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Ballpoint Universe Infinite Review

Written By Kom Limpulnam on Selasa, 07 Januari 2014 | 11.52

I often imagine a game designer's most vital tools are those capable of distilling human imagination into a series of 1s and 0s--the software and hardware that assist in creation. Even as a writer of words and a composer of music, I've long abandoned pencils, protractors, and manuscript pads in favor of word processing and electronic musicianship. In such a world, what is the value of simple paper and pen?

The creators of Ballpoint Universe Infinite have found great value in those basic tools, crafting a surreal and striking world out of ballpoint ink strokes. Stepping into this universe is like waking in a Monty Python animation by way of Edwin Abbott Abbott's novella Flatland. You first interact with the game in the fashion of a 2D platformer, your own character depicted as a long-beaked creature in a smock--or, perhaps, a radish atop a tortilla chip atop two toothpicks. Or more specifically, a cutout of a doodle of a radish atop a tortilla chip atop two toothpicks. You move left and right with the kind of awkwardness you imagine such a being would move: loosely and haphazardly. The clumsiness is amplified by Ballpoint Universe's default mouse-only control scheme, which makes it all but impossible to perform precise jumps.

Fortunately, the game supports a controller, which makes it somewhat easier to navigate this weird and wonderful place. And Ballpoint Universe usually requires precision only as you near its close, though the scarcity of extended jumping sequences doesn't make those that exist any less untoward. You explore the campaign's overworld in this fashion, interacting with a cigar-chomping boot, a television wearing a ball cap who invites you to stare at him for a few hours, a floating cyclopic cephalopod, and a nerdy gatekeeper with a curious resemblance to comic strip character Dilbert.

These eccentrics live in a land that looks like the mad, marvelous ravings of a frustrated student manically scribbling the contents of his imagination during a particularly boring lecture. Columns, trees, and mechanical contraptions of unknown purpose have been scrawled on notebook paper and pasted onto the screen. Layered squares with drawings of skulls and skeletons depict the putrid soil underfoot. Thin lines snaking their way across ramps and walls recall the way ivy sprawls across brick facades. I wouldn't call this place beautiful, exactly, but it demands that you pay attention to it. I couldn't avert my eyes.

Like a circle in a spiral, like a wheel within a wheel.

A universe is more than a planet, of course, and you spend most of your time playing Ballpoint Universe as a side-scrolling shooter, though Ballpoint Universe never approaches the kind of bullet hell associated with the genre. The imprecision of the platforming is evident in the shooting; it's hard to tell just how closely your asymmetrical craft can approach an enemy before colliding, or even when an object is a dangerous obstacle or a harmless bit of background. But just as the overworld rarely requires exactness, the space missions don't often test your twitch skills. Instead, they are more like raucous laboratories where you can try out different ship configurations to discover the most efficient ways of downing your foes.

Your ship's four customizable slots allow you to outfit all sorts of upgradable guns, shields, and swords. Indeed, your craft supports melee weapons that slice up nearby attackers automatically when they draw near. Melee weapons have different attack ranges and arcs, and much of the fun comes from discovering just how closely you can approach peril before your space-sword swipes it away. The blobs of ink that annihilated foes leave behind further prompt you to fly directly into danger: this is Ballpoint Universe's currency, and most of it evaporates away if you don't swoop in and suck it up. The variety of weapons is one of the game's best assets; there's enough diversity among the various weapons in terms of range, power, and behavior that missions rarely feel stale, even if you're facing enemies you've seen a few times before.

Those enemies are where Ballpoint Universe goes for broke. In one boss battle, an Elizabethan dandy with a ruffled collar and a pointy hat swings his sword and deflects your bullets, but this is no normal Elizabethan dandy with a ruffled collar and a pointy hat. No, this is a bizarre Shakespearean monster with its mirror image attached at the torso, as if someone had cut the figure of a king from a playing card and given him a massive shield and accordion arms. Your first encounters with this behemoth and others aren't that difficult, but they can become tedious; before you bedeck your ship with upper-tier weapons, Shakespeare and friends are predictable bullet sponges that take forever to give up the ghost.

These eccentrics live in a land that looks like the mad, marvelous ravings of a frustrated student manically scribbling the contents of his imagination.

Just what are those things, anyway?

The resulting multi-minute slog isn't very fun, but such tedium is limited to the early bosses, when you can afford only the dinkiest weapons. Even so, the initial stretches are still entertaining, with you weaving around enemy fire and swooping in close to intricately drawn angels of death so that your chainsword can soften their stings. Ultimately, you earn enough ink to power quite a ways through Infinite mode and its ceaseless waves of drifting deviants, and while Ballpoint Universe doesn't feature the tightly controlled battles that characterize the finest shoot-'em-ups, its imaginative visuals and satisfying customization options are compelling driving forces.

I'd never visited a universe quite like this one, where polygonal beings called logicians resemble geometry problems snipped from a mathematics textbook. There's a consistency to Ballpoint Universe's inconsistent style: you wouldn't suspect that walking rubbish bins and sentient isosceles triangles would occupy the same lands, yet the hand-drawn squiggles are the ties that bind, keeping the game from devolving into an unappealing mess of random images and ideas. Its action isn't as sharp as its artfulness, yet Ballpoint Universe Infinite is too exuberant to ignore.


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Ballpoint Universe Infinite Video Review

Posted by | Jan. 6, 2014 7:17pm

How exactly does a universe full of pen and paper characters exist as a side scrolling shooter? Kevin finds out, and sees if the gameplay is as intriguing as the world.


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Amazon offers best of 2013 digital games sale

Written By Kom Limpulnam on Senin, 06 Januari 2014 | 11.52

The Black Friday deals and Steam Holiday Sale are over, but Amazon is offering another sale of digital games, deeply discounting its Editor's Choice Best Games of 2013 picks.

Highlights include Crysis 3 for $9.99, SimCity for $19.99, Bioshock Infinite for $13.20, Dead Space 3 for $9.99, XCOM: Enemy Within for $19.99, Need for Speed Rivals for $29.99, and Borderland 2 Game of the Year Edition for $29.99.

You'll also receive a $5 promotional credit for each qualifying purchase, which can be redeemed by Jan. 31. The promotional credits cannot be stacked.

All titles will require either Steam or Origin to download and play. You can check out the full list, which features more games and DLC, here.


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Top 5 Skyrim Mods of the Week - Best Mods of 2013!

Top 5 Skyrim Mods trawls the enormous mod catalogue so you don't have to, bringing the very best world-changing mods to your screen. From high detailed armour mods to exploding chickens, there's nothing our bold adventurers won't try.

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Top 5 Skyrim Mods of the Week - Best Mods of 2013!

Written By Kom Limpulnam on Minggu, 05 Januari 2014 | 11.52

Top 5 Skyrim Mods trawls the enormous mod catalogue so you don't have to, bringing the very best world-changing mods to your screen. From high detailed armour mods to exploding chickens, there's nothing our bold adventurers won't try.

