The Friday Games Review


Uploaded by androiddevelopers on 14.09.2012

Transcript:
>>Dan Galpin: Nice.
>>Ian Ni-Lewis: All right. Hi there. Welcome to the Friday Games Review. I am your host,
Ian Ni-Lewis. Wait! No, we totally switched off, right?
>>Galpin: We totally switched off.
>>Ni-Lewis: I'm not the host anymore.
>>Galpin: That's okay.
>>Ni-Lewis: God, I'm not the host anymore.
>>Galpin: Actually, according to the titles, you're Dan Galpin and I'm Ian Ni-Lewis.
>>Ni-Lewis: Did I get that wrong?!
>>Galpin: I know, I know. Ah. Wait, [laughs] hold on. [rustling sounds] I just dropped
my mike, so everyone's going, "Oh no, this rustling sound!"
>>Ni-Lewis: Nice. It's okay, dude, don't complain on YouTube! We've heard it all before.
>>Galpin: Yeah, exactly.
>>Ni-Lewis: I can't believe I did that. You know why? 'Cause I'm left-right challenged.
>>Galpin: Oooookay, okay. Here we go.
>>Ni-Lewis: It's because I come from a mirror universe.
>>Galpin: That makes sense, that makes sense. Yeah, that would explain a lot, actually.
>>Reto Meier: Actually, I'm pretty sure Dan's from the mirror universe, 'cause he has the
Spock evil twin beard going.
>>Galpin: That's true.
>>Ni-Lewis: Dude, that's not the Spock evil beard! That's the plantation owner beard.
>>Galpin: Oh, that's what that is. Yeah, I see.
>>Ni-Lewis: In fact, this shouldn't say Dan Galpin, it should say Colonel Dan Galpin.
>>Galpin: That's right. It does look kinda like Colonel Sanders, doesn't it?
>>Ni-Lewis: It does indeed, my friend.
>>Galpin: In his younger years, before it came up in 11 herbs and spices. All right.
>>Ni-Lewis: Right. It was nine herbs and spices back then. Speaking of herbs and spices--
>>Galpin: They discovered the other two at that point.
>>Ni-Lewis: [laughs] Let's bring in our special guest. [pause]
>>Galpin: Special gue--? Oh! Yes, absolutely.
>>Ni-Lewis: We have a special guest every week.
>>Galpin: Special guest, I know.
>>Ni-Lewis: So today, we are drinking Hoogstraten Poorter.
>>Galpin: Oooooh.
>>Ni-Lewis: Which may or may not be good. I don't know.
>>Galpin: All right.
>>Ni-Lewis: You can see it's-- the bottle is resealable.
>>Galpin: Ooooh.
>>Ni-Lewis: So if we don't drink it all--
>>Galpin: That's right.
>>Ni-Lewis: That's [laughs] that's a useless expense.
>>Galpin: That's not going to happen. Yeah.
>>Ni-Lewis: That's pretty needless right there. We have some great apps today. Dan and Co
talked last time, and they're like, "Screw this whole theme thing."
>>Galpin: That's right.
>>Ni-Lewis: "We're just going to go with whatever the viewers want."
>>Galpin: Exactly.
>>Ni-Lewis: And by viewers, we mean whoever had enough friends to nominate something and
get it voted up. We've got some good stuff today, I think. Oh, and we also have our new
high tech title system. Watch this. [pause] Whee!
>>Galpin: Oooooh.
>>Ni-Lewis: So that's what we're going to watch. That's what we're going to talk about
today. And I have to-- Oh yeah, yeah. I'm supposed to be sitting over here. Right.
>>Galpin: Right, I know, I know. This is all challenging. All right.
>>Ni-Lewis: No, we're totally good, we're totally good. We just have less space. So,
we're talking-- we're going to be talking about Pearls Deluxe, Asuri Tower Defense,
Sacracy RPG, Patentia, and Offroad Legends. That's a lot to get through, so let's start
up our super duper sports center title sequence. Okay, well, that's all there is.
>>Galpin: What?
>>Ni-Lewis: But I totally downloaded the demo version of Aftereffects last night.
>>Galpin: Yeah?
>>Ni-Lewis: So if I get some time over the weekend, who knows what amazing things might
happen?
>>Galpin: There might be some amazing, cool stuff. All right. I've now put them on in
the right order here.
>>Ni-Lewis: [beer glugs] Your beer, sir.
>>Galpin: There we are.
>>Ni-Lewis: All right.
>>Galpin: Oh!
>>Ni-Lewis: Indeed. Okay, so let's start with Pearls Deluxe. Now, Pearls Deluxe is a game
that reminds me a lot of something I've seen before. Did we play Pearls the non-Deluxe
version at some point, or?
>>Galpin: I don't know. I thought you were going to say, "Pearls Deluxe has got the most
washed out looking feature graphic that I've ever seen."
>>Ni-Lewis: That is an issue, yeah. You may-- A lot of things about this feature graphic
are good. It's definitely legible.
>>Galpin: Yeah. Yeah.
>>Ni-Lewis: But it's-- it could maybe--
>>Galpin: It looks like it's been-- Not only does it look washed out, but also, it looks
like it's just been scaled up rather than scaled down, which--
>>Ni-Lewis: Oh, really?
>>Galpin: Yeah.
>>Ni-Lewis: Well, that may actually be my fault. I may have actually put it on a different
resolution.
>>Galpin: No, no, I looked at it on Google.
>>Ni-Lewis: Oh, okay. All right.
>>Galpin: It's kinda fuzzy looking.
>>Ni-Lewis: All right. So obviously, a great feature graphic is important. But it's particularly
important if you want to get featured.
>>Galpin: Yes.
>>Ni-Lewis: Now, let's talk about Pearls Deluxe. So Pearls Deluxe ended up being a really fun
game, I think.
>>Galpin: Absolutely.
>>Ni-Lewis: Do you play it much? Oh, it doesn't support--
>>Galpin: Yeah, we're going to play--
>>Ni-Lewis: We're going to just put this down, I think.
>>Galpin: Play it like that, just so we don't jiggle the HDMI, 'cause it's-- Okay.
>>Ni-Lewis: Yep. Oh, that's funny. I put it down at an angle, and then I looked at this,
and I thought, "Oh no! How-- wait. How is that at an angle?" And it's just the way it
works. So yeah. Pearls Deluxe is a-- it's a slight twist on your typical bubble popping
game.
>>Galpin: Yeah. Actually, I think it's a pretty significant twist. Basically, what you have
to do is create sequences of paths that have to cover all of the dots-- you can't-- all
of the pearls that are the same color that are touching each other, but also have to
be in a line that goes straight through without any turns or diagonals. So, it's impossible
to pick up--
>>Ni-Lewis: Well, without any backtracking, yes.
>>Galpin: Without any backtracking. It's impossible.
>>Ni-Lewis: So for instance, this one you can't do.
>>Galpin: You can't do.
>>Ni-Lewis: Uh-uh!
>>Galpin: Uh-uh! Exactly.
>>Ni-Lewis: And they have a really, really cute sound effects that we can't play because
of the man. All right.
>>Galpin: Exactly. Ooh, there's a big one over there on the--
>>Ni-Lewis: There is? Oh, let's see. Ooooh, yeah. Nice! Okay. Yeah. So what I like about
this twist is that it's not just a change in the way it's played from a mechanics level.
