Poker Night 2

Poker Night 2 is free with a PlayStation Plus subscription right now, presumably to drum up interest in Telltale’s latest offering, the Wolfing Dead. The concept is basically a normal game of cards, only you’re listening to the inane banter of four B-list-at-best pop culture characters. Yea yea, I know everyone and their mother just loves Army of Darkness and Ash Williams and would take a knife to my throat for besmirching the name of this iconic character. Meh, whatever. It must be a generational thing, because I don’t particularly find the character all that interesting. I suspected that having him outside of the fantastic settings of his movies would show a character that’s quite dull. Poker Night 2 proves me right. He’s just sort of there, like a catch-phrase spewing cartoon character. Then again, the writing is pretty boring. Maybe this is why they didn’t get Bruce Campbell to do the voice, though they found a very convincing sound-alike.

Speaking of which, I joked on Twitter about that, making a crack about the lack of Bruce and how he “couldn’t cost more than my lawn guy.” He got the joke and wise-cracked back at me. Some of his fans, on the other hand, so did not get the joke and swept in to protect him. Hell, they were doing that before he wise-cracked back. And I’m not talking about people who follow me. I’m talking people who refresh the search results for Bruce Campbell every ten seconds. I don’t have a joke to go along with that. I just found it to be fucking creepy.

Calling this a line-up of B-listers is probably being a bit generous.

Calling this a line-up of B-listers is probably being a bit generous.

Anyway, along for the ride is Brock from Venture Bros. (never watched it), Claptrap from Borderlands, and Sam from Sam & Max. Well, there’s an all-star lineup if there ever was one. Rounding out the field is GLaDOS from Portal as the dealer, and man, is she slumming it here. The inherit problem with Poker Night 2 is what I already said about Ash: these characters work in their own settings, but out of them, they’re just boring. They have nothing in common, and nothing really interesting to talk about. Part of that is the writing is uninspired, but mostly it’s because you just can’t throw five random characters together and expect chemistry. It really feels like something that was rushed through production, with the characters included drawn out of a hat instead of carefully selected to mesh well. I get that it’s hip to be random, but randomness on its own isn’t funny. It’s just random. And then you get to the actual gameplay and find that it’s even worse.

I’ve been a PlayStation Plus subscriber since day one, and I’ve never played a freebie on that service as utterly broken as Poker Night 2 is. This shit is borderline unplayable, with frequent technical hiccups. The game saves between each hand, and if you move along to the next hand before the game finishes saving, the animation and dialog skip like a broken record. I counted the amount of times this happened over a full game: fourteen fucking times. That is absolutely inexcusable. Beyond that, sometimes the soundtrack gets ahead of the animation, or behind it. Like, a full minute ahead or behind it. Even Godzilla movies have better dubbing. Or, you’ll just have the game sometimes freeze for anywhere from 15 second to over a minute. Mind you, none of these problems are one-off things. They’re unavoidable and happen constantly through-out. I can’t speak for whether or not the XBLA version has these glitches. I’m told the PC port doesn’t, but that’s no comfort to PSN owners.

This mostly seems to be caused by the game saving between each and every hand. I’m not sure what it’s saving, exactly.  It sure isn’t done to prevent dialog from repeating. Over the course of a single tournament, Claptrap and GLaDOS repeated the same joke about “the cut of your jib” four times. Wasn’t funny the first time. Got progressively more irritating with every echo. Which is not to say Poker Night 2 is never funny. It’s just too often random chit-chat with no set-ups or punchlines. Any genuine laughs (and some are to be had) certainly aren’t worth slogging through the glitches to get through.

I like how they snuck a picture of GLaDOS into every promotional picture. "Portal is still popular, right?  Please love us!"  Really, if they needed a Portal reference, wouldn't Cave Johnson have been a better fit?

I like how they snuck GLaDOS into every promotional picture. “Portal is still popular, right? Please love us!” Really, if they needed a Portal reference, wouldn’t Cave Johnson have been a better fit? They could have dropped Ash from the game and saved on licensing rights, because his character didn’t have a single decent line of dialog.

Ignoring all of that, the actual game of poker is mediocre at best. There are only two options: no limit Hold-Em or no-limit Omaha. Poker Night 2 is single-player only, and the AI is utterly fucking brain-dead. There’s supposed to be a sophisticated system of tells and bluffing that you can manipulate by plying the characters with alcohol. BUT, what’s the fucking point with the way the AI plays? Get this: ClapTrap and Sam are the only two left in a hand. ClapTrap goes all-in. Sam does his bluff-routine, then calls the all-in. Then he lays down a 3-5-suited, before the flop. I shit you not. This happened frequently through-out the multiple tournaments I played in. Bluffing doesn’t work when you have nothing in your hand and the only player left has already bet everything he has. I swear to Christ, you find smarter players at 3AM playing free tables on PokerStars.

