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Review: Hitman GO for iPhone and iPad

I don't think it had ever happened to me to be completely blown away by the aesthetics of a game as it happened for Hitman GO by Square Enix when I saw it during the TouchArcade live stream on Twitch.
After playing most of it I'd say that the puzzles are a bit on the easy side, and tend to be repetitive, but I certainly find it enjoyable enough to want to complete it (and wait for new levels to be released).

What makes Hitman GO so visually attractive is the care that has been taken to make it look like a physical board game, to the point that every scenario is depicted as an expansion pack with its own box and figures.
The levels themselves look like dioramas, depicting snapshots of daily life. There is often a cinematic intro, though I think that the swimming pool idea has been a bit abused throughout the game.
You can manually move the camera, but only by a limited amount, and it will snap back to its predetermined position as soon as you lift your finger from the screen. Even if it's only a cosmetical thing, I would surely have appreciated more freedom.

But that's too much talking about the visuals. Let's see what the puzzles are actually about.

You control the black character, your main goal is to avoid (or kill as needed) the enemy characters and reach the exit.
The action is turn based: you make a move, then all enemies make their move at the same time. If you land on a spot occupied by an enemy, you kill him; if they do the opposite, you lose. In the level above, you can see the most basic enemy type: a blue guy that just stands still and looks in a fixed direction. All you have to do is avoid passing on the spot right in front of him.

The more active yellow enemies are soon introduced, which move back and forth along a straight line.
A useful thing to note is that the enemies are totally dumb and will strictly follow their routine regardles of how you move. In particular, in the image above you can just move up and you will kill the yellow guy, even if he's looking at you. This is something that you can rarely do, however, because of parity reasons. Since both you and the enemies move by one step every turn, if the distance between you and an enemy is even (like the top right and bottom left guys in the image above), there's no way for you to land on them during your turn. Therefore, they can kill you but you can't kill them. If the distance is odd (like the top center guy) you can kill them and they can't kill you. Needless to say, the latter case is very uncommon.

There is only one way to invert the parity: using manholes, like in the puzzle below.
The manholes are the two squares on the right. During your turn, you can enter one manhole and exit from another. Since in the level above the distance between the manholes is even, this means that during your turn you move by an even number of steps instead of the usual one, and this inverts the parity. This can allow you to kill enemies that would be impossible to kill otherwise.

As said, the enemy characters are dumb and they will do just one thing, but there is an exception: from time to time you will find objects like stones that you can throw nearby to make a noise. This will alert the enemies close enough to where you threw the object: they will walk there and then resume their routine from there, which might mean patrolling a different area.
There are many more elements, which are introduced gradually throughout the game, including:
  • Ferns that you can hide behind.
  • Locked doors and keys to open them. An interesting side effect of opening a door is that it might affect the patrolling route of some enemies.
  • Disguises. Oddly, when you wear a disguise of one color, you only fool enemies of that color. The other enemies still kill you.
  • Rifles and guns to kill enemies at a distance, but also enemies carrying shields so that firing at them is ineffective!
  • And of course, other kinds of enemies.

Additionally to the primary goal, each level has two secondary goals which vary, but the most common are "get the briefcase" and "finish in less than X moves". Others include "don't kill anyone" and "kill everyone". In some very rare cases you can achieve all goals in a single play, but in most cases the secondary goals are incompatible, so you'll have to play a level twice to get both. You will want to do that, because the achieved goals is used to unlock the additional scenarios.

Currently there are 5 scenarios for a total of more than 60 levels, with more promised for the future.
If you fail to unlock the scenarios through normal play, you can still unlock them using in-app purchases, and you can also buy hints that will reveal the solution of each level.

As said at the beginning, I found the puzzles a bit repetitive and easy. The new elements regularly introduced help to keep the game fresh, but the mechanics don't leave much freedom to the player. The way to the exit is usually pretty obvious, and in many cases all you have to do is move back and forth between two spots waiting for the right time to sneak past an enemy. Even the secondary goals don't add much difficulty. On the plus side, you can surely plan your solution using logic and never feel like you need to move around randomly.

If you are looking for challenging turn-based puzzles, I'd suggest to also look at Niño, but if you're happy with a mild challenge and a stellar presentation, definitely consider this game.


