.the ramblings of a radman.

Category: Video Games (Page 7 of 8)

Warfare, Inc.: Like Command & Conquer for iPhone

Warfare Incorporated is a game that was originally available for Palm devices in 2003. Recently, it was ported to the iPhone by Spiffcode, Inc. For anyone that has ever been a fan of Command & Conquer or Starcraft, this is an excellent purchase. It’s only $5 and has over 200 add-on missions that can be downloaded directly to your iPhone / iPod Touch. If you’ve got a PC or a Mac that’s running Windows, you can also design your own levels, host them yourself, and share them with your friends.

I started playing it last night, and am really impressed. It makes full use of the multi-touch features of the iDevice of your choice and despite having graphics that are identical to those from the original (not a detriment, in my opinion), still looks surprisingly nice. My only complaint is it can sometimes be difficult to scroll around the map quickly, or issue movement commands into a group of your own troops. Other than that, however, it’s a lot of fun and fairly robust.

So, if you’re looking for some awesome RTS action for your iPhone, this is the place to go.


Direct link here.

Quick Draw app gameplay video

I posted a brief preview of the upcoming iPhone app Quick Draw a few days ago. Well, one of the other testers got a short video of the app in use and posted it on YouTube for your viewing pleasure. Keep in mind that the app is in beta and will likely experience more changes before release (it has already had several changes since my preview was posted. Check out the video below.


Direct link here.

Quick Draw iPhone app – Early thoughts: UPDATED

I managed to get into the beta for the new Quick Draw game for iPhone. It’s an online Pictionary or Win-Lose-or-Draw sort of game. While not the first online game for the iPhone, it’s definitely one of the first to have a very compelling design. It’s incredibly simple. You launch the app, create a name to play under, and log in. You can change the name by quitting and reopening the app, but it remembers your last used name so you don’t have to put it in every time.

Once you get into the game, you can either play offline or join one of the “category rooms”. Playing offline is okay if you just want to have a couple people look over your shoulder to draw and pass the iPhone around after each guess. But the real money comes from playing online.

The online rooms are broken up into categories like Animals, Characters, Food and Drink, and Landmarks. Animals was pretty easy (except for goose) and Landmarks was hit or miss on difficulty (Statue of Liberty is no problem, but Easter Island required the artist to actually spell out the word). Near as I can tell, there is no penalty for simply writing out the word that you need people to guess, but it makes the game less fun, so I doubt it’ll happen very often. Although, the one time someone did spell it out for me, the game crashed, so maybe that’s their anti-cheat system.

The game is not unstable by any means, and played very, very well, even over EDGE. There was, however, some lag over EDGE that I didn’t experience on 3G or Wi-Fi, but that is to be expected from time to time. One of the nicest features of the game is the ability to choose multiple colors and even an eraser so that you can really get into making your artwork stand out. Color makes a big difference on how easy your drawing can be perceived, though sometimes even color can’t help you (as you’ll see in my gallery below).

All in all, I found this to be a very enjoyable game and one that will really stand out when it is finished. There are only about 40 words in the beta, but when the full game is released, expect a lot more with new words added via updates. To check out some images of the game, you can visit the game’s homepage, or just check out my gallery below.

UPDATE: One of the developers left me a comment to explain a couple of points above.

First of all, on the subject of cheating:

“When someone spells out a word, other play[er]s have the option to click the ‘whistle’ icon in on their screen to says [sic] the drawer is cheating. If enough people press that button, the round is ended, no scores are kept for the round, and the drawer is told off!”

And on the subject of new words (which I had hoped would be the case, but did not want to speak out of turn):

“Updates will not be required to add new words to the game, we have made it so all words are on our servers, so we can add new words and new categories at any time without changing the application!”

Thanks, Rich!

An open letter to the creators of Parallel Kingdom

UPDATE: Parallel Kingdoms has received several updates since the writing of this post. Many (if not all) of the issues listed below have been resolved.

I’ve been playing with PK the last couple days and have to admit I like the idea, though I am unable to do much with it so far. I thought I’d give you a list of things that might make it more accessible to more people. All of these suggestions are based on my experience playing the game on an iPhone 3G. Mileage will, of course, vary on an iPod touch, original iPhone, or Android OS.

