Showing posts with label AbleGamers. Show all posts
Showing posts with label AbleGamers. Show all posts

Saturday, August 2, 2014

CADILLACS AND DINOSAURS (1993 ARCADE) ACCESSIBILITY REVIEW:





CADILLACS AND DINOSAURS (1993 ARCADE) ACCESSIBILITY REVIEW:


MESS O.: “HEY CREEP! GET AWAY FROM THAT DINO!”

VICE T.: “GET LOST OR LOSE TEETH! YOUR CARCASS WILL FATTEN UP THIS 
ROCK HOPPER BEFORE I SKIN IT!”

- Stage 1 Boss “Vice T.” Dialogue 

    Today, I played the most 90s thing I have ever seen. Why haven’t I ever seen this before!? Listen to this:  It’s a Final Fight ripoff based on a comic that became a Saturday morning cartoon. That is gnarly, dude! It’s about guys from an apocalyptic 2153 fighting dinosaur hunters the best way possible. By beating them up! And sometimes even their dinosaurs, because those are obviously bad dinos. The ones you are saving are good. Since 90s nostalgia is cool, and it’s the most recent thing I’ve played, I thought I’d share some of my experiences with this radical game.

Apparently, the game supports up to four players: Jack, (Your Cody Clone!) Hannah, (Obligatory female in orange suit.) Mustapha,( Tough Black Guy!) and Mess O., (Your Haggar Clone!) Now, it’s pretty much your standard beat-‘em-up sidescroller with scifi tough guys, fat guys, and people with whips (And dinos, of course!) to beat up as you find food and power-ups in conveniently-placed oil drums and containers. But, it’s main gimmick seems to be that this game has more guns than The Punisher arcade game. There are a lot. All over the place.

Unlike most beat-em-ups, you see, it uses an ammo system. Most beat-em-ups have you throw away your gun after a few uses, like a ranged weapon with 3 uses. (The Punisher, Final Fight, Streets of Rage, etc.) Not in this game! You can pick up ammo, and blast punks with your shotguns, or triceratopses with your uzis, ‘til you can’t reload. This is the first beat-em-up I’ve seen with such a reload system, and it is awesome.

By the way, on the flipside of awesome cheese, all 90s arcade beat-em-ups had frighteningly cheesy and potentially traumatic game over screens to get you to fork over another quarter. In this one, Vice T. shoots you in the face when the counter reaches 0, and says “ EAT LEAD -- BABY!” Terrifying cheesiness. But, in this emulation, simply pressing a button inserts a coin, thank goodness. So we can be spared the potential trauma of hearing: “EAT LEAD -- BABY!” in our nightmares!

I love the cheesiness. I love that the mission doesn’t make sense. Save good dinos, kill bad ones. Sure! And I love that everything is solved with a one-liner and a punch. I even love the bad dialogue. (Jack’s victory phrase is “You can’t touch this!”) Anyway, I did have a couple accessibility issues. Since this was an emulation, I couldn’t figure out how to do special attacks. I pressed all the buttons. But, since there was no instructions on how the emulation translates arcade buttons, I still haven’t figured it all out, but have done most the guesswork myself. Thankfully, beat-em-ups  are pretty straightforward and accessible. Just punch and move forward.

Before anyone asks…I haven’t read the comics, or seen the cartoon (Yet!) But, I thought the game was mind-blowingly RADICAL. If you want to revisit the 90s, or just have fun beating up bad guys with the power of one-liners and 90s catchphrases, this game is for you. Guns and dinosaurs! What more do you want? Check it out!




FINAL GRADE: A

ACCESSIBILITY GRADE: A-  (Straight-forward beat-em-up with minimal tricky controls. Punch and move forward if all else fails.)

FORGIVENESS FACTOR: A+ (Unlimited continues if you‘re playing an emulation!)

CONTROLS: A (Pretty straightforward for a beat-em-up. But, some guesswork. Figure out how to punch, and you‘re good to beat up punks and evil dinos! Rock on!)

Monday, February 17, 2014

iPad Game Accessibility Review: Punch Quest (2012)






iPad Game Accessibility Review: Punch Quest 

Hi there, gamers! Do you want a fun game on the iPad that isn’t a huge, ad-ridden money trap? Try Punch Quest. Punch Quest is a fun combination of endless runner/beat-em-up. So, it’s all about how far you can get punching through zombies, skeletons, monsters, and demons! Tapping the right side of the screen keeps your player punching and running. But, also, tapping the left side of the screen does a little flying uppercut move. Another tap pounds the ground in a sort of combo.

Those aren’t the only moves in your arsenal! Along the way in your punching frenzy, you’ll get power-ups like grillin’ fists,(They shoot fireballs!) and iron fists that protect you from harm for a bit, and make you stronger! And finally, there’s a raptor that shoots lasers out of it’s mouth. You read that right. If that doesn’t make you excited to play this game, you must be dead inside. A laser-shooting dinosaur!

Yes, Punch Quest sounds like something a hyperactive five-year-old dreamed up. But, that’s fine by me. It’s fast-paced, fun, and unapologetically wacky. As far as I know, the only thing that would make this game inaccessible is the speed. But, the speed is also good for racking up points. If you punch out two or more guys, it leads to a combo. Combos multiply your points.

Points can unlock new techniques and armor. Luckily, this uses app in-game points only to buy things. Not real money! So, if you’re looking for a quick bit of fun, download it. And enjoy! There are boss fights, but since it’s an endless runner, the only thing that really counts is how long you hold out, and the points you score. It’s very replayable. Radical! With its simplicity, speed, breezy controls, and fun, it’s certainly worth a download.

