Monthly Archives: January 2017

Antichamber (PC, Mac, and Linux)

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Why are there always facilities filled with puzzles and tests? Between Amnesia, Portal, Mondo Medicals, The Talos Principle, Quantum Conundrum, Tiny Brains, and all the rest how many puzzle filled testing facilities are there? Not to say that Antichamber is exactly like those games but it’s a weird trope that keeps popping up. You’re a faceless operativ, test subject, or something who’s got to solve strange time and space bending puzzles as they attempt to find the center of, or escape — maybe both, the Antichamber.

History

Antichamber was developed by Alexander Bruce and it was a tumultuous creation. Not tumultuous in terms of risk of being shut down or running our of money or something. Lemme put it this way, Antichamber’s development started in 2006 as an arena combat game. It gradually shifted and morphed over time into a single player puzzle game. One of the things that really inspired Bruce to make the change from combat to puzzles was a simple coding error that resulted in impossible geometries.

Antichamber was released on January 31st, 2013. It’s competition was DMC: Devil May Cry (XBox 360, PS3, and PC), Dead Space 3 (PS3, PC, and XBox 360), and Aliens: Colonial Marines (PS3, PC, and XBox 360).

Experiences

Antichamber is a trip, like a straight up drug trip. It’s filled with impossible spaces, bizarre objects, and mind bending puzzles and trials. Unfortunately this creates a situation where getting from A to B is mind boggling and can be incredibly frustrating. Combine that with the game’s two hour time limit and it engenders a lot of stress about getting to the right place at the right time. Another interesting thing about Antichamber lies within the design of most puzzle games. In most games as the player gains access to more verbs and more ways to interact with the puzzle space the game gets more difficult but instead Antichamber becomes more simple as the player’s ability to change their surroundings grows.

Gameplay

Antichamber is a puzzle game that likes messing with the player’s head and revealing more mechanics than meets the eye. The puzzles start off by teaching the player simply how to navigate the bizarre and non-Euclidian space of the Antichamber. At any time they can hit escape and go back to the main room which allows them to teleport to any room or puzzle they have already solved — paradoxically, the player gets the puzzle’s hint after they solve it. Unfortunately I made the mistake of assuming that the map was actually useful, that its paths were truly representative of what the map was like — and it is. But because the paths are geometrically impossible the map is less than useful — the teleport function is incredibly handy though.

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This is not the exception, it is a regular occurrence.

Eventually the player finds a gun like tool that can capture and deploy certain blocks in the environment. These blocks can trigger switches and make good building tools. Then another tool that can capture and deploy blocks very quickly. Then another that can beckon blocks and all blocks connected to that one. And then a final tool that can eat blocks and then spawn nearly infinite blocks radiating from one. I only bring these powers up because I found myself frustrated by not knowing whether I had the tools necessary to complete a certain puzzle. The game attempts to make this clear by color coding the blocks and tool as if to say, ‘do you see red blocks but you haven’t gotten the red tool? Then you can’t handle it yet’. But I was able to solve a puzzle with blocks of a tool I hadn’t gotten yet, and when I did that once I figured the sky was the limit and then later realized my cunning success had simply been a fluke.

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Moving blocks and breaking chains is all well and good but some of these are just wizardry.

The Gush

This game has got impressive visuals. The visual style aside, the things in the game simply look strange. The lighting also gives everything around it an otherworldly air. Any time those colors lights were around my eyes were peeled for secrets or something strange coming up.

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One of the areas is akin to a museum, filled with strange objects and shapes.

The ambient music and noise serves both as a calming agent that kept me from losing my shit in some of the more frustrating moments and as the occasional clue to puzzles. Certain areas have certain music so if the music changed, I knew that whatever I had done had triggered a teleportation effect, for instance.

 

The Kvetch

There’s no narration, there’s often no clear indication of whether something is helping or not, it’s the player teaching themself about the rules of the world. And that’s all well and good but then we get to this thing.

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This bizarre black floating series of shifting cubes emits whispering murmurs and floats around ominously near new tools. I was under the impression that it was something that was menacing and was meant to be avoided. Apparently it’s supposed to intrigue the player because reaching it serves as the overarching goal. I just feel like it gives off bad vibes.

There are a few puzzles that I got stuck on and would not have been able to complete if I hadn’t looked up the solution. Most of them involved situations regarding things I didn’t even know the world was capable of. Bizarre tricks and peculiarities of the game’s rules that are neither obvious nor intuitive.

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There came points, especially near the end, when I thought, “What the hell do I do now?”

The Verdict

I got a little frustrated with it at times, but some of that’s me being bad at puzzle games and some of it’s genuine difficulty in learning certain bizarre tricks.. As such I would recommend Antichamber to anyone who knows what non-Euclidean geometry is and loves to warp their brain. I hate to say it and I don’t want to pull hourage but I got three and a half hours of fun — and thirty minutes of pure frustration — out of Antichamber and with a $20 price tag it’s a little steep for my tastes. With Portal 1 sitting at $10 and Portal 2 at $20 I feel like it would be most satisfying to pick up Antichamber at $15 when it goes on sale next.