Maybe Poker Night 2 isn’t as bad on PC. I don’t know. I do know that Poker Night 2 might be a contender for the worst game ever to hit PlayStation Network. It’s glitchy, it’s slow, the AI is useless, and the writing comes across like a cross between terrible fan-fiction and awkward checkout-counter conversations. Telltale is capable of incredible things.  Wolf Among Us (next up for review) is fantastic. But, if five minutes with Wolf Among Us was enough to make me a believer in their potential, two hours with Poker Night 2 is an ominous warning that these guys are more than capable of totally phoning it in. If the aim of putting this worthless piece of shit of a game as a freebie was to get players excited for Wolf, Telltale and Sony couldn’t have done worse if they had hired someone to knock on each subscriber’s door and shoot their dogs.

Poker Night 2Poker Night 2 was developed by Telltale Games

Available for free right now with a PlayStation Plus (normally priced $9.99).

Triviador

Update 2: Triviador’s problems are fixed and the game’s Indie Gamer Chick Seal of Approval has been reinstated. Don’t fuck it up again, guys.

Update: Triviador updated in November, leaving its Beta stage of development. Unfortunately, the update has wrecked the game, causing numerous problems with disconnects for all players regardless of operating system or web browser.  For this reason, I have to strip Triviador of the Indie Gamer Chick Seal of Approval at this time. The problem has been ongoing for weeks. The developers are not active in Social media and I can’t see any acknowledgement of problems. If the game is fixed, I’ll reinstate the Seal of Approval. For more details, read this follow-up notice. The review below is no longer accurate.

Triviador is a Facebook-based trivia game that seems to be permanently locked in a beta-stage. I discovered it Friday night while talking with DefunctGames.com owner Cyril Lachel about which board games could transition to Facebook the best. You would think stuff like Scattergories would be a perfect fit amongst the types of social-oriented, quick-and-simple to play fair you see on Facebook. You would be wrong. Hell, Facebook doesn’t even have a board game category. It does have Word & Trivia, which mostly contains knock-offs of Scrabble and its cousins. You’ll also find a lot of stuff based on game shows, though the Facebook versions are often so divorced from the play mechanics of the show that they’re unrecognizable. As if they’ve seen one episode of the show, years earlier, while under general anesthesia, and tried to create their own version based on that limited knowledge.

Owned.

Owned.

So tracking down classic board games and game shows on Facebook was a bit of a bust, but then I found Triviador. Think of it as Risk meets Trivial Pursuit. At the start of the game, three players are randomly assigned a spot on the map for their castle to go. You then play four rounds to determine how many troops you get and where they start on the map. These rounds are played similar to the fastest finger questions from who Wants to be a Millionaire, only every answer is a number. After these four rounds play out, another three rounds of battles take place. One at a time, players choose a space adjacent to a space they occupy. A duel takes place featuring a multiple choice question, with the winning player taking over the space. If both answer correctly, it goes to another fastest finger question. If this is a draw as well, the first person to enter in the answer gets the space. During a final fourth round of duels, players can choose any space on the board. This is significant, because if you take over an opponent’s castle, they’re out of the game and you get all their points. It also sort of defeats the point of the first couple rounds, doesn’t it?

Castles require three “hits” to take over. I found the best strategy to be putting up a perimeter around my base and playing a defensive-oriented game, then taking over on points during the last round. For the most part, this served me well. The only time I really lost a game is when I was slow on the draw. Or when I didn’t read the questions right. Or when the game decided to troll me with an endless parade of questions related to operas or Broadway musicals. No, I don’t fucking know what year Frank Lloyd Wright was born, nor was I even remotely in the ballpark. Wasn’t that the guy who made The Sims? No? Shut up, Cathy? Okay.

Like I said earlier, Triviador is technically in beta right now, and has been for around two years. I didn’t really come across any glitches or issues, besides the whole “pick any space you want to attack, essentially nullifying the previous three rounds” bullshit. Mostly though, I marveled at just how dumb some people were. Get this: if you knock someone’s castle over, you occupy the space it stood on, which is now worth 1,000 points. If you lose a space, you lose that amount of points and the person taking it over gets them. So, let’s say we’re down to the very last question of the very last round. We’ll say the score is 3,000 to 2,000, with me in the lead. Now, you can go for my castle, which still has a full three hit-points left on it, or you can go for the space worth 1,000 points, of which you only need to beat me once. What do you do? Well, if you’re 90% of the mouth-breathers I played against, you go for the castle, giving me three chances to keep my lead instead of one all-or-nothing final question. But hell, sometimes the game could be tied and the person would still go for the castle, instead of any other piece on the board. Now, mind you, if I win the duel (instead of having us both miss the question), I get 100 points, which means I win. Meanwhile, a player who is out of contention to win has a man on the field who is worth enough points for my opponent to win the game, but he gets totally ignored.

