Showing posts with label 3D. Show all posts
Showing posts with label 3D. Show all posts

Thursday, 5 March 2015

Sniper Assassin: Shoot to Kill - iPhone



Starts off well, goes down hill quickly.

Through casually looking at and checking over the apps within the store, I happened upon this little game, which I thought I'd give a try. Thinking it'd be something along the lines of Sniper Scope on the arcades or one of those pseudo-Duck Hunt games harkening back to the days of the NES, or perhaps a reimagining of an original game along the lines of Operation Wow (a.k.a, let's cartoonise Operation Wolf). Instead I got something a little more impressive and a little cynical on the whole social commentary.

The BEST rifle, for more cash than a AAA game title these days...

The plot, you're a sniper and you're given contracts from city to city that you need to fulfil. These contracts tend to be specific to an area and more often than not, will require you to take aim into the city and shoot someone. Sometimes the mission will require you to shoot down several targets, or blow up a helicopter and such.

The detail and levelling aspect brings something novel to the game, boredom.

The layout of each mission takes place within a 3D modelled city and your location can be from alleyways to rooftops and usually a long way away from the action. Using your phone, you turn and tilt the phone until you're aiming at what you want, using the slider on the left you can use the zoom function but this takes you off aim for a moment while you do it (unless very careful) and tapping the screen anywhere will take the shot. A final shot/successful shot will be mapped out in a rather impressive bullet time akin almost to the Sniper Elite games, minus the skeleton structure showing. Head shots score more points than other shots and taking too long on a mission will inevitably fail it (or missing if it's a hostage mission).

Ingame cash, for outgame cash, to upgrade a gun to shoot things. This is apparently "fun".

However, each mission requires Energy, Energy that refills over time, or can be purchased. Here's where the nasty little monster of Pay to Keep Playing comes in. On top of this, to really push the money front out, each mission has prerequisites in the form of Accuracy, Zoom, Power and Stability which can all be upgraded for your particular weapon. You can use the money you earn from missions to upgrade the weapons or take one-off missions to add further supplement of funds, but these cost Energy. Or buy more coins.

You too can BUY this GUN! For more money than a real gun costs...

Yep, now we're getting bogged down in the gameplay. Later missions and special missions will require the use of more energy and some of the missions will be increasingly awkward to complete. Such as suicide bombers that MUST be taken out with a head shot. Phone bombers that won't be identified until they pull out a mobile phone. Other maps will set you up to fail and not until you fail the mission that the "helpful" guide will tell you what trap you just fell into.

So many missions, but you'll run out of energy way before you do anything.

The game is fully geared up for the long haul of burning your cash away. New weapons cost a fortune by comparison and later upgrades take additional time to be "delivered" while the option to spend a specific in-game currency is dropped in too! The gameplay is interesting to the point that some missions require some observation, thinking, planning, taking into account bullet drop over distance and then again, there's the money issue that royally takes lets the game shove you over a barrel so it can be ram overpriced costs up your arse sideways while laughing at your feeble attempts to pay up. 

Whoo, it's like The Matrix all over again.

Or, just don't pay and play every day or so. Sadly, this game effectively forces casual play as a difficulty spike, a nice idea but very poorly executed for the sake of pay-to-play functions.

Thursday, 13 November 2014

Terminator: SkyNET - PC/DOS


T-800 is going to shoot you in the FACE!


The Terminator franchise has a lot going for it and sadly not a lot really been done all that well with it, arguably beyond the second film. The potential to have stories of multiple Terminators being sent back and forth to fight and protect various people has been played around with by the comic books and the films mash up a few things here and there that the TV series ignores and acknowledges in multiple incongruous ways. Terminator SkyNET, is the follow up to the original Terminator Future Shock (Of which I'll likely review next week).

Unlike the films, the shotgun is rather effective.

