Indies In Due Time IS BACK! April 3, 2012 Edition

Welcome back to Indies in Due Time.  It been a few months but we’re back.  For those new to the format, my boyfriend and I sarcastically comment on upcoming Xbox Live Indie Games.  Not really all that complicated.  Hard to believe this is the most popular feature on my site ever.  We gave up on getting enough people to contribute so we just scoured Youtube for trailers on our own, and we found eight pretty good ones.  Let’s roll.

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You Are Nothing Special (But You Can Be)

I can’t tell you how many times I’ve been told by some extremely enthusiastic indie developer “the difference between indie games and mainstream games is indie games are made with passion.”  No.  It’s just not true.  Although I do not deny that indie developers are overflowing with so much passion that they cause all surrounding dust mites to hump like bunnies, it’s not a trait unique to them.  Simply put, if you work in the game industry, you probably have a passion for video games.

Yes, even crap like Duke Nukem Forever was made by a crew who have a love of video games. Who would take this job if they didn't have it?

Here’s a story for you.  There was this guy named Larry who did an internship at our office.  Larry was an accounting major at Stanford.  Larry was a really cool guy.  Funny, worked hard, and he was really smart.  Also, Larry thought accounting was fucking boring as hell and dreaded the tedium his job would no doubt bring him in the future.  I’m not the most talkative person, but I had to ask him why he would want to go to a prestigious school like Stanford on his own dime to study for a job he knows he would hate.  Larry was intelligent enough that his options were, in my opinion at least, limitless.  But Larry chose accounting because it’s a career that pays well and typically has a high degree of security.

Nobody who works in the game industry is like Larry.  There’s nobody going to school who has aspirations for a job in game production who dreads the concept of their chosen career path.  And that’s before we talk about the wages.  Although some people can make exceptionally good salaries in gaming, most jobs in the industry typically pay less than what comparative jobs in different industries make.

Indie game developers are a proud group of people, and they should be.  But when it comes time to describe what makes them unique, passion should be left off the table.  No matter what anyone believes, I promise you that almost every schmo working at Electronic Arts, Activision, or any other major gaming company has a true passion and love of video games.  They have to, because who would choose a career in an industry with below-average salaries, long hours, and job security that is often shaky at best?

So no, you are not special because of your passion.  Quit bringing it up every interview.  Mainstream writers need to quit using it as their all-encompassing adjective to describe the scene.  It’s simply not true.  Stop it.  Please.

But, indie developers have something amazing that does make them unique.  It’s precious enough that it should be the centerpiece of the entire indie development scene.  The thing people point to that sells newcomers on why indie gaming is so important.  Yet, for whatever reason, I rarely see developers talk about it.

Freedom.

You, the indie game developer, have it.  Those people at EA or Activision that are every bit as passionate as you do not.  You’re free to experiment.  You’re free to get weird.  You’re free to make mistakes.  You’re free to try something that has never been attempted before.  Why is this not the biggest crowing point on the scene?

Stuff like DLC Quest would never get made by a major studio.

When you make an indie game, you’re limited only by your imagination.  Well, that and any technical limitations, but my point still stands.  You can do anything you want with your game.  They can’t.  This is why you are special.  So take advantage of that, and brag about that, and be proud of that.  Go ahead, rub it in.  But above all else, use it.  One of my biggest disappoints since starting my site is how devoid of originality the indie scene at large seems to be.  I’m sure the lure of making an easy couple grand on yet another zombie TwickS or Minecraft clone is tempting, but it won’t get you any attention.  You could be the next big thing in gaming.  I mean, whose to say you don’t have it in you?  But the only way you can get there is by taking advantage of the one thing you have that they don’t.  Yea, you’re also free to play Follow the Leader if you so desire.  Just remember, there’s only one winner in that game and it already isn’t you.  They’ll still get all the attention.  All you’ll get is familiarity with the scent of the leader’s ass.

Super Ninja Warrior Extreme

Usually when people accuse me of having a bias against punishers, I point to Aban Hawkins & the 1000 Spikes, the second game I ever reviewed here and an original member of the leaderboard.  Of course, that review was done on July 2, and I haven’t been exceptionally kind to any of its kin since then.  Well, now I have another one I can point to and say “I didn’t hate it.”  Well, except the name.  It’s called Super Ninja Warrior Extreme.  Thankfully they tacked on “Extreme” to the end of the name, because I can’t picture myself playing a game called Super Ninja Warrior.  Maybe if it was just Ninja Warrior, but I think we’ll all agree that a ninja warrior who is super but not extreme must be some kind of pussy.  The whole point of being super is so that you can also be extreme.  Of course, the flip side of that is being an extreme ninja warrior that is not super is just needlessly reckless and wrong.

