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February 8, 2021

Quick Review: Blockstorm


What if Minecraft was a multiplayer FPS? Okay, that's not entirely accurate, but still - cubes everywhere.

If you can create it with cubes,
then you can play it in this game.
Blockstorm
, a game created by GhostShark, published by IndieGala, and released on May 21st, 2015, tries to answer to that question. You can customize everything. Literally everything. Create new maps, modify your base character’s shape through the use of cubes, and create your own weapons and mechs all out of cubes as well. This is all so you can watch everything be destroyed under a barrage of bullets during the game proper. I can at least commend this game’s creativity options. As long as you can make something with cubes, as many as you think you need, then you’re good to go. The store page even shows some amazing examples of that creativity, showing that if you’re willing to put in the time and effort, you can make some pretty cool things.

"We're the Copyright Infringement Gang!"

The common rule of (being bad at) an FPS:
Shoot at everything and hope you
score a kill.
The actual FPS part now? Well, there are no single-player options. I get it; that would defeat the purpose. The game does have six options for multiplayer games: The free-for-all Deathmatches, the team Deathmatches with red teams going against blue teams, classic “Capture the flag” missions, as well as other modes called Assault, Castle Battle and Hunt. So, a lot of options, if you can actually get a match going in this game’s that almost six years old now.

Yeah… It’s a fairly small name on the list of multiplayer FPS games, so good luck finding full rooms to play in, unless you know you’ve got a circle of friends playing it as well (and even then, said friends might be more interested in playing more famous titles of the genre). I struggled to find servers where there was anybody, and the only server that seemed to have a decent amount of people was, as far as I can tell, a game between friends so I was booted out. Yeah…

Pictured: Not something I actually experienced.
Too late for that.

"I got my custom face, I got my custom gun,
I got my custom mech. I'm ready for the
world! .................where's everyone???"
I guess I can at least praise the options for customization, even if I never really got to appreciate the gameplay part. Running around an empty battlefield isn’t all that great. Didn’t get to shoot at any other player. I did get to run around a lot and shoot at blocks. Can confirm, you can destroy everything. I do wonder if it means that you can destroy enough blocks to effectively weaken structures and, potentially, break large elements of the battlefield. It’d be good if it was a possibility.

With that said, I guess I’ve already run out of things to say. Based solely on my personal experience, I can’t really recommend it. Not sure either if I should tell people to buy it, seeing as it’s got such a small player base by this point… its busy days are pretty much over. I probably should’ve played it back when I acquired it, back in 2017. Right now, I can't say it's worth buying, unless you can somehow play it together with several of your friends.

Blockstorm is available on Steam for 4.99$ USD.

February 5, 2021

Quick Review: Blacksmith


You’re not the hero here. But you’re nonetheless one of the most vital services a hero needs on their journey! Hey, not every world is Skyrim, some people just don’t have the magic touch in making tools, weapons and armor.

Become the best, make items that will
become the stuff of legend.
Blacksmith
, a creation of Fire Cycle Games released to Steam on January 11th, 2019, is about… well… a blacksmith. Fresh in the business, newly arrived in a decrepit town that’s seen better days; several buildings are in dire need of repairs, the local economy isn’t great, and there are bandits on every road. So – the usual RPG town. You’ll always be working, you’re an essential service to the town. Everybody needs new scissors or a better pan. And of course, the heroes going on adventures will always need new weapons and armor, as those get weak over time.

The townspeople always need something.
Can't they just make it themselves?
....Oh, right, I'm the blacksmith here.

And, thankfully, not “five strikes and they break like twigs” weak, no, they can dish out a couple dozen hits before having to be replaced or repaired. Every game that uses breakable weapons as a mechanic should take notes! As the heroes get stronger, they go on tougher adventures, which means they need stronger equipment, which you can offer as you get better materials (from copper to bronze to iron, and so on) and learn to make new types of weapons and armor. And so the cycle continues.

Sheesh, this village is a dump.
Let's improve it.
And, meanwhile, you can also contribute to restoring this RPG town to its former glory by helping the other townspeople. In particular, you can help the mason and add new housing and repair the damaged amenities. Hey, just because you’re not the Hero™ doesn’t mean you’re doing nothing! That makes you 700% more interesting than regular town NPCs. There’s an element of management in here as you must make sure you’ve got enough materials to build/repair gear, and also enough money to buy whatever other items you might need, which the other villagers may sell you. But beware – there are rumors that the dark lord is still around, and might go not only after the heroes, but after their purveyor…

You also choose which hero your first
heroic customer will be.

