|
Michael Scarpelli: 7
Pany Haritatos: 8
Coby Utter: 8
Russ Carroll: 10
# 1 (tied) |
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Obulis
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| 8.3 |
| COMBINED SCORE |

Michael Scarpelli: 8
Obulis
is a game that sold me very simply on its gameplay mechanic. Obulis is
a puzzler that requires you to drop balls from chains into receptacles
of the same color. Super simple. However, the addition of needing to
manage the arc and bounce and weight of the ball on its way to the
goal is what makes solving these puzzles less rigid puzzle solving and
more finesse. I never felt like I just plain couldn't solve something,
I was always able to experiment my way through, which is always a good
sign for a puzzle game.
You click on the chain that holds a ball up to select it, and
right-click to break it and cause the ball to drop. Using that
knowledge and timing, you can solve everything in the game.
Simple gameplay with a wide variety of puzzle applications and
possibilities and an elegant presentation. What more can you want from
a game?
Pany Haritatos: 8
This
physics based puzzler game is a joy to experience. The polish that the
developer has applied here is apparent in every facet of the game. The
difficulty progression, level design, gameplay, graphics and audio are
all of the highest caliber. I can only really describe the gameplay as
a purely physics based version of the Incredible Machine, but
certainly not at all like the recent Barrel Mania. Instead of weird
contraptions and half-baked gimmicks, Obulis focuses on fundamental
physics. An orb swinging on the end of a rope, for example, is
generally all you get to start the cascading set of interactions to
solve most challenges. The game starts off super easy, but gets
challenging fairly quickly. Some of the later levels with time based
elements like moving platforms and smashing pillars are particularly
difficult, but I never felt like moving forward was impossible. I
highly recommend Obulis. From the moment you start playing, you can
tell just how much effort has gone into its development, and it pays
off in the form of a polished, unique and engrossing puzzle game
Coby Utter: 9
Obulis
is...mesmerizing. There are so many great things to say about this
game, I'm not really sure where to start. The presentation is
stunning, the gameplay is intriguing and fun, and the challenge is
superb. Be warned, once this game hooks you, hours will vanish.
The game finds immense beauty in its simplicity. The subtle
animations, crisp imagery, and sharp UI all cohesively meld into a
terrific visceral experience. The visuals are complemented by soothing
music, although the sound effects often seem slightly out of place.
Obulis is not about the flash and sparkles, but the overall impression
is vastly superior to many other games out there.
But what is beauty without solid gameplay? That's not a concern with
Obulis. The core mechanic is approachable and simple, and additional
mechanics are introduced at just the right pace as the challenge
evolves. The game starts with several easy puzzles, but then ramps up
the difficulty pretty quickly. In short, the game gets hard. It's a
good difficulty though, as very few puzzles felt impossible and I was
rarely frustrated. That is a difficult line to walk, and Obulis does
it with grace.
The only shortcomings were a few technical issues. Occasionally the
physics felt unnaturally stiff, and I came across a few bugs in the
system. These were hardly an issue though, and even less of a concern.
Obulis has that 'something extra' which makes it exceptionally fun,
extremely addictive, and even more rewarding.
Russ Carroll: 8
Obulis is a physics-based game that is a lot of fun. Some of the time.
The game feels somewhat similar to
Crayon Physics and Armadillo Run in that you are trying to get object 'A' to
point 'B' by using physics and your own ingenuity. In the case object
'A' is one or more balls. The balls are either sitting on the board or hung by strings such that you need to create
some motion by cutting the strings to begin a chain reaction that gets the balls to their end point. What is
unique in this game is the focus on timing and precision during game play. Cutting a string at just the right
moment will get your ball moving at just the right speed to make the correct interaction appear. What makes
the game sometimes frustrating is timing multiple events precisely. Making
a split-second mistake on string 3 will kill everything making some of
the later levels a bit frustrating. Still, Obulis is beautiful, has great sound, and is
very challenging in a good way. If you like physics-based games, I highly recommend it.
Stardrone

($18.99)
by Orb Games
| 7.5 |
| COMBINED SCORE |

Michael Scarpelli: 8
Stardrone
is a game that has aspects of its gameplay that would probably drive
me crazy if the game itself wasn't so kinetic and colorful and fancy
that I forgot all about the fact that its broken in several ways.
