Home > Puzzle

Posts Tagged ‘Puzzle’

Review: Epic Mickey

I get the impression that this game was preceded by some pretty high expectations from certain people, most notably the devout followers of games with in-depth stories or characters, like Mass Effect, Zelda, Ratchet & Clank and Fable.

And why wouldn’t they be interested? Assuming that you can stomach Mickey Mouse and a whole entourage of forgotten Disney characters, the game sounds great on paper – but does it measure up to the claims of the developers? Well… I’d like to say yes, but the game falls short for a number of reasons.

Read more ...

Review: Dead Space: Ignition

Developer: Sumo Digital
Publisher: Electronic Arts
Platforms: PS3 | Xbox 360
Website: deadspace.ea.com

I’m all for the idea of companies releasing free teaser games for highly-anticipated, upcoming titles. The idea of getting a small taste of an upcoming game that is more substantial than a demo and can actually have some beneficial effects in the game proper is incredibly appealing. I don’t know why more companies don’t do it. If gamers put the effort into unlocking stuff in an upcoming game, they’re almost certain to make the purchase, aren’t they?

So you can imagine how excited Dead Space fans must have been when they saw Dead Space: Ignition appear on Xbox LIVE and PSN – a preview mini-game to Dead Space 2. According to the accompanying shpiel, we’d be able to play through a riveting storyline and unlock some special items ahead of time for use in Dead Space 2. Cool! Or is it? Ignition tells the story of two engineers, Franco and Sarah, who happen to be secret lovers. Through the course of the game, they’ll go from what starts out as a routine day of fixing broken stuff to running from a sudden Necromorph invasion, using their technical knowledge to stay one step ahead of the bad guys.

This sounds like a serviceable premise for a horror game, and it would be – if Dead Space: Ignition were a horror game! But no, it’s a puzzle game. Now, I’m always open to new ideas, but what the hell was EA thinking? I mean, a small, demo-length teaser for Dead Space 2 would have been great, and even a gallery shooting mini-game would have been fine. But a puzzle game? Am I alone in my confusion here?

Anyway, Dead Space: Ignition consists of three mini-puzzle games that get progressively harder each time you encounter them. They’re not bad in their own right, if you like puzzle games. The first one, Trace Route is more of a reflex game than puzzler, very reminiscent of the old game Pitfall. Players guide a line that moves at a set speed from left to right through an obstacle-littered screen, dodging Matrix code that represents data and trying to outrun security traces. It’s one of those bogus representations of hacking that IT geeks always chortle at. The next, System Crack, is another hacking mini-game, this time more strategic, requiring players to send spheres representing viruses and programs in a hexagonal grid in an attempt to break down a PC’s defences. The last one is called System Override. You’ve seen this in a million sci-fi movies: “Oh no, no power! I need to re-route it!” Yep, you finally get to engage in the fabled act yourself by positioning and turning mirrors which must reflect laser into the right receptacles.

The only reason I can see to get this is if you really want to unlock the extra stuff for Dead Space 2, and possibly if you like the comic style artwork of the story scenes – but seriously, it should have been free.

Review: LIMBO

Developer: PlayDead Studios
Publisher: Microsoft Game Studios
Platforms: Xbox 360
Website: www.limbogame.org

Every now and then a game comes along that irrevocably shatters your conviction of what gaming is all about. LIMBO is, without question, one of those games. I honestly wish that I could force every person I know to play through it just once. The premise is simple: “Uncertain of his sister’s fate, a boy enters LIMBO”. This deliberately minimalist approach to a storyline pervades the entire game: the control scheme is mapped to the analogue stick and two face buttons; there is hardly any music; there is no text and no speech at all; and there isn’t even any colour. Despite this sparse use of gaming conventions, LIMBO is a deep and moving experience.

