Showing posts with label shooter. Show all posts
Showing posts with label shooter. Show all posts

Saturday, June 7, 2008

Kobo Deluxe


Hey, what's going on? Kobo Deluxe isn't a KDE game! Can it be? Blessed respite from the logic-puzzle/strategy doldrums, in the form of an action packed top-down space shooter? By Crom!* It is!

Maybe just because it was something different after the last half-dozen games, but I really enjoyed my time with Kobo Deluxe. Anyone who's played a video game in the last 30 years is familiar with the basic mechanics of these games; use the arrow-keys/number-pad to move your ship in the direction you desire, and press the fire-button to shoot.

Your ship in this game shoots out of its front and back (stern and bow?) simultaneously whenever its firing. The ship is always moving; there's no brakes, no accelerator, and no way to stop. You're in constant, uniform motion. With those two bits of information, you know all you need to know to play Kobo Deluxe. There are no power-ups, and on the 'Classic' difficulty level, one hit = death (the other difficulty levels have a life-bar, and the possibility for your guns to overheat, which didn't seem to have any affect when I played it).

This simplistic approach belies the frustrating, adrenaline-fueled nightmare of fun that actually makes up the game. The magic is in the level design. It's kind of hard to describe your goal... remember at the end of the first Star Wars movie (Episode 4, for the anally inclined) where Luke had to shoot that one spot on the Death Star? It's kind of like each level is populated with these squarish mini-Death Stars that have to be destroyed. Get 'em all, and you beat the level.

Each one has a central node, that destroys the whole structure when you hit it, and a bunch of other nodes (they're a different color) that hold up various pieces of the matrix. All of the nodes spit out something harmful, be it missles, weird spiky bullets, bombs, or what-have-you. So you have to dodge a constant stream of evil things while attempting to clear enough of the outer nodes to expose the central node and destroy the matrix/Death Star.

It's really fun, it gets really challenging a few levels in, and its addictive nature is enhanced by something the greatest gaming blog in the world mentioned when discussing Trials 2: as little interruption as possible between dying and trying again. The fire key doubles as the enter-key, so when you game-over, you can just tap it impatiently for a second and a half and you're right back in the game, at the level you died on. This makes it really easy to zone-out and kill shamefully long periods of time trying to get further.

It's got fifty levels, which will probably be enough to satisfy the person who only dabbles at the scrolling shooters, but expert sh'muppers will probably run through that, eventually. The levels are laid out in the same way (i.e. each Death Star matrix is in the same position each time you play the level in question) but the layout of the matrices, internally, is randomly generated each time, so they're slightly different - sometimes in maddening, level-altering ways - each time you play.

Hrmn... what else should I mention? There's a radar screen, that comes in extra handy in this game, as you can use it to line yourself up with targets that aren't on screen, and make strafing runs. I found the strategy invaluable, myself, but I have the reflexes of a garden-slug, so it may be less necessary to you able-bodied gamers.

The graphics are nothing to write home about, but they look coherent, with a retro style that makes the most of the low-fi visuals, and thanks to their relative simplicity, the game will probably run on just about anything. The enemies and obstacles are all clearly differentiated from one another and easy to spot - I didn't run into any of the sophomoric errors that haunt indie games, where stuff looks nice but is a pain in the ass to play with.

Sound-wise, it's got a typical retro sh'mup score with decent enough sound effects to get you into the spirit of the game aurally as well as visually. Of note is the fact that the game actually generates all of the music algorhythmically when the game is loaded, rather than including a bunch of .wav files in the install. That means less than nothing in today's world of broadband (even when the music's been generated, it only takes up a meg and a half of space; who cares about an extra meg in a game download?), but if you're using the game on a PocketPC or something, it might come in handy, and it's just neat. Go ingeniosity!

Add it all up, and you've rather surprisingly got a sh'mup that has my unqualified seal of approval. Tiny elements of a dozen games get mashed up into a thoroughly satisfying gumbo of gaming greatness. It's not going to change the world, or even change the world of gaming, but if you're in the mood for some semi-twitchy gaming you could do far worse. Check it out.

*- I've been using this phrase since I was 10, occasionally, so please don't think I'm promoting Age of Conan or anything. Though I can't wait to try it as soon as I get my PC upgraded to current standard. I'm just sayin'...

Thursday, May 1, 2008

Kill Everything That Moves


While it's currently unimpressive, I have high hopes for K.E.T.M.* - if it isn't completely abandoned. It's a shmup in the classic twitch style, or aims to be, and it's playable in this early incarnation but from screen shots on the website, it's going to be much prettier.

