Showing posts with label PC. Show all posts
Showing posts with label PC. Show all posts

Saturday, August 15, 2015

Sentey Harmoniq Pro (Gaming Headphones)... reviewed!

Check out the review for these headphones... at the link below (including the unboxing): http://sdgtstudio.blogspot.com/2015/08/sentey-harmoniq-pro-gaming-headphones.html

By the way... have you ever noticed that "un-boxing" sounds like some sort of anti-boxing organization? Anyway, check out the review & the unboxing vid at the link... game on!


Monday, May 25, 2015

Shantae and the Pirate's Curse... reviewed!

Fantastic platform adventure that makes me wish there were more of an adventure in Mighty Switch Force games.

If you’re not familiar with the Shantae series, just know that it is a 2D platformer placing you in the role of a charming genie by the name of… Shantae (of course), but this time around you’re a lot less ½ genie.

This game started off a bit too easy in the beginning (for me)… but be warned, if you aren’t prepared, you’ll be sent running back to the drawing board (which is to be expected as you progress, so consider that a “duh”). The story in this game is almost as important as the gameplay… and the developer did a great job making the puzzle fit together. The buildup is great because you aren’t just going in equipped with a slew of abilities; you have to work your way up.

I say that to say… don’t go in expecting to access everything from the beginning, even if something is on an island that you’ve unlocked (and you see it clear as day). You may get caught up on how to access or get something because it’s there, but if it’s out of the reach of your current capabilities… it may be that way for a reason (so don’t question your skills). New abilities are like keys to unlock doors.

The replay value comes into play when you increase your abilities, and you will find progression in the story when this happens… a good chunk of the time. There are games out there where racing from start to finish is the key (and you have the ability to challenge a clock here too), but there will be various objectives required where you may visit an island more than once (just so you know), so you can either dash or appreciate the story. Scuttle Town is home… also doubling as your hub with plenty of nifty little progressive scenarios to enjoy while moving forward so that you aren’t just returning home to interact with NPC’s stuck on repeat. I appreciate that about this game, it gives an RPG’ish feel beyond those of gaining new abilities. EXP isn’t really the thing that brings about new abilities in this game though, unless you consider the gems as a form of EXP. Once enough gems are obtained, you can use them to buy skill enhancements… for certain things, while the others will come with game progression (as mentioned above). Replay value is also found in this game thanks to multiple endings... and an unlockable Pirate-Mode.

**You do have the ability to grind, and it’s easier in some areas than others… if that’s something you’d fancy.**

The artwork and the music in this game… are additional reasons I came back for more, because they got my attention from the beginning and had me looking forward to what I’d see/hear next. Art wise… I can see the team creating a new Metal Slug game, or even a new 2D Sonic the Hedgehog title.

Fun fact: Character portraits were done by Mega Man developer Inti Creates!

If WayForward ever decided to make a 3D version of a Shantae adventure… keeping everything true to the feel of the Shantae series, I think it would be one of those welcomed titles that brings back an interest in 3D platformers (at least the quality ones, and since it would be 3rd party… it could be enjoyed on more than Nintendo platforms).

Overall, Shantae and the Pirate’s Curse… is a welcomed 2D adventure that gives me not only a welcomed break from multiplayer games, but it also gave me the opportunity to enjoy a cool adventure.


Fun factor: 5
Visually: 5
Replay value: 5
Price: 5

"5 / 5 Mushrooms"
PSI'd recommend the Steam version of this game if you're into their digital trading cards (whether it be collecting, or making money off of them). 

Saturday, April 18, 2015

Blue Estate... reviewed!


This is what happens when Comic Awesomeness & Comedy collide with an on-rails shooter… chock full of creativity and naughtiness.

“Viktor Kalvachev’s Blue Estate the game”… is based on a comic by… Viktor Kalvachev & Kosta Yanev. Don’t know who they are? …It’s quite alright, we don’t either, but we hope to see more from team Hesaw because varying styles change up the pace. Following trends is not the way to go, taking your own route and owning the fluff out of it… gives gamers more options to enjoy, and this is what I see in this game.

This isn't a game for everyone (I just want to make that clear)… especially the kids below the recommended age, so put them to bed and game it up. If you like action… want a sense of getting back to the arcade or want to know what it feels like in a sense, then you’re not that far off when you get together with a some of the craziest friends you have playing this on a big screen w/ the surround sound cranked just below… the volume of disturbing the peace!

