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Author Topic: Sappho's “Happy” New Year Blowout Giveaway - Videos On Their Way!  (Read 26806 times)

BFEL

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Re: Sappho's “Happy” New Year Blowout Giveaway - "WINNERS" ANNOUNCED!
« Reply #105 on: January 06, 2016, 02:39:52 pm »

Transistor

Transistor strikes me as a story that would have been better served telling itself in a different way. It throws you into the action without so much as a "new game" button standing in the way, introduces you to characters through unlockable snippets of information gathered from your moveset, and gives all dialogue through the mouthpiece of a talking sword. Or person trapped in talking sword.
It's unnecessarily vague while presenting an interesting, vibrant world and the only form of real interaction we get with said world is through combat or more snippets when your character posts on the internet.

All the time I've spent in its world and I still have nothing but questions about it, It feels like I missed the orientation that would introduce me to this foreign culture and now the tour guide wants me to stab things before the world ends.
The odd thing is that Transistor has managed to invest me in its setting enough that I don't want it to get ripped away, yet the linear nature and general direction of the story make me feel like it already has been. I'm fairly sure that I won't get to find out much more about this world not because it's being destroyed by "The Process" but because there is no more world to explore.

So really the investment has only made me feel more antagonized by the developers then by the hokey villain they have chosen to present.
While the game is fun, and the systems within are interesting, they'll only bring me farther from my goal of seeing as much of this setting as possible.

So yes, they really should have told this differently.

AND NOW FOR THE ACTUAL GAME BITS:
You play as Red, a singer who has had her voice stolen and boyfriend(?) imprisoned in a cyber sword. He talks to you, in between being used to swat things and as an impromptu microphone, and this is how you get most of the game's story. By having your boyswordfriend tell you.

As for combat, you use "Functions" which are assigned at checkpoints and can be used as either an active attack, upgrade to another attack, or as a passive buff, with differing effects depending upon what the specific function is.
For example, the two you start with "Crash" and "Breach" are respectively a short and long range blast of energy in the active slot, but putting Crash in a upgrade slot lets other moves cause stun while breach increases range or duration.

This is the second way you can squeeze droplets of story out of the game. Each Function is associated with a character, and using it for awhile in each different form is required to unlock all information about the related character. So "Crash" for example is associated with Red. So using it in the active slot tells you her name, occupation and some general backstory, using it as an upgrade unlocks info about where she took yoga and using it as a buff lets you know what bands you should bring up on a date with her. (Note: These are not the exact things it tells you)

There is also a special ability unlocked during your first fight that dominates all battles for the rest of the game: TURN, which is like VATS from fallout except you become totally helpless for a minute after its over, so presumably it's the swordfriend equivalent of an orgasm.
This is presumably done to prevent the player from over reliance on the pause button, but since without it you are a mere squishy mortal what it really does is relegate the "Jaunt" function to a upgrade slot for the entirety of the game. (That lets you use the associated attack after TURN is over btw)

So battles generally involve using TURN to solve the biggest problem it can, then running around flailing ineffectually while you wait for it to recharge.

Said problems come in the form of "The Process" which are computer programs or something...that can murder you? Its pretty vague. It kinda feels like they designed the battle system and setting and then were like "WAIT SHIT WE HAVE NO ENEMY. HOW CAN WE COMBAT WITH NOTHING TO COMBAT AGAINST?!" "I DON'T KNOW! WHATS THE FIRST THING YOU CAN THINK OF?" "ER...COMPUTER PROGRAMS?" "THROW IT IN."

So remember what I said about how the world was more interesting then the story? This is why. It has a beautifully constructed world that feels fucking ALIVE and then the enemies are just...random mooks. Like not even random mooks being led by some big bad, just random mooks. The mooks themselves are the threat, and it is at LEAST as underwhelming as it sounds.

Lets see what else...oh right. You play a singer remember? THE MUSIC IS PRETTY AMAZING.
Well, at least the ONE SONG that the protag actually sings, which is used for the first boss fight to stunneriffic effect.
Everything else is just instrumentals that, while pretty decent, are horrifically overshadowed by that song.

So I guess the final verdict is that its a good game that could probably have been a better game if they hadn't been so determined to make it a game.
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Darkmere

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Re: Sappho's “Happy” New Year Blowout Giveaway - "WINNERS" ANNOUNCED!
« Reply #106 on: January 06, 2016, 04:31:29 pm »

0/10 you wasted a completely good opportunity to use "swordgasm."

