Why do they fear indie gaming?

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In September’s issue of Game Informer the “esteemed” publication seems to be initiating its own quiet assassination concurrent with the #GamerGate wars of Twitter.  While they do not seem to have leapt on the “fuck all gamers” bandwagon with most major games reporting outlets, they do seem to be digging beneath the walls that separate major gaming from indie gaming.  Turn to the two-page spread on 31 and Behold! Matt Bertz throws down his wall-less theory of gaming entitled ‘The Mutating Meaning of the Word “Indie.”‘  I call offended and uproarious bullshit.  Indie isn’t mutating, it means just what it always has: independent.  What this should be entitled is “Why we want to destroy the meaning behind the term indie.”  Strap in, this another rant of bombastic proportions.

Bertz poses the following question in the first paragraph, which will serve as the thesis for the GI article:

“When the majority of games in the contemporary landscape are already coming from outside the walls of big publishers like Electronic Arts, Ubisoft and Activision, what does becoming indie really mean?”

I am a firm believer that within each question lie the roots of its own answer.  In my opinion, the answer Matt wants you to come out with is “When the majority of games in the contemporary landscape are already coming from outside the walls of big publishers, being ‘indie’ really has no meaning.”  He then goes on to try discrediting the term indie saying that the number and style of the projects that fall into the category “indie” that the term is no longer “useful.”  That is a charming thought but being indie is more than just “breaking away from the standard studio-publisher” model.  Sure, that is a major centerpiece for the concept, but that is not the only thing it’s contingent upon.  Going rogue in the gaming industry takes serious balls, especially in the face of major publishers that are trying to muscle into the region of indie gaming.  The simple fact is that being an indie developer means putting in countless thankless hours developing a game that will likely be swallowed up by the sea of other small titles.  Sure, indie as a genre is useless, which is why people need to stop letting Steam make them think indie just means an artistic game with hand-crafted backgrounds and a bizarre concept.  Indie isn’t a genre of gaming; it is a community of indifferent rebellion.

Bertz then takes two indie developers, Cloud Imperium Games of Star Citizen fame and Lucas Pope of Papers, Please, lays them against each other and claims a multi-million dollar company, such as Cloud Imperium, and lone developers residing in the same sphere degrades the purpose of calling something indie.  Honestly, anyone that would make this claim is just fooling themselves.  I don’t wholly blame Bertz, either.  His misconception is one born of an artistic medium still striving against its own over-bearing identity to define itself properly.  Taking an example from the music industry, Eminem has his own record label and I would call it an independent record label.  At the time of its inception, Shady Records was not a giant in the industry, but it surpassed those lofty heights.  Just because he ‘got big’, doesn’t mean he ever stopped being independent.  Likewise, when developers such as Lucas Pope or Mojang become big they don’t stop being indie developers.  Sure, indie is a genre of music, and that community defines itself with easily identifiable features: retro glasses, a taste for music no one has heard of, flannel.  But Bertz is suggesting that gaming has to take on the same restrictive reasoning.  You are defined by an easily identifiable array of elements that collaboratively structure “how indie games are supposed to be.”  The point of indie development is that there is no structure.  You can create whatever crazy fucking idea you have concocted.  Like Minecraft, possibly the most successful indie game of all time.  Even those musical miscreants labeling themselves as indies listen to a respectable variety of musical types ranging from rock to chiptunes.  Trying to label them all as the same ‘genre’ is just as useful as stating indie games are all the same ‘genre’.

I reported on a fantastic game crowdfund which found itself on IndieGoGo called X-Tactics.  This is a game that will be developed by veterans of Square-Enix, Capcom and Sega, and, as far as I know, it will be an indie game.  This is because it will be a game developed under a name and publisher separate from the major development community.  Other major developers have broken away from the gilt Alcatraz of major gaming and gone rogue.  This sort of thing happens in music all the time with supergroups of famous stars that get together to form an awesome musical entourage.  They don’t feel the need to label themselves indie, although many found independent record labels, I would speculate this is due to a lack of oppressive horseshit experienced in the gaming indusrty.  They have their own struggles with record labels and within their industry, and I am not trying to diminish their battles.   But when you look at the size of the gaming industry and its unrivaled power to crush dreams, the music industry seems positively navigable.  Lorne Lanning, creator of the Oddworld series, is another of these major names, and Oddworld is a game that deserves to call itself indie.  In his interview on VG247 he goes into exhausting detail about why major developers would ever go indie, but my favorite line is:

“I’d rather not make games than go fucking be a slave for public companies who care more about their shareholders than they do about their customers.”

