The Polynomial, Psychadelic Space-Out

headerI am a huge fan of space shooters, but this one is less a space shooter and more a spaced-out shooter.  This is a title I recommend to anyone on LSD or Acid, because it is intense as hell.  Of course, I recommend anyone with Photosensitive Seizures avoid this title altogether.  I am photosensitive in general and this game made me feel a little nauseous and headachey after about an hour of gameplay.

First, keep in mind that this game is a sort of space shooter.  You are in a spaceship and there are wormholes, but that is about the only thing this game has in common with space, real or theoretical.  Click the left mouse to fire a stream of plasma and steering is a bit difficult due to low gravity.  When you start you are a bit slow, enemies are tough to hit and, if you put the game on insane difficulty as the game instructs, you’ve died a couple of times already.  That’s ok, honestly, I have yet to discern any real point to this game outside of “get a fuck load of points.”  That is ok, though.  It is a good bit of trippy-ass fun.

dashing through outer space in my plasma-shooting ship!

dashing through outer space in my plasma-shooting ship!

There are three other types of entities in this game aside from you: ghosts, flowers and nom-noms.  Everything has a reticule around it in-game, though, so locating them won’t be too too difficult. Your allies are ghosts.  These beautiful beings look the way a child might imagine a soul or angel.  They have a central orb with fluttering wings and a vaguely defined look.  They’re tough to spot with just the naked eye, especially against the shimmering spaces of the game.  If you fly through them, you’ll heal your life-bar and gain a speed boost.  Finding your life bar is a challenge of its own, but it is the solid bar at the top.  The green/red bar on the right of your aiming reticule is your velocity bar.  No numbers, just visual approximations.  The other entity type is the flowers.  These don’t really offer boosts, but they do help you hide from the enemies.  They are more defined than the ghosts, and have a colorful interior.  I am pretty sure they don’t move, either.  They’re like nebulas that keep you from detection.  You enemies are nom-noms.  These guys look like someone took one of Mario’s Big Chomps, covered him with neon lighting and started a light-stick rave party inside.  These guys go around mauling your friends.  They eat the ghosts and it’s your task to kill these fuckers.  And it is tougher than it sounds, too, even on normal.  Aside from chomping down on ghosts, they will also shoot plasma bolts at you.  This is frustrating, especially when you start off, since you are slow as shit.

OooOoO! So pretty!

OooOoO! Ghosts are so pretty!

Yes, those are snowflakes in that picture.  When I got into the game, after it explained how I play, I went through a wormhole into this area that had a big-ass Christmas tree on a big red ball that throbbed to the pulsating trance of the music.  It was cool, especially when it played Christmas music, but it’s FUCKING JULY!  Whatever.  I guess it has just been a long-ass time since I last played this game.

Now, if you want to speed up from your initial slow-as-sex-in-a-pool-of-molasses speed, you have to either fly through ghosts, which can be tough to manage, or find the power-ups.  There are three of these things as well.  One boosts your speed, as you might’ve fucking guessed.  But it doesn’t just boost your speed, it more than doubles your speed bar, so getting these whenever you can, even if you think you don’t need it is always a good idea.  I am pretty sure this will temporarily stack after flying through a ghost, so it will be enough to keep enemy fire off you for a bit.  Your next power-up is the power… uh… power-up.  This one makes your plasma deal spectacular damage.  After grabbing this beast, you’ll mow through nom-noms like nothing.  The last one is auto-aim.  Just center your reticule on your enemies and let the power-up do the rest.  Normally with all the flying about and such, you have to lead your enemies to (hopefully) hit them and land a kill.  This power-up makes all that so much easier.  Just get them in the dotted circle and they’re toast.

OM NOM NOM!

OM NOM NOM!

I said there are wormholes, right?  Fly through one of them if you are tired of the area.  I was sick of the Christmas-themed area and wanted to get out into the greater game.  It was well worth it.  I was greeted by a wide range of procedurally(?) generated spaces full of scintillating beauty.  I really cannot say enough about that.  It says it is a fractal shooter and it really is.  Every space is shaped by invisible fractal variables that paint a spectacular picture.  The choices of colors are also really nice, but can be headache-inducing.  Its look makes Polynomial feel like another game that remembers how we were told games would be “in the future” when we were kids growing up in the 90s or the 80s.  This game really is great, and gives you a chance to just zap some dudes, no strings attached.  The music often has a highly-required trance feel to it, but sometimes you will get some really elegant piano music that really vibes for you.  It’s pleasant. I would call this a really artistic spaced-out shooter that lets you enjoy yourself and really vibe to the music.  Well worth a play and I would even say it is well worth the 6.99$ asking price on Steam.

What really pissed me off about this game?  Everything is shiny and neon colored, sparkly and pretty.  Some fucker hid the goddamn wormhole in the Christmas area, so I was fucking stuck in that section for fucking ever!  A lot of times you will find yourself just struggling against the graphics to see anything, and it gets really aggravating at times.  They have a map, but it is kind of 2D, so it really feels like it is for the look rather than any kind of useful fucking help what-so-ever.  Whatever.  I will just go off and play something that makes a lot more sense and requires me to do inane tasks rather than letting me explore shiny and beautiful space-scapes.  That should chill me out.  Who am I fucking kidding.  That will never happen.

Soul Gambler, Faust Reborn

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Every once in a while, someone tries for greatness beyond the scope of their reality.  For the main character of Soul Gambler, Faust, that was never the plan.  Faust is just like every one of you: went to school, excelled at his field, got a reasonable job in a boring position.  Paid well enough to have a good life.  But Faust was bored to tears.  That is, until today.  Until the day where you meet him.  That is the day he learns how to sell his soul.

Faust is the story about a man who sells his soul to get everything he ever wanted.  Soul Gambler is a modern retelling of Goethe’s words.  It would be easy boring as fuck for me to launch into a comparison between the two that might inevitably end with some shallow “the book was better” statements.  Honestly, I have never fucking read Faust.  Probably a lengthy and verbose masterwork of an ancient people that is difficult to relate to and  context whose context and references are enormously difficult to fully accommodate.  This is why I love video games.  We’ve moved past the lives and the times of those people for it to be fully applicable to us here.  What we need is a translation between our language and theirs.  Goethe was a German writer and Faust is a story from German legends but it is not the German I am referring to.  We need a contextual translation of Faust so that we can use it, just as those readers of its day used it, to measure ourselves and consider who we are in a new light.  Soul Gambler is an example of that attempt.  Taking these old stories and making them into something we can feel and which we can use to relate to our ancestors’ struggles.  And now, some titties.

Aw fuck no, I am not listening to any shit you say when your fucking presence makes my office into Cthulu's man cave.

Aw fuck no, I am not listening to any shit you say when your fucking presence makes my office into Cthulu’s man cave.

