Showing posts with label flow. Show all posts
Showing posts with label flow. Show all posts

Sunday, January 13, 2013

Cloud

Cloud

This week, I wanted to take a step backwards and review a game that started a game company--thatgamecompany, to be precise. After playing their three headlining titles, flOw, Flower, and Journey, going back to take a look at their earliest game was eye-opening.

If you liked Flower, this game will tell you where the majority of it came from. While Flower portrays the dreams of flowers, Cloud is its human equivalent, portraying the dreams of a young boy in a hospital. He's tired of the confining walls and the medicine he has to take, and creates an escape in his mind by dreaming about becoming friends with clouds.

The gameplay is quite simple, and, as is now the norm for thatgamecompany games, it builds its foundation on a principle of non-violence, instead relying on emotional cues. I only experienced a slight problem with the controls, finding them a little trying on my first play. B13 didn't express this problem, though, saying he found the game quite easy to play and intuitive. Looking back on it, I was more focused on the point-A-to-point-B aspect of play, rather than the real task at hand: relaxation. Other reviewers have talked about it being one of the most relaxing games they had ever played, so I'm sure I wasn't going about it the right way.

Gameplay consists of freely flying high above the water, collecting bright white clouds. You can store the white clouds to build taller ones, combine white clouds with dark grey ones to create rain, turn light grey clouds into white ones, and draw patterns in the sky.


B13 considers the game to have a mixture of flOw and Flower-style gameplay, with view-from-above elements that flOw later developed, and the drifting-on-the-wind elements that Flower came to represent. The game's soundtrack is, very recognisably, composed by Vincent Diamante, of Flower fame. The music was one of the biggest highlights for me, featuring a very moving series of songs that attach the player emotionally to the little boy.

After Cloud was released, thatgamecompany was formed. Cloud received an overwhelming response, crashing the server of the website it was being hosted on, and receiving a million hits. The game also won a grant, which is, likely, part of the reason thatgamecompany is still alive and well today. Cloud caused people to re-think the direction of video games, and to consider that it, too, is a credible art form. The immense response to Journey, so many years later, shows just how well they are succeeding in this regard.

thatgamecompany has discussed remaking the game, and though it would be great to see what they make next, I can't help but hope they do remake it. I think Cloud came a bit before its time; the control scheme is reminiscent of the Playstation 3's Sixaxis controls. The graphics are lovely but simplistic and would probably benefit from a makeover, though the art and style should stay the same. The still images are well done and add a level of depth to the game, and though most games would opt for a cutscene instead, I feel the still images work well for this game.

All-in-all, Cloud is a lovely game and should be played to be properly enjoyed; no amount of talking I do about it will do it justice. It's immersive and, yes, it too is an experience. It's a reminder that games don't have to be violent, challenging, or mind-bending. They can simply be.

Lately I've been considering doing LPs for this blog, mainly because me playing through SCP-087 has to be seen to be believed (spoiler alert: I scream. A lot.), but also to showcase a few of the games we play. I'll be doing some research on how to make an effective LP.

I purchased To the Moon this morning and hope to be able to play it through the next week or so. As always, if you have a game you'd like me to play, let me know.

-K8-bit

Sunday, January 6, 2013

Square Madness and Idle Idol Head

It turns out that one of the cool things that comes with tweeting your indie video games blog is the fact that occasionally, you get in contact with other indie game lovers or makers. In this instance, I got ahold of a dev by the name of Daniel Albu, who makes Flash, HTML5 and Android games. He has an extensive portfolio, as well as an impressive list of awards, but today I'd like to specifically discuss his recent HTML5 game.

Square Madness

I really enjoyed this game. Its design is simplistic, yet stylish. You play as a rotating black square, and your aim is to collect other black squares while simultaneously avoiding red squares. The smaller black squares, which are more difficult to obtain, give more points than the larger ones. As time goes on, the pacing of the gameplay gradually increases, but not to the point that it's ever terribly noticeable. It is well-paced enough that it is never fast to a stressful degree.

I actually found this game to be quite relaxing to play. One of the things I and fellow thisindiegameblog contributor B13 noticed was that it was easier and more enjoyable to play to avoid the red squares than it is to play to collect the black squares.

Case in point, I played to collect the black ones, and he played to avoid the red ones. My high score was somewhere around 1180. His, well...
Needless to say, he put me to shame.
If you continue to play this game long enough, you enter a sort of state of flow, meaning you can become completely focused and absorbed in the gameplay. The music and sounds were a nice addition, never too distracting or loud.

What I liked was that the game was simplistic enough that it didn't require a tutorial, but not mind-numbing in its simplicity. It's a good game to simply play, and since it's HTML5, it's very accessible. It's good to play if you're looking for a distraction, or if you're looking for something to help you focus.

Idle Idol Head

Firstly, I have to give bonus points (not that I give out any points at all, but you know) for the title.

