Tag Archives: Indie

Game Dev Tycoon (PC)

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I don’t know who you were before all this happened but that doesn’t matter now. The future is in shambles, brought upon by bad videogames. You’ve gone back in time using your trusty Delorian –you could use it to kill Hitler or something but… videogames, dude– to use the knowledge you have now to make a videogame development company that will stand the test of time.

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Who’s garage is this? WHO’S GARAGE DID YOU STEAL!?

 

History

Game Dev Tycoon was made by Greenheart Games, a team of five people. Patrick Klug directed the project, inspired by a game called Game Dev Story. He and his team wanted a game like Game Dev Story but one that was based more on player decision and less on chance.

The game is probably most well known for it’s response to piracy. Green Heart released a version of the game on the Pirate Bay after it’s release that had a fatal error in it. After the player made a few games pirates would start taking a majority of the game’s profits prompting players with the message “Boss, it seems that while many players play our new game, they steal it by downloading a cracked version rather than buying it legally. If players don’t buy the games they like, we will sooner or later go bankrupt.” Eventually making the player go bankrupt.

Game Dev Tycoon was released on December 10th, 2012– and re-released on Steam in 2013. It’s competition was Baldur’s Gate: The Enhanced Edition (PC and iOS), Knytt Underground (PS3), and Street Fighter X Megaman (PC).

Gameplay

The game is pretty simple. You start out in a garage working alone, developing for the Govadore 64 and the PC. Each game needs a topic and genre pair — not all combinations are created equal however– and then a console to release it on –once again, some consoles are suited to different topics and genres. You can unlock research to market games, cater to a type of audience, or release it on multiple platforms. As well as researching new topics, better sound, graphics, and other features. The game then goes through a cycle of development which is expressed by a series of sliders. The more focused on one the more neglected the others become so it’s important to spend your developer’s time wisely — i.e. an FPS game needs good AI and Level Design but it’s Story doesn’t necessarily have to be great.

Eventually you get out of the garage and move on to an office, at which point you can hire additional employees — who can even be real people from the industry if you scout at the right times. More people means making better games but spending more money so it’s all a big gamble — one that you can control by making good games by considering what decisions will make them good.

Things eventually get crazy when your company opens up a Research and Development section or a Hardware lab. Then you can start making consoles or a version of Steam itself called The Grid and all sorts of other high end things.

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I really like what a silly caricature this R&D lab is. My personal favorite is the guy in the purple scarf. It’s possible for him to end up in there alone if you cut the budget, spending his days talking to the open air.

Experiences

This game is like a pile of legos. It’s only limited by the player’s imagination and how many pieces they’ve got. I’ve known players to make silly challenges for themselves like trying to naming all of their games with dinosaur puns. I like to imagine what the game I’ve made would be like based on its title and such.

This game’s a surprisingly fun party game. Me and my friends have rules where one person is head director and every other person is on the board of trustees. They can make suggestions and instruct the director. They become the director if the game tanks and they offered the most helpful advice. So it, behooves them to offer bad info to make the game tank but enough good info to take over.

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I also like naming games obvious parodies of pre-existing titles.

The Gush

I really like how obviously spoofy all the consoles and companies are. Mirconoft and Ninvento will always tickle my funny bone. It’s also interesting to hear the retelling of gaming history and why certain events occurred as they did.

The game has a bunch of silly and interesting easter eggs. It certainly doesn’t take itself too seriously. With such events including a secret agent named Blowfish who can wreak havoc on competing companies or give you technical support. Or Dave Johnson asking if you can put some exploding red barrels into a game.

The Kvetch

The musak in this game is definitely musak. It might change from stage to stage but it sounds samey and it’s just not very catchy or good. I muted the music and played just about anything else in the background.

The Verdict

I really like this game. It offers a satisfying power fantasy with relevant and educational information about the history of the game’s industry. That being said, there’s not much game here. The fun I have is based on silly challenges and thinking about stuff that the game doesn’t show like what the game would actually look like or what it would be about. If the concept of an imagination fueled adventure through making silly or awesome games interests you then I suggest you give this game a shot. It’s also cheap to boot with a ten dollar price tag.

The Yawhg (PC)

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In a world of sword, sorcery, sorrow, and song, there is a city. The city is beset every great while by a disaster known as the Yawhg. You live in this city, ready to buckle down and really get your life in order– or perhaps to spend every week getting blackout drunk, it’s up to you. You’re all unaware that the Yawhg will come again in six weeks. Do what you will with the these weeks but the Yawhg will reduce the city to rubble…But perhaps you can rebuild and start over.

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It’s text like this that puts me on edge in the best way.

 

Development

I said it didn’t get more indie than Studio Pixel’s one member but the Yawhg’s development team was pushing it with four people. The game was designed by Damian Sommer, a man who’s been making games since he was ten years old. He made the game based on an older and less robust title called Dungeon of Fayte. Emily Carroll made the art, co-designed, and c0-wrote it. She’s most well known for her horror themed comics and her marvelous art style. They made it during the Independent Games Festival and it made it to the finals although it didn’t win.

The Yawhg was released on May 30th, 2013. It’s competition was Fez (PC), Dust: An Elysian Tale (PC), and Monaco: What’s Yours is Mine (XBox Live Arcade).

Experiences

Because I’m a giant dork who doesn’t like large groups of people I occasionally host tea parties. Little get-togethers where I can see all of my friends in one day, they can all see each other, and everyone can have a little snack. We all chat and sometimes we sit around the computer and play some games. The Yawhg has become one of the most popular titles during these gatherings. There usually aren’t more than four people so it all works out perfectly.

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And with exquisite characters like these there’s never anyone that someone doesn’t want to play.

Gameplay

The Yawhg plays like a choose-your-own adventure. Each character starts with a five in all of the main statistics, like physique or charm, except wealth which always starts at zero. The city has locations like the arena, hospital, and gardens that the player can visit and each location has two activities the character can perform there. After the player chooses an activity they’re beset by a random encounter and the player can choose how they react. Do they have wealth to spare for the fortune teller? Do they drink the potion that’s about to explode? Well, it depends on their stats whether they succeed– although a panty-waist might not want to drink that exploding potion, just saying, but you do you man.

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Also, just look at this beautiful fucking city.

After the Yawhg hits it’s up to the players to use their abilities to help rebuild the town– or descend into drunkenness or looting. If the players use their talents effectively then the town will be able to rebuild. If the leader is dumber than a rock or the builder isn’t physically fit then things could get problematic.

The Gush

There are only seven tracks to the soundtrack but it’s all very well employed. The game is short so it’s also more than enough music to go around. The music is mostly acoustic guitar and keyboard so it’s pretty simple. The epilogue music gets me a little choked up every time though.

