Showing posts with label game accessibility review. Show all posts
Showing posts with label game accessibility review. Show all posts

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!


                                             


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!

Friday, April 26, 2013

IPAD ACCESSIBILITY REVIEW: INJUSTICE: GODS AMONG US


IPAD ACCESSIBILITY REVIEW: INJUSTICE: GODS AMONG US



    When I saw Injustice Gods Among Us available for free on the iPad, I couldn’t resist. It’s one of the hottest games out this season, and I’m always up for a good comic book-based fighting game. I get to punch people? As a superhero/villain? Sign me up. At best, it will be almost as good as the home console version. At worst, it’ll be a cheesy knock-off, littered with pay-to-play content that I‘ll just avoid like Kryptonite. I don’t have instant access to a home console so for me, this was too good to pass up. It makes me want to try the home console version!
 
A short tutorial explains the basics of combat. To my surprise, it isn’t really turn-based combat; but neither is it exactly real-time. Rather there seems to be an amount of time attacks can take. The rest depends on tap speed and swipes for “hard” attacks. The most difficult for me is to block, which requires pressing two fingers down quickly on the iPad. Typically, I solve this by turning the iPad more towards me so that my two fingers register, instead of my two fingernails. But, as reaction time is a factor, it’s still an issue, but I’m learning ways around it. I guess you could say, one advantage of the iPad version is that the characters are usually in fixed positions, unless knocked down or performing a superpower. This, for me, is advantage; I don’t worry about moving AND attacking. But, it is obviously a limitation of the iPad game, and I’d like to see the “real game.”

   Thus, it’s not really a fighting game, but then few iPad games are. It’s more like a fighting game/role-playing game, where you buy equipment, and level up to improve stats, attacks, and superpowers. The superpowers are fun to watch! And you unlock more (Up to three.) as you level up. Mercifully, characters can be gained by winning fights, but it’s a bummer that all characters aren’t readily available. Unless…guess what? You pay or get in-game points! No thanks, I‘ll wait to get Batman and Superman; even though that’s HALF the reasons anyone will GET the game. So, finding out my starting roster was Green Arrow, Green Lantern, and Solomon Grundy…yeah, I was a little mad. But, my faith in the game was renewed when I unlocked Catwoman after 2 fights. I never claimed that this was better than the actual game; I just wanted to see the superpowers and the fights!

   The superpowers are activated by tapping the superpower bar once you’ve dealt enough damage and it fills up. Now, here’s where some accessibility issues come in for me. Obviously, I’ve got to do swipes for hard attacks, but that’s not too difficult, although probably any other game I would’ve been more harsh on, but I just love a good fighting game/comic book throw-down. I can usually get away with just tapping as fast as I can, and then attempting a swipe at the end, for a knockdown blow. The superpowers on the other hand require different motions to deal more damage; but they typically do a lot of damage regardless if you increase the damage with the motions or not; plus, they’re fun to watch, and add some strategy to the game as to when to use them. There’s a tag-team system (three heroes each fight) where you tap on a character to bring him/her in. And idle heroes heal, too, when not fighting…so it adds a little more accessibility, in that if things get tough, just bring in the “Tank”; or use a superpower for a knockdown and tag out.

     For example, two of my favorites right now are Green Lantern and Catwoman. Lantern’s “Turbine Engine” superpower (He rams an engine of green ring energy into the opponents face!) increases damage with rapid taps. Catwoman’s cat claws increase damage with vertical and horizontal swipes. Of the characters I have, Green Arrow’s “Electric Arrow” is probably the easiest, and usually does about 53 damage regardless. When activated, a cross-hair appears, and it just says, “Tap to shoot”. Well, okay then! I can do that. The hardest and most powerful thus far is my Solomon Grundy, but, he’s obviously a “Tank”. Catwoman is DPS. I’ve won fights just by tapping really fast with the cat claws. Each fighter has their own strategies, but if you play RPGs…it’s easy enough to handle.

     Overall, my biggest letdown is that you have to unlock characters/skills with points and (No thank you.) real money. I’ve been imagining these fights forever in my head, as I imagine most others have. My fantasy battles though didn’t exactly include Solomon Grundy vs. Nightwing. I wanted to see Superman vs. Batman, like everyone else! But, the game is so engaging to me, that I’m willing to get through it all, and unlock them. I’d be more harsh on the game’s block mechanism, if I didn’t like seeing the fights so much. My own bias, but there you go! I’m going to have some great DIY physical therapy with the game’s fast-paced battles. There are a few dexterity issues such as superpower moves, but I’ll learn quickly, or else just outsmart the iPad and hold it at different angles. That said, I really like the game, but would prefer it had more heroes and more fighting-game elements than RPG elements. Injustice, indeed!

    In conclusion, I’m mostly satisfied with the game because I get to see comic book fights. But, I’d rather not spend points and money for equipment, skills, and characters. (Though I don’t know if that also applies to the home console versions.) In addition, I’ve developed my own strategies around some iPad accessibility issues; and I WANT to master them! Which is saying a lot. But, in my opinion, one of the advantages of a 100% fighting game is being able to dive right in and fight, even if you just button mash. Some say cheap, I say accessible! So, in the end, it’s a great game visually, with some dexterity issues, and some iPad limitations. Some of these (like fixed fighting positions.) are good; others (like blocking and supermoves.) are difficult, and still others (like pay-to-play content.) are unforgivably unjust!

