Tuesday, August 26, 2014

A headbang worthy RPG - Ys: The Oath in Felghana

Here's a game with a bit of a lengthy history. Ys: The Oath in Felghana - It's pronounced "eese" by the way, sounds like ease - is a remake of the older game Ys III: Wanderers from Ys, a platform/rpg that was released to several different systems in the late 80s/early 90s, readers might be familiar with the SNES and Genesis/megadrive ports. The remake was originally released on PC in Japan, then improved upon and ported to the PSP and released in North America. Some time after that, the original PC version was translated and released on Steam, which is the version I'll be looking at.

At it's core, The Oath in Felghana is a top down action rpg, though I should note the game leans much more towards action than RPG, there is equipment in the game and you do gain levels, but stats are somewhat simplified and there's not a lot in the way of skills or spells to unlock, you do gain new abilities throughout the game and certainly grow stronger, but the game isn't very big on customization.
The game has a nice looking intro
The game has a decently sized world to explore and Interestingly, despite the game not being a platformer like Ys III was, the game is still somewhat broken into stages, there's a small overworld connecting several distinct areas you'll have to travel through, and they're all fairly different, from mines to old ruins to castles. There's a little backtracking, usually for secrets, but for the most part things are pretty linear as you visit each area of the map in turn.

Each of the areas you visit has at least a couple bosses and the bosses are where the game really shines. bosses in this game are big, most have several phases they go through as they're damaged and are very hard to beat. Most of the game's difficulty comes from these bosses and while they're hard they're also fair, while they don't seem to follow a fixed pattern, it's possible to learn each of there attacks and they do a decent job of telegraphing things, there's no real cheap shots and losses are usually the fault of the player. Fortunately, if you do lose the game gives you the option to try the fight again so you can try as many times as you need to take them down.
Bosses are big, impressive, and very difficult to take down
Despite the game moving from a platformer to a more top down perspective, there's still some platforming in the game which is a bit of a mixed bag. To it's credit, the game handles the plantforming well enough, and the few sections that heavily rely on it switch to more of a side view to better handle it. The game isn't horrible with it, thought at least one late game dungeon involves a lot of vertical climbing that can prove slightly annoying. It never got horrible and everything works more or less, but the game isn't really built for platforming.

The game has a fairly basic story, though they do a good job of telling it, this is helped by the game's size, it's not a large game and doesn't try to be: I beat it in a little over 6 hours. While this means the game is short it also means the game doesn't waste time or try to stretch itself out with needless padding. You won't find any forced plot twists or derailing side quests because the game needed an excuse for another dungeon. The game does exactly what it needs to do to tell the story it wants to tell and nothing more and the story rolls along at nice quick pace as a result.
almost every character has a name and a portrait, many are introduced with large ones as seen here.
Graphically the game is pretty good. Each area of the game world looks distinct and everything is at least decent, thought somewhat primitive, likely due to being a several years old PC game. Most of the characters are sprite based thought they look to be based form CG models, and outside of some pick ups dropped by enemies, many of which are unusually small, everything is readily recognizable world geometry is a bit simple but there's still a few nice looking areas to be had, such as the bridge leading out of town.

The games strongest point just may be the music. Falcom is noted for have some amazing soundtracks to their game and this is no different. Despite the games fantasy setting, the soundtrack is more than happy to break out the electric guitars and rock the hell out, This is a surprisingly headbang worthy soundtrack as you'll find out almost immediately upon entering the games first major dungeon, and it only gets better from there. Annoyingly, there doesn't seem to be any readily available version of the soundtrack, at least not digitally. Thought the game's music files are kept in .ogg format, so you have that at least.
While primitive in areas, the game still has some nice views like this.
The game's has very few flaws that I'm aware of, I didn't encounter any real bugs, and most of the problems with the game are more opinion rather than anything really wrong: it's a very hard game, even very easy difficulty can prove a challenge at points, and it's short. on the other hand it's a proper challenge and it doesn't doesn't waste time, taking exactly as long as it needs to do what it wants to do and no more. Outside of my issues with the platforming sections mentioned earlier, there's nothing here bad enough for me to have any major problem with it.

