In truth, I rather debated with myself on which game I would rant about this time, between two of my top selections among a pool of ones that I wish to eventually cover. In the end, I decided to settle for the simpler one.
First, Class requirements.
Now that the issues with the mid-term is all wrapped up with the class, I would really want to look forward to something to actually work the knowledge in my head over with. As the mid-term proved, Even if I understand the concept 100% in my head and can work it perfectly there, if I'm not familiar enough with coding it, then complications will pop up as I try to code multiple concepts. What's more, I feel slightly cheated as a part of the problem I had been frantically trying to solve, how to change the title in the HTML, was actually an absurdly simple thing, which made it all the more infuriating since I had shifted through the textbook so many infernal times trying to find it. It would be really great if we could have some sort of ungraded...ah...'Recommended Work' or such, for coding something like that even once would have been enough to permanently remember it.
Now then, Rant on.
Today's game is SteamBirds by Weasello. The two games I had been considering for this post at the top of all my selections are actually both turn based games. They both handle it in very unique ways, and I really wanted to rant about both a bit, but I ultimately settled on this one, as I said once before, for its simplicity. I also settled on this one for its uniqueness, as while the next game I will rant about is also turn based and innovative, it's much closer to what one would typically expect from a turn-based system.
SteamBirds is especially unique in that, although the game is quite obviously turn based, it still has a nice flow that doesn't impart the slower atmosphere of a typical turn-based games "click button, click button, click button" feel. Really the game is too unique for me to confidently talk about its playstyle up front, so I can only recommend you just try the game to experience it. Having said that, time to move fully into the ranting. The difficulty in criticizing a unique game is discerning, essentially, if your criticism is well founded or not. Id Est, trying to figure out whether a particular thing that you criticize about the game is actually something worthy of being called a flaw, or is simply part of the system and contributes to what makes it so unique. In other words, it is difficult to draw the line between Genius and Insane. Obviously though, I wouldn't have brought the game up here if I didn't have something to rant about. Perhaps not shared with you the reader, I am indeed a dedicated gamer and a part of that is the thrill of the challenge's accomplishment. Id Est, I enjoy being challenged and using my accumulated skill to overcome it, and the feeling of satisfaction that comes with it. Much like a batter at the plate in baseball, and the accomplishment he feels for hitting that ace pitchers fast ball right out of the park with all the practice he's put in to his career to be a better batter.
To be more straightforward now, I'm talking about the Star and Rank system, and my endeavors to have every star for every mission. Now, stars are awarded for the Number of planes that survive, How much damage they took, and, the clincher, whether they took damage at all. Obviously, this means I played several of the missions multiple times, with multiple failures. Rest assured, I'm not about to complain about the difficulty of some of the missions to you, I'd be refuting any claim I could ever make to credibility if I did that, since I had just made about a point about the trouble discerning Uniqueness from Flaws. No, my complaint is not in difficulty or balancing, but a much more easily discernible piece of any game is of course its controls. Now, I'm not out right complaining about how we control the planes, but rather some oversights in the controls on the developers part. The biggest issue, is that the playing field is actually limited, and that once you reach the edge of the field, the camera stops being centered on you planes and they approach the edge of the screen. Obviously I'm not asking him to invent an infinite playing field, by complaint is in an unseen side effect of this system. If your planes move too close to the edge of the screen during a movement, upon the return to your control phase, the arrow you need to click and drag to control them will be off-screen. Needless to say, if your plane moves off screen, it crashes and burns instantly. I had to restart at least 5 missions, several in a single mission, just because the distance I had to move to avoid getting hit for the maximum star ranking pushed me so close to the screen edge, and I accidentally got a plane too close because I didn't know I was approaching the edge until too late. The second point of irritation for me, is that it was never clarified to you that some enemies can shoot behind them and force you to restart while seeking the best star rank, simply because while tailing them you got a speckle too close before turning off of tailing them. This is not the core of my complaint, but merely an observation to its end, as this little surprise would make for a excellent experience in the game play for a new player discovering it the hard way. My complaint, is that several times in missions I would need to loop around in front of an enemy plane at the edge of their range to get to a position I needed to be in. The complaint is that you cannot tell exactly how far a plane must be from its target to start shooting. Once a plane starts shooting, its bullets fly all the way across the screen and will hit multiple targets. Which means that if you pass just that little bit too close, even if your not playing to get full stars, it can royally screw over your squadron of planes. What is worse is that it happens not because you can't do it, for I did several times, but that you simply shifted the arrow just one or two pixels off from the needed location to avoid getting shot at. In other words, it would have been much better to include a way to check or display a particular enemies range.
