Archive for the 'review' Category

World of Goo

October 15, 2008

World of Goo is a physics-based puzzle game, a sequel to the freeware Tower of Goo experimental game. It plays something like a cross between the Bridge Builder/Pontifex games from Chronic Logic and Lemmings; imagine constructing a bridge a piece at a time from living creatures and trying to shepherd all of your construction materials into the exit gate to complete the level. The game is charmingly and slickly presented in a cartoon style and has some great music, some of which is reminiscent of the Michael Nyman’s excellent score to The Piano.

The demo features the first of the four chapters from the full game, as well as the online high score mini-game. The twelve included levels will take around an hour for the first run through; some of them will probably require several attempts. The difficulty is never an issue though, there are multiple paths through the demo and you can skip failed levels if you really need to. By the time you’ve finished most will seem quite simple in retrospect, although first time through a few had me pausing and staring for a minute whilst thinking how to approach them – an excellent sign of originality. The fundamental mechanic of the game doesn’t change as you progress – the triangle is the strongest shape in nature, so you build a lot of triangles – but the use you put those triangles to is mixed up with every level and new mechanics are introduced rapidly, moving you from a basic goo blob that can make two new connections to lighter-than-air and detachable goos. The demo is highly replayable, the physics tends to lead to messy and organic solutions that you can always go back to and improve. Each level has a completion target and an extra, very difficult advanced target that usually relies on exploiting some twist in the mechanics. In addition to picking up the advanced targets you’ll want to ensure you’ve got as much goo as possible to the exit to use it in the high-score mode. Instead of just recording the amount of material you escaped with the demo gives you access to all the goo you’ve saved and tasks you with building a tower with it, and the height of that tower is your high score.

The demo has unusual tactile qualities – at first it’s a bit annoying that when you pick up a bit of goo to move it you have to take it around any obstacles (and can accidentally kill it if you drag it into a hazard) and some levels require speed and precision clicking that are more FPS than puzzle game, although there’s an auto-aim. However, once you start working out how to exploit the physics you’ll love it. World of Goo is a unique, deep, replayable, and thoroughly great demo that will really grow on you. Everyone should play it. It absolutely deserves to be GameDemoReviews’ first 3/3 demo.

3/3 – Drop what you’re doing and play this

Tech Details:

Size: 30MB

System Requirements:1.0 GHz CPU, 512 MB RAM, DirectX 9 graphics card, 800×600 screen resolution (locked, i.e. no widescreen mode or higher resolutions available) Windows XP/Vista (Mac, Linux versions in development)

Read the rest of this entry »


Sins of a Solar Empire

April 29, 2008

Sins of a Solar Empire is an attempt to meld the RTS and 4X genres; to provide the empire-level strategic management of a turn based game in real time. And it works. You control your planets, build fleets of spaceships, and send them out to expand your empire all whilst the universe is ticking away.

The demo consists of a handful of dull-yet-informative tutorials, and a choice of three skirmish arenas in which to conquer or be conquered by AI. Each skirmish map is small, containing 12-20 planets linked by warp lanes and 2-4 players, all the same race, around a single star. When you jump into an easy skirmish for the first time the initial impression you’ll get is “where’s the game?” Fleet combat is fairly simple and the ships control themselves so well that in most scenarios you can happily leave them to it, so the game’s not there. Planet development is also simple, with only a few options most of which are no-brainers – yes, I do want to mine metal, no, this isn’t where the game is. The scenario is so small that there’s not much possibility for strategic maneuvering, you’ll colonize the planet next to you and probably stop there, until you’ve researched the necessary technology for inhabiting harsher environments. The tech tree has a lot of branches (with the highest-end equipment locked in the demo), and finally here is some of the meat of the game, with different play styles expressed by separate civilian and military research pages. When you start to crank out research you’ll quickly run out of resources, and here is a little more game for you, but keeping your economy running and growing is again very simple and nearly automatic, with bad decisions hard to make. You’ll then amuse yourself with trying out the various ship types from fighters up to capitals, have some back-and-forth skirmishes with the AI, and hit the time limit. The Sins demo has a 90 minute limit for every skirmish game, and you’ll hit it a lot. On the plus side, it solves the old 4X problem of drawn-out, un-challenging endgames, which is present in Sins to some extent. On the minus side, whilst it throws you loads of statistics, it doesn’t actually give you the satisfaction of telling you who was likely to win if, say, you have a technology and metal advantage but they have more planets and credits. And on the minus side, this is an RTS, and reversals of fortune are a lot more likely than in a turn-based game – a time limit is less appropriate here. And on the minus side again, it means you’ll have real trouble achieving a fully teched-up and cannoned-up empire. In short, it’s a big negative.

