Review: Kero Blaster (PC/iOS, 2014)

Studio Pixel’s Cave Story is one of my favorite games. Created, designed, illustrated, scored, and programmed by one person — Daisuke “Pixel” Amaya — it is often credited for sparking the indie game revolution of the last decade.

It is a meticulously crafted and thoroughly fun non-linear action game, with a good story, strong characters, and wonderful 16-bit sensibilities.

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Cave Story has gone on to be ported and enhanced across several different platforms, and many fans — including myself — have been eagerly awaiting his next big release.

In May of 2014 — nearly ten years after Cave Story — our wishes finally came true. With additional help from Kiyoko Kawanaka, his latest game Kero Blaster has arrived.

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“Kero” is the Japanese equivalent of “ribbit” in English, and the title itself sounds like a play on “ghetto blaster”, those giant boomboxes from the ’80s. Fitting, given the oldschool graphical and musical stylings of this game.

Those going into Kero Blaster expecting Cave Story II may be slightly disappointed. If Cave Story was Amaya’s tribute to games like Super Metroid and Castlevania: Symphony of the Night, Kero Blaster is his Mega Man and Super Castlevania IV. It’s shorter and linear, but just as fun and entertaining.

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At its heart, Kero Blaster is a side-scrolling action platformer with run-and-gun sensibilities. You play a no-nonsense, blue tie-wearing frog who has an acquirable double-jump ability, a sweet bomber jacket for added protection, four upgradeable weapons, and various other health boosts which can be purchased at shops throughout each of the game’s seven stages.

Your frog controls well, although I found him to be a little too — dare I say — slippery at times, but rarely did the slightly loose controls lead to my demise. His double-jump controls do take some getting used to, and will feel more natural once you understand that double-jumping straight up takes you higher than diagonal ones.

I appreciated being able to use my Xbox One controller to play this game. I remapped my controls — preferring to use the bumpers to cycle through weapons — and away I went.

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The weapons at your disposal also have a range of pros and cons. Some have a limited reach, some are better in specific environments, while others are very potent, but concentrated, like Contra III‘s laser vs. spreadfire.

All of them are fun to use and look great. I utilized each of them up to the very end, which shows how much thought Amaya put into their design.

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Most of the game’s levels are uniquely designed, with some asset reuse occurring during the game’s final act. This is all part of the game’s story, however, and it works extremely well in showcasing how far your little green hero has come.

Each level is fun to explore, and figuring out the best way to dispatch enemies is one of the game’s best qualities. There are also a good number of secrets to uncover — including a fifth weapon — which takes a New Game+ playthrough to acquire.

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Speaking of New Game+, like many other games, you can play through the levels again with all of your gear. In Kero Blaster‘s case, however, you’ll start over with only one heart and no cash, but hey, a small price to pay for looking so cool.

In fact, New Game+ is where the game truly comes to life. It’s certainly fun the first time, but going through the levels again — without any of the cutscenes to slow things down and powered-up — is quite literally an absolute blast. There are also some extras to be had for those who play through the game at least twice.

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Kero Blaster‘s visuals are wonderful. The frog you control is charmingly simplistic and flat-shaded, as are many of the creatures and characters you run into throughout the game. While they may look rather basic in screenshots, every character is animated nicely, with tons of personality, vibrant colors, and memorable design.

The world graphics are matched perfectly to its inhabitants as well, with excellent foreground and background separation, clear platforms, and smoothly scrolling playfields.

Kero Blaster‘s music and sound effects are also very good, and classic game music fans will find a lot to enjoy here. It’s not as uniquely synthy as traditional 8-bit soundtracks tend to be, but it still has its strong points, with certain tracks sticking in your head long after you’ve turned the game off.

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In terms of difficulty, Kero Blaster feels just about right. It’s surprising how easy it is to take damage, and even with a decent amount of heart containers and reserves, I died quite a bit. Checkpoints throughout each level are generous, but if you lose all of your lives, you have to start the stage over from the beginning. Fortunately, you don’t lose anything in the process. A Game Over can sometimes even be a good thing as you’re able to gather more money retracing your steps, allowing easier and faster upgrades to your frog’s deadly arsenal.

I did run into some annoying bugs, like the fact that I had to manually terminate it via Windows 7’s Task Manager in order to properly close it. It wouldn’t launch again otherwise. Also, perhaps due to the number of on-screen sprites — of which there are a lot at times– the game had a tendency to chug a bit, tarnishing an otherwise very polished exterior.

Additionally, a very minor point is the English font. It gets the job done, but I don’t like the fact that the font pixels are smaller than the ones in the game itself. They don’t match, so hopefully this is something that can be updated in a future patch to really make everything cohesive.

The interface is also simplistic, with no display or sound options except for being able to choose the window size. Even going full-screen didn’t fill my entire monitor, possessing a dull gray border around all four sides.