The only explanation I have for why the dude has a beehive on his face is he's EXTREME!

Actually, I think the “super” part of the equation is misleading.  If your ninja dude brushes up against a spike, he explodes instantly into a mass of limbs and blood.  Yeesh.  I would hate to think of what would happen to him if he used a back scratcher.  Actually, all enemies and projectiles result in instant death.  To balance things out, you have a sword with a decent amount of reach and the ability to wall jump.  And, well that’s pretty much it.  Thirty levels, go.

I’m not really sure if being a punisher was the aim of Hyper Samurai Soldier Supreme.  I say this because most of the 30 levels aren’t really all that hard to beat.  More than half of them I finished on my first try, and that doesn’t just include the opening stages.  There were levels that left me temporarily agitated, but they are immediately followed by levels that can be solved in around fifteen seconds.  This happens even late in the game, resulting in a difficulty curve with more dips than a roller coaster.

I saw this same scene when I took that tour of the jerky factory.

Otherwise, it’s not a bad game by any means.  It’ll take an hour to finish, and that’s fine.  That means it doesn’t stick around long enough to wear out its welcome.  The controls are pretty good.  A touch sensitive, maybe.  In a few later stages, you’ll have to nudge the stick with a degree of delicacy that rivals giving CPR to a butterfly.  Oh, and every stage ends with the same boss that takes two hacks to kill, no more, no less.  Even the final stage has this dude in it, and thus things end without feeling climatic in the least bit.  I had planned on bitching about Super Ninja Warrior Extreme using a four-digit password system instead of saving, but given how quickly it can be finished, any save system at all is as unnecessary as a driver’s manual written in Braille.

Super Ninja Warrior Extreme was developed by Ho-Hum Games

80 Microsoft Points wonder why there is no game called Tepid Ninja Warrior Mild in the making of this review.

Did you know I’m giving away 1600 Microsoft Points on Thursday?  Oh, you did.  You don’t care.  SighWell, you can at least humor me and vote for next week’s game.  Just follow the link for a list.

Video footage courtesy of Aaron the Splazer

The Chick’s Monthly Top 10 Update: March 2012

What a month for gaming!  How often do you get to play two titles that rank among the best you’ve played in your entire life in a single month?  And they came from a couple unexpected sources: PlayStation Network and Xbox Live Indie Games.  Also, this was the month that gamers officially proved they are every bit as ignorant as the media makes them out to be, but more on that later.

“Luke, you turned off your targeting system!”

First, the good stuff.  We Are Cubes is the new #1 game on the Xbox Live Indie Games All-Time Top 10 here at Indie Gamer Chick.  Who saw that coming?  Certainly not I.  The funny thing is, after a couple of hours, it wasn’t even up for debate.  I actually agonized for weeks over whether Escape Goat had dethroned Dead Pixels.  It was one of the toughest calls I’ve made since starting my site.  We Are Cubes was so amazing that it made the decision easy on me.  It truly represents the potential of XBLIG better than any game that has come before it.

Joining it on the list are two crotchety old timers who probably don’t need the attention.  But, this isn’t one of those Academy Award type of deals where the old timers win more as a tribute, based in no way on the merit of their latest project.  Miner Dig Deep and Cthulhu Saves the World are on because they’re among the ten best games I’ve ever played on the Xbox Live Indie Game platform.  It’s that simple.  But, if you insist on this being an Oscar-type of deal, just play some sad music for the games that departed from the list this month.  Try this on.

Gone is Blocks That Matter, Orbitron: Revolution, and TIC: Part One.  TIC wasn’t really due to fall off the list, but it’s been nine months since the game was released and it’s been five months since they updated fans of the first when they can expect part two, or if they can expect it at all.  My good buddy and former Dreamcast rival (no joke, small world huh?) Dave Voyles tells me they’re alive and well and shopping TIC around for a publisher.  Which is all well and good, but making an episodic game and then leaving fans hanging leaves a bad taste in my mouth.  I am sympathetic to the fact that the guys at Red Candy Games are in college and don’t have time to build games, but that means they probably shouldn’t have done an episodic game.  That’s how I feel about it.  If Part Two hits and is up to the standards of the first, I’ll lump it together with Part One and it will make the leaderboard.

I’ll give a special shout-out to Bug Ball, which was set to make the leaderboard, but then three other contenders hit and it’s spot was lost.  With proper online tweaks, it still has a shot at it.

I don’t have a non-XBLIG top 10, but if I did, Journey on PlayStation Network would have almost certainly rose to the top of the mountain.  What a truly wonderful experience that game was.  It moved me to tears.  What more can I say that I already didn’t?

