Thứ Tư, 19 tháng 10, 2016

The Silver Case Review

If Suda 51 represents one of a scant few auteur game designers, The Silver Case, finally released on Western shores in this remastered form, is basically his student film, a statement of intent and trajectory rather than its own cohesive masterwork. As such, The Silver Case has a few of the elements that fans have come to recognize in a legitimate "Suda 51 Joint", but those elements are obscured by convoluted point-and-click gameplay, and a story that meanders, rants, and rambles getting where it needs to go.



The overarching narrative involves the return of an infamous serial killer named Kamui Uehara to a futuristic Japanese city known as the 24 Wards--and the efforts of a small investigative team to take him down. The game features two scenarios: In the first, Transmitter, you play as a mute detective who is somehow spared by the killer Kamui on the night he first reappears. In the other scenario, Placebo, you take on the role of a freelance reporter whose tale runs parallel to the first mode, as you sort through the mess after the cops are done.

The Silver Case's gameplay uses bog-standard adventure game mechanics. You can walk around your environment from one specified point to another by just turning, looking, and pushing up on the keyboard/gamepad. Once at a specific point, noted with a technicolor star indicator, you can use the Check option to get more details or activate the next scene. Some moments and puzzles require special tools in the Implements menu, but these moments are rare. For the most part, you're basically just following the dialogue around a room to get to the next scene. It's always when it's least expected or necessary that the game finally cottons to the fact that you might want to play it, and then it has the player knocking on doors, asking witnesses questions, wandering aimlessly around an environment to find the trigger for the next scene, or, in some cases, solving tricky little ciphers to open a door. Still, you can go long stretches without ever getting a button tap in. Some scenes literally have the protagonist walk two steps ahead, then trigger a long dialogue that may not let up for 10 minutes.

The game is framed like episodes of a television show, with each taking maybe an hour and a half to two hours to complete each--assuming you don't get tripped up by an obtuse puzzle or have to re-check every door and contact point looking for the one action prompt you missed; or assuming you don’t get confused by the controls altogether, where just getting to the point of moving forward through the first-person space is a three-step process instead of just pressing forward. The same goes for looking up, down, investigating an object, or talking to someone in the room, all which involve an overly convoluted, clunky menu.

Even if you gain some sort of finesse with the controls, the game's length remains a sticking point due to some terrible pacing and difficulty parsing new story details. Bad controls in a '90s point-and-click adventure can be tolerated if the stories are well paced and brilliantly executed, but each Silver Case episode is padded with filler. Every detective seems to have a philosophical ramble on every small decision they have to make in the field, and none of these characters are interesting or layered enough to make this stuff compelling. Most fall into the category of thinking that their job is dumb, and anybody putting in effort is a loser.

This, of course, is one of the hallmarks of Suda 51's work: apathetic heroes treating a completely insane, terrifying scenario as a nuisance keeping them from a good nap. The main issue with The Silver Case, however, is that--some bizarre minor details aside--the scenarios here are grounded in reality more than anything Suda made afterward. The usual fuzzy logic and unnatural human interactions that add to the “playable dreamscape” feeling of most of his games is an ill fit here. These are plausible scenarios, worked on by implausible characters.

When the game does get to the business of actually presenting the gory details of each case, it fares better. The overarching narrative of the Kamui case is the glowing red seed of abstract madness that has come to define Suda's work, and the horrors presented whenever the plot progresses are chilling and effective. Some of the other scenarios, including a hilariously dated (yet sadly, still prescient) case based around cyberbullying are just dead-weight slogs to get through. Others, however, such as a case that revolves around a man held for ransom while his businesses are completely dismantled by a mute terrorist, are breezy and captivating-- that one employs a beautiful black-and-white noir-ish art style.

The Placebo scenario as a whole gets some points for having an active, talkative, interesting protagonist to tag along with. Even the good cases are sometimes hard to get a solid grasp on, however, and the fact that so many different art styles--CG, anime, live action, still manga panels--are employed willy-nilly to tell the tales doesn't help. While some of the varieties in art direction are compelling, there are often too many to get a firm grasp on what the game aims for as a whole. For this remaster, Suda enlisted his longtime collaborator Akira Yamaoka to help remix the score, and while the music by itself is a fun, jazzy throwback most of the time, it, too, flies in the face of whatever of import is happening onscreen.

