Showing posts with label hit. Show all posts
Showing posts with label hit. Show all posts

Tuesday, November 13, 2012

Joe Danger SE (XBLA)

Hit it or Quit it?
Year: 2011 -- Developer: Hello Games -- Publisher:  Hello Games
First impression:
Since this is an XBLA game, there may have been a video to watch, but I didn't watch it. I also feel like I'm supposed to already know who Joe Danger is, considering this is SE (Special Edition?).  He looks like a daredevil, so I'm thinking I may be doing minigames that mimic activities that daredevils might do?  Shooting out of cannons, jumping over buses, etc.  The art style is fun and looks like it will work well.  The title screen music is catchy as well.  I'm definitely interested in seeing what this is all about.

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Fooled around for:  ~25-30 minutes (First chapter, about 5-6 levels)
I was about half right.  You are a daredevil-type guy and you certainly jump over things.  It actually plays a lot like Trials, which is pretty awesome!  It's like Trials, except on uppers for tricks and downers for realistic physics.. if that makes sense.   Basically, you get super boosts and points for tricks like flipping and wheelies and air tricks, but you can land crazy tricks easier because it's more forgiving.  Also, there are a bunch of goals like "Collect all of the stars" "Collect all of the letters" "Do all of these tricks" etc.

The graphics, the sound, the whole presentation is pretty awesome.  There are a few more references to this being a remake, or a sequel or something.  "Joe is back" etc.

The biggest problem with the game being so crazy is that the controls are pretty tricky to grasp.  Sure, moving forward and backward are just the triggers, but when you have to stop moving forward to hit the shoulder buttons, and then get back on the trigger. Then you have to rotate forward, but hit the back trigger to land on a certain spot, and it just gets confusing.  There are so many levels, and so many goals to accomplish in each level though, that you could definitely get some practice without getting too bored with being "stuck".  I imagine the game is only going to get crazier and more complicated.



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Hit it or Quit it?  (1200 MSP)
Aside from feeling a little flustered with the controls, this is really a game I could see myself getting into.  It's a nice outlet to play a game "like" Trials, but to get away from Trials for a bit and have more fun.  Trials can be really serious sometimes, when you really just can't hit that jump right.  This game may have that issue as well, but it really looks like it's more focused on skills with your tricks and getting to know the level rather than just pushing past that one last hill.

My only problem is that I'm poor, and even $15 for a game that I probably won't have a lot of time to play is a little steep for me.  This would be a game that I would pick up if I got a large enough Points Card as a gift, or just had a bonus at work and remembered I wanted this.  Past that, the amount of time it's going to take to really get good at this game and get through all of it, I just don't know if I have.

That said, it's not like I can say quit it to every game I can't buy, because that would probably be all of them.  I need to be doing this based on the game, not the price.  Yeah, value is one thing, but this game is definitely worth it's value.  On that note, hit it.  And then hit it more.

Friday, November 9, 2012

Wheel of Fortune (XBOX360 Demo)

Hit it or Quit it?
Year: 2012 -- Developer: Pipeworks -- Publisher: THQ
First impression:
What is there to say about a first impression about Wheel of Fortune?  I expect to spin a very large wheel, guess letters, buy vowels, solve puzzles.  I do also expect the game to come off as pretty cheesy, as most of these video game versions of TV shows like this tend to turn out.  Maybe some lame voiceovers.  Maybe some "awesome" e-"prizes".   The Sony and THQ intro logos made the game seem pretty fancy, but the cover art has Pat and Vanna look like bobble heads, so we'll see how this actually turns out.

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Fooled around for:  ~35 minutes (One full game)
On one hand, it was about what I was expected.

On the other, it was actually better than I expected.  A lot of it has to do with presentation.  Yeah, the contestant voiceovers were a little cheesy and repetitive   Pat and Vanna weren't -as- repetitive, but they probably would be after a few games.  Their scripts in general actually weren't so bad as far as delivery.  Also, the timing triggers working pretty well, causing Pat to say "slow down" or "go go go" when appropriate to where you were about to land.

The best parts about the presentation were how much it actually looked like the show.  The music, camera angles, the cuts around the set, the wheel, everything looked like you were just playing the show.  That's about as good as you can expect to get with a game based on a word game.

One thing I didn't even think about going into it was online play!  Being the demo, I couldn't try it, but that would be a huge selling point for me.  I've always thought I would do pretty good on the show, and playing against other real people is about as close as will probably ever get.   It would probably one of the few games I would actually pull my headset out for, just to get into the game a little more.

The game keeps track of various stats, and also prizes that you win, so you have some tracking of what you've done, considering it's going to feel like a lot of the same.  It also has leaderboards, to compare yourself to people you aren't even playing!



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Hit it or Quit it?
Originally, as I was typing this, I thought this version was an XBLA game, so I expected it to be probably 10 bucks (though I hoped for 5).  As I went to check the price, I realized this is actually just a "demo", so it's probably actually a full game that you have to buy on disc.  For probably 30-40 bucks.  For that amount of money, I'm out.  If it ever came through the e-downloads for something closer to 15 bucks, I might jump on it.  5 bucks, I'm there, instantly, playing it every day.

The game itself, I would hit it pretty hard, because I love Wheel of Fortune, I love easy achievements, and the presentation of this game was actually very well put together for being a cheesy TV show "port".  For the price they probably want me to pay to play it though, I'm going to have to quit it.  Just checked, yeah, it's looking like 30-35.  With great remorse, I will have to quit it.  Maybe I will catch it in the bargain bin in a couple years....

Thursday, November 8, 2012

Bad Piggies (Android)

...with benefits
Year: 2012 -- Developer: Rovio Entertainment -- Publisher: Rovio Entertainment

I feel a little weird reviewing such a "Pop" game considering even I've never heard of most of the stuff I have been talking about, but here it is.  Bad Piggies isn't quite as "Pop" yet as developer Rovio's first game Angry Birds has become, and maybe it actually won't be.

Don't get me wrong though, I love this game.  I have barely ever been able to suffer through a whole section in Angry Birds, and definitely not to 3-star it all.  This game, on the other hand, hits me so much better in so many ways.

In Bad Piggies, you play the role of the green pigs that you are trying to destroy in Angry Birds.  I think I read that this is supposed to be a sort of prequel.  Something like this is what happened to cause the backlash of the birds or something.  Even then, it's not like you are controlling the pigs themselves, like you control the Birds in the original.  What you actually do is build the vehicle/contraption that the pigs ride to the finish line.

It starts simple, add a couple boxes, add some wheels, and let him roll down the hill.  As the level progress, you start to use various other pieces, building bigger and more complicated vehicles.  You might have balloons to make you float, or fans to blow you left or right (or hover upwards, for that matter).  Here and there, you will find engines that will kick some of these pieces into overdrive.

In each level, there are 3 stars to get, like the original.  Unlike the original though, you don't need to get all three on one run, and often you can't.  What you can do though, is build a machine specific to reaching that star box to collect, or making a speed run, or getting through without breaking any pieces off.  Sometimes, the same machine works for all three, sometimes you need something completely different.  Sometimes it needs to be a machine that you can just "set and forget", and sometimes you actually need to "drive" the machine, turning the fans on or off, or releasing balloons to stop your ascent, etc.

Pretty standard vehicle from pretty early in the game
I love when I get to make 4-sided rolly things like this!
What keeps me coming back to this game is the creativity and sometimes genius it takes to accomplish all of the goals in each level.  I've tried playing games like Incredible Machine in the past, and it just never keeps me playing.  I've tried Angry Birds, but there's nothing but angles and seemingly unguessable physics.

