Friday, June 27, 2014

Nidhogg

2014 - Messhof - PC

Nidhogg is what would happen if you took a fencing game, a tug-of-war game, and Towerfall and blended them all together. It's got the positioning and strategy of fencing, the back and forth momentum swings of tug-of-war, and the frenzied pace of Towerfall. Just like Ken Griffey Jr., it's a great game to check out if you and a friend want a quick laugh and to yell obscenities at each other while playing a fun game.

The basic goal of Nidhogg is to get from one end of the screen to the other. There are always two players, yellow and orange. The yellow player wants to move to the right, and the orange player wants to move to the left. But in order to progress to the left or right, your player has to have control of the camera. The game will always begin in a neutral position. The camera is initially in a fixed position and camera control is rewarded to the first player who gets a kill. You can kill an opponent by stabbing them with your sword, throwing your sword at them, snapping their neck while they're knocked down, or by pushing your opponent into a stage hazard. As soon as you get control of the camera, you'll want to frantically run to the left or right, depending on which color player you are. But your opponent will be constantly respawning in your path to try and kill you, take control of the camera and push back in the opposite direction. Once you reach the end of the stage, you win, and are rewarded by being eaten by the giant flying worm known as the Nidhogg. Yeah.

The pace of the game is very fast, and matches will usually last under a minute or two. Even though battles with your opponent happen very quickly, there's a little bit of rock-paper-scissors strategy with each encounter. You can approach traditionally with your sword, go in high for a divekick, or go in low and try to sweep the leg and snap the neck. There are also three fencing elevations you can hold your sword: low medium and high. Holding your sword low will protect against leg sweeps, but leave you open to divekicks and sword throws. Holding your sword high will protect against sword throws, but leave you open to leg sweeps. If you get disarmed or throw your sword, you will be able to run faster, but you will have fewer options. You can only attack with divekicks or leg sweeps, so often the best option is to just try to jump over your opponent. You can try to strategically analyze each of these options and try to predict what your opponent will do, but everything happens so quickly that you barely have time to think before one of you is already dead. You never really get a sense of negative punishment though, the quick respawning and fast pace of the game will only allow you to shout one quick profane phrase at your opponent before you're right back in the game to try again.

The art style and music perfectly complement the gameplay of Nidhogg. There are four playable stages and each have frenetic and constantly changing background artwork. The artwork really serves to highlight the frantic and urgent pace of the gameplay. Same with the soundtrack. Most of the songs in the soundtrack have an eerie synthesized sound accompanied by an unpredictable and wild drum track. It really is the gameplay expressed through music. Each time a character dies, they explode into puddle of orange or yellow paint which flies all over the level at the point at which a character was killed. If you really get a deadlock where each player keeps pushing back and forth at the same position, you get a crazy looking orange and yellow bloodbath. It's pretty cool looking. The pixelated animations of the character models are great too. Some of the death animations are especially funny and they're accompanied by great over-exaggerated death screams. Great example of simple but awesome design in the audio/visuals

Nidhogg is an excellent example of a great game that will probably only ever get made in the indie space. The elevator pitch for this game is way too insane to be taken seriously by an executive and the scope of the game is too small for a large company to bother spending resources developing it. I'm really happy that there's a huge boom of really interesting and creative ideas coming from all of these amazing indie games like Nidhogg right now.

Summary:
Nidhogg is a weird, fast and crazy good time if you and a friend are looking for a game to play. There's even a bunch of crazy bonus setting like low gravity mode or hyper-speed mode you can toggle in the settings if you get tired of the basic game. The scope of Nidhogg is small, but the gameplay is good and the replay value is high. I'd recommend checking it out.

Friday, June 20, 2014

Minecraft

Mojang - 2011 - PC/X360/XboxOne/PS3/PS4/Mobile/Vita

(On my Top 10 Favorite Games list)

Wooo 50 reviews! Wooo!! When selecting which games I'll write about each week, I give priority to the more obscure games that people may not have heard of. I think it's important to shine a spotlight on the smaller indie titles that may have slipped through the cracks. Games like To the Moon, The Swapper and The Stanley Parable all offer amazing unique experiences and are deserving of attention and discussion, but tend to run under the radar because they're not behind big publishers. I was thinking for my 50th review maybe I would review one of my all-time favorite video games. A game that I really love, like Ocarina of Time or Final Fantasy VII. But nah, people already know about those games. So I'm here this week to shine a spotlight on a game you may not have heard of. It's a little indie game I discovered called Minecraft.

If you didn't pick up on the heavy sarcasm at the end of that last paragraph and/or are otherwise oblivious to the video game world, Minecraft is hugely popular. Like HUGE. To date, it's sold nearly 50 million copies across all platforms making it one of the best selling video games of all time, according to Wikipedia. That's more than the original Super Mario Bros. A public beta of Minecraft was released in 2009 and it spread like wildfire across the internet, solely through word of mouth. It was officially released in 2011 and has now made it's creator, Markus Persson (a.ka. Notch), like 97 trillion dollars from sales and merchandise. Don't look that last number up, but it's probably true.