   But, I can learn ways around the difficult things. In fact, I want to. It’s a small obstacle for having this great little comic book fight simulator in my hand. I just have to work at unlocking characters and finding out which combos of hero teams works best. If the game has a Kryptonite though, it would be not letting me start the game with Superman and Batman! And I haven’t even unlocked Superman…so perhaps I should say…yellow ring? No, it’s just not the same!  Also, all the heroes profiles are represented by cards. Why’s everything in an RPG have to be a card now? I blame Magic: The Gathering. Still have to see the “real game”!


FINAL GRADE: C+ (Great visuals, but…Pay-to-play content; multiple dexterity issues; RPG
elements/micro-managing.)

ACCESSIBILITY GRADE: C (Can tag-out to heal at least; use superpowers for knockdowns, hold at different angles to make sure fingers touch screen.)

FORGIVENESS FACTOR: C (50/50. Unlimited continues, but limited starting roster. Fixed positions, but no difficulty settings.)

TOUCHSCREEN CONTROL: B (Rapid taps/swipes; two-finger blocks, swipe-based attacks.)







WHY IS EVERYTHING A CARD?





                                                  (Performing Nightwing's hard attack!)




                                         (Green Arrow attacks with his bow, for some reason.)





(Cat claw superpower!)


Wednesday, March 27, 2013

GAME ACCESSIBILITY REVIEW: SUPER METROID (SNES):




  As I was growing up, there were often games I’d watch my able-bodied twin play and consider inaccessible for myself. 1994’s Super Metroid was one such game. The game seemed to require quick reflexes for shooting and jumping I just didn’t have. It was a shame because Metroid seemed like it involved a lot of exploring (rare for side-scrollers, back then.) and looked like an amazing world.  The map is huge!

  Because of these 3 things, (rapid button pushing, huge map, dexterity issues.) I sort of avoided playing this game back in its prime. Which is why I was pleasantly surprised at how accessible and fun it is! Full disclosure: I use a walk-thru for some parts, but because I want a semi-1994 experience, I only use it when I’m stuck. I’m frequently grateful that walk-thrus exist; at the same time, it’s fun to explore the planet.

   Most of the advantage of Super Metroid’s accessibility comes from the fact that it is a 2D side-scroller, as were previous Metroid titles. What I mean is you can only move left and right, but by the same token, your enemies have the same limits, and from what I’ve seen, they don’t always move too fast or fill up the screen (like in Castlevania.)

   There are a few relics from the 90s, such as in-game save points. Also, buttons are readily re-mappable in the game’s start-up screen, but not in-game. Despite the ease and pace of the game, it is a massive labyrinth. I would say that’s it’s major setback for accessibility, but that’s easily overcome with modern technology. Also, I just can’t resist the game’s foreboding futuristic atmosphere, which seems inspired by Alien. Only replace Sigourney Weaver with the bounty hunter Samus Aran. Not that it effects accessibility but for a 16-bit game, the soundtrack and graphics are, well, super.

   In the modern gaming world, it’s hard to imagine a game as well balanced for a side-scroller. Since a major emphasis of the game is on exploring, I think, you don’t get mobbed. Or perhaps this is a processor limitation or something about the 16-bit era in general. The flipside to that of course, is probably the only reason it’s inaccessible. If it were ’94 still, I’d undoubtedly be lost and have no idea what to do; but since it’s not much of the frustration is removed.

   Modern side-scrollers tend to fill up the screen with enemies or move at breakneck speeds. So far as I can tell, there’s only one timed part of the game; the lab escape in the beginning of the game, but as the game lets you retry as many times as you like, (and that’s the beginning, so yes, you start at the beginning. Save points come a little later after you learn to use missiles.) it’s easy. Overall, I feel the game gives you time to figure out it’s platform-jumping and other logic puzzles. This is something sorely lacking in modern gaming, and also adds to the feel of isolation in the game.

     I’m glad I picked up this gem from the past again, and was happy to discover it wasn’t as inaccessible as I thought back then! But, it is a game of its time. Without modern walk-thrus, I might have never played it again. But, I do like that it moves the game along at a predictable speed, rather than blasting the player through the story with tons enemies and quick draw reflexes. These are the sins of the modern side-scroller (You can actually trace it back to Metal Slug…even Contra.) So, it’s nice to have a game that lets you take time. However, it’s probably because you’d get lost in pre-walkthru times! Double-edged sword.

    In conclusion, while exploration in Super Metroid can be tiresome, it’s still a good game and is well-paced enough to make it plenty accessible for me. There’s a good balance of logic and action, and it actually avoids most the things I thought would make it inaccessible. My 9-year-old self probably wouldn’t have liked it, but now I’m able to appreciate the game’s maze, especially because I have walk-thrus. More importantly, it’s me playing this time. Some games are worth a second look, especially when it’s through your own “alien” eyes.

FINAL GRADE: B-

ACCESSIBILITY GRADE: B (Well-paced action and logic puzzles. Re-mappable buttons. Screen is almost never cluttered. Enemies have predictable patterns.)

FORGIVENESS FACTOR: C (Fairly old-school; you get save points. That‘s it. A game of its time.)

 CONTROL: B (There‘s pretty much a 1:1 action/response ratio; the rest depends on what you’ve configured. )