In this game, I feel like I'm in control.  I love the way the pieces work together.  Unlike Angry Birds, I will not move to the next level until I have all 3 stars, and I'm actually not upset about it.  I think that's what it boils down to.  In Angry Birds, yeah, you are in control of the angle, and the force, etc, but to me, it ends up ultimately feeling random.  You can aim exactly the same, and something bounces different and causes a completely different result from one shot to the next.  In Bad Piggies, I feel like if I can't hit that goal, it's because I haven't figured something out with my machine yet.  I feel like everything is achieve-able, I just need to find that one little piece to put in just the right place, and it all works.

I haven't been playing quite as much as I was at first, but it's partly because I don't really want to burn through it all and be stuck waiting for new levels.  On the other hand, I also don't want to wait too long and get behind on my levels.  I think it may be just about time to pull it back out and get through a few more levels though!

Sunday, November 4, 2012

Trials Evolution (XBLA)

...with benefits

Like I mentioned yesterday, you should be expecting a post about the sequel to Trials HD.  That is this. This is Evolution.

The premise has remained the same.  You are running from one end to the other, conquering obstacles, trying to get your time and your faults down to nothing.

This game is everything from the first, and more.  And that's awesome.  The graphics are even better.  The water and fire look great, and better yet, most of the courses are outside!  The scope of the game looks so large now.  The whole first game, you are indoors, which is fine.  It's crazy how much just changing the backdrop really affects how the game feels though.  You can also curve "towards" and "away" from the camera, adding to the depth.

One of the other big things they added was multiplayer over XBOX Live!  There are either 4-lane maps, or you can just race the ghost of 3 other players on the normal single player levels.  As you rank, you earn Online Points, and can level up, increasing your stature online.

Also, the level editor has gotten way crazier... AND.. You can download tracks through the in-game marketplace (all free, of course), and man, people are getting insane with the builder.  Apparently it's so robust that, with patience and skill, you can do almost anything.  I have seen everything from insane "normal" maps, to Tetris, to FP"S" games.  All within the Trials Engine! WTF?!  It makes me want to get into it, but I'm not sure I have that time or patience.

Outside!
4-players?  At one time!?
There isn't much else to say about the sequel though.  It's almost literally just "the same thing except better", and that's not bad!  I'm definitely going to be reaping the benefits of this relationship for a while!

Plus, there is already DLC for it!  I totally forgot to mention the Trials HD DLC in that post, but DLC is awesome!  Even more of more of the same awesomeness!  I just can't get enough!

Saturday, November 3, 2012

Trials HD (XBLA)

...with benefits
Year: 2009 -- Developer: RedLynx -- Publisher:  XBLA
Me and Trials HD go back a ways.  Probably at least a couple years at this point.  I think it was one of the first demos I downloaded when I got my XBOX360 but couldn't afford any games yet.  Even the 3 levels in the demo kept me playing longer than some "real" games have.  I just wanted to get better times, or find better ways to show off fancy maneuvers or whatever.  After I really just couldn't take the demo anymore and had some extra money, I bought my points, downloaded the full version, and couldn't stop playing it for days.

The premise is fairly simple.  You are riding a dirtbike, and you are trying to get from the beginning to the end in the fastest time, with the fewest number of faults.  The reality is that this really isn't as easy as it sounds.  The levels go up, down, including ramps, jumps, obstacles, etc.  As the game gets to the Hard and Extreme courses, you really need to get into bunny hopping, riding up what are basically walls, and all sorts of crazy things.  The better you do, the better medal you get.

The game is gorgeous!  I can't even imagine needing the graphics to look any better!  And when you fall of your bike, you are thrown around with ragdoll physics, and you can almost feel the pain he must be in.  Then you can still wiggle him around on the ground, and that's always fun!

The controls are easy.  Right trigger "go", Left trigger "stop", and tilt the stick to lean back or forward.  It's the combination of this and the crazy physics that really make the game.  While there is no "jump" button, with practice you learn that if you hit the gas just right and lean just right, you can make little hops.  Or you find that if you hit this ramp just right, you will go up to another path in the level.  Also, there are explosions, and boxes you might hit that just knock you out!

The game comes with a level editor (the same one the developers actually use), so you have every possibility of creating the same quality of levels that they did, it's just a matter of skill, design and patience.  I have never messed with the editor much, but it's cool that it's in there.  You can share tracks to your XBOX friends, but not to anyone, so you can't just go download them either (See: Trials Evolution coming up).

In case you get tired of the Point A to Point B runs, there are also Skill Games.  These might have you jumping off of pinball flippers to reach the highest altitude you can, or they may have you riding on top of a metal ball for as long as you can.  The cleverness of some of the Skill Games is actually pretty interesting, and definitely a nice break from the rest of the main game.

Also!  When you look at the leaderboards, you can watch the replay of the Top 100 (I think it's 100) so you can try to pick up ideas on how to decrease your time, or get past certain obstacles.  The catch is, these people are crazy, and often, you need to run the course exactly like they did, otherwise you whole timing is off and their techniques don't work.  It's always fun to watch though, and just try to imagine how long they spent getting to that skill level.



I find myself hooking up with this game every now and then just because I want to keep my skills up.  I have gone too long sometimes, and I can tell I've gotten rusty.  I used to think "Man, I could never get through those Extreme courses" but over the years, I have just stuck with it every now and then, and I have slowly pieced together most of them.  I'm nowhere near getting golds on them, but at least I'm getting through them! Also, with no story to pay attention to, it's super easy to just pick up for a few minutes here and there.  If I pass, I pass, if not, at least I was able to get a little more used to some of the Extreme level skills required to pass them someday.

The worst part is trying and trying to pass a course, and running out the 30 minute time limit, or the 500 fault limit.  All the time feels wasted, but at least you know the next time, the level up until that point will run a little easier, and you can focus more on that area that snuffed you.

Even with the sequel out, I still pick this up, and still will.  There's always room for improvement, and I just love the way the physics to the bike feel.  As long as I stick with it and feel that I'm improving, this game will stay in my benefits rotation.

Friday, November 2, 2012

Plague Inc (Android)

...with benefits
Year: 2012 -- Developer: ndemic -- Publisher: Android Marketplace

Plague Inc is a game where you play the role of a disease (or someone who controls the disease, depending on how you look at it).  The majority of the game is played just by watching a map of the world, and evolving your disease to infect and kill as many people as possible.  You win if you infect, and subsequently kill everyone in the world.  You lose if you kill all of your hosts before everyone is infected, or if the world develops a cure to you.

The beginning of each game starts you with deciding what type of disease you want to be.  At first, you can only be bacteria, then virus, then fungus, etc.  In the end, you can even control a nano-virus or a bio-weapon agent.  Each class has has its strengths and weaknesses which affect how you play each game.

After you have decided what you want to be, you pick a country to start in. Each country in the world has different stats regarding whether it's arid, humid, hot, cold, temperate, urban, rural, etc.  Also, they may have airports or seaports.  All of these are factors that you will use to determine how you can spread from country to country, and how you will infect the world.

After you have picked your country, you start by waiting.  You allow a few people to be infected, and as you do, you gain DNA points.  These points are spent to evolve your disease.  You may decide to boost your strength in hot countries, if you start near the equator. You may boost your water transmission if you need to get into a country that has a seaport, or is humid in general.  You can also spend points into abilities that slow down the progress made towards the curing of you.

As you infect more and more people, it spreads around the world.  If you find you aren't hitting certain areas, you can look at the information about hose countries and decide if you need to evolve to move that direction.  As you infect more, you can start to increase the amount and severity of your symptoms, ranging from coughing to sneezing to insanity to organ failure.  Some of these symptoms increase transmission, some cause death and some can delay the cure.