The game provides a simple but wonderful setting to roleplay in. I found it a good opportunity to introduce people to RPing to see if they liked it.

The art provided by Carroll is marvelous and I feel like the characters are so animated. Each of the characters looks so good that I like playing them all.

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Although, Mr. Aurum is definitely my favorite.

The scenarios are often absurd and silly but that just adds to the fun and contrasts with the darker scenes and epilogues. It’s interesting to think of a character who once found the King’s secret wine cellar then drinking to forget the horrors of The Yawhg.

The Kvetch

There are over 50 unique endings for completing the game but sometimes there will be stretches where I swear I’ve done different things but I see the same epilogues again and again. I much prefer the more unique endings.

The Verdict

It’s a fun little party game that’s got a fair bit of replay value, especially considering the cost. But it is little, although Sommer has added content here and there. It’s worth a few playthroughs at least and I think it’s definitely worth the cost but the game has as much enjoyment as effort you put into it. It’s all about creating a character and thinking of what they would do and why. As soon as it gets reduced to stats and that sort of dominant strategy it loses its luster. It’s also super fun the more friends that join in.

Next Week: Game Dev Tycoon.

FTL: Faster Than Light (PC and iOS)

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Introduction

You are the captain of a ship in the Federation of Planets. The Federation is embroiled in a bitter war against a Rebel fleet that’s turned half the sector against the Federation. The Rebels have been able to best the Federation because it’s constantly able to harass its ships with drone ships that are cheap to produce and don’t require a crew. Your vessel is doing deep reconnaissance near the Rebels and intercept a data packet describing how the ships of the Rebel Fleet are dependent on its Flagship to function. Your goal is to outrun the Rebels and get this information to the Federation Headquarters. Unfortunately the Rebels are hot on your heels. Fly through asteroid fields, solar flaring suns, sensor-blocking nebulae, and many ships of various designs and ability that all want to turn your ship into scrap.

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Well, it’s actually a strategy game but it’s the most sweat inducing strategy rogue-like that I’ve ever played.

History

FTL was developed by Subset games with Justin Ma and Mathew Davis leading design — and when I say leading I think I mean that they are Subset games. Inspired by board games like the Battlestar Galactica board game and others where the players have to tactically manage power. They wanted to create an experience where, “the player feel like they were Captain Picard yelling at engineers to get the shields back online.”

The game was primarily funded by a 200,000$ Kickstarter campaign. By that point Subset had created the bones of the game but it didn’t have music, the best writing, or run very well. This Kickstarter money ensured that it would have all of those things. It was one of the first Kickstarter funded games and helped start the trend that videogames could be crowdfunded and succeed.

Years later Subset released a free, toggle-able, expansion pack called the Advance Edition. The Advanced Edition introduced a new race and several new systems to ships, making things more complex than ever.

Fun Fact: The Crystal race was a prize for one contributor to the Kickstarter campaign who donated a large sum of money.

FTL: Faster Than Light was released on September 14, 2012 and it’s Advanced Edition was released in 2014. It’s competition was Borderlands 2 (PC, XBox 360, PS3), World of Warcraft: Mists of Pandaria (PC, Max), and Castle Crashers (PC).

Experiences

I end up getting really attached to my crew. I usually don’t remember their names but I do remember That Mantis who killed three intruders or That Engi who’s kept my ship together through the worst that space can subject to it. I panic and pause when someone is near death, trying to figure out how to save them in time. That Engi is manning the shields and trying to keep them up while we’re under heavy fire. He’s been hit a few times by laser fire but he was able to get the shields up and running. I can see the missile pass through the shields, it’s heading for him. I pause and order him to the medical bay. He dashes for the door to avoid the blast but it’s too late. The explosion turns him into nano-particle paste and my chief engineer is dead. I pause again, shout, and wonder how I’ll manage without him.

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I know we will somehow. (Art by tink29)

Gameplay

You play as a Federation ship seemingly sitting in space — it’s doing evasive maneuvers it would just be difficult to express that on a 2-D plane– as it jumps between FTL beacons trying to reach the exit to every system. The Rebel fleet is hot on your heels and will overtake beacons as it flies across the star map — and these aren’t the chump scout ships these are the professional flotilla cruisers– it’s best to avoid them.

For the most part you’ll be fighting enemy ships and you do this by allocating power to your systems, aiming your weapons, and firing them. Your systems will be targeted by enemy ships and you can target an enemy ships’ systems like their shield or weapons –actually, I almost always aim at their shields and weapons. Your ships’ hull can take a beating but it can only be repaired at stores so minimizing the damage you take is important.

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Fire, hull breaches, and system damage can all cripple your ships in a number of ways. You’ll have to find ways to counter each of these mishaps.

When you salvage blown up ships or as rewards for helping people you’ll get scrap. Scrap is used to upgrade your ship’s systems and you can trade it at stores if you can find one. You expend fuel when your ship jumps, missiles when you fire them, and drone parts when you activate drones from your drone bay.

So, you’ve been upgrading your ship. You’ve probably bought a few new weapons. You’ve got a fine crew who’ve stood by you since the beginning. When you get to the end you’ve got to face the Rebel Flagship in a three round all out space brawl. Good luck, you’ll need it.

The Gush

This game has got so many mods. There’s mods for music, weapon design, that add more types of planets to background images, that ignore the rebel fleet plot, and all sorts of crazy things.

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There are mods that turn ships into Starcraft ships! There’s a mod for everything.

There are a lot of cross system quests that I thought were really fun. A few of them tickled my mystery gland very well. Certain actions can unlock additional ships with all sorts of weird strategies. I’m a sucker for unlockables and this game will give me a lolly if I can put crew members of 6 different races on my ship at once.

Speaking of unlockables and races. Stats of your ship and what crew members you have will allow you to unlock certain, sometimes secret, options for events. Dealing with food riots? Send in your rock man, their sticks and stones can’t hurt him. Negotiating with a dodgy captain? Have your slug read his emotions to figure out whether he’s on the level. Someone teleport onto your ship and hold someone hostage? Your mantis’ enhanced adrenaline and sharp incisors will ensure the hostage is safe.

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Aw man, I loves seeing that blue text.

 

The Kvetch

When you were jumping to a beacon it was impossible to tell which beacons that one could reach, sometimes I would jump to a dead end and get utterly destroyed by the rebel fleet. Thankfully this was fixed in the Advanced Edition but it was so frustrating I wanted to talk about it anyway — What a quibble.

