Angry Birds

[03.29.15] Review - ‘Cooking Fever’

Nordcurrent

Nordcurrent

Cooking Fever

Rating:

3 Stars

It has been a very long time since I've reviewed a game; although, I’m not entirely sure that this is even a review, a public service announcement, a blog, or what. I stopped writing reviews on principle. I don’t really believe most of what is put out is “bad,” and you can see that based off of the review scores I would attach to my early reviews. A lot of gamers and developers have gone a long way to argue that video games are art, and – assuming that is so – art is a subjective matter. So if these games are going to be viewed as art, then quality is really in the eye of the creator. That’s not to say that things can’t be bad, but very few things, at least until this past year, are released completely broken. In reality, it all comes down to a difference in opinions on what people find fun, and I respect that. Just because I don’t particularly enjoy MMORPG’s doesn't instantly make all of them bad. I think there’s pleasure to be found in most any game, evidenced by my review of “Duke Nukem Forever” which was absolutely obliterated by other reviewers everywhere. “Duke Nukem Forever” might be an extreme example, but sets an important precedence. Sometimes things don’t meet expectations, other times they just might be of very little interest to you, but neither of these things make a game terrible.

In the current day where studios pump out annual titles which all try to match the financial success of “Call of Duty,” there has spawned a belief that every title released has to be the number one seller or it’s a piece of garbage. Despite the iconic words of Ricky Bobby, there is – in fact – a whole spectrum of bad to good in which things can land. Companies gauge their success on Metacritic scores, but most review sites treat a scale of 1 to 10 as a scale of 1 or 10. That’s why I dropped the scoring system in favor of simply explaining what I enjoyed and what I didn't enjoy. That same belief is what later led me to drop reviews overall. Really, what authority am I on what you think is fun? We may have similar tastes, but I would rather you experience it for yourself and make your own decision. If you’re interested in knowing what games I do like (I’m flattered, and thank you for reading!), I generally prefer to cover the things that interest me. If I don’t like it, I probably won’t talk about it as much, and what better endorsement is there than free advertising?

Enough about me, though. The reason I’m writing all of this is because of a recent experience I had with a game which was an absolute blast, until it destroyed its own experience for me. There is a parasite that has infected the gaming industry to the frightening extent in which we’ve come to accept that this is “just how things are now.” Micro-transactions have infiltrated every kind of game and have hurt or even completely destroyed many promising titles. Obviously, from a financial standpoint, micro-transactions offer unmatched benefits, but at what cost? Some games can pull it off, such as “Grand Theft Auto V.” The micro-transactions are there, but they are unobtrusive and have minimal effect on those who chose not to use them. Other games are playable, such as “Plants vs. Zombies 2: It’s About Time,” but created a very frustrating environment where you’re constantly pestered and feel penalized if you don’t buy in. Then there are games, such as the one I’m reviewing, which essentially render themselves useless you shell out some cash.

The jarring end to my playtime in “Cooking Fever” is what ultimately inspired me to write this review. I was so disappointed that I was barred from progressing through the game without grinding tirelessly or shelling out some cash. I would have happily spent a few dollars to purchase this game or even put up with intermittent advertisements since the game was a free download. What I refuse to do, however, is pay into this unhealthy ecosystem created by micro-transactions, just so I can continue to play this one game. There are other experiences out there which I would rather spend my time on, and this is why my time with “Cooking Fever” has come to an end. This is why I’m writing my first (and possibly last) review in years.

The Fun Stuff:

“Cooking Fever” follows a similar formula to the one perfected by “Diner Dash.” Serve customers, do it correctly, and do it quickly. In return, you earn some money, customize or upgrade your restaurant, then do it some more. “Cooking Fever” takes it one step further by packing in multiple restaurants with many different foods to serve while negating the seating of the customers and color matching in favor of the actual assembly of their orders. You can then upgrade your kitchen, your restaurant, and eventually buy additional restaurants to get new levels.

When you begin each restaurant, you start with simple orders. As you beat levels, you gain additional dishes to serve or different toppings and sides for the foods, such as lettuce and tomatoes for burgers, bowls of rice and soup, or fruit toppings for cakes. Meals become more complex and the number of orders increases as well. You also unlock the ability to upgrade your food and ingredients. Eventually, it becomes necessary to upgrade your food as well as your restaurant in order to earn enough money to 3-star levels, as it uses the same grading system popularized in “Angry Birds.” As you beat levels, you earn XP which allow you to level up, earn bonuses, and unlock additional restaurants. Customization is always a nice touch, so letting you pick and choose which restaurants you want to play, as well as customize your interior and kitchen via upgrades, is fantastic.

