Saturday, January 22, 2011

Raskulls (360)

Another interesting game. And I actually meant "interesting" this time. Raskulls is a quirky, cartoony puzzle/platformer in which you navigate various worlds by destroying colored blocks.

The evil space "Pirats" (they're pirate rats. Get it?), in their search for a planet made of cheese, have crashed their ship on a world inhabited by skull-faced characters known as the Raskulls. To repair it, they need the powers of the Shiny Stone, owned by the Raskull King. The story revolves around the Raskulls thwarting the plans of the Pirats.

The gameplay is essentially Super Mario Bros. meets Collapse. As you run and jump through the levels, you will occasionally find your path blocked by...blocks...that you must zap with a wand-like tool to destroy. If multiple blocks of the same color are touching, zapping one will destroy them all. There are also powerups such as the fireball (with which you can dash through and destroy blocks without zapping them), and the lightning (which instantly zaps out several blocks in a row, including the normally hard to break black ones).

Aside from the powerups there are "boosties" that you collect from destroying blocks, and can find in jars lying around. Boosties charge up a frenzy meter. Activating frenzy mode speeds up your character for a short time (unless you're collecting lots of boosties as you go) and allows them to zap blocks much faster, but be careful. Getting smashed by falling blocks will drain the frenzy meter.

Few of the levels are as simple as "get to the end." Every chapter introduces a new spin on the existing game mechanics. For example, you might be required to get to the end with a limited number of zaps. Or you might be required to get objects down to platforms without dropping them too far at a time. Or you might have to do BOTH of these with an insanely unfair time limit.

Some special challenges require you to complete a course without running out of frenzy power, while others require liberal use of frenzy mode to finish in a time limit. Frenzy mode and the powerups are also absolutely vital if you want to complete any of the race levels.


Unfortunately, despite this wide variation in level goals, Raskulls does suffer from one glaring flaw. Most of the levels are far too easy. The ones that aren't too easy? They're controller-snappingly frustrating. I was actually glad when I finally failed a challenge for the first time, assuming that the difficulty curve was finally catching up to me, but this quickly dissolved into annoyance after I failed it several more times before I finally completed it. There doesn't seem to be much middle ground in terms of difficulty. Everything is either way too easy, or way too hard. (I'd say about 8 super-easy to every 2 super-hard.) It's great and all that you get a feeling of accomplishment from clearing the hard ones, but you have you ask yourself if it was really worth the headache.

The second and most major problem is that this game is mind blowingly short. It's only 3 chapters long! I mean, sure the later 2 world maps are on the larger side, but I was still able to beat the main story in less than a day. After that, the only things left to do are complete any remaining challenges (which you probably left unfinished for reasons mentioned above) and , if you're the type, go for all the achievements. There's also Xbox Live multiplayer, which I have yet to try, but it looks like it's just more races.

Those complaints aside, though, Raskulls is a fairly entertaining game. It's the kind you play with a friend or two and take turns dying during the hard challenges while you make fun of the guy who screws up the easy ones.

The gameplay is somewhat original, characters are creative, and the dialog and jokes are lighthearted and funny, while maintaining just an occasional very slight hint of dark humor. However, there are spikes in the difficulty and it is an extremely short- although enjoyable- experience.

Raskulls gets an  8/10

Friday, January 21, 2011

Super Meat Boy (PC)

Well, this is certainly is an interesting game.

Wait...did I say "interesting?" My mistake. What I meant to say was, "quite possibly the most sadistic a game can be without being I Wanna Be The Guy." Not sure how I managed to mix up those two things.

The story is quite simple. You control Meat Boy, a speedy little block of meat with arms, legs and a face. Meat Boy's girlfriend Bandage Girl (made of bandages. Don't ask, I have no bloody clue where that came from.) has been kidnapped by the evil Dr. Fetus (a fetus in a jar attached to a robot body. Also has an awesome monocle. Again, don't ask.) The goal is to navigate the hazards of each level and reach Bandage Girl, after which she is promptly kidnapped again.  

As I said, a simple storyline. This is forgivable in the case of SMB, as the main focus of the game is in the challenge, and it does not disappoint in that regard. At all.

The thing that keeps Super Meat Boy from becoming I Wanna Be The Guy is that it's actually fair. It gives you a chance to get through each level on the first try, and there will be some that you do. It has no tricks up its sleeve, and none of your deaths will come out of nowhere. The level itself is not going to suddenly decide you need to die inches from the goal. The path is almost always as straightforward as it gets, and all the obstacles are so obvious they may as well be neon-lit. (Tip: If something other than a platform is moving, don't touch it.)

