Games

Ratchet & Clank: Size Matters

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Jeremy, thank you for buying me this game — I wanted it, and would have purchased it myself — and am very grateful. <3

…But now that’s out of the way, I can say that I didn’t think Size Matters was as good as the other games in the Ratchet & Clank series.  A lot of the same gameplay is there; some pretty solid platforming; a reasonably good selection of fun weaponry; and some comedy from Captain Qwark, but the whole game seems somewhat rushed and disjointed.

Ratchet really hates crabs.

The bulk of Size Matters (at least the way I played it) consists of the sort of run-and-gun platform action that I’d expect from a Ratchet & Clank game.  However, there’re an awful lot of minigames, too: use Clank as a robot in a destruction derby; use Clank as a gun to defend Ratchet from afar; use Clank as a spaceship; beat a purple lion in a hoverboard race; a Lemmings clone featuring small robots.  I didn’t find these minigames particularly fun, and only really bothered to play those that were necessary to complete the game — there were several more “challenges” available for each minigame type, but after attempting just a handful of them I was pretty bored.

"Let's enter Clank in a destruction derby with robot sheep!"

The platforming sections are also let down by an absolutely abysmal camera and poor control layout. The game plays like it was designed for the PS2, in that the absence of a second analog stick and L2/R2 buttons on the PSP is really noticeable — whilst the analog stick moves Ratchet (or Clank) around, you need to switch to the D-Pad to strafe, whilst using the shoulder buttons to control the camera, Square to shoot and X to jump and avoid enemy fire.  Most of the game’s guns don’t lock on to enemies, either, so I often found myself playing with my hands uncomfortably twisted around my PSP struggling to shoot at nothing in particular.

A combination of these poor controls and enemies with a lot of health makes for an incredibly steep difficulty curve.  I think I died more in Size Matters than I’ve died in any other platform game ever.  Worse still, it’s nearly impossible to beat these difficult sections by correcting one’s tactics — rather, the game seems to depend on the fact that experience points carry over between deaths.  Boss too hard?  Just keep trying again and again and again; your weaponry and health will marginally improve each time and eventually you might survive the battle.

Even with all of this constant dying and re-playing of levels, the game is still incredibly short — I completed it in 5 hours — and I couldn’t really recommend it to anybody but hardcore Ratchet & Clank fans.

Grandia

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I bought Grandia (the PSN version) three months ago, as I figured a portable JRPG would help to keep me sane during my internship. It was originally released in Japan in 1997 (the same year as Final Fantasy VII, so a comparison between the two is actually quite fair) and has a pretty good reputation.

Basically, it had a lot to live up to.

Grandia does a good job of blending 2D sprites and 3D environments.

Playing as Justin, a young boy who dreams of being an adventurer, the beginning of the game sees you running around your home town on a fetch quest.  I found this pretty dull (and started to feel cheated out of my £5) but stuck with it because of what I’d heard.  Thankfully, the story does get going eventually — even if it is pretty standard fare for a JRPG; young boy sets out to discover the history of an ancient civilisation, yadda yadda yadda… and ends up saving the world.

One of the things that surprised me most about Grandia is just how well it has aged.  Whereas FFVII‘s chibi-style characters look absolutely ludicrous by today’s standards, and the constant back-and-forth between blocky chibi and detailed battle model is a little jarring, Grandia‘s combination of 2D sprite-work and 3D environments is superb, and ensures a consistent feel in both the field and battle.  Even in FMVs, characters are rendered in 2D as high-quality cartoons.  The battle and level-up system are also different enough from the norm to feel innovative even compared to recent RPGs, and I will give a basic rundown here.

Battles (of the “collide-with-an-enemy” rather than “random encounter” variety) are a mix between turn-based and real-time.  Between turns, characters and enemies cycle between three states (Wait, Command, Act) at a speed dependent on their stats, and the action pauses whilst issuing commands in order to give the player some time to think.  All the usual commands are there (Attack, Magic, Defend, Item, Escape), but Grandia also includes a Critical Attack option.  This doesn’t deal more damage than a usual attack (as one might expect) but potentially causes the opponent to stagger, interrupting them if they are in the Command or Act stages or increasing their Wait time otherwise.  If played tactically, it’s possible to time your Critical Attacks such that the enemy never gets a chance to retaliate — and this makes for some very interesting battles indeed.

