Showing posts with label Alpha. Show all posts
Showing posts with label Alpha. Show all posts

Wednesday, April 15, 2015

Alpha Test/Prototype Review: Scrap Garden

Alpha Test/Prototype Review: Scrap Garden


     If one were to look at the history of gaming and understand that there was in fact a beginning, platformers would be the most memorable. Not only did platform games really start to define the video game world, but they have found a way to also revolutionize it and have therefore become a constant staple in the video game world. "Scrap Garden," even in it's Alpha Demo state has also found a way to leave its mark, even though it is so early in production.

     For starters, the graphics are so very well put together. It really defines itself in the way the setting looks and conveys a very clean palette to the player. The colors of the landscape are simple and not overpowering, yet they also seem to pop in places. This said, they also enhance a feeling of despair. Immediately, the player understands that there is something amiss in the tired little town where our hero wakes up and its this simple color scheme that guides the player on their journey.

    There are a number of features that make this demo actually feel like a completed item. The one feature that stands out first and foremost (especially in an Alpha Demo) is the simple fact that it is compatible with an XBOX 360 controller. The reason why I find this important, is because there are so many games out there, which are completed products, that don't have full-controller support. This is a huge step in the right direction, especially when it comes to playing a 360-degree platformer as it allows pretty much anybody to jump right in and start playing without the confusion of controls.

    While the controller adds the true feeling of "gaming" to Scrap Garden, there is also a lot that can be said with the player's ability to actually interact with the environment. There are several different instances in which this is important. Whether it picking up an object to use as a stand to reach a higher level, or using that same object as a hurled weapon, Scrap Garden does a wonderful job of presenting a sort of freedom for the player to achieve the same goal in several different ways.

     Environment interaction, although key to any game nowadays, isn't complete without a sort of "mini quest." And yes, Scrap garden delivers on this note as well. The mini quest presented in the gameplay is simple, but quite important. Simply put, the player must gather up little red crystals in order to advance into the next chapter. These crystals can be rounded up in a variety of ways, from simple free-world gathering, to smashing boxes, to even killing enemies, Scrap Garden shows just how important it is to truly explore the surroundings.

    Finally, there is the icing on the cake: cinematics. While cut-scenes are inherently taken for granted, it says volumes that the creators are actually taking this into consideration for something as simple as a demo. It gives the player something to latch on to and really rounds out the overall experience by helping the player to understand the story before it's actually been told.

    Taking all of the above into consideration, Scrap Garden is most definitely on its way to being a great product once it is fully completed. And as many are anticipating its arrival, Scrap Garden will most certainly deliver on its end when the time comes for a "Full-Game" Release.


For more information on Scrap Garden, or to download the Alpha Demo and play it for yourself, please visit:



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Tuesday, April 14, 2015

Browser Game Review: Seventh Saga

Browser Game Review: Seventh Saga


     As most alpha/beta gamers out there know, Unity is a great tool that brings forth great games from great ideas. One such game is "Seventh Saga."

     In this simple yet addictive game brought to us by DragonXVI, the player controls a demon-like entity whose only mission is to corrupt the land and slay whoever gets in the way. Sounds simple enough, right? Here's the catch, it revolves around the concept that every time the player makes a move, so do the enemies on the board. What I mean by that is, when the player moves over a tile, any enemies that are around will attempt to move closer and ultimately attack. The overall goal as the warlord is to capture key points, that vary in difficulty and range.

     While the concept is very basic, the difficulty of achieving said goals is what makes this game so much fun. The player can't just simply dive at a target village/spire/castle, they have to strategically capture smaller targets in order to tackle the bigger structures. This can be quite nerve wracking if the points aren't captured in a somewhat specific order. But again, this is where the fun begins. As the user captures rally points, those rally points will begin to produce demonic minions to aid their warlord in the battle against the righteous. Also, once captured, said rally points will begin corrupting the land around it in a random fashion that crawls outward. These corrupted tiles will give the player an added attack bonus so that our villain can ultimately conquer the land!

     Another neat little feature that this game offers is the ability to slay animals, so that all that is left is a hunk of meat, which in turn regenerates health. This is such a cool feature because it allows the player to set up little "pit stops" should their HP fall below a desired point.

    But wait, there's more! While the hunks of meat obtained from slain pigs/lambs/rabbits give back a small amount of health, leveling up will restore the player's HP to the maximum amount, allowing for ultimate carnage while in the midst of battle.

     Taking all of this into consideration, the creator of this game really knew what they were doing and anybody who plays it, will most certainly agree!