I fucking hate asteroid fields. Asteroids constantly bombard your ship and the enemy ship if there is one. It turns the combat into a DPS race but if the enemy gets some lucky shots on your systems while your shields are down then the incoming asteroids will ensure that you can’t get back on your feet.. The Stealth Cruiser doesn’t have shields to begin with so if it wanders into an asteroid field it’s gonna get pummeled and there’s little it can do about it.

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If the engines get hit or the pilot gets hit then you can’t even jump away from the field.

The Verdict

FTL: Faster Than Light is a damn fine game. It’s punishing and brutal but I never felt like I hadn’t learned anything between playthroughs. I was able to use this applied knowledge to get further and further each time until I eventually beat it. As a rogue-like it’s susceptible to RNG screw but things are usually manageable. This game gets an enthusiastic recommendation.

Hotline Miami 2: Wrong Number (PC and Playstation 3,4, and Vita)

As the sequel to Hotline Miami this game has upped the ante when it comes to brutality and violence. Last review I warned that this game might not be for the squeemish and it goes double for this review. This game depicts sexual violence as well as regular violence so viewer discretion is advised again.

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Introduction

The events of the previous game end with a lot of Russian mobsters getting killed and the protagonist of the first game, a gentleman known only as Jacket,  getting arrested. His actions have created a ripple effect across Miami. There are those who seek to understand him and those who seek to emulate him. You play as these disparate Miami dwellers, learning their stories, and figuring out whether you truly enjoy hurting other people. You’ll also take a little trip to the past to figure out a bit about Jacket’s bearded friend, everyone’s favorite snake, and everyone’s favorite rat. If you play get ready for the stunning conclusion to the Hotline Miami series.

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But is it really the end? Yes… it is. Dennaton games have publicly stated that this image was put into the game as a joke and considering the ending, I don’t know where they’d go with the series.

History

As before, Hotline Miami 2: Wrong Number is developed by Dennaton games which is comprised of developer, Jonatan Soderstrom and artist, Dennis Wedin. This time instead of just using Game Maker they tweaked the Game Maker 7 program to make their own unique engine.  They wanted to make a game that focused more on story and characters, each character having their own goals and motivations.

Things changed a lot in development. Earlier builds of the game had characters with abilities they don’t possess now– Corey the Zebra, in particular, had the ability to enter buildings through windows instead of going through doors. It was also intended that Ash, the gun-toting swan, would be killable alongside his sister, Alex. As it stands, Ash is invulnerable to harm — something that I totally wouldn’t use to my advantage… nope.

Fun Fact: The Hotline Miami twitter released a phone number weeks before release that revealed the release date when called. A copy of the call can be found here https://www.youtube.com/watch?v=DlnrQHoWCvo

Hotline Miami was released on March 10th, 2015. It’s competition was DMC: Definitive Edition (PS4 and XBOX One.), Assassin’s Creed Rogue (PC), and Five Nights at Freddy’s 3 (PC).

Experiences

There’s a character you play half-way through the game who’s someone we’ve met before. It’s revealed that he’s a real character who can’t get a job because he’s too busy taking care of his sickly mother. There’s a point where she asks him to help her take a bath because she’s cold and too sick to do it herself. I felt so bad because I had to go out and kill russian mobsters– he comes up with an excuse of course– but she was super supportive of his endeavors to go out and make friends or get a job. I felt guilty. I came back home from the murder party and she was lying in the bathroom unconscious. I felt so bad. She was alright though, he tucks her into bed and all is well.

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Breaks my heart, every goddam time.

His final level involves him breaking out of prison. I was super pumped because prison breaks are always fun in games but then I had a thought. I asked myself how long this guy had been in prison, how long had his mother been alone? I started crying, I’ll admit it. I just kept thinking, “I’m gonna get you back to her man, I’m gonna get you back.”

Gameplay

The game plays very similarly to its predecessor but there are some seemingly minor changes that shake thins up a lot. You’re still going to different locales, ridding them of life, and then getting back into your sweet ride — just remember that everyone, including you, dies in one hit. This time though more thugs have random patterns and there are more windows. This leads to more pre-planning, use of the look function, and getting killed out of seemingly nowhere. This might lead the twitch reflexes you developed in the first game to rust a little. You’re also more likely to survive a single gunshot, something that happened randomly in the first game.

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But can you argue with the results? Yes, yes you can.

The plot up to this point is that Jacket has eliminated most of the Russian Mafia in Miami. He’s been arrested but his actions had far reaching consequences. There’s a new film coming out, Midnight Animal, that dramatizes his actions. He’s inspired a group of disgruntled citizens to take the fight to criminals on the streets, killing them by the houseful. Writer and former Russo-American war correspondent — did I mention this is an Alternate Universe where the cold war got hot… apparently?– Evan Wright is even writing a book, trying to make sense of the whole situation. There’s more where they came from and it’s a little tricky tying them all together but I find it really fun. Each of these characters has a different playstyle that really mixes the gameplay up.

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You usually get to pick from a pool of options per level. Try them all, some are better suited for some levels than others.

In case you thought the first game was too easy and the second game got too easy as well, there’s now a hard mode. Hard mode disables enemy locking, add stronger enemies, and flips most maps — good-bye muscle memory.

The Gush

Although there are fewer masks there are more characters. These characters are more fleshed out and there’s a stronger plot in general.  It gets around to explaining some mysteries that were present in the first game. You’ll have to do some digging though. News articles, answering machines, and challenges will grant you intrigue and understanding so keep your eyes open.

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It shows in dialogue like this that characters have traits now. This bear is so upbeat and outgoing about murder.

Whadaya know, the world of Hotline Miami exists in an alternate timeline where the cold war got pretty hot. I thought it was an interesting explanation for the rampant anti-Russian sentiment and the rise of Russian based crime. What’s a Russo-American to do when they see a “no Russian need apply,” sign?

The new abilities are really fun to play with. My favorite is probably the gameplay of Alex and Ash, the swan twins. Alex leads the way with a chainsaw and Ash follows with whatever gun he can find. Ash’s pathing is a little bad but the gameplay style is unique and interesting. It allows Ash to fire off his weapon and lure enemies to Alex, or for Alex to finish off downed opponents while Ash keeps her safe.

As usual, the soundtrack in this game is top notch. It features a greater intensity than the first, with each level having it’s own unique track. You’ll replay levels just to hear these sweet techno tunes.

The Kvetch

I can’t tell you how you many times you’ll walk down a hallway and get blasted by someone who’s off screen. You can use shift to look further ahead but sometimes that’s not enough distance to avoid getting shot. This sort of thing prevents you from getting big combos you were used to in the first game.

