Destroy villages and hoard gold as a dragon in the RTS, Hoard

hoard

This piece was originally published as a review on Game Boyz on 5/31/11. Each Game Boyz review is structured with sections for introduction, graphics, sound, gameplay, and conclusions. Hoard was reviewed using two downloaded copied provided by Big Sandwich Games. The game got little-to-no attention but was quite fun!

Developer: Big Sandwich Games
Publisher: Big Sandwich Games

Features:
1 – 4 Players
Four game modes
Over 100 Steam achievements
Leaderboards

hoard

Big Sandwich Games recently provided me with two copies of their awesome new game, Hoard. To understand Hoard, I’d like to consider an RTS game. Villages grow and become cities while farms increase in size to feed the villagers. Carts of gold travel along the roads. Castles rise, training knights to eliminate the dragons the terrorize the country. Now consider controlling the dragon.

Graphics

Hoard features a colorful, fantasy look. Maps look like they are placed on a wooden table. This drives a feeling of fun over realism. Multiple tilesets are included, giving you the ability to change the feel of the maps. The world is sparse and simple. While this makes the background a bit too plain, it makes aspects of the world you can engage really pop. While the graphics won’t win any awards, they set the tone and mood of the game well.

Your health and carrying capacity, two very important statistics, are prominently displayed over and under your dragon. This allows them to be seen easily at all times. Your fire-breath on the other hand, which is also an important statistic, is displayed at the top of the screen along with your dragon’s color and score. Because it’s out of the way, it’s hard to keep in mind. Of the three, it’s the least important to see at a glance, so I understand the decision, but I wish I could see it more easily. Keeping it out of the way, however, also keeps the interface uncluttered so you can keep a good view on the game.

Sound

The music and sound effects work very well in Hoard to set the mood. The music is simple yet exciting, giving that extra drive in competitive matches. The cheerful, light-hearted sound effects contrasts with the music wonderfully, reinforcing that the game is about fun even when you’re trying hard to win. I especially love it when the princesses call for help or cry out. It really adds that goofiness into the game.

hoard

Gameplay

The goal in Hoard is simple – collect the largest amount of gold to win. The primary way to gain goal is to burn villages, farms, and gold carts and carry the gold back to your hoard. There is some strategy to this though. Letting towns and farms grow bigger will yield larger hauls. Do you want to destroy the towns quickly to maximize your gold early in a match, or do you want to let the towns grow a little, giving you more gold but sacrificing progression at the start of the match? It’s hard to decide.

In matches with multiple dragons, if you deal enough damage to villages without destroying them, they’ll become fearful of you. Once they reach this state, they will periodically bring carts of gold straight to your hoard. To keep them doing this, you’ll want to make sure no other dragon deals more damage to them, otherwise they will become fearful of the rival dragon instead of you!

Thieves will also visit your hoard, attempting to get away with your hard-earned (or hard-stolen, I suppose) gold. If you can get back to your hoard in time, you can kill them before they make it away. Mage towers will periodically rise in the land, attacking you with magic. Destroying them causes a gem to appear worth a large amount of gold. Similar to villages, if you leave the mage towers alone, they’l grow more powerful but will drop more gold. Letting them live can be quite the gamble, however, because too many can prove too much to handle. Another fun way to make gold is to kidnap princesses. Once you return to your hoard with a princess, you’ll have to keep those pesky knights away for a preset amount of time in order to collect your ransom.

hoard

You can only hold a set amount of gold before needing to return to your hoard to drop it off. You also replenish HP when at your hoard. Gold also acts as experience; when you collect enough gold, you gain a level and can increase your stats. You have four stats that can be raised – speed, fire-breath, carrying capacity, and armor. What you raise first can really change how you play at the start of the match, leaving this a great example of the complexity of strategy inherent in the game.

Hoard features four different game modes. In the Treasure mode, which is the primary mode, you must collect the biggest hoard of gold to win. Princess Rush tasks you with kidnapping the most princesses. In Hoard (survival), HP doesn’t replenish. Instead, you’ll need to kidnap princesses to regain health while attempting to survive as long as possible. Finally, in Co-op you share a gold hoard with the other dragons! Hoard doesn’t have a campaign or story mode at all. All the modes are played in short skirmishes either alone, with AI-controlled dragons, or multiplayer!

hoard

Hoard is a fantastic game because of the complex strategies available that have been boiled down into 10 minute chunks of gaming. Multiplayer is a great way to spice it up, but AI dragons provide fun when no one’s aound with whom to play. While it lacks any kind of campaign mode that can give that “ahh, I’ve beat the game” moment and feeling, it’s great because you can play as many rounds as you feel like playing, and it’s always a bit different. Similar to how multiplayer, arena-based first-person shooters contrast story-driven first-person shooters, Hoard fulfills the same relationship with story-driven real-time strategies. Hoard is a complex RTS dressed up as a tabletop, miniatures wargame and served in small portions. It’s $10 on Steam and definitely worth the pricetag.