I am not sexist, I just needed something to break the preachy rant.  Faust really is every man in this game, though.  At least every modern man.  We’ve all gone to school or had some kind of training.  Maybe we didn’t all graduate at the top of our class, but the majority of us ended up at the “good enough” category of workplaces, and less at the ones they advertise on the fucking brochure.  We’ve all felt the grinding tedium of everyday monotony, and for the British, that’s ok.  For the rest of us, we need some fucking flare, some life, some action.  So Faust gets to meet this old gypsy woman that cuts him with a fucking dagger.  This enables Faust to slice off portions of soul life a loaf of goddamn bread reserved for his very own private dream sandwiches.  He uses these metaphorical sandwiches to mold his reality and make whatever he wants happen.  For 10% soul, you can find your own soul mate!  For 30% you can be strong and sexy as an athlete!  It gets a little obnoxious as every time you look into something with a reflection, his reflection appears and tries to convince him to chop off pieces of soul to buy a new pair of sneakers or something.

The gameplay in this is similar to pretty much every fucking Final Fantasy and Bayonetta in that it really requires is one button.  Where it differs is that you have to select with the mouse, so it requires a little more effort.  But that is ok.  This is about the story, the characters and it is really not that long.  There are also none of those pesky game obstacles to slow you down, so I got through this whole game in about 1.5 hours.  Granted, the more observant have already called my bullshit because they located the stats at the bottom of the page.  Let me make that bigger for you ; ).

Charism, huh?  I thought that was the worship of arbitrary indoor furnishings..

Charism, huh? I thought that was the worship of arbitrary indoor furnishings..

So there are some RPG elements in this game: Health, Manipulation, Intelligence and Charism(a).  These stats actually have an effect in-game as well.  If you have high manipulation, you can use your jedi powers to make people tell you things you want to know.  High intelligence lets you out think stupid people.  High Charism(a) lets you charm your way out of some shit.  Overall you can look at these as chat modifiers.  You will generally end up in the same place every time, but these stats let you choose some new boxes or open new opportunities through discussions.  Another stat that will appear in the lower left corner of your screen is your soul.  It shows you, in percentage form, how much of your soul you still have left.  The more the better, trust me.  Without revealing too much you have am epic showdown at the end, and how you choose to spend your soul decides how you do in the epic showdown.  Even for those with no concept of the source material, it should go without saying that being frivolous with your soul makes this game end badly for Faust.

Good Lord!  She tattooed my liver!  That's the last time I pay a hooker in Belfast!

Good Lord! She tattooed my liver! That’s the last time I pay a hooker in Belfast!

One thing that really got me in this game was the terrible use of English, but the developer of this game is based in Brazil and has an option for English on the main site, so they don’t English too well.  More’s the better, honestly.  What was supposed to be a dark and mysterious tale turned into a quirky dark comedy about a guy with a tattoo on his liver, or something.  There was also some serious gypsy magic in this one, too.  This is a good game for the experience.  It really can’t even be called a game, either.  It’s an interactive experience.  These guys call it a PlayComics game, but it’s an interactive experience.  And it is well done, too.  Despite the broken English, the dialogue flowed together really well, which is an accomplishment considering this is the equivalent of a “choose your own adventure” novel.  It really highlights why games can’t really give you total freedom because every last step outside the boundaries has to be programmed in.  This game takes what equates to a dizzying tangle of dialogue possibilities and brings them all back to the same storyline points elegantly.  The music is also enjoyable in a cafe, but if you are into that sort of thing, you can download it, too.  The best part about this game is that it is only 4.99$ on Steam.  6.99$ with art and soundtrack.  If that hulking second dollar figure is too daunting for you, there is always the option to get the DLC later, which includes the music and art.

Of all the things that bother me about this game, nothing frustrates me more than the possibility that it will be passed off as just another indie game on Steam.  This game has a lot more to offer the standard gamer than just art and relation to a piece of literature.  It has a soul of its own that it tries to grant you in the process of playing.  It makes you think about things and weigh yourself in a new light, and that is the purpose of art.  To affect you deeply enough that you carry a piece of it with you.  I just want to know why the woman that is your soul mate carves the symbol of chaos into your chest to protect you.  Fucking whatever, I don’t know what kind of love-pain rituals Europeans are into these days.

Huzzah!  This is my 50th article!  Time to Celebrate with a giveaway!  I will be linking this sentence to the details shortly.  Stay tuned!

3 Dead Zed, Brain-Munching Puzzler!

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Some of you will remember a title on the SNES released by some small time company (snowstorm? hailware?) where you play three vikings.  Each of them have abilities that the others did not, and were able to overcome a variety of obstacles.  Individually they would be easily overcome but together they were an indomitable, mead-swilling force of nature that would punch its way through any level mechanics.  I remember playing this title with friends years later (like 4) in high school.  More than the fact that this game was a release by the creators of one of my favorite childhood titles about mutual human-orc slaughter, I was amazed by how much fun this game was even while we were in the heat of our PS2 and N64 glory.

3 Dead Zed, like that lost title, shares many of the same basic theories and elements, even if it differs in its appetite.  Specifically, this is a game about three brain-munching heroes (?) that fight there way out of the stomach of their metaphorical mother.  It’s a lot of fun.  Technically there is only one main character with three sides.  You have three zombies smashed haphazardly into one and the ability to swap between forms.  Each of the forms has its strengths and weaknesses.  Your primary for is standard zombie: he runs, he drools, he eats brains.  You control this character to pick up small objects, attack people, and generally be a zombie.  The second form is the fast zombie.  He wears a cape, goggles and possibly also a diaper.  I mean, it’s either a diaper or underpants.  Either way, this guy runs really fast, jumps really high and is lanky.  He can crawl into vents as well.  He is unable to attack anyone, though, and takes hits as well as a tin foil bumper.  Your final form is that of a strong zombie.  This she-hulk of an undead murder-machine can pick up large objects deal devastating damage, knock in walls tear up floors, and generally make holes where they normally don’t exist.  She also takes damage really well, wading through corridors of toxic gasses, absorbing magazines worth of ammunition like a giant, green bullet sponge.  Granted, you will need every last bit of that damage resistance since she could only move slower if she were going backwards.

Cause moderation is for pussies

Cause moderation is for pussies

Should you find yourself on the receiving end of hostilities, you might want to grab the nearest scientist and pop the cork on those fresh, juicy brains.  Collecting brains is how you heal yourself, so there are usually a number of useless scientists around.  Some are even elderly, too, so that’s fucked up and hysterical.  After a while, though, you become completely inured to the slaughter of the elderly.  While there are some combatants at first, you soon find yourself knee-deep in the entrails of security guards and zombie-focused death squads out for your gooey, yellow blood.  Among these perils, there are also the myriad of unfortunately-placed buzzsaws, smashing pistons, burning lasers and guard-bots.

In some other games, you will have to face down a company filled with faceless and unethical scientists that created some monster that duplicitously promises you cake.  In this game you are the monster created by unethical scientists that thought cake would work in the beginning.  Yes, they throw a party for you to celebrate your graduation from testing.  Honestly, these morons have it coming.  After wading through an ocean of organs, your characters find themselves unraveling the sins of an obliviously evil organization.  Among the skeletons in their closet is a project that mysteriously involves forcing tin-foil hats onto magical teleporting cats.  Granted they have the tell-tale deedly-bob of an extra-terrestrial animal.  There is also the fucking teleporting.  That is a pretty obvious fucking sign.  Throughout the game you can locate abandoned work stations.  After tearing apart the occupant, you can listen to voice logs about various topics: feral cats, the zombie project, turning you into some kind of slave.  You know, the usual.  These desks allow you to figure out what terrible machinations brought you to this state.

