Build a Sprawling Metropolis in Clever Puzzle Game MegaCity

Posted by Unknown on Saturday, March 23, 2013


Summary 8/10

A clever and original city-building puzzle game that draws inspiration from SimCity and Tetris.

There’s more than one way to skin a city-building game. The delightful Triple Town already showed the world that the basic gameplay concepts and the core mechanics of SimCity could be distilled into a turn-based puzzle game. Now MegaCity tackles the genre, boasting a “Tetris meets SimCity” hook that turns your city into a never-ending carousel of urbanization.
It’s fun, clever, challenging, and original, but the reliance on a luck-based building queue holds MegaCity back from utter brilliance. Let’s take a look.

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Grid Locked

MegaCity presents you with a grid of seven tiles across and six down. Each tile can hold one building. You push buildings from the queue on the left to an empty place on the grid, with the aim of reaching the points target listed on the right in every column. Once the left-most column hits or surpasses that target, it disappears — your score goes up and all columns shift across to reveal an empty one on the right edge.
Red is bad; blue and green are good. Vacant blocks don’t count toward your score.
Points relate to the satisfaction of residents. Each non-residential tile — with the exception of parks — affects the value of one or more surrounding tiles. A prison tile reduces the value by one point of all tiles attached to its corner, for instance, while a library has the opposite affect.
You need only worry about the value of tiles with residential buildings on them, however, since these are what the column totals are based on. It’s important to remember to put at least one residential tile in each column, then — at least until you unlock the demolish move, although even then it’s a risky move.
Your target starts at +4, then increases over time as you clear more columns. It doesn’t take long to escalate to +8 or more, placing you under ever more pressure to plan ahead. Attaining a high score gets easier as more of the 10 extra buildings are unlocked.
Unlockable buildings introduce greater strategy while also paving the way to higher scores.
These unlockable buildings differ from the initial set in that they bring bigger bonuses — the High Rise, for instance, is a residential building worth four times a tile’s inherent value (positive or negative), while Landmark adds +1 to all tiles on screen. On the flipside, a few buildings also come with significant downsides. An airport adds +1 to all tiles in, above, or below its row that are to its left, but reduces the value of three other surrounding tiles.

Tiles Play

A delicate system emerges where you must balance the need to increase land value with that of keeping enough free for residential, made more complex by buildings that have a negative impact on surrounding tiles. A bank might be just the thing you need to get a column over the target line, but the fallout is that the column to the right of the bank takes a big hit.
You’ll struggle to keep residential buildings away from the cesspools that invariably develop around landfills and downwind of power plants. Every move becomes a trade-off between several factors, all weighing on your mind and making you question whether there’ll be enough of the right buildings coming up to keep you alive. It’s hard in a “this is awesome” kind of way.
One of the scenarios in Challenge Mode teaches you about damage control; things can and do turn very bad without warning.
But the very conditions that create this compelling ebb-and-flow tension also give rise to MegaCity’s greatest flaw. Building a city is not a game of Tetris; you cannot just plunk a factory or prison down in the middle of a dense, high-class residential area. In MegaCity, however, this becomes a necessity.
Why? Because buildings amass randomly on the queue. You can pop one in the Save Tile box for use later, but sooner or later you’ll either have to push it out for a more disadvantageous building — reluctantly played as the lesser of two evils — or be stuck with a second tile of this kind — this time without any escape. It adds a sense of chaos and uncertainty, a la Tetris’s propensity to withhold the straight piece when you need it most, but it negates player agency.
You see, town planners actually have quite a lot of say over what gets built — and where. They plan ahead as far as they can, setting up a delicate balance between the needs of commerce, industry, and city residents. MegaCity introduces an element of luck that is completely at odds with its own system of rules.
Sooner or later, it condemns you to live or die by a roll of the dice. A skilled Tetris player, even with that game’s strong random element, can play indefinitely — ability always trumps luck. No amount of skill can stave off eventual defeat in MegaCity, however. You could play a flawless game and the system will still defeat you before fatigue does.
Screwed.
This is the problem with MegaCity. For all its cleverness, challenge, and compelling feedback loops, it eventually leaves you feeling as though the long-term prospects of your fledgling city are beyond your control.
You’re likely to keep playing after this realization — at least for a while — because the rules governing the value of tiles on the grid remain a challenge to conquer in and of themselves. But it’ll wear thin, and this game with so much promise will lose your interest.

Fresh Concept

With mechanics, ideas, and presentation as fun as this, MegaCity should have staying power to rival fellow stripped-down city-builder-cum-puzzle game Triple Town. But it gets something twisted along the way, and now it’s just a passing phase. Granted, it’s one that will keep you engaged and happy in the interim. But MegaCity falls victim to its own futility.
Analysis aside, MegaCity is a riveting and challenging puzzler that puts a fresh spin on the city-building formula. You’d be well advised to give it a shot. Challenge Mode could use more scenarios, and an undo option would help immensely with wayward taps, but the pros vastly outweigh the cons.
MegaCity rises high, then falls only after extended play.
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The Great Fusion: A Disappointing Adventure Game Homage

Posted by Unknown on Thursday, March 21, 2013


Summary 6/10

An old-school adventure game which pays homage to the classics of the genre, The Great Fusion looks fantastic but suffers tremendously from poor writing, bad puzzle design, and translation issues.

