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Showing posts with label Procrastination Station. Show all posts
Showing posts with label Procrastination Station. Show all posts

Friday, 23 January 2015

Procrastination Station: Melody's Escape

Shocking!  I finally managed to find some time to sit, re-familiarise myself with the game and record some footage!

What's the game?

Today's Procrastination Station timesink is Melody's Escape a music-based indie platformer.  It's currently listed as an "Early Access Game" but in the developer's words it's "almost feature-complete and is in a very stable state."  There's no demo available.


When it came up on my recommended list on Steam I was intrigued by the gameplay videos, particularly as at the time Sixteen was my sole computer and there was no demo available for me to try and see if it'd work.  It was cheap enough (£6.99), however, that I felt inclined to take a punt on it nonetheless.

I then had to turn most of the settings off.  It ran, yes, but it was slow and jerky until almost all the settings were off or lowered (such as the background affected by the music, the rain in the walking sections etc.), then it ran nicely.  With the exception of the hair dynamics.  That didn't go so well; it actually slowed the game down more with it off, but on didn't seem to make a difference.  The irony is, once you play the game you don't miss the fancy effects you've turned off, because your attention is solely focused on hitting the next button.  Since I've been playing it on Echo with all the fancy effects on again, I've still not noticed them.

Honestly, watching the video I recorded above is the first time I've actually paid attention to anything in the game beyond hitting the next key.  I didn't realise, watching it back, just how fast it seems--it doesn't feel as fast when you're playing as it looks when you're watching.

There are several different difficulty settings, from Relaxing, through Medium and Intense (which is what I'm playing) to Overload.  Relaxing has everything tied to one button per section whether they're slides, jumps or the floating rings; Medium has both rings and directions in matching colours, so up is both a jump and an up on the ring.  Intense has everything split into two sections, so WASD keys control movement and the arrows keys control the rings, or vice versa, depending on your preference--mine is set for my faulty brain.  Overload is...  huh.  I personally can't keep up with Overload.

There's also a custom setting to design your own style of level and an autoplay if you just want to watch.  (Wish I'd remembered that was there before I sat and played the song myself.)

Note, though: it's possibly not best to start out with Relaxing and move through the difficulties.  Each step up has a learning curve that can be frustrating if you don't persevere with it, and persevering can feel more like work than play to start with.

And what have I actually learned about my characters by procrastinating with this game?

A surprisingly large amount actually.  For me, this kind of game is best played without engaging the brain, because if I think about the oncoming colours and directions I'm guaranteed to press the wrong button entirely.  Accordingly, that makes it perfect for rooting out plot problems while listening to songs that inspire the stories, or in some cases realising which songs make perfect character themes (and then playing them to death).

I managed to work out some of the early kinks of Corliss's appearance in The Rose Queen by playing a lot of Machinae Supremacy as well as giving myself a boost to get a move on with a scene between RQ and Fayth by playing Celldweller's Heart On.  (Yes, it is likely pretty much what you're thinking.  Yes it suits them perfectly.)  It's also helped somewhat with Dust & Ash through a zen-like playthrough of two albums by The Pierces--though it's not helped with actually plotting the bloody thing--and it let me scrape my brain clean during the early stages of The Reconstruction of Kirill.  (What do you mean I'm still in the early stages now?  Shush.)

Will it help for anyone else?  I have no idea, but if you're one of those people who can only play rhythm and dance games by not thinking about what you're doing rather than focusing on the upcoming moves, then it's a nice way to relax and think about other things at the same time.  Choose a setting, pick your song or set your playlist, and off you go.  Just... try not to get too engrossed so you forget to write.  Or competitive.  Just because there's no centralised scoreboard doesn't stop you from wanting to get a Perfect rating or two or three or four...

Friday, 9 January 2015

Procrastination Station: Beat Hazard

A confession that'll come as absolutely no surprise to anyone ever: I procrastinate.  A lot.  If there's something I'm supposed to be doing (like writing), it's guaranteed I'll be doing anything else instead while thinking about it, because thinking about what I'm not doing is almost the same as doing it, right?

Well, not exactly...  Though not exactly not, either.  Doesn't sound like it makes sense, doesn't it?  Bear with me, here.

I have a deep love for rhythm-based video games.  Not ones that use pre-recorded tracks (though those aren't too bad either), but ones that generate gameplay from the user's own music collection.  My favourite method of procrastination is to set up songs I usually write to in these games and indulge in something that allows me to not think about what I'm doing while letting my subconscious wander around in the music and fix whichever issue is bothering me at the time.

It sounds ridiculous, but it's remarkably helpful.  Except for the keeping me from writing bit, but you can't have everything.

What's the game?

Today's Procrastination Station example is Beat Hazard, a music-based indie shoot-em-up that handily (or dangerously) also has a demo available.

Apologies for 4:3 screen resolution.  It mildly horrified a guy from my ISP too when he saw it.

I'm not actually a fan of shmups at all.  I grew up playing them, sure: it was the 80s/90s, there was a plethora of them available.  But the gameplay never caught my attention.  They were just timekillers and, when playing, there was always that inevitable moment you picked up something that was supposed to be an upgrade only to find the "upgrade" downgraded your hard-fought-for weaponry into something that was supposed to be more powerful but functionally useless for the stage you were on--

--Yes, as you can see, I harbour grudges against ancient gameplay mechanics.

Luckily, Beat Hazard doesn't do that.  You have two sets of powerups: volume and power.  You gain them by killing enemies or destroying asteroids and they increase the breadth and power of your attacks (big surprise).  If you die you lose them all, but your carcass also contains the remains of some of your former glory so the only time you're likely to feel powerless is at the very start--and after you've played the game for a while and unlocked some perks with the cash that also appears when you wreak your gloriously retina-burning destruction, you can even start out fairly powerfully.

The default game is enjoyable, addictive even, but gets a little boring after a few hours.  Luckily (or unluckily?) there are two DLC packs available, which expand the game so much with new enemies, bosses and modes it feels almost totally new.  I bought both after maybe a couple of hours' play.

And what have I actually learned about my characters by procrastinating with this game?

Sod all on existing projects, actually, other than a vague relief that slipspace is brightly coloured in The Rose Queen, and the realisation that gunfire is probably the same sorts of colours--though it's hit and miss whether we'll see that, what with Fayth being pretty pacifistic for a thief...

I did, however, accidentally spawn two new characters, Aneirin and Rheon, who wandered into my head while I was playing and pretty much said, "new sci-fi characters reporting for duty, sir".  So I got something out of it alright: the realisation I have more people I need to do something with.

Oh joy.