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

Monday, December 8, 2014

Retro Review: King's Quest VII The Princeless Bride PC

Just about everyone interested in adventure games has played at least one game in the King's Quest series. The plights and perils of Daventry's royal families delighted gamers for about14 years, unfortunately like many venerable long running series, eventually quality declined, such is the case with Kings Quest VII.



Story:

The Story for this King's Quest entry is centered around Queen Valanice looking for her daughter, Princess Rosella (Star of King's Quest IV) after a not so well received talk about marriage ends up with  both of them going into a pond and getting sucked in the magical world of Eldritch. Now sometimes the premise is silly but the rest of the story manages to be engaging and interesting, that's not the case here. It evolves into a convoluted drama involving a Witch who's angry with you for reasons that are never entirely clear and Rosella's gaining true love. It starts silly and not particularly interesting and stays that way





Graphics:
Graphics in the cut scenes are done to look like cel shaded animation in the style cartoons from the time period. The cut scene graphics are not great by current standards, but not bad either, serviceable overall. The on-screen graphics use the same animation style for the most part, but it's hit and miss in terms of how good it looks. Most of the background characters and enemies are done about as well as the cut scenes, but Rosella  and Valanice often look terrible in motion and don't interact particularly well in their environments.


Controls:
This is the only King's Quest that is a pure point and click, no typing or keyboard necessary. You use your mouse to investigate, navigate and use your inventory. Additionally, making it simpler than earlier incarnations your pointer is a magic wand that sparkles whenever you're near something that you can interact with. Overall basically what you'd expect when playing a point and click adventure game.

Sound:

There's nothing to write home about in the sounds department, the ambient and action sounds go well with cartoony vibe of the game. The music is so-so, not bad, not good, very forgettable, but in keeping with the game. The only exception being the main theme/ending theme which is some and irritating pop song that sounds like it belongs in a barbie movie. It's fully voice acted game, something worth noting back in 1994, and the voice acting is surprisingly good given game voice acting was still in it's infancy. That being said by today's standards most of it isn't good, like most of the game though it ends up solidly mediocre.

Gameplay:


King's Quest VII's gameplay differs from the earlier entries in variety of ways. First as I briefly touched on in the controls section, there's no text interface at all, it's purely point and click. Second as I also touched on, the point and click cursor is a magic wand that twinkles whenever you're near something of note. Third you take controls of two different characters, in alternating "chapters".




There are six chapters where you take control of either Rosella or Valanice. At first each character is in different areas from one another,  that span the
breadth of Eldritch ranging from a volcanic cave, to fairytale town, to a knock off  Halloweentown. Eventually though they cross paths (though without actually meeting each other) so you get to see all these areas from the perspective of both of the royal ladies of Daventry. Aside from being cliched these environments are actually pretty well executed, they're bright, colorful and interesting. Sometimes the attention to detail can actually make it hard to find what you're supposed to interact with but the environments are a place where the game really does things well.



 Of course what's a good environment without a few interesting inhabitants.The NPCs in these areas
self-segregate because you pretty much only encounter characters who fit the aesthetic of their respective towns. This is not the only game that does this by a long shot, but it's boring and predictable. that being said, there still are a few interesting denziens of Eldritch: there's foppish dog Arch Duke Yip Yap who's governing style seems to hinge on making sweeping generalizations, throwing parties and wearing masks, a talking bolder who spends most of his time sleeping, a troll blacksmith who's clearly got a sexual harassment suit on his hands and a surprisingly pleasant and helpful headless horseman. Although naturally not all of these inhabitants are particularly nice, several of them are more than happy to bring your quest to a premature end.

In typical point and click fashion in order to traverse these areas and meet these colorful personalities
you're going to have to do some item collection and puzzle solving. The magic wand pointer makes the collection parts fairly easy. Making things a bit more interesting, once you've collected the items you will need to examine them, most of them time it's just seeing what it looks like from different angles but occasionally it's necessary to continue with the game. Unfortunately this feature wasn't implemented particularly well so it gets irritating more often than not,  because it's not always easy to spot where to interact with a given item. Still, most of the puzzles aren't particularly difficult. The biggest puzzle problems come from some poorly executed backgrounds which even with the help of the sparkly pointer can be difficult to navigate. That being said there were a few puzzles we had to look to walk-through for, mostly due to some pretty illogical conclusions, *almost a spoiler alert* that's just not how you use a rubber chicken.

