Publisher: Westwood Studios
Genre: Adventure
Summary: A new Blade Runner investigates a dangerous group of Nexus 6 replicants.
Gameplay: McCoy can use his skycar to travel between locations to question people (you can select a mood for the responses or just choose from a list) and pick up clues. As more locations are revealed, sometimes foot travel becomes possible.
McCoy's computer helpfully lists the clues, cases, and suspects, and can subdivide by type. Photographs can be analyzed for further clues, ala the film. And of course at times McCoy will have to determine if someone is a replicant, and then be quick to chase them down and shoot them--if he's sure!
Style: As might be expected from a Blade Runner game, the landscapes are spectacular, even rendered in the older game's somewhat grainier style. There are screens a-plenty just to wander through to look at (fortunately, McCoy can run if you don't care.)
People and objects, however, are sadly extremely grainy and clash with the better backgrounds. Cutscenes are better, but not impressive today. The music is good.
Story: Blade Runner is impressive for how it manages to emulate the movie without exactly repeating it (just look at the summary!) It takes place at the same time (that is...now), and McCoy may run into many of the movie's characters (and it's impressive how many of the same voice actors are involved.)
I say "may" because the game is impressively varied and replayable. McCoy can choose where to go, who to shoot or set free, and which faction to side with. Even ignoring that, different people are replicants every game, so each playthrough is always different.
Still, the themes of identity, humanity, and freedom can come through strongly, depending on the playthrough. Additionally, it's fun to explore in more detail the Blade Runner universe.
Conclusion: Although awkward in spots due to its age, Blade Runner still offers a fine story with great variety in a vibrant science fiction landscape.
Tuesday, November 12, 2019
Saturday, October 26, 2019
"Serafina's Saga" Review
Publisher: Woodsy Studios
Website: http://woodsy-studio.com/vn/serafinas-saga-visual-novel/
Genre: Visual Novel
Summary: After her father is captured, Serafina ventures forth from the jungle for the first time in her life and must navigate a castle full of secrets and politics.
Gameplay: Gameplay consists of decisions.
Style: The art is not great, but it gets across the characters and locations. The music is nice.
Story: The land of Darnia is an interesting setting of nobles descended from gods. Trying to navigate a newcomer like Serafina through these choppy political waters is an intriguing task. Romance, on the other hand, is a bit more frustrating, given the inherent mistrust of the situation and a lack of interaction opportunities with some of the possibilities. Still, there's a nice variety of romantic options.
Conclusion: Serafina feels a bit rough around the edges in its art and its pacing, but it offers plenty of choices and a good story.
Website: http://woodsy-studio.com/vn/serafinas-saga-visual-novel/
Genre: Visual Novel
Summary: After her father is captured, Serafina ventures forth from the jungle for the first time in her life and must navigate a castle full of secrets and politics.
Gameplay: Gameplay consists of decisions.
Style: The art is not great, but it gets across the characters and locations. The music is nice.
Story: The land of Darnia is an interesting setting of nobles descended from gods. Trying to navigate a newcomer like Serafina through these choppy political waters is an intriguing task. Romance, on the other hand, is a bit more frustrating, given the inherent mistrust of the situation and a lack of interaction opportunities with some of the possibilities. Still, there's a nice variety of romantic options.
Conclusion: Serafina feels a bit rough around the edges in its art and its pacing, but it offers plenty of choices and a good story.
Tuesday, September 10, 2019
"Ninja Pizza Girl" Review
Publisher: Disparity Games
Genre: Platformer
Summary: Gemma delivers pizza for her father by parkouring across the cyberpunk cityscape and facing down corporate ninja pizza delivery rivals.
Gameplay: Each delivery is timed. Gemma can jump or crouch and must use those abilities to interact with the environment to break through walls, foil enemy ninjas, and generally make her way through an impressive breadth of cityscapes. New gameplay elements are gradually introduced.
Falls or hits lower Gemma's mood, but impressive moves improve it. Recyclables picked up in runs can be used to essentially "heal" her mood in-between by buying items or creating alternate outfits. Additional pick-ups reveal bonus game development or unlock alternate modes. Each run is scored at the end, and difficulty can be modified to suit tastes.
Style: The scenery is impressive and the music goes well with the tense action. The close-up graphics are a bit more awkward, but adequately convey the story, as do the comic inserts.
Story: I love a good futuristic city setting. And despite the inherent silliness of ninja pizza delivery, Ninja Pizza Girl offers a surprisingly good cyberpunk story as well. Much of the game's focus is blatantly on bullying, but in the end (perhaps inadvertently) I think it offers an even stronger story about the ability of regular people to stand up to powerful corporations (not that there's not crossover between the two concepts, given the bullying capability of corporations.) That's very cyberpunk, and quite appropriate for a small, family-made Kickstarted game.
