Games for Windows Live Misses the Boat, Again

We are so far in to the development of Games for Windows Live it’s too late to make excuses for Microsoft’s platform. I’m as big of a fanboy as one can self-admittedly be, but it’s excruciating to know that Steam has done things right for over half a decade, and Microsoft still can’t seem to figure out what they’re doing wrong.

With a Steam game, if you bought it in a store, and registered it on Steam, and it’s available as a digital copy on Steam – you can throw your discs away and never see them again. Haven’t played Half Life 2 since the Lost Coast came out? That’s fine, just click, download, and enjoy!

But in an attempt to find something good from the Games for Windows Live client, I decided to test the same idea on their platform. Having noticed that Gears of War was recently released as a $20 downloadable game on demand, I attempted to pop in my yellow-stickered 5×5 CDKey that Microsoft so kindly gave me inside my boxed copy of Gears of War for Windows. Only to have the code rejected and ignored as a useless bygone thing of the past, forcing me to rely on *shudder* my physical media.

This isn’t something subtle that Steam snuck in there – the platform touts downloadable games from physical licenses as a big selling point… I have no idea why Microsoft would let something so simple pass us by, and insult the customers that keep supporting them.

I love Windows 7. I love Games for Windows Live. I want Gamerscore for all of my PC games! It’s too bad so few good PC games support the platform, and too bad the platform doesn’t support PC gamers!

Review: XBLIG: Nomis: Legacy Islands

This review originally appeared on XBLARatings.com.
After recently winning a free copy of this game in a Twitter giveaway, I thought it would be nice to give it a quick review!

Nomis: Legacy Islands itself is a ton of fun, having a lot of that platforming fun that has disappeared from console games in recent years. As one reviewer already stated, the main character is very much a “Nathan Drake” wanna be, which is apt: I found the game to feel quite a bit like the poor man’s shadow complex – another game featuring another “Nathan Drake” like character (and, in that case, voiced by the same actor that plays Drake!).

The side scroller and platformer mechanics are fast and fluid. The game has an excellent pace to it, which helps when the levels seem to sprawl in a ‘not-quite-linear’ fashion. While all roads may lead to Rome, you feel like you have a choice in how to get there! The ability to angle your shots with the right analog stick makes the game automatically stand out from other shooters… it suddenly feels more like Contra III on the Super Nintendo, rather than a classic Contra rip-off.

I hadn’t played the game before it’s first ‘overhaul’ – but graphically it’s very well done. Treated with a lot of care so that nothng disappears into the background or is not seen before it attacks you. Some of the ‘backdrop’ girders make me think I have to go around, from time to time, but that’s a matter of learning the level design on my end.

The sound is well done, and the little extras like robots crying out when they kill you, or your character making comments at the end of a level add a great deal to the game.

My biggest complaints come directly from the combat system. If you do not hold down the right trigger when you fire, your shots disappear from the screen. You can’t fire repeatedly as you approach a target, because you must wait for the first shot to hit them! The first boss battle also got very frustrating – if you ran out of ammunition, he was practically impossible to get to. I went to the in-game store to buy some ‘extra lives’ during this battle, but even after they ran out, I just kept respawning. Is there a mechanic where you’re supposed to have unlimited lives during a boss battle that wasn’t mentioned? Was this a bug? I may never know. The tutorial mentions how the Stealth does not work against bosses, however it certainly aided me in getting by certain parts. Tiny other things, like typos (“then” instead of “than”) were evident, but as someone with a degree in English, proof-reading is a curse, sometimes!

From reading other reviews, it seems that the game has seen some enhancements since it first launched, and with a few more, this game will be undeniably fun. For $3, there’s absolutely no reason not to pick this game up, it will bring back a lot of the fun that you haven’t had since your last run through Contra! At the very least, give this Xbox Live Indie Game’s free demo a shot!

Review: XBLIG: Zombie Sniper HD

This review originally appeared on XBLARatings.com.
For a buck, Zombie Sniper HD is one of your better options of the Zombie games on Xbox Live Indie Games.

80 Microsoft points gets you three game types: an Arcade Mode, where you simply just shoot as many zombies in the head as you can within a certain time limit. A Challenge Mode, which is similar to Arcade Mode except that it has a classic shooting gallery feel – enemies walk by in pre-determined rows and paterns – still, you have a target number of kills and a time limit. Then there is “Story Mode” – in which you protecting unwitting civilians (see: zombie bait) from becoming zombie lunch.

To accomplish any of these tasks, you take your sniper rifle in hand, and looking down the scope, just start doing what you do with zombies: turning their heads into piƱata party favors and watch all of the fun leak out! You have a targeting reticle on the screen, which you scroll left, right, up, and down with. To zoom in, pull the left trigger, to fire pull the right trigger. And that’s where the problem lies… that’s the entire game.