Yea he really says that, and more, but saying ‘established developers going indie would similarly render it useless’ is equally quaint.  The fact is that major developers are terrified of indie developers.  Scared down to their quivering, flaccid cores of achieving the same level of irrelevance populated by Leigh Alexander and Anita Sarkeesian.  But why would they be afraid?  Here’s why:

Some people estimate that Mojang made 84.2 million USD and 66.4 million Euros from Minecraft in 2012.  Sure, they are on the Minecraft forum, but they were estimating out of nerdy interest and had no real motivation other than spontaneous curiosity.   If a fraction of that is true, it still doesn’t account for the numerous other countries that play Minecraft and how much money they’ve spent on it.  When Mojang became a money machine overnight the collective bowels of major game publishers voided into unsuitably diminutive pants.  Mojang showed that a bizarre game with a solid concept and motivation can conquer the world, and they didn’t have to pass through the close-guarded gates built by major developers.  Simply put, major developers weren’t getting a share of that money.  That millions and millions of currency of your choice, and it hurt.  If not in their pockets, somewhere deep in their dark, dusty souls.

Turning back to Berts, he goes on to attack indie from numerous angles: big budgets, large staff, companies that make both major games and indie games, and honestly he continues attempting to discredit the concept of indie games.  It is a shoddy attempt to convolute the real issue behind the conversation.  See, major publishers see everyone jumping ship for this concept of “freedom.”  More and more, major developers are leaving them, and, like a jilted ex, major publishers try to bring them back.  This article points to companies like Ubisoft, which was responsible for Valiant Hearts, and says that the “easily identifiable elements” that make these games ‘indie’ are artistic, retro features of a game that make it bizarre or deviant from the norm of gaming.  Thing is, this article tries to make it sound like indies are becoming just as independent as major developers, when really major developers are just afraid of becoming as small-time as indie.  They are afraid of the change in the industry bringing about new giants and contenders and themselves losing relevance in the swarm of rising stars.  Mostly, this is just the result of gamers becoming largely disenfranchised by major publishers, who want to make the same bullshit over and over and have us swallow their crap forever.  The fact is, funding autonomous studios to make games for you is nice, but the fact is if your game is published and distributed by someone like Sony or Ubisoft, you aren’t independent, which is the source-word of indie.  You are just following the same tired model of the studio-publisher model except that they grant you a little more freedom.  Because that is what is making money nowadays, right?  Indie games are innovative and bold in ways that major publishers don’t have the balls to be, they’re creative in ways that major distributors can’t rely on and they’re unpredictable in ways that can’t be monetized by a massive company effectively.  Indie games are indie games because they succeed by their own virtue, not under the cultivation of a major publisher, which has all the power of a totalitarian propaganda machine at its disposal.

Then again, I am reading this in Game Informer, a magazine that is commonly perused by the Mountain Dew and Doritos abusing target audience of major publishers.  Not like they would ever publish an article that is biased in favor of the people who directly profit from the sale of games created by major publishers (who publish this rag mag), rather than the sale of indie games that sell through Steam or even indiedevs’ websites.  My suggestion is to refer to “indie” games that have been incubated and published by the likes of Sony, Activision et al as subbed indies:  Independent games that are subsidized by major publishers.  Granted, people will likely not care about the distinction, as long as the game is fucking fun.  I just find it annoying when they say the label is no longer “relevant” or “useful” just because major industry gaming thinks so.  Indie games should remain indie because it keeps them from being enslaved by major companies that just want to put their dick in it and soak up profits.

Have your own crotchety thoughts on this?  Join the discussion in my Steam group, Crotchety Gamers United!

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.

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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.

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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…

Valley of the Dead Pre-Releases

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Before any gets clever, I am not asking about the dinosaurs; I am referring to a mass extinction event going on within the confines of digital media.  Early Access games are out there and comprise a large part of Steam.  I have nothing resembling exact figures, but it feels like there are at least 5 unfinished games on steam for every complete title.  Want a more solid idea of how many there are? Early Access is its own searchable category on Steam.  It contains such prestigious titles as The Forest, DieselStormers, Galactic Civilizations III and others.  The three I will be discussing today are those shown above: Towns, Terraria and Stomping Lands

What is Early Access?