In closing, to all you people who whined about the Mass Effect 3 ending to the point where you threatened a lawsuit.. A LAWSUIT.. all I can say is this: wow.  When did gamers get such an obnoxious sense of entitlement about them?  Needless to say, you can’t sue because you find an ending unsatisfactory, unless that ending involves a loved one and medical malpractice.  Nor does the FCC give a flying fuck. All you did was provide them with water cooler fodder.  Really, what do you think they were going to do?  Storm EA’s offices, cuff everyone who works for Bioware, ship their mothers off to Gitmo, and shoot their dogs?  No, they don’t care, and they’re laughing at you, because you’re just that funny.

Wait, that’s all I get? Where’s my lawyer’s number at? I have got to call CNN on this one.

If you could successfully sue over a bad ending, don’t you think that would have happened by now?  And that extends to other forms of entertainment.  Just imagine the dialog.

“Did Darth fucking Vader just scream NOOOOOOOOOOOOOOOOOOOOOOOOO?  Get the lawyers!”

“Wait, so St. Elsewhere was all a dream?  NO, IT CAN’T BE!  I’LL SUE!!”

“The grace of our Lord Jesus Christ be with you all. Amen?  THAT’S IT?  Fuck that, I’ll see you in Court, Jesus!”

“A sled?  A FUCKING SLED?  They’ll rue the day they thought up that shit!”

Buying anything doesn’t entitle you to satisfaction, unless it specifically says in advertisements or packaging “satisfaction guaranteed.”  If some overzealous producer says “we guarantee fans will be happy with this” guess what?  That doesn’t count.  If you can actually find a judge who will say otherwise, there will be a dozen appellate court judges who can’t stand that mother fucker and will eagerly strike down anything he or she says.  So don’t waste the court’s time with this shit.  And don’t waste the FCC’s either.  One, they don’t care, and two, they’re busy making sure Janet Jackson’s nipple never slips out at the Superbowl again.

We Are Cubes

This is what I made Indie Gamer Chick for. We Are Cubes is simply amazing.

There’s really no point in showing pictures, since We Are Cubes is incomprehensible unless you’re actually playing it. In fact, quit wasting your time. Just go buy it.

We Are Cubes does that thing neo-retro arcade titles tend to do, where it sort of reminds you of a Golden Age coin-op classic, but not really. Hopefully you get what I’m saying, because I really suck at putting words to it. In the case of We Are Cubes, it’s kind of like Tempest, but it’s also kind of like the 1983 Star Wars arcade game, and yet it’s nothing like those games at all. I was born in 1989, so the Golden Age of Arcades was tits up, lights out by time I hit the gaming scene. With We Are Cubes, I can sort imagine what it felt like to step up to a new cabinet in a dusty old arcade of yesteryear. Games like this make me feel like I missed out.

The idea is you’re a cube in a chute that has to shoot spheres. Also, she sells seashells by the sea-shore. The spheres come in four varieties of colors. Yellow ones take a single shot to kill, green take two, blue three, and red four. Every time you hit a shot, 10% is added to your combo. If you miss a shot, you lose 20% of your combo. If a sphere touches you, you die. If you they fall past you in the chute, they get launched back onto the play field and you lose 10% of your current combo. The hook is spheres split apart and then merge whenever they perfectly bump into each other. So a blue sphere splits into two green spheres, which split into yellow spheres, which turn back into a green sphere if they bump together, etc, etc. It’s a really cool idea, and it works.

There’s two modes of play. Arcade ends after twenty-five waves, while Survival has you fight multiple “boss” orbs that shit out little baby orbs until you run out of lives. Both modes can be played in a competitive mode, where you “work together” wink nudge while trying to kill each-other by grabbing controller-jamming power-ups. Actually, most of the items in this game are pretty cool and practical, and learning how to best use them feels rewarding. Early on, I figured the laser was the best one of have, but as enemies pile up, it can get pretty dangerous to use. The freeze item works better because it allows you to shoot at enemies and rack up a higher combo.

By this point, your thumbs will be filing for legal separation.

We Are Cubes is all about landing a spot on the online leaderboards. That’s pretty much the point of the game in its entirety. And there’s nothing wrong with that. I do have a few complaints. Sometimes, the physics seem to crap out and an orb that is bouncing around ends up stuck to the wall. If your trigger finger is as itchy as your girlfriend’s crotch, those types of situations end up with a missed shot and 20% points off your combo. Of course, the flip side of that is if you’re the patient type, you get a wide open shot. A more annoying problem is the game has a slight hiccup if you unlock a fakey achievement, causing a slight pause that did kill me once or twice. If anyone from the development team had been in kicking distance of me, they would have had a size 6 1/2 up their ass.

