Saturday, May 28, 2011

"Winter's Bone"


Winter’s Bone is a drama with some thriller elements that takes place deep in the heart of America; the heart that can be pretty damn scary. It is a gritty, realistic tale that was adapted from a novel by Daniel Woodrell. The story follows a girl named Ree as she fights to support her sick mother and two younger siblings. But in order to help save her immediate family, she has to go through her extended one.

The different faces you come across as you watch the film really drives the whole experience. There is a very colorful cast of believable characters that don’t make it hard for the viewer to feel for. Ree is very easy to get behind as the main protagonist. She is strong willed and fights with her heart for those she loves. Jennifer Lawrence also did a great job acting her. The rest of the cast did a fantastic job of creating characters that were loving as well as powerful and frightening.

The story is pretty simple, but it likes to weave around. It lacks any real action scenes, and yet there was never a dull moment. No real frightening spots occurred either, but there was enough suspense to keep you guessing; not to mention a couple really powerful scenes that make the whole situation pretty horrifying for Ree. It is a dark tale that almost seems like a modern day western, but also has its feel good moments. All in all, this is a very good movie and I’m glad I took the time to sit down and watch it.

Tuesday, May 17, 2011

“Super Brothers: Sword and Sworcery EP" is the charmingest video-game of all time




I am writing this review of Superbrothers Sword and Sworcery EP while listening to Sword & Sworcery LP The Ballad of the Space Babies. The first thing that you will need to know about S&S is that upon completion of this lovingly constructed video-game, you will be greeted by the name Jim Guthrie. Jim Guthrie is a musician. S&S is a game about music. Music is the sorcery of S&S. Sorcery reveals to you and the Scythian that you are instruments and that the world that you traverse is an instrument. It reveals that all of the instruments together create the music that is this far away world. If you hold your finger on the Scythian, she kneels and raises her arms, and you guide a blue light about the world to sing a song of sorcery. Trees, animals and light itself all contribute to your song. Everything responds to this music, even you. This music is none other than that of Jim Guthrie. His music fills every second of this game and is the gravity of S&S. Without it, the pixels would surely dissipate and disappear off of the screen, and you would be left staring into the white void that is your touch device. This is a metaphor, but not an exaggeration. It draws you in, invites you to rest, drives you to go on, pauses you in your tracks, instills dread, ushers triumph and elicits both joy and sorrow simultaneously.

To say that S&S is the charmingest video-game of all time is neither an understatement nor an overstatement, it is just a statement. It is truth. It is a game that magically extracts every pleasant memory of the first video-games that you ever played and combines it with the pure and simple joy of your most amazing childhood achievements (like jumping off of that really big rock in the woods). The most obvious source of the initial rush of nostalgia that will pour over you is the visual design. S&S is how your brain remembers the video-games of yore to look, rather than how they actually do. This game shows more with less. Each pixel is meticulously placed and animated to create a moving world. The Scythian’s every movement is mesmerizing, from the first time she sheathes her sword to every step afterwards, it is impossible to pull your eyes from S&S while it moves and it really needs to be seen. One of my favorite animations involves sitting in front of a fire. Never before have I believed a bunch of numbers running through a calculator to be so real. In fact, not once while playing S&S did I think of how the game was built, which is a wonderful and rare thing.
But you didn’t buy S&S solely to absorb graphical prowess through your eyeballs, you purchased S&S because you’re an adventurer. At some point in your life, probably multiple times, you pretended to have a sword in your hands, even when there was nothing in your hands. This is the genius of S&S, you don’t play as an adventurer, but as yourself guiding an adventurer. You play the role of a being peering into a mystifying universe through a tiny window. You are watching over and guiding the young adventurer that you once were, and with every fiber of your being, you want that young adventurer to succeed.

