Monday, June 24, 2013

Splice

Splice is an interesting little puzzle game where you attempt to manipulate a strand of cells to match a predetermined shape. Okay, I realize that sentence doesn't sound too intriguing, but the game really is.

The premise is simple - rearrange substrands or use special cells to change the overall shape. It's made more difficult since you have a limit to the number of moves you can make, thus requiring you to really think about where things go, or what order you arrange special cells in. There are also rules about how the cells behave, such as that each cell can have two subcells, or children if you. Basically, it's like building a binary tree with a certain shape.

Or getting so frustrated that you build this instead in an attempt to break the game.
The special cells are simple, but pretty important in how they are used. First up is a cell that divides, replicating anything below it. With this you can build up some extra cells to solve a puzzle, or make more of other special cells. Then there is a cell that extends, simply turning one cell into two, pushing everything else below it down further. The final cell destroys itself and anything below it.

Over the course of 7 groups of levels, the game introduces you to the various special cells and other behavioral aspects of the game, building on each concept covered in the previous groups through a series of levels, usually 7 or so per group, to make sure you have the basics down before you move on.

While initially you must always reattach a stand when you go to move it, in the later part of the game you can set them aside all together, allowing you to take them out of the equation, use some special cells, and then reincorporate them. Also, in the case of this one, it is Angelic, meaning you can solve in it less moves then the max allowed, which is not true of all the puzzles.
Initially I was quite surprised at how fast I was going through the game. The first 6 groups of levels didn't put up much of a challenge, and while the 7th was nice because it was the first to really incorporate all of the mechanics into single levels, after about an hour and a half I had already beaten the game. Thankfully, once you do that, there is this thing called the Epilogue that unlocks, which contains another 4 sets of levels, and those are quite challenging, because they brought my total time to 5 hours.

Splice really is a great game to try in short bursts, and I played it over the course of several months when I just wanted to try something for a few minutes, usually when I should have been working on something far more serious. The beautiful piano soundtrack, which is also available for purchase, makes the game very relaxing, at least when the answers to some of the puzzles are easy enough to come by. Most of the time in the epilogue however, they aren't, which just goes to show you how simple mechanics and a couple of brilliant minds (in this case, over at Cipher Prime Studios) can combine to make a very good solid game. Look for it at $5 or so, and try the demo out ahead of time to see if this type of thing is right up your alley - 7 out of 10.


So, the final breakdown:
Score: 7/10
Suggested Price: $5



*****
For more Splice, check out this collection of various screenshots otherwise unused in this review. Click any one for a full sized image.


Cargo Commander

Cargo Commander is an indie action platformer that is all about setting high scores on levels that are generated based off of the name they're given. Your goal is to collect the various pieces of cargo in your current sector of space, hopping from container to container, dodging mutants, and generally avoiding staying out in the vacuum of space for an extended period of time.

The basics of the game are pretty simple. When you enter a new sector, you'll activate the magnet on your home container to attract a wave of new containers filled with all manner of items. Using your drill, hammer fist, and a few weapons, you'll work you way through the various containers, drilling out obstacles or making your own holes in the hulls (don't worry, apparently the vacuum of space isn't that strong), finding special cargo boxes that you'll need to return to your home container to increase your score, and generally hopping that the next box you break or cargo you pick up won't trigger a massive mutant invasion.

On popular levels you'll see where other commanders have died. So if you find an otherwise empty container with lots of bodies, well you just might want to have a few exits lined up before you grab that sweet looking piece of cargo.
Some containers have special characteristics, like low gravity, no gravity, or they rotate, making navigation harder. Then there are some with special rooms that, because each level is seeded by the name it's given, and thus a certain degree of random, are inaccessible due to the internal structure of the container, meaning the only way to get the goodies inside is to wait until the container collapses, which happens at the end of each wave when a wormhole opens up and you must make it back to your protected home container, because all the other ones will begin to fall apart.

You can never be certain what you'll find in a container, and the contents will be hidden until you crack the hull open and peak inside. You might find anything from an empty space, lots of boxes that you can search through, or a deathtrap crawling with mutants that it might be better off to pass over all together. You can fly around in space for a bit, either using your natural movement or increasing your momentum by firing one of this game's weapons in the opposite direction, in order to either skip a container or find another entry point to your current one. However, spending time out in space isn't really advisable, for a reason beyond that there is no air to breath - spending too much time in space causes certain enemies to spawn, and the more waves you survive, the more that will show up to spear you.