While you are developing, the game is pumping news at you, some of it regarding events that may cause you to rethink your strategy, or sometimes it's just humorous or interesting tidbits.

It's so awesome watching the world as it becomes infected with your disease!
Just one of the leveling screens, and even then, you can't see half of the stuff you can evolve from here!
What keeps me coming back to this game is that it plays well in short bursts, but also as a whole game, when played well, it only takes about 30 minutes to dominate the world.  It's that feeling of power that you are in control of this disease, and when you hit that awesome combo of transmission and symptoms and you just watch the Infected People skyrocket.  Then, as soon as you infect everyone in the world (6.8 billion people), you bump up the lethality, and you watch the number drop right back down.

All the while, you are trying to balance staying "weak" enough that you don't scare the world into finding a cure super quick.  Also trying to work around the fact that richer countries have access to better medicine in the first place.  As the world starts to work on a cure, do you try to kill those countries so they can't work on it?  Or do you spend your points in becoming more complex, causing them to work longer on curing you.

With all of the classes, the transmissions, the countries, the symptoms and the special abilities, there are several way to play each level, and it's fun just seeing what combos pop up as you progress.  The "oops" combo is triggered when you evolve to include sneezing and diarrhea!  Also, you can bump insanity and cause countries to nuke each other!  There is just such variety that it's hard to play the same game twice.  And even when you lose, you're left thinking "Man, I could have just tried this or tried that and I totally would have won".

Considering I don't have a lot of time to play, I have somehow found quite a bit of time to play this.  It's usually staying up too late, playing it bed to just try "one more time" to beat that level.   One thing I have found about this game is that even though there isn't a story build into it, you are left feeling like you just went on a huge journey and you can't wait to tell everyone about the story you created.  Often, my girlfriend and I will be playing at the same time, and when we are done, we just can't stop talking about what happened, and retelling the history of our disease.

I am definitely going to keep calling this one up for a while.. I just hope I don't catch something myself ;)

Thursday, November 1, 2012

Monster Warlord (Android)

Time for another new format!  It has -nothing- to do with the fact that I haven't had time to play anything for review, nope, not at all...  Okay, it does.  But this sounded like a good idea anyways, so it's something I can throw in every now and then.  "...with benefits" are games that I have been picking up on the side here and there, getting a little action when I need it.  They are likely to be either casual games, or games that just don't have much story, so I can just pick them up for a few minutes when I get time.

...with benefits
Year: 2012 -- Developer: Gamevil -- Publisher: Android Marketplace
Monster Warlord is a Facebook-style casual game (for lack of better description).  You have "action" points to do a couple different things, but then you need to wait for them to recharge (or pay to recharge sooner).  It's driving mostly by still-shots and buttons to navigate and occupy your time for a few minutes at a time.  As you get "further" in the game, you increase your maximum points, which lets you play for a little longer as time goes on.

Considering there are a bunch of this type of game out there, this is really the only one that has really caught me so far.  The premise in this one is that you are a Monster Handler, a la Pokemon or Monster Rancher.  You start with 1 monster, and a handful of Action and Battle points.  You use Action points to do quests, at the press of a button.  They cost varying amounts of points, and reward accordingly.   Battle points can be used to attack other players.  It compares your attack value to their defense value and determines a win or lose. If you win, you gain a few extra points of experience, and a percent of their non-banked gold.  If you lose, you get 1XP and no gold.

As you level up and gain gold, you can buy more monsters (required to do higher level quests).  As you get higher level monsters, you can combine them and have a chance at an even higher-ranked monster.  The more strength you have in monsters, the more effectively you can battle.  You can also invest your gold into buildings that pay you an amount of money every hour.  Since many of the later monsters have upkeep (cost per hour), investing in these buildings is pretty important.

I think what keeps me coming back to this game is just that it's so simple, but there is a little strategy and complexity to it.  I can pick it up for literally 5 minutes, burn my points, but still feel accomplished.  I am able to know I just gained so many experience points, and completes so much of a quest.  Often, there are Boss Battles, which are monsters either summoned by the game or by other players.  They don't fight back, so you don't get experience, but they are great for farming gold.

Knowing that you are earning gold per hour, but others might be attacking you taking your "hard-earned" gold keeps you coming back as often as you can think about it just to dump your gold into the bank, keeping it out of the hands of other players.  If you keep your money low enough often enough, they start to realize you just aren't worth attacking.

Often, one of the catches to these games is that you feel limited if you don't dump real money into it.  While you definitely could make more progress if you "pay" for it, I generally haven't felt the -need- to drop money into it.  I will admit I have put a few bucks into it just to get a little bit further here and there, but I quickly realized how much that could add up, so I haven't done it in a while.  A dollar at a time doesn't seem like that much, but it's easy to just keep spending "just a buck".

There are also advanced tactics that I could try to get into.  Really trying to combine well, and focus on buying the right amount of monsters to win more battles, but that's not what I get out of this game.  If I spent much more time on it, it wouldn't be one of those on-the-side kind of things.

Considering I'm still actively leveling consistently, completing quests, and collecting monsters, I don't feel like I will be breaking this off any time soon.  It's just too easy to feel productive, but not feel like I need to invest a lot of time keeping the relationship afloat.  I will be reaping these benefits for a while to come.

        

So that's the first ...with benefits!  I'm not sure if they will all turn out to be this long, but they might.  Since they are games I have spent more time with, I feel the need to explain more about what I know about it.  Usually, I only know 10-20 minutes worth of the game, so I can only say so much.  Even with this game, I could probably just keep going, but I also never really plan on spending -too- much time with this blog.  That just isn't the point right now.

Wednesday, October 31, 2012

Halloween Extravaganza!

Since it's my first Holiday on this blog, I figured I would do something a little different.  I found 4 "games" to play to make an extended Hit it or Quit it!  I say "games" because it was hard to find 3 "Halloween" games, so the first is actually more like an XBLIG App.  Trick or Treat!  Hit or Quit!

Hit it or Quit it?
Year: 2012 -- Developer: Daniel Steger -- Publisher: XBLIG
First impression:
All I know so far is the screen is showing me a bunch of differently designed pumpkins.  Probably starting with a blank pumpkin, and using stencils or hand drawn "cut outs" to design how you want it to look.  I'm not expecting this to last long, but maybe it will at least be a little fun!

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Fooled around for: 3 Minutes (Not even worth pushing the 7 minute limit)
Well, that was disappointing, even for having really low expectations.  There's no date in the credits, so I'm not sure if this is just so old, he didn't think to do anything more with it, or he just didn't.  There was no "carving" at all.  It was just:
-- Move the cursor to either:  Left Eye, Right Eye, Nose, Mouth
-- Pick a pre-designed piece
-- Repeat

I was hoping for some hand-drawn carving, being able to put the stencils where you wanted, change the size or shape of the pumpkin, turn the candle inside on or off.. SOMETHING!  There was nothing.  Being the trial, you could only pick the first three choices of any feature.  That's fine though, because you can't do anything with them anyways.  There could have been "save/load".  There could have been "Use this as your gamer picture".

The only options past the limited pumpkin "carving" was to turn the background ghosts and fog off.  Woo.  Oh, and change between different "creepy" soundtracks.
Image from Pumpkin Carver
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Hit it or Quit it? (80 MSP)
With even one of the afore-mentioned features, it might be worth even a buck.  As it is, no.  Quit it.  In his defense, maybe it's his first "game", maybe it was a school project.  Who knows.  I just know he's not getting my dollar.  In case that wasn't clear, again, Quit it.