And it’s cheap! There are so few good accessible games that Punch Quest certainly punches its way to the top of my list. Oh, and I haven’t even unlocked new techniques yet. But, I have beaten one boss…a flying skull! How cool is that? Go download it for all of $0.99! (When I got it, it was free. But, the price seems to have gone up!) Punch your way to greater and greater glory! All in all, this is one gnarly iPad game. 5/5 stars!

FINAL GRADE: A

ACCESSIBILITY GRADE: A+ (You control the entire game just by tapping sides.)

FORGIVENESS FACTOR: A (It‘s very fun, and replayable. See how long you can hold out!)

TOUCHSCREEN CONTROL: A- (Kind of fast, but still incredibly easy to play, and fun!)





Saturday, February 15, 2014

Stranded II (PC+Mac 2007): Game Accessibility Review:



Stranded II (PC+Mac 2007): Game Accessibility Review:

Stranded II is a bit like Minecraft. Except Minecraft lets you build whatever world you want piece by piece. Stranded II appears to be the opposite philosophy. Namely, you have to build what it tells you you can build, and you have no idea what you’re getting as you randomly hit trees or the ground. Every tree you hit, you could get leaves, vines, or branches. There’s no telling what you’ll get whenever you hit a resource…it’s all chance!

    Also, the inventory is ridiculously small. I’ve played this game many times over to see if I could get the hang of it. I eventually did, but I don’t think it made it any more fun to play. The key strategy is to set up structures bit by bit. First, make a hammer by combining 1 branch + 1 stone. Then, click on the hammer and put it in your hand. Right click to build an available structure. Putting the hammer in your hand and clicking repeatedly? You have to do it EVERY time you build something.

Okay, let’s build a shelter: 20 branches, 30 leaves. Since the inventory is ridiculously small, you’re going to hear your character complain: “It’s too heavy!” a lot. So, basically, build the structure piece by piece, meaning once you have the materials, click 50 times (20+30) on the structure, and then, you’ll have it. And that’s the easiest structure to get in the game. Food, water, and fatigue are all measured separately too, rather than Minecraft’s unified hunger meter, so you always have to keep an eye on that.

I respect that the game is based on survival, but does: “Click on this graphically pre-determined structure, while clicking wildly on this tree to see if you can get materials to build the graphically pre-determined structure” sound fun? No, not to me; it’s tedious, and just reminds me I could be playing Minecraft. Minecraft at least let’s me take pride in what I build, because the buildings’ designs are up to me.

And before any Stranded II fans chime in, yes, I built the wood and stone storage. But, I found that, again, the inventory is so small, that I kept having to sacrifice food to carry back logs for the all purpose storage hut. Otherwise, “It’s too heavy!” And I would find that my dropped food would perish after a while, or else I’d just lose track of where I put it.

Now, to make matters worse for non-German speakers, I kept finding bits of the game that were untranslated even in the English version. These were mostly ok. “Alle” means “all” for taking all the materials in front of you. “Eingeborener” means native, as you will sometimes encounter natives. But, there was one German message where, if I didn’t speak German, I’d be toast: “Feuer! Feuer! Ein Gebäude brennt!” In English: “Fire! Fire! A building is burning!” I’d built my shelter too close to my campfire (10 branches+50 stones) and it burnt down.

 Overall, I had some fun with this game. Hunting animals, seeing how long I could survive. But, there are too many random elements in Stranded II, and the building process is way too tedious for my taste when gathering is so difficult to measure and at the same time I have to maintain supplies, and even sometimes avoid lions. Yes, lions. Now, click faster, before they kill you!

I’m posting this to prove a point about disability in gaming. Previously, I lambasted Minecraft for having nearly impossible controls. But, it was still kind of fun to build with, truth be told. But, Stranded II is proof that a game can be perfectly accessible control-wise, and still be bad. Even though most of Stranded II is controlled by simple point-and-click, other problems make the game pointlessly tedious, and the fun dies quickly. Sometimes fun transcends disability issues: If a game’s bad, a game’s bad.

FINAL GRADE: C

ACCESSIBILITY GRADE: B+ (Point-and-click for nearly all actions; some untranslated words, clicking to build gets tiresome.)

FORGIVENESS FACTOR: E (Resource management is incredibly critical; limited inventory space makes survival difficult.)

 CONTROL A-:  (Nearly all interactions are point-and-click; controls can be changed in the main menu.)



Saturday, September 7, 2013

Game Review: Heroclix

Game Review: Heroclix




   Yesterday, I played my first game of Heroclix. I used the Marvel starter set. If you’ve played D&D or Warhammer, it’s pretty much that with superheroes/pop culture miniatures. The one gimmick is that each miniature has a dial that you click to indicate when they take damage. Now, I love the premise of the game. Superhero fights are always (usually) on my mind, like any kid who grew up with fighting games/comics. But, it’s not particularly accessible for me…that doesn’t keep me from playing, I just have a friend help me turn the dial.

    We played 2 games with this one 6-figure set. One 3-on-3 (Wolverine, Elektra, and Hobgoblin vs. Spiderman, Sabertooth, and Wasp.) and one 1-on-1 (Sabretooth vs. Wolverine.) Now, for those you who don’t play Warhammer or D&D, I’ll explain the game simply. Each figure has stats (Movement, Defense, Attack, Damage.) on it’s base.