Yes, I have teeny feet.

Despite minor problems, and I want to stress this so I’ll use bold, italics, and underlining, minor problems, We Are Cubes is one of the best video games I’ve played in years. Not just for indie games. Not just for Xbox games. VIDEO GAMES. The whole lot of them. It ranks somewhere near the top. We Are Cubes is proof that Xbox Live Indie Games is a platform worth sticking up for. It’s a game that is oddly familiar, yet you’ve never quite played anything like it. At the end of the day, it earns it’s spot as the #1 game on my site because it feels like the quintessential video game. It’s everything gaming should be. Fast paced, reflexive, play-a-little-longer fun in its purest form. We Are Cubes feels like it fell through a hole in time, straight out of the 80s and into your living room. Kind of like the cast of the Celebrity Apprentice, only it doesn’t suck.

We Are Cubes was developed by 1BK

igc_approved180 Microsoft Points are also grateful it didn’t bring back with it tacky sunglasses and Madonna in the making of this review.

Did you know I’m giving away 1600 Microsoft Points on Thursday?  Oh, you did.  You don’t care.  SighWell, you can at least humor me and vote for next week’s game.  Just follow the link for a list.

Breath of Death VII and Cthulhu Saves the World

I have no interest in making Xbox Live Indie Games myself.  But, if I were to hypothetically suffer some kind of brain trauma where side effects included a compulsion to create games that few would try and even fewer would buy, I would start by pulling out what I call the “Checklist of Annoyances.”  Everyone has their own personal list of things that are fucking stupid that pop up time and time again in gaming.  If I was to develop games, my personal goal would be to eliminate as many instances of these things as possible.  I think my homies at Zeboyd Games subscribe to that theory, because their games play like they were built around my personal Checklist of Annoyances: RPG Edition.

As many of you know, Breath of Death VII was the very first Xbox Live Indie Game I ever purchased.  I think I caught wind of it through Joystiq and figured “what the hell?”  Guess what?  I really liked it.  A lot.  I liked it so much I immediately went back to the Indie channel to see what other treasures I was missing.  Then I saw what other games were on the best-selling list at the time and decided that my Microsoft Points would be better spent on a baseball cap for my avatar.  I didn’t give the XBLIG channel a second thought until I started Indie Gamer Chick.  I did wonder if anything would become of the company that gave me the five glorious hours spent with Breath of Death VII.  As it turns out, they went on to do Cthulhu Saves the World before being tapped by Penny Arcade to do their next game.  They’re a good choice, because like Penny Arcade, Zeboyd is good at creating genuine humor that stops being funny about halfway through whatever media it’s on.  But I’m getting ahead of myself.

Breath of Death VII features 8-Bit graphics.

Breath of Death VII and Cthulhu Saves the World are essentially the same game with different plots and graphic styles.  This is where the Checklist of Annoyance comes into the picture.  Imagine every lame RPG mechanic you’ve wished someone would do away with.  Most of them are taken care of by Zeboyd.  There’s a limited number of random encounters in every dungeon, and even in the over-world.  If you wish, you can force a battle by selecting it in the menu, and forced battles do count towards the preset number.  You get a full health-restore following every battle, and the battle system features a fun combo-based system that encourages creativity.  I especially liked the insanity system that Cthulhu has, where you can render enemies crazy to activate bonuses in your attacks.  Both games are pretty short compared to the classics they pay tribute to, and both feature fairly linear stories that are easy to follow and fun to read.  There’s no question these are the best RPGs on the XBLIG platform.

But let’s not kid ourselves.  Flawless they are not.  I really like both games, but the writing in them leaves a lot to be desired.  I’ll start with Breath of Death VII.  It lampoons the concept of a silent protagonist by starring a skeleton that has no tongue, and thus he has to be silent.  Ha, get it?  Now just imagine dozens of variations of that joke for about four hours.  Otherwise, most of the gags in Breath of Death VII are of the “drop a bad video game quote” variety, resulting in a pile of dead dogs that could rival the meat locker in a Taiwanese steakhouse.

Cthulhu’s running gag is that he has been stripped of all his power and has to become a true hero to get them back.  And it’s Cthulhu, so heroism is against his nature.  Ha, get it?  Now imagine hundreds of variations of that joke for about eight hours.  Both of these games suffer from what I like to call the “Blazing Saddles Effect.”  Blazing Saddles was 1974 satire of western films where the entire joke was a town full of white people has a black sheriff forced onto them.  That’s the entire gag in the movie.  Some people consider it a classic.  I personally feel the joke did start funny, but got old before the movie was even half-way finished.  Breath of Death and Cthulhu are the same way.

