Anthony Suarez: February 2008 Archives

Mushroom Men: The Spore Wars

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Thumbnail image for mushroommen.pngI remembered Mushroom Men since its first teaser trailer released in February 2007. They never really released any information other than the fact that it's a third-person action/adventure, it will be for the Wii and DS and it involves mushrooms.


The basic plot is that a green comet flew above Earth, raining green radioactive dust. While the radiation was rendered harmless to humans, nobody noticed the mushrooms and other plants gaining sentience and starting an all-out war! What caught my attention to this game was the first trailer. It didn't show any type of gameplay or cinematics. It was a high-resolution video with a kickass heavy metal riff in the background, showing very high-quality colorful artwork of backgrounds, houses, and the toughest mutant mushrooms I have ever seen in my life. The trailer proved that this game is in fact, an IP game: Intellectual Property. Red Fly Studio came up with this concept by themselves, it is original and not a rip-off of a franchise on TV or movies.

After a few months, they released another trailer, explaining the storyline a bit more, and showed some in-development gameplay videos. A nice feature is the ability to collect objects such as toothpicks, bolts, dental floss, razor blades and even corncob holders which can be combined together to create weapons to fight against enemies. For the DS version, they revealed that it would be a 2.5D sidescroller that will be a prequel to the Wii version.

What made me think about this game was the talk about Super Smash Bros. Melee being released next month. I thought about other good Wii games that are worth buying and I realized that I completely forgot about Mushroom Men. It's been so long since I've heard about anything else, because their website didn't reveal anything new. No videos, articles, or any information about the different types of mushrooms. I thought about Battalion Wars 2 for a moment, yet I like the idea of Mushroom Men better because it doesn't seem to have those thick over-exaggerated voices that Battalion Wars 2 has. Unfortunately, Mushroom Men doesn't seem like a game that will have any online play of any kind. I really wish that more games would make more use of Nintendo WiFi Connection, I still play Picross online and its always fun. There hasn't been any new puzzles released yet for Professor Layton either. I also suck at Legend of Zelda: Phantom Hourglass online, so it's just an offline adventure for me.

I like Intellectual Property games. It's hard to describe what makes a game an IP title. When a developer creates a game, the publishers own the rights to the name, characters and plot; there are game publishers out there who will allow the developers to keep the rights to the game that they have made, meaning that they have full control over what they can do with their game, and if they work with another publisher, they still keep the rights to that game, and can basically do whatever they want with their title. The people who will publish Mushroom Men, Gamecock Media Group, have also published Dementium: The Ward for the DS, a scary game with lots of dark shadows and annoying regenerating monsters. It was described as "Doom meets Silent Hill".

Mushroom Men is scheduled to be released some time in 2008. The Wii really needs some good games that are original, and not based on any movie licenses or mini-games. The idea of combining small household items to build weapons, the deep storyline behind the botanical war, colorful visuals and different characters will make this game stand out, and looks like a war worth taking part in. There's a lot of stuff behind this game that haven't been revealed yet, with a lot of potential of becoming a fast-paced and extremely fun game. With the freedom that Gamecock Media Group has been known for, what Mushroom Men becomes is completely up to the developers, Red Fly Studio.

Review: Audiosurf (PC)

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Do you want to play a game like Rez without holding on to your PlayStation 2, Dreamcast or saving up for an Xbox 360 for Rez HD? On February 15 2008, Steam released a game called Audiosurf, a game that is very hard for me to explain, so I will try my best; it's just one of games where you have to watch some YouTube videos to understand what is happening...

Before you start any level, the player will be asked to choose a ship with different abilities, and then choose a song from the computer; this can be any file format from an MP3, OGG, FLAC, M4A, WMA, and of course, CD format. It even reads the DRM protected files as well, so it can run those online purchased songs without any issues. After the song is selected, it will take a moment to analyze the track, which results in the design of the level.

After loading, the player will have his ship at the beginning off a strange looking wavy road that was shaped by the sound waves of the chosen song. The speed of the song and the beats in the song (e.g. snares, hand claps, bass, guitar, etc.) will affect the speed that the ship travels on the road and where and how many colored blocks are placed on different parts of this musical road. The player will see an aerial view of the road for a few seconds before the song starts playing.