Once upon a time there was a magical viking who had an idea for a video game.  You can mine and mine and mine, build a house, a fortress a town, farm, breed animals and fish.  You’ll be able to use portals to travel to other dimensions and work magic.  Monsters will come out at night, but you can defend against them!  And in the End, you’ll fight a dragon!  This game was slow to catch on at first, but once kids and gamers found it, they fell in love.  It rapidly became one of the most popular games of all time, spanning generation gaps and giving everyone something they loved.  This was the first instance of an unreasonably popular early access game.  It was called Minecraft.

Since then a number of companies have vied to create an early access hit like Minecraft.  Steam has been the most successful in its push, encouraging devs to submit their games for rigorous vetting by Steam’s community through Steam Greenlight.  Once the games have been selected, they are allowed to provide an early version of the game at a reasonable price for purchase.  This was awesome at first, but then Steam became progressively more inundated with games that aren’t finished.  And worse than that, some games die in this public-run games incubator.

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This is a brief description from Steam’s website about what early access is and here is a link to their complete explanation about what all of that entails.

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Many people are familiar with this title.  The idea is that you start a small, 16-bit town of sprite people and then guide these people through building a town.  You can do all kinds of fun things from farming and animal husbandry to combating foes.  You can also create a little stairwell down to the mines below.  Of course, these mines are filled with all nature of foul monsters, so you need to attract heroes to your town to battle the enemies and delve deeper.  By doing this you can get better materials to build with and make a fabulous town!

So how did it die?  Sales.  In a lengthy post on the Towns official forum, gamedev Moebius went into detail about why Towns is no longer being developed.  Hardly news, this post goes back to May 2014 and details his reasons.

“When I signed up for working on Towns I was told that we sell a minimum of about x copies/month of the game. I agreed to work on Towns for 15% of what would remain after removing all the taxes and the Steam fee. Xavi and I agreed that this would be a fair amount, and I still think it is.  After getting used to the source code and publishing the first new version of the game, we talked about the agreed payment and it turns out that the sells are getting down rapidly. So we are now selling less than a third of the x copies a month, loosing about 33% of sells per month.”

Yea, that is the most of it.  The game wasn’t selling anymore and the most of the money to be made there was lost in the initial rush of sales.  By the time Moebius was conscripted, it was too late.  If you keep reading that little post by Moebius, down at the bottom they make some spectacularly upsetting statements.

“Xavi and I were talking about a possible Towns2. At the moment this is just in an idea stage and we can’t really say if he, I or eventually Ben have the time to create a Towns2. As faithful fans of Towns we would of course reward you in some way, when/if the new game is released.

“A new game will give us the following advantages:

  1. we can implement all the cool things that are not possible at the moment due to how the core mechanics works in Towns 1
  2. we can also rise attention as this is a completely new game and a successor for once great runnning game
  3. this will also make it possible to have a financially sound basis for a long development of Towns2

“I want to end this post by thanking you for reading this and for all your support in these two months. Again I’m sorry that we had to pull the plug right here, but I sincerely hope you can understand why we had to make that decision right now.”

So let me get this straight.  Not developing the game anymore because of a decrease in sales, so the money isn’t there.  Got it.  Now we are considering a Towns 2 as a sequel to this farce?  What the fuck?  I mean at least they were open about saying the idea is just a way to get more money out of the game, but how do you make a sequel to an unfinished game?  Granted, there have been 2 updates to the game since this post, but they were the only two updates to the game since September 30, 2013.  So fans of the game are left with an occasionally updated title that is a testament to what could have been.

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I am pretty sure this title is older than Towns, but there is a reason I am listing it here.  Terraria is a game where you build 2D houses and dig in the ground for stuff.  At night evil monsters come and try to kill you.  God what the fuck is with all the similarities here…

Back in 2012 the developers of Terraria declared the game had received its final update and that it was “time to move on”.  In this PC Gamer article, it is explained that one of the developers even went to work on Starbound with Chucklefish, which, for lack of a better term, is Terraria in space.  In my opinion, it seems like CF stole the developer for this game to prevent it competing with their own game.  Shady horseshit.  Despite the developers apparently jumping ship, the game is still receiving updates on the Steam store, which makes it seem like the whole “boo hoo we’re ending the game” thing was a cry for help.

