Showing posts with label iPad. Show all posts
Showing posts with label iPad. Show all posts

Wednesday, May 13, 2015

80 Days: 89 days

It's been a while.  I've been playing a fair bit - progressing in 200cc grands prix in Mario Kart 8, getting the gold wristband in Forza Horizon, pootling around the world in Majora's Mask.  I've completed Peggle Blast and found that I am hopeless at Worms Reloaded.  Maybe at some point I'll write more, particularly since I have a draft post on the last of those half done.

But what I wish to talk about today is 80 Days.  It's an iPad game, although it can be played on a phone if you really must.  It's a text adventure with trading and route planning, based loosely around the Jules Verne novel but with a great deal of artistic licence thrown in.  Your primary objective is to get around the world in 80 days, but if you fail (as I have done) you simply restart but with knowledge over what may happen.  There are hundreds of routes to choose from and the world seems to be based on a random seed meaning that no two games will be the same.

I started well, travelling through France and Germany, then up to Scandinavia.  Unfortunately routes to Russia were limited and I ended up having to travel back down through Turkey and the Middle East to India, arriving in Japan at around day 45.  Not too bad, but my journey across the Pacific (a direct boat to San Francisco) was interrupted by a storm, and we lost a number of days heading down to Hawaii instead.  I led a mutiny to get the boat to depart for the US West coast immediately, but travelling across America took a long time and on day 80 I was aboard a paddle steamer, just after it had exploded.  No oceanic transportation from New Orleans meant a slow trek up the coast to New York.


It felt a huge anticlimax, and this made me realise just how exciting the game had become.  Every time plans went wrong, or I arrived at a city with no clear path forwards, I was feeling genuinely anxious.  I remember watching Michael Palin's second travelling series Pole to Pole, and feeling that without the time constraints of Around the World in Eighty Days it felt a little pedestrian.  Here again I could see the deadline creating the tension.




A game like this needs to have good writing and a clear visual style, and 80 Days has both.  It's a testament to its quality that as soon as I'd arrived in London I was ready to set sail again.  On my second journey I managed to make good time across Europe and Russia, until on day 23 I was thrown into a Russian military jail.


Let's hope I can continue at this pace.

Monday, May 12, 2014

Sonic Dash: offputting microtransactions

Sonic Dash may be the best Sonic game for years - in that it's not trying to be anything other than a fast run through scenery.  It's an endless runner, with controls which match Sonic's standard abilities - jumping in a ball, rolling in a ball, and running fast.  You have to jump over, roll under or dodge obstacles, and roll into enemies to kill them.  From time to time there's an easy boss battle.


There's a bit of added complexity which sits behind the main game.  By completing missions, which vary from simple things like "collect 200 rings in a game" to difficult things like "avoid rings for 1000m", you can build up the multiplier applied to your score.  You can also double the multiplier by filling up the dash meter (the bar in the bottom-right, filled by collecting rings) and not activating it.  By doing this I now have an X38 multiplier, and my high score is 997,000 (compared to the next highest on my friends list of 67,000).

One thing to note that I couldn't find elsewhere on the Internet - one of the missions is to "use 5 revives in one run" which I assumed meant that you had to revive Sonic five times; since the number of tokens required doubles each time I assumed this meant I'd need 31 tokens.  Instead, the mission completed when I revived for the third time, which was annoying after I'd been saving up revive tokens for two weeks.

There are other bits to the game as well.  Over Easter there was a special event whereby collecting eggs randomly placed throughout the levels let you earn additional unlockables.  I managed to collect about 220 eggs over the period, which meant that I unlocked Cream the Rabbit.  Yes, real name.


So, all rosy.  The downside to the game is that it's full of microtransaction rubbish, where you spend rings to get new characters or upgrades, and collecting the rings in-game takes ages so you feel like spending real money to get more rings.  And it's not as if it's really hidden.


It's odd, I would happily have paid a few pounds for this game given how well it works and its production values, but I won't spend 69p on virtual currency in the game even though I got the whole game for free.  They're making significantly less money from me.

Wednesday, September 14, 2011

Back to the Future the Game: Part 1: completed!

I love Back to the Future.  The fact that this game isn't based directly on the films but is a whole new storyline is amazing.  They've taken liberties with the whole backstory as well, transporting me back to meet Marty's grandfather and Doc when he was a boy.  And, most shocking of all, I went to years which didn't end in a '5'!

What wasn't amazing was how the game stuttered and glitched all over the place, and I'm running it on an iPad 2.  I dread to think what it was like on the original.  It was also awkward having to control Marty with a virtual joystick, and invisible walls just made it frustrating all too often.

I got the first part free, and I'm in two minds whether to buy the rest.  I want to know what happens in the story, but I found playing it rather frustrating.  Maybe I'll buy it on the Mac during a Steam sale instead.

Tuesday, August 02, 2011

Tiny Tower: you can't please all the people ...

... any of the time, it seems. Tiny Tower is a sim game, where you build extra floors, juggling between residential and commercial types, so as to maximise returns from all the shops who employ the bitizens who live in the tower.

Each bitizen has an ideal job. None of my bitizens have an ideal job which matches to the business types I have in my tower. They are all moderately happy - I'm doing my best to make sure they're doing something they're good at, after all - but I do wonder why they're moving in to a tower where they can never be completely happy.

I like the way it sychronises my game between my iPad and iPhone. It means it gets played a lot more.

Saturday, July 23, 2011

World of Goo HD: factories and virtual worlds

I played World of Goo on my Mac some time last year, but found it a little too tricky to control, with my mouse skills not up to the fast speeds needed. On the iPad, it's a different story. I've been making my way through the story, and have completed the first three chapters now, moving onto a strange virtual world where it's seemingly less about creating structures as it is about flicking goo balls between parts of the level. I'm not sure I approve.

However, the other game within the game, of building a tower of goo, is very addictive indeed. It's made all the more so since you can constantly see a cloud just overhead representing someone else's tower - and you want to build just a little further to beat it. I've got 200 goo balls in my playground now, so am starting to reach a fair height.