It does affect your strategy deeply.
>>Galpin: Yeah, absolutely. And it's-- You can definitely screw yourself up and get to
a point where's there's just nothing you can pop anymore, if you're not careful. Also,
there's a timer throughout the game, as we just saw. So just some general comments about
the game: 1. This is an example of what happens when you don't actually look at the ad on
a tablet device.
>>Ni-Lewis: Yeah. Your ad network is probably not going to be happy with you for that.
>>Galpin: I think it's more of a-- You're probably-- People aren't even going to know
that it is-- Maybe they'll get some clicks that way, I don't know. But I suspect you'll
get fewer clicks if people can't read the ad. But you never know. I never know what
really works with these things. So that's definitely one thing to look at. Now, what
is the share button do? I didn't actually try it. I'm a little bit terrified.
>>Ni-Lewis: Well, that is a share intent, actually.
>>Galpin: It is a share intent. That's good.
>>Ni-Lewis: But you've also got a Facebook button.
>>Galpin: Which takes you to the website.
>>Ni-Lewis: Yeah. We're not super thrilled with that. And let me be really clear: it
has nothing to do with the particular social network. If this was a Google+ button, we
would feel exactly the same way. It's just [pause] there's already a share intent, and
adding extra stuff on there, especially something that's going to take you out of the game and
launch a web browser, which is almost always going to take a long time to start up, and
it uses battery, and it uses data. Why?
>>Galpin: Yeah, it's one of the things where it's also a question of where you want to
actually launch it in an external browser, launch it in a web view. I don't even know
what you wanted to do in this case.
>>Ni-Lewis: Yeah, it's like-- And the thing is, part of it is the fact that there's already
the share intent available, but I understand that there's a difference between liking something
or +1ing something and sharing it. But if you look at how these buttons work on websites,
when you +1 something, or when you like something, that's a single action. You just press that
button and you're done. It's supposed to be a very, very lightweight action. But here,
you've changed something that's supposed to be lightweight, and you've made it extremely
heavyweight.
>>Galpin: Exactly, exactly. I completely agree with you.
>>Ni-Lewis: Basically, I liked you when I press that button, but by the time the web
browser launched, I no longer like you.
>>Galpin: Exactly. You just have to be that much more enthusiastic about the game to actually
get to the liking phase.
>>Ni-Lewis: Exactly. It is a pretty good game, though.
>>Galpin: It is, it is. In general, it behaves reasonably well. Nothing wrong with this.
>>Ni-Lewis: All right.
>>Galpin: So in terms of what happens when you press the back key here. Reasonable. Again,
it looks like a dialog, and there we are. Back at our home screen. So not too bad.
>>Ni-Lewis: Now, in sharp contrast to that, let's take a look at our next game. So Asuri
Tower Defense, I have to admit, it reeeeally got my hopes up.
>>Galpin: You are a tower defense fanatic.
>>Ni-Lewis: I love tower defense! And when I saw--
>>Galpin: This is the man who purchased tons and tons of items in Radiant Defense.
>>Ni-Lewis: I purchased every item in Radiant Defense. Absolutely. Got every upgrade. So
I would love to have a game like that again. I still play Radiant Defense sometimes. I'm
up to 13 million.
>>Galpin: Exactly. So you have the right reviewer here for this one, is what I'm saying.
>>Ni-Lewis: And then I looked at the feature graphic and I'm like, "That looks pretty promising.
That's got some nice-- It's a little dated, but not bad." I looked at this, and I'm like,
"Whoa, hell yeah!" Asuri TD is an awesome new strategic tower defense game filled with
action. Asuri Tower Defense is an awesome new tower defense game. Okay. It's the unique
strategy game and full of action.
>>Galpin: You'll never have a dull moment while playing it. You may have other tower
defense games--
>>Ni-Lewis: [yelling] But Asuri is the ultimate tower defense game and brings you to places
with a unique story mode! [normal voice] I was excited.
>>Galpin: We love the idea that if you repeat a keyword a whole bunch in the description,
it's more likely to be found by us.
>>Ni-Lewis: That's not actually true now.
>>Galpin: It's not.
>>Ni-Lewis: It's actually less likely, because we think it's spam. But here's the thing--
>>Galpin: The general thing: don't do it.
>>Ni-Lewis: I think you could forgive me for getting my hopes up once I read this. Now,
once I read the--
>>Galpin: I read it and I looked at it. Why are they spelling "tower defense" multiple
ways within their description? Maybe--
>>Ni-Lewis: My guess is they're from India and they're-- they've still got a bunch of
leftovers from their former British masters.
>>Galpin: Well, it was interesting to me. They spelled it both ways. And I was thinking,
maybe they wanted to make sure they got both keywords or something.
>>Ni-Lewis: It's possible. Yeah.
>>Galpin: But our system is smart. I don't think that's actually necessary.
>>Ni-Lewis: Yeah. In any case, I got to the part about the story plot, and I'm like, "Oh,
a story plot." And then it says, "The story is about a hero and Rose, they travel through
space and time, they start to like each other." That's "hmmm." And then I read the reviews.
And here's where it got interesting for me.
>>Galpin: Okay, okay.
>>Ni-Lewis: I read the reviews and I noticed they had a very good rating.
>>Galpin: Okay.
>>Ni-Lewis: I noticed that there are two reviews left by random people with random names that
say, "This game is not worth your time. It's absolute rubbish." Okay. There are then three
reviews that are extremely complementary, all of which have Indian names.
>>Galpin: Ah! Okay. Well, maybe it's just designed to appeal to that demographic.
>>Ni-Lewis: That is completely possible. Or it might very well be that the dude's Indian,
and--
>>Galpin: The demographic of their friends, exactly. It could be. That happens. If you
have a small enough sample set, your friends can actually alter the--
>>Ni-Lewis: Yeah. I guess what I'm saying is if you're going to pack reviews with your
friends, make sure that they've got distinctive names, instead of just-- The same family name,
that's a tip-off. Anyway, let's take a look at the game. Now, the thing about tower defense--
Oh, now this is where it goes wrong. Can you take my overlay off? [pause] Beautiful. See,
that's what we get for having a professional engineer.
>>Galpin: You can get rid of us, actually, momentarily. 'Cause I think people should--
[game music playing] --screen without our faces-- No! We're back!
>>Ni-Lewis: There are some--
>>Meier: You did say "momentarily."
>>Galpin: [laughs] [game music playing]
>>Ni-Lewis: Unfortunately, they're further behind [game music playing] that I would probably
like. It's covered with these gigantic, fake, Comic Sans, bubbly, in a sort of 1995 way
buttons, which is just horrible. And they've got their own take on the blink tag. So kudos
there. There's also something on the title screen that says, "When experiencing lag in
game, consider to turn off music and/or sound by clicking sound icons." [pause]
>>Galpin: Are those the icons here, or are those the icons in the game? I think this
may be the--
>>Ni-Lewis: I don't care. I don't care at all. This is an ugly title screen. Fix it.
You need to fix that. You've also reused the exact same set of 9-patches, apparently, for--
Or is that even 9-patches? I'm not sure. For these buttons on the left- and right-hand
side of the screen, where they look very inappropriate.
