Little Big Planet: Browsing Content

Some time ago I wrote about Red Faction: Guerrilla and how it’s competitive gameplay shaped the feel of it’s on-line community. Today I would like to talk about pretty much the opposite. A game that focuses on creativity, cooperation and sharing – Little Big Planet.

LBP Dick

Turns out the reason why you never got around to create anything of value in LBP is not because you are lazy moron… well, not necessarily at least.

As with Red Faction, I decided to spend some time on-line with this game. I expected an experience quite contrary to Red Faction. In many ways I did. I many ways I didn’t. As it turns out, cooperative gameplay and user-generated content alone does not a healthy community make. It seems like a common mistake. A mistake that even yours truly once did.

Continue reading “Little Big Planet: Browsing Content”

Podcast Episode 5: 2009 Retrospective Time Capsule

Game Design Reviews Podcast is back after a long break. We start with a look back at the last year. We have recorded this podcast in January but only now came around to publish it.

Great Scott!

Great Scott!

Download Episode 5 (58MB, 123 Minutes long)
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iTunes link

This time we discuss the games we have played in 2009 and look forward to 2010, which back then was still future but which is now the present. Isn’t this just crazy?!

  • 00:01:50 Yu-Chung on Resident Evil 4
  • 00:14:53 Yu-Chung on Prototype
  • 00:22:22 Yu-Chung on The New Super Mario Brothers Wii
  • 00:37:32 Fabricio on Street Fighter IV
  • 00:59:06 Fabricio & Krystian on Fallout 3
  • 01:21:41 Krystian on Need for Speed: Shift
  • 01:35:06 Krystian on Red Faction: Guerrilla
  • 01:42:43 Krystian on Downloadable Content
  • 01:46:38 Yu-Chung on On-Live
  • 01:49:57 Recap
  • 01:58:58 The Game That Noby Played: The Tone Rebellion

Music as always by Dualton / Patrick Keuthen

Feel free to leave a comment. We are very eager to hear your opinion.

Need For Speed Shift: Product Identity

Continuing the theme of games I’ve played a long time ago but only now came around to write about – let’s talk Need For Speed: Shift for a second. Like for so many people, Shift came out of nowhere for me and won my heart by injecting fresh ideas into the dry genre of simulation racers. Of course new ideas means also new mistakes but that’s precisely the kind of game I love to write about here on Game Design Reviews.

NFS:Shift Collision

NFS: Shift overtakes as its two over-powered opponents battle it out. See what I did there?

The beauty of Shift is not only that it is an excellent product for the kind of climate it has come out it. Because it dares to make mistakes, it also created a start-off point to further evolve this particular franchise and possibly the entire genre. Gentlemen, start your engines:

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Red Faction Guerrilla: On Multi-Player

After the recent last article I actually have something more I say about Red Faction: Guerrilla before letting the game go. I have actually spent a lot of time with the game. Most of it playing multi-player. For once because I wanted to once get in such an on-line gaming community. So far I’ve been playing multi-player only very briefly. So I was never quite able to fully understand the cultural idiosyncrasies of communities like the one around Halo multi-player. I wanted to find out what the fuzz is about. The other reason was that I’m a shameless achievement whore.

Red Faction Ostrich

I have spent a significant portion of my lifetime grinding this game and all I got was this silly ostrich…

It was interesting. I gained a few insights which I would like to share with you. Generally I think there is a lot wrong with how the multi-player in that game works. The basic blocks are in place, they are just not fully thought-trough. They expose fundamental problems with how game designers approach multi-player today.

Continue reading “Red Faction Guerrilla: On Multi-Player”

Red Faction Guerrilla: Collectibles Review

Collectibles. Fellow German co-blogger Pasco commented recently that collectibles are one of the characteristics of modern games. Also, the always superb Experience Points Podcast discussed collectibles as part of their “In Search of Secrets” Episode. Finally, being an achievement whore myself, collectibles are something I deal with on a regular basis. More than enough reasons to take a closer look at them. And in fact, for such a seemingly simple gameplay element there are quite a few variations on how they can be implemented. So many that I have been struggling to write a definite review. Instead, I decided to start yet another category of posts: the Collectibles Reviews. I will do separate reviews of implementations of collectibles in different games and hopefully, after some time, we will start seeing patterns of what works and why.

Red Faction: Guerrilla Opener

Mars. You will never find a more deceitful hive of collectibles and hidden doodads. We must be cautious.

I’d like to start with Red Faction: Guerrilla. For once because it is the game I’m currently playing and as I mentioned in the podcast, a surprisingly decent game. But also because it is a game that has A LOT of collectibles.

Continue reading “Red Faction Guerrilla: Collectibles Review”

Podcast Episode 4: News

And here is yet another AMAZING podcast episode. We thought it was shorter, but it isn’t really. However, we do cover more topics in the same ammount of time.

