The Review: Is A Link to the Past as Good as They Say?

Amazing! The Legend of Zelda: A Link to the Past is absolutely amazing!

I never properly experienced the SNES console era, and after this game, I truly am sad that I haven’t.

A Link to the Past Screen 1

Awww!

Legend of Zelda – A Link to the Past is truly an amazing example of what good game design and imagination can do. It looks beautiful and plays beautifully. It provides you with a sense of achievement every time you get past an obstacle it throws at you. It makes you feel stronger and more skillful, but at the same time, it constantly provides an adequate challenge.

By the way, I loved the ending and how all of the game’s characters basically say goodbye to you once you’re done. It makes for a bunch of extremely nice screenshots.Not many games get close to perfection as this one, and mind you, this isn’t nostalgia talking, since I never played it as a kid. Truly, truly, an amazing game. There really isn’t anything about it I would like changed.

A Link to the Past Screen 2

…or until the next game!

The music! I can’t believe I forgot about the music. The Legend of Zelda, the Final Fantasy and the Mario series probably have the most iconic music in all of gaming and for good reason. Most people remember the main theme of Zelda games, but the final victory theme is just as good, if not better.

The Verdict

It’s awesome! Play it!

Meaningless Score: 999/1

It’s OK. There really isn’t anything else I can say about the game. It’s an OK game. It’s not great, it’s not awful, it’s just OK.

The gameplay can be fun enough, and could be great, but it’s worsened by artificial inflation of game time. Fly here, now fly back there, now do this mundane and simple thing. Fight these guys. Oh, you’ve killed them? Here’s another group of identical guys you also need to kill. This drags throughout the game and I really feel it isn’t needed. It took me about nine hours to clear this game, but I would have had more fun and a higher opinion of it if it took no more than five.

The voice acting would be pretty good, were it not for the main character. She’s supposed to be French, but it sounds fake. She’s supposed to be 14 at the start of the game, but she sounds like a 35 year old attempting to sound young throughout the game. She’s supposed to be human, but she sounds like a robot trying to act human and failing at it.

Air Conflicts: Secret Wars DeeDee Writes Memoirs

Aww, she get’s married to Edwards!

The graphics are also OK, nothing special, but you get a few moments where you’re amazed by the lighting effects or the style. It’s not a graphical style that ages amazingly, but it doesn’t age badly either.The rest of the sounds are OK, though. On several occasions, I was actually surprised by the sound quality, but most of the time, it’s just enough above adequate to be good.

All in all, as I said, it’s an OK game. Get it if you have nothing else to play and if you find it for cheap, but don’t go out of your way to find it.

Ben There, Dan That is the first of a series of two adventure games made in Adventure Game Studio. They follow a comical duo of British guys on their journey through time in space.

I’m sorry to say this, but the game was barely playable for me. It has humor. It also has style. Nothing can take away from that. Sadly, it also has bad animations, painfully slow gameplay and an annoying set of controls and interface. These things made the game a pain to get through, so I’m glad it didn’t last long for me complete it.

Ben There, Dan That

It may have been worth the money, but certainly not the trouble.

That being said, there’s still the sequel to get through and, from what I hear, it’s longer than Ben There, Dan That. This means I won’t be playing it any time soon. I just don’t have the willpower to get through it, even with a guide.It took me 20 minutes of painful walking back and forth before I decided I’m done and used a guide to complete the rest of it. As I said, it’s a funny story, the style is OK, but the way it’s made just makes it an annoyance.

EDIT: I was told this is a horrible review, so let me do a short attempt to “fix” it.

In short, the game is great in almost every way, but for me, it’s ruined by bad and sluggish control. The humor is great, the story is silly as it should be and the puzzles are cool, but I can’t get past how badly and slowly it controls. Someone else might be able to, but I can’t.

I’ve recently completed Faerie Solitaire and wrote the sort of review I usually write when I’m done with the game. To put it bluntly, I was harsh. Now that I got back to reading it, I was way too harsh. This is why I would like to give it another shot.

The only real flaw I see with Faerie Solitaire is that it’s not at all deep. To call this a flaw is completely subjective, though. The story, for me, was basic and sort of predictable, but for what the game is supposed to be, it’s up to snuff. As for the gameplay, I find it a bit too random, but still fun enough that I invested 10 hours into it and got to the end. Yeah, I believe it would be way more fun if the pets did something, but that doesn’t mean the pets are a bad mechanic and should go away, that’s just me thinking about how I would enjoy it more.