Conclusion: Ninja Pizza Girl is a lot of fun. It is not a long game, but it is well made. It has fun gameplay with many options, a great setting, and a good story.
Genre: Platformer
Summary: Gemma delivers pizza for her father by parkouring across the cyberpunk cityscape and facing down corporate ninja pizza delivery rivals.
Gameplay: Each delivery is timed. Gemma can jump or crouch and must use those abilities to interact with the environment to break through walls, foil enemy ninjas, and generally make her way through an impressive breadth of cityscapes. New gameplay elements are gradually introduced.
Falls or hits lower Gemma's mood, but impressive moves improve it. Recyclables picked up in runs can be used to essentially "heal" her mood in-between by buying items or creating alternate outfits. Additional pick-ups reveal bonus game development or unlock alternate modes. Each run is scored at the end, and difficulty can be modified to suit tastes.
Style: The scenery is impressive and the music goes well with the tense action. The close-up graphics are a bit more awkward, but adequately convey the story, as do the comic inserts.
Story: I love a good futuristic city setting. And despite the inherent silliness of ninja pizza delivery, Ninja Pizza Girl offers a surprisingly good cyberpunk story as well. Much of the game's focus is blatantly on bullying, but in the end (perhaps inadvertently) I think it offers an even stronger story about the ability of regular people to stand up to powerful corporations (not that there's not crossover between the two concepts, given the bullying capability of corporations.) That's very cyberpunk, and quite appropriate for a small, family-made Kickstarted game.
Conclusion: Ninja Pizza Girl is a lot of fun. It is not a long game, but it is well made. It has fun gameplay with many options, a great setting, and a good story.
Friday, August 30, 2019
"The Pretenders Guild" Review
Publisher: Minyan Studios
Website: https://harlevin.itch.io/thepretendersguild
Genre: Visual Novel
Summary: Former cooks Ash and Paris pretend to be adventurers to make money by escorting a rich noble.
Gameplay: Gameplay consists of tonally-noted decisions (there is option for an after-decision sparkle reveal of whether it was an optimal decision for the chosen romance path.)
Style: The art is very colorful with a somewhat anime style. The characters have a nice variety of expressions and cutaways ably help set scenes and actions. The main character's race, sex, gender, hair, skin, and eyes are customizable.
Backgrounds are a bit repetitive, but do the job of establishing place. This is helped by cutaways of a map that shows the group's movement as they journey and by nice moody transitions using evening and night sky. The music is good. There are occasional typos.
Story: The Pretenders' Guild has a fun sense of humor and an interesting setting with three distinct races. Being able to customize the main character so adds variety to the already great story, as of course do the three different romances.
Conclusion: The Pretenders' Guild has lots of options, romance, fun humor, and a neat setting. It's great.
Website: https://harlevin.itch.io/thepretendersguild
Genre: Visual Novel
Summary: Former cooks Ash and Paris pretend to be adventurers to make money by escorting a rich noble.
Gameplay: Gameplay consists of tonally-noted decisions (there is option for an after-decision sparkle reveal of whether it was an optimal decision for the chosen romance path.)
Style: The art is very colorful with a somewhat anime style. The characters have a nice variety of expressions and cutaways ably help set scenes and actions. The main character's race, sex, gender, hair, skin, and eyes are customizable.
Backgrounds are a bit repetitive, but do the job of establishing place. This is helped by cutaways of a map that shows the group's movement as they journey and by nice moody transitions using evening and night sky. The music is good. There are occasional typos.
Story: The Pretenders' Guild has a fun sense of humor and an interesting setting with three distinct races. Being able to customize the main character so adds variety to the already great story, as of course do the three different romances.
Conclusion: The Pretenders' Guild has lots of options, romance, fun humor, and a neat setting. It's great.
Friday, August 23, 2019
"Jones on Fire" Review
Publisher: Glass Bottom Games
Genre: Scroller
Summary: Jones rescues kittens from a great fire.
Gameplay: Through increasingly hazardous runs, Jones can jump or slide under to avoid fires or burning logs and save kittens. Completing certain goals and rescuing special golden kittens creates currency to purchase consumable power-ups or permanent ability increases.
Style: The game uses a simple, super-blocky style that conveys just enough detail with nary a curve to be found. The music is catchy, and the game's instructions and descriptions have a cheery humor.