Methinks somebody's gonna need a
brand new lance soon.
What originally didn’t interest me about this one was the art design; the characters are 2D in a 3D world, something akin to Paper Mario, and charcoal-drawn, which is an interesting idea for style, even if the character designs aren’t the most appealing as a result. It ties in, ever so slightly, to the game’s theme since charcoal can be used to craft alloys. It even looks like it was done cheap, but I was pleasantly surprised to find out it was more complex than I originally thought. Don’t judge a book by its cover and all that. The music, however, has few tracks and gets very repetitive after a moment.

Strike the metal into the desired shape.
One clever idea here is that you can direct the adventurers on quests, but you have very limited input on the outcome – you can change some of their gear before they leave for battle and activate their special abilities, but then you can only let it roll (or ask them to retreat if things get too dire). However, as far as I’ve seen, the smithing mini-games themselves are basic and somewhat repetitive, as they involve clicking into circles at the right timing and then stopping a meter close to the end to temper the hot metal (stopping it too early creates a low-quality item, not stopping it at all ruins the product). The latter mini-game is identical when smelting ore into usable alloys.

Obviously, you won't get back all of the alloys
you used on crafting an item. This iss mithing,
not magic.

Overall, not bad at all, and if you’re interested by the concept, go give that one a try. I’ll be the first to admit that the art style may be a turn-off, but there’s something decent (if unpolished and a bit repetitive) to be played here.

Blacksmith is available for 9.99$ US.

January 29, 2021

Sydney Hunter and the Curse of the Mayan


Every once in a while, I’m glad to see that the olden days of gaming haven’t entirely vanished. Of course, big studios won’t make a retro throwback title on their own, because that’s usually not where the money lies anymore. However, leave it to indie studios to dip into the 8bit/16bit era every now and then. The shining example of such is Shovel Knight, but there are many others.

Spears, fireballs, and a moving wheel with a
skull. Yep, everything's trying to kill you.
I was first told about today’s game for two reasons: First is the “retro throwback” aspect, which… Hey, I grew up playing NES and SNES games, I’d love to see more homages to those times. The second reason is that it was developed by an indie studio based in the province of Quebec. CollectorVision is a studio that creates homebrew games for various retro consoles. So far, they only have one title that made it to digital platforms: Steam and the Switch, Xbox One and PS4 stores. And considering how many homebrew games of theirs bear the name of this game's protagonist, I can safely say he’s their mascot.

"Gee, let's hope this thing doesn't trap me in."

I know the "Item split into many pieces" trope is common
in retro games, but these pieces are quite a bit bigger than
the usual objects a hero has to pick up on their journey.
Sydney Hunter and the Curse of the Mayan
was released on September 12th, 2019. Its concept is simple: Adventurer archaeologist Sydney Hunter has decided to explore the Mayan ruins, but he falls and gets trapped within. As it turns out, the Mayan civilization is still alive in there, but struggling. The feathered serpent Kukulkan has shattered their sacred calendar into seven pieces, freeing their Sun God Kinich Ahau. Both appear to be possessed by some sort of curse. And this, just as Wayeb, the five unluckiest days of their civilization, are about to begin. If the calendar is not restored before the end of those days, chaos will strike the land… after which, time will freeze forever. As it turns out, this prophecy mentions an outsider coming to help the Mayan civilization in these dire times. And Sydney is more than willing to lend a hand!

January 25, 2021

Disneyland Adventures (Part 2)


I covered a lot of ground already, but I have a lot more to say than I thought, therefore I needed a Part 2. (Here's a link to Part 1.)


Let’s do this. 

Collect Me This, Collect Me That

Hook, Aurora, Ariel, Mowgli. Characters of
all origins and from very different worlds.
I’ve mentioned it already, but it bears repeating that this game is bursting at the seams with content. You can go on side-quests for collectibles; take pictures of everything that matters; get every costume; or go with the flow and do what the mascots ask you to do. And there’s a lot; you can gather quests easily by simply walking around and talking to the Disney heroes. At one point I had 17 concurrent quests. (And yes, the damn Golden Ticket bugged me about them all the time.) The quests are varied, ranging from “Talk to Character X” to “Take pictures for me” passing by “Buy this costume at the shop” and “Play attraction X”, and of course there's more I'm forgetting. 