Next Week: Super Meat Boy

Unholy Heights (PC, 3DS)

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Hell, a place where the sinful dead of mankind burn in torment for all eternity. It’s a pretty good gig… but not a very profitable one. To make some money Satan sets up a series of tenement housing — hey, chicken people, undead, and demons need homes too. The profits would be steady if it weren’t for all those damn crusading adventurers seeking Satan’s riches — and the few monsters foolish enough to think they can cheat the devil out of his due. Thankfully the tenants neglected the part on the lease where they have to defend Satan to the death in the event of an adventurer incursion — suckers. Fill your housing project with creatures capable of defending it… and capable of paying the rent at Unholy Heights.

History

Unholy Heights was developed by Petit Depotto, a japanese indie game developer composed of a four person team. The overall game was inspired by the leader’s experience with property management, including one tenant who had left in the night never to be seen again. Their website is completely in Japanese so if you’re in need of a laugh, check out Google’s instant translation.

Unholy Heights was released on August 16th, 2013. It’s competition was Payday 2 (PC, XBox 360, and PS3), Brothers: A Tale of Two Sons (XBLA), and Papers Please (PC and Mac).

Experiences

Do you remember demos? When you could play a game for a few levels to see if you liked it enough to buy the full product. The year after my graduation from University I let someone stay with me for a few weeks while his apartment application cleared. On an idle evening, in a half remembered rant he relayed to me the demo of a game he played about Satan managing a slum. That game ended up being Unholy Heights and we both immediately bought it. What really surprised me was how different our management styles were. He was throwing people out left and right, while I was more lenient. Until someone neglected to pay their rent for three days running, at which point I would send them on a suicide charge into battle. I’m not sure which of was crueler.

Gameplay

Unholy Heights is a cross between a simulation game and a sort of tower defense. Satan’s tenement consists of 1-4 floors and each floor has four rooms. Each room can contain one tenant.. When adventurers attack, whether randomly generated or goaded on by Satan, you can send tenants to fight the advancing adventurers. Different types of tenants have different attacks so it’s important to deploy and house your tenants tactically.

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Tenants will also shack up with each other and even sire progeny.

Each room comes with available slots for furniture. Certain furniture types enable a monster’s employment while others, like exercise equipment, can increase their combat stats. Other furniture can make the slum more appealing to certain types of monsters. But it all costs gold so you’ll have to speculate to accumulate.

The different types of tenants all have different needs, preferences, and capability of paying rent. Demons for instance love when tenants die, the more of your tenants die the more likely they are to move in. On the flip side, demi-humans hate casualties so they’ll stiff you on rent if the body count starts rising. Some tenants require rooms to be hot or cold. It’s your responsibility as the land lord to make the tough decisions. Do you let the guy who hasn’t paid rent stick around because he’s a good fighter, or do you chuck him out because you really need the cash to satisfy a picky tenant who’s been paying consistently?

The Gush

The monster designs are really silly and fun. I love unlocking new characters just to see what they look like or what they do.

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It’s a deadly, teddy bear, monstrosity that throws magical bolts. Simply Incredible.

The early game is incredibly sentimental. It’s easy to give all of the tenants the attention that they deserve. I really enjoyed learning their daily routines, likes and dislikes, and hoping they would succeed at their job. Not just because it would earn me more money but because it meant I was managing their homes well.

The Kvetch

A lot of the mechanics are poorly conveyed. Inccubi and Succubi for example, lose combat effectiveness when they shack up. And lose even more when they dote on a child. But there’s no explanation of that in their bestiary description. The only way you would notice is if you were watching their stats meticulously.

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I see all these pluses and minuses but I have no idea what’s conferring them.

I found the game trivially easy. It was all a sort of escalating build of stronger monsters vs stronger adventurers. Get melee guys in the front, spellcasters in the back. I would lose most of my tenants every fight. But that would just inspire more demons and undead who respected my victory at any cost mentality to join the ranks. Soon the rooms were full again and in a few minutes they found eager mates who were happy to be a part of this brave housing experiment. Then it was time to invite the next giant wave.

The Verdict

Unholy Heights is casually fun but doesn’t stand up to long periods of play or serious scrutiny. I certainly had fun will my little manor, I was even satisfied laying it aside without finishing the game. But it’s more obfuscated elements will frustrate more serious players and might make casual strategies unsustainable. That being said, this game is a steal at four dollars on Steam. You can literally buy this game with the loose change you find in your couch and I would say it’s worth it. It provided hours of genuine entertainment before it lost my interest.

Next Week: Antichamber

Warlocked (Gameboy Color)

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In a world of elves, orcs, and high magic humanity is on its last legs as they face off against the hordes of th Orc Chief Zog. You play as either Chief Zog’s forces, ready to wipe the humans out or as Queen Azarel, desperately taking the fight to Zog’s fortress — It’s just about as Warcraftian as you can get — or is that Tolkienian. Gather resources, build buildings, train units, summon mighty wizards, and train a dragon or two in Warlocked.