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Now we’ve got this game, The Stomping Land.  I was originally planning to review this game, but I spent hours in-game and realized how much it sucks when you play it alone.  To give you an idea, when I first came in, I was a naked caveman.  I was on a beach for about a couple seconds when an idiot burst out of the underbrush riding a raptor and hurling bolas.  Someone else was trying to stop him from killing me, and I managed to use the terrain to conceal my escape.  Crafting was boring and you couldn’t stash your shit except in a box, which you dragged along behind you.  It was utterly unfinished, and now I read THIS horseshit.

Apparently the game has gotten no updates in months, which really got Kickstarter backers nervous.  The company also went radio-silent for a while too, but they came out and said that they were switching to Unreal 4.  That is not so bad, but with the game itself being pulled from Steam, everyone with that game in their library – myself included – shat many bricks of frustration.  Of course, before Alex Fundora, SuperCrit founder, announced the engine change, he effectively disappeared for two months!  Tumultuous, scary shit.

So what does all of this mean for Early-Access games?  Tread lightly.  Many of these games are financially on the ropes as it is, so a heavy measure of trepidation is urged in investing.  Buying these games isn’t you standard I give you money you provide a product, it is literally a form of speculation similar to stocks trading;.  Certainly it is not nearly as volatile or risky, but you might not get your 20$ for that game back, nor might you get a finished game.  It might be a sign that all of these games attempt to emulate Minecraft’s basic structure despite adding new elements to their games.  Just like so many other MMO’s attempted to emulate World of Warcraft’s success and died trying.  In some of these instances you even have games that died and came back from the dead, which gives a new meaning to the term “zombie-game.”

I spoke briefly with my friend Dave about these types of games and he echoed the same frustration that many long-time gamers feel.  When you buy a game, you want a finished product.  You don’t want to play a game up to the point where the bugs are too much to handle and then have to put it down.  Sure, there will be more content later, but it will trickle in; then you’ll log on each time to experience that new content, effectively experiencing the finished game in pieces until the finished product feels as worn and old as the other games in your library.  It is irritating and many of us just want to play a finished game.

Some people seem to be over Steam Greenlight and similar services altogether, but just how many I am not sure.  VG247 had a pretty interesting article back in January 2014 about Greenlight closing, which might not be the complete answer, but I am not sure that too many people would be upset about it.  What are your thoughts about early-release games?  Join me in a discussion about it on Crotchety Gamers United!

Skyling: Garden Defense; Rhymes, Rhymes EVERYWHERE!

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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.

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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.

Special Report: Adam Baldwinn and InternetAristocrat talk GamerGate on Ed Morrissey Show!

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First, I just want to include that the views on my blog and in this article are solely those of myself and are not connected to any games reporting outlet for which I produce content.

In what feels like the first high-profile open discussion about GamerGate, Ed Morrissey stated up front that “opponents of this movement were invited to participate […] and did not respond.”  That should tell you something about how they plan to handle this situation, potentially even their confidence in their side of the discussion.  As the host of the show, Ed says also that he is playing the role of the “interested moderator.”  You can find the video on Townhall Media’s YouTube Channel.  I’ve linked it here with the exact time the GamerGate discussion picks up.  The discussion was held on the Ustream for The Ed Morrissey Show, which is featured on Hot Air.com.  He’s a video blogger and conservative grassroots journalist.  He was joined today on his program by Kevin Glass, the managing editor at Townhall.com, Internet Aristocrat, a video blogger whose Quinnspiracy video largely rallied the gamer community, and Adam Baldwinn of Firefly and The Last Ship fame.

The major points that are touched on in the 48-minute discussion were the primary arguments of the #GamerGate movement, the first of which was the ethics being displayed in gaming journalism.  Adam spoke up first saying “I’d like to focus on the most important part [which] is […] companies that are basically in business to make ad revenue providing information to gamers and for them to go to war with gamers over their complaints seems […] professionally suicidal.”  Now Adam is no longer a bystander in the GamerGate discussion and even says that he’s “tried to be neutral as he can” but that he’s clearly taken a position in this discussion.  Cinemablend released an article in late August about Adam’s contribution to The Fine Young Capitalists IndieGoGo campaign supporting women in gaming, and harassment he received in response to tweeting about his contribution.

