Protoganda: Strings – Reviewed by REZ

December 4, 2007 at 4:8 | In Reviews | 6 Comments
Tags: , , , ,

I love playing Cactus’ arcade games. Not just because I know it’ll be fun and addictive like any other good arcade game, but because I never know what to expect. Cactus’ style shifts a bit, and can only be defined in randomness.  Take Insect Invade 2 for example, a game where you play as a gun toting, naked mad man fighting monsterous bug creatures. Thankfully, this game is nothing like that, in fact, you could consider it another shift in style. The central idea of Protoganda: Strings is pretty simple, but the execution of that idea is complex and in-depth (for a GM game at least). From graphics to gameplay, Protoganda has an ‘in your face’ attitude you won’t be forgetting anytime soon.

Before I start, I want you guys to get familiar with the term ‘bullet hell.’ I’ll be saying it a lot in this review, so go google it or something. The gameplay is what really holds Protoganda altogether for me. The general side-scrolling shooter formula stays pretty much the same, but it sways just enough from the basic shooter to make for a compelling bullet hell game. Its mostly the tiny differences that make up for the minorly generic cliches. Both you and your enemy have weak spots that must be hit to cause damage, a much welcomed change to the traditional side scrolling game. You might’ve notice I said “your enemy.” Thats exactly what it sounds like. One on one battles. Battles with large Metal Gearish things constantly shooting, all lined up for you to take them on. The game itself is like a massive Boss Rush feature with plenty of opitions, you can fight them in order or randomize a bit.

Either way, you’ll be playing for hours non-stop if you’re good. This game is all about time, not lives. You could go through some pretty nasty take downs and still keep playing. For a bullet hell game, its more fun than it is dishearting. Which makes it an original experience. In all honesty, I don’t think this game would’ve worked with more enemies on screen. Another FAIRLY original (and I say fairy because its not 100% original and its not 100% over used) aspect about this game, is that you can choose between two modes, “absorb” and “shield.” Shield makes the game play like a normal side scroller, forcing you to dodge what you can while pushing bullets away (a la Neo, Maxtrix Reloaded) with a Z+X bullet deflect command. The Z+X bullet deflect is quite useful but takes time to master. Making it a helpful feature without taking away from the game’s challege. The Absorb mode allows you to switch between colors, so that if you’re confronted by a blue bullet with the color blue selected, you won’t be damaged. This is a good mode if you’re a fast, bug eyed junkie who’s quick on his feet. All in all, the gameplay is sheer shoot’em up fun with a few new things added into the mix. Plus, its got more replay value then any other GM game out there.

The graphics are breathe-taking, and some what awe-inspiring considering the fact that they were made in GM. Imagine the shapes from the famous rail shooter, Rez and the glowing whimsy of Geometry Wars. Then add the designs of a Metal Gear, and you get Protoganda’s graphical style. Another thing I loved about this game was the enemies’ Russian names. Obviously poking fun at everyone’s favorite flavor of Communist propaganda (get it? get it? the title could be a blend of the words propaganda and prototype, how creative!).

In conclusion, this game has the perfect balance of fun, challege, eye popping graphics, and techno music.
http://gmc.yoyogames.com/index.php?showtopic=335557

The Curse of Kaumaha – Reviewed by Fabio

December 3, 2007 at 3:11 | In Reviews | Leave a Comment
Tags: , ,

The Curse of Kaumaha has been a long-time GM favorite of mine and many others. The game itself just blurts out perfection and professionalism. The game takes place on an island somewhere in the Pacific ocean, overtaken by a curse. Your objective is to free spirits to break the curse of Kaumaha. Curse of Kaumaha took the platformer and put a few twists on it, along with some classic platforming elements.

The gameplay itself is a unique twist compared to most platformers. Instead of getting right into it, you must jump into torches that shoot out embers that will destroy your enemies and free their souls. There is action, but it’s set at a mellow pace. Now, the gameplay is not for everyone, might I add. Most, like myself, will become indulged in the game, playing for long periods of time, while others will quit after the tutorial. The thing is, I actually took the time to finish the entire game; something I rarely do with GM games. The gameplay works generally like this: Go through each level, and free enough spirits to move on. However, there is much more than that. There is a golden mask hidden in every level in which you can collect. It’s little extras like this that make you want to play more. The game can be challenging, though. This can throw some players off, but it’s what makes the game worthwhile.

The graphics are simply amazing; they look professional, pleasing to the eye, and everything meshes together wonderfully. The variety is amazing, with colorful, eye-catching level design to menacing enemies. There are few GM games that can stack up to Curse of Kaumaha’s beautiful artistry. Nothing is overdone, and every level you feel you’ve seen something new.

The game is also packed with extra features including mini-games, options, unlockables, trophies, and more. Few GM games will have you coming back after the first run-through, but Curse of Kaumaha is an exception. Every GM game should take after Curse of Kaumaha with options like these. The score is also great. It all fits the game well, but it can become repetitive after a while. Each sound and song goes together with the entire theme. Nothing feels out of place.