One strategy is to inspect the first container or two, then bypass the rest and fly to the last container, working backwards from there, since the containers don't all come in at once, and they disintegrate in reverse order.
You do have options when dealing with your enemies though, which can range from tiny little guys you can kill in one hit with your fist attack, to fat ones that explode when they take too much damage or get close enough to you, to monster guys that are only vulnerable to several explosive charges. There are a total of 4 weapons in the game. You'll always start with he Nailgun, which is a semiautomatic low damage weapon that begins to lose it's usefulness as you face some of the tougher enemies in the game. It's at that point that you'll really want to have found a Six shooter or a Blaster. The Blaster is a double barrel shotgun that packs a punch, while the Six shooter is a revolver like weapon that I tended to prefer for it's ability to pass through enemies, effectively hitting several if they were lined up just right. The final weapon you can unlock is the Magbomb, which fires a sticky bomb. You can either detonate one individually by hovering the cursor over it and right clicking, or holding down the fire button to detonate all deployed bombs at once. Also be aware of the environmental means of defeating enemies, like drilling holes in the hull so they fall out, or shooting explosive boxes.

Both the character and the weapons can be upgraded, adding things like a more powerful drill, more health, larger clips on your weapons, or immunity to your own magbomb explosions. You do this by going to the upgrade bench and spending caps (as in ball, not bottle). You'll get caps in a number of ways, from finding them on the bodies of other commanders, to picking them up when some of your enemies drop them on death, to hopefully finding a few crates that carry a half dozen of 'em. Having the right upgrades, or using the upgrade bench to purchase supplies like healing can-o-apples or ammo is critical to surviving the work day in Cargo Commander.

Upgrades get expensive for the good stuff, like the final health upgrade, which takes your base of 3 apples all the way up to 5. It costs 20 caps.
Unfortunately, you won't have access to the upgrade bench when you start out because you need to unlock it first. You see, there are several ranks in this game, and the only way to level up isn't from killing monsters and gaining experience, but by finding new cargo. With 88 different pieces of cargo and only 6 or so types per sector, you are encouraged to find new sectors to explore, provided you have an available sector pass saved up - acquired by defeating a special container between waves 4 and 5. As you rank up you'll also gain other bonuses, such as starting with certain upgrades already installed or having a few extra caps to spend from the start. All of these things increase the likelihood that you'll actually complete a level, which means you've survived wave 12 or so, and have a chance at setting a high score.

There are several things that I didn't like about this game though - flaws ranging from the underlying mechanics to the lack of certain keybind options. Several times I'd come across two containers where their localized gravities were opposite, and since there was a hole drilled in each's floor, I would basically yo-yo back and forth between the two, ending up somewhat stuck. Similarly, since, when you enter a container from space, the character and screen rotate to match up with that container's gravity, at times the screen would spin the wrong way, and I will fall right back into space, rather than do a faceplant in the container. When you're on wave 12 and you get 5 space squids spawning every time you set foot outside, that get's to be an issue. Other problems surround the weapon lockers where you find new guns autoswitching your equiped gun, since you can only have two, even if you already have that one unlocked, meaning that you would click on a locker with a magbomb in it for the extra ammo it would give you, and then not realized that your weapons had been switched on you, and wondering why your six shooter isn't doing any damage to the wave of enemies that spawned. Still on the magbomb launcher, the idea of holding down fire to detonate all bombs, rather than the same button you use to detonate individual ones, was also not cool, particularly since you cannot change that setting anywhere. Then there is a problem with the high score nature of the game, in that the leaderboards only records the top 50 scores, but only shows the top 15, and that it does nothing to save your personal best. Oh, and I shouldn't forget to mention the mutant spawning crystals, which can be destroyed for points, and a bit of breathing room, that sometimes would seem to be on steroids, churning out enemies by the dozen, like this:

