Impressions: Tiny Hands Adventure

Tiny Hands Adventure is a charming little romp of a platformer from Blue Sunset Games. What did we think of Borti’s debut adventure for bigger hands?

 

Free Product provided generously by Blue Sunset Games!

Sometimes simple is better than messy.

Tiny Hands Adventure is a nice and charming 3D platformer

Tiny Hands Adventure is a game that manages to evoke its reference material and present some new ideas to forge a unique identity. What you ultimately get is a solid experience full of charm and unique ideas, but nothing truly stellar. Good, but not super amazing.

 

How Does It Look?

Tiny Hands Adventure has a lot of variety!

Tiny Hands Adventure is actually a quite attractive game with a lot of variety.

Tiny Hands Adventure is a very charming game. Not confined the dinosaur appropriate locales, the games has you climb lighthouses, traverse swamps, top-down view mazes, inter-dimensional stairways and even a comic book. While it may seem to be a visual mismatch, the game maintains its identity even though different settings.

On PC the game runs perfectly fine. No issues with resolution of frame rate, that I can see. On Nintendo Switch, I cannot say, but it stands to a reason a fairly simple game should have no issues.

Sometimes the worlds may look a little empty or flat, and the text certainly isn’t as refined or well implemented as it could be, but it’s functional. Everything is appropriate and accounted for.

I also have to say, the soundtrack is really good. Not a dull track in there, a good range of styles and lively beats.

 

How Does It Play?

Even with a controller on PC the game was very responsive.

Tiny Hands Adventure is a very nice feeling game in the hand.

Gameplay in Tiny Hands Adventure is simple. Progress through each stage in a tier, in what order you desire, grab the main collectible and finish the stage. When all 4 collectibles are assembled you can take on the boss.

Boss battles are perhaps the weakest aspect of the game as a whole, lacking feedback to being hit and at times either being too long for a fight that has no checkpoints, or being simply a waiting and dodging exercise. They aren’t bad, but some fine tuning would have been nice.

Beating a boss awards you a “Hand”, an extension of Borti’s standard tail whip. These include a drill, plastic grab hand that doubles as a wider spin, and grappling arms. Each of these are used in various stages, some even requiring repeat visits later in the game. Beyond this though, they feel under-utilised, but give Borti more to do as the game progresses.

Strikingly, the game encourages repeat visits to stages by offering 5 collectible crystals. Some require certain Hands, so making note of the different environmental situations is key. Collecting all five unlocks the harder version of a stage, with a single white crystal to collect, for 100% completion and rewards.

This is a simple but effective way of improving replay value, and while the game isn’t too difficult, the harder stages are definitely where the greatest challenge lies.

Borti himself however, is a joy to control. His weight feels right and his movement, even when using a controller on PC, feels smooth. There were very few times I felt like a death was the fault of the game, and rather my own judgement. He has a wide range of moves including a spin and slide, so he comes well equipped, though these feel under utilised until later, as the level design is often rather basic and doesn’t require much use of these advanced moves.

 

Let’s Talk Problems

Sometimes you can make Borti a super T-Rex

This game does have some rather entertaining bugs

This release is by no means flawless. As a smaller title errors do slip through. Sometimes you may find something isn’t quite solid, or a hitbox is a little misaligned on some spikes. Regardless, the game still manages to be fun.

The aforementioned issues with boss battles stands out as a real low point, as does the lack of enemy interaction, instead acting as stationary obstacles.

The game could perhaps come off as boring to some with its relative ease and simplicity, but to others this may be a positive. That is for the individual to decide.

Finally, and this is a purely personal problem, the explosive boxes in the game aren’t distinguishable enough from their standard counterparts, with the explosive graphic only appearing on some sides and the colour (Because I’m colour blind) being near identical.

 

Overall?

Tiny Hands Adventure is a game that occupies the same space as Sonic 1 and Crash Bandicoot in my mind: A solid foundation. With that said, I can recommend the game to platforming fans, and the concept of a T-Rex looking to expand his reach is ripe for picking.

I can only hope like the aforementioned examples, a potential sequel to this game would take the concept and run with it, with crazier worlds and more varied and useful Hand upgrades to Borti. The concept has a lot of promise.

If you want to see the game in action, we have a forty minute stream below:

Thanks for reading everyone, and don’t forget to share what you think of on social media or try it out for yourself, on Steam or Nintendo Switch. Until next time, Happy Gaming!

Nintendo 3DS: It’s Time To Move On…Slowly.

The 3DS Family is now almost 7 years old, and I see two camps. Those who don’t want to upgrade to a Nintendo Switch for things that were on 3DS previously, and those who want it to die immediately.