  1. Don’t drop all items upon death. Perhaps have 3-5 items that can be equipped or stored in a backpack so that they are not lost on death. This is especially frustrating due to sometimes respawning nowhere near your last location.
  2. Use location services to find the player initially, then allow them to walk around a section or “cell” of the game world by tapping. This will resolve issues where a player is in the middle of a fight, receives a phone call, goes back to the game and is now too far from their original location to fight the same enemy as before. This will also allow them to go back to pick up stuff they may have dropped on accident or due to death, but were respawned a great distance away. This could also be used as a method of balance by making the respawn rate of enemies in a given cell great enough that players would still be encouraged to travel to play the game if they wish to continue fighting. Perhaps an area of 3 city blocks would be sufficient. This would be especially helpful to those that do not live in an area where public transportation is a viable option and cannot play while driving to and from work/school/etc. Furthermore, the respawn rate for their cell could be increased if they log in located in a different cell than before, indicating that they are indeed traveling to new locations, and not just spawn-camping a specific cell.
  3. If 2 is not an option, then (more accurate) auto-updating of players location as they move around the real world, so that they can run away from enemies in bad situations. Currently, the only viable alternative is to return to the Home screen and reload the app, hopefully far enough from an enemy not to die. Most frustrating because death results in number 1. This would also allow a player that spawns too far from anything useful to quickly and easily travel to something on the map without reloading the app and hoping for a beneficial change in location.
  4. Always using GPS to locate, if possible, for more accurate placement. As it stands, the player bounces around the map if they leave the game and come back unless they re-locate using Google Maps every time they reopen the game.
  5. Auto-attacking currently appears buggy, or not supported, making the game very frustrating as monsters will continue to attack the player, but the player only intermittently seems to continue attacking the monsters unless the Attack button is spammed. This can get very tiring very quickly, and requires a great deal more concentration than is necessary for a game with MMORPG sensibilities.
  6. The ability to purchase healing spells, items, potions, etc. from anywhere on the map via the menu would be very helpful. Also, being able to either pause the game by bringing up the Menu, or quickly selecting healing items by storing one or two on the map screen in the corners would reduce the chances of being killed while attempting to heal a character (thus resulting in losing all your items and often respawning too far from them to recover them). Another alternative would be a two-finger tap, a double tap, or a two-finger swipe across the screen to activate an item (healing, magic spell, weapon) designated using the Inventory screen as a “quick use” item.

That is all I have for now. I hope that some of these are interesting enough to you that they make it in some fashion into the game. I know that some day this game may require purchasing in order to play it, but as it stands, it is too limited for those that live in rural or sprawling metropolitan areas with poor public transportation to be worth purchasing, as well as very difficult in the early stages of the game due to the excessively high death-rate and loss of inventory items with very small chances of recovery. I look forward to seeing updates that improve the accessibility of this game for everyone soon!

Thanks for your time,

Jared

Parallel Kingdoms is (was?) incredibly broken

UPDATE: Parallel Kingdoms has received several updates since the writing of this post. Many (if not all) of the issues listed below have been resolved.

Seriously.

It doesn’t follow your movements using live GPS updates yet.

Enemies auto-attack you and are clustered together, which means if you open the game in the wrong spot you’re screwed, especially because the GPS doesn’t auto-update.

You have to physically move around the real world to find stuff to do, which is fine if you could a) do certain game activities from anywhere, b) fight any enemy onscreen, not just those right next to you (only could fight one thing the first time I played), and c) be chauffered around everywhere you go.

Crashes all the time. Also gets an error saying the network is too slow or something like that, even with full 3G bars.

Maybe if I lived in a densely populous city with quality public transportation, but I don’t. I’ll give the next version a shot to see if the stability improves, but for now, this game is only out there as a beta test and I’m not getting paid to test it.

Parallel Kingdom is now available for download

The new location-aware MMO for iPhone, Parallel Kingdom, became available in the iTunes Store late last night. For those that don’t already know, this app is designed to allow you to play a large-scale RPG based on where you currently are. Further, the game was simultaneously released for the iPhone and the Android OS, so the number of potential players will only grow as time passes. Allowing you to attack nearby players and gather treasure, and even talk to other people, it’s the first MMO that allows you to actively interact with the world, because you’re already standing in it.

Anyway, it’s almost impossible to explain, but it’s free to download, so check it out and have fun. Hope to see you out there.

 

And then kill you.

Wait, what the hell is this game?

Last week, on Retroforce GO!, someone asked the crew what video games they got from their parents that they didn’t ask for. While the question was (it seemed to me) supposed to be about bad games that they got, it got me thinking. I don’t remember getting any games that I didn’t like from my parents. Not a one.

Now, that could be because I didn’t have any choice in the matter and I was just thankful to get anything. But even now, going back to think about the games I had as a kid, I still enjoy playing them all.

