Tag Archives: Puzzle

Toy Story (PC, Super Nintendo, Game Boy & Mega Drive)

Toy Story

Developer(s) – Traveller’s Tales, Psygnosis & Tiertex Design Studios

Publisher(s) – Disney Interactive, Sega, Nintendo Australia, Capcom & Black Pearl Software

Producer(s) – Craig Annis & Steve Riding

Designer(s) – John burton & Andy Ingram

ELSPA – All Ages

Released to coincide with the hit Disney film of the same name, Toy Story was developed for several different systems and was released to critical and commercial success despite having been at the back end of the fourth generation with the transition into the fifth generation looming around the corner. To me, this game is another one of the more impressive licensed titles released before they were further popularized during the seventh generation and still holds up as one of the most varied 2D side scrollers of the era. 

Graphics – 8/10

The graphical style is extremely similar to that of Donkey Kong Country. Implementing 2.5 graphical sprites provided to Traveller’s Tales by Disney themselves (albeit Traveller’s Tales has their own sprites on standby in the event of time constraints). Portraying all the central characters in the film, as well as several minor ones. And features a massively varied range of level designs; some of which add to locations found in the original movie. The game’s soundtrack also features a collection of pretty catchy soundtracks that sound like they would’ve fit flawlessly if they were again included in the film as well. As far as fourth-generation games go, this is one of the best-looking titles of that era in my opinion. The visuals are both colorfully vibrant and wonderfully dark wherever needed. And the character sprites are wonderfully animated in addition. 

Gameplay – 8/10

For what is primarily a 2D side scroller, the gameplay in Toy Story is surprisingly varied for a game from this era. Not only does it feature side-scrolling sequences. But it also features light puzzle elements and car driving sequences. And even a first-person sequence very similar to Doom. But to experience all of these different styles of play, I would recommend playing the Mega Drive/Genesis version.

As this version was dubbed the lead version by Disney, it is the only port to feature all 18 levels created for it. The Super NES version is missing the first RC sequence towards the end and the PC version only has 10 of the original 18 levels. The game also features situations that are unique to the franchise and that don’t appear in the actual film. Such as Woody navigates his way through the interior of the claw machine. Whereas in the film, he and Buzz simply slip in among the toy aliens instantly. The designers of this game made something very unique to the original film. And it really shows in every respect. 

Controls – 10/10

Regardless of having cramped in a huge amount of different play styles, I was amazed to find that there were no problems with the controls after replaying Toy Story. I had to go over it again, as although I’d spent a great deal of time playing this when I was a kid, I realized that I’d forgotten just how good a game this was going into it again with a much more subjective viewpoint. The only minor issue I have with the controls is that during the first-person sequence inside the claw machine, turning can be a bit wooden. But that’s just semantics. As it’s only for one level. It may have posed more of a problem if there were more sequences like it. But besides this, there are no other issues with the controls at all. 

Lifespan – 6/10

To complete the game will take about the average lifespan for a game of this kind, which is around an hour. I found myself not being able to give the game too much flack in this respect because it was after all perpetuating the source material of an 80-minute film; in fact, if the player explores enough, they can potentially make the game last slightly longer than the film.

My initial thought was that if the game could incorporate so many different play styles the developers may have been able to make it last a lot longer than it does. But there are too many different factors to consider for me to criticize it too much in this respect. Such as the time frame they would have needed to work to in order to get it out at the same period as the film. Regardless, for a game of its generation, it lasts a fair amount of time. 

Storyline – 7/10

The game is simply a retelling of the events of the film. Two anthropomorphic action figures, the cowboy Woody and space ranger Buzz Lightyear, become separated from their owner Andy and must find a way back before the family is due to move house. The game does well enough to portray these events in its own way without much of the classic dialogue of the film and the soundtrack does particularly well to add to the game’s atmosphere further aiding in the portrayal of the story. Especially in unique sequences not present in the original film.

Originality – 7/10

Especially as 2D side-scrolling was the most prevalent genre within the industry at the game, this game does extremely well to stand out among a vast majority of others with the sheer amount of different play styles it incorporates throughout. It was rare for a game of this genre within the fourth generation to offer so much variety in gameplay. Especially for a licensed game. This back then was much more of a niche interest among gamers than what it is now, which is particularly impressive indeed. 

Happii

Overall, Toy Story, to me, frankly remains one of the better 2D side scrollers of the fourth generation of gaming; certainly among the best of early Disney games. It offers players an unprecedented amount of variety for the time that it lasts and portrays the film in a very satisfying way, not only using the license but celebrating it in an appropriate manner. 

Score

46/60

7.5/10 (Good)

Ori & The Blind Forest (PC, Xbox One & Switch)

Ori and the Blind Forest

Developer – Moon Studios

Publisher – Microsoft Studios

Director – Thomas Mahler

Producer – Gennadiy Korol

PEGI – 7

Created by a massive collaboration of developers worldwide over a period of four years, Ori & The Blind Forest is a Metroidvania game following the adventures of the game’s titular character Ori and companion Sein. As they set out to restore the forest of Nibel, which has come under threat having lost the balance between three elements. Waters, winds, and warmth. After having played this game almost 100%, I was enthralled with it from beginning to end. Everything from its art style and the soundtrack to its direction in terms of gameplay and story made for one of the most standout gaming experiences of the eighth generation. 