More than anything, The Silver Case is more interesting in the context of Suda 51's career than it is as a standalone game. It shows an ambitious floating of new ideas past the player, and much of how the story is presented would later find a more welcome home when surrounded by much weirder, wilder worlds. Stranded in the framework of a police procedural, however, the game fails its best concepts. The Silver Case's unusual take on human conversations, its indecision about whether it wants to be just a visual novel or an adventure game where the player is a full participant, and its lack of focus in tying up any sort of cohesive plot, all add up to a mess of a game.

Thứ Tư, 5 tháng 10, 2016

Company of Heroes Turns 10 With a $10-for-Everything Humble Bundle

Get a whole bunch of WWII RTS action for a few bucks.

The Company of Heroes series turns 10 years old this year, and to celebrate, a Humble Bundle is available right now that gets you most of what the franchise has to offer.
By paying at least a dollar, you can get the original game and its expansion packs, as well as one of the armies from Company of Heroes 2 (which can be played as a standalone version of CoH 2). Beating the average, which is a paltry $4.39 as of this writing, gets you the full version of Company of Heroes 2, as well as an additional army for it and some mission packs.
Bump your price up to at least $10, and you then get even more CoH 2 content, including the very fun British Forces army and the Ardennes Assault campaign. There's also an exclusive shirt available for $30, which also gets you everything included.
You can see the full list of what's in the Humble Bundle below. As always, you can choose to allocate your money between Sega, Humble, and several different charities: Code Club, Special Effect, WDC (Vancouver Orcas), and WaterAid.

Pay $1 or more:

  • Company of Heroes
  • Company of Heroes: Opposing Fronts
  • Company of Heroes: Tales of Valor
  • Company of Heroes 2: The Western Front Armies - Oberkommando West

Pay more than the average:

  • Company of Heroes 2
  • Company of Heroes 2: The Western Front Armies - US Forces
  • Company of Heroes 2: Case Blue Mission Pack
  • Company of Heroes 2: Southern Fronts Mission Pack
  • Company of Heroes 2: Victory at Stalingrad Mission Pack
  • Company of Heroes 2 soundtrack
  • Everything above

Pay $10 or more:

  • Company of Heroes 2: The British Forces
  • Company of Heroes 2: Ardennes Assault
  • Company of Heroes 2: Ardennes Assault - Fox Company Rangers
  • Company of Heroes 2 Humble-exclusive skins pack
  • Company of Heroes digital art book

Chủ Nhật, 11 tháng 9, 2016

Epic Card Game Review

Epic

  • Developer: White Wizard Games
  • Format: Card Game
  • Playing Time: 20-30 Minutes
  • MSRP: $15.00

If you play Magic: the Gathering, imagine playing in a sealed tournament where every card in the set is as strong as the Power 9. That’s Epic in a nutshell.   For those of you who have no idea what I just said, let me explain.
Epic is a card game that plays kind of like a beginner’s version of Magic: the Gathering. A lot of the complexity has been stripped away, leaving players with a straightforward slugfest. There is only one resource to worry about: gold. At the start of each turn, the turn player loses any gold he or she had, then generates one gold to spend on a card. In simplified terms, this means that you get one gold per turn and you can’t save it for a bigger play later. Some cards have a cost of zero and are free to play, but most of the impressive ones cost a gold.

Now, when I say impressive, I mean it. After all, if you only get to spend one gold per turn, you’d better spend it on something good. What you get out of this one gold can range from destroying all Champions (creatures) on the field, giving all of your Champions a power boost, giving one of your Champions a major boost, or summoning any of a wide array of absurdly powerful Champions to your side of the field. The first time I played, my reaction to almost every card that I saw was, “Wow, that’s totally broken.”

Playing this game really does feel epic. When at any given time you might be holding three different cards that could each devastate your opponent’s army, or you’re looking at a combo that’s going to take away half of your opponent’s life points in one go, you feel like you’re on top of the world. Just remember, the other guy has cards that are just as powerful as yours. During my first game I came to realize that when everything is overpowered, nothing is.

What I’m trying to say is, despite the crazy abilities of each individual card, it all balances out pretty well.


Despite how much I’m comparing this to a well known trading card game, it should be noted that Epic itself is not a trading card game. It’s what is called a living card game, meaning that new sets do come out to expand the card pool, but the packs are not randomized. As with Netrunner or Malifaux, when you buy a pack, you know exactly what you’re getting. No trading involved.