>>Galpin: The big button on the left that says back is kinda pointless, isn't it?
>>Ni-Lewis: This is one of the cases that we've said that just because you got yourself
a demo copy of Photoshop and you know how to use the gradient tool, does not mean that
you're going to make a beautiful glass UI. It's a lot easier to put together something
that looks like this.
>>Galpin: I'm totally betting on the gimp right now.
>>Ni-Lewis: You think this is a gimp? Oh, yeah.
>>Galpin: But anyways.
>>Ni-Lewis: It doesn't have a cheesy embossing effect, at least. And then, they have a start
here--
>>Galpin: [unintelligible]
>>Ni-Lewis: They have a start here, which is nice, because I wouldn't have known, although
I will say that the blue arrow here, below the start here button, is almost invisible.
>>Galpin: I do kinda like the effect, the pixelation effect, they've got going over
there.
>>Ni-Lewis: So this is kinda cool. Definitely needs some-- a little bit of thinking about
fonts.
>>Galpin: Actually, I would just like it to be rendering the font on the device.
>>Ni-Lewis: Right, that would help too.
>>Galpin: That actually would make a huge difference in all of these things. You may
not be able to tell out there in viewer land, but the font is really low res.
>>Ni-Lewis: You know, it's interesting. I actually-- That slipped past me, and this
whole time I've been thinking, "Well, I guess it makes sense that the fonts look crappy
because I must just not be looking at it at the resolution it was offered."
>>Galpin: Oh, okay.
>>Ni-Lewis: But no. They actually baked these fonts in.
>>Galpin: Yeah.
>>Ni-Lewis: So this is great. Again, you need to have a designer on this. [pause]
>>Galpin: [unintelligible]
>>Ni-Lewis: Okay, this is-- Again, some really-- You know, here, for instance--
>>Galpin: Now we have high res fonts, which is cool.
>>Ni-Lewis: So we've got a lot of text here that is not well planned out. For instance,
"resources", the word is actually broken in--
>>Galpin: Yeah.
>>Ni-Lewis: Right?
>>Galpin: I guess-- I don't even know what to say about this, other than "Wow."
>>Ni-Lewis: Yeah. When you actually get into the game, again, we've got a weird mix of
somewhat attractive graphics and things that aren't attractive at all. It's not at all
apparent how I start the game. I seem to remember that I finally clicked over here. And then
I'm going to build some stuff here. Build some towers.
>>Galpin: It seems like it was an amazing amount of text to not tell you anything useful
about-- Oh I guess you don't have any more funds left to build.
>>Ni-Lewis: Yeah. Right, right. Now, in this case, there's a couple of things that I have
to object to. The individual pieces of art are okay. The animation is disappointing.
The [pause] death graphics are kinda cool. You've got a little explosion. But you'll
notice they don't remove the sprite until after the explosion animation finishes, which
completely breaks the--
>>Galpin: It'd be so much cooler to fade the sprite out during the explosion, at least.
>>Ni-Lewis: Yeah, absolutely. Generally, you should be-- what you really want to do is
take your sprite, get rid of the unit sprite as soon as it dies, and replace it with something
else, whether it's the explosion, or something that shows it breaking up, or something that
fades out, or whatever. Also, these laser beams, I'm not buying 'em. They're not exciting.
These things aren't taking damage in any obvious way. Even the health bars are very, very hard
to see. And some--
>>Galpin: I like the little explosions when they reach your base, though. That's kinda
cool.
>>Ni-Lewis: It is cool, but it'd be great-- I mean, they completely cover the unit. Why
isn't the unit being removed under cover of that explosion?
>>Galpin: I agree.
>>Ni-Lewis: It's odd.
>>Galpin: It's odd because a lot of these things seem really easy to do.
>>Ni-Lewis: Right.
>>Galpin: It's like, this is fairly-- Forget you got this really cool little water effect
there on the other side, which I'm sure someone spent a little bit of time actually thinking
about doing.
>>Ni-Lewis: Yeah. I mean, it feels like they've got some talent, but it's just very, very
uneven. And when I played this on my Nexus 7, it actually had an interesting bug where
they would reach the heart, here, which is the endpoint, and actually just turn around
and go back. They wouldn't die until they got all the way back.
>>Galpin: Wow. That seems like that actually requires some really interesting pathing.
>>Ni-Lewis: Yeah.
>>Galpin: That's cool, but odd.
>>Ni-Lewis: Yeah, indeed.
>>Galpin: Exactly. I wonder if that's-- huh.
>>Ni-Lewis: Essentially, yeah. This isn't grabbing me. It's also-- It starts out very
difficult, and continues to be difficult, and then doesn't really give you any payoff
for that difficulty. So I have to admit that while I love tower defense games and I really
wanted to like this one, I didn't play past the first level.
>>Galpin: Ah. So--
>>Ni-Lewis: If the second level's awesome, mess with me--
>>Galpin: Well, I'm hoping that this story actually continues on.
>>Ni-Lewis: I don't want the story. Some guy falls in love with a girl. I hate those things.
Stories.
>>Galpin: All right, all right. That's that. It sounds like there's the core of a lot of
ideas there that could be polished up into the game.
>>Ni-Lewis: Yeah. Now, this is probably a good time to mention that our good friend
and producer Alex is online watching the YouTube video-- I have to check, because last time
he was getting his email and stuff.
>>Galpin: Yeah, I know, I know.
>>Ni-Lewis: Producer Alex is sitting there, bitter, because Dan finally showed up. And
so he didn't get to do the game show.
>>Galpin: Did you play his games, Alex?
>>Alexander Lucas: Yeah.
>>Ni-Lewis: No, but he grew a beard.
>>Lucas: I played them all too.
>>Galpin: Okay. Well, comment: what did you think of Asuri TD, because I didn't-- that
was the one I actually didn't have time to play.
>>Lucas: Pretty much everything Ian said. One interesting thing they do have going for
them, though, is zero permissions.
>>Galpin: Nice!
>>Ni-Lewis: That is cool.
>>Galpin: All right. A thumbs up to that.
>>Lucas: That's impressive.
>>Galpin: Thank you guys.
>>Ni-Lewis: By the way, Alex, we're not to your left. We're right in front of you. Yeah,
totally. Okay. All right. So let's go-- Oh, actually, you know what? I have to mention
one other thing. Asuri TD-- Now, this does not apply to the full version, which, for
all I know, is completely different and better. But, you know, whatever. [pause] What is up
with this icon? You don't need to put the name of your app in the icon.
>>Galpin: Yeah.
>>Ni-Lewis: That's sorta a waste of space.
>>Galpin: Could you go to the screen, Reto? Just switch over to the tablet, because I
just want to show this icon off. Because it is kinda special. And I noticed the actual--
the Asuri TD paid icon is actually pretty cool.
>>Ni-Lewis: Yeah, yeah. It's all right.
>>Galpin: It looks better and it doesn't have the name in there.
>>Ni-Lewis: Right. The free one-- yeah. It feels like--
>>Galpin: Does the menu look better too? I'm curious. You know?
>>Ni-Lewis: No, no. It's exactly the same.
>>Galpin: Well, it doesn't have the "buy" thing at the top, which makes it look better.
