Category Archives: Reviews

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The best indie games do one thing well. They have one mechanic, and they build everything around this central idea. Braid’s mechanical core—time traveling platforming—informed every element of its presentation, and it didn’t try to do anything else; it never gave you a gun, or the ability to fly, or anything to dilute its gameplay. Bastion did it another way, focusing on the story it was telling and then building a game mechanic around it. Both of these are viable answers, but as a rule a small team can only hit one or, at most, two things out of the park; history is littered with forgotten games that tried to do too much and failed.

Dark Scavenger breaks this rule about as hard as you possibly can. It’s a game made by three people (plus one marketer) that tries to do not one, not two, but three things, one being the whole “fully featured RPG” yarn. It doesn’t quite do any of these things well. Dark Scavenger carries itself, however, with an endearing sense of strangeness, one which make the game fascinating if not particularly good.

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Awesomenauts character Froggy G

Back in late 2011 I found myself spending a weekend in London to preview some of the biggest titles hitting our shelves; Skyrim, Dark Souls, Mass Effect 3 – but amongst these mainstream gems I stumbled upon a small time indie dev stand looking somewhat lonely but brilliantly colourful, and truth be told I spent more time at this stand than I did previewing anything else that day.  It belonged to Ronimo Games’ MOBA: Awesomenauts which was recently released on both PSN and XBLA.

To start with I should clarify that the term MOBA is used in its lightest form when referring to Awesomenauts. Whilst it contains aspects of the genre, I wouldn’t compare it to Dota, League of Legends, Heroes of Newerth – Or even Super Monday Night Combat. No, Awesomenauts represents the MOBA at its most innocent and entertaining; baby’s first “Multiplayer Online Battle Arena” If you will. This is actually the game’s key selling point, allowing both veterans to the genre to feel at least partially at home, whilst letting the newer players foreign to the concept get their bearings in an idiot friendly environment.

The game takes place in a distant future where corporations fight on a regular …

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Walking Dead review break2

If you’ve ever spoken to an opinionated man in a vintage Night of the Living Dead shirt at a college party, you’ve likely had the concept that zombie movies aren’t really about the zombies firmly drilled into your head. For one creator, the undead represent the shambling masses of commercialism. For another, it’s to embody human nature in a form that’s entertaining to hit in the head.

Whatever the symbolic aspirations may be, one thing remains true; by themselves, zombies are the antithesis of interesting. As shambling creatures, they can’t lie, cheat, or verbally threaten like humans can and we do it masterfully.  That’s why zombie films spend their time showing us the breakdown of society rather than what’s fun about hitting a skull with a hammer. It’s the fear, mistrust, and rage boiling to the surface amongst the living that holds the spotlight. True to form, Telltale’s Walking Dead: A New Day isn’t about enduring the undead: the warfare happens in the words.

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Home is where i want to be
Pick me up and turn me round
–”This Must Be the Place

Fez is an anachronism. It shouldn’t exist. At least not here, not now.

It belongs to another era, but in a retro-futurist sense. It’s what players in the past might have imagined the videogames of tomorrow to be like: relaxed, competent, and deeply familiar.

There’s no rush in Fez. Practically everything in the game urges the player to take their time and enjoy the spectacle. Enjoy it from every angle because there are four. What Fez brings to the platformer is literally its own unique spin.

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rcomplex broken

rComplex is a game of running. It’s not about running, it simply is running. Along the way you will jump, and slide, and occasionally shoot, but all these things are extraneous. This is a game of pure drive, where loss of momentum even for an instant is typically met with smothering death, and that means running.

It is a mobile game, and for better or worse carries with it the associations and assumptions that dog the genre. For example, you’ll most likely play it on the bus or subway as a diversion. This seems oddly appropriate, since we’re sort of running then too.

Also like most other mobile games (or at least, most other good ones), rComplex is simple in control and design. As the runner, we need only tap our way through the courses to vault over a picnic table or slide under a wayward ladder, occasionally looking back to tap a shotgun blast into the encroaching black mass of death behind us.

