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Xbox 360 Review: Gyromancer

by nestlekwik 9. March 2010 07:34
It seems you can’t release a puzzle game anymore without having some sort secondary genre gimmick, and the newest puzzle and RPG hybrid comes from the combined efforts of a company known for casual puzzlers and another company that is most certainly known for its RPG titles. PopCap and Square Enix have teamed up for a new downloadable effort entitled Gyromancer, and given this team up, players are certainly expecting great things to be birthed from this collaboration. While the initial concept is hardly original, these companies’ new spin on the hybrid effort pieces together with far more pros than cons, resulting in a title that doesn’t just copy the full Puzzle Quest formula.

In Gyromancer, players assume the role of Rivel, a beast summoner on a quest through Aldemona Wood. Of course, the quest hardly plays out smoothly and Rivel runs into resistance, and in typical RPG fashion, he becomes involved in a larger plot. The story progresses at the beginning and end of each stage along with dialog at specific encounters. Overall, the scripting is handled fairly well and the splashes of “Ye ole English” give the dialog a bit of a unique flair; however, every bit of story is handled with static portraits that rarely change to show emotions and action. Also, even though I enjoy the classic dialog style, I could imagine some players would find it hard to follow, and there were a few portions of the story that I found confusing due to the story flow and the methods used to tell the story. The storyline is standard fare for any RPG title, however, the way it is told lacks any sort of polish outside of dialect – some animations, brief cutscenes, more backgrounds, more portraits, small voice clips or really just anything in this vein would have thrust the storytelling to a much higher score. This is especially true since the single player storyline is the only mode Gyromancer has to cling to. While players can unlock “gauntlets” of enemies to run through, there is no free play or multiplayer to speak of, which is undoubtedly the title’s most glaring weakness.

Fortunately, aside from the blatant lack of originality I’ve already touched on, everything else proves to be a much better experience for players. While most of the game’s visuals are static, they are very well done, featuring a fantasy theme that one might say is comparable to the art from Magic: The Gathering. It works extremely well in context, and each character and beast is drawn in extravagant detail. However, again, the glaring lack of animation in most of the art really works against the visuals. The map screens literally looks like a player is moving a game piece on a game board, leaving most of the graphical punch to rely on the bursts and flashes of lighting seen when players trigger switches or similar events on the map. Even in battle, attacks are given the same treatment, with the beast/character portraits never animating or featuring different stills to convey actions, pain, fatigue or victory. The bottom line is the visuals provided in Gyromancer are very well defined, however, they are just never given the chance to truly shine due to their repetition – even some minor animations and alternate portraits could have raised the graphics score into the INCREDIBLE or above territory, because the drawings are, in fact, that well done.

Not only is Gyromancer great on the eyes, but the sound also comes through to round out a satisfying presentation. Anyone who has picked up a puzzle-RPG hybrid should know what to expect from Gryomancer’s sound effects, which mostly come from your basic puzzle game effects of rotating pieces, the bursting of gems and the jingles associated with navigating menus. Gyromancer takes it a bit further, with sound effects that reflect nature elements based on the affinity of a given attack, and appropriate music accompanies every scenario in the game. Players are welcomed to the game with a loud, epic sounding piece, the story-based and map segments are appropriately calm, and the strength of the enemy determines how intense the music is. For a game of this nature, there is a surprising sampling of tunes, and each is used at very appropriate times.


Honestly, there isn’t much novelty to the gameplay, however, that isn’t to say players won’t have an engaging and fun experience with Gyromancer. Not only will the theme be familiar to anyone that has picked up a title such as Puzzle Quest, but the basic mechanic implemented for the puzzle gameplay is a pound for pound recreation of Bejweled Twist, courtesy of PopCap. For those not in the know, Twist follows the same match-three mechanics as Bejeweled, however, players position four jewels at the same time and movements may only be made in a clockwise rotation, which really limits the player’s options and adds challenge to the game. In Gyromancer, of course, this formula has been expanded upon – matching jewels adds juice to your beast’s three attacks, and by filling up an attack, a jewel on the playfield is sparked with energy. Grouping this sparked jewel in a match inflicts damage to your opponent. Of course, players are facing off against an enemy and, as such, every single move made by a player juices up their attack meters, and when an enemy meter fills, a jewel is ignited with enemy energy, leaving a player with seven turns to remove it from the playfield before the attack damages them.

Everything starts off simple enough – players are positioned on simple maps with little room for exploration against standard enemies with very little to worry about in regard to penalties. While on maps, players can move one space at a time. Moving onto the same space as a skull thrusts players into a minor battle, players are shown a full beast skeleton that shows where that level’s boss is, fountains restore some of your beasts’ health and there are code icons which allow players to purchase new forms of beasts in a shop. As players progress though, they will run into roadblocks that have players solving a puzzle (such as clear x amount of jewels at the same time, make an x chain, etc.) in order to proceed, certain spaces on the map will force players to automatically move in a specific direction, enemy spawn points will appear with mini-boss characters and more. Even in the battles, enemies will throw a bunch of tricks at you, locking jewels in place, turning jewels into useless rock pieces and more. Fortunately, more tricks become available to players as well, as they come across items that allow them to rotate counter-clockwise for one turn, reset buffers and more. Obviously, as players progress, the game gives them a Pokemon vibe of “gotta catch them all,” offering up a number of beast types with three different evolutions each to provide more powerful forms that give players a chance on the later levels.

As such, while some players may find the game to be insultingly easy in the beginning, the pace definitely picks up, providing some thought-provoking challenge, especially when players begin being severely punished for taking turns that do not clear jewels from the field. It may take a few stages too long to really pick up, but once players dive into all of the nuances that makes Gyromancer so much different than other titles in the genre, that’s the point where the title becomes the most addictive and rewarding. All of the controls are simple in puzzle game fashion, but the actual mechanics surrounding them is what makes the game so intricate. Even so, there are some safeguards that allows less skilled players to manage in the game, with indicators notifying players of possible matches when they are stuck and at any time on the map or in battle, players can press a help button to allow them to highlight anything of note on the screen for a description. While puzzle veterans might feel the game takes a tad too long to get to the meat of the meal, these mechanics should be more than enough to ease anyone into the game in preparation for when the challenge starts to kick in.