Almost a year ago, when I played Journey for the first time, I had the pleasure of playing alongside fellow first-timer MrConkin. It turned out, when I did a Twitter search, that the user had a handle of the same name, and I've been following him on Twitter ever since. He also has a blog, where I learned he is a game developer. I don't mean for this to sound creepy, but I've been following his work ever since out of sheer curiousity.

Recently, I looked to see that he had posted Idle Idol Head up to Newgrounds, so I went over to give it a play.

The game begins with a quirky, fun cut scene with crisp, colourful graphics and fluid animation. You play as a deity named Moai, who is shorter than the others and wants to grow taller so he can ride roller coasters and get chicks. A character by the name of Rapa offers to help Moai. If he collects all the switches, shaped like Easter Island heads, Rapa will make him taller. And the adventure begins.

The character below Moai looks somehow... familiar...
You start out simply playing through levels to collect the switches, but then you can acquire other gameplay methods to help you collect different coloured switches. Once you collect all the switches in one level, you can progress to the next. If you manage to pass the level without dying once, you will get a star.

There are 30 total stars that you can receive in this game, and other than beating levels without dying, you can also perform tasks for other characters to
get them. Thankfully you can replay levels from the main menu, since Newgrounds saves your progress, so if you died on the first run-through of a level, you can re-play it to collect the star later on.

The gameplay consists of navigating Moai through a series of walled-in areas. You must avoid the walls, or else you will die. Running into just about any surface will kill you, though there are three different power-ups you can attain: flowers will turn you yellow and light your way, pools of water will turn you blue and also help you water plants, and fire will turn you red and help you melt snow. These different gameplay mechanics
contribute to the difficulty level of some of the puzzles.

In addition, the game has a gravity system that gives some weight to Moai as a character, and adds depth to the gameplay. He can be physically influenced by wind, allowing it to change his direction.

My favourite part about this game was the unique gameplay, coupled with its colourful style. The game was challenging enough that I was unable to collect all 30 stars on my first playthrough. Despite playing the whole game from start to finish, I still find myself wanting to go back to collect the rest. If I had one complaint about the game, it would be that some of the shout-outs to other games are a bit too obvious and break the fourth wall a bit. I liked the game's design and characters enough that having obvious shout-outs was a bit jarring. There's a shout-out at the final level, though, that was subtle and really well done. I won't say what it is, because I found it a pleasant surprise after playing through.

Both Idle Idol Head and Square Madness, interestingly enough, had similar styles of avoid-the-obstacle gameplay. It was by pure coincidence that I ended up reviewing them side by each, but they are satisfying for different reasons.

I have updated the blog a bit with a new link about "Funding the Dream" for indie games that need a little help along the way. Also, under "about thisindiegameblog", you'll find  a bit more about the blog, plus brief bios for B13 and I. As always, if there are any games you'd like us to play and potentially review, send them our way.

-K8-bit

Sunday, December 30, 2012

A Petal for your Thoughts

Anyone who has ever tried to pass off video games as mindless entertainment really owes it to him/herself to check out the game I have posted a trailer of below.



This game is Flower, a game in which you control the wind and a stream of petals to make flowers bloom. Each flower that blooms adds another petal to your stream. It sounds simple, but watching the trailer alone should tell you that it's actually a very intensive emotional experience. It's a game that is directed at everyone, and that anyone could pick up and play and enjoy.

I don't want to spoil the ending, so I'll recommend that if you have a PS3, you at least download the demo and give it a shot. I hope you won't be disappointed.

Playing through this game got me thinking about the things we do to this planet and have been doing, and all the things that are happening because of us. The bees disappearing, climate change. The earth is slowly falling into ruin. It's not pleasant to think about, but it's sadly what we face from day to day. Most people prefer not to think about it at all (including myself, some days), and some deny it. The reality is that the planet is declining, and we aren't helping that. In fact, we're helping it decline.

I notice a lot of negative connotation when the topic of environmentalism is brought about, and I've always really wondered why. I read a letter to the editor in a local newspaper once that said that "tree-hugging" wasn't the way to secure a sustainable future, and that a creating jobs (that negatively impact the environment, in this instance) was. I can understand and support the need for jobs in any community, but why would that ever take precedence over the world we live in? If it's an immediate threat to our world, why would we choose that over our planet?

We've taken the earth into our own hands, and we haven't been very careful with it.

I'm not saying I'm perfect. None of us are. But we can all find ways to live a little more purely, whether it's by recycling more, composting, turning off the faucet while brushing your teeth, planting more flowers, or turning off the light when you leave the room.

Earth Hour is coming up on March 31, 2012, 8:30 PM. If you're able, try to make an effort to use little to no energy during that time. Light a candle and read a book. I plan on doing just that.

(Note: This post was originally published on 3/25/12 at this link.)