Nobody likes going to this guys' fucking office

Nobody likes going to this guys’ fucking office for performance reviews

The art style of this game is jarringly comedic and smacks of John Kricfalusi’s, the creator of Ren and Stimpy, influence.  There is a sort of measured insanity alongside generous mediocrity, too, which makes me flashback to Office Space.  Not to mention the music is a lot like something you might encounter in an elevator.  All of these elements combine with the puzzles and obstacles to create a game that gets you laughing and having fun when you don’t want to tear apart a printer in an open field.  Gameplay is fluid, too, and you find yourself swapping forms mid-air at some points to climb a ladder here or avoid a whirring buzzsaw with relative ease by the end.  The challenges scale well, too.  The first area is an office, and it goes from easy to hard in the matter of seconds.  For a game about eating brains, it sure does demand you use yours a lot.  It’s not just soaring through levels of insanity, there are some puzzles that your just won’t get right away.  Then you go “O fucking duh!” and complete a puzzle that gets you past 70% of the obstacles in the area.  After the office you go into a factory setting where things get pretty easy.  Honestly, for the office I spent a good 6 hours in there.  The factory was 2 hours at most.  Granted, after you get used to the game, things seem a lot easier, so there is the acclimation factor.  Once you are fully acclimated, however, the game takes its fucking liberties in the last act.  I am not even sure what kind of fucking place I am in at this point, but it is tough as shit.  I die no less than twice every minute or two.

I love the way this goofy fucker runs

I love the way this goofy fucker runs

Another fun part of the game is the fact that it is fully voiced, even if the voice actors were convinced 3DZ’s primary playerbase would consist of deaf people.  I also noted a few bugs here and there, but not enough to make a real difference.  Overall, this is a great game with a dark and quirky sense of humor.  Every challenge you come against has a logical solution.  I was also frustrated to discover that the game is programmed to work with mouse and keyboard and the xbone controller, but not a DS4.  I am not springing for the xboner, so I had to play it on mouse and keyboard.  But the PC controls are responsive and simple, so it wasn’t that big a deal.  In a lot of places where bigger developers might have slacked off, Gentleman Quid Studio showed its tact and capability.  At the reasonable price of 5.99$ on Steam, this is a great game that is hard to beat, especially to the puzzle-lover.  Not to mention it takes a fun twist on zombies and makes them into something I might consider having as a stuffed animal.  Not to mention it is nice to have a fucking indie game that has enough balls to just fucking release.  Not pre-release, not episodic.  Just fucking out there.

Among this game’s features, I was most aggravated by the puns.  In a fucking game where you main the elderly and have three people mashed into one zombie, the unconscionable puns were my biggest fucking gripe.  That and the lack of fucking dualshock 4 support.  Bastards.  Maybe next time they will be more considerate of those who don’t want a media center instead of a fucking gaming console.  Whatever.  I will train some ninja monkeys to hunt them down, perhaps.  I am still working on a number of other deceptively cuddly animals to murder people in the middle of the night.

Q-Bert Rebooted, Reviving a Classic

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When I was a kid my parents had a Commodore 64.  It was this huge beast of a monitor with a fucking keyboard you could kill a man with.  I never played NES becase I was too busy with the awesomeness of this thing.  It’s 8-bit graphics and massive display loomed over us as we poured hours into it.  We played The Hulk, a game where you typed commands to the green rage machine as he was tied to a chair with a bomb ticking to destruction.  Incidentally, Hulk could not cry for mommy.  Hulk not know mommy.  We played Centipede and Space Invaders, but none of them hooked me in like Q*Bert.  I had no fucking clue what Q*Bert was, but I figured he was an alien like ET.  He hopped around this mountain of colored blocks, of which I never made it past the first or second levels, and was continually thwarted by these fucking green dudes, pink snakes and bouncing red balls.  But I tried and tried.  It was the first love-hate relationship I had ever known.  This machine was forgotten when we got the SNES, relegated to the back of the attic.  I remember that we would still use the monitor years and years later for Nintendo 64 and Xbox, when Halo 2 came out.  It was the last game I was to play on it before the last lights in the machine finally died out.

Nowadays my cellphone has exponentially better processing power than that stone-age piece of machinery, but nothing aggravated me more than the games it presented me with.  Modern games are much easier, walks in the park by comparison.  And some asshole had the idea to reboot Q*Bert.  I fucking hate you guy.  Not because this ruined a game from my childhood, it didn’t.  More because this game ruined my tiny little mind with a rage I had never before known, and now it’s back.  Just as frustrating as ever.  And I love it.  You could even skip this article to the last paragraph and not miss much, just a great time and fun and love for a character from my childhood.  Yup!

The two faces of the insidious little space-invader

The two faces of the insidious little space-invader

Upon loading up the game, you will see that Q*Bert has given you the option of torture.  Play the original arcade game (not recommended for the feint of heart nor the weak of constitution) or the modern game mode.  Q*Bert is a game about jumping on blocks to change their color.  Somebody put this fuzzy (?) little alien on it, basically so it would sell, I’d wager.  Now, when you choose the modern game mode, it eases you in.  First level, jump on blocks to change the color, avoid some balls.  No big.  Then they add the snakes and the rainbow discs.  When you see the pink ball fall from the top, you know it’ll turn into a snake, rather than just falling off the edge of the board.  Hop onto a rainbow disc, though and it’ll carry you to the top.  I guess it was those discs that really made me think he was an alien.  They’re like his little UFOs you know?  But then shit gets really aggravating with these little sunglass-clad green dude that change the color of your blocks.  AND THEN there are these little horned things that chase you around the board alongside the snakes!  Shit gets frustrating pretty easily.

Q*Bert’s newest features involve a character select screen where you can pick which alien guy or girl you want to play.  Given you’ve had time to amass some gems, you can choose any of a number of cool and fancy Q*Berts, so I chose this Q*Nicorn that farts out a shiny rainbow everywhere it goes.  Magical!  There is also a level progression screen, which has asteroids a various locations that require a certain number of stars to progress.  Each star is obtained by finishing a level one of three ways: finish the fucking level, finish the level by a certain time and finish the level with a certain number of points.  I found myself quickly cursing at the screen as some of the early levels have you jump on the blocks twice to get them to the appropriate color.  Then those fucking green dudes come along and ruin EVERYTHING!

I'm going to kill your family you little green shit!

I’m going to kill your fucking family you little green shit!

It really is a rage-inductively fun game, if you are into puzzlers.  Q*Bert is a classic puzzler that will really make you consider the path you take to traverse a given field.  Needless to say, a straight line is never the fucking answer.  This early videogame is one that makes the challenges of the Portal franchise seem like an over-narrated piece of cake.  While Q*Bert Rebooted steps you up gradually to the insane scramble of the original game, it still employs new elements of gaming to make you want to bash your monitor in.