I actually made it out of here alive, although auto of ammo. Thankfully the container started to break up shortly after I took this screenshot.
Initially I was pretty excited about Cargo Commander, after I picked it up as part of an indie bundle. The game seemed pretty cool, from the bundle video, and I did have a good amount of fun for the first bit. Unfortunately, that's when it set in just what a grind this game ends up being. Put it this way, to collect all 88 pieces of cargo, and even get all the achievements, it took me 27 hours, and the game never really regained that initial sense of enjoyment it had when I first picked it up. This could be a cool game if you were interested in setting high scores with friends, naming sectors and seeing how you fare against each other. Journey mode isn't too bad either, a special mode you unlock at rank 6 that is simply about surviving for as far as you can make it through a maze of containers, rather than bringing back cargo for a high score. While I was initially more interested in this game, attempting a 100% completion, since, you know, that kind of part of what I do before I review anything, really wore me down, and made me realize that this is just an average short of highscore fest worth $2.50 or so - 5 out of 10.


So, the final breakdown:
Score: 5/10.
Suggested Price: $2.50



*****
For more Cargo Commander, check out this collection of various screenshots otherwise unused in this review. Click any one for a full sized image.

War of the Roses

So to review War of the Roses, I'll be breaking one of my base rules - I don't do multiplayer. However, with the amount of time I've put into this game, well, let's just say that I need to do something to justify it. While, as always, I will tell you about the game based on my experience with it, given the ever changing nature of multiplayer games with content updates and the constantly in flux player base, your results may vary. So, ESRB like warning covered.

War of the Roses is medieval combat game set in the 1400s in a war torn England, as the House of York and the House of Lancaster battle it out. The devs claim historically inspired warzones, weapons, and the like, and while everything is certainly old, my knowledge of English history, battles, and military equipment from this time period can be summed up in one word - nothing. In fact, the only time I've even heard anything about period accuracy mentioned outside the game, it's been in flame wars over which game is better - this or Chivalry: Medieval Warfare.

What I do know is that they had swords, axes, and blunt weapons during the 1400s, so at least that part is accurate.
The game contains the typical gametypes for online shooter games, so if you're familiar with Team Fortress 2, Call of Duty, Counter Strike, or Battlefield, you will know exactly what to do here. Assault is a multiobjective attack/defend gametype. Attackers will be doing the usual stuff, like breaking down doors, pushing rams, and capturing points, while defenders will, you know, be doing their best to make sure that doesn't happen. Team Death Match is your standard slaughter fest, with a map running a predetermined time before the winners are announced. Conquest is a push/pull type attack and defend, where both teams attempt to capture the 3 or 5 points - in order - to secure victory. Pitched Battle rounds out the grouping, and is a short round of death match where you only get one life per round.

Generally I'd play Assault or Conquest, with much more of my time being spent in Conquest since Assault was only introduced in the Kingmaker update in March 2013, or roughly as the group of friends I was playing this game with began to migrate to other titles. The interesting thing with Conquest is that you don't win simply by controlling all the points, but rather by controlling the most points the longest, as you'll see there is a sliding scale at the bottom of the screen that pushes from one side to the other as a team continues to hold points. However, to make things really interesting, if you capture all the points, that bar pretty rapidly shifts, enough so that, while you may not get a clean win, your team will still maintain a majority at the end of the round. I've been in quite a few battles where, while our team had been steadily loosing for the first 25 minutes or so, holding only 1 point out of 3, we made a sudden comeback, captured all three points, and watched as the final score ended up in our favor by 51 - 49.

One of the downsides to objective based multiplayer, no matter what game you're playing. No one ever sticks to the damn objectives. It's kind of important when you're down as much as in this screen shot.
The combat in this game is interesting, though your experience will depend on what route you decide to take. Melee combat can be a bit tricky to really get a handle on, because it isn't the simplest thing to accomplish, mostly because there are plenty of things going on besides just swinging your axe that determine what kind of damage you'll end up doing. First up is simply attacking. All you have to do is press and hold mouse 1, determine your attack direction by moving the mouse accordingly, then release it to attack. In this way you charge up an attack by holding down the mouse longer, as well as select between a left, right, overhead, or uppercut swing. Charging up an attack will deal more damage, but can take enough time that you'll be open to an attack by a faster enemy. Now say it's time to block an attack. If you've got a shield, you just use that, otherwise you'll have to match the direction in which you block with that of the incoming attack. So if your enemy is doing a side swing from your left, you must block left, while an uppercut or stab requires you to block down. Your HUD helps with this by giving you a clue as to which direction your enemy is preparing to attack from, though I will admit that I initially mistook this for the standard "receiving damage from this direction indicators" in most first person shooters.