I'm not sure how to explain the gameplay for this one. You shoot a
star from a cannon and then, as it approaches various spinning gravity
centers, you can grab the star and whip it around in circles,
attempting to control its arc and speed as you send it further on in
the level, only to be grabbed again by another gravity center.
The goal for each level is usually to find the exit, sometimes needing
to activate certain markers on the level in the process. You don't
actually control the star directly, needing to use your gravity
centers to rocket it around the stage, which makes things pretty dicey
at times.
Okay, here's a decent analogy, it's like a mash-up of pinball and a
racing game. You want to bounce off things to get points and bonuses,
but you're always getting sped up as you go, which makes it harder and
harder to avoid hitting obstacles like spikes and just plain "driving"
right off the track.
Anyway, I had a lot of fun (with some mixed frustrations) playing this
one… but it can be tricky to figure out just how those gravity centers
are going to work or which one, in fact, will grab your star and this
can lead to frequent and maddening deaths which may turn some gamers
off.
Pany Haritatos: 8
Stardrone
is a blast. The gameplay is fun, unique, and addictive. The experience
is fast, exhilarating, and challenging but also generally not too
hard. The graphics and atmosphere are great and they are supported by
subtle audio choices that results in a very hypnotic experience. It
earned some extra brownie points for its Starcontrol references. The
biggest gripe I had with Stardrone is that I found the controls
totally confusing at first. After I realized what was going on though,
I spent the next few hours in Stardrone bliss. This is definitely a
game worth taking for a spin.
Coby Utter: 7
The
core mechanic of Stardrone, using orbital momentum to guide your drone
around anchors, is very novel. This novelty is both Stardone's biggest
strength and greatest detractor. It took me several levels, and often
several tries per level, to finally feel comfortable swinging my drone
around activating the stars and collecting other various items. Once
the gameplay finally felt natural, I was rapidly flying around the
levels, but never felt completely 'in control'. After a few more
levels of this, repetition began to set in, and my interest started to
wane.
Stardrone's presentation is top notch. The visuals are very clean and
vibrant, and there is lots of action on the screen at all time. The
end of level effects are particularly epilepsy inducing. The music is
fitting, but certain sound effects were bland. All of the particles
and effects come at a price though, and the game suffered slow down
frequently on my mid-range machine.
Stardrone is a bit unforgiving, a bit repetitive, and often left me
wanting much, much more. However, it is very nice to see such an
unusual mechanic, and the attention to detail by the developers pushes
Stardrone slightly above the bar.
Russ Carroll: 7
There are moments when Stardrone is pure bliss.
Unfortunately there are also moments when you just pray for the level
to end.
In the game you use objects to swing you through space by
activating their gravity as you fly by. It's been done many times before, but usually the result is not a fun
game. Stardrone for the first 30 minutes or so is really REALLY a LOT of fun with some glimpses of the challenges
that await. Those challenges are longer more difficult levels that will present thousands of ways for you to
die and will require absolute perfection to continue on. When you are perfect it is a great feeling, but
then I'm not perfect MOST of the time which lead me to feeling frustrated to the point of
giving up by the time I got to the game's midway point. The visuals are beautiful, feeling halfway between
Geometry Wars and The Magic Blackboard. At it's best it's a splendid journey that will leave you awestruck,
at it's worst it's a trial of frustration that will leave you cursing.
Puzzle Hero

($19.95)
by Genimo Interactive
| 7.3 |
| COMBINED SCORE |

Michael Scarpelli: 6
Puzzle
Hero is a pretty shameless rip-off of Puzzle Quest, which is in turn
just an adaptation of Bejeweled. Just as Alex Gordon is a kid's
version of a platformer, this is a kid's version of Puzzle Quest.
I give the game points for effort for bothering to include animated
combat at the top of the screen to keep the game a little more
visually interesting, but at the same time, the combat pales in
comparison to Puzzle Quest, where spells that affect the entire field
of battle are the order of the day. Puzzle Hero devolves combat to be
a pretty simply matching formula. The draw of Puzzle Quest combat was
being able to change the face of the tiles available to you to create
brutal cascading combos, and you just can't do that here.
