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.

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.

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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Nostalgia Gone Mild

I’m not going to try to force my anti-retro-gaming stance onto anyone.  I’ve had long, drawn out arguments with people I consider my friends on this issue.  I simply think playing old games I’ve already beaten is a waste of my time.  Others are content to beat Chrono Trigger for the third time this year, turning their nose up at our modern, newfangled stuff like Mass Effect 3.  “Psssh, new stuff.  That’s so gay.”

We’ll never see eye-to-eye on this issue, but I think I found something we can all agree on: re-releasing mediocre games that weren’t all that great to begin with is not an event.  Apparently, it is to Sony.  They’re in the middle of their “Spring Fever” promotion on PlayStation Network.  It began this week with Journey and will apparently end in two weeks with Closure, an award-winning indie game.  Yep, this promotion is only three fucking games.  And what is the middle game?  Rayman 3.

Wow.

Really, Rayman 3 is apparently so special now that it’s release is part of an exclusive promotion that lasts a whopping three weeks.  Rayman 3 is.  Ray fucking Man fucking 3.  It’s not even going to be exclusive to their system!  It’s being ported to XBLA as well.

Party like it's 2003! Let's all drink Red Bull and bitch about gas prices!

I know there are a ton of Rayman fans out there, but really, this is a mascot more committee designed and soulless than Sonic the Hedgehog.  Sure, he’s got a better track record in recent times than the overrated Erinaceinae, but it’s not like it’s an iconic character or anything.  I would wager a guess that it’s barely more recognizable among causal gamers and non-gamers than a second-string Pokemon.  My boyfriend Brian is a semi-regular gamer, in the sense that he plays major releases like Gears of War and Mass Effect, and he couldn’t have picked Rayman out of a lineup before he was introduced to the series with Rayman Origins courtesy of me.

But why is Rayman 3 special?  Look, I like the series.  Rayman 2 was one of my favorite Dreamcast games as a kid.  But the game has been ported and re-released so many times to so many platforms that I get nauseated hearing about it.  And now, Rayman 3, a game nearly ten years old, getting a modern port is apparently a special event.  Rayman 3 was kind of the jump-the-shark moment in the series for me.  Well, Raving Rabbids on the Wii not withstanding.  It was just a rehash.  Like Ubisoft lucked into making something that was a borderline masterpiece in Rayman 2, decided not to fuck with the formula, and shot anyone who had an original idea.  Oh, and it was one of the first games that kicked off the idea of sequels having less content than the original.  In this case, the cool projectile attacks of #2 were replaced by, well, nothing.

I was 13 when Rayman 3 came out, so I get it.  It’s been a long time and there’s a whole world full of fresh-faced kids who will experience Rayman 3 for the first time.  It’s the same reason fanboys should lay off Nintendo for porting Ocarina of Time and Star Fox to the 3DS.  You’re not the target audience and neither am I.  Having said that, I can kind of see why the Nintendo ports would be an event.  Zelda especially.  It’s considered one of the greatest games of all time.  But Rayman 3?  Or how about Marvel vs. Capcom 2?  Microsoft did that as part of the Summer of Arcade promotion a few years back.  These aren’t even B-Lister games.

This shit along with the Smash Brothers series proves at least one thing: nerds will pay for anything that brings their wettest fan-fiction dreams to life.

As much as I loathed the Simpsons Arcade Game, at least all parties involved had the decency to just quietly put it out on the market with as little warning as possible.  The same goes for the Chronicles of Riddick rehash, Assault on Dark Athena.  It’s a prime example of how retro re-releases should work: the developers don’t talk about it and consumers do not buy it.  What a re-release shouldn’t be is a featured game in an event designed to draw attention to a platform.  Way to go Sony, you fucked up yet another event.  You did it last summer when you included Street Fighter III, a game nobody asked for a port of, as part of your horrible Play event.  And you’ve done it again here with Rayman 3, another game nobody asked for.  I look forward to the next Sony event to find out what game nobody gives a shit about will be the next game elevated to super-special status and promoted.  And by promoted, I mean Sony mentions it on their Facebook page.  Really, they don’t pimp these things too hard, do they?  Come on guys, you’re fucking Sony.  At least pay someone somewhere to talk about your shit, even if it’s just a town crier.