                                           
The story feels good… the art is great, and it feels like one of those comic style movies that places a (light) gun in your hands as you ride shotgun with a fun motor-mouth narrator sitting in the back seat. Light gun games don’t come around that often, and even with FPS games giving you a similar feel mainly do to the first person view (some almost following a similar blue print in their story modes because they take you by the hand even when they shouldn't because its not on-rails BUT)… light gun games have their own charm when it’s done right. Accuracy and timing pays off as you progress in this game that starts off with you rescuing a stripper/love interest from the dangerous clutches of… someone that’s quite the “little” character and then some (so expect a good mash up in this story). Hesaw definitely sends you walking into an inferno... that maintains its action quite well.

The game is priced very well… they didn't play around with a ridiculous price tag which gets a thumbs up from us (two thumbs up). The game is available for PS4, Xbox One, PC, as well as Leap Motion… for fans of the controller. 

Cons of this game (for me) are… “Why in the world isn't it also on the Wii U?” The Wiimote naturally doubles as a light gun (more on the lines of something you’d see in Star Trek via the phasers… but a light gun none-the-less), so we’d definitely like to know why. The experience would be a lot more at home on the Wii U because of the Wiimote more so than… the Xbox One, and the PS4. The nunchuk would drive home the experience also… because you’re required to do certain movements to overcome various obstacles while still taking on the enemy. It’s a nice move that a lot of other ORS’s don't consider, so you're able to do more than just... point and shoot without it becoming a pain since opening doors and stuff help you move forward.

Another con that stems from the lack of a Wii U version (for me), is when I used the standard controller on the PC… it was a pain because the movement of the camera could’ve still been moved around like that of a traditional FPS game to improve on aiming in this fast paced game. It doesn’t break the game… and I was able to proceed, but… I really (really) got into the zone when I put the controller to the side and got on the keyboard & mouse (while thinking of how awesome it would be to play in a more traditional way on the Wii U because of the Wiimote & Nunchuk... without buying an additional peripheral that would only be used based on the frequency of genre related purchases).

Q&A w/ the team!
______________________________________

Since we wanted to know why Wii U doesn't have the game… and the team was so cool with it, we had the honor of doing a Q&A with them... and the comic book creator:
  • How did Team Hesaw and Viktor Kalvachev meet?
VK: I am one of the founders of the company and had the pleasure to welcome everyone on board myself.
  • What made you consider doing a game based on the Blue Estate comic?
VK: It was one of my partners who kept pushing to make the comic into a rail shooter and I finally gave up. After a month of brainstorming how to approach it I was pretty happy with the chosen direction and we decided to apply for funding through CNC (a French government organization helping studios in France finance their projects). Luckily we were given the grants and so it began. It was so much fun to transfer the comic book universe into a playable one.
  • Why did you decide to go with an on-rails shooter instead of another genre?
VK: We love the genre and we miss the good old games like House of the Dead and Time Crisis. Rail shooters are also a lot cheaper to make then FPS games and we used the controlled camera to give the game a more cinematic feel.
  • Any reason why the game isn’t on the Nintendo Wii U? For use with the Wiimotes?
Samuel Jacques : Actually, we are using a Unreal 3.0 for the game engine.
To release the game on WiiU, we should undertake a massive technical work that is simply beyond our capacity.

Some games using Unreal engine have already been released on WiiU like Mass effect 3 or Batman Arkham City (…if i am right) but those projects had resources we can’t spend
I wish we could do a WiiU version as I really love the console.
Regarding the Wiimotes, I strongly advise you to have a look on Blue Estate steam forum. Some people came up with some creative solutions J
  • Do you see yourself making more Blue Estate games based on the positive response from gamers?

VK:  We would love to. Only time will tell if will get the chance to make another one or not.


Overall, Hesaw made a good move with the game, by placing it in a genre that's not used too often... the story is fun, plenty of action, and the price... forgeeet about it. Its unfortunate that resources stand in the way of this game being on the Wii U... but who knows what a kickstarter could do if they're willing to try.