Short of having a fairly offensive piece of racial character design
for one enemy (tribal shaman, I'm looking at you), the game is
friendly and enjoyable, if not challenging. Again, this is probably a
solid by for younger gamers, or the very casual. It didn't hold my
interest for terribly long, though.
Pany Haritatos: 8
Puzzle
Hero fixes everything I couldn't stand about Puzzle Quest. Where
Puzzle Quest was heavy, overwhelming and packed with more things than
I really knew what to do with, Puzzle Hero focuses on the core
mechanic, keeping all the RPG and questing elements light enough so
that they don't get in the way. I could not tear myself away from the
game once I started it up. The graphics are really charming and the
audio is up to snuff. As a whole, the game has plenty of juice and
makes you feel awesome for casting spells, making big action matches,
or even just defeating enemies. This is a great game and it is a
pleasure to recommend it.
Coby Utter: 7
At
its heart, Puzzle Hero is a simple match-3: you exchange horizontal
and vertical pieces on the grid playing field to create 3-in-a-rows
(or more.) Depending on what types of objects you match, you may
receive gold, experience, combat bonuses, or attacks. Above the grid
field, your character and one of several monsters engage in combat,
which directly correlates to your moves.
Puzzle Hero suffers from a complete lack of originality. As I played,
I constantly had the feeling of 'been there, done that'. The strategy
for matching pieces is unfortunately shallow, and most monsters can be
easily beaten by trying to match as many attacks as fast as possible.
Purchasing item upgrades adds an extra element of light role playing,
but adds little depth.
Puzzle Hero is not without virtue, however, as its execution is
flawless. The full 3D character and monsters look great and have fluid
animations. The monster design is often hilarious, and the game
captures the light fantasy setting extremely well. The simple
character creation is a nice touch, and the game has lots of polish.
If the gameplay had been more substantial and original to meet the
terrific style, Puzzle Hero could have been a great gaming experience.
Russ Carroll: 8
Puzzle Hero is pretty shamelessly a Puzzle Quest rip-off, but it may also be the better game of the two. The
game is parried down to just combat, leaving out silly quests and walking around the countryside
looking for a monster to beat-up.
There aren't
classes to pick from, you don't get to apply your experience points, and after a couple of hours it gets a
little tiresome.
However for all those negatives there are a lot of positives. Puzzle Hero has
excellent graphics
and battle animations that feel somewhat like PopCap's fantastic
Bookworm Adventures. There are A TON of
items, the game play is more focused on battle, the battles are faster (thank heavens) and the overall
game is just a lot tighter feeling to it than Puzzle Quest. Though you'd
probably call it a casual game, it's just so much fun to play that I don't know how you could
hold that against it.
Warbands - Rise of Baron
Muntu

($19.90)
by Stimulus Response Games
| 7.0 |
| COMBINED SCORE |

Michael Scarpelli: 7
Warbands
is a game that I have been playing non-stop. I don't want to sell the
game short, but that's more because I devour its style of gameplay
than that I believe the game is super awesome.
It's a turn-based strategy game after the fashion of games like
Advance Wars by Nintendo, and that kind of game is just something that
I love to play. Warbands does the genre well, but doesn't really bring
much to the table by way of innovation. The game does a good job
meting out new units and map challenges over time, but there's nothing
here that I haven't seen before.
The game's got a quirky animation style that I quite like and an
irreverent script that brought forth some chuckles. So, it's certainly
fun to play, but you've basically played this game before.
Oh, and woe be to you if you lose early on a three-player map in the
campaign, because the computer will play out the rest of the level
without you… and you can't quit the level outside of forcing the
application to close. This can involve watching the CPU play itself
for something like 10 minutes.
Pany Haritatos: 7
Warbands
is a decently well done turn-based strategy game obviously inspired by
the seminal Advance War series. They've kept the core of the gameplay
similar, but iterated enough of the design elements to address some of
the shortcomings of its predecessors. It doesn't quite have the polish
or sheen of the Advance War games but there is plenty here to
entertain fans of the genre. The cartoon-y graphics don't quite mesh
with the somewhat serious story elements or music, but as a whole
package the game works. The interface has a clean design and for the
most part stays out of your way. With a built in level editor and
multiplayer support, there is plenty here to get your money's worth.
Two thumbs up for Warbands.