Overall I'd recommend the game. However, there is one thing I need to make note of: The steam version of the game is based off an older PC version, and not the more recent PSP version, while I'm not familiar with the PSP version, I've read that it includes features like New Game + and voice acting that aren't available here. So while the steam version is good, you might want to consider the PSP version instead if that's an option to you.

Ys: The Oath in Felghana was developed by Nihon Falcom  and published by XSEED. It is available on Steam.

Friday, August 15, 2014

Someone get the glue and scotch tape! - Shattered planet

NOTICE: This is a port of a free-to-play android game. The PC version, which this review is based on is not free-to-play, but has had it's microtransactions removed.

Roguelikes are very difficult games, there's a lot of stats and skills to keep track of, a large list of commands to deal with, and all sorts of situations that can very quickly get you killed if your not careful, made harder by the fact that that death means starting all over from square one. It's not an easy genre to get into.

Shattered planet is a roguelike that does things very differently, the first thing to come to mind is its control scheme. The game has a one click control scheme that lets the entire game be played with the mouse. Want to move? Click on where you want to go and the game does the rest. Attack an enemy? click on it. use an item? click on it, then if needed, click on what you want to use it on. It's a very easy game to control, and being turn based, there's no need to worry about not clicking fast enough.
The start of a typical dungeon floor. your support is generally not much more helpful than this.
The other thing that immediately sticks out is the games progression system. Unlike most roguelikes, you do not level up by defeating enemies and gaining experience points. Instead, you gather scrap metal that's sometimes dropped from enemies, but can also be found laying around the dungeon floor. this scrap metal can be used to buy permanent stat upgrades that stick with you between games. There's also a little strategy to this, as you can find vendors that take scrap metal in the dungeons, so you have to decide if you want to use it to buy something to help this game, or save up for those stat upgrades, which do get more expensive as time goes on. On top of scrap metal, you also gain crystal, which is slightly harder to find, but lets you do other things between trips through the dungeon like purchase equipment or extra supplies to take with you.

On top of your character there's also your research level. This game has what's called a datalog, it starts out empty, but tracks every last thing you encounter in it. The first time you beat an enemy? Find a new piece of equipment? encounter a new type of terrain or random event? It's logged in the datalog and as you discover more stuff your research level increases, granting you things like new classes to play as or new vendors to visit on the ship between games, of course, these benefits help you better progress in the game and thus discover more things to go in the datalog. The datalog is fairly large at over 300+ entries, and filling it makes a nice long term goal to work towards while playing.
The datalog starts empty, but everything you encounter gets added to it.
The game is also surprisingly fast for a roguelike, you're typical game last only a few minuets making it a very east to squeeze a game or two into a fairly short session. A bit part of the reason for this is the blight. The blight is this purple terrain that's spreads throughout each floor of the dungeon, starting from the same spot you do. Once the blight fully covers a tile, standing in it deals damage, and it will even send enemies after you once it's big enough. while there are ways to slow it down or stop it completely on any given floor, these ways aren't always readily available. The end result is your encouraged to be quick about finding the teleporter leading to the next floor and no spend too much time exploring the area.

Finally, the game comes with a few game modes, on top of the default explorer mode, which has you traveling through as seemingly endless dungeon, there's a handful of extra challenges that are harder than normal, but see you going through a dungeon of fixed length. There's also daily mode Every day, you get a challenge to travel through a 10 floor dungeon with a fixed set of equipment, and you're only given one chance to beat it. These extra modes give the game a good bit of re-playability, giving you opportunities to discover new things for the datalog, as well as acting as a good challenge for characters that have been upgraded considerably.
New discoveries help raise your research level.
Graphically, the game is very nice looking. Everything is colorful and detailed, with a very clean art style. Items and creatures are readily identifiable, and they did a good job of varying the tile sets to keep terrain interesting. There's not a lot of animation as the game is turn based: most of the game just has everyone standing around waiting to make their next move, but what animation there is is nice and smooth. Overall it's a very nice game to look at.