One thing it's not, in the current incarnation, is twitchy. It's kinda slow, actually. It's very smooth - there's no lag, the framerates are fine, and the controls are responsive - but it's not exactly fast-paced. Your ship moves like a fat man in molasses. Hopefully, they'll fix that, as it tends to make the game feel easy. It might not actually be easy - I didn't beat all of the levels - but it just feels like if I wanted to devote the time, it would only take patience to finish it.

The graphics remind me of DOS games towards the end of when they were viable. Not the top-notch ones, mind you, but the decent shareware ones. See the screenshot? Yeah. That's what it looks like. It's decent enough but low-res. I'm not sure if I was getting it as good as it got: I couldn't get fullscreen to work. It was turned on in the options menu, but that didn't have any effect. All of the other options as far as graphics go were set to their highest setting, but if the option menu isn't actually implemented then I'm not sure what meaning that has.

There's no sound. I mention it because sound was turned on in the option menu, and because many shmups have memorable soundtracks. Would have been nice to at least get a zap sound or something when I shot stuff.

There's a decent amount of variability in the weapons. Flame-throwers, homing missiles, bizarre lasers, a basic gun... they look decent, but don't seem to affect the play much because you just keep shooting and killing stuff with not much effort, regardless of what your weapon is. Maneuvering is basically useless, on account of your ship's slow speed, so that's probably a good thing.

K.E.T.M. is basically fatally flawed for fans of shmups, but it's a decent tech demo. The website that seems to be the official page for the project has a screenshot or two of what must be a much later build, but it also has no links to download any version at all. Unfortunately, it also has a blog, last updated early in 2006, revealing that the lead programmer decided to change the engine and recode the game in Python. I'm guessing that this was an overly-ambitious decision that lead to the project being abandoned, but they're still paying for the domain name, anyway, so maybe not. Here's to hoping: this could be decent.

*I can't actually tell if this is the website for this game or a website for a game with the same name, of the same genre. Looking around, it seems like they acknowledge some sort of debt to the game I reviewed in the article, if nothing else, but they have no playable release and their version looks a lot better. No idea on this one, guys.

Tuesday, April 22, 2008

KAsteroids


Being exactly what you would expect, KAsteroids is a KDE-clone of Asteroids. While it adds a few features, and looks a bit better than its Atari 2600 forebear, it's basic gameplay is unchanged. Fans of old-school arcade games would probably say that the original game was perfect in its design, and needs no changes.

You know the drill: you control a ship, which you point in a given direction and apply thrust to, in order to move about the screen, and which shoots a projectile in whatever direction it's pointed in, upon pressing the fire button. The object of each level is to shoot all the asteroids; when they're shot, they subdivide into smaller pieces which must then be shot, and so on, until you've cleared the screen, at which point you move on to the next level.

What features does it add? Powerups. You can collect shields, which you can activate to prevent death upon touching an asteroid, extra guns which allow you to have more projectile on-screen (you start out with only two), and brake upgrades which allow you to slow down without trying to turn around and apply opposite thrust.

They don't really change the way the game plays for me, because I'm not exactly a power-player. If you're the kinda guy who's thinking about setting the world record for the arcade original, they'd probably affect your strategy, but me, I'm just tryin' to stay alive and blow up asteroids. No strategy required.

Graphically, it's very simple - don't expect some Rez-like super-cool graphical effects here, or even anything along the lines of a classic 16-bit sh'mup. The font looks a bit amateurish to my used-to-stylized-lettering eyes, and the lack of any shadows or textures on anything except for the asteroids gives it that shareware-look we all know and love.

Musically, there isn't any music, and sound-effects wise, it's completely silent except for when you blow up. I found it weird that there wasn't a sound whenever you shot your gun; it made for long stretches of silence where I'd forget the game had sound, and then get surprised whenever my speakers erupted with the explosion noise.

The only real complaint I have is that it doesn't seem to support a joystick. Growing up playing similar games on joysticks and gamepads for decades, it just seems odd that they wouldn't support one. The keyboard controls work just fine, but it would be nice to have the option, y'know?

I can recommend this to anyone looking for an Asteroids-fix or youngsters who are wondering what Asteroids was. It adds nothing of substance to the game, and certainly does nothing original, so it's not going to satisfy anyone looking for a game that scratches the ever-present 'I wanna play something new' itch.