Graphics – 10/10

Similar to games like Cuphead and Child of Light, the game features entirely hand-drawn graphics. Though in this case influenced largely by the works of Hayao Miyazaki and Studio Ghibli. Locations within the game range from a mixture of light-filled and dark forest settings to vibrant, sunny glades, icy chasms, and fiery volcanic formations. No matter the specific location, however, everywhere in this game has a level of eloquence to it. In one way or another. And it all highlights the meticulous dedication the development team showed to bringing the project to life.

The accompanying soundtrack perfectly fits every location. As well as every situation the player finds themself within the game. Be that whilst peacefully traversing through sunlit greenery or whilst having to dash away from a volcanic eruption. But even during moments of both absolute tranquility and absolute calamity, the game still maintains that same level of eloquence throughout. In my case, so much so that I didn’t care how many times I died in moments of urgency. I thought it was worth attempting that many times just to soak up the game’s wonderful atmosphere.

Gameplay – 8/10

As a Metroidvania, the game follows most of the typical tropes you would expect to find in a game of the genre. Most notably having to gain all manner of different abilities to access each area as the play progresses. However, Ori & The Blind Forest offers players a very interesting spin on things. With a unique combat system encouraging players to strategize in accordance with what enemies they’re up against. Combat can also even be a means to access new or hidden locations throughout the game.

There is also an ability tree that players can use to upgrade pre-existing abilities or learn new ones by gaining experience in combat. Giving the game an RPG feel to it. The combat isn’t as intense as it is in other Metroidvania games like Castlevania: Symphony of the Night or Dust: An Elysian Tail. But it demands almost as much from gamers as enemies become stronger over time. And different abilities need to be used to overcome them. The game also demands a fair bit from players in respect of exploration. As there are many challenging platformer obstacles to traverse and puzzles to be solved throughout. It challenges players, but not to the point of it becoming inaccessible. 

Controls – 10/10

As in many Metroidvania titles, the staggering variety in controls becomes more and more apparent as the player progresses through the game. With the different abilities to learn and incorporate throughout. At first, I thought that it may become a problem, as the same buttons are used for different abilities in varying different respects. But all it is is a matter of getting used to strategizing. In accordance with whatever situation the players may find themself in. It reminded me a lot of Metroid Prime in that respect. Because although that game was a first-person shooter, it doesn’t entirely feel like one in many respects. And I found it to be the same case with Ori & The Blind Forest. It’s a Metroidvania game. But there are certain instances in which it doesn’t feel like one in respect of its control scheme. Further adding to the game’s sense of uniqueness. 

Lifespan – 5/10

Completing the game to 100% can take there around 12 hours. Which to me, is undoubtedly this game’s biggest drawback. Although this game was undeniably a labor of love and it shows in every little detail, it just seemed to be a criminally short amount of time for a game of this quality to last. It’s in this aspect where I hoped that this is where the sequel, Ori & The Will Of The Wisps would come in. Similar to the transition between Onimusha and Onimusha 2. 

Storyline – 8/10

The game’s plot follows Ori, a guardian spirit that fell from the Spirit Tree of the forest of Nibel. Ori is later found by a forest inhabitant named Naru, who adopts Ori and raises her. Later, Naru dies of starvation, and Ori is left to fend for herself. She later becomes embroiled in a quest to restore the forest of Nibe. It begins to deteriorate since the forest has lost balance between the elements of water, winds, and warmth. Matters have also been worsened by the fact that the core of the Spirit Tree had been stolen by a demonic, shadowy owl named Kuro. Throughout, Ori has to traverse the forest to restore the three elements and the core of the Spirit Tree. Whilst coming under the threat of the forest’s many dangerous creatures and natural obstacles whilst also avoiding the clutches of Kuro.

The game’s story, as well as its art direction, was also heavily inspired by the works of Hayao Miyazaki. It’s vivid, and fantastical. And packed with emotional moments that will have players on the edges of their seats. But it also perpetuates a sense of moral ambiguity; especially towards the end. So much so that I found myself questioning who the real hero was and if the villain truly is a villain at heart. This works to separate it from the works of Studio Ghibli as moral ambiguity isn’t that prominent a theme in the works of Hayao Miyazaki, Isao Takahata, and others who worked for the company and it’s something new to compliment a story that was heavily inspired by the two aforementioned film directors. 

Originality – 8/10

Whilst critiquing the control scheme, I mentioned that there are certain instances in which the controls make it feel like more than a conventional Metroidvania game. But this can be said for every other aspect of Ori & The Blind Forest in addition. It’s largely unconventional in its gameplay, it’s the scenery, the soundtrack, and its story. Ahead of playing it, I knew that I was in for something special with this title, but I wasn’t quite prepared for exactly how special it would turn out to be. Everything from its combat system to its environmental design to its themes of loss, tragedy, and moral ambiguity makes it stand out from most of every other game I’ve ever played. 

Happii

Overall, Ori & The Blind Forest is a must-have not only for Metroidvania fans but for gamers in general. It’s a title that has had every element handled with a degree of love and care that every standout game should have and whilst it didn’t last as long as I thought it had the potential to, it’s certainly worth at least one playthrough at minimum. 

Score

49/60

8/10 (Very Good)

Ironcast (PC)

Ironcast

Developer(s)Ripstone Games, Dreadbit & Polygon Hearts

Ironcast is an indie game, developed with the likes of Candy Crush and Jelly Splash in mind. But offers something extremely different. Blending it with customization options as well as turn-based RPG combat. For me, it has been one of the best games released on Steam this year so far. Since it goes far beyond the level of enjoyment that a simple puzzle game can bring.