The game is exceedingly beautiful to look at and the world that you are thrust into is both eerie and dangerous. Players take on the role of a nameless little boy in his relentlessly brave search for this sister. Throughout his journey you will have to traverse spike pits, bear traps and all manner of device that exists to stop your progress. And your progress will be stopped often; the world of LIMBO makes it abundantly clear that you are not welcome there. Despite the fact that you play as a young boy, that doesn’t stop the world and its few inhabitants from killing him in the most gruesome of ways. Before you reach the end of the title you will witness the child being impaled, squashed, drowned, burned alive, electrocuted and sliced into dozens of pieces by buzz saws. It is horrific, and a multitude of childhood horrors are brought to bear as well. This creates a phenomenal juxtaposition: the environment is gorgeous and you’ll want to explore it, but the impending, gruesome deaths that loom around every corner are horrendous deterrents.

Death is not the only obstacle however, as the game throws some fiendishly tricky puzzles at you. Fortunately, they’re those rare breed of puzzle that is not too easy, but not hard enough to make you feel stupid. That being said, you will get stuck at times but the best advice would be to realise that everything in the scene is there for a reason. And that just goes to show how much polish and attention to detail has gone into this game.

Of course, the title of the game carries a number of undertones – limbo is supposedly that first area of hell where un-baptised children are left for eternity. This imbues the protagonist’s sister with an enormous amount of innocence. What’s more, the fact that the young boy has entered limbo in order to find her creates all sorts of uncomfortable scenarios regarding how he got there in the first place. This type of information is left deliberately absent so that you’re forced to come up with background and reasons for yourself. In doing so you also become inextricably connected and emotionally invested in the plight of your young charge. At times the game is truly heart wrenching, and the lack of any audible feedback from the boy makes him all the more detached and his ordeal all the more mysterious.

Retro review: Gobliiins Pack

Developer: Coktel Vision
Publisher: DotEmu
Year: 1991-1993
Genre: Puzzle / Adventure
Availability:For sale getitatgog

An important note on orthography:
The Gobliiins Pack includes three games. These are Gobliiins, Gobliins 2: The Prince Buffoon, and Goblins 3. No, I’ve not committed some grievous spelling error – INCONTHIEVABLE! – but instead, the number of ‘i’s in the title represents the number of playable characters in each game. In an exceedingly clever twist, this sequence is perfectly inverted in series iterations. That was probably entirely unintended, but if Dan Brown’s next novel claims it’s a secret Masonic code, I called it first.

A lifetime of repressing his baser instincts now an untold burden on the mild-mannered goblin, Fingus secretly ponders the pleasures of casual violence.

Anyway, the games play like a mashup of something like, say, The Lost Vikings, room escape puzzlers, and point and click adventures. So you’ve got a bunch of goblins (or one goblin and a series of ad hoc comrades, in the third game), each with their own special abilities, and you have to solve a bunch of puzzles in a scene before moving onto the next one and starting over. There’s also a story in there somewhere, but in between jamming bits of stuff together to make stuff happen (or not), it seems mostly irrelevant.

The first game has a lot of obvious problems. There’s no interaction feedback whatsoever, so working out what you can actually do anything with is part of the fun. Where “fun” actually means “not much fun at all, really.” This utterly impenetrable approach to gameplay is significantly compounded by an additional complication – you have a limited amount of health shared between your goblins, and mucking up means losing chunks of this. Muck up enough, and it’s game over. Sure, there are checkpoints, and you can simply restart the scene, but the game all too quickly lapses into a tedious series of pixel-bashing trials and error (or a trial of errors, perhaps).

A severed hand. Supporting adventure game props since 1984.

The second game adds mouseover object highlighting, but chucks the simple, unambiguous character class system for a sort of personality system that’s ultimately rather too nebulous. In theory, the goblin Fingus is smart and diplomatic, while Winkle is stupid and dauntless. In practice, however, this means surreal, inscrutable predicaments where, for example, Winkle can’t figure out how a switch works in one scene, but has no difficulty negotiating the otherwise complex mechanisms of a doorbell in another. Adventure games do tend to rely somewhat on illogical – if illogically predictable, at least – approaches to problem-solving, but this character inconsistency can be quite frustrating.

