Centipede (PlayStation Home Arcade), Centipede & Millipede (XBLA), Centipede Origins (iOS), and Bad Caterpillar (XBLIG)

Probably the biggest misconception about me as a gamer is that I’m anti-retro or anti-old games.  I’m not.  I’m simply of the opinion that some games age better than others.  I wouldn’t want to play Space Invaders or Pac-Man as they existed back in the day.  I’m perfectly fine with modern remakes of them, like Space Invaders Extreme or Pac-Man Championship Edition.  On the other hand, some of those older games have aged pretty gracefully.  Centipede is one such game.  In fact, it’s one of the few golden age coin-ops that I feel blends in perfectly with the current generation.  Its twitchy, fast-paced gameplay lends itself perfectly to ten minute portable sessions.  It released recently on the Vita’s Home Arcade platform, and I snagged it for $1.49 in preparation for today’s review.  That’s about what I would have spent to last 15 minutes on the coin-op if I had been alive in 1983.  Did I mention I really suck at it?

Centipede on PlayStation Home Arcade (Vita)

Centipede on PlayStation Home Arcade (Vita)

So what do I think of Home Arcade?  Um, hmmmm.. you know, in the four years its been around, I never have really used PlayStation Home too much.  I would rather just be able to launch games straight off my Vita’s dashboard without having to open Home Arcade.  The interface is clunky and half the time I’ll be stabbing the ever-loving shit out of the “your games” button and nothing happens.  Having said that, the prices are pretty good ($1.49 each) and it has the advantage of being portable and on the coolest gaming gizmo in years.  I don’t even have Home installed on my PS3, and I don’t plan on it, but you don’t need it to use Home Arcade.  I can’t speak for the rest of the games (get back to me the next time an Asteroids clone hits XBLIG) but Centipede controls well.  I guess you can’t ask for more.  Which is a good thing, because what you get is a bare-bones port of the arcade original.  They could have thrown in ports of the Atari home versions, but hey, it’s called making a lazy dollar.

I picked up Centipede on Vita because I wanted to compare it to Bad Caterpillar, a new Xbox Live Indie Game from Kris Steele.  I like Kris, but the dude fucking aggravates me to no end.   His games always have something glaringly off about them.  Volchaos would have been fun if the movement physics weren’t so damn loose.  The same goes for Hypership: Out of Control on XBLIG.  If a gnat so much as farts in the direction of the analog stick, it sends your ship flying.  In a game that involves lining up your character to shoot smaller targets, precision control is kind of needed.  Hypership is actually sublime on iPhone, and very addictive.  Of course, that has the advantage of having drag-the-ship touch controls for extra-accurate firing.  His track record of acceptable controls on XBLIG is about as good as THQ’s record with bankruptcy avoidance.  Considering that Bad Caterpillar looked really close to Centipede, a game which requires precision movement so much that the arcade original used a trackball, I braced for the worst.

Bad Caterpillar on Xbox Live Indie Games.

Bad Caterpillar on Xbox Live Indie Games.

As it turns out, my worries were misplaced.  Bad Caterpillar handles pretty well.  Not perfect.  No joystick-based Centipede can possibly be perfect.  But, I can honestly say that it plays better than any other version of Centipede I played today.  That’s a lot of versions.  For the sake of comparison, I also bought Centipede & Millipede, a 2-for-1 Xbox Live Arcade port of the arcade games.  Movement for these is too loose to be acceptable.  I’ve always had a difficult time in Centipede lining up shots correctly, especially when the last segments of the Centipede are near the bottom of the screen.  That’s not a huge problem in Bad Caterpillar.  It’s a fucking chore in the XBLA arcade ports.  If it was any looser, it would hang out on dimly-lit street corners and be considered a bio-hazard.

The "evolved" version of Centipede & Millipede on Xbox Live Arcade.

The “evolved” version of Centipede & Millipede on Xbox Live Arcade.

The biggest disappointment with the XBLA ports (besides the awful controls) is how the “modern” versions are really just the same old Centipede with some new (re: 15 year-old) special effects added.  On the flip side, Bad Caterpillar looks old, but it features some nifty new ideas such as power-ups and bombs.  Should probably clear this up: by new, I meant “new for Centipede.”  My problem here is that they don’t get spit out often enough.  I played full games where the item drops were nothing but points.  The game should go nuts with them.  I mean, I can already play a Centipede-like game that doesn’t offer power-ups.  It’s called Centipede.

Centipede Origins on iPhone.

Centipede Origins on iPhone.

I guess I should bring up that I also played the iOS update, called Centipede Origins.  It’s a micro-transaction oriented shooter that tries to controls like Kris Steele’s Hypership does on iPhone.  But I found the drag-the-shooter controls to be too glitchy, with the cursor being unable to keep up with my finger, even as I dragged it slowly across the screen.  Only played it for like five minutes, would never want to play it again.  I also dug around and found my copy of Centipede for the Sega Dreamcast, but decided against spending any time digging around for the actual machine to play it on.  Honestly, I’m all Cenipeded out.  So what are my thoughts?  Well, the Vita version is a worthy use of money for a solid portable version of a masterpiece.  The iOS version is just about the worst thing to happen to iPhone since Siri.  The XBLA ports of Centipede & Millipede come across like quick, effortless cash-ins and should be avoided like the clap.  Finally, the XBLIG update Bad Caterpillar is actually a decent game with a few problems.  The moths are unfair, there’s no online leaderboards, and the heavy metal soundtrack is so out-of-place.  It would be like going to Ozzfest to listen to country music.  But I do recommend it, because it’s the best (and cheapest) version of Centipede you’ll get on your Xbox.  Kind of sad that an XBLIG port made by a guy I consider to be a bit of a twat completely slays the official versions of Centipede.  Just kidding, Kris.

xboxboxartIGC_ApprovedBad Caterpillar was developed by Fun Infused Games (80 Microsoft Points don’t think Kris is a bit of a twat)

Centipede & Millipede were developed by Stainless Games Ltd. (340 Microsoft Points think throttle monkey sounds like something found in the Kama Sutra)

Centipede Origins was developed by Atari (Free, except all the stuff that cost money in it)

Centipede on PlayStation Home Arcade was developed by Atari ($1.49)

Bad Caterpillar and Centipede on PlayStation Home Arcade are Chick Approved, and Bad Caterpillar is ranked on the Indie Gamer Chick Leaderboard.

The Future of Indie Gamer Chick

It’s been 580 days since I started Indie Gamer Chick.  In that time, I’ve reviewed 352 games, 327 of which are for Xbox Live Indie Games.  My participation in the XBLIG community has been nothing short of life changing for me.  Sometimes my reviews aren’t exactly nice, so being embraced by developers was not something that I expected.  I feel like I’ve been adopted by a loving, nurturing family.  Yea, Xbox Live Indie Games don’t always produce the highest quality of titles, but that’s the price you pay for having an open platform.  For all the bitching people (including myself) do about some truly abysmal games that were intended to be bad from the get-go, it’s all worth it.  It created a place where talented, enthusiastic dreamers could create and market their very own video games.