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Hit it or Quit it?
Year: 2012 -- Developer: BandanaGames -- Publisher: XBLIG
First impression:
It can only get better from here, right?  I sure hope so.  This is another randomly-found Indie Game though, so it could really go either way.  If this is worse than Pumpkin Carver though, I'm not sure I'm even going to be able to continue today.

So far, it's just holding on a title screen, with a picture of some emo little lady and the Press Start thing.  And the music is creepy.  Not "real" creepy.  Just you know it's supposed to be creepy.  But it's abrasive and annoying.  Just not balanced well.   Maybe I should turn the lights off and set the mood...

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Fooled around for:  7 minutes (Indie Game Demo Limit)
I can at least say this was better than Pumpkin Carver.  It turns out it's a screen-by-screen "text" adventure game.  On each screen, each of the four button causes an action.  The story is that you are summoned by your distant aunt to come stay the night and find her at her mansion, and you will receive her inheritence.  Totally normal, right?  

Then, as I mentioned, you just go screen by screen and try to find your way through the house, surrounding areas, puzzles, etc.  It was pretty "easy" and straightforward so far. There was one death from trying to take something from the dog.  Nice to know you can die, but a little worrysome for getting later in the game.  It looks like you should be able to save though. Probably a tough game to pick back up later and know where you left off though.

The only really graphics or animation was the background changing as you went from room to room.  Not much, but at least it's something, considering the type of game.  This could easily be converted to text-only and not need anything.  Unfortunately, the music that would be the only other thing to experience was almost non-existent.  Even a little bit would have helped set more mood.  There were sound effects for some actions though, which was nice too.

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Hit it or Quit it? (80 MSP)
I was actually pretty engaged by the time the timer shut it down.  I was getting anxious as I knew the time was approaching.  I almost thought about running through again, trying to get further in the 7 minutes, but I won't.  The game seems simple enough so far, it would be fun enough to just see how the rest of it turned out.  I probably wouldn't pay any more than a buck, but for a buck, I might actually buy this and finish it up!  Hit it and make it Halloween Scream (the likely one sitting it would take to finish it, at least)!

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Hit it or Quit it?
Year: 2012 -- Developer: EXOR Studios -- Publisher: Cyberfront Corporation
First impression:
Being an XBLA Game, there's actually a demo video to watch.  Looks like a top-down driving game.  Drive around and take out zombies.  That sounds like some Halloween fun!  Well, it's not really Halloween-y.. just Zombies.. but like I said, it was tough finding actual Halloween games!  

I'm a little concerned it may be tricky controlling it, or the cameras may be weird or something.  Huge bosses.. Missles.. Explosions.. Flamethrowers..  Could certainly be interesting.  Let's see how it actually plays out!

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Fooled around for: ~25 Minutes (and still had at least another level in the demo to play)
Pretty big demo.. Two hefty levels, and a third I still could have played.  I would guess that would be that last one though.  Overall, definitely could even just play the demo again and get something out of it!

As for the game, it is indeed a top-down driving game, where you just mow down bunches and bunches of zombies.  It's like a mix of Carmageddon and Grand Theft Auto.  Each level has a primary objective and a secondary objective.  As you complete them, you earn upgrades you can buy for the various cars you are collecting throughout the game.  It looks like it won't even just be "oh, new car, never use the old one" since they have different stats for different missions, and even different passenger limits, for when you have to rescue people.

The story is that you are stuck in the city, but the military isn't allowed to come in, so they are directing you to give them a hand.  You complete stuff, they buff you.  You can also destroy fences, cars, etc, and earn more cash for buying upgrades.

The graphics are really nice, everything looks super good. The zombies splatter nicely.  The only thing is that the view is pretty high out so you can see a lot, but it makes everything pretty small.  It can be hard to see where all the zombies are sometimes.

As I was worried, it's a little difficult to control, since you are trying to pinpoint your driving to run into zombies.  When you have to clear out the 100 in the area, it can get a little frustrating that you just barely missed a couple of them, then you have to reverse, try to hit them, miss, turn around, etc.  The weapons are also hard to aim because they just shoot forward, but you can't just turn the car without actually driving forward.

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Hit it or Quit it? (800 MSP)
Controls aside, the aesthetics and feeling of the game are great.  I love the idea, and even playing it some.  I just don't know if I have the patience for the controls.  For the 10 bucks I could spend on this, I could get something else on my Buy list that will probably fit me a little better.  It looks like there might be a pretty hefty amount of game underneath all of this though.  I don't know if I have been quite in this predicament yet.  I want to Hit it, I just don't want to pay that much.  I'm not sure how that rates.  I guess I'd Hit it, with reservations, but I wouldn't pay for it...? hm.  At least I can just play the demo again!

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Hit it or Quit it?
Year: 2012 -- Developer: Doublesix -- Publisher: Square Enix
First impression:
I'm interested to see that Square Enix is tied to this.  Just as publisher, but still a decent sign, since they wouldn't want to publish garbage.  No video on this one, but the screens suggest a co-op run around and shoot things kind of game.  I'm wondering if it will give me CPU allies, or if I will just be on my own.  Looks like upgrades, and weapons and zombies.  Maybe even kind of like Zombie Driver, except more "friendly" looking.. and not in a car.

The music on the title screen is pretty darn awesome though. Funky spooky with a little rock guitar in there.. Maybe a good sign for the feeling of the rest of the game.  Sounds like a TV show theme..

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Fooled around for:  ~15 minutes
It was indeed somewhat similar to Zombie Driver and to my guesses in general.  It doesn't fill in AI allies, but that's fine.  The setting is definitely a lot more humor oriented than ZD.  ZD was super serious and swearing and realism.  This game reminds me of Grabbed by the Ghoulies.  I don't think I played much of it, but it's a similar art style. 

It also has twin-stick elements.  You move with LS, aim with RS and just take out zombies.  The best part right off the bat is just punching the zombies to death.  Especially when four of them are just right in front of you want you are wailing on them.  Looks pretty hilarious, but also very satisfying.  

Then you talk to the robot gate, they tell you to find a shotgun and kill a bunch of zombies.  Then it will let you through.  Shotgun is, of course, awesome.  I'm guessing there will be a bunch of weapons, a bunch of zombie types, and a bunch of humor throughout the rest of the game.  Considering this could be the end of the world, or at least of just you, the game is somehow still lighthearted about it.

My biggest problem was that in the second stage, I don't know if it was a glitch, or my RB not working (it seems to be on the fritz), but I just couldn't get my shotgun back out.  It was supposed to be the Switch Weapon button, but it just wouldn't trigger.  I will have to check my button in another game, but I'm pretty sure it still works, I just have to press it harder.  I tried that several times and it still didn't do anything.  This caused me to get run over by zombies and I was sad.

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Hit it or Quit it? (800 MSP)
For the same $10 I could have spent on Zombie Driver, I would much rather get this.  This one will actually end up on my To-Buy list.  I am super interested in the rest of the humor this game presents, and also to just mow down zombies with a bunch of weapons.  I enjoy twin-stick shooting way more than car-shooting.  Hit it, while I make Zombie Driver watch.

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Final Note:
So, that's my Halloween Extravaganza!  It definitely started more Halloween-y than it finished, but whatever.  Zombies are close enough.  Also, I could have used these games to help fill out the rest of the week, but oh well.  There are plenty of games to play, it's just trying to find the time to fit them in!  I wonder if there will be any Thanksgiving games to do for that next holiday...

Monday, October 29, 2012

Dust: An Elysian Tail (XBLA)

Hit it or Quit it?
Year: 2012 -- Developer: HumbleHearts -- Publisher: Microsoft Studios
First impression:
You can definitely tell this is an Arcade Game versus Indie Game.  Like Double Dragon, the production value is already way higher.  Since I've been playing so many indie games, I still find this to be a little bit of culture shock.  There's no demo screen, unfortunately, but the music is nice and pretty on the title screen.  The logo is looking like a fox.. in a hood.. with a sword?  I'm guessing Action...RPG, perhaps?