Triviador 2

I don’t know why that bugs me, but it does. I can forgive someone not knowing what the chemical symbol for Tin is or what year Phantom of the Opera debuted on Broadway. Quite frankly, I didn’t know them either. But the vast majority of players I encounter on Triviador didn’t have the slightest bit of common sense when it came to strategy. But, it was totally worth it for those nail-biting match-ups that the game sometimes produced. Heck, I even lost a couple and I’m still utterly addicted to Triviador. If you want to know where I’ve been over the last week, there’s your answer.  I also never had to put a single dime into Triviador to binge-play it. You get five games at a time, with reloads coming pretty quickly. As you start to level up more, you’ll run out of the five freebie games quickly, but you practically trip over “bonus adventures” (I currently have a stockpile of 8 built up), and there’s multiple versions of the game that you can switch between on the off-chance that you completely run out of games but still want to keep going. Triviador is the first really good Trivia game on Facebook and worth your time. Hell, it’s worth it just to laugh at those people who think Joan of Arc was burned at the stake for assassinating President Kennedy.

Triviador LogoTriviador was developed by THX Games

Triviador is Chick-Approved and ranked on the Indie Gamer Chick Leaderboard.

 

Poker Date

Poker Date combines a Royal Deck variation of five-card stud poker with the tired and true XBLIG staples of anime boobies and inept programming.  The result is one of the most hilariously awful games I’ve ever played.  First off, Royal Decks are constructed using everything 9 through Ace out of two decks.  Poker Date only uses one deck worth of cards.  Granted, this is simply a heads-up match, but still, it limits the amount of hands to work with.  Second, when the AI folds a hand, it pronounces it “I foiled.”

I foiled.

I swear to fucking God.

I.  F-O-I-L-E-D!

Maybe Sabrina thought she was at a fencing tournament.

Maybe Sabrina thought she was at a fencing tournament.

Now I’m certainly not one to cast stones at speech impediments.  I have enough trouble pronouncing my own name.  But seriously, you can’t say “fold” correctly?  Good God.  This totally trumps Capcom’s use of Sally from accounting in the all time horrible and lazy voice acting department.  And if any other aspect of this game had been remotely competent, “I foiled” could have become the next big gaming meme.  But, nobody’s going to stick around long enough for that.

The biggest problem is actually how damn smart the AI is.  Without fail, if I was dealt a good hand, the AI would foiled on the spot.  Unless it knew that it had me.  And by knew, I mean it could then change four cards in its hand while I’m holding a two pair, aces and tens.  It then wins with a full house or a flush.  This isn’t luck, we’re talking.  Every single time the AI chucked four cards or more, it won.  The only explanation is the AI could see what cards it would get, or which ones I would get.  But, most of the time, whenever I got anything remotely nice, it foiled immediately.  Fucking clairvoyants aren’t this good.

For some reason, none of the marketplace shots actually show any cards.

For some reason, none of the marketplace shots actually show any cards.

Oddly enough, after changing out cards, the AI almost never foiled.  I actually counted it out over the course of 100 hands that went to the second round of betting.  The AI never once foiled, and won 87 out of 100 hands.  What the fuck?  Which is not to say the AI doesn’t bluff.  During the first round, I took to raising every chance I had, because when I did this, out of 38 opportunities, the AI foiled 25 times.  So after a couple of hours of play, I settled into a rut where neither me nor the AI would gain enough ground to actually win.  Betting is slow and limited and you certainly can’t put all your chips in play.  Finally, I realized I was playing the single worst video poker game ever made and foileded myself.  Poker Date is pretty much the worst thing to happen to the game since Darvin Moon.

xboxboxartPoker Date was developed by Mikirius

$1 said “Poker? I barely know her” in the making of this review.

 

 

 

 

X S.E.E.D

Remember that scene in the movie “Big”? No, not the one with the giant keyboard. Nor the one where a 12-year-old-in-Tom-Hanks’-body knocks boots with a businesswoman and makes me wonder if the “I swear he was 30 last week” excuse would hold up in court for her. No, I’m talking about the scene where he’s sitting at a meeting with a bunch of suits, discussing a Transformers line, and just blurts out what the 12 year-old in him is thinking in that innocent kid sort of way. The “I don’t get it” line stuck with me more than anything else in that movie because it reminds me that, hey, kids have some awesome ideas, and many of those aren’t held back by the restrictions or reasoning that many of us adults place on what we think.  Which brings us to this short conversation about one of the more innovative takes on the side-scrolling shooter I’ve seen, X S.E.E.D.:

PUT THIS KID ON THE PAYROLL.

PUT THIS KID ON THE PAYROLL.

So, just in case that didn’t sink in. The only reason we got an original idea on XBLIG among the sea of sub-par voxel miners, first-person zombie shooters, one-button platformers, and puzzle games used as vehicles for displaying morally-bankrupt pictures of undressed anime teens is because someone listened to their kid. It’s the sort of “hey you got peanut butter on my chocolate” genius that keeps gamers digging through the XBLIG marketplace for innovation like this regardless of how much fly-infested sewage they have to wade through in the process.