I will say that Cthulhu Saves the World has some pretty strong writing through-out, even if the overall punchline had lost its zing about an hour or two in.  I can’t say the same about Breath of Death VII.  By the end of the game, the dialog was cringe worthy and the jokes routinely fell flat.  Cthulhu actually has some really funny running themes, like encounters with “real heroes” and the hilarious banter between Cthulhu and the narrator.  Still, it never shakes that Blazing Saddles “it’s funny because he’s black” feel.  It’s funny because it’s Cthulhu.  No, it’s not.

Cthulhu Saves the World has 16-bit style graphics.

Having said all that, these are two of the best Xbox Live Indie Games ever made, and Cthulhu Saves the World especially is good enough to land a spot on the leaderboard this Sunday.  The overall package of it is perhaps the best value you can get on Xbox Live Indie Games.  You get a decent sized RPG, a second quest where Cthulhu takes the role of Charlie from Charlie’s Angels (it’s funny because he’s Cthulhu!) and orders around some chicks to save the world.  There’s developer commentary too.  I mean, this is an insane amount of content for $1.  Despite dialog problems, Breath of Death VII is no slouch either.  Both games remain pretty fun through-out, and if you’re into RPGs, it doesn’t get any better.  What I like best about them is these are games made by gamers for gamers that don’t try to be “legitimate” games with all inherit flaws.  Zeboyd seems to have checked off every convention that has no place in gaming anymore and said “why would we want to include this?”  It’s a lesson many XBLIG developers could stand to learn.  So many of them set out to make what I like to call “professional-acting” titles that include mechanics that suck on the basis that real games have them.  Don’t do that.  Focus on fun.  If something makes a game less fun by default, don’t include it.  You would think “don’t intentionally make your game less fun” would be the type of thing that goes without saying.  But then again, your average XBLIG developer is so thick you could blend them and re-purpose them as pothole filler.

Breath of Death VII and Cthulhu Saves the World were developed by Zeboyd Games

80 Microsoft Points apiece said “it’s funny because she’s a chick!”  No, it’s not in the making of this review. 

You have one week to go to vote for a chance to win 1600 Microso.. ah fuck it, nobody reads past the Microsoft Points line anyway.  Way to embrace the democratic process, guys!

The Hearts of Men: Throne of Deceit

The Hearts of men: Throne of Deceit is a Gauntlet clone.  As a kid, I loved Gauntlet Legends on the Sega Dreamcast.  In fact, I look back fondly on it as one of my favorite games of that era.  So I was very excited for a chance to play a loving tribute to one of my childhood favorites.  And I had good reason to be excited.  It has online play and pretty decent graphics for an Xbox Live Indie Game.  What could go wrong?

Sigh.  Sit down, COLTRAN Studios.  We need to talk about the difference between “creating challenge” and “being a dickhead.”  It’s really not that fine a line.  Here, allow me to elaborate.

  • Enemy archers who fire with 100% accuracy: Challenging.
  • Enemy archers who fire with 100% accuracy and are completely out of reach, thus making them unkillable unless you use a bomb: You’re a dickhead.
  • Enemy archers who fire with 100% accuracy and are completely out of reach, thus making them unkillable unless you use a bomb, but only placing one or two bombs in each level (if that) and not letting players buy more between stages: You’re a giant-sized dickhead.
  • Auto-scrolling: Challenging.
  • Auto-scrolling with limited visibility: You’re a dickhead.
  • Auto-scrolling with limited visibility and floor indistinguishable from non-floor: You’re a colossal dickhead.
  • Auto-scrolling with limited visibility, floor indistinguishable from non-floor, and dead-ends that lead to instant-death that make the entire game an exercise in luck: You’re a dickhead of such extreme proportions that catching even a glimpse of you through a window makes you subject to arrest under indecent exposure laws.

Impressive screenshot, huh? Check out what the next screen they selected looks like.

By the way, if you can’t tell the difference between a challenge and being a dickhead, that makes you a special-needs dickhead.  Really, when developers make shit like this, I complain about it, and then they tweet back boastfully oblivious of what a mess they’ve made of their project, it makes me wonder if the difficulty spike is some kind of Revenge of the Nerds type of deal.  The developers suddenly went on the rag around the time they started tweaking the difficulty, remembered the time that Scott Phinigus shoved them into a locker after gym class and decided this was their opportunity to take revenge on the world.  Which it’s not really revenge on the world.  It’s just a sign that the developers had their heads firmly shoved up their own anal cavities and their games should be avoided like they’re radioactive.

