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![]() As more and more web-game developers start trekking into the land of multiplayer gaming, we are finally starting to see a larger variety of game genres appearing beyond the simplistic turn-based games of yesteryear. Host, by Caulder Bradford (aka RiftMaster, aka Bubbles) and Edmund McMillen (aka That Gish Dude) presents us with a platform/brawler game in the vein of Super Smash Bros. Let’s start with the art: Your characters are essentially blobs of flesh possessed by a host organism and protected by a skull. Each player can customize their skull by giving it different features like horns, markings and hair, and a variety of teeth. Aside from a few interchangeable parts, however, each character is essentially the same. The level art is very basic and minimal, which makes it very easy to separate the players from the landscape, and the landscapes are nice and moody. The setup interfaces are fairly pretty as well, if a little confusing at first. You start with with a grid of holes you can drop your host organism into to join existing games, or you can create a new game by popping it into a big sphincter. Once you are in the setup screen you have more holes that seemingly have no purpose. In actuality, these are how you pick which level you will be playing in. You can look at any part of this game and just know it’s been drawn by Edmund. The music in the game is nothing short of amazing. The well composed title and menu songs just add to the twisted appearance of the game, and the in-battle music is very atmospheric and not distracting in any way. The sound effects aren’t anything fancy, but are very fitting for all the beating and squishing and squirting that goes on in the game. Everything just comes together perfectly to keep the game as grotesque as possible. Of course, at the end of the day, no multiplayer game is worth a damn without quality gameplay. The gameplay in host is very simple. You roll… you jump… you skull-punch… and if you’re feeling lucky, you may even fire a maggot or 2. The premise of the game WAS to be a simple beat-em up game that people can just hop into and play, and I think to that extent it has succeeded indefinitely. That said, there are a few factors that hampered my enjoyment of the game. Getting in to a game without a ‘room exists’ or ‘room is full’ error is a bit of a pain, especially since I just wanna get in as fast as possible and beat some heads. Of course, when I do get in, the beating of the heads is not so simple. To win a round, you need to rack up 3 kills. This would be a very fun prospect, except for 3 things. 1) When you punch an enemy, a lot of times you hit where they were a few milliseconds ago, and by the time the punch animation is done, they have skipped just enough out of the way you miss. 2) Since they are now behind you, you want to turn around… but unless the animation has played all the way through and you are not touching the attack button, you can’t turn around, and it makes you feel like you have lost control of your character, and thus your connection to the game. 3) Falling too far kills you… so if you happen to have got stuck in the “I can’t turn” situation and you are on a high branch, you immediately may want to jump to safety…. and if you miss the next branch… you die. I don’t really mind dying in these kinds of games… but when a simple death also takes down your kills, it just frustrates the shit out of you and takes a lot of the fun away form the game. If you somehow manage to choke down your frustration ling enough and land a kill, you get to eat your victim’s heart, and your organism increases in size. I have yet to see what the full growth does, and so far it doesn’t seem to make you much stronger… but it’s still pretty neat to just… eat people’s hearts after beating them down. If you get lucky enough to actually win a game, the victory screen lets you, and you alone, roll around and taunt the other players. Every multiplayer game needs this feature…. especially the ones I am good at! On thing Host excels at is keeping players in sync. I know from personal experience, keeping a fast, multi-user game (especially one made in flash) in sync is a real challenge. The Flash player never runs the same speed on any 2 browsers, let along on any 2 computers, and network latency is always an obstacle. And yet, even the laggiest players still sync up respectably. I can’t say I really enjoyed this game very much when I just hopped in and played… but I was lucky enough to be involved with a lot of the beta testing, and it was extremely fun to play with actual friends. With so many people playing now, however, it’s hard to get your buddies into one room. If you like games that let you beat on random strangers, I have no doubt you will love Host. For the rest of you…. try it anyway…. OR ELSE! [ Play HOST ]
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