Showing posts with label Strategy. Show all posts
Showing posts with label Strategy. Show all posts

Thursday, January 27, 2011

RISK: Factions

RISK: Factions

I want to talk about another game before I talk about RISK: Factions - the old '900 number' call-in games from comic books in the 1990's. "Help the X-Men beat Magneto," the double page spread would beg. Then you'd get a parent's permission and call in, ready to press 1 to use Optic Blast on Toad, and the announcer would talk as slow as possible to rack up the per-minute charges. Of course you didn't ask Mom's permission, you took the phone in your room, hid under the bed and hoped you could stop Magneto's plans in just a minute or two, but it never worked out that way. Keep that experience in mind.

First things first, this is a pretty fun version of RISK. They do a lot to change up the maps (though they aren't dynamically generated) and the different colors for team choice are realized in a fun way. Red (whose general is Commandant-64, an 80's toy robot) and Yellow (Generalissimo Meow, a tinpot dictator kitty-cat) are both highlights. The combat animations are fun and colorful, and the music, though obviously repetitive, fits the mood and doesn't get too grating.

The single-player campaign has a fairly funny storyline with fully-voice-acted and animated cutscenes attached to it, though it's just over an hour long.

But on to the flaws. First the offline flaw: the game's information delivery. While the combat is skippable, every time an objective on the map changes hands or comes online, and every award claimed at the end of a round, is meticulously mapped out and animated, which gets old by the second time you see it. When a hotly-contested property like the Temple gets passed around in a round, it becomes absolutely hair-pulling, and ultimately sinks local multiplayer, which - by the way - again does not support hotseat play, which is absolutely asinine for a game with literally no actions available for non-active players.

Secondly, online play is completely worthless. I've always maintained, despite others begging for a computer game RISK with online play, that it would be worthless. Locally, you're still in the guy's house when you throw up your hands and quit; online you just press a few buttons and you are gone, off to Call of Duty land. But RISK: Factions still lets you join another game right away, leading to endless ragequitting with pubbies, meaning you can only play online with your friends.

Ultimately, better matchmaking/ragequit penalties and customizable animation levels would make this a perfect arcade game, but unfortunately it ends up with a very few, but very critical errors that make it not worth its price.

Graphics: Very fun, bright colors and good animations. The "Domination" animations are a highlight. 4.
Sound: Full voice acting, and a score that never quites gets under your skin or on your nerves. 4.
Controls: Fairly intuitive. You can't abort a fast attack, but other than that, no complaints. 4.
Tilt: You will love playing this once, but ultimately the overlong and far-too-frequent "informative animations" just get annoying. 1.
Overall (not an average): 2

Monday, April 26, 2010

Plants vs Zombies

Plants vs Zombies

Tower Defense games are all the rage nowadays. Disposable, survive-this timekillers that run on minimal resources and require you to make the tough decisions on when to build that new tower. PopCap is probably the best casual developer to have ever developed casually. So when PopCap came out with a tower defense game, the result was expected to be fairly good.

But good God, this game is fan-freaking-tastic. The concept - zombies are invading your yard, and only plants - powered by sunbeams - can fight them off. The art style, cribbed directly from Penny-Arcade's whimsy, pits ultra-adorable "pea shooters" and smilin' sunflowers against zombies that drive zambonis and wear ducky innertubes is instantly endearing. There's literally nothing not to like in this game. But don't take it from me; here's EuroGamer, which says everything I want to but far more succinctly:
A masterful combination of serious strategy and cartoonish delights - and by adding mini-games, survival modes and a shop, PopCap is practically rubbing it in. The result is as fresh and accessible as Super Mario, and as refined and considered as Left 4 Dead, wading into another established genre and polishing the central ideas in a way that will make it a hard act to follow.
If I can have any complaint at all about this game, it is that there is an element of dexterity in harvesting your sunlight that feels out of place, a slight bit of twitch gaming in a whole that is solidly in the strategy genre, though it is a minor nitpick, and there's certainly a polished way of expressing that to you in-game via plants that glow a moment before releasing their golden manna.

This is a short review, because there is literally nothing wrong with this game. Buy it right now.