Here’s a tip, XBLIGers: nobody recommends a $1 indie Xbox game because it’s hard.  That’s not a point in the game’s favor.  People recommend games based on accessibility, replayability, value, and the amount of fun they have versus the amount of time they wish they were doing something else.  Nobody says “Hey Joe, there’s this game that is sort of fun 20% of the time, but 80% of the time it’s dull, repetitive, and so frustrating that you’ll wish you had paid your 63-year-old neighbor with the coke-bottle glasses $1 to flash you her lop-sided tits instead!”

Hearts of Men does so many things right that I wish I could say “hell yes, this is $1 well spent.”  But I can’t, because every good idea is followed up by at least one bad idea.  Mapping attack to the right analog stick, turning Gauntlet into a TwickS, which is the most obvious move for the genre?  Good idea!  Lack of enemy variety?  Bad idea.  Four different hero types?  Good idea!  Useless upgrades, like getting full life-refills on meat, of which there is usually only one per stage?  Bad idea.

No, this isn't the same screen. They just didn't make any effort to get a nice variety of shots for the marketplace page. Hell, one of the pictures is of the title screen. Way to half-ass it, guys!

By the way, I wasn’t joking about the developers having their heads up their ass when they designed this.  I actually believe the creation of this game began with a few guys first taking turns shoving their heads up each-others asses.  A sort of low-budget Human Centipede if you will.  Because that’s the only way I can explain how stupid the online component of this game is.  Quick: what do you want in an online Gauntlet clone?  Co-op for the campaign, right?  I mean, what kind of question is that?  You would have to be a fucking moron to answer with anything else, and the developers would have to be jumbo-sized morons so thick that even Alabama would deport them out of shame to not do such an obvious thing.

But this is XBLIG, so of course the developers dropped the ball on it.  No online co-op.  At all.  None.  Oh, there’s online in Hearts of Men.  Only it’s a bunch of unplayable, utterly useless deathmatch-type stuff.  Who would see potential in deathmatch-type stuff in a fucking Gauntlet game?  I suppose the same guys who decided to include auto-scrolling sections in a Gauntlet game.  What really sucks is the knowledge that they wasted their time on this shit when they should have been working on online co-op, which people might have actually bought the game for.  Nobody at all would buy this shit for the type of online play they included.  Hell, if you’re not going to bother with online co-op, spend the time fixing the main game.  The third boss looks just like any other normal enemy, and you know they phoned it in because they were busy jerking off with this stuff.

I admit, the first match-type (a sort of territorial-control mixed with bomb-the-base stuff) would be fun if you could get eight players into it, but again, this is Xbox Live Indie Games.  You’re more likely to see an endangered white rhino juggling zebras while riding a unicycle than ever find eight people online playing Hearts of Men.  And besides, there’s no lobby to invite people in.  People can only enter the game once it starts.  And once it ends, everyone is dumped out to the main menu.  Seriously, what a piece of shit game.

Hearts of Men is fun at times, especially with local co-op.  But, somewhere along the line, its developers forgot they were creating something designed to be fun.  My co-op partners quit after the first auto-scroll section because the developers were so busy gleefully being dickheads that they forgot to be entertaining as well.  I stuck it out, and I wish I hadn’t.  It’s a few hours I couldn’t get back.  I didn’t even finish Hearts of Men.  By the fourth world I realized nothing remotely resembling a good time had happened in hours.  Just the same enemies, the same keys, the same doors, and the same dick moves.

Yes, it's a new picture. Too late, I'm already bored.

And then my memory kicked in and I remembered that I never actually finished Gauntlet Legends either, because it stopped being fun long before the game ended.  Maybe what the Indie market should do when paying tribute to old favorites is limit the game to an hour or two.  That way, you don’t have time to get bored.  I asked some friends and they all agreed that Gauntlet Legends was the shits back in the day, and that they never beat it because it was too long and boring.  This is a contradiction that you, XNA developers, have the ability to fix.  You know, assuming you’re smart enough to make games with the correct online features and not include out-of-place auto-scrolling sequences in them.  And since we know that’s too much to ask of COLTRAN Studios, how about someone else take a crack at fixing the problems with Gauntlet.  I’ll keep them occupied by giving them some bubble wrap to pop.

The Hearts of Men: Throne of Deceit was developed by COLTRAN Studios

80 Microsoft Points admit this was maybe my meanest review.  Really, I don’t think the guys at COLTRAN are morons or stupid.  Well, maybe a little stupid.  I mean, no online- co-op and fucking auto-scrolling in a fucking Gauntlet game?  For fuck’s sake, you would have to be glue-sniffingly stupid to.. in the making of this review.  Deep breath.  I’m calm, calm, perfectly calm.