Proof that XBLIG isn't dead: there's some very exciting looking titles still on the horizon.  This is Ring Runner, coming this Summer.  Click the picture for a trailer.

Proof that XBLIG isn’t dead: there’s some very exciting looking titles still on the horizon. This is Ring Runner, coming this Summer. Check out their YouTube channel by clicking the picture.

Unfortunately, word from Microsoft leaked this week that XNA, which is the sole development language of Xbox Live Indie Games, has begun to be phased out.  While not discontinued, XNA is now classified as “no longer under development.”  Along with this, all current XNA MVPs will be relieved of their duties on April 1, 2014.  This has caused widespread mourning among the XBLIG community.  Mind you, we’re over a year away from the date that MVPs are being let go.  Still, the future of Xbox Live Indie Games, which was always shaky at best, now seems downright bleak.

To clear-up some misconceptions for those non-hardcore XBLIG fans that read me, Xbox Live Indie Games are, to the best of my knowledge, not being removed from the Xbox 360 Marketplace at this time.  In fact, it’s a safe bet that they’ll be around for at least another year.  If the time comes where membership to the App Hub is stopped, then you can feel free to panic.  However, there’s no question that XBLIGs as we know them today will cease to exist sometime in the future.  Hopefully some questions will be answered with the next generation Xbox is unveiled in the coming months.

Another reason to stay excited about Xbox Live Indie Games: DLC Quest has a sequel on the way.  It's called Live Freemium or Die and it's coming "very soon" says creator Ben Kane.  Click

Another reason to stay excited about Xbox Live Indie Games: DLC Quest has a sequel on the way. It’s called Live Freemium or Die and it’s coming “very soon” says creator Ben Kane. Okay, so I’m the one and only person who begged him to NOT do a sequel, but if anyone can prove me wrong, it’s him.  Click the picture for the trailer.

The end of XNA is not the end of Xbox Live Indie Games.  Indies will factor into the next generation Xbox.  Not because Xbox Live Indie Games was a rousing success, because it wasn’t.  It’s because the game industry is trending this way.  iPhone has become one of the most successful gaming consoles in history.  Sony has created its own open-to-anyone platform.  This is the direction the industry is heading.  Microsoft won’t keep indies around because they’re trendy or because they’re artists.  They’ll do so because it’s sound business sense.

In the meantime, my fans on Twitter want to know what this means for Indie Gamer Chick.  Well, since Xbox Live Indie Games aren’t going anywhere in the immediate future, I’m not going anywhere either.  Yea, I suffered from a bit of burnout earlier this month, but then a couple of games came along that reminded me why I’ve stuck by this platform for the last eighteen months.  Of course, I can’t say what the future holds once XBLIGs begin to roll out on the next generation platform.   Whether they remain the focus of my site will depend on how open the platform is and the volume of games released on it.  If it sees the same amount of games as PlayStation Mobile, I obviously wouldn’t be able to center my site around it.  Thankfully, my name is Indie Gamer Chick, and thus I’m not tied down to anything.

Heh, sorry Tim.

Escape Goat 2 might not come to Xbox Live Indie Games, which is exactly why I need to start paying more attention to other avenues of indie gaming.

Escape Goat 2 might not come to Xbox Live Indie Games, which is exactly why I need to start paying more attention to other avenues of indie gaming.  You can head to the developer’s website by clicking the picture and threaten bodily harm if he doesn’t release on XBLIG.  Or, you know, ask politely.

I am announcing that I’m going to include more coverage of non-XBLIG platforms.  Until recently, reviews of games on Xbox Live Arcade, PlayStation Network, iOS, and Wii U eShop were rare here.  That’s going to change.  Xbox Live Indie Games will remain the primary focus of my site until Xbox Live Indie Games cease to be.  But I’ll also make a good effort to have one non-XBLIG review weekly.  Along with this, you can also expect features like Indies in Due Time (returning soon) and Tales from the Dev Side to look outside of Xbox Live Indie Games.  In fact, the MonoGame Team will be doing an editorial sometime in the near future.  There might also be changes in the Leaderboard in July in time for my second year anniversary, so that it includes iOS and PlayStation Mobile titles.  I’ll keep those elitist PlayStation Network and Xbox Live Arcade games off it.  Snooty bastards.  And don’t even get me started on Wii U’s eShop.  It seems to have suffered some kind of gaming version of Sudden Infant Death Syndrome.

Worms Revolution

Do you know what annoys me?  When I go to read a review of a new version of a cherished series and it doesn’t answer the questions I want to know.  So I’ll cut the bullshit and get to the questions that I would want to know as a Worms fan.  Stuff like..

How does the class system actually work in practice? 

The short one, the fat one, the smart one, and the normal one.  It’s not a sitcom character sheet, but the new class based system.  So how does it work?  Well, the normal ones are the Worms you’re used to, so I’ll ignore them.  The fat ones are absolutely worthless.  Yes, they hit harder, take more damage, can barely be pushed around by the “water”, and many other benefits.  But they’re all negated by the slow movement, inability to jump, and most importantly, limited opportunities to escape.  Plus, they look like Jabba the Hutt, and any creature that looks like something taken down by a girl in a fetish costume should not be entered into armed combat.  Sorry, they just shouldn’t be.

The little ones are not as bad, because they’re zippy and are great for “fire and run away” tactics.  But their firepower is weak, and they can be pushed around by enemy attacks easily.  That is, when they’re not getting insta-killed by stuff that most other worms would survive.  If you play with a competent opponent and use them, even if you use them well, they’re weak enough that it’s like flogging yourself on a cruise ship, donning a suit made of chum, and then keelhauling yourself in shark-infested waters.  Which, by the way, I think Carnival actually offers for an extra fee.

I think I prefer the old graphics style to this “3D” stuff that looks like it was lifted straight from the Sega Saturn.

And then there’s the scientists.  I’m not exactly sure that a ton of thought was given to balancing them.  Their firepower is a tick smaller than a normal worm, but the bonuses they give you more than make up for it.  They produce better equipment, so stuff like Sentry Guns made using them fire more rounds, seem to have a longer range, and are also more durable.  Even better is that when you start a turn using one, every worm you have gets five extra health.  I decided to exploit this by making a team that had four scientists.  Thus, I was getting twenty extra life for each worm every time I ran through the full circuit of them.  Over-powered?  Yea.  To put this in perspective, I won a game of forts against Brian where I had taken a metric fuck-ton of damage on each of my characters and still finished with over 100 health for each of them.  Brian dealt out 500 points of damage more than I did, but I still won, because it was too easy to park worms and let them build up health.  And while I didn’t win every game where I played with four brains, every game I did win I did so because of them.

Ultimately, the new class-based system does offer a nice twist on the established formula.  But it’s easy to abuse and there are serious questions about balance.  With some more tweaking, this might work better, but for now, this is not a positive new direction.

What about the water?

