Haunt the House: Terrortown, Murderous Spiritual Mayhem!

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Not since Haunting starring Polterguy has there been a game this indirect about its approach.  In Haunting, you play a ghost who was recently rendered spectral by a careless family of fucktards that killed you while skateboarding, so you make it the purpose of your afterlife to rectify a vendetta against them.  Terrortown’s ghost is more of a motiveless malignancy that likes to kill people and scare the ever-loving piss out of them.  At least Polterguy had a purpose, granted his manifestations were exceedingly more graphic.  But he never killed anybody!  This adorable little ghost has a bloody, murderous core.  No wonder it can’t move on.

Everything in Terrortown starts in the clocktower in the middle of town, where the ghost lives.  After a brief tutorial on possessing and manipulating objects in the environment, you are set loose on the town like an apple-cheeked Mongol set on destroying families and lives.  A couple things of note in the clocktower, though.  During the tutorial, what they teach you possession with is a bell, of which there are nine, plus the one you possess.  There is also a large, out-of-focus painting that looks like it was painted in a JRPG with the bloom turned down.  More on these later.

The adorable little tent is where the ghost hatches his devious and bloody schemes.

The adorable little tent is where the ghost hatches his devious and bloody schemes.

Calling this game a puzzler is a bit of a stretch, in my opinion, since the only puzzle you are solving is how you will drive terror into the hearts of the town’s citizens.  I would call this more of a strategy game, considering you are tasked with manipulating circumstances and individuals to reach a specific outcome indirectly.  The ghost in this uses possession to its advantage.  By possessing the various elements of the environment, you are able to manifest the fears of people in the things around them.  Now the things you can make people see depend on the level of fear in the atmosphere.  At the base level – relaxed – everyone is milling about in “thumbs-up-asses” mode.  Starting from relaxed, you will only be able to move furniture or swing chandeliers, rattle bars, etc., but once you start to creep people out, the fear level rises.  Increase it to perform higher profile scares and soon you will have people leaping out of windows to escape the house.

Once you have the fear levels up to fever-pitch, people are twitchy if not outright terrified.  You are performing bizarre and ostentatious scares, people are running around terrified and the general populous is jumping out of window to escape.  Revisiting the bells in the clocktower, each level has a few haunts that get bloody.  Several people in the game are asking for it, seemingly pretending nothing is going on, and the scares you perform near these guys get them fucking killed.  This is where the ghost gets murderous: it’s already sucked the happiness and fun out of a room faster than Carl Sagan at a confirmation party, now you’re going in for the kill.  Each person you assassinate gets the esteemed position of haunting the fucking belltower with you, circling a bell themed after their purpose in life to haunt them forever.  How wonderfully sadistic.

That's right, shifty motherfucker, just mind your own business.

That’s right, shifty motherfucker, just mind your own business.

The goal of this game is to get everyone out of the public places.  Once this goal is accomplished, you win!  Seriously, though that is it.  There are 4 locations to haunt and you are done.  This is a little frustrating, but I get the feeling there is more to come.  At least there better be.  Even though the game is 4.99$ on Steam, I have played other, cheaper games that are, in fact, full and finished.  Don’t get me wrong, this game is great, especially since I was such a big fan of haunting on Sega Genesis, but it literally feels like you finish the first level and it’s over.  I have had farts that lasted longer than this fucking game, regardless of how awesome and adorable it is.  The only thing that takes a long time to finish with this title is figuring out who the last fucking person in the goddamn museum.  I had to look up a walkthrough to figure that shit out.  Overall, it is a fun game and worth some money, but until they add ore content to the title, it will always feel short and incomplete.  And if they charge for DLC, I will pitch a bitch fit.

Flem, Sticky Little Preview

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This game is the most adorable game about a booger I have ever played.  Your main character is a little pixel snot, and the style of this game reflects the silliness having such a main character implies.  Its retro-style pixel art and chiptune music make it feel like a long-lost classic from the SNES, but its divergence from the usual recipe of those older games is what makes this game so much fun.  It is also a title appearing this week at Gamescom in Cologne, Germany at the Unity 3D stand.

Flem is a booger.  The first title I saw when I loaded the game read “One day in your nose…”  The tutorial takes place in a little alcove of someone’s nose where other little boogers teach you everything how you will interact with the game.  First there is your basic movement: left, right and jump.  The most important feature of movement is the roll.  Using roll is similar to running in that it increases speed, but it’s a toggle, so you don’t stop rolling until you hit the button again.  When I started, I was as careful as I could be; but once I realized how to progress in the game, I realized I had to step it up.