I'd also point out that Gary's Adventures screenshot happened to catch this:



You can see the exact moment when this guy's soul was crushed. Look at him, his spirit is utterly broken. He's an emotionless husk now.
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And then, they will be weaponized. Like everything in this game, from kittens to babies, everything is a potential device of murder.
So if baseless speculation is all we have, we might as well treat it like fact.

Sheb

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Re: Sappho's “Happy” New Year Blowout Giveaway - "WINNERS" ANNOUNCED!
« Reply #107 on: January 06, 2016, 04:33:17 pm »

Oh, hell, if anything else, I'll play at least 20 minutes and I promise at least 10 lines on it. Anything that runs on windows is fine.
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Sappho

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Re: Sappho's “Happy” New Year Blowout Giveaway - WRITE THOSE REVIEWS!
« Reply #108 on: January 06, 2016, 04:34:47 pm »

I am loving these reviews, guys. What say you all to making this an annual event?

BFEL

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Re: Sappho's “Happy” New Year Blowout Giveaway - "WINNERS" ANNOUNCED!
« Reply #109 on: January 06, 2016, 04:37:39 pm »

Oh, hell, if anything else, I'll play at least 20 minutes and I promise at least 10 lines on it. Anything that runs on windows is fine.
SOMEONE missed the party :P

I am loving these reviews, guys. What say you all to making this an annual event?
ALL OF MY YES.

Side note: I stupidly wrote the review ONE SESSION from finishing the game. I thought I was only at the halfway point, but I was like 4 rooms away from the FINAL BATTLE.
Nothing really changed, except make "I don't think this will give me much more worldbuilding" to "THERE IS NO MORE WORLDBUILDING, THE WORLD IS BUSY BEING DESTROYED"

Seriously, its almost existentially depressing how clearly the setting was made JUST to be torn apart.
« Last Edit: January 06, 2016, 04:40:17 pm by BFEL »
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7/10 Has much more memorable sigs but casts them to the realm of sigtexts.

Indeed, I do this.

Sheb

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Re: Sappho's “Happy” New Year Blowout Giveaway - WRITE THOSE REVIEWS!
« Reply #110 on: January 06, 2016, 04:41:09 pm »

Jeez, well, more studying for me. :p
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RedKing

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Re: Sappho's “Happy” New Year Blowout Giveaway - WRITE THOSE REVIEWS!
« Reply #111 on: January 06, 2016, 04:48:05 pm »

Sure, why not? I hate that I didn't get to do a video review of Uncrowded. My reactions were pretty golden.

"Hmm, ok this isn't so bad, kinda blocky but the framerate is decent. Okay, we'll wander around and oh hey, there's a house....hmm...nothing in here, guess I'd better OH FUCK WHERE DID YOU COME FROM AAAAGH. Ok, so let's try this again. Aha! I see you this time, zombie! Die in a hail of....what? what the f....THE BULLETS THEY DO NOTHING!"



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Remember, knowledge is power. The power to make other people feel stupid.
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Persus13

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Re: Sappho's “Happy” New Year Blowout Giveaway - WRITE THOSE REVIEWS!
« Reply #112 on: January 06, 2016, 05:04:22 pm »

That review you linked to compensated though. You weren't lying when you said it was hysterical.
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Congratulations Persus, now you are forced to have the same personal text for an entire year!
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ventuswings

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Re: Sappho's “Happy” New Year Blowout Giveaway - WRITE THOSE REVIEWS!
« Reply #113 on: January 06, 2016, 05:20:12 pm »

I am loving these reviews, guys. What say you all to making this an annual event?
Should be better than normal giveaway, at least!
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MetalSlimeHunt

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Re: Sappho's “Happy” New Year Blowout Giveaway - WRITE THOSE REVIEWS!
« Reply #114 on: January 06, 2016, 05:28:53 pm »

Grimoire: Manastorm

I played this first acting on the presumption that it was the better of the two games thanks to its Steam reviews. I was wrong. So very wrong. I haven't tried Extreme Ship Simulator yet but it cannot be as uninteresting as this.

Grimoire: Manastorm is a shitty skin and mechanic conversion of UT3. That's really the whole of it, right down to the classic announcer voice. This is my new pinnacle of why Steam Early Access is shit and a mistake.  Essentially, you can teleport-dash and use five different applications of whatever magic class you have equipped. Graphics are somehow worse than UT3, lots of colored vectors.