You also probably bought S&S because you like to play games. Which is good. S&S consists of pointing. Not with a cursor or any sort of tool. You just point, and that is where the Scythian will go. If you want the Scythian to talk to someone, you double tap on the character or object or whatever, and you will be greeted by a line of text that will put a grin of some sort on your face. If you forget what someone said, you can consult a magical tome and revisit every line of text in the game, so you won’t ever be too lost. The touch screen lends itself perfectly to the function of exploring S&S and feels completely natural. However, this is a game about adventuring, and as every adventurer knows, this means that this game has a lot of walking in it. Adventurers walk. They don’t run because they might exhaust their energy for the rest of the adventure, or they might overlook a small yet tremendous detail, such as a hidden path that can change the course of time itself. The Scythian walks a lot and you watch the Scythian walk a lot. And this is a good thing, because the walk animation is gorgeous, and the world that the Scythian traverses is gorgeous, and the music is gorgeous. This game is fucking gorgeous. But still, you will watch a lot of walking. There are also some puzzle type elements, but they’re pretty obvious most of the time. When they aren’t obvious, you usually just end up massaging the screen with your fingertips until you hear a distinctive sound, but there are a couple of these puzzles that end pretty spectacularly.

There is a reason that you had a sword when you went on your adventures, and that is to fight monsters that stood in your way. S&S features combat, but the combat is not the focus of the game. It is not even the secondary, or maybe even third most important element of the game, but it is worth mentioning due to the fact that it is in the game and that it is implemented well. Combat is, in essence, a series of quick-time events. But it is critical to note that this is well hidden, meaning you won’t have a big blue X appear on the screen with the word “LIVE” on it. You enter combat by rotating the device that you are using to a vertical position, and you proceed to engage the enemy in a series of carefully timed blocks and strikes. The mechanics on their own are not impressive, but the presentation and pacing are. There are only a handful of fights to be had in S&S, and each is a pulse pounding affair as a result of their scarcity. The low number of battles reinforces that fact that the Scythian is not a knight in shining armor, but an adventurer on a woeful errand. When she raises her sword in the midst of a warrior beating his shield like a war drum, it’s difficult not to have some sense of worry and dread for her. Technically, the combat is a little repetitive, but it is short, sweet, and effective. There is also a nice twist in combat as you progress through S&S, which some casual players may not appreciate as much as I do, in which your total health decreases as you go on. This makes absolute sense within the context of S&S, and I wish more video-games would follow this example.

A masterful soundtrack, exceptional sound design, brilliant visuals and a familiar yet quirky story (there is a story by the way) all work in harmony to deliver a monolithic video-game experience. There’s also a pretty neat real-time connection in S&S that coordinates with certain events in the universe that we actually walk around in, which is pretty awesome.

Go play this game.


Sunday, May 15, 2011

"Limbo" sets the bar high

Limbo is an Xbox Live Arcade game from Playdead Studios. It is a side scrolling, puzzle game with platforming elements, a fantastic art style, and gameplay that not only looks fluid, but feels fluid. The movement of the main character and the transitions between animations really make this game flow. It's simplistic controls make it easy to play, but still challenging to beat.

Before I talk about its difficulty, I want to say that I am a fan of easier type games. Really hard games are frustrating to me and in my opinion, can take away from the "fun". I know many gamers really enjoy tough challenges, but I'm not really like that. So if I say something is really hard, it may not be as difficult to those who thrive on challenges and can breeze through puzzles quickly. That being said, I usually judge a game's difficulty by whether or not I have to consult the internet to figure something out. With Limbo I had to consult the internet one time. I'm told however (by friends who happen to love extremely hard games) that this one instance in Limbo is kind of stupid hard in the sense that it's just really easy to over-look (they also had to look online for this one). In conclusion, other than one or two instances, the game is comfortably difficult for me. It was hard and challenging to the point where I could figure things out after some thought with only a few moments of literally being stuck.

Moving on! This game is special because of its art style. Its look and its world are something fresh and new. Creepy as it may look, the game is quite charming and cute; although the deaths are pretty harsh and gory at times. At one moment it can be cheerful and other times horrifying, but never actually "scary". I'm not one for "jump out and scare you" moments, and you can rest assured that this game really doesn't have anything like that. The music also helps to propel the game's overall mood and all around it was just very well done.

The game is somewhat short, and can probably be completed in one sitting if you're really invested in it; but that's to be expected with an arcade game. Re-playability is questionable. I know people that have played through it a number of times just because it's so much fun, but some people might just play though once and stop considering it's the same game with the same puzzles each time.

Story wise I was a little disappointed because the game holds a lot of mystery but nothing really pans out. You don't really learn anything about what is going on. It's still a very intriguing world and, to a point, it leaves you with a sense of closure, but I was left wanting more from the story. Other people are ok with this however. They enjoy having things left open ended. It's all in how you look at it.