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Fooled around for:  ~30 minutes (Demo ended after the second "boss")
It was a side-scrolling action RPG!  With crazy combos, a fair amount of loot drops, and an overall sense of "beating the crap out of everything".   The combo meter often ended up in the 100+ range using a few special techniques.  The fighting felt solid and like you had awesome skills and were really tearing it into everyone.  There is leveling, and upgrades, and equipment and everything!

The graphics are really nice, hand-drawn everything, great animations.  Sounds are as fulfilling at the visuals are, and the music really adds a good atmophere.

The only weird thing is the story.  You're just some fox thing with a Raiden hat.. and a talking, floating sword comes up to you and says you awakened him.  Then a flying squirrel thing comes up and ends up helping you out.  The splash screens say you are trying to find your purpose, blah blah.  In the meantime, it's weird.  And the voice acting is humorous.  It seems to be tongue-in-cheek cheesy, but sometimes it's just cheesy. It has a fair amount of clever little bits already.  Like destroying a secret wall releases a "Wall Chicken" that you can eat for a bunch of health.  And the characters make fun of each other and such.

Even just adding this picture to the post makes me want to play again!
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Hit it or Quit it?  (1200 MSP)
Two awesome, buy-it-now games in a row.  If these Arcade Games keep this up, it could be disastrous for my wallet.  I don't think I would jump on this -quite- as fast, just because the price is a little steeper.  The game is probably worth it's price, I just don't have too much money to just go around spending $15 on a game out of nowhere.

Aside from not dropping that cash now, it's definitely going on my To-Buy list, to be able to Hit It hard someday.  I might even just play the demo a few more times here and there just to scratch that itch.

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Side Note:  Turns out I don't really have any other XBLA demos downloaded already, so I will be finding some random ones for the rest of the week, so we still may see some garbage!  XBLA has a higher standard than Indie Games though, so they likely won't be pure garbage.  Maybe just games I don't happen to like.  Guess we will see how it goes!

Sunday, October 28, 2012

Double Dragon Neon (XBLA)

This week is still XBOX Live Demos, but we will be seeing XBOX Live Arcade games, specifically.  Slightly longer of an experience, and a higher cost in the end, but will they be worth shelling out that extra cash?  We'll see!

Hit it or Quit it?
Year: 2012 -- Developer: WayForward Technologies: Developer: Majesco
First Impression:
From the description and screen shots, the gameplay looks like pretty standard Double Dragon beat 'em up. What's interesting it that's a crazy looking cel-shaded art style. Also, it looks like there may be some shopping/upgrades involved.  Text says the game has 10 levels, I'm expecting to be able to play the first one.    I'm hoping for solid controls, maybe even some decent combos, otherwise pretty much just walk and fight, walk and fight.

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Fooled around for:  20-25 minutes, Demo ends right before 2nd level boss

Hm, where to start.. How about HOLY CRAP THIS GAME IS AWESOME!  It's not even just that I've been playing 20something year old games before graphics and even design could catch up, many of those still really fun, just lots of them aren't.  Best Double Dragon ever!  It was so much more than I even expected.  It has this ridiculous 80s vibe throughout, and the graphics style is so fitting.  It's cel-shaded, but everything still has depth and weight to it, so it really feels like you're actually hitting them.  

There are power moves and stat upgrades via Cassette MixTapes, that you collect, and the more your collect, the more that particular move upgrades.  Each Mixtape even has a song that plays as you select it, and those are almost good enough to just listen to themselves.  You can equip one power move at a time.  They are all pretty sweet so far, and help get you that edge.  The combos are fluid, and string well together.  When you successfully dodge, you get Gleam, which grants double power for a few seconds.  

The music is awesome, and cheesy, the sounds and voices are great.  There is a shop to buy MixTapes at, though they look like they can get pretty expensive versus just finding them.  The text throughout gives the impression that it knows how cheesy it is. 

Co-op is called Bro-op, if that gives any indication to how this game views itself.  And when you play Bro-op, you can tilt the right stick at the same time to do a high five.  Depending on which direction, you can share life, steal life, or something else I forget right now.  I think something with Gleam and double power.

Okay, I need to calm down, I'm just so hyped on this game.


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Hit it or Quit it? (800 Microsoft Points)
Not only would I buy this game, but I'm also going to leave the demo on here as a reminder to buy it, and also to just play the demo every now and then, it's that awesome.

Hit it like Jimmy and Bimmy hit Marian from the front and the back.. at the same time.

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One quick side note:  
I was looking up something about this game, and stumbled across the IGN review.  They only gave it a 3, saying it was awful.  They said the controls were clunky and the platforming was miserable.  They said they disapproved of the difficulty, basically saying it should have been easier, since it was a new-school remake.  Maybe later in the game, these things become more apparent, but for now, I'm sold.  It felt like Double Dragon++ so far, so if it's a little hard, whatever.  It's not any harder or more annoying than the earlier ones.  Also, they complain that it's 10 bucks for an hour's worth of game.  Yeah, grinding for MixTapes may get boring, but there is some replay in that, just to see how powerful you can get.  Also, people pay out the ass to go be entertained for 2 hours at the movies, so $10 bucks for a 1 hour shot that you can still pick up whenever you want doesn't sound like too bad of a deal.  

On the plus side, the community has it rated at 6.4.  G4 has it at 4 stars, and metacritic is sitting at 75%.  Not super awesome great, but certainly not 3. Wtf.

Friday, October 26, 2012

O.C.D. (XBLIG)

Hit it or Quit it?
Year: 2012 -- Developer: PouncingKitten Games -- Publisher: XBLIG

First Impression:
So, on the back of yesterday's Obsessive Collecting Disorder, here is a game with a similar title.  This one is officially just "O.C.D." but I believe it stands for the same thing.  My XBOX isn't even giving me screenshots on this one though, so I can't say how it's different at all.  I'm assuming it's not just the same game.  The title icons are different, showing a grid of a bunch of swords or something.  Guess I will just jump in and see what happens.

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Fooled around for: 7 minutes (XBLIG Demo Limit)
Ahhhh!  Just when I was starting to get into it, the 7 minutes cut me off.  It's definitely not the same as the last game.  OCD actually stands for Optimal Character Development in this.  Basically, it's an RPG boiled down to some very core mechanics.  There's no story, no wandering around, no maps.  Pretty much just grinding and looting.  And to actually do the grinding and looting, you just play a simple version of something similar to Bejeweled.  As you loot, your loot is based on the types you match.  So you loot a bunch "weapon" and then you get enough to trade in for an actual weapon.  You grind for "level" or "skill" points that you can trade for stats.  As you get more money, items, etc, you can mix recipes, and just keep leveling, building your character, etc.  All without that pesky script to get in the way!

The music is fitting, and just sits in the background.  Might even be better to run your own soundtrack though, since you are just sitting on the same few screens doing the same thing over and over.

Image from O.C.D.
------------------------------

Hit it or Quit it? (80 MSP)
This game is perfect for me.  Instant gratification towards leveling an RPG character, grinding, looting, etc, is all I really like in my games these days anyways.  I don't have time to watch a 40 hour movie, so to boil the progress down to the basics is great.  I would totally hit it again.  Definitely worth the 1 dollar, probably even more.  I have the points, I'm almost about to just to buy this right now and keep playing... 7 minutes with no save on the demo just isn't enough to really get into this.