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Ska Studios releases TIME VIKING!!!!!ANDSPACERAPTOR

Ska Studios, the developer behind Charlie Murder and The Dishwasher, has quietly released one more game before 2013 came to a close, officially listed on the Xbox Marketplace as TIME VIKING!!!!!ANDSPACERAPTOR. You can download a trial game for free on Xbox 360 and get the full version for $1.

Ska Studios considers it a spiritual successor to its earlier and lesser known I MAED A GAM3 W1TH Z0MB1ES!!!1, another Xbox Live Indie Game that Ska released for $1. The game didn't get as much attention as Ska's later releases, but it was well liked by those who found it, including many Gamespot readers.

The game's description is just as ridiculous as its title, and hence useless in describing what it actually is, but as you can see from its trailer (which is worth watching for the song alone), it seems like a 2D shooter for one or two players, in the signature Ska Studios hand drawn art style.


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GS News Top 5 - Xbox Ones leaking, free Bioshock Infinite + the future of Resident Evil!

Written By Kom Limpulnam on Sabtu, 04 Januari 2014 | 11.52

Awesome ep Jess and gang, keep up the great work! much love to Edmond and Zorine and everyone at your base : ]

I don't see RE making a comback unless the series gets a reboot to be more like the RE1 remake on gamecube, Chris does not look like a gears character and its true survival horror.

oh and this year.. I will try to save Nintendo from Nintendoomed.


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9.03m Review

The most lasting monument that will be built to honor me is likely to be a simple gravestone with my name and dates of birth and death etched into it. A tombstone is an enduring memorial, but it's also an impersonal one. It's difficult to express the wonder and the turmoil of a single human life with a single slab of granite and a bouquet of flowers resting at its base.

9.03m seeks--but ultimately fails--to honor memories in a way a simple monument cannot. It is an interactive memorial for the precious souls lost in 2011 when a powerful tsunami devastated Japan's eastern coast. It does not depict the lives of known victims, nor does it present a solemn list of names on which to pontificate. Instead, it leads you across a tranquil beach in first-person perspective, where glowing markers lead you to dark silhouettes that represent lives cut short. As you approach, the shadowy figures dissipate, replaced with precious items that embody the joy, the youth, and the love that were washed away in the destructive deluge. The first figure: a young boy who vanishes, and is then substituted with a soccer ball, which in turn erupts in a flash of luminous particles, leaving a butterfly that flutters ahead, guiding you to the next shadow.

This 10-minute journey uses emotionally manipulative audiovisuals to make its impact. The sky, the sand, the ocean, and even the sun are infused with an indigo hue, initially lulling you into a serene melancholy underscored by the hushed roar of waves lapping at the shore. A maudlin piano soundtrack creates momentary dissonance with suspended chords, then gives way to relaxed thirds--a simple, proven method of inviting quiet contemplation. Each cherished object you examine (a music box, an engagement ring, and so forth) brings to mind an individual who will never dream again, yet each butterfly seems to emblematize the victim's soul, the game implying in its cliched conclusion that the spirits of the lost live on.

You might call 9.03m a form of interactive poetry, though its final message is more "Hallmark card" than "heartfelt eulogy." It is undoubtedly committed to its manipulation; the gentle camera movements, glittering waves, and hazy visuals want to comfort you, to embrace you. And in some sense, 9.03 works, in the way a Thomas Kinkaide painting works, or a Stephenie Meyer novel works. It has a shallow allure that allows you to use words like "pretty" and "pleasant" to describe it. But the game's laudable sentiment is an empty facsimile of grief and hope, rather than an honest expression of those emotions. Just as a tombstone is too dry and solemn to properly commemorate the tumult of a human life, 9.03m is too hollow to be a respectful tribute, and never uses player interaction in any meaningful way.

9.03m thus has no more to offer than would a pretty landscape drawing dedicated to the tragedy's victims. It's hard to fault the developer's intentions, and I appreciate the game's tranquil color palette and its pensive atmosphere. In a different context, 9.03m might have been a lovely trifle--but the lives snuffed out in 2011, and the survivors that mourn them, deserve more than just a trifle.


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Gamespot's Site Mashup

Written By Kom Limpulnam on Kamis, 02 Januari 2014 | 11.52

Gamespot's Site MashupIt Came From Xbox Live 999--Snarky GhostHalo for Xbox One is Halo 5, Xbox Australia says [UPDATE]Violett Review