And what is this original idea, you ask? Well, X S.E.E.D. is an old-school run-and-gun platformer, like Contra, but instead of using the normal arsenal of machine guns and grenade launchers you summon crazy-ass mutant plants that do things like shoot fire in various directions, act as a force-field, or spring up a platform for you to stand on. Summoning these plants is your character’s only defense, as he cannot harm anything himself and will die in only one hit. So essentially you’re constantly putting out temporary turrets and shields in an effort to both mount a forward-moving offense and put up a defense that will keep your goofy-looking scientist hero from dying. There’s a plot about plants taking over the island and you being the only scientist that can save everyone and blah blah blah. If you’ve ever played a game like Contra for the plot, I’m sure there’s a support group somewhere for that. What you expect out of a game like X S.E.E.D. is running and gunning (of sorts), and that’s what you’ll get.

xseedscreen

“This is not what I wanted you to feed me, Seymour.”

On the downside, when you innovate, you usually don’t get everything right the first time. And this is no exception. For just about everything X S.E.E.D. gets right, it misses on something else. For example, the pixel art is vibrant and well-animated in the most retro of ways, but the music and effects are forgettable at best. I went through entire stages without even noticing the music. Another miss is on the weapon selection. You’re given a large amount of plant types over the course of the game, which is nice, but with no way to rearrange them and with some of them being completely useless inventory padding there’s a bit of difficulty getting to the right one quickly via cycling through with LB and RB. And while the old school difficulty, unforgiving with only three lives and no continues, is necessary for such a short game and forces a nice balance between the risk of dying and the reward of more points and the better of two endings, there’s no reason for a death to stick you all the way back at the beginning of the stage. This last one didn’t really make me too angry until the later stages of the game where dying at a boss battle resulted in a solid 30 seconds of little more than holding right. The worst flaw of X S.E.E.D., however, is how slow the pace gets near the end when you try to play it safe with the shield vines. You’ll find yourself inching forward and tossing out barrier after barrier out of fear, and it’s made even worse with the knowledge that the enemy plants really don’t have much they can do about it. Even the bosses only have one attack that will ignore these, and those attacks always have the same pattern throughout that boss battle. It sucks a bit of the “run” out of the “run and gun” genre in which I’d throw this game.

But even with all the little quirks and flaws, X S.E.E.D. ended up being exactly the type of game I wanted right at that moment. It’s straight old-school, it’s speed run friendly with an in-game clock, it’s short enough that the limited lives and lack of continues don’t make me feel too frustrated and helpless, it controls well, and most importantly it’s fun and innovative. The only thing I’d ask for on the XBLIG version, a high score board, is present on the free-with-option-to-donate Ouya version, but without it I’d still say that X S.E.E.D. is worth both your time and the paltry dollar that it costs.

xseedbox

IGTlogo-01

X S.E.E.D. was developed by Wide Pixel Games.

$1 wants to believe that Little Shop of Horrors is the prequel to this game in the making of this review.

X S.E.E.D. has earned has been awarded the Indie Gamer Team Seal of Approval by Shin Hogosha. Leaderboards for Indie Game Team are coming soon.

Star Runner

Have you ever thought you should dig out your old Game Boy and relive some old memories? Have you ever given thought to the idea that garage door openers and their one-button controls should also be able to play video games? If you answered yes to both of these questions, then do I have the game for you: Star Runner.

Their light-hearted advertisement.

Their light-hearted advertisement.

Unfortunately, Star Runner made me realize that there is a definite knack to recreating the Game Boy experience and that the guys at Revolvus do not have it. On the Game Boy you had a directional pad and two buttons to work with to create some fantastic experiences such as Wario Land, Link’s Awakening, and Kirby’s Dream Land. The creators of this game boiled what made the Game Boy great down to something between Tiger Electronics games and playing with a rock.

At the start this game had everything going for it to me: The devs seemed to have a sense of humor in their ad, it was $1, it had a female character, and she had pigtails. (Shut up, it doesn’t take much.) From the description of the game, things sounded like they were going to be great: You run from zombies, you run with parkour ninjas, and you collect pizzas from pizza delivery robots while jumping between planes that are flying in a very unsafe formation. I learned that last bit while attending a school known for its flight program. Hey, how do you know if a student is in aviation? They’ll tell you. (Go UND!)

The game itself is just flat out boring. There is only one thing you can do and that’s jump–jump over obstacles, jump over walls, and jump off the heads of other people. You’d think that with jumping being the only thing you’re able to do in the game, it would be very well refined. Nope. The hit detection when you land on an NPC, something vital to the first third of the game, is so horrible that you will constantly miss and wind up dead very quickly. It’s infuriating when, time after time, you feel as though you should have landed a jump yet wind up as zombie chow.

I tried this game three different times, and every attempt ended in a rage-quit, each caused by frustration at the jumping. My final and most ragey rage-quit happened during the ninja portion of the game. You follow a number of ninjas as they parkour their way over rooftops, timing your jumps with theirs to reach the end of each level. At first this was going better than the zombie area, and I thought that perhaps there was some enjoyment to be found in this title. That feeling faded instantly when I reached a section of the level that was completely obstructed from view, yet I was expected to avoid some obstacle. There was absolutely no way that I could discern when to jump to avoid a death caused by being unable to see my character. At that point it’s not even giving the player a chance, so I turned it off with a huff and promptly deleted the game.