As far as the good parts go, everything else I can only praise. The graphics of Faerie Solitaire are beautifully and professionally drawn, the sounds are enjoyable and as a time waster, it’s great choice. The pets are also nicely drawn and described, and the extra bonuses you can buy are an interesting mechanic that makes you play for a while longer.

Also, and I have to mention this, the developers, called Subsoap, are an awesome bunch of people. I got this game for free on Steamgifts, when they gave away 25 thousand copies! They also gave away a whole bunch on reddit, and more importantly, Brian, one of the guys from Subsoap actually replied to my last Faerie Solitaire article, which really shows how much they care about their work and how it’s received. This makes me care to, because, as few readers as I might have, I don’t want them to get the idea I think this game is crap.

I don’t think Faerie Solitaire is crap, far from it. Too many other games deserve that description. It’s a good game. It’s just not the type of game I usually play, that’s all. If you like solitaire and wan’t a fun casual game, go for it. I need depth in my games and Faerie Solitaire doesn’t have it. It’s not supposed to have it, that’s not what it’s about.

Links

Critical Mass is another bundle game I got ages ago. I’m a bit tired of adventure games, so I decided to give puzzles a chance and this was the one I picked to play through next.

I’m happy with my decision. Critical Mass is a very fun puzzle game. The goal is to combine cubes in 3D space in groups of four or more. The higher the amount you manage to combine, the more points you get. Cubes are dropped on a central shape with a certain amount of cubes already there. This central shape has a constantly increasing mass, which makes it grow and approach the screen as you progress. The destruction that happens after you combine cubes causes it to recede and gives you more time to destroy them all. If you’re too slow, the mass reaches critical levels and you lose, forced to start back at the beginning.

Critical Mass - Meditation Mode

Meditation is a no-pressure, strategic play mode.

This means there’s a decision you’re constantly making – just combine as fast as possible to push the blocks back a bit, or hold out to get bigger combos, which pushes the blocks back more and fills up your bonus abilities. I have to admit, it was a bit disorienting at first, hard to determine where exactly I’ll be dropping the block and what colour I’m currently dropping, but once you get used to the interface, you realize the game tries very hard to help you see everything clearly and then it becomes much easier. The bonus abilities are also there to help. There are three of those and they unlock progressively, as you accumulate more and more points. The next one is always the more powerful one, so that’s another decision you have to make – use the currently available ability, or take the risk and wait for the one that’s more powerful and more helpful.

There are four modes in the game. I’ve played through all of them, but the classical mode is where the level progression is at. As far as I can remember, there are nine or ten total levels, which I completed in much less than an hour. You earn points and based on the total amount you get, you are ranked, globally. There’s also Survival, where you have to stay afloat for as long as possible. For every group of blocks you destroy, more random blocks are added to the field, so you are eventually forced to create longer combos just as fast as you would usually create basic combos, just to stay alive. Every minute, the critical mass resets, which helps a bit, but eventually isn’t enough to keep you alive by itself.

The last two modes are Rush and Meditation. In Rush, you just have to clear a single level as fast as possible. You lose points for ever second spent, so the amount left is your final score. Mediation has not time pressure of any kind. You get a limited amount of blocks which you need to place around the central grey cube. You have to use these limited blocks to get as many points as you can by arranging them into the longest possible combos.

As I said, I’ve played through all of the modes and enjoyed all of them as well. The thing I like the most is the global ranking system, which is based on the skill points you accumulate. The thing is, the skill points aren’t something you just get more and more off. If you do worse in one of the modes, compared to how you did previously, you actually lose these points, meaning that, apart from playing against the world, you’re also sort of playing against yourself.

In short, Critical Mass is a pretty good puzzle game, with a system in place that makes you go back to it every once in a while. I’ve completed the Classic mode, which has levels, so I’m counting it as completed on my list. I’ve also completed all the other modes at least once, but as far as achievements go, they’re designed in a way that discourages a rush to get them, so I won’t aim for 100% completion any time soon. I’ll keep the game on my hard drive, though, just so I can return to it every now and then, and perhaps get an achievement or two that way.

There was an insane sale offering many, many popular titles at extremely low prices on Amazon recently. They called it the “May Mayhem” and if you missed it, it sucks to be you.

Since I already mentioned I’m quite a broke person living in Croatia, I couldn’t really buy any of the games there.  I could, however, “buy” them. You see, there’s this thing called Amazon MechanicalTurk, which allows you to do simple micro jobs and get paid in Amazon Payments credit. The catch is, it only works with special MTurk Amazon Payments accounts which can’t be used to pay on line, only to add to your Amazon.com gift certificate balance.