There is also something really odd about Q*Bert.  While his original form looked a little wary the rebooted version of Q*Bert looks positively concerned.  His eyes have this look like he’s thinking “Are we really going to play this again?  You really sure you want this?”  Just look into the furrowed brow and saucer eyes.  He looks saddened by something and reluctant to even exist.  Granted, when you fuck up, Q*Bert curses his head off so bad, that it needs to be censored.  And why shouldn’t he?  His life is one of coloring OCD, jumping on blocks to make them just the right hue while he’s dogged by snakes, falling balls, green dudes that FUCK UP HIS WORK REGULARLY and who knows what else!  Seriously there are no words that can fully encapsulate my rage for those slick little green shits.  Then it hit me.  When you Game Over Q*Bert says “bye bye”.  This makes sense since you will be walking away from the screen to count to ten and squeeze a stress ball into flaccid submission.  But what else does he say, huh?  That’s just alien gibberish, right? FUCK NO, MAN!  Q*Bert is saying “What’s the object of it all” impassively implying that he knows it’s all pointless.  Like he knows that jumping on blocks and being constantly driven by your OCD to make everything perfect is a crappy way to live.  That’s pretty fucking heavy coming from a simple puzzle game, like some shit I expect to find in Q*Bert’s suicide letter after he jumps off the level for the last time!  But he can’t even kill himself since he’ll just be put right back up on top to continue.  Like his very existence is one of pure resignation to the fact that he must (not can, wants to, chooses to, should, would, likes to) but fucking must complete these boards.  But why?  Why does he have to?  My guess is that if you beat the game, Q*Bert will be left in peace to do what Q*Bert does when you’re not making him color blocks.  I guess that would be hang out in the endless void of space, just hopping around.

Shiny gems almost make the futility of life seem bearable.

Shiny gems almost make the futility of life seem bearable.

So I guess you might have skipped the rest of this article since we all know what Q*Bert is really about. ::: whistles innocently :::  So, yea, it’s a fun game full of great colors, cute characters and shiny objects.  Give this to children, cause like, I played it as a kid, and I turned out great!  Good times!  Great price, too!  Only 4.99$ on Steam to support a classic of videogaming!  Go and get it!  Honestly, there is nothing about this game that would ever make me mad.  Those green guys can be a little frustrating, but hot dog!  You’ve got to have some challenge, hey?  So go on, get this title and don’t say I didn’t warn you… about the great time you will undoubtedly have!

Black Ice, Warning: Incoming Game!

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Remember those days when we imagined all the different ways that life would be different inside a computer?  Any male product of the 1990’s would remember Reboot: a show whose name is invoked, intentionally or not, when an old series gets updated and made dark and gritty.  It was about the denizens of a cyberworld inside a computer where things were fine and happy until some jerk decided to play a game.  If that were the case, my computer’s inside city is a post-apocalyptic nightmare ruled over by the churning wheels of a citizen-rending machine known only as Steam.  But before all that happy-go-lucky bullshit there was a guy who envisioned a world destroyed by cybernetics and supercomputers.  Where the ultra-wealthy elite do as they please with the world, ruling from corporate arcologies where they look down and see an infinite sea of light reflecting the scintillating beauty of the stars above.  This vision of the future, as seen in Bladerunner and Shadowrun, is called cyberpunk.  Black Ice takes place in the minds of those called hackers, and it is a love letter to that vision of a future age.  Garrett, the developer behind this game, shared some of his own thoughts on the inspiration driving this title.

Black Ice was inspired by many things, but mostly Neuromancer by William Gibson and Snow Crash by Neal Stephenson. I wanted to experience the hacking as described in Neuromancer, but I also wanted to find cool loot and blow stuff up.  I think it’s obvious that I took a lot of inspiration from Diablo 2 and Quake 3, but I also looked at things like the Android: Netrunner card game and older games like the original Rise of the Triad. I want you to feel dread at what’s going to come out of these servers, to risk it all for the potential of awesome loot. I want you to feel great because you found an awesome ability combo and are wrecking servers that used to give you trouble. I want you to feel OP.

– Garrett, Developer, Black Ice

Jacking into the Supermesh can be a bit overwhelming at first, since you start the game at level 0.  The game is far from perfect right now, but it has a good thing going.  Check in options that you have the tutorial activated your first run.  It will give you an idea where to start, level you up and secure you some first-level loot as well.  But after running the tutorial once make sure you don’t have it active anymore, or else it will run every time you play.  Irritating.  Sure, in most versions of a cyberpunk future you are dealing with a massive computer network cybercomplex known as “the matrix”.  Gibson used it, Shadowrun uses it, the Matrix used it: at this point the matrix is an irritating trope, so I am glad someone saw fit to call it something a little different.

Towering cybernetic arcologies etched with fluorescent dreams and backlit by scintillating points of data

Towering cybernetic arcologies etched with fluorescent dreams and backlit by scintillating points of data

Once inside the supermesh you will see block after block of fluorescently lit data archives.  These are the servers.  Each one is owned by a company or organization and each one holds a dark secret and terrible power, and you can read about them on their little terminals.  But don’t get too distracted; there is a lot to get a hold of.  Each attack you possess costs you RAM.  Think of RAM as stamina in other games: every action you take aside from pressing ‘wasd’ costs RAM.  Sure, your RAM replenishes but how quickly depends on your talents.  You also have a health bar, experience and an actions hot bar.  You can slot actions into your left/right click and numbers 1-5.  You will also be able to slot abilities into spacebar and shift.  While I went with the age-old gaming medium of shift to run, space to jump, you will certainly have options open as you can slot any ability anywhere.  You could have 6 different types of lasers, an icebreaker and a rocket pack and play the whole game that way.  Your arsenal depends on your hacking style.

Each of your attacks and abilities is governed by a talent.  This is like the character sheet for your standard RPG, but this one is a bit more extensive.  There are a lot of things to consider while you are running the supermesh. You have your hacking talents ( hack speed, hack time, hack range) which govern how you attack servers.  Increase your hack speed to speed up your hacks.  Decrease your hack time so there is less time on the clock when you start the hack.  Increase hack range and you get a larger playing field.  Now, when you hack a server, you run up to it and activate your icebreaker.  Why the fuck is it ice?  What is with all the fucking ice?!?!?! Is it cause the ground is light blue like ice or something? No.  Fuck no.  Those playing Shadowrun are aware that each server deploys Intrusion Countermeasures to detain or kill anyone trying to gain unlawful access to the data on the server.  Your icebreaker lets you tunnel into the server and gain access in a matter of seconds.  In the meantime, you have to deal with Black Ice, the ICs designed to kill the operator.  These are what you shoot, nuke and destroy in the game.  You main enemies.

Your next series of talents are what I have dubbed your general talents (Movement speed, Loot Find, RAM, Health) these let you do various things, mostly self-explanatory. You want all of these increased as much as you can get them.  Some items increase your RAM incrementally or by a percentage, each is displayed separately.  Your next round of talents will be your combat talents ( attack speed, accuracy, critical hit chance, weapon damage, weapon range).  Again, all self-explanatory.  The last round of talents are really just secondary combat talents (Damage returned, chance to pierce, drunk projectiles, knockback power, homing, chance to ricochet, damage reduced, chance to colorize, RAM returned).  A lot of your talents cannot be increased by level, so watch what items you slot.  You don’t want to give up an icebreaker that has a nice range if you really need space to move!