Adam also commented on the response from major games journalists saying “it’s shocking to see the vitriol and the silence that has descended upon what could be a very productive conversation.”

And honestly, he’s right.  Just today MundaneMatt, a YouTuber whose channel was under direct assault in this controversy, ran a video about four hours ago discussing how games journos are now hiding their Patreon pledges and withdrawing from this discussion.  As for the vitriol: do I really need to reblog that same STILL GROWING list of sites I will refuse to take gaming news from henceforth?

Internet Aristocrat provides a number of eloquent and thorough monologues on GamerGate from start to finish.  He comments, while games reporters are people who like games, we would like more disclosure about their biases and their connections within the games industry.  Ed agrees saying that in the film industry movie critics like movies and go to movies, but what they really need is jounalistic distance.  That is something we are not seeing at all in games.  I have listed the ways that I have supported crowdfund campaigns and I will openly admit that I have accepted review copies of games, but the level of convolution in the games industry is showing a consistent profusion.

Ed mentions to Adam that some of the sites involved have put out disclosure rules on their websites just this week, but Adam responds saying “Well that’s all well and good, but the question now becomes enforcement […] if those policies are not enforced internally, then they’re just pieces of paper.”  And for the most part, supporters of the sites have been pointing at these as the “valid response” and that gamers need to call off the dogs.  Some people are still just lambasting gamers, saying that there is nothing to this “scandal,” labeling gamers as sadistic ‘misogynerds’ wanting only to keep down women in the industry.

But Adam continued, saying “the reason this scandal blew up and what caught my attention was the way the attack came. […] When […] the “twitter inquisition” descends upon you, that’s a tip off that there’s something there.” In my honest opinion, at this point anyone still saying that gamers are off-base is just plugging their heads in the sand and ignoring the facts.

Of course, the next element of the GamerGate discussion came out of Adam’s thoughts. “I can understand why anyone would want to protect someone who’s being attacked or harassed, coming to the defense of your friends: that’s a noble thing.  But it’s really moved beyond [the events] that catalyzed this whole thing.”  And he’s entirely right.  We mostly decry harassment, but this discussion has moved well beyond just chastising a few basement-dwelling misogynists.

The next point covered comes out of Kevin Glass who says “[online media] are maligning the term ‘gamer’ way too broadly, and they’re indicting the entire community for the actions of a smaller group of people.”  Absolutely.  That is only too true.  Adam briefly mentioned the GamerGate Blitzkrieg as I detailed in previous articles, and even seems to have been personally insulted by some things he’s read.  Kevin makes another solid point that “you go into an online community and [the abusive element] is often the loudest group of people there.”  He also says “some people seem to be trying to preserve gaming in a pure, apolitical way that might not be healthy for the game industry.”  I have to agree whole-heartedly with that as well.  As I have said in this blog’s about page and previous reviews, games are a developing art form, and the best way that we can obtaine validation for games as art is to approach broader topics with an open mind.  And many games including Heavy Rain, 4PM and Braid have done so in an entertaining and interesting way.  Even Kevin Glass admits that games like Depression Quest and Gone Home are “counter-intuitive and have socio-political messages that [gamers] aren’t really used to,” but there are approachable and entertaining ways to create amazing games with powerful statements without making them boring to play and difficult to engage but for an elite few.

Honestly, this whole conversation is a wonderful piece and I will love all of these people forever because of the stand they have made and the discussion they’ve had.  Bear in mind, the games journalists have decided to remain silent and removed themselves from the discussion.  If anything is true about social progress, removing yourself from talks guiding it exempts you entirely.  I am not sure if they realize it, but they are damning themselves by not speaking up.  So, please, watch the video and show your support.  Check it out and keep this in mind: we’ve won the first battles of GamerGate and gotten it out to a broader audience.  Now let’s finish the war.  Stay in the fight and stay strong.

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!

Double-Up Discussion: Catch Aliens, Free-Diving Hunter

In the spirit of moving forward, it’s time to get back to the games.  Today I will be discussing two iOS games because my wife would like her iPad back.  Granted, there is a reason I haven’t been able to keep off the thing, and these two games are it.  There is a lot I have to say about these titles, though so strap in.  This might get a little on the long side.