The cons of the game? Well, as I stated above, it can be repetitive or too hard for some. There are SOME MINOR bugs, although you will rarely catch one. And that’s about it. The game itself screams perfection. A true GM masterpiece.

The Curse of Kaumaha
Size: 5.3 MB
By: Game Fortress
Completed Game

5 out of 5.

 Download from Game Maker Games

Q&A with REZ – by Fabio

December 1, 2007 at 1:5 | In Interviews | 4 Comments
Tags: , , , , ,

REZ 2 in action.

Q: To start this off, a question I ask everyone: What inspires you to make a game?
A: Mostly tiny stuff. I connect things pretty weirdly in my mind. For instance, I based some of REZ II’s plot off of what I heard about the Bastille.

Q: Another question that I ask everyone: How do you start with a project?
A: Graphics. Its the game’s character and if I can’t define it, I’ll pitty myself throughout the process of making the game.

Q: What does the REZ series as a whole mean to you, in terms of self-accomplishment and sentimental value?
I’m not quite sure. I’m a bit disturbed by this whole following I got on 64Digits. People really seem to enjoy seeing the REZ character and that only makes the games’ overall value even greater to me. To answer your question, it means a lot. There’s always a fan for something, and I’m just glad to have a few.

Q: Any exclusive information you can give us about the highly anticipated new REZ game?
A: REZ is going to mature. I’m already limiting my pallet to darker colors. REZ won’t be a rookie Hood in this installment either, he’ll have a few new tricks up sleeve. He’ll need ‘em too, he’s gonna fight a war without many allies. I can’t tell you much more.

Q: Can you tell us the base for the new game?

A: REZ will be locked up in a massive prison for the murders of 42 villagers (something that would make sense if you beat REZ I) along with Loch, the immortal vampire, when Bloodlings, a demon-like race of soldiers, come to save REZ for unknown reasons.

Q: What are some of your other hobbies?
A: As expected, I love to draw and sketch. As a matter of fact, REZ sort of sprouted from an old childhood comic. Besides that, my other hobbies include: reading graphic novels (mostly batman, but we’ll save that talk for another time), writing some of my short stories, and brainstorming in general. I guess if you could consider thinking a hobby, it’d be up on my list pretty high. I plan out movie scenes in my head.

Q: Any advice for other game makers?
A: I realize everybody feels unmotivated and uncreative at times, the trick is to have at least 3 projects and take month long breaks on them. It strangely worked for me. I suppose that’s the best advice anyone could give. Do what works for you.

Q: Now, the question everyone’s been waiting for… paper or plastic? More seriously, any last words?
A: To solve the problem of not knowing where REZ I left off, I’m going to release REZ: Havoc’s End with more saves for all the little good boys and girls. Who knows, if you’re lucky, there might even be a twinkie in your stocking.

Q&A with Kenon – by Fabio

December 1, 2007 at 1:12 | In Interviews | 3 Comments
Tags: ,



Q: What inspired you to start making games?

A. That’s an easy one. Since I’ve been young, I’ve been a real fan of video games. People claim I’ve been playing them since I was 3. Also, when I was 10, I had ready access to a computer. It’s only natural of me to want to make my own games if I had been playing them for 7+ years.

Q: How do you start work on a project?

A. My process is quite wierd. First, I get a basic idea out of thin air, no idea why it came to me. Next, I elaborate on that idea by walking around in a circle outside for about an hour. No idea why that either, but it gives me a bunch of ideas. Then I work on the engine or sprites.

Q: So, you’ve been working on Platformed, a very popular title among 64Digits. What are you working on now as far as Platformed goes?

A. The last thing I was working on for PLatformed (Yesterday) was an animation of an enemy sprite. Right now, I have basic sprites done for the demo, so I’m working on animations.

Q: Any exclusive news you can give our GM Edge readers today?

A. I really don’t have much I would like to disclose, other than you can expect a demo soon from me. And no, it’s gonna be wildly different from demos in the past.

Q: What are your other interests?

A. I am very interested in mathematics, which fits well with the fact I am great at it. I also take interest in playing warcraft, drinking caffeinated beverages, and polishing my 1..2..3..4..5..6..7..8 medals for academic excellence.

Q: Care to explain your view on Platformed Wars?

A. I am a fan of having these, as it pushes me to refine and actually work on PLatformed. Since I have recently updated my knowledge of GML with Primitives and Surfaces, I hope to be much better than REZ 2 graphically.

Q: What are your expectations for your longtime project?
A. PLatformed has always had high expectations in my head. If everything goes as planned, it should be insanely amazing, kinda like a modern age seleikus. I don’t know if I spelt that right.

Q: Any last shout-outs?

A. Yes. Sadly, readers, I don’t think I’ll say ZOMG PLATFORMED DELAY until PLatformed 2: Rise of the Crysallis. (Yes, I have a name for PLatformed 2 already.)

Blog at WordPress.com. | Theme: Pool by Borja Fernandez.
Entries and comments feeds.