http://auth.gamespot.com/ Gamespot's Everything Feed! News, Reviews, Videos. Exploding with content? You bet. en-us Wed, 01 Jan 2014 20:24:38 -0800 http://www.gamespot.com/videos/it-came-from-xbox-live-999-snarky-ghost/2300-6416694/ McBargains is joined by an all-star cast of XBLIG alumnus to take one final, extra-long dive into the wild, the wacky, and the weird of Xbox Live indie games. Wed, 01 Jan 2014 09:00:00 -0800 http://www.gamespot.com/videos/it-came-from-xbox-live-999-snarky-ghost/2300-6416694/ http://www.gamespot.com/articles/halo-for-xbox-one-is-halo-5-xbox-australia-says-update/1100-6416878/ <figure data-align="center" data-size="large" data-img-src="http://static.gamespot.com/uploads/original/mig/1/8/9/2/2041892-716424_20130610_004.jpg" data-ref-id="1300-2041892" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static.gamespot.com/uploads/original/mig/1/8/9/2/2041892-716424_20130610_004.jpg" data-ref-id="1300-2041892"><img src="http://static.gamespot.com/uploads/scale_super/mig/1/8/9/2/2041892-716424_20130610_004.jpg"></a></figure><p style="">[UPDATE] A Microsoft representative told GameSpot, "This post was made in error, and we will be updating it shortly. We have made no announcements regarding the name of Halo on Xbox One. As we have stated previously, the award-winning franchise continues on Xbox One, beginning in 2014. We have no further details to share at this time."</p><p style=""><em>The original story is below.</em></p><p dir="ltr" style="">The <a href="/halo/" data-ref-id="false">all-new Halo game Microsoft announced for Xbox One at E3 2013</a> in June is Halo 5, not a spinoff, according to a <a href="https://www.facebook.com/photo.php?fbid=10151737837937364&amp;set=a.391922412363.166080.80142697363&amp;type=1" rel="nofollow" data-ref-id="false">Facebook post today from Xbox Australia</a>.</p><p dir="ltr" style="">As part of an ongoing series of reasons to buy an Xbox One in 2014, Microsoft said, "Reason #14 - The Prometheans and Covenant just won't give John-117 a break! Master Chief returns for the thrilling continuation of the Reclaimer Saga in Halo 5."</p><p dir="ltr" style="">In June, former Xbox boss Don Mattrick <a href="http://www.gamespot.com/articles/microsoft-defends-xbox-one-500-price-point-were-over-delivering-value/1100-6410352/" data-ref-id="1100-6410352">referred to the new Halo game as Halo 5</a>.</p><p dir="ltr" style="">However, Microsoft Game Studios corporate vice president Phil Spencer declined to say if this game was Halo 5 when approached by GameSpot earlier this year. He only described the game as "<a href="http://www.gamespot.com/articles/microsoft-new-halo-for-xbox-one-is-legitimate/1100-6410554/" data-ref-id="1100-6410554">legitimate</a>."</p><p dir="ltr" style="">We've reached out to Microsoft for comment on today's report, but were unable to reach a company representative at press time.</p><p style="">Microsoft has released only one trailer for the next Halo game, showing off Master Chief in the desert. The all-new Halo game launches in 2014 on Xbox One, following <a href="http://www.gamespot.com/halo-spartan-assault/" data-ref-id="false">Halo: Spartan Assault</a>, which launched for the new system just this week.</p><div data-embed-type="video" data-ref-id="2300-6409585" data-width="100%" data-height="100%"><iframe src="/videos/embed/6409585/" width="100%" height="100%" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe></div><p style=""> </p> Tue, 31 Dec 2013 08:46:00 -0800 http://www.gamespot.com/articles/halo-for-xbox-one-is-halo-5-xbox-australia-says-update/1100-6416878/ http://www.gamespot.com/reviews/violett-review/1900-6415618/ <p style="">In ways both fantastical and familiar, Violett weaves a yarn that snakes around you and pulls you in. This point-and-click adventure shoves its surreality and challenge to the forefront, announcing its intention to lure you into its twisted world and twist your brain into knots from the get-go. As the story grows, the game's mechanics wane, touching on possibilities Violett never fully exploits. Yet where the lead character's magical abilities never wholly blossom, the journey casts its own kind of spells on you. Push past the frustrating initial moments and prepare for a lovely and unusual tale.</p><p style="">The basic setup is one we've all heard before. A young, rebellious teen moves away from her school and her life in the city to an old haunted house in the middle of nowhere. It's a bit hackneyed, but it works as a solid foundation for the game's real draw: a mind-bending nightmare world filled with tough puzzles and inventive visuals.</p><div data-embed-type="video" data-ref-id="2300-6416717" data-width="100%" data-height="100%"><iframe src="/videos/embed/6416717/" width="100%" height="100%" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe></div><p style="">Channeling some unholy fusion between all of the great surrealist artists as well as a healthy dose of Lewis Carroll, Violett opens with the eponymous teen looking around her room for something--anything--to do. She spots a glint through a hole in the baseboard and reaches in to find herself quickly transported to a visually stunning alternate world. The story is pretty bare-bones and is almost exclusively without words, instead relying on pictures, symbols, and facial expressions to communicate. Unfortunately, while that approach helps the already stellar visual presentation, Violett's first few moments are marred by a dedication to that minimalism.</p><p style="">After her transportation to this alternate dimension, Violett finds herself trapped inside a cage, and you, as the player, have some small degree of control over her surroundings. At first, she can't do much besides rock her cage back and forth, by means of you clicking and dragging the mouse to and fro. Unfortunately that requires some strange timing, and it took me about 10 minutes to get the hang of it. On the flip side, that awkward motion shows up only once more at the very end of the game. Coarse first impressions aside, this first scene is fantastic as a vertical slice of everything you need to learn to progress.</p><figure data-align="center" data-size="large" data-img-src="http://static.gamespot.com/uploads/original/416/4161502/2410936-lonely+pond.jpg" data-ref-id="1300-2410936" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static.gamespot.com/uploads/original/416/4161502/2410936-lonely+pond.jpg" data-ref-id="1300-2410936"><img src="http://static.gamespot.com/uploads/scale_super/416/4161502/2410936-lonely+pond.jpg"></a><figcaption>This pond is more representative of the late-game stages and lacks the strangeness of earlier stages, instead looking very grounded, albeit quite somber.</figcaption></figure><p style="">Once you've rattled your cage sufficiently, you briefly grab the hands of a fairy, also imprisoned, which grants you some basic telekinetic powers. From there, you can manipulate objects throughout the room, either by simply clicking on them or by clicking and dragging them in a specific direction to achieve a specific effect. If you're trying to manipulate an object in the wrong way or at the wrong time, Violett shakes her head and mumbles disapprovingly.</p><p style="">Scattered around the room are a few colored orbs that you can collect by clicking on them. They are hidden, though, and very carefully disguised by the environment. These are orbs of elemental power, and they act as a constant sort of Easter-egg hunt. Often there are four or five on any given screen, but figuring out exactly where they sit is a running puzzle that helps guide you to look around the room for clues as to your next objective. With this knowledge in hand, you have all you need to move on.</p><figure data-align="left" data-size="medium" data-img-src="http://static.gamespot.com/uploads/original/416/4161502/2410937-balloons.jpg" data-ref-id="1300-2410937" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static.gamespot.com/uploads/original/416/4161502/2410937-balloons.jpg" data-ref-id="1300-2410937"><img src="http://static.gamespot.com/uploads/scale_medium/416/4161502/2410937-balloons.jpg"></a><figcaption>Not everything in Violett's world looks like it comes from the land of nightmares...sometimes there are colorful party balloons!</figcaption></figure><p style="">From there, things start to get really strange. The first room you come to after the introductory area features a demonic-looking teapot that never takes its one eye off of you. It's distinctly unnerving, but works well to set the creepy, absurdist tone. This room also tests the lessons you learned in the first room to make sure that you've got the hang of them. From there, you find an M.C. Escher-inspired hub of sorts that leads off to several other places, and the game proper begins. This is also the toughest part of the game, since you have several rooms that you must tackle with relatively little to guide you. The strangeness of the world and the obtuse rules it follows highlight Violett's nature as an outsider to this world. You don't understand it, because she doesn't, at least not yet. Regardless, this first hub and its connected rooms amount to the first few hours of gameplay, and they are stunningly hard. While some of that difficulty continues, after you start to get a decent grasp on the world, it isn't quite as alien or as hostile.</p><p style="">There's an overarching theme of escapism that steadily transitions to homesickness, much in the way that Alice's trip through the rabbit hole first seems like a fun romp before becoming more and more hostile. Here, though, the first few environments are remarkably unfriendly, whereas the later ones are wistful and lonely. Because there are no words or real cutscenes to help communicate the game's message, and there's a strong implication that this is Violett's escapist fantasy, it's hard to shake the feeling that this trip through the rabbit hole is reflective of Violett's own emotional state. Helping that interpretation along is the absolutely fantastic musical score. The music changes from room to room, helping to contextualize each major location in the game. Some rooms rely on pizzicato strings to imply that Violett is in danger; others shift into G minor chords to imply sadness and loneliness.</p><figure data-align="right" data-size="medium" data-img-src="http://static.gamespot.com/uploads/original/416/4161502/2410939-orbs.jpg" data-ref-id="1300-2410939" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static.gamespot.com/uploads/original/416/4161502/2410939-orbs.jpg" data-ref-id="1300-2410939"><img src="http://static.gamespot.com/uploads/scale_medium/416/4161502/2410939-orbs.jpg"></a><figcaption>A few orb locations are obvious, but some aren't so easy. There are quite a few in this shot alone. Can you find them all?</figcaption></figure><p style="">While the meat and potatoes of such simple games are the environments and the puzzles, Violett does have a few odd problems. First, while the colored orbs I mentioned earlier are useful in that they help encourage you to look around and closely examine the rooms, they don't have much utility beyond that. Later, Violett gains some other powers in addition to her telekinesis. It's sort of implied that the strength of those powers is related to how many orbs you've collected, but they don't change at all over time. Even if they did, those other powers are rarely used. Violett's ability to float, make plants grow, and finally encapsulate herself in a shield all seem like they'd be fantastically useful for navigating such a strange land, but they never come up in a story-critical context until the last few seconds of the game. Instead, they're used only to help collect pages of a diary left by an unknown stranger. These pages aren't critical, nor do they provide any hints to help the game along. They are entirely optional, though you often have to go to rather extreme lengths to collect them. I was left feeling that the game is unfinished, because these skills aren't used for anything interesting or vital.</p><p style="">Despite the oddly incomplete utilization of otherworldly psychic powers, and an insane difficulty curve, the emotional context goes a long way to helping Violett along. The steep curve is representative of Violett's own confusion, and the powers are her growing determination to escape this alternate world and return home. Violett is quiet and unassuming, but it steadily weaves a tale about childhood fears and desires with which we are all too familiar. Despite its surreal setting, it has a very personal touch that grounds it.</p> Mon, 30 Dec 2013 19:37:00 -0800 http://www.gamespot.com/reviews/violett-review/1900-6415618/