Getting from world, to world, puzzle to puzzle is pretty linear. The swapping perspectives guarantees a lot of backtracking as the characters visit a lot of the same areas, though not at the same time, Valanice and Rosella don't actually meet up until the very end of the game. There isn't a whole heck of a lot of back tracking while you're the same character though, just a few minor instances of it. This has bad and good parts, you know that for the most part assuming you diligently picked up the items in a given area you're not going to have to wander back there 100 times seeing if there's a new item to be found, on the other hand you're it makes the game more linear and less interesting.

Your reward for traversing these diverse lands, clicking and puzzle solving your way to victory of the evil witch is either a good ending or a bad ending depending on how you handle the last scene. The bad ending isn't really all that bad, it just doesn't really answer any questions for you. The good ending is a little better, giving you an ending that really only makes sense if you've played King's Quest IV, and a full animated ending sequences of cliches set to some really uninspiring pop music. In short, regardless of which ending you get, it's not worth the time put into getting it.



Conclusion:

Overall this is a mediocre title, it's playable if you like adventure games. It started off fun but it got repetitive and boring pretty quickly. Frankly it was a bit of a struggle to even finish it. Honestly while it's not bad I couldn't really recommend it unless you're a die hard King's Quest fan. I give it 2.5 cephalapoints.


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Sunday, January 19, 2014

Retro Review: Metal Gear Solid Gameboy/Metal Gear Ghost Babel

  -Introduction-

Metal Gear Solid on the original Playstation remains one of the most popular titles of all time, giving birth to the Metal Gear Solid series of games which remain legendary for their excellent gameplay, captivating storylines and impeccable voice acting. People know all of this already, but what some may not know is that Konami also produced a Metal Gear game on Nintendo's Gameboy Color, nearly two years after the release of Solid. In Japan it was known as Metal Gear: Ghost Babel, but renamed to Metal Gear Solid in North America, presumably to take advantage of the success of its Playstation predecessor.

    Fans who may have seen the GBC version of Metal Gear Solid laying beneath the glass of the display case in video game shops may have dismissed it as a crappy, 8-bit version of a game they love for the small screen. Those people, however, would be dramatically incorrect in their assessment. Featuring a brand-new story, surprisingly solid (no pun intended) graphics, and effective, familiar gameplay, Metal Gear Solid on the Gameboy color stands as one of the most impressive Gameboy titles of all time. There are many modes of play in this game, but for this review, we'll focus on the main game as well as the VR Missions.

    This non-canon story follows Solid Snake seven years after his mission at Outer Heaven. Recruited by Colonel Cambell to defuse another potential world disaster, Snake finds himself back in Galuade to confront the demons of the past as well as the demons of today. This time the terrorist struggle is spearheaded by a renegade group of elite soldiers known collectively as Black Chamber, each member boasting a dangerous special ability. Heading this group is Black Art Viper, a vindictive near-insane warrior specializing in tricks and traps.Snake must stop the terrorists from utilizing a new model of Metal Gear to launch a nuclear weapon.



  -Presentation-

An inauspicious start to the mission.
Graphics:   Graphically, Metal Gear Solid on the Gameboy Color is artistically average during regular gameplay but excels at details and movement. Solid Snake is drawn from 8 different angles, meaning that he will turn to face any direction in which he is running. The same is true for the enemy characters. Metal Gear's use of 8 angles is a subtle detail that goes a long way in improving overall presentation, although the character sprites are too small to show any facial features during the normal gameplay. Environments are rendered colorfully and clearly, and are successful in basically depicting that which they are meant to be, although the overall design of various indoor stages can tend to be a bit homogenous to each other. The game features several cutscenes in between chapters which feature the characters rendered in greater detail amidst generally generic backgrounds. These cutscenes are static much of the time with occasional, simple animations such as a turning head, shaking fist, or the graceful fluttering of Snake's trademark bandana. The Codec screen is designed very similarly to the one in Metal Gear Solid on the Playstation, even with some fun little screen noise effects and static on the images of the speaking characters. On this screen, character's faces are drawn in better detail, but aside from the screen noise effects they remain completely unanimated, even during exclamatory outbursts.