Graphics: Brightly colored with hilarious and accessible enemies and utilities. 5.
Sound: Minimal music still sets the mood, and the zombies groan appropriately. The Thriller Zombie is a high note. 4.
Controls: Not too much really needs to be done, but everything controls brilliantly. 4.
Tilt: It's got zombies. And seed packets. There's nothing not to like. 5.
Overall (not an average): Tendrils' Top Pick

Friday, April 23, 2010

Battlestations: Midway

Battlestations: Midway

Battlestations: Midway is pretty much the most complete game that was released on the 360 in 2007. Lots of games did some of the stuff in it better, and some games did everything it did, but not as well. But Midway is the pinnacle of 3rd-person action blended with overarcing strategy and oh hey, howzabout some kickass multiplayer with a community that's as tight-knit as it is skilled. It says something when the demo for a game two years old still has lobbys filling up almost instantly.

There's a lot to like here. For the historical buffs, there's tons of pages of information about how the Pacific theater war was actually fought. For the strategists, plotting courses and commissioning your fleet's deployments just right is very rewarding. And of course the dogfighting/bombing runs are pure adrenaline. At its core, Midway is a strategy game; realistically the computer is as good or better than you at actually executing the attacks you request, but eff dat noize, bombing runs, bitches. The sparse, Horner-esque soundtrack lets the big war machines make their mark, and it's great fun listening to something as big as the Yamato rumble into life and start firing those big guns.

It isn't all nose art and sneak attacks, though. The learning curve can best be described as "up a greased brick wall," and the tutorial is well over two hours long - and necessary - as the sheer number of options weighs down on you. Skilled micromanaging players from days of Starcraft yore will have the full scale of choices baffling them with the sheer variety available. The controls, once you are used to them, never really feel comfortable, though they are more than servicable, and as noted earlier, the computer really is better than you at basic actions.

The controls aside, you really can't ask for more from a game. It's ambitious, unique and competent. If you're a history buff, the most famous battles are faithfully recreated for you to either win again or change the tide of history as the other side. I can't recommend it enough for anyone who has the patience for its difficult-to-master control scheme.

Graphics: The ships look great, though the water and skybox aren't the lush eye-candy you'd get from a true AAA title. Given the scope, that's acceptable. 3.
Sound: Great rumbles from engines, budda-buddas from guns and booms from bombs. 5.
Controls: They try and do a lot with just an XBox Controller, and succeed - but it isn't pretty. 3.
Tilt: Great fun, populous multiplayer, but the single-player campaign is quite short. 4.
Overall (not an average): 4

Thursday, April 22, 2010

Worms

Worms

There's good and bad in the Worms port to XBLA. Worms as a game in general is a Top Pick; its combination of adorable avatars, cutesy weapons and over-the-top violence are a winner for all-time, but this is a review of the port, and as a port, it's lacking.

The number-one thing it lacks is weapons. Many of the most-fun weapons are completely absent, notably the Holy Hand Grenade. Ninja Rope is present in all its glory, unfortunately, taunting you with the moves you can cheese out of its use. There is also no level editor, a common absence because MicroSoft hates user-generated content (a snide person would point out that UGC means selling DLC becomes harder), but Team 17 could've forced it through.

Graphically, it's a mixed bag. The worms are expressive, but unfortunately the backgrounds are chosen from only 4 or so locales, and the pregenerated maps have only 3 configurations, limiting the creative carnage possibilites. Sound packs to customize your wormsclamations are free and fun, and the weapons sound nice for the most part, so no complaints there. Porting a mouse-based game to the console has a unique set of challenges, but Team 17 nailed it.

Allegedly, a remake of Worms World Tour is in the works for XBLA/PSN, and nothing would make me happier, but until it arrives, for just five dollars you could do a lot worse than owning this version of Worms.

Graphics: Nothing great, but nothing bad either. 3.
Sound:
Worms are cute, guns go boom. 5.
Controls:
Servicable. Some buttons are a little unintuitive, and no option to remap. 3.
Tilt:
You could do far, far worse than this evolution of Scorched Earth. 5.
Overall (not an average): 2

Wednesday, April 21, 2010

Marble Blast Ultra

Marble Blast Ultra

Some games are just brilliant in their design, and require nothing else. Marble Blast Ultra is such a game, and yet they added tons of additional features. The basic concept should be very familiar to gamers: You are a marble, and must get to the exit as fast as possible. Dodge obstacles and collect powerups to do so. There are gimmick stages, as well as stages designed for skill and stages that have a "trick" to finishing them in a flash. There are endless pinball bumpers situated on ice terrain that are controller-busting infuriating, and you'll love every minute of it.