Graphics – 7/10

Aside from having a fairly decent range of different robots to command with each playthrough, Ironcast is set in an alternative reality. Where the English are still warring with the French by the year 1886. And England has taken on more of a steampunk theme during the Industrial Revolution. The only gripe I have with the game’s visuals is that the setting of each individual stage can become somewhat repetitive after a while. But where the game’s visuals truly excel is in the level of detail of the robots. As they either generate shields, fire weapons or take damage.

Gameplay – 7/10

To progress through each fight, the player must match up different symbols together to collect four different kinds of main resources for their robot. Coolant, weapons, energy, and repair substance. These are used to maintain and defend the robot during combat. As well as take down the opposing robot on the other side of the screen. After each battle, the player earns experience points to gain upgrades. As well as money to buy improved weapons and armor. With its Roguelike approach to gameplay, it offers a great deal of entertainment value, as well as a challenging learning curve for players to adapt to in order to progress.

Controls – 10/10

Since it’s a turn-based puzzle game exclusive to PC, there was never going to be an issue with the game’s controls, since the scheme is as straightforward as it could possibly have been. It’s actually quite interesting to learn new ways of joining icons on the puzzle board in order to gain as many of the resources on it as possible. Anyone who has ever played Jelly Splash will have a lot of fun with this game in particular.

Lifespan – 10/10

As I alluded to, Ironcast incorporates elements of the Roguelike genre of gaming, similar to either Rogue Legacy or Tower of Guns. This gives it infinite replay value. Since there are quite a few gameplay options and different styles of play to explore, this makes it all the more meaningful and varied. It has been very refreshing to see the resurgence of the Roguelike genre within the indie industry. And this game is most definitely one of the prominent examples of this.

Storyline – 7/10

The basic premise of the game’s story, as I mentioned, is that the English and the French are at war. And a new ability to wage war has been born in an alternative reality to our own. Soldiers are now fighting with machines known as Ironcasts. And the player character is on the side of the English and must do everything in their power to stave off the French advancement. It’s a pretty typical story, reminiscent of any story in either the Battlefield or the Call of Duty franchises. But although there isn’t any spoken dialogue, the characters still have a lot more personality than many of the characters in any of the aforementioned examples at least.

Originality – 7/10

For the longest time, I would look at games such as Candy Crush and Jelly Splash and think that there surely must be some way to modify the same existing formula to make it even more remotely interesting than those games are. Alas, the developers of this game have come up with a very interesting answer to that question. And have made for possibly the most interesting puzzle game I’ve seen since Tetris. If this is the kind of gaming experience that Ripstone Games can conceive, I’m looking forward to what they can possibly go on to do in the future.

Happii

Overall, Ironcast is an immensely pleasing title, and I highly recommend it to anyone with a Steam account. It’s an interesting puzzle-based RPG. Which can be enjoyed at the player’s leisure as opposed to them having to wait for hours at a time for lives to regenerate.

Score

48/60

8/10 (Very Good)

Super House of Dead Ninjas (PC)

Super House of Dead Ninjas

Developer(s) – MegaDev Games

Publisher(s) – Adult Swim Games

PEGI – 12

Developed as a browser game and later ported to Steam, Super House of Dead Ninjas is a 2D platforming roguelike with randomly generated elements making each playthrough a unique experience. Players must fight their way through hordes of enemies. Whilst descending a tall demonic tower to defeat the game’s end boss. Expecting a very casual experience, I was delightfully surprised to learn what an addictive game it truly is and ended up spending a lot of hours playing it. 

Graphics – 7.5/10

The game adopts 8-BIT graphics to create a dark fantasy world inspired by medieval England and feudal Japan. Although the game’s setting and scenery can become somewhat repetitive after a while. Where this game’s conceptual design truly impresses is the wide variety of monsters to fight. As the player progresses through the game, new enemies constantly appear for the player to have to contend with. As well as differently designed versions of previous enemies to keep the variety in check. The game’s bosses are also superbly varied. This again makes each playthrough wonderfully tense as players must strategize on the spot. The game’s soundtrack, whilst I thought it was enjoyable to listen to, I also thought it was a little out of place. Personally, I think a soundtrack that was more akin to the game’s opening theme would’ve fitted better. 

Gameplay – 7.5/10

The objective of the game is to descend a huge tower whilst hacking and slashing a path through a plethora of enemies in order to reach the bottom where the game’s end boss is waiting. To do so is an insanely addicting experience and since the game is for the most part randomly generated, each playthrough offers a new challenge every time down to the positions of enemies, and the layout of each floor. And the boss types the player encounters at the end of each segment.

The purpose of each playthrough is to collect each of the unlocked weapons and concept art so that gameplay is further increased offering players the scope to either try new playthroughs. Using different kinds of weapons or to eventually mix and match weapons and abilities. In order to find the best way of traversing the tower as quickly and as unharmed as possible. For such a simplistic concept, it’s staggering to discover just how much variety and how replay value there is to be had with this title. 

Controls – 9.5/10

As the game is built on a formula that has been around for almost half a century, it’s to be expected that there shouldn’t be any problems with the controls. And for the most part, there aren’t. For as fast a game as this is, everything is set up for players. Particularly more seasoned ones, to make it flow as naturally and as fluently as possible.

The only minor gripe I have with the control scheme is the duck mechanic. It took me a while to figure out how to duck and dash at the same time and to do so using a controller is slightly awkward. Which did make me unnecessarily die a lot of the time before I finally discovered how to do it. By using both analog sticks at the same time. Even then it can mar the experience down somewhat. But thankfully, there are generally speaking very few instances within each playthrough that don’t call for the use of ducking and dashing. So it’s by no means a problem to make the game unplayable. 

