Tuesday, January 10, 2012

Goombd Played! - Fractal


Fractal, or Fractal: Make Blooms Not War, is the newest indie game to hit the scene. This time we're dealing with a puzzle game and in terms of being puzzling and immersive, it does its job in spades.

Making blooms of hexagons is the name of the game, and although some of the gameplay ends up feeling a tad random and out of our control, the smooth audiovisual presentation and quick pace help keep things moving.


The play field is a simple looking emulation of a flowerbed, with a few scattered hexagonal buds. Instead of directly moving these buds, you're given the choice of pushing them along a certain direction. Thing is, this movement acts a lot like a wind current, so whenever you blow the wind, any other cubes in the vicinity of its range will move as well. When the blocks make contact and a flower is build, a combo starts, more buds move in and so the game continues. You're given a limited number of blocks to play with and an overall score to beat. Clang that score and you're golden and move on to the next level.

The aforementioned random nature of the game comes from how blocks come in and the overall shape of the playing field. Sometimes combos come in way too easily, simply as soon as new blocks are placed. In earlier levels, where there's only one block color to worry about, this randomness becomes apparent, but thanks to the quick pace of beating levels and moving on, you're quickly taken to harder stages that not only add extra bud colors, but also a changing color influence your wind can have
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At that point, Fractal turns into a much more strategic game and starts to rise above a simple concept turned into a cheaper gaming alternative, like a lot of indie downloads tend to fall into. This is even more evident when you jump out of the campaign mode and start poking around the extra modes, where new elements and alternative objectives are introduced. In one of the special stages, you're pushed forward by a strict time limit while having unlimited blocks to deal with, while challenge mode gives you specific objectives such as triggering an specific number of flowers or reaching a certain combo before time expires.

Fractal is one of the best indie puzzle games out at the moment. Even though it started out a little too easy for my taste, it quickly kicked me into high gear and kept me interested past the campaign mode with some clever extra modes that could have easily been made into separate games by themselves. |8

Friday, December 16, 2011

Goombd Played! - Pinball FX2 Vengeance and Virtue DLC


I haven't been making much of a secret how much I enjoy Pinball FX2. Even though I completely suck at pinball, this is one of my favorite games of 2011. So it comes as no surprise that its latest piece of DLC, dubbed Vengeance and Virtue, is such a ringer.

Following in the footsteps of previous Marvel Pinball releases, Vengeance and Virtue features Marvel Comics themed tables for you to play in Pinball FX2, each with its own unique hero motif and gameplay style. This time, we get to bump some pins with Ghost Rider, the X-Men, Thor and... Moon Knight. The first three choices are easily solid picks in the Marvel Comics pantheon of heroes, but Moon Knight? You're probably scratching your head over this just as I did, right?


Well, once you start playing, you'll start loving this table, just as I did. Moon Knight is a fairly obscure character for any casual comic reader but his table is anything but. In fact, it's probably the best one out of the bunch. Not only did it get an unique intro 'cutscene' but it also sports some of the fastest designs out of all Pinball FX2 tables. It makes for some crazy high scores and it's an easy table to pick up in terms of doing missions, too. A very varied mission selection also makes this table a blast. Midnight Man, you're absolutely insane!

The other tables in Vengeance and Virtue are pretty good too. Thor follows the more contained and more straight forward style seen in the core Pinball FX2 tables, with steep ramps that require a lot of speed and less careful aiming. In terms of presentation, it's extremely flashy but in terms of actual pinball, it's probably the least exciting out of the new tables.

Professor Xavier's crew, the X-Men, are given their own table and it's much like the previously released Fantastic Four level. Villains show up in just about every corner to hinder your progress. For instance, Magneto uses his trademark powers to slow your ball down and Blob shields certain ramps with his... uh... glut. Out of the new tables, this is probably the most visually busy and distracting one, but it still packs a punch.

Ghost Rider's trip to a hellish carnival is easily Vengeance and Virtue's most unique table. Heck, it features a freaking shotgun that is often used during gameplay and that's a big plus in my pinball book. In terms of crazy ramps, this table has plenty to offer right out of the launcher, with a very different way of scoring a skill shot that mimics old carnival ball toss games with the ball you're putting into play. The motorcycle dare devil nature of the Ghost Rider character is also explored in the lane and ramp design, that provide fast turns and some crazy jumps.

If you've been enjoying what Zen Studios has been dealing out in terms of Pinball FX2 DLC, you'll find a lot to like in Vengeance and Virtue. They explored the darker corners of Marvel Comics and came out with some of my favorite tables. If you're new to Pinball FX2, this is one of the best DLCs so far and a great chance to start playing.