So what makes Minecraft so popular? First of all, it's mind blowing. The first time I played Pokemon Red/Blue? Mind blown. First time I played Ocarina of Time? Mind blown. If you've never had your mind blown by a video game, I don't really know how to quantify that for you. The first week I owned Minecraft, I played it obsessively. And when I wasn't playing it, I was thinking about playing it. It's a completely absorbing experience. The other reason I think Minecraft is so popular is that there are just so many ways you can play the game. You can play it like a survival game where you forage for resources and see how long you can stay alive. You can play it like an exploration game, just traversing the vast landscapes and seeing what you'll discover. You can play it like a traditional single player game where you upgrade your weapons and equipment and eventually get strong enough to take down the final boss. You can play it like a creative game because the game engine literally allows you to construct whatever you can dream up, as long as you have the materials. Or you can play with friends and blow each other's stuff up. And the best part is that none of these playstyles are mutually exclusive.

I was a huge fan of LEGOs as a kid. And I guess I still am as an adult. So the creative building block element of Minecraft is really appealing to me. The entire world of Minecraft is randomly and procedurally generated each time you start a new game or explore a new area. The terrain that is generated is essentially just made up of little blocks that the game engine will allow you to remove and replace however you see fit. There's quite a bit possible with just that game mechanic alone. But then you add in the fact that there are rare blocks that are generated like the gold ore block or the diamond ore block that can be used to make more complex objects or tools in the game... this really makes the exploration aspect of the game addicting and satisfying. Then there's the redstone ore. Oh man the redstone. Minecraft's redstone actually allows the player to create complex circuitry with logic gates in the game of Minecraft. People have made calculators and functioning CPUs in the game of Minecraft. That's CRAZY. I hope that helps you understand what a powerful creative tool the engine of Minecraft is. Then there's the people that have recreated famous structures or landmarks in Minecraft. There's the Minecraft Enterprise, the world of Game of Thrones in Minecraft, and Pharrell Williams' "Happy" recreated in game through the engine of Minecraft. That's just awesome.


Summary:
If you want to learn more about Minecraft, its developers, and the impact it's had on the games industry, check out this pretty cool documentary on youtube. If you somehow haven't played this game, you really should give it a try. If you know me personally and want to play on my server, give me a shout. And if you're one of those people who've stayed clear of this game because "eww the graphics are bad", I'm gonna come smack you. You're missing out on one of the most important and unique video game experiences ever created.

Friday, June 13, 2014

Ken Griffey, Jr. Presents Major League Baseball

Software Creations - 1994 - SNES

I am not a baseball fan. I played softball in high school more or less against my will for 3 or 4 years. I was terrible at it and the experience made me hate the sport of baseball. It's quite boring compared to other sports I watch or play; there's just a lot of standing around and waiting for something to happen. And watching baseball on TV is even more dull and uninteresting to me. So understand when you read this that I am not, for example, a football fan telling you how great Madden is or a soccer fan telling you amazing FIFA is. I am someone who hates baseball telling you that my favorite sports video game is actually my least favorite sport

Ken Griffey, Jr. Presents Major League Baseball (KGJPMLB) is actually the first of four baseball games to bear Griffey's name. There was another one made for the SNES and two more for the N64. I haven't bothered playing the other games in the series because I'm sure they probably added a bunch of new features and depth and realism to the game, which is not really what I look for in a sports game. The whole realism thing is exactly what turns me off in modern sports games too. I don't care if LeBron James' face has 90 billion polygons and the sweat will roll realistically down his face or whatever. I want to make LeBron James do 17 backflips, dunk the ball and shatter the glass NBA Jam style. I want to be able to piledrive players on the opposite team way after the whistle NFL Blitz style. I want fantasy in sports games, not realism. The beauty of KGJPMLB is in its simplicity and its goofiness, not depth or realism.

Ever played Divekick? The metagame of KGJPMLB is sort of similar. The buttons and controls are easy to grasp, so the difficulty and fun of the game lies not with memorizing complex sets of buttons, but more with trying to predict what your opponent will do. And like Divekick, the game is best played with another human opponent, not by yourself. One player plays the batter and the other will play the pitcher. And just as in real baseball, this is where the main interaction of the game lies. But KGJPMLB speeds up the normal slow pace of baseball by cutting out all of the downtime and waiting in the game and speeding up the action. The pitcher will be able to control the speed of his pitches, holding down for a fastball and holding up for a changeup. The pitcher can also throw curveballs, holding either left or right to make the ball veer wildly back and forth. The hitting/pitching mechanics are simple and well implemented. As a batter, you'll probably find the game difficult to play on reaction. You'll have a huge advantage if you've caught on to the pitchers patterns and can guess what speed and direction the ball is coming at. And as the pitcher, you need to keep varying the pitches to keep the batter on his toes. It's so satisfying as a pitcher when you throw two consecutive fastballs and then the batter swings way early at your changeup and curses you out.