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Kero Blaster is short, at just about 5 hours for two complete playthroughs. However, it’s the kind of game you can’t stop until you’re done, and even after that, it compels you to come back and discover all of its many secrets.

While it may not have the historical significance that Cave Story did, it’s still a very fun game that represents all the best qualities of Amaya’s incredible talent.

  • Graphics & Presentation: A-
    Charming, simple spritework with clean and consistent background art. Good environmental variety, parallax scrolling, and trademark Pixel visual design and color.
  • Music & Sound Effects: B+
    A very good oldschool-style soundtrack with crisp sound effects. The PC version’s sound files can be played directly with Pixel’s free audio player, which is a nice bonus.
  • Gameplay & Controls: B+
    Solid controls and a good strafing mechanic make you one deadly amphibian. Linear design doesn’t leave a lot of room for exploring, but they do contain some hidden alcoves that take repeat playthroughs to uncover. Great weapons and enemy/boss design.
  • Value: B
    This is a quick game that isn’t too hard, so most players will get through it the first time in about three hours. New Game+ is a lot of fun and worth playing through at least once. Cutscenes are removed on subsequent playthroughs to keep things moving at a brisk pace. For $8 ($5 on iOS), this is a good value.

Overall: B+

 

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Review: The Room Two (iOS & Android)

Note: The Android version was used for this review. Played on a Google Nexus 7 (2012) running stock KitKat 4.4.2.

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Fireproof Games’ 2012 puzzler The Room is one of my all-time favorite mobile titles. It’s one of the best examples of touch controls used expertly to interact with marvelously conceived puzzles. Everything was wrapped up in an enigmatic, atmospheric package with terrific visuals and sound design. When I heard that a sequel was planned for late 2013 (iOS) and early 2014 (Android), I knew it was going to be a must-buy.

20140520_theroom2_2The Room Two takes the successful formula of the original game and makes everything bigger. You’re no longer faced with just one intricately designed device, but with several that are intertwined throughout larger rooms. This change in scope is the biggest difference from the first game, with most of the core mechanics remaining the same. Fans of the first game will feel slightly disoriented at first, but will be immediately at home with the layered, waterfall-like gameplay.

I liked the variety of environments from room to room, and each of them has a distinct and memorable theme. They get progressively scarier, and Fireproof does an amazing job making your hairs stand on end through effective visuals, sound effects, and music. This game is best played with the lights off, headphones on, and the volume up. The Room was a more mysterious experience compared to The Room Two, which unlocks a door into the world of pure horror, and does so with aplomb.

20140520_theroom2_3The puzzle design itself is very solid, with the tactile feel and satisfying feedback that made the original game so memorable. With the rooms being larger and with more areas for the player to experiment with, I found that it made certain sequences too drawn-out and unfocused, requiring lots of back and forth navigation and repetition to solve. The original’s up-close-and-personal approach was highly engaging, where I quite literally felt like I was hypnotically falling deeper into each of its beautifully engineered creations. Here, things have shifted a little more towards a traditional first-person adventure game, albeit with superior, intuitive puzzle design and logic.

In terms of other features, Google Play and Game Center Achievements are supported, but they are story-based. Since the game is linear, you will unlock all of them through normal play. Cloud saves are a welcome inclusion, since I did have to wipe my Nexus 7 recently. It was nice being able to continue my adventure without losing progress. With the relative fragility of hard drive and flash storage, this should be a standard, non-premium feature for any handheld or console, and I’m very happy to see it being used more often for mobile games.

In the end, The Room Two is a worthy sequel. It does what most follow-ups do, by taking a successful formula, polishing it, and broadening its scope. It’s a wonderful experience slightly undone by making the player move around each room so much, but that doesn’t stop it from being one of the best games available on mobile.

Graphics: A
Audio: A+
Gameplay & Controls: B+
Presentation: A
Value: B+
Overall: A-

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Review: Monument Valley (iOS & Android)

Note: The Android version was used for this review. Played on a Google Nexus 7 (2012) running stock KitKat 4.4.2.

Screenshot_2014-05-19-09-11-14It was only a few years ago that premium mobile games were the norm and not the exception. They’d cost as little as a dollar, with some “expensive” ones being $3 or more. It was a great time, since we saw so many high-quality titles with terrific style, gameplay, and content across all genres. Some of my fondest memories include games like Superbrothers: Sword & Sworcery EP, Tiny Wings, Real Racing 2, Infinity Blade, Groove Coaster, and Doodle Jump. 

Compared to what I was used to playing on traditional handhelds and consoles, these games were an absolute steal. A vertical shoot-’em-up like Dodonpachi Resurrection, for example, would cost upwards of $80-90 to import and play on a console, and to have it for a tenth of the price, fully translated into English? Shut up and take my money.

