Mar
12

Review: Bob Came in Pieces

“I work in a call center just across the galaxy. Some may say its boring, but I love it!” I was on board with Bob of Bob Came in Pieces being a squid; in fact, I’ve been conditioned to be quite accepting of such things, but someone enjoying call center life? I apologize gentlemen, but I’m afraid you’ve lost me. With our sense of realism already having been shattered, let us trudge onward into the lunar lander puzzle game chimera that is Ludosity’s Bob Came in Pieces.

Plot

You take on the role of Bob, a call center employee with a hint of snark who’s somehow managed to get lost on his way across the galaxy. Marooned on an alien world inexplicably covered in puzzles, Bob must now gather the ship parts needed for the journey back into space.

Gameplay

Bob Came in Pieces is as much a physics game as it is a puzzle game. It may well be an exaggeration to describe it as being equal parts of each, because in many cases the puzzles act only to show the physics at work.

Bob’s ship is a modular craft that utilizes rocket thrusters to maneuver much like a lunar lander.  On each of the game’s fourteen levels there are five ship pieces, each of which can be attached and configured to the ship to fulfill specific puzzle solving objectives. As previously mentioned the game is particularly physics heavy so each piece that is added to the ship has a weight asigned to it. The added weight will affect the ships balance and maneuvering capabilities, requiring one to be conscientious and strategic about their ships configuration.

The puzzles themselves are quite simple, they often involve simple tasks like dropping a weight on a lever or rolling a ball down a slope. I would go so far as to say that they were a bit underwhelming and I largely attribute this to the difficulty associated with controlling the ship, which seems to be the source of a lot of the games challenge. The ship’s configuration adds a little depth to the puzzles, but in essence we are talking about affixing a pole onto your ship to poke through a hole and accomplish some action. It’s not rocket science, despite the inclusion of actual rockets.

There are a few little bugs in the game. You’ll sometiems find yourself stuck, wedged between objects or terrain and forced to reset. Fortunately this is made simple by hitting “Enter” and warping to the closest ship configuration pad and having the last few actions you had taken reverted. There are also a couple little physics oddities, for example carrying a load up until you hit the ceiling seems to cause you to stick there until you release your cargo. Fortunately, none of these issues are particularly game breaking.

In terms of gameplay and mechanics Bob Came in Pieces is structurally sound but as a game it’s far from flawless. There are engagement issues in that you find yourself lacking incentive to go find all the pieces or replay the levels. The issue seems largely attributable to the seemingly shallow explorable depths of the lunar lander mechanics. In many ways Ludosity was right to not create more challenging puzzles as they could have easily lead to intolerable levels of frustration. For instance, there is a particular part of the game in which you need to rapidly accelerate into a very small block, bouncing it into an adjacent ice block in hopes of shattering it. This process is exceptionally aggravating and really highlights the imprecision associated with the controls.

To alleviate this particular short coming, I would have liked to have seen some more exploration of the Rube Goldberg style mechanisms. A cascade of consequences resulting from my individually unimpressive actions could have dramatically enhanced the satisfaction levels of those actions.

Audio Visual

Bob Came in Pieces features stylistically simple visuals with 3D models in a 2D side scrolling world. The environments are bright and colorful with an extensive use of primary colors that gives the game a light and warm feeling. Throughout the fourteen levels there are a handful of different environmental themes, warm green forests, frigid ice covered caverns, and industrialized volcanic mountains, each of which is filled with flavor objects to give them sense of life. In addition, the game makes good use of particle effects and dynamic lighting to further enhance the graphical aesthetic.

The sound and music of the game are adequate and, given the relaxed nature of the gameplay, are appropriately understated.

Summary

Bob Came in Pieces is a decent offering. It is, however, a pretty tough sale at $9.99 as a result of its less than engaging gameplay and mostly unfulfilling experience. The game does pick up some bonus points for looking quite nice, and having a unique combination of puzzle and lunar lander game mechanics. Do make note, the game has been known to go on sale, and if it presents itself at a sub $5 price tag it becomes substantially easier to recommend. There is a Bob Came in Pieces demo available and if you like it you can acquire it from Steam, Gamersgate, Impulse, D2D, or Ludosity themselves.

