Category Archives: video game

Game review: Mega Man X: Maverick Hunter for PSP/PS Vita

Wait, what? A review for a PSP game? What year is this?! Well Mega Man X: Maverick Hunter is part of Sony’s October sale, and even if it wasn’t 3 euros, I would have picked it up. I’ve been craving a Mega Man game that I can play on my Vita, and this is an updated remake of a game I played but never managed to beat. See, way back in the SNES days, I didn’t buy a whole lot of games. I had to rent them, and this is one that I rented a few times without ever making any progress against any of the robot masters. Eventually I moved on to other stuff, and this slid off my radar. But now I stand (well, sit really) before you a proud veteran of BOTH game modes, waving the mighty banner of victory. Yes, I’m still a lousy gamer, but now I’m a lousy gamer who finally beat Mega Man X. Huzzah!

And you know what? I really love this game. There’s only a few minor things to complain about, and for the most part this is 2D platforming fun at its finest. The graphics are a bit dated, sure, but they’re still colorful and pop bright and pretty on the Vita screen. The music is great, and the controls are absolutely perfect. I’m normally a huge klutz who dies over and over because “wrong button stupid” but this is a game that just feels right soon after I started playing it. I think part of that is being able to play with the analog stick or the D-pad, but another part is that I really only need the four face buttons. No complex combos to remember, just pure button mashing platforming joy.

In this game there’s no Dr. Light or Dr. Wily because X was sealed away in a chamber by Dr. Light for future generations to discover. The scientist who does so, Dr. Cain, develops a whole range of robots around X’s design, but none of them have quite the range of emotions that he does. As Dr. Cain believes his emotions are the key to robotic evolution, his underling Sigma takes it upon himself to push X into evolving by going maverick. It’s admittedly a pretty convoluted story premise, but you don’t really need any of it to play the game. Continue reading


Game Review: Witcher 3: The Wild Hunt for PS4

My time in Witcher 3: The Wild Hunt can be summed up as vast chunks of time spent skipping through the woods picking flowers and admiring the countryside and clouds, intermittently interrupted by occasional bouts of what-the-fuckery. Sometimes, these bouts were events one should expect in a fantasy game, such as accidentally kicking over a ghoul’s nest or tripping on a griffin, but I often came across glitches or outright crashes that gave me pause. Other times, I had troubles with the controls, or with the sometimes dumb rules of the crafting system. None of these are really deal breakers that make this a bad game, but they will be brought up in my review. So if you’re looking for a totally glowing review, this won’t be it. No, I’m here to get nitpicky and anal, even as I admit this here is a pretty game. Oh so very, very pretty.

Before I get started, I will admit this is sort of my first foray into the Witcher world. I say sort of because hubby has played the previous two games, and I sometimes watched over his shoulder. I can’t say much about those games because what little I saw didn’t pull me in and make me want to play them. But I do distinctly recall the moment that I saw one of the early game play trailers for Witcher 3 and watched a pack of wolves moving together to cut off Geralt’s escape, and I thought, “Well if that’s in the actual game, it’ll be brilliant.”

And it is, to a certain degree. (Even if that trailer completely lied and wolves never do what they did in the trailer.) Enemies of all types feel like they have actual intelligence, working together and planning attacks to flank and back stab in a way that makes every fight feel tense and challenging. So I rather like that, and I feel I should bring it up right away. It’s a shame this does not carry over to allies, but I’ll get to that later. This praise also doesn’t apply to enemies that suddenly glitch and become derpy, which happens frequently enough that it should be mentioned. The combat controls too will deserve their own separate rant. This is a long review, is what I’m saying. Continue reading


Game review: Puzzle Quest 2 and Plague, Inc. for Windows Phone

What? TWO game reviews in ONE post? Yeah, this may not always be the case for phone game reviews, but in these two cases, the games are just so simple that there’s not much reason to devote a full post to each of them. One I liked, and the other did nothing for me. I didn’t dislike it, but I also don’t find myself wanting to play it any more.

First, let’s cover Puzzle Quest 2, which is definitely my kind of game. The Puzzle Quest brand is turning into a big licensed property franchise, and a Kotaku review of the latest version sporting Marvel characters felt it was weak, and stated that the best in the series was the second game. I grabbed my phone, hoping that maybe, just maybe, there would be a Win Phone version. (Game makers, please don’t say a game is coming out on all mobile platforms when you mean just Android and iPhone. It gets my hopes up and then crushes them cruelly.) There was, and so I bought it and spent a long, LONG time playing it. I might still be playing through the story quest now, but after level 50, the game just erased my character and dumped me back to the beginning. I think eventually, I’ll start it over because I love puzzle games, but that loss of progress was more than a little hard to take.