The colors are bright, and your options for a ball include several fun options, as well as a few that show off their lighting engine in reflections. The music and sound effects get the job done, with subdued techno thumping and loud, brash sound effects that give audio cues when you use a power-up or 'blast' with your marble's ability.

Some of the puzzles require you to preform moves that aren't fully explained, and there isn't really a "practice zone" to try things without suffering through a long death scene, so it can be frustrating at high levels, but it's a minor complaint that is handled best by "play more, scrub."

But that's not enough. MBU also has comprehensive leaderboards and a pretty swank multiplayer component that features tense, gem-collecting, smack-talking elements while you compete to see who can knock their opponent off the edge the most (not the de jure goal of the multiplayer mode, mind you). They further kept their laurels un-rested by releasing even more DLC, more maddeningly-difficult stages to mess around in. Marble Blast is so good, I want to take it out behind the middle school and get it pregnant.

Graphics: Servicable. Bright colors and abstract landscapes get the point across, crucial in a puzzle game. 3.
Sound:
Repetitive but non-annoying soundtrack and jarring (in a good way) sound effects. 3.
Controls:
Responsive, but with enough play to make you keep going back to set a new best time. 5.
Tilt:
Great puzzles, great action, great multiplayer, great developer attention. 5.
Overall (not an average): 4.

Friday, April 9, 2010

Thrillville: Off the Rails

Thrillville: Off the Rails

Tycoon games are tough. Too complex and you drive off everyone who isn't a CPA; too simple and you make it boring for anyone with half a brain. Thrillville errs on the "too simple" side, making you the teenage grandchild of a scatterbrained theme park owner, tasked with bringing the many parks back up to code, building and researching new rides, and helping other hormonal kids hook up while they're at the park. The last part is just as creepy as it sounds.

Colorful graphics and a very nifty no-load-screen cheat bring a lot of charm to the game, and dozens of intricate animations are running at any time, while every single guest in your park can be interacted with, using fairly unique dialog trees. While cartoonish, the graphics are bright and fun, with a lot of diversity in the fifteen "worlds" spread across five parks to enjoy. The two dozen or so minigames feature PS2 launch-title graphics, but being minigames, you aren't forced to suffer through them more than once if you don't want to.

The music is atrocious- there are 3 three-minute long pop songs, and they unfortunately all have insipid lyrics, playing in a loop in every part of the game down to the starting menu. Reach for the iPod or streaming music from moment one, or these bubblegum songs will stick with you forever. On the plus side, every conversation and dialog tree is voiced by a convincingly different assortment of voice actors, keeping it from feeling like you're talking to the same voice actor with a different accent all game.

The many Financial screens are laid out in a decently user-friendly intuitive format for a console game, and engaging in most actions is straightforward; sadly the game (barely more than a port of the PS2 title from a year before) does not capitalize on the greatest controller ever created, and this 360 title's unchangable button-maps at times feel like they've been shoehorned instead of assigned more natural.

The game's breezy challenge level is clearly tied into it's target audience of tweens, and nowhere is that more obvious than the puppy-loving "dating sim" portions of the game, where you have to learn from previous responses what sort of things a particular teenager likes and dislikes before you run out of conversation options to get them to be a "Love Interest." If you succeed, a hug from the date is the reward. Since the game keeps firm to its "E" rating, you won't find any creepy lines, but the innocence is sickly in its own saccharine way.

Graphics: It's a PS2 port, with very little work done to hide that. 2.
Sound: Full voice-over work is fine, but the soundtrack is dreadful and mercifully short. 1.
Controls: Intuitive menu navigation, but the minigame controls are a mixed bag. 3.
Tilt: Absent of any challenge, but also lacking the charm of a true "chillaxin' and playin' games" game like Uno or A Kingdom for Keflings. 3.
Overall (not an average): 2.