Sound in the game is good. There's not a lot of sound in the game, but what sound is there works, everything sounds like it sound and there's nothing odd or out of place. Music in the game is very good, it's atmospheric and fits the tone of exploring the broken remains of the planet quite nicely. it's nice to listen to and given the lack of sound helps keeps things from being too quiet.
The ship is where you get ready for your next trip through the planet.
The game does have a few flaws, namely the games simplicity is a double edged sword it's simplicity makes it easy to get into and play, there's very little to learn and while the game has a good amount of content to it it doesn't actually demand much of your time. This is a game you can readily play without having to set a lot of time aside for and that's honestly really nice. The problem is it's simplistic. There's no skills, no crafting, no stat points or even many stats at all, if you're coming from a beefier roguelike, there's not a lot here.

Overall I like the game despite how simplistic it is, and will likely still be playing it every now and then for awhile yet. I'd say it's worth a look but you honestly need to know what you're getting into. It's a fun, simple game that's easy to get into. Great if you're new to the genre and want something simple to start with, or just simply want a lite roguelike to play every once in awhile. but if you're a hardcore rogue fanatic looking for something to replace Dungeons of Dreadmor or Sword of the Stars: The pit with? you might want to look elsewhere.

Shattered Planet is developed by Kitfox Games. It is available on Steam. It's homepage, which includes an option to purchase directly from the developer, is available here and it's soundtrack is available on Bandcamp.

Thursday, August 7, 2014

I've never been a hero and I've never been a mage - Betrayal in Antara

So, here's a game with a bit of a weird history. Betrayal in Antara is the kinda-sorta sequel to Betrayal in Krondor. By that I mean it's not really a sequel, but when the developers lost the rights to make another game based on Riftwar series of books they decided to instead make a similar RPG using an improved version of Krondor's engine and an original setting. Thus Betrayal in Antara was born. Then they got the rights back and the real sequel Return to Krondor was released, making this game's existence awkward at best. On top of that the game got pretty badly hammered for not being Krondor, but in my experience it's not that bad.

Betrayal at Krondor is an RPG, and a really oldschool one at that. It's one of those old RPGs where you have to worry about things like food and sleep and there's a lot of stats to keep track of. and there's a lot of factors that go into your stats. fora start, you do not level up in this game or have typical stats beyond HP, instead, you have various skills that increase through use or studying. Studying is actually in interesting feature, you're allowed to select up to a few skills on each character that they'll study, causing them to slowly increase over time as you rest and wander around, however, the more skills you select, the slower the process. The game even lets you change how much time is spent studying each skill so you can study say... 3 skills, but have the studying favor one over the other two so it rises faster. It adds a bit of strategy as you have to think about who needs to focus on what and there's no obvious 'right' answer.
There's a lot of info to track in this game
Magic is another interesting part of the game as you have no MP, instead everything is cast via HP, and the only way to regenerate HP is by camping, staying at an in, or spending a turn resting mid battle. Some spells can even be powered up at he cost of more HP and makes combat with mages an interesting balancing act. you need to make those spells count and really think about when to cast and when to rest or wait a bit. even amongst non-mages the rest mechanic can be important, as your skills take penalties according to your current health and stamina. A beaten up fighter will have a harder time dealing out damage and avoiding hits than one at full health. Surprisingly, the AI does not seem to cheat with this from my experience: enemy mages are damaged by their own spell casting and most enemies seem to be easier to deal with once you've done enough damage.

The game is decently written but bit of a slow burner. The story starts with the man character Aren discovering they have magic powers, and having to wander across half the game world to seek training. there's a decent bit of world building here and talking to NPCs and paying attention will show lots of plot threads and small side stories to get involved in, but the main story doesn't really pick up until around chapter 3-4 which is a good ways into the game. Actually, speaking of side stories, I should notice that the game involves a LOT of side quests, in the process of reviewing this game I managed to get myself a good ways into it and am pretty sure I have missed a LOT of content, if you're not using an FAQ, it could easily take a couple playthroughs to see everything the game has to offer if you're not through.
Cutscenes are given in this storybook format.
That said, since the game is oldschool, it's also fairly hard. Your party at the start is very weak and you'll likely have to rest after every fight for quite a ways into the game. The game does have difficulty levels, along with the ability to automate certain parts of the game like studying. Even then though, the game can be fairly tricky, characters don't die when they hit 0 hp, but recovering them takes expensive temple visits or a LOT of healing items. gold is somewhat tricky to come across and on top of rations, equipment can degrade which does reduce it's stats, and needs to be occasionally repaired or replaced.