Gamespot's Site MashupIt Came From Xbox Live 999--Snarky GhostHalo for Xbox One is Halo 5, Xbox Australia says [UPDATE]Violett Review

http://auth.gamespot.com/ Gamespot's Everything Feed! News, Reviews, Videos. Exploding with content? You bet. en-us Wed, 01 Jan 2014 20:24:38 -0800 http://www.gamespot.com/videos/it-came-from-xbox-live-999-snarky-ghost/2300-6416694/ McBargains is joined by an all-star cast of XBLIG alumnus to take one final, extra-long dive into the wild, the wacky, and the weird of Xbox Live indie games. Wed, 01 Jan 2014 09:00:00 -0800 http://www.gamespot.com/videos/it-came-from-xbox-live-999-snarky-ghost/2300-6416694/ http://www.gamespot.com/articles/halo-for-xbox-one-is-halo-5-xbox-australia-says-update/1100-6416878/ <figure data-align="center" data-size="large" data-img-src="http://static.gamespot.com/uploads/original/mig/1/8/9/2/2041892-716424_20130610_004.jpg" data-ref-id="1300-2041892" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static.gamespot.com/uploads/original/mig/1/8/9/2/2041892-716424_20130610_004.jpg" data-ref-id="1300-2041892"><img src="http://static.gamespot.com/uploads/scale_super/mig/1/8/9/2/2041892-716424_20130610_004.jpg"></a></figure><p style="">[UPDATE] A Microsoft representative told GameSpot, "This post was made in error, and we will be updating it shortly. We have made no announcements regarding the name of Halo on Xbox One. As we have stated previously, the award-winning franchise continues on Xbox One, beginning in 2014. We have no further details to share at this time."</p><p style=""><em>The original story is below.</em></p><p dir="ltr" style="">The <a href="/halo/" data-ref-id="false">all-new Halo game Microsoft announced for Xbox One at E3 2013</a> in June is Halo 5, not a spinoff, according to a <a href="https://www.facebook.com/photo.php?fbid=10151737837937364&amp;set=a.391922412363.166080.80142697363&amp;type=1" rel="nofollow" data-ref-id="false">Facebook post today from Xbox Australia</a>.</p><p dir="ltr" style="">As part of an ongoing series of reasons to buy an Xbox One in 2014, Microsoft said, "Reason #14 - The Prometheans and Covenant just won't give John-117 a break! Master Chief returns for the thrilling continuation of the Reclaimer Saga in Halo 5."</p><p dir="ltr" style="">In June, former Xbox boss Don Mattrick <a href="http://www.gamespot.com/articles/microsoft-defends-xbox-one-500-price-point-were-over-delivering-value/1100-6410352/" data-ref-id="1100-6410352">referred to the new Halo game as Halo 5</a>.</p><p dir="ltr" style="">However, Microsoft Game Studios corporate vice president Phil Spencer declined to say if this game was Halo 5 when approached by GameSpot earlier this year. He only described the game as "<a href="http://www.gamespot.com/articles/microsoft-new-halo-for-xbox-one-is-legitimate/1100-6410554/" data-ref-id="1100-6410554">legitimate</a>."</p><p dir="ltr" style="">We've reached out to Microsoft for comment on today's report, but were unable to reach a company representative at press time.</p><p style="">Microsoft has released only one trailer for the next Halo game, showing off Master Chief in the desert. The all-new Halo game launches in 2014 on Xbox One, following <a href="http://www.gamespot.com/halo-spartan-assault/" data-ref-id="false">Halo: Spartan Assault</a>, which launched for the new system just this week.</p><div data-embed-type="video" data-ref-id="2300-6409585" data-width="100%" data-height="100%"><iframe src="/videos/embed/6409585/" width="100%" height="100%" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe></div><p style=""> </p> Tue, 31 Dec 2013 08:46:00 -0800 http://www.gamespot.com/articles/halo-for-xbox-one-is-halo-5-xbox-australia-says-update/1100-6416878/ http://www.gamespot.com/reviews/violett-review/1900-6415618/ <p style="">In ways both fantastical and familiar, Violett weaves a yarn that snakes around you and pulls you in. This point-and-click adventure shoves its surreality and challenge to the forefront, announcing its intention to lure you into its twisted world and twist your brain into knots from the get-go. As the story grows, the game's mechanics wane, touching on possibilities Violett never fully exploits. Yet where the lead character's magical abilities never wholly blossom, the journey casts its own kind of spells on you. Push past the frustrating initial moments and prepare for a lovely and unusual tale.</p><p style="">The basic setup is one we've all heard before. A young, rebellious teen moves away from her school and her life in the city to an old haunted house in the middle of nowhere. It's a bit hackneyed, but it works as a solid foundation for the game's real draw: a mind-bending nightmare world filled with tough puzzles and inventive visuals.</p><div data-embed-type="video" data-ref-id="2300-6416717" data-width="100%" data-height="100%"><iframe src="/videos/embed/6416717/" width="100%" height="100%" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe></div><p style="">Channeling some unholy fusion between all of the great surrealist artists as well as a healthy dose of Lewis Carroll, Violett opens with the eponymous teen looking around her room for something--anything--to do. She spots a glint through a hole in the baseboard and reaches in to find herself quickly transported to a visually stunning alternate world. The story is pretty bare-bones and is almost exclusively without words, instead relying on pictures, symbols, and facial expressions to communicate. Unfortunately, while that approach helps the already stellar visual presentation, Violett's first few moments are marred by a dedication to that minimalism.</p><p style="">After her transportation to this alternate dimension, Violett finds herself trapped inside a cage, and you, as the player, have some small degree of control over her surroundings. At first, she can't do much besides rock her cage back and forth, by means of you clicking and dragging the mouse to and fro. Unfortunately that requires some strange timing, and it took me about 10 minutes to get the hang of it. On the flip side, that awkward motion shows up only once more at the very end of the game. Coarse first impressions aside, this first scene is fantastic as a vertical slice of everything you need to learn to progress.