While the title sounds like a straightforward puzzle romp through more than ten levels, Gyromancer does a lot to encourage players to revisit levels a number of times, and the scope of hidden items and multiple paths on the maps should have players coming back to them time and time again. Not only will players have to take part in a number of battles to keep their beasts leveled up, but in nearly every map, defeating the boss opens up a locked path that takes players to new sections of the level that can be nearly the size of the original level. This encourages players to revisit the level to find a large number of new beast codes, items and gil. Not only do the new areas open up, but each level features a lineup of “achievements.” Defeating the boss character unlocks the first achievement, but players will have to go back and take out the mini-bosses, find four codes per stage, score x amounts of points and more to have a complete 100 percent clearing of the level. As I’ve mentioned earlier, players will also unlock a “gauntlet” lineup of monsters, which is the closest Gyromancer comes to offering a type of free play mode, so PopCap and Square Enix has implemented a number of mechanics to keep players coming back time and again, and very little of these mechanics seem forced or cheap.


Overall, the companies have seemingly combined the puzzle, RPG and monster management genres all into one, satisfying package. There is a ton to do and see, and in my experience, I found a good amount of challenge to the title. Since the CPU has no active turns, getting damaged was less a matter of the computer taking the best possible move every time combined with luck; here, the player’s skill (well, yes, along with some luck) is the determining factor in what plays out in Gyromancer. Most of the downsides to the title amount to a lack of polish to the solid mechanics implemented in the title, but the full package is a welcome addition to the Xbox LIVE Arcade library. The mash of themes should be appealing to anyone looking for a solid puzzler and although most of what is presented is hardly original, there are a number of small additions to keep Gyromancer fresh and a worthy purchase. While the lack of a multiplayer or online component is disheartening, what the title does offer will keep dedicated puzzle fans tied to the system for a number of hours.

GemuBaka Final Review Score: 4 of 5

Gyromancer hits the ball out of the park in every department a puzzle game should – the challenging mechanics and rewards make the title addictive and there is a score of replayability in this seemingly simple title. You’ll find some kinks in the game’s storytelling and the title is far from original, but PopCap and Square Enix have managed to craft an extremely solid downloadable title. Some lack of polish and slow initial pacing hold the title back just a tad, but once players dive into the meat of the game, it becomes very hard to put the controller down. At the heart of the title is a total recreation of Bejeweled Twist, but the tweaks and additions make Gyromancer a very intriguing title that can hold players’ attentions for hours at a time.

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Reviews | Review: Xbox LIVE Arcade

Xbox 360 Review: Gyromancer

by nestlekwik 9. March 2010 07:34
It seems you can’t release a puzzle game anymore without having some sort secondary genre gimmick, and the newest puzzle and RPG hybrid comes from the combined efforts of a company known for casual puzzlers and another company that is most certainly known for its RPG titles. PopCap and Square Enix have teamed up for a new downloadable effort entitled Gyromancer, and given this team up, players are certainly expecting great things to be birthed from this collaboration. While the initial concept is hardly original, these companies’ new spin on the hybrid effort pieces together with far more pros than cons, resulting in a title that doesn’t just copy the full Puzzle Quest formula.

In Gyromancer, players assume the role of Rivel, a beast summoner on a quest through Aldemona Wood. Of course, the quest hardly plays out smoothly and Rivel runs into resistance, and in typical RPG fashion, he becomes involved in a larger plot. The story progresses at the beginning and end of each stage along with dialog at specific encounters. Overall, the scripting is handled fairly well and the splashes of “Ye ole English” give the dialog a bit of a unique flair; however, every bit of story is handled with static portraits that rarely change to show emotions and action. Also, even though I enjoy the classic dialog style, I could imagine some players would find it hard to follow, and there were a few portions of the story that I found confusing due to the story flow and the methods used to tell the story. The storyline is standard fare for any RPG title, however, the way it is told lacks any sort of polish outside of dialect – some animations, brief cutscenes, more backgrounds, more portraits, small voice clips or really just anything in this vein would have thrust the storytelling to a much higher score. This is especially true since the single player storyline is the only mode Gyromancer has to cling to. While players can unlock “gauntlets” of enemies to run through, there is no free play or multiplayer to speak of, which is undoubtedly the title’s most glaring weakness.

Fortunately, aside from the blatant lack of originality I’ve already touched on, everything else proves to be a much better experience for players. While most of the game’s visuals are static, they are very well done, featuring a fantasy theme that one might say is comparable to the art from Magic: The Gathering. It works extremely well in context, and each character and beast is drawn in extravagant detail. However, again, the glaring lack of animation in most of the art really works against the visuals. The map screens literally looks like a player is moving a game piece on a game board, leaving most of the graphical punch to rely on the bursts and flashes of lighting seen when players trigger switches or similar events on the map. Even in battle, attacks are given the same treatment, with the beast/character portraits never animating or featuring different stills to convey actions, pain, fatigue or victory. The bottom line is the visuals provided in Gyromancer are very well defined, however, they are just never given the chance to truly shine due to their repetition – even some minor animations and alternate portraits could have raised the graphics score into the INCREDIBLE or above territory, because the drawings are, in fact, that well done.

Not only is Gyromancer great on the eyes, but the sound also comes through to round out a satisfying presentation. Anyone who has picked up a puzzle-RPG hybrid should know what to expect from Gryomancer’s sound effects, which mostly come from your basic puzzle game effects of rotating pieces, the bursting of gems and the jingles associated with navigating menus. Gyromancer takes it a bit further, with sound effects that reflect nature elements based on the affinity of a given attack, and appropriate music accompanies every scenario in the game. Players are welcomed to the game with a loud, epic sounding piece, the story-based and map segments are appropriately calm, and the strength of the enemy determines how intense the music is. For a game of this nature, there is a surprising sampling of tunes, and each is used at very appropriate times.

