Posts Tagged 'iPhone'

JETPACK JOYRIDE and the essence of bullshit

I hate the coins from the Super Mario games.

Even when they were born they are merely a vestige from the arcade days of endless gameplay. When Super Mario Bros. introduced the idea of a game with an ending, the coins were merely mending the gap from the concept of playing a something to beat the score. Now, despite the fact games have fully embraced the idea of chasing an end goal, those coins have never disappeared. As we talk about the benefits of applying game mechanics to our real lives, we started to recognize these coins as the most basic achievement unit. Coins are the atoms that form achievements.

The reason why I hate coins is that they are too easy to use. In both games and real life, coins can trivialize the concept of gamification. They blurry the line and, instead of enhancing your experience, game mechanics become an end in itself. That’s the exact point gamification starts being bullshit.

Jetpack Joyride is a bullshit game. There is no better way to put it. Basically, it’s Canabalt without the elegant simplicity, without the context and meaning, without the balanced gameplay that encouraged the player to gain momentum… but with many things Canabalt did not need. Coins and ranks and purchasable items and crap.

/ 3 Comments

JETPACK JOYRIDE and the essence of bullshit

I hate the coins from the Super Mario games.

Even when they were born they are merely a vestige from the arcade days of endless gameplay. When Super Mario Bros. introduced the idea of a game with an ending, the coins were merely mending the gap from the concept of playing a something to beat the score. Now, despite the fact games have fully embraced the idea of chasing an end goal, those coins have never disappeared. As we talk about the benefits of applying game mechanics to our real lives, we started to recognize these coins as the most basic achievement unit. Coins are the atoms that form achievements.

The reason why I hate coins is that they are too easy to use. In both games and real life, coins can trivialize the concept of gamification. They blurry the line and, instead of enhancing your experience, game mechanics become an end in itself. That’s the exact point gamification starts being bullshit.

Jetpack Joyride is a bullshit game. There is no better way to put it. Basically, it’s Canabalt without the elegant simplicity, without the context and meaning, without the balanced gameplay that encouraged the player to gain momentum… but with many things Canabalt did not need. Coins and ranks and purchasable items and crap.

/ 3 Comments

Cubemen mostly succeeds with new take on tower defense

Cubemen’s aggressively simple design combined with clever manipulations of traditional genre mechanics creates play that is fun, but slightly too long.

The game presents the player with three game types. Each revolves around a variety of three-dimensional levels, two or more spawn points, and the titular cubemen, voxel-style humanoids with access to a variety of weapons and color coding.

Units within the game are split between two classes. The first are your soldiers, units purchased with the game’s currency that fall into the standard Tower Defense types, including slowing units, morters, flamethrowers and the rest. The second type are spawned cubemen, who are created automatically by enemy spawn points in the Defense gametype and by both sides’ spawns in Skirmish and Mayhem modes.

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Cubemen mostly succeeds with new take on tower defense

Cubemen’s aggressively simple design combined with clever manipulations of traditional genre mechanics creates play that is fun, but slightly too long.

The game presents the player with three game types. Each revolves around a variety of three-dimensional levels, two or more spawn points, and the titular cubemen, voxel-style humanoids with access to a variety of weapons and color coding.

Units within the game are split between two classes. The first are your soldiers, units purchased with the game’s currency that fall into the standard Tower Defense types, including slowing units, morters, flamethrowers and the rest. The second type are spawned cubemen, who are created automatically by enemy spawn points in the Defense gametype and by both sides’ spawns in Skirmish and Mayhem modes.

/ Comments Off on Cubemen mostly succeeds with new take on tower defense

Waiting to Respawn: How Draw Something Fixed Co-op

Everybody thinks their friends are awesome. Having a goal, punching it in the throat, and getting shit done is awesome, too. And clearly, based on the fact that you’re reading this on a website dedicated to video games, they’re pretty

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Waiting to Respawn: How Draw Something Fixed Co-op

Everybody thinks their friends are awesome. Having a goal, punching it in the throat, and getting shit done is awesome, too. And clearly, based on the fact that you’re reading this on a website dedicated to video games, they’re pretty

/ 2 Comments

Losing Your Stride in rComplex

rComplex is a game of running. It’s not about running, it simply is running. Along the way you will jump, and slide, and occasionally shoot, but all these things are extraneous. This is a game of pure drive, where loss

/ 2 Comments

Losing Your Stride in rComplex

rComplex is a game of running. It’s not about running, it simply is running. Along the way you will jump, and slide, and occasionally shoot, but all these things are extraneous. This is a game of pure drive, where loss

