Downwell Review

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Downwell Logo, Downwell website 2016

Developer: Ojiro Fumoto

Publisher: Devolver Digital

Platforms: PlayStation 4, PlayStation Vita, iOS, Android, PC

Genre: Rougelike Platformer

Played on PlayStation Vita

Arcade games focus on the essence of a video game, one or two good mechanics that create everything else. Pac Man eats dots on a screen, Tetris aligns blocks together to destroy them and Asteroids is shooting and avoiding incoming asteroids. Downwell was created by Ojiro Fumoto who was inspired by a quote from video game designer Shigeru Miyamoto.

Japanese Ninento artist and game designe

Shigeru Miyamoto, Time 2016, 7 Fascinating Insights from Nintendo’s Gaming Genius Shigeru Miyamoto, captured on October 21st 2008

“A good idea is something that does not solve just one single problem, but rather can solve multiple problems at once.” Shigeru Miyamoto Interviewed by Eurogamer.net, 31 March 2010

Downwell takes the philosophy of this quote to its logical extreme and has the simplicity of its contemporary’s, but is deceptively skilled based. Downwell will be remembered as the modern arcade game because of the incredible amount of depth, skill and player choice provided from just two game mechanics.

Gameplay

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God is a Geek 2016, “Downwell coming to PS4 and PS Vita this month” May 6th 2016

In Downwell, the player goes down randomly generated levels to the bottom of a well. They encounter enemies, rooms with power ups and a perilous threat at the bottom. Downwell’s excellence comes from how the two actions of jumping and shooting do more than what is expected of them.

Shooting makes the player slightly hover in the air, destroys blockades, creates gems from defeated enemies and has different attack attributes depending on what power up is obtained. Jumping and stomping on enemies without landing builds a combo, landing on the ground or enemies refills the player’s ammo count and landing on the ground stops the combo and rewards gems, ammo and health depending on how high the player’s combo is. The rewards and risks from these multipurpose mechanics direct the player to play at full speed.

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Downwell artwork by BlueASIS, “Jelly Smash!

This is expanded with randomly generated power ups at the end of a level that add beneficial abilities, such as collecting gems refilling ammo and creating a blast by stomping on enemies. Rooms the player encounters during their descent offer a break from the fast action and have power ups that change the attributes of the shooting attack and give health or ammo. When enough gems are collected, the player enters a gem high that increases the power of their attack, but withers out if the player can’t maintain a constant flow of gems.

This rapid fire decision making is possible because of the art style. Hazards are pure red, enemies indicate they can be jumped on by being predominantly white with a hint of red, walkable and jumpable objects being white and a black background to make colour stand out.

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This makes Downwell have the qualities of iconic arcade games such as Pac Man, but has a layer of mechanical sophistication that is easy to understand, but difficult and engaging to master. When a game like Pac Man is understood, it doesn’t offer a way of adjusting difficulty to suit the player’s mastery and understanding of its mechanics. It only offers more challenge by making enemies faster and more unpredictable. Downwell uses randomly generated power ups that increases the player’s defence or attack capabilities and the player is able to decide on what is best for their skill and situation depending on what they have on hand.

After the end of a playthrough, the player unlocks palette swaps and player styles after collecting a set number of gems. Player styles give unique player native abilities that can make future playthroughs easier or harder depending on their skill level. Palette swaps change the primary colours of the game’s art style. Some palette swaps such as Dirtsnow make reading what’s happening on screen more difficult because of the background colour being different from black.

A problem with power ups is that power ups at the end of a stage are randomly generated. This means the player can’t really customise what playstyle they want and have to replay the game again and again until the right combination is generated. The game could have capitalised on allowing the player to start with a select number of power ups and offer challenges that are unique to the specific power ups the player chooses at the start. While these trappings do not ruin Downwell, it eventually makes repeated long term playthroughs tedious because the player can’t have an optimal loadout from the start.

Value

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Designing a game around one or two game mechanics is an effective way of making one. Downwell is evidence of what happens when just one or two mechanics are developed to their full potential, with gameplay that offers an enjoyable learning curve and depth. Downwell is a short game. While hard mode and palette swaps offer a bit more for the player to achieve, the main game can be finished in fifteen to twenty minutes. This is both Downwell’s strength and weakness, because it makes it an excellent game to pick up and easily get into without a substantial time commitment. But for a player who wants a substantial amount of content and can’t meet that need from replaying and mastering a game’s gameplay, Downwell isn’t going to convince them.