I blame you guys for not voting in the Katch-Up this week despite this being my best week all month in terms of page views.  You already killed the puppy of sadness.  He drank lighter fluid, sat in the highway, and lit himself on fire.  And that was before the steamroller arrived. 

A review copy of The Hearts of Men: Throne of Deceit was provided by COLTRAN Studios to Indie Gamer Chick.  The copy played by Kairi was purchased by her with her own Microsoft Points.  The review code was given to someone else to provide her with a proper online experience.  That person was not involved at all in the writing or editing of this review.  For more information on this policy, please consult the Indie Gamer Chick FAQ.

Tales from the Dev Side: Earning Your Keep by Shahed Chowdhuri

Way back in November, I played a game that I called “one of the worst on XBLIG” and implied the developer had his head up his own ass. 

Well, this is awkward.  Because the developer of that game, Angry Zombie Ninja Cats, has taken me up on my open invite to Xbox Live Indie Game developers to do an editorial here at Indie Gamer Chick.  And unlike his game, this isn’t the worst thing since Angry Zombie Ninja Führer.  Actually, Mr. Shahed Chowdhuri has become a respected member of the Xbox community, possibly by forcing people to endorse him or he’ll subject them to more play-time with his game.  I kid, I kid.  Actually, like most XBLIG developers whose games I was, ahem, less than kind too, Mr. Chowdhuri was a good sport about things and vowed to do better next time.  He also has some words of encouragement for would-be game developers. 

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The Houchi Play 放置プレイ

Japan, what the fuck? Seriously, this is why you can’t have nice things. Well, that and the constant Godzilla attacks. The Houchi Play is the most bizarre and creepy of the “raunchy” fare I’ve tried on Xbox Live Indie Games yet. As a reminder, that includes a game featuring a giant space pussy.

The idea is you’re an admittedly perverted Japanese dude who tries to sneak up on girls playing dress up. Because really, what guy out there doesn’t fantasize about being a middle-aged man who gets his knob on by stalking females “dressed up” wink, like under-aged school girls? Come on, guys. This shit is creepy as hell. Someone told me that I need to look at the comedy value of this game. I don’t really see the joke myself. It would be different if the dude got close enough to the chick and then got maced in the face or an attack dog came and bit his scrotum off. Well, I guess guys wouldn’t find it too funny then, and it’s tough to be misogynistic if the women folk get an equal share of the yuk-yuks.

The first video game that has to legally stay 1,000 yards away from a school zone.

As for the game itself, Houchi Play is just the school-yard game of Statues done over and over and over again. The chick turns around and looks away from you and you move. She turns back around, you quit moving. That’s the entirety of game. Hilariously, moving is done by pushing the left and right triggers as fast as you can. This is tiring enough that any guys who are, ahem, really stimulated by the comedy will be struck down with “wanker’s cramp” (thanks Yahtzee) before the cow is ready for milking.

Oh, and sometimes you’ll pass a bottle of alcohol, setting off a quick-time “hit the buttons as fast as you can” sequence, where if you get them all, your Pervatar will fill with liquid courage and be able to move faster. Sounds fine, except during these sections I would end up stuck because as soon as I finished the drink the chick would inevitably turn around and face me. Who wouldn’t? When some strange little man who can barely contain his tiny erection keeps inching closer to you, it’s best not to break eye contact. Next thing you know, the guy is up in your face and asking you to come write for his crappy gaming website.

I don’t think Houchi Play is erotic, funny, or a well made game. And honestly, I don’t believe that was the point at all. It’s a novelty. It’s the kind of thing you keep around so when you have friends over, you can tell them “here, let me show you something that is fucked up.” Hell, I did that once or twice myself with Fatal Seduction. Of course, as fucked up as that game was (and it WAS), playing it didn’t make me feel compelled to go down to the courthouse and volunteer to register as a sex offender.

The Houchi Play 放置プレイwas developed by Kohei

80 Microsoft Points can be seen on Dateline NBC, check your local listings, in the making of this review.

 

Decay

Week #2 of Kairi’s Katch-Up Thursdays (it’s still Thursday on Venus!) and the winner by a landslide was the Decay series of point-and-click games.  I know I said the popular vote count would not necessarily factor into my final selection, but when 8 out of 10 votes were for it, you kind of have to go with it.  By the way, that wasn’t a hypothetical ratio.  There are only ten people voting in this thing.  One voter will win 1600 Microsoft Points on April 5.  And some of the voters have asked to not be included in the drawing.  Sigh.  This will probably be my last contest.  Don’t make me break out the sad puppy-dog eyes at you people.

Oh that’s it.  That is it!  I hate that it’s come to this.  This will hurt me a lot more than it hurts you.  Behold the power of the sad puppy dog eyes.