Honestly, there isn’t much novelty to the gameplay, however, that isn’t to say players won’t have an engaging and fun experience with Gyromancer. Not only will the theme be familiar to anyone that has picked up a title such as Puzzle Quest, but the basic mechanic implemented for the puzzle gameplay is a pound for pound recreation of Bejweled Twist, courtesy of PopCap. For those not in the know, Twist follows the same match-three mechanics as Bejeweled, however, players position four jewels at the same time and movements may only be made in a clockwise rotation, which really limits the player’s options and adds challenge to the game. In Gyromancer, of course, this formula has been expanded upon – matching jewels adds juice to your beast’s three attacks, and by filling up an attack, a jewel on the playfield is sparked with energy. Grouping this sparked jewel in a match inflicts damage to your opponent. Of course, players are facing off against an enemy and, as such, every single move made by a player juices up their attack meters, and when an enemy meter fills, a jewel is ignited with enemy energy, leaving a player with seven turns to remove it from the playfield before the attack damages them.

Everything starts off simple enough – players are positioned on simple maps with little room for exploration against standard enemies with very little to worry about in regard to penalties. While on maps, players can move one space at a time. Moving onto the same space as a skull thrusts players into a minor battle, players are shown a full beast skeleton that shows where that level’s boss is, fountains restore some of your beasts’ health and there are code icons which allow players to purchase new forms of beasts in a shop. As players progress though, they will run into roadblocks that have players solving a puzzle (such as clear x amount of jewels at the same time, make an x chain, etc.) in order to proceed, certain spaces on the map will force players to automatically move in a specific direction, enemy spawn points will appear with mini-boss characters and more. Even in the battles, enemies will throw a bunch of tricks at you, locking jewels in place, turning jewels into useless rock pieces and more. Fortunately, more tricks become available to players as well, as they come across items that allow them to rotate counter-clockwise for one turn, reset buffers and more. Obviously, as players progress, the game gives them a Pokemon vibe of “gotta catch them all,” offering up a number of beast types with three different evolutions each to provide more powerful forms that give players a chance on the later levels.

As such, while some players may find the game to be insultingly easy in the beginning, the pace definitely picks up, providing some thought-provoking challenge, especially when players begin being severely punished for taking turns that do not clear jewels from the field. It may take a few stages too long to really pick up, but once players dive into all of the nuances that makes Gyromancer so much different than other titles in the genre, that’s the point where the title becomes the most addictive and rewarding. All of the controls are simple in puzzle game fashion, but the actual mechanics surrounding them is what makes the game so intricate. Even so, there are some safeguards that allows less skilled players to manage in the game, with indicators notifying players of possible matches when they are stuck and at any time on the map or in battle, players can press a help button to allow them to highlight anything of note on the screen for a description. While puzzle veterans might feel the game takes a tad too long to get to the meat of the meal, these mechanics should be more than enough to ease anyone into the game in preparation for when the challenge starts to kick in.

While the title sounds like a straightforward puzzle romp through more than ten levels, Gyromancer does a lot to encourage players to revisit levels a number of times, and the scope of hidden items and multiple paths on the maps should have players coming back to them time and time again. Not only will players have to take part in a number of battles to keep their beasts leveled up, but in nearly every map, defeating the boss opens up a locked path that takes players to new sections of the level that can be nearly the size of the original level. This encourages players to revisit the level to find a large number of new beast codes, items and gil. Not only do the new areas open up, but each level features a lineup of “achievements.” Defeating the boss character unlocks the first achievement, but players will have to go back and take out the mini-bosses, find four codes per stage, score x amounts of points and more to have a complete 100 percent clearing of the level. As I’ve mentioned earlier, players will also unlock a “gauntlet” lineup of monsters, which is the closest Gyromancer comes to offering a type of free play mode, so PopCap and Square Enix has implemented a number of mechanics to keep players coming back time and again, and very little of these mechanics seem forced or cheap.

Overall, the companies have seemingly combined the puzzle, RPG and monster management genres all into one, satisfying package. There is a ton to do and see, and in my experience, I found a good amount of challenge to the title. Since the CPU has no active turns, getting damaged was less a matter of the computer taking the best possible move every time combined with luck; here, the player’s skill (well, yes, along with some luck) is the determining factor in what plays out in Gyromancer. Most of the downsides to the title amount to a lack of polish to the solid mechanics implemented in the title, but the full package is a welcome addition to the Xbox LIVE Arcade library. The mash of themes should be appealing to anyone looking for a solid puzzler and although most of what is presented is hardly original, there are a number of small additions to keep Gyromancer fresh and a worthy purchase. While the lack of a multiplayer or online component is disheartening, what the title does offer will keep dedicated puzzle fans tied to the system for a number of hours.

GemuBaka Final Review Score: 4 of 5

Gyromancer hits the ball out of the park in every department a puzzle game should – the challenging mechanics and rewards make the title addictive and there is a score of replayability in this seemingly simple title. You’ll find some kinks in the game’s storytelling and the title is far from original, but PopCap and Square Enix have managed to craft an extremely solid downloadable title. Some lack of polish and slow initial pacing hold the title back just a tad, but once players dive into the meat of the game, it becomes very hard to put the controller down. At the heart of the title is a total recreation of Bejeweled Twist, but the tweaks and additions make Gyromancer a very intriguing title that can hold players’ attentions for hours at a time.

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Xbox 360 Review: Gyromancer

by nestlekwik 9. March 2010 06:54
It seems you can’t release a puzzle game anymore without having some sort secondary genre gimmick, and the newest puzzle and RPG hybrid comes from the combined efforts of a company known for casual puzzlers and another company that is most certainly known for its RPG titles. PopCap and Square Enix have teamed up for a new downloadable effort entitled Gyromancer, and given this team up, players are certainly expecting great things to be birthed from this collaboration. While the initial concept is hardly original, these companies’ new spin on the hybrid effort pieces together with far more pros than cons, resulting in a title that doesn’t just copy the full Puzzle Quest formula.