The maps are bigger this time around and that means getting wasted near the end means losing more progress than ever. It also means there’s an even larger list of things to worry about. I constantly found myself wondering if I had taken care of thugs that were guarding windows or in certain areas because I’d gone on a different path and couldn’t keep things straight.

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That whole area in the middle is just a giant kill zone. It just shouts, “Don’t walk here. This space does not enhance the gameplay, it’s a trap.”

There are so many score bonuses that it’s difficult to determine how well you’re actually doing until the end of the level. Hotline 1 seemed to express these score increases during gameplay so it was more readily apparent what your score would be. It sucks to go for an A+ ranking and not realize that you’ve actually been doing awful because your boldness score wasn’t high enough.

The Verdict

It’s inevitable that comparisons get drawn between a game and its sequel and Hotline Miami 2 is a different beast from Hotline Miami 1 altogether. If you like the first then there’s no guarantee that you’ll like this one, the tweaks to the gameplay have really changed it. That being said, if you didn’t like Hotline 1 then you might like Hotline 2. I personally enjoyed both, so it’s not a mutually exclusive thing. If you wanted your Hotline Miami to have more plot then this game will be your jam.

Next Week: FTL: Faster Than Light.

The Binding of Isaac (PC)

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Introduction

Like the world of the mad, a child’s perceptions are distorted. The world seems smaller with a house, the yard, or the town being the extent of the world’s reaches.

Isaac’s mother has heard the voice of God after listening to an awful lot of Christian broadcasting. God orders her to purge her son, Isaac, of sin. She does this by taking all of his things and locking him in his room. God then asks her to prove her devotion to him by killing her son which she is prepared to do with glee. With precious little time Isaac must find a way to escape. He finds a trap door under his rug and chooses to face the basement — and it’s untold horrors– rather than try to face his mother.

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Spoilers: They fight. (By Deviantart’s MickeyMonster)

History

It’s hard to believe that the Binding of Isaac was only developed by two guys, Edmund McMillen and Florian Himsl — It’s equally difficult to believe that a game of such scope was made in Flash. What started as a week long gamejam with between the two turned into a much larger project, something they felt like they had to complete. After McMillen’s success with Super Meat Boy he was financially secure enough to make a big risk and make something he wanted to. He figured The Binding of Isaac would have met mediocre reviews and have its fans but he couldn’t predict the explosion of interest the little game would get.

Though not all was well in the world of Isaac. McMillen would go on to fix a few bugs and then release an expansion pack for the game called Wrath of The Lamb. It introduced more items, a new ending, a new equipment slot, and character challenges. He wanted to keep releasing more content for it but the size of the file and Flash’s limitations got in his way. He’d have to program it again, better, faster, stronger. But that’s a story for another day — or at least another game for another review.

Fun Fact: McMillen wanted to release The Binding of Isaac for the Nintendo 3DS but Nintendo rejected it for “Questionable Religious Content.”

The Binding of Isaac was released on September 28th, 2011. It’s competition was Dark Souls (PS3, XBox 360), Rage (PC, PS3, XBox 360), and X-Men: Destiny (PS3, XBox 360, Wii, DS).

Experiences

Time for a little trip to the rumor mill. With the exception of the Games intro and outro there’s no dialogue in this game at all. What plot there may be lurking is expressed through cinematics and cryptic hints. A few of these show Isaac drawing the events of the game and tacking the pictures to the walls. I view his adventures then as his personal journey to conquer his fears. Monstro, the misshapen face, is Isaac’s fear of being ugly for instance. Or Peep, the giant fat monster who urinates everywhere, would be Isaac’s fear of wetting himself or the bed. The only way that Isaac can fight these monsters is by crying on them, by bearing his emotions to them.

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And Isaac is afraid of a lot of stuff. All of this stuff to be precise.

His journey takes him deeper than material fears and issues, he goes to the womb, Sheol, the Cathedral. These places could represent his fears concerning the natures of life, death, and faith. Isaac’s journey finally takes him to The Chest which represents Isaac’s fear of the unknown, things he doesn’t even know whether to be afraid of.

Drop a comment and tell me what you think is going on.

Gameplay

The Binding of Isaac is a rogue-like game that mimics the structure of The Legend of Zelda’s Dungeons. For those not in the know a Rogue-Like is a game that has random game layout and permadeath — When Isaac dies you’ve got to start the whole game over. The game is not without its progression however. There are tons of items and characters to unlock and each of these unlocks carries over through playthroughs.

The Legend of Zelda influence is quite obvious. Between the existence of bombs and keys as major items to the map layout — I mean, Isaac’s health is a series of hearts. There are other game references littered around like a ladder that can help you cross gaps and a pickaxe that looks very much like it came out of Minecraft.

Your goal on each floor is the fight the boss and continue to the next floor — the boss also gives you a free item, ain’t he great? Items can do all sorts of things from increasing Isaac’s damage to making his tears phase through objects. Isaac can also hold one usable item, like a remote that makes him teleport to a random room on the floor, this item recharges after Isaac clears a few rooms. If you’re playing Wrath of the Lamb than Isaac can also find Trinkets that offer smaller and less reliable bonuses.

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Also, any items that are permanent bonuses change Isaac’s appearance. That little widow’s peak and fang show that Isaac is a vampire and regains health from defeating enemies.

The game is about resource managament. How many keys, bombs, and coins do you have vs what will most likely give you the best reward. Is it worth it to use this bomb to try to find a secret room or should you save it to deal with a really tough group of enemies? Should you use that key on that locked chest or do you want to spend your money on the locked shop? You’ve got to make the calls and you might die for it– and who would want poor little Isaac to die?

The Gush

The score in this game is wonderfully varied. It mixes in adventurous tunes for the earlier floors and becomes more moody and atmospheric the deeper Isaac goes. Boss fights feel outright triumphant in that moment when you have to take the upper hand or dodge a wall of bullets. Danny Barronowski really outdid himself with this one.

There’s so much to unlock in this game. There’s so much criteria for unlocking new stuff from blowing up rocks to beating bosses. You unlock items and even new characters. Each new character starts with different stats and most of them start with a signature item.

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I also like how each character is just Isaac in a costume with the exception of the Blue Baby.

Speaking of unlockable characters, I love Cain. Cain is the thief like character who starts off the game with a key and the Lucky Foot. The Lucky Foot makes Cain… well… lucky. He’s more likely to get items from enemies and he’s luckier in gambling games. It’s a quick and easy way to get more items and be able to get more items throughout the game.

I really like the biblical themes in this game. There are holy and unholy objects all over the basement and it feels really cool to theme Isaac if it’s possible. I also like how all the characters are named after different biblical characters.