Below the player's ship is a grid where colors go when they are collected. The objectives vary depending on the difficulty chosen; the easiest will only require the player to simply collect any block that is not gray; the medium difficulty requires the player to collect 3 or more of the same color and have them be adjacent to each other, and collecting gray blocks will make the player lose a significant amount of points; the highest difficulty will have a barrage of gray blocks, and the player will be required to collect the few blocks that are actually colored. The song doesn't get distorted when the ship miss blocks or hit the gray blocks by accident; the player simply lose points and can continue playing normally. At the end of the song, the ship enters a very geometric space tunnel, and you score will be compared with others in the world who have also played that exact same song; through this online scoreboard, I have learned that I am not exactly the best Audiosurf player out there and all that matters is that I had lots of fun! There were a few songs where I was the first person to play, and I popped up at the #1 spot by default; this is only because the game came out yesterday.

With this concept, every song in this world is basically waiting to be turned into a level; I found myself searching my hard drive for MP3s and my room for CDs for the simple reason to have it played in Audiosurf and collect points; it's not just a really cool visualizer; it's the perfect game for both hardcore and casual gamers; I played many songs from techno, dance, rock, pop, classical and even hip-hop; Audiosurf was able to scan each one and turn it into a unique level. The only one I couldn't use was this 176 MB MP3 file of a DJ Tiesto performance, because it was too long and Audiosurf just gave up because of the nature of its algorithm; I'm just mentioning this because I think it's funny and that most people in their lives may never have an MP3 file of that size. It had me listening to songs differently, wondering how it would look if I was playing it in Audiosurf. It is obvious that this will get people plugging in their Walkmans (i.e. the ones that actually play MP3s), iPods and Zunes to their computer to play more songs in hopes of making it on the online scoreboard.

When people describe this game, they describe that it has elements in other games, but there hasn't been any solid comparisons; for example, I'm the only one so far who has stated that it reminded me of Rez because of how it gets you hooked and you forget about everything else around you. The compared games are:

- Rez; I experienced the same synesthesia.
- Tetris; lining up those blocks
- Guitar Hero; the road scrolls vertically like the guitar's neck
- F-Zero; the futuristic vehicles


I actually came across this game by chance; I opened up my Steam client to play Team Fortress 2 online, then I saw a popup for a free demo for Audiosurf; the tagline read "ride your music"; it caught my attention with the futuristic ship it displayed in the ad, so I downloaded the demo quickly, and I played some songs I happened to have on my computer; it was awesome! However, I realized that the demo only allowed me to play 4 songs and after that, it kept telling me to buy the game if I wanted more; and I did want more! I paid the low price of $9.95 for the full version and I have no regrets! It's one of those games that I'll always play whenever I'm extremely bored and I want something to do for 20 minutes, or if there's a bunch of songs I've never heard and I want to listen to them differently. Also, this is a music rhythm game that is not a Dance Dance Revolution rip-off or a Guitar Hero wannabe; it's completely different and it's all about the concept of turning a song into a playable level and being amazed every time.

I can't think of anything I hate about this game; it's simple, addictive and it will never get boring with the limitless songs that can be obtained; the multiple file compatibilities and DRM support make Audiosurf even easier to use since I never reached a point where I had to convert something. The only problem I had was installing the game itself; when I bought the full version, the game would still tell me to buy the new version; at first, I thought I did something wrong, then I deleted my content for Audiosurf, and reinstalled Audiosurf then the game worked without any problems; at this point, I played as many songs as possible before I stood up to get some coffee. I am not the best player, and even though I make mistakes that make me lose a lot of points, it's all part of the experience; there's just something about collecting colorful blocks while driving a ship on a road that's been shaped by a song that makes this one of the most innovative and unique games out there. Whenever I played a song directly from a CD with the standard CD format, the game would freeze for a few seconds making it seem like it has crashed; it still works nonetheless and will be resolved with future updates. There was a short moment where I had problems logging my account in Audiosurf and that was only because of the heavy server load on the first day of this game's release. Other than those miniscule bugs, everything about this game is just good, clean and simple musical fun.

I looked at the credits, and there's only 5 people listed and a group called "Pedro Macedo Camacho" for composing an original musical score and "Paladin Studios" for the 3D models; they certainly did an amazingly good job at this game; this is definitely NOT the cliché "college game programming project" that they only did for the sake of getting a grade; this is an experiment that bloomed into a huge success! All I hope is that they continuing working on this, and I know that it will turn into something that is bigger than it already is; Valve did a very good job promoting it as well; with the purchase of the full version, they included their entire soundtrack of "The Orange Box", which includes Portal's end credit song, "Still Alive"; yet another good deal. In addition, there are even free songs available online from the Audiosurf servers that can be played if the player wants to play something that is not on their computer. All of these tracks have played well in the game, and perfectly in sync, and these people did an excellent job in mathematical calculations, sound wave analysis, and creating a nice futuristic feel that reminds you that nothing is real, and it's all about having fun.