In Gyromancer, players assume the role of Rivel, a beast summoner on a quest through Aldemona Wood. Of course, the quest hardly plays out smoothly and Rivel runs into resistance, and in typical RPG fashion, he becomes involved in a larger plot. The story progresses at the beginning and end of each stage along with dialog at specific encounters. Overall, the scripting is handled fairly well and the splashes of “Ye ole English” give the dialog a bit of a unique flair; however, every bit of story is handled with static portraits that rarely change to show emotions and action. Also, even though I enjoy the classic dialog style, I could imagine some players would find it hard to follow, and there were a few portions of the story that I found confusing due to the story flow and the methods used to tell the story. The storyline is standard fare for any RPG title, however, the way it is told lacks any sort of polish outside of dialect – some animations, brief cutscenes, more backgrounds, more portraits, small voice clips or really just anything in this vein would have thrust the storytelling to a much higher score. This is especially true since the single player storyline is the only mode Gyromancer has to cling to. While players can unlock “gauntlets” of enemies to run through, there is no free play or multiplayer to speak of, which is undoubtedly the title’s most glaring weakness.

Fortunately, aside from the blatant lack of originality I’ve already touched on, everything else proves to be a much better experience for players. While most of the game’s visuals are static, they are very well done, featuring a fantasy theme that one might say is comparable to the art from Magic: The Gathering. It works extremely well in context, and each character and beast is drawn in extravagant detail. However, again, the glaring lack of animation in most of the art really works against the visuals. The map screens literally looks like a player is moving a game piece on a game board, leaving most of the graphical punch to rely on the bursts and flashes of lighting seen when players trigger switches or similar events on the map. Even in battle, attacks are given the same treatment, with the beast/character portraits never animating or featuring different stills to convey actions, pain, fatigue or victory. The bottom line is the visuals provided in Gyromancer are very well defined, however, they are just never given the chance to truly shine due to their repetition – even some minor animations and alternate portraits could have raised the graphics score into the INCREDIBLE or above territory, because the drawings are, in fact, that well done.

Not only is Gyromancer great on the eyes, but the sound also comes through to round out a satisfying presentation. Anyone who has picked up a puzzle-RPG hybrid should know what to expect from Gryomancer’s sound effects, which mostly come from your basic puzzle game effects of rotating pieces, the bursting of gems and the jingles associated with navigating menus. Gyromancer takes it a bit further, with sound effects that reflect nature elements based on the affinity of a given attack, and appropriate music accompanies every scenario in the game. Players are welcomed to the game with a loud, epic sounding piece, the story-based and map segments are appropriately calm, and the strength of the enemy determines how intense the music is. For a game of this nature, there is a surprising sampling of tunes, and each is used at very appropriate times.

Honestly, there isn’t much novelty to the gameplay, however, that isn’t to say players won’t have an engaging and fun experience with Gyromancer. Not only will the theme be familiar to anyone that has picked up a title such as Puzzle Quest, but the basic mechanic implemented for the puzzle gameplay is a pound for pound recreation of Bejweled Twist, courtesy of PopCap. For those not in the know, Twist follows the same match-three mechanics as Bejeweled, however, players position four jewels at the same time and movements may only be made in a clockwise rotation, which really limits the player’s options and adds challenge to the game. In Gyromancer, of course, this formula has been expanded upon – matching jewels adds juice to your beast’s three attacks, and by filling up an attack, a jewel on the playfield is sparked with energy. Grouping this sparked jewel in a match inflicts damage to your opponent. Of course, players are facing off against an enemy and, as such, every single move made by a player juices up their attack meters, and when an enemy meter fills, a jewel is ignited with enemy energy, leaving a player with seven turns to remove it from the playfield before the attack damages them.

Everything starts off simple enough – players are positioned on simple maps with little room for exploration against standard enemies with very little to worry about in regard to penalties. While on maps, players can move one space at a time. Moving onto the same space as a skull thrusts players into a minor battle, players are shown a full beast skeleton that shows where that level’s boss is, fountains restore some of your beasts’ health and there are code icons which allow players to purchase new forms of beasts in a shop. As players progress though, they will run into roadblocks that have players solving a puzzle (such as clear x amount of jewels at the same time, make an x chain, etc.) in order to proceed, certain spaces on the map will force players to automatically move in a specific direction, enemy spawn points will appear with mini-boss characters and more. Even in the battles, enemies will throw a bunch of tricks at you, locking jewels in place, turning jewels into useless rock pieces and more. Fortunately, more tricks become available to players as well, as they come across items that allow them to rotate counter-clockwise for one turn, reset buffers and more. Obviously, as players progress, the game gives them a Pokemon vibe of “gotta catch them all,” offering up a number of beast types with three different evolutions each to provide more powerful forms that give players a chance on the later levels.

As such, while some players may find the game to be insultingly easy in the beginning, the pace definitely picks up, providing some thought-provoking challenge, especially when players begin being severely punished for taking turns that do not clear jewels from the field. It may take a few stages too long to really pick up, but once players dive into all of the nuances that makes Gyromancer so much different than other titles in the genre, that’s the point where the title becomes the most addictive and rewarding. All of the controls are simple in puzzle game fashion, but the actual mechanics surrounding them is what makes the game so intricate. Even so, there are some safeguards that allows less skilled players to manage in the game, with indicators notifying players of possible matches when they are stuck and at any time on the map or in battle, players can press a help button to allow them to highlight anything of note on the screen for a description. While puzzle veterans might feel the game takes a tad too long to get to the meat of the meal, these mechanics should be more than enough to ease anyone into the game in preparation for when the challenge starts to kick in.

While the title sounds like a straightforward puzzle romp through more than ten levels, Gyromancer does a lot to encourage players to revisit levels a number of times, and the scope of hidden items and multiple paths on the maps should have players coming back to them time and time again. Not only will players have to take part in a number of battles to keep their beasts leveled up, but in nearly every map, defeating the boss opens up a locked path that takes players to new sections of the level that can be nearly the size of the original level. This encourages players to revisit the level to find a large number of new beast codes, items and gil. Not only do the new areas open up, but each level features a lineup of “achievements.” Defeating the boss character unlocks the first achievement, but players will have to go back and take out the mini-bosses, find four codes per stage, score x amounts of points and more to have a complete 100 percent clearing of the level. As I’ve mentioned earlier, players will also unlock a “gauntlet” lineup of monsters, which is the closest Gyromancer comes to offering a type of free play mode, so PopCap and Square Enix has implemented a number of mechanics to keep players coming back time and again, and very little of these mechanics seem forced or cheap.