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12th Annual IGF Winners

Finally! It feels seems as though we’ve been waiting forever to hear who the winners are of this years IGF Awards. Truth is, all of those who were nominated brought some seriously amazing stuff to the table, but those listed here are the only ones that got a new bullet point for their box. So without further to do, I present to you the 12th Annual IGF Winners:

Seumas McNally Grand Prize & Excellence in Design:
Monaco, by Pocketwatch Games

IGF Nuovo Award:
Tuning, by Cactus

Excellence in Visual Art & Technical Excellence:
Limbo, by PlayDead

Excellence in Audio:
Closure, by Closure Team

Student Showcase Award:
Continuity, by Ragtime Games

IGF Mobile Best Game:
Spider: The Secret Of Bryce Manor, by Tiger Style

Audience Award:
Heroes Of Newerth, by S2 Games

D2D Vision Award:
Max & The Magic Marker, by Press Play

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Mar
11

John Cleese To Voice Butler In Fable 3: Silly Walk still unconfirmed.

Looks like being King just got a little more fun as John Cleese will be lending his voice to the butler of Fable III. This news comes out of this mornings GDC presentation by Lionhead Studios’ Peter Molyneux and Josh Atkins. Mr Peter Molyneux also spent a little talk lamenting about how half of the people who played Fable II used less than half of its mechanics and systems, which is really a very Molyneux thing to do. In any event, you can learn more about the presentation over at Kotaku. As for me, I’ll be busy rummaging through my friends couches for pre-order money.

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XBLIG Update

Time for an XBLIG Update, today we have 3 that have hit the marketplace since the last update. Per usual, we haven’t had an opportunity to play these yet and all descriptions are that of the developer. Me personally, I can’t wait to try out chopping some milk bottles.

Space Nuggets

Pilot your own space ship. On each planet, you must get in, get the Space Nugget, and get out! Featuring crisp, clean graphics, the full game includes 40 levels with varying gravity settings and a system to exchange high scores with other online players so that you can become the best Space Nugget collector.

Developer: Steve G

Ninja Chop!!

“Ninjya Chop” is a Ninja Training to chop off milk bottles. During training, you will somtime get a new costume as a reward. So try it out when you get it. Keep chop! Notice: 1. in the trial version, maximum level is set at level 20. 2. Save and Load are disabled.

Developer: ZeroZeroZero

Word Duelist

All the word games you could want wrapped into one exciting adventure. Take the role of a student at Morphemial University – the premiere school for language – where students progress by defeating each other at word games. Word Duelist features over 15 different word game challenges and nearly 20 students to talk to across nine different locations.

Developer: Sowaz

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Mar
10

The OnLive Value Proposition

OnLive, the video game industry revolutionizer promising to save you from those big expensive consoles, has released some details about their upcomming release. The platform is expected to go live in June and set you back $15 a month plus whatever rental fees you rack up.

That’s about the point where I decided the value proposal was the real vaporware in the equation and did a little maff. With both Sony and Microsoft anticipating lengthy, in the neighborhood of eight year, life cycles, I was curious just many bananas would be tallied by OnLive over that time frame. Turns out it’s around $1440 dollars for just the monthly premium. So much for the bargain.

Full puffery loaded release here.

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Torchlight On Consoles? Yes Please.

Runic Games CEO Max Schaefer is busy out at GDC talking up the possible porting of one of last year’s surprise hits, Torchlight. The control systems and gameplay of Torchlight, and its obvious sources of inspiration, have long been discussed as being ripe for the console picking. Of course with console talk going on, it doesn’t require a particularly reckless leap of the imagination to speculate about the inclusion of online play.  I’m going to need sooo much Diet Dr. Pepper if this goes down.

source: joystiq.com

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Review: Bush Hunt

You’re man’s man, you’re a man’s man’s man. In fact you’re the type of man who parachutes into danger to trap wild animals with nothing but a revolver and a stylish pair of shorts. This is Bush Hunt, the misleadingly titled XBLIG game from Riddlersoft that involves not the quest for fuzzy Triforces nor does it set on a Texas ranch.