This is what I did. I didn’t extensively work on MTurk because, basically, it would suck as a job and pay extremely little. What I did do is that every time I was waiting to do something else on line, I jumped to the site quickly and did a single well paid micro job like a 5 minute survey or something. In any case, I acquired some credit and used part of that to get Civilization V when it was on sale for $7.50. I played the game for 10 or so hours up to now, so I think I’m qualified to talk about it for a bit.

Is Civlization V better or worse than Civilization IV?

It’s… different. I feel they have improved on some aspects, but failed at other aspects. I love the new hex grid. It allows for more detail and more realistic presentation. I love the fact that there’s one unit per hex now. It allows for more tactics during war as well as peace, since positioning your civilizations defences properly helps you prepare better for surprise attacks by your enemies. I love the fact that you aren’t encouraged to place a road/railroad on each and every tile within your borders.

Civilization V - Map With Armies

The feature I absolutely love is the “one unit per tile” rule Civilization V introduced.

I don’t like how little “luxury” is in the game. You complete your spaceship? Oh, here’s a short in-game animation above your capital of your ship launching and that’s it. No CGI, no video, nothing. Built another wonder? Oh well, a picture will fade in the screen with the info text overlay above it. You won the game and would like to see the replay? Nope, here’s just a text log of what happened in the game.

Now, I haven’t gotten any DLC for it yet, so I don’t know if any of my issues were fixed, but even if they were, that only brings me to the last point. What’s up with this huge amount of DLC content? Why? Why does it have to be this way? Why can’t we get a game, and then expansions? I mean, I know why. The answer is simple. It brings in money. People buy it, and it’s good business. I just hate that it’s good business. I wish it weren’t.

So is it better than Civilization IV? No, definitely not. Is it worse? I’m not sure. It’s good enough and that’s all it is. I’m still going to play it every now and then, just not as often as I did with Civilization IV. Who knows, maybe Gods and Kings will make it all better again.

There was an extremely apparent lack of posting (again) recently, but I won’t apologize for that anymore, nor will I make any promises of it not happening again. It is what it is. Sometimes I feel like writing something, sometimes I don’t. Anyway, what is Legend of Grimrock?

Legend of Grimrock - Cover Art

Any CRPG fan needs to play Legend of Grimrock

It’s an awesome game! This really needs to be said. If you knew about this game before release; if you knew what it was, you will not be disappointed one bit. The game supplies exactly what it promised – an old school first person dungeon crawler in the style of the Eye of the Beholder series.

You start the game as you would expect. You can use a premade party, or you can, as an experienced dungeon crawler, make your own. You have a pick of 4 races (human, minotaur, lizardman and insectoid) and 3 classes (fighter, mage, rogue). Each race provides different starting attributes and a few unique feats, while the choice of class gives you access to different set of skills you can train in. Once you distribute extra attribute and skill points, select your feats and name your characters, the game begins. You start in a dark room, with a torch in front of you and with no possessions whatsoever. There’s a short slideshow “tutorial” in the game menu, but that’s it. There’s no one there to hold your hand, no one there to tell you “push up to move” or anything of the sort.

This isn’t bad game design, though. This is proper game design (and I’m not hearing anything else, la la la la). You aren’t left completely clueless. You move around the room, trying out keys and examining your surroundings. If you look close enough, you might even spot a hidden switch, giving you access to some extra items. What you definitely will spot are iron bars stopping you from moving on, a torch on the wall next to them and some runes on the opposite wall. You step there, look at the runes, try to use your mouse buttons and suddenly you are told that the torch is important. Alternatively, you click on the torch first and you don’t have to read the runes anymore. You take the torch, it’s suddenly dark and the gate opens. What now? Sure, you can go on, but now things are dark. If you don’t have a serious mental defect (apologies to those that do, it’s not your fault), you pretty soon realize you can put the torch back in the wall, or, if you’re especially smart, that you can even put it into one of character’s hands. Let there be light!

This is how the design works pretty much throughout the game. When you encounter a new concept, the game slows down for a bit, provides you with some hints and gives you the chance to discover the concept for yourself. It doesn’t tell you “use this to do this”. It gives you the tools and lets you figure it out. That’s how a game should be designed.