I take it back. Even playing with a rock is more fun than playing this game. At least with a rock you could chuck it at some snobby aviation students.

xboxboxartStar Runner was developed by Revolvus.

At $1, you could buy batteries for your Tiger Electronics game at a discount store.

Cooties: Patient Zero and The Heckler

Sigh.  A few months ago, the much lambasted Silver Dollar Games released their long-awaited, DREAM-BUILD-PLAY winning title One Finger Death Punch onto the market.  Despite being well received by pretty much everyone who played it, it bombed hugely.  And now Silver Dollar is back to throwing out hastily produced mini-games in short order.  This is depressing.   It would be like if Ron Jeremy quit adult films to star in a Martin Scorsese crime epic, winning the critical acclaim and the respect of his peers while sweeping the Academy Awards and the Golden Globes, but the film bombed so it’s back to having bimbos suck him off to make his gas payment.  That’s what this feels like.

I’ve always said that talent is something that can’t be taught.  It’s something you inherently have.   You can improve upon it.  You can nurture it.  But you can’t create it from nothing.  I assure you all, a team that had no talent could not have come up with One Finger Death Punch.  Some people get lucky, but nobody could get that lucky.  Silver Dollar probably wishes they did have that kind of luck.  They’re heartbroken by OFDP’s performance.  I am too, and I barely got to play the game.  Everyone has their theories on why, with the most common explanation being karmic justice.  Look, I get that Silver Dollar is not the most beloved developer, but regardless of your feelings for them, OFDP under-performing is nobody’s victory, and shame of you if you feel that way.

My theory is still that the box art looked too generic, like a bad Last Airbender rip-off.  Allow me to elaborate.  Look at it.

One Finger Death Punch

It’s really good-looking.  Very professional.  A cut above your typical XBLIG release in terms of quality.  But, still kind of generic.  It looks like any other game.  And the art isn’t really representative of the quirky gameplay involving stick-figures pummeling each-other to death.  You would never guess that beautiful box art is connected to this game.

One Finger Death Punch 2

See what I mean?

More over, the box art doesn’t stick out.  Here’s a screenshot of One Finger Death Punch sitting alongside other games released around the same time.

SD2

It blends in.  Gets easily lost in the shuffle.  The box art is good, but it doesn’t do that perfect siren song that lures potential buyers in, even to get a quick sneak peek.  Really, it looks like it could be just any other game.  Now compare it to Learn to Eat, SD’s first post-OFDP rush-job that immediately was a bigger hit despite taking about 1% of the effort OFDP did to create.

SD1

Say what you will about it being lazy or rushed out, but you can’t say it blends in. It sticks out.  People would want to see what that game is.  It’s unfortunate that Silver Dollar wasn’t able to carry that over to their big, award-winning, mega-hyped title.  I truly in my heart of hearts believe that is what cost it sales.

And now, SD is having a sulk and releasing unplayable shit back into the marketplace.  Again, depressing is the word that springs to mind.  I bought two of them.  First up was Cooties: Patient Zero.  It’s a text-based adventure featuring still images instead of static anime screens like a typical game in this genre does on XBLIG.  Here, you’re a loser with touching issues.  Your billionaire father gives you an ultimatum: get laid or get cut off from your inheritance.  Wait, didn’t Chris O’Donnell already make a movie about this?

Look, at the risk of getting quoted (again) in SD’s satirical “Awards” tab they include in games that contains all the hatred and anger they’ve generated from the community, this game really sucks.  And I’m not just saying that because it’s an SD game.  There are dozens of games exactly like this on XBLIG by a variety of developers, and all of them have the same problems.  Firstly, when presented with a multiple choice question for which path you’re taking, it’s impossible to determine which answer is the bad one that will get you killed and which one is the good answer that moves the story along.  In Cooties, three wrong guesses leads to you “getting Cooties” and starting over.  And, by wrong guess, I mean the girl you’re courting physically touches you on the hand.  No, really.

The concept is the guy you're playing has can't stand any female contact. The voice actor playing him seemed miscast. The dude had a deeper voice, sort of like a bad Solid Snake knock-off, instead of a shrill, squeaky, geeky voice that would have been a better fit. But when you rush games out the door like you have a 30 minute delivery or-your-money-back guarantee, I guess casting isn't something you give a lot of thought to.

The concept is the guy you’re playing as can’t stand any female contact. The voice actor playing him seemed miscast. The dude had a deeper voice, sort of like a bad Solid Snake knock-off, instead of a shrill, squeaky, geeky voice that would have been a better fit. But when you rush games out the door like you have a 30 minute delivery or-your-money-back guarantee, I guess casting isn’t something you give a lot of thought to.

So at one point in the game, you end up in a restaurant.  The girl requests that you hand her a menu.  If you do so, you take a hit point because the girl touches you.  Later, she asks to have the salt passed to her.  Doing this does NOT result in a hit point.  Okay, how the fuck does passing a menu (which is typically a large piece of laminated paper) result in any physical contact, but passing a salt shaker, which is, you know, the size a fucking salt shaker, not result in some skin-on-skin contact?  And that’s exactly what I’m talking about.  It’s so random and so illogical that nobody can possibly guess what the correct answer is supposed to be.  All these games have this problem.  I’ve played over ten on XBLIG and not one was exempt.