However, more often than not, you’ll be sent on a collection quest where you have to gather, I dunno, three ropes or ten toffee apples or whatever. As much as I despise its interjections, I'll admit that the Golden Ticket's adventure trail comes in handy for those. Still, it’s bugging me how Disney characters will think of any excuse to send you on a quest to gather thirteen pangolins or twelve bats or whatever.

Seriously, look at this. Those are all things I was seeking at the same time at one point.

And since I took that screenshot, I accumulated
MORE collection quests.

Disneyland's Thousands of Secrets

But that’s not all. Throughout your journey on this neverending day at Disneyland, you’ll also be given magical items from time to time. The first is your trusty camera, which I’ve already discussed at length, but there are others, and since they are such an integral part of the “exploration” portion of the game, they all need their own paragraph. 

  • Please ignore the dancing trash cans.
    There's nothing whimsical to see here!
    ...It's TRASH CANS!
    The magic wand: You’re given an honest-to-Walt magic wand that can make items come to life. Why? Because, that’s why. It can interact with most objects around. Do you want to see parasols spinning on their own, trash cans dancing in place, manhole covers doing flips? No? Too bad, now you can. Playing with this item for long periods of time actually made me realize why this game needs so much memory and demands such long loading times: Dang near every single object has an animation that activates through an item in your inventory. It will even work on a few unique props in each area of the park! 
  • The blaster: Given by Buzz, this thing has two functions. Like the wand, it can interact with objects, though in its case, all it can do is turn on any light fixtures for a few seconds. Its main use, however, is to play shooting games around the park; shoot at a target, and you’ll be taken to a mini-game. 
  • The fishing rod: You’re given this thing by Stinky Pete (who is a good guy here for some reason, which feels weird). Can you fish out items? Yes in a rare few quests, otherwise you can only grab fishes. That’s it. Kind of extraneous. 
  • I still haven't figured out how to best work
    the controls to these mini-games. Something
    was lost from Kinect to PC.
    The conductor baton: An unofficial item (it’s not in your inventory) given by Prince Naveen, it allows the player character to enter music mini-games when they wave near playing bands around the park. Those mini-games were probably a lot easier to play with motion controls, as they were poorly adapted to mouse controls. I guess its limited use is why the baton isn’t registered in the inventory. 
  • The megaphone: Given by Br’er Fox (a character I was surprised to see here alongside Br’er Rabbit and Br’er Bear, considering how badly the Disney company has tried to forget Song of the South). Much like the magic wand, it can interact with objects around, though not as many. Also like the wand, it will have an effect on a couple of unique props. It's also funny to see some mascots’ reaction to it… if they react at all. 
  • No? I can't even shoot water at them?
    Dang it.
    The spyglass: Given by Aladdin, this object makes visible the half-invisible treasure chests you could see around the park, but couldn’t interact with until you used this item on them. Doesn’t do much else. 
  • The water squirter: Handed over by Donald Duck, this water gun with an unlimited tank will revive flowers and plants around the park. Aren’t sunflowers prettier when they’re open? And considering the sheer amount of plants in this open world, it’ll see use very frequently. I was disappointed to find out you can’t spray the mascots. I'd take any chance to be a jerk.

A different take on popping balloons.
All of these items will also see use in a couple quests each, so there was an attempt at justifying them, though their main use is to find Secrets. Activating all of the identical objects in an area will award the player with a “Secret”, and the game keeps track of the Secrets discovered. The park is huge, and some areas have a lot of elements that can be interacted with, sometimes in high numbers as well – in Toontown, there’s a total of 85 light fixtures to shoot at with the blaster. Good luck spotting of all of them.

And while the game keeps track of the secrets you find in an area, it doesn't have a screen to tell you the progress you've made on secrets you've started but not obtained yet. Keep guessing on your own, kid! Also, not all objects you can interact with emit colored auras to say “Hey, you can use an item on this thing”; the light fixtures don’t, as an example. Thankfully, after you've interacted with an item covered by an aura once, that aura will disappear and won't return.

