PC

Bronze

November 29, 2010

If someone makes a board game version of Bronze, I’m in for one in a heartbeat.

I wanted to get that out of the way. And it makes sense, because Bronze is practically a board game already. The game, from Dreamspike Studios and Shrapnel Games, is nominally about early civilizations, but it’s really an area control game very similar to the classic Reversi. 

Players start with control of one or two tiles (usually near the board’s corners), then they can take control of an adjacent tile on their turn. Of course, just that would be incredibly boring. On each tile, players choose a building to construct, each having a different gold value. Some, like mining villages, add gold to your supply, while others cost gold but have various effects. Towns acquire unclaimed adjacent tiles. Armies convert adjacent enemy buildings to your control. Bridges let you cross rivers. There are more, including some that prevent buildings from being converted and others that, well, do nothing. Your goal is to control more land tiles at the end of the game than your opponents. 

Each civilization has a different set of buildings and costs, making them play differently and have dominant strategies. Some have free armies but little else. Others have cheap towns. It’s hard to say they’re all balanced, but there are times when a lopsided battle can be interesting.

The game is supposedly not designed with a multiplayer focus, but it doesn’t feel that way. (Only hotseat is available, though, which is unfortunate for a game that feels like a board game. Fans of board games always look for ways to play when gathering a group isn’t an option.) There is an extensive set of single-player campaigns, each designed to make you familiar with a faction’s strengths and weaknesses. The AI is smart (and sometimes too smart), but it leads to a real feeling of satisfaction when you pull off a particularly difficult map. There’s a map editor, so you won’t run out of maps, but most possibilities are covered in the many campaigns. 

The production values were, put bluntly, not a priority of the developers. The interface is functional but not at all impressive, the graphics have a clear focus on usability but look about eight years old, and the sound is passable. Because it’s a board game, and that stuff doesn’t matter too much. 

Bronze targets a very small segment of the gaming population, and it targets it hard. At $30 it’s hard to recommend a game with no online multiplayer, but there’s no denying that the base here is interesting.

Now just print everything out and throw it in a box already.

 

Pros: Solid base game design, challenging AI

Cons: Production values, limited multiplayer

The Undergarden

November 28, 2010

The Undergarden isn’t a game so much as it is an experience. There’s no story, no death, and no losing. It does, however, provide a very nice experience. As a result, The Undergarden is a surprisingly hard game to review.

In The Undergarden, you play as an underwater fairy, tasked with growing underwater gardens with pollen you’ll collect from green pollen sacs that are spread throughout the levels. That’s the entire purpose of the game, to grow undersea gardens. Along the way a variety of physics puzzles will present themselves, though none should be hard enough to stump anyone. And, as mentioned, you can’t die or lose during a puzzle, though you can reload the game from checkpoints if you need to start a puzzle over from the beginning.

On the other hand, the visuals and audio are vibrant and wonderful. The entire point of The Undergarden is geared toward delighting your eyes and ears with sensory pleasures whenever you explore the levels and grow your gardens. By exploring, gardens will pop up as you pass by, exploding with colors and shapes. By finding and dragging around other fairies called musicians, you can change the music and interact with the plants you’ve just grown, changing the way they bloom or grow, even regrowing them into completely different plants sometimes.

The Undergarden is a great way to just sit back and relax. However, that’s all there is to it. That makes it hard to play for long periods of time, especially without any kind of challenge to the puzzles. 

It is unfortunate that Undergarden is hard to play with a keyboard and mouse. There is no way to customize your control layout, and the awkwardness of it shows that it was really designed to be played with a controller, not a mouse and keyboard. Even worse, Undergarden never teaches you what the controls are, so it is mostly guesswork on finding out some of the controls.

In the end, what you get out of Undergarden is entirely dependent on your expectations. If you are looking for a challenging puzzler or a game in the standard sense of the word, you will probably be better off with a different title. However, if you want a relaxing sensory experience unlike any other I’ve seen, get The Undergarden, and play it with a controller if you can.

Pros: Visuals are vibrant and pleasing; Audio is wonderful and relaxing

Cons: Controls are awkward unless you have a controller

 

Grotesque Tactics

November 17, 2010

Video game parodies are not uncommon nowadays. Many people like to reference or pay tribute to the games they love, which is perfectly reasonable. Selling itself as a game that “combines the features and clichés of Western and Asian console RPGs,” Grotesque Tactics is a reminder of why most parodies are mostly found in the form of Flash animations and not full-fledged games: You still need substance to keep your game entertaining. 

You can only tell a joke so many times before it gets stale. The main problem with Grotesque Tactics is that it not only tells the joke too many times, it runs it to the ground to the point it’s no longer funny. Every character in Grotesque Tactics is a walking video game cliché, from the sunglasses-wearing Paladin named “Holy Avatar” (a complete ego-maniac who describes himself as a semi-divine being) to the three maidens who join your army solely because they’re attracted to him. The antics between these four characters take up a huge chunk of most of the game, by which point it just becomes annoying every time it’s brought up.  The few references and personalities that are interesting are instead downplayed and ignored after one use in favor of forgettable, uninteresting dialogue and scenarios that drag the whole plot of the game down.

There are so many dubious design choices for the gameplay of what’s supposed to be a tactical game, such as the inability to select party placement, characters often blocking others from being able to move forward and a lack of variety between the playable characters. However, the worst of these choices are the character “obsessions”, which are the game’s sole unique trait. These are activated when a red meter that grows as your character attacks or is attacked, at which point the character will play out said obsession. While the game describes these as good, yet all they do is cripple your party, as obsessions are just as likely to hit the enemy as they are to your own party. For example, all of the female archers in the game share the same obsession: they get jealous over whoever is standing next to Holy Avatar and will proceed to shoot an arrow at the target. Yet more often than not, an enemy would walk up to Holy Avatar and strike him, and then the archer would attack not the enemy, but an ally that was standing next to him. These obsessions only get worse, which begs the question: Why implement them at all? They serve no purpose outside of frustrating the player with a feature that you just ignore until it rears its ugly head and breaks any plan you might have had ready.

