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Ark 22


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#1 HalfMillennium

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Posted 02 August 2010 - 12:49 PM

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It's a weird genre, sci-fi. Everyone seems to want a go at it, barely anyone seems to do it correctly. Occasionally, however, someone does get it right, and this is one of those examples.

Ark 22 puts you in the role of Kesha, a vending machine technician on a transport ship which crash-lands on an icy planet. The story shifts to the small village the crew have built, where Kesha acquires a few basic supplies and sets off to check for other survivors. Of course, it's not as simple as that and Kesha is thrust into a battle against aliens, monsters and all sorts of other enemies.

The whole game seems fairly Zelda-inspired, although unlike most games along those lines it does something of its own as well. The game itself is one of the biggest made with Game Maker; it'll require at least a few hours just to get through the main game, and that's not including the various optional quests. The expansive game world includes a variety of different locales, with massive dungeons and many NPCs to make conversation with.

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It's not all swordplay and slingshots.

The control scheme is effective, with the arrow keys being used to manoeuvre Kesha and all the attack commands being on the other side of the keyboard. The eight-way directional controls offer plenty of control over the character. The puzzle sections are fairly difficult but not complicated, and combat is generally simple to control. Although you start off with only a sword for combat, other weapons are unlocked as you explore dungeons and fight enemies.

Graphically, the game is okay, with small but colourful and fairly clear sprites and detailed buildings, as well as stylised text outlines. Cut-scenes are presented with what seem to be hand-drawn images and subtitles, and there's an option to speed through them - a rarity in GM titles. The score is impressively written and the visual effects are great. One of the game's best achievements is that it doesn't repeat itself. Enemies, weapons and puzzle sections are all varied and the story moves along at a fairly quick speed. The only problem is the hardware requirements; players using less powerful computers might encounter lag in particularly complex screens.

On that point at the beginning of the review that not many 'get' sci-fi, that's another area where Ark 22 excels. The plot resists the temptation to simply throw aliens at the player and, for much of the game, it's fairly ambiguous as to what the enemies are. As well as the plot, the game features many NPCs to interact with, and it's these generally irrelevant characters that make Ark 22 so different to its rivals; the game world seems as if it's an actual society as opposed to a bunch of characters with no purpose other than to explain your goals. They're supported by an often humorous script and varied dialogue.

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The NPCs usually have something to say, which makes the game more believable.

Perhaps Ark 22's greatest achievement is that it's able to be a mature game on its own merits. It doesn't try to fit itself into the nebulous realms of being a 'hardcore' game; it doesn't need mindless violence or profanity to make itself seem mature and achieves that goal because it doesn't aim for those. The complex story and gameplay put it above most similar games made with the program, and it's one of the few that could easily avoid the 'made with GM' stigma.
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#2 banov

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Posted 04 August 2010 - 09:37 PM

It's been a while since we've heard from you! This review was pleasant, if just a liiiiiittle bit short. I think you could stand to go into a bit more detail here and there.

I had a specific nitpick;

the game features many NPCs to interact with, and it's these generally irrelevant characters that make Ark 22 so different to its rivals; the game world seems as if it's an actual society as opposed to a bunch of characters with no purpose other than to explain your goals.

It seems unfair to me for you to accuse other games (you specifically mention Zelda earlier) of having NPCs who are far more flat than those featured in Ark 22. To the contrary, I don't think I've ever played a Zelda game whose NPCs are "a bunch of characters with no purpose other than to explain your goals." I'm pretty sure having NPCs who help deepen the game's world and immersion are the norm, in fact. Ark 22 didn't suddenly invent that.

Otherwise this review was fairly solid and you raised some good points.
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#3 Carnivac

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Posted 05 August 2010 - 09:32 AM

To the contrary, I don't think I've ever played a Zelda game whose NPCs are "a bunch of characters with no purpose other than to explain your goals."


Every single Zelda (and most rpg's and other games with npc's) has felt like that to me even the actually great Zelda games (Link to the Past and Link's Awakening). Most of them just come across as no different to the signposts you often see in these games. In fact the signposts are generally more useful and a lot less tedious to read through. Yeah there are a few characters who stick out more just for being a bit more involved with the plot but they still generally lack depth and any sense of actually having their own life.