Another tricky thing is tracking information: The game does have a full world map and local area map that keeps track of your current position, and you can even place markers on it to track the location of npcs and stores, or have the game do it for you, but there's no quest log. I was able to play well enough without one, though I'm sure it'd be better if I manually tracked stuff. The game honestly leaves it up to you to figure things out yourself. It's great that the game doesn't hold your hand but the lack of info can be a bit annoying. There were times where I wasn't sure if a conversation I had was quest related or just random fluff, and there was times where I didn't have a clear picture of what I needed to do next. Given that the game has a very large world to explore and no easy fast travel, not knowing where to go can be a bit worrying.
combat is turn-based and takes place on a hex grid
 Graphics are probably the games biggest weakness. The game was released in 1997, but as a windows 3.1 game, and it suffers from it. graphics are washed out, pixelated, and grainy, and while there is a huge world ot explore, it's not very interesting to look at. most of the game world is perfectly flat with no interesting terrain. I know as an older game it's not really going to look good by today's standards, but the game was graphically primitive for when it came out and time wasn't any kinder to it.

Sound is a bit of a mixed bag the main problem is the game is quiet, very quiet. Outside of the title and battle themes, There's virtually no music to speak of and minimal sound, not even footsteps, making your long trek through the gameworld a weirdly silent one. On the other hand? The voice acting actually isn't half bad, there's even songs you can hear in many of the the games inns and they're not half bad. What few sounds there are at least functional. I haven't heard anything that made my ears bleed, it's just a lot of the time, there's nothing to hear.
This flat stretch of land is what most of the game world looks like.
 I did encounter a few bugs while playing the game. The game suffers from some heavy terrain pop in as it loads sections of the map, and I once had a section fail to load properly, forcing e to reload an earlier save. I also had a battle that I had to redo several times as it kept crashing the game for some reason. The game fortunately makes an autosave before every fight, though it's a good idea to manually save every once in awhile in case something goes wrong. Fortunately, outside of those two incidents I actually encountered very little in the way of actual bugs. most of the games major problems are the hassles and inconveniences you'll have to deal with like the lack of quest journal mentioned earlier, but that's more a result of the games old-school origins and is pretty par for the course at that.

The game got a bit of a bad rap at release and I'll admit there's defiantly better RPGs out there. But overall it's honestly not that bad. The mechanics are solid and the story gets pretty interesting once it finally gets rolling. The game is fairly cheap and even comes with Betrayal at Krondor these days so at the very least? Buy it for Krondor, but give this a shot while you're at it.

Betrayal at Antara was developed and published by Sierra On-Line. It's available on GoG.

Saturday, July 26, 2014

+5 AWESOME! - Freedom Planet

Retro 2D Platformer. Three words that a lot of indie developers seem to be in love with. There are a LOT of retro 2d platform games out there, and more are cropping up all the time. For the more jaded amongst us it's pretty easy to dismiss all of them as not worth playing, and even for the more forgiving amongst us, a game really needs to be something special to catch our attention.

With that in mind, Freedom planet is a 2D platform game with some very heavy 90's influences. Sonic the hedgehog being the most obvious, but for older gamers who grew up with a Sega Genesis/Megadrive, you'll readily find bits of rocket Knight Adventures, Ristar, even a little Gunstar Heroes for good measure. While it may initially sound like pandering to the retro crowd. In playing the game, it's clear the Developers know their stuff, and this game comes off as more a labor of love than cheap nostalgia.
Carol is capable of throwing out some rapid fire attacks
The game sees you playing as one of three characters: Lilac, Carol or Milla, as they travel through various locations in an attempt to save their planet  from an alien invasion. There is actually a story, told through multiple somewhat lengthy cutscenes. I'm not going to devote much time to talking about the story, but I will say that while it does dip into the cheesy at points, It was fun, and given the game's heavy 90s roots said cheesyness comes off as more fitting than annoying. Still, for those who'd rather skip the talking and just get to the action. cutscenes are skippable and The game has the option for a Classic mode, which cuts it out almost completely and lets you run through the stages with minimal interruption.