Like in all good JRPGs, the world is teeming with monsters.

As for the level-up system, simply fighting and winning battles is not enough to make your characters stronger.  Use of a particular weapon or magic attribute will affect the way your character grows (every 100 Sword points will increase your Strength stat and Skill Points, whilst every 100 Fire points will increase your Wit stat and MP, for example), and this system is completely orthogonal to the experience you gain in battle.  Learning new moves and spells is dependent on this system (rather than your character’s level), and so without switching weapon types regularly, or mixing up the roles of each character in battle, you’ll find yourself severely underpowered before long.

Unfortunately, the game is let down by a few minor flaws.  The voice acting is pretty terrible in places; the dialogue can be pretty corny; and the plot doesn’t feel as epic as some other games in the genre.  Additionally, towards the end the game suddenly seems to decide that a consistent party line-up would be boring; characters decide to leave for no reason, or join for such a small amount of time that it’s difficult to become attached (or care when they eventually depart).

Nonetheless, Grandia is charming, challenging and (thanks to the PSN re-release) great value for money.  If you’re a fan of JRPGs, there’s really no reason not to play it.

Ludum Dare 21

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This weekend I entered the Ludum Dare 48 hour game design competition.  Technically there are still several hours of development time left to go, but I’m not sure how much more I’ll actually get done.

The theme for the competition was Escape – which I initially wasn’t happy with, having voted for Adaptation, Genetics, and Immortality – but after a few hours of brainstorming I eventually came up with what I thought was a reasonably simple (and possibly fun) game idea; a sliding block puzzle, where you have to reach the exit without being caught by the enemies chasing you.

By the end of Friday, I had all the sprite-work done, a player that could move around the screen and some basic level collision stuff.  Saturday was much more productive, and by mid-afternoon I had most of the game mechanics finished.  Saturday evening was divided between making music/sound effects, making title and instruction screens and trying to come up with more levels.

After posting the first version of this blog entry, I eventually decided that there was still plenty of time to improve things and dived back into the code. On Sunday I made the animation smoother (originally characters moved an entire square with each step; a quick hack changed this to a fluid motion over several frames), added some slightly better music and re-designed all of the levels to be more fun.

…here it is:

 

This is my first Ludum Dare, but my second or third independent entry into a 48 hour competition. I’m slowly gaining more confidence with my ideas and am happy to see I’m getting much faster at developing prototypes — but there’s still a long way to go.

Here’s a list of things I’ve learnt from this competition:

  • I am capable of coming up with simple ideas.
  • My sprite-work doesn’t completely suck — some people have said they think the characters are cute. ^_^
  • I suck at composing music and/or using LMMS/Musagi. I definitely need to practice this.
  • Running all the way across the screen to reach a puzzle is not fun, and neither is a puzzle so dependent on perfect timing that it frustrates people.

If anybody has any feedback on GaolBreak, please leave a comment.

Final Fantasy: Dissidia

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Another weekend, another positively ancient game finished and out of my backlog.  This time, Final Fantasy: Dissidia, a PSP fighting game from Square Enix that features an assortment of heroes and villains from the first twelve Final Fantasy games.

I’ll admit that I bought the game not because I like fighters, but because of the cast — and it’s probably not surprising, therefore, that I initially didn’t like it much.  Like most fighters, I found it to be quite dull and repetitive, seemingly more about mashing obscure combinations of buttons and luck than tactics and skill.

I put the game back on the shelf and didn’t touch it for almost two years.

Final Fantasy: Dissidia

Did I mention that all of the characters can fly for some reason?

I picked it up again recently and took the time to actually read the in-game manual and tutorials before jumping straight back into the action — which made a world of difference.  Certain elements of the game that I’d dismissed as unimportant the first time around suddenly became the crux of my strategy.

Each character has two sets of moves; Bravery attacks (Circle) steal Bravery from your opponent (Bravery being the large number shown above the health bar in the screenshots) and adds it to your own; HP attacks (Square) “spend” the Bravery that you have stocked up to inflict the same amount of damage on your opponent’s HP.