 

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First up is Catch the Aliens.  Just from the logo here, you get a distinct sense of awesome.  I don’t want to burst that bubble, but you do play glorified dog-catcher.  That is alright, though, since the game itself is actually a lot of fun.  There are two modes of play: Casual Level-Based and Competitive Endless.  Now, these terms are advanced language, and in gamer-speak they translate to “singleplayer” and “multiplayer”.  In what I am coining as the “singleplayer” mode, you play by yourself and clear a space station room by room.  In the second mode, or “multiplayer”, you compete with friends on Facebook for scores.

Now, as you play, you are confronted with room after room of fairly cute aliens that scamper around and cause a nuisance.  These guys vary in color and “ways they piss you the fuck off”.  That second quality is key.  Now, your method of controlling the alien-catcher is to sort of lean the idevice, like you are gingerly erasing an etch-a-sketch.  If you don’t know what that is, your parents should be smacked.  Either way, I was using an iPad despite the fact that this game was meant for an iPhone.  That would make the game more responsive where I felt like I was wrestling a bull to the ground by its horns.  It added to the game itself, but for quality performance I recommend something with a smaller face-area.

And stay in that bubble!

And stay in that bubble!

Despite all this, the game was still a lot of fun.  Levels are small arenas with up to 4 aliens running amok, and you have to catch them by tapping them with your forcefield alien catcher.  You tap them and BAM! instant bubble.  Of course, if you are too slow to catch the others, they will free the ones you’ve already caught.  This causes issues as you have three green dots at the top of the screen.  Each time an alien is freed, the dots turn red.  If they all turn red, you lose and have to restart that room.  It gets frustrating, but there is a certain strategy to the game: yellow aliens just run around, kind of slowly.  They can be caught last.  The guys you want to go after first are the spitting purple aliens, which can pop bubbles from across the room, or the speedy green aliens.  To catch the speedy guys, you’ll need a speed boost, or you’ll have to get on the inside of their turn out of a corner.  The rest of them can be mopped up thereafter.  There are also red aliens with horns that you have to tap twice before catching, but they aren’t too fast, just a little annoying and take a bit of time.

Now, accomplishing three challenges in each room grants you stars.  These stars are required to progress to the next floor, each floor having more rooms than the last.  The challenges are Life, Order and Sparkles.  Yea, that sounds like the motto of My National Socialist Little Pony Party, but that’s because it’s not really called sparkles.  That is just what I call it.  See, when an alien is freed, you lose life.  Hence, no life lost gets you a star.  There is also a certain order you are “supposed” to catch the aliens.  If you get it right, you get another star.  Every time an alien is caught, it emits a cloud of little sparkles, which you then collect and store.  Get enough of these and you will get the.. um.. sparkle star.

This game also has some optional in-app purchases, and I can see how extensive play would necessitate a high-level of skill or concession to buying your way up the spacestation.  It isn’t in-your-face, but after each level, there are ads which take up the whole screen.  maybe on the iPhone it would be less irritating to eliminate them, but on the iPad the word ‘iPad’ and the wifi meter get in the way of closing the ad.  Grrr…  Not blaming the developer on that one, I am the guy using the giant older brother of the device this game is meant for.  The best part about this game, however, is that it is free on the app store.  You can get to the game through Panipurisoft’s site.  They also have a facebook page.

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I think I downloaded a broken version of this game, because there were no in-app purchases that I could find.  It terrified me.  I sobbed-heavily with my new found freedom to PLAY A FUCKING GAME!!!  It was majestic, it was awesome.  Thank you.  Thank you.

The game itself is pretty cool, too.  When I was in the military, I knew a Hawaiian gentleman who told us about his exploits with free-diving.  It sounded like he was evolving into a fish, honestly, and he has a general disdain for octopopuli.  I don’t know how to pluralize that, so fuck you, english.  Either way, it sounded like something intense and soothing at the same time.  Now, that gentleman only dove with a snorkel and a knife.  This game doesn’t have as much faith in your lung capacity.  You have a snorkel and a speargun.  Now, the much-needed tutorial feels a little basic, but it gives you what you need.  The controls are wonky as hell, but they make sense, and once you get used to them, they react well and make sense.  At first I was cursing mightily, but this game requires practice, honestly.  Putting a little time in sharpened my aim with the speargun and honed my agility with the diamond.. space… non-joystick.. of mystical..  That thing!  The fucking thing in the lower right hand corner!  That is what you use to control your diver! JEEZ!