Lifespan – 10/10

Although seasoned players will be able to beat Super House of Dead Ninjas within ten minutes, the randomly generated content makes for an entirely new experience every time. Giving it virtually unlimited replay value. Although some players may seem like all-purpose in playing the game is lost once all weapons and abilities are unlocked, this, however, is only the beginning. As players can also choose to play through the game using these different weapons every time. And effectively give themselves the new challenge that comes with this. 

Storyline – 6/10

As there is only the basic premise, which I’ve already covered, the game offers fairly little in terms of story. It’s very reminiscent of how the story in video games would typically be told in old 8-BIT games of the third generation. Usually, players would have to rely on the manual to learn more about it. Whereas, with this game, more details on the story can only be found on the game’s official website or on the Steam page. But with that, there comes the security of not knowing there are no ridiculous plot holes. Or bad voice acting at least. 

Originality – 7/10

Although the game copies a formula that has existed for a long time, few games provide this much simplicity in design and this much variety in the gameplay at the same time. The game’s enemy design also does well to keep the game fresh throughout without things getting too repetitive. And the entire basic premise in and of itself is also fairly unique. There is certainly scope to expand on the game mythology if the developers were to make a sequel. And the original game would’ve provided enough of a springboard to make that happen. 

Happii

In summation, Super House of Dead Ninjas is an immersive, addictive, and insanely fun game to play. It can be played for countless hours thanks to the wonderful amount of variety in gamepla. And it’s a title that I can’t recommend enough. 

Score

47.5/60

7/10 (Good)

Q&A With Peyton Burnham

Following another Kickstarter excursion, I came across yet another great-looking game boasting a massive amount to offer players in terms of gameplay, story, and wonderful-looking scenery; Rose of Starcross. Inspired by classics such as Super Mario, The Legend of Zelda, Undertale, and others, the game is a top-down turn-based RPG platformer making use of an intricate 8-BIT art style and conceptual design heavily inspired by Rebecca Sugar’s Steven Universe series, of which I am personally a big fan of.  Wanting to learn even more about this ambitious title, I got in touch with the game’s designer Peyton Burnham who had a lot to say about the game, as well as its development cycle and challenges to have been overcome. Here’s what Peyton had to say about Rose of Starcross:

 

Rose of Starcross 1

What were the influences behind your game? 

Way too many to list, honestly! As far as games go, the most obvious ones at first glance would probably be Zelda, Mario, the Toby Fox games, the Mother series, and the Souls series for sure but I would mostly just say “games” in general. I take plenty of cues from stuff like Bayonetta to Silent Hill and Resident Evil so really it’s just whatever I love, which is a lot! The same can be said for other media like music, film, and TV!

 

What has the developmental process been like?

Pretty weird! This is (arguably) my first game so learning EVERYTHING from the ground up has happened during the development process. For a very long time, I was fighting my own limitations, getting rid of old systems that were broken, and getting exponentially better at everything so it’s been hectic and super frustrating! But I’ve gotten to a point where I feel confident in my abilities and the base systems I’ve set up for the game! Recently things have been going much more smoothly and I expect that to more or less remain throughout the development.

 

How close are we to seeing the finished product? 

I would say 2-3 years. Like I said I’ve only just recently gotten a good flow and process so it’s hard to judge how long certain things should take. So between feeling like I’ll be getting into a good pace and the fact that the game will be pretty sizable, I think that 2-3 years is a solid prediction.

 

Rose of Starcross 2

What has been the most exciting aspect of development? 

Getting to write my music, choreographing cutscenes to it, and then seeing that actually happen in the game is pretty exciting! That’s mostly because I’ve been a musician longer than I’ve been anything else so it’s really cool to get to write music that gets to go with other things. Also, just getting to make a game that I really like is insanely exciting!

 

What has been the most challenging aspect of development?  

Aside from when I was basically learning how to program and always having to fix stupid and weird bugs, the most persistent challenge has been art 100%. And ESPECIALLY animation. It’s hard, man! Luckily I’ve found an animation method that works for me, but still. 

 

What has been the most frustrating aspect of development? 

See above! But here I’d also like to add in… marketing! Marketing is a lot of frustration for a ton of reasons. It’s not fun, I can’t work on the game while I’m focusing on it, I feel awful if I DON’T do it, and it’s SUPER IMPORTANT! So a perfect storm of frustration.

 

Rose of Starcross 3

As a Steven Universe fan myself, I was chuffed to have confirmed my suspicions that this game drew influence from the show. Do you plan to implement gameplay features reminiscent of the abilities of the Crystal Gems?

I have TONS of gameplay ideas and a few major mechanics that I didn’t introduce or fully exploit in the Demo and it’s very likely some of that stuff might be similar to things you’d see in the show! I don’t normally directly go “oh hey that would be awesome to do in my game.” It’s normally a situation where I just put something in the game because it’s just in my head from watching stuff and playing other games. So short answer… maybe!

 

How well has the game been received so far? 

As for the few people who’ve actually played it or seen trailers/let’s plays, really well! The people who like it seem to care about it a good bit and want it to succeed which is incredibly flattering and cool.

 

What platforms are you looking to bring the game to?

Right now the plan is PC(Steam and DRM-Free) and the Nintendo Switch!

 

Will the final game have an even more varied color palette than what’s been showcased so far?

Absolutely! The main first area is very purple indeed but every major area will similarly be based on different colors. Plus I’m doing a ton of mini-dungeons that’ll just let me do whatever I want color-wise so that’s exciting! Just don’t expect a huge amount of green.