The Rogue-Like elements turned me off at first. I was dissatisfied with the idea of losing all my cool stuff. But that was soon replaced with the opportunity to get even cooler stuff and crush my enemies. The further I got the more I figured about Isaac as well.

The Kvetch

If you buy this game then don’t get the Wrath of the Lamb expansion along with it unless you’re confident in your abilities to deal with it. The Wrath of the Lamb makes the game a lot harder. The bosses and enemies that it introduces are stronger than the previous ones. I know too many people who stopped playing because they got the Wrath of the Lamb before they unlocked enough cool stuff to give them the edge they’d need.

Little complaint here. Isaac’s movement is a little slippery. His walk has got momentum and the higher his speed the more he’ll slide. This sliding has a nasty habit of making him run into spikes and all sorts of nasty stuff.

This game is also a lot about luck. If you get good items that synergize really well then you’re going to have a good time. If you find Lemon Mishap — an item that makes Isaac piss himself– then you’re going to have a bad time.

The game is a little immature. The basements are filled with piles of poop that might have treasure inside them. The game is filled with scatelogical humor and sometimes it gets on my nerves.

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At least this explains the flies.

The Verdict

If you’ve liked anything that I’ve talked about this far then I suggest you get this game. It’s only five dollars and it’s on Steam. I’ve got 50 hours clocked for this game and I’ve also purchased it’s sweet re-release The Binding of Isaac: Rebirth. If you don’t want to make the jump between the original and Rebirth then you can just get Rebirth with its 15 dollar price tag. Rebirth takes the issues from the Wrath of the Lamb Expansion and spreads that difficulty across the experience. So, take your pick.

Next Week: Kirby’s Dream Land III

Hotline Miami (Windows and Playstation)

Just so ya’ll know, this is probably the most graphically violent game I’ve covered ever so if oodles and oodles of gore and suggestions of sexual abuse aren’t your bag then you might want to check out one of my other posts and a different game.

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Introduction

The year is 1989. The player adopts the role of a character wearing a letterman’s jacket in a dingy apartment, he is never given a name — the community calls him Jacket. His answering machine has a cryptic message leading him to an address. When Jacket gets there, via his sweet Delorian– did I mention this was the eighties–, he dons a rooster mask and kills everyone there (And everyone there is a Russian mobsters) using whatever weapons he can find. Another mask is delivered to his abode and he gets another message a few days later. He knows what he has to do.

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If you think is too trippy then turn back now.

History

Hotline Miami was developed by Dennaton Games which is a collaboration between Jonatan Soderstrom and Dennis Wedin. Soderstrom made the game in Game Maker and Dennis drew up the art for it. Soderstrom is an ever-busy developer who’s released more than 40 games such as Mondo Medicals (A game full of illogic puzzles) and Hot Throttle (A racing games with people who think they’re cars).

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Let this dialogue encapsulate the game.

Hotline was based on one of the oodles of games Soderstrom made but didn’t release called Super Carnage. Soderstrom was able to get the game to near release state but he couldn’t get the enemy AI to work correctly– something I’ll come back to later.

Fun Fact: This game was pirated pretty heavily because it’s got such a small file size. In spite of this, Soderstrom helped patch buggy copies of the game whether they were legitimately acquired or not. He’s cited as saying “I want anyone who plays the game to be able to enjoy it without stupid bugs that detract from the experience. Feel free to buy it if you like the game. It would help allowing me and Dennis to make more ‘big’ projects like this in the future.”

Hotline Miami was released on October 23rd, 2012. It’s competition was The Fool and His Money (PC and Mac), Professor Layton and the Miracle Mask (3DS), and Killzone HD (Playstation Network).

Experiences

No two play Hotline Miami the same way — and I don’t just mean their approaches to mass murdering a bunch of mobsters. My Hotline wasn’t about power fantasy. It was about solving a mystery. The game goes as far as to ask the player directly, “Who has been leaving messages on your phone?” and I was totally drawn in by this. But more importantly, I wanted to know why Jacket was so complicit in accepting his commands.

I tried to glean as much information as I could to figure it all out. What did it mean that his apartment was a wreck? Why did he choose the flashy Delorian if he intends on killing hundreds? How strong is this guy? I mean killing people with his bare hands is probably physically demanding.

In the end, I had this strange instinct that Jacket was a character who would do whatever he was told. He was just the sort of person to blindly perform tasks like the input the player gives him. He’s just following orders.

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What’s that, voice in my head? Kill them all? Good idea.

Gameplay

The game is a 2-D isometric fuck ’em up — the difference between a beat ’em up and a fuck ’em up is that in beat ’em ups you punch dudes until they fall down, in fuck ’em ups you punch a dude and then slam his head against the floor until his skull fractures. Your goal in each level is to kill everyone you see — with a few scarce exceptions. The good news is that enemies die in one hit. The bad news is that you do too. You can press R to restart the level and that’ll get ingrained in your muscle memory so hard that you’ll do it before you hit the ground.

Jacket’s a pretty flexible fighter as far as serial killers go. He can pick up and throw any weapon he gets his hands on — with some weapons being more dangerous than others– or he can resort to his good ol’ fists. The game scores you on how well and creatively that Jacket dispatches his enemies. The more you mix it up and the more fluid you are the more points you get.

His array of masks also offer bonuses, large and small, to keep the carnage going — with effects like “Lethal Doors,” “Silent Gunshots,” and “French Translation.” Speaking of guns, be careful where you fire them. Your opponents are stupid but not deaf. They’ll come running as soon as they hear it and be none too pleased about their murdered friends. It certainly doesn’t help that guns give you fewer points.

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All dem masks. It’s a good idea to get a feel for which ones you like best.

The Gush

The music in this game is incredible. It’s a perfect match to the sleazy 80s atmosphere. The whole while I was playing this game my head was bobbing. I listen to it a lot even when I’m not playing the game and this is 2 years later.

The game has this weird way of rewarding the player’s frantic, wild, and unpredictable actions. It almost seems like the AI is struggling to keep up with something they didn’t expect the player to do. It all sort of turns into a blur. Run in, hit guy with the door, pick up his weapon, throw it at other goon, pick up his gun, fire to attract other guys, finish of first guy, throw gun at remaining thugs, punch them all, and then beat them to death one at a time.

I really liked how the optional objective gave some sort of clarity and meaning to the chaotic experience. If you’re itching to figure out what’s going on them keep an eye out for misplaced purple pixels. They’re actually puzzle pieces but what could they mean?

The Kvetch

This game is pretty difficult. I know some of you blazed through it easy and but just imagine how discouraging it’s got to be to die as soon as you open the front door. The game’s difficulty is exacerbated by it’s extremely fast pace.