Third time around, and Goblins 3 plays much more like a regular adventure game. Although the main character, Blount, is supplied with companions throughout the game, their usefulness is generally more transparent. Also, every scene features an objective summary, providing a practical context that’s altogether absent in the other games.

Well, I say “objective summary”. It’s its own puzzle, really.

It’s needless to say, maybe, but none of these games are particularly easy. Many of the puzzles are necessarily – and, paradoxically, unnecessarily – obscure, meaning you’ll frequently find yourself stuck with absolutely no idea what to do next. Given their uncompromising linearity, this also means you can’t get busy doing something else in the meantime. As a rather unique series, it’s certainly worth checking out – but only if you’ve a prodigious capacity for failure and resentment to go with your old school sensibilities. Which you likely do, of course.

Super double retro review: Oddworld: Abe’s Oddysee and Abe’s Exoddus

Developer: Oddworld Inhabitants
Publisher: GT Interactive
Year: 1997/1998
Genre: Puzzle platformer
Availability: For sale getitatgog getitatgog

Welcome to Oddworld, home of the Magog Cartel’s premiere consumer industrial facilities, and SoulStorm Brew™. When RuptureFarms 1029 carelessly exhausts the local population of Meeches, grinding its production of the immensely popular novelty meat snack Meech Munchies™ to an abrupt and potentially commercially devastating halt, CEO Molluck the Glukkon turns a prospective eye to the next readily available source of protein – the Mudokon slaves working his factories. Fortunately for the intended Tasty Treats™, our protagonist overhears the insidious plan, and scurries off to rescue his chums from almost certain extinction, and the howling indignity of being a cheap, low carb entrée.

oddworld_abe

Representing some of the finest platform-puzzle gaming of its generation (and still largely unsurpassed), Oddworld Inhabitants’ Abe’s Oddysee (1997) and sequel Abe’s Exoddus (1998) saw its titular hero creeping, walking, running, rolling, hoisting, jumping, crouching, and farting his way through a series of daring rescues and unlikely escapes. In real life, nobody would be actually able to outrun a Scrab.

Since Mudokons are routinely blinded by their employers, Abe must make use of simple spoken commands to get stuff done. Nearby Mudokons can be instructed to follow or wait for Abe, as well as manipulate environmental paraphernalia like levers. In Abe’s Exoddus, this feature is expanded to include pre-existing emotional states and physical afflictions. Miserable Mudokons, for example, will remain unresponsive until Abe expresses sympathy for their wretched plight, while sick Mudokons must first be healed with a special chant. All of this is ultimately aimed at cooperatively negotiating the environment and escorting Mudokon slaves to Bird Portals and emancipation. It’s usually harder than it sounds.

Abe is also able to assume control of certain enemies through possession. A possessed Glukkon, for example, can be used to gain entry to otherwise inaccessible locations, or issue orders to nearby Slig guards in much the same way that Abe interacts with fellow Mudokons. Possessed Sligs, in turn, can boss around their not-dogs, Slogs. As an added bonus, both Glukkon and Slig targets are killed (more accurately, they explode) when this telepathic link is terminated. Hotdogs for everyone!

Both games are, however, both extremely challenging and extremely unforgiving, and you’ll watch Abe and his pals die a thousand horrifying, completely preventable deaths because you miscalculated a jump or forgot about the blind guy who walks straight into a meat grinder. While this isn’t of much consequence in the sequel, the lack of a quicksave function in Abe’s Oddysee can make this game a bit frustrating.