Fast-forward to 2014, and the mobile landscape has changed significantly. Finding games now that aren’t free-to-play takes more effort, and discovering them on the Apple App Store or Google Play can be a challenging game all on its own. That’s why running into Ustwo Games’ Monument Valley last week was such a special treat. I couldn’t even tell you how I found out about it, but I’m so glad I did.

20140519_mv1I immediate fell in love with its beautiful isometric graphics. Every level pops off the screen with clean lines, easily readable design, and a heavy M.C. Escher/Crystal Castles influence. Animation is extremely smooth, even on older hardware, and its expert use of vibrant colors make everything a wonder to look at.

Its puzzle-based gameplay possesses similar concepts that I played in Terry Cavanagh’s Naya’s Quest, without all the endless frustrations I experienced with that game. (Sorry Terry, I still love VVVVVV and Super Hexagon!) The tap and swipe controls feel great, character pathfinding works like a charm, and the visual and audio feedback given to the player throughout are very satisfying. There are no particularly difficult puzzles, though, which was slightly disappointing. On the other hand, seeing how your changes affect the world and then progressing through them is very rewarding.

Monument Valley‘s story is intentionally sparse and mysterious, and there were a few times that I was taken back to Thatgamecompany’s 2012 masterpiece Journey on the PS3. It keeps you wondering where things are going until the very end, and provides the player with a smile-inducing close to your adventure.

20140519_mv2Unfortunately, that end comes rather quickly, as the game is over in less than two hours. It seems especially quick here since it’s so easy to get sucked in and blast through it in one sitting. That in itself isn’t necessarily a bad thing, as I have always said I’d rather play a short game that’s excellent over a long game that’s mediocre. However, since there’s nothing else to do after the game is over, once you’re done, you’re done.

I think it would have been cool to incorporate some level of achievement system, like (a) stealth-based ones where you go through certain levels undetected, (b) find hidden collectibles off the beaten path, and (c) goals involving as few moves as possible. The framework is there, so it would be great to see ideas like these implemented in a future update or sequel to breathe more playability into what is already a terrific experience.

At $3.99, Monument Valley might be a little more expensive than your average mobile game, but this is no average game. It successfully melds a wonderful visual style with creative gameplay, and you can tell that the developers put their all into bringing this world to life in such a carefully polished way. Although I wish there was a little more to it, this game still comes highly recommended, and I can’t wait to see what Ustwo Games does next.

Graphics: A
Audio: A
Gameplay & Controls: A-
Presentation: A
Value: B-
Overall: A-

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Backlog Blitz: The games of February 2014

I’m not going to lie — February was rough. Not just for gaming, but my wife and I were in the midst of selling our house and packing up all of our things. Stress was running high, and historically, I like to buy things when I’m stressed. The higher the stress, the bigger the purchase, so I suppose the fact that I kept all of my gaming purchases to just games is impressive. I have yet to indulge in any current-generation consoles or PC upgrades, which is a small miracle for anyone who knows me.

Anyway, February’s purchases and completed games are below. Format, like last time, is Game Title (Platform, Purchase Price, Play Time).

Games purchased (-9, $198.50 spent):

  1. Device 6 (iOS, $4.00)
    Quality, premium mobile games are unfortunately becoming a rarity these days as most developers find it more sustainable to go the more casual and/or free-to-play route. So, when I hear about a game like this, that is neither of those, I take notice.
  2. Bravely Default (3DS, $40.00)
    After enjoying the demo so much in January, buying this was a no-brainer. I had originally purchased the limited edition from Amazon.com, but they sent it to me in a padded mailer, and it got destroyed in transit. They sold out, of course, so I had to replace it with the standard version.
  3. Luigi’s Mansion: Dark Moon (3DS, $34.00)
    I’d heard lots of great things about this game, and being a fan of the GameCube original, I finally pulled the trigger.
  4. Animal Crossing: New Leaf (3DS, $35.00)
    I’ve never played any games in this series, and am curious to see what it’s all about. I’m worried that it will turn into a major time-sink!
  5. Danganrompa: Trigger Happy Havoc (PS Vita, $40.00)
    Described as a mix between Persona, Phoenix Wright, and rhythm/music games, that was a combination that sounded too interesting to pass up.
  6. The Last of Us: Left Behind DLC (PS3, $15.00)
    I declared The Last of Us to be the best PS3 game in my last Backlog Blitz update, so picking up the single-player DLC was essential, and as you’ll see below, that was the right thing to do.
  7. The Humble Indie Bundle 11 (PC, $4.50)
    Another great bundle that includes Giana Sisters: Twisted Dreams, The Swapper, Dust: An Elysian Tail, Guacamelee! Gold Edition, Antichamber, Monaco: What’s Yours Is Mine, FEZ, Beatbuddy: Tale of the Guardians, and Starseed Pilgrim. I have most of these already, but that’s OK. It’s a good cause.
  8. Donkey Kong Country: Tropical Freeze (Wii U, $23.00)
    I’m a big fan of the Super Nintendo series, and absolutely loved Donkey Kong Country Returns on the Wii. I was sold on this after seeing the first trailer and learning that David Wise was returning to score the soundtrack.
  9. The Room 2 (Android, $3.00)
    The original The Room was terrific (see below), and I have to see where the story goes next!