There’s combat in Legend of Grimrock to, of course. If you’re familiar with Eye of the Beholder, it will feel natural, but if you are more of a Wizardry type of player, you might get badly hurt. You see, while it appears completely tactical and turn based at first, it really isn’t. You are supposed to use your skills, as a player, as well as tactics, to avoid getting hurt. You hit your opponent, and then it takes a while before you are able to attack again. While this is happening, the opponent is free to hit you. That is, he is free to do it if you let him. If you move away from him, he has to go after you, but while he’s doing that, he isn’t hitting you. So you attack and move back for a bit, until you get him into an open room, and then he’s yours. Attack, step to the side, turn around, attack, step to the side, turn around, etc. If you’re good enough, he will never touch you. Of course, this is a bit harder if you fight more than one enemy at a time, so you also need to be strategic and try to split the group up. You can also use your environment to your advantage. You can close a gate to split up a group of enemies, or lure one onto a collapsing floor tile, to take him out of battle completely. Of course, if you do that, he will be waiting for you on the level below, so be sure you aren’t actually making it harder for yourself. Some people might say this dancing around the enemy is actually an exploit, but this people haven’t tried to do it differently. If you stand still and just fight it out, you simply won’t survive for long. Even a single stronger enemy will destroy your party on any difficulty.

Let’s discuss equipment to. There is no money in the game, no vendors. You use what you find and nothing else. What you do find can be just regular leather and steel, or it could be a bit more powerful. There is nothing overpowered, though. The game won’t at any point feel like a breeze. Of course, the more powerful items will only be rewarded to those who explore and take time to solve the more difficult puzzles. There’s also a time constraint. While you could play in the dark, it would not be as easy or as enjoyable, so you need to conserve that limited number of torches. This means you can’t just wait around for too long and must keep pushing forward to new areas. Also, your characters need to eat, and not all enemies drop food. There are a couple of points in the game where food dropping enemies respawn, though, so this isn’t as big of an issue. You just can’t overstock on it, since the total weight of the items you can carry is limited.

Magic is another thing that’s handled a bit differently in the game. You cast magic by activating one several runes on a 3×3 board. A certain combination casts a certain spell. You learn new combinations by finding scrolls, but nothing is stopping you from experimenting by yourself and finding new spells that way. As long as your skills are high enough, you can cast any spell you can remember, regardless of finding the correct scroll or not. This makes concurrent games a bit easier, but not by much, since none of the spells are too overpowered and you can’t really use the stronger ones until you level your mage anyway.

The music in the game is limited to a single theme composition. It a nice, memorable, orchestral theme , but there’s nothing else (or there is, but I just can’t remember it). The sounds are atmospheric and fit the theme nicely. The various clicks and clunks of buttons, switches and levers sound great and immerse you in the game. The graphics really make the game shine, with hard shadows and great lighting effects. The dungeon can appear a bit monotone in some places, since you are looking at rock most of the time, but every few levels, the theme shifts, giving you a nice change of pace. The monsters look detailed and imposing, so I can’t complain about anything there.

The replayability could also be pretty big. You most likely won’t find all the secrets on your first playthrough, and if you’re anything like me, you will jump for a second run as soon as you see the first “You win!” screen. Additionally, you can try your luck with a different party flavor, if that’s something you might like. We also can0t forget that the development team intends to add future expansions as well as mod tools so users can create their own dungeons. Once that happens, there will really be no limit to the amount of gameplay this game will provide, as long as the fan base stays big enough.

All in all, Legend of Grimrock is an awesome game and any fan of older dungeon crawlers will absolutely love it. As for the new players – give it a chance. Games like this are rare these days and they deserve our attention. Also, if you get stuck on a puzzle, don’t run for a walkthrough. It will feel so much better if you figure it out yourself.

Links

The Review: Is Avadon a True Spiderweb Game?

So, now that I’ve completed Avadon: The Black Fortress once, what do I have to say about it?

I think that the best way to go through the pros and cons is to compare it to Spiderweb’s previous games of the same style – Exile and it’s remake, Avernum.

Story in Avadon

The story of Avadon is decent, nothing more. It will keep you intrigued, it’s unique, compared to mainstream RPGs (I’m looking at you, Bioware) and it will keep you interested in the game. A few minor quests have their own nice little short stories, your companions have a background and it all fits together well enough. Nothing revolutionary, but OK.

Character Development in Avadon

I have to say, the character development in Avadon is different to previous games and also, not as good. The classes just don’t seem unique enough, it’s to unified, to uniform. Each class has their utility tree, their aggressive tree and their passive tree. You are pretty much forced to pick the passive tree and one other, if you wan’t to get the last upgrade for the top skill. Technically, if you make use of skill bonuses on your equipment, you might be able to “max” the last tree to, but that just makes it even less unique.