Review: Professor Layton and Pandora’s Box

prof-layton-info-bar

prof layton 02Oh blimey, bother, and baked beans on Big Ben! Professor Layton and his boy companion, Luke (unnecessary but inevitable tasteless joke here, I say!) have gotten themselves all tangled up in another grand adventure. Layton’s jolly chum Doc Schrader (I say!) has come into possession of one evil little artefact – a box said to bring about the quick and horrid death of anyone who dares to pry it open – and apparently (I say!) gone and died. Exercising his formidable powers of deduction (I say!), Layton arrives at the conclusion that Schrader must have pried open the devil box. The devil box in question, of course, has (I say!) inconveniently vanished, and the only clue remaining is an unmarked ticket for the posh Molentary Express steam train. A ticket which Layton and his young friend (I say!) remove indefinitely from the crime scene. It’s not stealing when you wear a top hat (Oh, I say!).

Much like its predecessor, Professor Layton and the Curious Village, this game’s a mashup of mystery interactive fiction and puzzling. It’s also not an especially clever mashup of mystery interactive fiction and puzzling, because the mystery interactive fiction and the puzzling feel like they were bashed against one another by an obstreperous toddler until they were sort of precariously stuck together (mostly with dribble). I’ll demonstrate with a hypothetical pastiche:

Professor Layton: Oh fie and brambleberry pie, once again we are thwarted by our unseen thwarters! It seems we shall never solve this confounded conundrum!
Luke: Oh dear, Professor! We are indeed, I say. How droll. What a to-do. Tally ho, pip pip, toad in a hole. Whatever are we to do now?
Professor Layton: This reminds me of a puzzle about sharks and electricity.

prof layton 01

It’s not that the mystery interactive fiction bits are bad, or that the puzzling bits are bad, it’s just that they’re not quite working out in the same place at the same time. If you’re all about the mystery interactive fiction, you’re going to become bored and frustrated rearranging fish on a Tesla coil (hypothetically), and if you’re all about the puzzling, you’re going to become bored and frustrated plodding through an otherwise irrelevant plot that’s really nothing more than a big old MacGuffin hunt with with annoying charming dialogue (less hypothetically).

Of course, I’m also a cynical pig. If you like your mystery interactive fiction mixed up with your puzzling, you’ll probably adore it like everyone else on the planet did.

prof-layton-bottom-line

Review: Axel & Pixel

anp-info-bar

At its heart, Axel & Pixel is a slimmed down point-and-click puzzle game: you won’t be stuffing an ever-expanding inventory with all sorts of items; you won’t have to have conversations with characters (in fact, there is no understandable dialogue at all, just Sim-like gibberish); and you won’t be wandering backwards and forwards between new and old locations trying to find solutions. I guess you could call Axel & Pixel a point-and-click adventure game for people with a very short attention span who like to at least feel clever at times. Which is why I loved it.

A&P 1

The Xbox Live Arcade game follows the adventures of Axel and his dog Pixel who both get trapped in a mysterious dream world. The only way out of the dream world is for them to pursue a rat that has stolen a key to the exit. There is also an Ice Giant who needs to be defeated and I guess he holds dominion over the dream world, but this is never really fleshed out. That being said, the character design for the giant is magical. In fact, the entire game is unique in artistic style. It may not appeal to everyone, but the blending of real-world photography with cartoon-styled animation and characters, creates a surreal visual experience that I found highly appealing. Each level looks gorgeous and the majority of the time I was progressing through each not to chase the rat, but simply because I was so utterly intrigued by this dream world our heroes had fallen into. It’s beautiful, haunting, and pastoral in atmosphere, and I must admit that for the two and half hours it took me to play through the game, I was entirely sucked in.

Axel & Pixel is broken into four acts that correspond to the four seasons; you’ll start in spring and end the game in winter. Within each act are numerous chapters, and each chapter is a level with a self-contained puzzle that needs solving. There are also three mini-games and occasional quick-time-events that provide breaks from the cognitive stuff.

