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Showing posts with label platformer. Show all posts
Showing posts with label platformer. Show all posts

Thursday, July 29, 2010

Zombies Took My Daughter!



Zombies! As I've mentioned time and time again, I love 'em. While vampires sparkle and wolfmen lose their teeth, zombies amble on regardless, as cool today as they were when George A Romero popularised the modern zombie flick. So a game called Zombies Took My Daughter really can't fail to entertain, and thankfully it does just that.



Your daughter Anna is trapped somewhere in an infected city. Mutated ghouls roam the streets; you've got 36 hours to search for Anna and get her to safety. One of the coolest things about Zombies Took My Daughter is that the game map randomly changes every time you play, so you never experience the same levels twice. It also means that, no matter how experience you gain, there'll always be new surprises and challenges waiting for you.

The game features an abundance of mêlée weapons and firearms. While it's always satisfying to cave in a zombie's head with a Ming vase, however, my advice to find a shotgun and keep it fully loaded. The shotguns may not have much range but they make up for it with pure stopping power, taking down numerous ghouls in one shot.



You're not alone in the abandoned city. While the zombies are a given, you can also rescue other survivors, who will then help you clear out an area. This will save you ammo as well as reduce the risk of getting hurt. Dying is something you definitely don't want to do often. Every time you go down for the count, you lose two hours. Considering it can take one or two hours to reach each new destination via the subway system, that's time you can't afford to lose.



Thankfully, there are ways to cut down the search time. Examine dead bodies and you may find evidence of where Anna hasn't been spotted, eliminating numerous spots around town (and making one wonder how Anna got so popular that everyone in the city seemingly knows her.) There are also quests that you can complete, gathering a certain amount of supplies to eliminate a whole block from your search. These supplies aren't always in the easiest to reach spots, but then that's part of the challenge and the reward is definitely worth it if you want to get in and out of the city on time. Convicts are on the loose, and taking them down can earn you money you'll need for rope ladders and energy drinks.



While it's not the prettiest game in the world, Zombies Took My Daughter still has a certain charm. It's the sound effects that really get to you, though - hearing an undead mutant's pig squeal as it tears into your flesh isn't something you'll forget easily. It must be said that there's something very unnerving about watching a gang of zombies race towards you like you were slathered in BBQ sauce and you have only a crowbar with which to defend yourself.



Zombies Took My Daughter is a frighteningly addictive game - hell, I stopped writing this review at one point to have another go at it. If you platformers, shoot-'em-ups, puzzle games or zombies (or all four), then this is the game for you. Grab your hatchet and your AK-47 and take to the streets!

Wednesday, June 30, 2010

Exit Path



All right, I'm starting to get back into the rhythm now, this week reviewing a game that turns the rock all the way up and the suck all the way down. Exit Path is a fun, fast platform game that presents us a tale of a lone individual trying to achieve freedom in a cold, oppressive world.

OK, so it's hardly the most original of concepts, but let's give the game a chance. It sports a very pretty look, with a somewhat stylished, simple layout that's functional while retaining a certain sense of style. True, nothing particularly jumps out at you, but it's a good, consistent look that fits the game's plot.



What really impresses, though, is the gameplay. The animation is fluid and dynamic, with our hero racing through numerous violent death traps in an attempt to escape. What makes things more interesting is the use of the "Flow," a meter that allows you to move at supersonic speeds for a small amount of time. Used effectively, the flow can shave seconds off your time. But if you don't watch your step, you could end up meeting the business end of a flying axe, which makes the game much more frenetic.



Don't worry if you do end up tasting a laser beam or getting crushed by a spiked platform. There are checkpoints on every level to save you the trouble of going through the same obstacles again and again. Plus, like Prince of Persia: Sands of Time, death in Exit Path results in time reversing to the last time you weren't being mangled by a giant circular saw. It's a nice little touch and, while we wouldn't miss it if it wasn't there, it's a good example of the effort put into making a high quality game.



