Three reviews in 24 hours. I guess XBLIG really is back. As a fun fact, kubic is not only the first Creators Collection game to win my seal of approval (spoiler), it’s actually the first game of 2017 to get it, period. That has more to do with the fact that I’ve barely done any reviews over the last two years. Back in the day, I used to crank out between five to eight reviews on a weekly basis. That’s not as impressive as it sounds when you realize that most XBLIGs were so short that the reviews typically took longer to write than the games did to finish. And yea, I’m stalling a bit here. That’s because I don’t have a ton to say about kubic. Well, I guess it’s annoying that it does that “too cool to capitalize” thing that always makes me worry that someone will find my blog for the first time, see the lack of a capital K in this review’s title, and assume I’m the lazy and/or illiterate one. Wait, is it still okay to make jokes about literacy or is that a micro-aggression now? What about laziness? I’ve been meaning to look it up but I keep putting it off.
Maybe this started life as a Crystal Castles level creator.
The basic idea behind kubic is take Tangram puzzles and splice them with M.C. Escher-style optical illusions. You’re presented with an example of the shape you’re trying to copy and various scrambled-up pieces to do it with. You can’t rotate or otherwise manipulate the pieces, which in theory should make the game too easy. And.. actually yea, it makes it too easy. Of the 69 (pause for immature laughter.. not judging, I did it too) puzzles, only the last dozen or so gave me issues. I mean, besides the awful interface. Kubic is a quick-and-dirty port of a mobile game and it shows. Even when you know which pieces go where, getting them into place is a slow and frustrating process that might require multiple attempts to get the game to cooperate with your intent. Actually, truth be known the cursor used on the Xbox One port is far more precise than using your fingers on a phone or tablet. Five minutes with kubic on my Galaxy was enough to make me want to throw it against a wall. I didn’t, because the Samsung people keep insisting that violates my warranty.
Levels 49 – 56 spell out “MC Escher” which would be much cooler if they were actually all in the same row.
But otherwise kubic is fine. It’s not great. It’s not memorable. But it’s a perfectly decent waste of a couple of minutes. And it’s yet another XBLIG II launch title that’s free. You early Creators Club developers really need to stop this. If a farmer gets free manure every day for years and then suddenly has to pay for it, they’ll instead end up looking to get their crap elsewhere.
kubic is Chick-Approved and ranked on the Indie Gamer Chick Leaderboard. And if you’re reading this anywhere but IndieGamerChick(dot)com, you’re reading plagiarized work. Please go to my actual site, Indie Gamer Chick. This is my work, I deserve the page views for it.
I owe Block Dropper this: it made me realize how different I am from the little girl who started this blog. If I had played this in August of 2011, I would have been quite annoyed by it. It’s a horrible game. For lack of a better description, Block Dropper is an arcadey-physics game where you play a block that hops around a platform collecting other blocks. When the blocks land, they’re hypothetically supposed to cause the floor to collapse. I say hypothetically because sometimes it didn’t. It’s sort of a problem when the physics don’t work in a game based entirely around physics. At one point, a stage began and a tree that was on the ground casually fell over as soon as the timer started.
I guess you’re supposed to catch the blocks before they land, but it’s almost impossible to use the shadows to figure out where they’re at or what direction they’re going. The vast majority of blocks I acquired by picking them off the floor.
And that’s how I knew I was a different person now. 2011 Indie Gamer Chick would have flipped her controller in the air and screamed profanities at how she was out a dollar. 2017 Indie Gamer Chick started laughing. I laughed until my vision was blurry with tears and my sides were in pain. I mean, it was just such glorious shit. Nothing was ever consistent. Sometimes levels started and the floor started collapsing immediately. Sometimes I would attempt to collect a block and the game treated it like it was part of the floor, I guess, because I could push myself up against it from every angle and not be able to pick it up. Then, after walking away for a second, I would walk back to it and collect it with no problem, assuring the lulz would continue. This lasted for about fifteen minutes, and ended when the game did. Yep, it takes about fifteen minutes to finish. Did I mention this is normally priced $4.99?
There’s also a local-only (like all Creator’s Collection games, there’s no online play) versus mode that in-theory could go on forever. Whoever collects the most blocks in two minutes wins. Except the game drops clocks that increase the length of the game. So hypothetically, if neither misses any of the clocks, you could be stuck playing this endlessly. It got to the point that my Dad, who likes *everything*, was shouting “STOP GRABBING THE FUCKING CLOCKS!” Mind you, the game had only been going about a minute by that point. I’m not joking.