Okay, first off, it’s not water.  It’s “water.”  I’ll remove the sarcastic quotes when the fucking stuff actually behaves like water.  This stuff is more like jelly.  It’s slow-moving.  It often doesn’t have any force behind it.  It acts as a shock absorber more than something to be frightened of.  And the act of drowning inside of it doesn’t seem very consistent.  It’s too easy to have one little microscopic fraction of a worm poking out and not have it register as being submerged, even if everything it could conceivably be breathing from is covered up.

I really didn’t like the “water” stuff.  I felt the physics of it were all wrong.  I felt it was too unpredictable.  Water should be very easy to predict how it will behave.  But sometimes it would just stack on a flat piece of slope.  Yes, stack.  “Water” in Worms Revolution stacks.  Water doesn’t stack!!  Well, unless it’s frozen.  Maybe the “water” is some kind of unique hybrid of water and Velcro, because it would slowly trickle down a steep slope like it was clinging to it.  Ugh.  As for the water based weapons, I felt the water balloons might take the cake for the most useless item in Worms history.  The water gun is more effective, especially if you’re trying to push two or more guys off a cliff.  However, I found more inconsistencies when it came to using it to push around environmental objects, or stuff like landmines.  Sometimes the water gun would push the mine very easily.  Sometimes it would cling to the floor like it was cemented into the ground.  What changed?  Nothing, besides the mood the game was in.  This was another good idea that almost completely fails in execution.  Although my boyfriend would like to note that he didn’t mind it as much.  But he has red hair and thus can’t be trusted.  You know how they are.

How do the “environmental objects” factor in? 

Very well, actually.  This was my favorite change to the formula.  I always thought it was weird how the battlefield in Worms had scattered about it various cars, football helmets, candy canes, and other fun objects that didn’t do anything different from the normal terrain if they were shot.  That’s not the case here.  Objects will drown you, poison you, or explode you.  They also are allegedly capable of crushing you, but it seems fickle how that works and can’t be relied on.  The biggest problem is not being able to see how much “life” an object has, and there’s no consistency to it.  Sometimes items blow up instantaneously from such things as a single shotty blast, while others can take multiple bazooka rounds without budging.  Without a lifebar or any reliable visual cues, the strategic aspects of using these is lacking.  Still, this is the only major change that worked the way it was expected to, more or less.

What about all the old standbys of Worms?

I found the physics of the bazookas and grenades have remained pretty much the same.  That is, when they’re not crapping out on you due to glitches.  Grenades often defied the laws of physics by spinning around like a top instead of bouncing when you throw them.  I’ve seen grenades cling to enemies, walls, and floors like they were coated in glue.  Or perhaps the “water.”

For you fans of Ninja Ropes, forget everything you know about them.  They work completely differently from past installments of the series.  There will be no amazing acts of wackiness.  The ropes at most can swing back and forth.  Using them to defy gravity and fold yourself up and over the top of a cliff is officially impossible now.  I guess this was done to make the game more realistic.  Right, because I know I kept saying to myself “this game featuring worms blowing each-other up with bazookas needs to be way more realistic.”  And the weird part is, every other thing, like the “water”, behaves in a way that is so divorced from realism that it could be the setting for a new season of Jersey Shore.

And there’s a lot of little niggling things too.  You can’t scoot across the ground with the jetpack.  You have to be moving upwards to be able to move left and right.  The Concrete Donkey now bounces around the map when you activate it, as if it bred with Armageddon to create an unholy offspring.  I used it twice over the course of two games and the grand total of damage it did: killed two of Brian’s worms, killed five of mine.  Even though mine were nowhere near his.  It’s as if someone at Team 17 said “you know how this weapon worked fine the way we had it?  Well, and this might be crazy, but what if it didn’t work fine?”  And then they high-fived each-other and went back to making the “water” even crappier.

So Worms Revolution sucks then?

No, actually.  Even after all the bitching and complaining I did above, my friends and I had an absolute blast playing it.  For everything that it does wrong (and it does a LOT wrong), it’s still Worms.  If you get four people together with it, you’re practically guaranteed huge smiles, belly-laughs, hooting, hollering, high-fives,  and an overall damn good time.  Worms remains the most unsung party series in gaming.  I wish it had been way better, but what’s here is still potently fun.  They even improved my personal favorite game mode: Forts.  Instead of being static pictures of castles or jungles or pirate ships, they’re actual forts!  As in, they have hallways, basements, openings to fire out of, and logic in design.  I enjoyed this mode so much it almost negated all the shit I dug up above.

Ah, now THESE are forts.

Worms Revolution has a long ways to go.  A lot of patchwork, a lot of fine tuning, and more content.  The single-player stuff is somewhat dull, thanks in part to AI that is way overpowered, like they went to the Far Cry school of AI design.  But setting up online games is a breeze and customizing multiplayer options is a snap.  So why am I so disappointed?  I think it’s because I wanted to love Worms Revolution, and instead I merely enjoyed it.  Change is good, but only if that change has a net positive effect.  Most of the new stuff in Worms Revolution makes the formula worse.  For me at least, the new Worms has turned the series from “holy shit, this is fucking awesome!” to “this is good.  I guess.”

Worms Revolution was developed by Team 17

1200 Microsoft Points have a boyfriend obsessed with banana bombs in the making of this review.  I never really understood the logic behind a banana bomb myself.  Why would it bounce the way it does?  Bananas don’t bounce!

Worms Revolution is Chick Approved, but only Xbox Live Indie Games are ranked on the Leaderboard. 

Review copies were provided by Team 17 to IndieGamerChick.com.  Indie Gamer Chick’s policy is to pay for its own games.  Because the game wasn’t released at the time of this review, full copies were purchased on October 9 (on PlayStation 3.  Not the same platform, but money was spent).

The Relic of Horus

Sigh.  Sometimes a game is just so damn dull that writing up a review of it becomes a challenge.  In that spirit, The Relic of Horus might as well be the Mount Everest of game reviews.  I paid 80MSP for it, and now I have taken on this review, just because it’s there.  I saw it on the marketplace this morning and figured “why not?”  After a couple of hours with it, I can say that it wasn’t the worst game I’ve played on XBLIG.  Not even close.  But it is relentlessly boring from start to finish, and there really is no such thing as degrees of boring.  Bad can go two ways.  It can be bad in an entertaining way, or bad in a bad way.  Good has all kinds of levels.  Good can come in the form of a game that is well designed.  Or good can mean better than the sum of its parts.  As in something that shouldn’t be fun, but is.  Boring, on the other hand, is just boring.  The Relic of Horus is boring.  Water-flavored candy boring.

Zzzzzzzzzzzz

The idea is you’re a dude who has to shoot things.  And there are pyramids and shit.  Oh God, I’m having Stargate flashbacks here.  That shit was boring too.  The movie, not the show.  It was just a lot of sand and people with guns shooting things, and there was sand and pyramids and stuff.  How about we retire desert settings from entertainment?  I think we should strongly consider it.

Trying again.  The idea is you’re a dude who has to shoot things.  A wave of what looks like soccer players will charge at you.  You fire somewhere in their direction and they die.  Then you have to get a scroll and a key, which opens up a pyramid, in which you shoot more soccer players and the occasional mummy.  There’s switches.  Some of them give you items.  Some of them cause the ceiling to cave in on you.  Why?  Because the game sucks, that’s why.