One thing that quickly becomes obvious with the gameplay is that it's not as fast as you might think. While the game looks a lot like a Sonic game and there are points where you can really speed up to run through some loops or up walls. The Gameplay overall is somewhat slower, with levels somewhat more open to exploration and combat, and that's not a bad thing. In fact, the game goes to decent lengths to avoid being a Sonic knock off, even Lilac, who's very obviously inspired by Sega's speedy blue mascot, has several moves to distance herself from being a simple clone, such as her dragon boost. A single burst of speed that can send her skyward and bounce her off walls. The end result is something that feels as much a game in it's own right as it is a throwback to older titles.
Lilac's dragon boost is defiantly not a simple spindash
Stages in the game are pretty decently sized and broken into several segments. The game does a great job on level design, even in the later stages you'll be coming across new stage gimmicks, traps and enemies to deal with. There's also a good amount of variety within stages, rather than given each stage a single distinct theme, the later half of each stage takes place in a different, but related environment from the earlier parts, such as old ruins that lead into a crystal mine. or a city stage that ends inside a mall. At times it can feel like each stage is really two and it keeps things feeling fresh throughout the game.

Then there's the bosses. There's plenty of bosses and mini-bosses throughout the game, and they're as varied as the stages themselves. The bosses themselves are suitably epic, giant foes that take some honest effort to take down, especially near the end of the game. The only drawback with the bosses is that some of the bosses can be rendered trivial due to the games various shield powerups, that grant immunity to certain types of attacks. However, setting up a situation like requires knowing what shield you need ahead of time, and at least some conscious effort to both find the shield and not loose it ahead of time. so you shouldn't readily break things unless you were deliberately trying to.
There's a lot of bosses in this game.
The graphics on the game are very nice. Everything's very bright and colorful and the game's rendered everything in a pixel art style. Interestingly, unlike most games, while Freedom planet does use pixel graphics they don't appear to have constrained the art to mimic an 8 or 16-bit system, the end result is despite the gameplay being heavily influenced by genesis titles, the game's graphics look more like an old Playstation 1 or Sega Saturn game: Pixelated, but with more detail then what you normally get from "retro" graphics. It's honestly a nice change of pace and I wish more indy games would do something like this. Annoyingly however, the game runs at a fixed resolution, you can double or triple the window size, but full screen simply makes everything around it black. Depending on your monitor and screen resolution. you might have to play windowed or deal with a potentially large amount of letterboxing.

The music is catchy and upbeat and fits the graphics quite nicely, interestingly, like the graphics while it has the feel of an older game, they didn't try to mimic older systems by using chiptunes. The end result is much like the graphics: the soundtrack feels like something from a PS1 or Saturn game, the only really bad thing I can say about it is the soundtrack doesn't seem to be available for download or purchase anywhere (EDIT: A soundtrack has been made available since this review was posted, the link has been added below). The game's sound is also pretty solid, with special mention going to the voice acting, which is surprisingly solid given the game's indy background. It's rare that an indy game bothers with voice work and most only voice a narrator, or one or two characters if not that, for the developers to do full voice acting with a decently sized cast and still have it come out as well as it does like this is honestly quite impressive. Hats off to GalaxyTrail for pulling it off.
Milla has a shorter health bar, but can make shields and blocks to fight with.
While the game is mostly pretty solid, it does have a few flaws. I've encountered several minor bugs in the course of playing the game. nothing game breaking, but weird things like characters getting stuck in the level for a second or two, or some instance where the music suddenly stops. it's annoying at times, but nothing to get worked up over, and the developers are dedicated to patching these things out. The most obvious flaw however, would be the physics. Your characters are supposed to be fairly quick and will be running through loops and up walls and doing other gravity defying stunts throughout the game, however, the game is weirdly lenient with how fast you need to be going and you can readily do all of that despite not moving very fast at all. It's not a major problem, but it can be somewhat awkward to see your character almost casually jogging through a loop or along the ceiling rather than blazing along at full speed like you'd expect.

