Posts Tagged ‘reviews’

Alice in Wonderland 2010 – Quick Review

Saturday, March 13th, 2010

Alice in Wonderland 2010 Poster (Cheshire Cat, Queen, TweedlesBottom Line: Disney’s new Alice in Wonderland was a decent movie, but nothing to write home about. It didn’t feel like Wonderland, despite excellent character realization and beautiful visuals.

Midway through the movie, I realized that I wasn’t going to get what I wanted out of Alice. I didn’t think about it much going in, but eventually I realized that the thing I had been most looking forward to in a 3D rendition of Alice in Wonderland was disorientation. I wanted to feel like I really fell down the rabbit hole in the figurative sense, but instead it was just another adventure movie (albeit casted by some wonderfully weird characters). The story was predictable, and Wonderland should never have anything to do with that word.

Don’t get me wrong, the movie did have a few things going for it:

  • Beautiful visuals – the Red Queen’s castle was really something, and their realization of the look of the Wonderland characters was excellent.
  • Most of the characters themselves were fantastic. I absolutely adored the March Hare. Also of note, the Cheshire Cat was impeccably cat-like, the Tweedles were the perfect blend of endearing and odd, and Depp did a surprisingly excellent job with the Hatter.

Alice in Wonderland 2010 March Hare

I really wish they had just stuck with the original story, and I’m not even a huge Alice in Wonderland fan. They just didn’t capture me with the plot they chose – it was the only bland thing about the movie. Had they taken those characters and put them in a really good, really Wonderlandy story, the movie would have been something special.

Alice in Wonderland 2010 Beautiful Scene with Flowers and Gate

Star Trek Online Overview – Part 2

Friday, February 5th, 2010

In Part 1 I covered leveling, ground weapons, and ambiance of Star Trek Online. Today I continue the overview with space combat.

Space Scene in Star Trek Online

Space combat is entirely different from fighter-style run-and-gun gameplay that I’m used to in space games. The ships are slow turning, massive things that rely on shields and heavy guns to get the job done. Aptly placed skill points improve meneuverablity considerably, but only to a point. You are always piloting a floating city, not a sports car – and for STO, this is a good thing.

Upgrading a ship comes in four primary forms: 1) Weapons, devices, and tactical consoles, 2) bridge officer skills and abilities, 3) your own skills and abilities, and 4) trading in the ship itself for another class as you increase in rank and gain access to better ships. I’ll discuss each of these below.

Space weapons consist of phasers, disruptors, and photon torpedoes, and can be placed in one of the front or rear weapon slots. The starting ship (everyone gets the same ship until reaching Lt. Commander) has 2 weapon slots in the front and one in the rear; more advanced ships get more weapon slots. Each weapon you equip has a firing arc. Right now my ship is equipped with a phaser bank with an arc of 250 degrees on the back, a disruptor with 250 degrees on the front, and a torpedo launcher with a narrower 90 degree arc. This means that when I angle myself broadside to the enemy, I can fire with both phasers and disruptors. I turn to face the enemy head on to fire off a torpedo. Devices are usually the equivalent of potions in WoW or inspirations in City of Heroes – one-off boosts to shields, weapon power, speed, etc. Consoles, one each for the positions of science, tactical, and engineering, usually provide boosts to a particular ship stat.

Bridge officers are acquired through mission rewards or by requisitioning them for credits at a starbase. You can get one of each class to man the stations on your bridge, each one bringing a single ability (in early levels, anyway) to space combat. You can have more than one of each class assigned to your ship, but you can only assign one of each to the bridge at any given time, one for each station, and will only have access to the chosen officers’ abilities during battle. Like ground abilities, space abilities for both yourself and your officers can be improved through skill point assignments. Note that ground and space abilities draw from the same skill point pool, so you must be careful to allocate skills to both types when you skill up. Space skills can improve virtually any of your ships’ stats, from overall power levels to maneuverability.

