Adventure Time: Magic Man’s Head Games was created with younger players in mind, but that didn’t hold back developer Turbo Button from making a joyful experience that feels authentic to the series.
I put on the HTC Vive headset and found myself in some grass just far enough from Finn and Jake to feel like I was spying on them. Shortly after being spotted by Finn and Jake, I was cursed by the Magic Man and turned into a balloon. From there, the three of us went on an adventure through forests, icy mountain tops, and caves to hunt down the Magic Man and have him return me to my original form.
Cartoon Network Digital producer Jacob Everett explained that Cartoon Network worked with Turbo Button to make sure that the movement in VR was easier on younger players. It took me a few minutes to adjust, as usual with VR, but it was an easy adjustment. Having a wider perspective of the world below slowed down my movement and generally felt more comfortable than some of the other first-person games that put you at the center of the action.
For my first review-in-progress post, I’ll keep this brief (in the interest of getting back in and playing more): the very first thing that struck me about Tom Clancy’s The Division was the introduction to its world.
If you’d rather watch me experience the opening moments for the first time than read about it, you’ll find the video of my first two hours below.
Coming out of a makeshift security checkpoint in Manhattan, daylight blinds me until my eyes adjust, and then I see it – an improvised memorial to those who have given their lives trying to take Manhattan back from the chaos that’s swallowed it in the wake of an unprecedented terror attack.
My father was in Manhattan on 9/11. I’ve seen memorials like this, littered with the helmets of fallen firefighters, and hastily scrawled children’s drawings with “thank you” writ large across the top. It is, perhaps, a cheap way to get me emotionally invested in the conflict that drives Tom Clancy’s The Division, but an unquestionably effective one.
Have you ever wanted to try and adjust your Mac‘s volume only to find that one volume setting was too high and the next step down was too low? In these situations, it’d be nice to get the volume level somewhere in the middle of those two presets. Although it never seemed possible before, there is […]
Apple has been researching software solutions that would tap into a user’s Apple Watch to intelligently adjust an iPhone’s alert volume on the fly, by monitoring and comparing ambient sound samples. Filed for with the United States Patent & Trademark Office (USPTO) back in 2014 and published on Thursday, the patent application titled “Volume control for mobile […]
As a platformer, Cobalt feels like a good idea that sadly leaves too many rough edges unpolished. The flexible control scheme integrates a well-implemented bullet-time mode that makes flipping and deflecting my way through crowds of enemies a breeze, but poorly designed levels often proved unfit arenas for showcasing my dexterity. Even worse, a game-breaking bug stopped me in my tracks.
Cobalt starts off pleasantly enough, introducing an intuitive combat system that lets you easily manage an arsenal of useful weapons and countermeasures to adjust to different foes and situations. I enjoyed stopping to soak in the soundtrack of catchy, kitschy elevator-music electronica as I guided my maneuverable robotic avatar through the expansive levels. Early encounters do a decent job of teaching the fundamentals of combat and exploration. Hidden caches of loot nearly always rewarded my curiosity.