Fun factor: 4
Visually: 5
Replay value: 5
Price: 5


"4.75 / 5 Mushrooms"

Sunday, December 21, 2014

Firefall... reviewed! 12/10/14



This game is addicting... and annoying at the same time.

Ever play a game, its fun, you want to get into something deep... but the exploration and discovery are about as deep as it gets? That's how I (personally) feel about Firefall, minus the glitches that prevent me from completing some objectives.



Firefall_chp1_coverThe game allows you to go right back to an area where a scenario started... so that you can replay it again... and again... and again (repeat until you've had enough). This can be cool for fun missions, but its weird also. Keeping in mind that they're trying to deliver a story element online, I guess it works... so that everyone can take the "ride" of an experience before going somewhere else to find more to explore.

They delivered more of a story through the Manga (to be expected)... which delivers some pretty good art work that may be enjoyed fans or someone just getting into FireFall. Get the full manga free here (I won't even get into this... so that you can read it yourself, if you fancy).

Backtracking on what really gets me about this game though, I have to mention... glitches. Tie the glitch in with a reoccur-able scenario and you're screwed... especially if it took awhile to complete and you're unable to pick up the item. If the item dropped next to the "starting" point... it may be some sort of hiccup they didn't take into account. This could result in the game trying to reset the objective while cancelling out the completed one... but from that point I didn't want to play anymore (that scenario at least; nothing like junkyard dogs and rogue robots).

It's a free-to-play game though... with decent run, gun, and exploration aspects that I enjoy. The more work the developers put into this game... with an aim to prevent it from plateauing (in addition to much appreciated patches), the better the game will be. The fun factor is there, especially with multiple players taking on various enemies... but exploring can be fun also (just make sure you're prepared to fight or run for your digital life based on what you find).

Your digital self... uses different "BattleFrames":


  • Assault-class, a balanced offense and defense
    The Assault comes in handy if you need someone to run and gun through missions... side by side, or working in a group effort. Assault & Recon are a good combination, because while the assault is making they're way through an area (sticking and moving)... recon can keep the heat off from a distance.
  • Dreadnaught-class, heavy armor and guns on this one
    If you need someone to clear a crowd... fear not, call in a Dreadnaught!
  • Recon-class, excels in ranged weaponry
    This is my type of character, but I have no problem getting to close for comfort... because dodging is something that I've grown to do well over the years (no matter the game).
  • Biotech-class, can be described with one word... "Medic!"
    This class in the right hands, is a huge blessing (don't go into the light just yet, call for a medic)... because there are some situations where a respawn would take you out of action, sending you right back to a base (which royally sucks charcoal flavored lollypops). You're left with no time to get back to the action if an enemy was near death, a portal closed, or time ran out, etc.
  • Engineer-class, specializes in things like turrets and energy barriers
    This class can pull you out of the stinker even quicker than the Dreadnaught's (in my opinion)... because not only are they able to attack, but they're also able to deploy turrets, defensive barriers, etc.


Its not the most graphically advanced game, but it doesn't need to be, you can max out setting or lower them a bit... without missing much (and visually it has its moments when you're looking in the distance... at very nice landscapes). I like the fact that you're able to go from 3rd person to 1st person... and have found myself playing the game in 1st person mainly. It's cool to see the actions of the characters once in awhile... but I would've switched to 3rd person more if my character didn't look so... generic. The options were limited, so I couldn't customize a whole lot either.

Replay value is there... because you aren't exactly playing a game that sets you on a path to get from the same points to the same points, you have the option to roam. On top of that, this free-to-play game will get content until its no longer supported, so at least... give it a chance if you game on PC.

Overall, its a decent experience of ambitious size, that should've probably started off a bit smaller in scale... to work on making things visually and functionally strong before expanding. This allows for you to pin point problems in the area of current production... instead of having problems that have to be sought out and fixed. Player feedback helps, but piles of feedback forms could be a pain also (just sayin').

To the development team: Keep going, keep building... I think the game will have even more to offer if you don't get discouraged by the feedback. Merely use it as ammo to blow minds away... with improvements! (!Ka-Boom!)


Fun factor: 3.5
Visually: 3
Replay value: 5
Price: 5 (it's free, of course its going to get a 5!)
Glitches: -0.5

"3.5 / 5 Mushrooms" (without price being a factor, it would be a 3 out of 5)