DUN DUN.  DUN DUN. dun-dun dun-dun dun-dun dun-dun dun-dun.... oh you get it..

DUN DUN. DUN DUN. dun-dun dun-dun dun-dun dun-dun dun-dun…. oh you get it..

Now, the rest of the game orbits you in the form of the admittedly cluttered UI.  Starting top-left you have your level and lung capacity, bottom-left is the dive button over top the speargun trigger, center-right is a compass, further right is the.. ahem.. control reticule, tucked beneath the swim button.  Top-right you see the UI toggle and then your score.  Now, in a game where you swim with a spear gun, there should be no surprise you catch fish.  Of course, this ends up being like a low-tech alien abduction to them as they are speared and wriggle around until you reel them in.  The game process goes like this.

Just snorkeling here.  Nothing to see.

Just snorkeling here. Nothing to see.

You start in a third-person view.  Pressing swim will make you move forward while you control with the reticule, roving for prey.  Once you find a fish you want to go after, hit the dive button and slide down a little on the reticule.  Maneuver yourself until you are heading toward a fish.  As soon as you dive, a timer will come up on the screen, starting at the max for lung capacity.  As you hunt your prey, the timer ticks down.  If you let it tick out, you might black out before you can resurface, which freezes the game for a full minute, but it is tough to have it happen if you pay attention.

Once you start closing in on your prey, you will eventually see an exclamation point appear over their head.  Hit the trigger!  If you hit, you enter a battle-mode of sorts.  During this mode, you have to hold the reel button, which replaces the trigger after firing a spear, while the fish is stationary.  It will still be wriggling to get free, but it won’t be swimming around.  If you reel in while it is stationary, its life (a red bar) goes down.  If you reel in while the fish is swimming, your line’s strength (a blue bar) goes down.  If your line loses strength, you lose the fish.  Catch the fish and it adds to your score, and every 5 fish you’ll gain a level.  Each level will grant you one more second of lung capacity and you will also gain better gear!

Now gear has some stats of its own.  These are swim speed, gun strength, gun reach and … shaft speed.  They are all.. pretty self-explanatory.  Except that last one.  I am sure it makes sense and I am sure it’s relevant.  I have no idea what it does besides make me giggle incessantly.  It doesn’t help that I leveled up a bit and got Depth Max brand gear which has a high shaft speed and makes my gun stronger and shoot further.  I am so sorry it’s come to this.  Ok, let me get control of myself.

The art of this game is fantastic.  Each fishing area has its own challenges from increased depth to sharks.  I tried hunting the sharks, but their only real function is pissing you off, since they can eat the fish off your lines.  Fuckers.  Lucky this isn’t FarCry3.  I would C4 your ass in a heartbeat…  But each area is unique and has a sort of excitement, like you’ve found another great hunting spot.  The music is a sort of asian-keyboard reggae.  It is relaxing and enjoyable, but it’s odd.  Just listen to it, ok?  This game is worth its 1.99$ price, and if you like those outdoorsman games by Cabelas etc., you should try this out for a fresh new take.  I have never played a firt-person fishing game, but it is really fun.  I just hope this doesn’t get bought out by EASports or something.  They would fuck it all the hell up.  Of course, this might be cool on a Wii U or something.  The developer has a Facebook page here and a website, with free demo, here.

 

Stumble Upon a Preview: A Clumsy Adventure

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The dutch have a pretty good thing going in the gaming industry, and a lot of what they’ve been putting out has given me a reason to nod with confident approval.  Excamedia is another dutch developer, and their game – A Clumsy Adventure – does anything but fall flat on its face.  Still in Pre-Alpha, its platforming charm and unique design leave me wondering what lies beyond the curtain at the end of the preview build on Indie Database.