There are a couple of other major differences between Epic and Magic as well, differences that go beyond how it’s played and seemingly into what the game itself is meant to be. Epic, overall, seems geared to a more casual audience than Magic. This shows in the fact that the packs are not randomized, which means that even the most hardcore player can only spend so much money before running out of new things to get. It also shows in the rules.


While you could, of course, look through and construct your ideal deck out of the cards you have, that’s actually not how the rulebook says to do it. You’ll find that game setup involves giving each player a deck of 30 random (yes, random!) cards, and going from there. This random deckbuilding makes Epic quick to start and accessible for new players, since they don’t need to worry about making a deck for themselves before they get started. According to White Wizard Games’s website, Epic is meant to simulate the experience of going to a draft or sealed tournament without the need to pay $10-$30 each time. That should also make it clear how important it is that each card is strong enough to stand on its own, yet balanced with all of the other cards. Luckily, White Wizard Games has done an excellent job of that.

As I mentioned, there is also an option for “constructed,” where you build a deck using your Epic collection to play against others who have done the same thing.

I’ve said it in other articles, but let me reiterate that “casual” does not mean “bad.”

On the subject of unusual rules, there’s one more thing I need to point out. Any card game veteran knows that running out of cards in your deck means that you lose. In fact, most games have entire decks and strategies that are devoted to burning through your opponent’s cards until they have to draw and can’t, making them lose by deckout. In Epic, when you’re supposed to draw and can’t, you win. Weird, right?

This actually works very well in Epic, as a lot of cards give you the choice to use their effect or draw two more cards. It seems to be a balancing mechanic, since the randomized decks mean you won’t always have a use for an effect like “Your Good champions get +2 attack this turn.” It also serves to put the game on a timer, since life totals and control of the field tend to swing wildly. It’s possible that you’ll end the game in a few turns, but on the other hand it’s possible that you and your opponent will get stuck in a deadlock. In that case, Epic’s “draw to win” mechanic gives you another path to victory.

At a glance, Epic definitely seems like Baby’s First Magic. However, it makes a lot more sense once you realize the intention behind it. Epic is meant to be a cheap and easily accessible game that gives the experience of a more traditional trading card game, but without the need to spend hundreds or thousands of dollars to stay competitive. They’ve done a good job of creating something that is easy to start, fun to play, and fairly well balanced even when playing with randomized decks. With an entry point of just $15, I’d definitely recommend it to anyone looking for a new card game.


Thứ Hai, 22 tháng 8, 2016

Spider Solitaire Collection Free

Description
Play a free beautiful collection of Spider solitaire game variations, including: 
- Spider 
- Spider One Suit 
- Spider Two Suits 
- Scorpion
Features
  • Smooth fluid and advanced animations
  •  Many beautiful card sets, card backs and backgrounds to choose from
  •  Deal animation and winning animation
  •  Single click or single touch for touch screens to auto move cards
  •  Autoplay on/off option
  •  Unlimited undo and redo features
  •  Statistics tracking
  •  Save game progress
  •  Hints will show you possible moves

Thứ Sáu, 5 tháng 8, 2016

Magic Cards Solitaire Review: As Pleasant as a Pinch of Fairy Dust

I played Magic Cards Solitaire at a weird juncture in my life. I’ve been pouring hours into Pocket Card Jockey, a Nintendo 3DS game that combines solitaire with horse racing, of all things. It’s kind of amazing how many weird directions game developers take solitaire in.
But that’s not a bad thing. The world-famous solo card game is compelling on its own, so there’s no harm in adding bells and whistles. In fact, even though I played Magic Cards Solitaire while still standing in the shadow of Pocket Card Jockey, I was impressed at how different the experiences are. Pocket Card Jockey rewards speed, accuracy, and quick thinking. Magic Cards Solitaire encourages forethought and relaxation. Both experiences are pretty cool in their own ways.
Both games even add a little narrative to their card-slinging action, because why the heck not. In Magic Cards Solitaire, a wizard’s apprentice befriends a fairy who falls out of one of his spellbooks. He has to gather up enough magic to send her back into the book, and to gather that magic, he has to play a lot of cards.