I hope the whole “it’s just boring” thing didn’t imply that there is a decent game in here somewhere.  There isn’t.  If I had to describe The Relic of Horus in one word that wasn’t “boring” it would be “spiritless.”  The best indie games feel like a labor of love.  Horus just feels like a labor.  What you have here is the bare-bones skeleton of a game.  Just enough to function, without any real attempt at being fun or entertaining.  What few mechanics are here are clunky as hell.  The controls are bad, with movement feeling too loose and slippery.  The enemies are brain-dead, so all you have to do when they spawn in run around in a big circle to wrangle them up.  Once they’re in position, and assuming none of them get stuck in walls (it happens), you can turn around and pick them off.  Collision detection seemed a bit off, at least for the soccer dudes, so just shooting somewhere in their general vicinity should do.  Oddly enough, the game seems to fancy itself as a punisher, because it has a leaderboard that keeps track of the amount of respawns you need.  That’s weird, because the only time I ever died was when I hit the wrong switches in the stages.  By the way, the whole “wrong switch” thing might be the most stupid gameplay mechanic I’ve seen in an XBLIG yet.  It would be like a whack-a-mole game randomly spitting out mole-shaped landmines.

Snore

I started writing this review yesterday and for the life of me, I can’t think of anything nice to say about The Relic of Horus.  Bad graphics, horrible play control, busted mechanics, tons of glitches, and the underlying concept was boring to begin with.  I suppose the game didn’t crash on me, which I guess is the best thing I can say about it, although I’m shocked as hell it didn’t do that.  Ultimately, what I really hate about Relic of Horus is there’s no ambition on display here.  Gameplay this bad wouldn’t have cut it as a launch-title for the original PlayStation.  Not every game is going to succeed, but if you’re going to fail, do so trying something new.  You guys are indie game developers.  Be weird, just because you can be.  The only thing weird about Relic of Horus is that anyone could possibly think there would be interest in a game like this in 2012.

The Relic of Horus was developed by Golconda

80 Microsoft Points think the Stargate TV series kind of sucked too in the making of this review.

Spelunky

Every once in a while, I need a break from XBLIG.  I love you guys, but a girl can only take so many punishers before she needs a vacation from that.  So, I’m going to review Spelunky, a recent punisher on Xbox Live Arcamuhhhhhhhhhhhhhhhhhh.

Damnit.

Spelunky is a game made by assholes, for assholes.  Having put somewhere around ten hours into it since this last weekend, I’m wearing a jumbo-sized asshole badge on this one too.  I couldn’t help myself.  I’m pretty sure that I wasn’t even having fun, but at the same time I was practically hypnotized by what was transpiring on-screen.  A series of colossal dick moves, one after another, so random and so spiteful that I’m pretty sure this is a game designed to specifically take players down a peg.  I’m know people will say that I just sucked at Spelunky and thus I suck at games and life in general.  You know what?  Fine, guilty as charged.  But Spelunky is a bastard.

The idea is you’re a little explorer dude who has to go through a series of randomly-generated levels, looking for treasure, items, and exits.  The game plays out like a platformer, but the first sign that Spelunky shoots baby giraffes with bullets made from the ground-up hoofs of their own mother is the fact that it’s also a Roguelike.  When you die, you go back to start, and any progress you’ve made will be lost.  And you will die.  You’ll die from falling too far.  You’ll die from getting squashed by giant boulders.  You’ll die from being shot by arrows.  Annoyingly, you’ll die from dodging arrows, only for them to bounce off a wall and land on you.  You’ll die from bats.  You’ll die from trying to avoid bats.  You’ll die from trying to throw a rock at a bat, missing, and having the rock land on you.  Everything seems to want you dead in this game.  If Gandhi was in it he would probably spray you with bullets.

Oh yea, he’s fucked.

I didn’t make it very far into Spelunky.  Most of that is on me and a little thing called greed.  I’m incapable of doing a bare minimum to survive.  The game is filled with tons of treasure just lying around, and I wanted all of it.  But the game sends a bit of a mixed message, because Spelunky seems to actively discourage exploration.  You only have a couple of minutes to “enjoy” each stage before a giant ghost monster thingie comes to kill you.  Thus, you’re forced to rush through each stage, which has far more things to explore than you can reasonably hope to grab.  However, rushing means you don’t have time to check to make sure there isn’t something just out of sight that will immediately result in your death.  In a way, I like how you have to calculate the risk versus reward.  On the other hand, filling the game up with so much shit and forbidding a person from trying to collect it all makes me want to slowly insert a lit cherry bomb up the developer’s piss pipe.  Well, not too slowly.  I’m not trying to blow my own fingers off here.  In fact, maybe I should wait to light it until it’s inserted fully.

Honestly, Spelunky isn’t really that good of a game, mechanically at least.  The controls are kind of weird.  Jumping and movement are mostly fine, but I was constantly and unintentionally clinging to walls and leaving myself wide open for attack.  Aiming your throws is a bit clunky too, and not without risk.  If you try to throw a rock in the air, you’re just as likely to kill yourself doing it when it ricochets off a wall and hits you upside your noggin.  Items that are allegedly there to help you aren’t safe either.  I got a glove that allowed me to throw stuff better.  And by better, I mean the shit you throw just keeps going until it hits something.  This one time I threw a rock, and then about two seconds later the sound of the shopkeeper declaring his intent to murder me rang throughout the stage.  Well fuck.  Another time I bought a green glove, which allows you to climb.  Sounded great, but remember that “stuck to the wall” bit I was talking about earlier?  Multiply that by every fucking jump you make to get an idea of how useful it ultimately is.

Don’t let the cute graphics fool you. This game is evil.

I think the biggest problem is Spelunky relies too much on just plain old stupid luck.  This is mostly due to the random level design.  Fans of the game disagree with me, while others have said that Spelunky is only 25% luck.  I would suggest 1% is too much for certain games, but fine, it’s only 25%.  What does that mean?  Well, most of the “damsels” that you need to fill up your health will be right out in the open.  But sometimes she (or he, or a dog) will be stuck behind a wall that requires a minimum of three bombs to get through, and  those are usually in short supply.  Or sometimes the game will just randomly make a level dark and practically impossible to navigate.  For a while I tried to work my way through those, but after hours of failure after failure, I said “fuck it” and started to commit suicide as soon as those godforsaken things popped up.  I figured fate dealt me a shitty hand, and so fuck fate.  I won’t give it the satisfaction of watching me fall on a spike.

