Showing posts with label iPhone. Show all posts
Showing posts with label iPhone. Show all posts

Thursday, July 10, 2014

Mountain is a charming, relaxing oddity

Far too often do we think of games as fast-paced, jarring challenges, bringing us loads of fun but, sometimes, some unnecessary stress, too.
My mountain at the beginning: beautiful and majestic, with
a giant bench sticking out of the side.

Mountain doesn't even try to hide the fact that it's nothing like that. When you bring up the "pause" menu and view the controls, "nothing" is honestly listed underneath. Starting off your adventure with the game, you quickly discover that you have no control over your environment. You can rotate your mountain and spin it rapidly to get a different look at it, and you can play melodies that will speed up the flow of time. You can also zoom all the way out into space to get a farther look at your mountain. At this time, music you play will have an ethereal, far-off quality to it.

Slowly, your mountain will collect various objects--garbage cans, light bulbs, giant coins. This is seemingly random, and perhaps it is. You do have some control over how your mountain will look by drawing pictures in response to questions the game asks you upon creation, but how exactly these drawings affect your mountain is unknown. The game boasts 50 hours of play with a concrete ending, so you can get some finality. Every now and again, a musical note will play, and the mountain will make some kind of statement or observation about its surroundings. Usually, it comments on the state of the evening or the beauty of the sky. Sometimes, a lower note will play, though, and the mountain will express loneliness or sadness. This may be just a coincidence, but the more I play, the more of the latter I seem to notice. If the sad moments do increase, it makes the mountain seem human--it begins innocent and free of blemishes, happy and talking about how beautiful the day is, then becomes more cynical as it gets older.

Highlights of Mountain include the lovely little chant that comes every time the sun rises in the game, the green fireflies that light up the sky on summer nights, and the surreal weirdness that comes from being a sentient mountain in the middle of a galaxy, slowly collecting pieces of the universe that surround you.

My mountain more recently. I love its little line
of trees. As you see, the bench is still there.
So is a giant lightbulb, a film reel, a cup of
coffee, two asteroids, and a garbage can.
Mountain is an exercise in patience and silence. Too often, we feel the need to define games as possessing of certain criteria. We all need to re-think the concept of "games", stop trying to define them and enjoy them for what they are: a method of play. If you want rules and a failing point, then here's one for you: take 15 minutes, alone with your thoughts and Mountain, and allow yourself to just be. If you can't, you lose. You lose a million points. And you get a game over. How's that?

Mountain is merely $1, and you can play it on a number of platforms, so it's very accessible. If the idea of a "relax-'em-up" game that doesn't require a lot of attention or challenge appeals to you, it's definitely worth the dollar.

I've had a lot going on in my life lately, so it's nice to have a game that has no required minimum play and doesn't ask a lot of you. As much as I love Animal Crossing, my town hasn't had a lot of play due to my focus being elsewhere. I love that I can turn Mountain on and have it playing in the background while I do my homework or read an article. When I'm away from it, I actually find myself missing the unpredictable serenity of my mountain.

If you want to read more on Mountain, here's my favourite article about it (I've read quite a few, to be honest). I posted a link to it on my Facebook page, and my mother, who has also recently gotten Mountain, said "it does remind me of how difficult and important it is to just be". You don't have control over your surroundings, so just let it happen. A nice reminder.

Wednesday, October 16, 2013

Wide Sky

I didn't think this game would be my next post, but apparently Starbucks had other plans.

I walked into a local Starbucks today to grab something tasty to take with me. As I waited for my drink, I browsed the songs and apps of the week and saw a familiar little hedgehog staring back at me. It seemed that the app of the week was an iOS game I had purchased for my iPad months and months prior without trying it out. Obviously, the first thing I did when I went home was whip out my iPad and give it a try.

This game is stylish and cute, with simple but effective graphics making use of a minimalistic colour scheme. The music is well-crafted, with a cute undertone but a decided moodiness to it. The controls make use of the iPhone and iPad's motion sensitivity, allowing you to tilt the device to change the hedgehog's trajectory. I bought the game for $.99 earlier this year, but right now, if you're quick, you can pick it up for free at Starbucks.