Now I want to read up on Moon Knight! Who would've thunk he'd make such a great theme for pinball? |7

Monday, December 5, 2011

Goombd Played! - Akimi Village



It's the PlayStation 3's time to start building! Akimi Village was released a while ago and if you're not familiar with the name, think of Keflings. Still not ringing a bell? NinjaBee's Xbox Live Arcade franchise started out with one of the first games to use the dreaded Xbox avatars, A Kingdom for Keflings. Last year, we got to mess around with its sequel, A World of Keflings, which carried over all of the best from the resource gathering and building world had to offer.

Akimi Village is pretty much the same type of game. After choosing your character, whether it's a boy or a girl, you're given the task of aiding a race of 'very' little people with the rebuild and cleaning of their world. There's a group of core materials you have to start out harvesting and from there, a handful of blueprints to build from. Each building carries an unique function. Some help you generate more villagers to help with the gathering of these materials, while others, for instance, help turn stored items into other types of building blocks that you'll use for different constructions.


Just like the 'Keflings games, your goal in Akimi is to build every single blueprint. There's no particular challenge to this, in the 'challenge' sense of what games have come to accustom us to watch out for. You're never put in any danger nor will you have to fight any enemies. Building and harvesting are the only goals, and even though they might seem simple and crude at first, they're not.

This is a ridiculously busy game. You won't feel like you're aimlessly playing it at any point thanks to a very well paced style of gameplay. There's always a new goal to strive for and just like 'Keflings, you're always treated to some very funny writing and an extremely colorful visual presentation.


Sadly, though, some of the gameplay improvements introduced in A World of Keflings did not carry over to Akimi. You're not given the option to move buildings that you construct nor are you able to guide workers into helping you complete blueprints on their own. The interface is also a little hard to figure out, due to small and sometimes similar looking icons that are confusing to pick out from.

Regardless of some of these issues, if you're in the hunt for an easy going game that doesn't treat you like a 6 month old toddler but isn't as complex as a military strategy simulator, Akimi Village might just suit you. It's a fun download that should take you about nine hours to get through and after you're done saving a world, you can take your gathered resources and help other players online save their own, if you so wish. |7

Monday, November 28, 2011

Goomb Played! - The Witcher 2: Assassins of Kings

It's a wonder how a game like The Witcher 2 manages to be gritty and positively beautiful at the same time. Polish developer CD Projekt Red's newest role-playing game is set in a gorgeous fantasy world, lush with details, a strong lore and absolutely amazing characters.

No one is a hero in Geralt's group of acquaintances, including himself. He lost his memories and the only thing he's sure of is that there's trouble brewing and somehow his order, of the witchers, is involved. It all starts when a serial king murderer strikes where Geralt happened to be. Framed for the regicide, he's forced to prove his innocence and avert a global crisis.

For an RPG, The Witcher 2 plays extremely simple. You got three "evolution trees" which you can follow when you level up, in the form of alchemy, sword fighting and magic. Each of them is tied to an aspect of combat but also influence other key abilities, like crafting and the making of potions. Potions work differently and are only used before fights, when you enter Geralt in a meditation state, where not only you can drink these concoctions but also mix them.

The fighting part of the game is very basic and easy to handle. The Witcher 2 turns into more of a hack and slasher, although not as involved as God of War, for instance. Depending on your choice as a 'spec', your prowess with swords, magic or status effects is improved. Fights can quickly turn hairy since enemies swarm you at about every chance they get.

Role-playing is probably the best aspect of Garelt's adventure, thanks to some excellent dialogue and interesting quests. Sidequests are far from the usual fetch and destroy a certain number of enemies and manage to be important to the overall story. Sure, you will run into RPG tropes here and there, like the repeated monster contracts but even those are relatively varied and make use of more than just 'kill kill kill'.

A great presentation isn't the sole reason to jump into any game, although it helps a lot. The Witcher 2 is an absolutely gorgeous game. Environments are colorful and feel alive, even when you're sneaking through a cave. Geralt himself looks rugged, as he should look, like an aged warrior that's been on the wrong side of many blades, with scars to prove.

Music is superb as well. The score manages to be epic at just the right spots in the story or during action scenes and subtle at softer, calmer moments. When a character opens his or her mouth to speak, you're treated with very well performed voice acting. Geralt sounds just as gruff as he looks and dwarves... well, they sound like dwarves. Did I mention dwarves are the kinkiest race on the planet?

They sure are, thanks to how of a more mature tone CD Projekt Red takes in this game. Dialogue more than often turn sexual, with the constant use of the word "plowing", The Witcher 2's version of "frak". You get the drift, right? There's more than one instance of actual sexual situations too. While not nearly as intense as was hyped during this game's development, they are treated in a far less awkward manner than in a game like Mass Effect nor as say, interactive as God of War. They work more as cutscenes than anything though and don't particularly affect the story at all.