When you see this fucker you better run.  It's a shark that fires missiles out of its jagged-toothed mouth.

When you see this fucker you better run.  UFO shark is gonna shoot you with missiles!

Some points to consider while leveling up.  While having an ass-load of RAM is good, some abilities will reduce your RAM by a percentage.  This means the speed you’ll run out of it will not change ever.  So the best stat to level up if you want a good bit of RAM every time you hit that button would be RAM return.  This will increase the rate that your RAM bar refills.  There are a lot of talents in this game, so don’t be afraid to experiment with each of them.

Personally, I did a lot of experimenting with ways to play this game.  For example, nothing is more annoying in battle than being unable to find the attack you want right before some cyberweb crawler leaps at you and takes you out.  This is frustrating.  So I arranged my abilities and weapons so my attacks would be easier to access.  In order to activate my icebreaker, I have to hit 5.  Essentially, I cannot hit that button by accident.  Your supermesh cybercity will be arranged so that a level 300 server is just next to the level 80 server I want to hack.  If I am finishing off the target server and accidentally attack the level 300 server just next to it, I might get my bits scrambled before I can exit the hack range.  I have had my bits scrambled a lot, and every time that happens you lose bitcreds, in-game money.  So placing my icebreaker in a tough to hit spot helped me stop doing that shit.

Another fun fact you might notice while playing is that you can crack multiple servers simultaneously.  This helped immensely when I was level 50 – 70 and was getting bored.  Cracking one server at a time is a slow leveling process, and you have a long way to go until you can attack your final server, the aptly named Finality, Inc.  It is the giant silver server guarded by a roving warship of doom, called a S.H.A.R.K. and topped with a spinning cybernetic skull.  Can’t miss it.  Anyway, being able to take several servers at once gave me the ability to level fast as shit.  I got from level 51 – 80 in a matter of hours; each server provided a healthy boost of around 1000 exp.  Activating several servers simultaneously allowed me to create a giant Venn Diagram of death.  Pure magic.

Enemies in the red, orange, blue field are assholes that don't like video games.  I nuked them with a logic firebomb.

Enemies in the red, orange, blue field are assholes that don’t like video games. I nuked them with a logic firebomb.

However, I still wasn’t leveling fast enough.  I got frustrated and went to the store to sell a fuckload of goods.  After cracking a few hundred servers, you inventory gets a little full.  So you go to these giant solid-colored store servers.  I hadn’t bought anything until level 47 and boy was I surprised when I did.  I realized that I could buy some crazy missile attack that allowed me to blow up anything in sight. I also got a secondary, slow-firing shotgun attack that fired missiles instead of pellets.  That shit hurt a lot.  Now I was cracking 2 servers twice my level.  At my best around level 50 I was able to take down a level 110 server and a level 160 server at once.  Anything more than that and it gets really dicey.  These attacks even let me take on the dreaded sharks, and that got me even stronger weaponry, since Finality Inc is a level 500 server.

Now I am pushing level 99 and I am able to take on three level 150 servers at once, but I generally just take a level 175 server and a few smaller ones with it.  An important factor to note in server crashing is that when you attack more than one server at once, each server’s ICE will attack the others.  This means that if you grab a spam server, all the other ICs will be bogged down trying to fight the little guys.  Most other servers will kill off a spam server for you, and you can just watch.  Granted, you would normally get experience per kill.  If ICs kill eachother, you get nothing for it, however, you will still get the exp when the server goes down and the loot inside.  But this means that you can use two or three larger servers against eachother, but be careful!  Each server is killing each server and any IC not engaged in combat will lock into you if close enough, so it is best to keep within the range of enemies you can feasibly take down.  I still shy away from servers at the upper 200 levels.  Utilize these tactics well and you will turn all your enemies into a neat little pile of cybernetic death confetti, just make sure not to get your bits scrambled in the process.

It's like a party for you imminent demise! YaY!

It’s like a party for your imminent demise! YaY!

Black Ice is a great game, but it is in pre-release status, so it is far from perfect.  It has a modern-classic feel to it, though, and will definitely get you back to reading some Neuromancer.  It is available on Steam right now for a cool 9.99$.  Not bad considering it is a good time.  At the moment you’ll be plowing through servers like you’re some kind of bit drinking data vampire after a camping trip in the Australian outback, but it is a lot of fucking fun.  My favorite thing is standing on top of a server, looking out and seeing the ghostly outlines of the numerous servers I’ve crashed.  Sometimes destruction is its own form of creation.  This is another game that includes a photo-sensitive mode designed to aide those suffering from light-sensitive seizures that still want to enjoy it.  For those that care, this one is firmly planted in my favorites on Steam.

I was driven up a wall by one thing in this game, and it wasn’t the web crawlers.  The thing about this game that got me so frustrated is the distinct lack of anything.  It is a lot like being in an actual server: lights, a droning noise some soundtrack but there is no life!  Can we have the game elements of this one already?!  I mean I don’t want to go trade war stories with Mr. Rodgers or anything, but when I am cracking servers just to have someone to associate with, you know there should be a little more variation.  Whatever, maybe I can just go hang out at Finality, Inc.  Live every week like it’s shark week!

Crazy Critter Dash, Frantic Running Fun!

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I am not a fan of mobile games, facebook games or in-app purchases.  I hate it when games make you pay money to progress or make you pay out the nose for inconsequential items that alter the look of the game.  Red Tentacle Studio’s Crazy Critter Dash, however, is reasonable and fun if a little frustrating.  I would recommend playing this game on a smaller mobile device, since iPads and tablets can pose some issues.

When you start up this game, you’ll see a little chubby hamster hanging out in his cage.  He looks a little bored and should probably be running on a wheel to keep in shape.  At the very least he should have a damn pull up bar; he is going to need every last ounce of pellet-powered hamster muscle to get him through this ordeal!  I mean look at him.  His cage doesn’t have paper in it, so he probably wallows in his own sewage, there is no wheel, so he must be bored.  Just look at that face.  Unexpressive, chewing on some object (there is no food dispenser, just a water bottle) and casting a disinterest look around his cage.  He even seems to roll his head in boredom since he realizes he’s been forgotten.  The reason these critters are crazy is likely due to hours of neglect by children who are off playing videogames.  Possibly ones about hamsters.  This little guy needs to escape.  Somehow, probably by throwing his corpulent form against the bars of his cage, he manages to slip his bonds and make haste for egress!  Onward Captain Snugglepants!  To glory!

Hit the dash button and it’s on.  Your hamster is just auto-running his chubby little ass off to the tune of something like the Benny Hill music.  It’s a great time… if you can figure out what is going on.  At the moment the game lacks a basic method of conveying the instructions, but that doesn’t mean it isn’t worth it.  My wife tried this game a couple times and gave up because the controls were too difficult for her to figure them out, but I stuck with the game for about 10 minutes and got the game down to where I was tearing it up.  Your hamster is constantly running, so this game requires some good reaction time.  Rock your device left and right and the hamster will veer left and right while running.  Swipe up and your hamster does a chubby hop that gets him belly-scrapingly over low obstacles.  To get under obstacles, like the fucking jack-in-the-box, you need only swipe down and your hamster reaches into his repertoir of action film moves he learned in hamster stunt-school, pulling a sideways slide under the oncoming obstacle.  See a turn coming up?  Before you hit the turn slide your finger left or right, depending on the desired direction, and the hamster turns.