Each battle earns you Experience Points (EXP), as well as Ability Points (AP) and money (Gil),  that help you to master new abilities and upgrade your equipment.  Equipping accessories can be confusing at first, but is an incredibly useful system — some accessories bestow certain benefits upon your character (e.g. Damage + 25%), whilst others act to multiply the effects of all other accessories so long as a certain condition is met (e.g. HP < 40%, 1.4 Times).  If this wasn’t enough, you can also equip Summons, a concept that will be familiar to fans of Final Fantasy RPGs. Some summons will appear on command (Right Trigger + Circle) whilst others will appear automatically when you’re taking a beating; either way, they can really turn the tide of battle.  Has your opponent just used a Summon to boost their Bravery?  Why not summon Scarmaglione and reduce it to 0?  Did your Bravery just increase, but not enough to inflict a killing blow?  Summon Ifrit — he’ll multiply your current Bravery by 1.5.

But wait, there’s more!  Pressing Right Trigger + Square (with a full EX Gauge) causes a character to transform into a more powerful version of themselves and eventually execute their “EX Burst” move — essentially a Limit Break/Trance/Overdrive move — to inflict massive amounts of damage.

In short, Final Fantasy: Dissidia is one of the best fighting games that I’ve ever played.  Its story is far more fleshed out than the traditional “you’re in a tournament for some reason” plot, with regular cutscenes; the levelling system allows obstacles to be overcome either through feats of great skill or by character upgrades, preventing situations where enemies are impossible to defeat simply because of their sheer power; and the battle system itself has great depth — it’s simple to pick up and play, but difficult to master.

Kingdom Hearts: Birth by Sleep

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That's right -- another Keyblade wielder.

That's right -- another Keyblade wielder.

Kingdom Hearts:Birth By Sleep is a PSP game that was first released about a year ago, and I initially held off on purchasing it because I was afraid it would go the way of the other portable games in the Kingdom Hearts series (read: nothing like the original and thus not very good).  In fact, I probably never would have bought it if it wasn’t for the fact that I needed some portable games to keep me busy this summer.

Luckily, it seems that Square Enix have realised that what made Kingdom Hearts so enjoyable in the first place wasn’t just the combination of Final Fantasy and Disney IP, but also the Action/RPG gameplay at the game’s core — which makes a welcome return.  The music is great, the voice acting (with the sad exception of a character named Terra) is good and the graphics (as shown in the screenshot at the top of this post) wouldn’t look out of place in an early PS2 game.

The game’s story takes place several years prior to the first Kingdom Hearts and follows three different Keyblade wielders — a boy named Venus, a young woman named Aqua and a young man named Terra — through several Disney worlds, battling against a new enemy known as the Unversed (which are essentially the same as Heartless in all but name).  Plenty of characters from the original PS2 games make guest appearances and the game does a good job of expanding the KH mythos.

Each of the three characters has their own path and fighting style, with each individual story offering a unique viewpoint on the game’s events — only by playing as all three is it possible to get a complete picture. Although this sounds good on paper, it’s unfortunately let down by its implementation.  My first character selection was Terra, with whom I spent 10 hours trying to explore each of the game’s areas to the full and struggling to get my head around the game’s powerful (but quite confusing) skill-crafting system.  The game felt challenging, the last boss was a real bugger and the sense of progress and exploration was as you’d expect from one’s first playthrough of a game.  The other two characters were still fun, but took considerably less time (5 hours each), since I already had a good idea of how best to level them up and had a good grasp of the different worlds’ layouts.  The only real difference between the characters is their cutscenes and the order in which the worlds are visited, so playing as Aqua and Ven felt less like additional content and more like second and third playthroughs of the same game.

That being said, 20 hours of gameplay from a £20 game for a portable system is great value for money — and I’m sure that there are people who will play it for much longer than I; people who won’t stop until they’ve mastered every skill, obtained all of the secret items and defeated the optional bosses.

In short, KH:BBS is a great game and one that KH fans should definitely give a try — especially if the only reason they haven’t done so yet is because of the card-based gameplay of other, recent titles.

Stacking

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Yes, they are Russian stacking dolls.

Yes, they are Russian stacking dolls.

Stacking is a relatively new, downloadable, XBLA/PSN game.  Besides a few comments in magazines and on websites about how excited people were getting about it, I didn’t know much about the game before playing it.  If it weren’t for the fact that it’s available for free this month to PSN Plus subscribers, I probably wouldn’t have bothered getting it at all.

But I’m glad that I did.

Stacking is a game that is all about puzzles (with a little bit of humour thrown in), and as a result it isn’t weighed down by platforming sections, minigames or the untimely introduction of new features.