Given the fact that there was almost no world left every time I finished a stage, I saved the world in the same way Superman saved Metropolis in Man of Steel. I’m still technically a hero though.
So yea, another XBLIG II that feels more like an unfinished proof-of-concept. On the positive side, two of the levels are “boss battles” that actually feel sort of clever. The problem with them was falling off the stage is not grounds for failure. So, for the final boss, I would stand on the target boxes, wait for the boss to fire at me, then casually step off the side of the platform to respawn elsewhere while the damage registered. So yea, even these encounters were dumb and broken, but at least they were interesting. If the developer continues to tinker with this idea, I think a better idea would be to drop (no pun intended) the normal stages and just make eight boss fights. Maybe some would wince at the idea of boss-rush game with poor handling and inconsistent physics. Me? Hell, I liked Shadow of the Colossus, right?
Hello, old friend. It’s been a while. You look.. um.. great? You really wear dying a miserable death, barely mourned and unloved well.
Playing an XBLIG in early 2016 is like visiting a dying relative in hospice care. You know any visit could be the last you’ll have, but you go anyway in secret hopes that they’ll leave you something nice to remember them. For those confused by the situation, yes, Xbox Live Indie Games are still alive. The last rites have been administered and happy families have been notified that a donor for Daddy’s faulty platforming engine has been located, but it’s technically still alive in the same way Ben Carson’s campaign is still technically ongoing. For now. No new games will be uploaded after September, 2016 and the marketplace will shut down entirely after September, 2017. Will you be able to access the games you already bought after that? The fuck if I know.
I do know that here it is, nearly two years after my last XBLIG review and I’m still basically known as “that girl who reviews XBLIGs.” And you know what? I’m proud of that. Plus, a few last second hidden gems that savvy indie fans have come to associate with the XBLIG market are still showing up. Take today’s game, Multitasking. It caught my attention because it twists the formula of WarioWare (my favorite game ever) by making you play multiple microgames at the same time. My family had a terrific chuckle at the thought of me playing such a game. Some people have coordination that makes them capable of rubbing their bellies while patting their heads at the same time. Meanwhile, I have such good coordination that I once broke my ankle falling three-inches off a Dance Dance Revolution platform at a bowling alley. I wish I could say I was joking, but I’m not. Given that and the fact that I can’t chew gum and talk at the same time without either biting my cheek or gagging on the gum, they said maybe I should rethink my choice in games to play. But fuck them and their lack of faith in my ability to step up my abilities. I was determined to prove them wrong.
Four games at once? Ha, yea right. I couldn’t even do three games at the same time.
I failed. Not even with honor either. I was just awful at Multitasking. Except on Easy Mode, but this is one of those games where success there carries an undeniable shame with it. Again, the idea is “WarioWare, only playing multiple games simultaneously.” Your TV is divided into four screens. The top screen is controlled by the bumpers, the left screen with the left analog stick, the center screen with the face buttons, and the right screen by the right analog stick. The games are very basic, many of them lifted directly from WarioWare. The difference here is, instead of the speed increasing, the amount of games thrown at you increases. The games play fine and control solid, with one exception involving moving the analog sticks at bullseyes, which feels a bit too loose. It’s kind of annoying because I can’t blame being awful on the controls. It’s all on me.
For what it’s worth, Multitasking is fun. But, unlike games where my comical badness didn’t affect my overall enjoyment (Spelunky for example), I have to admit that my ceiling of fun was lowered here. I was damn near ecstatic about it at first, but the further I played it, the more I realized I just could not get better at it. God knows I tried, but no strategy seemed to work. The games are spit out at random, and my best runs by far were the ones where one of the games being displayed required simple button mashing with no finesse. If both games required my attention, I was screwed. On the rare instances where I made it far enough to have three games on-screen, I never survived the first wave of it. I’m just not wired for games like this. Multitasking is fine, albeit basic and kind of boring in how it’s presented, but fine. The online scoreboards suck to use (presumably to be corrected in the upcoming PC port), but fine. I probably would have ranked it higher if I could get better, but it’s hard for me to get worked up over a game that’s as impossible for me to play well. Yea, I love WarioWare, but I wouldn’t want to play two of them at once. I already feel like a douche for that time I played WarioWare Twisted using my GameBoy Player. This isn’t helping.
$1 jumped the gun so many times in the Wild Gunman minigame that she lost count in the making of this review. Though I do have to ask, when people had those duels in the old days, what happened if someone shot too soon and hit? Did the person shot get to come back from the dead so they could pace off again? If not, damn, I would have been the best gunfighter in the west! How come nobody else thought of the “just shoot first and say MY BAD” strategy before me? Someone get me a time machine, I need to try this shit out.