Completing levels and collecting caution signs opens up a bunch of options for customising your character, including everything from paper bags to bunny ears. But if you want more, or if you're just tired of the single player game, Exit Path contains a sweet multiplayer option that lets you face off against four others in a race through a number of unique levels. I'm not really one for multiplayer games, what with my general misanthropy, but Exit Path makes it so simple that it's not surprising to lose a lot of time trying to outdo others in a series of high speed contests.



All in all, Exit Path may feature plenty of things we've already seen before, but it's a finely crafted game that offers plenty of entertainment. If you're looking for thrills and speeds through a technological wasteland that seeks only to eviscerate you, then Exit path is the game for you.

Wednesday, May 12, 2010

Enough Plumbers



Hey, you! Yes, you, the person who isn't my fiancée (thanks for the hits, baby)! You always loved Super Mario Bros. when you were a kid, right?

Sega player? Oh. Me too.

Hey, whatever! What I'm trying to get at is that the Mario games were and remain a perennial favourite of retro gamers. Something about the totally ridiculous concept of of an Italian plumber jumping around a weird, brightly coloured mystical realm in search of a kidnapped princess just struck a chord with people. Well, if you liked guiding one plumber across platforms and pitfalls, you're going to love doing that with fifteen plumbers! Or at least you will if you play Enough Plumbers, a game that combines puzzles, platforms and genetic cloning.



Plenty of games let you create copies of your character and have them carry out tasks to overcome obstacles, but I haven't seen many that have you controlling all of the clones simultaneously. Herein lies some of the challenge in Enough Plumbers. It's up to you to reach the flag on every level, which usually involves creating and sometimes sacrificing clones in order to cross pits and remove walls. Taking its cue from the Mario games by which it is clearly inspired, Enough Plumbers has a bright 8-bit look, simple controls and plinky-plonky MIDI music that you can thankfully mute if it gets too annoying.



This paragraph break is so I can post the above screen shot. Allow me my indulgence; watching the hero take a Superman pose and fly off to the next level can't help but raise a smile.



What helps Enough Plumbers break up the monotony of repetitive jumping, dodging and cloning are numerous power-ups than can help or hinder you if used at the wrong time. Become metal and smash through bricks, down fizzy cola and inflate into a human balloon, or eat mushrooms and experience wild hallucinations where everything is topsy-turvy, left is right and right is left! And while I may be exagerrating the extent of that last power-up's abilities, at least it's a more accurate depiction of what can happen than the Mario games ever gave us.

Just because you feel ten feet tall, doesn't make it so, man.



I will say one thing about this game - it can be a damn struggle to get through. Good hand-eye co-ordination is a must, as is a certain amount of lateral thinking. Even then, sometimes luck just doesn't go your way. Trying to complete the same level again and again is always stressful, but there are some puzzles here that can't help but raise your blood pressure tenfold.

The above level is a perfect example. I need to guide one plumber across the platforms and hit a number of buttons while a second plumber floats perilously close to rows of flame. To make things just a little harder (because hey, why the hell not?) two jumping assholes are also in the way. Maybe you'll manage it on your first try, though the more likely scenario is keyboard smashing and language that would kill a Pope. Fortunately there is a walkthrough for those puzzles that leave you simply dumbfounded.



I don't even know what to say about the final boss. He looks a bit like a cross between Mick Jagger and a gargoyle, and he shoots blue flames that turn you to stone. Difficult to beat, yes, but like everything else in the game there is a strategy to defeating him.

At the end of the day, I really enjoyed Enough Plumbers. It's clever, it's fun and it's challenging without being totally unbeatable. It's the type of game that'll help you easily kill time while also pondering the contribution of gold coins to scientific experimentation.

Thursday, May 6, 2010

Ninjack



I took an impromptu two week break from Big Mean Flash Gamer, but I'm... happy to announce I have returned. And no, I won't be ducking out of the crappy game I should have given you two weeks ago. However, I refuse to give it any more time than I already have, so let's crank this review out in record time as I take a gander at Ninjack.

