Showing posts with label PixelJunk Eden. Show all posts
Showing posts with label PixelJunk Eden. Show all posts

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.

Monday, August 18, 2008

PixelJunk Braiden Retro Evolved

Above: PixelJunk Eden really doesn't look too good in screenshots.

We may end up remembering 2008 as the year that downloadable console games finally took hold. They've been helped to this point by a lackluster slate of disc-based games -- the year's two highest-profile releases so far have met expectations, at best, and massively underperformed them, at worst.

No, this year, if you want to play great games, you have to download them. I've nothing left to say on the subject of Geometry Wars 2. In fact, this weekend I made the difficult decision to delete it from my system in order to save both my productivity and emotional wellbeing. They say if you love something, you should set it free.

But that freed me up to try a couple of other downloadable games I've been itching to play. First was the surprisingly robust PixelJunk Eden demo. I kept expecting it to cut me off. Instead, it kept sending me back into the first garden to collect more and more bright shiny objects. Others have expounded at length about this game's curious appeal, which was more than evident in the demo. Given my brief playtime, I don't want to say anything definitive. But it struck me just how unlike major releases this game seemed to be in terms of aesthetics and gameplay, and how stale most of the disc-based games I've played this year have seemed in comparison.

And then there's Braid. What can I say about Braid? Very little, in fact, because I don't want to scoop my own review. I can say this: It's not the best game I've played this year, but without question it's the most original -- dare I say the most important? I don't know. Takes some time to sort out a question like that. In this moment, though, Braid certainly feels important. And it feels alive in a way that Grand Theft Auto IV, Metal Gear Solid IV, and any other bigger, better, and more badass sequel has yet this year.