Cooties: Patient Zero was developed by Silver Dollar Games ($1 said "check points alone might have led to the game getting a very mild recommendation in the making of this review)

Cooties: Patient Zero was developed by Silver Dollar Games ($1 said “checkpoints alone might have led to the game getting a very mild recommendation in the making of this review)

This leads to a bigger problem: no check points.  When you die, you have to start over again.  Only the opening scenes seem to be skippable.  Once you’re past those, you have to sit through the same dialog again and again until you get things right.  There’s no on-screen text here.  All the dialog in Cooties is done via voice acting from two performers that sound so bored that you can practically hear them doze off a few times.  The only thing that ever breaks up the dialog is the occasional quick-time button mashing event.  Ultimately, Cooties is just plain boring, and there is no bigger sin a game can commit.  Yea, it’s also dumb, but endearingly so.  I wanted to see how the story played out, but not so much that I would sit through endless replays of the same dialog until I hit the exact logic-string the developers used.  Beyond that, Cooties is confusing as to what you’re trying to accomplish.  The game encourages you to shack up with a girl, but discourages you from making any contact with them. It seems like a story that had no editing done before it was made.  Given the breakneck speed SD has been putting games out, I’m guessing that is the case.  They’re hardly alone in doing this, but unlike most developers that do, they’ve proven they know how to make really, really good games.  That’s why people like me get frustrated with them.

Every time you heckle, the meter fills up a little bit. If you fill it up all the way, the dude has a nervous breakdown and the game is over. It's so badly done.

Every time you heckle, the meter fills up a little bit. If you fill it up all the way, the dude has a nervous breakdown and the game is over. It’s so badly done.

So then I tried The Heckler, and it turned out to be even worse.  The idea is, a dude is on stage reading poetry and you press A to heckle him.  If you do so too much, you game over.  And that’s really it.  The poetry is hilariously pretentious and the concept of heckling someone vomiting it is solid, but there’s almost no play mechanics here.  I kind of wish there had been.  I was so mesmerized by the over-the-top dialog that I did a play-through without pushing anything, laughing my ass off at it.  But the actual game of heckling but not heckling too much, is dull.  What really sucks is that Silver Dollar provably knows how to make a game with minimalist gameplay be fun, exciting, and engaging.  I certainly wouldn’t expect it from every game of theirs, but they’ve put out three games since September 11, none of which really serve to entertain. They’ve been accused of trolling the marketplace in the past, and stuff like this just fuels that.  Why live down to that?  And why deflect everything with “we’re just having fun” or “we have no experience”.  Which, by the way, that’s tough to use when you’ve made nearly a hundred games and won prize money based on how much potential one had.

The Heckler was developed by Silver Dollar Games ($1 said the game really needed some kind of "throw rotten fruit" mechanic in the making of this review)

The Heckler was developed by Silver Dollar Games ($1 said the game really needed some kind of “throw rotten fruit” mechanic in the making of this review)

Silver Dollar has a reputation of not being open to criticism, and I’m fairly certain they hate my guts, but I do want to offer them this: I never say anything I don’t mean.  If I say you have talent, I would hope that means something.  I’ve reviewed over 400 games since 2011, and I’ve seen what games by people who truly have no talent look like.  You guys don’t fall into that category.  I know it must have been demoralizing to have a game you poured your heart and souls into not be well received on a commercial basis.  But you have something many out there only wish they could have: talent.  People aren’t pissed at you because you’re dumping out games in short order.  If the games were fun, nobody would care.  These games are boring, and that’s what bothers people.  One Finger Death Punch wasn’t a very complex game.  It featured minimalist play mechanics, and it was spectacular.  You guys have an eye for that play style, and this was hardly the only game of yours that was well received.  I’m not saying you should stress yourselves to death like you did with OFDP.  You need to find a healthy balance between having fun and making decent games.  Cooties and Heckler were boring.  That’s what pisses people off.  It feels like you’re not trying.  Be honest with yourselves: you’re really not.  With your amount of talent, the sky is the limit for you.  OFDP didn’t bomb because you tried too hard.  It was just shitty luck.  Don’t let that spoil your talent.  You don’t owe it to us.  You owe it to yourselves.  You can do better.

Though I admit, it does suck that OFDP bombed.  Hell, you would have been better off spending your DREAM-BUILD-PLAY prize money on hiring Patrick Stewart to do the poetry for The Heckler.  That.. that would have been fucking awesome.

New Challenger: Benjamin Maltbie

Hey Reader,

Hey. First off, it’s nice to meet you. My name is Benjamin, and I’m a gamer with bohemian ambitions. I am artsy and/or fartsy. I want to be a writer. Not a celebrated writer or anything like that. I just want to be a guy who writes at least one thing that touches at least one person. At that point, I figure I’m breaking even in the world.

