Tuesday 24 February 2015

Review - A story about my Uncle

Can narration get any better?

Steam recently had a few games on sale and after a bit of internet research I decided to invest in a copy of A story about my Uncle for about £2.50. I would soon realise how much of a steal this actually was. The plot is based around the Narrator telling a story to his daughter about his Inventor/Explorer Uncle. Whilst we do not know of the Narrators name or of his age during the tale, we find out that the man is very close with his Uncle and has been on many adventures with him before. 

The uncle has been away for many months and as we take control of the character we learn more and more about the adventures he had previously been on all around the world. Whilst wondering around our Uncle's house we find an exploration suit which we precede to don, upon further exploration a mysterious pad sends us to a new world where we believe our Uncle has disappeared to. From this point on we pursue more clues in which we use to locate our Uncle. The key feature of the game focuses around the use of our Exploration suit and it's grappling hook based in the palm of our hand. We use this to traverse the beautiful new world by swinging from floating rocks and trying to find ways of getting to the end of the level. This makes the game intriguing not just because of the way we can move to the finish of the level but also the many different ways we can get there. 

I can't use enough superlatives to explain how fun it is to launch yourself from one floating platform using a sprint jump and then proceeding to fling from a rock onto the next checkpoint. Unlike the previous game I reviewed (Knack the 2013 Beat em up) the checkpoint system in the game understands the challenge the game presents with the movement in the game by giving you a plentiful amount and well placed amount of them around the levels. Which makes the game feel much more enjoyable, nothing feels better than making strong headway in a level and knowing that even if you slip up you won't lose all your momentum by having to start a whole section of the level again. The traversing of the levels, whilst immensely addictive, is definitely challenging. Even though you want to be able to get a fast pace going with the game, in the first few levels it is much more worth your while studying the upcoming obstacles to lay out a sort of plan in how you're going to get from A to B. If that plan is successful, it gives you a huge jolt of satisfaction and even if you mess it up, it isn't frustrating enough to make you rush into it, you simply want to make a new plan. 

Onto the more technical parts of the game now. The graphics are gorgeous, and it does this magical place justice with how enticing they make it look which in turn helps the exploration aspect of the game by making the player want to explore the area. Using the infamous Unreal engine to run the game, it makes the gameplay and slingshotting smooth and fun to control. The idea of the grappling hook could have been easily ruined if the game engine had held it back from being easy to use and fluid too. The Voice acting of some of the main characters is a little bit funny. This is due to the game being developed by Swedish company Gone North, so the majority of the actors are also Swedish, this doesn't deter me at all but it does seem to let the game down slightly with the rigid voice work from one or two of the characters.

The Music is beautiful too, whilst it isn't to loud in the gameplay, at times you will barely realise the calming song playing as you study the world, but that is what is amazing about it. The fact that it doesn't draw your attention away from the area but instead brings you further in. Throughout the game it is the same situation in terms of music, but it also fits the whole game perfectly. For instance when we come across the village of the people of this world, the music makes you feel a sense of intrigue and curiosity at this native species. My serious let down of the game comes in the length of it, I couldn't quite believe I had completed it, but it has a hidden message to the shortness of the game.

Without giving anything away, the ending is based on the young boy having to return home and gave the player a feeling that story and adventure had truly ended before it had begun, but this relates to what you had been told by your Uncle. This isn't your adventure, it is your Uncles, and you must go and find your own, and as our character feels a sense of sorrow and loss that we have to return home, the player feels a similar feeling in that we must now leave this amazing world and return to our own after such a short space of time. Just as we began to believe we were becoming an adventurer like our Uncle and the slinging and flinging around felt like second nature to us, it was all over and this is supposedly what the developer wanted, for us to feel like the Narrator in that we were sent home from this adventure just as he had started to become confident in his abilities. Reverting back to the start of the game, we realise that we did end up on our own adventure, the adventure of being a father. This made me forget the abruptness of the ending and instead replaced that feeling of loss with one of pride and happiness that our character had gone on to become a father.

In conclusion, whilst this game is short, for the price you have to pay usually (£10.00) it is a worthwhile play. The Graphics, Music and Story all work together in unison to give the player an in depth, invigorating and eye opening adventure that ends before it truly begins. If the rumours of a sequel are true, I will be one of the first in line to experience that, and I have no doubts that if you all play it, you will feel the same. I would gladly spend more money on this game.

9/10
Only paused to sleep.

Tuesday 17 February 2015

Review: Knack

This game just doesn't get the Knack of things

I recently managed to get hold of a copy of Knack, the 2013 beat 'em up adventure game. Developed and published by Sony Computer Entertainment, Knack was a launch title for the PS4 and had big potential to really showcase the ability of the Next Gen Sony console, however didn't live up to the hype.