</p><figure data-align="center" data-size="large" data-img-src="http://static.gamespot.com/uploads/original/416/4161502/2410936-lonely+pond.jpg" data-ref-id="1300-2410936" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static.gamespot.com/uploads/original/416/4161502/2410936-lonely+pond.jpg" data-ref-id="1300-2410936"><img src="http://static.gamespot.com/uploads/scale_super/416/4161502/2410936-lonely+pond.jpg"></a><figcaption>This pond is more representative of the late-game stages and lacks the strangeness of earlier stages, instead looking very grounded, albeit quite somber.</figcaption></figure><p style="">Once you've rattled your cage sufficiently, you briefly grab the hands of a fairy, also imprisoned, which grants you some basic telekinetic powers. From there, you can manipulate objects throughout the room, either by simply clicking on them or by clicking and dragging them in a specific direction to achieve a specific effect. If you're trying to manipulate an object in the wrong way or at the wrong time, Violett shakes her head and mumbles disapprovingly.</p><p style="">Scattered around the room are a few colored orbs that you can collect by clicking on them. They are hidden, though, and very carefully disguised by the environment. These are orbs of elemental power, and they act as a constant sort of Easter-egg hunt. Often there are four or five on any given screen, but figuring out exactly where they sit is a running puzzle that helps guide you to look around the room for clues as to your next objective. With this knowledge in hand, you have all you need to move on.</p><figure data-align="left" data-size="medium" data-img-src="http://static.gamespot.com/uploads/original/416/4161502/2410937-balloons.jpg" data-ref-id="1300-2410937" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static.gamespot.com/uploads/original/416/4161502/2410937-balloons.jpg" data-ref-id="1300-2410937"><img src="http://static.gamespot.com/uploads/scale_medium/416/4161502/2410937-balloons.jpg"></a><figcaption>Not everything in Violett's world looks like it comes from the land of nightmares...sometimes there are colorful party balloons!</figcaption></figure><p style="">From there, things start to get really strange. The first room you come to after the introductory area features a demonic-looking teapot that never takes its one eye off of you. It's distinctly unnerving, but works well to set the creepy, absurdist tone. This room also tests the lessons you learned in the first room to make sure that you've got the hang of them. From there, you find an M.C. Escher-inspired hub of sorts that leads off to several other places, and the game proper begins. This is also the toughest part of the game, since you have several rooms that you must tackle with relatively little to guide you. The strangeness of the world and the obtuse rules it follows highlight Violett's nature as an outsider to this world. You don't understand it, because she doesn't, at least not yet. Regardless, this first hub and its connected rooms amount to the first few hours of gameplay, and they are stunningly hard. While some of that difficulty continues, after you start to get a decent grasp on the world, it isn't quite as alien or as hostile.</p><p style="">There's an overarching theme of escapism that steadily transitions to homesickness, much in the way that Alice's trip through the rabbit hole first seems like a fun romp before becoming more and more hostile. Here, though, the first few environments are remarkably unfriendly, whereas the later ones are wistful and lonely. Because there are no words or real cutscenes to help communicate the game's message, and there's a strong implication that this is Violett's escapist fantasy, it's hard to shake the feeling that this trip through the rabbit hole is reflective of Violett's own emotional state. Helping that interpretation along is the absolutely fantastic musical score. The music changes from room to room, helping to contextualize each major location in the game. Some rooms rely on pizzicato strings to imply that Violett is in danger; others shift into G minor chords to imply sadness and loneliness.</p><figure data-align="right" data-size="medium" data-img-src="http://static.gamespot.com/uploads/original/416/4161502/2410939-orbs.jpg" data-ref-id="1300-2410939" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static.gamespot.com/uploads/original/416/4161502/2410939-orbs.jpg" data-ref-id="1300-2410939"><img src="http://static.gamespot.com/uploads/scale_medium/416/4161502/2410939-orbs.jpg"></a><figcaption>A few orb locations are obvious, but some aren't so easy. There are quite a few in this shot alone. Can you find them all?</figcaption></figure><p style="">While the meat and potatoes of such simple games are the environments and the puzzles, Violett does have a few odd problems. First, while the colored orbs I mentioned earlier are useful in that they help encourage you to look around and closely examine the rooms, they don't have much utility beyond that. Later, Violett gains some other powers in addition to her telekinesis. It's sort of implied that the strength of those powers is related to how many orbs you've collected, but they don't change at all over time. Even if they did, those other powers are rarely used. Violett's ability to float, make plants grow, and finally encapsulate herself in a shield all seem like they'd be fantastically useful for navigating such a strange land, but they never come up in a story-critical context until the last few seconds of the game. Instead, they're used only to help collect pages of a diary left by an unknown stranger. These pages aren't critical, nor do they provide any hints to help the game along. They are entirely optional, though you often have to go to rather extreme lengths to collect them. I was left feeling that the game is unfinished, because these skills aren't used for anything interesting or vital.</p><p style="">Despite the oddly incomplete utilization of otherworldly psychic powers, and an insane difficulty curve, the emotional context goes a long way to helping Violett along. The steep curve is representative of Violett's own confusion, and the powers are her growing determination to escape this alternate world and return home. Violett is quiet and unassuming, but it steadily weaves a tale about childhood fears and desires with which we are all too familiar. Despite its surreal setting, it has a very personal touch that grounds it.</p> Mon, 30 Dec 2013 19:37:00 -0800 http://www.gamespot.com/reviews/violett-review/1900-6415618/