Honestly, the controls are pretty simple, but without instructions you’ll find yourself back in the cage frequently.  Throughout the game you will have a number of other obstacles that you will have to overcome, as well.  If you hit something, you will probably roll it off.  Granted, plow into a fucking toy truck and you’ll be on your ass.  But blocks and marbles you can roll over once.  Do this and you tyrannical overlord, some fucking kid, starts following you, trying to grab you.  Eat enough critter food, though, and you will out run the hand.

Space-age critter, ready for take-off!

Space-age critter, ready for take-off!

Dodging through glue traps and under lego barricades, you come to realize something terrifying.  I think your owner is the toy psycho from Toy Story.  It makes sense when you come up to the spartan torture devices that he made out of a fucking erector set.  This kid is a lunatic and only bothers to pay attention to you when you escape, since he doesn’t want to have to clean up after you, but he’s happy to let you wallow in it.  I want the  rogue-like companion game to this one where you escape and sneak around the walls of the house leaving turds in this kid’s lunchables.

Should you meet the challenge, though, you will find yourself exploring a variety of treacherous boards to race along.  My favorite transition so far is the hamster-tube transition.  Get far enough on the first board and your hamster will have the opportunity to utilize another piece of his hamster stunt-school learning: the slow-motion sky-dive.  He pulls this shit without a parachute, too!  In case you missed that though, let me recap.  You find a tube, intentionally set by a larger being, which leads you out a fucking window!  You then freefall onto a pile of leaves below.  This kid is now a fucking lunatic.  Granted, you get to collect some food pellets mid-air, but that just means he tossed some food out the window after you in a moment of after-thought.  Real nice.  To get at those falling bits of food, you have to rock your screen similar to running.  This is where I really think having a smaller mobile device helps.  If you have a tablet then you feel like you are rotating this bulky, square steering wheel.  I always feel the urge to lean forward and look down at the little guy as he falls.  Helps the immersion.  Turn on a fan under your device to really get the full effect of being a tiny critter falling through the clear sky toward uncertain doom.

I would like to rebrand this game "furry action star escape"

From the specifically mowed path, I get the idea that the parents are complicit in the reign of the lunatic kid.

Being a free modern mobile game, there are some in-app purchases, and unlike other games that inspire baby-shaking murders, this one makes them optional.  On top of that, they are also reasonable.  Give them 0.99$ and you get 50,000 critter food.  To give you an idea, that will allow you to unlock the other two critters (a rat and a bunny) and have 20,000 critter food to spend on dress up, like a sombrero and bandolier or a space-exploration suit.  Also, BUNNY!  Now, you can also get the bunny and the rat without spending a dime, but if you have a “good run” like mine, you will get stuck in the yard and amass about 800 pellets max every time.  Not too bad, all told.  There is also a wide variety of costume sets that you can put on your critters to make them cute while they run.  They’re not cheap, but again, you can get what you need just by playing the game.  If you enjoy it as much as I did, you’ll end up getting a few thousand per play-session.

Getting pellets also allows you the opportunity to increase the effect of in-game pick ups.  There are four different pick ups: slow, fast, shield and vacuum.  The slow upgrade makes it really easy to navigate the obstacles in the game.  Speed allows you to blow past everything at a high rate of speed, even allowing you to avoid traps without having to jump or slide.  The shield upgrade puts you in a little hamster ball.  This is really funny will give you an extra layer of protection against running into things.  Grab a vacuum pick-up and you will suck in all the pellets in sight.  Upgrading these makes them last longer, allowing you to get more of a benefit.  There is also a continue upgrade.  Want to avoid going back to the cage?  You can grab critter treats to get back on your feet, but if you don’t have enough treats, you won’t be able to continue.  Upgrade the continue to be able to continue dashing on with fewer treats with a minimum of 1.  There is also a meter upgrade, which makes food fill your power meter faster.  I am not sure what the meter does, but it has a shield on it, so I imagine it allows you to plow through obstacles without dodging, as long as it is full.  If you can’t seem to get treats, you can buy them. 0.99$ will get you 25 with 4.99$ getting you the maximum of 200.  Again, not a bad deal.  You can even watch some videos or like them on facebook or follow on twitter for more treats and pellets.  If all that isn’t enough for you, check out the leaderboards to find out how many people suck worse than you do.

Here I come to save the day!

Here I come to save the day!

Crazy Critter Dash is one of the better quality mobile games that I have seen out there.  It has a few tough spots, but if you can get past some basic issues, then you’ll really have fun with this game.  Hell, if you want to support the developers, throw a little money in and have a little extra fun!  It is a free fucking game, after all!  And you have options if you are stingy.

The thing that pisses me of the most about this title should be pretty fucking obvious by now.  That kid makes me want to break my fucking foot off in his ass!  Seriously!  Who lets their hamster run out a window?  This kid must be as fat and stupid as his pets if he really is just letting them expire in their little cages.  I hope his father comes home and gives him a few cracks with his belt!  Ain’t nothing wrong with a little discipline if he is keeping his child from becoming a sociopathic lunatic that tortures animals for fun.

Everyday Ghosts, Ambient Walkabout

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In the spirit of looking in on more interactive experiences, I was directed to this game by @DannyG1888.  Apparently over the past weekend, some Devs got together and decided to jam.  Everyday Ghosts is one of the 9 titles that came out of this one.  The event lasted the weekend between 35 indie developers working to create a little art for the interactive world.  You can download the full Ghost Wheel? Bundle here!  These games were also made in approximately 35 hours, so keep in mind they are not masterpieces of the art form, just worthy submissions with heart and sweat in them.

Everyday Ghosts was the brainchild of @DANNYG1888 and @IMPLODINGORACLE.  Your main character actually looks very similar to the avatar on Imploding Oracle’s twitter.  This was explained for me:

 

The character you play is someone I’ve been making little stories & adventures about for a long while.  I just think it’s neat to throw ’em into new scenarios.  There have been others and there will probably be more.

– Imploding Oracle, Everyday Ghosts

 

So the main character, a more trendy version of the lead singer from Gorrilaz (top right), is someone that we might expect to see again.  Who is the other character?  I thought it was a female, but according to the devs, the character is intentionally left androgynous

 

I really hadn’t assigned a gender properly to that character. I just made them pretty androgynous. Feel free to interpret that character however you feel.

– Imploding Oracle, Everyday Ghosts

 

The entire game is really more like a level from a larger title.  It is just a slow walk ( or a ninny-frolic if you mash the jump button ) through a haunted junkyard.  It makes a sort of sense that a junkyard would be haunted, since it is where items go to die.  Perhaps they could still cling to some element of those who owned it?  I believe an object can carry some element of an owner, and it doesn’t even need to be varnished with blood, like in the Red Violin.

When the game spools up you hear see only the title screen and then the roar of an engine.  Fading in slowly, the scene you are met with is that of your character at the entrance to a graveyard just after sunset, watching as his partner enters.  At first I thought this was a video, but I pushed a button and moved, so I went with it.