Final goals tend to define a game, and the goal here is timing.  Each level is a timed race to get past treacherous terrain, flora and fauna.  This is why I found myself rolling through most of the game, since you need to make a good time to progress.  I died a lot, mostly because platformers are not my strongest suit, but also because this game’s squishy exterior is only skin deep.  This is not a forgiving game.  Sure, each level is short, but that doesn’t change the fact that starting from the beginning every time is a pain.  I have cursed Flem more times than any other game in such a short period of time, and he can really be fucking frustrating, too.

Behold! The nostrils!

“What the actual fuck..?”

As you roll along through the game, you encounter a variety of obstacles, with the most common being spikes.  Spikes are literally fucking everywhere.  It’s like Flem got launched from the warm safety of the nostrils into a nightmare world of demon spikes and bizarre animals.  I wouldn’t call the creatures in this game enemies, since you don’t really fight them.  By all means, this game is almost Buddhist in its treatment of other creatures.  That I have found, there is no means to kill enemies, mostly because that is not what Flem is about.  Rather than sterilizing the environment of it natural fauna, you are tasked with slipping by them.  And they are weird.  There are yellow jumping bugs (dust mites, guess), cactus-like plants that launch pellets into the air, flying purple bugs and a myriad of other obstacles, but again, you are not there to kill anything: you just want to get past quickly.  At the end of the level, you’ll be graded, and the faster you completed it, the better your score.  Of course, there are only three scores, noted by different-colored gems.  One of the biggest points of frustration are the buttons to continue the game.  For now, it seems selection randomly flickers from one button to the next, making it equally possible to restart, continue or return to the menu by accident.  It’s really annoying, but in a preview this early, it is good to see so few flaws.

In order to get past, you are given some interesting abilities, too.  One of these abilities is gathering up little purple bubbles to float around.  Of course, there is a gauge that displays the amount of time that you have to hover, which can be refilled by grabbing another purple bubble.  This gets difficult, too, since your ultimate goal is to get to the end quickly, not to collect pick-ups.  There are also orbs that give you speed boosts, let you jump and these are trickled into the game slowly enough that you get a handle on them, and the game ramps up the difficulty at a rate that is challenging and still fun.

Older games have a more specific motivation with an interference-oriented goal.  Mario would vanquish goombas, beat on turtles and kick Bowser’s butt to save the Princess.  Flem is a booger.  He isn’t nearly as committed to combat as the suspenders-clad knight of the Mushroom Kingdom.  There isn’t even a definable enemy, just this sense of displacement that drives Flem onward.  In the very beginning, rather than some foe drawing you out into the world, you are launched out of the nose by a sneeze.  It’s a beginning as goofy as the main character, but it sets a tone of enjoying the pixels of the game rather than selecting and neutralizing targets.  As I have come to expect and enjoy from Norway, there is a talent for creating a fun environment that you pass through and enjoy, rather than tear through like a tornado full of missiles and chainsaws.  I’ll bet that’s the next sequel to Sharknado.

What the fuck is with all the deadly spikes?!

What the fuck is with all the deadly spikes?!

The art in this game is spectacular, despite the simple concept.  The tutorial, which is currently pretty basic, is delivered alongside a gallery of pictures that seem to tell the story of dissenting opinions between the denizens of the nose.  Some ended up leaving, others stayed to cultivate some kind of snot garden.  The music is always whimsical and echoes the style of the environment.  It’s not some kind of modern, pulsating techno-mix of chiptunes; it’s just plain simple bit-tunes suitable for a game on the SNES.  I would expect this title to appear on Ouya and other simple platforms.  Alongside those, Henchman and Goon are trying to get this game voted up on Steam!  I would expect this to be another fun little title for a low-ish price, so go vote it up on Steam and lets play!

Of everything that bothers me about this game, nothing drove me up a fucking wall like the spikes lining every single wall in sight.  I mean seriously!  Is the world descending into the worship of some bizarre demon-god that covers everything in tiny spikes?!  What would the point of that be?  Does he want you to just be permanently uncomfortable?  I mean, spikes are spikes, but at this size it might be, at worst, like laying on toothbrushes.  That might even tickle.  It’s like the world was infiltrated by the most effectively strategizing and bizarrely quixotic aggressor in the world.  Maybe he was invented by Woody Allen?  I dunno, just seems like something he might imagine.