I respect the work gone into Ark22 but I've never really been able to get into it myself.

Edited by Carnivac, 05 August 2010 - 09:33 AM.

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#4 Venomous

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Posted 05 August 2010 - 02:32 PM

Good review,but I didn't read anything about music or sound.
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#5 OMAGA

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Posted 06 August 2010 - 11:01 PM

lol. Vending machine technician. Sounds like RedDwarf to me  :lol:
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#6 GStick

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Posted 08 August 2010 - 01:01 AM

Great game, decent review. It was a really nice read, but it's too short.
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#7 zeldarules28

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Posted 11 August 2010 - 10:24 PM

I loved this game when I played it a few years ago! Finally, a zelda style game that was not just a total rip off! Anyway, I loved it excpet for the one puzzle in the first dungeon where you had to stand on all those squares..That was EVIL!! I even quit the game and didnt play it for a while because of that.
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#8 NickyBarns

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Posted 16 August 2010 - 06:13 AM

nice game..thanks for sharing..
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#9 Darkenblade

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Posted 21 August 2010 - 07:58 PM

Ironically I saw this game earlier and played it, than I saw this review....anyway nice review and it's a great game too.
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#10 njp

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Posted 23 August 2010 - 12:40 PM

Double post......dial up lag...


this forum does that alot with dial up... so i got highspeed :)
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#11 Overpants

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Posted 31 August 2010 - 07:53 PM

Does the idea of controlling a 16x24 character in a 640x480 view sounds appealing to you? No? Me neither. 16x24 would be fine in the context of an SNES game (256x224 resolution)...... but 640x480 as the view size for such tiny sprites???

agoraphobics would be scared to death of the game.

#12 commodore swift

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Posted 04 September 2011 - 02:22 AM

I just reviewed this game here. I gave it 2/10 because I thought it was very poorly made, very sloppy, and very... what's the opposite of fun? Boring.

The game itself is one of the biggest made with Game Maker; it'll require at least a few hours just to get through the main game

That is not necessarily a good thing. Most of the time playing is spent trying to find the correct person to talk to. Quantity is not quality - in this case it's just the opposite. I'd look more kindly on this game if it wasn't so long, boring and repetitive.

Posted Image
It's not all swordplay and slingshots.

Actually, the gameplay is pretty simplistic. Anyway, I hate you for posting that screenshot - I shall forever have nightmares of playing at 12 FPS in that village.

The control scheme is effective, with the arrow keys being used to manoeuvre Kesha and all the attack commands being on the other side of the keyboard.

However, you have to press Enter to talk to people, which is NOT on the other side of the keyboard. Why couldn't the button have been space, or a letter key? (Hint: the answer is that this game is not well-designed.)

Cut-scenes are presented with what seem to be hand-drawn images and subtitles, and there's an option to speed through them - a rarity in GM titles.

Yes, the cutscenes weren't bad, and were a definite improvement over Iji.

Enemies, weapons and puzzle sections are all varied and the story moves along at a fairly quick speed.

This is a flat-out lie. It took me about half an hour to complete all the fetch-quests in the first village. You might want to rephrase "fairly quick".

On that point at the beginning of the review that not many 'get' sci-fi, that's another area where Ark 22 excels. The plot resists the temptation to simply throw aliens at the player and, for much of the game, it's fairly ambiguous as to what the enemies are. As well as the plot, the game features many NPCs to interact with, and it's these generally irrelevant characters that make Ark 22 so different to its rivals; the game world seems as if it's an actual society as opposed to a bunch of characters with no purpose other than to explain your goals. They're supported by an often humorous script and varied dialogue.

The dialogue is boring and most of it is technical jargon, ie not varied at all. I also think your claim that the "game world" is an "actual society" is ridiculous considering that the NPCs do not move, look exactly the same apart from being recolored, and DO NOT INCLUDE WOMEN OR CHILDREN. Actual societies include women and children.

