Posts tagged: RoM

New Screenshots For The Upcoming House, MD Game

By Meg | March 15, 2010

Legacy Interactive has released a new batch of screenshots from their upcoming PC and DS game, House M.D. This game will be available for both formats in the spring of 2010.

From the press release:

Interview/Physical Exam

House: Where were you when you collapsed? And don’t say “Florida,” because I despise clichés.

Henry: I was in Malaysia, shooting an episode of my Emmy award-winning show, Globetrotting!

Blood Draw


Trevor: Wow, either I’m really brave, or that was incredibly minor!

Chase: It was incredibly minor. Also, your arms are numb because of the paralysis.

Intubation

Foreman attaches the nasal mask respirator to Trevor’s face.

House: Good work, Foreman. You just earned your ‘Saved a Douchebag’s Life’ merit badge. (to Taub) Taub, watch him. Let me know if he exhibits any weird symptoms, like emotional growth.

Taub nods, stays by Trevor’s bedside, and monitors his vitals.

Microscope


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Passionfruit Games

By Meg | March 12, 2010

New development studio Passionfruit Games plans to release a casual adventure game Tiger Eye: Curse of the Riddle Box, based on the paramornal romance novel Tiger Eye by Marjorie M. Liu. Romance games are a wildly popular genre in Asia, but in the US, they’re hard to find and usually pretty second-rate games.  (Did I mention how bad My Boyfriend was?) We have high hopes for this one because new Passionfruit is made up of many HER Interactive veterans — the game team who put together Nancy Drew Dossier: Lights, Camera, Curses! and NDD: Resorting To Danger.  The game is currently in beta.

From the Passionfruit press release:

Tiger Eye: Curse of the Riddle Box also officially marks the launch of PassionFruit Games and represents a unique moment in the history of gaming.  Although a market for romance themed video games has existed abroad for years, these games are essentially unknown in the U.S.  Tiger Eye: Curse of the Riddle Box will be one of the first romance casual games to hit the U.S. market when it goes on-sale in April 2010.

In discussing PassionFruit Games’ decision to launch their company with Tiger Eye: Curse of the Riddle Box, Melissa Heidrich, Studio Director, expressed her enthusiasm for reaching out to romance readers: “The majority of casual gamers are women aged 25-65, who report they play casual games mainly to escape.  Interestingly, those same attributes apply to romance novel readers – so it’s surprising that there are currently so few romance casual games on the market.  That’s why we’re excited to bring Tiger Eye to life as interactive entertainment.”

For Marjorie M. Liu’s fans, it will be a great chance for them to experience a game written by, designed by, and created for women. Mari Tokuda, one of the designers translating Marjorie’s novel into game form, says:“There just aren’t many romance games in today’s market.  And, for many women, romance novels are not interactive enough.  That’s where we come in – we are giving players a chance to experience the romance through fun gameplay and sensual cut scenes that further the relationship.  This game will really appeal to players who want a storyline and those who want to BE the smart, down-to-earth romance novel heroine.  And of course, we’ll have a sexy leading man heavily featured in the game.  A game like Tiger Eye is one of the most engaging ways for readers to experience characters’ relationships.”

Fans will also be able to experience things that weren’t in the book and to search for hidden objects, play minigames, listen to a film quality soundtrack, and solve puzzles, all the while following the storyline as the main characters’ relationship deepens emotionally and grows in intimacy, though there will not be explicit sex scenes.

PassionFruit Games acknowledges the challenges of turning a popular book into digital entertainment and of adhering closely to the book’s storyline.  In their quest to stay true to the novel,  all members of the team—from artist to programmer—read Tiger Eye, as well as other novels in the Dirk & Steele universe, to get a feel for the “essence” of the game.  The producer and lead designer held regular video conferences with Marjorie to go over the latest design ideas and Marjorie herself wrote the script for the game and is involved with the game every step of the way,  giving input on scene art, character design, and voice actor selection.

Says Marjorie, who is well known for her New York Times bestselling Dirk & Steele and Hunter Kiss series and for co-authoring the hugely popular Dark Wolverine Marvel comic book series, about playing the game’s early build: “I was amazed by the beautiful cinematic cut scenes and the way players could actually experience things my characters had done.  It’s an incredible feeling to not only see favorite characters brought to life but to experience life through their eyes as you progress through the game.”