Coby Utter: 8
Warbands
is fun. It is virtually a non-stop battle, only interrupted by
conversations amongst your goofy allies and underlings. The game puts
you in various scenarios where you must use your wits and resources to
outmaneuver and overwhelm your AI opponent. At your disposal you have
a variety of units, some of which get unlocked as you progress,
ranging from your basic infantry to hovercraft and air units.
The turn-based strategy present relies on fundamentals such as
movement speed and attack power, as well as terrain advantages. There
is also some light resource management involved. The game is super
quick to pick up and play, although the later scenarios require skill
and thoughtful planning. It is very much an arcade-style RTS that you
can play in bite sized chunks.
Aesthetically, Warbands fails to impress. The game has a playful
minimalistic style, but in this case, it is just too minimal. There is
very little environmental animation, and while the units themselves
have a clean style, their animations are extremely basic. The effects
are also very basic and the occasional music seems out of place.
Despite all of this, Warbands is fun, plain and simple, and deserves a
look.
Russ Carroll: 6
Warbands
is a strategy styled war game in the same style as Advance Wars. The
visuals are fun, but the game lacks when compared to Advance Wars and
many of the Advance Wars clones already available (Brass
Hats being the most recent memorable one). Maneuvering has been
modified with each character blocking the way of other characters,
which I found to be frustrating as it lead to much longer battles with
tedious endings. However, experience in battle, ala Military Madness,
is always a welcome feature, and I liked the way cities grew overtime
(though they also added to the chore of finishing off a game after it
was clear that you were going to win). Overall it's alright, but
unless you are an Advance Wars fanatic, I'd recommend any of the
Advance Wars games, Military Madness,
Land of Legends,
Battalion and the aforementioned Brass Hats before this one,
especially if you haven't played this type of game before.
Galactic Justice

($19.95)
by Poison Axe
| 6.3 |
| COMBINED SCORE |
Michael Scarpelli: 7
Mexican
Motor Mafia was the first game I ever got to review for Gametunnel,
and it was a blast. Rocking tunes, wicked storyline and some
accessible run and gun sort of gameplay.
Galactic Justice plays like a newer, somewhat clunkier version of
Mexican Motor Mafia. The game has a lot going for it. It looks great
and it has some pretty unique weaponry strategies you need to employ
(needing to paint a target with one weapon in order for another to do
proper damage, for example), but it falls short in the control and the
environments.
Mexican Motor Mafia made sure that you had some wide open environments
and a distant camera to allow you to maneuver effectively. Galatic
Justice pulls the action in close, which only serves to make targeting
a moving target while you yourself are spinning all about the level a
frustrating act. It also becomes habitual to smack right into a wall
you didn't see coming because the levels are so tight, and you don't
reverse too fast, so this ends up being fairly deadly.
This game grew on me as I played it, but some of the problems I've
outlined here will likely be dealbreakers for many.
Pany Haritatos: 7
The
two best things going for Galactic Justice are the tasty visuals and
the fun damage stacking gameplay mechanic. The game has some great
audio, and while the writing is very heavy on the cheese, it still
managed to squeeze out at least one burst of laughter. This is a
highly polished and fun game. About the only real criticism I have of
the game is that the controls take far too long to master. I feel like
the physics engine could have been tweaked to make it a little less
difficult to master the maneuvering – many of the collisions will stop
you dead in your tracks, a situation that occurs far too often when
you're trying to dodge a bunch of incoming enemy fire. I also found
myself wishing I could assign a secondary weapon to the right-mouse
button. These minor control issues are the only things that would keep
me from recommending this game without reservation.
Coby Utter: 5
Occasionally
I come across a game I want to like, a game that I try hard to like,
but in the end, just cannot enjoy. Galactic Justice happens to be one
of those games. The game plays as an overhead shooter as you drive
your vehicle around, blasting a never ending onslaught of enemies.
There are several fun ideas here, including mixing and matching
attacks to wreck maximum havoc on your foes. The soundtrack is also
good, with lots of hard hitting beats and rock riffs.
Galactic Justice is very frustrating. For me, it all boiled down to
the controls. Commanding your vehicle is based on directional-relative
movement using the WASD or arrow keys. This simply ruined the gameplay
for me, as I was unable to efficiently move around, let alone dodge
incoming attacks or evade sticky situations. Driving felt suspiciously
like work. Aiming and firing is done with the mouse, and I was able to
easily and accurately hit approaching enemies...when I wasn't getting
stuck or fighting with steering. I'm sure there are lots of
interesting things deeper in the game, but I died so frequently that
the first handful of missions took me a very long time to complete.