Those are just the basics of melee combat. To really get good at it, you'll need to figure out how to follow your parry with a riposte, feinting when attacking to lure your opponent to over committing to a block. There are hitboxes on weapons to consider, such as a longer axe that only does damage out at the blade, rather than along the shaft. Momentum is also a factor in determining how much damage you'll do, such that if you flip your mouse to pick up extra speed you can end up taking a so-so attack and turning it into an instakill. There are also penalties for missed attacks, and much, much more. It is recommended that you take some time to practice this, either by heading to a duel server, or trying the new practice mode that launched in June 2013.

This new practice mode is nice for figuring out hitboxes, and generally getting an idea of where your attacks will connect, but to really get a feel for the parry/riposte/feint system, you'll need to visit a duel server to get a friend to help you out. In this case, the hitbox is towards the end of the axe, so my actual attack landed on the shield, not the helm.
Ranged combat is a bit different, and up until June 2013 only came in two flavors - bow or crossbow. Each has it's benefits. Bows are fast, and you can pepper a target with arrows very quickly, such that if you're a good shot, or using the right arrows, you might even be able to down the murderous brute with a long sword before he closes the thirty yards to your perch. The downside is that bows generally don't do as much damage as crossbows, and that you can only keep them drawn for a limited time before you need to relax again. It's sort of a bow minigame, where if you release the string at the right time, you'll deal some good damage. Crossbows on the other hand are slow, and their minigame comes in when you attempt to reload them, since they have both an active and passive reload stat, and you can make them reload faster, but generally never fast enough to get more than one shot at someone charging at you. The advantage is that crossbows are powerful, and deal substantial damage. Even better is that they stay drawn, so can take your time and pick off someone, often at a great distance, making crossbows the sniper like weapon of this game. The final ranged weapon, though they are short range, are handgonnes, which were just added in June 2013. I'd like to tell you about them, but unfortunately they are extremely expensive to purchase (more on that system later), so I've never actually gotten to use one.

The final setup you can mess around with is Cavalry. It's pretty much what you would expect, as you're on top of a horse, armed with a lance and your secondary weapon, and you're allowed to use either while riding. Cavalry has an interesting role, though it depends on how well coordinated your team is, and how good you are at lining up your lance on someone's head. Things I've seen accomplished in this capacity: flanking the enemy and taking our archers or crossbowmen covering the point; taking the really long way around while both teams are fighting over point C, and instead heading to your next point, since you own C but haven't made progress towards B yet, thus allowing your squadmates to spawn on you and quickly force B to neutral, and then capturing it for your own team; epic horse battles; harassing people, including your own team, by running over them, at least, that is, until someone gets a lucky shot off at your horse, sending you flying.

I got to be quite good with the crossbow, and at times like these I was well rewarded, since I managed to deal a ton of damage, landed a headshot, and did enough to instantly kill the person in a single long distance shot. Oh, in case you're wondering where my target was, if you see that blue name by the rocks, roughly three quarters of the way towards the lake, well, the guy I shot thought he was going to get some easy execute points by finishing off my teammate over there.
No matter what class you decide to play as, one of the things you'll need to consider is where on your enemy you're attacking, which is part of what makes this game so interesting. This especially applies to melee, or rather, this is where you may notice it the most, but it's relevant everywhere. You see, there are various armor levels, such as plate, mail, leather, cloth, and bare skin, all of which impact the kind of damage you can deal on a successful hit. You select what armor you'll wear, broken down by body and helmet, but don't think that just because someone has plate for both pieces means that they don't have weak spots. This is where it becomes important to aim your attacks, because an inch can make a huge difference between a glancing blow on a plate helm, and sinking your blade into your opponent's visor slit. If you find that you still aren't doing enough damage, or you just can't hit those vulnerable spots, even if your enemy keeps his visor up, you may want to switch up your weapons, ammo, or attack style, since things like blunt weapons or stabs with swords deal more damage to plate, while piercing or cutting works better against softer armor. It's really not something you might realize right away, but there is a pretty complex system the forms the basis for this game.

