The Gaming Grid

Archive for March, 2009

Frugal Friday: My Chemical Romance Edition

by Alex on Mar.27, 2009, under Games, Web Games

If you can’t see it, does it exist?

Does willful ignorance allow you to overcome otherwise insurmountable challenges?

Why is total darkness so terrifying?

When will gaming grow out of this emo phase and get a haircut?

Closure is another artsy puzzle platformer in the vein of Braid or Portal. In the interests of evangelizing this little indie title I’m tempted to gush at length about the startlingly cool game mechanic, but spoiling the experience of discovering it for yourself would just ruin the fun. What I can say is that if you enjoyed the new directions Portal explored in terms of first-person jumping puzzles, you’re likely to be pleasantly surprised by what Closure does with traditional key-hunting platformer motifs.

Unfortunately Closure isn’t nearly as polished as either Portal or Braid (you get what you pay for) so unless you really fall in love with the art style or game mechanics it’s probably not a Flash game worth finishing. There is a story (though it’s so subtle as to be almost unrecognizable) that slowly unfolds as you traverse from one map to the next, and you can expect to perish at least once figuring out every new puzzle. Death is cheap in the minimalist world of Closure, so don’t fret or play any longer than necessary trying to hold out for some big narrative payoff; the game does one thing (innovative puzzle-platforming gameplay) and does it well. Check it out.

closure-1

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Frugal Friday: LTTP Edition

by Alex on Mar.20, 2009, under Games

In 2003 Savage: The Battle for Newarth hit store shelves, one of the first real-time strategy shooter hybrids to be released as a retail product. Combining the thrill of first-person action with the strategic appeal of a top-down RTS, the game developed a cult following despite it’s meager sales numbers. Five years later the developers released Savage 2, and just like it’s predecessor (which became officially free to play in 2006) the sequel became freeware after a short stint on retail shelves. S2 Games offers free users full access to the game and relies on the subscription fees of paid users to keep the servers running (premium users pay for additional options like replays, extended stat tracking etc.)

Savage 2

Boot this game up and you’re treated to a surprisingly detailed world of dark fantasy, where steam-powered trebuchets share the battlefield with lumbering behemoths and demonic servitors. The graphics are comparable for a game released in 2008, and more importantly they’re optimized for smooth gameplay in multiplayer matches. The rest of the game is technically sound if a little uninspired, and generic fantasy scores will serenade you as you ravage enemy cities.

An experience system means every player starts out as the basic unit of either the Human or Beast side, and you can only progress your character by accomplishing objectives or destroying enemy players on the field. Humans tend to be a bit tougher and perform better at ranged, while the Beasts feature a number of useful stealth and mobility abilities that allow them to capitalize on their strengths in melee. With enough experience any player can rise above the battle and assume the role of commander, where they can direct the flow of battle from a birds-eye perspective.

But what does the commander do when all your units have minds of their own? Beyond allocating resources to upgrades and laying out construction orders for buildings (one of the most influential aspects of the battle) the commander can promote units on the field and suggest orders for individual players. I say “suggest” because there’s no impetus for player cooperation beyond an experience bonus for accomplishing objectives, leading to an interesting game dynamic where the commander is just as beholden to his team’s goodwill as they are to his allocation of their precious resources.

Savage 2

Savage 2 is a solid play experience with a classy combination of the RTS and action genres that was built around online multiplayer. Unfortunately most people aren’t ready to believe in the fantasy of a deeply strategic online game that’s entirely free to play, so the player base isn’t nearly as large as something like Quake Live. The only way to change that is to spread the word about unique experiences like this, so grab the client here and give it a shot.

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Halo Wars: How Spartans Suck

by Phil on Mar.17, 2009, under Games

First off, I never thought the Halo series was all that great. Well to the extent most people give it. I have however played and beaten all of them so far. Until now that is. I reserved Halo Wars in the thought that others will grab this and I will have someone to play with. Now this is the odd thing. That stops me from buying most games, so I really don’t know why I got this game. I know it has co-op but I don’t really know if I will play with friends or if I’ll be forced to play with some dick online.

Turns out that most of the people I know did not pick this game up, and there are good reasons for this. Normally I don’t like to give a review on something until I finish the game, but its just killing me. This game is not really that hard, in fact its to easy. Most RTS the units just do straight damage, in this game its a rock, paper, scissors match. The biggest problem is that you are a rock and they are always scissors, and you have a big rock. The funny thing is all you have to do is make marines. That’s it. just run around with them and kill everything. I have found my only reason to have vehicles is if they give them to me.

