Slaughterball, Bloody Freaking Fun

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Recently, thanks to Erik at Frog the What games, I had the chance to play through a two-man game of Slaughterball.  It is an inventive and exciting game about a futuristic game, based on handball and combined with genetic mutants and freaks.  These people have been altered by companies to run faster, hit harder and have keen senses.  It’s almost like someone tried to create a human “master race” through genetic alteration, but all they managed was a really badass football team.  This game is up on kickstarter and they’ve been funded to their first stretch goal!  Get in there now and you can still get some serious early-backer swag!  You can also head to the Slaughterball website to get some more information about the game itself!

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Yes, that team looks just like a bunch of orcs.

My favorite part of this game is how everything feels like you should be narrating it with an announcer’s voice, and this is what I did.  It was legitimately one of the most entertaining times I have had sitting on my friend’s floor, playing a game.  As it went, we chose one of the four teams that came with the review copy.  I favored the spartan-themed Swords of Damocles whereas my friend went with the buxom Valkyries.  Now the pieces on the board are referred to athletes and the people playing the game are coaches, which makes sense considering either could feasibly be labeled “players,” so they opted to eliminate that distinction altogether.

Each athlete has 5 stats: accuracy, agility, brawling, speed and toughness.  Accuracy shows how good they are at throwing the ball, so when throwing the ball at a goal, you get the number of your accuracy worth of murder dice to roll.  I call them murder dice because they are covered in knives and skulls.  The more knives you get, the better you roll, so get knives.  To get the shot in, you have to get a number of knives equal to or greater than the shooting distance in squares between the shooter and the goal.  All of the tests work similarly with one stat giving you a number of dice and then another being the stat you roll against for the opposing athlete or just quick checks to see if you make a goal or pick up a ball mid-move.

Once you have your team selected, you have to place the little guys and gals on the board.  Everything is pretty well explained, though.  Once you’re all set up, it’s time to play.  Now each team’s turn encompasses three phases: draw phase, onslaught phase, cleanup phase.  The first phase is where you can discard any number of cards and draw more.  This allows you to mix up your strategy at a moment’s notice and keeps you from stagnating in actions.  There are a lot of cards, don’t be afraid to ditch the ones you have for something better!  During the onslaught phase, your athletes can move, chop (attack, basically) and pass or shoot the ball.  Moving and passing or shooting the ball are all pretty self explanatory, but chopping is where you use your athletes to attack the opposing athletes.

Successfully chopping the other team’s athletes is a good place to start really doing damage.  When you chop, it incurs a DnD-style chop test (with the brawling stat) which you roll the murder dice for.  For our game, both teams’ razors ( the skinny, accurate, fast ball-shooter) ended up in the slaughterbox, which is sort of the game’s hospital.  Except instead of healing the athletes, they are allowed to just lay there bleeding while kids and viewers throw popcorn and ice cream cones at them.  Getting off a chop attack will successfully down an enemy and, usually, score you points! Getting off more chops while they are down will get them injured, slaughter boxed, possibly penalized…. and more points!!!

That's not a scar!  I'll show you a scar!

That’s not a scar! I’ll show you a scar!

When you start the game, the goals are closed and the ball shoots out of a ball-port.  These blast the ball high into the sky, at least in my mind.  The athletes run in, grab the ball and then run into the meat grinder at the center of the board.  Wait…. fuckawhadinnabaht!?! No, they aren’t running headlong into a literal meat grinder like ball-playing lemmings, they are running into a section in the center of the arena filled with skin-slashing spikes, sandpaper carpeting and possibly demotivational posters.  It’s like the chokey for genetically-engineered athletes.  The best part is that you get extra damage on opposing athletes for knocking them down in the meat grinder.

Once someone runs the ball into the meat grinder, all the goals open and you can start making shots.  Keep in mind that any time you don’t run open goals or make a shot with the ball, anyone with the ‘Shot Clock’ card can use it to get an athlete in the penalty box, redeploy the ball and get a little edge over your opponents.  The structure of the game allows you to get some serious synergy, too.  During your onslaught phase, you can select three different athletes (indicated with the onslaught tokens) to make two moves each.  These can be used to run, chop, pass and shoot, as stated.  A lot of times I would use one player to run, grab the ball, throw it to another athlete who would run it to the razor or shoot.  My buddy Dave got two goals in the first round of the game this way.  Granted the ball practically deployed into his hands, but you roll a die to determine which port it comes out of, and the dice are always in that guy’s favor.  Gameplay is fluid, thrilling and fun.  Mostly fun.

So my master plan to get and score with the fucking ball didn't work.  Risk in this game is not usually worth it, unless you have the cards to back it up.

So my master plan to get and score with the fucking ball didn’t work. Risk in this game is not usually worth it, unless you have the cards to back your strategy.

Notice the letters in different shapes on the athletes’ cards.  These show the different types of athletes.  Int he actual game there will be lovely plastic pieces that have differently shaped bases, but the review copy had these useful proxies.  There is the butcher or ‘square B’.  This is a big fucker that will chop anything and often ends up in the penalty box when you can get the card.  You’ll have one on your team.  The razor or ‘circle R’ is a lithe and speedy little fucker with four-arms who can move like nobody’s business.  These guys make a lot of the shots.. at least until they end up in the slaughter box.  You also have one of these.  There is also the cleaver or ‘pentagon C’.  These guys are pretty good defensive athletes.  They have decent accuracy, agility and speed, but they aren’t much for brawling and chopping.  This means you can use them to run the ball and score pretty well if you lose your razor.  Then there are the slashers.  These guys have higher toughness and brawling than your slashers, which makes them decent for defense.  These guys will be good at carving (providing interference for athletes running the ball) and generally defending the guy running the ball long enough to get a score in.  They are a little slower, less accurate and agile than the cleavers.

Big surprise.. butcher in the penalty box.

Big surprise.. butcher in the penalty box…

I may have mentioned that there are penalties and fouls that you can call.  I love the way the rules are explained for this in the game.  A great way to look at the rules is like the truth during a great story: never let either get in the way of a great time!  This means that the referees of the game are all but fucking terrified to step into the arena.  I would be too with these genetically-altered freight-train people charging and chopping each other all over the place!  Each team looks like a scarier version of the Monstars from Space Jam!  Fuck!  So there are penalty cards, which can be used to call fouls.  This represents a time when a referee was paying attention long enough to call a foul on a player, likely getting himself side-lined to the slaughterbox in the process.  The thing is, violence is one way that the sport itself is so popular.  These athletes knock eachother down, injure one another, rub eachothers’ faces in the meat grinder etc. all for points and the entertainment of fans.  It is like soccer would have been in an ancient roman gladiatorial arena and it is brutal, spine-shattering fun.

One thing that I wanted in this game, which really disappointed me, was that there seemed to be no option for a “fantasy football” league.  You know, an option that would let you alter the stats of your team, name your athletes and get more into it?  I told this to Erik, the game’s creator and he said this:

“In league mode you can design your own roster, picking which athletes are on your team, you can spend winnings to increase your traits and skills.  However, there is no build from scratch mode in this release. That’ll be in the next Kickstarter. ;)”

Back this game NOW!!!!!  This is going to be something awesome that we nerds can have for our own!  It will be a sports game that will allow us to weave in our love of football, american football and other sports that will allow us to make our own teams, then compete on a larger level!  I can see this game being the next big international board game, like Warhammer.