For some people out there, I'm sure Galactic Justice is a lot of fun;
I just wish I was one of those people.
Russ Carroll: 6
I wanted to like Galactic Justic, it's kind of like
Mexican Motor Mafia, and I LOVED Mexican Motor Mafia.
Galactic Justice is MMM, if MMM was set in space, had an uninspiring sound track, suffered from a
case of jerky
screen, had rather uninteresting visuals, had no cut scenes and was way more difficult than it should be
due to camera and collision frustrations.
To
be fair, there is some nice flash to Galactic Justice, especially as you take on the different challenges, but
the substance is lost to gameplay that is tedious. Shorter battles would certainly be a welcome change as
driving around killing the same type of enemies over and over while SLOWLY gaining enough money to buy
something feels more like RPG grind than exciting fun. It's got great style, but GTA2, which this game is
clearly 'inspired by' is free and is a much, much better game.
Virtual
Villagers - The Secret City

($19.99)
by Last Day of Work
| 6.3 |
| COMBINED SCORE |
Michael Scarpelli: 4
Virtual
Villagers is apparently a perennial favorite, but it is a game that
baffles me. I've tried the demos for the first two and I couldn't tell
if I was horrified or fascinated by the game. After having given a
very thorough play-through of the third in the series, though… I have
to land firmly on the side of horrified.
The notion of a persistent game world is tasty indeed. However,
Virtual Villagers is a game that punishes you for, for example, not
being able to play it on the weekends, and this is because your
villagers (pardon my lack of political correctness here) are retarded.
Straight up. They won't even have sex to continue the tribe's ability
to survive unless you make them do it. That was my problem after this
past weekend. My tribe hadn't managed to come up with any babies
before I had to head home, and apparently didn't think that was a
problem as old age crept up and killed them all over the three days I
was gone.
I want a game to welcome me back with open arms when I start it up. I
don't want the equivalent "Everyone died while you were gone. Real
smooth, ace." At any rate, there is a certain compelling element to
the game, but beyond waiting and once a day directing your villagers
at a task, there's not much meat on this game. Plus, after two very
popular iterations, it'd be nice to see some sort of graphical
progression for the game.
Pany Haritatos: 6
This next installment of Virtual Villagers is more of the same. If you liked the previous Virtual Villagers,
chances are there will be plenty here to keep you occupied. If you're looking for something new added into the
mix, you will be disappointed. Not much has been changed in the gameplay or the presentation. I was looking
for more, for anything that would make me want to spend more time with the game, but ultimately I did not find
it. If you didn't like Virtual Villagers before, The Secret City will not change your mind. If you are a fan
of the series, you'll likely still enjoy the game, but you might find yourself wishing they had done more to
move the series forward.
Coby Utter: 7
Without
a doubt, island living often has a much slower pace than living on the
mainland. Apparently in the virtual world, this is no different.
Virtual Villagers 3 puts you back in solitude with a handful of
villagers who have washed ashore at a mysterious lost city. You are
again tasked with keeping them alive, and developing a small island
community.
Despite few changes in the series, there is something captivating
about overseeing your villagers and letting them do their own thing
when you are away. In many games, a slow pace can be a bad thing, but
in Virtual Villagers it is the serenity and calmness that keeps
players coming back and checking on the village's progress.
Admittedly, I am quite horrible at these games, and often end up with
more of a cemetery than a village, but even then, I always find myself
wanting to play a bit more and see how things go.
Virtual Villagers needs an overhaul though. The look and feel is
becoming quite dated and there seems to be little improvement over
previous iterations. Each new game in the series I keep expecting
something terribly new and innovative to improve the gameplay, but it
is always more of the same with different puzzles. A fresh take on the
series is in order, to keep the interest in sustaining a successful
island community alive.