 

Out of so many wonderful-looking locations, what has been your favorite area to have in the game so far?

I am soooo excited to work on ALL of the major areas that come after the demo. Since it’s my game I got to very selfishly pick all of my favorite types of places! But I will say, the first area after the demo really has my heart in it. It’s cold, cozy, and moody and I love working on it. That being said I seriously can’t wait to get to Demon City.

 

Do you have any advice for aspiring developers that may be reading this? 

There’s tons of advice out there that’s much better than what I could give and also a lot of similar/repeated advice out there. So I’ll try something more practical and design-related! While learning to make games it can be SUPER tempting to put everything you know how to do into your games. Try not to get caught up in showing off what you can do as a programmer or how many features your game has. Try to make decisions for your game that doesn’t just add to it but enhance it! Harmony is important! We’ve all played games that have stamina bars, crafting, and experience points that don’t need them, right?

 

Do you have anything else to add?

I could definitely say thanks to the people supporting me! Anyone just following me and my game on Twitter, anyone supporting my game in any way, and my incredible parents who any of this would be totally impossible without! So thanks! Oh, and if you feel like it, consider helping out my game on Kickstarter! https://www.kickstarter.com/projects/roseofstarcross/rose-of-starcross

As well as the link to the Kickstarter page, you can also download a demo of the game via this link:

https://peytonburnham.itch.io/rose-of-starcross-demo

You can also follow the development of the game as it happens by following Peyton on Twitter:

@peydinburnham

 

I’ve briefly played the demo myself and I’ve been particularly impressed with what the game has to offer at even this preliminary stage of development; especially considering that we are still a fair distance away from seeing the finished article. I thoroughly recommend anyone reading this to try the demo out for yourself and to back the Kickstarter campaign, which as of this writing, is there about halfway towards reaching its goal. I would like to take this opportunity to thank Peyton for agreeing to answer my question and wish him the best of luck with the game as well as to thank everyone who took the time to read about Rose of Starcross.

 

Game on,

Scouse Gamer 88

Sheep (PC, PlayStation & Game Boy Advance)

Sheep

Developer(s)Mind’s Eye Productions

Publisher(s)Empire Interactive

Released back in 2000 and receiving mixed to positive reviews upon release (including a nomination back in 2005 from Computer Games Magazine for the best classic game of 2000), with most reviewers drawing comparisons to Lemmings, Sheep is a puzzle game whereby players must herd sheep from the start of stages to the end. I went in not expecting much of this game. Since, on the face of it, it was cheap, and primitive-looking upon the first inspection. And seemingly developed on a budget by a somewhat renowned company at the time. However, I wasn’t overly disappointed with the game. Since, though not without its faults, it was fairly enjoyable to play and challenging to boot. 

Graphics – 7/10

As I mentioned previously, Sheep has drawn comparison mostly to games like Lemmings and Worms as in terms of gameplay, it seems to be a game within the same strata. In terms of visuals. However, I began drawing comparisons to the original Blood Omen with its top-down view and pseudo-3D graphics. So much so that I wonder whether or not both games were made on the same engine in fact. The cartoonish aspect also reminded me uniquely of the Toy Story game released on fourth-generation hardware. Where the visuals are concerned, it does have a certain charm to be enjoyed that is comparable to Worms. Between in-game graphics and the various different cutscenes throughout the game. 

Gameplay – 7/10

The concept of gameplay is to try and herd sheep from one end of each level to the other within the time limit allocated. Additional bonus points are up for grabs depending on the time each level is completed. As well as gaining bonus points for herding sheep through additional obstacles across each level. I’d seen herding mechanics in games prior to playing this. Such as in the original Jak and Daxter for example. But nothing anywhere near to this extent or to this level of challenge. Overall I was pleasantly surprised to find out how well this game plays out. And how unique it is compared to most PC games released at the time. 

Controls – 9/10

The mechanics of the game are pretty well thought out and there is a minimalist amount of issues with the controls in conjunction with this. The only problem that I had with the control scheme was that it was a little difficult to get to grips with at first. Especially since it’s not specified at first which buttons do what throughout the tutorial. But once figured out, it’s easy enough to get to grips with. The programming is a little bit questionable since sheep can sometimes veer away regardless of what commands the player gives. But these things aren’t enough to cause too much of an issue throughout playing. 

Lifespan – 4/10

The game can be made to last 3 to 4 hours overall. This is definitely the most disappointing aspect of this game. Since, with a concept as unique as it is, it needs to be made to last as long as possible. And I think it could’ve easily been made to last at least twice as long. It’s surprising to me that the developers chose not to release a sequel as it’s also a formula that could’ve been extensively modified in terms of gameplay as well. It vaguely reminds me of what Hogs of War 2 may have been if it had seen the light of day. 

Storyline – 5/10

The general gist of the plot seems to be that the sheep that are to be herded throughout the game are in fact aliens from another planet and they must be herded in order to stop a mad scientist named Mr. Pear. But it’s not an aspect that adds a great deal to the game. Since throughout, it’s only vaguely touched upon and not ostensibly given any true clarity. So it’s much more difficult to get invested in than in other games. But ultimately it doesn’t bring down the overall experience too much. It’s not truly a game that played for its story. 

Originality – 7/10

As I said, Sheep was one of the more stand-out gaming experiences on PC at the time of its release, as most of what was being released on PC at this time was RTS games or god games. Whilst I didn’t play it when it first came out, I can understand how many gamers who did so would’ve most likely seen it as a breath of fresh air. Especially compared to most other PC games. Whilst playing something more akin to what was being released on home consoles.