Monday, April 7, 2008

Heroes


Having last received an update in January of 2002, Heroes is surprisingly awesome. When the description said it was "similar to the Tron and Nibbles (review here) games of yore," I was expecting something along the lines of Armagetron (review here). What I got reminds me of nothing so much as a Sega Genesis game from the good old days.

It is, basically, Nibbles. With Genesis-style sci-fi arena graphics (vaguely reminded me of Smash T.V.), a host of power-ups and crazy old-school console effects (Remember when SNES games would get all wavy after a death or a big battle? You can pick up a power-up that does that to the screen. It feels very retro.) that probably would have made this game a hit amongst console gamers of the early to mid 90s.

Amazingly, for a game that only reached version 0.19, it feels about as polished as a console game did way back then. Everything works, it never crashed on me, there's support for local multi-player, and it's even got four very distinct gameplay modes. They all look pretty similar, and they all involve not dying while lengthening your worm and trying to collect things, but they play relatively differently due to their different end-game requirements.

Graphically, the game suffers because... it looks like an old-school console game. The only resolution it runs at is 320x200, and I'm not sure it even takes advantage of that as well as it could: at full-screen it doesn't look as good as an SNES, but is only a little bit sub-par to the Genesis. I've seen Genesis games that looked worse. The resolution is so small that it's a bit hard to play in windowed mode.

If you want music or sound effects, you'll have to install them through Synaptic, but - other Linux developers take note - it actually tells you that in the description of the game in the package manager. There's no scouring the internet to find out why sound doesn't work. With the packages installed, the sound is... well, it's a bit like an old-school Genesis game, again. Not as good as the music you'd find in an SNES game, but certainly on par with the Genesis.*

Okay, I'll go ahead and complain a bit. The biggest fault outside of the built-in handicap of the low resolution is the font. It's one of those sci-fi looking affairs where the font is boxy and stretched, and it's a pain in the ass to read. It's great stylistically - it meshes with the look of everything else, and makes for a complete aesthetic which is sadly lacking in most open-source developed games - but it's a bit low on the actual usability scale.

The other big thing is that it only offers local multi-player. There's a total of like six AI opponents, but there's only support for two human players, and even that's a bit of a stretch if all you have is the keyboard. The game handles joystick input just fine (unlike a certain emulator I could name) but without network multiplayer this game is nowhere near tapping its full potential.

I found it a bit difficult, or at least time-consuming, so I can't recommend it wholeheartedly: it's a very well executed design, but it needs a certain type of gamer to appreciate it. If you're that certain type of gamer - if you loved Genesis ports of arcade games, basically - then Heroes is something you should definitely check out.

I'm amazed by how many memories it brought back, and how close to fun it was, considering that it's basically just a souped up version of Nibbles. I mean, I hate Nibbles. And this was almost something I wanted to play until I'd beaten it into submission. If you like arcade classics, I highly recommend it. I'd really like to see someone pick up development where it was left off so many years ago, update the graphics, and add network play. Even I would have a lot of fun getting my ass kicked by my friends, with this one.
--
*I feel like I'm dissing the Genesis because it always tends to come up short in the comparisons I keep making in this review. For the record, I actually enjoyed my Genesis a lot, and I think there were more great games for the Genesis than the Super Nintendo. That said, in retrospect, I don't think you can deny that the SNES was probably superior hardware, and definitely tended towards prettier and better-sounding games. There are exceptions, but that was the trend. Better gameplay? I loved me some Genesis games.

Saturday, February 23, 2008

Criticalmass


Wow. We've done 50 reviews! Critical Mass was a surprise - I couldn't stop playing it. It's basically a Galaga clone, and I've mentioned before that I don't really care for 'shmups. It's not even particularly pretty. But it's addictive as all-get-out.

You control a fighter, who's shooting at bugs. They come in waves, with a set type and pattern of movement for each level. It's pretty hard, as running into a bad-guy is instant death, and your fighter doesn't take a large number of hits from the projectiles that the enemies fire. By default, you can only move on the x-axis, and you're locked to the bottom of the screen. This is best turned off - it makes it a lot more likely that you'll crash into an enemy, but lessens the likelihood that you'll be stuck in a corner waiting for a bullet to hit you that you can't avoid. I like having my destiny in my own hands.

Even more excruciating is the fact that you only get one life. If you die, you have to start over from the beginning. Not a big deal, while you're still getting used to the game, but once you get to the point that you can pass a few levels consistently, it's quite disheartening to lose your spot.

Graphically, it looks like a hi-res Galaga-clone more than anything else. It's crisp and sharp, but you can see edges and the creature design - while very good - is simple and geometric-shape-looking. It's pleasing to the eye, but also a bit amateurish.