But Downwell has an understanding of how systems and mechanics influence player behaviour that is more sophisticated than most iconic arcade games. Arcade games such as Asteroids and Pac Man had to find the most easily understandable way for people to interact in a virtual space. This meant gameplay had to be about moving around a space and getting a high score.

It made them easily approachable and players would try everything to reach a new high score. But this meant challenge could only increase by making enemies more aggressive, faster and in greater waves. Downwell’s challenge is changeable for the player’s skill. The native abilities from player styles can give more health at the start or make the jump have more float. The player can also decide to take the risk of building a large combo so they restore their health when landing on the ground or build up their gem count to spend on health and ammo items. The skill involved in Downwell comes from how the player survives by making deliberate and intuitive decisions and using the strengths and drawbacks of power ups the player has to decide on at the end of a stage.

It results in a game that is as approachable and fun to play as Asteroids and Pac Man, but has a layer of mechanical mastery that keeps it continuously engaging. After the optimal way to play most arcade games is mastered, it’s gameplay is static and predictable. Downwell is a modernisation of the arcade game because even when the optimal way is mastered, there are still equally valid gameplay choices that are better suited for different levels of skill. It’s creator Ojiro Fumoto wanted to show how solving multiple problems with one solution creates powerful player choice and elegant intuitive design. By following the philosophy of a quote from one of the game industry’s most influential designers, Downwell has solved the arcade game’s issue of static approaches to the problems it presents by using rewards and benefits for jumping and shooting at problems.

What’s great:

  • Phenomenal player decisions and skill from two basic inputs
  • One of the best games iOS and Android has to offer
  • Player styles allow players of different skill levels to find their optimal way of playing
  • Wickedly smooth and responsive controls complement the frantic gameplay
  • Very easy to pick up and get into

What’s okay:

  • The overall length is suitable for it’s gameplay, even if it is incredibly short
  • Not much to achieve besides beating Hard mode and unlocking palettes   

What’s bad:

  • No attempt to capitalise on starting a game with a number of end stage power ups
  • Certain palette swaps make observing what’s happening more difficult
  • Difficult to recommend to people who want substantial content in their games 

Petite Reviews

Petite reviews is when I give a quick review of a game. It is as concise as possible while informing without going on forever.

Disgaea 5

Disgaea 5: Alliance of Vengeance_20160207142025

The fifth entry in Nippon Ichi’s popular series is the most complete game out of them all. All previous Disgaea games have had barriers that limited both casual and hardcore players. Disgaea 1 and 2 were inflexible with mastering a myriad of skills and weapons, while 3 and 4’s Forte system resulted in an overdose of Mana grinding, though well intentioned in theory.

Disgaea 5 perfectly mixes the systems of its predecessors, with its inclusion of Revenge and Squads to allow both casual and hardcore players to fully enjoy the series rock solid gameplay.

What’s Great

  • Perfect mix of gameplay systems
  • The most beginner friendly (For Disgaea standards)
  • Money Maps/Sub-classes/Chara World

What’s Okay

  • An entertaining story with an main character lacking the memorability of previous protagonists

What’s Bad

  • The series long standing camera angle issue
  • A DLC Character requires players to buy all DLC content
  • Grinding has always been made to appear fun, though it’s always needed
  • Players with great patience and dedication to grinding need apply 

 

Hotline Miami 1 and 2

For players that simply want pure, raw and quick gameplay, Hotline Miami is as pure as gameplay gets. While well know for its brutal interpretation of the 80’s and electric soundtrack, there is a tragic and violent story commentating on the psychological    difficulties of retired soldiers told out of order. the second game’s constant switching of characters affected by the series central protagonist is equally intense and wild as the gameplay. For players wanting gameplay solid as steel and piece together a scrambled story of bitter bloody misery, Miami is the game of their dreams.

What’s great

  • Significant replay value
  • Plethora of hidden details
  • HM 1’s masks add variety to a simple concept of gameplay
  • Excellent soundtracks
  • HM 2’s characters add a unique spin to their respective stages
  • Scattered story that is both bedazzling to follow and impossible to piece together
  • Gameplay that goes to 100 in a eye blink

What’s Okay

  • Short playtime
  • enemy A.I is delightfully exploitable
  • 1 hit = instant death for everyone
  • Quick reactions from enemies

What’s Bad

  • HM 2’s larger levels are unforgiving to new players
  • Out of order story-line can be very difficult to understand
  • HM 2 is devoid of the masks from HM 1

Rock of Ages

Rock of Ages

Rock of Ages 2011, “Rock of Ages Store Page Image”, Viewed 17th February 2016,

 Players looking for a truly unique and fun game will be right at home with Rock of Ages. Inspired by The legend of Sisyphus and sporting a goofy sense of humour, Rock of ages effectively uses tower defence mechanics with ball physics gameplay similar to Super Monkey Ball. Rock of ages is an inspired game offering a incredibly fun time for players looking for straight forward experiences that instil in their mind long after they have finished them.

