Recent Game Reviews
Pandemic II
Rated 4 / 5 stars August 17, 2009
Better than the first, except...
Kicking off from the first Pandemic, Pandemic II offers about the same for the player, but immerses the player in for a greater experience by offering more data and, finally, explaining upgrades and what they will do (and what you really don't want for your virus). The trouble, however, is that you gain points 15 times as slow; in fact, it's nigh impossible to even KILL someone until you choose an upgrade that explicitly states it will degrade health--the only trouble is that, except for the highest tier, all such upgrades will vastly increase the visibility of the virus, enacting a cure to happen more quickly and borders to shut down before it can spread.
So, essentially, I managed to create a virus with a high spread rate, infecting 60% of the world over a period of 90 days, but not a single person who was infected died in that period. It wasn't until that the world started to make a cure that I added things to finally kill people with, but that didn't increase infectibility (with necrosis it would have, but too bad that's a fifty billion point skill--yes, an exaggeration, but it may as well be that high, because by the time you can afford it, the game will have developed a cure already).
It just seems impossible to kill off a country's population before a cure is developed. Once again, deciding factors like airports and other travel options mean bunk all because it's all a game of chance; like everyone else before me, Madagascar was a country I could never infect. The rest of the world, yes, but Madagascar? Nope. I'm not sure how anyone can beat this game, and perhaps that is the intent of the game--that is, to try and kill as many people as possible before a cure is found--but then you're bringing in false hopes with the idea to kill off the entire world. Still needs a clearer difficulty level adjuster and needs more options for you to partake in--and I'm not just talking about upgrading your virus.
Pandemic: EoM
Rated 2.5 / 5 stars August 17, 2009
Close, but no cigar
You address elements that are missing and what people want in your other game, but you ramp the difficulty up by adding countries with developing their individual cures. And, like the defining mechanic in every other one of your Pandemic games, this game is all about chance. I've wasted over 20 points just trying to infect ONE airport in a county full of sick people with a virus that is highly infective and highly survivable--in the same instance, I've only had to use one point to infect an airport in a country with only 1% of the population infected.
Because of it, it's pretty much Madagascar times fifty. Countries start researching a cure the first day, which means, instead of like a real pandemic, countries are finding ways to make their selves immune before the virus is even a cough amongst ten people around the world. Maybe you'll get it right one day; crossing fingers for Pandemic III?
Pandemic
Rated 3.5 / 5 stars August 17, 2009
Fun
I'm a fan of turn-based stuff, so this was a definite plus for me. I just wish you were more descriptive on explaining what's what. It wasn't until I played Pandemic II that I understood what visibility was all about, so, until then, I was always losing this game until then. Once you understand that this game is all about visibility and infectivity before the world shuts its airports down, then it become amazingly easy. Plus, as soon as it has spread, then you have a ridiculous pool of upgrade points to make a killer virus so you can rack up points as quick as possible.
Because of that, it loses depth, because it really just comes down to one mechanic. With no way to influence on how to infect an airport or a water supply (other than drastically increase infectibility), this is really more of a game of chance.
Recent Movie Reviews
Rated 2.5 / 5 stars October 12, 2008
Eat, kill, explore, run away, get new power
Here's a concept lost on me. I saw the first flash, which made less sense than this one, and the black fish seems to be confused on how evolution works. I suppose fish-helicopter was a bad idea for him, what with the concept of rotaries being a man-made invention, but I'm curious as to where you are going with this? All I can see is, "Fish eat, fish kill, fish make bloody ocean, fish find bottom, fish run away, fish get new power." Will this be the plot for each flash?
On a critique on the music; death metal bleeding my ears out while a fish goes about his business eating other fish (yes, the plural to fish is fish). There was one sequence where two tracks overlapped one another, making me wonder if listening to nails on a chalkboard and aluminum trashcans clashing together would've been more pleasing.
Overall this is nothing new. Hopefully our fish (isn't he a dinosaur now?) can grasp something new in his adventures other than, "Eat, kill, explore, run away, get new power."
What kind of plot would you expect for an animation like this? The whole point of my animation is just that the fish wants to be the biggest and the strongest and the way to become that is: Eat, kill and grow. But I am sorry about the two tracks that overlapped one another.
Rated 2.5 / 5 stars October 12, 2008
Hrm...
I take pity on the bit that you had to do this as a "project." I suppose this was supposed to be an advert for it, though it's rather confusing with a non-descript logo in the top left and the colors and what not looks like someone has been hitting up the ganja one too many times. It's a start, but definitely not a nice one. Needs work with delivery and making sense.