Anomaly: Warzone Earth, a reverse tower defense (tower offense?)

Anomaly: Warzone Earth
This piece was originally published as a review on Game Boyz on 5/2/11. Each Game Boyz review is structured with sections for introduction, graphics, sound, gameplay, and conclusions. Games are scored on graphics, gameplay, sound, tilt, and overall, each on a 10-point scale. Anomaly: Warzone Earth was reviewed using a downloaded copy provided by 11 bit studios. I still find this game under-appreciated.

Features:
Single-player campaign and two assault modes
Steam Achievements
Steam Leaderboards
Steam Cloud
Controller Enabled

Anomaly: Warzone Earth

Anomaly: Warzone Earth is a fantastic new game available on Steam for both PC and Mac. Provided to me by 11 bit studios, Anomaly is a tower defense game… of sorts. Perhaps it’s better to call it a reverse tower defense or a tower offense game. Or better yet, we could just call it a strategy game! In Anomaly, you see the layout of turrets in the level while controlling a line of assault vehicles. You strategize by planning the best route, deciding which vehicles to use and upgrade, and using special abilities. If you plan carefully, your units can destroy the turrets, get through the defense, and reach the end of the level!

Graphics

Anomaly looks great on my great on my PC. I’m running Windows 7 Professional on an Intel Core 2 Duo 64-bit 2.53 GHz processor with 6 GB RAM and an NVIDIA GeForce 7800 GT graphics card. Even with my less than stellar graphics card, the game ran fine on maximum video settings and looked fantastic. Everything looked clean and easy to see. Enemies are outlined in red and friendly units are outlined in blue. Simple health bars appear over units’ heads. On the left side of the screen, icons representing various abilities are present with the amount available appearing adjacent to them. An elegant tactical map screen can be pulled up at any time, and the unit upgrade and purchase screen is also sleek looking and simple to use. In the main menu screens, small amounts of the screen were cut off from the edges of my non-widescreen monitor. I could manage to read everything, so it wasn’t a terrible error. It’s also a known bug that 11 bit studios is fixing.

Sound

Like the graphics, the audio was also great, and I definitely don’t have any complaints. Both the music and sound effects were good. I enjoyed the dialogue quite a bit. Despite being a little cheesy, it was very fun. Sometimes holding the speed-up button, which speeds up the game for those stretches where you’re waiting for combat, caused dialogue to cut out. It was a minor annoyance, but I had to remember to stop holding the button if I was approaching a goal at which I expected dialogue.

Anomaly: Warzone Earth

Gameplay

As I mentioned previously, Anomaly: Warzone Earth is a reverse tower-defense game. You control up to six vehicles and a commander. The vehicles travel along roads on set paths. Bringing up the tactical map pauses the game and allows you to control which direction the convoy will turn at each intersection. You can’t stop, reverse, or deviate from the path. The map shows the entire level, any power ups available to be picked up, and all enemies as well as your own units. Because different enemies have different types of weapons and ranges, it becomes very important to plan your route carefully on the map screen. For example, some enemies can only shoot directly in front of them. You’ll want to drive past these turrets rather than down streets heading straight toward them. Another trick is loop around repeatedly, slowly picking off enemies. You’re awarded money for destroying enemies, and you can also find minerals that are worth money. You can then spend your earnings on new units (up to six) or on upgrading your current vehicles.

Anomaly: Warzone Earth

Besides planning your route and upgrading, there’s another huge aspect to the strategy involved in Anomaly. Your commander doesn’t follow the set paths and can go anywhere. Unlike the vehicles, he deals no damage; rather, he deploys special abilities! You have a set number of each ability but can find more throughout the level with them usually appearing where some enemies were destroyed. When an ability is deployed, it lasts for a small amount of time. The first ability introduced is the Repair. Any friendly unit within the circle that appears is repaired as long as it’s within the circle. Next there’s the Smoke Screen, which lowers the accuracies of all enemies within the circle. Similar to the Smoke Screen, the Decoy will cause all enemies within the circle to target the decoy. (Using the Smoke Screen and the Decoy at the same time works quite well!) The final ability is the Airstrike, which drops a bomb on the current location. When the commander dies, he respawns at the same location after a short delay and is invulnerable for a couple seconds, letting you get back to safety.