I was playing this game and just imagining the athletes in the arena, I want to see this game turned into a show on adult swim.  Seriously, think about it.  The world has enough personality, there are several layers of conflict (athletes against eachother, teams and their coaches, all the athletes on the board and the referees, the fans and the referees), and you can throw in the TnA of the cheerleaders (available as an extra purchase on the Kickstarter) to make it a great show with an an amazing world.  On top of all that, it would be EXTREMELY relevant considering all the violence in sports these days and it already has a nice fanbase going.  For now, this is just an awesome game, and I am still hotly debating backing it although I can’t really afford to right now.  I mean, look at this game!  I only played a scrimmage, although I wanted to get a larger game going.  It is a great time and it allows you to fuck with the rules, bullshit and not get too upset over getting screwed.  You’ll be screwing up the other player at some point, too.  Sure, they are already backed, so let’s work on getting those stretch goals met!

EDIT: I recently caved and contributed 110$ to this campaign.  I got the early razor and the cheerleaders!  Ra ra! EDIT EDIT: I just bumped my backing up to 180$.  The things that made me do this was the fact that I was already at 150$ due to add-ons.  I also wanted to get my mitts on the extra team that was unlocked (Fury) and I wanted to get two teams’ cheerleaders! Sis boom ba! EDIT EDIT EDIT: Yea, changed it again.. hopefully the last..  230$ now so I can get my name on a card and a couple of cheerleaders teams! WOO TAH! ED.. oh you get the idea..  So I caved and I went for the Hall of Fame backing.  480$ for my name and picture in the game as well as the cheerleaders and every perk from the Butcher level.  I guess I will be really abstaining from backing people for a while! X P!

Influent, Game of Language Learning

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Something that I focus on heavily here is the artistic quality of games, but there is so much more promise and potential to videogames than just art and entertainment.  This Kickstarter-funded piece of educational software displays that games are tools for learning as much as devices of entertainment.  It’s not a perfect language-learning game, but it’s definitely a step in the right direction and a hell of a lot cheaper than Rosetta Stone.

Influent is a game that would, by normal gaming standards, be considered an educational tool because it is.  When you buy the game, you get to decide which language you want to give yourself a primer for.  To begin with, Influent does not teach you alphabets.  I already have some pre-existing knowledge of Korean and because I participated in the Army’s rigorous linguistics program, I know exactly how your brain learns languages because I had korean jammed into my skull so hard that two years after my last tests, I still slip into korean from time to time.  My biggest problem is that I don’t really have direct access to vocabulary lists, so this definitely helps in that way.

Why do I own three shirts but I've got twelve sticks of deodorant?

Why do I own five shirts but I’ve got twelve sticks of deodorant?

The way that you ‘learn’ in this game is by clicking different items with your mouse.  It then appears down below in the written format and someone says it to you.  The korean speaker has a hard time differentiating between the hard and soft sounds, but, whatever, I know enough to sort that out myself.  Once you have a word you want to remember, you hit the spacebar and it goes to a language list.  I tried sorting my vocab into neat lists like “clothing,” “food” and “things a baby might stick in its nose,” but things are sorted out in this game in a way that makes sense for life, not tailored to making little lists.  This is a plus because if you learn vocabulary in a certain context, you might have a hard time remembering it outside that context.  Right-cliking things in the world interacts with them, like opening doors and such.

Sometimes you will need to break apart a collection of items.  Luckily, the game has sorted this challenge out pretty well.  In order to select something that is a part of a whole, you hit ctrl to identify this, like the pillow on the bed or the leaves on a tree.  There is also shift to crouch so you can see things placed under the bed or in a cabinet under the sink.

Once you have your sloppy jumble of words that you’ve heard, it’s time to start trying to sort this stuff out.  There are two modes of mastery: time attack and fly by.  Time Attack is a mode that will time you on how fast you locate the words in the environment.  It says the words and you have to run around like a lunatic looking for them in the apartment.  This is a useful tool, too, because it lets you choose from a list of ten vocabulary words, which you will remember discovering them, even vaguely, in that order, so your brain lays those pathways pretty deeply.  Another feature of Time Attack lets you choose a randomly assembled list that the game concocts for you to identify.

The black vocabulary box OF DOOOOOM!!!!

The black vocabulary box OF DOOOOOM!!!!

Now, it’s good that you want to sort through these lists, but as you find the items, the words appear saying what it is, and someone says it.  It is easy for you to get brain-lazy and depend on that, though, and eventually you are going to have to start stripping the training wheels away.  This can be done easily, and the game encourages you to do it through the use of achievements.  When you do time attacks you’ll want to start getting rid of the visual aide because that will teach your brain to start identifying what those things are just by hearing them.  This is good because, most of the time, you will be hearing language and not reading it.  It prepares your brain for hearing it.  Take away the voice and leave the visual aide in order to learn the words based on sight recognition.  This will be important for learning to read the language.  I am not sure if you can disable both the audio and video for Time Attack to try in some kind of Hellen Keller mode, but the game doesn’t come with a module that signs vigorously into your hand.

Time to zap the fuck outta that vocab!!

Time to zap the fuck outta that vocab!!

Fly by is a mode where you learn vocabulary by piloting a little toy spaceship and zapping the item in question with the lasers.  Hitting control in this mode still works just fine, and it even slows down the speed of flight so you can adequately identify what you are trying to select.  Hitting shift will just make you fly faster.  Be careful, though, because you can crash the ship, which is mildly frustrating as you wait for respawn.

Overall this is a game that clearly has some thought put into it, but there are many limitations.  First off, there are a buttload of nouns, but there are only 5 adjectives and 5 verbs to learn in any language; in case you were unaware, most of language is fucking verbs and things placed to make the nouns interact with each other.  On top of that, this is not a language-learning game, so much a language supporting game.  It is great for studying up on your vocabulary and such, but it does nothing whatsoever to show you how to arrange those into a sentence and then use it to communicate… you know, the purpose of language in the first place.  No language is spoken by a bunch of people standing in a room identifying objects, although that reminds me of an episode of Star Trek for some reason.  On top of that, the game will show you the language as it is written, which is fine for most European languages as they all use approximately the same alphabet.  But if you want to learn something with a totally different alphabet, this game offers no assistance.  It just shows you how it should sound and what it looks like.  If you want to learn how to write that down, it’s on you.  And one thing that ANY student of asian languages can tell you, the stroke order is just as important as learning what to write.

You are correct, sir!

You are correct, sir!