Summary

Nontrivialness★★☆☆☆
Logical Reasoning★★★★★
User Interface★★★★☆
Presentation★★★★★
Loading Time★★★☆☆
Saves Partial Progress
Status Bar


©2014 Nicola Salmoria. Unauthorized use and/or duplication without express and written permission is strictly prohibited. Excerpts and links may be used, provided that full and clear credit is given to Nicola Salmoria and nontrivialgames.blogspot.com with appropriate and specific direction to the original content.

A Visual Catalog of Threes! Clones

If you follow gaming news, you have probably read about the big drama spurred by the developers of Threes!, who posted a detailed history of the development of their game, to show how long it took them to create it, compared to how quickly it was copied. It's a very interesting read, especially if you are a game designer, so I'd encourage everyone to take a look at it. Threes might look simple, but the process that bought to its final state was far from simple.
Threes!, released February 6th
The one thing I don't like about this story is how all the attention has been put on 2048, calling it a rip-off of Threes. This post was initially going to be about how I don't agree with that, but attempting to prove my point I turned it into a collection of real clones of Threes, so I'll focus on those for now and talk about 2048 another time.

Threes has simple mechanics, so it's easy to imitate. However, it also has excellent production quality, and that isn't easy to copy. Indeed, none of the clones matches the original. Unfortunately this isn't always obvious from the screenshots.

It's also important to note that none of the clones that I have tried faithfully replicate the mechanics. The most obvious difference is where new cards are spawned. In Threes!, new cards only appear at the end of lines that moved. In most of the clones, they can appear on any line, or even anywhere on the board. This changes the gameplay significantly.

The first clone came from China and appeared very soon, though it went largely unnoticed in the US.
聚三成塔 - 数字三消, released February 21st
Nothing happened for a while, then more clones started appearing. Sometimes changing minor things, like replacing 1 and 2 with 3 and 5, which makes absolutely no difference to the mechanics, except that it allows to piggyback on the "powers of 2" trend. The funny thing is that this clone was released before 2048 became #1 on the App Store.
Eights!, released March 12th
Apparently many people like cats, so somebody tried to use them to modify the theme. But the spirit of Captain Triad remained.
Cat Threes, released March 13th
Replacing 1 and 2 with 2 and 3 doesn't change anything either.
Slide Five, released March 18th
Some clones are more boring than others.
Threeswipe, released March 24th
I guess there's nothing wrong attempting to look like a Flash game.
Threes Free, released April 3rd
Many clones imitate the graphics style of Threes, but failing to replicate the quality of the original art.

Some go for a flat look.
Amazing Threes, released March 31st
Others keep an anonymous 3d look.
3366, released April 3rd
The most blatant ripoff to date is probably this one.
Threes Saga, released April 5th
There are ones with more creative graphics too. Doodle style, for example.
Doodle Threes, released April 3rd
Or borrowing from Pudding Monsters.
Monster Threes, released April 4th
Did I miss some? Most likely! But what's clear with all these games is that they copy very closely the mechanics, and often also the art style, of Threes!.

Next time we'll see what instead happened with 2048.



©2014 Nicola Salmoria. Unauthorized use and/or duplication without express and written permission is strictly prohibited. Excerpts and links may be used, provided that full and clear credit is given to Nicola Salmoria and nontrivialgames.blogspot.com with appropriate and specific direction to the original content.

Update: Lazors 2.3

The beautiful Lazors has been updated again, adding a new type of block, the Portal!
The new block does what you would expect from any well behaved portal.

I particularly like what happens when light is reflected back into the portal. As with the Crystal block, the outcomes can be surprising.
You can even create seemingly closed loops... which actually aren't.
Lazors is a great puzzle game that years after its initial release doesn't cease to get better, so if you don't have it on your device yet, make sure to download it now.

The sad note is that on the very same day, somebody released a clone which seems to be little more than a reskin (and even does the same replacing of a S with a Z in the title). No link to that app! I'll just show a screenshot from the App Store description.
Make sure to avoid the copies and only download the original game.



©2014 Nicola Salmoria. Unauthorized use and/or duplication without express and written permission is strictly prohibited. Excerpts and links may be used, provided that full and clear credit is given to Nicola Salmoria and nontrivialgames.blogspot.com with appropriate and specific direction to the original content.
 
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