Or is it NinJack? Jesus, what a pun. Rodney Dangerfield would have turned his nose up at that turd. I can only assume the title comes from the main character's name being Jack and the fact that he's a ninja, though he looks more like a Street Fighter cosplayer from where I'm sitting. The game is a traditional arcade platform affair, with our hero facing off against enemies while trying to gather gold and treasure. Pretty solid concept, but pretty lame realisation.



My problems began almost immediately with that title music. I appreciate going for the old school, retro feel, but good God, that theme is annoying! All the more reason to press the Play button, I guess. You're thrown right into the thick of it almost immediately when some flying ghost thing shoots a blue fireball at you. That's all good, no point wasting time. You have the power to fight back, of course, using the Space bar and directional keys for a variety of attacks. And herein lies our next problem: Ninjack can't fight for shit.

The controls just end up being more complicated than you'd first imagine. You have to hold down the Space bar before pressing one of the directional keys, meaning you can't move and attack. Having to stand there and hope for the best would be OK if almost all your opponents had highly effective ranged attacks. While you have to get close enough to do any damage, then stand absolutely still before striking, these assholes can hurt you from the other side of the screen.

Oh, you've got throwing stars - a whole three. After numerous embarrassing deaths I finally realised that the best strategy is to avoid confrontation whenever possible. Yes, in the arcade game that sees you play a human killing machine, the best way to survive is to run away at every opportunity.



The overall design of the game is packed with flaws. Jumping in tight corners is one of the most frustrating parts of the whole thing - if you don't leap off a ledge at exactly the right spot, you can often find yourself falling back to the platform below you. In Level 2 I came across a phantom platform. Yeah, it looked like it was there, but as soon as I tried to jump on it I sank through the son of a bitch. And to top it all off, the game loves to toss little power-ups and bonuses in places where you have no way of reaching them. A refill for my precious throwing stars sat on a ledge just out of jumping distance, mocking me. Considering neither your health nor your weapons reset between levels, you really need these bonuses.

It all looks pretty, but then people say the same thing about Tila Tequila and she's still a useless waste of organs. By the time you finally figure out the controls, you've already reached the point of not caring. But that's OK - the game's developers clearly reached that point long ago.



Case in point: the third and final level sees you wandering in circles before finally reaching the exit point. Once you've done it, the game... goes immediately back to the title sequence.

That's it? No victory screen? Not even a "You win!"? No, you managed to complete the game and nobody, not even the people who made it, gives a damn. Well, gee, thanks Ninjack. That totally doesn't want to make me toss my computer out the window in anger!

Ninjack is a shoddy, frustrating, pointless little game, its only positive being that it's mercifully short and easily forgettable.

Thursday, April 8, 2010

The Robbers



Oh God. I hate this. I hate this whole thing. I hate reviewing these awful, awful games, even it is down to once a fortnight. I can't believe there was a time when I did this twice a week. What was I thinking? See, the "bad game" reviews are always posted so late because I just can't bring myself to actually write about these monstrosities. Every word is like an ice pick through the temple. It inspires nothing but pure, unadulterated rage and depression, and that usually gets directed straight at the source of my anger. This week, that would be The Robbers.



Oh Jesus, how I hate this game. Hate it with the fiery intensity of a million suns! What an ugly, awkward, frustrating game this is. It makes one wish they suddenly lost all five senses so none of them would be sullied by this terrible game. Yes, even the sense of smell, such is the horrendous stink of The Robbers.

Why is it so bad? Look, can you just take my word for it this one time and save me the hassle of writing another 500 words on the subject? No, of course you can't, because anyone who reads this on a weekly basis is a sadist and I am your bitch. OK, where to begin. First of all, it's a puzzle game that wants to be a platformer that wants to be... I don't know, Kitten Cannon. You've got three robbers, and each of them has a skill. One can climb walls, one bounces off walls and one can push things. None of that sounds the least bit impressive, but you don't need a PhD in theoretical physics to smash in a window.