You use these stats to play the game, along with dice, of course. For example, Wolverine in my starter set has  5 Movement 12 Defense and 1 Damage…but if you use his claws, his damage becomes 1d6. Anyway, all the figures have stats and powers like this. If you equal or surpass Wolverine’s Defense stat, you hit him, and deal the indicated damage on the figure’s base and click the dial. Neat stuff, but I never did click the dials. My buddy did.

    He also set up the map and placed object tokens on it. Light objects increase damage by 1, and heavy objects (Only portable by characters with super strength!) increase damage by 2. In our first official game, it was basically a race to pick up the objects. Whereas I thought any team with Wolverine could win…the teams with Wolverine lost both times!

 To be sure, once was due to bad strategy (I was fighting over a boulder with Spiderman and didn’t wanna spend all day playing catch with super strength.) And the second game, I won with Sabertooth because my buddy kept rolling badly! (It happens…but I got lucky.)

     It’s a great game! I can’t wait to start collecting other neat Heroclix figures. I’ve even seen Star Trek and Watchmen Heroclix as well as more specific ones and weird mods like Earthworm Jim Heroclix. Part of me wants to do Marvel vs. DC, but that’s a little clichĂ©. Marvel vs. Street Fighter, that would be something! Or Marvel vs. Watchmen. In sum, it’s nice to have a neat hobby like this game.

    I hope I’ll learn how to click the dials soon. Another friend told me that sometimes they are hard to click, and each base can be different. So, perhaps I just don’t have the dexterity. Nonetheless, it is a game you play with a friend…so, in the event that I really can’t, I can either just have a friend do it, or make a mental note of the clicks in my head, possibly with a notepad. Practice makes perfect though. Just can’t wait to play again! 3/5 for fun, but there can be slight accessibility issues!
   
I like Heroclix because it’s a fun little strategy game to play with friends based on heroes! I would love to get more X-men, or a Professor X figure since he’s my favorite. I admit it’s not for everyone, but it’s still really cool! Though I do like the game so far without those pesky object tokens. Then, it just becomes a race to get them. It should be good physical therapy and great fun! Anyone know any cool sets with Oracle, Professor X, or other disabled heroes? Let me know!


                                             


Monday, August 26, 2013

Matsuricon 2013

                                                     (Aaron and I pose in front of a Dalek!)  

                      (I encountered another 11th Doctor. He was nice enough to show me his screwdriver!)

Two days ago, I went to Matsuricon 2013 at The Regency Hyatt Hotel in Columbus, OH! It was fun, and I loved just going around looking at all the cool costumes. One of the things I like about Matsuricon is that everything is kind of weird, but in a good non-judgmental way. It really spoke to me artistically. This time I went with my brother and best friend. My brother was the 10th Doctor, I was the 4th Doctor, and my best friend was the 11th Doctor. All our costumes had the Doctor Who theme. All 3 of our nametags said “The Doctor” too, so that was cool.

Speaking of costumes, I met quite a few other Doctors as well, and took some pictures. We also played board and card games, and I bought a set of Doctor Who sonic screwdrivers. I saw quite a lot of people with disabilities too, and in fact got some pictures with them too. The good thing is that Cons are usually always accessible. Later on, I bought a DVD set of Gantz. Then, I bought a print from Full Metal Alchemist, which is a great anime.  

My brother wanted to check out the videogame section where they had a Super Smash Bros. Melee tournament going on. So, we did that for a while, and then played one of our board games we rented in the board game room, a game called Pandemic. It’s a pretty cool game where you have to stop disease outbreaks cooperatively with each player being given a special role and special skills. I played the medic role. Recommended game!

Also, I met a lot of people who complimented my outfit, and let me take pictures. I think meeting people is probably the most fun. Plus, the cool souvenirs. The stuff that I see at cons is unlike anywhere else. Disability doesn’t matter. People are usually friendly, and you get to share your enthusiasm, and discover all kinds of neat people, toys, art, and games that you (likely) won’t see anywhere else!

I hope I get to go again! I always love going to cons! There is so much to do and see once you are there! I actually have more pictures, but I’m still waiting on some of them. Had a blast though! Hopefully, I’ll go to more cons as they come around! And meet cool people with and without disabilities! Stay tuned!

                                         Left to right: Aaron, brother, me. Note the cheese.
                                             

                                 (Me with another 4th Doctor! Screwing around with sonic screwdrivers!)

Tuesday, August 13, 2013

Street Fighter Alpha: The Animation (2000)


Street Fighter Alpha: The Animation (2000)

“I fight because I’m not strong. I fight myself. Against myself!”

- Ryu

Well, Street Fighter Alpha: The Animation kept popping up on my Netflix, so I thought I’d review it. It’s culturally important to gamers, and thoroughly sci-fi; both of which fit the bill for Through Alien Eyes. First off, I love fighting game movies. But, I know they’re never straightforward tournament fighters, like their videogame counterparts. Now, just remember every time you do a hadoken in Street Fighter, you’re throwing out all the manifestations of evil in Ryu’s soul. Ryu struggles against the “dark hado” in his body, which I assume is like The Force, which he learned from the evil Akuma, who killed his own master.

    After witnessing a gunfight between Chun Li and some crooks in which kids become involved, Ryu steps in to stop the fight, and everyone recognizes him as the famous tournament fighter and is impressed with his ability. One of the kids Ryu protects is a Brazilian boy who claims to be Ryu’s brother. The kid hears about a fighting tournament in Kibuki Town, and trains with Ryu and Ken for a bit. He gets squashed by Zangief, and then a big beefy steampunk cyborg hadokens them all and destroys the town to provoke Ryu. I know, it makes little sense.

