Showing posts with label Demos. Show all posts
Showing posts with label Demos. Show all posts

Wednesday, February 02, 2011

I play demos: Bulletstorm

Above: Kids, tell your parents: "Buy me Bulletstorm, or go to hell!"

Next I downloaded the Bulletstorm demo. Count me among those who are pre-emptively embarrassed about this game. I’m already plenty embarrassed at the way its marketing team has been leading the games press around on a leash for the past several months. All this isn’t to say that I don’t enjoy a prurient good time as much as the next guy.

What I don’t understand about the Bulletstorm hype is the notion that killing people stylishly is a new concept. Devil May Cry and Ninja Gaiden have built empires on it. Bayonetta was one of last year’s best games, and that was the whole idea. Bulletstorm shares even more in common with MadWorld and The Club, both games from the past couple of years that I had mixed feelings about, but which employed basically the same formula: it’s not enough to kill people, you have to flaunt it.

The problem that both of those games had was that they got repetitive fast. MadWorld had, in the end, only a few different types of kills. Most were impalations. The Club seemed to want you to do a forward roll every time you killed anyone. In either case, the stylistic requirement seemed at odds with survival. Usually, as a player you refine your technique to find the most efficient way past your obstacles. These games, Bulletstorm included, ask you do to the opposite. They want you to find more and more elaborate methods to dispatch your enemies, while still finishing the level as quickly as possible. It’s a balancing act. If done well, you could see how it might soar.

I’m not sure if Bulletstorm soars. It looks great, and it controls well, and at this point I’m willing to roll with the humor. But after a couple of playthroughs I’m already repeating myself. You have a few different abilities in this game. Besides your guns (three available in the demo, each with an alt-fire mode), you have a kick move, and a leash, which I imagine is supposed to be the money shot. With the leash, you can grab enemies and pull them toward you, or hold the button down to launch them into the air.

Pretty neat idea, and it works – but how much you can actually do with it, I’m not so sure. I kept finding myself pulling people in with the leash, kicking them, and then shooting them. Not because it was the most stylish move, but because it was the most effective way to get them to stop shooting back. Obviously I was not pulling off the balancing act.

There are plenty of environmental options, too, which all seem telegraphed. Some are clearly setpieces, such as when you throw a switch that drops a huge rail car down the tracks, crushing several foes.* Others are smaller but similarly designer-directed. One of the first things you see in the demo is a highlighted piece of the ceiling with a prompt to use your leash. You do, and it dumps a bunch of debris on a guy. That’s cool and all, but I didn’t feel like a badass as much as I felt like a rat that was pressing a button to receive a food pellet.

I could believe that the Bulletstorm demo is playing its cards close to its chest. Crazy weapons and varied environments could help it to pull off the combination of zaniness and mayhem that it’s going for, and I’m always a sucker for the kinds of massive boss battles that play in the video at the demo’s beginning. But I’m worried. Getting extra points for shooting a guy in the ass is fun the first time. The tenth time? Not so much. I think I’ve already reached my quota.

*Note, I have no idea if it actually was a rail car, and it doesn't matter, because it was really just some huge thing for crushin’.

Tuesday, February 01, 2011

I play demos: Dead Space 2

Above: You've come a long way, demon space baby.

January was a dead month, even by January standards. I haven’t filed a review since publishing Lost in Shadow on Joystiq at the beginning of the month, and even though right now I’m playing LittleBigPlanet 2 for a review, spoiler alert, I find it hard to play that game for more than an hour without getting frustrated and wanting to move on to something else.

For the most part, I haven’t minded having these few weeks off from playing. A hiatus can refocus the mind. But after awhile, those old familiar urges creep back, and I find myself wanting to play something -- anything.

I’ve laid out my philosophically confused position on demos before. It’s not something I feel strongly about, but I try to avoid them when I can. They’re advertisements, not really games, and if I know I’ll end up reviewing something then I like to go in cold if I can help it. On the other hand, theoretically everything you’d see in a demo will be in the final game, and, if done well, a demo can be a worthy standalone product, like a good movie trailer. So given my lack of conviction on the issue, and my fiending for something new to play, I downloaded a couple of new demos: Dead Space 2 and Bulletstorm.

Dead Space 2 is a game I was looking forward to, but when circumstances kept me from being able to review it, I filed it under the “wait until it’s cheaper” category, which is never a bad idea for any game. Maybe I should be more excited. I liked Dead Space when I played it, and found that my opinion of it improved with time, even though I never revisited it. Then, I loved Dead Space: Extraction, the prequel that came out for the Wii (the inclusion of an HD version of Extraction on the PS3 edition of Dead Space 2 is reason enough to pick it up). I should have been a prime customer.

There’s something to be said for a game with such a polished presentation. People these days are so enamored of low-fi indie games that it’s almost become gauche to appreciate a game with good graphics and responsive controls. Which is not to say that Dead Space 2 avoids all of the problems of today’s AAA shooters – one look at the control scheme almost gave me heart palpitations. Then again, I am old, and eat a diet high in fat, so maybe it was something else.

The demo does not begin with a bang. Isaac walks through four identical rooms before anything happens, and when something does happen, it’s the same attack of the Necromorphs that was replayed endlessly in the first game. They jump out of cryogenic chambers, and ventilation shafts, and who knows where else. All I can say for sure is that there always seemed to be one behind me. This was enough to convince me that Dead Space 2 may not be likely to change its ways, and that it is satisfied enough that withering, high-tension action scenes are sufficient to be called horror.

