Tag: Vita

  • Weekly Gaming: Luftrausers

    Weekly Gaming: Luftrausers

    FUCK THE LUFTSSSS
    The art style of Luftrausers is fantastic. Just a glance of the logo conjures up WW2 aesthetics.

    I bought Luftrausers months ago for my Playstation Vita in a sale, as it always intrigued me after having played it at the Eurogamer Expo last year. I don’t usually get on with Bullet Hell games, as my precision isn’t as good as it should be, but Lufrausers intrigued me due to its accessibility and stylish graphics. Needless to say, I’m glad I bought it, as Luftrausers is one of the best small games I’ve played in a while. Some may have their fill of the game within a few minutes, but I’ve played this little game for well over 8 hours, and don’t feel like stopping anytime soon.

    The game starts out with a tiny cinematic giving a little context on the situation of Luftrausers (and by tiny, I really do mean tiny, its like 5 seconds long). Basically, crazy scientists have managed to create some ultimate ships that can regenerate health if they don’t fire their weapons. You then start your first of many flights in Luftrausers, launching from a submarine every time.

    FUCK THE PARTSSS
    Customising your aircraft is a big part of Luftrausers, with each part you choose having a major effect on the way a life will play out.

    Controls are simple enough to learn, but extremely hard to master. There’s the up button/direction, which propels you forward in the direction you’re facing, left and right rotates your ship, and finally the X button fires your weapon in the direction you’re facing. That’s it. Extremely simple to learn, but with the amount of bullets and enemies coming at you it’ll take you a lifetime to master.

    There aren’t many enemies to learn about, and chances are,w within 3-4 playthroughs you’ll have met every enemy in the whole game. There are two types of enemies trying to get you which consist of both sea and air vehicles. Each class of vehicle has many variants, from small enemies like pawn planes that literally just follow you around and fire occasionally, to huge bosses that will take up the whole sky or sea firing so many bullets you cannot move without getting hit. Each enemy has different attack methods and movement, meaning some are easier to kill than others.

    FUCK THE POINTSSSS
    Being a bullet hell game, you’ll be glad to know that this is actually a fairly calm moment in most games, with the true challenge coming when bosses start to appear.

    One of the things that sets luftrausers apart from other bullet hell games is your ability to regenerate your health whenever you’re not firing. Your health is represented by a white cloud that surrounds your plane the more you get hit. Score is completely based around a multiplier that will go up based on how many enemies you kill. If you go a while without killing anything, your multiplier will disappear, meaning you’re constantly in a risk/reward situation, where the longer you continue to fire you’ll probably kill more enemies, but in doing so you won’t heal.

    Your ship can be customised in a variety of ways before launch each time you die, with a plethora of body types, gun types and engine types to choose from. Each plane part is unique, and will allow you to do a variety of things, from taking no damage underwater, to simple things like being able to turn faster. It’ll take some trial and error to see what combination of weapons and body parts you prefer, but that’s part of the fun. One of my favourite combinations was a gun that fired 5 bullets at once, a body that took no damage when colliding with enemies (fantastic for killing enemies in the sea that are hard to fire at), and an engine that allowed my plane to go underwater and above the clouds without taking any damage. It does have the disadvantage of only being able to take two bullets of damage before dying, but it’s one of the easiest ways to kill multiple enemies.

    FUCK THE BATTLESHIPSSSS
    Easily one of the most annoying bosses, and the one you’ll come across the most is the battleship. This monstrosity has plenty of health, meaning they’re one of the hardest enemies in the game.

    The soundtrack to the game is absolutely fantastic, with tunes fitting perfectly with the 1940’s style and aesthetic of the game. I found myself humming the tunes whilst playing other games, or even just walking down the road. It’ll definitely be a soundtrack that I’ll recommend for years to come, and one that I glad I experienced whilst playing through the game time and time again.

    As I said at the beginning of this review, Luftrausers is easily on of the best mini-games I’ve played in a long time, keeping me coming back for more and more every time I boot my Playstation Vita up. What it may lack in content, Luftrausers certainly makes up for in polish and replayability.

    4/5

  • Gaming Week 22: Thomas Was Alone (PS Vita)

    Gaming Week 22: Thomas Was Alone (PS Vita)

    HE WAS ALONE ALRIGHT? HE DOESN'T NEED TO BE QUESTIONED!!!!
    Need I say more?

