Showing posts with label iOS. Show all posts
Showing posts with label iOS. Show all posts

Wednesday, July 23, 2014

Ace Attorney's resourcefulness as an advantage

The Ace Attorney series of games lets you play as a lawyer/detective to investigate and solve mysteries, usually murders. The series is well known for its over-the-top characters and ridiculous dramatic twists.

I recently finished playing the first three Ace Attorney games, and I was impressed with how much they did with what seemed like not very many art assets. The first Ace Attorney episode has 11 characters, only 3 of which are exclusive to that episode. Pheonix Wright himself has about 10 different poses (with variants in how his mouth moves and whether or not he's moving). Most characters you talk to/cross-examine have around 6 different poses. I guess looking at it now, that does seem like a lot of art, especially if one person had to make it all, but it's not an impossible amount. But for a whole team of artists, that's totally doable! The different poses really show the character's personality too. The bizarre personalities and artwork are half the fun!

I found it interesting how the different poses could be combined to create different impressions. While a character might only have 6 poses, different combinations (surprised/worried, confident/thinking) make it feel not as limited. And usually, the character has one or two poses they only use rarely, which also helps give an impression that they have a wide variety (i.e., you don't see a character's whole spectrum of poses in just one conversation). The pose animations are usually super simple too, like one arm moving back and forth. The paucity of poses actually make the characters stronger because they have a few readily recognizable poses, which are carefully tailored to reflect their personality. This contrasts a lot of 3D art where half the characters have the same body and gait. With 2D art it is easier to make a variety of body types, tics, postures, and mannerisms.

Friday, March 14, 2014

New Adventure Games

Here's some new adventure games recommendations from my sister:


New Adventure Games



Adventure games, where you make choices or solve puzzles to make your way through a story, used to be one of the main genres of video games.  Though now most adventure games usually have other elements (either RPG/adventure or action/adventure), here's some classic-feeling games for those that still love adventure games.


Gemini Rue

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If cyberpunk/mind-bending/noir would be one of your favorite Netflix genres, you definitely need to give Gemini Rue a try.  Its retro graphics feel a little austere at first, but the twisting story and evocative soundscape more than make up for the simple graphics.  Some of the puzzles are a little tricky, but that just adds to the old-school appeal.  ($5-10, PC, iOS, Android)



Detective Grimoire

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This detective-adventure game incorporates deduction as part of the puzzles you solve in order to find a murderer at a remote swamp tourist attraction.  With dry humor, whimsical graphics, and plenty of interesting evidence to sift through, this is an entertaining mystery adventure.  The only downside?  At around 4 hours of gameplay, it’s a little short, but it’s also inexpensive.  ($4-7, PC, Mac, Linux, iOS, Android)



Zombies and Elephants

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Expressive, suspenseful prose and haunting symbolism set this twine-based text adventure apart from the rest. Warning: Contains zombies and elephants. (Free, all platforms)



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This post-post-post-modern Twine text adventure tale both examines and revels in the save-the-world fantasy tale. (Free, all platforms)

Friday, July 27, 2012

A videogame promoting moderation!?

The Act is a vidoegame about controlling your body language. It's experimental and accessible; short yet satisfying.

While so many other games promote extremes of being completely good or evil, killing everyone and finding everything, it's refreshing to see a game promote moderation. There's no correct dialogue option; you actually have to watch the faces of the NPCs to determine how you should act. Originally, the arcade game had a knob to twist your character from shy to gregarious, but the iOS port uses swipes.



A minute in and you can get a feel for the gameplay. The other amazing thing about this game is that it's all animated, old-school Disney-style. While there are some frustrating parts, overall, I was very impressed with the exploration of this new style of interaction. I'd love to see a body-language slider in an RPG, but given how intensive it is to animate, I might have to settle for tone brackets like (sarcastic) and (imploring).