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Gamespot's Site Mashup

Written By Kom Limpulnam on Rabu, 01 Januari 2014 | 11.53

Gamespot's Site Mashup2013 Year In Review - PlayStationHalo for Xbox One is Halo 5, Xbox Australia says [UPDATE]Violett Review

http://auth.gamespot.com/ Gamespot's Everything Feed! News, Reviews, Videos. Exploding with content? You bet. en-us Tue, 31 Dec 2013 20:24:07 -0800 http://www.gamespot.com/videos/2013-year-in-review-playstation/2300-6416711/ Danny takes a look back at the launch of the PS4, and what was a pretty great year for PlayStation 3 and VITA owners. Tue, 31 Dec 2013 14:30:00 -0800 http://www.gamespot.com/videos/2013-year-in-review-playstation/2300-6416711/ http://www.gamespot.com/articles/halo-for-xbox-one-is-halo-5-xbox-australia-says-update/1100-6416878/ <figure data-align="center" data-size="large" data-img-src="http://static.gamespot.com/uploads/original/mig/1/8/9/2/2041892-716424_20130610_004.jpg" data-ref-id="1300-2041892" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static.gamespot.com/uploads/original/mig/1/8/9/2/2041892-716424_20130610_004.jpg" data-ref-id="1300-2041892"><img src="http://static.gamespot.com/uploads/scale_super/mig/1/8/9/2/2041892-716424_20130610_004.jpg"></a></figure><p style="">[UPDATE] A Microsoft representative told GameSpot, "This post was made in error, and we will be updating it shortly. We have made no announcements regarding the name of Halo on Xbox One. As we have stated previously, the award-winning franchise continues on Xbox One, beginning in 2014. We have no further details to share at this time."</p><p style=""><em>The original story is below.</em></p><p dir="ltr" style="">The <a href="/halo/" data-ref-id="false">all-new Halo game Microsoft announced for Xbox One at E3 2013</a> in June is Halo 5, not a spinoff, according to a <a href="https://www.facebook.com/photo.php?fbid=10151737837937364&amp;set=a.391922412363.166080.80142697363&amp;type=1" rel="nofollow" data-ref-id="false">Facebook post today from Xbox Australia</a>.</p><p dir="ltr" style="">As part of an ongoing series of reasons to buy an Xbox One in 2014, Microsoft said, "Reason #14 - The Prometheans and Covenant just won't give John-117 a break! Master Chief returns for the thrilling continuation of the Reclaimer Saga in Halo 5."</p><p dir="ltr" style="">In June, former Xbox boss Don Mattrick <a href="http://www.gamespot.com/articles/microsoft-defends-xbox-one-500-price-point-were-over-delivering-value/1100-6410352/" data-ref-id="1100-6410352">referred to the new Halo game as Halo 5</a>.</p><p dir="ltr" style="">However, Microsoft Game Studios corporate vice president Phil Spencer declined to say if this game was Halo 5 when approached by GameSpot earlier this year. He only described the game as "<a href="http://www.gamespot.com/articles/microsoft-new-halo-for-xbox-one-is-legitimate/1100-6410554/" data-ref-id="1100-6410554">legitimate</a>."</p><p dir="ltr" style="">We've reached out to Microsoft for comment on today's report, but were unable to reach a company representative at press time.</p><p style="">Microsoft has released only one trailer for the next Halo game, showing off Master Chief in the desert. The all-new Halo game launches in 2014 on Xbox One, following <a href="http://www.gamespot.com/halo-spartan-assault/" data-ref-id="false">Halo: Spartan Assault</a>, which launched for the new system just this week.</p><div data-embed-type="video" data-ref-id="2300-6409585" data-width="100%" data-height="100%"><iframe src="/videos/embed/6409585/" width="100%" height="100%" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe></div><p style=""> </p> Tue, 31 Dec 2013 08:46:00 -0800 http://www.gamespot.com/articles/halo-for-xbox-one-is-halo-5-xbox-australia-says-update/1100-6416878/ http://www.gamespot.com/reviews/violett-review/1900-6415618/ <p style="">In ways both fantastical and familiar, Violett weaves a yarn that snakes around you and pulls you in. This point-and-click adventure shoves its surreality and challenge to the forefront, announcing its intention to lure you into its twisted world and twist your brain into knots from the get-go. As the story grows, the game's mechanics wane, touching on possibilities Violett never fully exploits. Yet where the lead character's magical abilities never wholly blossom, the journey casts its own kind of spells on you. Push past the frustrating initial moments and prepare for a lovely and unusual tale.</p><p style="">The basic setup is one we've all heard before. A young, rebellious teen moves away from her school and her life in the city to an old haunted house in the middle of nowhere. It's a bit hackneyed, but it works as a solid foundation for the game's real draw: a mind-bending nightmare world filled with tough puzzles and inventive visuals.</p><div data-embed-type="video" data-ref-id="2300-6416717" data-width="100%" data-height="100%"><iframe src="/videos/embed/6416717/" width="100%" height="100%" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe></div><p style="">Channeling some unholy fusion between all of the great surrealist artists as well as a healthy dose of Lewis Carroll, Violett opens with the eponymous teen looking around her room for something--anything--to do. She spots a glint through a hole in the baseboard and reaches in to find herself quickly transported to a visually stunning alternate world. The story is pretty bare-bones and is almost exclusively without words, instead relying on pictures, symbols, and facial expressions to communicate. Unfortunately, while that approach helps the already stellar visual presentation, Violett's first few moments are marred by a dedication to that minimalism.</p><p style="">After her transportation to this alternate dimension, Violett finds herself trapped inside a cage, and you, as the player, have some small degree of control over her surroundings. At first, she can't do much besides rock her cage back and forth, by means of you clicking and dragging the mouse to and fro. Unfortunately that requires some strange timing, and it took me about 10 minutes to get the hang of it. On the flip side, that awkward motion shows up only once more at the very end of the game. Coarse first impressions aside, this first scene is fantastic as a vertical slice of everything you need to learn to progress.