    Later, the kid goes nuts on some punks who start a fight with him and chokes them with chains, and we find out the kid actually possesses the dark hado. So, Ryu tells him not to fight (with the above cheesy line…clearly a bad moral for a fighting game. You know, fight the urge to fight. In a fighting game!) So, he confronts Akuma who he believes is influencing him, and Akuma invites him to another tournament.

 Now, clearly, you’d be thinking Ryu would be there to face Akuma. But, this never happens. Instead, the other characters like Adon and Birdie trash talk each other for a bit, and then an evil scientist named Sattler collects the data on the fighters and sucks their souls out leaving the other fighters’ disembodied husks as he absorbs their power into his steampunk cyborg body…also he absorbs the Brazillian kid into his body, and becomes a gray Blanka.

     I thought Blanka was just a monster. But, no. He’s a mutated mad scientist with a Brazilian kid stuck inside his body. Geez, how did none of this make it into the game? Birdie tells Ken and Ryu to get out of there, while he’s being choked by Sattler’s cyborg form. Then, Ken fights him, but not even a shoryuken (Dragon Punch) special move knocks him out. Ryu launches a hadoken to destroy Blanka/Sattler. Finally, he’s shown in a mid-air jump kick against Akuma, and the movie ends.

    Listen, I love Street Fighter II and Street Fighter Alpha as much as any 90s kid. Fighting games are my favorite types of videogames. But, this…is ridiculous and confusing. Why is Ryu fighting not to fight? Who is Sattler…and why does he absorb the Brazilian kid? Why does the movie end in mid-fight? I guess Ryu wins?

   On the upside, many of the game’s fighters make it into the game. Adon, Birdie, Chun-Li, Ken, Rose, Dan, etc. But, we don’t need to see a Star Wars type story to explain why Ryu can throw fireballs, or an overly-detailed Blanka origin story. And the explanations are just creepy! Why can’t Ryu just throw fireballs? Why can’t Blanka just be a monster?

   I admit, I’m biased in my rating of this animation because I like Street Fighter and because the standard kung fu movie moral it uses (Focus your mind to train your body.) works well with my own stance on disability rights. But, admittedly, this is a mess. No boss characters show up except for Vega (I’m American, so that’s Balrog to all you international readers out there.) and Akuma, who never really faces Ryu. Plots with Sakura, Ken, and Chun-Li are all immediately dropped to focus on Ryu vs. Sattler. (Who never even appears in the game. I think he’s made up just to account for Blanka!)

Even the 1994 Street Fighter II anime follows it’s own rules, and it doesn’t need to make up weird origin stories to account for the fighters. I don’t know, I am disappointed…but at least the animation is charming and somewhat surreal. For a final rating…I’ll just rate it a D. It’s the “Blanka is Sattler + a robot + a Brazilian kid” thing that really confuses me, and the rest is a bland Street Fighter version of Star Wars. Like the game says when you‘re defeated: “YOU LOSE”.      






Thursday, July 18, 2013

X-Men: Children of The Atom Review

X-Men: Children Of The Atom Review 




My favorite types of videogames are beat-em-ups and fighting games. Very disability friendly. There are no complex puzzles (aside from maybe Special Moves.) to solve. You just jump right into the game and start being awesome. My favorite types of these games are often X-Men games. While browsing the Internet recently, I  came across a list of the so-called top 10 X-men games. I won’t do that, since I can’t really think of 10 good X-Men games that weren’t crossovers with Capcom. In my mind, there are only two real contenders for good X-Men games. X-men Arcade and X-men: Children of The Atom.
 
X-Men: Children of the Atom was so good with character animation that they used the same sprites for games as recently as Marvel vs. Capcom 2. I already reviewed X-men Arcade, so now I’ll review X-men: Children of The Atom. Now, the game has like 10 characters. And for some reason, one of them is Ice Man. Ice Man wasn’t even in the 90s cartoon that much. At least, not regularly. The game also used the original voice actors from the 90s cartoon, which is cool.

    As per usual, the game is obsessed with combos, and you can do super jumps, and meter-dependent “X-Moves” similar to Marvel vs. Capcom’s super moves. On my Dingoo system, these attacks are triggered by pressing L+R at the same time. No doubt in the arcades it was HP+HK. Other things I like about this game are that you can knock people to different parts of certain stages, which later X-men fighting games would follow. I love Ice Man’s cheesy lines like, “When I say chill out, I mean it!” and the fact the Colossus’s stage is besieged by sentinels. Spiral’s stage spirals downward! Little details like that are fun to me.
 
 The game has two boss characters and unique endings for each character. One boss is Juggernaut. Magneto is the other one. (Both would show up later as playable characters in Marvel Super Heroes!) I do know that Ice Man, in his ending, stands around on a beach making ice sculptures to impress babes. For the life of me, I can’t figure out why Rogue wasn’t added until X-men vs. Street Fighter! Wasn’t this based on the cartoon?

    Anyway, with it’s attention to details, cartoon sources, modern combo chains, and two-button super moves, this might be my favorite X-men fighting game! In my mind, there can’t be a top 10 because the rest of the games just aren’t that good, and/or are way to easy to get stuck in. Children of The Atom basically invented the modern fighting game before Killer Instinct or any of the Marvel-Capcom fighters.

