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Vacation is More Work feature
2013.11.30

Vacation is More Work

It is another vacation! Hey!!!!!

After Argentina and Chile last year and Cube and Mexico in May, this time I will visit… nowhere!

The old plan

That’s it. I was planning to go to Disney World, USA. The idea was to go in a big group and have fun. I went to Disney when I was in college (I lived in the USA for 6 months in an exchange program) and I loved it! Loved it! Disney creates a magic atmosphere that one cannot ignore. They mastered the idea themed park.

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Well, my original plan started to go wrong when I foresaw a complicated end-of-year in my job, due to a project in that I was involved. Things went worse with time. My boss said once or twice that we would stay in extra hours if needed.

Then I reached the moment of choice. With a lot of uncertainty, the dollar-real ratio in a bad shape, and missed momentum, I’ve finally decided to abort my trip and stay home.

The new plan

Cry no more! I have a new plan!

Besides my formal job, I invest a great deal of time in my lovely hobby: designing video games. I do all the processes, from programming, drawing, writing, painting, and whatever is needed.

I have about 8 prototypes that I believe can reach the market someday. One of them is a puzzle game called Picubic. It is charming, it is challenging and it is fun. But most of all, it is the closest one to have, at this moment, a shot in the wild market. I named the gaming division of Bruno Massa Corporation as Gamenific, a mix of Magnific (magnificent) and Game!

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For this reason, since I decided to abort my trip I also decided to invest all my time to launch it. Finish it once and for all and sell it. The plan is to launch its beta ITS WEDNESDAY! Kind of… The plan is in fact, to launch a funding campaign on Indiegogo (the poorer cousin of Kickstarter) to help to leverage some money and close it. But most of all, to attract people. The company will only gain traction if there is a big enough audience. Let’s create a brand!

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I can now only hope that this plan works. Otherwise, it will be a waste of a good Disney moment.

Rock of Ages feature
2013.09.05

Rock of Ages

The Chilean designers from ACE Team are back with the new crazy game Rock of Ages. It’s a strategy and action game like none you have seen before.

You control a ball that will roll downhill until it crashes at the enemy’s castle front gates. Repeat if it is not damaged enough. Your adversary does the same. The first to break into the castle wins. You can put obstacles between your enemy’s ball and your castle, in a Tower Defense way. You should balance your time and money between preparing defenses and attacking.

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It’s overall idea is really nice but actual gameplay is not that fun. Well, It is fun at the beginning. I believe that it is fun in a sandbox mode, which you might experiment a lot. But for a single single player campaign, it is very frustrating. In the defense mode, the match is too short to allow you to test different strategies (or you win, or you lose in 2 or 3 rounds), neither gives you hints of would be a good call. In the offense ball rolling mode, the strategy is simple: avoid obstacles that make your ball weaker and go as fast as you can in the final meters in order to hit the gates as harder as you can. The problem is: that’s it. Not much else to do.

Nor difficult, especially for a strategy/action game. I was able to finish the game without complex thinking. The basic defense units, presented in the very first stages will take care of most of your needs in the entire game. The extra unities, gained when you reach later levels, are just visuals, offering almost no useful functionality. In like manner, the collectible stars, which was supposed to be difficult to obtain and would give the right to pass some portals, are also a piece of cake. So, it is more a matter to go and take them.

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Another polarizing aspect is the humour. I felt it is genuine and fun, but you have to give it a chance, because it is not obvious or for the masses. Each stage is thematic from historic figures like Pope, or ancient legends, like 300’s spartans. The jokes are silly and the application in the actual level is vague. Nonetheless, it reminds me the same weird fun style from Zeno Clash.

Bottom line: play this game if you want to explore an original and beautiful game. Does not expect deep strategy nor loads of LoL moments.

My Rating: 6★★★★★★
Metacritic: 74
Ludum Dare 27 feature
2013.08.27

Ludum Dare 27

I participated at Ludum Dare (give the game, in Latin), edition 27. It is a competition to create a game in 48 hours (in Brazil, from 10pm Friday till 10pm Sunday). The theme was “10 seconds”, but I refused to create an action game. It would be the most common approach. Rather, I created a strategy game.