And then there are the fun random deaths.  I’m willing to concede that 19 out of 20 deaths were entirely my fault.  Having said that, in a game this brutally difficult, having just 1 of those 20 be something I had nothing to do with is just vile.  And probably hilarious if you’re a spectator.  This one time I got to level 1-4 and I was having my best run yet.  I had taken no damage, gotten my health up to seven points, built up over twenty bombs, ten ropes, and had enough items that I was better equipped to invade a small country.  I start the level, walk a little bit to the right, and then an explosion happens somewhere off-screen.  And then something that sent a shockwave down my spine occurred: the “TERRORIST!” splash that pops up when you “attack” one of the shopkeeper dudes popped up.  When that happens, they pull out a shotgun and open fire on you, and it’s nearly impossible to fight back.  Sure enough, we ran into each-other not long after and I was killed.  Fuck you, Spelunky.

Do you know what Spelunky really needed?  A video sharing function.  Without a doubt the most fun I’ve had from the game is swapping tales of my biggest failures with my fellow masochists.  They’re all over Twitter.  Spelunky is the new “Big Fish Story” game of choice.  Everyone that spends at least an hour with it walks away with stories of comical ineptness.  Being able to send your friends videos of your most spectacular deaths would have been a huge selling point for the game.  But alas, it’s not to be.  In fact, other than some lame leaderboards, Spelunky doesn’t take advantage of Xbox Live at all.  There’s a way useless death match feature that’s local-only.  It’s so badly done that I’m not sure why they bothered.  Matches last just a few seconds, and finding three other people capable of lasting longer will be tough even for those of you with an actual social life.  There’s also co-op, but don’t even bother trying it.  Save some time and stab your nearest friend in the knee with a screwdriver.  Trust me, this way is faster.  You’ll just end up wanting to do it anyway.

One of the most pointless modes I’ve seen added to a game in a long while.

Here’s a thought: combine the death-match with the co-op, remove any bullshit about working together, and put the fucking thing on Xbox Live where it belongs.  Make it a race/death-match where the four players are not anchored together on a single screen.  A race to the exit, or the last man left alive.  That would have been awesome.  Hell, it might have even justified the 1200MSP price tag.  Seriously, $15 for this?  Out-fucking-rageous.  This isn’t an XBLIG we’re talking about here.  This is an Arcade game, yet it lacks some of the fundamental bells and whistles of the service.

I can’t recommend Spelunky, because I feel doing so would make me a horrible person.  Any fun you have playing it slowly vanishes, yet you can’t stop playing.  It owns you.  God help me, I’m going to go play it some more as soon as I finish this review.  And then when I’m actually playing it, I have trouble tearing myself away from it.  One time I only quit because my battery charge went out.  This isn’t a game.  It’s a drug.  And not one of those fun drugs that rock stars overdose on in the grand suite at a five-star hotel.  Oh no.  This is one of those drugs that hillbillies cook up in their bathtub in Bumfuck, Wyoming.  One that’s sold to you by a ragged-looking teenager that’s missing half his teeth.  One that you should know better than to try, because just one taste will hook you for life.

Oh fuck it, just buy the damn thing.  Just make sure you cancel any plans you have pending in the coming weeks.  And absolutely no faking German Measles to get out of work.  I already did that one.  By the way, chances are you won’t have any more fun than I am having.  I’m just telling you to buy it in hopes that Spelunky is secretly running some kind of bizarre version of a video game Ponzi Scheme and if I convince enough people to buy it, the game will suddenly become magically easier for me.

Spelunky was developed by Mossmouth

1200 Microsoft Points have never laughed harder than the time they spent a fortune on one of the helpers in Spelunky only to watch him jump up and impale himself on spikes only five seconds later for no reason at all in the making of this review. 

Sonic The Hedgehog 4 Episode I

My intent here had originally been to review both parts of Sonic 4.  However, after slogging through Episode I and encountering the single most boring final boss in the history of video games, I don’t think I have the strength in me to even try it.  It doesn’t help that most people are telling me that some of the stuff I will be complaining about below got fixed, yet the game is still worse.  How is that even possible?  It’s like unclogging a toilet by blowing up the building and calling it a job well done.

Long time readers probably expected me to hate Sonic 4 before I even started it.  Whether it was my hate-article against Sega, my review of Sonic CD, or the fact that my Twitter picture was typically me figuring out different ways to torture and kill a stuffed Sonic The Hedgehog doll, I think the message is clear: fuck Sonic.  By the way, I would have kept up with the Sonic killings, but wood-chippers are shockingly expensive and there’s a bullshit 7-day waiting period on flame-throwers.  To me, the franchise represents everything wrong with gaming: generic character with committee-designed personality that’s best viewed through nostalgia goggles.  Sonic is the gaming equivalent of Poochie.  Every attempt at modernizing Sonic has failed, with fans rightfully bitching that they suck and they just want an old-fashioned 2D Sonic game.  The only problem is, those old-fashioned 2D Sonic games weren’t really all that good to begin with.  As a child, they were neat for you because they pushed new technology and did stuff games hadn’t done to that point.  Today?  They don’t hold up, and neither do attempts at recreating the magic.  Stuff like Sonic Colors and Sonic 4 continue to get lambasted.  And whenever something with Sonic that is borderline not shitty comes along, like Sonic Generations, fanboys treat it like Jesus just emerged from his tomb.  You guys are easier to please than my dog, and all I have to do to make her happy is throw her a teeny piece of pizza crust.

I honestly don’t even think the graphics look that good.

I had only played the demo of Sonic 4 Episode 1 (which ought to have been subtitled The Phantom Appeal) when it came out back in 2010 and I honestly thought it was just a remake of one of the earlier Genesis games.  Can you blame me?  Same stupid opening level, same enemies, same rings, same abilities, same loops, and same power-ups.  I imagine anyone with just a passing interest in Sonic would think this was just a graphical upgrade of an existing title.  The full game’s other worlds include a casino, an underwater temple, and an industrial zone.  I mean come on, Sega!  This is like trying to rob your own home.

Everything bad about Sonic games is also here.  Same cheap ass enemy placement, same “gotcha!” level design, and every single thing people never liked in Sonic games to begin with.  I have never once met a person who said they enjoyed the water stages in Sonic The Hedgehog.  I’m sure there might be one or two stragglers out there who insist they’re brilliant, just like I’m sure that there’s one or two people out there who genuinely enjoy squirting wasabi up their nostrils, but it doesn’t mean anyone else would want to do it.  The water levels here are particularly painful because of how bad the controls are.  Sonic runs like he’s wearing concrete shoes, so building up speed becomes an issue.  Once you actually get some momentum going, good luck stopping when you need to.  I tried holding back on one of those accelerators just to see how long it would take me to stop and go back to it.  I had to press the left directional button nearly 100 times to get there.  Granted, nobody is going to play the game like that, but when you design a game around something that is moving fast and then punish people playing it the way it is intended, you’re a colossal asshole.

