1801: Pondering Some More Games of the Year

So I mentioned yesterday that this last year has been a pretty bumper crop for great games, and I gave a few examples of some titles that I’ve particularly enjoyed, primarily in the last couple of months or so. I thought I’d continue today with some thoughts on some other games from throughout the year that have stuck in my mind for one reason or another, and which consequently I feel are probably worth your time.

Velocity 2X

The original Velocity, a PlayStation Minis title, put Brighton-based developer FuturLab well and truly on my radar. Blending an Amiga-style aesthetic with some modern, interesting gameplay, Velocity was something I hadn’t really come across before: a puzzle-shmup. It combined elements of vertically-scrolling shoot ’em ups with the mind-frying dimensional manipulation of games like Portal to create something enormously enjoyable, very distinctive and hugely addictive. I liked it so much I played through the whole thing again when they rereleased it with enhanced visuals on Vita under the name Velocity Ultra.

So it’s fair to say that I was very much intrigued by the possibility of a sequel, particularly after I had the opportunity to get my hands on an early version at the Eurogamer Expo a while back, and test-drive the new side-scrolling platform sections. When the full game finally came out, I was delighted to discover that it very much lived up to its potential — and that even more so than its predecessor, it was a game that continually “evolved” the further through it you went, with each new level gradually introducing new mechanics to the player until the game you’re playing in the latter stages is almost unrecognisable from how it was at the beginning.

It has a lovely aesthetic, some excellent music and some supremely tight controls — utterly necessary for a game so focused on speedrunning as this. It’s a great addition to the PlayStation Vita’s library of more “quick-hit” games that are good for pick-up-and-play fun when you have a few minutes to spare — seriously, fuck 95% of mobile phone games nowadays — and it’s a supreme challenge for even the most skilled gamers out there.

Assault Android Cactus

I’m not sure this counts, given that it feels like it’s been in development forever and is still in Early Access, but I’ve certainly played it a whole bunch this year and really enjoyed it. Moreover, it’s been wonderful to see how the game has continued to grow and change as its development continues — not to mention the fact that its small development team are lovely people who are a pleasure to talk to, also.

Assault Android Cactus, even in its unfinished state, is an extremely solid take on the twin-stick shooter genre. Taking inspiration from Japanese bullet-hell shooters as much as more Western shmups such as Geometry Wars, Assault Android Cactus features an array of unique characters, each of whom have their own distinctive ways of attacking and fending off enemies. Some are conventional enough, others are… less so. For some players, it’ll be a matter of pride to master the more offbeat characters like Aubergine; for others, they’ll want to chase high scores with the more “traditional” characters like the eponymous heroine Cactus.

Assault Android Cactus benefits from a clear and easily understood scoring system — something which many of its Japanese influences cannot boast! — and there’s a strong emphasis on chasing the elusive “S+” rank for each level by attempting to chain all your kills together into a single combo while avoiding death. This is easier said than done on some levels — particularly the challenging boss encounters, which will give even the most seasoned veterans of the 8- and 16-bit era a run for their money.

I’m really looking forward to the finished version of this great game… and I’m especially looking forward to being able to take it on the go with me thanks to the upcoming Vita version!

Demon Gaze

I’m not going to pretend Demon Gaze is the best RPG I’ve ever played, but I have to give it an enormous amount of credit for getting me into a subgenre of RPGs that I’ve never really “clicked” with: the grid-based dungeon-crawler, or “gridder” to some.

Demon Gaze was enjoyable and unusual. Its Vocaloid-heavy soundtrack gave it a very distinctive audio-visual aesthetic, while its environments were varied and a lot of fun to explore. The Demon’s Souls-style online features, whereby other players could leave messages on the floor for you to discover, were a lot of fun and occasionally helpful, even amid all the distinctly… inappropriate messages that were also left adorning the dungeon floor at times. The level design was wonderful, making use of simple but effective mechanics like one-way doors, forced movement panels, floors that damaged you and other staples of the genre to create some challenging levels that taxed your brain. And the combat, although simplistic, was enjoyable and nicely streamlined.