In fact, there are 2 competitions: COMPO and JAM modes. The Jam allows you to bring a team and use pre-build stuff.You have to choose what mode you are going to compete. I didn’t know that was one OR the other, so I created a game in 48h and enhanced it in the next day.

Take a look. There are also some pictures from my design process.

But if you want to play it, download it!

EDIT 2021: all links are unavailable or broken

Bastion feature
2013.07.14

Bastion

I’ve heard about Bastion for quite some time. People love it as a very refined indie game. This review aims to confirm all you heard elsewhere: Bastion is a lovely game and I’m both happy and sad for finishing it.

Core mechanics are the main success factor presented. The fluid gameplay makes it accessible for almost everyone. He combat is satisfying and challenging. There are enough weapons to make you believe there is a variety, but not much to make you think there are just for filling in content. Each weapon requires a different play style

The graphics are great. It was given a lot of work to give Bastion a singular look. Its cartoonish characters and hand maid painted scenarios are richly detailed. You will believe in the universe.

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The enemies are also nice looking as well animated. They have different tactics and you have to fight them with a strategy, especially in the later levels and the arena.

But the most notable and unique feature of this game is the narrator. The whole story is from the point of view of an old man that follow the trajectory of the Kid to restore the Bastion to its former glory. The uniqueness is: he speaks the whole time! In the middle of the action, the narrator comes with fun comments. Sometimes it might get a bit annoying, but I personally felt as an amazing immersing technique.

You must try it. It is available on every platform, including browsers, so there is no excuse.

My Rating: 9★★★★★★★★★
Metacritic: 86
Geralt of Rivia 2 feature
2013.04.29

Geralt of Rivia 2

It has been almost 2 years since I bought, at the release date, The Witcher 2. I played it furiously for a whole week. Maybe 40 hours. But one day I went to a 4 day travel and I totally lost the momentum.

I must confess that the review I wrote by 2011 I had not yet finished the game, but very much close to the ending.

Lately, news about the third installment emerge every day. I was caught by a nostalgia and shame. I recommended the game to all people that I talked to. I love the series. I found an inner strength to re-enter it’s universe. Loading a more-than-a-year-ago saved game, I was able to finally finish the game. I originally bought from gog.com, the CD Projekt distributing company. I don’t even remember why I got it again from Valve’s Steam, but there it was.

Now I revisit my original review with new insights.

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How superb are the visuals!  A totally unknown polish company manage to create a top 5 best looking game of all history, imo. The lights and color palette are amazing. The details presented in their 3D models are also incredible. Geralt of Rivia is very richly designed, with nice clothing. The same for the other characters and the scenes. Castles, dungeons, forests. Everything seems to be designed with care.

The story is for adults: strong on politics, sexual interests, loads of anti hero characters. It makes the game stand out among others, but it is not for everyone. However, the story is also very confusing. My perception it happens because the game is based in an established book universe. The authors know the geography and history, but the players do not. When they vomit geography details as part of the main plot, I felt like listening mandarin.

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Once thing I disliked quite much in the game’s design: auto saving just before cut scenes. Generally, after important cut scenes, there is a battle. But if you lose, guess what: you have to see again the cut scene! Holly cow! How many times, especially at the end, I died but I had to see the whole dialogue all over again. Also worth noticing that, but the ending of the game, the among of dialogues sky rocketed. Based on your choices on the dialogues, you will face one of the 16 endings. Almost all of them decided by the very last hour or two.

Re reading this, I feel like I hated the game, judging by the amount of complaining. Do not think this. It is like complaining about your son or girlfriend: it is because you liked them very much that you point the weak points. This Polish company gained my heart. I loved their work. I liked the first one very much. But this one shows how much effort were put into the game. 2 years later, it still seems as fresh as a new release. I feel sorry that I wont play it again for a second ending, but the third game is coming… I cannot wait!

My Rating: 9★★★★★★★★★
Metacritic: 88
Bruno MASSA