In A Clumsy Adventure, you play as Zack, a clumsy soldier taking part in VR training.  He manages to destroy a supercomputer and gets discharged.  Not a huge fucking surprise, considering supercomputers usually run into the millions.  So this guy is off to a shitty start.  Zack is kidnapped by a secret group of aliens and he is used to brainwash the entire human population.  From the description on the company site, it seems he is possibly the dumbest person on Earth.  Nice fucking job, Zack!  At least you don’t spell your name with an ‘h’.  Our whole world defenseless, Zack can’t remember what happened, likely repressing the memories of how he rendered the collective grey matter of the human race as cognitively effective as rice pudding.  And the best part?  This fucking guy has to save the world!  The ENTIRE world! IN FOUR FUCKING DAYS!!!! This is the most terrifying apocalypse story I have ever heard.  He ends up in a dark place, with only one friend: a light that follows and guides him.  To succeed, this fucking guy has to beat the generals of the alien army and steal their dimensional keys, then stop the evil alien emperor AND his alien fleet from destroying everything anyway!

That look on his face is scarcely the confidence-inspiring countenance of heroism

That look on his face is scarcely the confidence-inspiring countenance of heroism

Zack has a lot to put back together, but on the bright side it can’t get much worse.  Despite his inhabiting the least-envied place among heroes, the game itself looks and feels pretty nice.  In the pre-alpha, you drop out of the sky and land in a jungle fraught with chaos.  In the background, massive beasts stalk through the dank undergrowth, redeyes dart between trees and the howls of unknown origin resonate for miles.  It is a scenery well set.  It isn’t long before the tutorial is delivered via internal monologue.  I always find it weird when we are led to believe that a character jumps by thinking about a green A-button, but it always makes me giggle.

After pushing around a boulder, jumping up some ledges and running around, you start to get a feel for the controls.  Everything is fairly simple and, mostly, smooth.  Granted, you have those odd little hiccups, but the game reeled me in and didn’t stop until the curtain (quite literally) fell.  One of the most noticeable elements of this game is its use of the lighting in Unity.  Now, I am not a fucking developer, I’m just not that dedicated.  I took the easy way out and became a writer.  But this game honestly uses Unity like the swatch-board of lighting and color that it deserves to be noticed for.  I saw screenies made with Unity that I thought were taken from an unannounced Elder Scrolls title (lord knows the series will need to be resurrected after ESO).  Richard Garriott favorited that tweet.  Made my knees weak.  But Unity honestly has so much more to offer than just an overwhelming deluge of apps and mobile games.  Unity is an engine with so much untapped potential, and A Clumsy Adventure is reaching deep into that pool and procuring something magnificent.

Aside from being a clumsy jerk, Zack is also a genocidal maniac when it comes to red-eyed alien things.

Aside from being a clumsy jerk, Zack is also a genocidal maniac when it comes to red-eyed alien things.

The game goes from nearly 2D, accomplished by silhouetting everything, then it switches to a world of vibrant colors and magnificent flora.  Ironically, this switch comes from outside, where it is dark, to inside caves, where the character becomes the focus and light and colors abound.  Granted, the artistic silhouetting has the effect of bringing out the colors of enemies and pickups.  Pickups come in two forms, only one of which I’ve been able to get: the backpacks and the batteries.  The backpacks are lives, I think.  I am not certain be cause I always freak out when I get surprised by the occasional enemy.  Given their size, I imagine that they come with a full trauma center complete with defibrillators and flirty, blonde nurses.  There are also the batteries, which luminesce an ethereal green.  While it is possible these have a yet unstated link to the aliens, I like to imagine they will power the radioactive Nerf guns Zack must inevitably employ to vanquish the evil alien emperor.  A lot of the simple jumping puzzles that the devs employed in this pre-alpha preview also utilized strong deviousness.  I am excited to see where else they will go with this title in the future.

Lovely pink everything!  My wife would never leave this cave.

Lovely pink everything! My wife would never leave this cave.

This game has a feel that reminds me of Earthbound for reasons I cannot explain.  Though I doubt this game will have the same vaguely off-color pop-culture references, there is still much we can expect A Clumsy Adventure to provide.  All of it good, but mostly me getting pissed off at this.  I guess I should look on the bright side, Zack spends his whole adventure making up for the fact that he blundered his way into subjugating the human race, and there isn’t an evil dictator that could accomplish this with all his efforts.  Toss a few coins at it once the kickstarter takes off and watch this one.  I have a feeling it should blow your minds.