“Cooking Fever” is also very pretty, with a detailed-yet-cartoony graphic palette, reminiscent of early “Roller Coaster Tycoon” games. The restaurant environments are fun and feel like they belong in a Saturday morning cartoon. The foods themselves actually look delicious and make you want to go out and buy something similar in real life. Menus are laid out nicely, are easy to follow and understand, but are just on the verge of packing in too much information.

The Frustrating Stuff:

This style of game benefits greatly from a touch screen control scheme. On a 5” screen, however, it can be rather problematic at times. The game looks pretty, but over half of the screen real-estate is wasted on displaying the backdrop, customers, and their orders. This severely limits the playable area and makes everything very cramped. Combine that with opacity of a human finger and you’ll find there’s going to be the occasional misstep combining ingredients, which can’t be undone. It’s not game-breaking by any means, but it’s most definitely frustrating when it happens. If you have the hardware, opt into a tablet experience for this game.

That point may be moot, as there is one glaring issue with this game: the premium currency, or rather, the lack of readily available premium currency. After 3-staring every level in the first restaurant and about half the levels in the second restaurant, my progress came to a grinding halt. Even with virtually perfect runs, I could only 2-star the remaining levels in the restaurant. After burning through all of my gems (premium currency) to upgrade the restaurant and food, I bought every single upgrade possible that only required coins (base currency). Still, I could not earn enough to 3-star a level. There is a casino available in which players can gamble coins in hopes of earning gems, but after spending over 450,000 coins max-bidding at 500 and only winning gems once, I gave up.

The only other way to earn gems was to level up, which would require playing the same levels over and over again numerous times, or to earn them from the daily bonus. Gems, however, were not awarded until the 7th consecutive day played and I was only on my 3rd. The reward is also only 2 gems, and the lowest upgrade cost 10. This means I’m left with three options: hours of grinding, waiting it out for a week and a half, or buying gems. This is where my playtime came to an end, as I lost interest for having to wait days to really be able to play and progress. Perhaps it was so jarring because the game presented itself as a “play at your pace” kind of game and has the “Diner Dash” model, which traditionally would let you play as much or little as you wanted. It also could be because the currency system is set up similar to games like “Tiny Tower,” but completely bars progress instead of just slowing it like in those games. Either way, this is where the game ultimately ruined itself for me.

Bottom Line:

“Cooking Fever” was an absolute blast, while it lasted. As a free download, I highly recommend you pick it up to at least enjoy as much as you can. With the right pacing of upgrades, it might be possible to prevent getting locked up as quickly as I did; however, you will inevitably hit a brick wall at some point. If you so choose, you can always buy gems… although I strongly encourage you to vote with your money and refuse to give in to the temptations. While micro-transactions will never go away, hopefully we can fight this current trend in which they have infiltrated virtually every game released today. While I wholeheartedly believe developers deserve money for the work they have done, I don’t believe it should be paid out in a way that compromises the quality of the game.

“Cooking Fever” was developed by Nordcurrent and is available on Google Play for Android and the App Store for iPhone and iPad.

 

[07.12.12] Review: 'Amazing Alex'

Rovio

Rovio

After taunting us with nothing but vague details on their new game, Rovio has finally launched their next big hit "Amazing Alex" for iOS and Android today. As expected, it launched with a $0.99 price point and comes packed full of levels. There's a fantastic tutorial, tons of items to utilize, and four different locations to play in. They've even added a level builder to keep the fun going after you've beat the initial 100 levels 'Amazing Alex' launched with and essentially provided limitless content as users can upload their created levels and download other's creations. It certainly sounds like they've found the formula for success.

Rovio

The Fun Stuff:

People like physics-based puzzle games, and Rovio has proved that already with the immense popularity of their "Angry Birds" series. Thus, they've decided to stick to the genre that's treated them so well, and that is definitely a good thing. The concept of setting up Rube Goldberg machines is an absolute blast, and to compliment that, Rovio has developed top-notch physics for the game. It's not to say that everything is perfectly realistic; but rather that everything act and reacts the way you would expect it to in one of their games. Balls bounce, towers topple, balloons lift things above them... there simply are no awkward surprises.

The number of items in the game is astounding too. Everything from trap doors and bowling balls to RC monster trucks and mechanical punching fists. Even the evil pigs from "Angry Birds" make a cameo as a piggy bank. Every object's behavior is self-explanatory, and you'll rarely find yourself doing a trial-and-error test run on just one particular object to try to understand how it works. Instead, you'll just grab and place each object like you've been doing it your whole life.

Each new location adds additional objects to the puzzles, and gives you the opportunity to gather more for your own collection in the "My Levels" section. As you complete sections and earn stars, you'll unlock additional items which can then be used to build your own custom levels to share with the world. It gives you a chance to flex your creativity in a different way while simultaneously garnering the pleasure of stumping your friends with your top-notch puzzle designing skills.