But yeah.
>>Ni-Lewis: Well, that's true. Starting the-- yeah, yeah. It's all the same.
>>Galpin: It is.
>>Ni-Lewis: Yeah. Okay.
>>Galpin: Okay. Anyways, just thought it'd be worth checking out.
>>Ni-Lewis: All right. Well, let's go ahead and move on, then, to Sacracy, I guess. Or
"Sac-racey"? I don't know?
>>Galpin: I'm going to go with "Sac-rahcy."
>>Ni-Lewis: Okay. So Sacracy, apparently, is a location-based action RPG. Now, I didn't
play this because, as an ethereal being, I have no location. But Dan did.
>>Galpin: Yeah. This is going to be fun because-- I'm turning on location here. I didn't actually
try the location. [pause] [whispers] "Mock locations aren't allowed. Please disable mock."
All right. I'm going to go to couch mode. Come back! All right. Okay. So I actually
never got to see the location software in the game. I have no idea whether it has any
relevance to the gameplay. It doesn't feel like it will, but that's just-- that being
said, the game is set in this 16 bit styled fantasy world that we're looking at here.
And it has--
>>Ni-Lewis: That's kinda cool.
>>Galpin: And it has touch controls that move you ever so slowly through the board.
>>Ni-Lewis: Ooooh.
>>Galpin: And because of--
>>Ni-Lewis: So is this one of those games that advertises there's like 30 hours of gameplay
and 29 of them are spent walking from one place to another?
>>Galpin: Yeah. And I'm here at this temple, and you see I just killed off someone. It
doesn't actually go through explaining how to actually play the game. It has a tutorial
that explains what you're supposed to do next. Like, as you go through, it's like, "All right,
now find this skeleton and kill him, but it doesn't actually explain how. It turns out--
>>Ni-Lewis: Isn't that just an old dude? So it's like some random senior citizen that
you just killed?
>>Galpin: It's not clear why that guy was attacking me. He might--
>>Ni-Lewis: Oh, he was attacking you? Is that what you're trying to go with?
>>Galpin: Yeah, yeah, he was actually.
>>Meier: That's his defense, anyway.
>>Galpin: Yeah. Oh! Now that looks like a zombie.
>>Ni-Lewis: Maybe a Frankenstein.
>>Galpin: It's kinda cool looking.
>>Ni-Lewis: Oh, no, no, it's like a zombie knight, I think.
>>Galpin: It looks like I might have gotten poisoned, 'cause I'm all green. Anyways, the
game mechanics are actually pretty basic. The graphics are definitely a combination.
They remind me of Ultima 5 or Ultima 6. [unintelligible]
>>Ni-Lewis: You know what? This is actually-- I think this is the first game of sort that
I've actually liked the graphics, because usually, my attitude is, "Okay, dude, if you're
going to go retro, go full retro" because if you go retro but higher res, it just ends
up looking stupid. But these guys totally pulled it off. It looks retro, and yet it's
really high res and it looks good.
>>Galpin: Yeah. And you know, there's lots of really, really nice touches in the graphics
of this game.
>>Ni-Lewis: And I'm really digging that temple that's right under my arm.
>>Galpin: Yeah.
>>Ni-Lewis: Move over so it gets-- so the viewers can actually see it.
>>Galpin: Yeah.
>>Ni-Lewis: That looks cool.
>>Galpin: While the game did drive me crazy with this actual play of the game and the
[slowed voice] very, very slow pacing of these early scenes, and the semi-bewildered state
of what I'm supposed to be doing in the game--
>>Ni-Lewis: I assume you're supposed to be killing everything, and then taking whatever's
not nailed down. Can you go inside the temple?
>>Galpin: Not that I was able to actually find out. I tried doing it. It didn't seem
like I could go in the temple.
>>Ni-Lewis: Is that dude associated with the temple? Is it like a friar or something? Don't
kill him!
>>Galpin: No, I know. That's the-- If he-- Now I know--
>>Ni-Lewis: Oh, okay.
>>Galpin: "Welcome. What is it that leads you here?"
>>Ni-Lewis: [inhales]
>>Galpin: "You say there are resurrecting creatures? Just as it was predicted. Only
an ancient ritual can free us from this horror. I will beg the gods for help."
>>Ni-Lewis: I'm going to say right now: that is pretty, and I love the font, but it's not
a font. It's a bitmap. And it's really, really small on this device.
>>Galpin: Yeah. That's what-- Definitely. It actually might be a font, but if it is,
it's being rendered really small.
>>Ni-Lewis: Yeah. A little too small.
>>Galpin: I can't actually tell.
>>Ni-Lewis: The rest of the UI is actually, I would say, it's as small as it possibly
could be, but it's not too small.
>>Galpin: Yeah, it actually works pretty well in this screen. What's kinda cool about this
game-- and we'll try not to lose HDMI in this. Maybe we can't do it here. --is that this
game--
>>Ni-Lewis: Oh, no, yeah, you can't rotate while you're--
>>Galpin: You can't rotate while-- So this game will actually play in both portrait and
landscape. It has to do with--
>>Ni-Lewis: Now, that's nice. Yeah. And it's-- I mean, why wouldn't a game like this be able
to do that?
>>Galpin: Absolutely. Now, it does have audio on the lock screen. I will say that. Which
was maybe kinda sad. And the game--
>>Ni-Lewis: We've been beating that drum for a looooong time.
>>Lucas: It has audio when you leave the application.
>>Ni-Lewis: Oh, yeah, yeah!
>>Galpin: Yeah, yeah.
>>Ni-Lewis: Yeah, there were a ton of people complaining about this. And this is an example
of something-- Like, we get really, really anal about things like no audio in the lock
screen. There's good reasons for that, but nobody's going--
>>Galpin: You should get really, really anal about audio in the app.
>>Ni-Lewis: If you can't-- Yeah, you can't kill the audio? It's just playing all the
time?
>>Galpin: Yeah. If you don't exit and log out of the app, it keeps going until the system
accidentally kills the app for whatever reason.
>>Ni-Lewis: Yeah, you might want to take care of that. I think it would actually boost your
sales.
>>Galpin: The other thing to note is that there is a theory, a way to get to other aspects
of your character without doing this, but I couldn't find it. There's a lot of controls
that are sitting underneath the menu key.
>>Ni-Lewis: Okay.
>>Galpin: And there's a lot of stuff here underneath the menu key.
>>Ni-Lewis: And like Reto and I just pointed out on the last show, on the App Clinic, using
the menu key is problematic because it is implemented in different ways across different
devices. So if you can get rid of it and move to either an on-screen button or an action
bar pattern, or something else that is predictable, that's what we would recommend at this point.
>>Galpin: Yeah. I mean, given that you guys have a lot of space, you could be using, to
pull up these kinds of--
>>Ni-Lewis: Well, and they've got eight freaking other buttons too. It's not like they're--
>>Galpin: No, exactly. It's not like this is a menu that's devoid of buttons. But the
main problem with this is that they're just not very discoverable. And it's actually kinda
a pain to go here to get to my inventory. Now, there's supposedly a green jewel that
I can click on to get to the inventory. I don't see it. But--
>>Ni-Lewis: Green jewel.
>>Galpin: Green jewel. [rustling sound] And this was the one.
