The objective is to make the ball hit the opponent; the last player to hit the ball cannot be hit by it. The game supports one to four players locally or online; capable AI bots can take the place of human opposition. Each character, with varied special attacks, can swing at the ball, bunt to slow it down, or jump. Each time the ball is hit, it moves faster; swinging downward while jumping will rapidly increase the ball speed. The fast pace of the game, especially with four players involved, leads to intense matches of timing, skill, and luck. Lethal League offers a nice alternative to the typical fighting game.
Wednesday, August 27, 2014
Friday, August 22, 2014
The fantastic course designer allows you to create an entire course in seconds, or designate waypoints for each hole while placing obstacles and scenery. Courses can be shared within the game, creating an immense library of user-designed content. The game is best played with a gamepad: there is no support for multi-click swings, and mouse input is bulky and sluggish. Shot adjustments can be made to fade or loft the ball. Driving and iron play is done well, but flop shots and chips offer underwhelming options for the short game. Putting is done purely based on feel and takes practice to master. The strong, flexible course designer highlights a competent golf simulation that needs more refined controls and better shot options when near the green.
Monday, August 18, 2014
This early version of the game allows you to assign work crews and designate tasks (gather resources, construct buildings, run a factory) that will be automatically undertaken by your colonists; a potentially detailed supply chain keeps your new colony afloat. Native fishpeople will attack on occasion; further supernatural forces are to be added before release. Clockwork Empires has a while to go, as it needs to add many promised features (detailed colonist memories, cults, violence, objectives, native factions, multiplayer, combat, monsters, vehicles) before its release next year.
Friday, August 15, 2014
I'm playing Victory at Sea, a naval real-time strategy game by Evil Twin Artworks and Mongoose Publishing.
Featuring three campaigns set around the world during World War II and six historical battles, Victory at Sea also has custom battles where you can choose the ships in your fleet (destroyers, corvettes, submarines, cruisers, battleships, carriers, and torpedo boats). Ships can either be given generic move and attack orders or controlled directly; weapons have specific ranges and orientations that must be accounted for. Aiming is very imprecise and the AI doesn’t adhere to naval tactics and simply rushes towards the opposition. There is location-specific damage, but not until a ship is almost destroyed. The shortcomings with the AI and aiming mechanics make Victory at Sea hard to recommend.
Wednesday, August 13, 2014
Monday, August 11, 2014
Featuring five-on-five contests, the goal is to jump across platforms and throw the ball into the goal. A single player mode is available against bots, although this is simply a practice mode as the bots aren’t great teammates and rarely exhibit competent movement across each of the game’s five maps. You also can’t issue orders to the bots, and their incompetence can prove to be frustrating. The game’s floaty physics involves a lot of jumping and missing platforms; tumbling downwards towards a respawn is a very common feature (it’s analogous to a kill), especially since shooting an enemy will accelerate them rather than causing damage. Scoring a goal earns a seed that can be planted on the map; each plant comes with an active ability and passive buff for the team. Pickups (like grappling hooks and speed boosts) are also scattered across each map. Epigenesis is a fairly innovative game with a fast pace best enjoyed online.
Friday, August 08, 2014
Wednesday, August 06, 2014
Monday, August 04, 2014
Featuring a linear campaign of over twenty levels, the game also includes a skirmish modes with several options (difficulty, landscape, allowed units, victory conditions) and randomized maps along with online multiplayer. A tutorial also teaches the basics of the game. The interface is well designed for an RTS, with quick access to buildings, units, and construction options. Scout units can auto-explore, and selecting all buildings of one type will divide unit queues. There is also a Supreme Commander-style zoomed-out view for a wider battlefield survey. Ore (collected automatically and mined from special resource locations) and power (from cells and turbines) are used to provide a host of different land, sea, air, and mega units, along with buildings and defensive turrets. Three technology tiers unlock better unit options, and research labs can grant unit bonuses. Huge battles involve interesting decisions regarding where to allocate resources: new units, research, buildings, or defenses? The AI is also a very capable opponent, easily beatable on the lowest settings but providing a stout challenge if fully enabled. Machines at War 3 is a feature-filled and inexpensive update in the real-time strategy series.