If you need a great study aide, this game could be a great tool to include in your language-learning kit, especially if you’ve grown up playing games that teach you how to do math or something like that quickly.  I know I did.  Math Blaster was hard as fuck!  The thing is, this game has you trapped in your apartment and it is kind of depressing because you can almost tell what happened to this guy.  There is a report left on the printer, right?  Your door is locked and there is a newspaper and a ton of adverts for food places.  This is a guy who recently gave up on humanity and has decided to sit in his room all day learning languages from the disembodied voices in his head and the hallucinations in front of him.  When you pilot the jet in fly-by, your character disappears entirely, meaning that he is totally losing association with reality and even himself!  Then he runs around the house identifying various things in the house.  Fuck the cat, that thing never moves, it must have died long ago, sad and hungry because the owner lost his mind.

Or maybe it’s just a language -learning game that focuses on a small list of vocabulary to get you started with a new language.  Still, it would be nice to have various DLC’s that I could download for free according to new areas that pertain to real life.  I wouldn’t be able to ask about a library or a restaurant or anything.  It’s like a linguistic curriculum with only 10 different lessons.  But if you want to walk away from this game with a bit more of a vocabulary, it’s definitely helpful.  Check it out on Steam for only 9.99$ per language!

Spice Road, Culturally Confused Economic RTS

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If you’re like me, few things give you greater happiness in life than looking down on an anthill and watching them run around collecting food, attacking other bugs and working the land.  Occasionally it’s fun to spit on them or zap them with a magnifying glass, but even that is just to see how their society absorbs the blow.  Spice road is a game that allows you all the fun of watching an anthill, except that the anthill is full of people and they are establishing a regional trade-network.

To further enhance the insect-oriented analogy, the game regularly quotes economic magnates such as Donald Trump, Lee Iacocca and others.  This gives you the feeling of being a money machine without having the crappy toupee.  If you have a toupee, you have my sympathy.  When you start the game, you are looking down on a region that is clouded by fog and filled with possibility.  Your initial task will always be to establish a town, which will be your primary base of operations.  City-building is a major part of this game, and it is a lot of the fun.  As you build your towns bigger and bigger, you will have more people come to live in your town.  Pretty basic shit, really.

Aw, fuck no.  I am not going into the mysterious clouds of fog!  There could be naked cannibals in there!

Aw, fuck no. I am not going into the mysterious clouds of fog! There could be naked cannibals in there!

Some of the first things that you will build at any settlement will be houses, for the plebs, and scout camps, for innocent exploitation.  On the region screen, you will see your scouts appear as little blue bullet-shaped things.  While your scouts meander the terrain, they will discover resources, which appear as white diamonds.  As you uncover these resources, you will be able to establish more and more resource buildings.  Now, having fucking resources is great, food gets you more people and makes them happy, alcohol lets you get drunk at the saloon etc.  You will be able to manufacture goods from ores you mine and have a full, booming industry.  The thing is, you are in this game to make some serious fucking money.

This is where trade routes come in and make things more interesting, simultaneously making your settlements much fucking weirder.  To start trading, you have to build “trade route” buildings (The names of buildings in this game are pretty abysmal but it is still fucking fun).  Setting up the trade routes will allow you to trade with foreign trade routes (they appear as white arrows on the edge of the region map), other towns you may have set up or other factions.  Sure, you can set up a town and make that your only area of operation in a region, but that makes things a little lame.  If you limit yourself to one town, that limits how much money you can make.  Not to mention, if you can get closer to the foreign trade routes, you’ll have a significant advantage over competitors.  And on top of that, controlling a majority of resources in a region will (fucking obviously) give you an undeniable trade advantage over competitors.  So getting a couple towns, maybe even just a small trade camp or two alongside your towns, will put you above the competition.

Yes! Make me money!

Yes! Make me money!

Now, not everyone is capable of building a massive trade empire and making money appear out of nowhere.  There are some men who just want to watch the world burn, which is where bandits come from.  These guys are fucking annoying, and they will attack your trade caravans.  First, you have to find them, which can be quite a fucking chore; but if you have little angry-colored arrows going after your trade caravans, all you have to do is build a few extra scout huts and they will locate them.  All finding them will facilitate is a solution.  You can pay them off, but as you make more money, these parasites will want more, so paying off a bunch of bandits all the time is not a long-term solution.

Eventually you want to cut their throats and leave their corpses in the sand for the vultures to feed.  You can build a number of public-order buildings like armories and watchhouses to keep your citizens in line; but to deal with external threats, you’ll need to construct a few barracks.  These babies create expeditionary forces that you can use to guard caravans and murder bandits.  Once you have a few of them built, you can go to the region map and select the bandits’ camps to begin negotiating with extreme prejudice.  This is also the final solution that you’ll end up employing with competing trade-nations, because no one likes to share profit!

The goal is to not have your soldiers turned into bones.  That is bad...

The goal is to not have your soldiers turned into bones. That is bad…

Meeting some of the goals set out for you in the campaign is difficult, but once you get the hang of it, the game is a lot of fucking fun.  You can build a vast empire that encompasses and entire region and vie for control of trade routes, like a true imperialist dog!  You’ll also be able to unlock new buildings and upgrade your existing buildings.  For those more keyed up by micromanagement, you can go into each caravan, see its trade statistics and monitor the number of camels in a caravan to optimize the amount of money you are making vs. how much you are spending to get your camels out there.  Chaining trade across a region also becomes useful as having a smaller town is good just to get your main town into contact with a closer trade target and so you can trade across undiscovered areas.  There is a lot to do in this game, and it is a lot of fun for anyone looking for a great economically-driven RTS.  Combat is an option, but not the main thing.

Looking at the title of this article, you might be wondering what the fuck this game has to do with cultures.  Take a closer look at your town once you get it decently-sized.  Looks neat, huh?  Nations are mostly named after european powers like Burgundy and Moldovia.. You know, all the really important trade powers of their time.  The buildings that you use for trade routes look like these middle-eastern spires from downtown Baghdad and then there are these old-timey, wild west saloon that you build for your peoples’ recreation.  The town hall looks like a plantation from 1880’s Confederate America whereas the religious shrines are either little Ottoman-domed structures or Christian chapels.  Each settlement looks as culturally tangled as a set from Firefly so that you think one half might initiate a Jihad on the other half at any moment.  I was confused and a little terrified, but it just looks like a lot of ideas came together to make this game happen.  This is the only thing is suffers from is a serious thematic disparity.  If everything were added together and you told me this took place in a post-apocalyptic wasteland, and made things look like that, it might be less confusing.  But as it stands, it seems to be pulled between some kind of Age of Exploration and Age of Imperialism discussion with wild west tossed in there somehow.

Dammit!  Where is the level tree for nukes?!

Dammit! Where is the tech tree for nukes?!

Overall, if you are the type of person that likes to win an RTS through economic dominance and politics, this is a game for you.  There are a lot of features that add to the combat aspect, but combat is not directly controlled.  There is equal development to the city-building, economic and political aspects and it constantly allows you to find ways to make money.  The art is a bit on the minimalistic side, but enjoyable.  Music feels a little generic, but the overall design of the game itself feels and looks clean.  One feature of this game is that it eases you into the greater game fantastically.  It is complex and easy to fuck up, and the game itself gives you a number of goals and levels to screw up before you get to the game itself.  Steam will sell you this game for only 19.99$ and I will tell you, it is worth it.  Check this title out, it was a lot more fun than I expected it to be and is worth a few plays!