  Sound:  The game's sound effects are about par for the Gameboy Color era, but there are plenty of them, be they entirely different or recycled variants to at least retain some variety. Expect various forms of beeps, buzzes, and thuds. There are multiple explosion sound effects which sound pretty good for what they're working with. Like most Gameboy Color games there is no spoken dialogue, only captions.

And are you related to Sephiroth?
  Music: The music ranges from somewhat boring to excellent. Some of the music is original to the game while other tracks are based on their Playstation counterparts or even harken back to the original Metal Gear game of the 80's. Although none of the music is repetitive to the point of torture, some tracks can start to get old if you're stuck in any one area for enough time, especially since the music for many of the indoor areas is the same. The music really shines during boss encounters, boasting the kind of epic 8-bit boss music Konami is known for. While the boss music in the Playstation version tries for a more "epic" vibe, the music within this game is more of a heavy-metal, action-oriented sound to get the blood pumping for ass kicking. The best piece of music in the game is easily the music which plays during the final battle, returning to the series' epic-style roots and successfully conveying a sense of finality to the battle at hand.

    -Gameplay-
  
Main Game

    The gameplay of Metal Gear Solid on the GBC is the most impressive part of the game. Controls are responsive and movement is fluid and easy to handle. Despite the simplified design, the game incorporates many of the themes seen in the Playstation release. Stealth is a premium in this game, and the player is able to utilize many techniques to achieve it, including wall-hugging, tapping a wall to lure an enemy, crawling on the ground or into a crawl space, as well as in tall grass or under water to remain unseen. The player can also travel through the air ducts either to remain unseen or to gain access to an otherwise unreachable area. Controlling Snake is easy to learn with few detracting quirks.

Good thing snake isn't claustrophobic.
    As with the Metal Gear Solid we know and love, the player will try to find their way through various areas while picking up weapons, ammo, health-restoring rations and keycards for locked doors. Familiar facets of your mission also include having to blast your way through thin walls with plastic explosives, using remote controlled missiles to reach targets that Snake himself cannot, and utilizing night vision and thermal goggles see in the dark and/or detect infrared lasers. Including these themes into the game help to keep the gameplay from becoming a simple run-around in a series of glorified labyrinths.

 The in-game arsenal offered to the player is a bit smaller, including a Pistol, Assault rifle, C4 explosives, Landmines, Grenades, Chaff Grenades, Stun Grenades, and Nikita Missiles. It's enough to keep things more interesting although as with most Metal Gear games, most of your time is reasonably spent with just the pistol or the assault rifle in the case of large fights. Items such as body armor, a gas mask, and a landmine detector make their return as well. The "Fogger" device, which emits smoke to allow the player to see invisible laser beams, is likely the result of censoring, as the device looks suspiciously like Snake's trademark cigarettes and is already in the player's possession at the start of the game. The inclusion of these gadgets help bring the game further into familiar territory and add to its complexity.

  And of course, when out of other options, the player can slip into the trusty box.

I wish I were that relaxed.
  The enemies of the game aren't particularly smart but certainly aren't ineffectual. While knocking them out doesn't seem to convince them that something is amiss, they're fairly accurate with their gunfire and annoyingly effective with their gun-whipping. Enemy soldiers can become suspicious if the player taps on the wall or walks over some kind of noise-making floor, and will become alerted at the sound of any weapons discharging, save for the suppressed pistol. Once alerted to the player's presence, enemies quickly spawn from seemingly nowhere to surround Snake. Reasonably aware players will be able to evade or eliminate the enemies without much challenge but doing so while staying in the same area can be frustratingly difficult with the respawning. In many cases the player can take advantage of a little quirk by changing screens from one area to other in quick succession in order to eat away at the ALERT counter, as it takes a little while for enemies to spawn in the new area if one isn't already assigned there. It can also be annoyingly hard to regain the upper hand on an enemy after being knocked to the ground from a gun-whip, as Snake often won't be able rise and put enough distance between himself and an enemy to evade another knock-down. Snake's inability to quickly turn and attack an enemy in one swift motion can also lead to frustration. The standard battle system is simplistic but it's enough to motivate the player to remain unseen.

