[Game: Pixel Piracy, Quadro Delta, 2015]
Swashbuckling Bored:

The Bad Design Choices, Game-breaking Bugs, and Superficial Execution of Quadro Delta’s Pixel Piracy

 

Introduction:

I have previously written, on more than one occasion, about games with simple premises or gimmicky attributes, which succeed due to the high quality of their execution. Today I would like to talk about a game with a great, interesting premise that fails due to the low quality of its actual design and execution. Pixel Piracy, a pirate-based RTS RPG with roguelike elements, is a game that was in an abysmal state at launch, but which has come a long way since then; the problem is that it has come nowhere near far enough, and does not seem likely to ever do so.

One of my biggest problems with the game is that its most grievous flaws are not apparent to the player until after a few hours in-game. In fact, Pixel Piracy is almost enjoyable, if a little repetitive, for almost half of its campaign. At that point, however, the small cracks widen into crevices, into which fall all of your hopes of ever completing the game with a positive opinion of it. I have completed the main campaign, and it was no easy task to do so (although the gameplay is easy as cake, the game’s technical problems and repetitive design made progress difficult). Now let me discourage you from doing the same.

Pixel Piracy screenshot visual effects comparison - Quadro Delta - negative review - criticism

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[Game: Pixel Piracy, Quadro Delta, 2015]
Swashbuckling Bored:

The Bad Design Choices, Game-breaking Bugs, and Superficial Execution of Quadro Delta’s Pixel Piracy

was last modified: March 6th, 2019 by Daniel Podgorski

{Guest Post} [Game: SOUND VOLTEX III GRAVITY WARS, KONAMI, 2014]

Blasting into Arcade Rhythm Games:

My Adventures with Sound Voltex and the Church of Rasis

 

Part 1 – Arcade Rhythm Gaming and Sound Voltex Intro:

SOUND VOLTEX Rasis logo image - SOUND VOLTEX III GRAVITY WARS - SDVX - KONAMI - beginner's guideI find it hard to come to terms with my love of rhythm games from time to time. On one hand, I am drawn to the flashy lights and giant LCD screens with loud music booming from the uniquely shaped machines in the arcade. On the other hand, showing a level of play that is far below those who have been drawing the attentive eyes of the general public hinders my willingness to try something I am not as familiar with. Nonetheless, I can now say with certainty that I can truly enjoy this elusive genre with its seemingly high barrier to entry, thanks to my most recent addiction: Sound Voltex.

Before I continue, I want to give some more background to skeptics of the rhythm game genre that might label me as already part of the target demographic and therefore disregard some of my analysis as not applicable to those that are not familiar with the arcade rhythm gaming scene at all. It is true that before Voltex, I have decent experience with rhythm games in arcades such as Jubeat and Dance Dance Revolution.

However, my first impressions of Sound Voltex were just like anyone else with an aversion to the genre. “This game looks too hard for me,” “There are too many things going on; this is confusing,” “I think I’ll stick to the easy stuff I am used to:” these are the thoughts that raced through my mind while I stood awestruck as one of the spectators of the pros playing before me. Though the main reason I picked up the game was that none of my regular rhythm game fixes existed in the new arcade that opened in my area, a strong grasp of the fundamentals of rhythm games as well as a control scheme that only seems hard on the surface helped to ease me into the intricacies of Voltex, a game that has a lot more depth than what I initially made it out to have.

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{Guest Post} [Game: SOUND VOLTEX III GRAVITY WARS, KONAMI, 2014]

Blasting into Arcade Rhythm Games:

My Adventures with Sound Voltex and the Church of Rasis

was last modified: March 13th, 2019 by Kevin Su

[Game: Volvox, Neotenia, 2015]
A Natural Selection:

On the Strong Core Gameplay and Puzzle Design in Neotenia’s Volvox

 

Volvox, an indie puzzle game developed by the small Italian team Neotenia, was one of the bold (or unfortunate) few to have a release in the weeks directly preceding a Steam Winter sale, which seem every bit as capable of eclipsing new Steam releases as they were prior to the sales’ recent regrettable-but-understandable format changes.

Volvox‘s store page boasts 250 levels in its campaign (and accordingly 60 hours of entertainment), which had me both intrigued and wary. A promise of that much content makes me wonder if the quality keeps up throughout, and whether it strays at times into repetition. As you can probably tell from the title of the article, my concerns were laid to rest; let me tell you how and why.

Volvox screenshot with cutscene sequence - Neotenia - difficult puzzle game Continue reading

[Game: Volvox, Neotenia, 2015]
A Natural Selection:

On the Strong Core Gameplay and Puzzle Design in Neotenia’s Volvox

was last modified: January 14th, 2016 by Daniel Podgorski

[Game: Crypt of the NecroDancer, Brace Yourself Games, 2015]
In the Beginning was the Beat:

How Crypt of the NecroDancer Turns a Potential Gimmick into an Integral Game Mechanic

 

Crypt of the NecroDancer screenshot with Cadence in Zone 3 - rhythm roguelike - Brace Yourself Games

Introduction:

It often happens on this site that I set out to write a simple article and realize after I begin that I just have a lot to say about the subject. It happened when I reviewed Patrick McCabe’s novel Breakfast on Pluto; it happened when I analyzed Steven Spielberg’s movie Close Encounters of the Third Kind; and it happened in your previous Mid-week Mission post, on LUFTRAUSERS. Today I want to rectify my last review’s rambling by actually writing a simple article about a relatively new indie game, Crypt of the NecroDancer by Brace Yourself Games. Let’s see how I do.

Crypt of the NecroDancer is a 2-D top-down rhythm-based roguelike. Right off the bat, if you’re anything like me then you’re wary of a genre mash-up that seems to have most of its justification in being a quirky gimmick rather than being a well-reasoned basis for gameplay. But I’m now almost 25 hours into my experience of NecroDancer, and I’m ready to start singing its praises (preferably as a duet with the game’s vocally gifted merchant NPC).

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[Game: Crypt of the NecroDancer, Brace Yourself Games, 2015]
In the Beginning was the Beat:

How Crypt of the NecroDancer Turns a Potential Gimmick into an Integral Game Mechanic

was last modified: June 28th, 2016 by Daniel Podgorski

[Game: LUFTRAUSERS, Vlambeer, 2014]
99 Arcade Luftballons:

3 Major Pros and 2 Minor Cons of Vlambeer’s Bullet Hell Arcade Dogfighter LUFTRAUSERS

 

Introduction:

I am very sparing in my use of lists on this site, and have only written one list article before now (on 5 writing tips that can be derived from Alexandre Dumas’ The Count of Monte Cristo), but this is not because I necessarily dislike them. They have their place, but they are generally overused.

In the case of LUFTRAUSERS, I have a mixed-yet-positive opinion of the game after the many hours I have spent with it, and would like to use list elements to cordon off the good from the bad. LUFTRAUSERS is a game that offers a great challenge that looks and sounds great, too, and is a stellar title (with only a couple notable exceptions).

LUFTRAUSERS screenshot with normal mode activated - pros and cons - Vlambeer

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[Game: LUFTRAUSERS, Vlambeer, 2014]
99 Arcade Luftballons:

3 Major Pros and 2 Minor Cons of Vlambeer’s Bullet Hell Arcade Dogfighter LUFTRAUSERS

was last modified: June 17th, 2016 by Daniel Podgorski