What’s great

  • Effective mixture of tower defence and ball physics
  • A must play for players versed in European Mythology/history
  • An art-style with inspirations from Monty Python and Renaissance artworks
  • An enjoyably off the wall sense of humour
  • Varied levels with different possibility’s for the player and the enemy

What’s okay

  • A generously needed amount of keys for progression
  • A.I is relativity non-challenging

What’s bad

  • Winning and losing amounts to speed, not strategy
  • Very little to offer once finished
  • Keys can be difficult to get because of the core objective

Elgato HD 60 Pro: The Definitive Capture Solution

Capture solutions are commonly in the form of a external card or software. Both have unique yet detrimental drawbacks that affect the user experience.

External cards have strict limits on bandwidth (the Mbps affecting video quality) because of their USB connections and capture just video signals. It is often a laborious process to get cards to receive both video and in video audio. Software requires significant system resources and have tendencies to create system instability.

PCI cards take the best of both external and software capture and fix the common problems they have. The Elgato HD 60 Pro is currently the only consumer product capable of 1080P 60Fps capture with an insane 60Mbps. It’s PCIx1 interface means it achieves this flawlessly, but the areas the Pro shines in are much more than simply being powerful hardware.

 

  Specifications

Interface: PCIe x1

Codec: H.264

Input: HDMI (PlayStation 4 with HDCP turned off , Xbox 360, Xbox One, Wii U, PC, IOS with a thunderbolt port and AV thunderbolt adapter)

Output: Lag Free HDMI Passthrough

Resoultions: 1080p60, 1080p30, 1080i, 720p60, 720p30, 576p, 576i, 480p

Bitrate: 60Mbps Maximum

Sound: Build in Sound (GPU dependent) 224 kbps AAC

 The spec sheet is standard for Elgato’s gaming line up but sound, interface and output are the most significant aspects of the hardware. Built in audio receiving the signal from a GPU’s audio feature fixes and simplify’s the process of recording a video’s sound. But the 60 Pro expects that the users TV/monitor has built in speakers, (not a audio jack on the TV/monitor) otherwise users cannot hear anything. Users with standard monitors can work around this using Elgato Sound Capture. This extension app that comes with Elgato’s software updates allows users to set the inputs and outputs of connected audio devices.

Elgato sound example

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PCI is the exact same interface used by a CPU and GPU, both constantly sending and receiving information across a motherboard and hard drives. The intensity of capture software paired with the fact they take vital, system sensitive resources is why they have tendencies to cause problems for users. Capture cards often need trouble shooting in order to receive both video and in video sound, while cluttering up environments with their cable connections. Because the 60 Pro is hardware dedicated solely to video capture, it requires only the minimum amount of data connection from the CPU and hard drive, which takes the strain off of both the CPU and GPU and is at pace with the two because it has direct contact with the motherboard.

Capture

Elgato Recording load at maximum recording settings

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Elgato Idle load

Capture

Elgato recording load with CPU dependent app in the background

Output has an unexpected versatility. Because the output is almost completely absent of any latency, users can play game consoles through the Elgato’s output with no drawbacks. Sadly, getting the Elgato software to display a console preview within the interface is not a plug and play scenario like advertised on Elgato’s tutorials. In order for the user to see both the interface and console feed, the TV/monitor used requires 2 HDMI ports (Input) for it to work, a crucial detail the tutorials fail to mention. This issue is only applicable to TV/Monitors with a single HDMI input, preventing users from pairing the 60 Pro with their consoles in a optimal manner.

User experience

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http://www.helping-squad.com/elgato-game-capture-hd60-pro-review-and-test/

The Elgato HD 60 Pro has fixed every problem I have ever experienced with other solutions. Getting it up and running was the most painless experience and gave me a good lesson on how video signals work. I don’t use a streaming machine and PC capture has been flawless, expect the fact that I have to set Sounds to Elgato-4 every time on my speaker less monitor. The interface is to be commended for its clean, simple yet robust design. I still have yet to find capture software that makes naming footage so easy and still have important functions be easily accessed with a mouse.

MP4 60Mbps files are absolutely gorgeous, almost true to the original signal on a screen. But the subtly noticeable compression I saw in the Witcher 3’s right side map did nothing to diminish its quality and perfect frame capture.

