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    Before Your Eyes (PC)    by   dkirschner       (Apr 14th, 2024 at 13:51:13)

    I've been looking forward to playing this, especially after playing One Hand Clapping, which had a singing mechanic. That game activates your mic and you use your voice, raising and lowering pitch, to interact with the game. Before Your Eyes was similar in that the game activates your webcam and uses your eye blinks as input. Before Your Eyes works WAY better than One Hand Clapping, and it's the better game all around. I figure that detecting blinks (yes/no) is easier than detecting notes along the range of human vocal pitch, so kudos to One Hand Clapping for trying.

    Blinking in Before Your Eyes doesn't do anything unless you do it over a prompt (mouse over the prompt, then blink to interact) or unless you do it when the metronome icon is visible, which progresses the story to the next scene. The rules are simple, and it became a game in and of itself for me to blink strategically. I imagined that at the end of A Clockwork Orange, Alex's eyes are forced open so that he could successfully complete this game. At times, I felt like holding my eyes open with my fingers. This is because your eyes will get tired/dry/itchy while playing and you will screw up and blink when you don't mean to, skipping dialogue or ending a scene early. That's frustrating enough. Make sure you do the blink calibration, but I think that no matter how well you do it, it will still occasionally register some non-blinks as blinks. This really didn't happen much for me; through calibration, I think I turned the sensitivity way down, and I wonder what effect wearing glasses had. But like I said, it works surprisingly well.

    So, the game itself is narrative-heavy. It's an obvious play on the idea that a life can pass in the "blink of an eye." You're picked up by a ferryman of souls who asks you to tell the story of your life. Back in time you go to remember it: your childhood, your parents, your career, etc., blinking your way through each scene. I won't spoil the story, but there is a twist that I absolutely did not see coming (though I should have paid more attention to the mysterious dark scenes) that changes the narrative and the tone of the game. This is one you can spend time reflecting on.

    Aesthetically, it's got a simple visual presentation, sort of painterly, with some really nice piano music. The voice acting is good, with the exception of the girl-next-door (who sounds the same at 10 as she does at 40). For some reason, they also used the same voice actor for your dad and her dad, which made the one scene with her dad calling her very confusing ("Why is my dad at her house?!"). But I liked the dad and mom's performances. I was wondering through the whole game if your character was mute and/or on the spectrum because he doesn't talk--only through a typewriter later in the game--and otherwise expresses himself through his prodigious musical and artistic talents. But I think he's just a silent main character, not actually mute.

    Anyway, the game won a BAFTA for a reason. It didn't blow my mind, but it's a neat experience that's worth having. It's short too, doesn't waste your time. I'm considering incorporating it into a class.



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    Stray (PC)    by   dkirschner       (Apr 13th, 2024 at 12:00:39)

    Patrick and I have been playing this together this semester, and finished it a couple weeks ago. We were talking after beating it about despite how simple and straightforward of a game this is, it manages to be something new. Playing as a cat (and being able to do cat things like curl up and sleep, scratch things, knock objects off tables, etc., so cuuuute) was novel, and the setting and story were interesting. But really, playing as a cat. I smiled a whole lot throughout the game. The lil companion robot was cute too.

    On the other hand, I was often tired and bored while playing, and literally fell asleep during several sessions. Patrick would be making dinner or something in the kitchen, and I'd snap awake, cat walking into a wall, and I'd pretend I had not fallen asleep, and that I was just watching the cat walk into the wall and thinking. Like how my dad always used to claim he was "resting his eyes" when he'd fall asleep on the couch.

    I would not call the game exciting. It was a lot of wandering around the city and talking to robot NPCs, fetching things for them. The city is a really good-looking dystopia, and the robots are quirky, but I wish they had more dialogue. You don't get a sense that many of them have personalities besides whatever one-note thing they do. I mean, the lack of dialogue makes sense, and it's not really "dialogue" since the cat can't talk. The fact that you are a cat adds a whole layer of silly to the game. Like, why has this lil robot befriended a cat? Why are all these robots putting all their faith in a cat to save them? Cats don't understand what we're saying to them, and cats do whatever they want! Playing as a cat in a game where you're doing fetch quests (fetching is dog stuff!) and doing things to help people is very un-cat-like.

    But, you know what? The ability to play as a cat and do cat things trumps how little sense it makes, and I would play as a cat in this dystopia again. Idea for next time: more cats. And what do you think? Were there cats at the end?! Optimistically, I think so.



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    Hadean Tactics (PC)    by   jp       (Apr 7th, 2024 at 13:32:36)

    This game is supposed to be a deck-building tactical game and it sort of isn't, but very lightly is - at least in my experience so far.