Games finished (+9, $222.00 value):

  1. Device 6 (iOS, $4.00, 5 hrs.)
    This is an interesting game that is mostly text-based, but makes effective use of sparse imagery and atmospheric sound. Its presentation and the way it has the player interact with it is very original, and the overall production value is nice. I found some of the puzzles to be too weird and obscure, though, and it was over quickly. Still worth checking out. Overall: B
  2. Uncharted: Drake’s Fortune (PS3, $60.00, 10 hrs.)
    I’d originally beaten this back in 2008, but after finishing The Last of Us in January, I decided to replay this series again. I finished it on Hard, got all 61 Treasures, and came away still impressed with the game’s variety of locales, high energy, and trademark chemistry between the characters. It still looks good for its age, but the animation and texture work are dated, especially compared to Uncharted 2. Overall: A-
  3. 10000000 (Android, $1.00, 5 hrs.)
    What a surprise! This game’s mixture of classic match-3-or-more gameplay with an addictive RPG-like upgrade system make this a must-play. The old-school 8-bit style graphics are fun, and the game’s pacing is spot-on. It can sometimes be a bit confusing to focus on the tile board and the obstacles/enemies you’re facing up top, but you get used to it after a while. It was also over before I knew it, but for a buck, I can’t complain too much. Overall: A-
  4. Uncharted 2: Among Thieves (PS3, $60.00, 15 hrs.)
    Next up in my Uncharted playthrough was this one, and it was just as impressive as it was the first time I played it. It’s crazy how much Naughty Dog leveled up between the first game and this one. Like the original, I finished it on Hard this time and got all 101 Treasures, which took some time. This is definitely the best in the series, with amazing set pieces, technology, and vertigo-inducing exploration. Overall: A+
  5. The Room (Android, $1.00, 2 hrs.)
    Like 10000000, this was a pleasant surprise, and it’s a game I’d consider a “show off” piece for phones and tablets. It has terrific puzzle design that feels tactile and rewarding, all wrapped up in some beautiful 3D graphics and a slightly unsettling soundtrack. Be sure to wear headphones! It’s very short, but those few hours are highly satisfying. Overall: A-
  6. Around the World in 80 Days (Android, Free, 10 hrs.)
    This is another match-3-or-more game with various goals and item drops. It’s nicely done with pleasant art and smooth gameplay, and I got pretty far into it, but unfortunately, I ran into a repeatable crash that’s making it impossible for me to get past the China stages. Too bad, because it’s a good game otherwise. It was a Free App of the Day on Amazon.com last year, so it may just be an update issue. Overall: B-
  7. Uncharted 3: Drake’s Deception (PS3, $60.00, 15 hrs.)
    I was pretty tough on this game back in 2011, because it just didn’t feel right. I thought the spirit of the series changed, as characters became more serious, the art style was different, and it just didn’t hit the highs of Uncharted 2. Hearing later that most of the team had been moved off to work on The Last of Us explained things a bit, but that’s a tough pill to swallow when you’re talking about one of Sony’s key PS3 franchises. It’s still a good game, just not a great one. And why they decided to try making Elena sexier is beyond me. Overall: B
  8. The Last of Us: Left Behind DLC (PS3, $15.00, 3 hrs.)
    Amazing. This is how you do single-player story-based DLC. It’s a stunning and very personal chapter that fleshes out a key relationship from the main game’s narrative. It’s short, but a must-play for any fan of The Last of Us. Finished on Survivor with all Trophies. Overall: A
  9. Tomb Raider (PC, $20.00, 25 hrs.)
    I went into this not expecting much, but I walked away completely impressed. Although the game suffers from a lackluster story, some amateurish voice acting, and a comically over-the-top villain, the rest of it is top-notch. The game’s open-world nature makes it a joy to explore, upgrades keep coming at you until the very end, and Lara Croft herself is a vulnerable, three-dimensional personality that you come to care for. Graphics and environments were impressive, and the gunplay was buttery smooth. In many ways, I like this more than most of the Uncharted series. Overall: A

Even though February was tough, I managed to play and finish just as many games as I bought, so I was pretty happy about that. There were some real standouts, and Tomb Raider in particular set me on a course to tackle some other high-profile open-world games, which I would dive into headfirst in March.

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