I also think the controls are not intuitive for this platform. This really just needed to be a PC release. To select units you can select al, select local, or use the painter. 90% of the time you will move some units one way and then select all units by accident and mess up your whole plan. I have found that if I just bunch them all up into a large mobile horde, they kill faster and its less frustrating. The game has programed events that no matter what you do, X will happen. I thought we got past that point 5 years ago. This game has taken the genre back to the original command and conquer, which in my opinion is a better game.

If them made the interface more like End Wars it would have been a better game. It did not even need the voice command, just the general controler layout and level layout. I think I will eventually beat this game, but I just don’t really want to play it. Maybe ill go play some Gears of War 2, they have a new DLC at the end of the month. I will also write a second look when I beat the game. Who knows maybe it will grow on me.

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Frugal Friday: Drunken Holiday Edition

by Alex on Mar.13, 2009, under Web Games

I won’t lie, I’m a little drunk this week. I know St. Paddie’s isn’t ’till Tuesday, but we’re in the middle of midterms here and it’s important to start celebrating early. In the interests of keeping things light, pretty and browser-based I’d like to draw your attention to the recently release Death vs. Monstars on Kongregate. Death vs. Monstars is apparently what the cool kids might call a 2D arena shooter, similar to XBLA titles like Geometry Wars or Everyday Shooter on PSN. Having never played either, this was my first chance to hop behind the sticks since 1943: The Battle of Midway, which is why I was doubly surprised to find there’s no second stick involved thanks to DvM’s innovative (and slightly loose) control system.

It’s difficult to describe (so I really recommend you hop in and give the game a shot,) but essentially you move little Death around the field with your mouse and control your weapon with the left mouse button, occasionally triggering a special bullet time or rage effect (you gain money to improve your character’s abilities and weapons) by tapping keys on the keyboard. Rather than determining your firing direction with a second input source independent of movement Death fires continuously in a direction determined by how you move him, and you hold the left mouse button to lock in your firing direction and keep it constant.

See what I mean? What that means for you the player is that after a few minutes of practice on the first level you’ll find yourself at the helm of a quirky and thoroughly enjoyable sh’mup with great music, plenty of colorful explosions (the game displays 40-50 enemies on-screen in a Flash player with no slowdown, an impressive feat) and the freedom to play with one hand. What you do with the other one is up to you.

psychotronic_deathvsmonstars_title

Oh hey, if anyone’s interested I’m Seraph621 on Quake Live. Let’s get together and eat some buckshot, suck down some plasma, ride some rockets and generally try to couch a deathmatch in the most homoerotic terms possible.

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The GPU - The ULTIMATE Processor

by David on Mar.08, 2009, under PC World

I just read an article today that says the CPU has pretty much hit a brick wall in terms of physicality. What the hell does that mean? CPUs really can’t offer more than they do right now except for speed and at a cost of power consumption. Enter the GPU. Everything under the sun can run through the GPU now. It really has no limits to its functions. Hell, the things are being used as physics processors for games and rendering. Ever think that would happen? Oh, there’s more…

Apparently, Microsoft has been doing some major R&D into using old computers to create “Personal Assistants”. Again, what the hell does THAT mean? Well, MS wants to create a somewhat watered down AI program that can sense things. It can help you schedule things and offer help on others and even book airline tickets. Okay, how scary is it that MS wants to do something as innovative as this? Well, until it becomes used and shows major usefulness in many areas, I’m not really gonna worry about it. If Cyberdyne happens to be created within the next 20 years, then we can sh!t our pants.

I never would have thought the CPU would have limitations. I know companies have some major ordeal making things smaller for whatever reason, but the more things you cram into a small space, the more its going to expand that space whether you like it or not. Oh well if a CPU has to be bigger than an inch and a half if it helps with making it more effective at what it does or needs to do. I honestly wouldn’t have an issue having 2 separate units doing separate things. If I could have my CPU going 8 GHz because other things can be done on another processor on the board at 1 GHz, then so be it!

In the future, the GPU will become more effective and almost more needed if things are progressing the way Microsoft thinks and is showing it can. We’ve only barely touched the tech pool with what things can do. I think it has to do with the fact that engineers and programmers have “tunnel-vision” and see only one component being the answer despite the multiple abilities of everything else. It’s actually a great thing to see unused processor power being used for something other than nothing. Too bad it didn’t happen sooner.

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