But mostly, I just play games and think about writing. All sorts of games, really. The more retro inspired a game tends to be, the more I seem to be interested. I love the SNES, and I think game design and philosophy peaked somewhere around that era, before veering suddenly into a scary, daunting world of budgets and mass marketing. Fortunately, indie games have rekindled that philosophy.

So here I am, with the intent of finding games that will grip me the way Mega Man or Link to the Past did. Tirelessly hunting for games with story lines as compelling as Final Fantasy Tactics and game play as tight as the Virgin Mary, I solemnly swear to you, my reader, that we will sort through the bad and reclaim gaming’s glory,

But, if you are into all that main stream mumbo jumbo, you can find me writing about that over at Cheat Code Central and God is a Geek, you corporate tool. Or, if you’re particularly in love with me, you can stalk me via a semi-updated list of my hard hitting journalism  and high caliber word stuff  —that has been ruthlessly scattered across the veritable cyber cosmos of these here e-webs— by clicking the following link:

chesu_link

But in all seriousness, I’m psyched to be contributing here at indigamerchick.com . Been following IGC since she started this site, and stood in awe as it grew to have the influence it does. I hope I can bring something worthwhile and unique to the team, and I’m seriously hoping to click with the readership. This site would be nothing without the personality that is Cathy, and the vocal community that supports her. Follow me @benjaminmaltbie and maybe we’ll, I don’t know, play a game or something.

Cosmic Predator

I chose to play Cosmic Predator to end my short-lived SHMUP September.

This shooter follows the traditional SHMUP format: you pilot a ship (or alien being in this case), fire at enemies, upgrade your ship, and either finish the end boss or die in a blaze of glory.

Killing creatures as a creature while in another creature.

Killing creatures as a creature while in another creature.

In Cosmic Predator you are a creature of some kind, hurtling through space as you try to get the Life Stone back to save what’s left of your people (“the last of your people,” another trope of this genre). As a sort of “fuel” game mechanic, while you’re taking down the evil corporation that took the Life Stone, you are constantly bleeding or something because in order to stay alive you not only need to dodge bullets and scenery, but also drink the blood of your enemies. If your health bar empties completely, your little dude passes out and dies, left floating alone in the cold darkness of space.

The other twist in this game is that upgrades happen at the end of each mission; you get to choose from regular bonuses such as a ball of protection that hovers around you or a powered up shot that is rather self-explanatory. You cannot alter these upgrades one you have selected them, so your decisions will affect gameplay in later stages. There isn’t anything that will outright ruin the experience, though some areas would be easier depending on which upgrade you pick. One of the best quality of life improvements is an upgrade that pulls the blood of enemies you kill to you rather than making you chase it down. When this is your main way to keep being not dead, this is huge.

One major downside to the game as a whole is that there is no native controller support. The keyboard works okay, but until this I hadn’t played a full-fledged game without a controller, unless it was a first-person shooter, in ages; it felt odd to not have this as a built-in option in this day and age. I talked to a friend about this game, and the instant I mentioned the controller thing, he lost his interest in playing.

The game is funny if you look for it.

The game is funny if you look for it.

There are times, particularly during boss fights, when you know that there is no way to defeat a boss before your health bar fades into nothingness and you’re helpless to prevent this. It’s frustrating because the action moves fast enough to where you don’t watch your health meter all that closely and your character stops responding to your movements because he died at some point. Some additional enemies to refill the health meter would be an amazing improvement.

Spoiler alert?

Spoiler alert?

On the positive side, you don’t have a limited number of lives; you can keep going to your heart’s content. Stages are broken up into sections, so if you die you don’t have to go all that far back to reach where you were. On the harder difficulties you will die a lot. In the later parts of the game you’ll find some good humor here and there on the evil corporation’s signs.

The game isn’t bad, really, but it doesn’t make me want to go back for more. There’s nothing groundbreaking here, but fans of the genre will likely have fun with this title.

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Cosmic Predator was developed by Steel River Games.

For a mere $4 you can help save your people by shooting energy weapons out of your nethers.

Arcadecraft (Second Chance with the Chick)

Arcadecraft has been updated three times since I last played it back in February.  Not only have a few bugs been squashed, but a lot of content has been added.  The length of the game has been extended by a full in-game year, with new machines being released during the course of it.  To give the game a more authentic arcade feel, different machine types have been added, including 2-player upright games, pinball machines, more cocktail tables, and more options to dress up your arcade.  Gameplay mechanics have been cleaned up as well, including the problematic hooligan, who is now easier to deal with.  The power doesn’t go out as much, and coin doors don’t jam as much.  Because the busy-work has been significantly toned down, Arcadecraft feels less like one of those plate-spinning things carnies do and more like an actual, professional sim game.

My arcade was never this organized. Nowhere near as bad as my Sim Cities were, but still..

My arcade was never this organized. Nowhere near as bad as my Sim Cities were, but still..