 

REPUBLISHED MAY 3 2018 – Nintendo themselves have clarified the stance on the 3DS going forward:

“[The 3DS] has an ample software lineup at a price point that makes the system affordable especially for parents looking to buy for their kids. We expect that demand to continue during this fiscal year as well, so we will continue to sell the product”

“Given that Nintendo Switch is a home gaming system that can be taken on the go, this situation may change if it grows from being a one-per-household system to a one-per-person system. But the price of Nintendo Switch is not something with which most parents would buy a system for every one of their children in a short period of time. Moving forward, we will work to ascertain what kinds of play people want at which price points, and as long as there is such demand, we will continue to sell the Nintendo 3DS system. I see the product coexisting with Nintendo Switch at this point in time.”

 

Original Story – December 2017

 

So this is an interesting position we find ourselves in. Nintendo 3DS launched in March 2011, meaning very soon, it hits 7 years old. For any console that is exceptionally good, as the average tends to hover around 5 years, with exceptions being the DS, 3DS, PS2 and the entire 7th Generation of consoles. You could probably say 7 years is now the new average.

In reality, at this stage, we should be looking to the future, even with the New 3DS/2DS lines, you can only get so much out of the systems, and as shown with Pokemon, and as explained by the developers, that ceiling has been hit. You can’t push it anymore than you already have, and again, 7 years? That’s a great time to move on.

Thing is, I see two warring sides to this.

 

On one hand, we have the Pokemon fans primarily. They say the newly released New 2DS XL is a sign it’s not dead, and the move of things like Pokemon to Switch are just cash grabs, and that they should just keep making games for 3DS. Why should we have to upgrade, they say.

Okay so first off, you’ve had to do this before. Remember Pokemon Crystal? You needed a GameBoy Colour. Then a GBA, DS and 3DS. Now it’s Switch. This isn’t new and part of the industry. You can’t be held back for so long and you need to move forward, heck most consumers encourage it.

The concept that you wasted your money…well that depends on your individual perception of value. If you bought a system just for Pokemon, you would know an upgrade, like with anything technological, is inevitable. It will happen no matter what. You can’t expect the system to last and be supported forever.

With regards to the argument they just released a New 2DS XL, they also released the Wii Mini a year after the Wii U. Did that mean the Wii was still kicking? Not really, unless you count the licensed games and Just Dance. I will come back to the New 2DS XL though, it ties in to something else.

 

What about the other side of the argument?

The other side of the crowd simply wants the 3DS line dead, as soon as Switch is out, citing it takes away development resources and there is no reason the games shouldn’t be on Switch.

First off with this one, do you remember how everyone reacted to the near empty final year of the Wii? Yeah, that’s how support used to be handled at the end of a console life by Nintendo, and people hated it. But here, people want it? Why? It’s a dumb decision and should never be done that way.

Regarding the games still coming to 3DS, yes they could have been made with Switch in mind, ignoring late localizations like Dragon Quest. The majority of first party titles have been smaller studios owned by Nintendo, outsourced remakes like Metroid and Superstar Saga, or again, late localisations. Or third parties, who do whatever they please, and Nintendo would be very unwise to turn around and say hey, stop making games for the 60 million plus 3DS systems out there. They already had a bad rap with developers for their controlling ways with the NES, why go back there and force people onto a new platform?

 

Secondly, really now? You want them to throw away all investment into well in-development projects and have the extra time, money and man hours put into changing everything for the new architecture of the Switch, its features, and HD development? Sure some 3DS games have been ported up, like Monster Hunter XX and Resident Evil Revelations (Albeit that was ported elsewhere first) and games like Fire Emblem Warriors came out on both systems, but doing that is in of itself splitting the game in two sides. One version will be inherently inferior, but unlike a game across Vita and PS4, there is nothing gained by having the Switch version except TV play and maybe a boost in sales from the limited install base, and an extra feather in the library of a young system. IT would likely sell to the biggest audience anyway (Obviously), and frankly, many companies wouldn’t want to spend the extra time and most importantly money.

Is this normal?

 

This is the thing, systems are allowed a crossover period. It’s normal. Normally the last few already in-development first party games trickle out, and third parties catch up with localizations and support dries up over a year or two, save for the odd third-party game to cash in on the install base and drive software sales from, get this, late adopters.

So coming back to the New 2DS XL, it is the Wii Mini to the 3DS. The PS3 Super Slim. The Xbox 360 Elite. When manufacturing a system gets cheap enough, it’s actually very wise to leverage that huge back catalog accumulated over the years the system had, and sell a revised, cheaper to make, more affordable to the consumers budget system, which is exactly what the New 2DS XL is. For suspiciously half the price of a Nintendo Switch (Wink wink) you get the entire 3DS backlog (And DS backlog too!) on a now very cheap to make system.

As a deal to late adopters, those who pick up systems late in life, it’s a great way to squeeze potential last sales with a low price and huge catalogue of games. Just as the PS3 and Xbox 360 and even the Wii were sold for a few years into their successors lifespans with their cheapest models and games, so will 3DS.