Worse than that, most of the game was the tutorial. The game doesn't have any other singleplayer mode, and otherwise is all deathmatches. That wouldn't be as much of a problem except that all of the servers were empty. I joined one and fucked around with bots for a bit, but using clunky magic against them was utterly devoid of joy.

In conclusion, this is someone's shitty absolutely generic fantasy magic mod for UT3 that was approved for Steam Early Access and sold for money. This is one of the only voids of creativity that I actually went out of my way to immediately remove from my computer.

0/5, not a real game.
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Nighthawk

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Re: Sappho's “Happy” New Year Blowout Giveaway - "WINNERS" ANNOUNCED!
« Reply #115 on: January 06, 2016, 07:13:10 pm »

-Transistor Review Snip-
That was actually quite a good review. I'm only disappointed that you didn't complain about how you have a huge sentient USB sword which enables you to teleport, shoot lasers, explosions, and all sorts of other nonsense, and yet the only thing you can't seem to do is SWING IT AT STUFF.
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MarcAFK

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Re: Sappho's “Happy” New Year Blowout Giveaway - "WINNERS" ANNOUNCED!
« Reply #116 on: January 06, 2016, 07:22:42 pm »

-Transistor Review Snip-
That was actually quite a good review. I'm only disappointed that you didn't complain about how you have a huge sentient USB sword which enables you to teleport, shoot lasers, explosions, and all sorts of other nonsense, and yet the only thing you can't seem to do is SWING IT AT STUFF.
Maybe you don't want to hurt mr swordy?
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They're nearly as bad as badgers. Build a couple of anti-buzzard SAM sites marksdwarf towers and your fortress will look like Baghdad in 2003 from all the aerial bolt spam. You waste a lot of ammo and everything is covered in unslightly exploded buzzard bits and broken bolts.

Darkmere

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Re: Sappho's “Happy” New Year Blowout Giveaway - WRITE THOSE REVIEWS!
« Reply #117 on: January 06, 2016, 09:13:34 pm »

What say you all to making this an annual event?

Sounds like a plan to me.
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And then, they will be weaponized. Like everything in this game, from kittens to babies, everything is a potential device of murder.
So if baseless speculation is all we have, we might as well treat it like fact.

Tiruin

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Re: Sappho's “Happy” New Year Blowout Giveaway - "WINNERS" ANNOUNCED!
« Reply #118 on: January 07, 2016, 07:09:43 am »

Transistor

Transistor strikes me as a story that would have been better served telling itself in a different way. It throws you into the action without so much as a "new game" button standing in the way, introduces you to characters through unlockable snippets of information gathered from your moveset, and gives all dialogue through the mouthpiece of a talking sword. Or person trapped in talking sword.
As someone who completed it too...It's a different way of telling a story. A bit of in medias res with a touch of 'backstory by unlocking all functions'. :D

You also forgot to introduce the most titular character in the game. Luna. :P :)

So remember what I said about how the world was more interesting then the story? This is why. It has a beautifully constructed world that feels fucking ALIVE and then the enemies are just...random mooks. Like not even random mooks being led by some big bad, just random mooks. The mooks themselves are the threat, and it is at LEAST as underwhelming as it sounds.
The mooks were people once o_o
Trustory. :3

But I *like* that review there. :D



BoxesWithGuns
A shooter game.