While the game rewards you for multi-kills, “Nitro kills,” and Killing Sprees, there just isn’t enough going on. If you’ve watched the trailer on the top of this page, you’ve seen the entire game. Zombie Sniper HD itself, in the Arcade Mode instructional screen, the voice over seems to think this game type is a fool proof formula for addictive gaming, claiming you’ll never get tired of shooting zombies in the head. Unfortunately, there’s not much truth to that.

The game seems bug free, the sounds are good, and the HD sprites are cartoon-like by design, but very good looking. All animations are fluid, whether it’s the shambling of the zombies or panning of your crosshair. My biggest visual complaint is that, in some cases, that black aiming reticle disappears into the background; having the option to choose your color from a palette of more visible colors (yellow, white, cyan, green, etc…) would be a nice touch. However, the game really loses it’s luster quickly, and in the end is a great time waster while you wit for your pizza rolls to come out of the microwave.

For a dollar, like I said, it’s not going to break the bank, and it does give some variety. I believe a mode that is timed, but has no target number of zombies to kill (3 minutes to beat your own high score, for example) would have been an invaluable addition to the game. But as far as the overall “fun” the game provides as it stands? It’s a good thing it’s only 80 MS Points.

Review: XBLIG: Avatar Paintball

This review originally appeared on XBLARatings.com.
After some “sit down time” with Avatar Paintball, I’ve got to say that it’s a great starting place. The game has obviously been treated with more care than many other Indie Games out there. A lot of work went in to making what is a genuinely good game, though a little more public feedback and play testing I’m sure would have lead to the resolution of my biggest complaints.

In Avatar Paintball, we are treated to an Xbox Live Indie Game with multiplayer online supper through Xbox Live, and a Leaderboard. This is among the most advanced XBLIG’s I’ve played. And while it may not have quite the graphcis of other games out there, even other indie games, but it’s not always about looks. The game itself is fast paced enough to keep you entertained – you don’t have to wait 30 seconds to respawn everytime you’re “painted.” The many powerups in the game, including super speed, invisibility, teleportation and more, all make the game quite interesting. You could be chasing after someone who is leading you right in to a trap.

Some graphical glitches bother me from time to time – fences in the game are only a pixel thick: meaning that, at the right angles, fences don’t even appear on your screen. While most of the game has a cartoony feel, it is a perfect environment for your avatars to play, with many buildings sporting familiar names of other Xbox Live Indie Games from the same developer. This is kind of funnym but the self promotion gets shameless when you press buttons that to find out what they do, and the demo of the game prompts you to buy it every five seconds. Some things, like some of the shrubbery near the buildings, looks out of place and poorly texture mapped, but that may be a graphical complaint not many others will notice.

It’s funny that after spending a few hours in the game, I have no recollection of there being music in the game – if there was, it was neither memorable nor annoying, so let’s just consider that a plus! If you’ve ever played the Xbox Live Arcade Game “Texas Hold’em” for more than 5 minutes, you’ll understand “annoying.”

The game is not without its faults, however. The over the shoulder, 3rd person view is abhorrent for aiming. You’ll go through half of your ammo hopper each time you encounter an enemy, because there is no targeting reticle. It’s a good thing ammo is readily available throughout the map, but perhaps stocking more ammo would be easier.

Avatar Paintball offers upgrades, but they are only unlockable by getting many points built up over a long “career” (so to speak). The more multiplayer games, or single player training sessions you go through, the more points you get to unlock better guns – but the point values for those guns are so high that most players will never get to them. If some players do, the players that haven’t, aren’t likely to stand much of a chance against the more advanced players, either. I’m guessing skill-based match making wasn’t a concern when this game started using Xbox Live’s multiplayer feature.

Finally, the lack of a jump does make me feel a little bit stagnant. While the map is big, there’s only one of them, and at least a little bit of “verticle” may have made the game more interesting. Auto-Aim could solve the problem of looking up or down, it could be relatively straight forward levels of “verticle” – but an ability to jump would come in handy – not just when you back yourself into a corner, but when you see an enemy you want to get to.

A future revision may cure some of these problems, and frankly at the $3 price point, I want just a little more from my indie games. But it’s an excellent start and I hope to see more solid work from DigitalDNA, especially when the demo is shamelessly begging for your Microsoft Points.

The game, itself, I would give a 4.5/10 – but the fun level still gets at least a 6, because you may just want to have a little fun wasting time some nights, and Avatar Paintball may just be a good way to do that.