Story: ...Jones rescues kittens from a great fire. There's not more here than said in the summary.
Conclusion: Jones on Fire offers a straightforward game that's fun and engaging in its own style.
Genre: Scroller
Summary: Jones rescues kittens from a great fire.
Gameplay: Through increasingly hazardous runs, Jones can jump or slide under to avoid fires or burning logs and save kittens. Completing certain goals and rescuing special golden kittens creates currency to purchase consumable power-ups or permanent ability increases.
Style: The game uses a simple, super-blocky style that conveys just enough detail with nary a curve to be found. The music is catchy, and the game's instructions and descriptions have a cheery humor.
Story: ...Jones rescues kittens from a great fire. There's not more here than said in the summary.
Conclusion: Jones on Fire offers a straightforward game that's fun and engaging in its own style.
Wednesday, July 31, 2019
"Ristorante Amore" Review
Publisher: Cyanide Tea
Website: http://risamo.cyanide-tea.net/
Genre: Visual Novel
Summary: A waitress at an Italian restaurant finds love...and behind the scenes, the actors of the game may, too.
Gameplay: Gameplay consists of occasional choices.
Style: There are understandably minimal locations brightened by nice music.
Story: Ristorante Amore is essentially two visual novels (and can be played as such, if inclined.) The "prologue" of romance for a waitress serves perfectly well on its own. Then there's the fascinating twist of actors behind the scenes of a visual novel and seeing how they compare and contrast with their characters. It's a neat concept. Both stories are of everyday life with some romance.
Conclusion: Ristorante Amore is two interestingly connected stories of life and romance at an Italian restaurant.
Website: http://risamo.cyanide-tea.net/
Genre: Visual Novel
Summary: A waitress at an Italian restaurant finds love...and behind the scenes, the actors of the game may, too.
Gameplay: Gameplay consists of occasional choices.
Style: There are understandably minimal locations brightened by nice music.
Story: Ristorante Amore is essentially two visual novels (and can be played as such, if inclined.) The "prologue" of romance for a waitress serves perfectly well on its own. Then there's the fascinating twist of actors behind the scenes of a visual novel and seeing how they compare and contrast with their characters. It's a neat concept. Both stories are of everyday life with some romance.
Conclusion: Ristorante Amore is two interestingly connected stories of life and romance at an Italian restaurant.
Wednesday, July 10, 2019
The Manual Rant
At first, this was going to be just a nostalgic yearning for the manuals of yore, but lately it's gotten so bad that this is going to be a genuine rant about the outright shameful lack of manuals in games today.
Yes, I remember actual paper manuals with long descriptions on how to do everything, in-character descriptions, cast lists--those were great! The physicality is not reproducible today, when even most games are downloaded, but there could at least be an equivalent pdf or file. If it's a million-dollar AAA game, they can spare the money have a writer throw together some instructions alongside some thematic graphics.
What it should not be (and what I have seen) is extra content for which I have to pay extra money. How to play the game I just bought should not cost extra! Bonus stories and such, I understand, but the basic manual? No!
It should also not be a link to a hasty, sloppy website that does not nearly cover all of the game's possibilities. I have been forced to rely on fan-made sites, which assume I already know basics. It's truly lazy to completely ignore the manual because you assume fans will take care of it.
I know many people never read manuals and prefer to learn in-game. Sure, there's something to be said for learning as you go, but there's always going to be one action or some information you could more easily find by reading. Besides, people learn differently, so redundancy helps. And I've seen games strain mightily to elaborately contain tutorials in their stories over the years, when so much could be simply explained by including a dang manual.
Yes, I remember actual paper manuals with long descriptions on how to do everything, in-character descriptions, cast lists--those were great! The physicality is not reproducible today, when even most games are downloaded, but there could at least be an equivalent pdf or file. If it's a million-dollar AAA game, they can spare the money have a writer throw together some instructions alongside some thematic graphics.
What it should not be (and what I have seen) is extra content for which I have to pay extra money. How to play the game I just bought should not cost extra! Bonus stories and such, I understand, but the basic manual? No!
It should also not be a link to a hasty, sloppy website that does not nearly cover all of the game's possibilities. I have been forced to rely on fan-made sites, which assume I already know basics. It's truly lazy to completely ignore the manual because you assume fans will take care of it.
I know many people never read manuals and prefer to learn in-game. Sure, there's something to be said for learning as you go, but there's always going to be one action or some information you could more easily find by reading. Besides, people learn differently, so redundancy helps. And I've seen games strain mightily to elaborately contain tutorials in their stories over the years, when so much could be simply explained by including a dang manual.
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