EG_start

a lovely ambiance

Personally, I think the androgynous partner looks like a female, so I will call them “she” for ease of typing.  So, following her into the graveyard you realized you can collect these floating spectral gears.  Upon obtaining them, you will start to see changes.  Around you a host of spirits begin to appear as you collect each one.  One of the baffling elements about this game is the dialogue.  Its tone rests somewhere between casual diffidence and outright aloofness.  Each spirit says something to somebody, but in the fashion common to spectres you will see them saying things to someone they think you are, rather than to you directly.  Each ghost, or group of ghosts, seems to focus on a snapshot in someone’s life.  Now, I highly fucking doubt all of these people died in a junkyard, unless it is the Bermuda junkyard, or something.  But face-melting physical anomalies aside, this interactive experience seems to hold a less sinister and more curious emotion.  Your character isn’t terrified, but rather perplexed by the ghostly visitors.  And just as they appear and deliver their quixotic dialogue, they recede suddenly into the ground.

so I sez to that guy, I sez, no you're a spectral image of your former self!

so I sez to the guy, I sez… No!  You’re a spectral image of your former self!

After wandering the junkyard a bit, you can leave.  Honestly, it is possible to leave at any time, but it is more interesting to walk around and chat with the locals a bit first.  Sometimes subtly lachrymose, other times bizarre and funny, these spirits definitely leave you scratching your head.  If you are wondering when the music discussion will come up, it won’t.  The only sound that accompanies you through your exploration of this junkyard is the howl of the wind, which deepens the deathly feel of the game.  This title is a free play and a good introduction to those who want to experience the more artistic side of games.  I wouldn’t really classify it as a game, since it really is just a short interactive experience that leaves you wondering who these two main characters are.  Personally, I hope to find the characters from  popping up again soon, like Waldo in a sea of faces.  There are a couple more game-like pieces that came out of this event as well.  Download Everyday Ghosts and 8 others from the Ghost Wheel? Game Jam!  Why wait?  It’s fucking free!

AntiHero, Sprinting Preview

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I have been playing a lot of platformers lately, so I got myself a Dualshock 4 controller in anticipation of one day being able to afford a PS4!  For now, I will settle for using one on my PC.  And today it really paid off.  Today I was able to burn through the Anti-Hero demo a couple times and get associated with this upcoming indie title.

Anti-Hero is a fast-paced puzzle platformer that takes you across the universe.  The main character is some sort of spaceman with interesting powers.  Now they aren’t terribly amazing, so don’t get all amped up for some crazy fucking ideas that will rend the universe itself, but the way the mechanics of the game are woven together provides a fun and challenging game that gets me excited to wear in my new gamepad.

First among the mechanics employed by Anti-Hero is the wall-run.  Apparently this space wanderer character is from a distant place where they still have ninjas, because he can run straight up a fucking wall.  As of right now there is even a tutorial that lets you practice wall running.  You run at a wall (moving forward while pressing L1 for me ) then press the jump button (X in my case) twice in order to start running up it.  Simple enough, but as high school does not offer extensive preparation for the real world, so, too, the tutorial is just child’s play compared to some of the wall-run challenges offered by the game even as early as the introductory level.  Now, don’t get it twisted: this mechanic has been woven into the game well.  It feels right, it isn’t terribly hard, but the game doesn’t hand you anything.  After speaking with Matt Lewis, an Artist and Animator on the project, I have a firmer idea on the thought going into the mechanic.

 

We do think about how the player is going to react to situations like wall-running.  People have said “it’s too punishing, I need check points.”  We respond, “The level takes 60 seconds to run through and you want a check point?”  That’s what I thought, wall running shouldn’t be an automatic thing; it should require timing and skill.  The idea was that we didn’t want sticky walls.  We want wall running to be a platform challenge, just like clearing a gap or timing platforms.

– Matt Lewis, Artist and Animator, Couch Fort Gamez

 

Paul DiDomenico, Lead Developer at Couch Fort, also had his own thoughts regarding difficulty of the gameplay:

 

There are too many follow missions these days.  Personally, I want kids to hate me like I hate whoever programmed Mega Man 7

– Paul DiDomenico, Lead Developer, Couch Fort Gamez

 

So the developers don’t want anything to be too easy, so the game feels satisfying with objectives and challenges that are fun and attainable.  But how attainable is wall running?  Well, I am glad I played it with the gamepad.  Despite my preference for my PC gaming input apparatus, the gamepad made the entire mechanic smooth and intuitive to get your hands around.  It is kind of like every other PC platformer in that it should have a warning label: DO NOT TRY THIS AT ASDF!  What is unique about this mechanic is the way it is presented in the demo.  There is a section of it where you have to wall jump up a mine shaft.  Everything about the mine is well-crafted, too.  You are running up a couple walls and jumping back and forth between them in time to catch the other side and keep running.  It takes some practice, but if you get it right, you can end up running up higher than your goal and coming back down to reach the objective.

Seriously, don't try this on any non-controller device

Just.. a little… further!

Another mechanic in the game that adds to the momentum of gameplay is the slide.  Pressing a certain key on the gamepad ( O for me ) triggers a slide, and when executed in certain locations you can slide even further.  Various obstacles throughout the level make you slide on your side for a good distance.  This results in a platformer with a speed and synergy that gets you moving fast and keeps you on your toes.  You want to maintain the momentum you feel with the main character, and it is definitely going to be a good title for speed-runners.

Through the game, you will also be tasked with some fairly simple puzzles.  These include throwing an object through a hovering hoop to unlock a door.  Throwing is accomplished with the left stick, and the character thrusts out his hand like a damn jedi.  You then control the object as it flies through the air.  Since this is a preview, you might have guessed the game is in early development.  The objects, for now, are blue cubes.  As you might expect, the game rapidly builds on the throwing mechanic by immediately having you take an object, throw it through a hoop and over an obstacle, while you slide underneath and catch it to continue the trajectory through to another hoop, which then opens a door.  If it touches the ground, the door doesn’t open.  It sounds like a bitch, but the way the game plays, it is very doable and very satisfying when you complete it.  I have replayed the demo 5 times just to be like, “hell, yea, just another space traveler doing some wicked slam dunks, comin’ through here.”  Using this ability also helps you kill your foes as early in the game you notice the blue cubes just chilling there.  You can take these babies and lob them at your foes, but many times I used them too hard and they landed in a bottomless pit.  Weaponizable objects are best used as “magic bullets” than dumb-fire missiles, swinging them through the air and guiding them closely.  Now, in a game driven toward momentum, this takes you out of the speed a bit, so the best way to just get through it is to watch your foes’ movements and run past them.

I knew my years of slip 'n' slide practice would come in handy some day!

I knew my years of slip ‘n’ slide practice would come in handy some day!

 

Some other elements that I enjoyed were the scenery layering.  Although the level platforms cut a bit suddenly in some places, overall the way the foreground reaches back into the background is great.  That is then layered with various elements that move naturally.  It is not like playing in a diorama but it feels like you are just on a hill in a busy forest-bedecked town. One point of this game that still feels a bit rough is the music.  The music in the trailer on the site is pretty exciting, but that in the game is comparatively overworldy.  It can be best described as platformer jive and it gets you rolling with the game, but it just feels like it should be in a version of this game retailed by Old Navy.  A game this fast-paced featuring a space traveler might feature something a little more techno-sprinter and a little less polo shirt overworld.