A surveillance camera!?
    Other enemies/obstacles remain such as surveillance cameras, gun-cameras, dogs, landmines, and trap-door floors in order to change up where your challenge comes from. Cameras can be temporarily snuffed out with a chaff grenade while mines can be detected with, yes, a mine detector.

There's a reason Claude always lets Jacques go first
 The game's replay value is increased with the varying difficulty levels. Your enemies' attack power and hit points varies with the chosen difficulty level, along with whether or not they can be killed by hand. On Hard or higher, only weapons will kill an enemy soldier which will greatly change your overall strategy experience.

It's on like Donkey Kong other fine Konami® games.
The boss encounters are adequate in providing a climax to each chapter of the game, even if they're not the kind of profound confrontations we've come to eagerly await in the Playstation release. The bosses are generally pretty simple to take down although on harder difficulty levels some of them are extremely frustrating, especially Marionette Owl whom you must fight in the dark and punishes you for striking the wrong target. Appropriately, the most challenging boss fight in the game tends to be showdown between Snake and Metal Gear itself, which is something that pretty much none of the console releases can say. The battle with the iron giant may not feel as epic as the fight in Metal Gear Solid on the Playstation, but it is enough to provide a suitable climax for the game to build to. And for what's it's worth, the design on Metal Gear is pretty darn good.

    The implementation of the Radar is passable but not stellar. It helps give a general idea of where nearby enemies are but it's not great for much else. Unlike Metal Gear Solid on the Playstation, there is no differentiation between dangerous enemies or objects. Soldiers, cameras, dogs, incoming missiles and landmines all appear as a redish dot. It's especially annoying when in a mine field that also happens to contain enemies (although that tends to happen more often in VR Training). There is also no more representation of an enemy's field of vision, so you'll be unable to see which way an enemy is face, and how close is too close.

In spite of the name this floor isn't entirely made of plastic explosives.
    Interestingly and unlike other Metal Gear games, while the overall gameplay remains similar to what we classically know as Metal Gear, the game is laid out in stages/levels, rating your performance after you complete each one (don't feel bad if your rating is almost always "terrible" it seems unavoidable the first time through...and for much of the subsequent play-throughs). It's easy to forget, however, that this format is in place, as there is usually decent time in between "chapters" while you're trying to figure out just exactly what to do to move on. The good thing about the stage format is that since you are unfortunately unable to save more than a single game at a time, you can at least go back to any stage you've cleared if you want to play that chapter over again. However, you will only be equipped with the items that are absolutely necessary for completion, so even if you had, say, body armor, an assault rifle, and a pistol suppressor during your initial play-through, those items will all be absent in Stage Select mode.

    Dying will either send you back to the beginning of the level you're in, or to the last significant item you picked up which, depending on where it was, could either be very convenient or extremely irritating. This is especially true for boss fights as dying there can mean a decent schlep ahead of you in order to get back to the fight. Certain items picked up between collecting the "checkpoint" item and whenever you died will have to be collected again, making death exceedingly annoying and paramount to avoid.

    As progress through the game is made, you'll see that the game's story is not nearly as riveting as the console releases, but it's enough to pique your interest as to what is going to happen next. Snake's inner struggle with his own haunted past is as present as it ever was, and annoyingly, so is his subtle fascination with a female, fellow soldier. As the plot progresses you'll see the government conspiracies that made the series famous as well as the usual, (though not as jarring) twists, unexpected pathos for your fallen enemies, and even a moment of tragedy (well it tries to be but the character at focus is a little too irritating for you to care that much). And of course, the whole stopping-the-nuke thing.

Snake considers himself more of a Bishop.
For the most part, the story is sound all the way through although it does fall short in hyping the eventual confrontation with the 'General' whom pilots Metal Gear in the game's most climactic battle. While the fight itself is good, Snake has had literally zero contact with the character up until this point, as he's only seen sporadically throughout the game, broadcasting threatening messages to the US government.