As I mentioned before, the game is also kind of goofy. Apparently KGJPMLB had difficulty securing the rights to depict actual players from the MLB player's association. As such, Ken Griffey, Jr. is the only real MLB player to appear in the game, despite the game depicting real teams and real stadiums. This opened the door for KGJPMLB to take a little creative license with the player's names on each team. The player's names on each team in the game belong to a specific theme. For instance, the Kansas City Royals are all named after Presidents (A. Lincoln, J. Kennedy, R. Nixon etc.), the Boston Red Sox are named after characters from the show Cheers (C. Claven, N. Peterson, S. Malone etc.), and the Milwaukee Brewers are superheroes' secret identities (C. Kent, P. Parker, B. Wayne etc.). It's kind of a fun "guess the theme" mini-game each time you play a new team. KGJPMLB is animated in a sort of cartoonish way that matches perfectly matches its goofy, fun gameplay. When players overrun the ball in the outfield and slam into the backstop, they make a crashing sound and fall comically flat over backwards, which I used to love and laugh at as a kid. After striking out, the players may also break their bats in frustration, which is a nice little touch. Anyone who has played this game before also remembers batters turning to face the screen and yelling "Aww c'mon!" directly at the player after striking out in what I found out is actually a soundbyte of Jim Belushi's voice

Composed by the legendary Tim Follin, this game has a very short, but very excellent soundtrack. Also if you've never heard of Tim Follin before, you should look him up. He's probably never composed for any game that you've played or maybe even heard of, but he's an absolute legendary oldschool chiptune composer. All the while you're playing KGJPMLB, you'll be treated to this rockin' anthem, which is one of my all-time favorite tracks ever composed for any video game. Love that track. So catchy.

Summary:
If you and a friend are looking for a good, quick game to kill some time, you can do worse than KGJPMLB. It's fast, goofy and fun and will probably have the two of you shouting at each other in no time. KGJPMLB is a good example of exactly what I want in a sports game: Crazy, goofy, fast-paced action with a good sense of humor.

Friday, June 6, 2014

Home

Benjamin Rivers - 2012 - PC/Mobile

Like the similarly named Gone Home or even The Stanley Parable, Home is an experience that may challenge your definition of what a game really is. And like those other two games, I think Home is probably best played without any expectations or prior knowledge about the game or what it is. Having said that, you should probably stop reading this if you haven't played Home and think you might want to. Just know that you should play it if you like narrative focused games or unique, thought provoking experiences. Also it's really short and probably best played in one sitting, so set aside an hour or two and play Home. And Gone Home. And The Stanley Parable. If you haven't already.

Still reading eh? I'll try not to spoil too much of this game then. In Home, your character wakes up in an unfamiliar house with blood on his clothes and an injured leg. He can't remember what he was doing before or how he wound up in the house. He soon finds a dead body and makes other unsettling discoveries which prompt him to want to race home as quickly as possible to make sure his wife is okay. Along the way, you'll find clues that may offer insight as to what your character was doing before he blacked out or why he wound up in that house to begin with. You'll also need to make some decisions that will affect how the game plays out. For example, you find a live rat stuck in a mousetrap: do you free him or leave him be?

Graphically, Home is pretty simple. Standard indie game pixel art graphics. But I think the graphic style suits the game perfectly. Home and Lone Survivor are a good demonstration of how when you have a simpler graphic style, the sound and music design becomes more impactful. The player is paying more attention to what they're hearing to as opposed to what they're seeing. I don't think Home had superb sound design, but it was a good example of less is more. Most of the time, you'll just hear the player character's footsteps and maybe the occasional background noise which are adequate to create the atmosphere. But when you hear something unexpected, it can be very surprising or unsettling. I did have a few control issues with the game though. On several occasions, I accidentally skipped some text that I was still reading and the game wouldn't repeat the text or go back to it. And the game felt a bit unresponsive sometimes when playing with a controller, but these are minor complaints.

Okay, past this point is spoiler territory. The ending of this game warrants some discussion because it's what makes the game unique and interesting. But I don't think I can dance around the ending without revealing it, so if you don't want the game spoiled, stop reading.

The game does a good job of creating suspense and setting you up with mysteries like "Who killed the man in the house? What was your character doing in that house? Where is your wife? Is she alive or dead? Are you the murderer?". Depending on your actions and decisions, you'll get clues that can support theories about the answers to these questions. But the game will not directly give you any sort of concrete ending. It's left vague and up to the player's interpretation of the clues and events to draw conclusions about them. In fact, at the end Home, the game will link you to its homepage (ha ha) where you can see other player's interpretations of the game's events and share your own. I was initially kind of put off by this. I think I was expecting the kind of ending that 999 had where there's a great twist at the end, the player is given satisfying answers to all of the mysteries of the game, and all of your questions are explained and wrapped up. Nothing like that here. After being initially dissapointed, I decided to play through Home again since it's only an hour or so long. I found I enjoyed it more the second time where I could focus on the details and try to form my own viewpoints on the game's ending.

Summary:
Home certainly isn't for everyone, but I love this style of game. I love games that tell me a good story or can make me stop and think a bit about what the game was trying to communicate. I hear Benjamin Rivers is now working on what is being described as a "futuristic sci-fi psychological romance" game. Sounds completely crazy, and I'd like to play it