With its musical versatility, fast pace, low system requirements, online scoreboards and incredibly cheap price of $9.95, this is definitely worth buying for anyone who wants to play a rhythm game that doesn't force the player to "be in sync or else" and wants an arcade-style experience. If you don't want to spend a cent, just play the demo to understand what it's all about, and you will love it; just make sure you choose your four songs carefully, because after that, it won't give you another chance to play.

audiosurf.jpg

Review: Orcs & Elves (NDS)

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Imagine the classic games Eye of the Beholder and Wolfenstein 3D; mix them both together and now you have a very fascinating action RPG game with amazing old-school flavor. This game was developed by id Software, who also coincidentally made Doom and Wolfenstein which clearly inspired the 2D sprites in this game.

This game was not originally for the Nintendo DS. It was first released for cellular phones somewhere in 2006, and was remade for the DS and released on November 15 2007; the DS version included enhanced graphics and exclusive use of the DS touch screen and both screens; one could simply tap a few portions of the screen to cast spells or drink potions, and the bottom screen could be used to show a map while navigating in the top screen; the microphone is never used, and it's not a feature that I would care about anyways. That map is a lifesaver for navigating those long mazes; without it, I would have given up easily playing without even reaching the middle of the game. Also, to cast spells, the player needs to tap 4 different circles in the north, east, south, west directions in a pre-defined pattern; don't worry, it tells you which ones to tap, so you don't need to write anything down on a sheet of paper. To open certain types of doors, you need to remember the code, and it will be automatically recorded in a quest log for later use, leaving the player with more time to explore and level up.

The player controls an elf named Elli who wields a talking magical wand named Ellon; Ellon can give the player hints about certain dungeons, and be used as a weapon that inflicts magical damage to opponents from a distance; it can only be used so many times until it has to be recharged. As the player progresses through the game, upgrades such as stronger swords, crossbows, better potions, magical rings and armor upgrades will become available. The story behind the game is almost a 500 page essay and the player isn't forced to remember the storyline, which is awesome! All the player really needs to know is that the main character finds a magical wand, wants to get the legendary dragonscale armor and crawl through many dungeons, kill some monsters and level up!

The player can only turn in 90 degree angles, so you always face north, south, east or west. To attack, all that needs to be done is to either press the A button, or press tap the "use" button on the touch screen with a stylus; this doesn't necessarily mean that fighting is simple; at times, it can be crude, and force you to jump back a few spaces to launch that magic attack and drink some strength/defense potions to survive. Like turn-based table top games, each movement the player makes such as walking and attacking counts as a turn; in other words, the seconds that pass by during gameplay do not affect fighting and how monsters behave; so if you see a monster a few steps in front of you, it will not move until you move; this can be affected by certain player or enemy stats where the player can have more moves than the enemy or vice versa; a very interesting way to simulate way to simulate turn-based strategy, dating back to Eye of the Beholder and earlier. It lessened my panic times whenever I was low on health, and I can always take a few seconds to choose potions, and switch weapons.

Don't expect this to be Neverwinter Nights for the DS; it's completely different. The characters are 2D, very colorful, and obviously gave me a sense of nostalgia while playing this; you can even see the pixels (aka "jaggies"), which didn't bother me at all; it's not the best looking DS game and it's not the ugliest either; their use of a pseudo-3D look ensured that there would be no slowdowns whatsoever, and John Carmack's classic still holds strong to this day.

If there's one thing that I didn't like very much it would be some of the tedious monster/boss fights and the linearity; there are times where I'm being surrounded by more monsters than I can handle, and I die after I waste all of my potions to live a bit longer; there was a level where I could choose to free a prisoner from a dragon, and I thought if I freed it, the dragon would try to hurt me; I was under the impression that there was some non-linear elements here, but I was wrong, and I was forced to free him anyways, only to have him try to kill me later. After this, I realized that I have to keep going forward without stepping back to make sure that I didn't miss anything; the upgrades for weapons are fairly expensive, and I used potions more than weapons, so it took a while for me to get any upgrades. Eventually, I started to backtrack anyways, and just kill the rats and spider creatures to level up and gain extra health to be stronger; just like good old times.

A funny thing worth noting is that this game contains alcohol use in it; the player can collect kegs of ale, and when it is consumed, your strength is increased; however, you become dizzy and your accuracy lowers, so there is a drawback for using this method of fighting stronger; the camera even tilts and pans in small degrees randomly to add to that drunk sensation. Some Dwarves have important information about exits and will not say a word about it until you have a drink with them.