Finally, the storyline, though largely conceptual, also has a number of fantastic elements to it.  In the title screen you see a balloon that is rocketing out of the atmosphere to scintillate gently in the starlight.  Paul DiDomenico, the Lead Developer at Couch Fort, revealed to me that this symbolizes a key theme in this game’s golden heart: a child’s wish, which thrusts him into the heart of the story.

 

The idea is that a true wish from the heart can hold great power, and that power always draws more power.  It comes from a place of light and innocence, but it is coveted by those who wouldn’t use it for the like.

– Paul DiDomenico, Lead Developer, Couch Fort Gamez

 

So right off the bat, I get the sense this game will have some serious feels.  But in a brilliant manner of true “yin and yang”, the main character, our space traveler, has a story that is dark and sad.

 

Eons ago his home world was at the brink of destruction.  He and a small council performed an ancient and forbidden ritual as a final effort to save their planet and species.  This effort, though bestowing upon them incredible abilities, ultimately failed and left them with the curse of immortality.  They have since wandered the cosmos decaying until they are mere husks of their former selves, unable to die.  Then, suddenly, one by one, they begin to disappear until only our main character remains, which is where his story and the child’s meet and our game begins.

-Paul DiDomenica, Lead Developer, Couch Fort Gamez

 

I am not sure about you guys, but this game looks and sounds like a lot of fun.  Though it is in its early stages, the amount of heart and work being poured into it makes me optimistic about the final product.  Through everything I have come to understand about Antihero, the only thing that get me feeling frustrated is that it will be some time before this title is finished.  Keep this title in the back of your minds, though.  This is a first look into what is going on with Couch Fort Gamez inaugural title.  Let’s wish them luck and get them the support they need and deserve!  Check out their site and keep an eye out for Antihero.

Keep an eye out to find out more about Antihero and learn what the devs have in store for our main characters!

Keep an eye out to find out more about Antihero and learn what the devs have in store for our main characters!

Estudio Antropo, True Next-Gen Gaming

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

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

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Check my cardboard swagger.

Check that cardboard swagger

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

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

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

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

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

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

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

On any city street in Berlin...

On any city street in Berlin…

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

 

The Parsnip Theory, Lunchroom Throwdown

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If every highschool kid in the world could design video games, The Parsnip Theory would probably be the first game they make.  Though it has a few rough edges, its design and gameplay are certainly an experience worth a play, especially with friends.  It is a shareware game available at itch.io. One thing to keep in mind is that this game is in its alpha stages.  It is listed on itch so that people can test it, play it and enjoy it for what it is so far.

Turn-based strategy has many forms, some good, some bad.  Many involve alternate play-areas that allow you to play with armies as pieces on a Risk board, while still others give you a base to return to and beef up your troops.  Parsnip Theory is a simple game with one face: lunchroom mayhem.  Every time you play, you join a team of kids, who all look the same, and you start launching tomatoes at the other teams.  Controls in this title take a minute of fiddling to really figure them out properly, but they are intuitive and allow you to consider your moves like a chess player before you fully commit to them.  Each of your teammates starts a round with 7 moves.  Throwing a tomato costs 2 moves, each space costs 1 move to traverse and crouching is 1 move as well.  This means that, without moving, you can get 3 shots off per round.  If you have to move more than 1 space in a turn, you could end up losing 1 or 2 of those shots, so timing is a big part of this game.

My first couple runs of Parsnip Theory ended with my team as nothing more than gooey smears on the tile.  I would just charge out there, tomatoes blazing, and hope for the best.  Have you ever played XCOM?  Yea, you run out there guns blazing and your people will end up in the hot place really fast.  Parsnip Theory is no different.  Although the graphical style makes it tough to tell, there are tables in this lunchroom.  I would expect tables to stand out a little more, but these ones sort of look like drainage grates laid throughout the room that, for some odd reason, you are fully incapable of walking over.  These grates, however, are actually tables.  If you have your team members crouch behind them, you can use them as cover.

Move behind cover, Aaron!  You're under fire!

Move behind cover, Aaron! You’re under fire!

Now, above you see my characters crouched behind a wall, waiting for that little blue guy to come out behind his wall.  What I didn’t realize was that he could see the guy up top, and  splattered him accordingly.  We still mourn the loss of Aaron.  But moving with cover is a good way to operate in this game.  If you can set up your team to ambush a foe coming around a corner, he might get one shot off at one of you, and the next turn he’ll get three more, but that’s it.  He won’t be able to get off enough shots to take down any of you, and you’ll have him splattered in barely more than one turn.  The hellish onslaught of tomatoes takes down 10 hp per hit, so you’ll likely take him out and have plenty of moves left that second turn.

Another thing to keep in mind is that you are in highschool with a bunch of fucking baseball stars.  These kids will lob a barrage of perfectly-aimed tomatoes at you from the other side of the lunchroom like a howitzer loaded with tomatoes.  The AI seems to favor taking advantage of long-shots at weakened enemies because you likely won’t see it coming.  The AI of this game, really, is way better at this than it has a right to be.  As I said, several times I played through and took out one or two enemies, and got smeared.  The AI wasn’t all focused on me, either.  The other teams were going back and forth at each other like nobody’s business.  They just managed to mop the floor with me every time.

Graphics in this game are acceptable, except for a few little issues here and there.  Sure the table don’t look like tables, but I rather enjoyed the look of my little team mates.  Sure, hair color and clothing is all the same, but after playing a few times, skin-colors are randomly assigned.  Also, your people all lack arms and legs, so their hands and feet hover in space where the ends of their extremities should be, Rayman-style.  The difficulty in this game was a little rough, but you learn the best way to battle your foes after a while, and it’s not too tough to adjust.  There are a few things that this game could benefit from: variety of attacks, the potential for someone to miss, some stronger graphical definition, but for a piece of shareware, this game is enjoyable.  I would advise playing it with some friends to get the most out of its gameplay.  The AI players are just a bunch of dicks.

Another feature of this game that my brother will discuss at greater length is the level editor.  Should you get tired of the single level of play in the game, you can always go and make more of them.  A level editor is always a good idea, and in a game like this grants players the ability to make it their own way.  You hate the lunchroom?  Fine, have a fucking food-fight in the art department, you damn lunatic.

We stand victorious over the blood.. err.. tomato-spattered lunchroom.

We stand victorious over the blood.. err.. tomato-spattered lunchroom.

Of everything I about this game, there is one thing that I HAVE to mention.  I do not under any circumstances recommend this to anyone with photosensitive seizures: you might not make it past the title screen.  The background is this warping, color-changing spaghetti (or something) that looks like one of the lunch aides slipped fucking LSD into the juice boxes.  In their psychedelic-induced frenzy these kids have taken to defending themselves against the phantasms of their own imagination the only way they can deign: by lashing out with salvos of edibles projectiles.  This is my story, and I am sticking to it, since the game itself doesn’t really have one yet.