The strategy involved comes from a few different aspects. First, you’ll want to plan a good route. Most likely you’ll be bringing the map up repeatedly throughout each level, adjusting your path as you go. Next, you’ll want to plan which units to use and which order to put them in your convoy. For example, I like to start with a high-armor unit, and I include two shield generating units in my convoy. These shield units provide shields around themselves and the two adjacent vehicles. You’ll also want to correctly use your commander’s abilities to help your vehicles survive. Finally, you’ll need to upgrade your units wisely. There are three difficulties available with which to challenge yourself. You’re awarded points for destroying enemies (more for destroying them without too much delay between kills) and having abilities at the end of the level. Each level has its own leaderboard, providing a lot of competition.

Let’s not forget the story! There is a reason for the vehicles to be fighting those turrets! An alien ship crashes in two spots on Earth, Baghdad and Tokyo. Strange domes, anomalies, appear over the crash sites, and appear to be some sort of shield. Inside these anomalies are the alien ships and turrets. After investigating, the military finds them quite aggressive and decide to neutralize the enemy. Before and during missions, characters talk, giving you some background on what’s happening. This is ample motivation to give a reason to the actions in the game and also provides some interesting twists along the way.

11 bit studios has made a fantastic game with Anomaly: Warzone Earth. It’s definitely a change to the tower defense genre. With a compelling story mode, achievements, leaderboards, and two assault modes, there’s plenty to do for people looking for high replay value. I find Anomaly: Warzone Earth incredibly cheap at $9.99 and worth every penny. If you’re interested in strategy games, I highly recommend you pick this one up and keep your eyes on 11 bit studios in the future!

Gemini Rue, the fantastic sci-fi noir adventure game

Gemini Rue
This piece was originally published as a review on Game Boyz on 2/23/11. Each Game Boyz review is structured with sections for introduction, graphics, sound, gameplay, and conclusions. Games are scored on graphics, gameplay, sound, tilt, and overall, each on a 10-point scale. Gemini Rue was reviewed using a downloaded copy provided by Wadjet Eye Games. I loved Gemini Rue when I first played it, and it’s still one of my favorite games.

Gemini Rue, formerly known as Boryokudan Rue, is a new PC game developed by Josh Nuernberger. Published and provided to me by Wadjet Eye Games and Dave Gilbert, Gemini Rue was a 2010 Independent Games Festival Student Showcase Winner. Nuernberger has created a wonderful point-and-click adventure game featuring a dark, sci-fi future.

The game’s neo-noir narrative takes players through a grim future in which trust should be withheld and the Boryokudan crime syndicate controls the Gemini system. The story kept me at the edge of my seat through the entire game. In fact, not being able to talk about the game while playing my review copy was almost painful! Gemini Rue explores the themes of individuality, identity, ethics, loyalty, and what it means to truly be who you are.

Gemini Rue

Graphics

Gemini Rue is absolutely gorgeous. As you can see in the screenshots included in the review, it has a retro-inspired look to it that adventure game fans should recognize. While not 3D or pushing anyone’s graphics card to its limits, it’s a stunning game that will leave most appreciators of retro game art with their mouths hanging open. Gemini Rue lets you explore beautifully detailed backdrops while discovering the truth of the world around you. You’re given a closer look at the characters when their detailed portraits appear during dialogue. Throughout the game, small cutscenes play out that are fascinating to watch. Not only do they push the narrative forward, but they also set the mood using well-placed, beautiful scenic views.

Sound

In a lot of games I play, there isn’t a lot to say about the sound. In this case, forgetting to talk about the sound would be leaving a large part of the review missing. The audio in Gemini Rue is amazing. The music always fits the action and story, reinforcing the desolate, dark atmosphere of the game. The sound effects are always clear and realistic, which helps the game feel more real and adds to the immersion. Voice-acting performances were done well. Even though Gemini Rue is an indie game, no corners were cut with the voice-acting. The lines are delivered in a natural way so they don’t feel forced. I could tell the sound was going to be great and a major part of my enjoyment of the game by the first scene during which the characters’ dialogue was delivered over the sound of Barracus’ rainfall.

Gemini Rue

Gameplay

Gemini Rue has two main playable characters. One is Azriel Odin, a former assassin searching for an old friend in the Gemini system. The other is a man known simply as Delta-Six, a patient in a strange facility that wipes the minds of its inmates. The narrative switches between the two characters throughout the game. Sometimes this happens as preset times, but you can also manually switch characters. This can give you a nice break if you’re stuck with one character. The stories seem far apart from each other, but the characters’ stories slowly come together, culminating in a fantastic and satisfying ending.