The controls take a little getting used to. My first run in the initial stage didn't see me past it and I ran out of time. I found that when I didn't worry too much about the points and collecting all the stars and circles, though, I had much more fun with the game. The lack of enemies and the wide time window allows you to relax a bit while playing it. Other articles have discussed an issue with the game's controls, which do take getting used to. I found the combination of the game's music and atmospheric graphics, plus the game's open-ended timing and lack of enemies to be oddly relaxing.

Give it a few plays and let the controls sink in a bit before making any quick decisions about it. At only $.99 a play, I think it's worth picking up. Not to mention, if you act in the next week, you can get it for free at Starbucks. It doesn't have a groundbreaking story and it won't make you cry, but it's an engaging stress reliever and Spiderman-like.

Right now, I'm hooked on Pokémon X and still trying to keep my Animal Crossing: New Leaf town afloat, so indie gaming is pretty sparse. However, I'm playing through the delightful The Sea will Claim Everything, and still gradually playing through some of the Humble games I've collected. More posts will be coming!

-K8-bit

Monday, January 28, 2013

Plague Inc. and The Mirror Lied

Today I'm going to be reviewing two vastly different games. One is for iOS/Android, and the other is for the PC.

Plague Inc.

If you have a smartphone, chances are you've at least heard of this strategy game. It's a title released by Ndemic Creations, which only has one person--impressive, to say the least! The game has you beginning a plague that is meant to wipe out the entirety of civilisation as we know it. You can choose how your plague behaves by spending DNA points, currency you earn by infecting countries, on various attributes. You decide how your plague is spread, its symptoms, and how it reacts to medication and lab research.


To say the game is a little morbid would be an understatement, but to say it's a little addictive would be the same. B13 and I have been having a blast with this game. It requires careful planning on the gamer's part, especially in the later stages, and though it can get frustrating at times, wiping out the entirety of the population is scarily satisfying, when you're able to do it.

 Plague Inc. has three difficulty modes: casual, normal and brutal, and 7 different plague types, ranging from a simple bacteria all the way to a bio-weapon, and you can unlock different genes to customise your plague with. For a $1 app store game, it is extremely versatile and great for any type of player.

The game also features an eerie, haunting soundtrack, and a stylish interface. It's surprising, to say the least, that all of this was done by one person. There are also a couple of humorous Easter eggs that you can find if you have the right combination of symptoms.

The Mirror Lied

This little oddity (or "experimental pretention", as the game's creator likes to call it) was created by Freebird Games--the same lovely folks who made the masterpiece To the Moon. It's what I would call a post-modern fairy tale, in that nothing is as it seems and anything you take away from it will be your own to decide. It's created, again, with the RPGMaker engine, thus it is a top-down view, and shares stylistic similarities with To the Moon. Nothing is directly told to you, and the interpretation is up to you.

You play as a young girl named Leah. One day, a bird flies over the roof of your house. The game begins from there.

You can interact with just about anything in the game and collect items as you explore. The game only takes place in the house, and it would seem that time passes every time you execute an action that's integral to the plot. Keep an eye on the various pictures throughout the game.

I won't go on much further about the game itself. It's very short, lasting no more than forty-five minutes if you really stretch it out. It features beautiful, catchy music that seems to sum up the game as a whole: a childlike music box theme with a dark undertone. It's a bit confusing on the surface, but the game will give you everything you need to succeed. Take a half hour and a cup of tea and give it a play to see what I mean.

Before I go, I'd like to give a little shout out to Daniel Albu, the creator of Square Madness. He has a new game out for Androids called MemAudio. Unfortunately I only have an iPhone, and the same goes for B13, so neither of us are able to play it. If you can, though, you definitely should, and please let me know how it is!

I've been playing through Ni No Kuni in my spare time lately, so I haven't been playing as many indie games as I'd like, hence I'm reviewing an iOS game and a short one this week. If you have any other little games you'd like me to try out in the next few weeks, as usual, send me a comment or a message. I'd love to play them!

-K8-bit