All of these objects will drop coins when you interact with them. However, coming back after a loading screen will also reset the objects’ money drops and animation states. The sunflowers you opened will be shut again. The problem would be solved if each secret could be interacted with only once, no matter how often the world loads. An “If interacted once = keep final state, cannot repeat” switch for every object, perhaps.

Rides and Attractions, Oh My!

*Grumble grumble* I wanted the front row seat...

There’s another thing I forgot to mention so far: Rides and attractions. Rides can be found around the park and you’re encouraged to ride all of them. Well, all the ones that were made into the game – and even then, those that made it in aren’t worth it. It's also very sad to see so many places where there would be rides, and to which you're not allowed to go - the path is blocked. Attractions, however, are a whole other beast – those are mini-games arranged into story missions. Sometimes, a quest given by a park mascot will ask you to play through one or all of the missions in an attraction. 

"HEEEEEERE'S... BRUCEY!" Did this game for kids,
in a level based on Finding Nemo, just reference
The Shining through the shark named after
the animatronic from Jaws? ...Okay, I respect that.
Those events are based either on existing park rides (such as the Jungle Cruise), or events from Disney movies. As an example of the latter, in the first mission of the Alice in Wonderland attraction, your child character falls down the rabbit hole, then gets shrunk. In the second mission, the child, stuck in a sphere, becomes the ball during the croquet match on the Queen of Hearts’ gardens. It ends on Mission 3 with a dance-off against the Mad Hatter and the March Hare at their never-ending tea party. There is, again, a lot of variety here. You’ll even have the occasional boss fight (I remember, in particular, a fight against Captain Hook at the end of a Neverland-themed attraction). To my surprise, the missions are actually quite lengthy and can take a while to finish.

Okay, this fight was mostly quick-time events,
but I'll be honest, it was pretty fun to watch.

However, several missions will play one way: You’re flying around or floating or getting thrown and you move left, right (and sometimes up and down) to gather coins and avoid obstacles. This is most likely due to the original Kinect controls, where the kid could just move left/right (and maybe jump and duck) in front of their screen to control the character. 

Dance! Dance! It's a Disney character's favorite activity!
This isn’t the only instance of mini-games changing to accommodate the difference in controls between the Kinect and PC versions. Several mascots around the park have tasks where they ask the kid to strike a pose – this happens when taking pictures with mascots of course, but also in other instances. As a result, those tasks are frequently completed on their own, without the player on PC having to do anything. Some mini-game attractions also required the child to strike poses (such as the Tea Party dance-off), but the controls for that were replaced by quick-time events, which… yeah, I can’t think of something better. In short, we did lose a few things in the transfer from motion-control to buttons, but not much overall.

Why do I have a Weird Al song in
my head as I'm playing the Jungle
Cruise ride of Adventureland?
Although, to be honest, I almost forget about the attractions with everything there is to do around the park already. It says a lot about this game’s mass of content. By the way, each mission also has a lot of coins to gather, since those tend to impact the overall score of that mission; so when you finish a mission with 5 stars, it’s usually because you collected tens of thousands in coins throughout. Attractions also stack your cumulative score and give you extra pins in bronze, silver, gold and platinum colors for your overall performance in the whole attraction. 

And yeah, it’s made for children, but I promise that even good gamers will find a challenge in getting the platinum pin for any attraction – so imagine trying to get them for all 18 attractions! 

As a last point I am adding, note that this isn’t solely a single-player game; it’s actually possible to bring a friend and play through the park and the attractions as two players. It’s also implied to make the attractions a lot easier to beat, especially for high scores. And as a bonus, through Steam Remote Play, two kids can play without being in the same room! 

Final thoughts 

This game’s alright. It’s for kids, I know I’m technically not in the target demographic. But I’m also of the strong belief that you can’t just put anything in front of kids, since they’ll absorb what they watch and play, so it’s important to give them good media that carries good life lessons and morals. Or, in the case of video games, good stuff in general. And this is pretty fine on its own. 