Sadly, Closure will not be reviewed by me.  I checked out the trailer with Brian.  Lots of strobey lightning effects.  Me is a sad kitten 😦

Introducing “Kairi Katch-Up Thursdays”

Today I noticed that my Xbox’s hard drive was filling up.  Given my tendency to not replay games, I decided it was time to purge some digital shit.  So I began the process of clearing stuff when I realized that I had more Xbox Live Indie Games than I have reviews.  Like, a lot more.  I’ve done 168 XBLIG reviews, but I’ve got around 260 games on my hard drive.  How did this happen?

Then my loving boyfriend reminded me that I bought around $100 worth of XBLIG games when I started IndieGamerChick in July.  We spent a few days just watching trailers for XBLIGs on Youtube and purchasing the games.  The thing is, I figured nobody would read me, so I wouldn’t have to worry about sticking to new releases.  I mean, who knew that anyone would actually read this shit?  Besides, I’ve gotten bored with every other would-be hobby I’ve been trying to find since I turned 18.  Why would this be any different?  A week or two tops and I would be looking into something else, like Etch-a-Sketch, or paragliding.  Or Etch-a-Gliding, which I invented just now and it totally fucking rocks.

Well, obviously I’m here to stay.  And that’s all well and good, but I’m also a penny-pinching tightwad, and the thought that I downloaded nearly 100 games that I haven’t played made me sick to my stomach.  So what do I do with them?  Well, I’ll review them, exactly the same as I’ve done with 168 other games.  But I’ll let YOU guys decide what order I review them in, and include YOUR comments in the reviews.  Who knows, if the feature works, I’ll probably add some other games to the queue.

Below is a list of the games that I have that I haven’t reviewed.  Now, I have played some of the games, and I’ll make a note if that’s the case.  It doesn’t mean I won’t review them.  It just means the game isn’t fresh for me.  Others might be off-limits due to my epilepsy.  Again, I’ll note it if that’s the case.  The selection of the game will not be based on total votes, but rather which game receives the most convincing endorsement.  Voting will take place on Twitter all week, every week, with the selection taking place on Wednesdays and the review going up on Thursday.  Or possibly on Fridays if I’m lazy.

And to celebrate the launch of this feature, I’ll be giving away a 1600 Microsoft Points code on April 5 to one lucky person who participates via voting.  Vote early and vote often, but you’re limited to one entry per week.  The code is only valid in the United States.  If you’re not an American, you can still participate, but I can’t provide you with a replacement prize.  Make sure you follow me on Twitter so that I can provide you with the winning prize code.  Ah, see what I did there?  This is also a way to get new followers on Twitter.  Sneaky.  I should work in a way to get you to follow me on Facebook too.

Here are the games.  This page will be updated as games are reviewed, or new games added.  Kairi Katch-Up Thursdays officially starts on March 15.  So start voting now!

Remaining Games

360 Mega Pack HD Remix

A Madman’s Guide to Happiness

a Voxel Action (I did start playing it but its likely an epilepsy risk)

Adventures of Captain Becky

Aesop’s Garden

Alawishus Pixel

Along Came a Spider

Arkedo Series 01: JUMP! (I started playing it and just never got back to it.  If I do this series it will be a 3 in 1)

Arkedo Series 02: SWAP!

Arkedo Series 03: PIXEL!

Attanck!

Avatar Crate Crusaders

Avatar Pinball

Baby Maker Extreme

Being

Bigger And/Or Better

Block Jump

Bloody Checkers

Bloom*Block

Bloop!

Bonded Realities

CarneyVale Showtime

Cave In – Miner Rescue Team

Choc-a-riffic (I’m saving this one for Easter so it’s off-limits)

Crazy Wizard in Creepy Castle

Curse of the Crescent Isle

Cursed Loot

Cutouts!

Dark (By far, by far, the worst offender of the “Google Rule” I’ve seen so far)

End of Days: Infected vs Mercs

Escape From Robot Doom (Played it for about 10 minutes, maybe the worst game I’ve ever played in my life, not an exaggeration, couldn’t get past first stage, worst controls ever)

FortressCraft

Fruit Bash

Gerbil Physics

Gerbil Physics 2

Googly Eyed Splitters

GrappleBoy

Green Island

GreenTech+

Hack This Game 2

Halfbrick Echoes

Hoardzz

Inertia!