(Yeah, it’s weird – but in Pocket Card Jockey, you literally die and are only returned to life as part of a deal with God to race horses and play solitaire. By comparison, “A fairy just fell out of your book” seems as normal as pancakes on Sunday morning.)
Magic Cards Solitaire’s version of its titular game is a bit simpler than what you might be used to from Windows Solitaire. Cards are laid out in various formations, and a stack is laid below them with its top card flipped over. You need to select a card that’s higher or lower than that flipped card, and the selected card then becomes the next stack card. For instance, if you start a game with a flipped-over 5, you need to search out a 6 or a 4 in the cards laid out above. If you find a 4, then you need to find a 3 or another 5.
Ideally, you want to make long chains, which result in point multipliers. If a chain is broken because you need to flip over another card on your stack, your multiplier resets. Since clearing a level is often dependent on your score, you want to keep chains going for as long as possible. Using a hint or undoing a bad move will also reset your multiplier.
Magic Cards Solitaire is simple at its core, but it throws in a few twists to make your time with it a little more challenging. Odd formations limit how many cards you can use at once, and “overgrown” cards can’t be used until certain conditions are met, e.g. clearing all the other cards off the board.
These interesting gameplay quirks are one reason to choose Magic Cards Solitaire over one of countless free solitaire games available on the web (or built into your computer), but the game’s ambiance is another reason.Magic Cards Solitaire is a relaxing game that doesn’t rush you. Its woodsy graphics are soothing, and its gentle music is likewise calming. It’s a nice game to wind down with at the end of the day.
Magic Cards Solitaire doesn’t offer any big surprises, but it doesn’t need to. It sets out to offer a good, solid game of solitaire, and it does just that. While it’d be nice to have more versions of solitaire on tap (Spider, Freecell, etc), what’s here is well-built and enjoyable. Shuffle away.

Chủ Nhật, 31 tháng 7, 2016

Play Freecell Solitaire card games online for free


On the Free solitaire gameFree freecell game maybe is the most popular card game. Minions people all over the world play freecell but they don’t really know origin of Freecell they’re playing and who is created Freecell.

  • The history of Freecell card game
FreeCell is a card game which is solved, in the majority of cases by strategy. It is played with one deck of cards – 52 cards in total which are all shown to the player throughout the game.
There are some types of Freecell Solitaire card games you can choose to play free online:
  • Freecell Green Felt
  • Eight off Solitaire – Freecell Type
  • Baker’s Game
  • Baker’s Game King Only
The game of FreeCell was created by Paul Alfille whilst he was a medical student, and is a variation of an earlier game called Baker’s Game. Alfille didn’t invent FreeCell on computer, he actually used cards to work out the game moves.
At the end of each game he commented that the cards ended up in suits, and it took quite a long time to shuffle them completely as he wasn’t very good at shuffling cards.
Alfille’s main objective in FreeCell was to know how the mathematics worked and the probabilities of achieving a perfect result.
He thought that he wanted to know how many games were winnable – and continues along the lines of – however there is a difference between the number of games which were winnable and the number of games which were actually won!
That of course, is a really interesting point. Just because there is a way of achieving a result, if the player doesn’t correctly process the information given by the cards, he may not win the game, although had he taken a different route an altogether alternative outcome may have been achieved.
The usual game of FreeCell has eight columns – however Alfille played around with variations giving between four and ten columns and between one and ten free cells. Every variant had its own ranking system for dedicated players whose objective was to get the longest winning streaks!
There are many attractive solitaire card games you can play on.

Thứ Sáu, 15 tháng 7, 2016

Klondike Solitaire Turn One – Rules

  • Game Info
  • Decks: 1

  • Time: Medium
  • Redeals: Unlimited Difficulty: Easy
  • Type: Klondike Skill: Medium
  • Goal
Klondike Solitaire Turn One - Rules
  • Move all the cards to the Foundations
  • Details
    • Foundation
      • Built up by rank and by suit from Ace to King
      • The top card may be moved
    • Tableau
      • Built down by rank and by alternating color
      • The top card may be moved
      • Complete or partial correctly ranked piles may be moved
      • An empty spot may be filled with a King or a pile starting with a King
    • Stock
      • Click to turn face up and move 1 card to the Waste
      • Click when empty to turn face down and move all cards from the Waste to the Stock
    • Waste
      • The top card may be moved