First Hour

Dear Esther

Audio-Visual Experience

April 25, 2012 by Steve

Dear Esther CoverI first became aware of Dear Esther on the day it was released, as news passed that it recouped its Indie Fund investment in a mere six hours. Somehow, I entirely missed word of the game prior to that, but as I read more, I knew I had to play it. While it will take multiple playthroughs to obtain the game's full experience (due to semi-randomized dialogue), I came away a bit underwhelmed by the game. I normally eat up intentionally vague/confusing dialogue-based stories, but this story seems a bit more pedestrian than most (even if the vagueness fully makes sense within the story). But this in no way takes away from the game's other draw; its relentlessly gorgeous handcrafted visuals, with each frame packed in detail.

Read more

Mass Effect 3

Full Review

April 23, 2012 by Greg Noe

Mass Effect 3 CoverI love the Mass Effect franchise. Mass Effect 3 is the first console game I bought new in over two years (previous new purchase was Mass Effect 2). I beat the first game six times. I’ve read the novels and comics that accompany the games. I own two Commander Shepard action figures and a mini Normandy SR2. I have a one year old son named Shepard.

So you could say with some confidence that I was really looking forward to Mass Effect 3. I made the day one Collector’s Edition purchase and popped up my first hour review of the game immediately. The game doesn’t start with as much energy as Mass Effect 2, but it’s hard to argue that there’s anything more powerful than beginning with the Reapers invading Earth.

Mass Effect 3 has received a huge amount of controversy regarding its ending. Do you know how hard it is to take two weeks to beat a game you’ve been waiting for two years while seemingly everyone on the internet is talking about its conclusion? Ugh. I’ll say right now that I certainly didn’t hate the ending, but didn’t love it either.

Now for my review on the other 99.5% of Mass Effect 3. I also have my review of the first DLC available, From Ashes.

Read more

Blackwell Convergence

Full Review

April 20, 2012 by Greg Noe

Blackwell Convergence CoverBlackwell Convergence follows The Blackwell Legacy and Blackwell Unbound in Wadjet Eye Games’ story-driven adventure game series. I found Unbound to be a stunning entry that rectified many of Legacy’s issues while building on the series’ mysteries. It also had a ton of style that is sadly absent in many games today.

So I had high expectations for Convergence, as the story was brought back to present day with our original heroine Rosangela Blackwell. The detour Unbound took to the past was engrossing and informative, and gave the series that much more emotional weight. I knew it would be tough for Convergence to keep up the momentum, but I promised myself that if it did, I’d be waving the Blackwell flag for many years to come.

Released in 2009 for Windows and once again built in Adventure Game Studios, here’s my review for Blackwell Convergence.

Read more

Angry Birds Space and Cut the Rope Experiments

Full Review

April 18, 2012 by Greg Noe

Angry Birds Space CoverThree of my favorite mobile series recently received updates, so it’s time to revisit them. Angry Birds Space is the new Super Mario Galaxy inspired spinoff of the original bird-flinging game, and Cut the Rope: Experiments expands upon the original Cut the Rope concept with new ideas and 125 levels. Finally, the genius Where’s My Water? has received some new levels since my original review, so I’ll touch on that too.

Laugh if you want, but I really love these games for their quintessential mobile experiences. Levels are short and sweet, difficulty ramps up slowly, and gameplay variety is injected constantly. Each of them have fun with physics and benefit greatly from the touchscreen. Plus, they’re dirt cheap.

My thoughts will hopefully be short and efficient, just like the games I’m reviewing. I played each game on my Android EVO 4G phone.

Read more

The Stanley Parable

Indie Impression

April 16, 2012 by Greg Noe, Nate, Steve

Stanley Parable CoverIs The Stanley Parable a game? Does it matter? We're about to present our impressions for a title that doesn't really fit any existing definition. The Stanley Parable is sort of an experiment in game design, but also presents questions in how storytelling influences gameplay. Saying anything more would be saying too much, it's a short experience that will have you questioning previous games you have played and their intentions.

Our impressions for The Stanley Parable are unique in that all three of us "beat" the "game." And six times each, no less. This isn't an amazing feat, as six times through Stanley would still leave time on a clock for a first hour review, but it also made me question whether I should be filing this under a full review instead of an impression. This game makes me ask too many questions.

So I apologize if we're too vague, but The Stanley Parable experience suffers from over-explanation to those who haven't played it. Here we go.

Read more

Tales of Graces f

Full Review

April 13, 2012 by Nate

Tales of Graces f CoverIt was four minutes into Tales of Graces f that I met the amnesiac with the impossible purple pigtails. She didn't know who she was, or where she came from, or anything really. She was a deadly martial artist, but nearly walked right off a cliff. Later she asked the meaning of the word "friend." I threw up in my mouth a little and realized that Graces f would be a tale quickly forgotten. In hindsight, I guess the cover art should have served as warning.

But if the whole game boiled down to waiting for the kid in the Elvis getup to realize that the king is possessed by a demon, I wouldn't have played it for almost ninety hours. Yes, a lot of time is wasted running errands through copy-paste corridors while the characters say how they feel and explain magical jargon. But then you run into a giant spider, and the kids' anime story melts away for a few seconds of glorious battle.