I wasn’t expecting much when it came to the game’s presentation, but I was still unimpressed. The character models are poor, but the character portraits are downright atrocious. The soundtrack is completely uninspiring and forgettable, and the environments are the only redeeming visual component. 

I honestly have a hard time coming up with anything good about Grotesque Tactics. The few instances in which the gameplay actually worked well, I could see the game the developers intended. However, it’s only a matter of time until either the horrible design choices or one of the game’s many glitches kick in, reminding me of the mess of a game that Grotesque Tactics is. 

Puzzle Bots

November 1, 2010

Except for Telltale, there aren’t a whole lot of development houses out there making adventure games. Wadjet Eye Games, however, numbers among the few with the recent release of Puzzle Bots. From the title you might expect a pure puzzle game, but what you get is an adventure game with a heavy puzzle influence. There is a story told complete with separate acts instead of a menu screen with a set of levels, and Puzzle Bots is better for it.

Puzzle Bots is light on system requirements without looking like it. Puzzle Bots has a cartoon aesthetic that fits the tone of the story and the bright primary colors work really well to differentiate each of your robots and different elements of the current challenge that need to be worked on. Individual characters are all voiced well and have their own unique visual style. The good writing along with the distinct looks and sounds of each character makes for a great set of characters.

Gameplay mechanics are a little different from your run-of-the-mill adventure game because instead of taking a single character who learns more skills throughout the game you will start with one character and build up your roster to five robots by the time the final challenges come around. Taking a single character who can pick up and then teaching him how to push, throw bombs, and use a flame thrower would feel strange, but having new robots join your team that were designed with those motions in mind feels organic and allows for a great ramp-up in difficulty and complexity of challenges. While more adventure games degrade into trying everything in your inventory on the new challenge because something has to work there Puzzle Bots never strays from figuring out how to use your bots and their abilities to complete the puzzle. If you are presented with a boat sitting underwater you know that you’ll need Ibi (whose specialty is working underwater), Hero to load cargo (picking things up and setting them down), Kelvin to burn up some garbage between the boat’s resting place and the launch (flame thrower), and UltraBot to push the whole affair off (pushing objects).

Puzzle Bots difficulty curve is great, and if you ever get stuck just pay attention to the dialog between the different robots as they will talk about the challenge at hand and may give you the push you need to succeed. If your helpers aren’t quite greasing the wheels enough there is a hint function that will point you in the right direction without ever giving you the answer outright. And if that fails you can resort to trying each bot against each item. With a maximum of five bots you should stumble upon the next part of the solution and be back on your way to puzzle solving in no time. 

Puzzle Bots is challenging without being frustrating, visually appealing without requiring a supercomputer to run it, and the whole thing is enjoyable from beginning to end. Additionally, if you are looking for a game to play with a little one, Puzzle Bots is an easy recommendation.

Pros: Great difficulty curve, good hint system

Cons: Low replay value

 

The Ball

October 27, 2010

Back in the day, before zombies ran wild over today’s media, the mummy used to be the king of the undead creature scene. To be honest, I had almost forgotten that they existed until I saw an early preview for Teotl Studios’ The Ball, which highlighted different ways one could kill a mummy. You take on the role of archeologist who is trapped in a dormant volcano somewhere in 1940 Mexico, who quickly discovers an ancient artifact: a handheld device that controls a giant ball.

Describing itself as a “first-person action and puzzle game”, The Ball certainly makes good use of its puzzle element. Traveling through this massive underground city full of devious traps and mechanisms created to keep the Ball locked away, the puzzles in the game usually involve tandem movement by the player and said Ball, whether it’s by placing it in one location to activate a switch while you move to another revealed location, or by using the ball as a stepping stone to reach a higher location. The difficulty for these is very well-balanced. As the game progresses, they expand to more complex mechanisms, often requiring you to solve several in the row before you can move on.

The combat, unfortunately, could have used a little more polish. While enemies are uncommon during the game’s early stages, the later ones are full of them. The way to defeat said enemies usually revolves around crushing them the Ball you control, which will entertaining at first, wears a little thin after a while. By far the least entertaining segments in the game are when they separate you from the Ball and force you to go through a horde of enemies who can quickly tear you apart while you can only gently push one of them back at a time. There are boss fights and special enemies here and there to mix it up, but these end up being just another puzzle, since they’re usually beaten by interacting with stage hazards and mechanisms rather than attacking them with the Ball itself.

Luckily, the controls are tight and well-responsive. There is always an indicator on-screen showing how far away the Ball is from you, as well as a very generous (and very optional) hint system that outright tells you how to solve every puzzle in the game with the press of a button, which is a nice solution to people who might become frustrated at some of the game’s puzzles. 

The game does make good use of its setting as well. The puzzles are decorated with a tribal feel, and enemies are usually adorned with tattered rags of a civilization long since forgotten. The dungeons and cities, while grim and desolate, are always full of color. This also works as a gameplay mechanic, since certain colors are usually attributed to the game’s different switches and doorways, the latter being a helpful sign of where you need to go next. 

Ultimately, The Ball is a nice mix of puzzle-solving with the occasional mummy-crushing that, while satisfying to those looking for a game that’ll test their puzzle solving skills, could have used a little more work.