 VR Training

The evil polygons will pay for what they've done.
    Although the main game itself would be more than enough to be a called a complete handheld title, the game generously offers a plethora of VR Training missions for the player to train on or just have something fun to do after completing the main part of the game. The VR missions are essentially a series of mini-missions requiring the player to eliminate a certain number of targets, reach the goal undetected, or complete one of those tasks in a limited amount of time. Interestingly, there are more VR missions featured in this gameboy release than there are in the Playstation version of Metal Gear Solid. The VR missions include Sneaking Mode, Weapons mode, and an Advanced mode allowing the player to dispatch live targets, offering a total 75 unique stages and 180 challenges to complete, an amazing amount of content considering that some Gameboy Games of the time boast less content than what is featured in the VR missions alone.

Trouble brewing
    As expected, the VR missions take place in a virtual-reality world, basically an 8-bit version of the environment featured in the Playstation version. Some of the levels are even essentially identical to their Playstation counterparts. The mini-missions within allow for unique combat opportunities that don't necessarily appear in the main game, giving the player more opportunities to play with their favorite weapons. VR mode isn't necessarily the most thrilling part of the game, but to have so much bonus content in addition to a full game is a big plus. The incentive to complete the mode comes in the form of an unlockable Sound Test (remember way back when that was considered a reward in a game?).





  -Conclusion- 

 As one of the most complete gaming experiences to be licensed for the Gameboy Color, this fun alternative to Metal Gear Solid is indeed a must-have for any fan of the Metal Gear series or just for those who love quality handheld gaming. With a mountain of pros and very little cons, the game is sure to be enjoyable from start to finish, and one that will have players coming back for more soon after completion. Even among today's highly advanced handheld titles, Metal Gear Solid is certain to be among your favorites once you've make the highly recommended decision to make it a part of your handheld collection. Overall a 4.5 out 5 cephalapoint rating.




~Richard

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Saturday, June 1, 2013

Retro Review: Vegas Dream NES



Vegas Stakes is one of my favorite games so it’s seems weird I didn’t know about the predecessor until a few years back even though Vegas Dream was released for the NES back in 1988. At this point it's been 25 years if 8-bit gambling goodness.



The concept of Vegas dream is pretty simple, you’re in Vegas to win money. You encounter people and events, but all of it is to your ultimate goal of getting as rich as possible at the casino’s expense.

Controls
Controls are simple and intuitive, I didn’t notice a lag or delay but it’s not the sort of game you’d notice it in anyway. 



Graphics
It doesn’t look great and it doesn’t look horrible. They’re pretty standard NES level graphics, though given that’s there’s very little movement taking place in the game they could probably look a lot better. Overall they don’t really add anything to the game and they don’t really take anything away from it either.



Sound
There’s not a lot for random sounds or ambient noise, there are some minor sounds when you make menu selections and when you win at a slot machine, but most of the sounds in the game is in the form of musical themes. Each game has its own theme song and things like the news cast and the marriage have their own individual melodies as well. The music isn’t fantastic but it isn’t bad either. My biggest complaint it that it over uses the high tones a bit.

Gameplay

You’re not going to make your fortune in Vegas by simply standing around hoping the $700 your start off with is going to attract some companions into your pocket,  so naturally the gameplay is largely made up  of playing gambling games.   You have 4 choices on your road to fortune, Blackjack, Roulette, Slots and Keno. Once you select a game you’re presented with a dealer/game attendant who seems to randomly be a man with a square hair cut or a woman with a bob, except in Keno which is always the same girl.


Blackjack plays like any digital Blackjack game I’ve ever played. Place a bet trying to get 21 failing that just beat the dealer’s hand.  It uses standard rules and options, double downs, splits, and insurance. I made most of my fortune in the game making ridiculous black jack bets so I’d say they odds are pretty in your favor, but there’s plenty of times I hit a 5 game losing streak so it doesn’t baby you either.

Roulette is roulette. Pick a number, a group of numbers, or a color and hope for the best.  Roulette doesn’t do you any favors no matter which bet I made I always seemed to be picking the wrong thing. In the session I played for this review I tried maybe 15 bets of varying types and not a one of them paid. As in real life though, if you’re lucky Roulette really pays off.