Russ Carroll: 8
While I found the second game in the series, The Lost Children, to be too
tediously busy for my tastes, The Secret City
really takes the Virtual Villagers series to new heights. The new puzzles are interesting and a lot of new
intrigue comes into play with the addition of the village chief. Little touches like
graying hair and villagers who literally slow down
with age, make everything more realistic and provide an additional touch of strategy. The game remains difficult, so
don't go in thinking you can leave your villagers alone for too long, they WILL perish. However, there is
more to do and a more interesting world than ever before in the game. If you haven't played a VV game before,
The Secret City is a great place to start.
Alex Gordon

($19.95)
by Alawar
| 6.3 |
| COMBINED SCORE |
Michael Scarpelli: 7
Alex
Gordon is competent platformer gaming for novice gamers. The levels
are about as vanilla as they come… but each and every one seems to
introduce some minor new gameplay element, which I really like as a
concept. It means each level has something fresh and it really does a
pretty subtle job of holding the hand of younger gamers.
Beyond that, though, the game is saccharine to kill any older gamer of
the rare insta-diabetes. There are a lot of odd elements that will
throw off the savvy gamer. There are some odd plot points to kick the
game off, an odd main character (he's got legs like Mr. Incredible
and, well… he's a furry… and we all know what that means on these here
inter-tubes), and some interesting character design choices (a panda
in samurai armor? Really? Did anyone do any fact checking on that one?
China and Japan DO represent some pretty distinct cultures, people).
The highlight of the entire game for me was that your save point is a
little sort of hamster looking cheerleader that roots for you as you
run by. Genius. The rest of it… well… that depends. Are you 10 years
old?
Pany Haritatos: 6
Alex
Gordon isn't targeted at my demographic. This is a platformer
obviously designed for the casual audience. The most interesting thing
about it was the option to use mouse controls for the movement. I was
surprised at how well it worked, but ultimately the keyboard provided
far more precision. I'm not a diehard platformer. Indeed, I find most
platformers to be too hard. Alex Gordon sits at the other end of the
spectrum. The game is easy to the point that I was on autopilot – I
was just cruising through the levels without much thought or
engagement. If you've played any platformers before, chances are you
won't find much here worth your time. If this is the first platformer
you've ever played, ever, then maybe it is a nice gentle introduction
of the genre. As a whole, the game is put together quite nicely,
though some of the music and sound effects felt out of place. I
wouldn't recommend Alex Gordon to anyone but the most casual game
player who wants to try a traditionally "hardcore" genre tailored to
their needs.
Coby Utter: 7
For
the most part, Alex Gordon is a very standard platformer. Alex can
run, jump, and swim to avoid his enemies and the myriad environmental
obstacles. Visually, the game is very lush, with nice effects and
parallax. The characters are crisp, and their animations are typically
very smooth. The controls could be tighter, which can be frustrating
in areas where precise jumps are needed to avoid enemies and land
safely. And by controls, I am referring to the keyboard controls.
Despite my most valiant efforts, the mouse controls were too unwieldy
for me. For basic movement they seemed fine, but when precise and
timely jumps were required, the mouse was just too awkward.
Unfortunately, Alex Gordon is too much of a standard platformer. It
doesn't push the platforming envelope in the slightest and odd
oversights like the lack of down-jumping make certain things harder
than they should be. Another major flaw with Alex Gordon: it's simply
too easy. It was deep into the third area before I lost my first life.
Overall, the presentation and fun factor buoy what is otherwise a
forgettable game.
Russ Carroll: 5
Alex is a bland little platformer that seems squarely aimed at a younger audience. Despite some
awkward animations to some of Alex's movements, the graphics look pretty alright, with some of the backgrounds
looking really pretty nice.
Unfortunately, there just isn't much to recommend in the game o the
savvy gamer. It does do a
decent job of trying to make each level feel slightly different by giving you a different type of obstacle,
such as barrels, ropes and crevices that is unique, but the easy play and lack
of any moves beyond just stomping on your enemies makes the game get
old quickly. It's a perfect game for you younger brother or
sister, especially if they like to gather coins. Lots and lots of coins.
Supernova 2: Spacewar

($25.00)
by Tycoon Games
| 5.8 |
| COMBINED SCORE |
Michael Scarpelli: 5
It's
difficult to fault a game for being boring because one gamer's boring
is another gamer's lifeblood. For me, Supernova 2 is just straight
boring, which is a shame because I love turned based strategy combat
games.