Bonus Story: My old computer was practically a toaster — I named it Rust Bucket. It ran Hotline extremely slowly and slower yet if I ran something in the background. I may have used this to A+ every stage — if it’s any consolation it glitched out quite a few times.

The Verdict

I can’t recommend this game enough if it sounds at all appealing to you. It’s only ten dollars on Steam and that’s a bargain for the barrel full of gore and fun this happened to be — but mostly fun… and yet mostly gore. If you liked this title then it will please you to hear that Hotline Miami 2: Wrong Number is nearing its release so keep an eye out for it as well.

Next Week: The Binding Of Isaac.

Transistor (PC, PS4, and Macs.)

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Introduction

 In a far distant future a rabble-rousing singer, Red, stands on a cold balcony. Her friend lies dead nearby, his chest pierced by a blade from another world known as the Transistor. The only way to get answers is to take this blade and fight the people who used it to kill him. Between you and them are a horde of beings from this other world that are trying to Process the city and everyone in it. I mean, you fought against it’s totalitarian policies but that doesn’t mean it’s citizens deserve to die.

History

Information about this game’s development is scarce. I could only find cursory information about its music — he says “only” as if the music wasn’t incredible. The music was once again composed by Darren Korb. The female vocals were performed by Ashley Lynn Barrett who also lent her talents to Bastion.

Supergiant’s Greg Kasavin said that they, “Have no plans for what comes next.” A bold and risky strategy. They originally created their small team so that they’d be able to be quick, so that they wouldn’t get bogged down. I think if they’re as quick as they want to be then they won’t need a plan, just a goal.

Fun Fact: Transistor won IGN’s award for Best Graphics in the Art category.

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And I think it’s well deserved.

Transistor was released on May 20th, 2014. It’s competition was Thomas Was Alone (iOS), Wolfenstein: The New Order (PC, PS4, PS3, XBox 360, and Xbox One.), and Battlebock Theater (Win, Linux).

Experiences

There’s an adage I’ve heard of in the games hobby, “there are some games I stop playing because I’m bored and some games I stop playing because I should have eaten dinner two hours ago.” This game definitely falls into the latter category. I stayed up until 4 in the morning finishing it on a Friday night. I spent the whole time thinking, “This couldn’t get better, it’s gotta end soon,” but it didn’t. It kept going, ushering me along. I expected to get mad like it was yanking my chain but I was just so excited that I didn’t want to sleep before I’d finished it.

Gameplay

Red spends her adventure on the move — there’s no Bastion to run to this time. While you take in the sights from the city of Cloudbank you’ll be spending most of your time trying not to get utterly destroyed by these creatures known as The Process. The Process comes in many forms the dog-like Fetch, the large lumbering Jerk, and the artilleryesqu Clucker to name a few.

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I just love the concept of a large bothersome enemy literally being called a Jerk.

Those large white walls are cover and it’s your best friend — besides The Transistor itself. Different enemies interact with cover in different ways. Fetches will walk around it whereas Jerks will smash it out of existence, leading other enemies right do you.

Cover is super important because of the Turn() mechanic. When Red uses Turn() she enters a turn based tactical combat mode. Each of her abilities and moving itself takes up time from the Turn(). When you’re done planning then you can execute your Turn() and Red will move very quickly running circles around the Process. After Red executes a Turn() however she’s unable to use any of her abilities until Turn() comes back online after 10 seconds. Most combat is a series of Turn() and then hiding until Turn() comes back.

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Behold, the Turn(). I really like how it puts a reverb on the music and how Red starts humming along with it.

The Transistor has the power to reconstitute processed individuals into programs. These programs are used to fight The Process, augment Red, or augment other programs. The game even rewards you for trying out new strategies by giving you more information about Processed individuals for using them in each category.

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Behold all these programs. Each program can be augmented by two other programs and Red herself can be augmented by four. There’s room for four attack programs so that’s 16 slots to put programs in. There are thousands of programming options.

 

The Gush

The music in this game is so good. Korb really outdid himself this time. The music is this sort of Electric Noir that masterfully meshes the neo-archaic atmosphere of the game. I mean, you’re fighting with a techno sword.

One thing that I actually liked about the game that got a lot of flak was the dying mechanics. When Red gets dropped to critical health she automatically Turn()s if it’s available and if it isn’t then she’ll go down. The game will then take away the program that takes up the most memory and then continues the fight. It can make the fight really tough if you go down but not impossible. You can reequip that program at the next Access Point but it can still be a slog if you lose your heavy hitting program.

Spoilers

I really loved the final boss of this game. I got so pumped when he started talking about using my power against me. I was really surprised by how good the AI was in this fight. Watching it perform Turn() and then back out and try to do more damage with a different set of moves almost made me feel like I was fighting an actual human.

End Spoilers

After you beat Bastion you could play through the game again with all the stuff you’d already unlocked but not much changed in the game. When you Recursion through Transistor you keep picking the programs where you unlocked them in the first playthrough, while already possessing the programs from the original run. That’s right, you can augment your programs with themselves — programception

There’s a lot of information and lore in the game. Unlike most games I read it all. It’s not like Elder Scroll’s long and drawn out books. Lore is conveyed through concisely written paragraphs when it comes to processed people. Every so often Red will run into Cloudbank’s plentiful terminals, each of which presenting her a survey or some other insight into how Cloudbank runs. I mean, it doesn’t really answer any of the big questions about the game but I’m not mad.

The Kvetch

I lied. I’m mad. The mystery of the game feels more obfuscated than interesting. The politics of Caelondia are never explained because they don’t matter. The purpose of the Process and what their world is is of critical importance and I didn’t get it. It feels like there are some bread crumbs missing.

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CLOUDBANK! How will I unravel your mysteries?

The Verdict

This game is absolutely worth the 20$ price tag and even if you don’t buy the game I can’t recommend the Soundtrack enough. I had just as much fun exploring the world of Bastion as I did the World of Cloudbank. I wish Cloudbank had had more closure than it did but it was a helluva ride.

Next Week: Hotline Miami

Machinarium (PC, Playstation Vita, PS3, IPad, and Android)

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Introduction

The game opens with a city in the background that looks like the Emerald Palace was made of junk. A flying machine drops its payload of refuse into a pile unceremoniously. One of these “scrap” pieces is our eager hero. He’s a little worse for wear but he’s got a mission to do and that means getting back into the city — which won’t be easy, I guess he left his ID in his other pants’ pocket. Walk, adjust your height, and solve puzzles to find out why our little robot friend got dumped from his home and why he needs to get back in.