>>Ni-Lewis: There's-- But that's not a-- It looks like a talk thing.
>>Galpin: That's the chat.
>>Ni-Lewis: Yeah, it's the chat.
>>Galpin: Exactly. So I'm not-- I don't--
>>Ni-Lewis: Well-- Oh, dude! What if the color that you think is green is actually what they
think is red, dude?
>>Galpin: Yeah, I thought about that. You click on here and you get to this backpack,
which is not the inventory. Oh, but I can get to it that way?
>>Ni-Lewis: See, that's a problem. Ideas that you come up with when you're high, they never
work out.
>>Galpin: Yeah, I know, I know, I know. Or maybe I don't know. [laughs] My feeling is
I wanted the game to grab me faster with a story and an engaging game. Now, the-- I'm
really curious about the location-based stuff. There is actually-- And also with the tutorial
that really explained how to play, not to tell you what to do.
>>Ni-Lewis: Yeah. That would really help.
>>Galpin: I really wanted "Tap on the skeleton. You'll find the skeleton in the map because
he's blinking in the corner." You know? The map will show a map of the world around you,
because we're actually in a parallel universe, and that's what we're seeing here. All that
kind of stuff--
>>Ni-Lewis: Really, that's the whole story?
>>Galpin: I think that actually is what's going on, but I don't--
>>Ni-Lewis: Niiiiiice.
>>Galpin: But I don't completely know. It's a little confusing. There's a lot-- This game
really requires probably five or six hours of deep exploration.
>>Ni-Lewis: Here's the other thing that I just want to mention, and it's a little nit,
and wouldn't get anybody fired or anything, but [pause] but that's the word "temples"
spelled out in Greek characters.
>>Galpin: Yeah.
>>Ni-Lewis: Temple.
>>Galpin: Yeah.
>>Ni-Lewis: You know what, if you're going to use Greek characters, learn Greek. It's
not that hard. [pause]
>>Lucas: It is kinda hard.
>>Ni-Lewis: What?
>>Lucas: I think it's kinda hard.
>>Ni-Lewis: It's not hard at all!
>>Lucas: It is!
>>Ni-Lewis: You are Greek!
>>Galpin: [laughs]
>>Lucas: I know! I'm speaking with authority!
>>Ni-Lewis: You're biased!
>>Galpin: Oh wait, hey, put the camera on the Greek man, okay?
>>Meier: I actually want to ask a question, Alex. How old were you when you learned Greek?
>>Lucas: I don't really know Greek very well because it's hard!
>>Galpin: [laughs]
>>Meier: Good answer.
>>Ni-Lewis: Malacca.
>>Galpin: It is Greek to him. There we are. All right. So thank you for being there as
our Greek correspondent. It's not often we get to take advantage of that.
>>Ni-Lewis: All right. Let's move on, because this is obviously a deep game, but it's just
so slow that I--
>>Galpin: Did you play this game, Alex, by the way?
>>Lucas: Yeah.
>>Galpin: Any other comments you have on the game?
>>Ni-Lewis: Alex is there.
>>Galpin: Sorry. Any other comments you have on the game?
>>Ni-Lewis: All right.
>>Lucas: Pretty much everything that you guys said. I found it very slow to get started.
>>Galpin: Okay.
>>Lucas: And it was like the Lord of the Rings thing where there's just a whole lot of walking.
It's supposed to be an adventure, but it's 90% just walking.
>>Galpin: [laughs] Without the poetry.
>>Lucas: Right, without the poetry.
>>Ni-Lewis: So there's a plus. But other than that, yeah. So this is something that--
>>Galpin: And it's also an online game, by the way.
>>Ni-Lewis: Right.
>>Galpin: And I have also not yet gotten to the really cool online features that I know
must be there, other than the chat.
>>Ni-Lewis: Well, but this is a good point. I mean, it's true that we review five games
a week. We don't have to time necessarily to put huge amounts of effort into each one.
But then again, neither do the people that you're hoping will purchase things. If we--
>>Galpin: We have short attention spans, but so does everyone.
>>Ni-Lewis: Everyone, yeah. I attended a talk by John Romero last year. As you know-- I
mean-- So John is obviously famous for--
>>Galpin: Having a short attention span?
>>Ni-Lewis: No!
>>Galpin: Oh.
>>Ni-Lewis: For Doom--
>>Galpin: I know, I know. [laughs]
>>Ni-Lewis: Yeah, for making an awesome game called Doom and a crappy one called Daikatana.
But recently, he's been in--
>>Galpin: Hey, I killed lots of frogs in Daikatana, okay?
>>Ni-Lewis: Lately, he's been in the Facebook space, and he had some really, really good
things to say. He and his wife made a game whose title escapes me at the moment, but
it is very, very popular. And they pointed out that according to their metrics, people
gave you about 30 seconds to a minute before they moved on to the next thing.
>>Galpin: Wow, okay.
>>Ni-Lewis: And so no matter how deep your game is, if you can't grab someone in that
amount of time, it's very, very unlikely that they will give you a second thought, because
there are just so many things out there that people can be entertained by. Why would they
work hard to be entertained by your system, if it takes a huge amount of grinding, when
they could very easily go to some other game and be entertained immediately?
>>Galpin: Exactly. I just wanted to get grabbed by the story more quickly. Definitely the
movement speed was driving me just crazy in the game. And also, to be honest, it's really
not clear when you're fighting. When you click-- So there's your 'click to move' and 'click
to fight', so you have to actually stop moving, wait for the guy to be there, then click him
once you stop moving and he's next to you.
>>Ni-Lewis: Well, that's just a poor interface there.
>>Galpin: I really wanted the interface to be-- Even though I like the, in general, 'tap
to move where you want to go,' if you see the monster's there, I really want the 'tap
to walk up and start bludgeoning'.
>>Ni-Lewis: Yeah, I thought that was pretty obvious. I mean, any mouse-based RPG, that's
exactly what you do. If you tap on an enemy, you will move to him and start attacking.
>>Galpin: Yeah. Now here's what you-- That moves you to the position. You'll walk right
through the enemy until [coughs]
>>Ni-Lewis: That's nasty.
>>Lucas: That was the most awkward part for me. I'd click on the skeleton, we'd start
walking toward each other, and then pass each other.
>>Ni-Lewis: [laughs]
>>Galpin: Yeah.
>>Lucas: The skeleton turns around and starts bludgeoning me in the back, and I just keep
walking forward like I don't care.
>>Ni-Lewis: Wow, that's like Starcraft UI. All right. You know what? We're just going
to get madder and madder the further we go with this. Let's talk about Patentia, which
I actually really enjoy.
>>Galpin: Patentia's super clever. I love--
>>Ni-Lewis: Yeah. The guy said it was his first game.
>>Galpin: Yeah.
>>Ni-Lewis: And it's certainly a simple game, but it's very well executed. So the idea with
Patentia is that you're going to--
>>Galpin: You can even switch-- There we are, yeah, exactly.
>>Ni-Lewis: You're going to go ahead and draw a shape. These are mostly-- They start out
as Tetris shapes--
>>Galpin: Most of them are tetrominos.