Of course, things are totally the opposite in the water stages.  They give you a game where you’re supposed to run fast, then submerge the character in maple syrup.  It becomes so slow and clunky that I honestly wonder if they keep putting these fucking stages in these games hoping that fans will start taking their own lives in protest.  I’m telling you, I think I’m on to something here.  There are parts in the industrial stages where you have to outrun a giant, um, not sure what it is besides a hunk of metal, and if you die you go back to a check point.  From there, you have about two seconds to run up a series of slopes or risk dying.  The problem is, you’re not given the ability to build up the required speed to get up them.  I had to spin-dash up one, hope to stop, do it again, hope to stop again, and then do it one more time.  Once you get past that, you basically just have to hold forward and wait for the game to start playing itself for you like every Sonic game seems to do.  Once again, I took a running count.  Not sure how accurate it is because I think I might have accidentally counted a couple of sections twice after dying, but regardless, I counted 77 times where I could advance forward in a level without pushing anything.  That’s over the course of only twelve stages.   Whether it’s bouncing off springs, rolling through tubes, or running past accelerators, Sonic games sure have a hard-on for not letting you play them.  As I pointed out in my last review, Sonic was originally designed by Sega to be Mario for idiots, but game design like this strikes me as Sega having outright contempt for its own fan base.  Are you getting the message Sega is sending you, Sonic fans?  THEY HATE YOU!  What do you think they were trying to tell you with all those 3D Sonics?  They weren’t fucking Valentines!

Come on! They didn’t even change the first boss from the first Sonic game! Short of knocking you out with chloroform and shitting in your mouth, what else can they do to show you they don’t like you anymore?

I pressed forward and eventually got to the last boss.  Well actually, before you fight it, the game ends with a boss rush.  I guess Robotnik felt that all those previous attempts at murdering Sonic with various contraptions that often failed within twenty seconds were worth a second look.  Once you dispatch them, you’re placed against one final, giant robot.  At first, it didn’t seem like such a big deal.  It was slow.  It was easy to attack.  So I started to bonk it.  And then I kept bonking it.  It would fly up in the air, crash down, and I would keep bonking it.  After EIGHTEEN coma-inducing bonks, the boss finally entered its second phase.  It takes eighteen hits to get there!  Mind you, this thing doesn’t put up anything resembling a real fight.  It just sort of lumbers around, waiting for you to smack it.  In the second phase, you can’t attack its body directly, so you have to wait for it to fire one of its arms at you.  Once you avoid it, it floats downwards, and you have to bonk it back to the robot to stun-lock it.  Of course, the game is kind of fickle about when something constitutes “hitting it” versus “getting hit by it.”  The arms have spikes on the bottom, so I would wait until I could attack it at a downward angle, hitting the top of the arm and thus avoiding becoming a Sonic Skewer.  This worked, oh, about half the time.  The other half the time, I would do a lock-on attack directly to the top of the glove and still die.  Grrrrrrrrrr.

Once you die, you get to go back to the 18 bonks before reaching the second phase and hoping like hell your lock-on attack doesn’t crap out on you, forcing another restart.  Well, on one such attempt, luck was on my side, because I had kept all three rings I got at the checkpoint, I had gotten to phase two, and I was able to successfully attack the boss another dozen or so times.  I’m not sure how many shots are actually required to kill it.  Possibly it’s some hypothetical number, like a quajillion, but I won’t know because the game had one final dick move supreme to pull off on me.  You have exactly ten minutes to beat every stage, including in boss battles.  I had eaten up about four minutes getting to the last encounter, and another three minutes getting to phase two of the final boss.  Well, as it turns out, the last boss has random attack patterns, only one of which opens itself up to attack.  After getting a bunch of hits on it, with about two minutes and change left until time expired, the game flipped me the bird and never again did that one attack I needed it to do.  You have got to be fucking kidding me.  Time expired, life lost, back to the start of the fight, cuss words screamed, controller thrown, power off, and Sonic 4 and go fuck itself.

“Dear Sega, less water stages in Sonic games please.” “Did you say more water stages?” “No, less. Preferably none. Nobody likes them.” “More water stages it is!”

And that is when it hit me: the guys Sega stuck this project with hated making it as much as I hated playing it.  They just didn’t care.  That’s the only explanation I can think of for sticking such a tediously boring boss at the end yet another redundant Sonic game.  Maybe this was their attempt at killing the franchise once and for all.  Maybe this was their attempt at trying to avoid drawing the Sonic assignments any further.  Maybe they were outright trying to get fired.  Whatever the explanation is, Sonic 4 Episode 1 is one of the worst pieces of shit I have ever played.  But the games sell, so they’ll keep making them.  I bought this one and I just bought Episode II, so I’m part of the problem.  Excuse me, I need to go flog myself now.

Sonic The Hedgehog 4 Part I was developed by Sega

I honestly don’t remember how much I paid for this.  I think it was like $1 at Christmas on PlayStation Network or something like that.   Quite frankly, I can’t justify spending any amount on this game.  

Gold Miner

Gold Miner is an attempt at cloning Lode Runner.  Fair enough.  Lode Runner is a cherished classic, although the reasons for that are completely lost on me.  I always  thought it was kind of dull.  It’s probably a generational thing.  Lode Runner came out approximately six years before I was born.  Maybe in those dark times, firing up Lode Runner on your Apple II beat adjusting the rabbit ears on your television set so that you could see the latest episode of A*Team.  I don’t know.  I do know that it’s one of those series that should be allowed a graceful retirement, instead of being dragged back out into a market it no longer has a place in.  Granted, I hear that all seven people who bought the Xbox Live Arcade remake of it thought it was just peachy.  And then there was the time they dressed it up in a costume and called it Panda Craze on DSi and PSP.  Same shit, different name, still fucking boring as hell.

Gold Miner plays like a Lode Runner clone that was made by someone who got all their information on the series second-hand.  And then programmed the game using just their feet.  While submerged underwater.  In a swimming pool filled with moonshine.  It’s bad.  You have to run around collecting gold while avoiding little bush monsters.  Once you get ten piles of it, the map restarts and you keep going.  You can cut a hole on a platform with the right trigger.  If an enemy falls in it, you can smack it three times to kill it.  You can jump with A, which is a much faster and easier way to avoid enemies.  There are no Lode Runner-style puzzles here.  Gold Miner is an endless arcade game.

And it’s terrible.  Really, truly awful.  The controls are slow, the jumping is floaty, there’s clipping issues, the sound effects sound like they were recorded using one of those teddy bears that you speak into, and it’s just soul-killingly boring.  I can sum up everything you need to know about how much testing went into Gold Miner with this: if you press the start button in the middle of a game, it takes you to a menu.  The menu has four options, including “new game” and “resume game.”  No matter which you choose, the game gets restarted.  Your score is lost, your lives are reset.  Disgraceful.  I only could stomach twenty minutes of Gold Miner, but with a fundamental mistake that big, I’m guessing that’s nineteen minutes longer than its own developer spent testing it.

Gold Miner was developed by Winsor Computing

80 Microsoft Points thought BurgerTime was the better game over Lode Runner in the making of this review.  I know, apples & oranges and all that. 

Gameplay footage courtesy of

Microsoft Announces Changes for Xbox Live Indie Games

I normally don’t post news items here at Indie Gamer Chick, but today Microsoft announced three major changes to Xbox Live Indie Game development policy.  They are as follows.

  • Xbox Live Indie Games can now be 500MB in size.
  • The minimum price of 240MSP now applies to games 150MB in size or higher.  Games at under 150MB can (AND PROBABLY SHOULD!!) be priced at 80MSP.
  • Developers can now publish twenty games a year.