Legend of Grimrock, Tearing Out RPGs by the Root

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Before all the cutesy, fluffy shit that inhabits most RPGs these days, before Final Fantasy and JRPGs had infested every corner of the genre, there were dungeon RPGs.  And they weren’t the Diablo-style one-button RPGs that breed tactical laziness; that’s right tactical fucking laziness.  Diable RPGs are allow for a wider range of motion and strategy, so you can hem enemies in with firewalls and nuke them with fire or something.  Tactics requires the careful execution of a concerted attack effort.  A small group of doomed warriors in a massive dungeon have a solid understanding of tactics.  They know if they break ranks and get isolated, they are doomed.

The first and last of these types of games I ever played was Eye of the Beholder, a game we played on SNES.  In the game, you play a group adventurers exploring the sewers of a place called “Waterdeep” to cleanse some ancient evil.  We did not understand the alignment system although we often chose whatever we wanted and joked about it like kids.  When we were in the game, we never got the gist of how to play.  We would throw our gear at enemies since it was the only way we knew to deal damage.  Eventually it got to where we were disrobing and throwing our clothes, desperately trying to kill the foes.  That never ended well… But we were idiotic 8 and 9 year-olds.

Grimrock makes a lot more sense to me.  Controls are easy and you barely need a tutorial.  Just click around, left click picks up an item and releasing it mid-screen will throw that item. Right-click to attack or to throw a weapon.  Everything is a pretty straight-forward RPG style and this makes combat more exciting, too.

Wait! I left the garage door open!

Wait! I left the garage door open!

When you start the game, your characters are assumed to have performed some transgression against King and country.  The vague nature of the opening titles leave you to think you could have raped the Princess all the way down to eating the last piece of strawberry cheesecake.  Doesn’t matter.  You’re fucked and they push you down a hole.  Best part is, at the top of the mountain Grimrock your crimes are all forgiven and you are free.  But the only way down is to descend into the bowels of Grimrock.  Oh, by the way, no one has ever fucking survived.  That’s ok, I don’t usually come for the accommodations anyway.

Down in the dungeons, you have to navigate labyrinthine corridors filled with unspeakable monsters, like giant snails, gargoyles, mushroom herders, little magic-casting mushroom guys, undead soldiers etc.  Each creature adds its own challenges to combat, and one should consider combat a feat akin to dancing.  If you just take two warriors and attempt to plow through, axes and swords swinging, you will end up a dusty pile of bones.  Many enemies are able to out-number you, out-damage you or can take a hell of a lot more punishment than you can.  Did I mention you are all prisoners?  Yea, this means they pushed your ass down in the pits with aught but your chapped asses to defend yourselves.  As you progress you’ll find the sparse weaponry left behind by other bands of hapless adventurers, so you’re not exactly a keen-eyed fighting force armed for rigorous combat.  The most common early ranged weapon is a rock while the most common melee weapon early on is a fucking torch.

When enemies come at you, the best thing to do is to lure them off one at a time where possible.  As they round corners you can stab them before back-pedaling toward an open area.  As you back pedal, you can throw rocks at them and ready up a spell.  Spells are a devastating way to deal damage, but you can’t unlock spells with the spellbook until you find the appropriate scroll, which can be frustrating.  Once you get them, though, they are profoundly useful.  Be careful, too.  If someone in your party dies, you’re all fucked.  Sure, you can keep going, but you’ll be needing the full group throughout the game.

Spartans!! Fuck this place.. tonight I'm eating at Denny's...

Spartans!! Fuck this place.. tonight I’m eating at Denny’s…

Character customization is excellent, and you can choose between human, minotaur, lizardfolk and insectoid.  I usually pick two humans, a minotaur and a lizardfolk.  I like having two rogues, as this allows me to have a ranged rogue and a dps rogue.  You know, for extra damage for the rogue since rogues prefer it from behind.  Then there is my mage, human female full of glorious spellcasting magery, and likely the smartest of the entire group.  Finally, I like to take a tank, too.  That is my minotaur.  He has a trait called headhunter where he gets extra damage for collecting skulls.  Finally a use for those useless collectible items!  I also use the minotaur for a pack animal, since they also get major strength bonuses.

The ambiance is terrific, and you get the sense of an ever-present evil throughout the game.  All the time some dark whispers can be heard in your ear, muttering in a chthonic  language some horrid curse, luring you deeper into the dungeon.  The music in the title screen also brought a tear to my eye the first time I heard it and filled me with the glee of a glorious adventure.  Throughout the game there is little more than ominous noises.  Sometimes you can heard the groan or squeal of some distant creature lurking about, waiting for its next meal to come trundling down the corridors.  There is also the fantastic element of eating whatever food you find lying all over the ground, like some kind of mad baker was damned to imprisonment here and he found some magical means to leave bread everywhere.

Hm.. I guess the Keebler elves didn't make it too far either...

Hm.. I guess the Keebler elves didn’t make it too far either…

One of the things this game does really really well are secrets.  Notice how the walls are all constructed of a similarly-colored, moss-grown mortarless masonry?  Well, every once in a while you will see a chink in the stone or a brick out of place.  Click that shit!  Somewhere nearby a door will open and permit you access to a secret room and you’ll get some badass loot, much needed food or a magic scroll!  It takes me back to the old days of Wolfenstein 3D and Thief: The Dark Project where you had to just run along the walls at a certain angle to open secret doors or cut down every wall-hanging you could to unlock secret doors.  I find the best way to search for secrets is to stand in the corner of a room and look from afar.  Secret switches are pretty obvious if you know what you are looking  for, but they can often be just as easily over-looked, so stay sharp!

Probably the only thing that bothered me about this game was the straight-forward manner of the enemies.  This game could be very well served by some wall-lurking enemies that you don’t see until you are right up on them.  Granted, the current combat system would make that a tad difficult, but putting in enemies that climbed out of grates as you walked by or changed from statues into flesh and blood foes when you walk past them would make this spooky game into a fantasy-horror adventure.  Don’t mind my little intrigues, though.  This game is worth every cent you can throw at its creators.  It is a load of fun in a genre that I have not seen since I was disrobing for battle.  On Steam this game is an overly-reasonable 14.99$, but wait there’s more!  This game has a community of dungeon-dwellers who create new content and new levels and games with the map editor of Grimrock!  It’s fucking fantastic.  And THEN you have Legends of Grimrock 2 to look forward to!  Just in time for Halloween!  You can pre-order it now!  Screw trick-or-treaters!  Crawl the dungeons and unlock the treasures within!

Dwarfs!? Man-boobs of Glory

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Tripewire, the same looney bastards behind Killing Floor and Red Orchestra, are the ones that made this game.  It still has me scratching my head, but I try not to think about it too much.  This game, like basically everything else they’ve ever made, is a lot of fun.  It is sn RTS simulator that really lets you sit back, relax and control a colony of dwarfs.  As per the usual mythology, these dwarfs all seem to be male, though the thought of a bearded woman just kind of creeps me out.  Either way, you are talking about a magnificently man-boobed populace out for some digging!  Check out more about the game on Steam or the game’s site!