Overall, the companies have seemingly combined the puzzle, RPG and monster management genres all into one, satisfying package. There is a ton to do and see, and in my experience, I found a good amount of challenge to the title. Since the CPU has no active turns, getting damaged was less a matter of the computer taking the best possible move every time combined with luck; here, the player’s skill (well, yes, along with some luck) is the determining factor in what plays out in Gyromancer. Most of the downsides to the title amount to a lack of polish to the solid mechanics implemented in the title, but the full package is a welcome addition to the Xbox LIVE Arcade library. The mash of themes should be appealing to anyone looking for a solid puzzler and although most of what is presented is hardly original, there are a number of small additions to keep Gyromancer fresh and a worthy purchase. While the lack of a multiplayer or online component is disheartening, what the title does offer will keep dedicated puzzle fans tied to the system for a number of hours.

GemuBaka Final Review Score: 4 of 5

Gyromancer hits the ball out of the park in every department a puzzle game should – the challenging mechanics and rewards make the title addictive and there is a score of replayability in this seemingly simple title. You’ll find some kinks in the game’s storytelling and the title is far from original, but PopCap and Square Enix have managed to craft an extremely solid downloadable title. Some lack of polish and slow initial pacing hold the title back just a tad, but once players dive into the meat of the game, it becomes very hard to put the controller down. At the heart of the title is a total recreation of Bejeweled Twist, but the tweaks and additions make Gyromancer a very intriguing title that can hold players’ attentions for hours at a time.

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Interview: Paul Bellezza on P.B. Winterbottom

by nestlekwik 26. February 2010 03:54

Originally posted at Diehard GameFAN

The path from independent to retail is a long and selective journey, but given the resources available to aspiring developers today, we are seeing a resurgence in original ideas akin to when computer games could be written by a couple of programmers on a computer in a garage. While the advance in technology has made the “garage studio” model extremely difficult, it certainly isn’t impossible, and today’s up-and-coming developers are finding ways to battle the hardships involved in the process. Tomorrow, gamers will be able to get their hands on the results of the newest rise of the independent game, The Misadventures of P.B. Winterbottom.

P.B. Winterbottom comes from the minds of graduates of the University of Southern California’s Interactive Media MFA program. In 2008, the Odd Gentlemen started off as an independent studio founded by Matt Korba and Paul Bellezza. Now in 2010, they are setting out to expand their mission of making experimental games. The first of these titles is a re-imagining of P.B. Winterbottom, set to be expanded and improved upon thanks to the Xbox 360 hardware and published courtesy of 2K Play. The publisher has taken a recent effort to expand on its portfolio with key downloadable titles on the Xbox LIVE Arcade format and so far, P.B. Winterbottom is looking like a perfect, and surely an original, addition to the service.

Hot off the heels of the development of The Misadventures of P.B. Winterbottom, The Odd Gentlemen co-founder Paul Bellezza took some time out of his schedule to answer some questions in regard to the game and its development, The Odd Gentlemen, what it was like to develop games independently, what the future holds for the company and more. We figured someone whose initials were P.B. would give us the best insight on The Misadventures of P.B. Winterbottom (although we had to lock up all of our pies), so please continue reading as we examine the past, present and future with Paul Bellezza:

DHGF: To set the stage for those not in the know, can you introduce The Misadventures of P.B. Winterbottom to our readers and describe what makes the title a unique experience?

Paul Bellezza: The Misadventures of P.B. Winterbottom is a 2-D side scrolling puzzle platformer starting the nefarious P.B. Winterbottom – pie thief extraordinaire. The game takes place in a macabre silent film inspired universe and involves Winterbottom’s quest to chase the elusive Chronoberry Pie, which has caused P.B. to become unstuck in time. Because of this, Winterbottom receives the ability to record any of his actions and spawn time clones that repeat his previous actions. With the help of these time clones, Winterbottom can stand on his own head to get to higher places, smack himself or his clones with his umbrella, which is a launching mechanism, and can be in multiple places at once. All of these tricks are good for one thing: Nabbing delicious pie.


DHGF: P.B. Winterbottom’s noir motif definitely gives the title a unique identity. What are your concerns in regard to current gamers being “spoiled” on today’s visuals? What kind of challenges did producing the title in this art form produce?

P.B.: In this current generation of consoles, the march over the uncanny valley is expensive, draining and consists of mostly green and brown color palettes. We don’t care about creating visuals that are photo real. We feel we get enough of that in the real world. We’d much rather create stylized worlds that are bent, twisted and fantastical as these are the types of places we dreamed of as children. These are the worlds that suit the games we want to make.

In terms of Winterbottom’s development, we were able to create our aesthetic by modeling all of our assets in 3-D with global illumination, exporting them to 2-D and then painting them over. While we were able to create a one-of-a-kind look, it’s the most inefficient art pipeline ever. In essence, each puzzle scenario has as much detail as a movie set. It was a balancing act trying to keep the bar of high quality up during production. Stylized art is hard work but it tends to age better in the long run. Games from the PlayStation One 3-D era were cutting edge at one point but, by today’s standards, they are unsightly.

Now that’s not to say we don’t appreciate the glitz and glamour of today’s modern games. Uncharted 2 is one of our favorites. We just don’t have an interest in making worlds that utilize that style.

DHGF: Can you expand on the game’s silent movie inspiration? Were there any silent films or actors from the time period that directly inspired P.B. Winterbottom?

P.B.: We’re fans of Charlie Chaplin, Harold Lloyd and Buster Keaton. There are several segments in the game that are heavily inspired by Harold Lloyd’s Safety Last and Buster Keaton’s Sherlock Jr. A Trip to the Moon, The Cabinet of Dr. Caligari and Metropolis inspired us as well.

DHGF: The original development page for the title shows a number of concepts for the P.B. Winterbottom character. Can you reflect on the evolution and creation of the character? How did you know when you finally had exactly what you wanted in the character?