    Note: I wasn’t going to write a full review for Thomas Was Alone due to a bunch of other games I’ve been playing, but I then realised that just because it’s an indie game, doesn’t mean it shouldn’t get treated the same as Triple-A budget games. Especially due to how much this game touched me and made me rethink my own ideas on platformers and characterisation. So here it is, a review on a relatively recent indie game, enjoy!

    Thomas Was Alone is a platformer stripped down to its core mechanics, a player moves a character across the screen trying to get from point A to B using different techniques. It’s not only stripped down to its core mechanics in gameplay, but also in graphics, with every character being simple geometric squares and rectangles which can move at different speeds and jump at different heights.

    GET IN THE WHITE SQUARE YEAH BITCH
    As simple as this looks, this is the core concept of the game, get your character (in this instance Thomas) to the white square in which he fits. It’s simple, but fantastic.

    Everything that I just said about the game may have you thinking: “Why on earth would I want to play a game involving squares and rectangles jumping around and on other squares and rectangles?”, the answer? Story. Yes, as much as you wouldn’t think you could make a story out of any of this, there is a fantastic story to be told about each of the shapes, each of them having their own personality, each having their own motives and ambitions. It really sets a precedent for the whole gaming industry by saying that you don’t need pretty and realistic graphics to feel emotionally attached to someone, or to be empathetic towards another character.

    FUCK YOU CHRIS
    Different characters have different uses. In this example, Chris (the Orange square) is small, so can press the switch for Thomas, but Chris can’t jump high, so needs Thomas’ help.

    To say that Thomas Was Alone is a linear game only explains a little of what makes the game charming. Yes it is linear, but it never tricks you into thinking its anything else. There is always a puzzle to be had in each level, and there are sometimes multiple ways to solve it. Levels are designed to introduce each characters quirks, and then open up to allow you to exploit their advantages to the team as a whole, ensuring you use team work and co-operation to get through levels, which in turn ensures the gameplay follows and enforces the narrative of the story. It’s all a fantastic cycle.

    JOHN IS A PIMP
    Narration is a strong point for the game, allowing you to learn each characters quirks whilst solving the puzzles. Here, John (the yellow rectangle) is shown to be the show off type

    The Narration of the story is done by Danny Wallace, (who has done previous voice work as Shaun in the Assassins Creed series) and it’s a perfect fit for the tempo Mike Bithell was trying to portray. The game just flows, meaning you get so hooked and want to learn more about each character that before long you’ve played hours without realising.

    Pros:

    • Amazing characterisation
    • Brilliant story
    • Great puzzles

    Cons:

    • Shorter than I would have liked

    Thomas Was Alone is available on Steam for both Windows and Mac, as well as PS3 and Vita, so I hugely recommend everyone give it a try. It’s not going to be everyones cup of tea, but I enjoyed every minute of it, to the point that it’s changed my perception on game design, and for that, I thank Mike Bithell.

    5/5

  • Just a quick update

    Just thought I’d update the site about what’s currently being played, so here it goes:

    Bought Modnation Racers for the Playstation Vita as it was on sale in the PSN Store for only £11.99, so I’ll be posting my first thoughts about it soon this week. So far I really don’t know how I feel about it, so time will tell.

    Dragons Dogma was released on Friday (25th of May) and initially whilst I was serving all day it seemed to outsell Tom Clancy’s Ghost Recon Future Soldier, surprising and highly welcome. I can’t say sales will continue in this pattern, as knowing GAME they’ll stop stocking Dragons Dogma well before Ghost Recon, even when people still want it. (Exactly what happened with Kingdoms of Amular: Reckoning) I bought it on day of release, and so far I know I’ll love the game, but I can’t seem to get hooked. It’s definitely epic, I can feel that, but because of all of the training I so far feel distant from the action. A first thoughts and review will be up soon.

    Going to post a review for Pullblox soon, the lovable puzzle game for the Nintendo 3DS. I’m about half way through the game, and loving every minute.

    On my PC I’ve started to play Saints Row the Third seriously, for the last 4 hours of gameplay I’ve just been messing around, but I hope to have it finished soon and review to follow shortly after.

    This all might take me a while as I’ve got an interview for a management position, so time must be given to preparing.

    Either way I’ll keep this site updated with content over the coming weeks.