The problem with Supernova 2 appears to be that's it far too easy. In
the campaign I started, I was given basically infinite time to
accomplish my conquests. This is not to say that the game doesn't cap
my play-time. I'm saying that none of the hostile forces on any of the
hostile worlds that surrounded me ever tried to attack me. I was
allowed to max out my research and build a huge armada of ships and
then just move around the galaxy, cherry-picking the weakest systems
to overrun.
Combat itself is fine, with a nice system of limited rotation for ship
movement and importance placed upon ship placement prior to attack,
but there's not much beyond what you see at the start.
Pany Haritatos: 5
Space
War 2 is a game I wanted to like. Ultimately I had to abandon it
because of some non-obvious interface issues that ultimately took all
the fun out of this game. UI elements were constantly getting in my
way. Scrolling in windowed mode was a bit of an exercise in patience.
The controls suffers from similar issues. It's very easy to
accidentally turn your ship instead of move it, or fire from the wrong
vessel. In a tactical war game, mistakes like this can cascade and
turn an otherwise even match into a slow painful death. All of this
combined to frustrate my efforts to learn what is already an overly
complex game. I wanted to like this game because it looks like there
is a lot of quality work in here, but this is simply a case where more
is actually less. There was simply too much to wrangle and not enough
to really entice me to suffer through the bad controls and interface.
Coby Utter: 6
The
learning curve for Supernova 2: Spacewar is a bit steep. It turns out
there is a whole lot involved in running an intergalactic army and
space battles require a lot of strategy. Resource management and
technology research all add to the strategy as you try to build an
unstoppable fleet. Spacewar manages to be an interesting game once
everything starts to click and your army becomes a well-oiled machine.
The battle system is turn based, and is quite strategic. Not only do
ships have the basic combat stats, but positional attacking and
heading become very important as well. For everything Spacewar does
right, it also seems to take a step back. Battles can be brought to a
crawl due to the slow AI turns. The presentation is very basic, and
the game feels more raw than polished. The sound effects are
particularly poor, and there is little in the way of music. After a
few games and despite the interesting game configurations, Spacewar
began to feel stale. It is easy to see there is depth in the game, but
nothing compelled me to delve deeper.
Russ Carroll: 7
I was a huge fan of Master of Orion 2. Huge. Still that game had some serious flaws that I wish had been
better, such as battles that became less and less interesting as your fleet of ships became bigger and bigger
(the length of the battles also became far too long!). Why do I mention that? Well Spacewar feels
akin to MOO2, just very stripped down. That helps and hurts the game, making it easier to stay on top of what
you are doing, but to some degree that is simply because there is less to do. Fleets get way too large,
battles take way too long, and the propensity to move a ship when you are trying to turn it (or the other way around) take away from the gritty sense of
tactical combat. [editor's note: the developer just let us know an updated version of the game with real-time play instead of the turn-based battles found in the version we tested and custom ships, it isn't out yet, but it seems to address many of the issues mentioned here]. I really liked the game in a lot of ways, but if I were looking to play this type of game I'd just fire up MOO2 again.
Xeno Sola: Tile Placement Game

($14.95)
by xenoclone
| 4.3 |
| COMBINED SCORE |
Michael Scarpelli: 5
Xeno
Sola is essentially a straight rip of Carcassone which is a board game
that itself has a video game version that you can play on Xbox Live
Arcade. The XBLA version is actually super fun. Xeno Sola, in
comparison, is a bit anemic.
Basically, it's a tile placement game. You pick up a tile and try to
fit it on the board. The tiles make it seem as if you're building a
space station, you can place tiles that consist of spaces for a
landing platform, power line or power node. You can only place tiles
that have edges that match with the edges of another piece (platform
to platform, power line to power line, etc.). You can also place
"bets" of points on portions of the tile pieces you play, and if you
complete structures with groups of tiles, you can then use that bet to
multiply your point total.
Anyway, long story short, the game itself is solid, but is devoid of
any and all features. You can play against the CPU or… that's it. No
difficulty level, no multiplayer (local or over the net). The game is
cheap, sure, but it's still not bringing tons to the table.