Paul: Our creative director, Matt Korba, modeled and animated the first version of Winterbottom, which we used in the student version of the game. Even in the student project, Winterbottom went through a few transitions. We knew we wanted him to creep around in a gremlin-like manner while keeping an air of dignity around him. When we started the commercial version of Winterbottom, we set out to revamp the character for HD. With the help of our concept artist, Vincent Perea, we began rethinking him. We added more details to his face and attire and got him re-modeled and running in the game world. Several months later, Matt Clausen, along with Korba, decided we wanted to revamp him a third time. In this final pass, we gave him a new color treatment and added extra details like black shadows around his eyes, while reshaping his head to make for a better platform. We almost didn’t have enough time to get the final version in the game but once we got a set of test frames into the game itself, we knew he was where we wanted him to be.


DHGF: So far, the title seems like a pretty big victory for The Odd Gentlemen. What was your initial reaction to a publisher such as 2K Play being interested in your title? What kind of a process was involved in going from an independent effort to a spotlighted retail release?

P.B.: The whole journey has been an amazing but surreal journey for us. We never had any inclination that this would turn into a full-fledged downloadable console title. As students, we were only interested in making the best game that we could make. The real turning point for us was when the game earned entrance into the Independent Games Festival at GDC 2008. Demoing the game on the show floor at GDC opened up a ton of doors for us. We met every major publisher in the industry and garnered attention from the gaming press. 2K Play was one of the first publishers we spoke with and from the get-go they made it clear that they would support our creative vision for the game. After signing with 2K, they provided us with tools and resources to get our studio up and running. It has been very collaborative, as they’ve worked with us to develop a schedule that would best suit the development of the project. All in all, it’s been a smooth working relationship.

DHGF: Do you think P.B. Winterbottom would have had the same appeal if it would have been built in the suggested Ogre 3D, as a postmortem for the USC thesis build indicated? What is it about the differences between 2-D and 3-D that you feel defines a game and how it is approached and developed?

P.B.:To be frank, we couldn’t have pulled off the look we have achieved with The Misadventures of P.B. Winterbottom for XBLA if we used Ogre 3D. The type of shading and lighting used to make our models just wouldn’t have been possible to do “live.” Furthermore, we were interested in making a puzzle platformer and a 2-D plane was the way we envisioned the game happening. As a puzzle game, we wanted the player to be able to see the problem they were facing in one shot. Were it in 3-D, the puzzles would have required a different type of design that wouldn’t necessarily work the same way. So the decision to design the game for a 2-D perspective was a deliberate design choice.

DHGF: What aspects of the game were made possible through Xbox development as opposed to the Adobe Flash format utilized originally?

P.B.: Developing the game on the Xbox gave us more raw power than what was available to us in Flash. Therefore, we got more clones on the screen, higher-resolution assets and less slowdown.


DHGF: With the original product, were there any instances or comments that still stick out in your mind when the game was showcased at the Independent Games Festival 2008?

P.B.: The critical response was overwhelming. I don’t think anything else will compare … well, maybe upgrading my 1999 Chevy Prism to a non-broken, smelly car will … but nothing else.

DHGF: What does it mean to you as an independent developer to have the awards and press you’ve been receiving thus far?

Paul: I felt honored by the warm reception we received from the gaming press and industry. When we were at E3 2008 with Indiecade, we received several E3 award nominations. We were flabbergasted that our little student Flash game were uttered in the same sentence as titles such as Mirror’s Edge, Prince of Persia, and Spore. The awards and press help with morale, but we never lose sight of the fact that attention is only as good as the game you are making. We pour our energy into making the best games we can and everything else is just gravy.

DHGF: What is next for The Odd Gentlemen? Would the team rather move on to bigger, disc-based games? What is the ideal genre the team would like to work on and why? How is the company mission statement of being the buffest development team in the world working for you?

P.B.: We have another game baking in the oven right now and it’s just as crazy as Winterbottom is … and it’s in COLOR. As for disc-based games, it’s not out of the question for us in the future but we’re not in a rush to go big. The size of the game we make will be determined by the game design and direction we’re chasing, so if an idea warrants a large scope, then perhaps we’ll end up making a disc-title.

It’s no fun working in genres… we want to shatter them.

Well, we definitely have a lot of muscle under our post-crunch love handles. So in that regard, I’d say it’s going quite well. Making a game about delicious pie was not good for our goal.


DHGF: What are your thoughts on the overall landscape of the independent video game development scene? Is there any advice you would give to someone with aspirations for getting into independent video game development?

P.B.: The indie game scene has a lot of interesting games. Developers take big and very exciting risks. As long as people are passionate about making games their way, then the indie scene will continue to yield more great games. Every year the number of submissions to the IGF and Indiecade increases and this is testament to a new generation of self-guided game developers rising up. It’s awesome!

Advice for anyone passionate enough to going into independent game development, the best tenet we recommend is to make sure the game you’re making is personal to you. When a game is personal to the creator, it shows in the design and is more effective.

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Interview

BioShock 2 Preview with 2K Marin and Digital Extremes

by nestlekwik 23. February 2010 01:28

Originally published on Diehard GameFAN

Fresh off finishing work on the much-anticipated BioShock 2, the teams at 2K Marin and Digital Extremes have surfaced from the depths of Rapture for a quick breath of air. Thankfully, during this time, Jordan Thomas, Zak McClendon and Hoagy De La Plante from 2K Marin and Mat Tremblay and Jesse Attard of Digital Extremes were onhand to field a mob of press questions on Friday in recognition of the finished product, which will be hitting store shelves on Tuesday. After the roaring success of BioShock, these team members have had some pretty big shoes to fill in this sequel, in which the single-player portion of the title takes place following the events of the first. However, after much work on the title, both companies came out confident, spilling a load of details and insight on next week’s big release.

Right off the bat, 2K Marin foresaw its biggest challenge: Creating a new experience that surpassed the original without stepping on the toes of the original release or the BioShock’s rabid fan base. While the members of 2K Marin and Digital Extremes agreed the biggest challenge was implementing multiplayer in a game built as a single-player experience, the developers of the single-player campaign noted pulling off the sequel effectively was still no easy chore. With a small core of members having a hand in the original title, creative director Jordan Thomas stated a team was built from scratch.