Rant concluded.
[insert default disclaimer here]
Friday, November 11, 2011
Friday, November 4, 2011
Returns
I missed a weeks post, and I have a feeling I'll lose some points for that...bugger. As always, HW first:
The midterm came and went, and I actually did really well on it, minus that infernal last problem. Mostly it was just the lack of time to do it, everyone in the class thought as much, although to differing degrees. After looking at some classmates work on it though, I found that maybe even with enough time I still might have lost some points on it anyway, as I discovered my understanding of how to use tables was a little bit off.
To ranting!
I'm actually presented with an extra dilemma now because of missing a weeks post, because now I have several games that I would like to rant about, but my policy (for myself) is to only rant about one game at a time, thus rendering a more complete and coherent rant. After much (read as: 5 minutes) thought, I've decided elders get precedence. Maybe not elder in age, but certainly elder in discovery.
Today's game is William and Sly by Kajenx. Since the game was originally posted to Newgrounds and not Kongregate, and is also the place I originally played it, the link is for the Newgrounds version even though there is one on Kongregate now. As you will be told from any comment/review body, the game is beautiful and has a nice fluent playstyle. Having said that, you probably are already well enough informed to know whether or not you actually want to play it. If you can't be brought to appreciate a game for its ambiance, you probably shouldn't play William and Sly, since the games biggest selling point is its atmosphere and the way the gameplay compliments it perfectly. Id Est, you won't like this if you're just an adrenaline junky, so don't bother playing it and giving it a bad rating or review just because you're a narrow minded half-druggie. Really that's what today's post is going to rant the most about, not the game itself since it's really air-tight, but the people playing it. In all good honesty I shouldn't be burning time on this, since for once the cavemen and trolls are actually in the minority, (imagine that), but I needed something to rant about for this post, and I'm not gonna find it in the game.
The deciding factory of whether you like the game or not, is whether or not you
A) are capable of appreciating Serenity, and
B) how well you can immerse yourself in the game.
People looking for a quick thrill, an adrenaline rush, or Zombies, are just not going to appreciate the game. If the games not what you are looking for, don't play it. I don't know how many times I've said something similar to this, but the fundamental problem and phrase in play is "Constructive Criticism". Constructive Criticism is not trolling, being an ass, or insulting something, it's analytically, logically, or intuitively offering suggestions and corrections. There's a reason people employ Critics with a paycheck. It's because they're doing something legitimate. Businesses don't employ trolls, they employ intellectuals who are capable of giving useful feedback on things. Saying, "Oh man this suxors", doesn't do anything. For the person saying it, or for the person receiving it. Well, except make one of them look like an idiot, and I've yet to see an instance of this case that the person saying it wasn't the idiot. Saying, however, something like "the backgrounds could be improved to distinguish them from the playing area", or "the controls could be a bit more fluent for [blank]" is Constructive Criticism. It's providing feedback that is actually useful to the one receiving it. Applying this to the topic at hand, there is actually a great deal of constructive criticism on both websites for the game, and as I mentioned previously already, not a lot of trolling. The thing that really sparks this for me, is the comments and reviews about the Boss. Just because you can't beat it, does not mean it is unbeatable. Before you go posting a comment or review about how unbeatable any boss is, read around. Chances are, there was someone with a similar problem, and someone who provided a solution. Even more though, for this particular game, not only was the boss already perfectly beatable, but the developer went ahead and made him easier anyway. And yet still there are people recently who complain. For this game, the problem is actually ironic. Instead of it being a problem of the wrong audience playing the game, the right audience is playing the game, but is contextualized improperly to work with the last boss. To say that a bit more simply, The right kind of people are playing the game, people who can appreciate Artistic games. But because they are used to playing Artsy games, they're not used to the unique facet of trying to think about something from a different perspective when what you're already doing isn't working. For most bosses in games, the challenge is often just that, that you have to think about, or use, your capabilities in a new way that the regular gameplay hadn't needed you to. In other words, not only do you play a fox for most of the game, but for the last boss you must think like a fox. Rather than just running about blindly, sit down and analyze the situation, which in this case, is watching the bosses movement patterns. And trust me, there is a pattern. Figure it out, and don't whine in the comments and waste space.