Lift Off!, Devious Extra-terrestrial Boardgaming

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As kids, my brothers and I loved to play board games, and when we played they got rowdy.  With five of us all told, whether we started fighting or not, it was always an interesting game.  Granted, my oldest brother always made up new rules, so my second oldest brother was always the one consulting the rule book to shoot him down.  Rainy days, snow days, days we didn’t feel like going outside: any reason would do to ransack the attic looking for one of the numerous boxes of board games that my parents kept around.

Lift off is a board game that would have been an awesome find in one of those boxes.  The art is cool and the concept is simple enough for a bunch of kids to comprehend.  The story is something simple and fun: someone tripped over a cord at the center of the planet and now it’s caused a cataclysmic chain reaction that will annihilate the planet!  Sounds like a doomsday scenario that only a programmer could imagine.  One little tiny thing is off and everything explodes.  When you start a game, you build the board.  This is similar to other board games, except that the pieces are HUGE so there is no way to really mess it up.  You start with the core, which is the center of the planet and the game board.  Apparently aliens hang out at the core of their planet, not the surface.  There are four exit points, providing egress from the core, and four lift off points, to get you the hell off the planet!  Once the board is built, everyone draws two cards, the moon is set at the top of the board and the sun is placed in the day tracker.

Also at the center of the board, there is this giant, ugly gargoyle.  He starts in the same place as all your little aliens, whom are in the midst of a mass exodus from the planet, so that never bodes well.  He looks like the embodiment of planetary disappointment.  Your world’s final ‘fuck you’ before you leave it to explode into space-dust.  If you want to follow along with how you play this game, I am basically writing this article alongside the explanation of the game, delivered by creator Eduardo Baraf on his kickstarter.

A lot of pieces, but at least most of them are big.  I hate it when there are a billion tiny pieces for you to lose... cause I usually do just that..

A lot of pieces, but at least most of them are big. I hate it when there are a billion tiny pieces for you to lose… cause I usually do just that with them..

During your turn, you can do any combination of 4 things.  First, you can move your aliens.  Again, these are the little guys that are trying to escape the planet and the focus of the whole game.  Each turn you get 2 moves.  Typically, you can move one alien out to the perimeter via an exit point for one move.  You can also move that alien from one board section to another using one move.  Now, moving is important and all, but it’s not everything.

The next action you can take in a turn is placing your resource cards at a lift off point.  So, at the start of each turn, you draw two cards.  (for those following along, this means on your first turn you’ll have 4 cards)  Now this is how it works.  You can move your little aliens around the board, but when you place him on a lift off point, you have to spend resources to get them “onboard” the lift off point.  For instance, Ed (the game’s creator), shows us that it takes 2 screws to board the satellite and that it can hold up to 3 aliens.  Once you get an alien to the satellite, you spend 2 screws and he boards the satellite.  It’s like paying Charon the boatman, but instead of trying to buy a badass yacht to shepherd souls to the afterlife, I guess he is trying to build one instead.  I congratulate him on his new-found work ethic.  Removing an alien from a lift off point also costs the same amount of resources as placing them, so, unless you want to be stuck in some kind of hardware pyramid scheme, leave the fuckers where they are.  As the aliens pay to board the points, they start paying the cost.  Once the full cost of the point is paid, the point takes off and the aliens are given to their respective players.

Now, the satellite is an easy take off point.  It costs 6 screws to get going, 2 screws to board and takes off at any time.  Some of the other lift off points are more complex.  Take the rocket for example.  That shit can hold 6 people and costs 6 fuel and 6 screws to take off.  You pay 1 fuel and 1 screw to board it.  In addition, it can only take off during a full moon!  The fuck!?  So apparently this moon mechanic is important.  At the end of each player’s turn, it moves to the next slot over on the board.  If you have any talent for physical extrapolation, you’ll see from the pieces of the board above, it forms a circular shape.  Now, if the moon is directly above a section of the board, say the rocket, it is a full moon at the rocket.  If it is on the section of the board directly opposite the rocket, it is a new moon at the rocket.  When the moon is at any section in between the rocket and the section opposite the rocket, it is a half moon.  So the fucking rocket only takes off when the moon is directly above it.  Fucking showboater.

Personally, I would favor the Stargate.  Cause it's fucking awesome.

Personally, I would favor the Stargate. Cause it’s fucking awesome.