The story focuses on a very tiny Russian doll named Charlie Blackmore, who is tasked with saving the rest of his family (or “stack”) from an evil Baron known as “the Baron”.  The gameplay revolves (rather predictably) around stacking; Charlie can jump into any doll one size bigger than himself, gaining control of their movement and access to their individual special move.  This bigger doll is also able to stack into the next largest doll, and so on.

These special moves are the bread and butter of the game’s puzzles; some dolls can spot other unique dolls in the area; others can interact with certain elements of the surrounding environment; others can fart, belch or vomit on cue.  Each of these puzzles will have at least three different solutions, with the harder solutions typically requiring some lateral thinking and a combination of several doll abilities.

For example, early in the game the player is asked to empty a room in which a party is taking place.  There are a number of different solutions to the problem: use a seductive woman to distract the man guarding the door, before sneaking in and breaking up the party; use an engineer to sneak in through a nearby vent and break up the party; or use a fat man to fart into the vent and stink them out.  A puzzle doesn’t disappear until all of its solutions have been discovered, and this adds a significant amount of replayability to the game.

As with most games these days, there are also a number of collectibles that lead towards achievements/trophies.  The most interesting of these are hi-jinks, which are a sort of mini-quest that the player can stumble across whilst stacked with certain types of doll.  These quests are typically of the form “use doll x to do action y z times”, and the reward is simply aesthetic — completing a hi-jink turns part of doll x to gold. However pointless these seem, they are usually simple enough to serve as a small (and often entertaining) distraction from the area’s main goal.

So, what’s the verdict?

Well, the game’s visuals are simple, owing to the fact that all of the Russian dolls use an identical model with a different texture, but pretty nonetheless.  The music is neither great nor awful; it’s never jarring or distracting, but you won’t find yourself whistling it in the shower, either. It’s got five or so areas, and I’d estimate it to take somewhere between 10 and 15 hours for most gamers to reach 100%.

At £8.99 on PSN, 1200 MS Points on XBLA and free for PSN Plus subscribers, I’d say that Stacking is definitely worth a look.

Limbo

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It's black, it's white... It's tough for you to get by.

It's black, it's white... It's tough for you to get by.

There is no easy way to break this news without offending a million fanboys everywhere, so I’m just going to go ahead and say it in simple terms: I didn’t think that Limbo was very good.  In fact, I’d go so far as to say that it was “mildly entertaining”, or “slightly enjoyable” at a push.

Many of the reviews (that I have read) which painted the game in a positive light claim that it is one of the best examples of “games as an art form”, listing its “creepy” visuals, its “eerie” soundtrack and simple design among its best points.  Unfortunately, what nobody seems to have remembered is that art — especially that labelled  ”modern” — is typically a steaming pile of crap.

Before you get the wrong idea, I should point out that you will be hard pushed to find somebody who believes in “games as an art form” more than my good self.  Fahrenheit and Heavy Rain sit amongst my favourite games ever, and anybody that knows me well will no doubt have heard me jabbering on about the blurring of the line between film and game.  My point is not that games are not art; my point is that “being art” does not equate to “being good”.

Limbo is minimalist in every sense of the word.  There is no real music (except for the occasional background noise), no speech, no explanation of game mechanics, and no real story.  When WIkipedia told me that the game is (apparently) about a boy looking for his lost sister, I was baffled; I had seen some shadows shaped like girls once or twice, but that was it.

There is many a good puzzle in Limbo (the game’s only redeeming feature), often requiring a bit of forward planning and lateral thinking, and these puzzles are genuinely satisfying to pass. Unfortunately, for every good puzzle there is one equally as bad; for every puzzle that makes you stop and scratch your head, there is one that makes you throw your controller across the room or smash your face against the wall.  The game’s mechanics are not explained when they are introduced, leaving trial and error (read “death”) as the only way of learning; many hazards (particularly later in the game) can only be avoided with well-placed jumps or actions — and you won’t know they’re coming until they’ve killed you at least once.

I would wager that only hardcore masochists and achievement whores would choose to play through the game more than once. Upon completion, the only achievements I missed were the obligatory “Don’t Die” achievement and a few for “glowy spots”; I’m not particularly compelled to return by the thought of either.

A few of the mechanics in Limbo are clever, and the visuals are nice (if a little boring)… It could have been good.  It’s just a shame that it’s missing one vital ingredient: fun.

Nier

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What a badass.