Jump’n Bounce

Kaleidoscope

Lil’ Demons: Splatter (This was recommended to me when I bitched about lack of good first-person shooters on XBLIG.  Played it for 10 minutes, hated it, forgot about it)

Mirror

Monsters (Probably) Stole My Princess

Ninja vs. Zombie

Old School Adventure

Ophidian Wars: Opac’s Journey

Penga’s Peril

radiangames JoyJoy (probably a huge epilepsy risk)

Refractor

Skwug

Snake Death

Sol Intelligence

Solar

Solar 2

Solve It: Pack 1

Soul

Techno Kitten Adventure (almost certain seizure risk)

The Fall of the Gods (I started playing it, put a couple of hours into it, and got bored stiff.  Terrible game)

The Impossible Game

The Impossible Game Level Pack (I would do this as a two-in-one, and maybe do the iOS version as well)

This is Hard

TransSubversion (Brian picked this one out, I found the controls unworkable and quit)

Trapped

Treasure Treasure: FFEE

Ultraviolet

Ura Kaiten Patissier

Vexis

What The?!

Your Doodles Are Bugged!

Zombie Slaughter Is Fun (Played it, hated it, just another I Made a Game with Zombies wanna be)

まもって騎士 (Protect Me Knight, which I played but not multiplayer, never got around to writing the review)

コロンでジャンプ (Jump in the Colon, odd name, but it’s the Japanese so what do you expect?)

Reviewed

Week One: Lumi

Week Two: Decay Parts 1 – 4

Week Three: Breath of Death VII and Cthulhu Saves the World

Let’s Do Launch! I’ll Have a Grilled Cheese with Vel-Vita

Yea, sorry.  “Living La Vita Loca” was used by just about anyone that’s even thought of video games.

I actually got my Vita for Christmas. It was a neat surprise from my Daddy, which was cool and proves why he totally rocks. Of course, I only had Little Deviants to play around with, and while it was a little fun (and hugely annoying in some ways), it was just a glorified tech demo. Those aren’t exactly famous for their staying power. By December 26, the novelty of having a Vita two months early had officially worn off and it joined my 3DS on the shelf to collect dust. It was either that or look around for smiley faces to take pictures of. Um, yea, no. Dust works.

Well, you guys have had Vita for a few days now, and I’ve been getting requests to “go all Indie Gamer Chick” on it. You know, I resent the idea that I’m some kind of assassin for hire. You guys are big boys. You can fight your own fights. Besides, I don’t hate the Vita. Yet. You see, I’m willing to give it time. Why? Because there’s only three true certainties in life: death, taxes, and hand-held gaming consoles having shitty launches.

Let’s look back to the original Game Boy, which came out very shortly after I was born. At the risk of ruining my credibility here (no shouts of “too late” from the peanut gallery please, thanks), I never played the original Game Boy. Never. Not once. I’m talking about the original model of it, because I caught the Pokemon craze like everyone else who was nine-years-old in 1998. By then, I had got the Game Boy Pocket, and shortly thereafter, the Game Boy Color.

But, in retrospect, I didn’t miss much. The launch lineup for the Game Boy looks a bit abysmal. Sure, it had an iconic pack-in in the form of Tetris. But it also had some pretty craptacular secondary titles. Being the serious journalist I am (and no, I couldn’t even type that with a straight face), I bought them on the 3DS Virtual Console. Baseball, Alleyway, and Tennis. Wow, dynamite launch lineup. And of course, there’s the original Super Mario Land. Which is, sorry to you Nintendo fanboys out there, one seriously fucking terrible game. It’s glitchy, Mario is like three pixels tall, it’s glitchy, the enemies all look stupid, it’s glitchy, there’s horizontal space-shooter levels and oh God why is THIS considered a classic? You guys back then had no taste at all.

But I do have a point to go with this. Things got better. Once a developer gets past the learning curve, good stuff starts to happen. Look at the gigantic leap Super Mario Land made to become Super Mario Land 2.

You don’t need to go back to a period when your friendly neighborhood Indie Gamer Chick was still vulnerable to coat hangers for examples either. Sony’s history with the portable market is shaky at best. The PSP, while simply incredible to look at when it came out, had a pretty underwhelming launch lineup. Sure, Luminies was cool, but does anyone look back fondly on their time spent playing Untold Legends? Metal Gear Acid? Ape Escape on the Loose? Of course not. Nintendo DS was the same way. In fact, it was so bad that people instantly wrote off the machine as the second coming of Virtual Boy. Among the “highlights” was an unplayable port of Mario 64 and a seriously lousy tech demo by Sega themed around fucking called “Feel the Magic.”