The sounds are no better and no worse than those of Chromium, which themselves didn't stand out as bad or good. The only place where Critical Mass differentiated itself bunches was a very small and simple place indeed: the levels have names. Names that are funny or punny or both.

I think that there were two reasons I kept coming back for more (and keep coming back for more, almost to my chagrin): those names are one of them. I just want to see what the levels I have yet to unlock are called. The other thing is that it's just so easy to get right back in the game. Unless you've earned a new spot on the high-score list, you just right-click and you're right back in the game. At level one.

As you get better at the levels, they become more fun, and less annoying, because the patterns' predictable nature means you can blow right through them with better scores and less time invested each go-round. I felt like a hamster hitting the pleasure-button in some bizarre experiment every time I right-clicked and started over.

That Jonathan Blow guy would probably hate this game, and call it unfair for using a Skinnerian reward schedule (I have a vague idea what that means, and even less of a clue as to how you pronounce 'Skinnerian'). He seems like a pretentious bastard, and I bet his game's no fun. Critical Mass is fun. It's simple, and it doesn't break ground, and I have no idea why I found it so much fun, but it is what it is with every particle of its being. Much like everything else that is made of particles, but with more fun.

Sunday, February 17, 2008

Chromium

Another of those genres I don't really play much, Chromium is a vertical-scrolling top-down shooter. As far as arcade genres go, this is one of the classics styles of play.

Chromium plays like they all do, basically. You control a ship, and you have to destroy objects by shooting them to earn points. They add a level of complexity by justifying your extra lives: the ship you're actually in is never shown; that ship has an escort of fighters which it controls, who are supposed to protect it.

This means that, unlike in other games (like, say, 1943) where you are rewarded for killing a higher percentage of the enemy with points, but not punished for missing them, you virtually have to kill every enemy on the screen. If they get by your active fighter, they destroy one of your inactive fighters (read: extra lives).

This makes suicide a viable option, among other things. If four dudes are about to get by you, you're better off hitting your self-destruct button. They'll die in the explosion, and you'll only lose one life; if you let them all by, you lose four. Noticing and responding to situations like that in the heat of a frenzied multi-coloured battle elevates the game to slightly more cerebral than your average shooter.

But only slightly. Mostly it just plays like a shooter. The mouse controls your ship; move the mouse to move the ship, left-click to shoot, and double-right-click to self-destruct. Movement is smooth and precise - I never thought I'd think the mouse superior to the joystick for shooters, but this is the second time I've found it so.

The one constant in the realm of shooters is the upgrades: improvements to your guns or armor and/or other little perks that change the game in some way. Here, Chromium disappoints a bit - there aren't a bunch of them. There are only two types: gun upgrades, and ship repairs. Each has three items.

The three gun upgrades are alright, but you never get a spread-shot or anything like that, just a blue gun and a green gun to augment your beginning machine gun, along with a double-fire for the machine gun, and they are temporary (they fire differently shaped 'bullets' in different patterns, so they're differentiate well, they're just not super-interesting). Picking up additional copies of a gun upgrade you've already picked up just adds to the amount of ammo, rather than adding an additional skill.

The ship repairs are equally limited, but with a fun twist. The first two are simple: one repairs your shields, and one repairs your ship itself. The third gives you a super-shield, which is useful but if you don't pick it up, you get an extra man. If you're like me, you end up suiciding as a tactic relatively regularly, and the extra dudes are more useful. If you're actually skilled at shooters, you may find the shield more useful. It's nice to have a meaningful choice in how one will play the game.

Graphically, it's up to par with the games it was inspired by. The graphics are clearly delineated and nicely colored but they have the sort of fuzziness you got with old-school arcade games. It adds a nice retro touch. The enemies are simple but well realized, and they have different types of fire, and shapes that suggest the way they move, all nicely rendered.

The sound is decent enough, but nothing really special. You can set the game to use an audio CD from a CD-ROM drive as the background music, or have it play WAV, MP3, or Ogg/Vorbis files from a playlist. The default background music is typical techno-metal type stuff; you know it from 3/4ths of the action-game soundtracks of the past ten years. It's solid but stereotypical. The bleeps n' bloops n' explosions are at the same level.

If you're into shooters, you owe it to yourself to check this out. It's sure to provide amusement and joyful frustration for a while, at least. If you don't like shooters, Chromium does nothing new with the genre and is highly unlikely to change your mind.

Tuesday, February 12, 2008

Bug Squish

Bug Squish reminds me of nothing so much as Orisinal gone horribly, horribly awry.