History

Warlocked was created by Bits Studio, a development group I was surprised to find had a pretty big catalog of games. Games including the INFAMOUSLY bad Robin Hood: Prince of Thieves for the Nintendo, Last Action Hero (SNES), and Terminator 2: Judgement Day. The Last Action Hero has level timers so short that unless you played as clean as possible you time out and have to restart the level. That’s how bad it is.. I guess a broken clock is still right twice a day.

Warlocked was released on July 24th, 2000. It’s competition was Diablo II (PC), Strider 2 (PS1), and Chrono Cross (PS1).

Experiences

A handheld RTS game might be the craziest idea that ever popped into a designer’s head. Battery life demands that missions be short and memory limitations must have been a nightmare. Not to mention the Game Boy only had two buttons, A and B. It creates a binary system, you can choose yes or no. And it makes any attempt at finer controls difficult. But on long trips the adventure was actually well appreciated and the before-mission briefings did a good job of presenting an overall story to the game. I can’t believe I’m saying this but when I played through the intro a few days ago I got actual chills.

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And then I started laughing uncontrollably at this frame of cloned knights.

Gameplay

Warlocked is basically the simplest version of Warcraft 2 you’ve ever played. Your stronghold trains peasants who chop trees to get fuel, and mine gold mines to get gold. Then they spend those resources on barracks to train elven archers and knights or Orcish grunts and skeleton archers. You move units around and they explore the map through the fog of war in a series of missions, each of which with unique objectives.

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Complete with idyllic forests and peasants with sacks of gold.

Things begin to differ on the magical side of things. Some wizards are shared between the factions while others are faction exclusive. Each wizard is vulnerable to physical attack but can cast valuable and deadly spells with the proper support to keep them alive. Wizards such as Stealthwiz, who can render any unit invisible until they attack a unit — great for resource gathering peasants who never attack. A player can only have two wizards active at a time so they need to choose them wisely.

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Chief Zog and Queen Azarel can take to the field themselves as well.

The game also has a multiplayer mode which requires a link cable between two Gameboys. It seems like Bit Games put a lot of effort into the maps and multiplayer systems. Which is a shame because I sincerely doubt two human beings ever actually played this game against each other.

The Gush

DRAGONS! If you find a dragon egg in your travels then it will be taken back to your stronghold for safe keeping. In a few minutes it will hatch into a majestic dragon-thing which will utterly destroy your enemies. It can fly over most obstacles and, though vulnerable to arrow fire, can take a lot of punishment.

The music is actually shockingly good, especially for the Gameboy’s limited sound card. Some songs aren’t great but the main theme was pretty striking.

When you’ve finished both campaigns there’s still a lot of game left to play… well sort of. There’s a video poker mode to the game where you can bet your gold and try to win big. You can then use this gold in the multiplayer in some way I never figured out because I never met another human being with this game. Oh yeah, and slider puzzles.

The Kvetch

RTS games were made for the keyboard and mouse. Starcraft 64 taught us that messing with this established control scheme is tricky business. Selecting units, ordering units, and choosing which building to construct becomes this sort of cumbersome mess. Worse yet, melee units become nearly useless because it’s so difficult to maneuver them in combat.

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And sometimes it’s vitally important to attack enemies en masse.

Like most RTS games the units have barks when selected and dispatched but the Gameboy’s hardware can’t really support that. Instead what we get is a bit-crushed mess that’s nearly impossible to understand. It serves more as hindrance and noise rather than interesting flavor.

Like Netstorm’s The Noose, I got totally stuck in the middle of Zog’s campaign — strangely enough, I was able to play through Azarel’s campaign without much issue. The mission is a pitched battle in which you’re given control of the mighty Plaguewiz who can infect enemies with Blobby Pox which causes them to explode and infect nearby units… not enemies, any unit. The clunky controls make it nearly impossible to keep your men out of the blast radius. And because Plaguewiz is quite fragile — he’s wracked with pneumonia and basically everything after all — he needs a constant escort. This all wouldn’t be so bad but the mission stipulations means there’s no base or reinforcements.

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No no no, not Toxicwiz. They’re totally different.

The Verdict

If you ever wanted to play Warcraft II on the go and live in the year 2000 then this game is a great deal. If not then… I don’t really know why someone would play it. This was sort of supposed to be a trip down memory lane for me and the more I played it the more I felt like it was just sort of obsolete. It used to be a gem, but it’s such a product of its time that it’s sort of a relic now. Make no mistake, if you happen to have this game or find it in the five dollar bin of your local game shop it’s definitely worth a purchase. But in terms of Gameboy games it’s almost as fun as Tetris. And as we all know Tetris was the best thing that happened to the Gameboy since… well… Tetris.

Next Week: Unholy Heights