The idea is simple (ish...) enough, it's set after the wars, after the first two films and based in the future where you, Captain McNoFace and Generic Hero WITH a voice (little off-putting actually) are already in the Resistance and fighting alongside John Connor, Saviour of the Human Race from deadly robots. It pays a level of homage to the source material which makes slightly more sense with that context. Rather than pumping humans and robots back through time, this game deals with having to confront the eponymous SkyNET and stop one of its plans.

Battling robots amongst skeletons of old buildings.

You start with a selection of nice weapons from the start including grenades, pipe bombs, an Uzi, Assault Rifle, Shotgun and Plasma Rifle with slight zoom scope based on the first film. (This actually was ground breaking in that you began the game with more than Sweet Fuck All but more about that later). You're tasked with running into a robot compound filled with murderous robots that aren't too happy that you're alive and fleshy and will try to make you relatively unfleshy as soon as possible. It's here that you do a bit of snooping around with all the subtlety of a suicide bomber. Upon which you find the super secret weapon... A nuke.

Found it? Wasn't exactly well hidden now was it?

For those that don't know, nukes caused all this devastation in the first place and the super weapon is to use the same weapon again. So for a computer that can calculate how to traverse time and space, seems someone left the Read-Only option on for the "Learning Lessons" section of the AI. Either way, it's your mission soon to investigate which nuke this is (Like it matters?), find out how and where to disable it if possible, attempt to take it out and finally get yourself to where it is and disable it in a series of 8 or so missions. This will also involve driving cars around and flying one of the Hunter Killer machines to get this done.

There's quite a variety of Terminators in the game.

Terminator SkyNET uses and slightly improves upon the previous engine of the game with a little extra in the physics department (Bouncing grenades) and manages to also negate issues like game flags not triggering where multiple options are not performed in EXACTLY the right way and time. As such the missions in this game aren't exactly that difficult or taxing beyond "Find place, hit button, run for it" though some of the layouts require taking a BIG leap of faith (Looking at you level 3... and your bullshit building jumping madness) and some are just a straightforward slog through the environment.

Bigger guns please!

Given the time and capacity of the engine, SkyNET makes a very good go at giving a real sense of doom and gloom with the game's graphics and appearance. Locations look destroyed and the inclusion of pockets of radiation do take away any real sense of accomplishment in that if you win or lose, this planet is still looking like a Scorched Earth situation. Buildings can be entered to scavenge for supplies but will require a loading screen that takes the edge off the immersion a little while derelicts can be trawled through to find dead soldier's supplies here and there and to get higher vantage points in the game. Bonus points to the game for including the night club from the first film complete with hologram dancers and lots of dead bodies.

Yes, the legs WILL keep coming for you.

The music and sounds in the game compliment SkyNET with various remixes and rehashes of Brad Fiedel's famous composition for the film The Terminator. While the guns sound hefty and meaty and add to the feeling that you're packing a punch with these implements of robot-dismantling. It's a shame though that the graphics haven't fared too well over the years as this would be a good game to return to from time to time. Having said that it remains a solid game with a key flaw to it...

Get ready for bad acting in cutscenes.

Overall, the game is a patch that was released as a standalone. This set of missions should have been part of the original game and formed a cohesion in the main story rather than being as it is here, a set of side-missions masquerading as a full game in itself. Though having said that, it does remain a rather plot driven, plot focused game with no hints on how to achieve objectives beyond the initial blurb of the introduction to the mission, so there's no way points or guides on the HUD, you have to work it out for yourself. Not that THAT is a bad thing, it just would be nice if the game was longer or part of the original and followed the initial intentions laid out for this add-on pack turned full title.

Monday, 9 June 2014

Snake Rattle and Roll (NES)


Snakes, they rattle and roll.


Two snakes, one called Rattle, one called Roll in an isometric game by rare called Snake Rattle and Roll. That didn't quite pan out how I had originally hoped but I blame fatigue on this one. What we do have however is a rather charming little isometric 3D platformer by Rare that promotes team play and solo in the same way.