So I thought I would give you guys a list of my favorite games that I’d never heard of that my parents bought for us, starting with my favorite and working down:

 

  1. Clash at Demonhead – This is the one game that had me scratching at my head forever when I first opened it up. Why did the main character look like those weird Bible cartoons on the Christian network? What the hell is up with this storyline? Who the hell names their hero ‘Bang’? I loved every minute of it, but I never once saw a picture, review, or anything related to this game before it was in my lap. Thank you Mom and Dad for blessing me with this awesomeness. If only they’d put the damned thing on the Virtual Console.
  2. Blaster Master – This is one of my favorite games of all time, and certainly one of my favorite NES soundtracks of all time. I mean, your frog falls in a hole, you go after him, and you find the most badass car in the world and this awesome mutagenic ooze (the best part of growing up in the 80’s) that made monsters pop up everywhere! Plus, the switch from a side-scrolling platformer to an isometric shooter made this one of the coolest games on any system. Seriously, Nintendo. Find out who owns the copyright on this thing and get it on the VC!
  3. Bionic Commando – A classic that likely needs no explanation, but is on this list because it was a) awesome, and b) a complete surprise. At first, I didn’t like the game. I didn’t understand how the hell I was supposed to play a platformer with no jump button. But, once I got the hang of it, I was hooked. Not to mention the story was awesome. I remember the first time I beat this game, my dad took me to the middle school where he worked (it was either a weekend, inservice day, or summer break) and I played it on the TV in his room. I spent all day on this game, and when I finally blew up Hitler Master-D with a bazooka to the face and watched his head explode, I felt so proud that I think I actually did a fist pump. Plus, it was the first game I’d played that had a curse word in it.
  4. Double Dragon II: The Revenge – My brother and I spent hour upon hour playing this game. We started on the lowest difficulty, which only lets you play the first three levels. Once we got good enough, we played the next difficulty and it took us a long time to finally beat it. When we found out that even on that difficulty you still didn’t get to see the real ending, we thought we were screwed. How could we possibly beat the whole game? Then we found the trick to steal each other’s lives. First, it was just an excuse to beat the crap out of each other. Then, it was a challenge to see who could screw the other over when he was in the middle of a fight. Finally, we used it to our advantage to kill each other when our health was low to preserve our reserve lives. It was enough to finish the game, and probably the best co-op experience I ever had as a child. Thanks again, Mom and Dad, for picking an awesome game for your kids.
  5. Gradius – This was the second game I ever got for the NES. My brother got Ghosts ‘n Goblins at the same time. It was my first experience with shmup of any sort and it was the first game that ever inspired me to create my own levels to play. Even if those levels were just derivatives of those located in the game already, I felt like a badass for drawing them out on paper during church. And I can say with 100% certainty that my love of Easter Island and the Moai stems from this game’s third level.

 

This is, by no means, an exhaustive list of games that my parents bought that I hadn’t heard about. For starters, I had never played a Nintendo in my life when we first got one. My parents were just that awesome. So right off, Super Mario Bros. is technically a part of that list. In fact, the only games that we had that I can remember specifically asking for are The Legend of Zelda and Metroid. Also, I never specifically asked for Mega Man 3 (though my brother may have), but it’s possible that my parents picked it out because they knew how much fun we had with a borrowed copy of Mega Man 2.

My parents were so cool that they even subscribed to the Nintendo Fun Club (and ultimately, Nintendo Power) at no prodding from us. And, whenever Nintendo Power had a cool bonus for renewing your subscription, they usually did it without us having to say a word. They’re pretty much the best parents ever.

Also, my dad was the first person I ever saw reach World 2 (I think I’ll save that story for another post), and both of my parents spent some time being addicted to Tetris.

Star Wars: The Old Republic

*singing* “Star Wa-a-rs, nothing but Sta-a-a-r Wars, gimme those Sta-a-a-r Wars, don’t let them end.”

So yesterday Bioware and LucasArts announced what may be the most anticipated Star Wars game of all time. Several years back, Star Wars: Knights of the Old Republic won numerous awards and garnered an enormous following. While the sequel (developed by Obsidian instead of Bioware) was not as well-received, it was still a very accomplished RPG, especially considering they both came out on the Xbox, which is not known for games that don’t involve exploding everything on the screen. And now, after years of waiting, Bioware is returning to the Old Republic to bring us Star Wars: The Old Republic.

What is unique about this game that will garner a great deal of excitement is that it is an MMO, or massively multiplayer online game. Thousands of people will be able to play online all at once together, populating the Star Wars world like never before. While LucasArts has entered the MMO arena before with Star Wars: Galaxies, the game fell flat on its face due to poor marketing, buggy gameplay, and a number of unbalanced play mechanics. While Galaxies is still around, it never quite picked up enough players to be considered a true success.

Further, SWTOR is attempting to do something that no MMO has been able to do just yet: create a rich, involved, exciting story-line that will engross players for hours and days and months on end. Using a unique companion system that will allow players to have a “party” of sorts (similar to classic RPGs like Final Fantasy and D&D). These companions will be able to offer support in combat and be integral parts of the character’s story.

