Weekly Game Music: Kakkoi! (Edge)


Here’s a hip tune: Kakkoi! It’s from an award-winning indie iPhone game, Edge. Despite its Japanese title and style, though, the track is composed by a French composer, Romain Gauthier.

Edge is a simple game that involves rolling a cube through an obstacle course, and into the goal. Initially created for the iPhone, you drag the touch screen to guide the cube. There’s a few catch in this game, however. True to the title, the cube can roll and hang on edges, allowing it to climb up one-step staircases, and clinging on moving platforms. Additionally, power-ups are scattered throughout the course to speed up the cube, and increase your score.

Despite it’s fun and simple gameplay, Edge has a dark history. Edge came out as one of the many games produced during the advent of the iPhone, and was widely considered as one of the first “serious” game for the device. It gained quite a popularity…until someone filed a lawsuit against it. Tim Langdell, founder of Edge Games, sued the developer, Mobigames, for creating a game with a title containing the word, “edge.” It became apparent that the same person also sued EA for Mirror’s Edge, as well as EDGE game magazine. Yet, unlike the other two companies, Mobigames was too small to fight, and they were forced to remove the game from the App Store. Mobigames have re-released the game multiple times under different titles, including “Edge by Mobigames” and “Edgy,” but both were removed from the App Store.

Fortunately, the US and the European courts has ruled that Tim Langdell and his company has no rights to sue others for using the word, “edge” in its title. After one year of lawsuit handling, Edge finally re-appeared again on the App Store for iPhone, iPod Touch, and iPad. In addition, it has appeared on Playstation Minis for PSP, and on Steam for PC and Mac.


Extra!

Title: The Shameful Last Minute
Game: Edge
Composer: Romain Gauthier


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Weekly Game Music: Still Alive (Mirror’s Edge)


Another song with lyrics, here’s Still Alive from…Mirror’s Edge, written and sung by Swedish singer, Lisa Miskovsky. What, you thought I was going to post the song from the first Portal game!? Sorry, but I’m too hipster for that I already posted a Portal 2 song, and it’s my policy to stick with only one music from each game series.

Anyway, Mirror’s Edge stars a courageous lady named Faith, stuck in a clean but heavily monitored world. Censorship is so bad, many political figures and activists resorts to using Runners to send their message. Faith is one of these runners, and her role is simple: deliver a package or mail as swiftly and as secretively as possible. As per usual, there are always conspiracies in an oppressive society, and Faith herself gets stuck in the middle of it while doing one of her deliveries. Gun fire ensues.

Mirror’s Edge is a first-person parkour game. Unlike most first person games, you can readily see your own arms and legs to better indicate the action you’re taking, as well as your positioning for tricky jumps. Many of the actions you take includes jumping, swinging, sliding, climbing walls, rolling, wall-walking, and more. Furthermore, guns takes a backseat, as they hinder your movement, and ammo are limited. Seeing is believing, so the video above has some gameplay to better describe the game.

Despite its highly acclaim, Mirror’s Edge has some of the strongest critics, frequently pointing out the difficulty of jumps and progression. Indeed, the game requires rather precise angles and timings on many jumps, and is certainly more difficult than the often compared Metroid Prime. In addition, the story was also heavily criticized for its cliffhanger ending. Regardless, it developed a strong cult following due to its innovation in gameplay (even today),

Mirror’s Edge is available for PC via Steam, Xbox 360, and Playstation 3.
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Weekly Game Music: Lullaby Set (Braid)


I know it’s Halloween, but I’m not aware of many spooky music that’s tolerable without context. Instead, I’m choosing a relaxing music from Braid: Lullaby Set, by Shira Kammen and Pam Swan. And hey, the video displays a burning city, so I guess that’s creepy enough for some of you.

Braid stars an unlikely hero named Tim. He’s a well-suited, necktie wearing character who can jump high and reverse time. He ventures through painterly stages to find the Princess who disappeared for a rather vague reason. Presumably, she’s kidnapped by a monster; others claim she left on her own accord. Regardless of reason, Tim has to gather the missing puzzle pieces to unlock the location where the Princess went.