Thursday, October 25, 2012

Obsessive Collecting Disorder (XBLIG)

Hit it or Quit it?
Year: 2012 -- Developer: Super Smith Bros -- Publisher: XBLIG

First impression:
This will be the last time I mention it for XBLIG games, until something changes and I do get a description, but this has no description after already being downloaded.  Maybe as I download the demos, I will make note of the their description or something.  Or just keep playing blind with some screenshots as my only source of impression.

Otherwise, the title sounds interesting to me.  I feel like sometimes I have this Obsessive Collecting Disorder.  In most games, I am the one who will make sure to clear out the whole map and get everything I can before I move on.  I hate feeling like I forgot something that might be important later.  The screenshots make this game look more like the "collecting" is just grabbing all of the coins in this crazy deathtrap platforming levels. You are a stickman, which is nice and simple.  The graphics in general are pretty simple, but it looks like some pretty intense obstacles.  Hopefully the controls actually hold up and make this fun.

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Fooled around for:  6 minutes (Demo levels ran out before the 7 minute XBLIG limit)
This was definitely a clever little game so far. Unfortunately, there aren't too many levels to play in the demo, but what is there is pretty fun.  The start screen scrolls a mock-up of the first Super Mario Bros. level, as the stickman reaches the castle, it is labeled Craperture Science, a reference to Portal.  The game is kind of set up like Portal as well, in that you are in a testing facility as they test the effects of Obsessive Collecting Disorder.  As you collect the final coin in each stage, it turns into a Portal and takes you to the next stage.

There are a few other references to other games such as a text reference to GTA4 and shooting the pigeons, but also level design references such as timed "disappearing" platforms ala Megaman.  With so many more levels in the full game, I'm betting there are all sorts of references sprinkled throughout the game.

The controls weren't too bad, considering I was worried about them.  They are almost a littttle too tight, causing some overshooting when trying to make fine adjustments.  Thought not perfect, I wouldn't say they are a game-breaker.  The levels are definitely bound to get insanely hard though.


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Hit it or Quit it? (80 MSP)
Considering I have some OCD myself, I'm not sure this is quite the kind of "collecting" I feel the need to "obsess" about.  This is just collecting for the purpose of finding the right path through level and collecting the coins along the way more as checkpoints that you are playing correctly.  Not really scouring to find them all so you haven't missed something.  That said, it is pretty fun, though a little tricky.  I am really interested in seeing what other references come about in the game though, so I would hit it.  If it caught me at the right time, I might even spend a couple bucks, rather than just the one.

Tuesday, October 23, 2012

Sushi Castle (XBLIG)

Hit it or Quit it?
Year: 2012 -- Developer: Milkstone Studios -- Publisher: XBLIG

First impression:
Like Slick, for some reason there is no information given about the game.  I'm pretty sure when you download these things, there is information, so I'm not sure why it's not there now.  Maybe something with the new dashboard, I don't know.  So instead, all I know is the name, and a few screenshots again.  I'm not really sure what to make of this so far.  The graphics are nice and bright and hand-drawn looking.  It looks like I will be travelling from room to room doing something.  Probably just fighting all of these enemies?  I see some items in the HUD, but that's really about it.  It also looks like you are sometimes carrying a panda.. let's see how this turns out..!

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Fooled around for: 7 Minutes (XBLIG Time Limit)
In a small twist of surprise, it actually plays more like a twin-stick shooter than the zelda-clone action button masher I was expecting.  Your starting weapon is a dragon cannon that spits out balls.  They don't seem that strong, and enemies can take quite a lot of balls before they are defeated.  Rooms/Level maps are random each game, which adds to variety, but also to the difficulty.  Sometimes the rooms that are spawned are just plain hard, even if it's the second room.  There are items dropped, but not many, and they are used quickly, though the variety of attack is appreciated.

The colors and graphics are definitely eye catching and fun to watch.  The music is appropriate and didn't get too irritating.  Enemies spew blood, which coats the ground, which is always fun!

Death is death and start a new map.  Seems a little intense, but I guess you -are- supposed to be a ninja.  I imagine the game ramps up in interesting items and things to do, but 7 minutes probably just isn't enough time to get to that.  Especially considering you are collecting coins, but I'm not sure what for (presumably item purchases, but where?).

The in-game menus mention future, free, DLC, which would make a purchase even more valuable.  It also tracks the weapons you have used, for the completionist in you.



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Hit it or Quit it?  (80 MSP)
Considering Indie Games are "only" a buck, and I could definitely do worse things with a buck than even play a bad Indie Game, I have a feeling many XBLIG titles are going to get "hit it" just because of "why the hell not?".  That doesn't mean this game is bad.  It's actually pretty interesting so far, it just might be a little too steep on the difficulty for me.  I would have to know I want to get good at this game to know I wanted to keep playing.  In passing, it's just a bit too tricky/hard.  Regardless, again, "for a buck" yes, I would hit this again.  Even if I stopped caring about getting past the hard stuff, it would have been fun in the meantime.

Also worth noting again is that these are demos I already had downloaded before I started this blog, so it looked good in the first place.  As I finish these pre-downloads and eventually move on to fresh "any" downloads, I'm sure I will run across games that aren't even worth a buck.  I'm a little worried to see what those might be though.

Monday, October 22, 2012

Washington's Wig (XBLIG)

Hit it or Quit it?
Year: 2012 -- Developer: Team2Bit -- Publisher: XBLIG

This should be an interesting experience.  It's kind of like Sloppy Seconds, but it's not because I've seen it played.  It's most like it's because I've seen it be created.  Washington's Wig was actually on an IGN webseries called The Next Game Boss.  The show was based on 6 teams of indie game developers trying to get through a bunch of challenges and ultimately win a bunch of money, as usual for these types of shows.  The challenges were designed around bumping your original concept up to the next level each week and see if it/you could keep up.  It wasn't the greatest thing I've ever seen, but it was interesting.  So anyways, this game/team was the winners, and then I saw the game pop up on Indie Games a few weeks later.  Pretty cool!

First Impression:
I've seen the game quite a bit, so I pretty much know what to expect.  This is probably most like getting with that "celebrity" you've been watching for years.  You've seen it, but it doesn't mean you don't want to be involved.  I imagine this type of game has to have a genre by now, but it's a forced-run platform type game.  You just scroll from left to right and get as far as you can, and as many points as you can.  Then you just compare it to yourself or some leaderboards and keep going.  In this game, you play a dog who is trying to catch up to George Washington to return his wig.  WTF, right?  Looked pretty fun, if not just a little crazy.  You are jumping across ice floats and dodging crocodiles and such.  At least as far as I remember.  Let's see how it actually plays!

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Fooled around for:  7 minutes (XBLIG Demo Time Limit)
7 minutes always flies by so fast..  Was thinking about taking another 7 at it, but I have enough info to review, so I will just get it done.  As seen on the show, the game design premise is to just be controlled with one button, and it holds true to that.  All you can do is jump, and then double jump.  As you progress levels by gaining enough speed throughout the level to catch up to Washington's boat, he has a bunch of excuses why that isn't the right wig and you start over, but harder.

The graphics are nice and 8-bit retro. I'm always surprised by how much detail artists can get into so few pixels and colors, but it looks pretty good in HD.  The sounds are a little basic. I'm not sure how much work they put into this after the show.  Probably just more levels, but the sounds are probably the most lacking.  The music is a catchy song, but it's just one song.  As the levels go up, you encounter different varieties of dogs as your "enemies".  Each is the same as itself, so you just get used to how to dodge them, and do it quickly.  I think the levels are not randomized, so you could really just get used to each level and get further and further.  I have no idea how far that game goes though.