Gameplay

The objective of the game is pretty simple, someone or something has caused the release of all sorts of zoo animals and it’s your job to go out and “trap” them by shooting them with bullets –Yeah I’m a little sketchy on the details of how that works too. You are parachuted into each  fairly confined level and all sorts of animals are released into it from boxes that are triggered by you moving over certain areas. The game offers twenty levels, two difficulty settings, two player co-op, and a four player survival mode.

I’m going to jump right into it guys: Bush Hunt isn’t a great game. It’s not even a particularly good game, because it suffers from some serious bugs and design flaws. In fact, during my play through of the game, I managed to crash it twice. On top of that, it’s plagued with frame rate issues that  slow it to a crawl. The frame rate issue is further exacerbated by it being a platformer/shooter that requires a certain amount of achievable rhythm to adequately play. In addition to this the controls give you the sensation of playing in peanut butter, which without chocolate is s neither delicious or sensual.

To add a little insult to injury, there are some strange happenings in the world of Bush Hunt. During platforming you will at times run into some sticky corners that can require you to back out of them and give it another go. On a similar platforming note, the moving icy platforms do not behave as such. They will act as normal terrain until they begin to move at which point the game will just try to slide you off of them leaving the physics feeling faked.

If compared to other games, Bush Hunt is similar in gameplay to that of titles such as Nasty in that they are both platforming shooters that take place in confined areas with numerous enemies. Unfortunately, Bush Hunt lacks polish and has a fundamental design flaw that makes it a less enjoyable experience than Nasty. The first issue is the lack of polish, which I have previously explained and the second issue is the fixed forward firing mechanic, which worked fine in things like Pixel Killer but is simply insufficient for Bush Hunt.

It isn’t a total bust though, Bush Hunt has a few bearable points.  The parachuting bits are pretty amusing, although they seem to largely act as a distraction from the lengthy load times.  There is fun a progression element to the game in that you’ll gain gun reload improvements allowing for more rapid firing, as well as more hearts to improve your longevity.

Audio Visual

The two brightest spots of the game are the visuals and the music. The pixel art assets of the game are pretty good and are quite bright and colorful with their primary colors. I especially liked picking the color of my characters outfit –red shorts FTW. The four environments, each possesses their own unique stylistic qualities, were visually interesting as well.

The music is enjoyable and with its percussive sound gives a fitting background to the safari look of the game and its characters. The howling sounds on the other hand were a little irritating, they kept making me nervously look about to see what was trying to eat me.

Summary

Bush Hunt is 80 Microsoft Points on the XBLIG Marketplace. Unfortunately, even at that price point I can’t give the game a good recommendation. For those who are looking for a solid platforming shooter, there are numerous alternatives, two of which are Pixel Killer and Nasty that I think both offer a better experience and a better value. All that said, I get the impression that the developer worked quite hard on the game and probably learned a lot in it’s creation; so in that respect, I look forward to seeing that experience applied in future projects.

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Indie Fund Info from GDC

One of the most interesting revelations coming out of GDC this year, is The Indie Fund.  A source of funding created for independent game developers by independent game developers.

The best write up of the new system’s origins and its initial goals can be now found over at BoingBoing, including a series of wonderful illustrations (such as above) by Braid artist David Hellman created for the presentation.

Give it a read and weep for joy at the revolution.

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Mar
9

Faraway: New game teased by Eliss creator

Eliss creator, Steph Thirion, has announced, or at least teased, his new game Faraway. The game is to be the first released under the new developer name Little–Eyes. Faraway is expected to be similar to Eliss but rather than focus on planets and space management it will of involve the constellation and the  infinity of space. There is practically nothing known about the project, but that’s expected to change tomorrow evening at Kotoromi’s Gamma IV.

source: pocketgamer.com

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