As people know from my previous article about pricing, I have no patience or tolerance for developers that over price their games.  It’s not reflection of quality.  It’s how the market works.  Microsoft made this move so developers could be more competitive.  And for the record, this is not a race to the bottom.  Your games are only worth what consumers are willing to pay for them.  If you price higher without being forced to on some misguided principle, you’re just being silly.

Any developers who wish to use my site as a forum to announce you’ve dropped the prices of your games, you got it.  Tweet me the title of your game and I’ll note it in a daily update every day for the rest of the month.  The guys at Zeboyd Games have already done so with Cthulhu Saves the World, which is now priced at 80MSP.

I’m also interested to hear what you developers plan to do with all the added space you now have at your disposal.  You can e-mail me or let me know in the comments section of this post, and I’ll include it in those daily updates.  I applaud Microsoft for this decision in helping developers compete better with wireless gaming apps and against their own Xbox Live Arcade platform.  Well done chaps.  Now stop being assholes and get games a better place in the dashboard.

UPDATE: Indie Gamer Chick leaderboard member Antipole is now also 80MSP, down from its original price of 400MSP.  Outstanding move.  You absolutely have got to get this game right now.

Sonic CD

It’s been about a month since I blatantly trolled Sega fanboys and classic gaming enthusiasts by announcing my dislike for most things Sega.  While I admit that this was as about as transparent as attention whoring gets, I want it to be clear that I stand by and truly believe all that bullshit I said.  Every last line of it.  Classic games are not as good as you remember and Sega games suck balls in general.

But what really pissed people off was going after Sonic The Hedgehog.  By the way people reacted to me asserting that it was never a good series to begin with, you would have thought I had Mother Teresa’s corpse exhumed just so I could defecate on it.  I just can’t comprehend why this series is so treasured.  It kind of sucks.  I can’t even believe this would qualify as being good “back in the day.”  Put this up against stuff like Super Mario Bros. 3 or even the Alex Kidd games from Sega and it seems like such a step backwards.

Which is actually what they had in mind when they designed it.  It was supposed to be Mario For Dummies, where the directional pad and only one button were needed and you wouldn’t be able to die if you had at least one ring.  It kind of shows that Sega held its own customers in contempt.  So basically, Sonic only exists because Sega wanted a Mario like character but thought its own users were too stupid to play a Mario game, and that just makes the crusader-like attitude of its fanboys all the more hilarious.

So the fanboys didn’t like my hate piece too much.  Most of the comments were completely asinine statements like “name one game from that era that was better than Sonic The Hedgehog.”  I could have been a total wise ass and said “anything!” but once you’ve got the monkeys throwing out “best game ever” statements, you’ve pretty much already won the battle.  Like I said in my VolChaos review, I find the entire situation to be sad.  Here are guys who are now in their thirties and they’re declaring the best game they have ever played and will ever play is one that Santa Claus gave them when they were ten years old.  I’m only 22, and I sure as hell hope I haven’t already played the best game I will ever play.  That would be tragic.

Pictured: something not worth the hype.

Granted, my only experience with the Genesis era Sonic games comes from when I got Sonic Mega Collection as a Christmas gift.  I might have even been the same age as those fanboys when I first played those titles.  Of course, by this point it’s 2002 and I’ve already played much better games, including some really spectacular 2D Mario games that Nintendo had ported to the Game Boy Advance.  Hell, I played Sonic Advance, an original 2D Sonic game on the Game Boy Advance that I had a better time with than anything on Mega Collection.

“Oh, but there’s another Sonic 16-bit era game.  One that destroys all those that came before it” cried the fanboys.  Indeed.  It’s called Sonic CD, and it’s the best of all the Sonics.  It’s so good that Sega seemed to go out of its way to not include it anywhere.  I mean, listen to how a guy I respect, Xbox Live Indie Game guru and Armless Octopus founder Dave Voyles described it.

Sonic CD is another fine example. It took a lot of the elements which made Sonic 1 so good, and vastly grew them. The future / past scenario for example, still hasn’t been done in other games to my knowledge. Sure, the 3D parts sucked and controlled like garbage, but the rest of the game provided a lot of innovation for the industry.

Well, what do you know, Sonic CD came out on Xbox Live Arcade and the Playstation Network this last week.  Since it was only $5, I figured what the hoo haw and gave it a whirl.  It makes me wonder what exactly Dave was even talking about.  What exactly was innovative about it?  It had an anime cut scene at the start?  Nah, that can’t be it.  What about the time travel gimmick?  Nah, games were already doing that too.

I got it!  It’s insanely easy.  Yes, I get it now.  Sonic CD was innovative because it introduced us to the era of the half-assed sequel.  Before Sonic CD came around, developers actually gave a shit when developing follow-ups to games.  And then this arrived, with its totally phoned in level design, boss fights that would embarrass the viewing audience of Yo Gabba Gabba, and levels where over half the game play is done automatically.  Developers took notice and said “wow, look at how amazingly shallow and empty this sequel is.  We didn’t know you could do that!”

If Sonic games were created for people too stupid to play Mario, Sonic CD must have been created for the recently lobotomized.  Everything in it feels stripped down.  There’s fewer enemies, shorter levels, easier bosses, and almost no way to game over.  It took me all of one hour to finish it.  At which point, it gave me TWO achievements instead of one.  How sweet of it.  I guess the innovation is supposed to be how there are multiple versions of each level, because you can hit a sign post that says “past” or “future” and if you build up enough speed, you time travel to an altered version of the same stage.  I don’t know if this has any other effect on gameplay, and the game doesn’t tell you.  It was beneficial to me because I nearly had to quit in the middle of one stage due to the strobey effects.  I swear, as I was putting down the control, I bumped into one of those time travel sign posts, hit a bumper, and suddenly I was in the past, sans flashy lights.

Here’s the thing about that though: the fucking game did all that by itself.  I had already put the controller down.  That’s one of my biggest gripes with the Sonic games, that they do all the hard work for you.  The first Sonic game I ever played was in fact Sonic Adventure on the Sega Dreamcast.  Everyone who played it remembers the iconic scene in the first level of that game where you’re on a dock running from a killer whale.  When I was ten years old, that was, up to that point, the single coolest moment I had seen in a video game.  And it was cool, until you realized that the game had all kinds of moments where it takes the controller away from you and does all the fancy stuff automatically.

But isn’t that how Sonic games always have been?  In Sonic CD, you spend most of the levels doing nothing while the game has all the fun for you.  Half the time in the game is spent watching Sonic automatically coast off bumpers and through tubes at warp speed.  Granted, that’s enough to give the Sonic fanboys their jollies, but I thought this was supposed to be the Crème de la Crème of series.  Instead, it’s probably the worst.  Unless you count the Game Gear titles, which were pretty bad.

