Monday, March 8, 2010

Try It Or Die

Format change! As many people know, the sheer volume of XBLIGs is massive and unending. It's like a clown car. Well sometimes clowns are not funny, or flat out scary, or want to eat your face and that's why I'm here. I want to hook you up with the funny clowns and keep you away from rotten snaggle-toothed clowns that appear by your beside in the middle of the night wanting to "juggle" (massage apps). I can't play with all of the clowns, nor do I want to, but I can use my level head to navigate the clown army for you.

Long story short, each week I am awarding two games (new releases from that week) the "Try It Or Die" award. The award will go to two games that I think you need to try because they are standout titles - cream of the weekly crop.

(week of March 7th 2010)

Mega Monster Mania Review (80MP)

I nearly overlooked this one because like some of you I judge a book by it's box art (cover) and am not the most patient soul on the planet. Thankfully I stuck with it because this one grew on me. My first impression was, "this looks weird" and "my character is moving too fast." But that's mostly because we've been trained to expect certain traits within standard genres.

What I soon learned is that MMM has some very appealing features. First of all, it's co-op and who doesn't love some co-op dungeon crawling? I mean seriously. Also, there's tons of loot/treasure to find and upgrade your character with, boatloads of various enemies to fight, and once you get used to the fast movement, combat is pretty damn fun.

In other words, it's a much deeper game than it appears at first. And for 80MP ($1), any fans of the genre should get some entertainment from the looting/upgrading and quirky style/gameplay.

SoulCaster Review (240 MP)

SoulCaster is one of those games that will probably not make huge sales but will be well-received and generally overlooked by thousands of people who will never know it exists. That makes me sad, but to make myself feel better I eat cupcakes.

SoulCaster is one of those latenight "cool idea for a game" brainstorms that actually made it to a virtual shelf. It's a mash-up of genres that looks like Gauntlet, has elements of mobile tower defense, brings out nostalgia from Zelda 1, and follows some pretty standard but always enjoyable fantasy/RPG style story and characters. However you end up describing it, the fact is it works and the combined elements means it feels different.

Players control a character than collects soul orb type thingies that allow you place warrior allies on the map - sort of like you're carrying around your party. These immortal warriors will fight for you and have strengths/weaknesses that will govern how you use them and when. You set them up on the fly as enemies navigate towards you and can 'call' them back at any time. You can upgrade their abilities by collecting gold and visiting shops as you make your way though the lands collecting treasure and beating up baddies.

The graphics are retro (for better or worse - I like them) and the cost is 240 MP (about $2.50). Knowing a little about game development, and because the end product is solid, I think the price point is where it should be. It would certainly be an easy impulse buy at 80MP, but I like that not all devs are bending under the weight of the price pressure.

Saturday, February 13, 2010

Your Doodles Are Bugged! Review

B+

Here's how the thought process went for me. "Oh that's a stupid name for game." "Weird box art. What the hell is that thing?" "Wait that screenshot looks interesting." "Hmmm, haven't seen anything like this on XBLIG." "Only 80MP...." "Oh wait the developer has reached out to me! I like him more already!"

5 hours of playtime later, I finally turned the corner and realized what a beautiful little game this is. Actually, it's not "little" at all, but the bugs are tiny and the price tag is low, so it seems fitting. In terms of game hours and levels to conquer, this game is rather big.

Here's some things I liked right off the bat. The concept is clever. I believe that I can safely say that never before have you helped small bugs escape a "doodle" by drawing lines/structures with a pen. The humorous sound effects and zany plot/story are cutely captivating. The doodle artwork follows suit, offering a colorful and sometimes bizarre world to play in.

What took some time to grow on me was the primary game mechanic of drawing the lines to guide the bugs. In the beginning it felt a bit inaccurate and unpredictable as to how the bugs would respond to my drawings - in some cases a couple extra pixels of ink or a slightly steeper curve would have tragic unintended consequences for my bugs.

Thankfully, the tutorials helped shine some light on the best ways to guide the bugs and some patience/practice pays off well too. Simple tricks like drawing the path in reverse helps avoid the frantic process of trying to keep up with your bugs as they march happily to their doom. Imagining the path backwards, then opening the floodgates seems to be the better route. Should your plan fail, lessons learned, and you can easily restart the level.

By about level 5 or so you'll notice that the difficulty starts to amp up, and true puzzle lovers will get hooked to the challenge. Meanwhile, people with short tempers might find themselves throwing a controller. Adding to the strategy is the fact that your pen has finite ink, so budgeting that resource (and reclaiming ink off the page when you no longer need it) becomes absolutely necessary. In fact, it seems as though level 8 has already become a bit notorious as the "doodle that stumps." It took me over an hour, so I won't be on those leaderboards any time soon!

