Thursday, November 3, 2011

All aboard the Bipolar Express

Believe it or not these are two different games.
It is well recognized that the differences in video game genres vary wildly; not to mention that variety and diversity between titles within a genre can make even similar base concepts seem radically different. Making a fair comparison of games across genres is nearly impossible. Regardless, it seems that comparisons of games, title-to-title, and genre-to-genre, are regularly made; usually with a very “apples-to-oranges” effect. I think this is often because of the feelings and emotions provoked during the time spent playing particular titles, and how they effect the player. While playing a few recent Indie developed titles I noticed the effect on my own emotions and how it affected my desire to play titles from other genres. Included in the reviews of these titles I have taken the opportunity to briefly mention how they affected the way I felt at the time, and what desires were provoked after spending time playing them. An interesting experiment in how one may be influenced in a future gaming choice by what is currently being played.

The title screen is actually one of the most hopeful in the game. Sadly, I'm being serious. 

Limbo

“Limbo” is a puzzle/platformer game that takes minimalism to rarely seen levels. The story consists of a boy stuck in Limbo searching for his sister, simple, and not really explained actually, but to the point. The graphics, while hauntingly beautiful, are incredibly simple. Every character, scene, object, background, etc., is seen only as a black silhouette or in simple, and usually fuzzy, grayscale coloring. There is no “background” music, and sound effects are almost non-existent; being found only when interacting with certain objects. What little music there is to be found is invoked solely to further entrench the player in the grim mood created throughout the game. The controls are equally simple, yet concise, and consist of only “move” and “action” (pushing, pulling, climbing, or jumping). The “black and white” graphics combined with the near complete lack of music, few sound effects, and simple controls, perfectly frame the bleak environment the developer tried, and succeeded in, making. Don’t mistake a bleak environment for a lack of entertainment though, the game is quite brilliant. The difficulty level is fairly moderate, with only a few puzzles here and there needing more than a few attempts to pass, if that. Gameplay is methodical, if not slow, and every puzzle will take at least some thought to get through. Lengthwise it’s pretty short; while I did find a couple of the puzzles frustratingly difficult to figure out, I managed to play through the entire game in less than 3 hours. This is not a slight on the game in any way, it is simply a short and “to the point” title.

This is probably the least creepy screenshot I could find. 
Simply put “Limbo” does one thing, and does it well: evoke emotion through well designed gameplay. The games environment and storyline (though not explained during the game istelf) evoke feelings of isolation, aloneness, separation and desperation in an interesting, yet somehow entertaining, way. While playing “Limbo” I found myself not only desperate to get out of some areas, but looking forward to finishing the game itself. Again I found the game interesting, and entertaining, but during the game I found myself feeling increasingly “down”, anxious to finish, and in need of a pick-me-up. At first I wasn't really aware of how much it was effecting me, but by the time I finished the game I was almost desperate for a change of pace; ending up with a strong craving for something bright, colorful and upbeat, just to lighten my mood.

This, on the other hand, is terrifying, and only moments before tearing off the monsters legs 
and then using its mutilated torso to climb to a ledge slightly too high to reach otherwise.
No, seriously. 
While I wouldn’t recommend “Limbo” to those suffering from depression or anxiety, I would certainly recommend it to anybody looking for a unique and interesting experience. The puzzle and platform elements were incredibly well done and perfectly compliment the intriguing atmosphere created throughout the game. If you’re looking for a game of unique character that will make you think instead of twitch this is certainly the game for you. The only major downside to “Limbo” is that the replay value is somewhat limited due to the timing and nature of the puzzles and solutions throughout the game. There are trophies that can be found, or earned, but many are easily secured, and I received most of them during my first play through; but considering the low cost (around $10), the bang is worth the buck. Masterfully crafted “Limbo” is an intriguing experience that, while dark, is worth the time and effort invested.

I give “Limbo” 4 out of 5 stars.



When the sight of a child with large guns makes you feel better you know you're not in a good place. 