As the genre, point-and-click adventure, suggests, you use your mouse to control the game, clicking on various objects to explore the game. Left-clicking causes the character to walk to that point. Right-clicking on certain objects in the scene brings up the action menu, allowing you to choose which action to perform on that spot from the four action-verbs and inventory items in your possession. Clicking the eye allows you to examine something. The hand has you interact with or pick up an object. Using the mouth will have you talk to the target. Selecting the foot causes you to kick the object. The kicking action is interesting because I don’t recall seeing it any previous adventure games. While it’s similar to the hand action, it gives players a second way to interact with the world, which can lead to more involved puzzles. Gemini Rue forces you to use this action very early in the game, making sure you incorporate this less familiar action into your repertoire. Also in the action menu are any inventory items you have. Selecting one will attempt to use it on the spot you originally right-clicked. Right-clicking on an inventory item causes you to examine it. Lastly, double-clicking in the scene will use whichever action was last used, allowing you to save time if, for example, you want to examine many different objects.

I have two small complaints about the control system. First, to examine an inventory item, you have to bring up the menu by right-clicking on a targetable object in the game. Note that you can’t simply right-click anywhere. It seems strange that even though examining an object in my inventory has nothing to do with any item currently in the scene, I still have to choose one object in the scene arbitrarily to right-click on to be able to access my inventory menu. Another small complaint is that interacting with an object on the other side of the screen will sometimes cause the character to walk over to it and interact with it while other times will cause the character to say it’s too far away. Why the discrepancy? It seems like saying it’s too far away would be the best response if there’s some puzzle blocking the path, so this might be a pathing bug. These faults are minor and do not detract very seriously from the enjoyment of the game.

Gemini Rue

Gemini Rue also contains action sequences featuring shooting. It uses a fun system that rewards being patient and intelligent rather than having fast reflexes. It’s perfect for an adventure game and isn’t overused. Whenever a shooting sequence starts, your character will automatically get into a cover position. Using ‘a’ and ‘d’ causes the character to lean out of cover to the left or right. Pressing ‘space’ shoots, ‘s’ goes back into cover, ‘r’ reloads, and ‘w’ switches targets. Enemies will either shoot at your left or right out-of-cover positions. To successfully defeat enemies, you’ll want to lean out of cover on the opposite side of where your adversary is aiming to shoot at him. Pressing ‘control’ while out of cover will bring up a slowly filling meter. When the meter reaches a sufficient height, successfully shooting an opponent will instantly kill him with a headshot. This is a gamble because you’ll have to be out of cover for longer to wait for the meter to fill. Some people might not like action sequences in their normally slow-paced adventure games, but the characters in Gemini Rue will always get into cover automatically at the start and won’t take damage while in cover. Because of this, the player never needs to worry about being caught unaware. Shooting adds a bit of variety to the game, and let’s be honest: How could this neo-noir thriller be complete without some gunfights?

Gemini Rue

There are a few other scenes in the game that require gameplay other than normal point-and-click. Interacting with certain boxes allows you to push them around, ‘a’ and ‘d’ used to move them left and right, ‘w’ used to climb on top, and ‘s’ used to climb back down. Also, there are occasional puzzles regarding getting a computer or machine to do what you need it to do. These never distract from the story or take very long. They fit very well with the rest of Gemini Rue and, more importantly, would detract from the game if missing.

One aspect of the game is interacting with the environment – finding items you need and figuring out where to use them. You’ll also need to gather information, sometimes from notes found lying around or computer terminals. You need to think about what you know and what you need to know to reach that satisfying moment where the puzzle suddenly clicks in your head. You’ll also need to get a lot of information from other characters in the game. Dialogues have multiple choices that can lead to the same positive result, giving players more than one way to solve a dialogue puzzle. The dialogue is fascinating and continually adds to the narrative. No character feels needless or like filler content. In fact, Nuernberger does a fantastic job of making sure every scene, character, and bit of dialogue exists for a reason and continues to progress the narrative and enjoyment of the game.