Ale, Gold and a Pickaxe are the three things necessary to sustain life for a dwarf.  These beardy little buggers probably eat dirt, since it seems to disappear and mysteriously produce gold.  So the game starts with the town hall, which produces the only two types of dwarfs in existence, diggers and warriors.  Your town hall sits on the only green patch of land in a massive cavern and just produces diggers via spontaneous generation, most likely using the combination of dirt, gold and ale.  As each of these dwarfs magically appears, they begin wandering aimlessly around digging randomly with their pickaxes.  At first the game feels like an ant simulator, but then you realize that these dwarfs have no real system and they live only to dig like robots and find shiny objects.

For the most part, this game is peaceful, but there are spontaneous issues you might experience like a subterranean version of Sim City.  First there are the natural disasters: lava and water.  Both of these have the same ultimate solution, but each poses its own version of the same problem: stopping the flow before it destroys everyone in your colony.

MUST FIND GOLD... MUST FIND GOLD...

MUST FIND GOLD… MUST FIND GOLD…

That is pretty much a visual representation of what happens every time your dwarfs find water or lava.  This is glowing and hot!… but there might be GOLD!  The reason you don’t just stop them yourself is because you really don’t know, although the outward signs should be pretty obvious in real life.  Of course, it’s a fucking game, so get over it.  As your dwarfs dig out into the.. um.. earth.. they will find small pockets.  These caves can contain nearly fucking anything: treasure, enemies, lava, water etc.  When your dwarfs break through one of two things happens: something comes rushing out, or the digger goes rushing in.

Water is fast, and that is really the biggest challenge that comes with its discovery.  Building a wall will be enough to block it off from the front, but a digger could still break through on another side and you’ll be right back where you started.  To prevent this the game lets you solidify dirt into rock. With beer-magic, I guess.  Once you build the wall, you have to solidify the dirt on all sides of a water cave.  Once that happens, you have to blow a hole with dynamite in front of the wall because.. fucking… IT COULD STILL LEAK THROUGH OR SOMETHING MAYBE!!!!  Not really, but that is how you effectively trap an underground lake.  I thought that dwarfs might use it for plumbing or maybe making ale.  Fuck no.  They trap that shit off and never fucking talk about it ever the fuck again.

Next is lava, which poses its own collection of threats.  Lava moves slow as shit, but it can burn through walls.  Normally, when breaking through into a lava cave (after the unlucky digger has been burned to a cinder), I fill up the cave leading to the cave with walls.  Why the fuck would I do this, you ask? Well, it’s not in case the digger gets wise and decides to run, though it might be fun to watch him shriek in horror as he realizes the hegemonic overseer has condemned him to death encased in liquid rock, that is not the case.  The lava burns down the stone walls, and with the way the dwarfs randomly dig, chances are that the nearest other digger is miles away.  I will need to buy him some time to get there and set off the dynamite to trap the lava.  The best part is that you lose two dwarfs for sure when finding lava or water.  One that finds it and the other that traps it, since the dynamite dwarf runs in like some kind of madman with a heroic martyr complex and kamikazes on it.  I guess these dwarfs haven’t progressed past bite-activated igniting mechanisms.

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That’s right. Dig to your death, you little maniac.

Dealing with random water and lava hazards wasn’t enough for the sadistic Tripwire team, though.  They had to throw in some enemies because, realistically, what kind of game doesn’t have actual enemies?  Well, aside from those super-boring simulator games.  I gave up on humanity when I saw rock simulator.  Anyway!  There are goblins, too.  They could be just one or two hiding in a cave, or you could find six of them.  They are pretty easy to deal with though.

Your town hall will let you generate 8 warrior dwarfs, which you can allow to patrol around your town hall or you can divert their patrol to wander out into the caves.  If they get too far out there and you’ve an impending attack, hit the bell to recall your little troops.  A base-level dwarf warrior is usually enough to take on goblins one at a time, but if you have a tribe coming, get those fuckers back to base!  If they destroy your town hall, that’s the end of the game!  Of course, having eight little dwarfs can be limiting if you have a massive army of diggers wandering around an endless map.  At that point, you’ll need to create outposts, which expand your warrior army by 4 more dwarfs.  Doesn’t sound like much, but the outpost can also train them up so they’re powerful as heck.

Another main feature comes in handy when you discover a shaman, which is a giant goblin boss that has the power to summon goblin minions, perform cone area attacks and change the music into a doom dirge.  Often you’ll have to create an outpost just to deal with a new boss.  Once you have it in place and the warriors trained up, though, you can fire the whole squad out of a cannon on top of the outpost.  This springs a little surprise attack on the shaman and they surround and annihilate him!  Make sure you are quick to kill him, though, as he can summon up so many enemies that it becomes impossible to deal with, and you become overrun!

Kill them! Kill them all!

Kill them! Kill them all!

Other than that, this game is drawing arrows for retardedly simple AI and mining gold and minerals.  It is a little on the simple side, but it is still a lot of fun.  I often find myself wishing there were more to it than just all that, but the endless mode makes it a lot of fun.  I feel like there should be a way to trade with other cities, or a way to contact the outside world.  There are little objects that randomly appear, too, but it might be more fun if we could actually build a small city that had some purpose?  Maybe go to war with some sissy dandelion-eating elves.. mimsy fuckers…  If you really look at this game though, there is a dark undercurrent.  Think about this a second.  You are the dwarfs, living underground on the only piece of fertile land in this entire cave system.  You have these goblin, which probably need to cultivate some mushrooms or something to survive, but your dwarfs can just eat dirt, as long as they have their ale.  So you go on, killing the goblins and depriving their starving children of food until you have consumed everything.  Terrible. Tragic.  Oh, well!  Let’s go dig for some gold and get wasted on ale!  Definitely a lot of fun, and it’ll cost you 9.99$ on Steam.  Worth it, I’d say, but I love dwarfs in general.  So yea, a little bias there : P

Eufloria, Tripadelic RTS Invasion

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Eufloria is a game that defines some of my earliest days with indie games, and it’s far from showing its age.  There are those who would have you believe that indie is a style that can be encapsulated in a game with a whacky storyline or super-artsy hand-painted backgrounds, but I call bullshit on that.  You don’t have to put girls in cakes to make an indie game: what you need is balls.  Eufloria shows a lot of that brazen attitude in the way it took a bizarre concept, ran with it, made it work and did the whole fucking job well.  That is how you indie.

Eufloria is a game where you take control of an army of flying seedlings, and then impregnate various ‘asteroids’ with them.  The key to this army is their flexibility.  depending on the characteristics of the asteroid that spawns them, they will have a mix of 3 traits: energy, speed and strength.  Depending on their combination of these traits, they will look different.  If they have a higher strength, they will have a longer tail, of they have higher speed they will have wider tails and if they are energetic they will have longer beaks.  Each of these traits translates into something completely different in game.