Avadon - Screen

The writing is where Spiderweb games excel. There’s a lot of it and it’s quite good.

In addition to that, the characters also play basically the same. You blow all your spells/abilities on tougher battles and then proceed to attack with your main weapon and/or use items until they recharge. Vitality is there just for show and to maybe make you go back to the local pylon once in a while. There is no need to conserve your resources. It simply doesn’t feel like there’s enough variety or possibilities. With Avernum, it felt better, and with Exile, even more so.

Also, the fact that level 30 is max and you can reach it before the end of the game if you do any side quests kind of removes the pleasure of making your characters overpowered. Sure, being overpowered makes the game unbalanced, but it’s also one of the charms that make me like this genre.

Still, it’s good enough, and it won’t bother you to much on its own. It just isn’t what I prefer, compared to previous games.

Gameplay in Avadon

I sense a hint of Bioware in the gameplay of Avadon. It feels a bit overly structured and predictable. You pretty much know where your next quest will take you and when your next companion will abandon you. This could be done better, less predictable. Also, the world seems less open than the previous games, with less stuff to do and explore. It kind off reminds me of the first Baldur’s Gate. This isn’t a bad thing, but again, I preferred the way Avernum and Exile did it.

The Verdict

Based on what I wrote, you would probably think I don’t like the game. You’d be wrong. I do like it. I like it a lot. I just don’t like it as much as Avernum or Exile. It’s still better than most of the crap you get today, however. It’s old school RPG goodness with a bit of new design thrown in. If you love this, you will adore this game. A definite buy, even more so, considering the price. At worst, it’s a bit too formulaic.

Meaningless Score: 8/10

I bought the Indie Royale pack and, luckily, this fun game was in it. In my opinion, if you’re paying the minimum, the royale is well worth it even for this game, even if you don’t have people to play with. If you do, then it’s definitely worth it.

It’s a tower defense game, but in 3D and played from the first person perspective. You can play with a couple of people in coop and all you really do is defend a level from X number of monster waves, buy buying and placing towers and also by shooting them with your weapons. I idea itself is nothing revolutionary, but the way it’s executed is what makes it fun. You can shoot your own weapons, so you’re part of the action even after you’re done with building. There’s plenty of towers and you build your own “decks” out of them, so you also need to plan ahead right from the start. When you add friends to it, it becomes a frantic game of planning, building and team shooting. Now, I did have some issues with lag when my friend hosted the game, but when I was hosting, it was going pretty smooth for both me and him, so that might be a network problem on his side. Other than that, I’ve seen no issues with it. You shouldn’t expect any story or anything immersive like that, but you can expect a nice, fun single or multiplayer experience.

In any case, I played a couple of games with a friend and we realized we both suck. We couldn’t win any game on medium, so we had to dial it down to easy to win one. Maybe it’s cause we really don’t know the enemies or the towers yet, and we keep forgetting to check the encyclopedia. We had fun anyway.

The Review: Did Terraria Hold Up Well With the Times?

Terraria hit it really big on release, with people often even calling it a 2D Minecraft, but better and, to be honest, I was one of those people. The game was new, it was fresh, and Minecraft updates were getting sporadic. Of course, it has been getting great reviews because of it, and had I written one, it would have been great to.

Now, a few months later, my perspective is a bit different. Don’t get me wrong. I still think the game is great. It’s fun to play, there are plenty of things to do in it, plenty of room for creativity. The fact that it’s 2D makes it easier for the developers to add a heap of stuff in every update, to change and improve on the mechanics, to increase the complexity and freedom of controls, without actually making them to complex.

What it doesn’t have, though, is that special something which compels you to keep playing. I went through the notions. I dug deeper and deeper, gathered stronger weapons and armor, killed the bosses and once all that was done, the game went on a figurative shelf. A patch would get some more stuff and I would start it up again to try it out, but that’s about it.

Minecraft, on the other hand, I still play regularly. Even when there’s months between patches, I still visit my base, build a new tower or explore another cave. I still get ideas on what to do next and what projects to start. With Terraria, this simply does not happen. I don’t know why this is.

At a glance, the games are nearly identical, especially now with the 1.8 update of Minecraft. Maybe it’s the lack of a dimension. Maybe because it’s 2D, the game doesn’t instill that “create & explore” desire that Minecraft lives on. In any case, both games are worth the money, only Minecraft is worth a bit more.

The Verdict

Score: 8/10