Let me say it again, this game broke ground by being an open-world on the Kinect, an all-motion control interface. And yet, it all works. Or rather, since I haven’t tried the original version, I can say it (mostly) works on PC. It’s harmless enough, the child gets to interact with several famous characters of Disney’s history, there’s a large world to explore, thousands of secrets and interactions to have and loads of mini-games to partake in. It never ceases to amaze me just how much content this game has. Damn near everything will react to one or another of the items you add to your inventory, you can go on the rides, and the families wandering the park help make it feel like an actual park-going experience. With that said, so many things on the screen at once, all with their own animations, lead to atrociously long loading times.

Nope, still can't annoy the chipmunks.
Of course, I have critiques here and there, as I’ve laid out throughout these two parts: The sentiment of uncanny valley I get from the kid character interacting with mascots of various different styles. The game struggling to keep everything on the screen, which cause objects to beep in and out of existence, be they props or people. The Golden Ticket will remind the player of things they know and the quest they’re on, which may be tolerable at first but gets unpleasant fast; same goes for the shopkeepers commenting on every single item you purchase. The game keeps track of your progress on missions and collection quests, but doesn’t keep track of your progress on secrets in the eight areas of the park, which makes it really difficult to remember what you’ve done or what you have yet to do. While the attractions are fun, the majority of them will play one way: You move left and right to dodge obstacles, and stuff like that. The over-reliance on collection quests. Lastly, a lot of missions and quests involve posing, which is understandable per this game’s origins on Kinect, and on PC those are either done for you or swapped with button-mashing, quick-time event mini-games, which I feel is an okay trade. 

Add a little bit of magic to the world.
But that pales compared to all the great things it contains: The interactions you can have with all the mascots. The number of quests, be they the ones given to you by mascots or the ones you take on your own, like gathering all of the autographs or finding all of the hidden Mickeys. Playing the attractions can be great, and there is a genuine challenge in getting the gold and platinum pins for all of them. And not only are there secrets to find everywhere, there are mini-games everywhere as well, even in the open world – the conductor baton’s musical mini-games and the shooting galleries triggered by Buzz’s blaster come to mind. I wished there was also a fishing mini-game in places, it would have justified the fishing rod a lot more. 

I’m very happy I played this game. Even as an adult, I felt invested. Kids will love it, absolutely. Adults might enjoy it, as well, although it’s pretty obvious they’re not the target market. Harmless, cute and fun, that’s just what I felt I needed lately. If you do as well, it could be a game to check out. 

Next week: Hopefully something else! In the meantime... well, I'm still stuck at home without work for two more weeks. I might binge-watch some Disney movies, this game has put me in the mood.

January 22, 2021

Disneyland Adventures (Part 1)


I kind of want to be mean to this one. I’m split between “Well, Disney is like a trillion-dollar company so they can take some no-name blogger being nasty at them” and “But it’s Disney! I’d feel bad tainting this kid-friendly game!”

I know that the current pandemic has struck particularly hard in the United States, but it hasn’t stopped some non-essential businesses from staying open. Among them: Disney’s theme parks. Inexplicably. Last year, there was even a pitiful ad trying to convince people that going to Disneyland was perfectly fine as long as you wear a mask. “Welcome home”, you say, Disney? No, I’m staying home! People aren't careful enough! This sounds like several superpreading events waiting to happen. 

But it doesn’t make a difference for me, seeing as I’ve never been to a Disney park, nor do I know if I ever will. I don't have the budget; if I do have children someday, maybe I’ll try to save up to give them this experience I never had as a kid. In the meantime, I could watch videos taken before 2020 of people going to the parks… or I could play Disneyland Adventures. 

The recreation is accurate.
This game, developed by Frontier Developments and Asobo Studio, was originally published by Xbox Game Studios on November 15th, 2011… for the Xbox 360 Kinect. This game was one of a kind, really. I say that, as it was the only attempt ever made at an “open world” of sorts on the heavy motion control-only platform the Kinect was. Kids could now “visit” Disneyland (Anaheim, California) and interact with Disney’s most famous characters in the comfort of their own home! But I am not reviewing that version of the game… 

Disneyland Adventures was later re-released with new controls for PC on September 14th, 2018, on Steam and as discs, with all Kinect-based controls changed for PC compatibility. This is the one I'll cover today. I know this is a game aimed at kids, and I’m not the target demographic. But if it exists, it can be criticized! And you bet I will.