Mini Review of Tradewinds Odyssey
Today I am working on a mini review of a game called Tradewinds Odyssey for a potential job as a game tester. What programmer or geek in general doesn’t want to get paid to sit in their own home testing games and writing about it?
What follows is my actual review of the game and my short experience with it.
The system used to run this game was a Windows XP virtual machine running under Mac OS 10.5 (Leopard).
The Virtual Machine stats are as follows:
Memory: 1.5gigs
Processor: Dual-Core 2.1ghz
Video: 12mb onboard video card
The first problem that I noted with the game was while running the installer.
During the 3rd part of the install, while the installer was downloading the necessary files my machine lost internet connection. When the internet connection was resumed, the installer would not recognize the connection even though Firefox and Internet Explorer both connected to the internet just fine. I closed and restarted the installer and began the process again. The files began downloading from the beginning (i.e. they did not resume where they left off).
My initial impression of the game was that it had good art and style. I enjoyed the overall feel of it. It also felt like the game didn’t take itself too seriously. The character “Theophilos” was referred to as “Phil” and I found this amusing. One of the characters also referred to Socrates as a “P.I.T.A.” or a “Pain In The Ass”, however, even though the game took itself lightly it still took the time to get interesting points about history and historical figures across to the player.
After accepting the first quest I was told to talk to Plato at the Gymnasium in Athens. I was not aware that I wasn’t in Athens already (I was in Thebes) so I spent a few minutes trying to figure out how to talk to Plato while I was in the Gynmasium in Thebes. I thought the game could have done a slightly better job of informing me that I wasn’t in Athens. The title “Thebes” didn’t stand out to me on the top of the screen enough.
I did find it very helpful that there was a “?” located over any building that was relevant to my current quest. For example, once I arrived in Athens it was easy to see that there was a difference about the Gymnasium building and that it was relevant to me in some way.
While playing through the game I did have a fatal error happen which caused the application to crash.
Steps leading to the crash:
– I was in the main Athens screen
– I saved my game progress (for the first time)
– I pressed the “Set Sail” button
– When the game went to a loading screen I pressed “alt + tab” to switch to a different program
– I heard a stutter in the game sound effects and then the game crashed
There was no error reported from the application at all, just the crash.
When I ran the game launcher again the demo said that I had “48 minutes” remaining. Since I had originally launched the game twice, the second time at “59 minutes” (the first time I launched the game I realized my sound was turned off) this meant that the game had crashed 11 minutes later. It did make me wonder whether this was a known bug since the timing fell in line with your directions of playing the game “for at least 10 minutes”.
The game could use a few minor improvements from what I noticed. I have already mentioned that the fact that I was in Thebes but needed to go to Athens was not automatically clear. I’m sure once the game progressed on this information would be easier to understand though.
I found that when in the map screen used to “Set Sail”, if I hovered my mouse pointer over a city, information would pop up about that city. However, I didn’t discover this “pop-up” until I had already visited each city available. I happened to leave the mouse pointer over a city while reading something else and discovered the “pop-up” information. I find that it’s not good to have players accidentally discover portions of a game that are meant to be helpful to them.
In order for a player to complete a quest, at least the first quest, it felt like there was quite a large amount of going back and forth between the same few buildings. This “back and forth” work was necessary to complete the quest, but it felt like nothing more than “busy work” in order to expand the gameplay time.
The last improvement I would suggest would be the inclusion of keyboard navigation. When moving around within the game I felt that I could save time and move through the game more fluidly with the keyboard than with the mouse. Simple keyboard navigation like the spacebar or “enter” key advancing the conversation or the “escape” key leaving a conversation or building or the arrow keys navigating between options within a building.
Overall I felt that the game was well done. The style was distinct and interesting and the gameplay would hold my interest.