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Like little, zappy death bugs…

Each of those little flying things is a seedling, and they serve any number of functions from soldiers to colonization.  When you send a collection of these little guys at an enemy, they will start zapping them with a little laser.  No fucking clue how that works, I will get back to you on that.  When you hit that button down there, they kamikaze into the asteroid and a tree starts to grow.  Logical in a sort of odd way.  As far as I have progressed, there are two trees: a dyson tree, which generates more seedlings, and defensive trees, which lob explosive pods.  Planting a dyson tree will generate seedlings with traits mimicking those of the asteroid.  Some important things to keep in mind on this point: speed seedlings are fast as fuck and are great for rapid reinforcements, strength seedlings are great for taking out enemies and defensive trees, energetic seedlings are great for taking over enemy asteroids.

Eventually, you will start dealing with enemies, and a fucking lot of them.  They swoop in low and start zapping fucking everything, and you have to counter.  Now, the way you direct your seedlings is by clicking and dragging.  This will launch all the seedlings circling an asteroid at the target in an awesome attack formation that makes me want to turn on Flight of the Valkyries every time I do it.  If you want to send only your fastest seedlings (in case you have to contact the Dread Pirate Roberts), you double-click and select the fastest seedlings.  This will turn your cursor blue, for speed, and then you drag from origin to target.  This can be done with any of the types.

Euf_converge

Ba bada ba ba, ba bada ba ba, ba bada ba ba, ba bada ba ba, ba bada baaaa!!!!!

Reading the placement of the asteroids is important, too, because where you can go depends on which asteroids you control.  Each asteroid has a range that you can fly from it to reach other asteroids.  Once you get there, you’ll have to lay waste to the enemies like a swarm of genocidal gnats.  The best part comes when you take the asteroid.  To achieve this, the seedlings zap a tree until it explodes.  They then fly down into the remaining roots to attack the core, where they fucking explode.  If you have a fear of bugs flying into your ears and laying eggs in your head, this is not an okay game for you.  I fucking love it, though.

The older your trees, the more seedlings or explosive pods they will generate, so size matters.  Watching an old asteroid take hits is a bit gut-wrenching, but the respawn rate for seedlings is pretty good; I still recommend filling up the max tree level as best you can, though.  Once you strike an enemy, they will ALWAYS try the fucking dick move and strike at the asteroid you vacated to attack theirs.  That’s ok though, you can always pull a few from another location to clean those guys up.

Euf_swarm

So… whatever is on that rock is about to fucking die.

As you can see, the art takes a minimalist style, utilizing color to make the world feel warm and alive.  Every time you start a level you will have a different color and each level has its own challenges to overcome.  The way the colors seem to vibrate with life takes on a role of its own in the game though, and it really starts to feel more like a full region than just empty space.  As you conquer and cultivate each asteroid, you can zoom further and further out to see all of what you’ve created, and the later levels get pretty expansive.  The music combines with this warm sensation to create an ambient space of wonder and interest.  This is like playing an RTS painting and each factor is shaped specially for the task.  Despite feeling like you are a swarm of dust mites conquering the equivalent space of someone’s nostril, the game itself really has a life and style of its own.  I would like to see some major fucking publisher with the balls to release this one.  It’s available on Steam right now for 14.99$ and I recommend it highly.  It is a magnificent game that really draws you in and challenges you, but in a soothing and enjoyable way that isn’t like every fucking RTS Blizzard made since Warcraft 3.  It’s wonderful.  Fucking play it.

Double-Up Discussion: Taekwondo Global Tournament, Bucketman

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It is starting to happen.  Games are coming out on mobile platforms that aspire to be more than just quick little solo challenges.  Mobile gaming is starting to earn its stripes as a “real gaming” platform.  Don’t believe me?  Check this game out.  It’s based on the ancient Korean martial art, and it utilizes the fighter concept to pit players against one another.  It is still deep in development, if you go to the game’s website, you can sign up to receive updates about its release!

So right now you get to choose between four character, two male and two female.  There are also two different arenas to battle in, but the “space” in the arenas are pretty small.  Really the goal is to get up on your enemy and deliver blows to their helmet or to their waistband.  This scores you a hit and lowers their health.  There is also a stamina bar that lowers depending on how many moves you do, and attacking and blocking will lower it briefly before it refills.

You stepped in a poop...

I can see you stepped in a poop…

Controls are simple, back and forth arrows allow you to scootch in close to your enemy.  Above those there is the block button, which makes your character drop their shoulder.  There are two attack buttons, a low and high attack.  Low attacks are aimed at the waistband while the high attack is aimed at the head.  Experimenting with the attacks in combination with the move buttons causes your character to perform a variety of different style attacks.  It is a lot of fun.  It is pretty fast-paced and a lot of fun, even though there were only two different arenas that I could choose from: Dojang and Iran.

The background and art of the game is rather stunning for a mobile game.  Taekwondo Global Tournament really took me by surprise!  Right now there is no sound, but with the attention being paid to the rest of the game, I don’t doubt that it will be spectacular when it’s released!  You can watch the teaser on you tube!

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Bucketman is a bizarre game that takes the location information about your neighborhood and turns it into a game.  Just the introductory levels, which all take place in Palo Alto, California, are frustrating and difficult, but the game has its charms.

The story is that there are Artificially Intelligent Vehicles, or AIVs , roaming the streets and you have to take on the form of a sentient bucket to stop them.  Probably related to the Kool Aide Man.  In this battle for chromatic dominance, you control your bucketman with a concentric joystick pad.  You can also jump over the AIVs and there is another button, but I was having some trouble getting to the use of that thing.  It is a fun game, though a bit trying on the patience.

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The game gets more and more complex as you play, and the goal is to battle it out with the AIVs.  You collect different color paints to raise your stats, such as walking speed and air-time for your jumps.  An easier way to put is you can get more ups so jumps last longer.  There is also water that you have to collect throughout a level, which comprises the main goal and gets you more time.  So run around collecting more paints and waters.  You can also buy more paints and such with in-app purchases, but they are pretty well hidden in the menu, almost as if the developer is ashamed to ask.  But no worries, it isn’t in your face or forced, so it makes me feel really good about these guys.  You can get this app free on Google Play!

Bucketman is a great location-based game that deserves some credit, even if the concept is bizarre and the story is goofy.  I mean who would believe that Google cars could take over the world..? wait a minute…

Skyling: Garden Defense; Rhymes, Rhymes EVERYWHERE!

SGD_logo

Sometimes a game is way too much fun and you must talk about it to everyone, the puzzles were tough and the enemies strong I was grabbing fruit all the day long, kitties I’d lift and sluggy balls chuck I would stop rhyming but my brain’s deeply fucked, I’m sure that a comma each statement can’t end, forever this review in rhyming I’ll spend, so I’m just going to type and cut out the crap, so no one feels the sudden and undeniable urge to stab me in the fucking throat.  Just.. one sec… rhyming sickness is tough to break, but I have to focus cause this review’s at stake…  GODDAMNIT!!!

