Tag: mobile game

Rapid Fire Reviews

This week Hazel leads the round table with Zahra and Peter to talk Gaming News (from Cam) and the impact of AI. Zahra goes mobile while reviewing sandboarder Alto’s Odyssey developed by Snowman. Caroline then goes digging and gets stuck in(to) the early access game Below the Stone developed by Strollart. And finally Zahra jumps back in for an extra review of mobile creative Let’s Create! Pottery 2 from Infinite Dreams.

Survive – Review

Developer: Juuso Hietalahti
Publisher: SANDBAY GAMES OY.
Music: John Leonard French
Platforms: Android, iOS
Released: November 11, 2016
Genre: Survival, Text Adventure

Right, so perhaps driving up to a lake 50 miles away from town in a terrible, awful storm wasn’t the best idea. Maybe I should’ve checked the weather beforehand. Maybe I should’ve let someone know where the heck I was going.

Unfortunately, I didn’t do any of that. And now all I can do is assess the situation, figure out what my next step is, and survive.

My car is totaled. Thankfully I’m fine, I’ve got a couple of bottles of water, some energy bars, a trash bag, a few other bits and bobs. It’s still pouring rain, the area I’m in is at risk of flooding, so I need to move. I at least have a vague direction to travel, but should I go towards the lake, or down this really muddy path?

Survive is a mostly text-based mobile survival game, with enough visuals to add to your immersion, and a surprisingly complex combination of mechanics, easy to learn, difficult to master.

So, Survive is fairly straightforward. You can select from a number of starting areas that promises differing levels of difficulty, whether it starts you further away from civilization, or the terrain will be more challenging. The items you start with varies, your starting condition varies, and even if you select the same starting point, no run is the same.

You take stock of what you’ve got, where you’re at, and what options you have. Which boils down to gathering wood or resources, tracking prey, building shelter, a fire, or raincatcher, crafting, and travelling. Each action takes up time, energy, body temperature, everything has a cost.

You’ll want to travel as far as you can, ideally during daylight. But you’ll need to find drinkable water, or create some. You’ll need to look for food, but you’re not guaranteed to find anything useful, especially in some areas. Raining and you’re starting to get dangerously cold? Shelter. Hungry? Your actions take more out of you. Repair your shelter, hopefully you can make a fire but, oh no. It’s raining! Of course you can’t make a fire. Maybe you should try to push forward, maybe you should stay put. You have to weigh up your resources, your actions, your options, what could go wrong if you walk, what could go wrong if you stay.

And just travelling isn’t straightforward. You’ll have a choice of paths, one may head in a direction that could offer more resources, but the other is supposed to head towards a road and you can travel a lot further, more quickly, on a road.

And night is falling, you probably don’t want to try to travel through thick forest in the dark. But it’s getting awfully muddy where you are, and the rain is pretty heavy.

Survival games can get pretty complicated, and text adventure games can be pretty hard to keep track of, and Survive does a pretty good job of balancing the two. With some simple visuals, a clear user interface, Survive streamlines some of the survival mechanics. For example, when you travel, you will always travel in the right direction, so you don’t need to draw up a map to keep track of where you’re going. Crafting is simplified, and your stats are kept to the essentials. But these decisions to make it more streamlined doesn’t necessarily make it a simple game.

There’s a lot of things Survive does that doesn’t really make it a true text adventure game. Images kinda get in the way of that, but it’s not overdone. It’s enough to communicate the game and events, it’s pretty minimal, and makes it easier to navigate and visualise. And one of the things it does is also create a soundscape with a bit of music. Footsteps when I’m travelling. Rain building up to a storm. It’s not much, but it makes me feel like I’m being told a story by a narrator who is getting really into it.

I love text adventures, ever since I was a wee little tyke with those choose your own adventure books, but it’s easy to get overwhelmed. But Survive leans enough into it for me to take in each word and build my environment in my mind, but to also make it clear what I have, where I am, and where I need to go.

One of my favourite things is that Survive is a really good game to play on a commute. A run takes maybe 10-15 minutes, so I can usually play a round or two on my way to work. If I have to abandon a run for whatever reason, it doesn’t feel like a huge deal. But while I’m playing it does take my entire focus.

It’s a game I’ve been playing on and off for a few years now, and it just seems to keep improving here and there. It’s easy to pick up, easy to put down, but in between it’s a joy to play and get my survival game fix.

And look, not a lot of games has a dedicated achievement when you make the very hard decision to eat maggots. So, Survive is just a perfect mobile game as far as I’m concerned.

Review: Adventure Time Presents Card Wars

cardwars1

Platform: Android, iOS
Developer: Kung Fu Factory
Website: www.kungfufactory.com
Australian classification: Unrated

‘Card Wars’ was originally an episode of the Adventure Time cartoon parodying collectable card games like Magic: The Gathering. In that episode Jake the Dog perfectly summed up Magic: “It’s a fantasy card game that’s super-complicated and awesome but, well, it’s kind of stupid.”

Now there’s an app that lets you play the actual game as seen in the show, which is an idea that’s simultaneously dumb and brilliant. Thanks to the popularity of video games like Hearthstone, those mechanics are everywhere – it seems like every fantasy setting has its own virtual card game where you summon monsters that crawl off the cards and onto a digital tabletop – and ripe for making fun of.

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Review: Out There

outthereships

Platform: Android, iOS
Developer: Mi-Clos Studio
Website: outtheregame.com
Australian classification: Unrated

A game like FTL: Faster Than Light gives you basically the full Captain Kirk Star Trek fantasy. Your own spaceship, your own crew to boss around, and an endless supply of enemy craft to hail over the intercom and bargain with or blow out of the sky. Out There is an undeniably similar game of crossing the galaxy in your own spaceship, but it’s a very different fantasy: you’re alone, your ship has no weapons, and your greatest enemy is an empty fuel tank. It’s not Star Trek; it’s a bleak Polish novel about the vastness of space.

The first time I played Out There I realised I was running low on fuel, so I set the course for a gas giant I could probe to harvest hydrogen. Flying to that planet cost fuel, getting into orbit around it cost more fuel, and when I pressed the button to send the probe I discovered that also cost fuel, which I no longer had enough of. I didn’t have enough fuel to refuel. In Out There you don’t get to reload if you goof like this, it’s game over. You press the “give up” button and start again.

I press the “give up” button a lot.

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Zed Games Podcast – Episode 203

zg203

We chat with James “Peanuts” Schultz (community manager) and Matt Knight (designer/artist/voice artist) of Halfbrick Studios (Fruit Ninja, Jetpack Joyride, Fish Out Of Water).  In this candid interview we discuss Colossatron: Massive World Threat and Band Stars, find out what it’s really like in the games testing department at Halfbrick, and we poke Matt repeatedly until he does his “Rick Dalton” voice.

Lee reviews The Banner Saga (PC), “an epic RPG inspired by viking legend”.

In studio: Razor, Lee, Candi, Jody and Alanah

Aired 22 January 2014

Zed Games Podcast – Episode 203

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