“Backtracking is often a derogatory term used to describe a situation in a game where the player must return to previously encountered locations in order to continue advancing the game”
Most of the time, backtracking is annoying, even when realism-wise it’s a little dubious how the game’s hero is able to make it all the way out of perilous situation X while off camera. But as is usually the case, the real answer on backtracking is “it depends”. Sometimes, in small doses, it can be very effective.
Hotline Miami (Steam link) is a super-violent action game that has earned a lot of attention as an indie PC title released in October 2012. It uses backtracking in a brilliant fashion – to really hammer home the game’s own meta-commentary on violence in games.
Madden NFL 13 Social is a freemium title for iOS and Facebook that is some combination of the offensive side of the Madden NFL series and a collectible card game. But to be honest, I never really got far enough into the game to find out because of how ridiculous it begins.
Being a Madden game from EA that is free, there’s a certain expectation that advertisements and in-app-purchases will be plentiful, which is definitely true. True story, here’s the first thing that greeted me when I opened Madden NFL 13 Social for the very first time:
Forza Horizon is one of the seven currently-released games for Xbox 360 that actually supports SmartGlass – and the only one that I own – so I was excited to give it a try the other day. Its big feature in the game is to offload the map to your tablet, making it a little easier to navigate the game’s big open world. In my limited testing so far, this definitely falls into the camp of a promising technology that just doesn’t nail the execution.
SimCity has had quite the launch to be sure, ending with the resignation of EA’s CEO. Through all the drama, there’s an incredible game hiding in there. In fact, it’s a bit of a miracle that I escaped the mighty mining town of Woodville long enough to type up this article (just kidding, it’s actually running in the background).
The internet has a lot of complaints about SimCity, at various levels of validity. The UI hasn’t been one of them, and that’s because it’s pretty good. A favorite feature of mine is all the various data maps you can turn on. This puts an extra layer of data right on top of your city, no extra screen required. However, despite the small city size (a common complaint for sure), you still can’t actually see your whole city if you zoom out all the way, making all those sexy data maps a little less useful.
10000000 for iOS (by EightyEight Games) is an awkwardly-named (iTunes link) “Dungeon Crawling RPG Matching Game”. Yep, it’s a match-three tile matching game built into an RPG. And despite the odd mashup of genre and strictly numeric title, it’s actually quite good.
Here’s how it works: you control a hero who’s forever running to the right. Occasionally your hero is stopped by an obstacle – a monster, a chest, or maybe a door – and you need to match key, sword, and magic stave tiles to help defeat said obstacle. When you’re not slaying monsters and running exclusively to the right, you can also use some other resources that you’ve gathered like wood and stone to upgrade your weapon, armor, and a variety of other perks.
With those basics out of the way, I’ve got four usability related topics to discuss: