Gun Commando, Samurai Beatdown, Cubixx, and OMG-Zombies!
February 2, 2013 4 Comments
Today we’re playing the Lightning Round of game reviews. I played four PlayStation Mobile games this week in a quest to find something fun and original that justifies the existence of the platform.
First up was Gun Commando, a neo-retro Doom clone. I have no idea why such games fascinate me, considering that Doom was well before my time. I don’t know. It just seems to me like the classic formula should be able to lend itself well to hit neo-retro indie titles in 2013. However, Gun Commando is not that game. It feels like Doom, what with brain-dead enemy AI, retro graphics, and labyrinthine levels. Where it falls apart is the God awful controls. Adjusting the sensitivity settings doesn’t seem to fix button-based controls, and thus lining up enemies to shoot is damn near impossible. You’re forced to do everything on the touch screen, and this would work except any slight twitch of your finger forces you to fire your gun. This is combined with enemy fire that is nearly impossible to avoid, dull weapons, and an absurd difficulty spike about halfway through. It looks the part, but in truth, Gun Commando was doomed from the start.
Yea, that was lame. I’ll move on.
Gun Commando was developed by Green Hill Games ($2.79)
Up next was Samurai Beatdown, which was free last week, normally priced at $0.99. It’s alleged to be a rhythm game, but I found the actions on screen rarely seemed to synch up to the generic beat. The concept is operating-a-light-switch-simple: enemies run at you from both sides. Tap the left side of the screen to kill enemies running at you from the left, and the right side to kill enemies running at you from the right. Again, even when you’re perfect, the enemies don’t seem to match up to the beat of the music. I’m not musically inclined, so that was fine with me, but even on the hardest difficulty setting, Samurai Beatdown is so easy that it’s insulting, and it gets boring quite fast. Not really worth the bandwidth when offered for free, I can’t even fathom paying money for it.
Samurai Beatdown was developed by Beatnik Games ($0.99)
As it turns out, the best PlayStation Mobile games are actually ports of existing PlayStation Mini titles. Cubixx is free this week on Mobile. It’s basically the exact same game as the PlayStation Mini title from a few years back, only the graphics are ever so slightly improved and it weighs less (22MB) than the original Mini version (29MB). If you don’t already own it somewhere, shame on you. It’s a fantastic take on the classic Qix formula. I would actually recommend Cubixx HD on PlayStation 3 first and foremost, but Cubixx on Vita for free isn’t a bad alternative. Draw lines on a cube, avoid enemies, fill in as much area as possible, move on to the next level. It sounds dull, but if you’re gutsy, it can be an intense, extremely rewarding experience. However, I can’t really get too excited over it, because I’ve played Cubixx to death over the last four years and it has nothing new to offer me. If you haven’t already played it, it’s one of the best neo-retro games of the last generation. If you have, there’s absolutely nothing new here.
Cubixx was developed by Laughing Jackal ($2.99, free right now)
Finally, OMG Zombies, by the same guys that made Cubixx. It’s also a PSP Mini port, but I somehow never played it despite apparently owning it. The only explanation I can think of is I must have gotten it for free with PlayStation Plus and never touched it because I avoided zombie games like the plague before I started Indie Gamer Chick. My loss really, because OMG Zombies is fucking awesome in a time-sink kind of way. The idea is a field of zombies shamble around aimlessly, and you have a limited number of shots to pick them off. Shooting a zombie causes them to explode, and if another zombie is close by, it detonates them too. You have to set off a chain reaction that clears as many of them as possible. There’s five classes of zombie. Normal ones explode, fat ones explode bigger, cop zombies shoot bullets in a straight line when they die, commando zombies fire off a round of Uzi bullets when they die, and acid zombies turn into a pool of acid. As you beat levels, you accumulate money that you can spend to upgrade the strength of your gun, or the potency of the damage zombies do to each other.
OMG Zombies is so smart, because you can’t abuse the upgrade system with random grinding. You can only earn each stage’s four monetary rewards once. It makes the gameplay so very engaging and rewarding that I almost forgot that OMG Zombies is much more based on luck than skill. I would often restart levels multiple times because the exploding barrels were randomly placed together instead of spread apart. Or there are stages where every enemy is one of the cop zombies, where no amount of skill is going to help you make sure that when the bullets start flying, they fly in the correct directions. It can be frustrating for sure, but I never grew bored with it. Everything you need to know about OMG Zombies can be summed up with the following two statements. #1: I ran out my Vita’s battery twice playing it. #2: I can’t even remember the last time I felt compelled to achieve 100% completion of a game, but I simply had to here. I would say that qualifies OMG Zombies as a worthy use of your time. My boyfriend might disagree. He says with the amount of time I spent with it, it qualifies more as a hostage situation.
OMG-Zombies! was developed by Laughing Jackal ($2.99)
Cubixx and OMG-Zombies! are Chick Approved.
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