>>Ni-Lewis: But you can draw them in any orientation. Which honestly was the one thing I didn't
like, because it meant I had to do a lot of drawing, and sometimes I'd get it wrong. But
as an interface, there's a couple things that are really good about it. First, it's very
reactive. It's got this particle system which means absolutely nothing, but it's kinda cool.
And it shows you where you're drawing. It's just really, really good at that. And then,
what's clever about it is you're trying to fill space so no matter what shape things
are, the idea is you need to put them together so that you can get these things through.
And if you wait for these--
>>Galpin: You're trying to create rectangles or squares. That's your goal.
>>Ni-Lewis: Right. And you're trying to fill the entirety of the board. And if you can
make it a square, for instance, like this, well, almost like that-- Let's see, I think
I-- All right, I'm going to need a new shape there. [pause] [clicking sounds] Darn it.
See, this is where I would love to have better [pause] intelligence of some kind. Why am
I-- Everything I draw doesn't work. Okay, there we go. All right.
>>Galpin: Yeah. It's--
>>Ni-Lewis: Help me out here, man.
>>Galpin: You have to think about that block. You can only draw it in the four rotated orientations
of that block.
>>Ni-Lewis: Right.
>>Galpin: So you can't-- Unfortunately, it's a little-- You do have to think back to the
block and it's physical shape rather than just it's-- You can't draw its flipped orientation,
basically.
>>Ni-Lewis: Right, exactly. You have to just draw it rotated, and so for me, because I'm
handicapped that way, it was a little more difficult. Which is weird, because I did so
well on the ASVAB spatial rotation stuff. I don't know, maybe it's just-- Anyway--
>>Galpin: I blame the alcohol right now.
>>Ni-Lewis: Right, there you go. Now, I'm going to-- See, that made me a huge rectangle.
And one thing that's kinda cool about this is that while that rectangle's building, I
can actually make it bigger.
>>Galpin: Yeah, that is really cool.
>>Ni-Lewis: I don't know if that actually helps anything, but I can do it. And then
as long as I wait for it to fill up, it gives me more score. Now, that doesn't seem like
a big deal on a level like this, but in a level where you have very little space, and
very little time, that's kinda a big deal. Do you wait for it to fill up, or do you tap
it immediately to get less score but more space? As you go on, the levels get more and
more difficult. And you start moving from these tetrominos to more and more weird and
interesting shapes. Some of them are quite frustrating, and very large gameboard. So
actually, I think I have to admit, after several hours of play, I think I ended up crapping
out on level four or five, which is was just gigantic. It was almost impossible to fill
in the time they gave you.
>>Galpin: Let's see. I thought I-- I know I was drawing that correctly, so it just didn't
register my draw.
>>Ni-Lewis: Yeah. The other thing that's interesting is that you'll notice that some of these little
blocks have cracks in them. And that becomes important later on because those will get
removed if you don't have space.
>>Galpin: Ohhhh, nice.
>>Ni-Lewis: Those are what they call "leftovers", which are just-- Once you've drawn something,
if part of the shape forms a rectangle, and the rest of them don't, like these two right
here--
>>Galpin: Gotcha.
>>Ni-Lewis: Those are now going to turn into leftovers. And if you run out of space, those
will get removed. And if that happens, you'll get more space, but your score multiplier
will get reset. Right now, you're at a score multiplier of two. And it would get reset
back to one.
>>Galpin: "Next board unlocked."
>>Ni-Lewis: Right, and that's because you covered 50% of the board or more. So you can
tell this--
>>Galpin: I thought this game was totally clear. We're both-- You know. I would like
to see them get rid of the compatibility button in the zoom and the zoom thing and target--
>>Ni-Lewis: If you look down at the bottom of the screen, you can see a lot of things
going wrong that shouldn't be going wrong. But overall-- And of course, on this Asus
Transformer Prime, the UI up in the upper left-hand corner is much smaller than it needs
to be. It's verging on not being readable. You also do need a pretty hefty manual. I
had to reread the instructions several times before I understood what was going on. And
I would say that a more professional game would have introduced all of the concepts
to me via tutorials rather than just throwing me into the--
>>Galpin: The only reason I know what I was doing was that I watched the video. And that
was super, super helpful. But I agree.
>>Ni-Lewis: See, that's the thing. I never watch videos. Why? Because they're a complete
waste of time. Why would anyone watch a video? [laughs] All right!
>>Galpin: So. This is low on battery.
>>Ni-Lewis: We'd better get to the end. Fortunately, we're almost to the next game. Okay.
>>Galpin: We didn't bring the charger.
>>Ni-Lewis: Right. Yeah, Patentia-- Oh, look at that. Patentia had good [pause] feature
graphic. "Block dropping puzzle game reinvention for touchscreen" will not be legible if Patentia
is featured on a phone. So that's one thing that you want to look out for.
>>Galpin: Also, that icon, really? Do we really need a rounded rectangle for that?
>>Ni-Lewis: No, you don't at all, actually. No.
>>Galpin: I love to see you come up with some other theme, other than--
>>Ni-Lewis: Well, at least it's not as bad as the Offroad Legends icon, which has chrome
around it. Although, since it's about monster trucks, I'll allow the chrome.
>>Galpin: Yeah. And actually, I like the fact that the dust actually covers up the chrome
as if it were real.
>>Ni-Lewis: That is cool. It should pop out, right.
>>Galpin: Oh, yeah.
>>Ni-Lewis: Yeah. These guys-- Now, the Offroad Legends icon there, or the title, should be
larger for a feature graphic. We usually recommend that it covers about 50% of the available
pixels. So it should be twice as big.
>>Galpin: It's got to be at least a third the height of it. If it's smaller than a third
the height of it, we say it's going to be illegible. I would say if it were a good 25%
bigger, it would be the minimum acceptable size there.
>>Ni-Lewis: This is Offroad Legend by Dog bite games. I mean, how much more masculine
can you get?
>>Galpin: Exactly, exactly. Actually, I really like their other game. It's 8 bit Ninja.
>>Ni-Lewis: [laughs]
>>Galpin: It made my kinda laugh as I was looking.
>>Ni-Lewis: It's very awesome.
>>Galpin: This is a fairly radically different kind of game. We'll actually bring it up.
>>Ni-Lewis: Yeah, let's take a look at this. Offroad Legends' is a very polished game.
>>Galpin: Let's bring up a scoreloop and say, "Hello! Do you like fun?"
>>Ni-Lewis: No, scoreloop doesn't ask if you like fun.
>>Galpin: No, I know it doesn't. Oh, no, no, it's bringing up Tapjoy ads. All right.
>>Ni-Lewis: Really?
>>Galpin: Yeah.
>>Ni-Lewis: Oh. I didn't get hit with that. Maybe my--
>>Galpin: Oooh, I do like that.
>>Ni-Lewis: What?
>>Galpin: Is that not the awesome--
>>Ni-Lewis: That is pretty sweet.
>>Galpin: I know.
>>Ni-Lewis: It's not exactly a monster truck, though.
>>Galpin: I know. There we are.
>>Ni-Lewis: You've got quite an accomplished garage, my friend.
>>Galpin: No, that's 'cause I pretend to go and review the game. You get that if you hit
the--
>>Ni-Lewis: They gave you an incentive for reviewing the game?
