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A Review on the rest of the MSC Malaysia Game Pitch Winners

A while ago Iris posted a review about two of the five winners of the MSC Game Design Competition. I’ll do the remaining two (not including us), since I stayed longer in the presentation room. Well… I was enjoying the air-conditioning.

My first impression of Riot HQ was that it looked too much like Command and Conquer: Red Alert, because of its urban warfare setting and semi-realistic graphics. However, it turned out to be a totally different game.

Riot HQ places the player as a dispatcher of riot-control robots. Whenever a riot breaks out in the fictional futuristic city, your job is to send in the robots to break the rioters as quickly as possible without resorting to violence. The aim of the game is to protect your citizens’ properties from being destroyed by the robots, thus generating revenue for your city.

There are several types of robots to choose from, unfortunately none that I could accurately recall. I also liked his underlying theme of solving violence without violence, as that is a very important message to convey when people ‘up there’ are viewing computer games as a cause of juvenile delinquence, violence and other social ills. The city graphics looked pretty good, and though the characters looked simplistic they blended together rather well. The game seems fun and balanced from first looks, and I wish Mark success in developing his game.

The other winner was Mystic Order, a card-based role-playing game intended for the Nintendo DS. I didn’t really pay attention to the mechanics, but it sounded original from what I heard. At least its non-violent setting differentiates it from other card-based handheld role-playing games like Yggdra Union.

Putting the game on the DS is very ambitious, especially in a country with high piracy rates like Malaysia. The judges were very skeptical about the developers’ ability to get the development license, and persuaded them to put it on the Pocket PC instead.

In short, all the winners looked very promising gameplay wise. Marketing, however, remains a big problem…

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December 28, 2006 - Posted by | Entrepreneurship, Game Design, Game Development, Game Industry, Malaysia

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