Moving back to the original structure of this article that I seem to have abandoned faster than the aliens in this game leave their planet, the next type of action is using action cards.  These cards are where things get really interesting.  They have a variety of effects on the game, all of which Ed explains, none of which I will explain.  These cards let you manipulate the mechanics of the game so that you can get your aliens off the planet quicker or prevent the other players from lifting off.  So, for instance, I might use terraform to swap out a lift off tile that will allow me to take off faster with one of my aliens leaving everyone else to fend for themselves.  Heh heh heh!  I’ll take the jetpack, you assholes can take the trampoline off the planet!  One of the biggest dick moves is to relocate the gargoyle.  If you move that fucker to a lift off point, it cannot take off at all, regardless of how many screws they gave to Charon.  Granted, you can always move him back to the center on your turn with the gargoyle card or when the moon reaches its original resting point.

The last type of action is pretty simple and common to a lot of games.  Discard.  This is basically a way to trade off items and gamble a little to try to get what you need.  You can discard two cards in order to draw another card.  Discard two resources for an action card or any combo of two cards for another card.

Now the way game progress is tracked is the combination of the sun and the moon.  Every time the moon reaches its starting position on the board, the sun moves forward a spot on the day tracker.  There are several day spots and then a run of explosion spots with numbers.  The numbers relate to a number of players.  So with the most players in a game, five, you have nine days until the planet explodes.  This means that with 8 moon slots on the board, the game gives 5 players a grand total of 40 turns to GTFO.  Of course, who ever has removed the most aliens from the board when it explodes wins the game.

Murder, my favorite pass time!  Also, Red Rum, my second favorite drink!

Murder, my favorite pass time! Also, Red Rum, my second favorite drink!

Why should you give this guy you money?  Well, aside from getting a copy of Lift Off! he’ll also throw in a copy of one of his other games, Murder of Crows.  Eddie B has a lot of neat shit they want to do the more money they can get, so check out the entire kickstarter, review the donation options and get neat stuff!  As of right now, this campaign is 51% there.  With 22 days left, this is a project that is worth betting some money on.  But wait!  There’s m0re!  Are you from the EU?  This game is EU-friendly, so all rewards for backers in the EU and US will ship for free.  Stick that in your pip and smoke it.

Estudio Antropo, True Next-Gen Gaming

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Remember is Shadowrun how your characters had 2 different versions of the matrix to deal with?  Yea, sure, one was the Virtual Reality (VR) realm where hackers reign as gods, clad in icons to resemble all the deities of old as their meat body lays somewhere on a bed or floor neglected by the free-roaming mind.  The other was called Augmented Reality (AR) and it is where you find the visual interfaces that allowed you to see what specials and sales stores have going that day by looking at the logo through the right pair of glasses.  Nintendo was the first to really take advantage of this when they came out with the 3DS and its aptly named VR cards, which revealed a variety of simple, fun AR games that had my wife and I battling over who was the better virtual fisherman.  These cards were cards you lay on a table and then look at with your 3DS in AR mode.  Characters would then pop out of the cards or games would form out of the table.  It was fucking awesome.  Then there was this company that fucking decided to make a pair of computerized glasses, which hold the potential to plaster gaming all over the world.  There is another company, however, whose scope is more ambitious than just playing with cards and more exciting than karate chopping at the air or shouting virtual “clay pigeons” to pieces with your fucking thu’um.

Estudio Antropo said “That’s fucking neat and all guys, but what about the goddamn devices the entire society has already invested in?”  Not a direct quote, but one I like to imagine coming out of someone’s mouth.  These guys have developed a game for the boARd format, a Kurzor S.R.O. concept, that allows you to use your mobile devices to play board games.  Now, the trailers for this only show people with their iPads all spooled up and ready to go, but, the game is also scheduled to release with an Android element, as well.  I don’t see it being long before Andriod and iOS players can huddle around the same boARd to play a rousing game of Monopoly, or something.  Estudio Antropo currently have a kickstarter campaign up that ends August 1st.  If anything in this article excites you nearly as much as it fucking excites me, go there and throw some money in!

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Check my cardboard swagger.

Check that cardboard swagger

First among the titles that will pioneer the fourth fucking dimension is Cartoneros.  This title is one that has a kind of general appeal that plays out really cool.  Not to mention, even those hippies with their goddamn iPads will love the concept.  Cartoneros takes place in a world where people throw away vast amounts of fucking cardboard.  EVERYTHING is cardboard, including your characters.  Your characters then go out on their mission to clean up the world! Aw, yay!  That is so special!  Yippee! Love is magical!  They then proceed to battle over resources like the humans that undoubtedly spawned them and battle to the death over cardboard.  So yes, good intentions do pave the road to good gameplay.