Mind’s Eye Productions, throughout the company’s life cycle, would mostly develop games based on popular licenses such as Starsky & Hutch, Thomas the Tank Engine, and Monopoly. So coming up with a unique concept like this would have felt like a breath of fresh air to them as well they would have wanted to put as much effort in as possible and for the most part, that does show. 

Niiutral

To summarize, Sheep is a game that is enjoyable to play, especially for those who are looking for a stern challenge among classic PC titles. Though not without its flaws. It’s a fun game that the developers clearly had a lot of fun creating themselves and stands out as one of their better games before the company’s acquisition by Disney back in 2005. 

Score

39/60

6.5/10 (Above Average)

Lego Alpha Team (PC & Game Boy Colour)

Lego Alpha Team

Developer(s) – Digital Domain & Climax Studios

Publisher(s) – Lego Media

ELSPA – 11+

Released at the turn of the century and going through several different name changes, as the game was in fact released before the toy line, Lego Alpha Team is a puzzle-oriented title with somewhat of an RPG element with players having to strategize in accordance with which different characters. And abilities have to be used in order to traverse specific obstacles. Though it would probably seem horribly dated to many gamers these days. Since it’s certainly not without its flaws, to me, it’s another one of those games that I’d spent a lot of time playing when I was a kid and came back to it recently thinking that it wouldn’t have aged well. When in actual fact, it still remains an immersive and challenging gaming experience. 

Graphics – 7.5/10

Developed using the NetImmerse engine, which would later operate as Gamebryo and go on to be the basis of some of the biggest games of the seventh generation, Lego Alpha Team on a technical level was typical of early sixth-generation titles. Smoother edges and sharper images compared to the graphical quality of PlayStation 1 and Nintendo 64 games. But what makes this game stand out most out of anything is the environmental design. Each stage of the game is very well put together. Presenting players with a great deal of variety for a game that lasts a little more than 4 hours. The game’s soundtrack is also wonderfully varied to suit each stage of the game. Retaining a somewhat James Bond feel to it with heavy bass and Vic Flick-style guitar solos. 

Gameplay – 8.5/10

The variety in gameplay is unprecedented to a degree that surprised me when I first started playing it. The player must traverse through challenging obstacles throughout by gaining new abilities and characters. While also contending with periodical new objects to place around each course in order to progress. I’d played Lego games prior to this, including Lego Racers and Lego Chess. But to me, this game stood out and still stands out as the best of the earlier games in the series. Sometimes a game may come along with a specific license attached to it that prior to playing, a player may not have any sentimental attachment to. But after playing, it becomes a different story. Lego Alpha Team to me, back in the day, was a shining example of that. 

Controls – 9/10

The one minor gripe I had with the game’s controls is that at times, it can be somewhat difficult to adjust the camera angles whilst playing. And it does come across as a nuisance at times since the game relies heavily on players being able to adjust the camera angles in order to observe every square inch of each course. But it’s a small complaint I have that doesn’t make the game unplayable by any stretch of the imagination. Besides this, the control scheme of the game is unique as I’ve seldom seen many other games that use a similar gameplay system. 

Lifespan – 4/10 

The biggest criticism that I have about this game, however, is that it could be made to last far longer than it does. On average, players can be expected to make the game last there around 4 hours. And for a game with this much variety, it’s a shame that it turned out to be as fleeting an experience as it is. It was most definitely worth a sequel and to me, it’s a surprise that one wasn’t developed since the Lego Alpha Team brand went to become relatively popular. Spawning 36 Lego sets over a period of 4 years. 

Storyline – 5/10

The game follows the story of Dash, the leader of the Alpha Team. As he attempts to rescue the other team members from the series’ main antagonist Ogel. He must be stopped having also found a way of zombifying people into doing his bidding. The story of the game was pretty much something in the background to give players that little more emotional stock. It wasn’t exactly re-inventing the wheel. But it wasn’t terrible either. The dialogue throughout the game is passable as well, which was somewhat a breath of fresh air at the time. Since many games of the fifth generation had some pretty abysmal voice acting. 

Originality – 8/10

The game was made to stand out most in terms of both its conceptual design as well as its unique brand of gameplay. It surprised me at the time, and in truth, it still surprises me to this day that not many other developers have since either tried to copy the formula or even modify it in any way, shape, or form. Similar to games like Dark Cloud or Okami. Whilst not being on par in terms of quality with either of the two aforementioned titles, it had and still has a level of uniqueness that makes it an impressive game in and of itself. 

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In summation, Lego Alpha Team is an obscure gem of a game, which I would highly recommend. It’s cheap, immersive, unique and still looks and plays as good as it ever did.

Score

42/60

7/10 (Fair)

The Bridge (PC, Xbox 360, Xbox One, PlayStation 3, PlayStation 4, Switch, Wii U, OUYA & Amazon Fire TV) 

The Bridge

Developer(s) – The Quantum Astrophysics Guild

Publisher(s) – The Quantum Astrophysics Guild

Designer(s) – Ty Taylor & Mario Castaneda

PEGI – 3

Programmed by Ty Taylor and inspired by both the artwork of MC Escher and the scientific legacy of Sir Isaac Newton, The Bridge is an intricate puzzle game combining black and white hand-drawn graphics with gameplay involving the manipulation and traversing of a series of stages to progress through. For many reasons, I thoroughly enjoyed this game and was extremely impressed with what it to offer in almost every aspect.