What a badass.

Nier.  Despite being one of those games whose name you will never forget (but will still always follow with “…or however you say it”), is a little-known Action/Adventure/RPG published by Square Enix.  I picked it up about a year ago for about £15 and, regrettably, it found its way into my backlog; pushed to the back of the shelf by blockbuster titles like Assassin’s Creed II and Fable III.  Thankfully, once they were out of the way and I allowed myself and Nier some quality time together, it really began to shine.

You play the eponymous Nier, a man who lives in a small village with his daughter Yonah.  Set 1,300 years from now, society has seemingly all but collapsed; people have returned to living in small groups, hounded by dark creatures known simply as “Shades”.  Yonah is slowly dying from a mysterious illness known as the “Black Scrawl” and Nier must hunt and kill Shades in order to save her.

Your character’s relationship with Yonah is the story’s main focus, with letters from your daughter appearing on each loading screen and several of the game’s sidequests tasking you with collecting gifts for her. These moments are surprisingly powerful for something so simple; the irony of Nier’s quest to save his daughter’s death being the cause of him missing out on her life is never far from the player’s mind (or, at least, it was never far from mine).  As with many a good story, it’s hard to go into more detail without revealing the very twists, turns and surprises that make it interesting in the first place — but I promise it’s good!

I’m not going to pretend that Nier is a game that will be to everybody’s tastes.  At worst, it is a 15-hour hack-n-slash with a handful of spells and only four gameplay areas; at best, it is a 30+ hour epic with a fantastic soundtrack and a gripping storyline.  Many interesting stories lie tucked away in optional sidequests, rewarding you with character development only after hours of seemingly endless delivery quests; a number of the game’s most emotive scenes are told simply through text (reminiscent of Lost Odyssey); and there is a great deal of additional content that can only be experienced by reaching the game’s conclusion a whopping four times.

But, with all that being said, I’d still recommend it to most of my friends.  Short enough for sufferers of the gaming equivalent of ADHD, yet long enough for those seeking something a little bit deeper than the average game… Nier somehow manages to pull off something quite rare — what you get out of it really does reflect what you put in.

Alan Wake

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Alan Wake is probably best described as an action-adventure/psychological thriller; its a third-person shooter with elements of The Twilight ZoneThe X Files and — perhaps most importantly – Twin Peaks. The game follows an author with writer’s block, the eponymous Mr. A. Wake, as he struggles to find his wife and wrap his head around a number of strange visions that plague him shortly after his arrival in the town of Bright Falls. Despite its strange premise, the storyline is brilliantly crafted and actually makes some weird kind of sense — it also leaves you wanting and asking questions, which is no doubt how Remedy intend to sell the upcoming DLC.

This is not a game you should ever consider playing if you are the least bit afraid of the dark.  Ever.  During the day, everything is fine — as Wake, you are able to explore Bright Falls and learn more about its inhabitants.  At night, however, everything changes and the very darkness itself comes alive, corrupting people and inanimate objects alike.

Oh Deer.

Oh Deer.

This is where Alan Wake‘s major game mechanic, using light as a weapon, comes into play; anybody “taken” by the darkness is protected from harm until you have worn down their defenses with your torch.  As simple as this sounds, it makes things very tense — even if your shotgun is full of ammo, it’s useless if your torch is out of batteries.  The only sensible alternative, running away, is of no use either; the darkness is everywhere.  Only in light can you be sure you won’t be ambushed.

The other thing that makes the game stand out is the manuscript pages that Wake is tasked with collecting.  The events that befall Wake eerily reflect his newest novel, which he doesn’t remember writing, and so these pages offer a glimpse of what’s going to happen next.  Removing the element of surprise sometimes makes a few of the game’s reveals less exciting, but mostly they increase suspense.  For example, one page ends with “… and then I heard the chainsaw”; with no way of telling when the chainsaw is coming, it’s difficult to relax.  It also encourages you to keep playing — though you know what is going to happen, you often don’t know why.