Gundemonium Collection


After playing “Limbo” for nearly three straight hours I was desperate for a change of pace and I couldn’t have chosen a title more different. “Gundemonium Collection” is a collection of three “shoot-‘em-up” (aka shmup) titles created in the mid 2000’s by a single-person Japanese “studio” called Platine Dispositif. Originally translated and localized for the PS3 by Rockin Android, “Gundemonium Collection” was recently updated and released for the PC via Steam. The new release fixes some minor bugs, and includes some minor graphical updates and professionally remixed, and redone, soundtracks. GC consists of one vertical, and two horizontal, shooters titled, respectively: “Hitogata Happa” (translated: "Humanoid Explosion”), “GundeadliGne”, and “Gundemonium Recollection”. Each of these games can be bought separately, but are cheaper (overall) if bought as a set. Also, because this is a collection of games, I will give each title its own "mini-review", as well as grade the GC set on the whole.


This is the "boss" of the intro level  to Hitogata Happa. On easy.
Hitogata Happa


Of the three titles included I personally found “Hitogata Happa” the most intriguing, if not the most fun, of the three. A straight forward “old school” vertical shooter HH has some very interesting mechanics. Instead of just a shot and bomb function, like many older shooters, HH has a slow-down mechanic used while shooting, a field that can be activated to slow down enemy projectiles, "bullet strafing”, and an energy building system that allows one to “kamikaze” bomb the enemies. While this system certainly deserves an in-depth look in and of itself, for now I will suffice it to say that the mechanics are simple to pick up, yet difficult to master. The graphics are well done, colorful, and bright. While the other two games in the series have a steampunk aesthetic, the graphics in HH have a slightly darker industrial feel to them. The (mostly nonsense) storyline explains that the player is in control of “dolls” that are doing the actual fighting. The music is well done, upbeat and catchy, and compliments the intense onscreen action very well. The controls are tight, and well done, but not the best of the collection. The difficulty level is extremely high, with the introductory difficulty levels providing a good introduction to the complex system of controls.

Starting with a set limit of dolls (lives) during the intro stage one can purchase extra dolls before most of the other stages, offsetting some of the difficulty, but still leaving the level of difficulty very high. I’d like to note that the “intro” level is actually more difficult than the first actual level of the game, don’t get discouraged if you can’t get past the intro level on your first try, I certainly didn’t.

Also from the intro on easy. I got lazy while taking screenshots.
Also, this game is difficult. Really, really difficult.
While “Hitogata Happa” is good, I wouldn't rate it as my favorite in the collection of games. In the vein of many modern “Donmaku” (or “Bullet Curtain”) shooters, HH, and for that matter all of the GC titles, will at times throw literally hundreds, if not thousands, of bullets at you at a time. While not as extreme as some other examples of the genre, it can be overwhelming if you’re not familiar with this style of game.

“Hitogata Happa” is a decent example of a shmup, but not the best, even in this collection. I can only recommend HH to fans of the shoot-em-up genre, or as an interesting starting point for those new to, or exploring, the genre. Casual gamers and those looking for something more methodical, or simple, should definitely look elsewhere for their shooting pleasure. Those that enjoy HH will find its replay value fairly high, and will come back to it often; those that are easily discouraged, though, will probably find themselves wandering away from HH permanently.

I give “Hitogata Happa” 3.5 out of 5 stars.



Gundedligne: first area, on easy. Apparently the only screenshot I grabbed.
Again, not an easy game.
 
GundeadliGne


“GundeadliGne” (pronounced “Gun Dead Line”) is fine example of a “throwback to old-school horizontal shooters, and is unique in this collection as it is the only two player title included in the set. Reminiscent of classic arcade-style titles such as “Parodius”, “Twinbee”, and “Cotton”, GDL is colorful, "cutesy" and manic. You play as a small girl flying through the air, in a steampunk-ish setting, attacking all that is in front and behind you. Yes, that’s right, front and back; the enemies in “GundeadliGne” can come at you from either side of the screen, making for some precariously difficult moments. To compensate for this you are able to switch the direction you are firing at any moment. Other than this GDL is typical in many aspects of horizontal-shmups, though it does share many of the interesting mechanics seen in HH and GR (Gundemonium Recollection). Aside from the typical “Bomb/Shot” system, GDL also allows the player to “graze” bullets, to increase points (and ‘mana’ in some cases), slow-down mechanics, an “Alter Break”, which helps you gain score and extra lives, and a “Phase Level” which increases the games difficulty as the player does better, and makes it easier as the player does worse.