In this tactical strategy, you control a small team of Cartoneros, these little guys that collect the cardboard detritus of the world.  Each of your cartoneros has strength and weaknesses, too, so it is not all cut and dry combat.  In your mad dash for sustaining cardboard, you will battle with other players.  Now, this carboard you collect isn’t really something you’ll use in-game to pump your cartoneros up, but between plays is when it comes in handy.  As you await your next round of play against your mortal foes (apparently your mom and little sister) you use the cardboard to beef up your cartoneros.  You will even be able to shape the gaming environment by building maps, characters, weapons, monsters and robots!  Its developers liken it to a combination of DoTA and XCOM.  Granted, if you spend your cardboard too frivolously, you will not have enough resources to maintain a competitive  team.  This honestly looks like it could turn into a fucking sport.

Adorable cardboard characters butchering each other with their cardboard shotguns. Isn't that nice!

Adorable cardboard characters butchering each other with their cardboard shotguns. Isn’t that nice!

Each game of Cartoneros will include 1 – 8 players, and the game style will change depending on the teams.  If everyone is on the same team, the game is more like an RPG with players working together to fight monsters and get cardboard.  If you split the players apart, it becomes a DoTA, XCOM fusion-style tactical strategy game.  Monsters in this game fall in three categories.  Little ones that flee, big ones that attack your characters and huge ones that make you crap your cardboard trousers.  Each monster will have special abilities that can be obtained by killing the monsters and eating its heart like a ancient n0rse warrior.  I might have made up that last part about eating its heart, but you really can get the powers of your foes for a limited period by destroying them.  Apparently there are some really neat features to the game structure, as well, allowing you to create your own game.  Maps can be created by arranging terrain on the board, missions can be created by designating objectives and stories created by linking maps.  The game is going to be tough, too; if you lose characters weapons, tools etc. in-game they are gone forever.  You’ll have to be careful how you spend your cardboard between games, but careful planning will pay off big-time in the long run.  You can read about Cartoneros in greater detail on its Kickstarter page.

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Does cartoneros sound too much like something that the family will enjoy and won’t be badass enough for your group of awesome buddies that only opt for the finest and most edgy of tabletop games?  The guys backing cartoneros are also developing Espionag3: Berlin Files.  If cartoneros’ strategic gameplay and winsome visuals don’t excite you, the dark world of spies and intrigue laid out in Espionag3: Berlin Files should.

It’s another strategic game where you control a network of spies and battle against your friends.  Berlin files looks really fun and with pitched gun battles and tailing missions, this game looks awesome.  I don’t fucking care what language the goddamn screenshots are in!  The players take up the role of secret government agents in Berlin, who have discovered that the mafia has moved in and are expanding rapidly.  It is up to players to utilize their stealthy spy tactics to overcome and eliminate their mafia enemies.  This gaming format has a lot of possibilities, from the simple and fun ideas to adult level games providing intrigue and excitement.  I could see a game like this taking place in 1930’s New York with players controlling a mafia family and vying for control of the illegal liquor trade.  Want a historical piece?  What if someone developed a game where half the players are the French Resistance fighters and the others are Nazis, and the players duke it out for control of Paris?  See, only limited by your imagination.

On any city street in Berlin...

On any city street in Berlin…

So why does this concept excite me and why should it excite you too?  Do you like tabletop games?  Anyone who has ever played Shadowrun, Dungeons and Dragons or Warhammer and any other such related games should be able to see the potential this poses for awesomeness.  This format could easily be built upon by major developers to create a DnD game that works with ipads, android phones etc. so that you can sit down with your gaming crew and play some serious tabletop games.  You could have endless customization options for your Warhammer armies, all explained at your fingertips by the software of the game.  Terrain customization for Warhammer, DnD and Shadowrun games would be that much more detailed and the worlds you play in would, literally, just be a game screen away.  You would be able to almost touch them.  Super-nerdy niche games not your style?  This format could be used to give standard boardgames the modern update off of console systems they so desperately crave.  Instead of buying the whole box and all the pieces getting scattered by a rampaging dog, you could just play care-free on a paper-board!  Granted, the animals might poke holes in the paper boARd, but it saves you a hell of a lot more time searching for tiny houses.  Those fuckers are a bitch to step on at night, too.  So support Cartoneros on kickstarter up through August 1st!  It could really be the update of next-gen gaming that would really make people feel like they are living in the future!