It had a surprisingly enjoyable story, too. My past experience with dungeon-crawlers is that they’ve tended to skimp a bit on the narrative front, which is one of the things I tended to find most offputting — I’m a narrative junkie, after all. Demon Gaze, however, managed to strike a good balance between the mechanics-heavy dungeon crawling and the somewhat fantasy soap opera-esque happenings that went on back at the inn any time you accomplished something significant. The memorable cast of characters with whom you’d interact between forays into the dungeons more than made up for your custom-created party members’ relative lack of personality, though pleasingly, the game at least made an effort to incorporate said party members into “background narration” of numerous scenes just so they didn’t feel completely irrelevant to the narrative as a whole.

It was a challenging game, too, though arguably a little inconsistent with its difficulty level. It starts incredibly tough, gets much, much easier as you level — so much so that I had to whack up the difficulty level to its highest to have any sort of challenge whatsoever — and then gets monstrously difficult again right at the end, particularly if you choose to pursue the optional post-game extra ending, which you really should if you want to say you’ve had the full experience.

Demon Gaze was definitely one of my biggest surprises this year, and it makes me much more inclined to seek out other dungeon-crawlers in the future — something I wouldn’t have thought to do prior to giving it a shot.

More to come in the next few days.

1690: One Lunchtime with Velocity 2X

As promised, here are some thoughts about FuturLab’s new release Velocity 2X, one of my most anticipated Vita games.

Note that I am no longer a professional games reviewer, nor is this a review, and as such I am going to be thoroughly unprofessional and you are just going to have to deal with it.

Let’s begin.

Squeeeeeeeeeee.

Ahem. Sorry. But I feel it’s somewhat justified, because it’s pretty much the noise my brain made when I started playing Velocity 2X for the first time last night, and continued over lunch at work today. It is immediately striking in many ways — the delicious, sharp-edged, flat-shaded vector graphic-style artwork; the rock-solid 60fps frame rate (it really does make a difference in a game like this); the gloriously colourful lighting effects; the thumping, catchy soundtrack; the subtle little effects like parallax effects “in front of” the main play area; the lovely animation on Kai when she gets out of her ship.

This beautiful presentation is married up to a beautifully designed game, too. Much like its predecessor, Velocity 2X starts very simple and gradually grows in complexity as you progress, layering mechanic on top of mechanic until you have a level 50 that is virtually unrecognisable from level 1.

It’s not just the gradual growth that makes Velocity 2X a delight to play, though — it’s the sheer fluidity of it all. This is something carried over from the original game, in which skilled players could seamlessly chain together short-range teleports, bomb-flinging, shooting, avoiding bullets and collecting shinies to make it look utterly effortless. It’s entirely possible to do this in 2X, but the addition of the new mechanics makes it even more impressive when you can pull it off — particularly in the new side-scrolling segments.

And speaking of the side-scrolling segments, they’re a lot of fun. They require a certain shift in your thinking from the top-down, vertically scrolling nature of the in-ship gameplay, but they’re recognisably consistent, too. Kai’s “Teledash” move is an absolute joy to use, and before long you’ll be firing yourself through walls, flinging yourself high into the air and spraying bullets in a deadly arc around you without breaking a sweat. And, if the previous game is anything to go by, you’ll need the skills you pick up in the deceptively simple early levels much later in the game — only there, you’ll need to combine things together.

The pursuit of perfection is also present and correct in 2X. While it was easy enough to make it through the original Velocity without too much difficulty, scoring a “Perfect” rating on every level by collecting all the collectibles, scoring the maximum possible number of points and doing so was a lot more difficult. And indeed this seems to be the case in 2X as well — with the added twist that there’s a fourth category of things to collect — the “Rekenium Shards” Kai collects while on foot — to add to the mix. It’s challenging and addictive, and it makes you want to punch the air when you pull it off.

The whole thing is wrapped up in a much stronger story than the original game. The first Velocity did have a story, but it was very subtly told and a little too easy to ignore. When it’s possible to go through a whole game and not realise the main character is female, that’s perhaps a sign that you should pay slightly closer attention to the non-gameplay aspects. (Although fans of Metroid might disagree.)