(You may have to click on the gear icon and set Quality to 1080p 60fps)

Capture solutions like Shadow Force, Action and Fraps are capable of 60 frame capture, but they are bound by system resources and often fail to or inconsistently hit that frame target. In exchange for having to wait for the Elgato to process the large data of a 60Mbps file before you can close it, you are guaranteed a 1080p 60fps capture with no compromises.

Elgato PC setup Interface

Elgato Software PC Setup Interface

But I did experience some issues, just like any other capture solution. But these problems were nowhere near the level of hell I experienced from the Roxio and Action. Pressing the mute button stopped an echo effect when I saw the live feed of my stream, as some of you may have seen on my Twitch Channel.

Sometimes the display would not show up but after updating the software, which is a smooth and reliable process from my experience it worked without issue. I have vivid memories of the tedious trouble shooting I went through just to get video to have an audio signal on the Roxio and have my desk space invaded by cable clutter. While it’s an annoyance to set Sounds to Elgato-4 for every recording and hear nothing, this is only because my monitor doses not have build in speakers.

I never experienced a laborious set-up process that was picky over how it wanted to receive audio and video like with the Roxio and then have Action become a broken train-wreck after it received updates. While your mileage will vary greatly because of your PC’s individual characteristics, the Elgato HD 60 Pro’s hybrid unity of capture cards and software allows for one of the most consistently functional products that only has users experiencing petite annoyances if they didn’t have the ideal input requirements from their equipment.

Footage/feature performance

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Users wanting to get straight into streaming to Twitch and YouTube videos are right at home with Elgato’s software. But the software goes above and beyond the passable quality of most software for capture solutions. The most prominent feature of Elgato’s software is Flashback Recording. System RAM allows the software to constantly preview passing footage and by dragging the timeline to a specific place, users can record right at that specific moment or take screenshots.

4This feature is a miracle worker in multi-player or needing screenshots of a game. Users can turn flashback off if they do not want storage to be affected. Overlays are wonderfully integrated into the interface. Users can add custom overlays or edit the stock overlays to suit their tastes. They offer great benefits in creating a polished and well done video, but there is little guidance on how to effectively customize GIF’s and web pages that are much more technical that the simplicity of images and scenes.

5Audio mixing is great for normal users who want a functional way of getting their microphones to simply work, but experts will be disappointed by the hardware’s lack of audio inputs. Sadly, Elgato does not provide a way to test microphone recordings, something that can be a frustration for many. The Threshold and Attenuation can be modified and by default, other sounds are reduced automatically when using the microphone.

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The overall package is extremely well done and a delight for people who want to enjoy their streams and recordings. People well versed in audio set-ups will be left underwhelmed by the software’s options, but basic 3.5mm mic jack and USB set-ups work wonderfully with Elgato’s products. Overlays add a effortless way to add that personal touch to streams and videos, but it’s a shame GIF’s and web pages are impractical for most users.

Conclusion   

HD60Pro-Top

Kernel Labs 2016, ‘HD60Pro-Top’, Steven Toth, viewed 25th January 2016

External and software capture solutions have issues so detrimental to the user experience, only a small handful are truly worth someone’s time and investment. Elgato’s PCI capture solution has broken down many barriers. This piece of hardware has capitalized on the interface used by CPU and GPU’s to be one of the most consistently problem free capture solutions, with its most egregious issues being little, easily fixed quirks.

The HD 60 Pro is a top of its class capture solution, costing over $269AU. It is a small number of products that live up to the saying “what you pay is what you get.” Users that want the best experience with the HD 60 Pro however are sadly going to need the following, specific features in their equipment:

A TV/Monitor with Build in Speakers

2 HDMI Input ports

While this does not ruin the user experience if consumers do not have these exact specifics on their displays, It sadly means some users cannot use the full capability of the Pro. But it does little to seriously harm the functionality and potential of the Pro. Elgato have addressed the audio input/output issue for users for standard monitors with Sound Capture, that does a fantastic job of setting up audio for footage and the users recording environment.

 With brilliant footage quality, a great in all the right places interface and robust features that can be effectively altered to the users set-up while fixing the shortcomings of common capture solutions, the Elgato HD 60 Pro is the definitive and the best capture solution of the modern video game world.