What Puzzle Quest 2 is, is a match 3 tile puzzle with some context added to the turns-based struggles with AI opponents. They could have just made the game without the fantasy story and it would have worked just fine for me. But the idea is that each opponent is a different monster with different spells and defenses. As you progress down through this dungeon, you come across bigger and badder enemies, and each time you have to revise your playing style to counter theirs. You fire off your own spells by collecting gems of various colors, but you can also collect little fists to gather action points for using a weapon, or you can match skulls to do damage directly. And that’s pretty much it. Continue reading


Game review: Invisible, Inc. for Steam

I got Invisible, Inc. pretty soon after it came out of Steam’s early access based on glowing praise from Angry Joe. I was a little wary of it because it’s from Klei, and Mark of the Ninja didn’t impress me. But I figured I’d give this a chance because it’s got a very different game play method and seems to be better at allowing players to make it through the whole game without killing anyone. This can be a compelling selling point for me all by itself, so that was my main reason for picking this up.

The thing is, I played maybe three missions before realizing I’d made a tactical error early on and couldn’t continue my current game. I deleted the save file, and for several months I procrastinated getting back in for another attempt. I knew I should just push through because it is a pretty short game, and yet, I always found something else to distract myself with. But at long last, I’ve sat down with the game and given it a full spin. Was it worth it? Uh…well, yes and no. Mostly yes, and I admit I enjoyed this quite a bit more than Mark of the Ninja. But that ending…

I’m getting ahead of myself. Allow me to digress. Continue reading


Game review: Fallout Shelter for Android

Let me begin this review with a bit of full disclosure: I do not like Bethesda games. I’ve given almost all of them a try because my husband buys them, usually even multiple copies so he can have one for his computer and one for our console. So yes, I give their games a trial run, and each time, what amazes me most of all is how very little effort they put into anything they do, and how very rabid the fan base responds to their games. “Game of the year!” they cry, despite the fact that a dozen other candidates come out with better graphics, game play, writing, stability… *takes deep breath*

So anyway, hubby found an app called Bluestacks that allowed him to download and play Fallout Shelter on his computer, and after playing it a few days, he said I should check it out. I watched him play, and because I’d been standing behind him for nearly an hour, he said, “It’s kind of hypnotic, isn’t it?” And it is, so I decided to download it and give it a try. What I found is a game that I simultaneously like and loathe at the same time. All the reasons I hate it can be summed up in the same way, that it’s a Bethesda game, and like all their games, they put just enough effort into it to make sure it didn’t crash constantly. But beyond that? Beyond that, it’s a wonky piece of shit.

I have a long, LONG list of complaints about this game, but I should get out of the way the things I liked, which were strong enough to keep me playing until I finally unlocked the Nuka-Cola plant, the last room you can build in your vault. For starters, I like the basic premise of building your own vault and either luring in dwellers or convincing your people to mate and make new dwellers. I like the gathering of resources, and as my hubby says, it becomes hypnotic to just click on items as they become available, or to ding through the various objectives assigned for the rewards of bottle caps (the game’s currency) or lunchboxes (the random loot crate that can be won for free or purchased for real money. More on that later, and on why you should NEVER give money for these boxes.)

I like the graphics, from the cute designs of the dwellers and their enemies to the rooms in their three levels of production quality. I like how detailed everything is when you zoom in close, and I like how the rooms have a kind of depth and perspective that changes as you move around the screen. I like the goofy conversations the dwellers have with each other and how the same questions or comments often have multiple responses to keep conversations from getting stale too quickly. If all the game involved was gathering resources and watching dwellers interact with each other, this would probably be the first Bethesda game that I grudgingly called good. Continue reading


Game review: Galak-Z for PS4

Galak-Z is a game I’ve been wanting to get from the first time I saw footage of the early alpha version, and I got even more excited when it was changed to a procedurally generated game, something that’s becoming one of my favorite buzz terms in gaming. So yes, this was a day one purchase for me, and…I want to like this game, even to love it, but my feelings are decidedly negative for a number of reasons.

First, I should cover what I like, and there is a lot to cover. Obviously, the graphics are fantastic, with the backgrounds being so pretty, I had to stop and stare at them on many levels. The ship’s design is also great, and all the enemy designs and the levels themselves are worthy of praise. There’s environmental hazards that can harm or hinder you, but that can also be used to trap or kill enemies.

The combat is gleefully varied, and there’s no one right way to approach fights. This is especially true after you get to the second season and unlock the mech transformation. Then you can choose to dogfight up close, take potshots from a distance while flying backwards and using juke to fly over the enemy’s bullets, use the robot’s grappling hand to grab enemies and slash them with a sword, use the same hand to throw explosive objects, or use the mech’s shield and sword to hack an enemy up close and personal-like. There may be many more methods to dispatching enemies that I don’t even know about, but those are the options I went with depending on the type of enemy I was facing and the number of enemies onscreen. It’s even possible to not fight at all and go all stealth on missions. There’s no one right way to play the game, just the way that feels right to you. That’s awesome. Continue reading


Game review: Diablo III: Reaper of Souls -Ultimate Evil Edition for PS4

Diablo II was one of my favorite games, and long after it came out, I was willing to come back and sink another couple hundred hours into playing through the various acts. I got even worse once I discovered character editors that would allow me to build the ultimate badass without having to grind for the right equipment.