For more information on this game, or to play "Seventh Saga," please visit:




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Monday, April 13, 2015

Alpha Test/Prototype Review: The Static Speaks My Name

Alpha Test/Prototype Review:

The Static Speaks My Name


     If in fact there was a game, be it in alpha state or prototype, that left the user/player hanging with absolutely no sense of accomplishment, "The Static Speaks My Name" would be that game.

     First and foremost, the alpha test/prototype of this "game," is actually very solid in the way it was crafted. The actual skeleton for this game is amazing in the amount of depth that the player has to interact with each item in the setting. Credit is due where credit is due, and that said, the creator really did put a lot of thought into the layout of this apartment. However, this is the only truly positive thing that can be said of this game.

     So let's call a spade, a spade and be honest, this isn't a "game," it's a suicide simulator. I find it disgusting, while completely and utterly lacking in content of any sort. There is absolutely nothing the player can take away from this game other than negative thoughts and essentially a step by step guide on how to die by the noose. This is not creative media, this can not even be placed in a video game genre. That said, I refuse to call this a game. It is not a game. What it is, is simply a sick tool developed to play upon the darker, most sensitive feelings of the human being.

     Normally, I am a "glass half-full" type of guy. I like to see things for what they are and strip it down to the best possible situation. With that said, there is just absolutely no use for this garbage on the internet. Already, there are too many problems in real life. The idea of "gaming" is to have fun. Many of us play video games to escape or relax. Suicide is not "funny" (and to describe a simulator as such is grotesque). It is a very serious matter that nobody, and I absolutely mean NOBODY, needs to be reminded, is an option.

     In closing, I can honestly say the suicide simulator has some great structural concepts and the best part of the tool was exploration of the apartment. However, with this being the only glimmer of praise, I refuse to support the idea of this game and honestly find no need for it on the market. If the creator was looking to be controversial, then they certainly achieved new lows. My advice: Go back to the drawing board and come up with something a little more useful.

     This is normally where I plug in a website for information, however, due to my own personal convictions on the content and integrity of this game, I will refuse to forward any support. Please, find a true game, an actual game, and have some fun.



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YouTube: http://www.youtube.com/channel/UC9wBb1EsrvF6mEPTWD1d0qA

Blog: http://btngaminggamereviews.blogspot.com/

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Follow me on Twitter: @BTN_Gaming

Sunday, April 5, 2015

Alpha Test/Prototype Review: Alpages - The Five Books

Alpha Test/Prototype Review:

Alpages - The Five Books






     In this first ever Alpha Test/Prototype Review from BTN Gaming, we are going to focus on a game that is not only breathtaking in its early graphics phase, but also terrifying with what very little there is to access.

     For so many years now, the genre of Survival Horror video games have entranced gamers with their lack of defenses, puzzle solving, and (let's face facts) the sheer uneasy feeling of dread. If this type of game excites you, then Alpages - The Five Books is a game you NEED to keep your eye on. At this very moment, all that is available to play is a basic prototype that is available to download. Now, when one hears prototype, it's surely not a pretty picture. One can most certainly expect an incomplete project of some sort or fashion. While some of this holds true, the Alpha test of Alpages - The Five Books still delivers on that most tantalizing of Survival Horror games, the fear factor.

    After selecting a few key features on the launch screen and clicking the "Start" option on the menu screen, the player is thrown into a world of darkness. The countryside is dark as various animals roam over a vast (and I do mean VAST) landscape. Random sections of fog cover the countryside in patches and ominous glows and flickers can be seen for what seems like miles in every direction. As if this wasn't enough to send the mind wondering, disturbing images and voices flash across the HUD and fill the speakers with sinister taunts. Now mind you, THE GAME HAS ONLY JUST BEGUN.

     So, in the midst of a dark countryside, with the mind playing tricks already, a lone runner must find their way through the wilderness in order to grab up five books and end the game. Simple enough, right? WRONG! See, the objective is to gather five books, but here's the catch: every book unleashes a new terror to the landscape who is all but hellbent on making sure that you don't complete your quest. There are no axes, no shovels, no guns... Only those two meat stumps you call legs and random glowing plants that you can eat in order to regain some health points so that you can forego your ultimate doom.

     All in all, I could sit here all damn day and try to convey to you this volatile concoction of grossly beautiful graphics and sinister mindplay, but really, it will not do it justice. With that said, this Alpha, this "Alpages - The Five Books" is most definitely worth trying. And if this seems to be your cup of tea, then you should also make sure you bookmark the developer's website to stay updated on any progress it is making towards it's final release.

For more information on this game and to download the prototype, please visit:

http://www.genomgames.com/


Be sure to check out my other content!

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Blog: http://btngaminggamereviews.blogspot.com/

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