Which is not to say the game’s shelf-life is that much longer.  When Arcadecraft is done, it’s done. There isn’t a whole lot more you can do once you’ve run out the clock.  Replay value is lacking sorely.  Unless the developers could come up with scenario-style missions and side-quests, Arcadecraft probably won’t be the type of game you go back to again and again.  It also still gets off to too slow a start, though this can be negated if you have Firebase’s other game, Orbitron, or Bad Caterpillar by Kris Steele.  If you do, you can unlock cabinets for those games in Arcadecraft.  Games that you can bump up to 50 cents and push the difficulty to hard without them taking a hit.  Arcadecraft was a bit too easy to begin with.  I can’t believe I’m saying this, given that the Bad Caterpillar cabinet has what I think is a shout-out to me in it (or possibly Donna Bailey, but the narcissist in me thinks it’s me), but avoid those two cabinets if you’re looking for a challenge.

A game set in the 1980s has characters using the word "retro". That somehow seems wrong.

A game set in the 1980s has characters using the word “retro”. That somehow seems wrong.

Despite the lack of difficulty, I love Arcadecraft.  Love it.  It no longer feels like it’s in the Beta stage of development.  Arcadecraft is now a fully realized, glorious game.  It’s one of the ten best Xbox Live Indie Games ever made.  By all rights, this should be the next big simulation mega-franchise.  Unfortunately, Firebase has no plans to put Arcadecraft on PC.  Well, I simply cannot accept that.  So I propose that fans of this game line up in single file to set themselves on fire in protest of that.  Their charred remains are on your head, Firebase.  We’ll go in alphabetical order by surname.  I’ve never been happier that my real name is Cathy Zykozawitz.

xboxboxartArcadecraft was developed by Firebase Industries

IGC_Approved$1 (originally $3) have no idea how you would pronounce that in the making of this review.

Arcadecraft is Chick-Approved and ranked on the Indie Gamer Chick Leaderboard.

Power-Up

The timing on being asked to look over this game was impeccable as I recently watched the movie “100 Yen: The Japanese Arcade Experience” which featured a section on the classic Japanese bullet hell shooters. I have had a craving to play one ever since, and Power-Up helped fill that need.

Powerup1
Power-Up is a throwback to the classic space shoot ‘em ups of yesterday such as R-Type and Gradius. There are aliens, upgrades to your ships or weapons, and bullets galore to dodge. It’s a tried and true formula and a general description of most of these games that have come out over the past thirty years.

In Power-Up there are five weapon types that you can select at any time: straight ahead, straight back, straight up/down, a forward spread, and a plasma weapon that… does something? I’ll get back to that in a moment. Each weapon can be “powered-up” to give it an incremental boost from items that fly onto the screen as is tradition. From what I could tell, for the most part, these upgrades only increase the rate of fire and lengthen the beam for each shot. If weapons actually do increase in strength it was a small enough increase that they never felt stronger to me. Enemies appeared to take just as long to kill as with “weaker” weapons. The upgrades you collect also don’t appear to be based on anything such as killing a particular enemy; they appear on a set schedule. It took me a number of plays to realize this: “What did I just do to make the bonus points appear? Did I kill something to spawn that power-up?”

Although there are five weapons, you really only need two of them to advance far into the game: the forward spread and the reverse laser. I was able to cheese my way easily through the first three chapters by upgrading my spread weapon before I touched the reverse-firing weapon. It wasn’t until chapter 4, and those little assholes running around on the ground shooting at me, that I needed to work on the up/down-firing weapons. I felt severely outgunned when trying to play with only the single forward shot, and even worse, I never quite figured out what the plasma weapon was supposed to be good for. Its firing range is extremely short so you have to get very close to enemies to be able to use it. I thought perhaps it would deflect bullets like one of the weapons in the classic game 1942 but nope. It felt useless except to fill my screen with a pretty purple.

Purple lasers of ???

Purple lasers of ???

One final problem with the weapons: the fully-charged shots all make the outside of the screen glow white when fired — the faster the shot, the more intense the flashing. I could usually ignore it under normal conditions, but when I was playing while tired one night, the flashing really got to me to the point that I had to turn off the game.

The story isn’t going to win the award for the next Lord of the Rings (that’s an award, right?), but it feels like a classic shooter tale. You’re one of the last humans alive, trying to destroy the people who destroyed Earth. The pilot is a bit easy to rile up and gets himself into trouble. It’s amusing listening to the pilot talk with his computer AI as they determine what to do next.

You don’t have access to a high score list like I would have hoped. The game keeps track of your high score, but the only time you ever get to see it is when you lose all of your lives. It would be nice either to see this score on the title screen or to be able to see a list of them somewhere.

This is beginning to sound like a long gripe-fest but to be honest, I had fun playing this game and it’s a good piece of work for a one-person entry. There are a number of things I feel could be improved upon, but it’s a good value for the price and there is plenty of fun to be had. None of the issues I describe above really make the game bad in any sense. If you’re a fan of shoot ‘em ups, definitely give this one a try.

xboxboxartPower-Up was developed by Psychotic Software.

IGTlogo-01For $1 you, too, can shit yourself when the logo appears at the launch of the game.

Power-Up has earned has been awarded the Indie Gamer Team Seal of Approval by Miko. Leaderboards for Indie Game Team are coming soon.