One looks dopey, the other looks like it takes things far too seriously

It's a little bit aloof but the basic premise is that two snakes, Rattle and Roll, have decided to climb a mountain filled with traps, enemies, spikes and Nibbly-Pibblys (I'll explain...) In order to find a spaceship and leave the moon. How they get from the mountain TO the Moon is something else but I'm not exactly going to pick apart this fine bastion of story-telling at this point.

Another bonus level, where the Nibbly-Pibblys are running away

On each level, you've got your snakes, you've got (almost always) a weighing machine and a rather unending supply of Nibbly-Pibblys that get spat out from generators or can be found under lids. Eating them will make your snake gain tail segments and more importantly, weight. Once you're heavy enough to ring the bell, the door will open and you can make your escape. Your tail will grow faster if you eat Nibbly-Pibblys of the Yellow persuasion (fast and tend to run the hell off quickly) or your own colour. Eating your friend's coloured Nibbly-Pibblys will get you a minimal boost.

Pancaked

Each segment of tail will act as a health point and getting hit, attacked, sliced, collided, bitten or such will lose you a point of health, get hit with no tail and your head blows up. You also lose a life. There are (thankfully) very few enemies that can one-shot you, such as falling to your death, spikes, Bigfoot (and Ice foot by extension) and heavy items like anvils and fishtails (to be used to climb a waterfall). Later levels will have more emphasis on boulders and such that can kill you quickly too.

Big fat snake, the only way to open the exits with weight machines.

On the way, you'll encounter a wide variety of enemies and objects. From checkers pieces to large feet, pincushions that blow out spikes, toilet seats (starting to sound like old 80s video games with random objects), ice blocks, bombs, fake lives and sharks. You've some weapons and items to help you out though, tongue extensions to make it easier to lick enemies to death (yes... including the foot, lick the foot to death), lives, continues, clockwork keys to speed you up, diamonds to make you invulnerable (hard as diamond perhaps? not sure the relevance) and more Nibbly-Pibblys than you really want.

The fish-tail power up lets you swim up this. I don't know where the snorkel set comes from though

Depending upon the location, there are some hidden secrets like level warps, for the really quick, a warp from level 1 to 8 is possible at the start of the game. While others are hidden around in places, some more obvious than others. There's also bonus rooms where you get a flurry of Nibbly-Pibblys (getting cramp typing that name out) that you have to devour quickly before they make a lap of the room and escape.

Magic carpets and flying icons, all the fun of a platform puzzle.

The dynamic of the levels change when you get further along, focusing more on jumping puzzles and later on being able to swim freely in free-space underwater though this is hindered by the lack of awareness of moving into the background unless you can see where your shadow is and the 2D perception in a 3D world REALLY hinders the progression unless you're very astute in picking up where your shadow is on the bottom of the pools. Some of the jumping puzzles are beyond annoying and later levels (ice... I hate ice levels) have decreased friction and sloped ramps to slide you off into the abyss and off the mountain with a comical "aaaaaaaaaaaarghhh" and a chipper little tune to announce your death.

Round 1, fight! Sorry... wrong game.

These niggling little issues aside, the game plays smoothly, the controls function incredibly well though you've that translation of movement where Up doesn't move you up, it moves you 45degrees around from Up to keep you moving in a compass direction along the 2D planar of the isometric view. In short, it gets fucking annoying, fast until your mind/hands adapt to the situation. It also is the cause of a lot of mis-aimed jumping and attacks as you can't tell how far into the background you actually are and appear to be the same size whether you're all the way back or right at the front of the screen.

Does exactly what it says on the tin.

It plays like it's based on a kids cartoon, the characters are bright and happily animated, being hurt makes them leap up into the air and gawp at the screen with a wide slack-jaws O.O face on their features while there's little in the way of violence beyond going pop, screaming aaaaaaaargh in a string of comical letters or getting pancaked by the heavier enemies in the game. The music is toe-tappingly pleasant enough though the more heavy music in the later levels does add to the sense that the game is tough from here on and the difficulty is about to ramp it up to the point that it's almost vertical.