Overall, This game manages to pull off an incredible feat in being both a sendup to classic 90's platformers and a perfectly solid game in it's own right. There's plenty to see and do and while the game is released and not in any way early access, the developers aren't finished with it yet. Thanks to the booming success of the game's kickstarter campaign, they actually plan on expanding the game with a few more playable characters, including making Milla, currently playable in classic mode only as of this writing, playable in adventure mode. All as free DLC. you're definitely getting your money's worth with this, and I can't recommend the game enough.

Freedom Planet was developed by GalaxyTrail. It's available on Steam and GoG. It's homepage, along with a downloadable demo, is available here. The game's soundtrack is available on Steam and Bandcamp.

Tuesday, July 22, 2014

A game pad users best friend - Xbox 360 Controller Emulator

NOTICE: The latest version of the program does not work with some computers, including my own, if you encounter difficulty with the program crashing or not recognizing buttons properly, a slightly older version that should work properly can be found here.

This is not really a review, and will likely be shorter than normal. I'm just taking a quick moment to point out an insanely useful utility.

You might have noticed a lot of PC games these days recommend, or at least offer the option to use a game pad. you'll also notice a lot of these games refuse to recognize anything but an Xbox360 game pad. it's annoying situation that I've dealt with a few times myself: I have a perfectly good game pad, why can't I use it? Fortunately, for those who don't want to shell out for an Xbox pad, there's now another option.
X360ce has a very easy to use setup.
The Xbox 360 controller Emulator is a program that allows you to take any controller game pads, steering wheels, you name it. map it's buttons and analogue sticks to those off an Xbox 360 game pad, and use it to play games that might not otherwise recognize it, at least not properly.

The program is actually very easy to use, all you have to do is unzip the contents into the same directory as the executable for the game you want to use with it, run the executable to make sure everything's set up properly, save and when you next run the game? X360ce will activate on it's own to handle the rest. Or better yet, rather than performing a set up for each game, I prefer to keep a copy of the program in it's own folder, already set up so that I can simply copy its files wherever I need them.

There is a small problem in that for every game you want to use it on you need to make a new copy of the entire program, but as it's only 1.5MB large at best it's not a major issue. Also some games will refuse to play nice with it no matter what you do, though in my own experience this has been an extremely rare occurrence and the vast majority of games can use it just fine with a little tweaking at worst.
If a game doesn't work off the bat, changing some settings here tends to fix it.
If you have a non-Xbox game pad and are having trouble getting some of your games to play nice with it? Consider grabbing a copy of the program from it's official page here and throwing that at it. I've been using it for a good couple of years and outside of the newest version having issues with my PC for some strange reason, I haven't had any issues with it.

Monday, July 14, 2014

I will play you the song of my people! - Crystal Towers 2

One of the reasons I started this blog was it gives me a way to point people towards games they might have overlooked, and Crystal Towers 2 is a perfect example of this. Released in 2011 and not available on Steam, GoG or any other major distributor besides Desura, it's pretty easy to miss this game, which is sad because it's really good.

Crystal Towers 2 is a retro platform game that takes a few pages from games like Super Mario 64. You have a single, massive hub where you can access all the games levels from, each level has a series of goals that you unlock one at a time, and completing these goals and finding abilities in levels allows you to open up news sections of the hub and new levels with it. Interestingly, Crystal Towers 2's levels are unlocked with three different things. Orbs, which come form beating bosses and beating levels for the first time. Rainbow gems, which you get by completing extra challenges in each stage and keys, which are hidden in some levels and each stage needs oh so many of each one.
The hub is where you access the rest of the games levels from, and it's huge.
Another thing the game does differently is it's spells. Instead of the usual ability upgrades, you gain most of your upgrades by instead finding new spells, and there's a good number of them, ranging from attacks to unlocking doors to using warps found in some levels. all of them cost varying amounts of mana that you replenish by collecting vials found in some stages, it's a unique idea but it also suffers from a little weirdness, like the fact that double jumping is now a spell that you need to cast that only lasts 30 seconds, rather than something you simply unlock. Also, while you can change your equipped spells whenever you want, you can only have 2 equipped at once, which occasionally brings the action to a halt when you need to go into the menus because you need to cast unlock on something.