All in all, this game is pretty amazing. I'd say it's one of, if not my favorite xbla game so far. I definitely recommend it to everyone (unless you're a little kid).

Pros
  • fluid feel and fun to play
  • clever puzzles
  • beautiful and different visual style
  • makes you want to play it over again
  • right for price

Cons
  • mysteries left unsolved
  • one spot that's hard to solve because it's easily overlooked

Friday, May 13, 2011

“The Fancy Pants Adventures” Allows for Both Fancy and Pants


After graduating from high school in 2007, I really got into flash games. My family had just bought a new Dell that ran wonderfully and could run then-current computer games. Of course, besides trying a few of those, I also really got into flash games. The one that stood out the most, however, was Brad Borne’s “Fancy Pants Adventures”, which, at the time I started playing, had just seen the release of its second world. As a flash game of the time, it was so impressive for its flowing animation and large amount of content. Imagine my surprise when, three years later, World 3 is finally being released and packaged with 1 and 2 for Xbox Live Arcade?

I will swiftly state that it was worth the admission price of 800 Microsoft Points ($10). The pants are still fancy, and the adventures are even grander.

World 3 follows the adventures of Fancy Pants Man, as he journeys to save his sister from a band of pirates who wish to make her their captain (a little backwards and odd, yes, but charming, nonetheless). Through the world’s 11 different levels, the player will make Fancy Pants Man run, jump, and flip through many colorful locales. As per previous installations to this series, the world itself is presented as “sketch-like,” with Fancy Pants Man who isa stick man with parachute pants. Regardless of its simplistic art style, the series continues its trend of downright fancy animations for its titular character, with new abilities such as swimming and light weapon-based combat thrown in. Fancy Pants Man has the ability to run up walls and other free running talents, and you’ll find yourself using his innate parkour skills to collect all of the squiggles in a single level.

Each level has one ultimate objective; find the end of the level. Getting there, however, has its challenges; from enemies like pirates and ninjas to spiders and rats, along with a specific number of collectible “squiggles” (much like Sonic’s rings) and challenge rooms to complete, each level is pretty packed with content, all of it sprawled throughout the stage. If you can find, collect and complete all of these objectives, then you 100% complete the level, which is the primary draw for replayability – making this a good game for people who like to complete something all the way through.

Speaking of replayability, a large draw for replaying the game comes from the rewards you win to customize your own Fancy Pants Man at the end of every level. While there are 140 different collectibles, you’ll hardly find 25% of them by the time you complete the game. It then becomes tedious to obtain the rest, as you’ll find yourself running through the same levels just to complete them and get a new reward. Not to mention, many of them even seem arbitrary, as the tiny graphics make some of the props indistinguishable and there are still a few that I can’t even figure out what they are. Not to mention that despite the character having many animations, there was very little care added to the collectible hats, as his default hair animations still leak through with some motions, which was something that was honestly rather disappointing.

The largest complaint I have for this game is its level design and lack of a difficulty curve. It was challenging is the strangest places, making it feel very inconsistent. On top of that, I have to admit that later levels feel a bit pointless and very tiresome. I found myself quitting when I started a new level because I was just not into the idea of scouring a new level for pointless collectibles. Unfortunately, the cutesy story and the way it plays out becomes rather grating, as the humor doesn’t really seem to at least reach a demographic I can understand. As a tripe complaint, there were also a few spelling errors and some of the text was just cheesy, resulting in a story that I was frankly tired of by the end.

Fortunately, this game really shines when you find a few friends to play 4-player co-op. The game’s controls have a pick-up-and-play feel to them, and playing with friends reminded me a lot of N+ (another flash game-turned XBLA game). There exists the silent competition to win the most squiggles yet while still working together to look fancy.

If you’ve got some points to spare, I highly recommend this game, especially if you’re a classic platformer fan. It’s a pretty good precursor to a summer that isn’t promising many big name releases. This game really feels fluid and is great in smaller pieces, with the innate attention to detail a great benefit. Looking past the small faults, this game is best played with friends. Always remember to run fast and run fancy!

Pros:
  • Great classic-feeling platformer
  • Large amount of content
  • Fluid and entertaining controls and animations
  • Awesome local and online co-op!
Cons:
  • Level design feels uninspired
  • Collectibles are ultimately pointless
  • Difficulty is inconsistent
  • Tasks for each World can feel overwhelming