But when Diablo III first came out, I downloaded the demo and walked away feeling dissatisfied with the changes made to it. When the game was released on PS4 under the extremely long title Diablo III: Reaper of Souls – Ultimate Evil Edition, several reviewers said that this was the version to get, with further claims that the game felt completely different from its initial release. I was tempted by the fact that the console version didn’t have to always be online, and I found it on sale on the PSN store for almost half off.

I initially planned to wait to review this until after I had tried all the modes and difficulties. But after completing the full five acts with two characters and making several more runs with the other classes, I’ve reached a point where I can’t make myself play it anymore. It’s not a bad game, I suppose, but to me, it’s boring even on higher difficulty settings. Continue reading


Game review: Clicker Heroes for Steam

Last month, I was having some brain issues. Weather shifts and constant up and down cycling of the temperature made it hard for me to think, so much so that even playing a video game seemed beyond me. I stumbled across a story about Clicker Heroes on Eurogamer and after reading their take on it, I thought, Well here’s a game so simple, I won’t need to use my brain to play it. One month later, I find this to be mostly true, since I don’t have to play it at all. It plays itself, and I’m occasionally invited to add input before walking away again. But I did use some advanced math while watching it play itself, so it did at least get me to use my brain creatively.

If I had based my review on only the first 90 to 100 levels, it would have been far more positive because the initial pattern of monetary growth and buying upgrades was engaging enough, and the game is graphically charming. The music and sound effects…can be turned off, freeing me to put on my music and jam out to something less repetitive.

The game is simple in story and design. You are a wandering monster slayer who clicks on monsters to kill them. After you do this a few times, the eponymous heroes will notice your quest and join your party if you can afford to hire them. The first hero, Cid, only upgrades the amount of damage your clicks do, but after her, every new hero will bring their own amount of damage per second to the party, and once you’ve hired the first of many, Treebeast, you don’t ever have to click again. In fact, there’s absolutely no point to you doing it. Continue reading


Game review: Toren for PS4

After seeing several gushing reviews for Toren and its artful poetic aspirations, I decided to give it a try on the PS4. It’s only 9.99, so even if it turned out awful, I’m not out much money. It only took a few hours to play through, and for the most part, the game wasn’t bad. Unfortunately, it wasn’t all that good, either.

From the start, I felt hampered by the camera, which at times refused to move with my character even if I’d been back and forth the same way a few times and knew what to expect. I missed an early pathway because when I attempted to duck under a certain arch, I fell through the floor and hit a glitching loop where my character would haul herself up only to fall again. Bear in mind, there was no ledge she was hanging from. She was falling though a solid floor. I restarted the checkpoint and wandered aimlessly for half an hour before sorting out that yes, the spot I’d fallen through was the right way to go, and I wandered out and found a shrine. This led me to restart once I realized I’d seen two other shrines at the beginning and had missed part of the game walking by them. (Even with the restart, I think my total playing time from start to finish was maybe four hours, tops. This will not take up a whole lot of your time.)

Let me set the glitches aside and talk about the game’s premise. Set in a dark fantasy world, the people of this world got hooked on a nameless mage’s idea to build a tower to the heavens in order to summon the moon. Why? Uh…I’m not really clear on that part. Maybe they all got drunk and it just sounded like a good idea at the time. Anywho, it’s sort of a Tower of Babel story, but instead of angering God, these people pissed off the sun. Now under an eternal daytime, the mage’s pet dragon goes nuts and kills everyone. Why? Um…maybe the dragon got a sunburn and the mage ran out of aloe.

The mage opts to send “Moonchild” to face the dragon, and she dies horribly and reincarnates in a pool of blood at the base of the tower. This puts the world in a loop, and the only way to change this fate is to ascend the tower and slay the dragon. Continue reading


Game review: Spooky’s House of Jump Scares for Steam

First I should give credit to Polygon and Griffin McElroy for bringing this game to my attention. Griffin’s been somewhat responsible for several of my purchases because his videos do what a lot of text articles and photos can’t; explain why these games are fun. (I also like his videos because he cusses almost as much as I do when I’m gaming. This makes me feel like we are kindred spirits.)

Spooky’s House of Jump Scares is on Steam’s Early Access, and it’s not finished yet. Some of you know my dislike of early access and may wonder why I got this anyway. I can explain in two words: it’s free.

The game is in a beta test phase and isn’t charging me money to help test it out. You know, like in the old days, before developers realized they could charge people 50 dollars to be a beta tester and never release an actual game. This, however is a classier model, giving me the game for free in exchange for me looking for bugs. And you know what? Aside from an occasional glitch where the textures to a wall might suddenly reveal the tunnel around the next corner, I didn’t see a whole lot of bugginess. For an early access game, this is pretty stable.

Spooky, the eponymous owner of this haunted house, appears at the start of the game challenging you to make it through 1,000 rooms to reach the end of her ghostly gauntlet. But as of this writing, there isn’t an end or 1,000 rooms. At room 754, the game stopped and told me that I’d reached the end of the available story, and that I could keep playing or stop there. I stopped there, but whenever this comes out with an update and a conclusion, I can see playing it again. I could even see it going into my rotation of games I pick up and play when I want to kill some time. Continue reading