What’s great

  • Streamlined and robust software interface
  • The best capture quality that does not hog resources
  • Simple HDMI setup
  • Wonderful integration of streaming and capturing
  • Flashback Recording
  • Genuine 60Fps capture
  • Sound Capture allows any audio setup to suit the users needs 

What’s okay

  • Web page/GIF overlays need to be more straight forward
  • Audio Mix options should be expanded upon
  • Mute prevents echoes in microphones and live stream feeds
  • Basic video editor suited only for simple highlight cuts
  • signal flash when exiting the software in the PC set-up

What’s bad

  • 2 HDMI Inputs are needed for consoles to take advantage of Elgato
  • Set-up tutorials fail to mention this important detail
  • Rare occasions on specific games where the live feed won’t receive the footage’s audio signal
  • No live Stream Hotkey option 

Sound Shapes Review (PS Vita)

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Developer: Queasy Games, SCE Santa Monica Studio

Publisher: Sony Interactive Entertainment

The Modern Image, 2016, Jivesh Hanoomaun 2013, ‘PlayStation Plus August 2015 Lineup’, viewed 4th January 2016, http://themodernmage.com/playstation-plus-august-2015-lineup

(This review is based on the PlayStation Vita version and is available for the PS3 and PS4.)

Music is a medium made from instruments expressing a meaning or message. Sound Shapes is a game based on a simple idea around the effects of music. What a person imagines when listening to music.

Sound Shapes excels with its inspired execution of a typical game concept with gameplay that unravels the full composition of a song as you play through the level, paired with a gorgeous minimalist art-style. It also implements player created levels that has formed a community creating fun and visually pleasing content that adds significant replay value to Sound Shapes. Sound Shapes however struggles time to time in gameplay because the basic platforming skills can make navigation unnecessarily frustrating. With such strong positives paired against occasional rage inducing level navigation, it will be revealed if this flaw in gameplay ruins Sound Shapes great qualities.

Gameplay

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The ultimate core of any video game is gameplay. It is the element that binds all of a video games engagement and there are many ways this element correlates with a games art and possible story. In Sound Shapes, the player can stick to objects with light colours, jump and run and use those ability’s to collect notes in a level while avoiding contact with anything red.

Notes in Sound Shapes play a beat and as the player collects notes, the levels song unravels to its full composition. The campaign is relatively short and unlocks tools for the level editor but offers a wonderful collection of levels that tease the possibility’s of the community’s offerings. The act of getting to point A to point B in Sound Shapes is pleasing because of the imaginative art designs in every stage and relaxed checkpoint pacing.

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But an unavoidable problem with Sound Shapes is the occasional difficulty of navigating through certain levels, especially with user created content. While it is great to platform through such visually splendid levels, the spectacle of the stages can possibly distort the actual direction a player needs to head towards.This issue only really show its ugly head in user creations, where creativity often compromises ease of navigation, even when there are stand out creations.

Presentation

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It is rare to see a video games presentation be tied so closely to the actions between the player and the game. The colourful and appealing art style invokes a feeling of relaxation through pleasant stimulation. This is reinforced by how the sights and sounds of a level unravel as the player moves through it. It complements the soundtrack in all of its rich, varied and uplifting pieces. Rowdy Cloudy epitomises what makes Sound Shapes work.

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In the beginning, the repeated sound of a flying platform hints at a incomplete song. Eventually, the first couple of notes create a catchy tune that incentives the player to progress. Once the momentum of the song comes alive, the players eye takes attention to the distinct marvellous art style on display. The realization comes that they make this art style come alive by their skill and dedication to collecting the notes. This impeccable utilization of design and sound is where Sound Shapes shines, the seamless blend of platform sensibilities and music’s ability to inspire the mind.

Value

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Sound Shapes at its very core is a basic sound platformer. The low key gameplay perfectly pairs with an admirable presentation while prevailing over challenges with a consistent casual difficulty, throwing enough challenge to keep interest going. The campaign’s length and memorable art design in its levels allows players jaded from the intensity of more realistic video games to reinvigorate the simple joy they find in the medium, even when artistic ambition conflicts with navigation in user generated levels.

Sound Shapes is a brilliantly executed musical game that ties platforming and the psychological effects of music to make a truly special game. It fills a need for players that isn’t commonly found in the modern gaming scene. To just enjoy a video game and leave a impact on its world.

What’s great:

  • Perfect unity of gameplay/presentation
  • Fun replay value from campaign/user content
  • A wonderful game for portable entertainment

What’s okay:

  • Fairly priced DLC for the level editor
  • A complete DLC pack costs $11.25AU ($9.00AU on PS Plus)

What’s bad:

  • Artistic ambition makes certain community levels a navigation nightmare
  • Painfully short campaign