2011-02-18

Review: Samorost 2 (Amanita Design, 2005)

Platform: Linux, Windows, Mac (digital distribution), Flash (web browser) 

Not long ago, and guided by general consensus among friends and critics, I decided to acquire Machinarium, the then recent work by Amanita Design. To my surprise, when buying the game I was given their previous one, Samorost 2 (its first part is free), and both game's soundtracks. Shortly after I refused to keep playing Machinarium (another story) and mostly forgot about Amanita.
Fast forward to a boring evening, when I discovered Samorost 2's installer in my PC. "Let's try this," I told myself (metaphorically; I don't usually talk to myself), "a free game can't be worst than most you pay for."

Amanita Design is a studio specialized, judging by their main games, in Flash development and extremely detailed graphics. Gray, complex landscapes play an important part in their games, as do their beautiful musical scores. These two elements have earned the studio repetead and completely deserved awards.
Amanita's designs are, in essence, point and click graphic adventures with a very simple inventory system, if any, minimal stories, pretty backgrounds and limited interaction.
In Samorost 2, the main character -let's call him/her Pyjama- wakes up to find a couple of space thieves stealing fruits from the garden's tree, and taking the guardian dog as a bonus. As a result, Pyjama embarks on an mission to rescue Dog and return to the home asteroid safe. And the player, not to be confused with the star, goes along for the ride.
Pyjama's adventure is a nice one, full of funny moments, detailed drawings, charming characters and some curious puzzles. So there are good things regarding this game. From time to time my efforts were rewarded with something more than "you managed to cross the door", which felt good, but not good enough. I always had this sour taste of frustration reminding me that I wasn't that much enjoyed.
But critics and players loved this game, so I am outnumbered. Am I wrong or do I have the right to call my Graphic Adventure Demise Culprit #3 to scene?

2011-02-14

On OnLive

By now, every person even slightly interestedn in video-games should know about OnLive. Those who don't, would do well to read a bit on it and its competitors. Those in Nort America might even try it out, if their internet connection allows it.

In brief: OnLive is a remote gaming system. A player can start a game from the service in a not too powerful machine, and play, ideally, as if the computer was a modern monster. The game itself is executed on OnLive's computer cluster, in one of their machines. The player receives a video stream of the screen, and the input is sent back to OnLive to process inside the game. If the internet connection holds up, the experience should remain a close match to playing on your own PC.
The limitations this system imposes are in resolution (the stream is limited to 1280x720), the artifacts caused by the video compression and the time passed since the player sees an image (or hears a sound) and the game receives the player's response.

Then, what is so important about OnLive? It is, obvlously, an industry changing concept. The PC and console markets have been led by power hungry machines, paid for by the players. Now, costs can be sustained by an external party, theoretically reducing the cost of playing the latest and biggest games.
It is also relevant as an innovative distribution method: there is just no distribution. A client pays for the right to play a game. No installation files, disc, activation any more. And no more patching on the player's side. And you can play anywhere, on any PC.
Unfortunately, the games are associated to a single account, so you can no longer share a game with your brother, friend, partner... without sharing the whole account. Unless multi-person accounts are offered, obviously.

For developers, on the other hand, OnLive could imply a console like environment for PC games. OnLives machines can be tested, avoiding the hell of multi-configuration set-ups. And, at the same time, can always aim for the best possible graphics, without taking into account the number of high-end computers in the market. Of course, these points are irrelevant as of now, given the low penetration of OnLive in comparison to world wide PC games sales.

But what are the potential effects of such an environment on the whole industry? In the coming years, as internet connections improve, hardware gets more robust and OnLive and similar companies finetune their core systems, things will start changing. It might not be OnLive, but it is undeniable that someone, some day, will  triumph with a similar scheme*.

Trying to predict future market movements is considered by many a great exercise, even if you get everything wrong. So, what are my predictions for gaming, in the light of this technology?

2011-02-08

Review: The Legend of Zelda series

Link: one of the longest lasting and most beloved icons in the interactive media world. An almost eternal boy, constantly saving the world at the last moment from Ganondorf's evil schemes, in which Princess Zelda is always involved, to a varying extent. Most often, she is the recipient of some form of legendary power and the key to controlling the TriState Area Triforce.
We've heard this story six times already (counting only Nintendo home console versions), with different variations. However, in terms of gameplay, evolution was limited to the first four games. Zelda II was a significant departure from the original, Super Zelda improved Zelda's top-down exploration almost to perfection, and Zelda 64 changed the way 3D adventure games were built. However, from Zelda 64 on, little has changed. Each game in the series would get its defining characteristic/mechanic, but general story, controls, menus or items remained pretty much the same.

Late Beginnings

I love A Link to the Past as much as anyone, even though I never finished it. It had good puzzles, tricky dungeons and awesome dungeon bosses. What made boss fights so good was the fact that they were difficult, until you learnt the method. After attacking the enemy three or four times, each with a little higher difficulty, the game acknowledged you as the winner. No five minutes battles, no constant die and retry, no rinse and repeat. This, for me, is the defining mark in the Zelda genre, and its greatest gift to computer game design. It is recognizable in every Zelda game afterwards, but also in the Metroid saga, Soul Reaver or Beyond Good & Evil.
The Light World
In other aspects, the game always felt quick, even when you were stuck. The moment you entered a room you easily identified every relevant item in seconds. Killed some minions, activated a switch and moved to the next area. Opened a chest, saw a 2 seconds description and moved on. Killed a boss, collected a heart and an object, got out of the dungeon in seconds and moved on. Every action was snappy and the game was constantly pushing you forward, with short conversations and a very streamlined interface.
Basically, Super Zelda kept the obstacles between the player and the actual Hyrulean struggle to a minimum.