Tagged: physics

Done Playing: Disassembly 3D FREE (iOS)

There’s something appealing to me about interacting with real world objects in a virtual space beyond the typical violent interactions of most games. I’m a big fan of Secret Exit’s Zen Bound series in which you attain enlightenment by wrapping rope around wooden blocks. Disassembly 3D scratches that same itch for me only the enlightenment and reward comes from taking apart consumer electronics.

There are loads of similar apps on iOS to replicate the field stripping of guns but it’s the more mundane nature of Disassembly’s objects that grabbed me. For free you can disassemble a dresser, a desk lamp, and a speaker with paid unlocks for objects ranging from desk chairs to bicycles all the way up to a house. Pinching to zoom and swiping around to move the camera you’ll remove screws and switches, pull things apart and toss them around the room, and watch them animate. There isn’t a lot to see in the free objects but on the more advanced stuff you can simply watch doors and levers operate, mess with the fluid physics of a shower head, figure out the combination to a safe and poke at the gears and pedals of a bike.

Completing each “stage” unlocks bomb mode that lets you explode the object at will the next time you load it up. I derived an immense sense of satisfaction from gently opening the dresser drawer, putting a lit bomb inside, closing it and watching the thing disassemble itself in slow motion. I then derived that same sense of satisfaction four or five more times in a row.

Manipulating the camera is a little finicky at times and I had to zoom way, WAY in to get some of the parts out but for free it presents a fun and unique experience for anyone who likes to play with real-time physics or putting furniture together. I enjoy both so maybe I got more out of Disassembly 3D than most will but I still say it’s worth checking out if you’ve got an iDevice.

This review was originally posted at PEGreviews.com which is currently on hiatus

Max and the Magic Marker combines platforming with Crayon Physics

It looks like a combination of platforming and Crayon Physics and after I found the game’s homepage and played the Unity-powered demo that’s exactly how I’d describe it. You most definitely do all the platforming and physics doodling yourself and can even pause time to set up simple see-saws as well as complex Rube Goldberg-ian devices.

Max and the Magic Marker hits WiiWare here in the U.S. sometime this quarter and though even the web demo is built really well and tweaked my brain a few times, I’m not sure if I’ll be going in for the full game.  It’s a really successful pairing of the two genres and looks to have that same hand-drawn charm of Scribblenauts, I just don’t know if I’m still interested in puzzling my way through a physics adventure anymore.

Done Playing: Fantastic Contraption

LittleBigPlanet is now one week away. One week further away than originally intended, unfortunately. Passing the time from now until then doesn’t have to be a total loss, fortunately. If you’ve never played it yet, Fantastic Contraption (FC) is a wonderful way to pass the time. FC is a free web browser game. Like most free games of this nature, it’s very simple, at least at first glance. The goal is to move an object, a red ball or square, from one area to another. How you get it to move is entirely up to your imagination.

You’re given a small area to build in. Within that area, you can use a limited set of tools to build. Various rods and wheels can be bound together in just a few ways. At first, it doesn’t seem like there’s much to it, and indeed for the first few levels, you can complete the challenges with very rudimentary contraptions, such as a rotating wheel that simply drags the red ball over to the goal. It doesn’t take long for the game to get very tricky, so don’t get too proud of yourself. Some levels will seem to be impossible at first. You could very well end up spending a whole day just trying to get past one level.

Despite the challenge, the game is incredibly fun. There’s virtually no limit to how many pieces you can string together. It doesn’t take long to realize you can build catapults, tanks, elaborate machines, and anything else your mind can conjure up. The game has the effect of taking you back to your childhood, where you could turn a few Lego blocks into just about anything your imagination wanted them to be.

There are only 21 levels to the game. If you want more, or the ability to create more, the creator only asks for $10. Even without paying, there’s nearly limitless appeal to the game. Once you’ve wrapped your head around a level and moved on to the next, you can go back and look at all of the creations other players built to get past that challenge. Some of the solutions other people have come up with are ridiculous and insanely complex, others are so simple that you’ll laugh at their efficiency.

All in all, Fantastic Contraption is a perfect gateway for LittleBigPlanet. FC helps unlock the creative juices of our inner-mechanics and helps us come up with new, sometimes bizarre, methods to overcome simple problems. I can’t wait to apply what I’ve learned from this game to LittleBigPlanet. Check on the image below to see one of the solutions I came up with to get the red ball across a gap. Keep in mind that you can not build anything outside of the blue zone.

As soon as the machine starts, the pink wheel rotates counter-clockwise, while the vertical plank on the right side falls to the forces of gravity. The rods attached to the pink wheel eventually strike the red ball, causing it to shoot up the descending drawbridge. The bridge finally falls into place, conveniently covering up the gap. The red ball continues due to its momentum and rolls into the Goal zone. This is just one solution; there are an infinite number of ways this level could be completed.

Done Playing: Fracture Demo (Xbox 360)

For all its terrain deformation and “cutting edge” technology, Fracture immediately reminds me of the old Xbox game, Pariah. If you don’t remember that first-person shooter it’s probably because you got it confused with every other sci-fi FPS from the early 2000’s. The problem with both games is that they try to pack in every popular action game cliche and wind up being completely unmemorable for it. Let’s do the Fracture game design checklist:

  • Emo sci-fi commando: Check!
  • Shiny metal body armor with regenerative shields: Check!
  • Two-weapons-at-a-time combat: Check!
  • Shaky over-the-shoulder perspective: Check!
  • Genetically enhanced enemy soliders: Check!

Seriously, the list just keeps going. Where Pariah was an uninspired Halo clone, Fracture is an uninspired Gears of War clone. Yes, it has mildly interesting terrain deformation that would’ve been mind-blowing in 2005 but even in the demo it boils down to guns and grenades. The only difference here is that the explosions deform the terrain, but the results are the same as any other game: exploded enemies.

I was more intrigued by the setting which sees you traipsing through Alcatraz — wait for it — in the far-flung future where the San Francisco bay is dried up and the Golden Gate Bridge spans over a forest! But the story built around this retro-future landscape quickly finds its way back to the narrow and well-trodden path of sci-fi action cliche. A disillusioned good guy has rebelled against the other good guys and is now fighting a guerrilla war with his genetically modified super soldiers.

It’s so uninteresting that I can’t even see myself renting it; I could barely finish the demo. Sorry LucasArts, I’ll save my cash for that mysterious new Indiana Jones game (or another Maniac Mansion).