This image tells a thousands stories on its own…

7 years is a very long time, and for Pokemon and other games, they have a new home, a new ceiling to jump towards. This happens with any system, and any system is wise to be revised and made the budget option for families or Little Timmy’s first system. This extends to even the PS4 Pro and Xbox One X now: The premium models, like Switch, to their now cheaper to make, huge catalogue, revised systems in PS4 and Xbox One S. Difference here is yes, it is a completely different ecosystem, but the reasoning is the same.

It’s time to move on, but it’s not wise to just kill the system where it stands. Let it trickle out slowly, as other systems do. Oh, and please, get used to the idea of upgrading your hardware, it’s been 30 years already.

 

As always if you enjoyed this article, give it a share on social media and leave your thoughts below, and until next time, Happy Gaming!

Programmers: The Unsung Heroes

This is an aspect of the reception of games that barely gets noticed, but one that is also noticed a lot in a different light: Programming.

 

So this is a discussion close to me, as a programmer anyway, as it is something that I have not only been subject to, but others have around me as well. Not just that, but you will see it regarding reviews of games or other software, or rather, it’s what you don’t see that is interesting.

 

So as I went through university for Game Design, a choice I completely regret (I mean that Economics degree was right there…), I realised we spent very little time learning the bit that makes games…interactive. Programming was barely a footnote amongst the art and writing aspects (And how to make the most money by selling your game piecemeal). I suppose this was the downside of the course focusing strictly on the “Traditional Western AAA methods”. I’ll write another article about the entire issue of the education I had at a later date, because it makes my blood boil.

In terms of programming, outside of the classes on Websites (Which were fine) and “Mobile Apps” (Which were really mobile websites), there wasn’t a lot. In my first year, in 2014, there was a class on “Digital Media and Design”, which from those who took said class, sounded like making games and animations in Flash. Yes, in 2014, I am just as baffled as you are.

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For that first year, all I had to go on was some copy and pasted, not explained, not very well conveyed JavaScript into Unity. The few programmers there were on our own.

Second year had a class on “Games Engine Programming” which was basically C# in Unity. Now on paper this is a good idea. In practice, it was far too fast for anyone there to get anything, and overcomplicated matters without ever explaining the purpose of functions, methods or any other aspects. Just follow along, and we were expected to produce AI, procedural generation and inventory management systems. It was a mess.

Beyond that, programming was….well there is a reason they asked to see who was a programmer at the start of the course. They basically have it set up so the programmers go solo with learning, so they don’t have to, and hope the group work plays out okay.

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It’s baffling there is a course on making games that barely scratches the surface of making a game interactive, there was actually more classes on micro transactions and the types of story you can tell. Don’t even ask about optimisation, or programming in any other engines that we were required to use like CryENGINE and Unreal Engine 4. That wasn’t touched in the slightest.

But this is the facts, a generation of developers is now out in the world….with no knowledge of how to make a game interactive or be coded properly, and the problem is, this means they will be seen.

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So my other issue that I brought up mentioned reviews, and this is true. Look at any review for a game. How often does a review mention how glitch free, or well done the collisions are? What about how stable the game is on a technical level? What about AI praise, or so on so forth? Programming in games, especially good programming, goes in-noticed. It’s never going to draw attention to itself by being good. But art, music, visuals? Yeah, people will praise that, and rightly so, if the work is good, praise them. But programmers don’t get that luxury.

Now read some reviews. Look at some bad games. How many mention the programming issues like glitches, or dodgy AI? Yeah, it drew attention to itself. A programmer is only seen and acknowledged when the work is below average. Back in university after clearing a group project and spending many nights building a gameplay style I was told to put in instead of refining other mechanics, I didn’t get to go to the expo to show the game off. The artists, writers, musicians went. Us programmers? Stay at home, put your feet up, your work doesn’t actually sell a game.

It should, because if a game is technically sound, it’s going to be a good game to play and should be fun, right? But your part in that won’t be praised.

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For a field as demanding and knowledge based as programming, one has to wonder why the unsung heroes of game development don’t get recognition, at least when their work is good, alongside their peers in development. It’s an interesting situation and one I am not sure I would know of a solution to. Sure they are in the credits, but the actual conversations beyond that, you’d be hard pressed to hear someone praise a game’s programming.

That is just the thing. As programming isn’t a spoken and praised field like art, or writing, or hell even monetization if you look at the industry today, why should it be taught to students? The people of the world won’t notice it unless it’s bad, and they figure (And I know this is the case), that people who want to be programmers don’t need the teaching. Well, we do. We all learn somehow, and there is only so much Google and books can give you without the insight.

 

I sincerely hope in the future as games become more demanding, programmers get the praise they deserve. They are more than the people in dark cubicles who complain a lot. They make the game work. They make your tools. They gave you the software to develop your animations and art. They are there when something breaks and they would rather be asleep.

And this isn’t even mentioning the industry where if a programming job can be found by someone cheaper, a developer will likely take it regardless of quality. That’s a thing too, I suppose. Labour turn-over is a real issue.

 

 

If you enjoyed this rather different piece, share and leave feedback on social media, and I will see you for the next one. Until then, Happy Gaming!