On the subject of the pressures of matching the success of the original title, Thomas stated the fact the original was so well received was perhaps the biggest pressure of producing the sequel. It was noted members of the Friday panel did have experience on previous games with titles such as Deus Ex, Deus Ex 2, Thief III and Project Snowblind being mentioned, but instead of focusing purely on the past, the two teams had a lot of work and expectations on their shoulders. “We built a team from scratch and it was mentally challenging because we were going against the weight of our own expectiations,” he noted. “Everyone was a fan of the first game and the pressure led to a lot of second-guessing and aiming to please everyone.”


Before moving on to all of the new additions to be pumped into the title, the teams had to take a step back and see what worked in the original title. Two of the biggest premises to return included the mystery-driven story along with the moral choices. “We wanted to keep the player’s choices … while growing the ecology of the world,” said McClendon, the lead designer of the project. “We wanted to expand upon the idea of the world being self-sufficent and keep everything acceptable and friendly to a wide audience. We wanted to respect anything the player decided on in the original game.”

It was stated that neither ending, based on the ethical choices of the player in the first game, was considered as “canon” for the story. Instead, the hope is that players will carry their morality from the first game over to the second. However the teams still treated the path of events very seriously and the game’s lineage unfolds in a manner that does the first entry justice.

BioShock had an extremely full mythos,” stated Thomas. “Adding new history into that canon was a huge challenge. It was something we took very seriously. The writing team had to become painfully familiar with the first game in order to prevent contradictions.”

The goal in the sequel was painted out be surpsing to the player without removing what happened in the original entry, which is what the team would have referred to as a “simple-minded reboot.” Once again, the Little Sisters are running rampant in Rapture and moral decisions lie in your relationships with these ADAM-infused entities. “We wanted to focus on choice,” noted Jordan. “The player is granted freedom and can make a number of ethical decisions that shape the plot and how the story unfolds.” One of the main goals of story progression this time around, however, was in shaping the game well before the end, as it was carried out in the original title.

Not everything is new with the mythos, though, as De La Plante did indicate a small handful of characters and themes will be returning to the sequel, including Dr. Brigid Tenenbaum, along with the very obvious inclusions of the Big Daddies and Little Sisters. The one certainty De La Plante did spell out was the fact Andrew Ryan is dead.

“Through Rapture, you can see Ryan’s legacy and see his messages and ideals around the game.” he noted. “In this way, Rapture is a character of its own. (Ryan’s) story ended in a satisfying way. The player ended the game with conquest or redemption and we needed to allow the story to conclude and not interfere with that.”


After Jack Ryan leaves the “utopia,” the opening of the massive tower vacuum has allowed Rapture to evolve and feature the story elements introduced in the sequel. Fast forwarding to 1970, Rapture is now under the guidance of Sofia Lamb, who operates under the reverse philosophies of Andrew Ryan. Instead of focusing on the individual, Lamb stresses collectiveness in society, implementing vibes of Karl Marx and John Stuart Mill into the game’s philosophical tones, which still reflects writings such as those seen by George Orwell and Peter Watts. While a lot has essentially remained the same in BioShock 2’s premise and themes, though, the gameplay has been retooled to take the sequel beyond the original.

The most dramatic departure is obviously in the shift of the player’s role. Instead of Jack Ryan, players are placed directly under the mask of a prototype Big Daddy, a mechanic that 2K Marin admitted was one of the very first items decided upon for the sequel.

“Making this game was challenging and we felt changing the protagonist was the best focus,” said Thomas. “It provided a fresh perspective and it was hugely requested by fans. Most importantly, though, he has a purpose: He’s out in search of his original Little Sister.”

As a prototype, this Big Daddy does differ from those seen in the original entry. “In the original single player game, the Big Daddy was powerful, but slow,” recalled Thomas. “We just couldn’t do a game at such a slow, trudging pace – (the prototype) is more agile than the classic daddies and he can utilize the plasmids. He also has free will. The encounters with Big Daddies are still as rewarding as they were before, though. The ‘rumbler’ is a new type and the Big Sister is more challenging. The game’s situations are not always meant to be an even battle.”

Big Sisters, implemented as a new face of terror in the sequel, are Little Sisters that have matured physically based on an overabundance of ADAM. They embody an awkward transition into adolescence and feature a softer edge (detailed by items such as ribbons on their baskets or innocent drawings), but still carry quite the mean streak. However, this doesn’t mean the Little Sisters have been pushed out of the title. In fact, they are crucial element to BioShock 2. When a player encounters a Little Sister, not only can they be harvested for personal ADAM, but the player can adopt them in their search for more dead bodies full of the material. If the player allows the Little Sister to harvest from a body, it will be up to the player to defend her from incoming dangers. If players really sink low into morality, they can adopt, allow a Little Sister to absorb ADAM and then harvest a double dose of the precious entity. Such decisions are what really shapes the game, according to McClendon.


“It really undermines the moral value to force players into a specific morality choice,” he commented. “(BioShock 2) makes the choices around them a little more gray. It can be a little more rewarding to harvest in BioShock 2. You can be starved for ADAM if you do not adopt and you will have tons if you adopt then harvest. We’re hoping the choices are a little more reflective of the choices that go on in your head with such complex moral choices.”

Outside of the big baddies, the 2K Marin also noted even the general enemies have received a boost in performance thanks to reworked AI and players will be encountering these battles with more frequency. It was noted players will see some ambushes and the enemies are just a lot smarter overall, using cover, throwing grenades and effectively traversing ledges. Diversity also allows the enemies to be more threatening against your Big Daddy, with brute splicers throwing large blocks of concrete and being able to go toe-to-toe with you and other splicers that can climb walls and ceilings. The team even admitted the final boss from BioShock was something the original didn’t do very well so BioShock 2, without throwing out any spoilers, is “taking a different approach.”