And by God, does this game look ugly! They were probably going for something gritty, urban, stylised. They ended up with garbage. Are the robbers even human? I can't tell. The big one looks like some kind of ape creature. You've got a limited amount of time to reach a big jewel and you move the characters around by clicking and dragging the mouse. In a miniature golf sim, that works fine. In anything else it's slow and annoying. In The Robbers it's so frustrating that it makes me want to chew a pigeon. Jesus, that last sentence doesn't even make sense! Why would anyone do that!? This game is driving me insane!



Half the levels aren't even possible! I should have known exactly what I was getting myself into when I was trying to get bouncy boy past a rotating platform. Nine times out of ten it can't be done. No matter how strongly you throw the characters they don't jump for squat. When this guy hits a wall he goes frickin' crazy, bouncing off every available surface. But you've still got to get him over this platform and he just doesn't move fast enough to do. If you could jump again in mid air things would be much easier, but you can't do that either. Even if you manage to land on the platform, you'll never jump off it fast enough to keep from slipping back down to the ground. It's a good thing the first eight levels are unlocked from the start or I wouldn't have seen any more of the game.

Wait, that's not a good thing at all!



Most of the time all you can do is set the power to maximum and pray for a miracle because God knows there is no way the average human gamer could figure out a real strategy for success. Half the time the puzzles are just completely moronic, anyway, like the level that sees the big guy Brute overcome obstacles by jumping up again and again and again. Or how about the climber trying to reach a jewel as one of the walls closes in? The wall moves so fast that you can't possibly reach the jewel in time, and even if it didn't get caught behind the wall you're not able to climb up there anyway. You'd think if the walls were closer together it would make jumping from one to the other easier, but apparently The Robbers is set in Crazy Cuckoo Land, where common sense doesn't exist!

To hell with this game! Let it burn in the pits of Hades for all eternity! Oh God... God, this game is awful!

Wednesday, March 31, 2010

Robot Wants Kitty



Welcome back to Big Mean Flash Gamer, and after last week's vitriol I'm sure you're all set for awesomeness. Well, I've got it in spades with today's game, a wonderful little puzzle/platformer from our good friends Max Games entitled Robot Wants Kitty.

Sometimes it really is the simplest concepts that make for the best games. Take Robot Wants Kitty, for instance. There's a robot and a cat. The robot really wants the cat. Like, really wants it. But there's a snag. The cat is stuck at the end of a hallway which has been bricked over by monsters. Why did they do that? They're just assholes, I guess.



When the game begins you're not able to do much more than run left and right. You don't even have the ability to jump, so all you can do at first is try to avoid the baddies completely. Fortunately there's an upgrade that gives you a spring in your step not too far away; others are dotted around the large, labyrinthine level and you'll need every one if you're going to rescue that kitty. Better get a move on, though, because time is of the essence and your score is dependent on how quickly you can complete the game. The bad news is that dying adds twenty seconds to your final time. The good news is that you can cut a second for every monster you kill with the laser upgrade.



As if I ever needed a reason to shoot red monsters with a laser gun. But once you've got the laser in your little metallic paws none of the beasties are particularly troublesome, allowing you to figure your way around the many twists and turns of the level as you try to locate keys, upgrade your system and get to that cat.

Which isn't to say Robot Wants Kitty becomes a cakewalk as soon as you have some firepower. You still need to watch your step, lest you fall into a pit of boiling acid or get caught off guard by a roaming monster. But checkpoints have been kindly placed throughout the game to save you having to march all the way across the level to get back to wherever it was you died. Other games should take note of this - it saves time and keeps the player from screaming curses to your good name late into the night.

Don't tell me I'm not the only one who does that because I'm not.



The look and feel of the game is charmingly retro, with clunky 8-bit graphics and a plinking MIDI soundtrack that amazingly doesn't make one want to swallow their own tongue in annoyance. I will admit that if you don't pay attention you can get the controls mixed up; on more than one occasion I rocketed towards an enemy when I had planned to vaporise it. If you ever kicked back on a Spectrum or Amstrad, however, Robot Wants Kitty should bring back fond memories.