Does the story sound a bit familiar? It’s true that Braid is a Mario-like puzzle-platformer, and it certainly makes a lot of references to the famous Nintendo game series. However, Braid is known for its extremely difficult puzzles, and jaw-dropping twist-ending that forces you to reinterpret the entire story. Some of its puzzles involve reversing time at a different rate, slowing down time within a certain area, walking to move time forward and back, and creating shadows of yourselves to conduct different activities. One puzzle even requires you to use the puzzle pieces you’ve collected to retrieve the last on in the course. Braid certainly requires a good amount of creativity and analysis to progress through the game.

It’s worth noting that Braid is yet another indie game developed by only 2 people: Jonathon Blow and David Hellman. The game is available for PC, Mac, and Linux via Steam, App Store, and Ubuntu Store respectively. Additionally, it’s available for download on Playstation 3 and Xbox 360.


Extra!

Title: Downstream
Game: Braid
Composer: Shira Kammen


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City of Wonder Review


City of Wonder, developed by Playdom, is a construct-your-own-city simulation with a historical slant. As such, City of Wonder adds one more dimension to simply just constructing a city: it also allows you to construct your own history to better technology, artworks, and/or military. While this certainly makes the game unique, the complexity and slow growth makes it difficult to enjoy the game in the beginning. It does, however, get much better further into the game.

Starting City of Wonder is similar to CityVille: a Cultural Adviser guides you into collecting new populations, money, and cleaning up cultural decorations. And, well, that’s it. Goals are introduced in the upper-right hand corner, but unlike CityVille, only one goal will appear at a time. From this ever changing goals, however, all the actions are introduced, including farming, planting, visiting other cities, researching new technology, developing a military, building markets, decorations, monuments, homes, and so forth. Finally, Expeditions are introduced, allowing you to either exchange culture, trade, or go to war to other colonies.

City of Wonder has a few advantages and disadvantages compared to CityVille. On the advantages side, City of Wonder does not use the energy system in CityVille, allowing you to conduct any activity as rapidly and as long as you’d like. Instead of the energy system, you’re only limited to the amount of resources you have left to build and expand your territory. This is quite a huge relief, considering how so many games rely on this trope too much (Bejewled and Angry Birds being notable exceptions). Another advantage is the unique Expedition system. Your attacks, trading skills, and cultural sophistication are all dependent on the kind of buildings you’ve created. Thus, you have to strategically construct a city tailored towards a certain attribute, while sacrificing others.

On the disadvantages side, City of Wonder “builds-up” slower than CityVille, and has a worse GUI. Visiting you’re friends cities are not very satisfying, since the only action you can take is to collect from their Embassy. Since there’s no reason to explore other peoples’ cities, there is no aesthetic competition. City of Wonder also feels less animated, which is a bit of a double-edge sword. While it’s convenient that resources are collected automatically simply by clicking on a farm, it loses the gratification of collecting the spurting items via a mouse. Spam-wise, City of Wonder demands less from your friends, but more from your credit card.

I personally thought City of Wonder was a slightly less entertaining than CityVille, but that doesn’t mean it’s bad at all. I found it quite satisfying playing it, even though its GUI is rather unwieldy.
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CityVille+ Review


CityVille, developed by Zynga, currently stands as the most played game on Facebook. I’ll admit that I did not enjoy FarmVille much, another popular game by the same developers, and had a very reserved opinion when starting up CityVille. That said, I was pleasantly surprise. CityVille manages to be an addicting game due to its clear objectives and a decent strategy, despite the horribly implemented interface, and even worse demand for spam.