The Tiger Eye novel, which Publishers Weekly praised as a “first-rate debut” and “a striking paranormal romance,” tells the story of Dela, a woman with psychic abilities who buys a riddle box in Beijing’s Dirt Market and opens it to find an ancient warrior, Hari, bound to serve as a slave to the person who has opened the box.  The action moves between China and the U.S. and PassionFruit Games will mirror this international scope through two games, the first to take place in China and the second in the U.S.  PassionFruit games also plans to involve readers in the release of Tiger Eye: Curse of the Riddle Box with the chance for a select few fans to be Beta testers and with fan voting on looks for the character, Long Nu.

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Heathen Aliens

By Meg | March 6, 2010

Attention heathen aliens. The galaxy is not big enough for both of us.
First we tried leaflets, and you would not repent…
Then we tried hymns, and you would not repent…
Now we confront you with holiest persuader of all. Space-borne thermonuclear missiles. Prepare to die.

Cliff Harris of Positech Games (We’ve blogged about his other indie games like Democracy 2, Kudos and Kudos 2, and on Positech’s business model) has just added a new DLC pack for Gratuitous Space Battles. You’ll be fighting The Order, alien zealots who plan to wipe you out with shiny new weapons:

Radiation Guns
Bullet-firing weapons which deliver a radioactive payload which eats away at your ship from the inside, even if you manage to restore your shields after the initial impact. They also come with a free creepy green glow effect!
Nuclear Missiles
All the fun of radiation guns, in missile form!
Limpet Mines [
Tiny robotic drones which seek out fast moving enemy fighters and attach to them, slowing them down and allowing your heroic gunners to take an easy shot at those heathen alien swine.
Firefly Rockets
Think of them as ‘Rockets 2.0′, faster and more deadly.

You can get it here.  And, yes, there’s a strong possibility that I posted this just to share “then we tried hymns, and you would not repent.”

Popularity: 1% [?]

Alan Wake Trailer

By Meg | February 21, 2010

Alan Wake is an upcoming XBox game that reminds me of a Stephen King novel. A horror writer goes to a small town to get away from it all, mysterious disappearance, information from his next book that he doesn’t remember writing…

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One More Turn…

By Meg | February 19, 2010

The rumors are true — Civ 5 is on the way.

In its latest, unyielding attempt to subvert societal productivity, 2K Games has announced Sid Meier’s Civilization V, the latest entry in the venerable strategy series. Set to debut on PC this Fall, Civilization V brings “an astonishing new engine” to the polite, turn-based proceedings and promises to excel the franchise with “the introduction of hexagon tiles allowing for deeper strategy, more realistic gameplay and stunning organic landscapes for players to explore as they expand their empire.” Most hexcellent news indeed.

Via Joystiq, more info at Civilization5.com

Popularity: 1% [?]

Lego Universe Trailer

By Meg | February 18, 2010

I’m already sold on Lego Universe, but this cute trailer is worth watching just for the dark, evil Lego-men holding up cardboard cutouts of the happy, dancing Lego-men.

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Beta Opp: Zodiac Online

By Meg | February 13, 2010

Zodiac Online is a new free-to-play, turn-based MMORPG opening an open beta test. Zodiac Online adds turn-based battles to the usual F2P fantasy MMORPG, making combat simpler, with less of a learning curve, hoping to cater to players new to MMO combat.

Zodiac Online offers an environment inspired by Chinese mythology. The twelve animals of the Chinese zodiac feature prominently, as does the mythical Jade Emperors. Players take on the role of a “zodiac envoy,” helping in an epic battle between humans and demons. Sign up here!

Popularity: 1% [?]

BlindGiRl

By Meg | February 12, 2010

GLPeas, the British indie developer behind the Xbox Live Carcophony, announce their new project BlindGiRl, also for Xbox Live.

GLPeas’ stated goals are very Meg-friendly, with a promise to develop innovative, unique, non-violent games with an emphasis on gameplay over pretty graphics. No guns and no 3d shininess. Sounds fantastic, but they’re mysteriously silent about exactly what BlindGiRl is. You can follow their evasive Twitter stream in hopes of finding out more.

Popularity: 1% [?]

Beta Opp: LEGO Universe

By Meg | February 10, 2010

 

Want to help beta test the upcoming LEGO universe? Course you do. Go here to sign up!

Popularity: 1% [?]

Robot Dance-Off

By Meg | February 9, 2010

Ok, so it’s not a game, but who doesn’t love dancing robotic hexapods?

Popularity: 2% [?]

Prancing Around The Forest

By Meg | February 8, 2010

Publisher Paradox Interactive (of Majesty 2, East India Company and Elven Legacy), and new developer Arrowhead Game Studio have released a new preview trailer for the upcoming console game Magicka.

