Thursday, August 15, 2019

TERRORHYTHM (NS)

Terrorhythm. I can say it is definitely a terror to play, and it's definitely got rhythm. I think what it all boils down to though is an awkward control scheme, poorly explained mechanics, and the loss of story in translation. Believe it or not, but Terrorhtyhm does have a backstory. A backstory about a music led rebellion via a protagonist who is fighting music censorship through what equates to dance combat. As said protagonist in a stationary position you must apply the beat to the music while fighting off foes through four different actions including right and left directional attacks, intermittent shield dropping beat pulses, and a range extension. By constantly pressing buttons to the beat you setup combo opportunities, and gain score standing through a feat inclusive end tally. Things like enemies killed, beats correctly hit, beats dropped, life left, combos, and a few other things included. The game features several stages with unique trance or electro-synth music tracks, and four different difficulty settings including relaxed, normal, hard, and terror. The music is actually catchy, but the gameplay not so much. All in all it's a score based leaderboard affair, but one that ultimately complicates itself through a control scheme that isn't really viable in handheld mode, nor doable in docked mode due to a confusing UI.

Tuesday, August 13, 2019

Vasara Collection | A Classic Shmup Revival With A New Mode Of Play

For the first time on console. You don't often see such a claim when it comes to video games. Even when it's shmups from Asia. That being said QUBytes did indeed bring to us the "Vasara Collection" in all it's wonderful glory for the first time on consoles, and modern consoles at that. Included in the collection are the two older game ports titled, "Vasara" and "Vasara 2" from the respective series developed by Visco as well as "Vasara Timeless" which seems to be a more modern version of those older releases with it's own unique mechanics for an up to four player local co-op session. All in all it's a three for the price of one kind of deal which may or may not be worth it to you depending on what kind of game genres you like ...

Most of you reading this are probably wondering what theme this particular shoot 'em up series contains at this point, and if you guessed samurai you'd be close. The two main games take some of the real life feudal Japanese history/lore, and put a sort of fantasy anime twist on it all. As one of a handful of various fully named male, and female protagonists sporting different period attire according to profession (Ninja, Samurai, Rogue, Shogun, Monk), and piloting a variety of different mechanized ships you go into battle against the forces involved in the fall of Osaka Castle of 1600 as well as against Oda Nobunga, and his army of loyal generals. At your disposal on your journey to rid the world of the nefarious opposition is a blocking melee attack, and rapid fire shot of varying types according to ship/character as well as the usual bullet hell clearing bombs. Utilizing your tools of destruction you must clear out enemies large, and small in order to face off against the main enemies that lie in wait within the six stage playthrough. Whether it be soldiers, sub-boss generals, or boss type generals piloting enemy craft. With each defeated enemy leaving in their wake a banner that adds to an end score tally along with other tallied loot found hidden away you could find yourself on at the top of the games' global leaderboards, and in the footnotes of feudal fantasy history if you can prove yourself worthy enough to capitalize on such point earned fame and fortune.

Saturday, August 10, 2019

"The Gamer's Brain": How Neuroscience, and UX Can Impact Video Game Design by Celia Hodent

As a gamer we are mostly aware now of the mental gymnastics taking place within the corporate side of the gaming industry due to informative journalistic leaks regarding questionable moneymaking efforts. We are aware of the mental manipulation that takes place, and the UX (user experience) tactics that experts utilize to create lucrative business endeavors. As we are aware so too are the game developers, and publishers. Developers, and publisher who hire UX experts like Celia Hodent (Epic Games/Fortnite, Ubisoft ...) to be a panel adviser. While this particular book, "The Gamer's Brain", isn't directed at us as gamers in that regard I feel it can still serve a dual purpose for both gamers, and game creators alike if they care to learn a little more about the industry they partake of. The book is very telling in it's detailed breakdown of how the gamer brain works on a neurological/psychological level, and how to best work that knowledge into game design for profit sake, and business sustainability. Using college level explanations, and various graphic references to backup information such as data pertaining to neuroscience, and UX understanding Celia Hodent unveils the inner workings of the user experience through her own personal industry experience. Broken up into two parts that each span seven chapters Celia eases the reader into things like perception, attention, cognitive bias, and eventually methodology as well as application in the processes of the creation of successful video games. It's more or less a comprehensive guide for a better business perspective.

Friday, August 2, 2019

Ninja, Twitch, and Manufactured Idols

I'm going to do it. I'm going to go there. I'm going to tell you some harsh truths that will undermine eSports, eSports legends, and the industry that promotes said things. First, and foremost Ninja is a manufactured idol. His popularity was created, or rather manufactured by the eSports business PR to sell product. That product was, and is still Fortnite. He was a tool just like all the other tools in business. Bought out, and sold out to the idea of hype peddling. Tell me, if you can, what makes Ninja any better than other streamers? Is it his cool blue hair? His personality? His skills? Nope, nope, and HELL NO! What it is, is his connections. Like so many spotlighted gaming heroes Ninja makes bank on association. His fandom flocks to him like idol worshipers to be associated themselves. It's the cool crowd syndrome. Kind of like in school where following the cool kid around earned you cool points in a sort of social hierarchy. For Ninja his coolness is earned in a similar way. By being associated with big name industry bigwigs, and sponsors his cool factor is elevated. Only for that reason.