To people of a certain age, point-and-click adventure games hold enormous nostalgic appeal. Millions of people fondly remember the quirky blend of comedy, puzzles, and absurd fun from the likes of Monkey IslandManiac MansionKing’s Quest, and their ilk.
The Great Fusion draws its inspiration from the classics of the genre. But it somehow manages to pull the worst that the point-and-click adventure has to offer, with thin dialogue, illogical puzzles, and a need to read the designer’s mind to get anywhere.
It’s hard to recommend, but the low barrier to entry and copious referencing of graphic adventures gone by make the game at least worthy of consideration.

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Poor Puzzles

Puzzles are the most egregious among The Great Fusion’s crimes against good game design. The trouble is not that there’s seldom any logic to solving them, but that the process by which you arrive at a solution is pure speculation. Nothing is ever as straightforward as it should be — a criticism that you could easily level at the entire graphic adventure genre, but which is particularly pertinent here.

I looked a lot like this when faced with most of the game’s puzzles.
The Great Fusion forces you to take wild stabs in the dark. If you get stuck during the early stages, you can just pull up main character Max’s phone for a hint. At some point that option disappears, however — “you’re on your own,” the game tells you, just as the puzzles get more nonsensical.
Trial and error should not be a requisite strategy for completing puzzles. Yet it comes up time and again, starting with the very first puzzle of the game — which tasks you with getting your landlady to leave by calling her phone. Inextricably, only one dialogue option at each level of the conversation works.

Only one of these will get you anywhere.
I could forgive this if the alternatives brought genuinely funny responses, but some of the jokes come across like an elephant being forced through a straw.
Clever developers long ago devised a method of giving hints without using a hint system. They used dialogue between characters and cheeky descriptions of objects. The Great Fusion sometimes seems to be appropriating such a technique, but it bungles it more often than not.
It may be simply down to a poor translation — there are grammar and spelling errors throughout the script, and probably more serious issues of meaning lost in the transition from the game’s native Spanish. But in English it stinks of clumsy, amateurish writing.

This is pretty typical of the translation and script quality.

Bad Writing

The Great Fusion tries to be topical, with a story laden with fallacious ideas about copyright laws and income disparities. Its nightmare scenario about a society transformed by incompetence might have some merits, but it’s so opaque and unnuanced as to border on painful.
Heavy-handed plot
CopyWRONG! Right? Yeah…
What should be a rollicking journey through a future corporate dystopia, where creativity and culture have been all but squashed and piracy has become a worse crime than rape, instead devolves into poo jokes, unlikable characters, ill-thought-out scenarios, and terrible imitations of pop culture heroes.
Classic adventure fans may enjoy a meta-game of spot the reference — there are dozens of nods to the best of Sierra and LucasArts, along with Revolution Software’s Broken Sword and several 90s point-and-click adventures. It’ll be more entertaining than the writing, I guarantee.

Drink every time you find a reference. That way the plot might make sense by the end.
I found the game’s caricatures of Woody AllenQuentin Tarantino, and Larry Laffer (from Leisure Suit Larry) especially stomach-churning. When LucasArts tackled pop culture in their 90s adventures, they did so with panache and a remarkable appreciation for the idiosyncrasies of their subjects. Much of The Great Fusion’s dialogue — in the English translation, at least — bungles even the most fundamental traits of Woody Allen’s public persona.
That’s not to say it’s all bad. The game often tries too hard to be funny, in a hit-you-over-the-head fashion. I get that when you take away all artists’ ability to earn a living — however modest — our perception of what constitutes “art” may degrade to a much lower standard, but do you have to take the shit analogy so far?
Sometimes, however, they get it right. Max’s insane boss, who promoted a cat to a vice president of the company, earns a few laughs, as do the corrupt policemen and the cameo from engineer-turned-prostitute Catalina. But these moments aren’t common, and they, too, could use attention from a professional writer who could flesh things out and tie it all better together.

Comic relief comes from unexpected sources.

Quality Presentation

Beyond the uneven writing and illogical puzzles, The Great Fusion actually offers a very competent experience. The hand-drawn characters and backgrounds look fantastic, with personality oozing out of every object and just the right balance between detail and simplicity keeping the visuals from seeming too busy on a phone screen.

Great visuals.
There are loads of short comic-book-style cut scenes spread throughout the adventure, which fill in the gaps in the plot (to some extent) and tease out more of Max and his mate’s personalities. It’s here that you can see the ridiculous leaps of logic behind the synopsis, too. It’s best not to play The Great Fusion with a critical mind — if you let it take you for a ride, you’ll enjoy it far more.
None of the characters are voiced; dialogue is delivered in speech bubbles. You don’t have to adventure in silence, though, as there’s a light-hearted, upbeat soundtrack behind every scene.
You move around by tapping on the screen. If there’s an interactive object nearby, a small blue circle briefly appears over it. Tapping on interactive objects brings up anywhere from one to three icons that correspond to the classic verbs look, take, and use. Your inventory, meanwhile, lives in an expandable drawer just off the left of the screen.

Expect most of these inventory slots to be filled toward the end of the game.

Disappointing

It’s a huge shame that a mechanically-competent adventure title is so stilted by poor writing, illogical puzzle design, and a terrible translation. The Great Fusion isn’t a bad game, but it’s mediocre on so many levels that you don’t have much motivation to push through for the few shining lights.
If you’re desperate for an old-school adventure, give it a try. But you’d be better off installingScummVM and replaying the classics, or picking up the Android port of the excellent Broken Sword.
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