Multitasking is Chick-Approved and ranked on the Indie Gamer Chick Leaderboard.
Approximately nine hours ago, I started watching the new Hobbit movie with Brian. Weirdly enough, the counter on the television indicates that we only began watching it one and a half hours ago. I tried to alert scientists of the world of the bizarre vortex in space and time emanating from our living room, but they showed little interest. Probably because checking it out would require them to watch the Hobbit as well.
Thankfully, I was also playing an Easter-themed XBLIG called Bad Bunny. It was a bit disappointing in one regard: the cover art made it look like it would have a lot more personality than it did. Take a look.
Not bad-looking. I figured it would be like an XBLIG version of Naughty Bear. Which, granted, was one of the worst games of the last generation, but at least it had an interesting concept. So I ponied up a dollar and fired it up. Needless to say, it was not Naughty Bear.
Yeah. So instead it’s another fixed-position wave shooter, only this time the enemies are rabbits firing Easter eggs at you. Honestly though, Bad Bunny not bad at all. It’s not good or memorable either, but it didn’t feel like a complete waste of a dollar. There’s not a whole lot for me to comment on. The projectiles fired at your stationary turret could stand out a little more, so that you could better defend yourself. And they could have really used more power-ups to keep things interesting. And online leaderboards as opposed to just a local one. And it could have used more than one ordinary play mode. Bad Bunny isn’t remotely ambitious and you’ve played a million games like this before.
BUT, it is fun for an hour, and fun is all that has ever mattered in my books. Bad Bunny is a totally harmless, borderline charming arcadey throwback and yes, I do like it a little bit. Let people moan that I enjoyed this half-assed shooter and didn’t like something ambitious and thoughtful, like Deadlight. Am I saying Bad Bunny is better than Deadlight? I guess technically I am, though that seems somehow wrong. How about “I personally enjoyed the overall experience of one hour with Bad Bunny more than I did several hours with Deadlight.” Besides, it’s just one person’s opinion. It’s not like it’s notarized by the Pope or anything. I actually did try to get it notarized but he stopped taking my calls when I wouldn’t stop calling him “Super Mario.”
$1 Has no clue how we got from Jesus being beaten, executed by crucifixion, then returning from the dead to bunnies and colored eggs in the making of this review.
Like my new logo? The gentleman who designed it, Kenneth Seward Jr., is for hire! Visit his site and check him out on Twitter. Reasonable rates, awesome work!
I booted up Super Dungeon Quest for XBLIG today. I selected the Barbarian, selected normal for a difficulty level, and started the game. I then immediately took damage, literally right as the screen faded into the first fucking level. There was an instruction overlay on the screen explaining what all the shit does, which required a press of the A button to get out of. The game was not paused during this, so the enemies, which spawned right next to me (levels are generated at random) immediately started munching on me. It was as if I was the embodiment of Old Country Buffet and the enemies were old people you see and shudder at that wait for the place to open every morning.
And thus a new Indie Gamer Chick record was set: fastest a game caused me to, as they say in the hood, “lose my shit.” 1.7 seconds. That’s how long it took me to realize that I had already lost a full heart and was still actively taking damage, as I was reading the fucking instruction screen that was on top of the fucking action. And lose my shit I did. I couldn’t even manage to swear. I literally shook my fist in anger (I didn’t know people really did that until just now) while letting out a primal scream. I’m not even kidding. At that moment, I fully believe I was capable of doing things to my fellow human beings that any rational person would label as “evil.”
All the levels are randomly generated, which is why they lack of the elegant complexity of Gauntlet. I think I would prefer developer-made stages for games like this, but randomly generated stuff is hot right now, so whatever.
Now, here’s a thought since I’m 99.9% sure the developer will read this: I’m a critic. So I felt an obligation to continue past this point. I originally didn’t. I was going to turn off my Xbox and write a review based on that 1.7 seconds of digital “fuck you” the game threw at me. But even my mother said “you know, that’s not very professional.” I guess she had a point. BUT, if I hadn’t been a critic, and this had been my first experience with your game, that would have been it for me. Presumably, I would have only been playing the demo, which I would never have touched again. You really do only get one chance to make a good first impression. And if you don’t fix this stuff quickly, you stand to lose a lot of potential players based on a bad first impression. That goes for all you indie developers. Even if the game stands to get unfair later, at least make sure the opening, ease-in levels don’t screw you right off the bat.