>>Galpin: Yeah! They didn't actually say what kind of--
>>Ni-Lewis: [exhales] Get a room.
>>Galpin: They didn't say what kind of review to give.
>>Ni-Lewis: Oh, that's a good point.
>>Galpin: They just said, "Review the game and get this." I'm like, "Cool," so I clicked
the button and then I went back. And I got this, which is kinda awesome. [rustling and
scraping sounds] Okay.
>>Ni-Lewis: Go ahead. [more rustling and scraping]
>>Galpin: Okay. Now the bummer is that I can't actually choose that bus for the monster warm-up.
>>Ni-Lewis: Oh, that sucks!
>>Galpin: I know, I know. But this game has got pretty good visuals. For the style of
game it is, which is kinda this web style of track--
>>Ni-Lewis: Yeah, it's like a four button-- Basically.
>>Meier: I have to ask: are the wheels on the truck filled with helium, 'cause I'm not
sure that those physics are legit.
>>Galpin: I don't think this game--
>>Ni-Lewis: That's because you don't live in America, my friend.
>>Meier: [laughs]
>>Galpin: [laughs] Whoohoo!
>>Ni-Lewis: You'll learn.
>>Galpin: Yeah. Monster-- This has monster truck physics.
>>Ni-Lewis: Yeah.
>>Galpin: It's the kind of physics we invented here.
>>Ni-Lewis: Monster trucks are completely different from other trucks. They're monstrous.
The thing--
>>Galpin: Oh yeah, there we are. You have to have gratuitous and unnecessary pictures
of people who look like Danica Patrick in your game.
>>Ni-Lewis: That's right. Americaaaaa!
>>Galpin: I'm thinking Go Daddy right now. I don't know why.
>>Ni-Lewis: Right? I'm thinking that half of the racing games in the world, honestly.
But I'll tell you what sets this apart is not only do they have a fairly good set of--
not perfect. The presentation is not perfect. There is a few cheesy icons--
>>Galpin: It's a little busy at times.
>>Ni-Lewis: --and some gradients that look really, really out of place. But in general,
especially in the game, it looks great. And unlike many of the racing games we've reviewed,
they have some great crash physics.
>>Galpin: They really, really do.
>>Ni-Lewis: Yeah. Yeah, give us a crash. Give us a crash. Crash for daddy. Boom! No, that's
not a crash.
>>Galpin: That was a bad crash. Well, this is a good one. There we are. Boom! Oh, there
we are!
>>Ni-Lewis: Ah, there you go! Yeah!
>>Galpin: Yeah, that's a good one.
>>Ni-Lewis: Yeah. Yeah, I don't know-- The truck is a little better, I think, than the
car. I think they have a better crash model.
>>Galpin: They do, they do.
>>Ni-Lewis: But yeah. Now, they do have some weird physics. And it is actually possible
to lose a wheel without ending the race.
>>Galpin: Oh, wow, that's cool.
>>Ni-Lewis: I know this because last night, I lost three wheels and was unable to do anything.
But the race was still on. You know why? [pause] America.
>>Galpin: Absolutely.
>>Ni-Lewis: [laughs] So-- Whoa! That is awesome.
>>Galpin: I think that's actually the first time you've ever sworn on the program.
>>Ni-Lewis: What?
>>Galpin: I think, I think.
>>Ni-Lewis: What? Did I swear?
>>Galpin: [laughs] I know, I know. Shocking.
>>Ni-Lewis: I totally--
>>Galpin: You sang the song from--
>>Ni-Lewis: No I didn't!
>>Galpin: Okay.
>>Ni-Lewis: No, that happened inside your head.
>>Galpin: Oh, okay, okay, it might have.
>>Ni-Lewis: Weird.
>>Galpin: Ooooh, there we are. Finally I get to use my bus. Yaaaaay!
>>Lucas: I think there's auto complete profanity. [laughs]
>>Ni-Lewis: That's possible.
>>Lucas: He talks and we just fill in the f-bombs.
>>Galpin: Whoohoo! [pause] So yeah. I don't know what else to say on this game. I believe
this game also plays audio on the lock screen, as I recall.
>>Ni-Lewis: [laughs] I'm going to give it a pass.
>>Lucas: [laughs]
>>Meier: Would that be because "America"?
>>Ni-Lewis: Exactly! Because of America, that's why!
>>Galpin: Oooh, man.
>>Ni-Lewis: Yeah, check that out! See, the race is still on.
>>Galpin: Dude, there's nothing I can do. Can I put the tires back on? [all laugh]
>>Ni-Lewis: I don't know, maybe that's an in-app purchase.
>>Lucas: [laughs]
>>Ni-Lewis: It totally should be.
>>Galpin: Gaaah! How do I manipulate my car anymore?
>>Meier: Can you in-app purchase an RAC membership for that service?
>>Galpin: I guess I can. Wow, this is pretty sad.
>>Ni-Lewis: [laughs] Nice.
>>Galpin: All right, all right, all right. Restart. It looks like we're going to run
out of battery just at the right time here.
>>Ni-Lewis: Oh, we're already overtime. But this was a great game.
>>Galpin: Yeah, it's totally fine.
>>Ni-Lewis: It's not everybody's cup of tea. It's honestly, all joking aside, probably
not my cup of tea. There's a few things that I would love to change about it. I feel like
the--
>>Galpin: Ahhh!
>>Ni-Lewis: --the difficulty is just wrong. It's not easy enough to get big air, yet it's
too easy to land small jumps. There's not a lot of skill involved. And maybe it's just
me, because I live in the Bay Area and for all my bragging, I know nothing about monster
truck physics, but-- Nice! Okay, now, see, that's the thing! Right there, I'll tell you
what really needs to happen: you need an achievement. You need something that pops up and says,
"Pancake!"
>>Galpin: That's so true.
>>Meier: [laughs]
>>Galpin: Yeah, 'cause that actually-- that takes--
>>Ni-Lewis: You know what? Everything that I was saying that was critical, I take it
all back. 'Cause that was awesome. That was so awesome. All right, you know what? Let's
go ahead and--
>>Galpin: We're never going-- I can already tell that Ian's never going driving with me
again. This is-- I have demonstrated--
>>Ni-Lewis: I never drive with you. You drive a Prius.
>>Galpin: That's true, actually.
>>Ni-Lewis: [laughs] All right.
>>Galpin: Never again are we doing monster trucks together.
>>Lucas: Is it an offroading Prius?
>>Galpin: That's true. That would be kinda awesome, to get the jacked up Prius.
>>Ni-Lewis: How would you know the difference?
>>Galpin: The diff-- Whoohoo!
>>Ni-Lewis: Oh yeah, you could.
>>Lucas: Spray-on mud.
>>Ni-Lewis: Nice.
>>Galpin: Whoa! There we are! All right!
>>Ni-Lewis: Boom! [music playing] That's it! All right.
>>Galpin: Just after I made it through the jump.
>>Ni-Lewis: Oh, oh, oh!
>>Galpin: Oh, nice.
>>Ni-Lewis: Oh, yeah, I forgot. I did this for Dan. Watch. We're done! Brrrr [makes exploding
noise]
>>Galpin: Oh man, flame effects. That's awesome. And that worked so well after Offroad. That
was cool.
>>Ni-Lewis: Right?