A&P-2To solve the puzzles your cursor simply changes as you hover over interactive items. Owing to the art style, however, sometimes it is extremely difficult to make out what is interactive and what is simply background detail. This unfortunately necessitates having to wave the cursor around hoping to catch a glimpse of it changing as you skim over an object that requires poking. This breaks the flow of sequential puzzle solving that the vast majority of the levels are capable of building. That being said, I resorted to this method less than ten percent of the time.

Another potential flaw is that it is often not immediately obvious what it is you are trying to solve. Quite often you’ll begin each level by simply activating interactive objects at random. Eventually, however, the penny will drop and the level opens up before you. In addition, there are two puzzles that require you to do the same action numerous times, but there is no indication that this is required. Fortunately, help is a mere button-press away, so you won’t ever be stuck for too long.

anp-bottom-line

Preview: Scribblenauts

Developer: 5th Cell
Publisher: TBA
Platforms: DS
Release date: Q4 2009

So there’s this thing stuck up a tree. It’s straightforward hero business so far – we’ve been doing this butch tree rescue stuff since Quest for Glory 1. Of course, getting a thing out of a tree in that game meant grinding out your climbing stat for 20 minutes, so you could shimmy up a metre or so of Spielburg’s woodland heritage just to get a bit of cheap costume jewellery. Or, if you were playing as the Magic User, you could cast that super convenient Fetch spell, and save yourself all that exercise nonsense. In a perfect world, anyone playing as a Fighter should have been able to simply kick the stupid thing down, and pull the old lady’s ring out of the dust and dead squirrels while puffing a post-action cigar – and it’s the romantic in me that thinks this is exactly what 5th Cell had in mind when they came up with DS platform puzzler, Scribblenauts.

I-L-L-E-G-A-L L-O-G-G-I-N-G O-P-E-R-A-T-I-O-N

I-L-L-E-G-A-L L-O-G-G-I-N-G O-P-E-R-A-T-I-O-N

See, when you have to get a thing out of a tree in this game, you can try anything you like. Sure, you could use a ladder, but wouldn’t it be much cooler to summon a beaver to gnaw the entire tree down instead? I know which one I’d choose when dealing with an insubordinate plot device. The thing is, in Scribblenauts, you’re not just typing something into a text parser that the dictionary resource file is going to reject with a stroppy, “I don’t understand what you’re trying to do.” In Scribblenauts, you write whatever it is you want on the DS’s touchscreen, and the game will bring it into the world for you to play with. Yeah, I thought it sounded wild too.

G-O-T-H-S W-H-O T-H-I-N-K T-H-E-Y-R-E R-E-A-L V-A-M-P-I-R-E-S

No idea what's going on here, but I think it needs more G-O-T-H-S W-H-O T-H-I-N-K T-H-E-Y-R-E R-E-A-L V-A-M-P-I-R-E-S, just to see what happens.

“The way it works is we’ve started with the qualities rather than the objects,” explains lead designer Max Cox. “We’ve started with categories and sub-categories, like flammable, electrical, heavy, organic, and then we place each object within this framework. That means an object already inherits loads of qualities as soon as it’s put into the system: we don’t have to say fire would burn this wooden ladder or this boat. We simply say fire would burn everything that’s flammable, and anything made of wood will already be marked up in the database as flammable. And when someone slots in a bird, we know from the start that it’s organic and it flies, and it has AI properties and that sort of stuff, right from the word go. We don’t have to go through thousands of objects one by one, assigning properties.” Oh, so all the developers have to do is fill up the game’s object database with absolutely anything and everything players might think of to use? I bet I know what they’re doing this weekend. And next weekend.

All this ingenious innovation aside, the game itself is an otherwise deceptively simple-looking side-scrolling 2D platformer, reportedly cramming in some several hundred levels of play. Bath times will finally include dinosaurs and rocket launchers.


Advertisement

Advertisement

Login / Search

Latest games

Latest opinions

Advertisement