</p><figure data-align="center" data-size="large" data-img-src="http://static.gamespot.com/uploads/original/416/4161502/2410936-lonely+pond.jpg" data-ref-id="1300-2410936" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static.gamespot.com/uploads/original/416/4161502/2410936-lonely+pond.jpg" data-ref-id="1300-2410936"><img src="http://static.gamespot.com/uploads/scale_super/416/4161502/2410936-lonely+pond.jpg"></a><figcaption>This pond is more representative of the late-game stages and lacks the strangeness of earlier stages, instead looking very grounded, albeit quite somber.</figcaption></figure><p style="">Once you've rattled your cage sufficiently, you briefly grab the hands of a fairy, also imprisoned, which grants you some basic telekinetic powers. From there, you can manipulate objects throughout the room, either by simply clicking on them or by clicking and dragging them in a specific direction to achieve a specific effect. If you're trying to manipulate an object in the wrong way or at the wrong time, Violett shakes her head and mumbles disapprovingly.</p><p style="">Scattered around the room are a few colored orbs that you can collect by clicking on them. They are hidden, though, and very carefully disguised by the environment. These are orbs of elemental power, and they act as a constant sort of Easter-egg hunt. Often there are four or five on any given screen, but figuring out exactly where they sit is a running puzzle that helps guide you to look around the room for clues as to your next objective. With this knowledge in hand, you have all you need to move on.</p><figure data-align="left" data-size="medium" data-img-src="http://static.gamespot.com/uploads/original/416/4161502/2410937-balloons.jpg" data-ref-id="1300-2410937" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static.gamespot.com/uploads/original/416/4161502/2410937-balloons.jpg" data-ref-id="1300-2410937"><img src="http://static.gamespot.com/uploads/scale_medium/416/4161502/2410937-balloons.jpg"></a><figcaption>Not everything in Violett's world looks like it comes from the land of nightmares...sometimes there are colorful party balloons!</figcaption></figure><p style="">From there, things start to get really strange. The first room you come to after the introductory area features a demonic-looking teapot that never takes its one eye off of you. It's distinctly unnerving, but works well to set the creepy, absurdist tone. This room also tests the lessons you learned in the first room to make sure that you've got the hang of them. From there, you find an M.C. Escher-inspired hub of sorts that leads off to several other places, and the game proper begins. This is also the toughest part of the game, since you have several rooms that you must tackle with relatively little to guide you. The strangeness of the world and the obtuse rules it follows highlight Violett's nature as an outsider to this world. You don't understand it, because she doesn't, at least not yet. Regardless, this first hub and its connected rooms amount to the first few hours of gameplay, and they are stunningly hard. While some of that difficulty continues, after you start to get a decent grasp on the world, it isn't quite as alien or as hostile.</p><p style="">There's an overarching theme of escapism that steadily transitions to homesickness, much in the way that Alice's trip through the rabbit hole first seems like a fun romp before becoming more and more hostile. Here, though, the first few environments are remarkably unfriendly, whereas the later ones are wistful and lonely. Because there are no words or real cutscenes to help communicate the game's message, and there's a strong implication that this is Violett's escapist fantasy, it's hard to shake the feeling that this trip through the rabbit hole is reflective of Violett's own emotional state. Helping that interpretation along is the absolutely fantastic musical score. The music changes from room to room, helping to contextualize each major location in the game. Some rooms rely on pizzicato strings to imply that Violett is in danger; others shift into G minor chords to imply sadness and loneliness.</p><figure data-align="right" data-size="medium" data-img-src="http://static.gamespot.com/uploads/original/416/4161502/2410939-orbs.jpg" data-ref-id="1300-2410939" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static.gamespot.com/uploads/original/416/4161502/2410939-orbs.jpg" data-ref-id="1300-2410939"><img src="http://static.gamespot.com/uploads/scale_medium/416/4161502/2410939-orbs.jpg"></a><figcaption>A few orb locations are obvious, but some aren't so easy. There are quite a few in this shot alone. Can you find them all?</figcaption></figure><p style="">While the meat and potatoes of such simple games are the environments and the puzzles, Violett does have a few odd problems. First, while the colored orbs I mentioned earlier are useful in that they help encourage you to look around and closely examine the rooms, they don't have much utility beyond that. Later, Violett gains some other powers in addition to her telekinesis. It's sort of implied that the strength of those powers is related to how many orbs you've collected, but they don't change at all over time. Even if they did, those other powers are rarely used. Violett's ability to float, make plants grow, and finally encapsulate herself in a shield all seem like they'd be fantastically useful for navigating such a strange land, but they never come up in a story-critical context until the last few seconds of the game. Instead, they're used only to help collect pages of a diary left by an unknown stranger. These pages aren't critical, nor do they provide any hints to help the game along. They are entirely optional, though you often have to go to rather extreme lengths to collect them. I was left feeling that the game is unfinished, because these skills aren't used for anything interesting or vital.</p><p style="">Despite the oddly incomplete utilization of otherworldly psychic powers, and an insane difficulty curve, the emotional context goes a long way to helping Violett along. The steep curve is representative of Violett's own confusion, and the powers are her growing determination to escape this alternate world and return home. Violett is quiet and unassuming, but it steadily weaves a tale about childhood fears and desires with which we are all too familiar. Despite its surreal setting, it has a very personal touch that grounds it.</p> Mon, 30 Dec 2013 19:37:00 -0800 http://www.gamespot.com/reviews/violett-review/1900-6415618/