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Hit it or Quit it? (80 MSP)
If you have the patience for these "simple but hard" Scroller games, as I often do, this is a pretty good one.  It's got some humor, it's got some retro feel.  I am interested in seeing the other dogs more than I am seeing what score I can get to.  I don't know if the game just goes and goes or if you can beat it.

For a buck, I'd buy it and hit it for a while longer.  After I hit one awesome lucky run that would start to get hard to recreate, I'd probably drop out though, maybe load it up again to show a friend.  But for the time I'd get out of until then, definitely worth a buck.

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How do these end up getting longer, the shorter I play a game?  Gotta keep myself focused.  Too many games, too little time.  That's what started this whole thing.  It's nice to really dig into a game, but it's not like I'm playing things long enough for a real review.  The gut reaction is all I need.  I will try to keep that in mind.

Sunday, October 21, 2012

Slick (XBLIG)


I feel like playing some some XBOX360 for a change, so it's time for another slightly new format!  XBOX Live Demos (Full Game/Arcade/Indie) will receive a rating based more specifically on whether it's worth paying to continue Hitting it or it needs to be kicked to the curb without even a tip.

In most cases, I can't watch demo/intro screens to get a feel for the game.  All I get is a text description and some screen shots, like I'm ordering a Russian Bride.  Also, for Indie games particularly, I'm limited to only 7 minutes before I need to decide whether it's worth paying for.  (If only that's how real call-girls worked, amirite???)  In Arcade/Full Demos, I can only play so much before the Demo runs out.  The price is higher, but the quality may be better, so that value will affect my decision.

This week, I will be playing Indie Game demos I already had downloaded on my system before I even started this blog, so they already have a leg up in that they seemed interesting enough to Demo.  In the future, I will just start downloading whatever I find so it will be more of a surprise whether I like it or not.  Lets get to it.  This may also mark the start of following some sort of Theme for the week, so I have an excuse to finally mix up the variety instead of just going alphabetically through the Super NES games.


Hit it or Quit it?
Year: 2012 -- Developer: Halcyon Software -- Publisher:  XBLIG
First impression:
The XBOX doesn't have any description for this game.  I don't know if it's a hiccup or it just doesn't.  All I can see are some screenshots.  The color scheme looks like it's being played on an old school Gameboy.  It's pretty much green-scale (versus grayscale).  It looks like one of the Mario Land games, just a standard platformer, jumping around, perhaps collecting coins.  I'm a little uncomfortable at the fact that it shows level 2-17.  17 levels in one world seems a little excessive.  Let's see what this is all about.

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Fooled around for: 7 minutes (Indie Game Demo Limit)
It was about what was expected, except sadly just a bit worse.  There aren't coins.  It turns out it's really just a platformer, or what I might call a Death Platformer or Respawner or something.  It's like Super Meat Boy where the level is only so big, you just need to get from Point A to Point B.  The catch is that the obstacles between those points get ridiculous.  If you die, there's no penalty, you just restart the level from the beginning, so they don't care if they get insanely hard, they just expect you to fight your way through it.

For what it is, it's okay, the problem is that it really does feel like a Gameboy game, sucky controls and all.  The hit boxes are too loose, so many times I died when I really should have been able to avoid the enemy in time.  The jump button repeatedly jumps when held, so a few times on short jumps, it caused me to jump again though I didn't want to. If it's this old-school "hard just because" feeling they were going for, great.  The music is 8-bit and old-school.  The enemies are pretty old-school looking.  If not, it just feels like it's their first game and the physics need just a little more polish.

As noted, there are definitely a lot of levels, which is good, since they run pretty short.  If they were longer, you'd be that much more angry when you died right at the end of it.  I bet it gets to that point though.



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Hit it or Quit it? (80 MSP)
For a buck, I would possibly hit it again.  I would at least think about it.  But I would probably first go try some other demos for games like this that I could buy for a buck in case I found something better first.  If I'm going to plan to spend time really getting into a game like this that gets so hard it takes practice, I want to make sure I'm totally into it.  I'm not sure that's this game.  It definitely wouldn't be if it cost any more than 80 MSP.

So.. Hit it, maybe, after another trip around the bar.

Wednesday, October 17, 2012

Alcahest (SNES)

Hit it or Quit it?
Year: 1993 -- Developer: Hal Laboratory -- Publisher: Square
First impression:
Square!  And Hal!  No wonder this got translated.  Yes, this is my first foray into a translated game.  Since I'm assuming it's an RPG, I'm not sure how long I will actually play it for Hit it or Quit It since I don't really plan to get into it that much.  7th Saga worked out pretty well though, so maybe this will too.  Just seeing those names, and hearing this pretty awesome title screen music makes me wonder if this might even be a long-term game in the future.  There's no demo screens or anything, so who knows how this is going to go.  Being worthy of translation might be a good sign too though!

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Fooled around for: 25 minutes
It turned to not only be an RPG, but actually an action RPG!  Totally wasn't expecting that, and almost instantly bumped my rating up to Hit it.  Aside from a few text glitches on what look to be some type of Chapter screens, I couldn't even tell it was translated.  The script is just about as lame and cheesy as all of this era of games were, and it was awesome.

The music is a little lamer than I was hoping, especially running the same song over and over while you are getting through it.  And the controls are just a little bit sticky considering the amount of enemies and the angles at which they come at you.  Besides this, it was just straight-forward enough to not have to think, but fun enough to play so I didn't get bored with it.  It's actually hard to stop playing, since it was just starting to get good. I just got some fire guy as a partner and he's supposed to team up with me.  Being on the early side, it seems the leveling has something left to be desired, and the item system is a little weird, but it also may get better later on.  The graphics are pretty good for trying to be detailed considering it's on the SNES in 1993.

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Hit it or Quit it?
I wouldn't be surprised if it gets annoyingly hard later on, but for now, I would definitely hit again.  This may actually be one that I try to play for a longer style review.  I will actually create a new tag for Callbacks, because I think I'm going to want to take another go at this in the future.  Thinking back, I'm not sure I would even retro-fit any other reviews with a Callback.  This game is breaking all sorts of new ground for me!

Friday, October 12, 2012

Aladdin - SNES

Year: 1993
Producer: Capcom

From across the room:
Ah, so nice to hear a familiar splash screen of a decent company for a change, Capcom!  I've played Aladdin before, so this won't be completely new, but it's been a while, so it will be new enough.  The startup sequence is running through the story.  Aladdin and Jafar are trying to open the Cave of Secrets or whatever it was. The animations are nice and colorful, as they should be, being based on a Disney cartoon movie.  Running demo scene now.  Ah, yes, this does look familiar.  I think this is supposed to end up being pretty hard, like The Lion King.  Like they were thinking "hm, Disney movies are nice and accessible.. but let's make the games so even seasoned gamers can't handle this shit... also.. penises."  Sounds like the music should be catchy and referential to the movie as well.

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Played for:  8 minutes

Hit it or Quit it?
Don't let the playtime fool you.  Or maybe do let it fool you, I don't know.  Maybe I'm just having an impatient day, but I just wasn't into dying over and over.  I see that yes, it's difficult, but it's partly only because of the controls.. and level design.. Both of which should be expected I guess, and I guess you would be expected to get over it.  But they just weren't as fluid as they felt like they could have been.  Most of the levels just need to be memorized so you can avoid the awkwardly placed enemies.  It feels like there could be some pretty cool parkour type runs, but then all of a sudden you catch something and it stops you right in front of an arrow.  Also, the controls just feels really loose.  For a platformer with ahead-of-its-time parkour, and very precise jumping needed, the hit/grab boxes just don't feel right.  One time, it seems you'd be fine to grab this or jump on that, but the next time, it feels like the same place, and it just doesn't connect.  Also running is really loose and sloppy, being unsure of when you're going to start and stop speed-running or sliding.