If you watch game trailers and read games news as much as I do, you’re probably sick of hearing how this release is completely groundbreaking and new and the most epic awesomeness EVER. But Arrowhead Game Studios knows that a fantasy RPG really involves running around the forest in your bathrobe, waving a glowy weapon.

Yeah, sure, Magicka will also have a fancy elemental magic system, when you can combine your water power and your fire power and make a steam attack (could you also combine water and earth for a killer mud attack?), but I think they had me at “prancing around in a bathrobe.”

Arrowhead Games is brand new to me (Have you heard anything about them? Comment and let me know!), and Paradox Interactive also expects to release Arsenal of Democracy later this month and Lead and Gold: Gangs of the Wild West later this year.

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Inmate Loses Fight To Play D&D

By Meg | January 27, 2010

A man serving life in prison for first-degree intentional homicide lost his legal battle Monday to play Dungeons & Dragons behind bars.

Prison officials instigated the Dungeons & Dragons ban among concerns that playing the game promoted gang-related activity and was a threat to security. Singer challenged the ban but the 7th U.S. Circuit Court of Appeals on Monday upheld it as a reasonable policy.

Dungeons & Dragons players create fictional characters and carry out their adventures, often working together as a group, with the help of complicated rules.

I don’t think we should punish murderers by letting them hang out and play D&D in the first place… but it seems a bit odd that prisoners can watch cable and read other books, but not D&D. Maybe prison officials are afraid of someone getting shanked over the division of party loot?

Via Game over: Inmate can’t play Dungeons & Dragons – Odd News – Fresnobee.com

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Kill 10 Rats And Bring Me Their Tails!

By Lexton Collins | January 4, 2010

Guest author Lexton “Lunarhound” Collins discusses the upcoming Guild Wars 2, believable NPC drama, heroic errand-running, and shares his perspective on what makes a good MMO great.

Most gamers, both fans and detractors, would agree that MMO’s need shaking up. It’s happened before, when City of Heroes and, shortly afterward, World of Warcraft made camp grinding a thing of the past and brought quest-based advancement to the mainstream. Suddenly, characters had purpose-driven lives. Other games followed suit, and life was good in cyberland.

Now, several years later, gamers are growing weary of the new grind. It’s tough to ensure that every single one of the hundreds of quests necessary to keep an MMO going are interesting, and players are growing weary of the endless variations on “kill ten rats and bring me their tails”. Mini dramas acted out by NPC’s cease to feel immersive when sticking around for a minute afterward lets you watch the world reset before your eyes so that the next players in line can ride. Collecting exclamation marks and running errands for people too lazy to deliver their own letters or fight their own battles feels less like an adventure and more like checking off a list of chores. Few want to go back to the way things were, but developers, and many players, seem to be finding it difficult to see a way forward.

There have been efforts to do something different but they’ve gone largely unnoticed. Guild Wars came hot on the heels of World of Warcraft, and attempted to remedy many of the ‘theme park’ issues that came with a static world that had to reset each quest for the next player by making heavy use of instancing. Players see each other in towns, but once outside, you and your party had your own private copy of the world. This allowed them to change things permanently based on your actions. Unfortunately, this lead to many players not considering it a real MMO and, despite its commercial success, it didn’t inspire many imitators. Additional problems came from the fact that players could not jump, climb or swim and the world was full of invisible walls that forced strict adherence to the current mission path. Dungeons & Dragons Online came along a few years later with a similar world structure coupled with much better implementation of the mission-based game play and a great new action combat system, but the facts that it couldn’t (at the time) effectively be played solo and it required a monthly fee, it also ended up being relegated to niche status.

Now, Guild Wars has a sequel on the way. ArenaNet was very secretive about it for quite some time after its announcement, and even now information is limited, but what is beginning to emerge paints an interesting picture of a title that is trying to shake up the genre all over again. With the inclusion of open world areas and much greater mobility (players will be able to jump, swim and climb as they can in most other MMO’s), as well as new attitudes toward creative use of instancing, they might actually succeed this time.