Finally, there's the rainbow gems, each level has 7 and they act as extra challenges for each of the games levels, and the challenges are quite varied, with things like beating the stage within a time limit, destroying all of a certain kind of enemy, ending with a certain amount of health or scoring a combo worth so many points. There's a lot of them and even in later stages you'll still run across new challenges.
The game has a fun little combo system, though you don't always have a chance to make large combos like this.
Graphically, the game goes for a retro look although with a slight twist. Despite the game's mechanics having some similarities to Mario, it doesn't actually mimic the the look and feel of Nintendo's old 8 and 16-bit consoles. Instead, it mimics the Sega Genesis/Mega Drive. Namely, here the game takes some obvious influence from the older Sonic the Hedgehog games. Levels begin with an overlay showing the level's name and levels have A, B, and C stages, much like how Sonic's zones have multiple acts. The levels cover a large variety of terrain, from volcanoes to industrial centers to jungles to ancient ruins. The graphics can feel a bit primitive at times, even when you account for the game's retro aesthetic, but it never degrades into the truly horrible.

The game makes a bit of a deal about music. The story, what little there is, is about music disappearing from the world, the hub is called the Music Castle... you even craft items using a synth! With that in mind, the soundtrack is awesome. Much like the graphics, there's some definite Sonic the Hedgehog influence here, and the music here would be right at home with a game in that series. Tunes are catchy, cover a decent rage of genres with each levels theme very distinct from the others, and sounds like something you'd hear in a Genesis game. Where the graphics might falter a little here and there, the music nails that retro Genesis/Mega Drive feel perfectly and if nothing else, I'd recommend at least giving it a listen from the bandcamp link below.
Each level starts with an overlay like this. Not pictured: catchy stage music.
While the game is mostly solid, it does have some flaws, one of the most obvious ones is that it's difficulty is a bit of a mixed bag. On one hand, it is a proper old school challenge, and that on it's own is not a bad thing. The problem comes form the fact that it can be a little too rough at times. Some rainbow gems can have fairly exacting challenges, like completing a level without picking up any of the shards that litter the stage. Also, while levels are not massive, they're still fairly sprawling and have no checkpoints, death or failure means starting over from scratch. There will be times where you carefully navigate a hard level or challenge only to make that one little mistake near the end that immediately kills all your progress and sees you starting from square one yet again, ow. Fortunately, you have unlimited lives, so while it might get frustrating you at least have as many attempts as you need to push through it.

Another problem would be the game's hub, it's a fairly large hub and unfortunately not as well organized as I'd like. While levels might be grouped into A, B and C stages, the gates for them aren't always anywhere near each other. On the same note the hub also doesn't really theme areas much if at all. so there's nothing in the terrain to guide you towards the gates. Gates are color coded, and you do have a sort of radar that points you towards where the gate are, but it only points to a small number of the closest ones you have unlocked, and then by simply having an arrow pointed directly at them. Finally, you need to find things like new spells, health and mana upgrades to progress, but the game tends to treat these pickups like secrets meaning you have to go a bit out of your way to find them, and you can't tell if you need a particular spell or upgrade until you play a challenge and see you can't do it. The end result is it's possible to find yourself lost, with no clear idea of where you can or should be going at the moment.
There's several bosses in the game, and they can be a real challenge
Finally, I encountered an odd crash bug with the game. Apparently the game will just up and crash after you die a certain number of times. It's a large number, but with the difficulties mentioned above, the deaths tend to pile up unless you're REALLY good and I'm... not. Fortunately, I've never lost any real progress due to this bug and it doesn't seem to be damaging anything in the game or my system as a whole. Still if you decide to try this game, you might want to close and reopen the game every few levels, especially if you just completed a hard stage that took a lot of attempts to beat.

Overall. I'd Say Crystal Towers 2 is worth a look, the problems I've mentioned can be annoying or frustrating, but despite this it's still a very fun platform game, with a surprising amount of content and one hell of a soundtrack.

Crystal towers 2 was developed by DavidN, it's available on Desura, and directly from the developer, along with a demo here. It's soundtrack is available on Bandcamp, and it's homepage is available here. Finally, you can vote for Crystal Towers 2 on Steam Greenlight here.