[insert default credit claim here]
The MOT is mine, the content is property of Extra Credits videos artist.
The midterm came and went, and I actually did really well on it, minus that infernal last problem. Mostly it was just the lack of time to do it, everyone in the class thought as much, although to differing degrees. After looking at some classmates work on it though, I found that maybe even with enough time I still might have lost some points on it anyway, as I discovered my understanding of how to use tables was a little bit off.
To ranting!
I'm actually presented with an extra dilemma now because of missing a weeks post, because now I have several games that I would like to rant about, but my policy (for myself) is to only rant about one game at a time, thus rendering a more complete and coherent rant. After much (read as: 5 minutes) thought, I've decided elders get precedence. Maybe not elder in age, but certainly elder in discovery.
Today's game is William and Sly by Kajenx. Since the game was originally posted to Newgrounds and not Kongregate, and is also the place I originally played it, the link is for the Newgrounds version even though there is one on Kongregate now. As you will be told from any comment/review body, the game is beautiful and has a nice fluent playstyle. Having said that, you probably are already well enough informed to know whether or not you actually want to play it. If you can't be brought to appreciate a game for its ambiance, you probably shouldn't play William and Sly, since the games biggest selling point is its atmosphere and the way the gameplay compliments it perfectly. Id Est, you won't like this if you're just an adrenaline junky, so don't bother playing it and giving it a bad rating or review just because you're a narrow minded half-druggie. Really that's what today's post is going to rant the most about, not the game itself since it's really air-tight, but the people playing it. In all good honesty I shouldn't be burning time on this, since for once the cavemen and trolls are actually in the minority, (imagine that), but I needed something to rant about for this post, and I'm not gonna find it in the game.
The deciding factory of whether you like the game or not, is whether or not you
A) are capable of appreciating Serenity, and
B) how well you can immerse yourself in the game.
People looking for a quick thrill, an adrenaline rush, or Zombies, are just not going to appreciate the game. If the games not what you are looking for, don't play it. I don't know how many times I've said something similar to this, but the fundamental problem and phrase in play is "Constructive Criticism". Constructive Criticism is not trolling, being an ass, or insulting something, it's analytically, logically, or intuitively offering suggestions and corrections. There's a reason people employ Critics with a paycheck. It's because they're doing something legitimate. Businesses don't employ trolls, they employ intellectuals who are capable of giving useful feedback on things. Saying, "Oh man this suxors", doesn't do anything. For the person saying it, or for the person receiving it. Well, except make one of them look like an idiot, and I've yet to see an instance of this case that the person saying it wasn't the idiot. Saying, however, something like "the backgrounds could be improved to distinguish them from the playing area", or "the controls could be a bit more fluent for [blank]" is Constructive Criticism. It's providing feedback that is actually useful to the one receiving it. Applying this to the topic at hand, there is actually a great deal of constructive criticism on both websites for the game, and as I mentioned previously already, not a lot of trolling. The thing that really sparks this for me, is the comments and reviews about the Boss. Just because you can't beat it, does not mean it is unbeatable. Before you go posting a comment or review about how unbeatable any boss is, read around. Chances are, there was someone with a similar problem, and someone who provided a solution. Even more though, for this particular game, not only was the boss already perfectly beatable, but the developer went ahead and made him easier anyway. And yet still there are people recently who complain. For this game, the problem is actually ironic. Instead of it being a problem of the wrong audience playing the game, the right audience is playing the game, but is contextualized improperly to work with the last boss. To say that a bit more simply, The right kind of people are playing the game, people who can appreciate Artistic games. But because they are used to playing Artsy games, they're not used to the unique facet of trying to think about something from a different perspective when what you're already doing isn't working. For most bosses in games, the challenge is often just that, that you have to think about, or use, your capabilities in a new way that the regular gameplay hadn't needed you to. In other words, not only do you play a fox for most of the game, but for the last boss you must think like a fox. Rather than just running about blindly, sit down and analyze the situation, which in this case, is watching the bosses movement patterns. And trust me, there is a pattern. Figure it out, and don't whine in the comments and waste space.
[insert default credit claim here]
The MOT is mine, the content is property of Extra Credits videos artist.
Subscribe to:
Posts (Atom)