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Graphics & Sound:
Imagine the game design aesthetic of Super Monkey Ball combined with classical works of art, but in a style inspired more by Terry Gilliam (of Monty Python fame) than literal homage. Rock of Ages is probably one of the most original games you'll play this year, in the way that it takes vistas, characters, and music from periods of world history as the backdrop for a game about rolling a giant stone. The original giant-stone-roller Sisyphus and his endless task are the inspiration for the first animated cut scene, reminiscent of Gilliam and his cut-paper style. In each level that follows, you're treated to often hilarious introductory scenes that put figures from history in ridiculous situations. At every turn, the musical scores are pitch-perfect, even if the backdrop otherwise includes lots of mayhem.
Outside of the design choices mentioned, the actual gameplay continues to deliver small delights. The blockades you erect to prevent your enemy from rolling on your gate include rampaging cows, intent on pushing rolling balls into the ever-present abyss. The squishy sounds of you rolling over innocent bystanders punctuate each level, as well as the percussive impact of stone balls and stone walls. The whole game is visually a feast, making it that much more enjoyable to play, and return to for replay.
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Gameplay:
The comparison to Super Monkey Ball isn't a joke; you'll immediately connect the dots when you boot up a session of Rock of Ages, and see that the levels are progressively more twisty/curvy. What you perceive as the initial point of the game is to roll your giant ball down a hill and destroy your opponent's gate. That remains the primary objective, but there are several other aspects that become important in the Story Mode. This single-player version of the game pits you against those famous figures from world history, such as Marie Antoinette, King Leonidas, and The Black Plague. Okay, the plague is more like an event than a figure, but it's made appropriately (and hilariously) anthropomorphous for Rock of Ages. You can queue up a friend for head-to-head play in the same vein, or play a skee-ball challenge that uses giant boulders instead of skee balls. Skee-ball is a classy choice, compared to something like bowling.
Things get especially interesting in Rock of Ages during the period when your stone is being prepped for its next roll. At this time, you can fortify the hill on your side (a mirror image of the one you'll roll down to obliterate your enemy) with all kinds of crazy stuff. We're talking cows, war elephants, blowers, bombs, steampunkish flying ships, and good old-fashioned towers. It's a bit like Tower Defense, except you don't expect to actually kill the enemy. Slowing the rolling rock down is about the best you can hope for, especially if that involves knocking an opponent into the void, wasting precious seconds. You'll be facing fortifications as you roll, so the action is fast and frantic as you attempt to thwart these defenses. Not all the mechanics add up as well as you'd probably like, but Rock of Ages is engaging from start to finish, and totally true to its vision.
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Difficulty:
There are boss battles scattered through your journey, but you wouldn't always know it. The poor bosses seem a trifle compared to the challenge of toppling certain later enemies' gates. It's not that the boss levels are poorly designed, they just seem a bit one-dimensional in comparison. The basics of Rock of Ages are twitch reflexes and a good noggin. You need to learn quickly how to lay down fortifications, and the number of options grows rapidly. Observing what your enemies choose, and where they are placed, is a great first step. Playing a human opponent, the so-called War Mode, is infinitely more fun because of the unpredictability involved. Each stage of Story Mode is easily mastered, once you figure out where blockades are placed and get the lay of the land. Additional challenges involve gathering keys scattered through each level, and there are some requirements to earn keys before moving on in the game. Luckily, most keys are easy enough to gather, but only if you really have your game together in terms of fortification, timing, and attack strategy. You can skip many keys, but you'll eventually have to learn to steer that big rock! Players looking for something strategic will find it here, but be prepared to get your thumbs dirty.
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Game Mechanics:
The essential balance of Rock of Ages is between speed and accuracy. Fast runs will generally pay off, because you'll end up being the first to wear down the enemy defenses. The problem comes when the enemy is as quick as you, and when the level gets fiendishly complex. At these moments, you really appreciate the value of fortifications. Building up defenses drains credits that you earn by destroying enemy buildings. Knocking down people, buildings, even ornate planters, will earn you points but also slow you down and weaken your offensive strength. There are few levels later in the game you can complete on speed alone, so it's critical to understand how to raise money and spend it wisely. A few good defenses planted strategically go far, but you'll end up repeating a few levels before learning the critical lessons.
The weakest aspect of Rock of Ages might be that it offers too much too quickly, in terms of the fortifications available during Story Mode. Perhaps for multiplayer, with human opponents that crave variety, having so many choices makes sense. In the rapid-fire single-player game, it's virtually impossible to cycle through so many units and really understand their value. More to the point, it's just not necessary. When you can win with a few of the basic fortifications, there's little incentive to experiment. Rock of Ages may give it all away a bit too easily, but it's never hard to play. The simplicity of your mission makes this a great title to pick up and play, and also makes it accessible to gamers across a wide range of ability. So long as you can think on your feet, plan ahead, and work a controller with some style, Rock of Ages offers a real good time. If you like the basic formula, plan to keep the game around a long time, for sparring with a friend.
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-Fridtjof, GameVortex Communications AKA Matt Paddock |
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