And yes, I know Ice Man’s moves are cheap, but “cheap” is also accessible. The modern button-mashing in fighting games has it’s genesis in a game based on the Fatal Attractions comic storyline. If they had gone one step further, and added fatalities, Magneto might’ve been able to rip out Wolverine’s metal spine! Truly, this game was ahead of it’s time.
   
 What do you think? Did I miss any good X-men fighting games/crossovers? What other games are there? Let me know. Comment away! Until next time…I think next week I should have some new comics to review. Mostly DC! Although I’m a Marvel guy! Stay tuned!


                                                                        Arcade Art
                                                                Spiral vs. Psylocke!                                                          


                                                                   Cyclops's X-Move!
                                                   
                                              With Colossus's stage, you end up on a boat!

Tuesday, June 25, 2013

iPad Accessibility Game Review: UNDEAD SLAYER

IPAD ACCESSIBILITY GAME REVIEW: UNDEAD SLAYER



Undead Slayer is an iPad hack n’slash game with an Ancient Chinese/anime style. This means lots of blood, too. After a while the zombies start coming in mobs and you have to take down armies! More than most iPad games, I found that with Undead Slayer I had a really difficult time distinguishing between taps and hold-and-tap techniques. This is super important because hold is to charge up your weapon…I only got a samurai sword, but you can buy more in-game. With the zombies coming in mobs and following your tracks, one little accidental second charging instead of attacking and your brains are zombie breakfast.

    Usually though, the charge attacks and special techniques are good at clear the screen. You’ve just gotta charge with no zombies around. Early on, you can buy a fireball ability with an area effect which is nice. Just make sure it’s charged before you meet a wave of zombies. With the tapping being so rapid, and the movement being so fickle (tap your destination, but if a zombie’s in the way, in turns into attack.) it’s a very intense game. I would say that alone would make it inaccessible to some. But, I love the intensity; what I hate is the tap sensitivity, which often had me charging my sword with a mound of zombies on my heels, so I’d run into a corner turn around and unleash the charge…and it still wouldn’t do the trick by then!
 
If you die, you can come back with all your stuff if you spent jade, which are thankfully collected in-game and not exclusively through in-app purchases. If you don’t have jade, you lose your equipment and skills. Overall, it’s a challenging game. It’s not particularly accessible if you don’t like getting mobbed or having to tap really fast. Like I said, this is a problem in this game specifically because of it’s tendency to mix-up commands. I’m afraid I only like it for the anime art style and action! I’m biased. But, there’s really not much in the ways of accessibility unless you count the screen-clearing charged attacks! And there’s lots of zombies and blood…so there’s that!

I thought it was fun, but it’s definitely got it’s own niche. It can be frustrating. Just remember to charge your attacks really, and you’ll do all right. Take on smaller mobs by regular attacks. If all else fails, run and use a charged attack. It can take time, but it can also be well worth it. The game itself, in terms of physical accessibility, is kind of at war with it’s own control system. But, on a slightly morbid upside, it also means when you die, you die quickly, and can re-enter the game without wasting time, if you have jade. You see, I really want to recommend this game, but if you’re not into over-the-top anime zombie hunting action, then why even download the game, right? Happy zombie hunting!

FINAL GRADE: E

ACCESSIBILITY GRADE: B+ (Visually, it is pretty simple, except for some complex shop and skill menus.)

FORGIVENESS FACTOR: D (No jade? Lose everything.)

TOUCHSCREEN CONTROL: F (Charge, run, and attack easily get mixed up, and you must move quickly before you get eaten by zombie mobs!)


SCREEN GETS CLUTTERED VERY EASILY


                                           HERE'S WHAT IT NORMALLY LOOKS LIKE.
                                                      (EXCEPT I DIDN'T PLAY A GIRL.)
                                     

                                            VARIOUS SHOPS LET YOU IMPROVE STATS!

Monday, February 18, 2013

BATMAN: ARKHAM CITY ACCESSIBILITY REVIEW (PS3)

                                                     Batman: Arkham City Accessibility Review (PS3):

                       


Holy complex control schemes, Batman! The first time I was ever in a fight in Batman: Arkham City, I felt like I was struggling to manically press all the “counter” button even as the tutorial was telling me how to do it. Little lightning bolts appear above your enemies’ heads as the counter option appears…usually for a split second. I have no idea if that’s how it was in Arkham Asylum, the game’s predecessor; but it seems extremely time-sensitive; and in that way that I usually just have to press “punch” ([ ]) and “dodge”. (X)

 Though I do try to counter when the opportunity arises, one miss can screw up the flow of combat, and then the screen gets all blurry as you get beat up, which is no fun. What is fun is how many moves you can do just by mashing button combinations. The fast-paced combat is actually what makes it kind of fun, so it’s a double-edged sword. Most of the combat seems to borrow from stealth games like Tenchu, which encourage silent takedowns. Those are always fun to watch. Knocking heads together, chokeholds, DDTs, etc. The game even slows down to show you the takedowns, or just to tell you that you beat up the last guy in a group.
 
But, it’s in using your gadgets that the controls get really complex. To use gadgets, you have to hit and hold L1. Sometimes, it’s not too hard, but I can hardly imagine a situation where a batarang would be more useful in a takedown than a few punches. No! Paradoxically, the gadgets that the game has you repeatedly use in combat, like the stun gun, have incredibly complicated buttons. Hold L1 to get it out, R1 to aim and square to fire. While in combat! So, I had some help with that one, but certainly those of us with less dexterity will struggle. You need the stun gun, because most thugs have guns, and guns take you down quick.  If I were on a keyboard, maybe it wouldn’t have been a problem.

