’t mean we won’t play it — we’ll switch off one of the controllers and one of us will watch the other one play. The levels that play themselves are good examples. If two of you embark on one of those, a helpful NPC reminds you to switch off one of the controllers.

If your level is designed to work for co-op that’s fantastic. We love co-op games. Levels we can play together are the levels that keep us coming back for more. LBP is, after all, also a social game. That said, if you need more than one player to complete your level, you should say so. If your level can be played by two or more but you’re better off approaching the obstacles one at a time, it’s helpful if you explain that, too.

Remember that co-op sackpeople don’t like being separated. If your obstacles cover a lot of space, make sure that all players can complete each one together, otherwise there will be much peeping and someone will end up piffing.

#2 Storytelling
The best levels have an economy such as would be found in a short story (I’ll talk more about telling stories with levels in a later post). There’s no point putting in a hellishly fiendish obstacle if the sackpeople can just go around it, and sticking a few points balls at the top isn’t incentive enough to waste valuable lives making the attempt unless you’re trying to ace the level.

Frankly, life’s too short.

We liked this oneA really neat sticker (especially one that becomes a switch trigger later) might induce me to tackle an obstacle that’s not vital to completing the level, but I don’t get a kick out of grabbing everything there is to grab. Not everyone does. If I reach the end and it says I’ve only managed to find 64% of the items, that doesn’t necessarily make me unhappy or want to play it again. A good story, with well thought-out obstacles — that makes me want to play it again.

Check out Innocent Cows… That’s a great level, and we’ve played it a few times. Note that it took two months of work and hand-drawn artwork. Good levels don’t come easily.

#3 Gremlins
If you haven’t heard of beta testing, then you’re doing it wrong.

Sackpeople are like hamsters, or octopuses. When you want them to go through a gap they’ll stubbornly refuse and hop to either side of it like it’s the fourth wall. When you don’t want them to go through a gap, they’ll be straight through there and nothing you can do will stop them. Then they’ll get stuck.

You need to use a glitch to get this costumeThey also break things. The players out there will take your level and turn it into so much useless junk, if you haven’t built it robustly. There’s very little worse in Little Big Planet land than getting halfway through a level and discovering you’ve broken it. A pretty typical flaw is when a level generates a vehicle as a one-off, it somehow gets broken or lost (sackpeople also let go when you least expect it) and then you can’t finish the level because the vehicle was necessary to get to the next area.

In addition, we don’t like it when we find ourselves behind the scenes, looking at the winches and pulleys, and can’t get out again.

In short, don’t give us a level we can break. That makes for sad, angry sackpeople.

#4 Number of lives
Sackperson acrobaticsThere’s something to be said for the infinite lives portals. A couple of community levels out there (I can’t look them up because Frood is hogging the machine for level building right now) are designed to be one trap after another. Relax, it tells you. You will die. It’s fine. You have infinite lives. Sit back and enjoy.

And we did.

Running out of lives halfway through a level and having to start again might be part of the fun for some — I own more than one version of R-Type, I get it, I really do — but personally I prefer not having to go all the way back and start again. If you’ve got a particularly tricky bit in your level, in which it’s necessary to get it right to within a hair’s breadth, or learn a complex pattern, consider using a double portal, at the very least. I don’t mind dying, but I don’t like getting frustrated. Gaming is supposed to be fun.Sad Sackmunky Are Sad

On the other hand, there are tags for “tricky” and “frustrating”, so if you like killing sackpeople go right ahead. It’s just that we’ll probably skip it.

#5 Descriptions
Use these wisely, young sackperson! You can get away with almost anything if you explain it up front. There will be players out there who will enjoy whatever fiendish tricks you have to offer, so make your description count! For every player who wants to bring three friends there’s another who likes having levels all to himself. For every player who likes infinite lives there are more who like the challenge of having to do a level over and over to get it right. The important thing is to give us levels that work and are fun to play. If a description covers the important facts then we can choose the ones we are more likely to find enjoyable and you are more likely to get hearted.

All together

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