Gaming Q&A – February 2017 – Hardest Games

You know me, I’m always up for a good discussion, no matter if it’s games, films, TV series or even books and writing. So, when the crew of Later Levels approached me for a monthly gaming Q&A, hopefully to create some great debates around video games, it didn’t take much for me to see that it could be fun.

Every month, I’ll present you with the question and my answer. If you’d like to join, get in touch with Later Levels. The rules are simple, in fact there is only one to note: your answer must be in 100 words or fewer. Continue reading Gaming Q&A – February 2017 – Hardest Games

Review: Candle

 

The shaman is gone, taken by a warring faction. You, the light-keeper are the only one who can save him, keeping the fire going in your ever-handy Candle.

Continue reading Review: Candle

Review: Mekazoo

Imagine there’s a world out there where everything is biomechanical, where life is a mix of technology and organic matter. You live in such a world as a carefree animal until an evil force brainwashes your friends. What do you do? Well, you set out on the adventure into the Mekazoo to free them!

Continue reading Review: Mekazoo

EGX 2016 – Mekazoo

Mekazoo is a game I first saw at Rezzed, and what I mean is I noticed the booth. Rezzed was crazy, with tons of games available and every day I discovered a new gem I had missed, but it was inevitable that I would not get to play all of them.

So when the chance came up to play Mekazoo during EGX I leapt at the chance and booked the appointment, just to make sure I would get to play it and talk to the developers, The Good Mood Creators.

What I found was a fantastic platformer with incredible depth and a high skill cap. Let’s break it down. Continue reading EGX 2016 – Mekazoo

Review: Life Goes On: Done to Death

The King has seen the face of death and decided he doesn’t want that, death is so boring after all. So he sends his knights on a valiant quest to recover the Cup of Life so he may be immortal. Sure, many of them will die, but who cares? Life Goes On, after all!

Continue reading Review: Life Goes On: Done to Death

Review: Mushroom 11

At Rezzed 2015 and later EGX 2015 I met the developers of this intriguing puzzler where you control an amorphous blob. The name they chose for this strange game and being was simply Mushroom 11. Continue reading Review: Mushroom 11

EGX Highlights – Merge Games

I was looking forward to meeting the guys from Merge Games. I’ll admit that it was for a single title: Riot: Civil Unrest. Not many of you know this but I’m originally from Venezuela, a country that in the past few years has had its fair share of protests, marches and full on riots. It became very common to see it on TV.

So when I saw this game about Riots, about altercations with the police, Molotov cocktails, thrown bottles and angry shouts, it tugged at some part of me. So I had to see it.

It was a great surprise then, when other titles in their lineup attracted me as well. Continue reading EGX Highlights – Merge Games

EGX Highlights – Theo & Lizzy

One of the biggest surprises I had during EGX was Theo & Lizzy. Ever since playing the original Super Mario Bros. with my NES back in the 80s, I’ve loved platformers and the faster they are the more I like them. I want a challenge when I play them, mostly so I can show off my skills—or lack thereof—by completing levels as fast as possible or not at all.

I went by Butcherlab’s stand and saw people playing it like crazy. Knowing how busy EGX was and how many people would crowd the booth, I’d decided to only play a little bit of Theo & Lizzy, to get a feel for its gameplay so I could write this article, but the moment I started playing and got a handle on the controls, I couldn’t stop. Ollie Elliot, Co-Founder of Butcherlab, sat by me to guide me through the demo as well as answer a few of my questions. Continue reading EGX Highlights – Theo & Lizzy

Review: Contrast

Contrast is a platforming game developed by Compulsion Games. It stars a mysterious girl named Dawn who can meld into shadows and move through them. She uses these abilities to help little Didi, whose family is a bit of a mess.

The Good

  • Shadowmelding
  • Strong voice acting

The Bad

  • Very short
  • Shallow escort centered gameplay
  • Dawn is a non-character

When I first saw gameplay footage for Contrast I was excited because I could see the potential. As an adventure maniac, I could already envision complex puzzles using shadows and light, and while Contrast does deliver some of that, it doesn’t achieve its full potential.