Graphics – 8/10

Making use of a unique art style as opposed to cutting-edge graphics, The Bridge is presented entirely in black and white and illustrated in graphite pencil reminiscent of the works of MC Escher, to whom the main character bears a striking resemblance. The visual style works wonderfully well to perpetuate the atmosphere of the game, which is intriguingly morbid and dark. There is also cleverly effective use of lighting throughout the game to further add to this atmosphere. The game’s soundtrack also complements the game particularly well. As it is incredibly subtle as well as foreboding at times.

Gameplay – 7/10

The game involves the player having to solve a series of complex puzzles whereby they must both navigate through with the player character and manipulated the stage around him in order to either access different areas of the stage or collect keys in order to progress to the next puzzle. As the game progresses, new elements are periodically added to further add to the challenge and keep the game fresh throughout. At one point, in particular, the player must begin to switch between two characters to access different areas and to collect different-colored keys corresponding to the different hues of both characters. The game’s mechanics make it a subtle, challenging, and enjoyable experience for the duration. There’s a great deal of satisfaction to be had for solving each puzzle. As they require a great deal of outside-the-box thinking to solve.

Controls – 10/10

The game’s controls pose no problems regardless of how greatly it differs from traditional 2D side-scrolling titles. It’s particularly impressive how the developers have made the game work as well as it does. Over the last few years there’s been a great deal of innovation made with the 2D side-scrolling genre with games such as The Swapper, Limbo, Super Meat Boy and Stick It To The Man. And The Bridge is yet another excellent example of this.

Lifespan – 4/10

Disappointingly, however, completing the game to 100% can take there around 7 ½ hours. For a game with this much innovation and enjoyment to be had is criminally short. Though lasting longer than other indie side-scrollers like the aforementioned Limbo and The Swapper, this game just needed that extra push in terms of longevity, in my opinion. To make it stand out more among the indie development community.

Storyline – 7/10

However, what does make this game stand out fairly well among the indie community is its story. The story follows an unnamed character navigating his way through each of the game’s puzzles in order to progress through. Elements of the story are revealed with each series of puzzles solved. And new story elements are introduced along with new elements of gameplay. With everything that comes with this game in terms of gameplay, controls, graphics, etc, they all work together in a very subtle way to contribute to the substance of the story on both conscious and subconscious levels in my opinion. But that, in and of itself, is where the quality of the story lies. That’s it’s particularly open to interpretation. Much like the works of the people who inspired the creation of the game.

Originality – 8/10

The Bridge is a game that is unique in every respect, down to the graphics, gameplay, control scheme, and of course, the story. There are games that have come and gone that have necessitated the mechanics of manipulating not only the character but the environment around them (Fez, Captain Toad: Treasure Tracker, and The Witness to name but a few). But none of them have been handled in such a way as to how it’s been handled in this title. It’s particularly impressive considering the general limitations that come with 2D side-scrolling compared to 3D open-world games.

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To summarize, The Bridge is a unique, subtle, and deliberately paced game, which will make players feel challenged, and satisfied. And perhaps even inspired to create their own interpretive work of art. Though it doesn’t last as long as it really ought to do, what there is to enjoy can be done so thoroughly. And it’s definitely worth playing through to feel the satisfaction of completing it.

Score

44/60

7/10 (Fair)

The Witness (PC, PlayStation 4 & Xbox One)

The Witness

Developer(s) – Thekla Inc

Publisher(s) – Thekla Inc

Director – Jonathan Blow

Producer – Jonathan Blow

PEGI – 3

Created by Jonathan Blow, the man behind the classic indie title Braid, and released back in 2016 following an initially planned release on seventh-generation hardware, The Witness is a first-person open-world puzzle game requiring the player to solve a plethora of puzzles throughout in order to progress to new areas across a variety of different themed locations throughout. At first glance, I actually thought that I would hate this game; like it would be another generic story-driven title with a minimalist amount of things to do. Similar to Proteus or Gone Home. However, after playing it, I ended up enjoying it much more than I thought I would for various reasons.

Graphics – 8/10

First of all the visuals, though not quite cutting edge on a technical level, are wonderfully varied and well throughout out on a conceptual level. Each area of the world map focuses on a central theme. For example, there is one based on Japanese culture, one on Ancient Egyptian culture, etc. How each area is additionally integrated into the gameplay is also unique on a level that I’ve rarely seen in gaming. Jonathan Blow used similar traits whilst developing Braid. But to see these traits implemented in a 3D open-world game as opposed to a 2D side scroller is particularly interesting.

Gameplay – 7/10

The Witness revolves around the player having to solve a base series of puzzles in order to progress through the game. In addition to a series of main set puzzles in each area, there is also a plethora of hidden puzzles players can encounter. In many cases, the player must use surrounding areas of the world around them in order to solve. For example, simple things like tree branches can be angled in front of a puzzle in order to reveal a solution. And designs of buildings in a lot of cases are also the basis of entire puzzles within the game.

Although the entire objective of the game can become repetitive after a while, the puzzles within are varied to the point that they will quite easily hold the player’s interest for the duration. Puzzles primarily center around interacting with computer screens throughout the in-game world and drawing lines through on-screen obstacles to get from the start point to the endpoint. But over time, different elements are introduced such as having to draw two lines at once. And drawing them through and around different obstacles on each screen.

Controls – 10/10

The control scheme is that of any standard first-person video game centering on only a few basic functions. As such poses no unnecessary complications. Getting to grips with the controls is particularly straightforward. Though there may not be as much innovation in this aspect of the game as there is in the core gameplay mechanics, it’s simply a reassurance that the developers were able to get the fundamentals right before developing the game into what it became.