Posted Image
The NPCs usually have something to say, which makes the game more believable.

I didn't know that games were judged based on NPCs.

Perhaps Ark 22's greatest achievement is that it's able to be a mature game on its own merits. It doesn't try to fit itself into the nebulous realms of being a 'hardcore' game; it doesn't need mindless violence or profanity to make itself seem mature and achieves that goal because it doesn't aim for those.

How so? You don't support anything you just said here. You just stated facts and assumed that we agreed with them. Your review as a whole generally had this problem - nothing you said was supported. It didn't sound like you were really trying with this review. You don't even talk about gameplay at all, except to say that "there is a variety of weapons!" or "the gameplay is complex and the dungeons are exciting!" In fact, none of these statements are true.

Does the idea of controlling a 16x24 character in a 640x480 view sounds appealing to you? No? Me neither. 16x24 would be fine in the context of an SNES game (256x224 resolution)...... but 640x480 as the view size for such tiny sprites???

agoraphobics would be scared to death of the game.

In my review I stated that the sprites were 24x32. You may be right about the size; it's hard to tell when the view is stretched from 640x480 to 1600x900 (my resolution).

Edited by commodore swift, 04 September 2011 - 02:28 AM.

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#13 masterofhisowndomain

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Posted 12 October 2011 - 09:42 AM

A decent review, but no mention was made of the music and sound effects - or indeed whose game this actually is... You could have enticed me more to give it a go by including an image of the "dungeons" that you keep mentioning (being confused about how combat works in this game, a screenshot would have been appreciated).
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#14 commodore swift

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Posted 12 October 2011 - 02:16 PM

That's because there is no music in the game apart from 6-second loops.
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#15 makerofthegames

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Posted 12 October 2011 - 02:45 PM

That's not true.
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#16 masterofhisowndomain

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Posted 12 October 2011 - 04:13 PM

That's because there is no music in the game apart from 6-second loops.

I wouldn't know that, because the review doesn't mention it; that's the issue...
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#17 makerofthegames

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Posted 12 October 2011 - 06:02 PM

Eh, I like the music. It's okay. I went into the music folder and just listened to them. The shortest one is 41 seconds the longest one is 2 minutes 3 seconds. Uh, they sound kinda electric or maybe techno. Or differing, I dunno. I'm not a music expert. I liked them.
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#18 commodore swift

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Posted 12 October 2011 - 09:28 PM

Yeah, Srehpog didn't know how to loop music without there being a slight pause. He made each music file longer so that the pause would happen every couple minutes instead of every 6 seconds. I went into this in detail in my original Ark22 review. The music gets extremely repetitive after about 10 minutes of playing the game, hearing a single loop over and over.
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#19 Rusty

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Posted 13 October 2011 - 01:49 AM

It's a nice enough review, could have touched a few more points but something I will nag about is this:

Posted Image

There is so much wrong with that screenshot, view style is unclear, there is no sense of depth and it looks like a screenshot taken of a work in progress rather than an actual game. The room just doesn't look complete, even the stairs look out of place. Damn I hate this. This is not a good image to use if you're trying to get people to give it a chance.

You may want to consider adding screenshots of the combat system or speech in your next review. Screenshots can do a lot for a review if used correctly and unfortunately they just weren't used correctly here.
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#20 makerofthegames

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Posted 13 October 2011 - 08:15 AM

The information in this quote is false:

Yeah, Srehpog didn't know how to loop music without there being a slight pause. He made each music file longer so that the pause would happen every couple minutes instead of every 6 seconds. I went into this in detail in my original Ark22 review. The music gets extremely repetitive after about 10 minutes of playing the game, hearing a single loop over and over.

After listening to every single last one of the songs of the game in full I have come to conclude that they are not all short bits looped into a longer file, and I question how one would come to this conclusion. Some songs even have a definite beginning and end, starting soft and fading out.
In the future I would suggest researching in more depth before making a claim like this.

Anyway, IMO the music is good, enjoyable, etc. The best songs are the ending theme, minigame theme, and title theme in my opinion. :turned:
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