The Frustrating Stuff:

The downside to the level creator is the restrictions Rovio has placed on users. Instead of being able to design levels and pick challenges freely, you're restricted to one mission goal: collect three stars. This means you can't have any of the secondary objective such as getting a particular ball into a basket or popping all the balloons on screen. This is somewhat of a disappointment seeing as that's really the foundation of the entire game and was the basis of its back story:

From cleaning his room to battling cardboard robots in his backyard, Alex creates amazing chain reactions to get the job done.

Apparently, the key to cleaning his room is picking up all the stars he dropped. As far as what collecting stars has to do with battling cardboard robots, not even the best "Amazing Alex" puzzle solvers can figure that one out.

There is only one other frustrating thing about "Amazing Alex", but fortunately it's rather nit-picky. When attempting to rotate objects, you need to make sure there's enough space for them to rest at the angle you want them to finish at, otherwise the object will just reset to it's original orientation when you let go. On the earlier levels, it's not much of a problem because there is plenty of free space to rotate the objects in. In the later levels though, things get much more crowded, and you'll occasionally find yourself having to disrupt sections you've already placed perfectly just so you can make a minor tweak to another item causing problems.

Bottom Line:

Rovio has done it again with "Amazing Alex", creating yet another puzzle masterpiece. It's an incredible blend of overcoming challenges while simply having fun. Creating the complex chain reactions is so intuitive and entertaining, people of all ages will find themselves as engulfed by the aura of "Amazing Alex" as they did with "Angry Birds." Just like those titles, at $0.99 it's a complete steal when you consider the amount of content packed into the game, and with free future updates planned, you'd be a fool not to join in the fun.

Download Links:

Google Play - Lite Version / Full Version
Amazon AppStore - Lite Version / Full Version
iTunes - Full Version

Amazing Alex was developed by Rovio. It was released in North America on July 12, 2012. It's available on iOS and Android. This review was based on an Android copy purchased on the release date.

Anthony Ortale writes news and reviews on behalf of Examiner.com. He does so much gaming in his spare time, it’s practically a full time job! If you like what you read here, please subscribe to his articles! You can also follow Tony on Twitter, or become a fan on Facebook! If you ever have any questions, comments, or concerns, feel free to email Tony any time at ortale.anthony@gmail.com, he’d love to hear from you!

[06.28.12] Rovio reveals details on 'Amazing Alex'

Rovio

Rovio

Rovio has been teasing their new game, "Amazing Alex" for quite some time in their incredibly popular "Angry Birds" games, but there wasn't ever any information available outside of the name and a single promotional image, until now. Today, Rovio released a teaser trailer and details on what could potentially be their next big hit.

Sticking to what they know best, "Amazing Alex" will be a physics-based puzzle game. Things are a little different this time around though. Launching birds has been replaced with building 'Rube Goldberg machines' to stimulate the protagonist's imagination.

From cleaning his room to battling cardboard robots in his backyard, Alex creates amazing chain reactions to get the job done.

"Amazing Alex" will come prepackaged with 100 levels set in four different environments with 35 different interactive objects to use. If you get bored of those levels or simply think you could do better; you can actually create your own levels and share them with the community. Rovio is also promising regular free updates to the game which shouldn't be doubted with the level of support they've had for all four "Angry Birds" games since their launch.

Details on the release are vague, but you won't have to wait long as it's slated for a July 2012 release. No price has been set, but a $0.99 price point seems most plausible, seeing as that was the cost of each "Angry Birds" title.

Anthony Ortale writes news and reviews on behalf of Examiner.com. He does so much gaming in his spare time, it’s practically a full time job! If you like what you read here, please subscribe to his articles! You can also follow Tony on Twitter, or become a fan on Facebook! If you ever have any questions, comments, or concerns, feel free to email Tony any time at ortale.anthony@gmail.com, he’d love to hear from you!

 

[06.15.12] 'Angry Birds Seasons' update adds new water levels

Rovio

Rovio

Back in March, Rovio decided to take "Angry Birds" where no birds had dared to go before with the launch of "Angy Birds Space". This month, they're at it again with a free update to the "Angry Birds Seasons" that features a new set of levels and all new under-water physics. It won't cost you anything if you already paid the original $0.99 price tag on the game. All you need to do is head to your favorite app store and download the update. The best part is, it's available now!

"Piglantis" features 30 additional levels which bring in a blend of traditional "Angry Birds" physics mixed with some water physics. The key thing to remember is that all the birds float, so launching them under water has the same effect as pushing a beach ball below the surface. Their arch nemesis, the pigs, tend to act more like rocks. If you knock one into the ocean, they'll sink down to the bottom, and hopefully break.