Another unique aspect to this game is that Bioware is promising a 100% unique story for both factions. Players can choose to be Jedi or Sith and fight the good fight against evil or attempt to bring destruction down upon the galaxy. Whichever side is chosen, the player will never perform the same quests or see even a single line of dialogue that carries over to the other faction. Which means, even if you do absolutely everything you can as a Jedi, you can jump ship, reroll as a Sith and help conquer the galaxy without ever having to slog through quests and story markers that you didn’t even enjoy the first time you saw them.

It appears to use a cel-shading of sorts for the characters, though it is unclear if that will also be passed on to NPCs in the game, as well. If you would like to check out more information about the game, please visit the official website.

ICARUS FIGHTS MEDUSA ANGELS

Any kid that calls himself a hardcore gamer and has never been turned into an eggplant is full of shit. — Jesse Cash

So THAT'S what Heaven looks like

Kid Icarus is easily one of the most difficult games I have ever played.

… … …

I’m going to let that sink in a bit, because many of the games I will talk about from the NES will fall into that category, but Kid Icarus goes a bit above and beyond. Let me explain.

You see, there are many incredibly difficult games for the NES. Ghosts ‘N Goblins comes to mind (or, as my brother believes it should be called, Fuck You, Kid!). The original Castlevania is also at the top of that list. Why, then, does Kid Icarus—a game that has a password system that allows you to continue your adventure at a later date—draw more ire than most NES games of its time?

The answer is hard to describe to any that have not played the game, and goes even deeper than you might realize, if you have ever played the original Metroid. In Metroid, players were challenged to continue the game in record time, unlocking different endings based on how quickly you beat the game, and whether or not you had already played through once before with the best ending.

Kid Icarus was built on the same game engine as Metroid and has a similar gameplay element. Getting the best ending in Kid Icarus is so complicated that it makes Calculus homework look simple. Essentially, every time you do anything in the game, it is translated into an invisible scoring system that you cannot track in the game. This scoring system is used to determine if Pit (your character) will gain Strength when entering certain levels of the game, or instead be told by the god inhabiting the room that you just didn’t make the cut.

This guy will repeatedly piss you off.

On top of that, every time you kill an enemy, you get XP that will give you additional Levels (and therefore, additional health bars) when you accumulate enough XP and finish a stage. Reaching the maximum Level and Strength are two of the things that will get you the best ending. The last two can be either very easy, or very difficult, depending on how you go about getting your Levels and Strength up. One of the other goals is to have 999 hearts at the end of the game. This may not sound difficult, but throughout most of the levels, there are a limited number of monsters that attack you in each area. Once they are gone, you must move on and hope to find more to kill soon. This can make it difficult to reach maximum hearts if you spend too many at the various shops in the game.

The last thing you can do is gather all of the weapon upgrades and keep them through the end of the game.

But to be honest, none of that shit really matters when it comes to what makes this game hard. One thing that truly sets a great Kid Icarus gamer apart from the others is finishing the game with Pit’s proper hair color. Gaining Strength will adjust Pit’s hair color throughout the game, but if you ever get hit by an eggplant thrown by one of the enemies in the dungeons, it’s all over. Once you turn yourself back into an angel, Pit’s hair color will forever be purple, no matter how many Strength upgrades you get. Finishing the game without purple hair requires a great deal of patience, particularly if you are also trying to get the best ending.

However, all of that is secondary to what makes this game great. It’s an action-RPG with all the critical numbers hidden from you (which forces you to work harder than ever to get the best ending). Add to the mix that the music is incredible, and the game is unforgettable. The only shame is that the game is so difficult to complete without failure (as most NES games are), making it very frustrating at times.

There’s also a sequel for the GameBoy, which is every bit as awesome and more. I highly recommend that you give them both a shot.

(Originally posted July 8, 2008)

Quick update

From time to time over the next couple days, I will be posting poems as blog posts. Do not be alarmed by this, as I will not be switching to a poetry centered site. However, I wrote these poems some time ago, and just want to get them online so that they are safe. I’ll try to keep the crappier ones at bay, though I may not be the best judge of that (I tend to think they all pretty much suck except for a few).

I’ve almost cleared out my list of posts to republish from CGS and will begin writing new ones soon. I think Secret of Mana will probably get a write up, as will Mega Man 9.

In other news, Vote Smarter is a web site with some rather funny videos similar to Mac vs PC ads but concerning the Presidential candidates. It appears to be Obama-centric, so if you’re for McCain you may not like them as much. Of course, if you’re for McCain, you probably won’t like a lot of what is and will be on this blog throughout its life cycle. Sorry for that.

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