Showing posts with label Spider-Man Unlimited. Show all posts
Showing posts with label Spider-Man Unlimited. Show all posts

Monday, January 5

High Horse Audit 2014: The top 5 games of 2014

Last year I rediscovered my love of The Grind, and that willingness to engage with repetition has persisted into 2014. It's not like I've finished any 60 hour JRPGs this year, but my word have I invested as much, if not more, time in games which rely on that hook: 5 to 30 minutes where you aim to do the same thing you've done 100 times before, only that little bit better each time.

2014 was a pretty uninspiring year for video games and, depending on your tastes, you might say that's reflected in the list below. I'm not that cynical. I'd argue that each of the games below could've ranked in lists amongst competition like Uncharted 2 and Red Dead Revolver; it's just that there's a lot more chaff this time around.

5. Shovel Knight (played on Nintendo 3DS)

The indie 2D platformer with pixelated graphics, perhaps the greatest gaming clichè outside of the AAA dudebro shooter set in grey and brown corridors starring angry, attractive white men. Still, Shovel Knight works as a love letter to the classics of hardware generations past, and as a game in its own right. Beautiful, challenging, and oddly touching.

4. South Park: The Stick of Truth (played on PlayStation 3)

It's a 13 hour long episode of South Park. For me that's Game of the Year material, for others that may sound like some fresh kind of hell.


Despite the premature level cap and some of the worst tutorial sequences I've ever had to suffer through, I dare say South Park: The Stick of Truth is the best licensed console game since Batman: Arkham Asylum on laughs alone.

3. Spider-Man Unlimited (played on iOS and Android)

Before this year, I didn't love Spider-Man. I love comic books and read them regularly, but I was never the biggest fan of Peter Parker.

I read the first volume of Superior Spider-Man and found the clumsy, though ambitious premise interesting, but I was still not a webhead. Then I played Spider-Man Unlimited.

I was hooked for a good few weeks, but as per my review, the punitive business model squeezed any joy I derived from swinging across New York's skyline. I downloaded the game again about six weeks ago, while I waited for a large Destiny update. It was amazing how much had been done to fix pretty much every gripe I had with Spidey's battle with Freemium.

Ranking up rare characters was no longer a frustrating matter of sacrificing lesser, though still essential members of my playing roster. There were more Spideys, including Spider Women and the Superior Spider-Man. More villains and environments were (and continue to be made) available, and rewards are doled out more liberally. You can now do everything on offer, without having to spend a cent. It's not that content and characters were explicitly gated, but the amount of time and effort required to access everything without investment has decreased significantly.

Now the joy of wall-crawling is almost completely unfettered. I can swing, punch and kick without Gameloft cynically swiping at my wallet. 

2. Hearthstone: Heroes of Warcraft (played on iPad and PC)

Carly, my beloved wife, rarely plays games anymore. She's a dedicated professional who is rarely distracted from her life goal of improving education for young women, so when you find her playing a game that isn't Spider Solitaire, odds are it's good. Or distracting at the very least.

Hearthstone is both.

I've seen this game help people deal with trials and failures, tantalising and preoccupying them with its impossible combination of art and mathematics. You bump pretty pictures and numbers together, and it's somehow one of the most compelling experiences I've had in years.

Its pull is strong, and it is constantly being improved. Yes, there are still cards that I think are a little too powerful (most belonging to the Hunter class), but Hearthstone's is a community that is monitored and well listened to.

Tiger Style a la Dr Boom

There have now been two expansions (one paid for, one free) which have substantially changed the way the game is played. Deathrattles and mechs appear regularly in my enemies' decks, but I still find myself sticking with tried and tested cards and strategies. I have, however, learned how to use a few more of the classes.

I text with a close friend whenever we come across a new strategy, or pull off an amazing comeback. We are regularly surprised at each other's ingenuity. That is the magic of Hearthstone.

1. Destiny (played on PlayStation 4)

This year, for the first time in my life, I lived alone. For just over six weeks I did all the chores, I did all the cooking, and I played a shitload of Destiny.

7 days a week, for anything between 2 and 8 hours, I would scour the ruins of Earth and Venus, the catacombs of the Moon, and the orange sands of Mars. I would hunt for guns and armour. I would help complete strangers through increasingly difficult combat scenarios, and we would dance at the close.

Destiny is such a strange game in that it doesn't start until about 20 hours in when you hit the standard level cap. From there, you enter this endless cycle of Daily Heroics, strike playlists, and Crucible (player versus player) matches. The struggles of the avid player rarely bears reward. In fact, the arbitrary loot system trolls dedicated Guardians into fits of rage.

I can remember one lazy Saturday where I was regularly outperforming my teammates and our opposition in the Crucible, only to watch them wreathed in purple. In one match I had literally doubled the score of my nearest colleague and received nothing. Our weakest player, several levels below me, and who failed to net a single kill, was awarded a legendary (read: really reeeeeeeallly rare) hand cannon. I almost cried at the injustice of it all.

