Showing posts with label Review. Show all posts
Showing posts with label Review. Show all posts

25 Apr 2016

Speedrunners: An Early Access Success

SpeedRunner.  He runs speeds.
SpeedRunners began life in 2011 as a lowly single-player flash game by the name of SpeedRunner.  Later that year, it was released on Xbox Live Arcade as SpeedRunner HD, with a host of upgrades including fixes and offline multiplayer.  On 26/08/13, SpeedRunners was released into Steam Early Access with online multiplayer, and was fully released on 19/04/16.

What makes it so impressive as an early access game is that that first steam release wasn't some half baked engine with a broken testing map.  It was a fully formed game, with 3 functional maps and 5 characters.  It received regular updates, with the addition of bots and another 3 maps within only a month of first release.  Now, the base game has 16 maps, 24 characters with at least 4 skins each, community maps, ranked play, and a single-player story mode.

And this is exactly how paid early access should be done.  It's an odd mix of alpha (development), beta (bug-fixing), and full release: A fully playable game with no major bugs to begin with, and development and bug-fixing throughout.  People are paying for it, so developers have no excuse to use it as a testing ground for a game that's bug-ridden or still in alpha.

So how does the final game hold up, disregarding the build up? Pretty damn well.  The years of development and polish have resulted in a tight, responsive platform racer.  The item system, reminiscent of Mario Kart's, can be left on for party-game shenanigans, or turned off to give a heavily skill based, rewarding experience.  The DLC is all cosmetic, with 2 Youtuber character packs of 4 and a variety of speed trails.

As a local multiplayer, it's pretty much perfect.  My only real grievance with the game is the online networking.  Due to how fast paced the game is, it only takes one person with high latency to screw everything up, since attacks you could normally normally react to and dodge after they launch them can become undodgeable even if you know they're coming and react in advance.  This is because it uses a peer-to-peer network, which is far cheaper than a server based network.  The latter would protect those with low ping, but make the game pretty much unplayable for those with high ping.  So unfortunately, the problem's here to stay.

Overall, I think DoubleDutch and TinyBuild have done a fantastic job.  SpeedRunners is an amazing game with incredible local play and great online play, that leaves the rest of early access in its dust.

11 Nov 2015

Soma: Do our choices make us?

Soma is the latest creation of Frictional Games, the studio behind Amnesia and Penumbra.  It sticks to the exploration/puzzle/survival horror formula closely, certainly enough that if you enjoyed Frictional's previous offerings, you'll love this.

The game starts with the protagonist in present day Toronto, on his way to get an experimental brainscan to check on his car crash induced brain damage.  But halfway through the scan, he opens his eyes and finds himself alone in a seemingly empty seafloor facility, called Rapture PATHOS-II.  What's more, the year is now 2104, so naturally he's a tad confused as to how he got there.  From here, the story progresses smoothly, and allows you to go through with just enough exposition to hold the story up, or go through every text and usio log to flesh out the story.  Essential exposition is given to you an NPC you meet early on.  Having a friendly NPC talking to you degrades the atmosphere a little, since the feeling of being alone is so important, but for the most part they only talk to you at specific computer terminals, so it's not so bad.

Apart from that, the atmosphere is constructed beautifully.  The interior sections are mostly dimly lit cold metal spaces, with faint lights beckoning you to the next objective, and walls split open by almost organic looking metal growths.  The exterior sections where you walk the ocean floor capture the vastness and weight of the sea above you, with floodlit pathways and endless space stretching off into the unknown gloom.  And why is the darkness scary?  Because of what lurks within.

The monsters are almost exactly the same as they are in Amnesia: You are introduced to them with glimpses and sounds, rather than having them shoved in your face, and are discouraged from looking at them.  Although most of the time, the only penalty for staring is slightly distorted vision.  There is one enemy however, whose head is lit up like a christmas tree, who will be actively attracted to you if you look at them, whilst massively distorting your vision.  The other enemies though are impressively varied compared to Amnesia, with differences in visual design, level of hearing & sight, and behaviour, so you're always kept on your toes.  Including one featured in a set piece terrifying enough to warrant a new pair of pants.  But oddly enough, falling foul of these monsters doesn't end in instant death.  They knock you out and leave you on the floor, and you are left with impaired movement and vision until you find a heal point, or a monster finishes you off.  This felt pretty unnecessary; it would feel a lot more streamlined if you just died and respawned a little further back, rather than having to limp around.

One aspect that isn't handled well is puzzles.  For the most part, they're based around finding the puzzle pieces, rather than figuring out how the pieces fit together, which makes them a bit of an arbitrary blockade.  The worst example is when you're trying to activate a lift, with a monster either nearby or directly on your tail, and you have to perform several actions that aren't particularly intuitive or well explained.  Often leading to your demise as you ask yourself why the damn thing isn't working.  There are unfortunately only a small number of puzzles that require you to actually think rather than search or follow instructions.

One aspect that is handled amazingly is the choices you make.  Even though your decisions have zero impact down the line, they really make you stop and think about what the right thing to do is.  This is where the philosophical part of the game steps in, and has you asking yourself questions on the nature of the self and of humanity.  I can't think of a game I've played before that's had me thinking about whether I've made the right decision long after I've finished the game.  The only decision that carried no impact is one that may be considered in-game to be one of the most important ones.  A new NPC turns up near the end of the game & pesters you to do something, which you end up walking by on the way to your main objective.  To this guy it's the most important thing in the world, but ultimately, it holds none of the emotional weight of the previous decisions & adds nothing to the game.

Overall, Soma is a stellar example of the survival horror genre, perfectly balancing the creepy atmosphere with the more active scares.  I recommend this game to anyone with even the slightest interest in horror games, and it will certainly be enjoyed by anyone who likes Frictional's previous games.