Yet, you will die.

Many. Many. Many. MANY times.

You will jump over that 1-block wide safe platform and into the saws surrounding it 50 times.

Once you master landing on that platform, you will fall short of the next one 100 times, and mess up the first one another 20 times.

Despite all of this, you will feel a surprising lack of urge to throw anything out the nearest window. That's because every single time you die, it will be YOUR OWN FAULT and not the game being a jerk. This is what makes a difficult game actually be fun, rather than draw comparisons to something people are forced to play in a special level of Hell.

At the end of each world is a boss. The basic goal of any given boss level  boils down to "STAY ALIVE AND THE BOSS WILL KILL ITSELF," but each one still manages to be unique and present a different sort of challenge. For example, the first boss chases you through a simple obstacle course, while the second boss is a vertical obstacle course with the boss swimming around beneath you and jumping up occasionally while you collect keys to outrun the rising "water." Similar in most respects if you devote a lot of thought to it, but still different enough to be interesting.

And while we're on that subject, even the levels themselves continue adding new challenges as you progress in the game. It never stops, so you constantly have to adapt your strategy, and, most importantly, IT KEEPS THE GAME INTERESTING. You actually have a reason to keep going on besides saying, "I beat Super Meat Boy." What new terrors does the next world hold? Flying saw blades? Meat-seeking missiles? You haven't seen it all until you've beaten. Every. Level.

Oh, and if you get an A+ on a level by beating a certain time, you unlock the Dark World version of that level. It's the same level, but harder. A lot harder. The addition of one saw can turn the easiest level into a nightmare. These Dark World levels also count toward your completion percentage, so if you want 100% you better either get really good, or be extremely patient.

And sometimes, completing the level itself is the easy part. You see, there are also collectible bandages in some of them. You might finish a level in 5 seconds, but you will die hundreds of times trying to get that one bandage.

"Why bother?" You might ask. Well, there are also other playable characters you can unlock by collecting enough of these bandages. These characters have special abilities, and are from other "indie" games. (Although there is also the Headcrab from the Half Life series who has the extremely useful ability to stick to walls, but is considerably lacking in speed).

More characters can be unlocked by finding the hidden WAAAAARP ZOOOOOOOONES (yes, I do feel the need to type it like that. Thank you for asking.) hidden in some levels similar to the bandages. Entering one triggers a short scene introducing the character you will be attempting to unlock, before giving you 2 or 3 levels to complete by using them. Complete these levels, and you can use the character in the main game. (FYI, unlocking The Kid from IWBTG is a BITCH. Spikes. Spikes everywhere.)

Other WAAAAARP ZOOOOOONES simply contain extra levels rendered in various retro game styles. So far, I've encountered SNES style, original Gameboy style, and Atari style. Although unrelated to the story, these levels often contain more hidden bandages, and offer another layer of challenges for those with a compulsory need to get 100% completion.

It's extremely difficult without being unfair, the characters are bizarre, the cutscenes are amusing, and the game overall is just plain fun to play.

I can think of no reason not to give it a 10/10

And so I add another blog...

To the overcrowded, overstunk landfill of blogs that nobody reads.

To make an already short story even shorter: I figure it's time I stop using my DeviantART Journal to post reviews of video games. I play a lot of them, I like a lot of them and hate some of them, and I like to pretend my opinion is actually worth something to someone somewhere.

SO HERE WE ARE.

I'll be more in-depth here than on my DA journal, since people will come here (hypothetically) specifically for reading my game reviews, rather than stumbling across them on DA and deciding that they are TL;DR. I might also repost some of the ones from said journal, if I feel like it.

When I rate a game, I use the X/10 rating system. I feel that some games need more than a 4, but aren't quite a 5 when it comes to the star ratings. The solution? I give it an 8 or a 9. Or a 9.5 if it's really good but falls short of perfect.

I'll also advertise Comic Shorts here. Comic Shorts is a comic created by me and a friend known on the interwebs as "Zanshlou." He was responsible for creating the original series of hand-drawn comics (which has long since ended. He's working on a remastering of it right now, but hasn't gotten around to actually doing all that much with it yet.)

I am currently working on a sprite comic series using the same characters known as "Comic Shorts: Spriteoverse." It's more story-focused and drawn-out than the original series, but uses a lot of the same inside jokes and references.

We also have a Facebook page, because we're up on all the latest fads.

Introduction's over. Time for games. First up is going to be Super Meat Boy.