Thursday, 10 July 2014

Random Reviews: Quest for Infamy

Hi guys,

Today I'll be reviewing Quest For Infamy, a game that nearly wasn't made, is a mix between a point and click classic with Nintendo DS style gameplay. This game is made by Infamous Quests, the re-makers of Space Quest 2. This game is available on Desuran and Steam. So let's jump in!

The Backstory

You play as 'Mister Roehm' a man trying to start over after running away from a shady past. The game is set in the little town of Volksville but you soon realise that the picture perfect town is not all as it seems. There are three classes to choose from: the cunning Rogue, the power-crazed Sorcerer and the strong and powerful Brute. You gain these classes by talking to the mentors at the start of the game, allowing the player to have complete control over the game style.  In my opinion this is what makes the game individual as you can play the same game multiple times as different classes.

The plot 

Taken from Infamous Quests website 

'A mysterious man from the north arrives into a sleepy valley where there is a little town. He is stuck there because he is on the run from the baron of a previous town. His only way out is to go back the way he came or go through a bridge that stands over the great river that leads to the north and out. He finds himself embroiled in the events that are starting to unravel in that valley.'
The good
This game has the feel of an RPG and the jokes are fantastic; it is probably one of the funniest games I have played in a while! Also the ability to explore reminds me of playing a game like Skyrim or the Legend of Zelda. Even though the graphics aren't as good as most modern games it doesn't take anything away from the overall experience of the game, while  the soundtrack is as good as I thought It would be. (And If you have read my reviews before you know I love a soundtrack!) I also love the fact that the game doesn't take itself seriously ( just like Goat Simulator). Personally I feel that this is the way forward for game devs. The ability to go crazy on a game is just priceless.

The bad
I hate the combat on this game, I feel that you don't have much time to react and the style isn't something that I am used to. Also infamous points that you can earn just seem a bit pointless. The exits that you need to find throughout the game can be hard to find and may require some time. (or you could use Google!).  
The verdict 
Personally I enjoyed this game a lot. The comedy aspect of the game made it for me, but some aspects could be improved such as the combat design. I'm giving it an:

Hope you enjoyed this,
Joe :p 
Thanks to Katie Hallahan from Phoenix Online Publishing for giving us this game.

Monday, 7 July 2014

Quickie Review: Chaos Ride

"This is chaos!" "No, THIS IS RACING!"

Image from
Chaos Ride is one the craziest adrenaline rushes you can get in mobile gaming, and relies on split second decisions and lightning-fast reactions. This means that Chaos Ride is game that demands all of your attention, and can be quite addictive, but is by no means not a pick up and play game, with most races lasting from 1-3 minutes. You may think that Chaos Ride is easy as you use your turbo at the start of your first race and blaze ahead into 1st, but a soon humbling as the other racers catch up will reveal that Chaos Ride is tactical racer too, with timing being key. The physics element of CR also adds more depth to the racing, meaning that you've got to make quick decisions when you're going up and down ramps or turning, with the giant spherical tunnel you race in having a 360 degree aspect to it.

Speaking of quick decisions, if you've got to make quick decisions, you've got to have good controls. Thankfully, the accelerometer is hugely responsive, making Chaos Ride much more enjoyable to play, and with easy tap-to-turbo controls, Chaos Ride has complex aspects helped by an easy to use, hard to master control system. The bikes, while not cosmetically customisable, can be changed performance-wise, with the ability to change weight, turbo power and steering all affecting wide amount of variables while you race. If you make yourself lighter, you'll go faster on straights, but slower on ramps. There's a lot to think about in Chaos Ride, and that how it distances itself from the app flock.

There are also tons of different modes to play, ranging from long Endurance races to tense Elimination events, and 6 fun and good looking tracks to race them on means you're getting value for money. Also, no microtransactions. YIPPEE!
Speaking of good looking, for a mobile game, Chaos Ride looks great, with beautiful noir cities and detailed tracks that astound even as you whizz past them, and the soundtrack is catchy and the perfect accompaniment to the crazy and complex racing that ensues.

A huge thanks to Scott Harber from Sc0tt Games for the Review code!

Silicon Safeplace

Siri, add Safeplace "Dark Alley"

Apple have filed a new patent that lets iPhone users automatically unlock their phone when it goes in range of a set safe place like work, home or the back of a van. Maybe not that last one? Anyways, there is one problem with it: the fact that it will automatically lock as soon as you exit the safeplace, so if you're planning on taking a selfie as soon as you leave Maccy D's, well bad for you and good riddance.

Still, as cool as this feature sounds, its already been sort of done. Apps like Llama and IFTTT can open certain apps or change a phone's settings as it enters a certain place,  but have yet had the ability to lock and unlock phones based on location. I can imagine that, since iOS isn't really open source, Apple will keep the idea to themselves, so Windows Phone, Blackberry and Android users will have to see if Google, Microsoft et al buy the licence from Apple or not, considering that it's patented.

What do you guys think? Are you excited by this new feature? What's the phone feature you most want to be invented? Tell us in the comments below!

Better With Connect

Kinect, Connect, it's all the same thing, right?

Rifty news today, as Oculus have announced two major things; the first being their Oculus Connect conference. It will run fro. September 19th to September 20th, but you can sign up for it from Thursday if you want to see Lucky, Carmack and co. As well as speeches from the two mentioned, there'll be workshops on VR technology too, so if you want to create the next indie jumpscare horror skydiving scary experience Rift game, then come on down to Oculus Connect and learn how to make charity live stream material!

Another cool announcement from Oculus is that they have bought out RakNet, a game development system that uses C++ (A coding language) to implement online multiplayer into games. What's even cooler is that Lucky Palmer (I know its the wrong way!) has decided to make it Open Source, so if you want to try your hand at making some multiplayer madness for millions of people to directly feast their eyeballs on, then go on ahead to their GitHub page!

It's interesting that Oculus have bought RakNet, considering that they don't actually make games, but with an upcoming Doom game on the cards and former id Software employee John Carmack in the company, could a Rift version of the next Doom's multiplayer be a possibility? Maybe, but with relations between Oculus and Bethesda not too good (Bethesda tried to sue Oculus earlier this year) it might not.

What do you guys think? Could a native Oculus Rift version of Doom 4 be on the cards? Tell us in the comments below!