>>Galpin: Yeah. Well definitely, I can't wait to see what you do with aftereffects now.
We could--
>>Ni-Lewis: I know, right? It's going to be incredible. All right.
>>Galpin: Wait, wait, wait, look. Check this out. What happened?
>>Ni-Lewis: I poured myself a second glass.
>>Galpin: Oh, okay. I was going to say!
>>Lucas: And he poured me zero.
>>Galpin: You've not given Alex any beer yet? [scoffs]
>>Lucas: I'm going to be sober.
>>Galpin: Wow.
>>Lucas: Hurts.
>>Galpin: Yeah, I know.
>>Lucas: This is why I've been randomly muting you throughout the show.
>>Galpin: [laughs]
>>Ni-Lewis: Makes sense-- did-- So Alex, producer Alex, how did the YouTube comment stream go?
>>Galpin: Yes.
>>Lucas: Actually, we have, from the developer of Pearls, who's also invited the developer
of Vision of the Veggies, which we reviewed a couple months ago.
>>Ni-Lewis: Right.
>>Galpin: Oh!
>>Lucas: He says he updated the feature graphic, and it should be up soon.
>>Ni-Lewis: Awesome!
>>Lucas: And he'd like to get our feedback. It doesn't look like it's refreshed yet, but
as far as developers and apps we've reviewed on this show, he's by far the fastest turnaround
load, the fastest feedback loop.
>>Ni-Lewis: Yeah, yeah. Rock on.
>>Lucas: While we-- This is the second time while we comment on the thing. He says, "Hey,
I can fix that."
>>Ni-Lewis: Nice. Well, I think it's a good game.
>>Galpin: Yeah, it is.
>>Ni-Lewis: And it's one of those games that's--
>>Galpin: It's hard, actually.
>>Ni-Lewis: Yeah. It's fun to pick and-- Well actually, that's a good point. Actually, if
you're still listening: bubble popping games are incredibly popular, and they are-- Hey
Reto, you can switch to me anytime you want.
>>Lucas: I'm the prettier one.
>>Galpin: I actually kinda like it on Alex.
>>Meier: You get some of the best [inaudible].
>>Lucas: [laughs]
>>Galpin: Yeah, in fact, we're totally scoring points with our Greek audience now.
>>Ni-Lewis: Gotcha. Anyway. What I was trying to say is, if you're still listening: the
bubble popping game audience skews older, female, and is almost certainly not an audience
that's looking for a really high stress game. Also, I play them a lot, despite not being
female. Or [pause] anyway. The point is--
>>Galpin: You use it to de-stress. It's my moment of Zen.
>>Ni-Lewis: The point is that you do need to make sure you've got a learning curve on
these things that isn't going to completely frustrate your audience.
>>Galpin: Yeah, I would say that was my one comment about the game, was I wanted there
to be an "ease you in" moment. And because of the design of the puzzles, it is actually
tricky to do that. But I think it's possible.
>>Ni-Lewis: Well, the other thing that I would suggest that I think would improve the game
is it did take me a few times before I understood what the rules were of drawing the line through
the pearls. And the game does a pretty good job of it.
>>Galpin: It does, actually.
>>Ni-Lewis: It's not bad. But I think it could really be improved with a few examples where
you actually just draw the line for the user.
>>Galpin: Yeah, definitely, definitely.
>>Ni-Lewis: All right. Anything else on the YouTube there, Alex? Producer Alex? Executive
Producer Alex?
>>Lucas: All's quiet on the YouTube front.
>>Galpin: All right.
>>Ni-Lewis: Well, you guys suck. [laughs] All right. So that's our show for today.
>>Galpin: We abuse our audience. That's what we do here on the Friday Game Review.
>>Lucas: Oh actually--
>>Ni-Lewis: That's exactly what we do.
>>Lucas: Igor says, "I think I'll be getting hammered tonight. Sorry, not me. I was thinking
of Ian.
>>Ni-Lewis: Yeah!
>>Galpin: Oooh, yeah!
>>Ni-Lewis: All right. Who's got two thumbs and needs to go to AA?
>>Galpin: [squeaks]
>>Lucas: That guy.
>>Ni-Lewis: No. [laughs] All right. Actually, I've been babysitting my baby daughter all
week. My wife is out of town. She's in Shanghai on business.
>>Galpin: Hopefully she's bringing you some cool stuff back for the household?
>>Ni-Lewis: Well, I hope so. I could use some more of those ceramic knives, I'll tell you
that much.
>>Galpin: Yeah, those ceramic knives were kickass.
>>Ni-Lewis: Weren't they good?
>>Galpin: Yeah, really good.
>>Ni-Lewis: All right.
>>Galpin: It's a pack for me.
>>Ni-Lewis: [laughs] All right. Well, that is our show. Thanks very much for joining
us on the Friday Games Review. We will be back next week with another open topic. We'll
see how this goes.
>>Galpin: Yeah. There was a lot of other stuff in the topic from this week, too.
>>Ni-Lewis: Right. Just remember that, unlike before, we are refreshing the topic each week.
So if you nominate something this week and it didn't get chosen, you do need to renominate
it for next week in order for it to be considered again.
>>Galpin: Absolutely. And we'll probably at some point have some themes as well, again.
I think the current thought is that we'll actually always take some random games, so
we don't have to have someone who waits for six months 'til we get back to the theme again.
Because a lot of people want us to look at their games. But also, we do really, really
like the idea of being able to theme some of the shows.
>>Ni-Lewis: We've also talked about a few other options. I'd love to get some feedback
from our viewers.
>>Galpin: Absolutely.
>>Ni-Lewis: For instance, we've discussed the possibility of talking about the games
that are going to be featured that week, and why they were featured, and what they have
in common.
>>Galpin: Exactly.
>>Ni-Lewis: We've talked about maybe looking at games from unknown developers, or maybe
even previewing games from known developers that you might be excited about. Let us know
what you're interested in. We'd love to make this show more valuable to you.
>>Galpin: Yeah. What I really want, actually, at some point, is to do a show where people
nominate games that they wish were better. Wouldn't that be kinda cool?
>>Ni-Lewis: That would be an excellent-- And that's one thing that we have talked about
doing: maybe a game clinic. 'Cause we have plenty of tools here. We look at games in
very in depth ways all the time, trying to figure out how their draw order and their
texturing and their resources and their geometry affects their performance.
>>Galpin: How can we make this game suck less?
>>Ni-Lewis: Yeah.
>>Galpin: We do that all the time.
>>Ni-Lewis: We would love to switch into that mode, I think.
>>Galpin: Absolutely.
>>Ni-Lewis: Let us know what you think. And to all our drunk friends in Austria: "Hey."
And-- Cool, do you want to do mirror?
>>Galpin: Yeah!
>>Ni-Lewis: All right. Anyway, it's been good chatting with you on the Friday Game Review.
And we will see you next week at our new time. Right? We have a new time?
>>Galpin: Do we have a new time? Sure.
>>Ni-Lewis: Next week. Make sure you check our Google+ page, because there may be a new
time.
>>Galpin: May be a new time.
>>Ni-Lewis: And if there is, you do not want to miss that.
>>Galpin: That's right. All right, thanks everyone.
>>Ni-Lewis: Take care.
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