In a preview at Eurogamer, back in August, lead designer Eric Flannum states that “I think I can safely say that you won’t see a single exclamation mark floating above a character’s head in Guild Wars 2.” This one little sentence makes for a pretty bold statement considering the direction of MMO’s for the past few years and, luckily, he elaborates:

“We actually don’t have a traditional RPG/MMO quest system… Instead what we’ve got are Events. Think of them as group-orientated activities. This is one of the many things that will encourage the player to explore the world – you can wander through and never quite know what you’re going to see. You might come across a fortress that’s being attacked by centaurs, or it might be that the centaurs attacked half an hour before you got there and they hold it now. You might start walking along a road you’ve walked a hundred times and suddenly there’s a caravan traveling along that road that you may not have seen, and you can go help that caravan out.”

Supposedly, these events will form a complex web within any given public area, spawning new ones and phasing out old ones based on cause and effect. An older example given is that of a dragon attacking a bridge. Players can band together to defeat the dragon, which might open up a new chain of events that can be participated in. Alternately, they might fail, choose not to help, or simply not be there when the dragon attacks, which would result in the bridge being destroyed and a completely different chain of events opening up, revolving around repairing the bridge. The difference between this and something like Warhammer Online’s public quests is that they will not simply reset repeatedly so that players can do them over again. The assertion that there will not be a traditional quest system seems to indicate that public areas will consist of countless such events and, rather than wandering around looking for someone with an exclamation mark to tell them what to do, players will spend their time looking for something actually happening. The potential of such a system to change the way questing is seen in online games is staggering.

That isn’t to say that all adventuring will be completely directionless. Each player will have a personal quest chain to play through that reflects his or her own character. From an interview with MMORPG.com in December:

“When a player creates a character in Guild Wars 2, they will be able to answer many questions about their personal character history. These answers will help determine your personal story in the game. As many fans have theorized, one of the first things you choose is a ’subdivision’ of your race, which provides a more personal feel to your character’s history. For the humans, that means their ancestry–Elonan, Krytan, Ascalonian and Canthan–and also their social status as gentry or commoners of the city of Divinity’s Reach. For charr, it primarily means their legion, whether Blood, Ash, or Iron. The asura choose between the three most respected colleges of learning; Synergetics, Dynamics, and Statics. The sylvari follow the path of their seasonal cycle, or the time of day in which they awakened, being Dawn, Day, Twilight or Night. The norn choose their personal totem, and may choose to walk in the path of bear, snow leopard, raven or wolf. From these and other initial determinations, a wealth of personalized storylines develop, so that each player in the game experiences a story that is individually tailored to their character.”

According to ArenaNet, these choices, though part of character creation, will not affect class or power in any way. Their sole impact is on the player’s own personal narrative. This sounds tantalizingly like the Origins system in Dragon Age: Origins, and is an exciting thought when considered in the context of an MMORPG.

There’s no telling, of course, how much of an impact any of this will have or how well it will be received until the game is available to the public in some form. And if these claims were being made by a smaller developer without the experience or budget to back them up, they might be only a faint cause for hope at best. But ArenaNet has the budget and the talent to back up its big ideas, and it has already proven with one successful series that it knows what it’s doing.

Most seem to believe that the ultimate feat for an MMORPG would be to topple World of Warcraft. I’m not so sure. I think the ultimate measure of success is moving the genre as a whole forward. With a new approach to quest content, a strong focus on providing the player with a personal storyline, and the lack of any sort of monthly fee, Guild Wars 2 stands poised to do exactly that. Will it topple World of Warcraft? I doubt it. But it may force Blizzard to change in order to compete, which would almost certainly lead to other games following suit. Now that would be an accomplishment.

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ThumbGods in 2009

By Meg | December 26, 2009

In 2009, I reviewed indie games like Funky Farm 2, A Case Of The Crabs, Rotoadventures Momo’sQuest, Slayer of DragonDemocracy 2Electric BoxFaerie Solitaire, and CyberWord. I plan to keep focusing on creative, indie games next year. I also played major mainstream titles, like Cartoon Network’s new MMO Fusionfall, and James Patterson’s Women’s Murder Club:  Games of Passion for the DS. ThumbGods reviewed the match-3 Atlantis, Totem Tribe, National Geographic’s Mystery of Cleopatra, Tales of Monkey Island: Launch of the Screaming Narwhal, Sims 2 on the DS, and Nancy Drew Dossier: Resorting To Danger! Major misses  this year were  My BoyfriendCreate-a-Mall,  the disappointing Build-a-lot 3, and Jack in Lost in Blue 2. (Not all of LiB2. Just Jack.)

I tried to branch out a bit from reviews, and started writing some hints, including a guide to solving MyTribe mysteries and hints for Nancy Drew Dossier: Resorting To Danger! I’ll probably keep doing this whenever I’m really proud of solving a puzzle and want to help out.