Pany Haritatos: 4
I'm
a fan of Carcasonne. I've probably spent as much time playing it on
the Xbox 360 as I have just about any other next generation game. Xeno
Sola, the "Tile Placement Game" is basically just a version of Carcasonne I could not willingly endure. From the badly designed
interface, to the effectively non-existent help, it refused to let me
love it. The game has some fun anime graphics, but the tiles
themselves, the core of the game, are drab and uninteresting. The
gameplay is never really explained. If this is targeted at Carcasonne
players, then they managed to confuse even a veteran player. I can't
imagine someone trying to figure out how to play this game if they've
never touched the original game before. Xeno Sola is a pass.
Coby Utter: 3
Xeno
Sola has two things going for it: the anime-style character art and
the funky space music. Unfortunately, beyond that I don't have much
positive to say. The first thing I do every time I play a new game is
go through the tutorial. In Xeno Sola, that tutorial consists of one
non-interactive screen. After reading the few things written there, I
had no clue what I was supposed to do. Sometimes a game is so
intuitive, that a shallow tutorial is all that is needed. Xeno Sola is
not one of those games.
I attempted to play this game several times, but I never fully
understood what exactly was going on. That is a bad sign. I wanted to
give the benefit of the doubt to the developers however, so I had a
friend come over so we could play against each other (which is a nice
feature admittedly). Unfortunately, they were unable to make much
sense of the game either. Perhaps it is unfair for me to assign the
game a score since the concept is literally beyond me, but that fact
alone is a huge warning flag. Other than the mysterious gameplay, the
game lacks any animation, has weak visuals other than the character
art, and in general, fails to feel like a complete, standalone game.
Russ Carroll: 5
I'm not sure Xeno Sola is a finished game. The game really lacks polish and long-term goals, at best you can
replay the same challenge over and over again against the computer or friends, which I suppose doesn't make it
any worse than Chess in that respect, but Chess is just a wee bit better ;).
In Xeno Sola you place cards on the
board to complete a space station. Closing off power conduits and finishing areas can score you points, but
only if you bet on those areas being completed. You have 3 betting chips worth 1, 3, and 5, which is really
the multiplier you will get if the area you bet on is completed. The larger the area is before it is
completed, the more points you will get for the area. Only one person can bet on any one area. It's
unfortunate there isn't a tutorial, because by the time you figure out the game
[editor's note: apparently Russ hasn't played
Carcasonne before...] you are surely too frustrated
to care anymore. However, it is kind of intriguing once you get the hang of it, despite repetitive music and
unexciting play.
|
Ben There, Dan That! Crumb Gemstars Io |
Make Bouncy Bouncy PreVa Shelled! Online |
Summer Session Time of War Vega |
The
Illustrious Panel:
Michael
Scarpelli
Michael Scarpelli has been a writer for both GameTunnel and Inside
Mac Games (equal love to Mac and PC, indie and AAA) for a couple
of years now. On top of that, he has also been behind the writing on
Gamedozer.com and some of the
game that have come out of that fine web establishment. Michael is
also looking to the release of
Academagia, the first offering from his fledgling company, Black
Chicken Studios.
Pany
Haritatos
Panayoti Haritatos spends too much of his life thinking about games.
He enjoys game development, particularly Flash games, and recently
started gamepoetry.com as a
blog focused on that topic. You can find out more about his Flash
development company at
urbansquall.com.
Coby
Utter
Between professional DS development and indie PC development, Coby is
constantly on the lookout for great games of all shapes and sizes. He
is also interested in open source tools to further the indie
community, and from time to time pretends to care about politics. His
mantra is "Fun Games are Law".
Russ Carroll - Game Tunnel
Game Tunnel's Editor-In-Chief, Russell founded GT in 2002 as the
first website dedicated to reviews of Independent
Video Games, and he's been actively reviewing Indie games ever since. In addition to running Game Tunnel he currently
works as a Game Producer for Reflexive Entertainment.
|
Scoring Scale: |
||||||||||
|
| Game of the Month | ||
![]() |
Dangerous
High School Girls in Trouble -and- Obulis |
![]() |
| Award Winners This Month: | ||
![]() Average score of 9+ |
![]() Average score of 8+ |
![]() Average score of 7+ |
| None |
Dangerous High School Girls in Trouble Obulis |
Stardrone Puzzle Hero Warbands - Rise of Baron Muntu |
By: The Illustrious Panel
Posted: Monday July 21, 2008











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