There aren't any new birds this time around, seeing as it's only a game update and not a standalone title, but there are additional items to destroy to go along with the new physics. If you manage to hit a fish while flying underwater, they will give you some points just like any other environmental object that's destroyed. You can follow the links below to your respective store to purchase or update!

iTunes

Google Play

Amazon AppStore

Anthony Ortale writes news and reviews on behalf of Examiner.com. He does so much gaming in his spare time, it’s practically a full time job! If you like what you read here, please subscribe to his articles! You can also follow Tony on Twitter, or become a fan on Facebook! If you ever have any questions, comments, or concerns, feel free to email Tony any time at ortale.anthony@gmail.com, he would love to hear from you

[03.08.12] NASA gives us our first look at 'Angry Birds Space'

Rovio

Rovio

Last month, Rovio gave us our first taste of Angry Birds Space with a little teaser trailer that left a lot to our imagination. Now that we’re just 2 weeks away from the March 22 release of the new game, we are finally getting a good look at what Rovio has been hard at work on. With the help of astronaut Don Pettit and a few props, NASA is giving us a brief physics lesson from the international space station to explain the all new game mechanics that will be utilized in Angry Birds Space.

Those new game mechanics are, perhaps, the most fascinating part of this entire video. This marks the first drastic change to Angry Birds that the series has taken on. Even across 3 different games – Angry Birds, Angry Birds: Seasons, and Angry Birds Rio – the formula has never changed, save a few new birds. With those birds we also had new scenery and a new story, but now we have a whole new reason to play.

Angry Birds Space will actually take place in space and will be on a much bigger scale than ever before. Instead of lining up the perfect arc, players will now have to calculate a more complex trajectory, taking into account the gravitational pull of multiple planets to navigate the zero gravity environments. Those planets can also be strategically used to crush space pigs and space debris, but it’s going to take some adjusting to adapt to the new physics.

In the process, you’ll also have to adjust to quite a few new birds. Two new birds made appearances in the brief gameplay preview, one of which appears to be a slight variation on the yellow triangle shaped bird that can change trajectory mid-flight. It’s likely he’ll actually become a replacement for the little yellow guy, seeing as his straight out boost wouldn’t serve much purpose in the zero gravity environment. The other new bird is much more original as it freezes objects on impact to make them easier to crush.

Who knows what else is in store for us come March 22. If we’re lucky, maybe we’ll get to see a little more gameplay before the game releases. If not, make sure you have 99 cents ready to check it out for yourself, because come launch time, you know you’re going to buy it just like everyone else.

Anthony Ortale writes news and reviews on behalf of Examiner.com. He does so much gaming in his spare time, it’s practically a full time job! If you like what you read here, please subscribe to his articles! You can also follow Tony on Twitter, or become a fan on Facebook! If you ever have any questions, comments, or concerns, feel free to email Tony any time at ortale.anthony@gmail.com, he would love to hear from you!

 

[02.18.12] Angry Birds are headed to space March 22

Rovio

Rovio

Had enough of Angry Birds yet? Rovio doesn’t seem to think you have, because they’re sending Angry Birds to outer space on March 22. Whether this will be a standalone game or just another expansion for one of the other Angry Birds titles is unclear at this moment, however it seems likely that it will be its own unique title. Actually, very little is known about Angry Birds Space other than the release date, its name, and its logo. Rovio announced its launch via the Angry Birds website where they also posted a short teaser trailer and a wallpaper you can download for your computer.

Many questions arise over the new setting. Will this change the fundamental mechanics that made the series so popular? After all, there’s virtually no gravity in space and this game relies very heavily on the physics attributed to gravity. If everything is set in a zero-G environment, other laws of physics would have to be taken into account and the game would get a lot more complicated.

If they wanted to avoid the changes, it could be set inside the International Space Station or a fictional moon base. Then again, the game is a complete work of fiction seeing as it has green pigs stealing eggs from suicidal birds. They can do whatever they want, including taking their popular game exactly as it is and giving it a pretty space backdrop which we’ll all just have to accept as we fork up 99 cents and spend countless hours perfecting each level and saving every last egg all over again. That’s probably exactly how it will happen and in the end and its likely no one will even complain. It will still dominate the sales charts for weeks and it will still be played by millions because there’s no denying the magical spell those birds have had over us since day one.

Anthony Ortale writes news and reviews on behalf of Examiner.com. He does so much gaming in his spare time, it’s practically a full time job! If you like what you read here, please subscribe to his articles! You can also follow Tony on Twitter, or become a fan on Facebook! If you ever have any questions, comments, or concerns, feel free to email Tony any time at ortale.anthony@gmail.com, he would love to hear from you!