But, I pressed on, and I’m happy I did. I kind of liked Super Dungeon Quest (another new record set: most generic name in gaming history). Think of it as Gauntlet meets a rogue-like, only with much simpler levels, and no multiplayer (bad choice). You choose a class of hero, then hack-and-slash your way through enemies, collecting loot and waiting for one of them to drop a key to the next level. After about thirty minutes of this, the game ends. You can also play an arena mode, or an endless arena mode. And um, that’s really it.
Like any other game that involves stat-grinding, I decided to throw caution to the wind and abuse my upgrades. This time, I tried a different tactic: I threw all my XP into luck. Upgrading luck allegedly increases the odds of an enemy dropping rare items like life-refills or defensive shields by 1%. So, in theory, I should have seen a 5% increase in drops, once I maxed out my luck upgrades. Instead, enemies were dropping shit for me like waiters at a banana peel convention. Throw in the fact that the Paladin’s “special power” is being able to refill his own health, and I was able to cruise through the game on normal difficulty with minimal effort. Then I went into the endless arena mode, and lasted nearly two hours, clearing 25 stages, before I succumbed to boredom and let myself die. Had that not happened, I would still be playing it.
By the way, I attempted to play endless arena on hard with the Paladin and crashed the game with a code 4. I took it as a sign and quit trying.
In fact, I got no less than four “Code 4” crashes on this screen alone.
I feel the groundwork for a really spectacular game has been laid here, but the product that’s out now is just okay. It’s also infuriating in its unfinishedness. I think that’s a word. I crashed the game more than once. I sometimes passed right through gold or other items, unable to pick them up (the developer is aware of this but has no clue why it’s happening). Enemies would be spawned on the other side of walls and couldn’t be reached (thankfully none of them ever had the keys needed to make progress, but in theory, it could have happened). And the game is lacking some features that I felt like it needed: more upgrades, more levels, multiplayer, online play, leaderboards, and a larger variety of enemies. What I played feels more like a proof of concept. I *did* have fun with it, so it’s at least worth a look, and possibly a purchase. But Super Dungeon Quest needed more time to cook. All spit and no polish. I don’t think that actually makes any sense, but what do you want from me? I’ve been playing Fez for the last few days and had to go to the doctor to remove a used condom from my ear on account of my mind being fucked.
$2.99 nearly froze the game during 20 odd levels into endless mode by rounding up all the enemies into one cluster in the making of this review.
Super Dungeon Quest is Chick-Approved and ranked on the Indie Gamer Chick Leaderboard. I see no reason why, with more development time and more modes of play, this couldn’t be a top 25 game, so get to work, Smoodlez!
Twin-stick shooters. I’m willing to bet that I’ve played more of them than anyone my age on the planet. I’ve reviewed over a dozen here alone, and that’s not counting the ones I sampled for a few minutes before realizing that there would be no unique hook. I get why they exist in the numbers they do. It’s a relatively simple genre to pull off successfully. It’s perfect for a new developer who wants to get his or her feet wet in the whole game creation process. But I’m to a point where I’m so over twin-stick shooters. They need something that makes them stand out, or I’ll bore quickly.
E.Y.E.R.I.S., God bless it, really does try to be different. Unfortunately, it takes the art-house route to get there. There have been artsy TwickS in the past. Hell, I would say the grand-daddy of all XBLIG hits I Made a Game with Zombies is an artsy example of the genre. Here, the art vibe is less subtle and borderline pretentious, as you get motivational snippets of guidance that seemingly have no relevancy or anchor of any sort to the goings-on. Maybe it means more to the guys who made this, but for me, I just couldn’t get a feel for what concept or feeling they were trying to invoke here. It just came across as snooty.
Wait, without vision your path is revealed? How in the fuck do see the path? Without vision, I’ll end up walking into walls!
There is an actual game here though, and it’s a decent one. Of course it is. It’s pretty fucking hard to botch a twin-stick shooter. In E.Y.E.R.I.S. (I have no clue what it stands for, and the game doesn’t tell you) you start off on a stage where you have no ability to shoot and have to avoid the baddies for about a minute. Once you finish that, you’ll be given a choice of what the next stage will be. All the stages are the same, as far as I can tell, with the only difference being what gun you’re given. Repeat this three more times, adding additional weapons and shields with each new stage, and afterwards the game ends and simply cycles back to the opening screen, with no explanation of what this whole thing was about. I made up my own and assumed I was fighting off some kind of aggressive eye-infection.
Bad picture for the marketplace. It makes it seem like the soft-focus will be a major element in the game. It isn’t.