Some may find the gameplay pace a little slow or too challenging, but those people have endless numbers of zombies to kill elsewhere. :) I recommend this one for anyone looking for polished brainteaser in a wonderfully conceived artistic package.

Friday, February 5, 2010

It's Getting Better

Just a quick note to point out that there are finally some solid forums dedicated to XBLIG. Head over there to vote on your favorite games, uncover hidden gems, and talk indie. Much props to the folks who put this together - anyone who's ever tried running a forum knows it's not as easy you'd think! (XBLIG Forums!)

Monday, January 25, 2010

Mount Up

A quick break from reviews peoples. Some well-written articles by people I respect, deserve reading - so I am spreading the word.

1. The peeps at XNPlay offer more insight on the state of XBLIG.
2. Brandon Boyer of BoingBoing highlights some of the goods and bads.
3. GamerBytes (of Gamasutra creation) does some sales/success/failure analysis.

These articles dial in on the key issues and the things that developers need to be thinking about. You should read them. My initial knee-jerk after consuming them is to take action. While we can all cross our fingers for better games and better Microsoft support, we can can also put some effort in to uncovering hidden gems on the indie scene (gamers I am looking at you), and spreading the word/promoting the service better (developers I am looking at you).

One nice little page I am helping promote is this Facebook group for Indie Games which currently has 700 members. There is really no reason that word-of-mouth can't tap into all of our friends and fellow gamers to push this membership to the thousands. If you are on Facebook, join up and tell your friends. Indie Games on Facebook.

Tuesday, January 5, 2010

Lazy Review #11

Comin' at you with some more recommendations.

Twin Blades (240MP)

A quick look at the screenshot below will give you a good indication of the polished visuals in Twin Blades. So you get a good deal of eye candy. Namely, lush landscapes and a cartoony skirt-wearing scythe-wielding nun who hacks and guns down zombies.

I am honestly not sure you need much more to give this demo a whirl, but the gameplay is good enough to warrant a follow-through purchase. While I haven't done so myself yet (and I didn't receive a token, booooo), I am fairly certain that I can stand behind a recommendation.

It's a side-scrolling zombie hacker with what looks to be a fairly standard difficulty curve (more zombies, and tougher zombies) paralleled by ongoing weapon/power upgrades. It's a well-tested hook/progression that many of you have probably experienced in other games in the same genre. Twin Blades looks to be a cut above, and at a good price. Pimpin'.

The Impossible Game (80MP)

Ever been taunted by the title of a game? I kept passing this one over, but it started laughing at me so I snapped. Damn you, game.

Well, it also has great rating (gamer votes), and usually when a game only has shapes for graphics and a 4-star rating that means that something else was done very well. That is in fact the case, as The Impossible Game nails addictive simple gameplay while living up to it's name. For some, it may frustrate - but for those who can appreciate "practice makes perfect" you'll probably spend hours making your way through what I am calling, "the treadmill from hell."

Essentially, you control a small square that automatically "runs" through a gauntlet of traps. All you have to do is jump - sounds simple. NOT AT ALL. I was amazed at well the controls and trap design are laid out to create a challenge. Precision jumping and timing is crucial as the trap scroll towards you and multiple deaths are pretty much a given. Thankfully the punishment is low, and you can create your own checkpoints (limited number however) that allow you to spawn there after death.

I haven't beaten this one yet, and I a not sure I ever will. You up for it?

Colosseum: Hammerball (80MP)

I am glad to see Shortfuse back on the XBLIG map as I have always thought that the original Colosseum (now only 240MP, by the way) deserved much more attention. Hammerball is a sort of "light" version of the arena style fighter that offers a sporting variety of hockey.

Players control teams of hammer-wielding characters who can shoot, pass, and well...hammer a ball around the circular arena. The mechanics are similar to other sports games and it was easy to pick it up and figure out the basic controls. Plus you can still do some other attacks and maneuvers and I usually welcome a little violence.

And like it's predecessor, Hammerball uses cell shaded 3D graphics and the models/animations are some of the best you'll find on the platform. I'd recommend this one primarily as a multiplayer game as it's best experienced with/against a friend. At 80MP, it's an efficient use of a dollar.