History

Machinarium was created by Amanita Design which is a group of seven Czechs who like to make point and click adventures. The game was originally released on PC but Amanita wanted to expand to other platforms. Machinarium was set to be released on Microsoft’s XBox Live arcade but after some sort of debacle Amanita decided to ditch Microsoft and turn to Sony instead.

Machinarium is one of the most pirated games in history. Amanita sent out a survey asking how many people had purchased the game. The data they got back suggested that only 15% of people who had played it actually purchased the game. At this point Amanita kindly asked pirates to pay for the game and incentivized it by lowering the price to $5 but it wasn’t very successful. What really bothers me is that Amanita design has three free similar games on their website but some people weren’t willing to dish out pocket change for one.

Machinarium was released on October 16th 2009. It’s competition was Borderlands (PS3, XBox 360), Brutal Legend (PS3, XBox 360), and Eufloria (PC).

Nostalgia

The first time I saw this game was as a Demo that a friend was playing. I saw it’s Oddworldesque design and was enchanted. I wanted to know what this world of machines was, how it worked, and how it came to be. I also wanted to know the story of the little robot he was controlling. Whether he was actually remotely controlling it or was just a player to its character ie. was there a human controlling the robot in the context of the game? I wouldn’t end up playing it until 2011 but it was always there in the back of my head. I would ask people what they remembered about that point and click adventure game with the robot but no one could remember what I was talking about.

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And then I got to see the scrap city for what it was… kinda run down but brimming with character.

Gameplay

The game is a point and click adventure that focuses on puzzle solving. So you’ll be picking things up and rubbing them on other things to try to get something to work to open a door or something. Our little robot friend here has a hollow torso so he’s always got room to put things in himself– although I’m now confused to how he’s supposed to function.

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BTW, there are dolls of this guy available for purchase and they’re also hollow.

If you get a little lost you can ask the robot for a vague idea of what he’s trying to do. These hints, as well as the rest of the “dialogue” in the game, are expressed through animated thought bubbles– or thought bubbles of animation. If the puzzle is a really stumping you then you can look up a walkthrough or use the walkthrough that’s in the game. There’s a notebook in the upper right hand corner that has drawings of solutions to every puzzle in the game. If that sounds cheap then I should mention the Galaga-esqu lock that holds the notebook shut.

Our little robot does have one useful ability, he can alter his height. He can stretch his torso of holding to grow short or tall. That being said, he can’t walk as fast as his normal height when he’s tall or short. Sometimes speed is an important factor and if that’s the case then you’re gonna want this guy to be in the best running shape by returning his torso shape to normal.

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It’s a really useful ability… it’s also fucking adorable.

The Gush

The art design of this game is fucking beautiful. The city feels alive with colorful robots living out their robot existences. It’s cute and interesting to try and figure out how this robot city differs and is similar to our own.

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I don’t know what’s in that tower but I wanna live in it.

The music is marvelously atmospheric. Each area has its own music that creates an ambiance that fades into the background when you’re solving a puzzle and then comes forward again when it’s time to travel. Well, the music for the most intense puzzle is much more in-your-face but I thought it was appropriate for the situation.

Even the most fiendish puzzle in this game can be brute forced. If you don’t know the answer and are too proud to look it up then you can just try to do everything possible until it works. That being said the puzzles are pretty easy to get the idea of, they’re sometimes just difficult to execute.

All the dialogue is communicated through the pencil animations in voice bubbles. There isn’t a single word of spoken dialogue and I think that’s super cool. It conveys the plot so well, I never felt like I was lost.

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The Kvetch

Sometimes it’s unclear what the robot is capable of. Sometimes he can jump higher or farther than I thought he would be able to. Sometimes he could pick something up or move something that I didn’t think he was strong enough to move. Those are just sort of pitfalls that go along with a game about robots, I guess.

Every puzzle game has “That Fucking Puzzle” and Machinarium is no exception. I guarantee that one of the puzzles in this game will be “That Fucking Puzzle” for you. Mine looks something like this.

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the goal is to shut off water to the first, third, fourth, and last valves as marked at the top. You accomplish this by fastening three wrenches to the pipes at the plus looking parts. It’s harder than it looks.

The Verdict

I think this game is awesome. I’ve had nothing but a good time with it. You can get it at Amanita Design’s website, http://amanita-design.net/ or by checking it out on Steam. I found it to be super fun and really interesting. It’s got solid art, music, puzzles, and story. It’s all good here.

Next Week: Borderlands

All of Our Friends Are Dead (PC)

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Introduction

I’m not even gonna pretend like I know what’s going on in this game. You play as some sort of soldier in a post-apocalyptic world. I don’t even know if the character is human or not– I do know that by the head banging he does he must be listening to some bitchin’ tunes. Run, Jump, Shoot, Explore and try to figure out what the hell is going on in this shooter platformer.

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What’s that? A group of nuns bleeding form their faces while looking down? That’s just what I needed.

History

All of Our Friends Are Dead was developed by Benjamin Braden under the pseudonym Amon 26. Braden suffers from chronic nightmares and uses the things that he sees to create the frightening imagery in the game. The game is just that, an opportunity for him to shoot and kill these nightmarish creatures.

Fun Fact: He’s been doing the music for Anna Anthropy after she “took him under her wing”.

All of Our Friends Are Dead was released on March 24, 2009. It was super Indie, released for pay what you want, and was comparatively unknown BUT it’s competition was Freaky Creatures (PC), The Last Remnant (PC), and Wallace and Gromit’s Grand Adventures (PC).

Nostalgia

Whenever I get into a spooky mood and have someone around who’s also down for the spook who likes spectating games I pull out this one. It’s short, bitter, and is filled with all sorts of bizarre images and sounds. It’s a compact package. A bullet of insanity that strikes at my heart. I remember playing it at my cousin’s and keeping us both rapt until the wee hours of the morning marveling at the strange sights.

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A giant betentacled fetus isn’t normal, but in your nightmares it is.

Gameplay

The gameplay is really simple in this game. You can run and shoot. Anything that moves and looks like Cthulhu would call it kin is probably an enemy.

The platforming is pretty solid and comfortably smooth. There are jump pads that allow the player to jump and reach areas that would normally be inaccessible.

You die in one hit but the game has a quick save and quick load function using the F5 and F6 keys. They’re a little out of the way but I think that prevents players from spamming them.

It’s not game that’s about its controls, mechanics, or story. It’s a little mysterious but it’s really about taking in the spectacle. It also might come as a bit of a challenge, the enemies don’t make this one easy on you.

Gush

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The player death sprite is satisfyingly gory. Also, that… thing is terrifying.

The backgrounds for this game are minimalist but very satisfying. White dots falling turn to a rain of ash and red static becomes bizarre chaos through the lens of imagination.

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Sometimes there are signs or just floating text.