Again, it’s pretty hard to screw up a genre this simple. I spent a lot of time on the fence, trying to figure out how I felt about E.Y.E.R.I.S., and I came to the conclusion that it’s a decent game, and for those not burned out on the genre, or for those that get all touchy-feelly about games like this, you’ll probably enjoy it more than me. I don’t feel strongly about it one way or another, which means it gets to hang out at the bottom of the Leaderboard, but a decent game is a decent game, even if it sniffs its own farts.
$1 has no idea why I complain about people sniffing farts when I’m a world-renowned fan of picking one’s own nose. Mmm Hmmm, few things in life as satisfying as picking one’s own nose in the making of this review.
Hey, I wash my hands afterward. And I don’t eat any thing that comes out of it. Hello? Gross.
Full disclosure: Kris Steele, developer of today’s two games, is my friend. Our relationship got off to a rocky start. When I was brand new to the scene, barely two weeks after I launched Indie Gamer Chick, I interviewed Kris. By this point, I hadn’t won the respect of the community, but they were happy to have ANYONE covering XBLIGs besides the two or three sites that already did. I was someone new to talk to. Or, more accurately, someone to gossip to. At the time, I was interviewing developers for the second XBLIG Uprising event, and one of the candidates for it was Volchaos, a game by Kris. The only problem was Kris was also organizing the event, and there was skepticism on how good Volchaos was. (Side note: Volchaos did not make the Uprising. It wasn’t finished in time. The next year, the developer of Sententia organized the third event, and his game most certainly DID make it in, and it basically soured the whole thing). At the time, I was still kind of finding my identity, so when the time came for the interview, I was still in “pretend to be a serious writer asking tough-questions” mode. By the time it was over, I’m pretty sure he didn’t like. Nor should he have. I was a douche. Straight up.
But, he was never unkind to me. By the time I figured out that I should drop any pretense of professionalism and just be myself, he was still there and willing to help me. Even after I didn’t enjoy Volchaos, he was encouraging of me, and endorsed me to the community. Fast forward to today. Kris is my friend. A really, really good friend. I’m proud to be his friend. All bullshit aside, he’s a good man, and I consider our relationship a privilege. He’s always there for me to answer questions about game development, indie politics, or if I need his fingerprints on a bloody crowbar. It’s really a sign of his character that he became friends with me.
And now I’m going to put that character to the test by calling one of his latest games digital dog feces.
One thing I never imagined when I started Indie Gamer Chick is that I would form a close relationship with any developer. Today, I have just that with a few dozen. For many of them, I’ve reviewed at least one of their games. If that’s the case, there’s roughly a 55% chance I didn’t like their effort. At first, I was worried that people might accuse me of going soft on those that are my friends. Even if it’s not true (and if you ask Kris Steele or Dave Voyles, they’ll tell you it’s not. And probably cry), that perception is there. I take great pride in the fairness of my reviews. People might think that someone might expect their critic friend to show mercy on them. To those that believe that, nothing I can say or do would convince them it’s not otherwise. Anyone with real friends knows that real friends would never ask that of their critic friend.
So, what did my friend release recently? First up, I looked at Abduction Action! Plus on XBLIG and Ouya. I had heard of this game days earlier, when a child psychologist recommended that the average punishment for a disobedient child be changed from grounding to playing Abduction Action. Less timing consuming, faster results. No child will fuck with mommy and daddy again. Okay, I’m kidding, but it is a pretty awful game. The idea is you’re a UFO that must torment Earthlings for shits and giggles. Using a tractor beam, you’ll abduct humans, or crush them with various objects, or drop them from lethal heights. In theory, this is the game you give evil little children to break them of their habit of torturing ants for the lulz.
In Iowa, they call this “Tuesday.”
Unfortunately, Abduction Action! Plus is let down by poor controls. Many of the challenges in the game, such flying into birds, requires precision movement, and that’s not really an option. It gets bad when you’re forced to accelerate into objects using the turbo boost. For those watching me, it was probably comical. I tried to splatter a birdie on the UFO, and instead overshot it no less than a dozen times, until it finally flew off the screen. It was maddening. And that’s ultimately why I couldn’t enjoy AA+. It’s a game about lining up to do stuff. Line up to grab a rock and drop it on a jock’s head. Line up to pull someone up in your tractor beam. Line up bullets to turbo-boost through them. That shit is hard to do when the UFO only has two speeds: too fast and suicidally fast.