Still I persisted. Still I plugged away knowing that Destiny is not a meritocracy, it is exactly as the title implies. Some players are destined for an easy journey, gifted with the tools required to succeed, earned off the backs of those who would work harder. Some are damned to toil for what feels like an eternity before earning the privilege of tasting that sweet purple stuff. 



Sunday, September 28

Spider-Man Unlimited Review (iOS/Android): Infinite Loop


The days of Jetpack Joyride and Temple Run hogging the top spots of the App Store's charts have passed, but Endless Runners are still being churned out in no small number. To stand out amongst them would take more than a few positive reviews on some no-name blogs. You'd need a prominent character, something at the forefront of the pop culture zeitgeist. You'd need a hero. You'd need Spider-Man or Batman, or some other popular dude in latex.

So Gameloft went and made Spider-Man Unlimited, the most shameless Subway Surfers clone mine eyes have ever seen. Coins are replaced by vials ('cause Peter Parker's a scientist I guess), and you run, jump and slide in three lanes. There's also enough colour to keep everyone from kids to the most cynical comic book lover engaged in its infinite loop of non-rewards for hours.

Spider-Man has a few tricks to differentiate his plight from that of the humble Subway Surfer: he can swing his way through the city, crawl up walls, and smack down robots and members of the Sinister Six. Each of these tasks is achieved by swiping, tapping, or through the use of gyroscope controls, and it was alarming just how quickly I became hooked on the Wall Crawler's version of the Bridge to Bay Fun Run.

It works because it looks somewhat organic. Spider-Man doesn't have a jet or a plane or a boat, he gets around on his own two feet and by shooting webs. You read through panels and pages of Spidey running and swinging his way through New York City, so this format makes sense. The only thing that looks ridiculous are the boss fights, which require you to punch and kick floating S.H.I.E.L.D insignias at prominent baddies.

There are currently four story chapters and I have no intention of playing through them. Mainly because the story is threadbare at best and provides some enticement for laying down dosh to fuel the most addictive aspect of Unlimited's free-to-play revenue model: unlocking Spider-Men via portals. Certain missions are locked unless you have specific Spidey costumes, or have reached a certain level, which is barred for common costumes.

The progression model is super stingy. Costume rarity is classified as follows: common, uncommon, rare and epic. Some costumes appear in multiple classifications, for example: you can get a common, uncommon and rare Classic Spider-Man. You can rank up costumes by absorbing doubles or spending Iso-8, with one Scrooge-like caveat: the double must be of the same rarity level as that of the costume you're trying to upgrade. You can't use an uncommon Web Armor Spider-Man to rank up a rare Web Armor Spider-Man and vice versa. This means that you're going to have be awfully patient or spend a fair wad of cash to unlock extra team slots and rare portals.

Iso-8, the mysterious isotope that appears in various other Marvel mobile titles, is the second in-game currency that can be collected by completing story missions or spending real money. You don't earn much from story missions, and the substance is prohibitively expensive otherwise (to both procure and spend), so I've found myself investing hours in the Events which refresh every 1 to 3 days and each have their own particular theme, which in turn offers score multipliers for using specific costumes. Ranking on the leaderboards usually nets you fuck all in the way of Iso-8, but it's a good way to unlock thousands of vials and standard portals: the most cost-effective means for unlocking costumes.

This method doesn't have to cost a thing in terms of dollars, but my word does it take a lot of time. It's also extremely frustrating when you find your team stacked with various versions of the same fucking costume. There are quite a few costumes to be unlocked, so it hurts when you finally earn enough Iso-8 to snag a rare portal only to be saddled with another Spider-Clone that you can't level up (rare and epic varieties in this instance).

Also annoying is the scoring model which affords bonuses to using rarer costumes by default, and Event bonuses can throw that off exponentially. When you've got the right suits on hand, you'll find your score multiplied by factors of 20 or more. When you don't have the required costume for a given event, there's almost no point in participating because you'd need to survive umpteen times longer than the dude who spent $50 levelling up an epic Spider-Man.

I know I'm coming across as negative on the whole Spider-Man Unlimited experience, but that's only because I see a great game crushed under a business model. On the Samsung Galaxy SIII, the game is fluid and beautiful. There's the odd hitch in frame rate, but it's never enough to throw you off your game. The same can't be said while playing on a standard iPad Mini. During the hectic later stages I found that the game chugged to the point where my inputs weren't being recognised. Across both versions I noticed delays in receiving Event rewards, but I got what was coming to me in the end.

Spider-Man Unlimited doesn't do much to reward loyal players, but it's easy enough to enjoy spending very little (and presumably even no) money, as swinging, punching and running don't cost a thing. If you enjoyed Subway Surfers or any other Endless Runner, give this a chance. It may end up wresting your interest from AAA fare in the hope of unlocking yet another Bulletproof Spider-Man.