The sound design for this game is shockingly impressive. There isn’t really any music but there is atmospheric noise that fills my heart with dread and confusion.

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This… just… all of this. The sheer strangeness of the sentence structure here is wonderful.

I love the poem that ends this game. It’s nearly nihilistic nonsense but it’s rhyme and cadence are wonderful nevertheless.

The Kvetch

If I had one complaint its that the game isn’t very long. I beat it in an hour and I explored all the nooks and died a lot. But for the low cost of a dollar or free it’s impossible to complain.

The Verdict

In the dead of night, in the right mindset this game can deliver some serious scares in a short amount of time. But as it stands, the game is very simple and serves as a stepping stone toward Au-Sable (It’s spiritual sequel) and the talent of its creator.

Next Thursday: Machinarium

Cave Story (PC, Nintendo DS, Nintendo 3DS, Wii)

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Introduction

Cave Story is one of those games with a title that tells the player everything they need to know. There’s a cave and a story going on in it. By the nature of this story it’s got so many spoilers that it’s difficult to say anything about it. Let’s just say that you’re a “soldier from the surface” and that you’re going to be thrown into some turmoil. I hope you like Megaman because you’re gonna jump, shoot, and find a whole bunch of cool weapons to fight some bad guys.

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No weapon, 3 health, and a save point, let’s get started.

History

Save story is a game that was made by one man, Daisuke Amaya. He programmed, wrote, developed, designed, and composed the whole project. It may have taken him five years to do it and when he was done he gave it away. This game is the definition of indie. It’s design is simple in all ways, characters, music, plot, gameplay but from that simple design complexity rises from the sheer number of factors that are thrown at the player. Amaya began working on Cave Story in 1999 when he was in university and continued working on it until 2004 while he was a software programmer.

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It’s pretty easy to find a photo of the development team because this guy did it all.

It’s free distribution and eventual translation into English lead to a release Wii virtual console in 2010, on the Steam distribution platform in 2011 as Cave Story +, and as a fully remastered version called Cave Story 3D. Cave Story + is a paltry 9.99 so, although you can download it for free, I urge you to pay for it if you can no matter what platform you prefer. Cave Story + even has some cool stuff in it that’s not in the original like a boss rush, and Hard Mode– A mode that leaves the player at 3 HP through the whole game.

Cave story was released on December 20th 2004. It’s competition was World of Warcraft (PC), Metal Gear Solid 3: Snake Eater (Playstation 2), and The Lord of the Rings: Battle for Middle Earth (PC)

Nostalgia

If you’ve been playing videogames for a long time you’ll probably run out of fingers and toes counting the number of times that characters get or have amnesia in games. It’s a really popular trope in RPGs to create some dramatic irony or create some sort of prophecy. I can think of Final Fantasy games in which  multiple characters have MULTIPLE BOUTS of amnesia. Do writers know how extremely rare that amnesia is? Our dear hero in this game is also suffering amnesia and I won’t say why for spoilery reasons but lemme just say it makes perfect sense. It’s not about a blow to the head, brainwashing by a vague yet menacing organization, or something that happened when he was too young to remember it.

Gameplay

The game is pretty simple. Our soldier from the surface can jump, shoot, and move and that’s about it. He also has the rare ability among run and gun protagonists to aim up and down. You’ll encounter enemies and obstacles aplenty, almost no two of which are alike.

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I hope you’re ready for the sheer quantity of dudes this game is gonna send at you.

A unique aspect of the game is that weapons upgrade system. Weapons have levels from 1 to 3. Enemies drops chips when they die which contribute what basically amount to experience points for weapons. Weapons get substantially better as they level up, get useful abilities (like shooting through walls), and they do more damage– with one exception. The trick is that weapons lose these level up points when you take damage. If you keep getting hit then you’re gonna have to change your weapons or scramble to find more upgrade chips. It’s a really interesting system that encourages exploring the weapon space.

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Switching weapons in the middle of combat can be a little tricky but once you get ahold of it you’ll be switching from your busted machine gun to your missile launcher in no time.

Weapons are also the form of currency in the game. Some weapons are discovered through exploration while others can be traded away for different– not strictly better weapons.  The weapons each offer something to someone’s playstyle. Unfortunately each trade is non-refundable so you’ll have to have fun with your saves if you want to experiment.

The game is all about exploration. It’s loosely based on Metroid and it shows. There are secret passages and all sorts of strange places to find and explore. It’s the player’s responsibility to find important, but non-vital items, like the map or the Bubbler gun.

Gush

This game has got a bunch of endings and they’re all about how far you push the story. You can give up and just try to survive. Or you can go all out, save the day, and find out the answer to the mystery of the caverns. It’s up to you.

There’s a weapon in this game called the Nemesis. Unlike the other weapons in the game it gets worse the more you upgrade it. At level 1 it fires giant lightning bolts that deal intense damage. At level 3 it shoots ducks– like rubber ducks. It’s satisfying to get knocked around by a boss for a bit and then take out the Nemesis and get some payback.

The bosses in this game are phenomenal. They start off insanely simple but eventually the screen is being saturated with enemies and attacks and you’ve got to keep on to your wits just to survive. Experimenting with different weapons can also make some boss fights much easier to handle.

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Is that a smiling rock ball, surrounded by other rock balls, rolling around the room and trying to crush you? Yes it is!

The music in this game is incredible. Amaya didn’t really know how to compose music so he made a program to compose music for him. He would take the raw output, tune it a little, and find the right area for it. The music fits these places incredibly, I’m taken in by it every time I play– My favorite song is Labyrinth Fight.

The characters are pretty simple in this game but there are so many that stand out to me. Their simple designs express a lot about their character.

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One of the characters is a giant walking toaster named Balrog. He bashes through ceilings and shouts “Huzzah!” It’s hilarious.

The plot is simple and delightful. It’s a battle against greed, violence, and a battle for identity.

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This title screen is the whole backstory for the game. In this image is what misdeeds have been done. Play the game and figure it out.

Kvetch

The path to the secret true ending is a motherfucker. Some of the things that you’re expected to do are totally illogical based on the circumstances– One of the steps you have to take is to abandon someone so that they can survive. You heard that right, you abandon the guy and he lives, if you help him out then he dies. Some steps require immensely precise actions, if you miss any of them then you’d better hope you didn’t save or you have to start the whole game over.

Verdict

Cave Story brings some of the most pathos evoking moments in any 2-D shooter that I’ve ever played. I laughed, I cried, I kicked some serious butt, saved the day, and solve a cosmic mystery. I can’t say that about most games that I bought for ten dollars.

Next Week: Atom Zombie Smasher (PC)