Next, you encounter an environmental puzzle in which you use telekinesis to pull clearly marked clamps down from the ceiling. Hardly a brain buster, this felt a little rote and obligatory. I could almost hear someone in charge saying, “Y’know, we just had a big action scene, so we should probably put a puzzle here.” That’s not meant to be a damning criticism, just an observation. And it was followed by a zero-gravity sequence that I found heartening – Isaac is fully controllable in these scenes this time around. I didn’t think the zero-g scenes in the first game lived up to their potential, so I’m encouraged that they may do so this time.

Then, I walked into a church and was attacked by a bunch of screeching alien baby people. Not what I expected. I think that’s the first time I’ve been able to say that about a Dead Space game. This part of the Dead Space 2 demo accomplished a couple of the things that the first game never did. For one thing, it was an interesting environment. I liked the Ishimura as a functional space vessel, but I was never as enamored of it as some people were. It’s nice to see that the sequel branches out a little. As for the screeching space babies, they’d probably get old if the game relies on them too much, but they made for a nice change of pace.

So, good job, Dead Space 2 demo: You have kept my interest. But I’ll still probably wait for a sale.

Next: Bulletstorm!

Wednesday, August 05, 2009

How PopCap blew a sale of Bookworm Adventures 2

Above: The scene of the crime, in grisly detail.

Bookworm Adventures 2 sounded right up my alley. You spell words in order to attack monsters. That's what my dreams are like every night. How could this game fail?

I decided to give the demo a spin. PopCap promised 60 minutes of gameplay, which, coincidentally, is exactly the same model that hooked me on Fairway Solitaire about a year and a half ago. I started playing, and Bookworm Adventures seemed to be delivering. With each lovingly crafted word, my little worm transformed into hammers, wrecking balls, and other instruments of death, as he lay waste to one folkloric foe after another. Even better, the killing blow sometimes came in the form of hilariously inappropriate words, like "taint." Truly, this was a game for me.

Suddenly, and without warning, I was kicked out to the desktop. I'd been enjoying myself, but I didn't think I'd gone the full hour yet. By my estimation, looking at my computer's clock, it was more like 32 minutes. Even according to the game's own count, I was correct. It's right there in the screen capture atop this post: "Trial Version -- 28 minutes Left."

Somehow, right beneath that, it also says "Game trial expired!" That's just not true. I can't imagine why it would give me contradictory information, for one thing, or why it would flat-out lie about the length of time I'd spent with the demo. All I know is that I've tried to launch it again, and it tells me I've got to pay to play.

Bookworm Adventures 2 is only $19.95. This is not a lot to spend in order to bash in the Big Bad Wolf's brains with my taint hammer. I'd estimate that, had the demo run the full 60 minutes, the odds of my purchasing the full game were running around 90%. But because PopCap couldn't even deliver the demo they'd promised, I lost faith in a full-length game justifying any purchase price. The whole thing left a bad taste in my mouth.

So that's why I'm not buying Bookworm Adventures 2, and why PopCap is out my twenty bucks. I'm sure they will be crying themselves to sleep about this, on top of a pile of money.

Thursday, August 21, 2008

This is not how to get me to buy your game

Above: By looking at this logo, you've pretty much had the entire experience of playing the demo.

Drunk on the possibilities of the summer of downloadable games, last night I downloaded the demo for Bionic Commando Rearmed. I'm not sure if I ever played the original Bionic Commando, and if I did it was probably on an emulator. Suffice it to say that this franchise is not one that holds a special place in my heart. The demo was going to have to convince me, on its own, whether Rearmed was worth a purchase.

It did not do so.

The demo does a few things well. The tutorial is right there to teach you the basics of the grappling arm. And I really enjoyed holding a conversation with another character through a system that resembled Metal Gear Solid's codec, in which he made fun of me for playing the demo instead of the full game. That's a nice touch.

Problem is, there were maybe five minutes of playing time in the demo. You clear about two screens' worth of enemies before encountering a boss, who tells you he won't fight you unless you buy the game. This time, it was less funny. I hadn't had nearly enough time to get comfortable with the grappling arm, let alone begin to explore its possibilities. Then I can't even get thrown the bone of a boss fight? Weak. I can't even imagine why this thing was 347 megabytes.

Compare this to the PixelJunk Eden demo. It contained the entire first garden, which by my estimate took a solid hour to hour-and-a-half to complete. That was plenty of time to be introduced to the game. I was able to get a full idea of its mechanics, and be seduced by its strange rhythms. I learned the elation of collecting spectra, and the crushing disappointment of missing a jump and plummeting to the garden floor.

More important, Eden allowed me to accomplish something. It set up the goal of clearing the first garden, and then let me do so. Only after I'd associated the warm feeling of victory with the game did it dangle the prospect of even more accomplishments as an incentive to purchase the whole game. A cliffhanger in a demo can be tantalizing, but if it's too abrupt -- if it's unearned -- then the demo fails in its mission to entice me to play more. Guess which of the two games I'm considering plunking down the dollars for?

Even when a demo works, as PixelJunk Eden's does, it's hard not to long for the heyday of shareware. When you downloaded the free version of Wolfenstein or Doom, you got an entire game. I must have played through "Knee-Deep in the Dead" dozens of times. It gave you several levels, numerous enemies, networked play, and all the weapons save the BFG. And it was free!

Did I ever buy the other two episodes? Of course not. Maybe that's why you don't see shareware these days.