Another baby review dump from Stallion Free's recent completions that hit Steam this year:
I grabbed this game on the summer sale partially to pass the Capcom test that Microsoft is forcing us through to "earn" the Halo collection and partially out of curiosity as to why they chose this as their premiere non-AAA title pre-Xbone launch. It was a disappointment on both levels. The game is a follow up to
Max and the Magic Marker, a decent enough indie game from a time when the market wasn't quite so saturated. In the original the game the titular marker functioned exactly as you would expect a marker to function: you drew on the screen to create new objects and pathways through the level. In the sequel, they dumbed it down quite a bit. You can now only draw in predefined locations and these predefined locations automatically select how the marker will function. This change was probably brought upon the series by the shift in focus to a controller rather than a mouse and keyboard and while I understand that necessity it does make for a bit of a thoughtless and uncreative puzzle solving experience. To compensate for this, the developers decided to add a surprising amount of "combat" to the game in the form of irritating enemies who can all one-shot you and sometimes demand frustratingly fast response and accurate drawing. I hated these enemy encounters. They weren't a fun way to increase gameplay variety at all. Making things even worse were the really uninteresting visuals and character designs that weren't anywhere near as cute or charming as they needed to be for the tone of the story. Texture resolution was just sad and the backgrounds usually felt like they had little effort put into them. Compared with a game like Trine 2, it looks a generation behind. For a sidescrolling game, I expect more.
Verdict: Don't bother at any price. The puzzle design isn't clever, the combat and platforming are irritating, and the graphics are disappointing.
Year Walk managed to hit Steam before I bought it for my iPad so it was immediately added to my summer sale pickups for all them achievements. The art style was what drew me to the game initially and it really delivered on that level. Every screen looked gorgeous and was seeping with a thick, creepy atmosphere. It helps that they picked great source material too. Swedish folklore has tons of disturbing imagery apparently. Puzzle-wise, I wasn't a huge fan, but I also didn't find anything particularly offensive from a design standpoint. The devs want you to be sifting through these layers and soaking in the atmosphere and a lot of the puzzles are designed around that. They do a good job of pushing you through all the folklore concepts the devs decided to flesh out too. The story is a bit trippy, but it's suppose to be and when it finally wrapped up I was really happy the journey I had taken.
Verdict: It's cheap and if you dig rich atmosphere I totally think you should check it out. Even if you don't care for the puzzles, the story is interesting enough to still make the journey worthwhile.
I loved my time with Bastion, but I let this game sit unplayed in the Family Sharing pool for a couple months before digging in. And I regret that. It has that same dreamy, abstract style of storytelling and visual design that Bastion does and the two games feel really unique in that. It's really fun slowly unraveling what happened in the city that lead to the opening of the game. There is a ton of flavor narration that builds the atmosphere in the environments really well and made me want to explore every nook and cranny. The combat system has this weird meshing of almost turn-based and real-time movement and attacks. The implementation isn't quite perfect and the lack of commitment to one style or the other makes it feel as if they weren't quite happy how either way felt. I'm not sure if I wanted them to really commit to one combat system or if I just wanted the two to coalesce in more natural way.The attack system more than makes up for it though. You get all these different skills and they can be used in three different ways: attack, upgrade to another attack, or passively. The setup works really well and it's fun exploring the different combinations in search of ones that fit well with your playstyle (and also do a shitload of DPS). I never really stuck to one set up for very long since the game introduces new skills at a pretty consistent pace. I definitely hope to see them continue down this path over the more straight-forward Bastion weapon setup.
Verdict: It's hard to recommend this at 20$ because I played a friend's copy for free, but they pack in a lot of quality to the ~5 hour experience and they do a good job incentivizing replays. I'm definitely picking it up for my own collection down the line.
I feel really bad for anyone who actually paid 20$ for this. I mean this is exactly the type of mobile gaming debris that we don't need or want ported over to more platforms. This is the gameplay in the product in full: run around and press a button to pick flowers or kick jars, chase baby's first pathfinding AI experiment and QTE pick flowers off their back. Who writes up a game design document like that and says, "wow this will be fun" or "people will definitely feel rewarded for the time they spend with this!" It doesn't look cool either (rough animation) and it certainly never feels like a rewarding activity. It's mindnumbing to a whole new degree and I say that as someone who eats up Ubisoft collectathons. They do make pretty good use of Unreal Engine 3 to bring their vision of this sad collectathon world to life, though they did go completely overboard with the chromatic aberration. The only other positive is that it is incredibly short. I embraced the collectathon and it still only took maybe 3 hours to do everything except the grinding achievements.
Verdict: I don't think this is even worth the 1.50$ I paid for it. It's a soulless experience. Don't let people lure you into it with the pretty screenshots.
Classic Stallion Free indie bait right here. Gorgeous visuals? Check. First person walking simulator? Check. Possibly trippy puzzle elements? Check. I fell for this game based of the trailer alone. That's how tailor-made this kind of game is for someone like me. Sadly this one goes off the rails a bit and left me sour in the end. Let's go over the good stuff first: the developer nailed his visual design almost perfectly. The dream-like environments look stunning and feel truly creative from the visual standpoint as far as gaming environments go. The gameplay based visual design builds a really good atmosphere too with smart use of rain, fog, and night time. This makes for some pretty interesting puzzles as you switch and combine those different states to reach the door into the next level. A lot of the early puzzles have obvious solutions that take longer to implement than to actually figure out, but there were a couple that had me stumped for a bit towards the end and they did feel great to solve. Unfortunately that isn't all the game consists of though. The developer just had to step beyond his abilities and write a story to go along with this experience. This leads to some of the most painful narration I have listened to in a long time made even more painful by the horrendous voice actor. Of course at this point you would go mute the dialogue and call it a day, but there is only universal volume control meaning you must also surrender all of the atmospheric sound effects and solid score to be free of this aural pain. The icing on the cake is a truly awful boss battle.... where the narrator becomes even more relentless. These two factors actually left me feeling bitter about the experience as a whole as I finished the game.
Verdict: Despite the sublime visuals and decent puzzle efforts, this game gets downgraded to the sub 5$ range for unavoidable atrocious narration and the inclusion of a "boss."
I've never watched more than a couple of the more infamous scenes from South Park before, so my interest in this game was largely due to Obsidian's involvement. That said, I enjoyed my time with the game so much that I will probably start watching the show at some point and the sole reason I'm including this game in the review dump is because I want people to still give the game a chance without feeling pressure to have watched the show first. It's that good. The writing is sharp and wonderfully irreverent, the depiction of the different social groups is very on point (though obviously exaggerated to a South Park degree), and it made me laugh more often than any game I can think of in recent memory (though that might just be proof that comedy is a lacking genre in gaming). The gameplay is very straight-forward for an RPG, but there is an attention to detail that is hard not to appreciate. I enjoyed the battle system and the leveling up enough that I didn't ever try to avoid battles, but Obsidian also wisely kept the random overworld encounters reigned in to the point of inoffensiveness. The visuals are great too. They do a great job bring a cartoon world to life in videogame form and there is a certain art to the lazy/garish look that the show and game share.
Verdict: Don't skip this one. It's clearly a labor of love from the show runners and Obsidian helped them bring it to life perfectly. The game is the perfect length too. Even if you haven't seen the show you should still give it a shot.