Traitor – Valkyrie Plan Review

Traitor – Valkyrie Plan Review

Jun 30, 2015

In recent times, a bit more attention has been to the plots against Hitler. There were quite a few, with varying degrees of failure as it were, but one of the ones that came especially close was also the last serious attempt; The July 20th plot is almost overshadowed by the coup attempt it prematurely spawned. Code-named Valkyrie, the plot called for the implementation of an emergency protocol that would, in essence, use reserve troops meant to resist a putsch to actually carry it out.

Valkyrie — the game — gently borrows from the true story, and creates a first person experience that pulls in other elements seemingly fill it out.

Visually, the game does not disappoint; the developer conveys a lot through the way pretend light is used. The changing scenery works well, and attention is paid to the little things, like shadows and sight perspective. The animations are relatively smppth, and while some secondary characters feel a bit stilted, the overall presentation is easy on the eyes.

As hinted at earlier, the game is in first player, and the player takes on the persona Colonel Claus (we have to assume this is based on the actual leader of the July 20 Plot, Colonel Claus von Stauffenberg); like the real life model, our virtual hero is hurt in Africa, and upon returning to Germany, becomes certain that Hitler must be toppled.


In this game, he decides to become a hitman.

The game teaches one how to play the game actively, and incorporates virtual buttons to tap and general area to use gesture entry. The opening tutorial shows one the basics, including movement, weapon use, interaction and more. As one goes on, other game concepts become more apparent, a big one being stealth. There is also come other things to think about like wearing the right uniform for the occasion, and even avoiding the dreaded gestapo.

So, in many respects, it’s a stealth/action thriller. Strategy does pay a big part, as one does need to figure out what to do when. It picks up fast, and the individual missions tie in together. It’s a cool going.

The control mechanism does seem busy, and the different sequences can be a bother. The dialogue boxes can use some polish too. In the end though, it’s all about the positives, and in this one, they (like the free demo) definitely outweigh the bad. Easily. In real life, Valkyrie failed. This game allows us to re-imagining it.

That’s reason enough to give it a try.

Monochrome – Shooter/Labyrinth Review

Monochrome – Shooter/Labyrinth Review

Mar 4, 2014

Don’t take Monochrome – Shooter/Labyrinth Review too, too literally.

It’s a first person shooter crafted around the backstory of the abduction of several women — one of whom is the player’s wife, which, raises the urgency level.

This game gets its heartbeat from the intricate artwork; it’s mostly bathed in blacks and whites, with an ominous dash of red for effect. The area to be searched has uniquely designed walls that conceal objects… as well as some spooky dangers. Overall, the artwork conveys a palpable sense of foreboding and is quite well done.

The labyrinth in which the adventure takes place is a confusing mass of walkways, rooms and dead ends. As noted, it has a first-person perspective, and the hero husband is decked out with a re-loadable pistol and a cutesy compass. The mono1controls are mostly spread around the bottom, with a general movement toggle to the left, and a button to “swing” eyesight round on the right, along with the firing button and reload utility.

The lighting is challenging, presenting mostly darkness only pierced by what seems to be something like an unseen miners hardhat light. Early on, the player is treated to huge spiders, which are the main antagonists in this game. They materialize seemingly out of the walls, lumber around and are unnerving in their lethality. The gun is effective against them but require a degree of aiming accuracy and multiple hits. Letting them get too close and getting some licks in leads to game death. Getting through them, brings a sense of satisfaction, but this game incorporate some arcade elements, so beware of the boss creatures.

Searching and discovery is the name of the game, and patience and awareness are key. The gameplay is leveled, with success opening new levels.

I feel the control set can be tweaked for smoothness. A better mapping system could be useful too, but all in all, it is that type of game that keeps one quite engaged, and wonderfully priced.

Razor Salvation THD Review

Razor Salvation THD Review

Oct 22, 2012

Ever wonder what it would like to be one of the last people on earth fighting to save humanity? Well, here is the game to help figure it out. Razor Salvation is a shooter game that’s a little different than most. Sure the theme of the game is kind of similar to others, but the game itself is pretty darn awesome. Several different stages of the infection are shown. The uninfected have yellow hazmat suits on and are pretty easy to spot. Oh, and did I mention the game is a first person shooter from the gun turret on the ship?

Aiming takes a minute to get the hang of. The controls for the guns two fold. The movement to aim is one finger on the screen. Firing the weapon is a separate button on the left side of the screen near the bottom. To change the weapon, a button is in the bottom right corner of the screen. I wish the left to fight movement was a little faster or an alternate method for swinging 180 degrees was available. It can take several swipes of the finger to turn around and be able to fend off the attackers.

A few of the weapons have unlimited ammo; the minigun and the auto cannon. The minigun takes several hits to kill one of the grunts. A grunt is the first type of enemy alien to appear in the game. Using the auto cannon is a bit better, but reload between shots takes a little longer so better aim is required.

Instead of dying the ship evacuates the earth. When the ship takes off, the time spent trying to help and evacuate the uninfected humans is evaluated. Each level has certain requirements for the level to be considered finished. When the ship evacuates the earth is the point where the cash earned can be used for upgrades to the weapons. The upgrades are ammo, holding more ammo, faster reload times and so on.