    So, like CD2: Trap Master this game REALLY wears it's Slay the Spire inspirations on its sleeve. Again, there's a path you that branches and you need to pick which nodes to visit - and there's fights, boss fights, resting spots, stores, artifact/rewards, and shops. Oh, there's also "story encounters" where you make a choice that often results in a benefit and a drawback. VERY Slay the Spire - though I noticed the way the events are distributed is different and that it's much more important to plan your way through it since the paths intersect a lot less and you can, for example in my last run, set yourself up with 4 rest/upgrade a card spots in a row!

    In addition to a deck of cards you have the character you chose and two "minions" (they're all monsters) that exist on a 2D grid that's quite typical of tactical games. The enemies will spawn, you have energy to cast your cards - generally you cast your cards, unpause and wait for the timer to pause the game when it hits the threshold (7 seconds) for your hand to flush, a new hand is drawn, and you get more mana to cast spells. What isn't really tactical about it is that all the fighting on the tactical grid (which includes everyone having abilities they cast once their mana is full) happens automatically. You can't (afaik) give orders to anyone. At best, if you have the right spells, you can move creatures around (your own or enemy), but they then move back to whatever it is they want to do (e.g. attack the nearest enemy).

    One of my runs used a character that had access to "trap" cards which are pretty neat since you lay them on the grid and then have to trigger them (with a different card) and ALL the trap laid will trigger. Some do damage, others heal your allies, and so on. So, the game isn't tactical at all in the turn-by-turn combat and movement decision-making sense. Yes, you choose whom to roll into a fight with, which spells to cast on whom, and when to cast things. But, since you don't directly control your combat units it all feels pretty indirect.

    Where the game goes pretty wild (and above/beyond what Slay the Spire does) is that once you've cleared a run - you gain access to making your own hero - choose skills/talents from a list AND choose which spells will be available (again from a list, which only has the ones you've unlocked). So, in this sense the game has a lot, lot more options/replayability and that sort of thing. But, I'm not sure it's that much more interesting?

    Oh, there is a meta-progression. When I beat my first run a giant death/reaper creature appeared and said "ok, now you can start to make progress towards winning - you have to collect wings". And I've collected a few since, you get them from killing the stage end bosses (which is nice in that you don't have to get all the way to the end). I need to get 7 - so I wonder if I'll just have to play over and over until I randomly get the right bosses or will the game feed me different ones until I get them all? I've also unlocked a new (third) character...but I kind of don't want to use it because I want to get all the wings with the character I've made some progress with.

    I've played about 4 hours and I've really enjoyed the "decay" and "trap" mechanics... we'll see how it goes!

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    Deathloop (PS4)    by   jp       (Apr 4th, 2024 at 11:14:36)

    Argh. The longer you go without playing, the worse this game's experience becomes. This is almost entirely due to me forgetting both how to play, but also all the localized information and knowledge you pick up - like who is where, when, and so on.

    I love the idea of a "clockwork" game where you deftly navigate your way through things that happen and certain times and places - there's a sense of beauty and elegance to the choreography you develop and create (sort of like when you watch those time loop movies and see a character weave through people and places because they know what's going to happen when and they've just learned it). BUT, that beauty also creates an entry barrier - at least a psychological one for me, because the game's on-ramp is past and now you're in the thick of it. But you've forgotten everything...

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    Devil May Cry 5 (PS4)    by   jp       (Apr 4th, 2024 at 11:09:05)

    So I took a break - and then came back to the game and had forgotten how to play. It took a bit to remember (I purposefully avoided looking stuff up because I wanted to see how easy it was for me to remember). So, some of the fights with V took longer than they should have - because I had forgotten that V has to "finish off" the enemies...lol.

    While I often focus (for my own personal interests) on game play and game design aspects of a game - I realized as I was playing this game that..wow, the visual design of the large enemies really is phenomenal. They're both beautiful, awesome, creepy, gross, and disgusting. It's quite the accomplishment and I really appreciated it. And, this is in the context of me playing a game that is ~7 years old and running on last gen hardware. Perhaps I haven't played enough PS5 games yet so I'm still too impressionable? Have things moved that far in terms of photorealism?

    I have decided to move on even though I realize, from the back of the box, that I'll miss out on the 3rd playable character. It's no fault or problem with DMC5...it's just that I've got too many games to play and I think I've understood enough about this game to move on to another.

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    Super Mario Bros (NES)    by   toni

    No comment, yet.
    most recent entry:   Wednesday 27 January, 2010
    SUPER MARIO BROS.

    Mario the legend in video games or if I may put it as Mario – a synonym for video games which every child or adult has at some point of time associated with the game whether figuratively by being glued to the monitor or passively seeing others play. A mention of the video games doesn’t go without the mention of Super Mario Bros. It’s been more than three decades since the creation of the character, but till today the legend lives in our hearts and minds.

    Not being a game freak myself, Mario of course went unheard. It was the buzz word of days of my childhood. Taking game design as a part of my course curriculum has given me an opportunity to analyze the game from various aspects - conceptual, design, and technical with a critical eye.

    GAMING SESSION 1:

    Mario and his younger brother Luigi, both plumbers from Italy live in the mushroom kingdom reigned by King Koopa - a dragon like figure. Mario’s aim is to save the beautiful Princess, Toadstool or Princess Peach, who is kidnapped by Koopa. He has to successfully cross eight worlds to finally reach the “damsel in distress.”

    En route, each castle is protected by dragons (minions) with super powers like shooting fire balls. Mario gathers all energies and powers by eating various kinds of mushrooms while finding his way out of sewers and tunnels.

    Mario collects coins which add up to an additional life with every 100 coins. To get rid of the enemies, i.e creatures coming out of the dirty sewers, Mario jumps on them smashes their head and keeps going. The journey of the little boy is very exciting with a different theme of each world like the water world, ice world and of course the fire world etc. and Mario strives through it all.

    With nothing as sophisticated as the PS3 Dual shock, I was all geared up for a headstrong start of super Mario with my Logitech game pad…

    Select : 1 player game

    World: 1.1

    “…..tdtdtdtdtdtdtdtdtddd…..”

    I had only three lives to begin with. How on earth was I supposed to cross 8 stages and save the beautiful Princess with those ugly creatures coming from every nook and corner of the kingdom?

    But Thank God! There were at least some things in my favor too. Yes….the gold coins among the brick walls and the mushrooms. Yes, they made Mario bigger and equipped him with firing abilities. I was enjoying every jump, every smash but…. there came a pit and I fell into it. L

    Left with just two more lives. I started all over again. But this time was better. I accidently bumped into a brick wall and there came out a slightly different mushroom. Eating that up gave me another life…Wow! That was cool stuff. I was beginning to unfold the mysteries of the mushroom kingdom…J

    But there came a pit again and I couldn’t manage to jump over it

    “…doop….” I fell again! L

    Giving it yet another try, this time with extra level concentration, I managed to master the moves and crossed the small pits on my way. Did that mean that it made my life easier? Naah… there came bigger pits and uglier creatures. ”…Doop…” I was doomed again and this time for a Sunday breakfast to one of the ugliest turtles that came out of the tunnel L and there it went…

    GAME OVER!





    GAMING SESSION 2

    Huh…. did that mean I gave up? No way… I was finally living my childhood and Mario was undoubtedly addictive. I didn’t think even once before starting the game again and this time with a lot more enthusiasm. Also, being totally engrossed in the game I had forgotten that I was playing for an assignment and needed to look at the game from a game designer’s point of view.

    The controls of the game are simple with forward, backward, jump, fire and speed buttons on the game. With such easy controls of the game, the challenge lies in the adept of moves and timings and finding the mysterious shortcuts and way outs from various stages.

    The second session was equally intriguing as the first one. The manner in which the mysteries of sewers and tunnels or the hidden “One up” mushrooms and coins were unfolding at each accidental step was amazing. The absence of a map in the game created the ambiguity and added another level of fun to the gaming experience. The originality and unfamiliarity of the new enemy characters made the game special. The goofy looking characters like turtles, ducks and frogs added to the comical background.

    I had finally crossed the first world, when I experienced something totally unexpected. Treading through the wonderland, happily eating mushrooms, collecting coins and shooing away all the ugly enemies, I entered a tunnel which led me to the water world. Mario was now swimming instead of jumping around. That was so cool! I was excited to see the all fresh background and creatures. They were getting better and prettier. Turtles and ducks were replaced by jelly fishes and flying fishes. The music score changed too and it was an altogether new experience.

    The innovative ways of defeating the enemies by climbing on their backs or eggs than actually killing them as it would be in other stereotype game plays, adds to the fun.

    Even though the game sticks to 2D, the design team has done a great job in making it lively and vibrant. The background is simple and flat with a play shadow and gradient at some places like tunnels and sewers, to give it a 3 dimensional or rather 2.5 D effect. Seeing the gaming scenario of today’s times, the graphical effect of Mario can be improved upon even though remaining 2D is not a problem. We can enhance the backgrounds perhaps with a more glossy look to keep the legend alive for the generations to come.

    The animation of the figures accentuated by the sound effects for every jump, bounce, spin or power up, is very basic yet powerful. This is another arena for improvement with the latest and high tech animation software’s and techniques.



    CONCLUSION

    Nintendo Wii recently produced the New Super Mario Bros. that too in 2D. Contrary to the massive 3D development in the gaming and film industry these days, 2D won the rounds in this case with the launch the game which won the best game title recently.

    During the two gaming sessions, I found that I was playing the same levels over and over again, but I continued to find them equally interesting, difficult and as fun as they were in the first round. There aren’t many games that provide the level of fun or replay value of the Super Mario Bros.

    Playing Mario for the course has given me an assignment for submission and a favorite past time for after school hours and weekends. J If the New Super Mario Bros on Wii is a testament to the lifespan of our favorite Italian plumber, then I wouldn’t be surprised to see him living for another 25 years!

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