/ 2 Comments

Leaving Japan: What strategies should Nintendo adopt for the Wii U

There is trouble brewing for the Old Gods. On April 10th, Sony has released some very interesting numbers, announcing a ¥520 billion loss and an operating loss of ¥95 billion. It is the operating loss that matters, for it relates

/ 2 Comments

Leaving Japan: What strategies should Nintendo adopt for the Wii U

There is trouble brewing for the Old Gods. On April 10th, Sony has released some very interesting numbers, announcing a ¥520 billion loss and an operating loss of ¥95 billion. It is the operating loss that matters, for it relates

/ 2 Comments

ZIGGURAT and the end of the world during coffee break

A wise man once wrote what I believe to be one of the core tenets anyone who calls himself a game reviewer should have in mind: if you want to know if a game design works, imagine that game with an endless mode. It’s one of those advices so simple and obvious only a genius could have thought of.

And now that genius went off to make his own endless game, ZIGGURAT.

It’s one of those things that leaves me both excited for the results and frustrated about my own inadequacies. Just like when Erik Wolpaw, who used to write hilariously astute reviews and commentary on games in his Old Man Murray website, went off to write arguably one of the best videogames ever made: Portal.

The result is that Tim Rogers, the number one defender of friction in games, made what is, together with Canabalt, the game with the most friction you can find on the iPhone. ZiGGURAT is a genre great game with so much friction I have the impression my iPhone is rumbling even though it lacks a rumble feature.

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ZIGGURAT and the end of the world during coffee break

A wise man once wrote what I believe to be one of the core tenets anyone who calls himself a game reviewer should have in mind: if you want to know if a game design works, imagine that game with an endless mode. It’s one of those advices so simple and obvious only a genius could have thought of.

And now that genius went off to make his own endless game, ZIGGURAT.

It’s one of those things that leaves me both excited for the results and frustrated about my own inadequacies. Just like when Erik Wolpaw, who used to write hilariously astute reviews and commentary on games in his Old Man Murray website, went off to write arguably one of the best videogames ever made: Portal.

The result is that Tim Rogers, the number one defender of friction in games, made what is, together with Canabalt, the game with the most friction you can find on the iPhone. ZiGGURAT is a genre great game with so much friction I have the impression my iPhone is rumbling even though it lacks a rumble feature.

/ 4 Comments

Run, Jump, Scavenge: The Next Generation of Apps

  Good news everyone! I have seen the future of app games and it is good. Today I bring you, Zombies, RUN! and SCVNGR. They may not be video games in the strictest sense, but they are an interactive medium.

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Run, Jump, Scavenge: The Next Generation of Apps

  Good news everyone! I have seen the future of app games and it is good. Today I bring you, Zombies, RUN! and SCVNGR. They may not be video games in the strictest sense, but they are an interactive medium.

/ Comments Off on Run, Jump, Scavenge: The Next Generation of Apps

Infinity Blade Hits Arcades This Month

Arcades remain in my heart as something to freaking do on a boring weekday night, so the announcement of Infinity Blade hitting arcades is music to my ear holes. The arcade version of fantastic mobile game running on the iOS

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Infinity Blade Hits Arcades This Month

Arcades remain in my heart as something to freaking do on a boring weekday night, so the announcement of Infinity Blade hitting arcades is music to my ear holes. The arcade version of fantastic mobile game running on the iOS

/ One Comment

Grand Theft Auto III Coming to Mobile Platforms This Fall

Grand Theft Auto III turns ten this month, so its fitting that Rockstar release the game on the only big platforms its yet to inhabit (aside from anything Nintendo, of course): the iOS and Android. GTA III marked the developer’s

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Grand Theft Auto III Coming to Mobile Platforms This Fall

Grand Theft Auto III turns ten this month, so its fitting that Rockstar release the game on the only big platforms its yet to inhabit (aside from anything Nintendo, of course): the iOS and Android. GTA III marked the developer’s

/ Comments Off on Grand Theft Auto III Coming to Mobile Platforms This Fall

Superbrothers: Sword & Sworcery EP Review

It’s not a game. It’s a “psycho-social audiovisual experiment”. Yeah… anyways… SUPERBROTHERS: SWORD & SWORCERY EP is a videogame developed and published by Superbrothers and Capybara Games for the iPhone and the iPad. The iPad version was played for the

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Superbrothers: Sword & Sworcery EP Review

It’s not a game. It’s a “psycho-social audiovisual experiment”. Yeah… anyways… SUPERBROTHERS: SWORD & SWORCERY EP is a videogame developed and published by Superbrothers and Capybara Games for the iPhone and the iPad. The iPad version was played for the

/ Comments Off on Superbrothers: Sword & Sworcery EP Review