When you increase in rank from one grade to the next, such as moving from Lieutenant to Lieutenant Commander, you gain access to new, better ships. You can choose to pilot a cruiser, an escort, or a science vessel and can then begin investing points in a skill tree of the same name. According to Cryptic, cruisers are the slow, beefy, “tank” ships, escorts are the zippy damage dealers with lots of guns but few shields, and science vessels are somewhere in between with a focus on auxiliary systems such as deflectors, tractor beams, and sensors to find and incapacitate the enemy.

It took some time to get used to the control scheme of space flight, but with some practice I was finally able to get the hang of it. Controlling the ship and the camera independently is a must, since the weapons are able to fire from all angles of the ship, and the ship itself doesn’t turn fast enough to keep up with the action if you are relying on “straight ahead” viewpoint. Early space combat usually deals with two or three enemy ships against one, lending itself to some truly epic space battles. Despite these odds, I’m not often killed in space. However, I should mention that defeat is almost as much fun as survival, as your ship explodes in a dramatic, screen-shaking two-part explosion. There is a short respawn timer but otherwise no penalty that I have noticed.

Defeat in Star Trek Online Star Trek Online Defeat

During battles, ships are surrounded by shield indicators which give an instant visual cue as to where their shields are weakest. It looks distracting in the screenshots, but during battle the prominent visual display is really very helpful. Phasers and disruptors are best for taking out an enemy’s shields, while torpedoes are best against the hull, so it is important to see when an opening is present before the enemy can repair or redistribute shields.

Shield Display in Star Trek Online

After defeating an enemy, they sometimes drop loot in the form of glowing icons. Flying near one enables you to collect what is usually a common ship device but is occasionally a new bridge console or weapons array. Out of combat space loot appears in the form of “anomalous readings” which you can scan and collect certain combinations of to exchange for items in STO’s equivalent of crafting. When teamed, although combat loot is assigned to specific team members, out of combat loot is not (on the ground or in space), so it’s collected on a first-come-first-served basis.

That concludes the STO space overview. Next time I’ll give an overview of the character and ship editors.

Star Trek Online Overview – Part 1

Monday, February 1st, 2010

If I were to say this is the best MMO I’ve ever played, I’d be lying. It’s not perfect. It has bugs, more than I think an MMO should out of the gate, but not more than is strictly acceptable for the genera. It has UI issues that annoy me, and the default camera settings suck. There is a rather excessive number of currency types. The AI and many of the animations are ripped straight out of Cryptic’s other major release, City of Heroes / Villains. These are all frustrating, irritating, and rather disappointing points about Star Trek Online. That being said, I’m still instantly hooked.

The best part about STO is the universe in which it’s built. Cryptic did a wonderful job of recreating the Star Trek world, from interface sound effects to Lenard Nimoy’s voice-overs while you explore the galaxy. They put all the right sound bytes in all the right places, making any Trek fan, especially those of the Next Generation series and beyond, feel at home. The races are also done well, keeping to their particular species’ quirks. References abound to previous series in the form of descendants of well-known characters. Sulu’s grandson is one of the first characters you meet, and I totally geeked out when I met Tom and Bellana’s son and saw a portion of his story.

Start Trek Online Space Flight

That’s all well and good, but a game’s strength has to be in how it plays or the story isn’t worth playing for. STO has two settings which intermingle constantly throughout each mission: space combat / exploration and away teams sent to the surface. Every mission I’ve played thus far has both components, often multiple times before the mission is completed. For instance, you might warp into a system to find the planet of interest guarded by Klingons, so you must defeat them before you can beam down. In another scenario, you might need to defeat a ship so that you can board it. The constant switch between ship and space was disorienting at first, but has quickly become second nature and is an integral part of what makes this game fun. I don’t find either type of combat inferior to the other, although I’m a bit impatient to rank up and receive more abilities which will make ground combat more interesting.

STO has a ranking system integrated with the leveling process. Each rank (ensign, lieutenant, leiut. commander, etc) has grades. You must be Lieutenant grade 11 before you can rank up to Lieutenant Commander. At first this confused me, but it became clear that “grades” are just levels, and the count doesn’t restart at each rank – so you can think of leveling exactly the same in STO as in any other MMO. The levels come as you allocate skill points earned through fighting and missions (comparable to xp), bettering your abilities. The ranks come when you are high enough level, and give you new abilities in which to spend points. This means you don’t unlock a ton of new “powers” as you level, only a few as you increase in rank. You do, however, get different weapon settings depending on what weapons you equip. You also get the abilities of your NPC officers as you recruit them, and you get “kits” to equip which give you one (ground) ability each when equipped. So although the acquisition of innate abilities is slow, you are able to switch out weapons, officers, and kits that augment this.