Thumb Gods had a great guest post when when Lexton Collins reviewed Runes Of Magic. I guest posted reviews of Cake Mania 3 and Ciao Bella, over on Casual Gamer Chick, Crayon Physics Deluxe review on Angry Gamers, Travians: Asterix Meets The Sims on SeeJaneGame, and contributed to several issues of Indie Game Mag.

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Game Review: Cake Mania 3

By Meg | December 18, 2009

I have a new review of Cake Mania 3 up over at Casual Gamer Chick.

cake mania 3 Cake Mania 3 is an adorable time-management game for the Nintendo DS. Jill, our heroine from Sandlot Games’ PC versions of the Cake Mania imprint, is cheerfully preparing for her wedding day when she accidentally breaks a time-bender (I suppose it was wedding decor), and sends herself and her loved ones off through space and time, only to be saved through extensive cake baking! Jill must rescue her displaced friends and family, repair the time-bender and make it back for her wedding – all by making and decorating cakes.

Once Jill lands in a new location and sets up her bakery (“Oh look,“ Jill notices, “My oven works in ancient China! That’s not weird at all!”), the top screen is used for progress stats, like time spent and money earned, and icons of waiting customers. The bottom screen is Jill’s bakery. Players send Jill rushing from oven to customer with a tap of the stylus. A checkmark appears over the future actions in Jill’s queue so you can easily keep track of what she’s doing. Tap the checkmark to remove a planned action from Jill’s to-do list.

Read the rest of my Cake Mania 3 review over on Casual Gamer Chick.

Popularity: 2% [?]

Sentinel’s Fate Beta

By Meg | December 4, 2009

Are you playing EQ2? Want to try out the new Sentinel’s Fate expansion?

We’d like to take the opportunity to invite everyone to register to participate in the beta program for the EverQuest II expansion: Sentinel’s Fate.

Please remember that registering for the beta program does not guarantee admittance. It only puts you into the pool from which we will randomly select participants. Also, in order to participate, you must agree to our Non-Disclosure Agreement (we send ninja monkeys after you if you leak info before the NDA is lifted) and have an account in good standing.

Click here to go to the registration page and accept the terms of the NDA.

We will send you an email letting you know if you’ve been selected with all the information you need to get set up and ready to go. There will also be a link to the beta forums for you to give us your feedback.

Via EverQuest II Players – News – Article 3364

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Game Review: Cooking Mama 3

By Meg | November 30, 2009

Game sequels are in a tough spot. Go too far from what we loved in the original, and players who loved the first game will lose interest in the second. Stick too close to the original game, though, and players feel like we’ve bought the same game in a pretty new case.

cooking-mama-3Cooking Mama 3 brings back all the usual chopping and frying fun, but adds new recipes and techniques. You’ll still use the stylus as a knife, a whisk, a rolling pin and almost any other kitchen implement as you practice cooking with Mama or prepare dishes for guests. You can also dress Mama in different paper-doll outfits, redecorate the kitchen or jazz up your picture diary, but that’s really secondary to cooking.

Translated instructions are still a bit vague, but the game isn’t too punishing for failure to understand what the arrow is telling you to do.

I could spend all day talking about the cutely addictive qualities of cooking with Mama. The stylized utensils, cartoon meat and produce, Mama’s unfailing ability to recover my burned food, and of course the fun of pretend cooking and pretend serving. Recipes come from all different cultures, with an definite Asian focus — some Western dishes are plated just like the UBC coffee menu.  Tempura and sushi offered my favorite minigames (chopping!) and prettiest final dishes.  I was especially fond of the dried-squid recipe, although the minigames were nothing special, because it reminded me of the rows of hanging squid, an everyday scene in beachside Shandong province.

CM3 has quite a few options involving de-veining shrimp, gutting salmon (slit the fish’s belly and rub the stylus over opening to clean), de-inking squid and other fish-preparation tasks that would be quite unpleasant off Mama’s pink cutting board. My kindergarten-age niece and Cooking Mama partner-in-crime found some of the seafood preparation tasks a little icky, which led to a long discussion about different cultures, and what we find gross, and why. Foreign customs through Cooking Mama! And people say games aren’t educational.

I loved CM2, so finding more of the same in CM3 was great, but there are also some new playmodes. One of the major changes in Cooking Mama 3 is a new multiplayer mode for competitive chopping, egg breaking and other prep tasks. (I often rant about technical issues interfering with game enjoyment, so it’s worth noting how fast Cooking Mama 3 found and connected with the second DS.)  There’s also a chance to make up your own recipes, using ingredients and techniques from other parts of Cooking Mama to make something new.