Death is naturally inevitable and, to be honest, some areas just set you up to fail. For example, don't shoot at the giant multi-eyed blue blob that spits laser bubbles into the air. Just don't do it. You can't kill it, even with rapid-fire shots. You're just going to piss it off and then it's going to crush you. Likewise, the ceiling decked out in acid-spitting stalactites is just taking the piss. You can get through there with a rocket pack but if you don't figure out the almost non-existent pattern of drops you'll be melted before you ever get close to the other side of the room. And no, you don't have to run through that room, but what are ya, chicken?



Still, it's all worth it when you reach that end game scene and see the robot happily hugging his kitty. Squeezing it ever so tightly, kitty's eyes bulging out of its sockets... um, maybe we should take the kitty away from the robot? We can't? The lasers? Oh, right.

So, yes, Robot Wants Kitty - proving once and for all that even metal men are capable of love.

Friday, February 12, 2010

Advanced Ninja



You've no doubt noticed the rather sporadic updates over the last few weeks, as well as the numerous missed deadlines, and I'd like to apologise for that. My timekeeping has been haphazard at best recently, but that's no excuse not to get a review up every Wednesday, as I have done almost every week since October 2007.

The truth is I'm probably feeling some serious burnout right now. Plus, you can only play so many awful games before you just never want to look at one ever again. So how do I tackle this issue? I suppose the answer is pretty obvious - balance out the garbage with games I actually enjoy playing. That's why, from now on, Big Mean Flash Gamer will look at the best as well as the worst, alternating between good and bad every week. Next week I'll review a game I like. This week? Oh, this week, you better believe I'm bringing you some crap.



Advanced Ninja is a platform game in which you control a stick figure ninja through some weird pseudo-futuristic underground labyrinth, using a grappling hook to overcome obstacles as well as your natural ninja skills. Sounds decent, right? Well, yeah, it does. But in practice it's about as enjoyable as dental surgery without anaesthetic.

Actually, I take that back. At least with the dental surgery you'll eventually black out.

The game looks... OK. I've seen worse looking titles, and at least the character gives the appearance of a ninja. But let's be honest here - if you had the choice between playing this simplistic platformer or something that looks and plays brilliantly like Nitrome's Final Ninja, which would you prefer?



Actually, if I remember correctly, the hero of Final Ninja also uses a grappling hook occasionally, except when you use his the controls don't seem broken as hell. For a game that essentially uses five buttons (W, A, S, D and the left mouse button) it doesn't say much that only three of them work all the time - and no, the jump button isn't one of them.

I lost count of the number of times I'd fall fifty feet to the floor (or even better, into a vat of acid) because my character suddenly lost the ability to jump or grab hold of a ledge. What you find yourself doing, then, is applying the grappling hook to each and every situation. You use it to jump over walls, to navigate platforms and - my favourite - to climb up slopes, because either the entire ground is layered with oil or your ninja lacks the ability to walk uphill.

And could someone tell me what the hell is going on here?



How did he end up in an asteroid field? This level just appears between two underground zones without rhyme or reason. And it's frustrating as all hell because, naturally, you can't just jump from one rock to the next. No, you have to grapple your way across the screen to the door - then grapple your way back because the door is locked and you have to find a button to unlock it. Not that I mind doing stuff like that; I just don't appreciate getting thrown into a random situation without any understanding of what the hell I'm supposed to do.



But the worst moment, above all the others, was this point with three collapsing platforms. Collapsing platforms, you think, what's the big deal? You just jump from one to the next and you get where you need to go. Oh, sure, that's what you'd do in any other game. But in Advanced Ninja the platforms fall if you so much as set a foot on them. And this is where the broken jump button really comes along to screw you over, because it's almost impossible to jump off fast enough. I was starting wonder why a game this amateurish was called Advanced Ninja, and then I realised it's because you need the reflexes of an actual ninja to win.