Lifespan – 9/10

Another aspect of this game that I was particularly surprised with was how long it lasted. Normally, with games like this with no combat elements or other additional gameplay mechanics of well-known titles, they only tend to last less no more than a few hours given how little there is to do in them. Games like Journey, Shape of the World, and Contrast. But contrary to that. Although there is only essentially one objective in this game, it can be made to last hours upon hours since, despite this one objective, it takes a great deal of time to accomplish 100%. Even completing the main story mode can take up to 25 hours. I was impressed with this title, as well as surprised, because of this.

Storyline – 6/10

In The Witness, there isn’t actually a forward-going narrative, and therefore, nothing exists to resolve itself. Rather, the game focuses more on the back story and is left quite open to interpretation in this respect. The world that exists within it clearly has some kind of history attached to it, given certain elements such as the natural formations and abundant evidence of man-made civilization based on numerous different cultures. But what that history is exactly isn’t really explained in a definitive way. But this in and of itself gives the game its own relatively exciting dimension. If the point of art is truly to create debate, then this game can potentially do a good job of that.

Originality – 8/10

In the circle of independent game development, in particular, The Witness stands out from many in a lot of different ways, on a technical, graphical, and fundamental scale. It provides the player with a unique twist on puzzle-solving. And lasts a great longer than many games of the same ilk. I was pleasantly surprised by this game in most of every aspect. And it’s been a while since I’ve experienced an example of this. Particularly throughout the eighth generation of gaming, very few games have taken me by surprise as this one has.

Happii

In summation, The Witness is a vast, enjoyable, and refreshing gaming experience that I’m happy to say that I can recommend after playing it myself. Jonathan Blow had already earned a well-deserved spot in the history of independent development with Braid. But this game is a clear further example of what innovation he is capable of presenting to players.

Score

48/60

8/10 (Very Good)

Back to Bed (PC)

Back To Bed

Developer – Bedtime Digital

Publisher – Bedtime Digital

PEGI – 3

Released back in 2014 to relatively positive reviews, Back to Bed is a surreal isometric indie puzzle game sporting a unique approach to puzzle solving. And providing one stern challenge after another. My own opinion of the game was that although I have some issues to address, I did have a fair bit of fun with this title. It stays fresh throughout. And although it doesn’t last particularly long, what there is to enjoy can be enjoyed thoroughly.

Graphics – 8/10

The game takes place within the dreams of a man named Bob. And as players can come to expect, the design of the game’s scenery is wonderfully abnormal. Each stage of the game takes place within different times of the day. And the player is surrounded by increasingly strange objects, enemies, and obstacles. In terms of conceptual design, it actually reminded me of Monty Python’s Flying Circus. Very much like Bedtime Digital’s follow-up release Figment. Throughout, the game also creates a very interesting atmosphere not only in its scenery but also in the soundtrack too. The game can generate a sense of comedy one minute. And then a feeling of horror the next. The opening title screen, in particular, feels quite harrowing. In terms of fitting in with the premise of the game, it can feel like the contrast between dreams and nightmares.

Gameplay – 7/10

The concept of the game is to guide a sleepwalking man through each stage of the game until he reaches the bed so he can go back to sleep. This is primarily done by placing objects within each stage to make the man turn in the desired direction. The man always turns clockwise when into contact with an object or wall. So, therefore, the player must strategize accordingly.

Throughout the game, new elements are added to heighten the challenge of each stage. There is even a small element of combat involved, as enemies eventually come into the frame. And the player must work to subdue them before leading the man to his bed. As new elements are added to the game, it becomes even more enjoyable over time to be challenged in so many ways. If asked to compare it to any other games, I’d describe it as a mash-up between Lemmings and Road Not Taken.

Controls – 10/10

Overall, the game’s control scheme is relatively simplistic. And therefore, there are no issues to be had with the controls. However, some of the additional mechanics the developers incorporated into this game are also pretty impressive. For example, the player has the ability to traverse certain walls in order to reach otherwise unreachable areas or to collect objects.

Lifespan – 3/10

Disappointingly, the game can only take up to 4 hours to complete to 100%, which was a surprise to me. Since given the amount of variety the game has throughout, I believe it could’ve easily been stretched to last twice as long. Though Figment would last around twice as long as Back to Bed, I thought the worst thing about this game was that it is far too short-lived. And really needed to last longer.

Storyline – 6/10

The majority of the game’s narrative lies within the basic premise. Which is that inside the subconscious of a man named Bob is a strange four-legged creature called Subob, who must guide a sleepwalking Bob throughout his dreams to the bed in each stage. The story is quite abstract in many respects and certain elements of which are potentially open to interpretation depending on whichever way a player may look at it. Which does give it an additional boost. Outside of gameplay, the narrative is portrayed quite well too. With seemingly hand-drawn images depicting where the story goes with each stage of the game. It’s not the strongest example of storytelling to be found within a game. But it is quite enjoyable in its own right.

Originality – 7/10

Certainly, for a puzzle game, it is also a unique title with unique elements to be found in every respect. Ranging from its conceptual design to its gameplay mechanics to even its basic premise. Though I was able to do it eventually, I was relatively hard-pressed to compare it to even a few games that I have played over the years. But irrespective of that, it provides a type of gaming experience that’s not easy to come by.

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Overall, I was relatively impressed with Back to Bed. Though I felt it should have been made to last significantly longer than it does, it kept me challenged and entertained throughout. The gameplay never becomes weary or overly repetitive. And its visuals add a level of charm comparable to many other visually stunning games before it.

Score

41/60

6.5/10 (Above Average)