Cooking Mama 3 also offered a new shopping game, which sends players out to pick up ingredients without running into annoying store characters who’ll slow you down by trapping you into annoying minigames. It was uncannily like shopping in China. I enjoyed the cuteness of the supermarket  — Cooking Mama really is adorable without becoming an all-pink disaster –  but lost interest in the actual games pretty quickly, just like I did with Gardening Mama.

Overall, I found it a great new addition to the Cooking Mama series. If you liked Cooking Mama 2, and you’ve finished unlocking the recipes, rush out and pick up Cooking Mama 3!

Popularity: 8% [?]

Beta Opp: Avalon Heroes

By Meg | November 23, 2009

From the burda:ic press release:

This is what adventurers have been waiting for: On November 25, 2009, the games publisher burda:ic will start the Closed Beta phase for the eagerly anticipated free-2-play online strategy game highlight Avalon Heroes. Starting immediately, all registered members can sign up for the one-of-a-kind Closed Beta at alaplaya.net/pages/ahcbapplication. With a little luck, this means that they will already get to marvel at the impressive skills and weapons of the game characters before the release date. Moreover, in the official Closed Beta forum at avalon.alaplaya.net/forum, players will be able to find more detailed information and share what they experienced in the game.

Popularity: 8% [?]

BeeAppi’s CyberWord

By Meg | November 7, 2009

bee-appi

New iPhone dev studio Bee Appi officially launches their first creation today. CyberWord is a candy-colored Bejeweled-meets-Boggle, built for whiling away time on the train or in the waiting room, but with an addictive blend of  match-3 mechanics and wordplay.

“Most word games simply ask the player to look at the screen,” developer Karen Jirak says, “but CyberWord adds a more interactive dimension by asking players to touch letters, swipe words, and shake the phone.”  CyberWord offers different playmodes, each with a slightly different twist on the swap and swipe mechanic. Challenge mode asks players to create 12 words before time runs out, with increasingly difficult levels. (Try the Easy setting for a particularly niece-friendly game, Jirak used her first-grade niece as a beta tester for the simpler vocab and easier goals.) Infinite mode adds a bomb, a familiar mechanic from match-3, and Puzzle is an untimed mode, requiring players to use up all the letters on the screen without replacement letters. Although you’ll spend most of the game rearranging the bright letter tiles, CyberWord also has adorable anime-eyed creatures cheering your successes and decorating the margins, for a sweet bit of character without falling into the pink trap.

Future updates include tying CyberWord in with Facebook Connect to share scores for a competitive wordsearch element. Don’t worry if you’ve been annoyed by the status-update barrage from friends playing FarmVille or recruiting mobsters, Jirak promises players can choose how frequently to share their scores on Facebook, and sharing on Facebook isn’t a requirement for progressing in CyberWord.

The BeeAppi team is downloading and playing a wide variety of iPhone games as they consider their next project, but we can expect this to be the first of many adorable BeeAppi games.

For more on Karen, BeeAppi and CyberWord, check out my full story in the next issue of Indie Game Mag.

Popularity: 12% [?]

Muzzled

By Meg | November 4, 2009

wallace-and-gromit

Telltale Games is following up their Talk Like A Pirate Day free game with a free download of Muzzled for Wallace and Gromit’s 20th anniversary.

Via Telltale Games – Wallace & Gromit 20th Anniversary

Popularity: 13% [?]

Mystery of Cleopatra

By Meg | October 28, 2009

Mystery of Cleopatra follows Herod’s Lost Tomb and other educational, casual games from National Geographic. In this one, you play as a trusted advisor to the queen, charged with solving a mysterious break-in at the palace.

Cleo is a gateway game,  a hidden objects game with elements of an adventure game. While there’s still a certain amount of searching, you aren’t just looking for objects for the sake of squinting at the screen, your character actually uses those items.

I’ve written before about losing interest in hidden objects play, but Cleo held my interest a bit longer with ancient scenes. Did I mention that there are Romans? I’m unable to separate my game reviews from my classicist side, and I have to admit that the later civil wars and the question of Caesarion and Octavian’s inheritance have always interested me. The story leads you through different famous places in Alexandria, like the library and the lighthouse, and touches on some of the Roman-Egyptian tensions at the time. As you click around the hidden objects screens, bits of information appear about the items you’re seeing. You’ll also come across scrolls with a paragraph or two of historical background information. (I soon found myself skimming these, but that’s mostly because I wanted to play more.)