Then there’s the problem of having to remain stationary while you suck up the people and objects. If a projectile hits your UFO, the beam is deactivated and you drop whatever you’re carrying. This is kind of tough when you have people shooting you pretty much non-stop anytime you’re low enough to grab anyone. I’m not sure why a standard gun or even a shotgun would cause a UFO to do anything but laugh. You mean to tell me these things are designed to travel through space and torment any living creature they happen across, but a single bullet fucks their mojo up? I tried to find something positive to say about Abduction Action Plus’s gameplay, and I couldn’t come up with anything. That is unfortunate, because the writing is genuinely laugh-out-loud funny and the concept is solid. But gameplay is king, and AA+ controls like a game in dire need of an AA meeting.
What’s shocking about Abduction’s badness is Kris released another game recently, this one on iPhone, and it is fucking awesome. It’s called Hypership Still Out of Control. It’s a sort-of-sequel, but not really, of a couple earlier games. I reviewed both Hypership Out of Control for iPhone and Hypership Still Out of Control on Xbox Live Indie Games last year. Like Abduction Action, the XBLIG version of Hypership was overly-sensitive to control. On iPhone, the control was near flawless. Still Out on Control offers more of the same, only the levels are different. Same graphics, same control scheme, and the levels themselves progress seemingly the same way. The meteors are in the first stage. The eyeball wall things are the second stage, etc, etc. So, despite Kris’ objections, I’m basically calling this more of a DLC pack. A very good one, mind you. I highly recommend it.
Damn game won’t take the sky from me.
But, the honeymoon with Hypership is over, and now a lot of the glaring flaws are starting to be noticed. Stuff like how sometimes setting off a bomb is too hard. You have to double-tap the screen to do it. I don’t know if it prefers you to tap in the same spot or not. It’s sometimes a difficult thing to pull off, and setting off a bomb when you most need to is very challenging because the screen is usually too full to safely stay still long enough to detonate it. Also, when you’ve built up a stockpile of 3 bombs, which is the max, why doesn’t picking up a 4th bomb automatically detonate it? It wouldn’t make the game too easy, but it’s too hard to see the new bomb on-screen and react fast enough to detonate a bomb you’re holding before picking it up. Since you can’t use a finger on your spare hand (for those that have such a thing, and to those who don’t, you shouldn’t have played around with firecrackers like that) to set off a bomb, the system is just too busted. This is a game based around speed, lots of it. You probably won’t have enough time to safely take your finger off the screen for the less-than-a-second it takes to use it. I would kill to be able to play Hypership with a mouse or a trackball. The joystick controls of the XBLIG were too damn loose, while the phone version lacks buttons that would make the game so much better. A marriage between the two might make one of the best space-shooters of the modern era.
Don’t let any of those complaints turn you off. They’re here because I’m hoping like hell Kris gets the message and makes some fixes to his already excellent game. Hypership, no matter which version you get on your iThing, is a truly special game. One of my favorite iPhone games, indie or otherwise. One of the few space-shooters I’ve ever enjoyed. One of the few games on any platform I play on a regular basis. And my enjoyment of it isn’t based on my friendship with Kris. If friendship somehow softened my thoughts on his Abduction Action! Plus, then you should be scared because it might be so bad that it causes cancer. No, I like Hypership purely because it’s one of the best games I’ve ever played. You know, I’ve had a bad break lately with health issues. I don’t know what my future holds. I don’t find out until February 27. I am lucky that I have friends who will be there for me. And here’s where the friendship thing matters to me: how fucking cool is it that one of my friends, who will be there for me through the worst of whatever I face, also is someone who made one of the best games I’ve ever played? It proves once again something I’ve known for a long time: I’m the luckiest person I know.
This is for Hypership. For Abduction Action! Plus, picture Sweetie with pock marks on her face, blood dripping out of her nose, the stench of death on her, with skulls and crossbones all around the edges saying “not approved for any use besides enhanced interrogation.”
$1.99 said Kris could remake the same game, only set it on I-80 in California and claim it’s based on a true story in the making of this review.
Hypership Still Out of Control is Chick-Approved and Ranked on the Indie Gamer Chick Leaderboard.
If a game is fun, then is that game good? Has the objective of the game design been fulfilled, or are there more criteria we demand before we can deem a game quality? What relegates a game to the realm of “guilty pleasure,” instead of simply being a good game? Artistic intent, perhaps?If that is indeed the case, and artistry is the deciding factor, then Grand Class Melee is a guilty pleasure game of mine. It’s unbalanced, random, and more chaotic than an All Rainbow Road Cup in Mario Kart. Certainly, one wouldn’t leverage the title in an “Are Games Art?” debate. But perhaps they could successfully leverage it in an argument against the need for games to be emotionally exhausting affairs. Maybe it could make a stand against games that put complicated mechanics at the heart of their systems. Grand Class Melee sticks to the most fundamental property of game design, in so much that it is simply a blast.