That is the format of the tutorial for this game.  At first it’s adorable but after a while it becomes creeping and insidious, invading every word that you speak.  Your character’s Bloom and her toes are magic, and everywhere you walk a patch of green grass grows.  The goal?  COMPLETE WORLD DOMINATION!!!!!  Sort of.  Actually you have to spread verdant giddiness throughout this skyborne garden that was taken over by the blight monsters, which rendered the Skylings’ garden a barren wasteland.  There are several types of them and I didn’t see them all, but if I kept playing I would have been rhyming for the rest of eternity!  Or at least until someone rightfully stabbed me in the spleen without a medically logical reason to do so.

Skyling 2014-09-07 21-08-21-09

Don’t let her fool you… Beneath that whimsical smile lies the unburdened soul of a psychotic killer. Or just a vegan.  Interchangeable, really.

So, as stated, Bloom walks around each little square and spreads the green grass everywhere, which, in turn, brings the garden back to life.  There are little, dead gardens surrounded by dirt paths and as you surround them each with grass and flowers, they grow right back.  Each garden then shoots out a crop of fruit.  Considering how fast they come out, these people should put up warning sirens during harvest season, or else someone is flying off the skygarden.  Then again, it would help to cull their numbers.  Fruit doesn’t last forever, though, and the next challenge after regrowing the gardens is collecting the fruit before it rots away, without getting caught.  And the blight bastards make it tough as shit,  cornering you until you shrink into an insignificant little nothing.  One of the best games I’ve seen out of itch.io, this game’s exceedingly whimsical is likely to entertain women, children and lyrical leprechauns the world over.  Not to mention the puzzles really are tough as shit.  You’ll often start off in the only safe little corner of the board and you have to navigate the monster hoard.  I didn’t make it too far in the game, but I still had fun all the same.

Sky kitty don't care.  Sky kitty don't give a shit.

Sky kitty don’t care. Sky kitty don’t give a shit.

The first monster you run into is the stone ogre.  These guys have purple horns and only walk on stone and if you don’t pay attention they’ll get you alone and kill you in a corner; this happened to me way too many freaking times!  But since they have a set path they’re pretty easy to outsmart, but they are fast; so try not to find yourself in too many games of ‘step off’ chicken with these guys.  This is where you see the enemy plodding along his stone walkway and you just want to get that last couple squares covered.  Then you turn around just as you finish and run back toward the enemy to get back to the safety of the one smooth square that is close and you’re not immediately blocked from.  A more adorable game has not made me scream with as much frustration.

Sluggies are the orange ooze monsters.  These guys eat everything they can find but you can pick them up if you come from behind.  (wink wink nudge nudge)  But seriously, get behind them and you can pick them up and chuck their gooey, orange asses off the skygarden like a bizarrely adorable episode of american gladiators.  What?!  They made nerf wars look like the most epic thing ever!  When I say they eat everything they can find, I mean they erase your little green patches, and if they break the grass surrounding a garden, it wilts and dies again.  This can be remedied by just walking over the square again, but it doesn’t yield more fruit.  It’s just fucking annoying.  Luckily, these orange guys serve as your most offensive weapon.  If you manage to grab one of the sluggies, you can launch them at other monsters, rather than into the wild blue yonder, and it kill them both, scoring you some points.  This is especially useful if you missed some fruit and need to recoup the losses.

Bats are a fucking nuisance, but they can usually be avoided.  If they catch you, then you can’t move.  This lasts just long enough for you to get caught by a monster and lose, so be mindful.  My best tip is to get to a smooth square if you see them coming at you.  This way you won’t get bowled over by the fucking stone ogres.  Additionally, don’t go anywhere without a kitty to take the blows to its fat, useless body.  It’s asleep, it won’t mind.

The final foe is what I call the gaping maw for two reasons.  I didn’t get far enough due to rage quitting to see these guys.  The game isn’t impossible, just a really really tough piece of enjoyable gaming.  Seriously, it’s deceptively hard.  They lure you in with carefree music and little 16-bit graphics, but then you have to get the last fruit on the giant fucking q-bert level!  Perhaps I was just caught up in the horrifying memories of rage-quit I had on that game, though.  The other reason is that the monster is literally just a yellow mouth.  I am terrified of what it does to you and refuse to speculate openly.  Probably just hunts you down and chews on your bones.  Yummy magical bones.

This fucking level was harder than shit, if I played any longer the dev's throat I might slit.

This level was tougher than a limestone shit, if I played any longer the dev’s throat I might slit.

You aren’t without allies though.  There are the kitties.  Best part is, they are about as fucking useful as you might expect they would be in a war against bio-diversity strangling monsters.  They lay there and purr innonously as they sleep, the little fuckers.  The title screen is just a menu with a purring kitty reclining in the ‘g’ and if you listen for hours you’ll realize that’s the same sound your soul makes as it’s torn from your shrieking mortal coil.  I would just kick them off the skygarden, honestly, but they have uses.  Bloom grabs these guys nonchalantly and plops them down on switches proving that cats basically have one purpose: dead weight.  Throwing them on switches usually has the effect of triggering a pillar to pop out of the ground, which causes monsters to be corralled away from you.  To be fair, however, these cats can also be used as obstacles, and I have used them to turn a charging stone ogre.  See, at least the ogres care about kitties.  Then again, with only one eye, they have no depth perception, so a cat might just look like a purring, vibrating ball of fluff.  That would make me reconsider my path of trudging in a heartbeat.

All-in-all this is a really fun game.  Great pixel art and upbeat music help to give this a really cute atmosphere that is perfect for children and childish adults alike.  The controls can be a non-responsive on the keyboard, but not enough that you can’t get used to it.  Also, there is no ‘save’ outside of the standard level-by-level advancement.  If you’re caught by monsters, you have to restart from a clear board.  It drove me fucking nuts, but it also makes you really think about what you do.  Be warned, though:  this game is full of rhymes and is hard as fuck, so when asked about it your face will fall into a pale countenance, steeped with horror.  In a thin, wry voice you’ll caution “they were everywhere!  In the bushes, in the trees!  If it wasn’t for the kitties, I would’ve never made it out alive!” A paltry 0.98$ on itch.io, I wonder how itch stays in business giving such crap rates to well-made games.  For more info on the game and its developer, check out Mighty Studio’s site!

Destroy the Monkeys! Poo-Flinging Retro Frenzy!

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Back in the day there was a game called Space Invaders.  It is a classic that defines blasting pixels as they approach you with increasing speed, becoming more and more threatening as you mow them down with a gun.  Honestly, it seems like you’re the invader if you really look at it.  But Destroy the Monkeys! makes it very obvious that you are defending yourself.  The opening scroll even makes it fairly obvious that no one saw the monkey uprising coming.  My question is how did they get into space?  Without rockets?  Don’t start trying to rationalize this game.  You’ll hurt yourself.

As an example of this game’s level of seriousness, you fly a banana rocket and fire a banana machinegun to mow down enemies.  Arguably, you are firing a food source at them, but that is no matter.  They are throwing glowing cosmic poop at you!  Level after level, you are battling shit-flinging monkeys!  And it is still pretty fun.  The difficulty curve is outrageous, too.  In the start, it is workable, and you can blast the poo with the banana machinegun.  But then the monkeys start launching rockets and bombs.  It gets worse and worse until you fucking rage quit.