Upon opening the game, I see my username logged in along with visual settings set to 'max' (Particles at Ultra, and all cosmetic options like fullscreen and others checked--the resolution doesn't go lesser than 1280x1024 or 1360x765, for the lowest I would be looking for in a windowed mode). All these gave me a good impression, though in hindsight, this impression should have considered the menu screen design being a forewarning of what was to come.
Spoiler: Note (click to show/hide)
'Start Game' begins with a customization screen divided into two portions--with the left being the 'build' zone, as you play as a monochromatic box as your avatar, ship, or icon designating your existence, and the right side being a preview of your ship in hypothetical combat, showing off how it basically fires its weapons and which direction it fires in. The build zone enables you to modify your box isometrically (In 2D), with each box alongside your single first box representing an individual weapon--there's a 'cost' value, along with how much "$" you currently have in the build zone as an indicator. It lacks UI friendliness though, as the beginning player is not given any prior information towards what they're seeing, nor is it obvious that the boxes equal a single weapon slot (one should 'click' the box to see the various weapons available...on a not-so-goodly formatted menu). There is no 'undo' command or 'redo' command, seemingly typical as of my experience in customization screens--merely a 'save' and 'reset' option [and from there, each save is PERMANENT, which means if you built your box and realized the price is too high to buy anything else and saved it, the 'reset' just reverts to the last save available.], and a core characteristic that cannot be modified is that all this, pertaining to the whole customization screen, is in the foreground of an ever-playing, non-controllable background featuring garish lighting, vague and blurry objects floating in the scenery, and a neon-like waveform at the top and bottom borders. This is of significant mention because it obscures and messes with the visibility and worksmanship of the player working, as well as providing an irritating glow that cannot be controlled. The same background and garish theme continues right after you press the 'continue' button, which is one of four options in the customization screen [the other being Main Menu, because there's apparently no option to modify the tiny text of the menu, or the maligned formatting highlighting and underlying the descriptive text...or the background].
Spoiler: Note (click to show/hide)

The game starts and you see your tiny geometric box-form in the middle of the screen, automatically shooting whatever weapons it has, on a visibly pixelated grid. No instructions imply that the arrow keys or WASD control movement, or that the shooting follows the mouse cursor direction. You are just thrown into battle against a stream of other squares of different color which approach you in a line right from the start, and apparently they destroy your boxes upon touching you--they do not fire back. You are limited to that grid to move in. You have no control over shooting--merely the direction you shoot in, and there is no control on the fine motor movements of your box-form; inertia is all the same. Now this would be a fine shooter given this premise, but there are few certain, significant, and peculiar notes of mention to any gamer wishing to play this particular game.

Note 1: The Background.
Other than being uncontrollable and unable to be modified in anyway (including the background and otherwise in all screens), the background itself becomes an obstacle in the game. During gameplay, there's a time-tracker set in the middle of the screen, and opague enough to overlap anything under it; this timer represents how long you have survived. In many intervals of the game, along with no indicator of damage to other cubes (your shots undergo osmosis and explode on pixelated impact, and no sign of damage is given otherwise), the 'grid' I mentioned earlier acts like a subwoofer--it's a haze of pixels which easily blend in with the lighting.

Note 2: The Lighting.
Garish is the best adjective I could find, as during the gameplay you are barraged with flashes of light and bloom from random and unpredictable areas of the central focus of the screen, completely hindering tactical positioning of your box-form, and also working as an obscuring field for the enemy (in a way, acting like a camera obscura--emitting a bright light that fully blinds the screen for two or three crucial seconds. In multiple, consecutive intervals). This happens regularly, though not regularly enough that it's something one can play through; the lighting is basically a distractor (which along with the background design and luminous nature of the cubes, would've worked out if actually given good effort to balance the visual aspect, unless this is what it was intended to do--and if this conjecture is true, it is perfect as an obstacle to survival, both negatively affecting the player's psyche and will to continue playing).

Browsing the achievements would give a good indication of some characteristics of the game, most notably its garish nature being a theme of playing the game for more than a few hours itself (the name being a humorous take of "Epilepsy" and the icon capturing the idea perfectly).

Final Rating: 2/10. Merit to coding and programming this game, (as on due reflection, the 'length' of one game equals the background music...though all the background music is dubstep mixed with electronics) but lacking the adjustments and additional aspects needed to make it playable for the general audience. The formatting gives indication of how... refined the game is, along with miniscule notices like descriptive forewarning, theme, or indirect notification. It holds an intriguing concept of how the player interfaces with non-gameplay mechanics to succeed, but contains many, many flaws within execution to make this work out, or even seem this way for the casual gamer.



...I'm still recovering and haven't played The Blue Flamingo because of this x_x
My eyes. :'(
"You have played 8 minutes (of gameplay) today. [out of 51 minutes of exploring and checking]."
...I couldn't take it. <_< I mean all adjectives mentioned here in their current state.
« Last Edit: January 17, 2016, 09:45:50 am by Tiruin »
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Sappho

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Re: Sappho's “Happy” New Year Blowout Giveaway - WRITE THOSE REVIEWS!
« Reply #119 on: January 07, 2016, 10:49:09 am »

Much respect for enduring enough of the game to review it, Tiruin! Here's hoping the next one will be a bit easier on your poor eyes. :)
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