Overall, I think the game divides itself into two sections: Combat and detective work. I’m better at detective work. And actually, since it’s primarily a stealth game, your greatest advantage in combat (A la Tenchu: Stealth Assassins for PS1, but with Batman instead of ninjas!) is not being seen, and sneaking up for a silent takedown. Several missions require you to do this, especially when rescuing hostages. Oddly, I’m 90% sure the only way to regain health is by winning fights; which is okay, because fighting as Batman feels cool, but it means the only way to regain health is to put your health at risk: Batman logic!

The villains you’ll be fighting are essentially dark versions of the 90s animated series characters, with Mark Hamill back as the voice of Joker. But, this is no kids’ game. The puzzles are complicated, and often involve you backtracking several times to the same spot. The missions are never straightforward. Say you need to find Joker. What you actually NEED to do is FIND his radio signal, and then break your way into his hideout in a steel mill because front doors are almost always locked. Then, fight a boss. Then solve a puzzle. THEN, find Joker. Well, it isn’t easy being Batman.
     
The advantage to this though, is it adds to the logic puzzles, as well as keeps you in one area for a longer amount of time. Nobody wants the mystery to be over in 5 minutes. Also, it keeps you from going into areas you’re not beefed up enough to go into; many of which involve big enemies. But, if you do find yourself in such a situation, you can always, beat up random thugs until you level up, and regain health, and get stronger. You can even respond to other side-crimes happening in Arkham City. Because it’s Batman!

In sum, it’s a fun game, though the control scheme is a little complex on the PS3. I assume this could be easily remedied by playing it for the computer. You can remap the Playstation 3 buttons by types , but not individually. I wonder if you can do that on a computer!  Nevertheless, with its engrossing super detective work, combat, and large environment Arkham City is a place where Batman’s super ninja and super detective skills mix quite well!


FINAL GRADE: B+

ACCESSIBILITY GRADE: B (Easy enough to master basics, but gadgets can be difficult.)

FORGIVENESS FACTOR: A (Checkpoints recap missions; infinite continues, side missions build up strength, detective work adds variety and fun challenge.)

CONTROLS: C (Many difficult combinations; time-sensitive moves; some button-mashing/fast tapping.)

                                                                     FIGHTING!
                                                                      GLIDING!
                                                                    (Shhh...sneaking.)
                                                                       DECODING!

Wednesday, December 26, 2012

X-MEN X-MAS PART 2: THE RETURN OF CIVIL RIGHTS


X-MEN X-MAS PART 2: THE RETURN OF CIVIL RIGHTS

Well, I hope everyone had a Merry Christmas (or holiday)! As usual, I was back in Athens. I got many gifts to do with the X-men! Particularly, I had wanted X-men comics/graphic novels that dealt with Civil Rights issues. To my surprise they were all done by the best modern X-men writers! Mark Millar (Ultimate X-men) and Joss Whedon (Gifted). I guess my parents’ overheard me in the bookstore. I didn’t really want any of that stuff to do with civil wars and vampires. Back to the roots for me!
   I’ve been trying to get my reviews up on AbleGamers, starting with my X-men review. Videogames are a whole new venue of advocacy for me. It’s quite fun. Any social changes we affect as advocates, will have to effect all new forms of media. In particular, these new motion controls make things inaccessible for mobility impaired gamers. But, I’ve accepted that this is just a stage that videogames are going through, like memory cards in the late 1990s, early 2000s. I predict motion control will be replaced by touch screens. Though touch screens have their own issues, it’s still better than disenfranchising 33 million disabled gamers who may not have full mobility: Thanks to AbleGamers for that statistic.
   Speaking of accessibility in the media, prepare for more reports from me on OSU’s Cartoon Library. I realize there’s a whole lot of comics and such there, but many are available by appointment only: including all the X-men. So, as fueled by nostalgia and social justice as I am, I grabbed a copy of MAD magazine, spoofing the Twilight Saga (that was pretty funny.) I also sense Twilight is responsible for the X-men’s turn turning vampires and demons, and supernatural romance, when it really should be about Civil Rights. (Yes, I know Joss Whedon did Buffy the Vampire Slayer; but thus far he hasn’t brought it into X-men.) A huge concern for me is what these media are saying that people should pursue.
That’s why in Hollywood right now, it’s sort of epic monsters vs. epic heroes. Are we more interested in self-preservation than justice? Now, I realize the driving force in Hollywood is money; but, it will be interesting to see where these myths go. I can remember watching the 3rd X-men installment with vague disappointment as characters were killed needlessly, and the movie made odd winks to Internet Culture, concluding with a lackluster “showdown” with only a teaser of a sentinel’s head in sight! Hollywood thought it gave people what it wanted, but it backfired. A good sign that the audience still has power.
   Fortunately, for every X-men 3, you have The Avengers movie; good superhero epics. It will be interesting to see if this decade gives us another Lord of The Rings-type trilogy in The Hobbit, for example, or if this will be considered just a re-hash. I’m going to see The Hobbit tonight, so we’ll see what I think of it.  In the meantime, I hope everyone’s holiday was good, and regenerative and a sign of good times to come!


                                         (Enjoy this video of one of the graphic novels I got!)