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Here are the various types of monkeys you will fight.  There are monkey monkeys, pirate monkeys, cowboy monkeys, kung-fu monkeys, magneto monkeys, green beret monkeys, red beret monkeys, samurai monkeys, soldier monkeys, general monkeys and roman general monkeys.  There are also two egyptian hierarch monkeys.  And what looks like King Kong and mini King Kong.  The music is hard rock anthem blended with videogame madness.  I. of course, played an early version of the game, and it will probably only get better.  This is a game of madness and bizarre monkey-shit and it is a ton of fun.  It will make you laugh, rage and, eventually, you might even win.  Look for it, it’ll be a great time between other games.

Obludia, Story of a Dungeon-Running Madman and His Little Dog Too!

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Demon are among the safest enemies to place in a videogame.  They are a generic representation of evil and they are often pretty ugly, so you don’t even have to give them red blood.  Demons can be smacked, berated and blamed for all the problems in the game because, simply stated, many people do the same thing in real life.  Obludia is a game that embraces these old-fashioned theories, employing a retro arena-shooter aesthetic to make you rage with overpower fury.

Now, before you grab Satan by the balls, you have to set up controls.  This is something I am becoming more and more frustrated with, and maybe it’s because I still have to install the appropriate software, but the standard for gaming right now is to use the mouse and keyboard or the Xbox controller as input.  Personally, I prefer the DualShock4 since I plan to get a PS4.  This is not supported by most games, especially indie games.  The simple fact is, it likely takes extra time to code in and the xbox is a microsoft product, so I surmise that means the Xbox controller is more natural for the PC to pick up and easier to code for.  I am not a developer, but can’t people at least start adding it as an update later on?  Moving on.

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Uhh… hey guys! Is this the place for synchronized chanting practice?

You play the role of a masked, fedora-sporting bandit (?) whose sole purpose in life is to kill and plunder.  Then again, you spend most of your time swatting flies and killing rats that it feels a little more like a crossbow-wielding extermination service.  Granted, you also have a fair number of zombies, blobs and other classic enemies.  Fans of Smash TV will likely enjoy the hell out of this title.  Your numerous weapons all have a particular poor-man’s Van Helsing feel.  They are a sword, crossbow, pistol, shotgun, machinegun, mines, TNT and magic.  Though I’ve had trouble getting the magic to work properly, this is mostly because I spend a lot of time avoiding enemies.  I consider TNT to be pretty magical, though.  One of the biggest issues with this game is that you have to sort through your weapons in one direction.  You scroll through by rolling the mouse wheel one way, but backing it up doesn’t scroll your weapons back.  It’s frustrating and requires me to pay too much attention to my current weapon.

Again, while enemies start off basic and typical, they slowly ramp up in difficulty.  The challenge is the number of foes you face.  In an arena there will usually be four doors that will spew enemies into the room.  Sometimes one is boarded up, sometimes there are only two, but they typically come from all directions in droves.  Luckily, there is help.

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First there is the shopkeeper.  Now, I am not sure if he eats bean burritos all the fucking time, but his standard animation has him squint before farting every couple second.  I shit you not, he must shit his pants.  Couped up in a small, windowless dungeon room full of enemies is likely just baking that shit into the walls.  And there is a shop every 3 – 5 floors, too!  And you go down, not up!  That means these burrito-munching cretins are farting up a storm with the reek permeating upward through the dungeon.  I cannot imagine the smell, but now I know why the main character is wearing a mask, although he should probably have sprung for an oxygen tank instead.

The shopkeepers each have a shop full of breakable items, so even if you don’t have much gold when you get there from slaughtering foes, you can get plenty on arrival.  You can even stab the shopkeeper with your sword until he farts out a modest pouch of burrito-money.  That’s right, we’re trying to save you calories you nasty fucker.  The first time you join Bob the Shopkeeper, he has a dog named Kiwi.  Adorable.  Grab Kiwi, cause you’ll need him.  In a fight Kiwi will grab money and drops and bring them to you, once you start getting hit, Kiwi loses his shit like the incredible fucking hulk, grows Popeye arms and starts man-handling enemies.  This phenomenon is seen in the above screencap.  I guess Kiwi thought Bob’s farts were suffocating the character.

There is also a little bat in a cage.  If you free him, he’ll follow you around and fire a purple.. uh.. bat fireball at enemies.  I guess the little guy was some kind of mage leftover from a race of super-intelligent, mystical, pacifist bats that once inhabited this dungeon.  Or a game mechanic.  That’s also possible, I suppose.

So THAT'S where all the extra-bean burritos went!

So THAT’S where all the extra-bean burritos went!

Another noteworthy feature of Obludia are the bosses.  They are inventive, difficult and remind me of every boss in A Link to the Past.  Honestly, though, they are tough, and you need to employ all of your skills running around like a terrified maniac launching TNT and firing shotgun rounds at these guys.  I didn’t have many issues with Obludia outside the lack of DS4 support, somewhat slow character movement and frustrating inventory mechanics.

In order to remedy some of those problems, there are a number of pickups that you can get to accommodate.  There is the berserker doll, which makes you slap on some woad and go ballistic.  You shoot faster, swing your sword harder and take on a generally more sociopathic demeanor.  Pickup the wooden cross to kill everything in the room or you can grab the swift feet pickup to run much faster – great for enemy avoidance.  I don’t know why the main character can’t just do more squats, but hey, whatever works.

The music is enjoyable, and not ear-grating at all.  The sounds are a menagerie of old-school game sounds, but the graphics look more like a flash game off of Newgrounds.  Indeed, the game itself has a “new-retro” feel that is definitely appealing.  To make this a really awesome play, however, some serious dusting up would need to be performed.  One peculiarity is that the game starts in windowed mode which can be changed to fullscreen.  I would have no desire to put it in windowed mode if it wasn’t so irritating to fucking exit the game.  Seriously.  Fullscreen it then exit the game.  There is a “thanks for playing” screen that makes you look at it until it disappears, and it is there for what feels like too long.  We see the words, enjoy the ambiance and get the gist.  Thanks.  You’re welcome.  Can I move on dammit?  It just makes the game feel like a overly-attached girlfriend that is like “WHY ARE YOU LEAVING IF WE BOTH APPRECIATE EACHOTHER SO MUCH!?!?!?!?”  I know it is a fairly trivial thing, but it does get irritating when you want to rage quit a game and can’t just log out from fullscreen mode rapidly.  Honestly, simple solution.  Cut five seconds off it. Done.  Otherwise, go buy this game if retro arena-shooters are your thing.  It’s fun, has a heightened sense of gaming tension and a sort of humor that permeates the game like Bob’s bean-burrito farts.  8.99$ on Steam feels a bit much, but they seem to be making regular updates to fix issues with the game, so hopefully the price will encourage the devs to make necessary changes, and maybe even add a little extra content!