Thursday, July 3, 2014

Versimos School for Witchcraft and Weirdos - Magicians & Looters

At first glance, Magicians & Looters is a very unassuming game, a 2d metroidvania in a fantasy setting, full of fantasy and rpg tropes. Even it's name is unassuming: it's a game about Magicians and Looters. Straight, too the point, nothing too eye-catching. It's really a shame because past the unassuming exterior is a really good game.

While a metroidvania at it's core, Magicians & Looters does have some interesting ideas going for it. The first and most obvious is that you have to control three characters: Sword and shield wielding Brent, martial artist Vienna, and dual sword wielding Nyn. Each character has their own set of abilities needed to progress through the game, and each plays at least a little different from the others. and the game does a very good job of giving you good reasons to use each one, nobody feels too useless or overpowered.
Characters will gain plenty of abilities throughout their adventure.
The game also has an interesting approach to both leveling and equipment. You don't get experience from kills, instead, you level up by finding experience orbs scattered around the game world, as a result there's virtually no grinding in the game. There is however, no stat or skill points in the game, instead, every character gains some sort of bonus when they level up, like extra spell damage or attack speed.

Equipment in the game is based mostly around trade offs. Almost all of the equipment in the game has some sort of drawback on top of their bonuses, form something as simple to slightly less health or slower attack speed, to big things like no enemy item drops or disabling magic. The idea is that equipment is less about straight upgrades, and more about tweaking things around a certain stat or play style. While you will get stronger during the game thanks to leveling and ability unlocks, for the most part the game is less about linear upgrading, and more about opening up new options, it's an interesting approach and keeps the game form revolving around powerleveling or finding the definite "best" equipment.
Amusingly, death results in all of your hard earned loot being thrown around the room.



It's also worth noting that the game is funny, and I actually mean funny. While some games like to shotgun random internet memes and pop culture references everywhere and call it funny. Magicians & Looters, white not completely free of references, doesn't strictly rely on this and instead tries to be funny by, in a surprise twist, actually being funny. Characters play nicely off each other, the story takes more than a few silly turns and there's a few moments in the game that honestly made me laugh. I've beaten the game and even now I can still recall some of the funnier moments in it. it's a comedic game with some actual comedy in it and it's kind of sad that I have to make that distinction here.

The game has a decently sized map that goes through multiple areas, from valleys to caves to inside a castle. The world, like any good metroidvania, also has lots of little secrets and hidden areas, I managed to find all the items in the game on my own and doing it felt like an honest accomplishment. The game is also fairly challenging. There's some tricky platforming and combat sequences set in several of the rooms in the game. Boss battles are particularly hard as bosses can pull out some surprisingly nasty, hard to dodge attacks. Fortunately death doesn't cost much in game progress outside of losing some gold and being sent to the last camp you visited, camps acting as the game's save points.
Camps like this act as the games save points and are where you can change characters.
Graphically the game is nice, most of the level graphics are pretty solid, and the backgrounds in some rooms are quite beautiful, though it has a few problems. Items like gold or experience orbs are bit on the small size and can be a bit hard to see, though fortunately all of the really important stuff if it isn't simply given to you will basically drop into your hands from destroyed chests, so there's no really worries about missing important items, the sparkle effect on pickups also tends to help with this somewhat.

Sound and music in the game are also solid. The games sound has a nice, solid feel to them, weapons hit with a loud clang, spells impact with a nice loud thud, everything comes through loud and clear and sounds exactly like you'd expect it to. The music is also good. Every area has it's own distinct music and several tracks are actually very catchy, castle looter most immediately comes to mind, and worth listening too on their own.
Backgrounds in the game can be surprisingly beautiful
The game unfortunate has a handful of flaws. To start, you have three characters and can only change them at save points. Save points are usually frequent enough that it's not a major problem, but it's still a little annoying when you reach an area, then immediately have to turn back because you need a different character to handle it. The game is also a little on the short side. I beat it in just under 7 hours, I don't think that's horrible and the game makes good use of this time, but it almost feels like the game wanted to be just a little bigger.

Overall I'd recommend Magicians & looters to anyone who's a fan of Metroidvanias, especially if they want a decent challenge. The game offers a lot more than it initially seems, and is definitely worth a full playthrough.

Magicians & Looters was developed by Morgopolis Studios, it's available on Desura and Steam. It's soundtrack is available on Bandcamp.