This is a great game for anyone who loved the Eye of the Beholder games, classic Doom and Wolfenstein 3D. It is obviously better than the cellular phone version; the "take your time" combat style, classic old-school feel, colorful imagery, automatic quest info logging and simple controls make this a game worth buying.
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Review of EXIT DS (NDS)

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EXIT was first released as a game exclusively for the PSP. While trailers appeared online and had some coverage on game review shows on television, like most puzzle games, never became “critically acclaimed”; regardless, it was still a unique and fun game which mixes both puzzle and platform aspects beautifully.

In 2007, it was ported to Xbox Live Arcade, and Nintendo DS which was released only in Japan. With the technical differences between the DS and PSP, EXIT moved from a 2.5D perspective to a pure 2D sidescroller with additional touch screen controls; the player can revert to the traditional +Control Pad if the stylus controls weren’t responsive enough. In addition to DS-exclusive controls, EXIT DS made some use of the Nintendo WiFi Connection; the only thing that can be done online is compare your stage completion times with others who have also connected to Nintendo’s WFC; for example, for Stage 2, the fastest time recorded was 10’40”93 and my completion time was 34’23”54 ranked at #943, so I’m not necessarily the slowest person in this game.

With the Japanese language in the tutorial, I wasn’t boggled by the instructions; through trail and error, I learned that I need to tap a character first, then an object or empty space to make it move; the +Control Pad was used to move the camera to see other parts of the level. The only problem I had with the stylus controls was guiding people upstairs since I have to tap the top of the stairs while the character was standing directly in front of the stairs. There are some English captions such as the main menu and top screen during gameplay which displays a map of the level, and explains what each symbol in the map mean.

The stages in EXIT are referred to as “situations” which represent different types of buildings that are on fire, covered with ice and even earthquakes. There are 10 situations, each containing 10 levels, with a total of 100 levels, and gradually increases in difficulty with every level. The objective of each level remains the same: Remove obstacles such as fire or ice that blocks the path to the exit at the end of the level, and guide the trapped individuals to the exit under the pre-determined time limit.

Each individual has different perks: Children can’t jump high or climb high and can easily crawl under obstacles too small for Mr. ESC; obese people are stronger and can push heavy objects; average fit people are similar to Mr. ESC but without the enhancements such as jumping, and can help Mr. ESC push certain blocks when an obese person isn’t around; dogs can crawl under obstacles and can jump incredibly far; injured people are unable to move and must be carried to the exit. With these perks, it creates the idea of teamwork with these individuals to finish the level, and can sometimes force the player to save people in a specific order.

Mr. ESC will do many things from extinguishing fires, to breaking ice barriers, riding elevators, and moving blocks to jump over pits to the exit. With the combination of jumping, climbing, pushing blocks, and guiding individuals to safety, this is one puzzle platform game on the DS that is worth buying if it should ever be released in North America. Unlike the PSP and Xbox Live Arcade versions, there are no downloadable levels, so there will only be 100 playable levels and it will take a while to finish all of them before you consider downloading more.
EXIT DS Gameplay

Welcome Anthony

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The first episode of the Gameshelf that I've seen was Episode #2 - Space Games. In that episode, they talked about Star Control II (aka The Ur-Quan Masters) and that is one of my favorite games of all time so I sent an e-mail to Jmac about how Toys for Bob announced that they would like to make a new Star Control with Activision. After that e-mail, Jmac and his crew went on to talk about different themes such as war games, tile games, hidden roles, and of course Star Control and TFB's desire to make a new Star Control game! That was awesome!

I have a GameCube, Wii, Xbox (original), Nintendo DS, a ThinkPad laptop and I will be getting a new computer next week. I like third-person and first-person action games, however, my first love was the science fiction and role playing games such as Star Control, Baldur's Gate, Icewind Dale, Warcraft, Starcraft, Chrono Trigger, Earthbound and Super Mario RPG. Since I got my DS, I've been playing lots of puzzle games such as Picross DS (especially online), EXIT DS (released only in Japan, but I got a copy), Neves (simplified version of tangrams), and Tetris.

I live all the way in Brampton, Ontario, Canada, and yes it is winter right now; there was a snowstorm today, and I have to shovel the snow in my driveway in a few hours.

I am in my third and final year of my Computer Science Technology studies in Sheridan College; I know some SQL, Java, C and C#. It's a really complex course, and I still survive to this day.

So, that's basically who I am and the types of games that I like. Hopefully, if I'm not too busy with my classes, I'll write some game reviews of some weird games, and even mention a joke or two.

About this Archive

This page is a archive of recent entries written by Anthony Suarez in February 2008.

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