However, once you jump back in with a bigger scenario, more enemies, and, critically, the game speed options set to fast, you’ll find a bit more to do and a bit more to like in Sins. With the speed higher managing everything takes a little more attention. However, it never gets to the point where organizational skill is a big factor, because the interface design is excellent (including the Supreme Commander style strategic zoom), the automation is almost all perfect (and, of course, the AI uses the same automation, so even the flaws balance out if you choose not to micromanage at all), and because even in the largest scenario you won’t have more than half a dozen planets and as many fleets. This leads to an interestingly chilled-out game of universal domination, a nice change of pace from more frantic RTS games or focused 4Xes. With more enemies the diplomacy options open up; you have a reputation with each AI which you can improve by fulfilling “missions.” These either come down to bribing them or attacking their opponents, neither of which are really recommended since in the limited time of the demo it’s quite hard to satisfy their irrational demands enough times to get to an alliance, and you’re more likely to find that bribe money spent on a capital ship and pointed at your home world with guns blazing. Unfortunately, you can’t make demands of the AI in the same way, so it seems a bit lopsided. Similar to the bribery missions, you can enter a mutual trade agreement with an AI, and enjoy the spectacle of their warfleet attacking while their trade fleet is unloading goods in your port on the other side of the planet. Three- and four-way fights also lead to more interesting combat scenarios, although they’re a lot more likely to end in a stalemate at the 90 minute mark even at maximum speed. The planet and warp lane arrangement lends itself to some funny faster-than-light peekaboo, as your fleet can jump into a vulnerable system at the same time as an enemy looking to claim it – the situation looks bad so you turn tail and jump back, but your last ships out see that the enemy had also seen a costly battle and fled, so you jump back to claim the now-undefended prize to see a familiar enemy fleet coming out of warp…

Along with the combat, diplomacy and economics in Sins there are pirates to contend with. The interesting thing is the bounty system; hits can be placed on enemy players, with pirates or other AIs claiming the money that’s put up by doing damage to the empire under threat. The “most wanted empire” will be the recipient of a full-on pirate raid every 15 minutes or so, but, pirates being untrustworthy allies, this can backfire; whilst badly losing a game I’ve had a pirate raid show up above my home world at the same time as fleets from the enemies that paid for it, resulting in the enemies and the pirates battling it out. Still, the pirates are a nice way to let economic and defensive players keep up with the militarists, as are the broadcast towers – a means of spreading your culture and causing rebellion on enemy worlds without having to fight.

Ultimately, this demo is crippled by the 90 minute game limit, and it really comes down to how much this will aggravate you. The relaxed pace of play meant that it didn’t disturb me enough to prevent me enjoying finding all the different mechanisms of this unusual game, but it also ruins the long term appeal. Still, even with that caveat, 5-10 games of 60-90 minutes is a lot of entertainment for a demo, and it deserves a recommendation.

2/3 – Play the demo

Tech details:

Size: 536 MB

System Requirements: 1.8 GHz CPU, 512 MB RAM with Windows XP, 1 GB RAM with Windows Vista, 128 MB video card (GF 6600/Radeon 9600 or better)

Dark Messiah of Might and Magic

August 11, 2006

Dark Messiah of Might and Magic is a first-person action RPG. Its defining features are the physics-heavy combat, slick swordplay system, impressive graphics and a skill tree which enables specialisation in either swordplay, archery, magic or stealth.

The demo is extremely brief, consisting of two short levels, a tutorial and the first half of a level from later in the game. The tutorial does a good job of introducing the interactions and combat, but aside from the final fight there’s nothing you’ll want to replay. The level is more interesting, you are granted more abilities at the start and have the option to play it as a mage, fight through as a warrior, or upgrade your stealth skills and sneak past. You’ll want to try all three, and probably more than once each since the chaotic battles play out differently every time. Sneaking is pretty disappointing; you have a light meter à la the Thief series, but the short and linear map means you can just lean on your sprint key to run past your enemies with no actual stealth required. They do a fairly good job of chasing you, following you outside their spawn areas and down some stairs, but the level ends before they have any chance to corner you. Combat is a lot more entertaining, the elaborate swordplay system (swipes, blocks, kicks, power strikes, backstabs, special moves and an adrenaline bar) alone is a step up over the standard mêlée system in a first-person game, but what really makes the game is all the environmental hazards to kick your opponents into – off cliffs, down stairs or into fires or spikes – and the other potential traps like ropes to cut which will bring deadly weights swinging down. In fact, this is a little too powerful, as there’s nothing to stop you blocking the first few hits until your enemy is lined up, then a swift kick or two will bring on instant death. Going for similarly powerful moves with the sword leaves you open for a second and is a much more dangerous tactic. The bow likewise looks weak next to the boot in combat, but it is very useful for taking out enemies by triggering traps from a safe distance.