Here’s my theory: most people who had this fascination with Sonic CD never actually played it.  Probably because you needed a Sega CD to play it and their parents weren’t willing to spring the extra $300 for the attachment.  So Sonic CD became the unobtainable entry in the series.  The one that was so good it had to be put on the most expensive system on the market at the time.  It got some good press coverage, but the Sega CD was pretty much dead on arrival and by time you could afford it, the next wave of consoles were coming and all the copies of Sonic CD had already been long snatched up as soon as they hit the clearance rack.  It’s status as the lost Sonic game made it the stuff of legends.

Well, legends do tend to disappoint.  Sonic CD is bad even by the low standards of the series.  It’s everything that every other 2D Sonic has been: horrible play control, no actual platforming skills required, cheap deaths, and lots of watching the game do all the work for you.  Only this time, it’s insanely easy, to the point that it’s a little insulting.  Thankfully, it would seem even the Sonic fanboys are somewhat on my side with this one.  Within 24 hours of Sonic CD hitting the PS3 and Xbox 360 marketplaces, I saw plenty of Sonic aficionados sulkily tweet “not as good as I remember it” or “that was disappointing.”  Others are pissing and moaning because some stupid song got cut out of the game.  Which is funny to me because I always thought gaming was supposed to be about the gameplay, not the title song during the opening cut scene that most people were likely anxious to skip anyway.

It goes to show you that the older you get, the less kind reality is to your childhood memories.  Guys, Sonic CD didn’t get bad.  It was always bad.  They all were.  You’ve just played better games since it came out.  Every time I go back and play something I liked as a kid, the memories just don’t hold up.  It happened to me with Sonic Adventure, Tony Hawk, and Crash Bandicoot.  That’s why it’s best to live in the now.  Don’t go back looking for moldy oldies.  The best game you will ever play hopefully hasn’t come out yet, but you won’t know that unless you look to the future for it, and not the past.

Oh, and as a spoiler, it’s not Knuckles Chaotix either.  I realize now that Sonic CD finally has a wide release, everyone is going to say “okay, it sucked, but I totally remember Knuckles Chaotix on the 32X being the most awesome Sonic game ever!”  Wrong!  If Sega had any faith in that game they would have re-released it by now.  They haven’t for the same reason they dragged their feet with Sonic CD: it sucks, and they know it.  Deep down, you know it too.  I haven’t even played it and I know it.  Helen Keller knows it.  She might be blind and deaf, but when shit gets piled this thick for so long you can smell it coming a mile away.

Sonic CD was developed by Sega

400 Microsoft Points said “honestly, if Sega had released Bubsy the Bobcat and Sonic had been the generic lifeless mascot of some nameless game company, would you even have known the difference?” in the making of this review.

My friends at GameMarx are giving away over FIFTY Xbox Live Indie Games as part of a huge contest.  Click here for the Youtube announcement video, and then click here to enter.

Orbitron: Revolution

Orbitron: Revolution received a brief Second Chance with the Chick.  Click here to read it.  Consider this to be the definitive review. 

Damn.  This is one pretty game.  To say Orbitron: Revolution has the most polished 3D graphics of any Xbox Live Indie Game is an understatement.  It actually demolishes my argument that even the best looking XBLIG would still pale in comparison to 90% of the games on the market.  It really looks like an Xbox Live Arcade Game.  As a gamer who has always told people to focus on gameplay and not aesthetics, it’s sure made a hypocrite out of me.

But enough about the graphics.  Even if they are beautiful and shiny, like getting your eyeballs gently massaged by the loving touch of a Heaven-sent angel on a mission to NO!  Gameplay!  Focus, Kairi!

Funny enough, Orbitron: Revolution is pretty much just Defender.  You know, that antiquated space shooter from 1980.  The one they tried to remake in 2002 and failed miserably at.  Orbitron isn’t really about defending anything, but it’s still got that Defender vibe to it.  As a ship, you scroll left or right, shooting at various enemies.  When you kill one wave, another spawns.  This continues until three minutes have expired, at which point the game is over and your score is uploaded to the online leaderboards.

Graphics whores might want to have a box of tissues nearby when they play Orbitron. Things, ahem, might get sticky.

So is it fun?  Yes.  Yes it is.  It’s also got a potential for addiction that would impress your average drug dealer.  I told myself I would just play a couple of rounds to get a feel for it, then move on.  A couple of rounds became dozens, and soon I was obsessed with landing a spot on the top 20 of the leaderboard.  The closest I came was 21st.  Yea, shameful for sure.  But I do have an excuse: the game is far from perfect.

The tragic irony is that those beautiful graphics are likely the biggest problem.  Often times, I just couldn’t see the damn enemies because of Orbitron’s over-reliance on bloom effects.  I would have to rely on the radar that’s under the play field, but it’s not exactly situated for lining up your shot correctly.  Other times, the enemies seemed to blend in a little too well with the background.  So although I was left gobsmacked by the graphics, I feel that a static black background would have made the game more playable.  It also would have allowed the game to come in under 50MB and thus cost the $1 that the amount of gameplay present justifies.  Really, 240MSP for what is pretty much a three-minute-long minigame is borderline extortion.

Yea, there’s a couple other modes.  Ring Defense or whatever the hell it’s called, the second mode, is still the same as the first one.  The only difference is you can get the time extended by blowing up various targets before the entire station blows up.  If you can stay alive for five minutes in it, you get a third mode.  I never actually unlocked it, because I found the Ring mode to be boring compared to the very intense timed mode.

The overuse of bright lights notwithstanding, there are a few other issues that kept pissing me off about Orbitron.  Randomness seemed to factor in a lot more than any skills I acquired.  If I got a “good spawn” from the enemies, I was bound to rake up points from the larger combos.  But the combo system seemed a bit clunky as well.  Sometimes it seemed like it only took a millisecond for the combo to expire and reset, while other times the cushion seemed more forgiving.  Perhaps it was just my perception, but it didn’t always seem consistent.  And finally, there are moments where you clear out an entire wave, only to see that there is one missile left that you didn’t tag.  It’s faster than your ship and on the other side of the fucking map.  Yea, it’s probably my fault for not blowing it up when I had the chance, but it chaffed my ass and I figured I should bring it up.

Despite all my complaints and my feeling that it’s slightly overpriced, Orbitron: Revolution is a really good video game.  It does for Defender what Pac-Man Championship Edition did for Pac-Man.  It takes a cherished yet somewhat passé game and makes it relevant in our modern gaming culture.  And it does it with style and elegance.  I almost wonder if the guys at Firebase could have shopped this around and got it the official Defender license.  It also makes me wonder what other games they could revitalize.  Perhaps Robotron: 2084 will be next on the agenda.  I’m pretty sure there haven’t been any Twin Stick Shooters on XBLIG.

Orbitron: Revolution was developed by Firebase Industries

240 Microsoft Points took my love, took my land, took me where I could not stand, but I don’t care, I’m still free, you can’t take the sky from me in the making of this review.

Reminder: I’m giving away two copies of Escape Goat on Monday and two copies of Cute Things Dying Violently on Wednesday. 

Thank you everyone for your well wishes while I recover from my recent setbacks.  Hopefully regular reviews are returned now.

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