Gamespot's Site Mashup2013 Year In Review - PlayStationHalo for Xbox One is Halo 5, Xbox Australia says [UPDATE]Violett Review

http://auth.gamespot.com/ Gamespot's Everything Feed! News, Reviews, Videos. Exploding with content? You bet. en-us Tue, 31 Dec 2013 20:24:07 -0800 http://www.gamespot.com/videos/2013-year-in-review-playstation/2300-6416711/ Danny takes a look back at the launch of the PS4, and what was a pretty great year for PlayStation 3 and VITA owners. Tue, 31 Dec 2013 14:30:00 -0800 http://www.gamespot.com/videos/2013-year-in-review-playstation/2300-6416711/ http://www.gamespot.com/articles/halo-for-xbox-one-is-halo-5-xbox-australia-says-update/1100-6416878/ <figure data-align="center" data-size="large" data-img-src="http://static.gamespot.com/uploads/original/mig/1/8/9/2/2041892-716424_20130610_004.jpg" data-ref-id="1300-2041892" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static.gamespot.com/uploads/original/mig/1/8/9/2/2041892-716424_20130610_004.jpg" data-ref-id="1300-2041892"><img src="http://static.gamespot.com/uploads/scale_super/mig/1/8/9/2/2041892-716424_20130610_004.jpg"></a></figure><p style="">[UPDATE] A Microsoft representative told GameSpot, "This post was made in error, and we will be updating it shortly. We have made no announcements regarding the name of Halo on Xbox One. As we have stated previously, the award-winning franchise continues on Xbox One, beginning in 2014. We have no further details to share at this time."</p><p style=""><em>The original story is below.</em></p><p dir="ltr" style="">The <a href="/halo/" data-ref-id="false">all-new Halo game Microsoft announced for Xbox One at E3 2013</a> in June is Halo 5, not a spinoff, according to a <a href="https://www.facebook.com/photo.php?fbid=10151737837937364&amp;set=a.391922412363.166080.80142697363&amp;type=1" rel="nofollow" data-ref-id="false">Facebook post today from Xbox Australia</a>.</p><p dir="ltr" style="">As part of an ongoing series of reasons to buy an Xbox One in 2014, Microsoft said, "Reason #14 - The Prometheans and Covenant just won't give John-117 a break! Master Chief returns for the thrilling continuation of the Reclaimer Saga in Halo 5."</p><p dir="ltr" style="">In June, former Xbox boss Don Mattrick <a href="http://www.gamespot.com/articles/microsoft-defends-xbox-one-500-price-point-were-over-delivering-value/1100-6410352/" data-ref-id="1100-6410352">referred to the new Halo game as Halo 5</a>.</p><p dir="ltr" style="">However, Microsoft Game Studios corporate vice president Phil Spencer declined to say if this game was Halo 5 when approached by GameSpot earlier this year. He only described the game as "<a href="http://www.gamespot.com/articles/microsoft-new-halo-for-xbox-one-is-legitimate/1100-6410554/" data-ref-id="1100-6410554">legitimate</a>."</p><p dir="ltr" style="">We've reached out to Microsoft for comment on today's report, but were unable to reach a company representative at press time.</p><p style="">Microsoft has released only one trailer for the next Halo game, showing off Master Chief in the desert. The all-new Halo game launches in 2014 on Xbox One, following <a href="http://www.gamespot.com/halo-spartan-assault/" data-ref-id="false">Halo: Spartan Assault</a>, which launched for the new system just this week.</p><div data-embed-type="video" data-ref-id="2300-6409585" data-width="100%" data-height="100%"><iframe src="/videos/embed/6409585/" width="100%" height="100%" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe></div><p style=""> </p> Tue, 31 Dec 2013 08:46:00 -0800 http://www.gamespot.com/articles/halo-for-xbox-one-is-halo-5-xbox-australia-says-update/1100-6416878/ http://www.gamespot.com/reviews/violett-review/1900-6415618/ <p style="">In ways both fantastical and familiar, Violett weaves a yarn that snakes around you and pulls you in. This point-and-click adventure shoves its surreality and challenge to the forefront, announcing its intention to lure you into its twisted world and twist your brain into knots from the get-go. As the story grows, the game's mechanics wane, touching on possibilities Violett never fully exploits. Yet where the lead character's magical abilities never wholly blossom, the journey casts its own kind of spells on you. Push past the frustrating initial moments and prepare for a lovely and unusual tale.</p><p style="">The basic setup is one we've all heard before. A young, rebellious teen moves away from her school and her life in the city to an old haunted house in the middle of nowhere. It's a bit hackneyed, but it works as a solid foundation for the game's real draw: a mind-bending nightmare world filled with tough puzzles and inventive visuals.</p><div data-embed-type="video" data-ref-id="2300-6416717" data-width="100%" data-height="100%"><iframe src="/videos/embed/6416717/" width="100%" height="100%" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe></div><p style="">Channeling some unholy fusion between all of the great surrealist artists as well as a healthy dose of Lewis Carroll, Violett opens with the eponymous teen looking around her room for something--anything--to do. She spots a glint through a hole in the baseboard and reaches in to find herself quickly transported to a visually stunning alternate world. The story is pretty bare-bones and is almost exclusively without words, instead relying on pictures, symbols, and facial expressions to communicate. Unfortunately, while that approach helps the already stellar visual presentation, Violett's first few moments are marred by a dedication to that minimalism.</p><p style="">After her transportation to this alternate dimension, Violett finds herself trapped inside a cage, and you, as the player, have some small degree of control over her surroundings. At first, she can't do much besides rock her cage back and forth, by means of you clicking and dragging the mouse to and fro. Unfortunately that requires some strange timing, and it took me about 10 minutes to get the hang of it. On the flip side, that awkward motion shows up only once more at the very end of the game. Coarse first impressions aside, this first scene is fantastic as a vertical slice of everything you need to learn to progress.</p><figure data-align="center" data-size="large" data-img-src="http://static.gamespot.com/uploads/original/416/4161502/2410936-lonely+pond.jpg" data-ref-id="1300-2410936" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static.gamespot.com/uploads/original/416/4161502/2410936-lonely+pond.jpg" data-ref-id="1300-2410936"><img src="http://static.gamespot.com/uploads/scale_super/416/4161502/2410936-lonely+pond.jpg"></a><figcaption>This pond is more representative of the late-game stages and lacks the strangeness of earlier stages, instead looking very grounded, albeit quite somber.</figcaption></figure><p style="">Once you've rattled your cage sufficiently, you briefly grab the hands of a fairy, also imprisoned, which grants you some basic telekinetic powers. From there, you can manipulate objects throughout the room, either by simply clicking on them or by clicking and dragging them in a specific direction to achieve a specific effect. If you're trying to manipulate an object in the wrong way or at the wrong time, Violett shakes her head and mumbles disapprovingly.</p><p style="">Scattered around the room are a few colored orbs that you can collect by clicking on them. They are hidden, though, and very carefully disguised by the environment. These are orbs of elemental power, and they act as a constant sort of Easter-egg hunt. Often there are four or five on any given screen, but figuring out exactly where they sit is a running puzzle that helps guide you to look around the room for clues as to your next objective. With this knowledge in hand, you have all you need to move on.</p><figure data-align="left" data-size="medium" data-img-src="http://static.gamespot.com/uploads/original/416/4161502/2410937-balloons.jpg" data-ref-id="1300-2410937" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static.gamespot.com/uploads/original/416/4161502/2410937-balloons.jpg" data-ref-id="1300-2410937"><img src="http://static.gamespot.com/uploads/scale_medium/416/4161502/2410937-balloons.jpg"></a><figcaption>Not everything in Violett's world looks like it comes from the land of nightmares...sometimes there are colorful party balloons!</figcaption></figure><p style="">From there, things start to get really strange. The first room you come to after the introductory area features a demonic-looking teapot that never takes its one eye off of you. It's distinctly unnerving, but works well to set the creepy, absurdist tone. This room also tests the lessons you learned in the first room to make sure that you've got the hang of them. From there, you find an M.C. Escher-inspired hub of sorts that leads off to several other places, and the game proper begins. This is also the toughest part of the game, since you have several rooms that you must tackle with relatively little to guide you. The strangeness of the world and the obtuse rules it follows highlight Violett's nature as an outsider to this world. You don't understand it, because she doesn't, at least not yet. Regardless, this first hub and its connected rooms amount to the first few hours of gameplay, and they are stunningly hard. While some of that difficulty continues, after you start to get a decent grasp on the world, it isn't quite as alien or as hostile.</p><p style="">There's an overarching theme of escapism that steadily transitions to homesickness, much in the way that Alice's trip through the rabbit hole first seems like a fun romp before becoming more and more hostile. Here, though, the first few environments are remarkably unfriendly, whereas the later ones are wistful and lonely. Because there are no words or real cutscenes to help communicate the game's message, and there's a strong implication that this is Violett's escapist fantasy, it's hard to shake the feeling that this trip through the rabbit hole is reflective of Violett's own emotional state. Helping that interpretation along is the absolutely fantastic musical score. The music changes from room to room, helping to contextualize each major location in the game. Some rooms rely on pizzicato strings to imply that Violett is in danger; others shift into G minor chords to imply sadness and loneliness.</p><figure data-align="right" data-size="medium" data-img-src="http://static.gamespot.com/uploads/original/416/4161502/2410939-orbs.jpg" data-ref-id="1300-2410939" data-resize-url="" data-resized="" data-embed-type="image"><a href="http://static.gamespot.com/uploads/original/416/4161502/2410939-orbs.jpg" data-ref-id="1300-2410939"><img src="http://static.gamespot.com/uploads/scale_medium/416/4161502/2410939-orbs.jpg"></a><figcaption>A few orb locations are obvious, but some aren't so easy. There are quite a few in this shot alone. Can you find them all?</figcaption></figure><p style="">While the meat and potatoes of such simple games are the environments and the puzzles, Violett does have a few odd problems. First, while the colored orbs I mentioned earlier are useful in that they help encourage you to look around and closely examine the rooms, they don't have much utility beyond that. Later, Violett gains some other powers in addition to her telekinesis. It's sort of implied that the strength of those powers is related to how many orbs you've collected, but they don't change at all over time. Even if they did, those other powers are rarely used. Violett's ability to float, make plants grow, and finally encapsulate herself in a shield all seem like they'd be fantastically useful for navigating such a strange land, but they never come up in a story-critical context until the last few seconds of the game. Instead, they're used only to help collect pages of a diary left by an unknown stranger. These pages aren't critical, nor do they provide any hints to help the game along. They are entirely optional, though you often have to go to rather extreme lengths to collect them. I was left feeling that the game is unfinished, because these skills aren't used for anything interesting or vital.</p><p style="">Despite the oddly incomplete utilization of otherworldly psychic powers, and an insane difficulty curve, the emotional context goes a long way to helping Violett along. The steep curve is representative of Violett's own confusion, and the powers are her growing determination to escape this alternate world and return home. Violett is quiet and unassuming, but it steadily weaves a tale about childhood fears and desires with which we are all too familiar. Despite its surreal setting, it has a very personal touch that grounds it.</p> Mon, 30 Dec 2013 19:37:00 -0800 http://www.gamespot.com/reviews/violett-review/1900-6415618/


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