Fun or not, the objective of a review is to be objective about subjectivity, so let’s try to break down the experience, which is so much greater than the sum of its parts, into its most primitive elements.
Firstly, the art is far from what one would call inspired. As with a lot of games on the Xbox Live Indie Games market, Grand Class Melee utilizes pixel art in its design. While sometimes pixel art can feel like the right choice, artistically, it more often than not feels like the easy way out; placeholder graphics to be overlooked, as they’re only there to facilitate gameplay itself.
The maps are equally uninspired, randomized, I believe. There is a breeze present that marginally affects movement speed and tall grass that some classes will be able to take advantage of for stat bonuses. Unfortunately, a lack of truly clever level mechanics does hinder the game, leaving the player wondering what could have been.
Where the game comes together, sensibly, is within the mechanics themselves. Up to four players can gain agency over the sprites in an all out brawl. If four players aren’t available, computer characters can fill in for them, at one of 3 different difficulty settings. But, like with Smash Bros., the ability to communicate with other players in order to gang up on an alpha player is an essential part of the experience. Especially given the occasional balancing issues, but more on that in a moment.
The game controls very simply. If you’ve ever played a classic Legend of Zelda, with the overhead camera, then you will be right at home. Characters can move in any of the four compass directions, and have a stationary and a lunge attack mapped to A and B. The triggers will sport two abilities; one inherent to your current class, one a leftover from a lower rung of your class tree. Between matches, choosing these abilities allows for a tiny degree of customization that actually ends up being essential to the upcoming match’s dynamics.
The 60 classes —which can be seen here— are supposedly balanced by fan interaction, and, while certain class combinations feel broken, the sequel will likely opt for more fairness in classes. Honestly, I prefer the outlandish combinations, as teleporting characters fire Dragon Ball Z inspired kai beams across the stage, threatening bulky characters who can’t close the distance. It’s comical, and lends itself to a sort of party-game atmosphere.
Like Dynasty Warriors, I urge people to play this game, and to play it with friends. The game isn’t revolutionary, won’t address social issues, will not engage you with riveting narrative, and I promise, the art direction won’t sweep you away. But, it should be fun. If it isn’t, then it’s definitely because your friends suck.
How’s that for objective?
Gland Class Melee was developed by Gigatross Games$1 says, “it’s a way to prove to your friends that you are better at Zelda, which is about as likely to get you laid as being one dollar richer. So, you know, why not?“ in the making of this review.Benjamin has awarded Grand Class Melee the Indie Gamer Team Seal of Approval.
MULLETMAN (has to be written in all caps, like it’s being screamed), is the latest title from Total Commitment Games. My only previous experience with them was briefly playing their Escape from Robot Doom, a very good-looking 3D title that I had to quit playing after around ten minutes because it wasn’t compatible with my epilepsy. But, from what little I did play of it, I honestly thought it had the worst play control of any 3D game I’ve ever played. Like someone played Bubsy 3D and tried to emulate it, only they made it worse. I’m not exaggerating. It’s one of those games where, if I had been able to put more time in it, might have been a contender for the worst game I’ve ever played.
MULLETMAN is not quite that bad, but it is one of the worst games I’ve played in 2013. Like Escape From Robot Doom, it comes down to terrible play control. Essentially a run-and-gun platformer, MULLETMAN stars a very close Mega Man lookalike, which is what attracted me to the game in the first place. Having played the truly amazing Vintage Hero just a few months ago, a game I consider to be, as of this writing, the best XBLIG ever made, I figure that games inspired by the Blue Bomber might generally be of higher quality. But beyond having a similar character design, including a blatant copy of Mega Man’s iconic jumping posture, MULLETMAN is nothing like Capcom’s franchise. There’s only one type of enemy, along with various traps and timed-jumping areas. Good character models are really the only positive thing to say about the graphics. They’re not bad or anything, but it’s very bland and drab. Certainly not something that gets you excited to be playing it. Atompshere matters. If you don’t believe that, go live on the moon.
For some reason, the main character’s arms flail up and down, like he’s trying to fan his armpit BO at enemies.
Where MULLETMAN really falls apart is the jumping physics. Apparently by design, a game centered around running and jumping requires you to stop moving before attempting to jump. This is a mind-boggling choice. As a result, I often slipped off ledges while attempting to maneuver from platform to platform. When you go to jump and you don’t stop moving, your character does a silly little bunny hop thing. Mind you, because the controls are slightly unresponsive, sometimes you will stop moving and hit the jump, only to not jump. Responsive controls are an absolute must for any platformer. If you can’t get those right, the game should not be released. MULLETMAN feels like the child of one of those parents that shoves their kids out the door at the stroke of midnight on their 18th birthday. Ready or not, you’re out of here.