Shadow puzzles mostly revolve around creating platforms to jump on or opening paths to previously closed-off areas. Near the end of the game you also get two or three instances of getting moving other objects through the environment using lights, such as carrying a box in a beam of light or using a clockwork mechanism’s shadow to lift a sphere to an upper floor. Some of the more ‘complex’ puzzles revolve around moving objects around a light source to change the shape of the shadows, but much like the previous set of puzzles, you only see a handful of them throughout the game.

Didi talking to her mother, just another disembodied shadow.
Didi talking to her mother, just another disembodied shadow.

The problem isn’t the puzzles themselves, but the fact that with such a short game, they feel like prototypes of ideas that never got fully developed. Contrast also makes the mistake of locking some of your abilities until the plot requires you to have them, further limiting the type of puzzles available and the overall difficulty of the platforming. There also aren’t that many shadows to jump in, with only the puzzle related ones and those needed for the mostly optional collectible-hunt.

Contrast isn’t a challenging game in any way, and I’m sad to have seen so many box-moving puzzles, even if it’s very fun to meld into shadows carrying a big box. It also suffers from some uneven controls. It’s said that the definition of insanity is to do the same thing over and over again expecting a different result; well, in Contrast it’s not insane. Very often I found myself performing the same jumps and getting completely different results. The most infuriating and frustrating ones where those cases when using the dash ability kicked me out of a shadow for no reason.

Sometimes shadowy characters not only advance the plot but also serve as platforming segments
Sometimes shadowy characters not only advance the plot but also serve as platforming segments

The plot revolves around helping Didi fix her personal life, with a cabaret singer Mom and deadbeat all-around loser Dad, whom you spend most of the game helping so mobsters don’t kill him and his latest harebrained scheme pays out so Did can have a full family again. It’s not the most complex of plots but it works and it’s emotionally satisfying.

The problem is that because of the plot, the game revolves around following Didi around. It’s one game-long escort mission. I wouldn’t mind the mostly closed-off levels if there was a bit more freedom in exploration, but instead you go from Didi’s current predicament to the next. You’re her personal superhero/handyperson and there’s not much else to do. Even the collectible hunt is shallow, with none of them being more than a few feet away, almost as if they couldn’t conceive of you wanting to explore their world, which, to be perfectly honest, is quite intriguing.

You spend the entire game helping this little girl, but at least she's useful!
You spend the entire game helping this little girl, but at least she’s useful!

The game takes place in a French town with a distinct Noir feel. It floats over nothingness, which you can see when like me, you make a bad jump and fall off, not that it happens that frequently. For much of the plot you don’t know much about this strange place, but near the end and with the help of the collectibles you begin to piece together the truth about this place where all inhabitants except Dawn and Didi are shadows on a wall. Up until the end of the game, you two are the only 3D characters in this shadow realm.

My greatest frustration with the gameplay was how Constrast constantly forced me into a walking speed when around the little girl. Dawn moves sluggishly when not running.

Posters and billboards like these are very Noir-esque!
Posters and billboards like these are very Noir-esque!

Speaking of our heroine, she’s the least developed character in entertainment. Hidden collectibles tell a bit of her story and fill out the gaps in the plot and in-game universe, but no effort is made in even giving Dawn a voice. She’s completely blank, a mindless minion to this very energetic little girl. I understand that part of the point is to make you wonder if she’s an imaginary friend, but even so, her lack of personality makes immersion very difficult, as you essentially control a mannequin.

The environments are beautiful and seem straight out of a 1920’s French movie, combined with locations and elements you’d expect from classic Noir films. The use of shadows for atmosphere and to portray characters and their stories is absolutely brilliant. The music itself helps anchor you in this strange French Noir town and the voice acting is outstanding, giving personalities and life to these disembodied shadows.

One of the VERY few shadow perspective puzzles. I wish there had been more.
One of the VERY few shadow perspective puzzles. I wish there had been more.

In the end, while Contrast does deliver a satisfying if short personal tale, it fails to live up to its gameplay potential, making this feel more like a prototype of the different concepts than a full game; and if so, I can only hope there’s a continuation. The world and in-universe concepts are fascinating, but much like the gameplay and the main character, they’re merely introduced but never fully fleshed out.

The Mental Attic Score: Wait for a Sale. It’s enjoyable but there’s simply not enough.