Slots come in 2 flavors Pot-O-Gold and Jack Pot Bar. Pot-O-Gold comes in multiple Denominations ranging from $1 a line to $100 a line. You can bet on one two or three lines that pay left to right, no diagonals or the other crazy stuff we’re used to now.  Seems to have pretty normal slot machine odds, I didn’t win a million and I didn’t lose my shirt either. Jack Pot bar only has one pay line, right in the center which you can make a $1, $5, $25, $50 or $100 bet on. Odds aren’t as good as on the Pot-O-Gold machines, but when you do win it pays well.

Unlike the other games, keno is always hosted by a girl who looks suspiciously similar to Fuijiko from Lupin III.  Pseudo Fujiko takes the bet you choose (your select it yourself so it can be in any amount from $1 up)  on the amount of numbers you choose from 1-15. You get paid based on the quantity of numbers you hit out of the numbers you selected,  IE. 1/1 is a winner, 2/15 is not.

If navigating the waters of Vegas gambling isn’t enough, you also have to deal the denizens of The Hal Palace Casino in a variety of interactions.  Sometimes is in the form of hotel staff informing you you’ve  got a phone call or a visitor which can result in big pay offs, or more often than not (at least in my case) a fall down the stairs or a chandelier to the head.  In fact in my game I feel down the stairs at least 5 times, several times because of the mysterious phone call and once due to an “accident” at the bar where it’s heavily implied my character got drunk and fell down the stairs. Injuries while hilarious are $200 a pop for hospital bills so it can add up pretty quickly, but often times  the payoff is $5000, so it’s worth the gamble if you’re far enough into the game where a $200 loss isn’t going to bankrupt you.

 Another common interaction is Marriage.  Mr.James  (Ms. Sophie if you’re playing a male) will decide he’s in love with you and wants to marry you after a single date in the hotel bar. If you agree to his proposal it can either result in a con where he takes $200 from you or a $5000 wedding gift from the hotel. Also interestingly even after you’re married Mr. James will date and marry you again in a seemingly endless loop. We got married 4 times in my game and only once was conned obviously YMMV.


The other interactions pop up a little less frequently, a waitress who spills a drink on you and either steals your wallet or gets you a pay-out from the hotel. A man who takes you to the bar to buy stocks, a man who buys you drinks to celebrate your luck (which is how I ended up on that drunken trip down the stairs), and a young man who’ll sometimes ask for change or sometimes ask for $200 with his watch as collateral. Frankly the game is a bit racist as with those last two interactions the guy who approaches is black and it’s more often than not it’s a con. I only got a payout once in the watch scenario, including in previous play sessions, and it was only for $1000 so not really a great gamble.


Naturally, as with any trip to Vegas you risk ending up completely penniless.  If that happens you get one last chance spin on the Jack Pot Bar Slot. If you win some cash you get to keep gambling. If you don’t it’s game over and you’re back at the airport on your way back to wherever it is you came from shamed and sad. If your luck in gambling holds up and you don’t get conned too many times you’ll eventually hit $10million, which is the winning point for the game. When you win you get a small ending scene which shows you being a jerk to what we can assume are your servants at your mansion before heading out to a show. Because that’s the ultimate Vegas dream, finding people poorer than you to belittle! 

 Winning is actually pretty difficult to do in one sitting unless you’re A) insanely lucky or B) playing via emulator and using save states.  So there’s a handy password feature you can use after each big win to make sure you’re never totally at the mercy of mere luck or  in case you don’t feel like doing 8 bit gambling  for endless hours. Unfortunately, The passwords are 26 characters longs consisting of numbers, letters and symbols, so copy everything down carefully  and it’s very easy to get one character wrong and lose your hours of masterful blackjack playing forever. 


Conclusion
Vegas Dream is nowhere near as fun as its much beloved (by me) sequel, Vegas Stakes. But it is decent NES gambling goodness. The random interactions really give it a fun twist as opposed to playing something like Caesars palace, but there are definitely things that could have made it a better game. I personally would have really liked to have seen a Poker option.  I think if I were rating  this back in 1988 when it were new I’d have probably given it a 3 or 4 but by today’s standards I give it a 2. It’s fun, it’s playable, but after you’re over the amusement of falling down the stairs and entering sham marriages, there are better options for gambling games out there.
 