Each ground weapon has a standard fast-recharge, damage-dealing setting and a longer-recharge special setting. The special setting is either designed to Expose the enemy or to Exploit an already Exposed enemy. Successful ground combat consists of a good balance of both. Fortunately, each player is able to carry two weapons (their NPC officers only get one), so you can carry both an Expose and an Exploit weapon if you choose.

There is a lot more to ground combat that I won’t go into in much detail here, partly because I don’t have time and partly because I’m only level 6 and there is a lot I haven’t experienced in depth yet. Each character gets racial bonuses at creation which often factor in to ground and space combat both. Each class (scientist, engineer, or tactical officer) gets a different skill tree to enhance and different types of abilities, both of which add interest and tactics to ground combat.

I will end here so that I can get some sleep before work tomorrow. Look for an overview of space combat, character creation, and anything else that needs reviewing later this week.

Top 3 Reasons I Choose WordPress Over Blogger

Sunday, December 20th, 2009

I just moved from Blogger to WordPress, and I’m loving it. Although I am only just beginning to explore what the software can do, I’ve already seen a few decided advantages over Blogger:

1) Extremely Customizable

If you know what you are doing and have your own FTP server, you can rip into the guts of your blog like a hungry zombie. Since WordPress allows you to download the entire open source framework and host it yourself on your server of choice, there are almost no limitations to what you can do with it.

On the other hand, if you don’t feel like going all “undead coder,” you can choose from hundreds of themes and plugins that never require you to open a css or php file, but still give you plenty of tools to make your blog your own. (Note that most of these options require that you have hosting; wordpress.com charges for all the extras – wordpress.org gives them away for free.)

The best part is, there is a large knowledge base and forum community to help figure out the many layers of WP.

2) Smooth Back-End Interface

Blogger’s dashboard felt outdated and clunky, but I just assumed that was par for the course. WordPress has shown me differently, however, with a clean, smooth interface that is arranged intuitively (for the most part).

You can see from the images below, it’s clear that WordPress has had some TLC that Blogger lacks. For one thing, WP utilizes the entire space; Blogger looks like it was built for a monitor resolution better suited to the ’90s.

WordPress Dashboard

The entire interface is just better designed, with better use of space, better organization of information, and smoother coding.

3) Categories for Your Categories

I blog about a variety of very different things, but none of them with enough volume to merit a variety of blogs. In Blogger, I organized them by a carefully chosen set of tags, but it always felt forced. WordPress addresses that need by allowing posts to be sorted by category, as well. The categories themselves nest, allowing for much finer control of the overall organization of a blog.

Not only posts can be categorized; I discovered today that feeds on my blogroll can also be organized in this way, and I can choose to show or omit each category. I follow a number of friends from Second Life, but I also follow a couple of gamer news sites, a friend’s blog, and a couple of design inspiration blogs. Now anyone who visits can quickly see which, if any, will interest them, and ignore the rest.

Closing Thoughts

To be honest, I’m disappointed in Google. Nearly everything they touch has magic (or maybe something more addictive – like crack) all over it, but Blogger is light-years behind WordPress. Perhaps the developers there have just thrown in the towel, conceding victory to WP. Either way, I’m never looking back. Between better core software and substantially more add-ons, WordPress is a pleasure to use and does exactly what I need it to.

iLife App Reviews – Part II, Games!

Sunday, July 12th, 2009

Okay, this will be a bit longer than my previous app review post about design and development apps, because, well, there are a lot more games. I’m sure I’ll miss some good ones, so feel free to leave a comment if you know of any I should check out. Whether the iPhone / iPod Touch is a viable gaming platform is still arguable, but the apps below have me leaning towards yes.

Games!