Tuesday, April 6, 2010

NFL Head Coach 09

NFL Head Coach 09

While Madden's gameplay has been increasing in quality only incrementally over the years, their front-office options have been exploding. Finally, in 2006 NFL Head Coach was released, and was a steaming pile. While it's unfair to boost a game's score based on previous iterations, NFL Head Coach 09 is pretty great if the following phrase describes a game you'd like: "It's like D&D for the jocks who beat up the kids who played D&D back in high school."

While graphics aren't at the heart of this strategy game, they are entirely servicable. The create-a-coach feature, however, is awful. Instead of perhaps 4 sliders for hair, eyes, skin and beard, instead you are forced to cycle through all 130+ configurations, each taking over a second to load. Once you select your team (a clever way to disguise selecting the difficulty level), you're off to the races, training players, scouting collegians, and occasionally playing a game of football.

I hate to keep bringing up Head Coach, but this game really is so far beyond it in pretty much every aspect. The game goes through real time, without artificial restrictions on when you can do specific activities like hiring and firing, but allows you to advance to the next "forced" event (like training day) on the fly. Quests are handed down, and you have to manage your support with the quest-givers (Owners, Fans, Players, and Media being the concerns you need to juggle) without weighing any one too heavily.

The actual on-field elements are competently handled, with an interesting "Emotion Selector" allowing you to respond either with passion or logic. The personnel you have on the field determines which choice was correct, whether players need an even keel or a warrior on their side. Playcalling itself is identical to the more-interactive Madden companion game.

While it isn't really a football game, I can't recommend this strategy game to a non-football fan; there is just too much that is predicated on an intricate familiarity with football knowledge and front-office machinations, but if you're the kind of person who simmed whole seasons of Madden just to get to the meat-and-potatoes of the offseason, Head Coach 09 is pretty much exactly what the box describes, no more, no less.

Graphics: Nothing outstanding, but then, there isn't much asked of it. 3.
Sound: You'll need your iPod for this game, as most of the time you're listening to a short looped clip of the same music. 2.
Controls: Most of the clickthroughs are fairly intuitive and consistant within each menu's context, but the game doesn't take any chances. 2.
Tilt: For a fantasy football nerd, this game is Nirvana. 3.
Overall (not an average): 2.

Friday, March 12, 2010

Age of Booty

Age of Booty

Yarr! If ever t'was a game stumblin' up from the briny deep to make other online experiences walk the plank, this here be that game, matey!

No, but seriously, if this game can accomplish the same feat as Uno and Marble Blast Ultra and establish itself as "one of those Arcade games everyone gets when they buy an XBox," it would be in esteemed company. Or, more likely, Marble Blast and Uno would be in esteemed company. The multiplayer component of the game is seriously that great.

The basic idea is that, as a pirate, you need wood, gold and rum to continue to extend your piratey reach, and to that end you take over towns while other pirates, emanating from their own lairs on the other side of the hexagonal map, are doing the same. The art direction is great, not too cartoony, but still with flourishes (Cadillac fins appear on a fully-upgraded Speedy pirate ship) that remind you this is a game about sailing the high seas. Tilting the right stick up zooms the game in and drops the perspective from overhead to a gorgeous side view that really shows off the art direction. Sounds are sparse, but effective. Cannons boom deeply and resources fill up with a satisfying *ka-ching* or *glug-glug* depending on their type.

The singleplayer experience does have its faults. The friendly AI is worse that useless, and completely undirectable, so it becomes you versus the enemy fleet in most missions, which gets frustrating quickly, but this is a minor quibble, as there are only 21 total stages in the single-player game to complete before you're ready to either hop online with a crowd of scurvy sea-friends and tackle online, which is infintely more interesting as ships will coordinate attacks and defend appropriately (since they're helmed by humans who are working together), or start messing around with the all-but-forgotten in today's games Map Editor.

You heard me right: This game has a map editor, and the ability to take these maps online. That means, literally, infinite replayability as you challenge friends to conquor your own devious inventions. Yo ho ho, indeed.

Graphics: Colorful, creative and elegantly expressive. 4.
Sound: No catchy pirate songs, but clear audible cues for off-screen activity. 2.
Controls: The pathfinding is great, and most activities are automated. Minimalism at its best. 3.
Tilt: Avast, ye dogs! This be the greatest pirate-based game of 2008. 5.
Overall (not an average): 4