I'll even say that Tales of Graces f has my favorite RPG combat, taking the crown from predecessor Tales of Symphonia. Graces f layers new abilities and limitations onto Symphonia's melee-and-magic arena skirmishes, and the end result is a more dynamic structure that makes earlier games in the series look like button mashing. It's also complicated as hell.

Read more

Blackwell Unbound

Full Review

April 11, 2012 by Steve

Blackwell Unbound CoverFresh on the heels of the well-received The Blackwell Legacy arrives Blackwell Unbound. After playing and thoroughly enjoying the first for our Indie Impression feature, continuing was an inevitability. For reference, Legacy was released in 2006, and Unbound in 2007. There have since been two more releases in the semi-episodic series, so I'm still a bit behind. I am playing the re-released versions in the Blackwell Bundle, which offer improved voice acting as well as bug fixes and some extras. The Blackwell series (as well The Shivah) were primarily developed by Dave Gilbert and his studio, Wadjet Eye Games.

For ease of writing, I'm just going to assume that you don't mind to be aware of mild spoilers in the first act of the first game. After all, it's printed everywhere, including the covers of these very games. Essentially, the Blackwell series is about the generational history of this family who has been "blessed" to be mediums to the restless spirit world. In the case of the Blackwells, they have been assigned by the powers that be to a ghost detective named Joey Malone. He is forced to stay with his medium at all times and guide them towards restless ghosts in the world who have, for one reason or another, been unable to pass on into the afterlife.

During Legacy, we played as Rosangela, the newest medium in the Blackwell family. She has to fight through a bit of family history as well as her own personal weaknesses, before encountering her family's legacy. In Unbound, we travel back to her aunt, Lauren, who has already met and come to terms with Joey.

Read more

Mega Mall Story

Full Review

April 09, 2012 by Greg Noe

Mega Mall Story CoverAs I reflect on Mass Effect 3 before I attempt to write its full review, I’ve been catching up on games in mobile land. Angry Birds Space and Cut the Rope: Experiments were just released, but I’ve sort of grown into a Kairosoft fanboy over the last few years so they beckon even stronger. Mega Mall Story is my latest go at their games after Pocket League Story, and it brings some new ideas to the “Story” series and merges some of their existing ones, as well.

In Mega Mall Story you run, well, a mall. In lots of ways it feels like SimTower, the Maxis published simulation where building up was just as important as fattening your wallet. But it also feels like a traditional Kairosoft title, with all the charm and number crunching seen in some of their more sportier titles, plus the layout challenge founded in Hot Springs Story.

Mega Mall Story is available for both Android and iOS for a few bucks, I played it on my HTC EVO 4G phone.

Read more

Barkley, Shut Up and Jam: Gaiden

Indie Impression

April 06, 2012 by Greg Noe, Paul Abbamondi, Steve

Barkley Shut up and jam Gaiden CoverThere have been only three successful basketball parody video games: NBA Jam, Michael Jordan: Chaos in the Windy City, and Make My Video: Aaron Carter's "That's How I Beat Shaq". In 2008, as an attempt to broaden the market, amateur game developers Tales of Game's Studios released Tales of Game's Presents Chef Boyardee's Barkley, Shut Up and Jam: Gaiden, Chapter 1 of the Hoopz Barkley SaGa, more often known simply as Barkley, Shut Up and Jam: Gaiden.

Our Indie Impression column has been our own attempt at broadening our content and giving us a reason to try out those sometimes lesser known games. Barkley is a rather special case, as it was released free as basically a parody of Japanese RPGs, the NBA, and of course, Charles Barkley. Created with RPG Maker 2003 and Gamer Maker, the game undoubtedly started as a joke among friends and grew into something... bigger, to say the least.

We present our impressions of Charles Barkley's second game below, and they vary widely, much like his golf shot.

Read more

Art Style: CUBELLO

Full Review

April 04, 2012 by Nate

art Style Cubello CoverIt's understandable that a hardware manufacturer like Nintendo would condemn app gaming. The company makes its fortune on dedicated video game machines and the traditional $30+ software pricing; the $1 mobile alternative is a serious threat to the viability of that strategy, especially in the handheld market. You won't see the House of Mario endorsing Angry Birds and its ilk any time soon (until it comes to 3DS, anyway).

It's a shame that a Nintendo-branded smartphone is so unlikely, because gaming's biggest name already has a series perfectly suited for the bite-size mobile market. The little known Art Style franchise on WiiWare and DSiWare emphasizes "elegant design, polished graphics, and pick-up-and-play controls." Having played the gravity-manipulating Orbient on WiiWare and cardboard-factory simulator Boxlife on DSiWare, I can definitely see the Art Style brand as a viable and profitable iPhone series.

Last month I picked up Cubello, one of the earlier Art Style games on WiiWare, from the Club Nintendo rewards program. It looks like the offspring of Tetrisphere and a Rubik's Cube got caught in a light gun game. I like it better than either of those things, though.

Read more

Newer 13 of 74 Older

Reviews

Other Writings

Writers