Finding items was quite easy, since you can see silhouettes of the items you’re seeking. I found my location hints recharging much faster than I could possibly need, but of course I was playing in casual mode because I am a huge slacker I don’t like my games to scold me for pausing. At times, silhouettes of items that are used together will appear inside a jeweled circlet, and once all the parts are collected, you can make and use a new item.

The puzzles ranged from the usual reassembly of a torn-up note to really creative, clever puzzles. I particularly liked the logic puzzle to open the armaria (That’s classicist for storage box. You’re welcome.) and the code-breaking puzzle. The only disappointing puzzle was one that required players to arrange numbered scrolls. The directions were seriously confusing, it took me a long time using the red and green hints to figure out what the game was asking me to do. (If you’re stuck, it might be because “across” doesn’t mean what you think it does. )

Later in the game, your character remembers places you’ve previously visited, and you use your inventory and evidence to answer questions about them, a bit like the basic mechanic in Phoenix Wright and occasionally used in Women’s Murder Club: Games of Passion as well.

Spoiler Alert! Caesarian gets killed so Octavian can be Caesar’s undisputed heir! Wait, wrong spoiler. The real spoiler is at the end of the game when your NPC sidekick, Kathya, who’s been mostly plot exposition and historical detail so far, turns on you and tries to frame you as the murderer!  The brutal backstabs of palace life!

Overall, Cleo is an engaging Big Fish-type game with great scenery and good puzzles. And Romans.

Popularity: 14% [?]

Upcoming Cooking Mama 3: Shop & Chop!

By Meg | October 17, 2009

I’m almost embarrassed by how much I love Cooking Mama 2: Cooking With Friends, I even love when I mess up and Mama reassures me that she can fix it. And I can’t wait to play the next Cooking Mama. From the press release:

Mama is back in the kitchen whipping up 80 new recipes – including mushroom quiche, tulip chicken and more. Players use the stylus as an all-in-one cooking utensil to chop, grate, roll, slice, spread, sprinkle and more through over 200 manic mini-games. Eight gameplay modes allow them to shop for fresh ingredients, create custom culinary concoctions, compete with up to three friends in timed challenges and more. Additionally, players can send friends items they grew in Gardening Mama and use them to make meals in Cooking Mama 3: Shop & Chop!

And the screenshots look great too!
cm3301

Info via GamesPress, CookingMama.com

Popularity: 14% [?]

Game Review: Women’s Murder Club

By Meg | October 10, 2009

wmcJames Patterson’s Women’s Murder club has been a successful series of novels, a TV show and a series of casual mystery PC games before coming to the DS. The new Women’s Murder Club: Games of Passion seems designed for a casual DS gamer to tuck her into her purse, instead of a Patterson mystery novel. Most of WMC is played with the DS turned sideways, using the read-only screen to display a list of objects to find, instructions, or images to accompany the action in the interactive screen, which creates a book-like format for more of an interactive novel feel.

WMC follows the usual pattern of story cutscenes, hidden objects and minigames. The hidden objects casual adventure game is a pretty crowded genre, so it’s hard for a new game to really stand out. Probably the most unique characteristic was the James Patterson characters.  Players solve crimes and meet with the WMC ladies as Patterson’s detective Lindsay Boxer, and supporting characters with solid personalities made this more that just a reskinned HO game.

The story progresses via cutscenes and dialogue options. Players have some choices for what to say, but it was more of a quiz on recent plot events. Believable banter makes the cutscenes worth reading, and the linear storyline makes it feel like reading a novel, not being hemmed

Random side note: The mysterious Chinese markings found on the victim actually do say bu zhong, Not Loyal. My Chinese  literacy is just good enough to be completely thrilled with the developers for using real words when dramatic red scribbles would have acceptable. (It always cracks me up when I see upside-down characters or random other words.) Good work, THQ.

A lot of the game was hidden objects, whether it was tidying a crime scene or looking for clues, but this was a particularly bad HO. The small DS screen doesn’t really lend itself to searching, and players search a picture that’s larger than the screen, for maximum squinting-at-the-screen annoyance. It was also the Highlights magazine type of hidden objects, instead of the cluttered-room HO. It felt oddly childish to look for giant peace signs and lightning bolts, especially on crime scenes with mysterious dead bodies. The game does mix up the hidden objects a bit by giving players a clue instead of a list of items, but still gives the feel of an activity book more than an adventure game.

