Spiral Knights
Genre: MMO/Dungeon Crawler Price: Free to play (Bundle pack available for purchase)
Notable Features: Joypad Enabled, Available through Steam with achievements
Developer: Three Rings (Sega) Game Link: http://www.spiralknights.com/
Gameplay
From the very beginning of Spiral Knights (SK from now on) one thing became very obvious to me. The game is designed for a younger audience. I could tell this without reading it anywhere. How? The gameplay is very simplistic. Even for a hack and slash style game, SK keeps the pace and learning curve of the game simple and steady. Players have to move around a dungeon and fend for themselves against slimey monsters and other beasts. To do this, your knight is equipped with two weapons (by default a melee weapon and a gun) and their trusty attack button. If you feel like going crazy, you can perform a charge attack by holding down the attack button. If you are picking up on my sarcastic tone through my writing, then I'm glad, because that is how it was supposed to read. The majority of the game is learnt in the first two minutes, and later a crafting system is introduced. That is all there is to SK. Even the crafting system is as simple as buying a recipe, finding the materials and clicking a button. Which is how SK is meant to be. This is a game for a younger audience, developed by a studio which is known for games for the younger audience (i.e Puzzle Pirates). Of course as an adult the game is overly simplistic (which some may relish) but for a child or young teenager the game is just right. I'd dare to say that it would be difficult to reach the games simplicity by accident or laziness. The one function I feel was overlooked and poorly implemented is the gamepad functionality. A lot of the menu's do not work as well or at all when using a pad, and often I had to go back to using the mouse when in the haven (safe area).
Gameplay Score: 4/10 I didn't play the game for very long because it was just excruciatingly boring. Never a good start.
Graphics
The graphical aspect of the game was the most enjoyable for me. Like the gameplay, the graphics are simple but they have their charms. Almost comic like in style is the best way of describing what you see without a particular genre, the animations in the game are important since they allow players to block incoming attacks. Backgrounds below the maps are simple though, and I felt like they could have added much more to the appearance. Enemies are mostly identical and I wish there was more variance in their appearance. Maps also begin to all look the same with a similar texture and layout. I believe that the graphic style can be simple without dumbing down the amount of content. Why is their a lack of variety when the game is so straight forward?
Graphics Score: 4/10 The graphics look nice, but everything is the same.
Business Model
Free to play is always a trivial matter for games, and should normally always be followed by an asterisk symbol explaining how 'free' the game is. In the case of SK, the pay part of the game is simple. There is a mission DLC available which the standard price on steam is £3.99. In game, money is used to buy energy. Energy is used to descend into the clockworks, open doors in dungeons and so on. You can purchase energy, and this will allow you to play the game as much as you like. You can craft, dungeon crawl and explore to your hearts content. If you determined to have a free to play experience, you can. Players receive 100 mist energy a day.
Business Model Score: 7/10 Although the model limits your activity in the game, you can still play a decent amount every day.
Overall Score: 5/10 The game just wasn't for me. I'm sure I could stick a younger person on this and they could happily play with few complaints. Personally the game lacked character development, excitement and originality.