It's worth mentioning that this is an open ended game that features more than one path during the story. These forks in the road work a lot better than the usual karma options and they actually show unique facets of the story. The Witcher 2 demands a second playthrough as soon as you set your controller down if you wish to know the full story or see where a different choice in allegiance can take you, for instance.

The Witcher 2 is one hell of an RPG. While the combat can get mindless and cheap at some points, the story and atmosphere are just incredible. It's the type of game that will grip you. Simply put, if you got the machine to run this, you shouldn't miss it. |10

Goombd Watched! - The Walking Dead 'Mid' Season 2

When I think of zombie related fiction, my mind is always drawn to the human struggles. That's probably due to my "formation" in the genre, that comes from watching the George A. Romero school of movies, which for the beginning half were strongly tied to the deterioration of the human mind during a crisis and less of a bloody fest.

Thanks to that and my liking of comics - I'm no collector, but I dabble in them from time to time - it was an easy transition to make when I first discovered and started reading the 'The Walking Dead' book. At that point, the series was already well underway and thanks to the excellent pacing and captivating nature of Robert Kirkman's narrative, it didn't take me long to get up to speed on the story.

It was just as easy to transition to the TV show. Season one had less episodes and the comics' story was somewhat retold in a different manner. Some characters were completely new and the survivor group movement relatively different than what the book told, a big plus in my opinion. Friends were pretty divided, though. Some hated the fact that the show was so slow at points, or the lack of deaths and violence.

That sentiment carried over and grew quite a bit on season two. There were more episodes for the producers to work with and they obviously took their time building up the impending group conflict for the second half of the season, with characters evolving and adapting to the situation in a slower and more deliberate pace and for some viewers, that's just dull.


I'm not torn up about it nor would I go out of my way to try to change their minds. For me, the show is working extremely well, taking bits and pieces from the original source and coming up with its own identity. I never wanted to see frame-to-frame from the comic in film form at any point. That'd be just boring for this show. Sure, I'd love to see some things from the book pop up here and there, especially after the farm setting is done away with (if ever, in season two) but unlike die-hard fans that grope and moan about every single little detail that's changed in a comic book adaptation, I'm happy with what's being done with The Walking Dead.

Will people get what they want in the second half of this season? More guts and gore, tension and deaths? Probably. Would I like to see it done every single episode? Certainly not. This is a show that should go beyond just seeing people getting torn to bits all the time. I'm fine with the concept of grindhouse existing for horror flicks, but those are just that. Flicks. This is a TV show, it spans for much longer and there are only so many ways the same thing can happen before it just becomes dull. And so far, The Walking Dead is anything but that.

February 12th can't come soon enough!

Monday, November 21, 2011

Goombd Played! - Jurassic Park The Game

It is said that some things are just better left extinct. In the game of videogames, certain styles of game design can fall under that category. One in particular was born in the 1980s, with Dragon's Lair as its shining example. It showed how colorful and well animated games could look but how boring and non-interactive they could be as well. You could only guide the knight Dirk by pointing which way he should head and depending on your choice, he either lived or died. Since then, we haven't gotten hardly any games fully based on that concept. It was pretty much dead and buried after a few other disastrous attempts a few scant years later.

What we now know as QTE (quick time event) can somewhat be associated with that concept, although very rarely do we get to play games that are solely reliant on it. It's usually used as just a gimmick, a break between action scenes that more often than not tends to be plain irritating, demanding precise timing and in most cases, brain dead button mashing.

So it came as a surprise when Telltale Games, the people behind episodic games like Sam & Max and most recently Back to the Future The Game, announced that they had acquired the rights to the Jurassic Park film and would be making an adventure game that would exclusively use this sort of mechanic instead of giving direct control of characters on screen. The resulting works mostly well but isn't rid of a few annoying problems.

Similarly to Back to the Future The Game, Telltale's pick for a niche to place the story for Jurassic Park The Game is rather interesting. Rather than being a sequel to the somewhat lackluster Jurassic Park film franchise, Telltale's game is centered around a can of shaving cream. That can of shaving cream. Barbasol. The one Dennis Nedry, Wayne Knight's obnoxious computer hacker character from the first Jurassic Park movie tried to smuggle dinosaur embryos out of the island in but ultimately failed. His contact decides to send two agents into Isla Nublar in order to recover the prize and that's where the game begins.

Scenes play out and don't give you direct control on what's going on with the characters and the situations they are placed in. Instead, you're given the task of correctly (and timely) pressing the buttons shown, like a quick combination of controller buttons and analog stick tilts. For most of the time, the intensity and demand of what you have to press fits with the chaos that's going on, while in others, it's just frustratingly obtuse.