Wednesday, December 30, 2009

Lazy Review #10

Happy Holidays everyone. I am back in action over here and you'll see more reviews rolling out at a faster pace. It's not so much a "new year's resolution" really - it's more me just giving myself a swift kick in the buttocks. (I'm flexible)

Kicking things off, this Lazy Review session is really more of a look back at the past couple of months of XBLIG releases, with a trifecta of recommendations from me. If you missed these games because you were bogged down over the holidays (or let's face it, flat broke because of the holidays) or playing one of the seven hundred AAA releases that all come out around November, then go back and have a look at these.

Goblyn Stomp (80 MP)

Another solid example of an 80MP-priced game that will provide you with a fresh burst of fun, Goblyn Stomp takes a simple premise, adds some powerups, and coats the whole package in a unique tophat-and-cane antiquey style/color palette.


All you have to do is stomp goblyns, which we're all pretty used to doing in one manner or another. Poorly executed stomping will result with the goblyns nibbling at your ankles until you die, which honestly feels a bit pathetic once you see these things. (see screenshot) They are sort of like fat clumsy chickens.

The key to the fun lock here is repetition and addiction. Squashing endless amounts of goblyns is a simple premise but one that focuses on a rather enjoyable aspect of your average platformer. There's nothing to learn except stomping technique - and as you stomp more goblyns you gain several upgrades (e.g. power stomp, cane spin, land mines) which allow for more stompage. Stomp as many as you can and watch your body count pile up towards the highest score. Something tells me that most readers reading this will have a mounting urge to go stomp some goblyns. Don't let me stop you.

Chris Unarmed (240 MP)

For all you platformer-lovers out there, this is a newcomer that will offer a lengthy and challenging experience. Once you get rolling the graphics grow on you and you will quickly realize that there are going to be some tough platforming challenges.


Most of the basics are intact here - avoid enemies, don't fall or hit traps, get from point A to point B, collect coins, etc. It's a time-tested formula that works well and there are some other tweaks as well. Wall jumping is available from the get-go and physics play a role in terms of air currents that manipulate movement. In general, these features work well, although sometimes there are some quirky movements that seem to be physics related - I occasionally died at the hands of some inexplicable lateral movement.

Some of level design is downright evil so I'd sharpen your platforming skills and prepare your patience. There's a nice light story built in and I found some charm in the fact that the developer designed the game around himself as an "unarmed" character - worth a go.

Johnny Platform Saves Xmas (240 MP)

It's a nice feeling when a successful game is followed up with a sequel. Many of you are probably familiar with the first Johnny Platform ("Biscuit Romp") game which was well-received and widely played. It's important to note that "Save Xmas" is not a re-skin or add-on, but a totally new adventure with all new levels and features.


For those of you who missed Biscuit Romp (now 80MP), I highly recommend both the original and this latest holiday release. They are both notable for their charming coffee-drinking main character, tight controls, and levels full of "ah-ha!" moments. At 240MP, this is honestly a steal.

Saves Christmas feels much like it's predecessor (nothing wrong with that), but I'd say that the graphics are more polished and the challenges are more intricate. Hopefully this means we'll keep seeing more from this developer (Ishisoft).

Friday, December 11, 2009

Duel: The Art of Combat Review

B

If you've never read Lost Garden I recommend it as a deep thoughtful dive into the world of gaming. I happened to to be reading a couple recent articles about multiplayer gaming prior to playing several hours of Duel, which is a game that is best played with a friend.

Duel is a sideview combat game that has you in the role of a well-armed snake like (?) character. You're tossed into an arena with other snakey beings that are equally well armed with anything from ninja stars, to battle hammers, to rocket launchers. There's lots of weapons, no question. Duel: The Art of Combat isn't so much "art" as it's mayhem, and it's probably more of a run-and-gun than it is "duel." But I honestly have no issue with that - none at all really it's just an observation on the title.

There's a good deal to like about Duel so as usual I am going to run through some likes and then some dislikes and then try to make a recommendation on who will enjoy it.

Graphics often play heavy into the first impression, and I believe Duel sort of falls into the "good enough" category considering the price (240MP) and the platform. They aren't artistically high-end but the designer was smart to keep environments and characters simple and uncluttered. There is good depth from the 3D elements and the simple shapes offer easy to navigate arenas for fighting.

Speaking of navigation, it's important to point out a rather interesting mode of travel. The snakes not only have a beefy arsenal of weapons, but also have a grappling rope that can be used to whip around the levels. Honestly, it takes some getting used to and is a little counter intuitive when compared to the much slower 'walking' and jumping alternative, but once you learn to rely on it, it works quite well and greatly increases the pace and fury of the combat.