Gemini Rue

Conclusion

Let’s get this out of the way: I love Gemini Rue. The narrative was gripping, friendly characters were likable, and supporting characters all seemed like they belonged in the world and evoked the correct emotional response. The dark, rain drenched neo-noir setting is perfect for the story being told. Scenes were beautiful, the music fit superbly, the voice-acting was believable, and the sound effects were realistic. Is a person simply the sum of all experiences and outside input or is there more to a person? Gemini Rue explores identity, ethics, and even free will. Like all great pieces of fiction, which Gemini Rue definitely is, it’ll leave you contemplating the questions it poses even if it doesn’t offer a concrete answer. Gemini Rue is available for purchase and download at WadjetEyeGames.com for $14.99, a very low price for what is now one of my favorite games. For those of you who are still unsure, there’s a demo available on that site as well. If you’re an adventure game fan or simply like the themes, setting, and story presented, you owe it to yourself to look into Gemini Rue!

The emotional and thought-provoking worlds of Team Ico

shadow of the colossus

My friend Edward introduced me to Shadow of the Colossus, and I loved it. Scaling colossi was exhilarating, Agro was a loyal campaign, and the minimalist story raised more questions as the game progressed. By the end, the arc reaches a conclusion while at the same time the game allows the player to draw his or her own conclusions. Why has Wander traveled to the Forbidden Land? Yes, to save Mono, but who is she to him? Is Wander good? Is Wander evil? Perhaps the same questions could apply to Dormin or even Lord Emon.

What’s surprisingly fascinating is all that exists to explore that isn’t put directly in front of you. There’s so much beautiful world to see in Shadow of the Colossus. There’s realizing all the poetic touches, such as the physical change of Wander, the final fate of Agro, and the relationship between Dormin, the idols, the colossi, and Wander. The game never tells you about fruit or lizard tails. The only thing driving Wander to the top of the temple is the player’s own curiosity.

ico

Like the majority of fans, I played Shadow of the Colossus first, but I soon followed it by playing Team Ico’s first game, Ico. While the gameplay is vastly different, its tone and themes are quite similar. Ico might have a companion in Yorda, but it’s still an isolating experience considering he can’t communicate with her. They might not share a language, but there’s still a small amount of communication. The game can really instill a sense of panic in me when I hear Yorda cry out and I’m not near her. Like Shadow of the Colossus, Ico has a fully whole and satisfying story arc while still leaving many things open to interpretation. Who is the Queen? What of her subjects? Was it just her and Yorda? Why was Ico brought to the castle? Miyuki Miyabe wrote a fantastic novelization of the game called, in English, Ico: Castle in the Mist. I was definitely surprised when I saw it sitting on a table in Barnes & Noble and quickly purchased it. It goes into great detail and provides fascinating background information based on Miyuki’s interpretation of Ico. It might not be canon, but I still highly recommend it to fans.

After playing both games, a whole new chapter unlocked – the relationship between the two. First, I thought about it, but that soon yielded to Internet research. The Queen’s Sword is an unlock in Shadow of the Colossus; does this imply the Shadow of the Colossus takes place later, or is it a fun nod? How about some of the Queen’s architecture found in Shadow of the Colossus? I think it’s likely reuse of art assets, but some people saw it differently. Of course, there’s the rather obvious fact that the baby at the end of Shadow of the Colossus has horns just like Ico. Fumito Ueda, director of both games, sees Shadow of the Colossus as a prequel but leaves it open for players to decide for themselves.

People all over did the world did more than look for relationships between the two games: they also searched for hidden secrets, with the biggest being the idea of a 17th colossus. The title never told players to eat the fruit or lizard tails. There’s no reason for Wander to be able to grab birds and go for a flight. Nothing tells players to climb the temple. There are large amounts of unused landscape. It certainly seemed to many that there was room for and reason to believe in more hidden in that Forbidden Land. It’s now been over nine years since the release of Shadow of the Colossus, and most fans agree that everything to be found has been found. There is no 17th colossus. But there is plenty to see in the game, and exploring for the sake of exploring can still be satisfying. In fact, exploring outside the game can be satisfying as well. Maybe there are only 16th colossi in the game, but there were still scrapped colossi. If they can’t be found in the game, they can be found in sketches and notes. Craig Owens published a great piece on Shadow of the Colossus and fans’ search for its secrets called The quest for Shadow of the Colossus’ last big secret for Eurogamer on February 5, 2013. It was a great read when it was first published, and I’ve enjoyed rereading it multiple times as well.

Team Ico revealed a follow-up, The Last Guardian at E3 2009. It was one of the reasons I purchased a PS3. Many of the development team have left, but as of just a couple months ago, Ueda says it’s in development. Hopefully the PS4 sees it eventually.

Both images taken from their respective games’ Wikipedia articles. Ico’s was uploaded by Wikipedia user Jayteecork and Shadow of the Colossus’ by Wikipedia user The Prince of Darkness.