Yes, you have to lick the foot. A disgustion solution to this enemy.

It would seem that the game, because of its fairly unique perspective, is difficult in only its control system and how it translates to the map/levels. Some of the jumps and traps are very fiddly (nibbly-pibbly?) and can be awkward at worst to navigate, and downright impossible save for blind luck or highly intuitive ability to control the game.

Despite this, it's still a very game, very enjoyable and fairly well polished. Another gem from Rare.

Monday, 3 February 2014

Spindizzy C64




Back in the day, there was quite a few ways to release a game. You could have written it as part of a professional team; you could have made it in your bedroom and sent it off to a publisher. You could have half-arsed a game and sent it to a publisher infamous for not giving a ripe fuck about the quality of the game and in such cases, we end up with Spindizzy.

No, not Dizzy, that game series featuring an animated egg and obscure puzzle/platform sections with item A being traded for item B and so on. I'm not talking about that here. This is a game that was relatively well received in the UK and applauded by a great number of reporters who didn't really know what a good game was, nor how it should be reviewed.


The game is a simple premise (as are most of the c64, but not all) where in you control a geometric shaped character and where the shape has no bearing on how you move or perform. Ball, spinning top or inverted square based pyramid, means no difference in the game itself. You are "it" and you are off to explore an Isometric 3D world, collecting gems, solving puzzles and all that before you run out of time/energy and your machine creature thingy shuts down and the game is over.

This already sets alarm bells ringing in the design and concept of the game.


For a start, this means there is a maximum distance you can travel in EVERY game. Which also means that you'll have to make choices to navigate one way and not another and not be able to explore those ways until you start the game over again. You will never be able to collect every gem in a single game either. You will also have to navigate the same areas REPEATEDLY in order to get to somewhere new and then explore a fork in the path you've never navigated before.

Assuming of course you can even get there in the first place. The game's control system is always confusing on the Isometric system of display. Up, moves you Up and Left, Down moves you Down and Right. The problem with isometric displays is that the translation of controls is never consistent. In this game the controls are set, though the inertia and speed can take a lot of management to get used to in order to be able to successfully navigate around 80% of the rooms in the game.


Not only are there the issues of moving around the game but there's the fact that you'll have to rotate the game world to see around pillars, obstructions and other such fun. The ability is there to be used, but you'll have to use the keyboard to in conjunction with the joystick to get around the map. On top of this, is the ability to speed up by use of the joystick fire button which can give you enough of a speed to make certain leaps and jumps (but not too big though, you can't handle too much of a landing impact). Conversely there's the lovely little ability to slow down by using the space bar, though try handling a joystick and a keyboard when performing some very intense and precise movements in this game.

The game is however, a good idea. But the lack of speed and power of the C64 means that dying (or falling off and resetting) can take a while before you have to load up the next screen, fall, bounce off a wall, load up the previous screen, fall, bounce rinse and repeat. While other times might have you falling off one level into an abyss on the next screen with NO CLUE that you're unable to go in that direction until after you've taken a Peter Pan swan dive off the fucking level.


The idea of exploration and puzzle solving is not exactly a novel one by this point but it's a brave attempt just executed poorly. The puzzles within the game are just the idea of hitting switches in a certain order to attempt to bring together a set of lifts and platforms. Making walls appear and disappear, high floors and low floors fading in and out of existence, lifts above lifts to get to higher points etc. There's potential but sometimes it's not so easy to realise.

This brings me onto another big gripe with this system. Perspective. It's hard at times to realise WHERE blocks and floors are in relation to yourself. On top of that some rooms are PURPOSEFULLY designed to obfuscate and confuse you, lead you into a false sense of awareness so that a floor that LOOKS like it's under you is actually 40ft behind you into the level and when you fall, you're absolutely nowhere near it and end up going sailing past the edge of the room and into the abyss that is reloading back where you fell from and wasting more time failing to get to rooms you now cannot access as you'd run out of time.


Nice idea, poorly executed.