Firstly let's run over the story. Dr. Vargas has been studying ancient relics for most of career and has recently made progress in finding a mysterious power which manages to bring these relics together to make a sentient being resulting in our protagonist, Knack. The Human race is at war with the Goblins led by Gundahar who believe they deserve the land which is inhabited by man. Vargas and his protegé Lucas, who is also apparently Knack's closest friend, believe that Knack can be a much needed weapon in the war with the Goblins and could be more useful than the robots currently being used, supplied by suspicious benefactor Viktor. Soon enough you realise that there is more going on than seems as you traverse Deserts, Jungles and Mountains founding how to defeat the Gundahar and learn more about Knack's abilities.

The Story is really not hard to follow and when it does try to entice you with a few twists and turns it really is nothing you didn't see coming and if you didn't see it coming, you must be lacking in game plot. Usually when I play a game I really feel an interesting plot can keep my fighting through a game but everything in this feels rushed and lacking, as well as this it has many plot holes that could easily be avoided. For instance when you manage to defeat Gundahar, the Goblins simply vanish, no word is brought up about them for the rest of the game, do they simply give up and disappear? because it's not as if they couldn't come up again, you don't exactly go on a mass genocide of the Goblin species. As the game drew on I would often see myself skipping cutscenes and laughing at the terrible attempts to create emotions like sadness or fear.

The Gameplay isn't actually that bad to be honest, I have read up on some other reviews on the gameplay and controls and it is definitely missing out on some of its potential. Knack can vacuum up relics from boxes scattered around the level, when he does add more relics it can either allow Knack to grow in size and increase his health bar or regain health if he has been damaged. When Knack grows bigger it is definitely decided by the area of the level due to strategically placed relics and as he grows he becomes more powerful. This undoubtedly interested me in the first few levels, which were in no way a hint in how unforgiving this game would become, but as I got more opportunities to use this Goliath Knack I realised how clunky and slow he was which became an absolute pain in my back side especially seeing how the enemies of similar stature seemed to move around like a nimble ballerina on speed whilst I would be maneuvering like an 18 wheeler truck. This therefore would make you believe that the speed of Knack's smaller forms would allow your combat to be much more enjoyable... Wrong! Due to the big Knack having more relics, this mean his health bar is more forgiving, normal Knack has barely enough health to take a hit from even the simplest of enemies meaning if you make one simple mistake during an early fight in the stage, you are walking on eggshells to the next checkpoint.

By the time you have reached another checkpoint however you will have been brought to the edge of insanity in the latter stages of the levels and the game as you will no doubt have died a stupid death at least 20 times exactly the same way, and these checkpoints are so sparsely located that even if you do decide to be the bigger man and take a break from the game for a while, you most likely will be reverted back to the start of the level when you do come back to play. Knack can also collect Light shards which allow him to fill up a light meter under his health bar, once full he can use a choice of three attacks, by pressing square he releases a whirlwind of relics releasing damage on nearby opponents, X allows you to place a static bomb and Square gives you a long range triple shot. I only recommend the shot, it will kill whatever is hit instantly. You can fill a potential of 4 light meters but you will most likely resort to using them after a frustrating attempt 10 minute period on one fight against 3 enemies where you think "Oh Screw it, I won't need it anyways" and blow them all away with the triple shot. Then face palm as you come up against a mini boss halfway through the level with no light energy left.

Whilst yes, combat is unforgiving it is also rewarding once you manage to get a combo together and complete a section without a single death... or realistically only 1 or 2. The game does have a nice feel to it though if you look past all the frustrating failures of it. The design of the game, whilst it isn't going to win any awards for best looking game, it definitely pays homage to the style of Megaman's characters especially with Dr. Vargas looking awfully similar to Dr. Light, or thinking about it more now, even Dr. Ochanomizu from Astro Boy (The Show and Manga, not the film, let's forget the film) it definitely has the Japanese cartoon feel to it and it is quite nice to admire.

Finally in terms of Lifespan for the game, it doesn't actually go that far. Whilst the game is fairly (Painstakingly) long with a total of 13 levels and each level having about 5 sub chapters, it does manage to add in the ability to find hidden parts for an item within each sub chapter. Once all the parts are found, you gain a new item which makes the next playthrough much more interesting, supposedly. By the time I had found one of the items by going back into select levels, I honestly felt I had enough of Knack, I managed to locate all the pieces for the secret detector, which then basically ruined the fun of going back to find the pieces I had lost. There was a sister app for the game which was a puzzle game in itself which, if used alongside the main game, would allow Knack to receive items to help him. I didn't bother as it seemed like a waste of time.

So to conclude on my first review for this blog, Knack is a fairly interesting game which had many opportunities to really showcase the new abilities of the PS4 and it's controller but in the end felt like a pretty boring, normal beat 'em up with a side of querky designs and stupid plot twists. I would only recommend if it was on sale or the price had dropped down to £10.00

6/10
Found myself pressing Pause way to often.


Monday 16 February 2015

What to expect?

You might have read my first blog regarding Sport (http://spindlersdugout.blogspot.co.uk/) and on this one you can expect similar sort of pieces but instead this time I will be reviewing games and consoles I have played, not necessarily new ones, and talking about the possibilities of future games and gadgets.