Again this system deserves a more in-depth look, but at this point I will repeat what I said for “Hitogata Happa” “the mechanics are simple to pick up, yet difficult to master”. The music, again, is well done, upbeat and catchy, and compliments the action and feeling of the game very well. The controls are very responsive and well done, which is necessary due to the very high level of difficulty found in GDL. Playing this game on the easiest level is a good idea to introduce you to the system and mechanics, but even then it can be frustratingly difficult at times. I found the attacks from both front and back sometimes distracting, which lead me to several "cheap" deaths (in my opinion). All in all a great game, but I feel it is not as well balanced, or as good, as its successor/prequel “Gundemonium Recollection”.

“GundeadliGne” is a good shmup, and holds a lot of replay value due to its charm and intense difficulty, and is my second favorite in the set. Again, I can only recommend “GundeadliGne” to fans of the shoot-em-up genre, and those interested in a starting point in the genre: casual gamers beware.

I give “GundeadliGne” 3.75 out of 5 stars.



Gundemonium Recollection. Not as difficult as the other games, but still not easy.
Oh, and this isn't a boss. 
Gundemonium Recollection


“Gundemnonium Recollection” is the successor/prequel to “GundeadliGne” and is, in my opinion, the best of the bunch in this collection. The mechanics and gameplay style are virtually identical to those in “GundeadliGne”, but GR is more polished, and more enjoyable than its predecessor. Though it is once again set in a steampunk setting, and playing as a flying girl, the enemies, bullet patterns, and even the gameplay all seem to have been perfected over Platine Dispositif’s previous offering (GR was the second game developed in this set). The music has been well matched to the intense action, the controls perfected, and the action balanced amazingly well. The graphics, while only a slight improvement over the GDL, are fantastic, helping the world of “Gundemonium Recollection” come to life. While the difficulty was still very intense I found myself coming back to GR far more than the other two titles in this collection.

Being so similar to its predecessor it’s hard not to make comparisons, favorable though they may be. Due to those similarities, and even its premise, it would be easy to say that “Gundemonium Recollection” is derivative of the series, or even genre, on the whole; however GR is easily the best of the bunch in this collection, and even by itself it is well worth your time.

Bunnies in dresses: One of  humanities greatest foes. 
“Gundemonium Recollection” is a great shmup, and holds a lot of replay value thanks to its cutesy charm, excellent control, and perfection of an already great system. I feel that I can easily recommend GR not only to fans of shoot-em-ups, but fans of intense action/arcade games overall. A great game, and worth the purchase of the collection, or even alone, “Gundemonium Recollection” is an arcade-style shooter that fans will not want to miss.

I give “Gundemonium Recollection” 4.25 out of 5 stars.


On the whole I feel that the "Gundemonium Collection" is easily worth the purchase price (around $10), and would give it an overall score of 3.75 out of 5 stars. 


The replay value of this title will keep shooter fans coming back, and may be a decent, if difficult, intro to the genre. Also I feel this series is just what I needed at the time. My time spent playing these games sucked me in and replaced some of the focus and energy I lacked after playing games like "Limbo" and "Amnesia" (review to come). The difference in emotion was more varied than I thought it would be from such a simple premise. From the excitement and self satisfaction I felt as I passed each level, to the focus I found as I remembered bullet patterns from repeated play through's, "Gundemonium Collection" certainly brought out an entirely different side of me when compared to games like "Limbo". The intense action and cutesy feel, even in the slightly darker "Hitogata Happa", never felt oppressive, perked me up, and got me excited to not only play more of the GC titles, but increased my desire to play other bright and fun arcade, action and puzzle games. After putting down GC I ended up playing a few other light-hearted titles before finally calling it a day for games. 

All in all it was an eye-opening experience on how games can affect ones mood or emotions, whether we realize it or not. Something I'm not soon to forget. 

So, the question is, how do games affect you? 

Until next time, lets game. 

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