I've already talked about how War of the Roses contains three classes. What I haven't talked about is the number of ways you can customize those classes. Basically, there are a ton of options. You've got plenty of choices from the weapon you use, the material it's made out of, the edge, fighting style, and more. Some weapon options change things like the active versus passive reload on crossbows, or change your bolts or arrows to add a temporary bleed when you hit someone. The customization can be a bit overwhelming, but it does allow you to tailor your character to the way you'd like to play. If you want a fast character, stick with the lighter armors, maybe a one handed weapon, and possibly a shield. Or maybe you are okay with dealing a little less damage, but decreasing the time it takes to prepare a swing, so you change your fighting style. Ultimately you'll find that the game is about trying to strike the perfect balance between speed and power, which comes down to an item's encumbrance stat. Basically, the more of it there is, the more it will slow you down. For example, I once played a crossbow sniper in full plate with a heavy shield, witch allowed me to aptly handle anyone who thought they could circle around and harass the ranged guys, only to find that when I switched to leather armor and a lighter shield I was able to reload twice as fast.

Heavy damage absorption may not do you any good against a light and fast opponent - you may never be able to get a swing charged without getting interrupted by his faster attacks. This guy in cloth took out 3 people in plate and mail.
In addition to being able to customize way too much about your weapons and armor, particularly when you get into the purely cosmetic stuff on helms or breastplates, there are perks to think about. Again, this will be something that is familiar to Call of Duty players. Perks come in several categories, and you're able to unlock two for each, so it'll be up to you to decide if you want to have better shield breaking ability or the option to push your opponent back as a Man At Arms, if you'd rather your arrows and bolts didn't drop so much as they travel or if you'd like to be able to zoom in on your targets, or if you'd opt for the ability to see the health status of your enemies over having bandages that heal you to full, as well as revives that do the same for downed teammates (those last two fall under the Surgeon section, and that's what I do, because you can also select faster bandages elsewhere, allowing your survive longer since they are unlimited, and also knowing who to pick off at low health, since you automatically bleed out when at low health).

You may be wondering just how it is you go about unlocking all of these different weapons, options, perks, and so forth. Well, that's the rub. You see, you have to buy these things with in game coins. You'll gain coins anytime you also game experience, though sometimes you might need to be a certain level to unlock certain perks, such as officer buffs, no matter how many coins you have. The good stuff is quite expensive, as you might expect, such as the best plate armor, which was 100k when I bought it (guns are currently the same). At a handful of coins for a knockdown, 200 for actually finishing off an enemy (an execute, which locks you into an animation for 5 seconds, making you very vulnerable), 300 for reviving a teammate that's been knocked down, and bonuses for other actions, including being on the winning team, healing another player, longshots, headshots, kill streaks, and instakills, it can take quite a bit of time to get the coins you'll need, especially since you'll also need to buy the new blade, fighting style, weapon material or crank, bolt type, and so forth for each weapon you unlock. This is where the game tries to tempt you into purchasing coins with real world dollars (or your currency equivalent), in a near pay-to-win moment.

Still, you have to be able to use the expensive weapon well if you want to beat me on the field of battle!
War of the Roses is certainly an interesting game, but it does depend entirely on who you are playing with. The game certainly encourages squad gameplay, since squad members can spawn on the squad leader, and the squad leader can issue two different buffs, such as one that increase the current health, or another that acts as a small heal over time, that scale based on the number of squadmates in close proximity, and there is an objective tagging system, and bonus experience and coins for both the person issuing the order and the one following it out. Taking advantage of things like that, when combined with someone riding a horse to sneak behind enemy lines, and a group of friends all using a third party voice communication software, well, let's just say it's fun to catch an entire team off guard, and then slaughter them with some extremely well place axe slices as they attempt to reclaim the point. That's how I played it - for 58 hours. The lowest I've seen it on sale for was at the $5 mark or so, unless you picked up a four pack for $15. There are certainly fun times to be had, though sometimes the best strategy seems to be swing wildly while in a group of enemies and watch them injure each other more than they hurt you, rather than the precision based mechanics the game claims to require. If you're interested, I highly suggest the demo, which allows full access to the game types, but does limit you to the default 4 classes, so no horses, crossbows, or handgonnes for you. Still, that will give you an opportunity to see how War of the Roses is a good game - 7 out of 10.


So, the final breakdown:
Score: 7/10
Suggested Price: $5



*****
For more War of the Roses, check out this collection of various screenshots otherwise unused in this review. Click any one for a full sized image.