The controls don’t exactly lend themselves to the level design, either. Many sections are single-block platforms that fire missiles vertically after you land on them. These sections require tight jumping controls and fast movement physics, neither of which MULLETMAN possesses. The jumping is slow and floaty, reminiscent of the Bubble Man sections of Mega Man 2. It worked there, in stages designed around avoiding spiky walls. Here, damage is almost inevitable. The game is generous in the sense that you have infinite lives and checkpoints are liberally scattered around, but it never helps ease the frustration brought on by the terrible control. On top of all that, the game has problems with choppy, stuttering frame-rate on occasion. The developer was puzzled by this one, though every player I’ve spoken with has had issues with it. Splazer Production’s gameplay footage shows it a few times. For me, it was frequent, nearly every time I jumped with any other moving object on-screen.
You can see the choppiness early on in the vid. It seems to hit different, but consistently, among most players. By buddy Kyle, whose Extra Life charity events you should totally check out, also had issues with MULLETMAN.
Even without the problems, I don’t think MULLETMAN has a particularly high ceiling in terms of potential. It only took me thirty minutes to complete the game. At least I think I did. I ended up in a jail cell with “The End” written above it. If not for the bad controls, bland graphics, unfair level design, floaty physics, and technical issues, I’m not sure MULLETMAN would have been much better than mediocre. Though I must say, the developer seems to have something resembling talent. Escape from Robot Doom, horrible as it was, at least looked really good. Very few XBLIGs look like they could pass as honest-to-goodness professional games, and it did. And MULLETMAN would catch on just by being a Mega Man lookalike, if it could spread by word-of-mouth, which it simply can’t in the state it’s in. Both games were ruined by poor control, which tells me that Total Commitment Games needs to bring someone in that can handle that aspect. As it stands, their games are good for little more than causing players to invent entirely new swear words. MULLETMAN controls are Fruckenrchist and the game is Arserunoff.
I know the feeling, buddy. If I had to play ten more minutes of MULLETMAN, I would have handed my boyfriend some nails and a mallet myself.
Poker Date combines a Royal Deck variation of five-card stud poker with the tired and true XBLIG staples of anime boobies and inept programming. The result is one of the most hilariously awful games I’ve ever played. First off, Royal Decks are constructed using everything 9 through Ace out of two decks. Poker Date only uses one deck worth of cards. Granted, this is simply a heads-up match, but still, it limits the amount of hands to work with. Second, when the AI folds a hand, it pronounces it “I foiled.”
I foiled.
I swear to fucking God.
I. F-O-I-L-E-D!
Maybe Sabrina thought she was at a fencing tournament.
Now I’m certainly not one to cast stones at speech impediments. I have enough trouble pronouncing my own name. But seriously, you can’t say “fold” correctly? Good God. This totally trumps Capcom’s use of Sally from accounting in the all time horrible and lazy voice acting department. And if any other aspect of this game had been remotely competent, “I foiled” could have become the next big gaming meme. But, nobody’s going to stick around long enough for that.
The biggest problem is actually how damn smart the AI is. Without fail, if I was dealt a good hand, the AI would foiled on the spot. Unless it knew that it had me. And by knew, I mean it could then change four cards in its hand while I’m holding a two pair, aces and tens. It then wins with a full house or a flush. This isn’t luck, we’re talking. Every single time the AI chucked four cards or more, it won. The only explanation is the AI could see what cards it would get, or which ones I would get. But, most of the time, whenever I got anything remotely nice, it foiled immediately. Fucking clairvoyants aren’t this good.
For some reason, none of the marketplace shots actually show any cards.
Oddly enough, after changing out cards, the AI almost never foiled. I actually counted it out over the course of 100 hands that went to the second round of betting. The AI never once foiled, and won 87 out of 100 hands. What the fuck? Which is not to say the AI doesn’t bluff. During the first round, I took to raising every chance I had, because when I did this, out of 38 opportunities, the AI foiled 25 times. So after a couple of hours of play, I settled into a rut where neither me nor the AI would gain enough ground to actually win. Betting is slow and limited and you certainly can’t put all your chips in play. Finally, I realized I was playing the single worst video poker game ever made and foileded myself. Poker Date is pretty much the worst thing to happen to the game since Darvin Moon.
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