Telltale has managed to convey a sense of immediacy for what happens to the game's characters into the indirect controls you're given to do but sometimes the game's interface manages to do a great job getting in your way. The graphics and character animation do a great job of showing emotion (mostly of desperation, as it's to be expected when dinosaurs are trying to eat everyone) but in some instances, amidst all the action it becomes extremely difficult to see some of the prompts or get the timing wrong due to how often the indications on screen become obscured by the camera that is often shifting positions and moving along a predetermined path.

The timing in which to press the buttons was my most frustrating issue of contention with this game. I rarely reached a point where I just wanted to give up, due to how well the check-pointing works in this game, although some people might get turned off after seeing their unlucky fictitious friend get eaten due to a mistaken or missed input. Regardless of how forgiving the action is for most of the game, allowing a fair number of mistakes before slapping you with a game over screen, it's still disappointing to see it happen instantly in some of the more exciting parts of the game, in "insta-kill" mode.

If you persevere, though, you'll be rewarded with a surprisingly well developed story that is delivered in the confines of this four part episodic series. Telltale once again manages to develop an exciting plot that plucks an overlooked element off the movies, all the while creating their own original elements that perfectly fit in the mythos of Jurassic Park, something that both of the movie sequels failed to do. Two other islands? Really, Mr. Spielberg?

While it's a little annoying that you don't get to guide much of what happens in the story, it's mostly up to you to uncover additional tidbits of background information on characters and the Jurassic Park canon. They're hidden behind certain dialogue choices and button prompts that can be easily missed if you aren't looking. The overall script is set, though. Certain character deaths, for instance, are written from the beginning and happen regardless of how perfectly you execute action sequence button prompts. The way you get to certain points in the plot can somewhat differ but it's nothing dramatic or short of a few extra bumps and awkward falls on the way to an objective.

It'd be easy to classify Jurassic Park The Game as passable if the scope of comparison was focused on action adventure games like Uncharted. But as an adventure game that strips the 'point' out of 'point and click' and replaces the 'click' with button prompts, analog stick movements and a few cases of insane button mashing, it works relatively well. You're still picking dialogue choices, examining items and solving a half of a handful of puzzles, even though most of what you do is firmly strapped in on a story that moves along a pre-determined track. Jurassic Park The Game might not be one of Telltale's best titles, but it's certainly the most unique of the bunch. |6

Wednesday, November 16, 2011

Goombd Played! - A World of Keflings DLC: It Came From Space

The concept of playing a game with absolutely no confrontations and violence might seem foreign to many videogame fans. Killing and being victorious over your opponent always seems to be the goal of just about 90% of all games. Luckily for us, the 10% left sometimes turn out to be amazing. That's the case for Ninja Bee's A World of Keflings.

I already made a case about how much I love that game a while back, when it was released as part of the Summer of Arcade promotion that Microsoft likes to make during U.S summertime. It's an absolute blast putting together your own towns and not have to worry about anyone coming around to demolish it. It was truly a "busy busy bee" game.


So it comes as no surprise that we're getting to play a set of DLC for that game, a little more than a year after its release. It Came From Space features a whole new set of blueprints to build, a new environment to pluck resources from and a handful of crazy characters to laugh at. As the name suggests, this DLC is centered on aliens. They crashed on the Kefling world and lo and behold, it's up to you (mainly, your Xbox Live avatar) to help them get back home.

Luckily for your E.T friends, all of the materials they need happen to have come along with their ship. You'll get things going by putting some of them to work and harvesting the base items like bars of radioactive materials, wood and clay but soon enough, just like in the original game, you're steered towards turning these into more specialized materials.



The gameplay structure It Came From Outer Space follows is right on with what we saw in 'Keflings. Those base materials are harvested into a single building at first and from there, you expand and build new structures as objectives are met and blueprints are learned. This time around, though, there's a catch. Some of these buildings are living beings and can be mutated into other types of structures. This might sound pretty complicated, but it's really not. You basically build the core structure and feed it a carrot filled with alien mutagen. Mutated buildings can then produce other types of much needed raw materials.

Another new type of unit introduced in this DLC is the robotic minion, which already starts out at high levels on just about every job you could put him to. And you'll need to put him to work right away since he's the only one capable of handling the nuclear materials and junk parts required by your schematics.


As you might have picked up by looking at these screenshots, there's only one environment to play in It Came From Outer Space. It's relatively smaller than the usual A World of Keflings stage and takes about as long to play through as well. You're likely to take around 2 hours to complete all the objectives and get every achievement, but there are incentives to keep building even after the story is done.

There are plenty of good reasons to pick this new DLC pack up. It's charming to no end, brimming with the sort of personality we've seen in previous Ninja Bee games and the pokes at science fiction tropes are hilarious. The writing is quick and witty and just like A World of Keflings, it's very reverential to pop culture and loves to make fun (in a fun way) of the tenets of videogames. It Came From Space is a great excuse to pop A World of Keflings back in, no probes abo...er... doubt about it! |8