Magic also offers plenty of opportunities for mayhem. The basic fireball spell is not much more useful than the arrows, although it can be guided after firing for better accuracy. The other two spells in the demo (aside from the night vision spell) are very powerful; “fire trap” allows you to plant an invisible and deadly mine which will destroy any enemy that wanders past, whilst “freeze” allows you to freeze an enemy solid allowing you to shatter them, or, if pointed at the floor, will produce an ice patch that can send enemies skidding to their death. Unfortunately, all of this comes to an end very quickly, the demo cuts out after a couple of duels and a final brawl, leaving you with a teaser of the level boss and a real lack of closure.

Aside from the 1.4GB download (2.4GB installed size), Dark Messiah is pretty hard on your PC. The load times are enough to make me reach for my DS and put in a lap of Mario Kart, and even on minimum detail the framerate regularly loses smoothness – although not to the point of unplayability, as the game isn’t that fast paced. What’s worst is an occasional hitch that freezes the game for a minute or so that occurs on roughly every other playthrough. This might not be indicative of your experience, as the review was done on an (offically unsupported) Windows 2000 machine, but you should certainly take the minimum requirements listed below pretty seriously. In fact, I’d say that if you have a lower-end GeForce FX you want to give this one a miss.

A great experience while it lasts, but its brevity and technical problems mean it can’t really be recommended to anyone without a lot of bandwidth and a heavy-duty gaming PC. Pixel shader fans only.

Score: 1/3 – For fans only

Tech details:

Size: 1.4GB

System Requirements: 2.2 GHz CPU, 512MB RAM, 128MB GeForce FX/6/7 or Radeon 9/X series DirectX9 Video Card, 1024×768 or higher resolution, Windows XP

Sword of the Stars

August 9, 2006

Sword of the Stars is a stripped down space 4X (eXplore, eXpand, eXploit, eXterminate) game where the objective, as ever, is to expand your empire from your home world and conquer a galaxy. 4X games are a tricky proposition to review and indeed play, since they require a serious investment of time just to tell if they’re fun all the way through, and to see if they’re fundamentally broken. However, if a 4X game clicks with you, you’ll find that nothing presses your obsessive-compulsive-gamer button like epic turn-based strategy. And then keeps pressing again and again for years.

SotS seems to be a genuine effort to raise the 4X bar in several areas. To make each game unique the tech tree is freshly generated for each game with several branches missing, so you can’t just race for photonic torpedoes every time. This alone ensures that you’ll play the (very long) demo 3 or so times, just to see what other tech is out there. Ship to ship combat and planetary bombardment take place in real time and can be user controlled or resolved automatically. Ships move in a 2D plane (viewed in 3D) and have a simple combat system (concentrate your fire well and you should come out ahead). You can only control a certain number of ships, depending on what technologies you’ve researched, in each battle at a time, so epic 400 ship battles play out much the same as 20-a-side skirmishes. This makes sense from a game balance point of view but is a little disappointing. The combat AI is sadly pretty poor (“Charge!”)- you’ll want to control the battles yourself to maximise the value of your ships, yet this part of the game gets old fairly fast.

Micromanagement of planetary resources has been cut down to a minimum, which is a great improvement in accessibility but might not please the serious 4X fan. However for some reason they’ve made the spaceships very touchy about fuel, a step backwards to match the step forwards. Remembering to build plenty of tankers is essential. Likewise, for an accessible game the tutorial and manual are useless, luckily the controls are simple enough to figure out with a bit of experimental clicking. SotS also suffers from the same problem that a lot of games like this do: the endgame takes forever. When you have a big lead in tech, fleets and economy you really can’t lose, but the AI insists on fighting to the death, leaving you to either declare yourself the winner and stop playing, or spend the time to crush an unworthy enemy into dust – neither option really satisfies. Also, there are no allied victories, so any alliance you make will inevitably end in backstabbing.

The SotS demo is remarkably comprehensive, with two of the four races represented. Each race has a different method of moving between the stars, the Tarkas with sci-fi conventional faster-than-light engines and the Humans with “node drives” which can travel much faster than the Tarkas, but only along certain routes between stars. This leads to some interesting play scenarios, as two worlds that are close in normal space can be distant on the node network, giving the Tarkas freedom to attack without retaliation, or the opposite can be true allowing the humans to zip across the galaxy and establish a beachhead far away. The demo only includes the smallest of the three classes of ships, but with a fairly large tech tree so many different variants are possible. The are no time or turn limits on the demo, and LAN and online multiplayer are supported, with the option to start with several planets and a large treasury to get things going, and turn time limits for frantic blitz games.

If you’ve never played a 4X game this is a great one to start with, it’s accessible to new players, has lots of options you’ll want to try out (the demo is practically a full game in itself), and will keep most genre fans amused through a few games.

Score: 2/3 – Play the demo

Tech details:

Size: 227MB

System Requirements: 1Ghz CPU, 512 MB RAM, 128MB DirectX8 video card, Windows 2000/XP