Are you guys going to participate and vote more?  Good.  Don’t make me do that again.

Now then, for those of you that are not curling up in the fetal position and sobbing to yourself right now, here’s the Decay review.  You know, point & clickers are the one retro genre that I can’t figure out why anyone is interested in anymore.  2D platformers can still be fun.  Old-school sports games are usually fast paced.  Classic arcade-style drivers are typically fun for at least an hour.  Even moldy old school street brawlers can work when you dress them up and slightly modernize them like Castle Crashers did.  But point & clickers?  They only existed because you couldn’t do free-roaming 3D environments in the 80s through the early 90s.  Once technology caught up to the ambitions of adventure game developers, the genre’s time for extinction had arrived.

Of course, Xbox Live Indie Games is a virtual Jurassic Park full of fossils that should have died out long ago.  I suppose that makes the Decay series the velociraptors of the market: hunting in packs, more trouble than their worth, and at the end of the day it’s still just a dinosaur.

Yea, that was pretty much the worst analogy ever.

Decay has no shortage of spooky images. Plot, on the other hand..

Decay is split into four parts.  Part one will run you $1 and will last you between fifteen and twenty-five minutes, depending on how much fucking about you do.  It sets the mood for this story about.. um.. you know, I played all four games and I could barely grasp what the whole thing was about.  Apparently a family of three have gone missing, or perhaps the wife got sick and died, or some serial killer got them, or fuck I have a headache.  There’s just too many red herrings to keep up with.

Decay is one of those minimalist-story type of deals.  This is a problem, because Koint & Knickers typically have to have a strong story to make up for the complete and total lack of gameplay.  You’re not really fed enough narrative in Decay.  At first, that was okay, because the open-ended questions left me genuinely intrigued.  Is the dude in purgatory?  Hell?  Is he reliving an event, or dreaming of a future one?  Sadly, as the story progressed, the actual answers were nowhere near as interesting as the suspense they invoked.

Decay still managed to be pretty creepy through-out, but by the end of parts two and three, my interest in the outcome had been significantly stilted.  By time Part 4 came around, I was downright bored.  The story sucks, plain and simple.  And then it ends with a ridiculous Sophie’s Choice moment which guaranteed the presence of alternate endings.  I hate it when games do this.  Games are not movies.  They take a significant time investment.  An alternate ending in a movie is easy.  Go to the DVD menu, select the ending, watch it.  Done.  In a game, you have to replay the entire fucking thing from the beginning and hope you don’t make any mistakes that would lead you into the same ending.  Now granted, in Decay you only have to start over from Part 4, but that’s still another hour or so you’ll have to invest doing the same puzzles you just solved.  And for what?  I checked on Youtube and all the endings were fucking lame as hell.  And that’s partially because you don’t know enough about the characters to give two shits about them.

So the story was a bust for me.  The gameplay did slightly better.  It really is just typical Boink & Flick stuff, so don’t expect too many surprises.  Well, besides a really horrible brick-breaker minigame in Part 2 with terrible physics and horrible play-control.  Oh, and a dexterity tester in Part 4 that was completely out-of-place.  The guys at Shinning Gate should have stuck to the logic and word puzzles, because those worked and were fun to solve.  Whenever you actually needed to do something in real-time, the game handled like a Ford Bronco driven by a drunken warthog.

I have no clue what they were thinking when they included this awful shit.

Despite occasionally enjoying the puzzles, I really didn’t care for Decay at all.  The story was boring, the setting was uninteresting, and it actually got progressively less spooky as things went on.  But the biggest problem is the price.  Combined, the game will run you 800 Microsoft Points.  That’s $10 for a series that will take you two-and-a-half hours tops to finish.  It’s a terrible value.  If you go to Target, they have an entire rack of PC Moink & Slick games that they often have 2 for 1 or sometimes even 3 for 1 sales on.  Even if you pay the full $10 asking price on them, they’re typically better games with actual storylines, and they come on the platform the genre is suited for.  Really, why would anyone want a Point & Click adventure on Xbox 360?  It would be like buying yacht and entering it into the Kentucky Derby.

Decay was developed by Shinning Gate Studio

80 Microsoft Points (Part 1) and 240 Microsoft Points (Part 2 – 4) apiece anxiously await hearing Toink & Wick fans bitch about how I’m too young to understand the genre in the making of this review.

Remember the puppy?  Good.  Now vote for next week’s Katch-Up game.  Maybe I’ll even post it on Thursday, like I’m supposed to.  Voting enters you into a drawing to win 1600 Microsoft Points.  Don’t make me post it again!  Head over to list, pick one, and vote on Twitter

Thanks to Michael Wilson for the banner.