Game Name:
Warriors: Legends Of Troy (Tecmo Koei)
Platform:
PS3 / 360 (I played on 360)
Genre:
Action / Hack-N-Slash
Time Played:
10 minutes
Main Constructs:
Grinding, Button Mashing
One thing I LOVED about it and why:
The high concept. I had the pleasure of talking with the game's lead designer for a bit prior to playing. His concept, as pitched to me, was not only to adapt the Warriors franchise for a Western gamer audience, but also to stay as faithful as possible to Greek mythology (esp. Homer's Iliad) and history (including details like accurate late bronze-age weaponry and armor). In his words, he wanted to create a game that high school teachers might assign to their students. As a stickler for accuracy, I applaud his mentality.
One thing I LIKED about it and why:
Badass combat animations. I suppose I like this for the same reason I like a good battle scene in a film (see Braveheart and Last Of The Mohicans). I enjoy the toy-play aspect of directing sword fight choreography.
One thing I HATED about it and why:
The level design. The demo level was dull and repetitive. Run a little bit, press X a little bit, run some more, press X some more, run some more, etc.
One thing I DISLIKED about it and why:
Not being able to invert the Y-axis controls. Although I did my best to work around it, not implementing this basic feature for the demo made me feel like a discriminated-against minority.
What behaviours the main compulsion loop is encouraging:
Kill enemy soldiers. Keep an eye out for special fatalities.
What the main rewards are:
Sense of powerfulness and progress. Badass fatality animations. Immersion.
What I would change about the game:
The demo focused entirely on the game's basic constructs and fighting mechanics. While reasonably cool, these are nothing particularly ground-breaking. I believe that by directing more attention to the world, the story, the main characters, and other narrative elements, Legends of Troy might have appealed to players' imaginations and done a better job of standing out from the crowd.
The most plausible explanation for this problem is that most of the narrative-type stuff, usually understood to mean "cutscenes," isn't finished yet. Nevertheless, I believe there must be a creative solution.
What I learned from playing the game:
Don't bother showing a game at E3 unless it's ready.
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2010-07-23
Warriors: Legends Of Troy (E3 Game Demo Review)
2010-07-13
Scooby Doo! And The Spooky Swamp (E3 Game Demo Review)
Game Name:
Scooby-Doo! And The Spooky Swamp (Warner Bros)
Platform:
Wii
Genre:
Platformer / Adventure
Time Played:
10 minutes
Main Constructs:
Platforming, Adventuring/Exploring, Puzzle-Solving, Mystery-Solving, Collecting
One thing I LOVED about it and why:
The handling. Perhaps in part because of a more static camera, the controls felt very responsive and fluid. In other Wii games, I often find myself annoyed when using the nunchuck thumbstick, and controls feel laggy or imprecise. Here, moving the character around felt comfortable rather than frustrating.
One thing I LIKED about it and why:
Interactions with objects in the world. Scooby and Shaggy's animations while interacting with such objects are entertaining. I enjoyed playing around with throwing chickens and watermelons at things.
One thing I HATED about it and why:
Couldn't find anything to hate.
One thing I DISLIKED about it and why:
I wish I had known you can swap out characters, as demonstrated in the trailer. Not sure if this feature is implemented in the demo.
What behaviours the main compulsion loop is encouraging:
Standard platformer compulsion loops: collect items, solve puzzles, progress through levels, evade or defeat enemies.
What the main rewards are:
Progress through the game. "Clues" which are pieced together to solve the overall mystery. Food for Scooby and Shaggy. Lots of fun character animation flourish rewards.
What I would change about the game:
Design-wise, the game is what it is: low-stress, cheeky, cute and clever, with a wide cross-demographic appeal. WB should make more of an effort to promote this game and its predecessor, in terms of overall promotional volume, the intended target audience, and the way the game is presented to that audience. At present, it seems relegated to the "kids' games" commodity pool. I think many people my age and older would not hesitate to buy it if they knew it existed and was worthwhile. It appeals to the same sensibility as the Lego series, which (as far as I know) is well regarded among my peer group.
What I learned from playing the game:
The games at E3 with the longest lines aren't necessarily the best ones; also, it is possible to program a Wii game that makes good use of the thumbstick.
Scooby-Doo! And The Spooky Swamp (Warner Bros)
Platform:
Wii
Genre:
Platformer / Adventure
Time Played:
10 minutes
Main Constructs:
Platforming, Adventuring/Exploring, Puzzle-Solving, Mystery-Solving, Collecting
One thing I LOVED about it and why:
The handling. Perhaps in part because of a more static camera, the controls felt very responsive and fluid. In other Wii games, I often find myself annoyed when using the nunchuck thumbstick, and controls feel laggy or imprecise. Here, moving the character around felt comfortable rather than frustrating.
One thing I LIKED about it and why:
Interactions with objects in the world. Scooby and Shaggy's animations while interacting with such objects are entertaining. I enjoyed playing around with throwing chickens and watermelons at things.
One thing I HATED about it and why:
Couldn't find anything to hate.
One thing I DISLIKED about it and why:
I wish I had known you can swap out characters, as demonstrated in the trailer. Not sure if this feature is implemented in the demo.
What behaviours the main compulsion loop is encouraging:
Standard platformer compulsion loops: collect items, solve puzzles, progress through levels, evade or defeat enemies.
What the main rewards are:
Progress through the game. "Clues" which are pieced together to solve the overall mystery. Food for Scooby and Shaggy. Lots of fun character animation flourish rewards.
What I would change about the game:
Design-wise, the game is what it is: low-stress, cheeky, cute and clever, with a wide cross-demographic appeal. WB should make more of an effort to promote this game and its predecessor, in terms of overall promotional volume, the intended target audience, and the way the game is presented to that audience. At present, it seems relegated to the "kids' games" commodity pool. I think many people my age and older would not hesitate to buy it if they knew it existed and was worthwhile. It appeals to the same sensibility as the Lego series, which (as far as I know) is well regarded among my peer group.
What I learned from playing the game:
The games at E3 with the longest lines aren't necessarily the best ones; also, it is possible to program a Wii game that makes good use of the thumbstick.
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