2X strikes a good balance, though. The first time you challenge a level, you get a short bit of dialogue that helps to advance the plot and develop Kai’s character. On subsequent occasions, however, you’re straight into the action — no frustrating skipping over dialogue you’ve already seen. The story is quick, pacy and enjoyable, and supported by a considerable amount of “further reading” background material in the in-game Codex, unlocked through collectibles in the game.

So far I’ve had a great deal of fun with Velocity 2X, but I still have a long way to go. I’ve Perfected the first ten levels so far, and am looking forward to seeing how the game continues to develop. Perhaps most importantly, however, it seems like a great game to play at lunchtime, so you can count on my Vita being a fixture in my work bag for quite some time yet.

1352: Critical Urgency

I can’t remember if I’ve talked about Velocity here before, so here I am talking about Velocity.

Velocity, in case you’ve never come across it before, is a game from the Brighton-based indie developer FuturLab. It began its life as a PlayStation Minis title for PS3 and PSP, then was subsequently ported to Vita with numerous enhancements as Velocity Ultra. So positive was the reception to the first game, it seems, that the team at FuturLab is currently in the process of putting together a sequel — a sequel that’s looking rather fab, if the early version I had the good fortune to play at the recent <a href=”http://www.usgamer.net/articles/egx-turning-up-the-velocity” target=”_blank”>Eurogamer Expo</a> is anything to go by.

But I want to talk about the original today, or rather Velocity Ultra. I reviewed Velocity Ultra a while back for USgamer and enjoyed it a lot, but I must confess that in the process of reviewing it, I didn’t make it through every little bit of content it had to offer — largely because doing so would have taken significantly longer than I had time for, and also because I’d already seen a lot of it in Velocity’s previous incarnation as a PlayStation Minis title.

I’ve been going back to clean up what I missed in the game recently, though, and I’m reminded of what a fantastic game it is. Beginning as what appears to be a relatively straightforward top-down shooter, the game gradually evolves, changes and grows in complexity as it progresses; firstly, you get the ability to teleport over short distances (including through walls); then you get the ability to drop telepods at strategic points in the level in order to teleport over long distances and take alternative routes. By the time you get through all 50 of the game’s main levels, you’re practically playing a different game.

Things are mixed up along the way, too. Sometimes you’ll have levels that are filled with enemies; other times they’ll be complex maps with multiple paths. Other times still you’ll have a very tight time limit and have to get through as quickly as possible. Different types of level require different strategies.

Where the truly addictive gameplay in Velocity comes in, though, is medal-chasing. Upon completion of a level, you’re ranked according to how many survivors you rescued, how many points you scored and how quickly you successfully completed the level. Attain the highest accolade in all of these categories without dying once and you’ll earn a “perfect” medal, and it’s chasing these “perfects” that is so ridiculously addictive. The reason for this is that the difficulty of achieving the goals is pitched just perfectly; it’s always just tantalisingly out of reach rather than seemingly impossible. Pretty much anyone with a good handle on the mechanics will be able to attain at least a few Perfects along the way, though it does get significantly more difficult as the levels become more complex.

And then there are the secret levels. Secret levels! I can’t remember the last modern game I played that had secret levels, and yet here they are in Velocity, unlocked through getting your tiny Quarp Jet into places you wouldn’t normally expect it to go, usually as a result of checking the map and spotting something out of place. There are a further 20 secret levels on top of the 50 main levels, and not all of them use the standard game mechanics. There’s a 10-level Thrust-inspired minigame, for example; there’s a twist on FuturLab’s earlier game Coconut Dodge; there’s even a version of Snake. Successfully contend with all those and you have the incredibly challenging but rewarding and addictive “Red Zone” and “Blue Zone” levels in which time limits are tight, the pathways tighter and the slightest clipping of a wall will destroy you.

I was delighted that the upcoming Velocity 2X felt so much like the first Velocity when I played it at Eurogamer Expo — and particularly pleased that the brand new sections where you get out of your ship and run around for some platforming sections make use of pretty much the same mechanics, with the only real difference being that you’re now affected by gravity. I’m really looking forward to playing the sequel, but in the meantime, I’ve got a whole bunch of Perfect medals to try and attain, so if you’ll excuse me I’m going to challenge a few more before I go to sleep.