Monday, December 17, 2012

IPAD ACCESSIBILITY REVIEW: MINECRAFT: POCKET EDITION:


                  IPAD ACCESSIBILITY REVIEW: MINECRAFT: POCKET EDITION:

 
 The app store description of Minecraft: Pocket Edition says, “Imagine it. Build it. Create worlds on the go, with Minecraft: Pocket Edition!” I would add: (If you’re able-bodied.) Let me describe to you my first experience playing Minecraft on this device. Minecraft is like Legos, except you build and “craft” things from the environment around you, usually found underground (Hence, “Mining”+ “crafting” = Minecraft.)  or if you need wood, you chop down a tree, which gives you a block of wood, etc. First rule of Minecraft for me, (In the game’s Survival Mode.) is to build a shelter first, to protect myself from monsters.

   Ordinarily, this means chopping down a tree. Fair enough. But, here you have something worse than a virtual joystick or compass: A virtual keypad. I understand there’s always a learning curve with Minecraft, but the bottom line is the control of the keypad is just too sensitive, and not well-spaced. A jump button is in the middle. As if the keypad wasn’t bad enough, you have to swipe to move around the camera. Holding down the tap for just a second switches from using an item (Like an axe to chop wood.) to examining items. The end result was I was half dancing around this tree while trying to cut it down.

   Which is bad not just because I could barely control it, but because the monsters come out at nightfall. I wasted time dancing around a tree and getting my blocks. I had no shelter. Several zombies emerged, and I hastily dug a ditch in the dirt to protect myself, which meant swiping the camera down to look at the ground and several fast taps to dig, lazily shuffling into my ditch while looking at the ground. Yeah, the zombie knocked me out of the ditch.

   So, you’re thinking: “Well, you have an axe. Just turn around and whack him!” I was thinking the same; except I instead of you. This means I had to tap back to the axe, swipe to the right, swipe to look at the zombie and tap, no! don’t examine the zombie! Tap to attack it. Oh, and it was attacking me all the while, so I was being knocked around. I died. Re-spawned. I died again. Re-spawned. And again! From the same single zombie! So, when I re-spawned the fourth time I just ran far away into a nearby tundra. From there, I built a ruddy little log cabin with naught but two spaces to move around in over the course of two game days. Now, ordinarily, building in-game takes patience, I understand that. Sometimes, you click the wrong places; things get built wrong, whatever. But, the interface between: use item, build, and examine all done with taps really creates a problem. You’ll be destroying things you built, looking at them, and building where you want to destroy.

    Now, once I had my little ramshackle roof over my head (it had a door even!) I wanted to go hunting. As luck would have it, the tundra had plenty of sheep and pigs. Pigs can be hunted for meat, and sheep for wool. Maybe I’d make a bed! (Bed = 3 wood planks + 3 wool.) But, as usual, I found myself examining sheep, and even being pushed (not attacked, though.) around by pigs once I attacked. Only one sheep dropped 2 wool blocks. I ran back to my log cabin. Pushed around by pigs, for crying out loud! Seemed like I’d have to avoid every critter in the game on top of monsters!  

    I like the idea of Minecraft. I just think the iPad, with its tap formats (which you can’t change around at all.) are really ill-suited for those of us with mobility impairments. I have to say I did enjoy building things and crafting tools, when it went right! But, when it came down to I can’t even dig a ditch right (while staring at the ground!), or attack a zombie because my swipes and taps (upward or downward.) don’t register; that’s not a patience issue. That’s an accessibility issue. If I had a mouse and keyboard, I would’ve seen that zombie, and killed it in three clicks. I’d have had a bed from all the wool (maybe.) and I would’ve made those bully pigs into pork instead of dancing around them awkwardly.

    Now, there is a “Creative Mode” aside from “Survival Mode”. Creative Mode gets rid of the monsters, gives you infinite resources, and lets you fly around instead of jump. It basically just lets you build. This mode was slightly more enjoyable. Did it make the controls any less frustrating? No! But, no monsters to worry about. Building is still awkward. In Creative Mode, I just carved a dwelling out of a cave, and put a door on it. I wasn’t even in the mood to imagine! I just wanted the controls to work!
 
      Hunting was still as abysmal. Only this time, I had ducks that kept getting through my door. (Some kind of game glitch?) I will say Creative Mode is better for exploring, but then: Why build shelter? I know, I know. To exercise your imagination. But, with a control system this bad, and half the challenge gone, the only thing I could imagine was playing a better app!

  Creative Mode does offer more accessibility, but at expense of half of the game, and the controls are still the same; that horrible keypad! The terrible tap sensitivity! (And, no re-mapping is available.) It does feel a little less stressful, but the controls just try to do to much with the various taps and motions, and don‘t appear to have had the mobility impaired in mind. A sad thing for such a creativity-based game.

   In conclusion, if you’re mobility impaired, the touchscreen commands may be a bit much. I know Minecraft has a big world to offer, and it’s fun to look at, but I want to build things and hunt and to survive zombie attacks. The swiping for me to turn around then having to use the keypad to move separately means those pigs will just walk on by you, and the zombies will eat you before you have your first plank laid. It’s very confusing, and frustrating that I can’t build what’s in my mind. I would play this game to escape my physical limits, not to be constantly reminded of them. Because of running from monsters at night, I felt like I was playing a weird 3D version of Castlevania 2: WHAT A HORRIBLE NIGHT TO HAVE A CURSE. ;-)


FINAL GRADE: F

ACCESSIBILITY GRADE: C (Creative Mode has no monsters.)

FORGIVENESS FACTOR: D (Can re-spawn; but not often helpful accessibility-wise.)

TOUCHSCREEN CONTROL: F (Virtual keypad; sensitive-command taps, swipe-based camera.)