The story leads to several minigames, which were much more engaging than the picture find. When I got the Women’s Murder Club press release, I was pretty excited to see the game included a science lab minigame, and the puzzle’s gameplay didn’t disappoint.

One of the minigames was a mah-jong game, which is also accessible under an icon that says China (This character is a different zhong, an object lesson on why I am not so good at Chinese!). I usually consider mah-jong games to be computer solitaire 2.0, but I found something charming in the tiny tiles and stylus interface, and ended up playing this minigame more than I’d expected.

Women’s Murder Club: Crimes of Passion offers a solid storyline and characters from the popular novels to fans of the hidden objects mystery.

Popularity: 23% [?]

Tales of Monkey Island: Launch of the Screaming Narwhal

By Meg | October 2, 2009

monkey-islandI’d been meaning to play the new Monkey Island game since I first heard about the Telltale Games release, but it was the pirate-day free download that finally got me started.

Telltale’s new Monkey Island is not to be confused with the LucasArts updated re-release. No, the Screaming Narwhal is an all-new tale in the saga of Guybrush Threepwood, mighty pirate. Elaine and LeChuck (and at least one other familiar character!) are back as well, revamped from their grainy 2d incarnations, but following the spirit of the originals.

Goofy dialogue, creative uses for found items and pirate-y silliness are the hallmarks of the Monkey Island games, and the Screaming Narwhal has them all. Guybrush uses his razor-sharp wits to deal with the wacky denizens of Flotsam Island, whether that’s a clever ruse of selling fine leather jacket, an amazing use of misdirection (Look! It’s Louis XIV!) or coming up with a believable excuse on the spot. The dialogue is not a memory test of in-game facts, but a chance for zany interactions.

The freedom of the old Secret of Monkey Island and LeChuck’s Revenge options was in stark contrast to the thousand ways to accidentally off the protagonist in the punishing other adventure games I played around the same time. (Getting killed by a passing car when Laura Bow crosses the street still sticks in my memory as the finest example of the I Made This, You Play This, I Hate You mindset.) Guybrush can stick a bomb in his pocket or attempt all sorts of athletic feats without any ill effects.

The Monkey Island games make you wonder What would happen if I…? and then encourage you to try it out! When you try to pair two objects that didn’t belong,  use something in the wrong way, or say something ridiculous, Guybrush makes a joke instead of a beep, an error message, or a score punishment. LucasArts rewarded creativity by offerings zany responses to zany questions and zany actions. The object was not to beat the level, the boss, or the game, but just to see what would happen next!

The Screaming Narwhal contains the old Monkey Island mechanic of an old pirate map for Guybrush to decipher. I don’t want to give away too much, but this isn’t the usual hidden object standard, there isn’t any squinting at the screen to find map pieces. If you’d like to make the puzzles easier or harder, the hint frequency is on a slider in your options menu, so you can adjust how much Guybrush tells you.

When I think about it, the only thing that could possibly be improved is the inventory. Oh, no, not the actual inventory, the U-tube and manatee monocle and breathmints leave no room for improvement. But the way to access the inventory is to mouse over the right hand edge of the screen. This is also the way to walk off the right hand edge of the screen or look at things on the far right of the screen. It is not a game-breaking mechanical failure, but a minor annoyance that came back every time I mean to look at something on the right and opened my inventory.

Go check it out and remember why Monkey Island was such an awesome story.

Popularity: 20% [?]

Alice and Kev

By Meg | September 26, 2009

Just in case there’s someone who’s not yet reading Alice and Kev, go check it out!

RoBurky created Alice and Kev as an experiment in what Sims 3 capabilities and personality traits can do, creating two homeless sims and blogging their actions. RoBurky isn’t cheating by sending her sims out to collect valuable finds, either. Blogging a game character often seems like the worst case of let-me-tell-you-about-my-level-80-paladin ossed with blogging from the pet cat’s point of view,  but it’s an amazingly engaging story on so many levels.

RoBurky created Alice and Kev as an experiment in what Sims 3 capabilities and personality traits can do. The original Sims was more of an exercise in putting out domestic fires — sometimes literally — than actually seeing your sims’ personalities, but in Sims 3 the focus is off keeping your sims from starving to death, and on creating interactions.

I blogged the other day about emotional games, and how the personality traits of Sims 3 could have emotional implications (Watch your significant other manage a Sims couple sometime!). The story of Alice and Kev turns personality algorithms into an alternately hilarious and depressing storyline.

Popularity: 22% [?]

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