Dragon Panic, by Clickgamer Technologies Ltd – Okay, so this one only really gets 3 stars (which is why it’s first), but as it has dragons in it, it was the first game I bought for my iPod Touch and I’ve gotta give it mention. The dragon is stuck in a little room in which items of varying deadliness fall from the ceiling. He is controlled by tilt and breathes fire at a tap to destroy said items, which grants him points and prevents them from destroying the floor he’s standing on over lava. Its only use is as a time killer, and there are probably better ones out there, but I’m keeping it on my iPod until someone puts out a better dragon game (hint hint). :P ($.99)

iShift, by Armor Games Inc – Taking its cue from Portal, Shift places the player in the role of a test subject who must pass through various rooms of danger and frustration in order to survive. “Shifting” switches the orientation of the black and white landscape, turning the floor into the ceiling and back again. The game can actually be played online here, but I find it is perfectly suited to the i* Touch platform. Arrows left and right turn into jump buttons when the opposite one is pressed, and a “shift” button is at the top of the screen on either side for easy thumb access. Alternately, you can choose to shift by tilting the device, but I prefer the buttons. I give this puzzler four stars for fun and implementation; although it can be played for free online, but I’d rather take it with me to fiddle with in line at the grocery store than have it eat my time at the PC. ($.99)


Sway, by Illusion Labs AB
– Unlike the last two games which were, in order, “meh” and “good” games, I rate Sway as absolutely outstanding. You play as a sort of a cross between a sock monkey and a Lego man. As the story goes, “Wiz made a no-no” and blew up the worlds, so they are now made up of little broken bits of floating islands. You traverse them by swinging (“swaying”) along from hand to hand, gripping by pressing down on the screen and swaying back and forth by touch. It takes some getting used to, but once I got the hang of it (har har har), it became an instant favorite of mine. The background music is upbeat and fun, and a recent update allows you to play tunes from your library as well. I have yet to beat all 25 levels or unlock all 10 characters, and I’ll be a bit sad when I do. Fortunately, each level has a bronze, silver, and gold score to reach, so I’ll have an excuse to replay them. ($4.99, but worth it. Try it for free here)

Icon at Release

Castle of Magic, by Gameloft – This is another outstanding game and ties with Sway as my favorite i* Touch game to date. The vivid colors and playful style are reminiscent of early Spyro games (though with better graphics), while the gameplay is all Mario and Donkey Kong. A d-pad on the left and action buttons on the right provide all the interface you need, though you can tilt your device to direct gems towards you in certain cases. I don’t know quite what else to say about this one except that if you enjoy side-scrolling adventure games like Super Mario World or Kirby, you should enjoy this. As I said, it’s tied with Sway as favorite i* Touch game. ($4.99, well worth it, try for free here)

The following apps I have gotten trial versions of, but have yet to purchase the full games. I mention them here because the free versions have convinced me to pay them money for more; I just haven’t gotten around to it yet. Revised reviews will be forthcoming after purchase if needbe.

Glyder Free, by Glu – A game in which you glide through a surprisingly three dimensional world, using thermals to ascend and gaining speed by diving, while collecting sparkly things. So far I’d give it three to four stars, rating it “good” rather than great, but at $1.99 for the full version I think it’s appropriately priced.

Galaxy on Fire 3D Light, by FISHLABS – So far I’m very impressed with this Wing Commander style game. You take command of a small ship and play through missions to earn cash which you can then use to buy upgrades and newer, better ships. Having only played the free version through the tutorial and one short mission, I tentatively rate it at five stars for graphics and gameplay. ($4.99 for the full version)

Rolando Lite, by ngmoco, Inc – Okay, so call me cheap, but after seeing a striking 322 five star reviews for the new Rolando 2: Quest for the Golden Orchid (which retails at an equally striking $9.99) I still wanted to try a free version. Sadly, there isn’t one, so I fell back to the original Rolando, which does have a demo ($5.99 for the full version). Although I hesitate to spend even $5.99 for an app, I think I may be sold on Rolando 2 in spite of its outlandish price tag. I can best describe the gameplay as Lemmings meets Mario. Just download the demo and see for yourself. :)

Rolando


Rolando 2


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