                        (AHH!!! A ZOMBIE!!! AHH!!! GRAPHIC/INTERFACE OVERLAP!!! RUN!!!)

                                     


                                    
                                                       (MY NEMESIS MR. SHEEP.)

                                   
                                         

Saturday, December 15, 2012

IPAD ACCESSIBILITY REVIEW: SCI-FI HEROES


                             IPAD ACCESSIBILITY REVIEW: SCI-FI HEROES

 
 I got a request to do another accessible iPad game review! Well, I didn’t think I’d be able to find another iPad game as fun as X-men Arcade (which wasn’t designed for iPad in 1992 anyway.) But, I found a “team-up shooter” called Sci-Fi Heroes! Naturally, I like it! But, here’s why: the format is in almost a Secret of Mana-type, role-playing game style that I like; it seems naturally suited to the touchscreen with a minimum of hassle. Though hassle there is!

The characters are pretty limited to RPG stereotypes, or if you‘ve never played Secret of Mana-type RPGs, the intros will familiarize you. (My apologies if you didn’t grow up with any Square Enix RPGs.) You start off with only a space marine named Sarge, and a Healbot, Nightingale. Really my only complaint about this game is that the characters are limited, and don’t appear to me to have much difference other than what you’d expect from a game with limited sci-fi character classes: marines, techno wizard, healers, sneaky types.

    Usually if I’m feeling cheap (Because, why not? Accessibility!), I group the classes (rogue-to-wizard-healer-to-fighter; not so good in boss fights though.) together back to back on the screen so that they can shoot whatever’s coming in whatever direction. So, you just tap for one character to face the back of another character. Though that can be bad for enemies with mind control powers, in which case you’re just asking for one of those guys to turn around and get shot. Or mind controlled, or stabbed, whatever those nasty aliens can cook up.  

   The main controls are fairly common sense, which is why I like it.You control 4 heroes at a time until you either win a battle or lose it. Since this game is an iPad game, you move by dragging a finger (Not swiping, thank goodness!) from the hero to the destination. Response time is a factor, so it might be a little shaky for some, but to me, there is no “Virtual joystick” so that’s the most common sense use of the iPad format, in terms of accessibility. No pause button, I’m afraid though! And no known way to speed the game down. Also, before you land heroes on a planet, there’s a large amount of menus to go through, which can be perplexing. Equipping the crew, spending money on equipment etc. Each character has skills to use in combat, but the skills are in the upper left, which can distract from the flow of combat; particularly for those with impairments like me.

   The game has a sarcastic brand of humor. The character biographies are narrated by Ben “Yahtzee” Croshaw, English/Australian game developer and reviewer of  the “Zero Punctuation” game review series. So, Sarge has never been in a war, but is eager to kill things, the Healbot is a depressed maniac: Sarge will say: “Let’s go kill something!” and the Healbot will respond: “Oh, great. I hate you all.” and the rogue is a self-interested Han Solo or Malcolm Reynolds type: “Why does the Horde want this planet anyway? I mean, don’t get me wrong, it’s nice and all, but couldn’t they just move somewhere else?” The banter between the characters really holds the story together, and is another major reason I play it: Click here for Yahtzee’s merciless reviews, which I must warn you, are graphic and contain adult language, but all in wicked fun! http://www.escapistmagazine.com/videos/view/zero-punctuation

    As with most iPad games it seems, one half is the game, and the other half is unlockable content and things the creators want you to buy with real money. For example, more in-game money, or equipment. Some heroes are unlockable if you have the right amount of in-game money. Spending actual money isn’t really required, but it can speed up the game a little if you’re sick of going through levels again to beef up your heroes, which happens a lot, especially in boss fights where you have to move quickly!
 
Overall, I like the gameplay once you get past all the menus. This finger-drag control mechanism looks to me like how an iPad game should actually play. It is real-time though, so dexterity is once again a minor issue. I have to admit though; were it not for my love of sci-fi, wacky humor, and hero stories, I probably wouldn’t play. I just love blasting away alien Hordes, and the witty banter between the heroes. Any game that lets me shoot aliens seamlessly is a keeper!
 
  Lastly, it’s come to my attention that there accessibility guidelines for videogame developers. I’ll be using these guidelines in the future. The guidelines are quite comprehensive, covering just about every disability from physical  impairments to cognitive. So, it should be quite helpful for all disabled gamers. You can see them here: http://www.gameaccessibilityguidelines.com/ Special thanks to Ian for pointing it out to me! Also, for reviews of games, game systems, control layouts, message boards and disability issues in gaming, check out Ablegamers: http://www.ablegamers.com/forums, thanks again to Ian for the info.

  For my ratings, I’ll still just use my own observation of the games. Next, since I’ve reviewed mainly games I like, I’m going to review a game which I think is totally inaccessible…Minecraft! The sad thing is I love Minecraft. But, not on the iPad. Minecraft on the iPad is about as accessible as a staircase. It really showcases the worst of the touchscreen! To my ratings then, for this wacky alien-blaster RPG!

FINAL GRADE: B+

ACCESSIBILITY GRADE: B+ (Complex menus, character stats screens.)

FORGIVENESS FACTOR: B (Can’t always move heroes quickly; see: real-time. Fixed difficulty.)

TOUCHSCREEN CONTROL: A (Drag or tap, not swipe, yes! For most in-game motions.)

                                                     (Battle screen gets cluttered easily!)
                                             
                               
                                                             (Character screen.)


                                                                  (Team screen.)


                                                              (Playin' "cheap!")