Other cool features include perks (like faster grappling, higher jumping, etc), power ups (basics like shield, health, extra damage), and unlocking ton of weapons to choose from. As you progress though the single player, I found this to be a nice light progression vehicle to keep me interested and content. There was always something a little new to chew on.

Duel really relies on two main components. Lots of weapons, and multiplayer action. If you like other sideview multiplayer combat games, this one will probably be up your alley too. The single player is fun, but probably won't extend beyond the 45 minutes or so it'll take you to plow through to the single boss. What you really need is a buddy to square off against, test different character builds, and have a face to rub your victories in.

One feature I found lacking was a way to monitor damage and weapon power. While I enjoyed testing out the many weapons, and trying different strategies from remote mines to sniper rifles, I really had no way to know how effective they were. It would have been nice to have either viewable enemy life bars, or weapons stats (or both) so that the many weapons seemed less arbitrary. When it came right down to it, while the minigun and the uzi were both fun, I had no real way to compare them accurately.

A couple other small hacks - the music was pretty bland and the story felt like a last minute add on. Seeing as these are not crucial to these genre's fun factor, those drawbacks didn't phase me as much as it could have. As mentioned, I believe anyone who likes this small-character-area-combat genre will find enjoyment from Duel: The Art of Combat. If you have a friend to play with, I'd recommend it - if your only option is single player, I'd see if the demo hits a positive chord with you first.

Wednesday, December 2, 2009

Platypus Review

A-

It's time to alert you to another sparkly gem on XBLIG. Amongst the many options and holiday AAA game release blitz, it's often easy to miss a smaller outstanding title. Platypus is a 'port' that you may have seen elsewhere - but it's release on XBLIG was my first experience, so there's a good chance that it will be for many of you too.

Without a doubt, the first thing that will strike you is the visuals. With gorgeous and stylish graphics made of clay (that's the best way I can word it), this side-scrolling ship shooter immediately has a unique, polished, and dare I say 'tasty' look and feel (I want to eat it). The ships feel robust and dynamic and the landscapes are rich. But as we all know, that's never enough alone.

Thankfully, Platypus follows though bigtime on gameplay. The controls are crisp and intuitive, the guns are satisfying, and the many enemy types offer fresh challenges. There are all sorts of great little touches, but one of the best is the way enemy ships fall apart as you damage them. The smaller basic explosions are cool, but the larger ships bust apart and get beaten up as you pound on them - panels of armor fall off, burn and dimple marks appear, and pilots eject prior to the final booming explosion. It's lovely.

Another standout feature for me is the powerups and goodies. A shooter rests its loins on the powerup system and Platypus sits confidently on a nice variety of boosts. There are five main gun powerups, each with different advantages. Adding to the strategy is the ability to shoot the powerups to change their color/ability - so if you're skillful, you can snag the gun that's best for your situation or playstyle. My personal favorite are the hard hitting red missiles that just feel beefy as they swarm around the screen.

But the items don't end there. You can also blow up certain structures to find little crates that's can provide even more firepower, points, extra lives, etc. But again, you have to skillfully shoot the crate, not the balloon carrying them, or else the powerup will plummet to the ground. And lastly, most of the bigger enemies and structures will explode with fruit (yes fruit, I told you it was tasty) that are worth points towards extra lives. You can juggle and split the fruit with you gun to help grab it before it hits the ground - nice touches right?
There's more but I am running out of blog real estate so I have to resort to a list. Huge bosses, co-op play, three difficulty levels, and cool music round out a feature list that is hard to knock.

One main complaint - sometimes the depth of play was really tough to perceive. As with most shooters, there tends to be tons of mayhem on screen, and sometimes I would confuse background set pieces, with foreground (deadly) enemies and structures. Some levels are bigger culprits than others, but on more than one occasion, I died in the key of 'what the F sharp" when a building I thought was in the background was actually in the foreground. The same goes for one particular level with a floating minefield - which mines am I dodging?!

But all and all, that is forgivable crunch in an otherwise deliciously moist and chewy cookie of a game. Some people may be turning up their noses at the 400MP price tag, but don't be a cheapass - that's a good price.

Saturday, October 31, 2009

Freqµency Review

B

Swine flu? No, I had a Borderlands addiction, apologies. Anyhow, I am back and had the pleasure of playing though Freqµency, a color-based robotic-themed platformer. To be honest, I am little wary of games that designate colors according to the Xbox controller buttons - but I am one of those people that starts to dislike things as they become more common - so don't mind me.