When you start CityVille, it introduces you with a house and a farm. A guide, Samantha, will direct you in how to build a house and collect rent from it. After that, your tutorial is done: nice, short, and easy. Immediately after the tutorial, however, the Goals (akin to Xbox’s Achievements) are listed on the left-hand side of the screen. The first few will teach how to do other activities, including farming, starting a business, and expanding the population. The most interesting goal is one that requires you to visit your neighbors. Your list of neighbors already include one computer-generated character, Samantha herself. Her city acts like a model city: it has nearly everything you can place and decorate in your city. Additionally, the goal teaches you the different things you can help in a neighboring city, such as collecting money, touring the population to a specific business, and even setting up your brand. The game, of course, limits your activities in the neighboring city and forces you to go back home. By then, however, you’ve already been sold the ultimate objective of the game: making your own city like Samantha’s.

As mentioned earlier, CityVille is addicting. It starts very quickly and smoothly. It has so many things to do, including building houses, maintaining business, farming supplies, decorating the town, and expanding the ever-growing population. The goals are listed in a visible (if annoying) fashion, providing rewards to further compel you to achieving the ideal city. And of course, there’s always you friendly neighbor Samantha, reminding you what you could do with enough cash or persistence. The consistent drive to build and expand the city to your own liking is a compelling tried-and-true experience by several Sims games, and it certainly works wonders here.

Until you run out of Energy. Typical of any Facebook games, CityVille at one points just halts your actions entirely because you don’t have enough stamina to continue. You’re forced to wait five minutes once the energy meter runs out to recovery one unit, and even then, the thirst to continue playing is immediately dried up by the next action you take. As much as I greatly dislike this Arcade-like monetizing, it does pose a bit of an advantage. Knowing your energy bar limit forces you to plan on the best course of action to take to best supply and profit off of your own population. Are you willing to sacrifice an entire day to re-supply your reserve? Or do you need it immediately? Do you want to take the rent from that house now, or when the rent is available to all of your residents? The latter has a huge advantage. By collecting many items at once, your bonus meter fills, supplying extra cash at the end.

Perhaps the part I like least about this game, however, is its constant insistence that you remind your friends you’ve played this game. This tends to be less of a problem in Google+, because those game reminders do not appear in the homepage, but it does get annoying for the player him/herself after a while. Even worse, there’s only 3 ways to expand your population and area of play: inviting more friends, then demanding certain roles, paying cash, or leveling up.

The latter two revolves around CityVille’s 2 currency system: the Coins, which you collect through normal activities, and Cash where one can buy with real money. Leveling up also gives one cash, to later hire different city jobs. I haven’t paid my dollars to convert to cash yet, but I’m assuming it’s using Google Checkout.

Despite it’s glaring flaws and rather cluttered user interface, CityVille still had it going with its constant demand for new activity, requirement to carefully plan your next steps, and the ever-looming goal of creating your dream city. I definitely recommend trying it, well over FarmVille, but I warn you, you’re going to want a lot of friends to help out.
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Weekly Game Music: Stairway to Revelation (Tower of Heaven)


Here’s another chiptune from Askiisoft’s Tower of Heaven, Stairway to Revelation by flashygoodness. It’s a recurring theme in the game, and fits perfectly with the Gameboy-like graphics the game portrays.

The game starts with Eid, a big-headed silhouette, entering the Tower of Heaven. Upon entering, an omnipotent voice grudgingly welcomes our hero, warning him almost immediately that the path is dangerous, and the the time is limited. When Eid completes a few trials (represented as floors), the amused voice forces him to carry the Book of Laws. As Eid climbs higher up the tower, the absurdity of the laws imposed by the book increases.

Tower of Heaven, though short, is a painfully difficult 2D platformer. Breaking any of the laws written in the Book of Laws causes instant death. These laws include, “don’t touch the side of blocks or walls,” “don’t walk left,” and my personal favorite, “don’t open the Book of Laws.” The laws points out the frequently unwritten rules in difficult platformers such as touching the side of platforms on mid-flight will lead to death, anyways.

Developed by 3 people (including the composer), Tower of Heaven is playable online at NewGrounds.
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