You have to have the patience and poise to overcome the God awful control system and deal with the jerky, unappealing graphics to achieve victory. It's a game designed to separate the true ninja from guys who just like dressing in black. Which is fine, if you really want to know your ninja level. Me? I wanted to play a good game. My advice is to grab your grappling hook and swing away as quickly as possible.

Wednesday, December 30, 2009

Platform Robot 2



Right, that's it. You know, I've played a lot of weird, crazy, messed up and downright awful games, but I've reached my limit. I've had enough - I have been broken. You win, Internet; you've finally beaten me.

After more than two years, I've realised just how pointless my reviews really are. In fact, I could probably say my very existence, and the existence of all other beings in the cosmos, are equally unimportant. Because in my search for a bad game to review this week, I hit the mother lode. I came across a game that just might be the single worst piece of data on the Internet.

Worse than 2 Girls 1 Cup. Worse than Goatse. Worse than Manga Watchmen slash. This, ladies and gentlemen, is the apex of bad. This is Platform Robot 2.



What you see in these screenshots? That is the game. That is all of the game, contained in just a few simple images. Just looking at these pictures angers me. OK, so you control a passport photo in a really bad MS Paint world that consists of one room. Who is that guy? Why is he staring into my soul like that? Stop it, strange man! Stop it!

I think I may be suffering from some kind of mental breakdown. My brain has decided that it doesn't like the images my eyes are sending it and has decided instead to use memories of puppies running around a garden to the sounds of the Banana Splits theme. I don't think I'm alone, either; here are examples of the comments that have been left for Platform Robot 2:

"This is not a game. Do you own a gun? buy one; kill yourself."
- cheeseyrice

"im so scared ;["
- GanjaGuruSmurf

"You Sir, are a genius."
- Magical Zorse

Platform Robot 2 is kind of like the video tape from Ring - you play it, and then several days later you collapse into a quivering heap, mentally devolving to the state of an infant as you ponder the time you gave this game. The strange middle-aged man creeps out of your monitor to steal your life force, which is then used to promote the game on other websites. It's a vicious cycle that will never, ever end. In five billion years the Sun will explode and die and the only thing in the entire Solar System to survive will be an external hard drive containing the complete works of Emily Dickinson and Platform Robot 2.



I don't know how I'm supposed to review this game when there's nothing to review. If you fall off the platforms or the ground or even just walk to the edge of the screen the weird man falls off and disappears. The only thing you can do is reload the page, asking yourself, "Why are you reloading the page!? What's wrong with you!?"

The answer, of course, is that you've been sucked in. You've finally discovered a game so bad that it makes you want to punch orphans and you can't take your eyes away. It's like when 9/11 happened and every news network on the planet continuously showed that footage of the second plane hitting the South Tower - it made you sick to your stomach watching it, but you still watched it, trapped in a state of unfathomable shock. Platform Robot 2 is the 9/11 of online games.

Naturally Geirki, the creator of this abomination, had something to say to all the haters:

"FOR EVERYONE COMMENTING ON THIS: Nobody ever said you HAD to play this and I am trying to make an actual game but I don't know how. I am currently learning how, anyone that would like to help with that process, please leave a SHOUT on my page"

So what we have here is a person barely capable of writing a "Hello World!" program uploading their half-ass attempt at a platform game on an unsuspecting world and getting upset when the world doesn't electronically fellate their genius. Well, I've got a shout for you, Geirki - YOU RUINED MY LIFE! You took my very being and put it through the God damn wringer! I will hunt you down with dogs and then I will shove pineapples into every orifice in your body!

GRRAAAARRRGGHHHH!

But just when you think it can't get any worse, you remember that this game is called Platform Robot 2.

2.

As in, the sequel.



Oh God! It's the exact same game! It's the exact same game!

Geirki made the same game twice!

OK, I'm done. I... I just don't know anymore. I don't know what makes sense now. I need to be alone for a while. I'll be back next week, but... I don't even know why.