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Saturday Morning RPG

Meet Martin “Marty” Michael Hall, a ordinary high school kid with a remarkable ability to turn the mundane into magic. Marty’s story begins much in the same way many of our own teenage fantasies start — in our dreams. As Marty falls asleep, his dream is shaped by a TV show featuring the villain Commander Hood. Marty’s mind intercepts the stimulation from the show, casting him the protagonist in battle with Commander Hood: kidnapper of Samantha – the girl literally of Marty’s dreams – and proponent of shotgun-styled weddings. After getting his ass kicked, a witty wizard sporting an ultra hip demeanor bestows Marty with an “ancient artifact” that can take down Commander Hood – a ’80s styled Trapper Keeper.

Saturday Morning RPG’s emphasis on the old-school Trapper Keeper as Marty’s – and therefore the player’s – source of power mimics the mobile industry’s values in spite of the AAA console market. The Trapper Keeper represents tradition, a return to form, as power. The use of pixel animation makes SMRPG traditionalist. If you want, think neo-noir, only as Tom Auxier pointed out, the lines of influence are clearer for us videogame folk to see than for audiences to see in a movie like Brick, for example. And as Christopher Nolan, a traditionalist in his own right has proven through use of film over digital, utilizing an outdated form can be an effective tool toward innovation and creativity if done well and without a total neglect of modern benefits.

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ziggurat1

A wise man once wrote what I believe to be one of the core tenets anyone who calls himself a game reviewer should have in mind: if you want to know if a game design works, imagine that game with an endless mode. It’s one of those advices so simple and obvious only a genius could have thought of.

And now that genius went off to make his own endless game, ZIGGURAT.

It’s one of those things that leaves me both excited for the results and frustrated about my own inadequacies. Just like when Erik Wolpaw, who used to write hilariously astute reviews and commentary on games in his Old Man Murray website, went off to write arguably one of the best videogames ever made: Portal.

The result is that Tim Rogers, the number one defender of friction in games, made what is, together with Canabalt, the game with the most friction you can find on the iPhone. ZiGGURAT is a genre great game with so much friction I have the impression my iPhone is rumbling even though it lacks a rumble feature.

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ruins_feat

Ruins is a 2011 PC game developed by Cardboard Computer and can be downloaded here.

Self-pity runs deep through the cerebellum, rots the spinal cord to a few strands of disintegrating rubber, destroys everything outside of mind – other people, other feelings, limbs even that can’t be used to pull hair. At focus, in loathing, is the self and nothing more. This is why art games have simple controls. The player’s hapless fingers stay out and away from the artist’s vision because it’s sacrosanct or whatever. It’s generally pretty dull for us gamers.

Finding worthwhile art games is a great big gamble for this reason.

Fancy this then, that Ruins isn’t willing to shy away from this formula.

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paragonhomunculus

Over the course of seven days I fell in and out of love, only to find it again in the arms of another.  I stopped a genocide, only to cause two others; I talked people off ledges, helped mend broken minds and hearts while being a harbinger of death and destruction wherever I went.  I discovered ancient secrets lost for countless millennia, and stumbled upon smaller secrets of unrequited love.  In one week I became the catalyst that led to destruction, yet victory; death as well as life.  I went from an Executive Officer to Spectre to War Hero.  I died, was brought back to life, then joined a terrorist organization.  I encountered a force of abominations building a super weapon and destroyed them.  Over the course of a week, many people died under my command, and the worst part is I could have done more to save them.

Over the period of a week, I played the complete Mass Effect trilogy.

The impetus to this story  is a scenario that can only be deemed ridiculous. I managed to significantly hobble myself the day prior to this playfest beginning thanks to the perilous feat that is running to first base in kickball. …

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desther22

You are on a macadam jetty — ostensibly shipwrecked — looking out over a briny shoreline that snakes its way out into the distance before disappearing behind a limestone cliff face. Even further stands a radio tower on which a pair of nictitant red lights burn through the seaside fog in equal parts beacon and warning. You turn to your right and are confronted by the crepuscular candy cane husk of a long-forgotten lighthouse, by all accounts abandoned and forgotten. The seaside wind chills you to your waterlogged bones, and to escape the howling wind, you retreat into the abandoned lighthouse.That is, you thought it was abandoned. But out of the corner of your eye, you swear you saw a figure of a woman. Was it real? Your mind is awash with fright, yet you are also tired. So tired. What is and isn’t real is certainly up for debate, and so, reassuring yourself in your sleepy stupor, you clutch your arms around yourself, steel your resolve, and press onward, alone.

***

Dear Esther reminds me of the Irish literary tradition of taking long morose looks at something beautifully dreadful. What makes this game tick is its incessant willingness …

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