It's the same type of repetitive, reflex-based gaming - in this case, it's basically a light-gun game - but rather than being horribly cute, it's uhmm... well, it's about squishing bugs. Hence the name, I suppose.

The graphics are a bit yesteryear-ish but they're good enough to be mildly revolting, in a stylized way. You can identify the different types of bugs, and they make appropriately icky piles when they're on the screen. They're barely animated while alive, and totally static when squished, so it's sorta like clicking on sprites over and over again.

It saves the last score and the high score, which is nice, but doesn't allow you to put your name or initials in, or keep any real high score 'list'.

If you dig Orisinal games and B horror flicks, this is right up your alley, I suppose. As a fan of B-movies but not of repetitive pointless gameplay, I can't say I dug it all that much. An amusing diversion, but all it has to offer is the bug-squishing motif. Otherwise, Barrage has the same style gameplay with better graphics, more offensive options, and physics.

Monday, February 4, 2008

Balder2d

We've got another Combat-clone her, but Balder2d is a really solid one. In its own words, it's a "Zero gravity 2D shooter". The interesting gimmick that differentiates it from its forebears is that you can't accelerate or decelerate - you can only stick to walls, or rebound from walls. So if you want to change direction, you have to hit a wall, stick to it, then push off from it. You can charge your push, allowing for variability in speed.

It works well as a mechanic, being simple to comprehend but difficult to master. The game is over when the maximum score is reached (points are scored by shooting the other players), the time runs out, or only one player has any lives left. The game rules are customizable, so you can pick which of these you want to be game-ending; the default is any of the three.

There are a number of maps available with a fresh install, which make for vastly differing gameplay experiences (this term has come under attack on RPS, the best-written gaming blog on the internets, so to clarify: I mean the way the game plays - how you maneuver and what strategies are effective). The system for creating custom levels is very simple; basically you just create two graphic files.

Flaws of note: not really a flaw, but a sorely needed feature, is network multi-player. Any game of this type needs to be multiplayer via network to realize its full potential. You can crowd around a single keyboard, but that's never ideal. Joystick/pad support would also be nice, though the keyboard controls are fine. And finally, it wouldn't remap the controls; when I tried to assign movement to awsd instead of the arrow keys, it just didn't recognize the input. Could have been user-error, but I was doing what seemed obvious.

The graphics are nice, and the display seemed to scale to the size of the .PNG file that made up the level, in full-screen mode, so smaller levels = bigger players. The soundtrack is soothing and atmospheric and the sound-design as far as effects go is solidly done.

Another win for Linux gamers. It seems that the open-source really excels at re-creating variations of Atari classics. And nothing else, so far, which sucks for me, but if you still derive joy from those games, more power to ya.

Tuesday, January 29, 2008

Airstrike

Hrmn. I wonder how many incomplete games I'll be running across over the course of this seemingly never-ending quest? This is either the first or the second, depending on how you reckon it. The last game I looked at, Adonthell, was technically incomplete, but offered a complete storyline, and even a credit-sequence, so you could consider it a finished product of sorts. Airstrike doesn't go that far.

It's really pretty, though.

I expect that when it's done, it will be something like that game Combat for the Atari, with a little more depth. As it stands, there are two players: left (red) and right (blue), named for which side of the screen they start on. They're biplanes. The object of the game is get five kills before your opponent does. First one to do that wins the round.

Since the game is unfinished as all-get-out, there's just the one level, replayed over and over again. There's no sound, and there's very little point, as it doesn't even keep a score (it doesn't even keep key-mappings, actually; there's nothing saved from session to session), but it's endearing nonetheless. Mostly because the graphics are relatively high-res for a Linux game, and really well done. It vaguely reminds me of Orisinal, though a bit less cutesy.

Besides the two bi-planes, there's a ground-based cannon that can kill either of the players, and a seemingly random number of balloons, hot-air balloons, and zeppelins. Occasionally the zeppelins would blow up, but I could't tell if that was because I was shooting them, because I was running into them, or because they're on a timer. It seemed pretty random. There doesn't seem to be any documentation either.

I'm tempted to say they shouldn't even really include this on their list of installable apps (hide it in Synaptic's full-featured version; don't showcase it in the easier-to-reach menu that's theoretically for plebs and offers fully featured software) but it really is the prettiest game so far, and if my roommate weren't passed out, it probably would have been fun to relive the old Atari days and shoot at each other while hovered around the same keyboard for a while. If and when they finish the game, and add network-play support, this could actually be a fun multiplayer game.