Wednesday, December 23, 2009

The Company of Myself



So here it is once again - Christmas is less than 48 hours away, and has become tradition on Big Mean Flash Gamer, I'm taking a little time out from my usual constant stream of bile and disgust to review a game from the past year that I loved. Christmas spirit, and all that. Of course, considering I'm a cynical, bitter twenty-something whose father still thinks a bottle of Old Spice he bought at the supermarket the day before I arrived home is a good present, it shouldn't surprise anyone that the game I review this week is probably one of the most depressing of 2009 - The Company of Myself.



At first glance, there isn't much to differentiate The Company of Myself from any other 2D platform puzzle game. You control a man in a snazzy top hat through a strange, dream-like world full of platforms and bottomless pits, trying to reach a green door that will take you to the next level. It's all very simple and remarkably well-assembled, but that isn't any reason for me to mark it out for special treatment.

What most endears me to this game is the gentle humour that begins right from the preloader and on through the first few levels. It might not be laugh-out-loud funny, but it does raise a wry smile and it makes the tutorial sections seem like a lot more fun.



But The Company of Myself has more going for it than a few witty lines of text. The puzzles usually require you to reach places that seem unreachable, necessitating the use of "shadows" that replicate your movements. In the simplest terms, you perform an action, press the Spacebar, and the level will reset, but with the addition of a transparent sprite who mimics your previous actions.

You can use this shadow as a platform or to walk through barriers that block your way. They can even pull levers and activate the green doors for you, both skills that come in handy as you progress. The puzzles are simple to understand but difficult to solve, making for a challenging experience that nevertheless satisfies. I've played a lot of God awful puzzle/platformers this year, and it's always refreshing to find a title that gets the formula right.



Still, is that enough to give The Company of Myself my annual Christmas thumbs up? Probably not, but what really wins it for me is the poignant and frankly heartbreaking story that emerges in the later levels. We learn about the protagonist's lost love, a girl who helped him overcome obstacles in the past before tragedy intervened. This tale is recounted in the form of flashbacks, hazy memories that play with the conventions already set up, giving you two independent characters to control instead of numerous automatons. I don't want to give away too much about this doomed relationship, but I can say you will feel partly responsible.



Straightforward gameplay, logical puzzles, great humour giving way to an emotional final act - The Company of Myself is one of the best all-round games I've played on the Internet this year. With twenty short levels there's enough to provide a good challenge that can still be completed during your coffee break. You'll probably come back to it numerous times, however, drawn to the wonderfully constructed narrative and the incredibly sad conclusion. Because hey - sorrow and disappointment is what this season's all about, right?

Happy Christmas to all. Don't overdo it on the eggnog.

Thursday, December 17, 2009

Xnail



You know, with Christmas fast approaching (too fast, in my view) I thought about letting bygones be bygones for the next couple of weeks and turning my attention to games I really enjoy. But then I thought, "Bah, humbug" - I'll be doing that in next week's review, and one is enough. So, with that settled, we can turn our attention to Xnail.

This comes to us courtesy of GirlGamesNow.com, yet more proof that girl gamers get the short end of the stick every single time. First of all, how do I pronounce that title? Is the "X" pronounced in the same way one would say, "xylophone"? It makes sense, since the main character is a snail, and in that regard Xnail works (even though I thought poor spelling in titles went out with the Spice Girls and Tamagotchi.) Or is it pronounced like the "X" in X-Men? I mean, the snail is pretty damn big and he's holding a gun, so I could accept that. But then, that opens up a whole host of other questions, like what the hell "X-Nail" stands for? It sounds like bad pig Latin!



However you pronounce it, Xnail is a straightforward platform game. The story behind it tells you that, as the heroic molluscan, you must stop the evil Cid Capezza (awesome name) from "cutting the woods." The arrow keys control movement and the Space bar allows you to hide from Cid's "brainwaved animals." Sorry, do you mean "brainwashed"? The last time I checked, brainwaves were a pretty natural phenomenon. It could just be that all the animals in the wood were so impressed with Cid's name that they immediately joined him. Or maybe they're all just dicks.