However, thanks to being a Big Daddy, players will find they have more tools at their disposal to counter these threats. A lot more character growth has been implemented into the sequel with three upgrade levels to every single weapon, the ability to “dual-wield” plasmids and weapons and, of course, the trademark Big Daddy drill. The dual-wielding was admitted to being one of the very first mechanics the team implemented when doing early work with the BioShock toolset and the final results have the teams pleased.

“The Big Daddy really worked to our advantage.” noted Thomas. “Jack could go down quickly and by people’s expectations, (it) would be more durable, so there is more survivability. There are fewer stumbling block to your tools and with varying difficulty levels and internal play testing, we have made sure the levels are balanced. Everyone asked for the drill and that was something we put in, but it needed to be robust. We worked on upgrades and it became a core tool that was rewarding and visceral to use. With the way tools combine in defensive scenarios, we’re pretty happy with the end results.”


As mentioned, every weapon has three upgradable levels, which gives players something to work for and each changes up the game style a little bit. For example, reaching level three with the drill adds a magnetic coil, which can be used to reflect projectiles. Also, new plasmids have been worked into the experience for both the single-player and multiplayer modes with new single-player skills including a scout ability to leave your body and explore ahead for a short time. It was noted the single-player plasmids are meant for the players to use to have fun at the expense of punishing the AI while multiplayer plasmids need to be, “fun to use on others as well as fun to have them used on yourself.” Jesse Attard lead multiplayer programmer for the project at Digital Extremes stated the mode will feature a plasmid that allows players to move at extremely fast speeds and tackle enemies, one that allows players to become invisible and another that will freeze enemies into blocks that can be thrown around for more damage.

The combinations of attacks between plasmids and weapons is the goal of the teams involved, creating tactical and defensive gameplay. Other small tweaks to the gameplay include a simpler hacking system integrated into the core gameplay, forcing players to balance combat and hacking as simultaneous actions. Also, the research camera has been changed into a video camera that not only records subjects, but also judges how the player combats it and rewards the player accordingly. The vita chamber issue from the first game has been looked at as well, giving players the option to turn them off and while combating a Big Daddy, if the player dies, the enemy’s Little Sister will heal them to eliminate the cheap tactic of respawning to whittle down the Big Daddy’s health bit by bit.


Perhaps the biggest departure from the original title is in the fact players will get to explore a little more of Rapture by being able to traverse more of its outside environments. All of the environments are brand new, presented with improvements to shading and rendering and implementing areas the team imagined “players didn’t see the first time around.” 2K Marin did toy with possibilities such as implementing a flooded Port Frolic, but the team didn’t feel it worked out; however, the multiplayer mode will feature some familiar environments exclusive to that mode.

“(BioShock 2) is the same style in art with new environments and more art,” said De La Plante. “We created new manifestations of that style as reinvention was contrary to our goal. We played on an environment that was already strong and tooled with them a little bit. The setting of Rapture will never be new, but changing that wouldn’t work.”

Seeing Rapture from the outside will also allow players to not feel confined as the team noted the enclosed areas of the original made the title never feel safe so, perhaps, players couldn’t fully explore the beauty of the surroundings. The player will also encounter characters that are normal human inhabitants and these characters help progress the narrative.

The multplayer portion of the game was developed externally by Digital Extremes and actually takes place in a civil war storyline preceding the original title. The civil war explains the transition from utopia to dystopia and Attard felt utilizing the story in multiplayer as opposed to creating a full-fledged prequel was a perfect fit for the series.

“An honest prequel would be a very different game.” he explained. “We felt it didn’t speak directly to the values of the first game. The civil war and going from utopia to dystopia, translating those events into multiplayer was extremely honest and the competition over ADAM was compelling to us.”

The multiplayer aspect will feature modes such as the “civil war” team deathmatch, “capture the Sister” (similar to capture the flag) and a free-for-all “survival of the fittest.” Some of the modes will allow the player to become a Big Daddy, which comes with its additional strengths (a rivet gun, stomps and proximity mines) and weaknesses (doesn’t regenerate health, bigger and slower target). Unfortunately, there is no support for system link or LAN, but online, the game will accommodate for up to ten players. Taking place prior to the events of either game, the multiplayer mode will feature unique characters and players can learn more about them by unlocking diaries.


Obviously, taking the foundations of a single-player title and crafting a multiplayer experience from that was quite a task for Digital Extremes. Attard noted the team not only had to contend with a proper networking code and making sure the game was accessible, all the while not sacrificing the feel of the game’s universe. For example, he felt it would be out of place if an announcer called out a headshot; instead, a headshot may do something such as shooting a player’s mask off their face. Balance was another concern and Digital Extremes has noted many focus groups and interview have helped them identify areas to improve the mode and make it more fun. Perhaps the most intriguing aspect of the mode for fans, though, is in the familiar Rapture environments that have yet to be ravaged by the civil war and the events of the two single-player games.

“Rapture is rich with narrative elements,” said Temblay, the art director of multiplayer at Digital Extremes. “With the experience of the single player, there is so much to look at and experience and that’s what made Rapture. Rapture is pristine and new before the fall and the single-player mode freed us up to go back with multiplayer while the other mode drove the story of Rapture forward.

Looking at the sequel, 2K Marin did comment on the direction the team had to take in developing for all three platforms – Xbox 360, Playstation 3 and PC – simultaneously. The original title landed on the PS3 much later than the other formats and the teams shared the goal of compromising with the strengths and weaknesses of each format.

“We had a goal to make each format an identical experience,” said McClendon. “We don’t want to reward or punish someone based on their system.”

Commenting on the delay into 2010 for the title, both companies stated the extra time allowed for more balance and polish and Digital Extremes noted the delay allowed it to place in four more multiplayer modes that weren’t originally going to make it in the original 2009 release. Giving the title more time allowed 2K Marin to take a long look at the early moments of the game in order to bring forward the best impression for new and veteran BioShock players.

As a wrap-up to the panel, on an aside, even though Thomas did not jump on board the development of BioShock during its planning stages, he shared one of the proposed premises of the original title focused on World War II, with Nazis having a secret lab underwater for use in inhumane experiments. Also, 2K Marin commented on the collector’s edition, stating the pressed soundtrack vinyl was felt to be a more meaningful collector’s item and better sets the tone of the game.

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