I do feel impatient today, so I would probably come back and hit this again sometime to try to learn the levels a little more and see how much of the movie is involved in this game.  I do remember very similar issues with the Lion King game too though, as I mentioned.  I wonder if that was Capcom too.. hm..  Either way, games like these usually have codes, or you can at least look up the passwords and start wherever you want in the game, so there's some replay in just jumping around and seeing further into the game for the heck of it.  Not right now though!

Thursday, October 4, 2012

The Adventures of Rocky and Bullwinkle and Friends - SNES

Year: 1993
Publisher:  THQ
Developer: Imagineering INC

First Glance
I had to restart the game and pause on the info screen because there is no splash screens telling me who was involved with this game.  I have a feeling that's going to be a bad sign.  Also, there's no demo footage, just the standard Rocky and Bullwinkle title screen with Rocky flying around.  I never really liked this show that much, so I'm not expecting much.  Especially with what little I have been able to learn so far about the game.

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Played for: 20 minutes

So, this is another first, and I bet won't be the last.  Before playing this, I didn't think that I had played it before.  Pretty quickly though, the memories started flooding back, and I totally have played this game before.. and my memories seem to think I've played it quite a bit.  Like I owned it or rented it a lot or something.  The catch is, my memories don't seem to think I was holding a SNES controller though, so that's probably why I didn't remember.  I'm betting I played it on the Genesis.  Either way, I definitely think I played it a lot.  It was sooo familiar.  Bonking Bullwinkle's head on rocks, gathering and throwing berries, climbing up the mountain in the first level, etc.

That aside, and for whatever nostalgia is affecting my opinion, it actually isn't too bad.  It's tricky, but not annoying tricky like most of the platformers have been thus far.  It feels like when you made a mistake, it was your fault for not seeing it coming, not remembering it was there, or just plan not paying attention.

Also, even though I don't really like Rocky and Bullwinkle, the intro scene was pretty entertaining.  Lots of broken 4th wall stuff like they often do.  Also a "Hey, isn't this how our Game Boy game started?" was pretty funny.

There are a couple mini-games you can play before the level to get an extra life before you go in, and that was super familar too.  So much, that I killed it, and totally got my extra life.  I wonder how much more would seem familiar if I kept going.  I seem to remember playing it alot, but I really doubt I actually made it too far into the game.

Graphics are pretty good, though the animation is a little choppy.  Controls are pretty good.  Precision jumping is tricky, but it usually is.  Could definitely be worse though.

Hit it or Quit it?
Surprisingly, I would actually hit it again.  Probably not as a first choice, but if it fell into the bed, I wouldn't kick it out.  Would be interesting to see how far into the game my memories actually go.

Monday, October 1, 2012

The Adventures of Batman and Robin - SNES

To add just a little bit more oomph (Google Chrome doesn't think that's not a word.. weird) to these "reviews", I'm going to start tracking the year and the company(ies) that pop up on the splash screens.  Then maybe I can start to get to know who is to blame when a game is terrible, or who to look forward to when it's good.  Also, sometimes a came just comes out too early in the console's life cycle, and it never had a chance because they didn't know what they were doing yet with the hardware.  That said:

1994, Konami

Also, I think I might start giving a little "Book by the cover" judgement before I play.  Seems to fit with the theme, and considering the awesome cover that Actraiser didn't follow through on, and the trap that was Addams Family Values, it seems appropriate.  That said:

The music sounds good, but it's Batman score, so it should.  The "demo shot" is about 3 seconds of Batman punching a couple guys.  Looks like boring level designs, running from left to right.  Punch/Kick repeating enemies, get to the boss that's probably too hard to care to beat.  Maybe you get to use Robin, not that it would make you the game any cooler.. who wants to be Robin?  I'm also betting there won't be anything cool in the way or Batman gadgets.  The art and animation actually look pretty good though.  Let's see what happens!

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Played for:  15 minutes

Alright, well.. Boy, was I wrong.  I guess after a week of shitty, can't-stand-them games, I was jaded and assumed the worst.  I should have known Konami could put out a good game.  That 3 second demo scene certainly did not do the game justice.  First of all, there ARE gadgets!  A bunch of them actually.  It's like the game slapped me in the face with them for trying to think there wouldn't be.  They all don't matter that much at the beginning of the game, but they are there.  There are so many moves, too.  Rolling, wall-jumping, throwing, grappling with your hookshot.  It's just plain fun to play because there is so much to do.  The bad guys weren't annoying, and they went down easy.  The level design so far was pretty fun.

There's actually a story and some direction, unlike most of the games so far,  There should be with Batman, but I was worried they would just leave you hanging, assuming what's going on.

The only reason I stopped now is because of this crazy scene with the Joker while you are RIDING ON A ROLLER COASTER.  WTF!  That's only like the 2nd level too.

Graphics/Animation are awesome, the music keeps you pumped, the cut scenes are entertaining.  It controls great, there's a bunch of stuff to do.  I will definitely say this was quite the surprise.

Hit it or Quit it?
I don't know if I've got bad-game goggles on from so many horrible games before this, but I would hit again with no remorse.  It was so fun to play, I probably wouldn't even care if I didn't get any further and just played the first levels a few more times.

Wednesday, September 26, 2012

Actraiser 2 - SNES

Normally, I play the game first and start typing, but I just had to say this first:  The intro scene is awesome, and I'm super interested to see how this game compares to the first.  Admittedly, I don't remember the late-game in Actraiser, but here, I'm seeing multiple hit directions, double jump, floating, diving.  Way more interesting fighting.  And the music is awesome again, if not actually just the same.  Let's see how it goes!

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Played for:  20 minutes

Nevermind, screw this game.  I'm so frustrated and disappointed.  The opening scene looked so awesome, and it turns out that yes, you do get to start as buffed as it seems.  And the controls aren't quite as sticky as the first.  And the music is awesome and the graphics are seemingly better than the first.  Past that, get ready for a golden shower, because this game just pisses on you and expects you to like it.  After wandering the overworld map  for a few minutes trying to figure out where I was supposed to go, I found what I assumed was the "first level".

Enemies are taking multiple hits to kill, they are taking 4 of my 12 dots in one hit, WTF!  The double jump and glide are cool, but end up gliding you right into enemies.  Attacking from the air seems stronger, but harder to land the hit.  Up and down attacks are useful, except enemies are jumping at you from all sides all the time, and the attack just isn't built to handle that.  And the game is pumping me full of MP, but I don't have magic yet.

Finally make it through to the boss, who just wipes you out in two hits.

I was almost frustrated enough to just stop there, but thought "maybe this isn't the first level", so I found another.  Okay, cool, these enemies aren't hitting as hard, though they still take as too many hits to kill them.  Still dying several times.  Make it to the boss, find the pattern, take it out, after a few runs.  Oh, turns out it's not even the boss.  Just a mid-boss.  The next section is full of stupid platforming above liquid that take two hits to kill you.  Screw this, I'm out.

Maybe I still didn't pick the right level first, but considering I'm only planning on playing this for so long, the game not leading me to at least the proper first level has left a sour impression.  I want the game to be good, and perhaps it is, but it just isn't for what I want to play right now.  Like I mentioned of the first one, the two parts of the game aren't as good as a game built solely on either part, but this is just dumb.  Oh well.

Hit it or Quit it?
Hit it when I'm feeling bad about myself and want to be spanked and told what to do, otherwise quit it.  I really wanted to get to the world-builder.  Maybe another time just to see if I can find a better starting level.  Also, the font sucks.