There isn't much to say about the controls; they work pretty well and things are kept nice and simple. But I knew there would be problems pretty quickly when I tried to draw my weapon and discovered I didn't even have it. Yep, for the first two and a half zones (or five levels) you don't have the biggest equaliser between you and the numerous enemies you'll face. What makes things worse is that even the easiest bad guys, like these hedgehogs who occasionally run back and forth brandishing their spikes, are fast as hell and difficult to kill.

Hold on a minute. Incredibly fast blue hedgehogs that run around like they suffer from ADHD? Where have I heard that before...?



At first I thought my only defence was Xnail's ability to retreat into his shell, which protects the character from enemy attacks. I wasn't aware that you could kill bad guys by jumping on them until I found out accidentally. If you're not going to give us the only weapon in the game until the third zone, could you at least clue us in on our other options? I feel these things are important to know, especially when everything in this forest is out to get you - even the flowers. The really annoying thing is that, even when the enemies aren't attacking you, they can still hurt you if they touch you. So in the case of the hedgehogs, they don't even need to have their spines out to kill you - those sharp spikes are there only so you can't kill them. Give me a break!



There are lots of things to collect throughout the game, including coins, apples (which, when you've collected enough, will give you an extra life) and health packs shaped like the little boxes you get from Chinese restaurants. There are also gold chests that provide random treasures, but it was only by opening one of these chests that I discovered another slap in the face from this game. Apparently, somewhere in each of the first five zones is a chest containing one of the letters in Xnail's name. To unlock the final zone you must collect all five of these letters.

Forget about surviving every level. Forget about beating bosses. Unless you have every one of these letters in your possession you can't finish the game. Oh, and of course, the chests containing these letters are so far out of your way that you inevitably have to backtrack across a level to reach an elevator that will take you to a platform that might lead you to this zone's letter.

What this means is that you can't miss any chests, no matter how difficult it may be to reach them. It's not like they give you much for your efforts - a single coin or an apple, maybe a health pack - so it's really tempting to say, "To hell with it," and just move on to the end of the level. But with this bullshit you're not given the choice. You've got to go find all five letters or you might as well have never bothered playing in the first place.



And you know what? There are other aspects of the game that are even worse! Let's take, for example, the inability to look up or down. I don't have this problem with most platformers because you're either given enough room above and below your character to see what's around you or, even better, your character can look up or down to see what's going on. Xnail doesn't give you either luxury, and this is a huge problem because quite often you'll need to make blind jumps to a platform that may or may not be under you. And even if it's there, how do you know you won't just land next to an enemy who'll sap you of your health before you can retreat to your shell? Not being able to look up becomes a real hassle after the first couple of levels when enemies start hurling rocks at you from above (and they're always from above.) You don't know where they are, you don't know when they're coming, and sometimes you can't even kill the guys who are doing it!



In fact, you have to be pretty friggin' accurate with your jumps if you try to kill any of these creatures. If you don't land on their head exactly, then you are going to get hurt. There's very little margin for error, and when they're still able to hurt you, even when you're stomping on their faces, that can quickly become a real pain in the ass.

"But it's OK," you might say to yourself. "When I eventually get the gun, it'll be open season, right?" Wrong! The gun is ridiculously ineffective. You're told as soon as you get it that it won't work on the final boss, so what the hell is the point of it, then? You've got limited ammunition and it doesn't even work half the time. But, just like the five letters, you need it to defeat certain enemies, and if you don't have it you won't succeed.



I don't mind a linear path through a game, but this is ridiculous! It doesn't help that every time something important is about to happen some pop-up box appears to tell you exactly what you're supposed to do. Does the game really have so little respect for me? Does it really think I'm that much of an idiot? Well, damn, I must be, because I spent my evening playing Xnail when I could have been doing more interesting things like watching paint dry or eating drywall. Prove that you're more intelligent than I am and give this game a miss.