So where does it go wrong?  Well, Alan Wake‘s biggest fault is probably that it seemed to have been delayed forever.  For anybody who, like me, pre-ordered the game three years ago, there is absolutely no way that it will ever be able to live up to what it could/should have been. It is impossible to wait that long without developing unrealistic expectations.  There were a few things that got to me, but I’m probably being really picky…

The first complaint relates to one of the many diversions from the game’s main storyline, namely the ability to watch a series of Twilight Zone-esque programs called “Night Springs”.  These live action shorts are quite entertaining, but they don’t feel very polished.  For some unknown reason, Remedy employed two separate groups of people — voice actors and “likenesses” — which results in everything looking (and feeling) fake.  It is bad enough that the lip sync is out, but the fact that facial expressions do not match vocal delivery is impossible to ignore.

It’s also difficult to understand why the game both punishes and rewards you for exploration.  As mentioned previously, the darkness is everywhere, and straying too far off the beaten track usually results in an ambush.  When running low on ammo, or when growing bored of fighting, it’s often tempting to stick to the paths and run towards the next light. On the other hand, ammo caches, radios, TVs, coffee thermoses and manuscript pages are always well hidden; if you want to collect everything, you should be prepared to shine your light at every wall, explore every nook and cranny, and fend off more taken than you can shake a torch at.

Finally, I found myself growing increasingly annoyed with Alan’s inability to read his own manuscript pages with any believability.  As he is an author, I would have expected his story-telling skills to be a little better; it is unfortunate that each page is read in dull, monotone voice. Whether it be a prophetic revelation, suspenseful build-up or a shocking detail about his wife’s fate, Wake reacts in exactly the same way (ie not at all).

Despite these three points, Alan Wake remains enjoyable and, at times, shit-your-pants-on-the-edge-of-your-seat.  Furthermore, it seems as though it will have a great deal of replay value, as at least half of the manuscript pages can only be found on the Nightmare difficulty.  Having not read them yet, it is difficult for me to comment, but I imagine that they will offer more insight into the game’s events (and presumably its finale, to boot).

In short, this game is a definite must-have for anybody with a taste for the extra-ordinary.  The psychological thriller aspect may not be to everybody’s taste, however, so the uncertain should try before they buy.

Doctor Who: The Adventure Games – City of the Daleks

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Free downloadable games rarely look so good.

Free downloadable games rarely look so good.

So, today marks the release of the first in the Doctor Who: The Adventure Games series, named City of the Daleks.  Funded by BBC license fees, available for free download (in the UK), executive produced by Steven Moffat and Charles Cecil, developed by Sumo Digital… everything sounds brilliant on paper.  Unfortunately, the reality isn’t quite what one would hope.

I should probably mention before I go any further that I have only experienced the game running under Wine 1.2 on Ubuntu Lucid Lynx.  A few of the negative points that follow, particularly those regarding bugs and glitches, may not be valid when running the game “properly”, but it’s difficult for me to say.

The Good

  • The storyline is typical of Moffat’s new Doctor, exploring some of the more interesting possibilities of time travel.
  • It’s a point-n’-click adventure, which is a sensible choice for a Doctor Who game.
  • Rotoscoping Smith and Gillan has resulted in characters that move semi-realistically.
  • There are a number of real-world and Doctor Who facts strewn through the game as collectables.
  • It’s free, and the storyline is presumably canon.

The Bad

  • The textures are a little ropey in places.
  • The lip sync is just awful.
  • The vocals are pretty poor.  Though Smith and Gillan have done an alright job, the voices and characters just seem… disjointed.
  • The controls are mostly mouse-based which makes the camera very difficult to, well, control.
  • The gameplay isn’t really anything special.

I understand that the game is supposed to be accessible to gamers of all ages.  I also appreciate that the game’s target audience are all considerably younger than me.  But I don’t think that’s any excuse for repetitive gameplay, “puzzles” that don’t require any real thought or out-of-place minigames.  The vast majority of the game consists of pointing the Sonic Screwdriver at things and stealthily avoiding Dalek’s vision cones; the rest sees the Doctor dragging small circles through a laser maze or hacking into computers by symbol matching.

That being said, hardcore Doctor Who fans will no doubt see the series through to completion regardless.  Sure, the game isn’t fantastic… but it does present an opportunity to spend a few more hours with Amy and the Doctor.  If we’re lucky, this first game is simply supposed to serve as an introduction — I’m keeping my fingers crossed that the next three will grow progressively harder.

(At the time of writing, the game is only available for Windows machines, but the game runs perfectly well under Wine. it wouldn’t surprise me if Mac users unwilling to wait for the official port were able to do the same under Darwine. UK readers can grab themselves a copy at the BBC website — the rest of you will just have to wait.)

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