~Stephanie

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Thursday, May 16, 2013

Retro Review: Boxxle on Gameboy

Have you ever found yourself playing a Legend of Zelda game thinking: "It's nice to save Hyrule and all, but why aren't there more box puzzles?" Perhaps you're on one of Ms. Croft's tomb raiding adventures but instead of looking forward to your next artifact, you're looking forward to the next room full of crates. If so, Boxxle has you covered.



Boxxle is a game about pushing boxes. No really. That's the game. The very thin premise is that a young man (you aren't told his name, but I've decided to call him Bobby Boxpush)  is working in warehouse to earn money for a present for his girlfriend.



Graphics:


This is a Gameboy game from 1989 so you can't expect too much which is good because there isn't much here. On the small puzzles the graphics are on par with other games of the era, not exciting but certainly serviceable. However, the long view on the large puzzles looks like it was ported from a particularly advanced atari game.







Controls:
Controls are intuitive and responsive. You push the boxes with the Dpad. The start button allows you to restart,  or select a new level. You only use the buttons to put in passwords in the main game and select and place pieces in create mode. Nothing really of note here.


Sound:
There isn't a lot of sound happening. There's a few menu selection sounds and when you complete a level, Mr. Boxpush let's out a surprisingly realistic (for the time) "Yeah!". The music is the same repetitive track in every level or at least in every level I played (37 of them). At first is seems like standard uninspired video game fare, but the longer you listen to it the more it seems like some sort of  awful torture. There's a few other melodies such as in the "interludes" and when you pause, but overall Boxxle is best played with some other sort of music going on. I don't care if it's Garth Brooks, or Kenny G, or Lil' Wayne or The London cast recording of Cats, anything and everything is going to be better than what the game gives you.

Gameplay:
As I mentioned previously, boxxle is a game about pushing boxes. Instead of a great treasure, a piece of heart, a new weapon or any of the other good stuff normal games give you for completing a box puzzle, here you just get more box puzzles, 250 of them to be exact spread across 25 levels of 10 stages each.

The game's thin storyline about why you're pushing all those boxes told in a series of short between level vignettes in Pac-Man type fashion. You see the first before you start the game and then one every 10 stages. Bobby Boxpush is working in a warehouse to get cash to buy his lovely lady a present. Though honestly I don't see why, as in the first scene she walks right by him. I'd like to point out "She hates me, I'd better slave away pushing thousands of boxes until she notices me." is not a good way to start a relationship even in video game land, but the game sprites can't hear me so I'm stuck pushing boxes.


Once you're in a stage you're presented with various boxes that need to be pushed, not pulled, into place.
You can tell where they should go via dots on the floor and once a box is over one of the dots it turns dark. As you would expect, it starts off simple and becomes increasingly harder as the game progresses. The game counts each step you make and displays the number of steps under the stage number and it seems to count for absolutely nothing, but hey there's always the self satisfaction of knowing you did it in a smaller amount of steps than all your Boxxle playing friends!

 Even for a box puzzle veteran such as myself some of them were pretty taxing and required a several restarts. There is a surprising amount of problem solving and critical thinking involved with rearranging boxes. Luckily, there's a convenient feature that,  if a particular puzzle is making you console-throwingly angry the menu allows you to select a new one within the same level. You can't move on until you've completed all the stages in one level, but sometimes a little break is all you need. If that's not enough though, there's a password feature so you can turn the Gameboy off, put the madness of boxes behind you an run over people in GTA or something.

If you get bored with the 250 pre-made puzzles you can make several of your own custom creations. You get the same materials as the standard puzzles, Bricks for walls, dots for placement, and of course boxes. The only thing to watch out for is that the game will let you create and attempt to play impossible puzzles so you'll need to really consider your placement choices.


So that's it, go into a level, push some boxes. Complete the level, move into a new level and push some boxes. If you get bored with that make a level, push some boxes.




Conclusion:

As a Puzzle game/brain teaser game, Boxxle can hold it's own. It'll never be one of the greats but it's playable and it gets you thinking. I like box puzzles and it still got boring for me eventually, but I did do 37 of them in one sitting so it took awhile. As a bonus it's also training for almost every other video game ever.  Overall, Boxxle is a pretty average game, but if you want a puzzle game that's not a Tetris or Bust a Move clone, give some boxes a push. It earns a perfectly middle of the road 2.5 Octopi.



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