Showing posts with label PC. Show all posts
Showing posts with label PC. Show all posts

Sunday, September 21, 2014

Thomas Was Alone (PS Vita)



Thomas Was Alone is not a new game.

Well, "not new" in the sense of "we've-already-forgotten-this-summer's-memes-and-world-events-and-summer's-not-even-over" not new.

It started as Flash-based game in 2010, but really started building momentum as a PC and Mac title in 2010, and notoriety among a broader audience in it's content-enhanced Sony PS3 and PS Vita versions in 2013.

I hesitate to write something about the game, because I want you to experience it on your own. And I'm not going to be able to say anything that adds to it.

But I feel compelled to say something about it.

So go play it, avoid the Wikipedia spoilerific entry about it, then come back.

Good to go? Right, then.

The PS Vita version (the first time I've played it on the platform) is fantastic. Not just because the platform lends itself to this kind of game (whatever "this kind of game" is, but more on that later) -- No, it's great on the Vita because it makes subtle use of the Vita.

You can use the touchscreen to select your avatar, and skip cycling through all of it. Or, touch the icon avatars in the lower right corner, and scroll to the one you want, (when that one's not visible in the larger screen).

Simple. Clean. Appropriate )and not over-done) use of the hardware.

What about the game itself?

To say Thoms Was Alone is a "puzzle platformer" is kind of like calling Portal is a "puzzle game" or The Last of Us a "survival horror" game (I can't believe I never wrote anything about either of those, but especially that latter amazing title).

No, Thomas Was Alone is a puzzle platformer witty humanist allegory exploring the unconquerable, indomitable complexity of emotions and wants and will of the heroic and the tragic and the just existing ... us.

And yes, that's with the whole thing being presented in geometric shapes and bold colors.

Just ... play the game.

Enjoy the gameplay for what it is -- Tight, well-thought-out, consumable, replayable good design that makes you better at playing the game for having played the game.

Maybe enjoy it for it's clever wit, great musical score, and occasionally deep homilies.


Maybe be moved by something deeper being said about the human condition, and how special and flawed and amazing and petty and elevated and fallible and ever-changing we all are.

But I do recommend you play it.


Friday, February 02, 2007

Dungeon Master (PC)

I recently discovered the Windows PC recreation of Dungeon Master, Return to Chaos (RTC).

I first played Dungeon Master in the 80s on my Atari 520ST, and it's probably my all-time favorite game. DM was arguably the first realtime 3D RPG, had incredible ~50% sell through on the Atari install base (not sure what the later-released Amiga numbers were), and is an engaging, stylistic game that still holds up today. And Lord Chaos deserves to be in the Villains Hall of Fame (is there such thing? If not, I'm starting it right now).

Eschewing the turn-based RPG tropes of the day, DM bailed on the Dungeons & Dragons conventions and complicated rules to stats that updated based on actually doing stuff real-time in the game world. Monsters are varied, plentiful, and challenging (I think this is where my fear of all things scorpion-esque comes from), and there are a decent amount of puzzles, jokes, and brain teasers throughout. And leveling up is rewarding and makes a difference.

Wayne Holder, Doug Bell, and the other folks behind FTL Games and Dungeon Master are seriously impressive. So's this George Gilbert guy, who recreated the game "mostly as a work avoidance tactic in my final couple of months at university" (I can respect that). RTC includes not only the original Dungeon Master, but Chaos Strikes Back, Dungeon Master II (I'm admittedly not a fan of that last one), and a dungeon editor -- all in a 12MB download.

For non-Windows folks, there's (in theory) a Java version, but I've never gotten it to run (and I debug Java), and versions from other folks for Windows/Linux/Mac/Pocket PC.

If you have a chance, you owe it to yourself to try this game out. Seriously, finding this port has pulled me away from finishing Lost Planet on the Xbox 360.

Thursday, January 05, 2006

Halo Zero (PC)

So, this independent homebrew game, Halo Zero (PC), is pretty fun.

Take the concepts from Halo, and Halo 2, and mix it in with side-scrolling 2D Contra-style gameplay?

In the words of the current Guinness marketing message: "Brilliant!"

It's not perfect; the game's died a few times, and though I laud the implementation of the Halo-favorite sniper rifle, the implementation sucks (there should be one button for zoom, and one for fire; as-is, you wast bullets, and disrupt the pacing of the game).

But, overall, a great romp for a few hours, and a good addition to the Halo universe.

Go to the website (www.halozero.new.fr/), download the game, and have fun, Halo-cum-Contraesque style.