Freqµency follows a tried-and-true set up for a platformer that I tend to enjoy. That is, create a "home base' with important NPCs, and then send the player out on missions which upon completion loops back to the home base for progression of the story. Using this method, Freqµency creates a nice sense of accomplishment while also allowing for pacing and narrative. Similarly, as the player completes missions the robot character gains upgrades.

When it comes to the upgrades, I am torn. The game is built around color - both sapping objects (any object) of their color to gain it, and then expelling it in the form of fireballs/bullets. Exhausting all of your color goodness equals death, and getting hit by foes knocks down color too - so there is an ammo/life 'management' mechanic at hand. Trigger happiness will lead to death quickly. So for some, that will be a conflict of interest.

I do like the idea of sapping the world of it's colors to gain back power (there's something satisfying about peeling all of the color off a sedan, for example). But what didn't satisfy is that all of the colors act essentially the same - allowing the player to switch to the color and fire a blast of equal effect/power. Had each colored blast behaved differently and had pros/cons, it would help distinguish the colors as more than just an extension of the lifebar.


Something we all love - boss fights - are a welcome addition to Freqµency. They offer a good challenge while learning their patters and have some unique attacks that keep you on your toes. I won't spoil anything here, but the boss encounters also help drive the story. Speaking of which, the story won't win any awards, but as I always say - at least they gave us one to follow. I always feel like it's better to offer the players who enjoy some dialogue/story the option of immersing themselves in it. It doesn't have to be deep, complex, or entirely unique - it just has to give the player something to follow. I enjoyed some of the dialogue and could tell that the designers had fun with that element.

At 240 points, Freqµency is solid platforming experience with a hook worth checking out. Have a go at it.

Monday, October 26, 2009

Lazy Review #9

Three solid titles this time around, as I catch up on some recent releases.

Very Hungry Pumpkin (80MP)

I am very hungry for some pumpkin pie, but I'll just have to wait it out a couple more weeks, won't I. Very Hungry Pumpkin is a very nice-looking 3D rendered Halloween themed game. Honestly, it's usually pretty rare to see a holiday themed game with this much graphical polish and I have to say that I was quite pleasantly surprised.

The pleasing graphics are nicely accompanied by smooth animations, great overall art direction, and well-suited spooky (yet catchy!) music. The gameplay is pretty straightforward - the goal being to collect a 'full tank' of candy while avoiding the trick-or-treaters and before they snag they candy! Crazy kids! The trick-or-treaters move horizontally at variable speeds, and you can collect a time-stopper clock to catch your breath when things get hectic.

Despite the one level (that simply amps up the difficulty per round), the experience is tight enough to warrant a good amount of playthroughs. My only real complaint is that sometimes the on-screen items (candy counter, remaining live, clock) actually block some of the important play zone. But all-and-all this is an attractive game for the season, and at less than the cost of a jumbo candy bar. If you're having a Halloween party, you should put this up on the TV for entertainment.

Banana Split (240MP)
I didn't have a token for Banana Split, but from what I can tell this is a promising food-themed platformer starring a classy banana as the main character. I usually keep my ear to the ground, but I didn't see much in the way of promotion for this game so hopefully it's not slipping by everyone.


The art direction is charming and diverse, and the levels are generally well-designed. It has most of the 'same ol' platformer mechanics (avoid enemies, jump on their heads, etc) but delivers them in a fresh package. There also seems to be a light story involved about saving the friendly healthy foods from the bad unhealthy foods. This was fun because I was able to rescue an ally before the demo ended.

It also serves as a child-friendly platformer with a positive message and fun theme. I'd recommend that any platformer fans give this a try and consider the investment - especially if you have kids and they can get some fun out of it too.

Powa Valley (400MP)
Here's a cartoon side-view volleyball game with a good number of features for online play too. If you're into this type of game and multiplayer action, there's not many reasons that you won't like Powa Valley.


The cast of playable characters is colorful, with each character having a special ability to use out on the court (jump higher, power hit, confuse opponent, etc). In my humble opinion, some of these abilities seem slightly unbalanced - like the little fella who can create a windstorm got a point on me every time.

The graphics are quite nice, with bright backgrounds and simplified shapes/effects. The controls are precise once you get used to the characters. I also have to give props for the intelligent AI with three levels of difficulty - they are not pushovers! The only real drawback here is that it's a pretty standard "bop-the-ball-over-the-net" mechanic - and while done really well, it might not be for everyone at the 400MP price point. Defintely worth grabbing the demo (and maybe a friend too) for a try though.