Harvest Mania Screenshot

Among this show’s topics: Yu-Chung talks about his new game – Harvest Mania (and also demonstates his ignorance of such super-important things like RickRolling).

Download Episode 4 (39MB, 84 Minutes long)
RSS Feed for the Podcast
iTunes link

This time we gather to share with you 3 exiting pieces of news with you. All three are about or current game projects. We kick it off with some talk about games like Street Fighter which become a recurring theme of this episode.

Music as always by Dualton / Patrick Keuthen

Feel free to leave a comment. We are very eager to hear your opinion.
(Pssst, you could really help me out here. You know, I’m fine with how things go but it’s getting increasingly more difficult to motivate the other guys ;-) )

Fallout 3: Survival by Default

Judging by my recent posts on Mass Effect one might come to the conclusion I was a Fallout 3 fan. Both games are often compared when discussing modern western RPGs. I think their relationship is quite complimentary. The one has strengths where the other has weaknesses. Nevertheless, I indeed think that Fallout 3 offers a more complete, insightful and better crafted experience.

Fallout 3 Negative Effects

-1 Endurance due to minor radiation poisoning. No word about the adverse effects of not eating or sleeping for weeks.

But that doesn’t mean it is without flaws. This time around I would address a particular, not quite obvious problem. It is a hereditary disorder – a feature that Fallout 3 inherited from previous RPGs but one that turns out to have devastating effects in the specific environment of Fallout 3. I’m speaking of the fact that like in many RPGs, the mere survival of your character in the wilderness is taken for granted.

Continue reading “Fallout 3: Survival by Default”

Podcast Episode 3: HD Gaming

We still haven’t established a real posting pattern. So surprisingly, here is yet another exciting Game Design Reviews Podcast Show episode.

Download Episode 3 (47MB, 102 Minutes long)
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iTunes link

Join us on this episode as we geek out about the advantages and troubles of HD Gaming. We discuss our gaming setups and the experience we had putting them together. We also discuss quality issues and the style of the HD games.

  • 0:00:00 Introduction
  • 0:02:10 General Gaming Setup
  • 0:22:51 XBOX 360 versus Playstation 3
  • 0:36:32 The quest for quality
  • 1:07:32 Entering HD: The User Experience
  • 1:18:02 Conclusion and wrapup: How HD-Gaming Improved our lives
  • 1:23:80 Games That Nobody Played: This time the Polish über-underground super-retro Strategy game Kolony (Google translation from Polish)

Music as always by Dualton / Patrick Keuthen

Feel free to leave a comment. We are very eager to hear your opinion.

Okami: Disapointments

This is my (very) subjective review of Okami. To summarize it: I can’t play the game. It’s unbelievably unplayable for me, due to shockingly bad details.

Ever since it was released on PS2 and got rave reviews about its style and concept I wanted to play, even own it. Then Yu-Chung reviewed it and even mentioned that a Wii version would be released. Over one year ago I purchased the Wii version but haven’t played it until now, due to the lack of time and my backlog. Last evening I could play it at last.

Okami Wii Boxart

Great box design, i really love it.

But boy, was I shocked about how bad some simple aspects of the game turned out. They made me end my playing session after approximately 30 minutes of (play)time.

Continue reading “Okami: Disapointments”

Mass Effect: Massive Interface Fail Part III

Welcome to the third and last part of the Massive Interface Fail Trilogy. In this series of articles I’m discussing the manifold interface design shortcomings in BioWare’s Next-Gen RPG Sci-Fi blockbuster Mass Effect.

Star Wars Characters have interface problems too

- “Ok, Artoo. Now zoom out. NO! Don’t close the galaxy map! Goddamn Artoo, if I only had a healthy hand, I’d smack you!

As previously stated, almost EVERY screen in Mass Effect contains at least one major interface design flaw. In previous parts (Part I here and part II here) we already discussed many parts of the interface – from extremely common screens such as the HUD to more obscure but not better-designed parts like the “Recovered Items” menu. This time, I would like to address the remaining parts of the interface. They are remarkable because they include what seems like the most commonly praised parts of the interface. In reviews of Mass Effect it is often the galaxy map and the conversation menu which receive some favorable mentions. While I do understand why, that doesn’t mean they are well-executed from the standpoint of interface design – sadly. So let us finish this epic saga by taking a closer look at those audience favorites.

Continue reading “Mass Effect: Massive Interface Fail Part III”

About

Game Design Reviews is a Blog used by a group of game designers from Germany to publish and discuss their thoughts on various games. The blog consists entirely of reviews of games. Each review focuses on the important game design ideas and concepts of that particular game. We also run a second, more informal Blog called Game Design Scrapbook.

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