But things got better. The PSP and especially the Nintendo DS became two of my favorite consoles of all time. It just takes a while for developers to get the hang of a system. In fact, that’s true these days of most consoles. I don’t think I would have trouble finding people to agree with me that the Xbox 360 and the PS3 both got off to a shaky start. I can’t even remember any launch titles for the PlayStation 3. I even forgot about Resistance. It just wasn’t that memorable. For the Xbox 360, all I remember is how disappointed I was in Perfect Dark Zero, and that I spent most of the first week I had with it playing Hexic.

The Vita is too new to write off. I’m not being an apologist for it. I’m just trying to keep it real. Yea, it bombed in Japan, but I think that has more to do with the mentality of gaming having changed so drastically. No matter how much it pains hardcore video game players to hear this, portable gaming is now tied to phones. iPhone moves hundreds of millions of games yearly. Hell, it’s damn near billions. When I point that out to your traditional, old-school, crotchety old gamer, it usually results in a cringe followed by some half-assed attempt at damage control usually discounting it as not being relevant. They’ll say it doesn’t count because phones are for “casual games.” What does that even mean?

Hardcore gamers, who usually also pride themselves on being Retro gamers, want to have their cake and eat it too. They want to talk about the good old days when a quarter bought you three minutes on Defender, but then immediately discount that $1 on your iPhone buys you a game like Cut the Rope, because that’s a “casual” game. I don’t get it. When old farts reminisce with me about the glory days of arcades, they speak with a tremble in their voice and a glimmer in their eyes as they describe rows of games, all unique, accessible to everyone, and cheap to play. Geez, that sounds kind of familiar.

Perhaps we’ve come full circle and the long-time gaming populace doesn’t realize it. I never got to experience a smokey arcade full of class-cutters and mohawk-wearing juvenile delinquents. My gaming life began just as the arcades were dying off. But with iPhone, I think I can kind of imagine the sense of awe players felt in the golden age of the arcade. I think that’s true of many gamers my age. Whether we realize it or not, phones are our arcade. And they’ve changed what we expect a portable gaming device to be. When you can have the gaming version of the Library of Alexandria on you phone, with games costing $1 or less, it’s hard to justify paying $300 for a dedicated console that tries to bring console-quality titles but will inevitably come up short.

The sun is setting on the era of the dedicated portable gaming device. Given its luke-warm reception, I think it’s a safe bet that the Vita will close the book on Sony’s journey in portable gaming. Nintendo will probably stick it out at least one generation longer, if only to triumphantly hold up the dismembered head of Sony much like they did with Sega, NEC, SNK, Bandai, Nokia, and nameless others. But that doesn’t make the Vita a bad console. Yea, the camera is shit, and the much trumpeted OLED display already looks dull in comparison to iPhone’s. You know what? Who cares? I like games, and I like Sony’s brand of games. So in the long run, I’ll probably like the Vita. Plus I’m sure it will be good for a few laughs when professional asshat Jack Tretton takes the floor at E3 next year to announce the next model has a completely unique glasses-free 3D display unlike anything ever done by anyone ever, for real, fingers in ears, la la la la la, we’re not crazy.

We don’t know what you guys are talking about. 3D was totally our idea. Nothing like it out there.

The Lost Indies in Due Time

Indies in Due Time is coming back this week.  There hasn’t been a new installment since October, and the reason for that is we haven’t had enough developers send us trailers for the feature.  In the four months since it went MIA, I’ve had dozens of requests to bring it back, but when the time comes to actually work on it, nobody sends me their trailers.  Apathy gets you nowhere.

Oh, and there was that time those one guys sent me a bogus cease-and-desist order over one installment of Indies in Due Time because I pointed out that their game was kinda close to another game and the fonts were very similar to a registered trademark of a highly litigious entertainment company and they got bad advice from someone with a vendetta against me who figured they could bully me off the Indie scene so that their site would reap all the kudos in for eliminating the threat of me or some such delusional nonsense, but that’s neither here nor there.

Well, the feature is coming back.  I’m opening it up to Indie games across all platforms.  I define “indie” as a game developed by a smaller, self-funded (or angel-investor supported) studio.  If that includes you and you develop for Xbox Live Indie Games, iOS, Androids, or PCs, I’ll take your trailer.  If you need a reminder of what Indies in Due Time is like, what follows is the “lost episode” that we got halfway through way back in October.  We simply ran out of trailers.  In general, Brian and I prefer a minimum of five.  We’re willing to bring this back as a once-a-week feature, but we need you, the development community, to be active in it.  If necessary, coordinate together.

Expect it to return sometime this week.  Until then, enjoy this lost episode.  Yes, one of these games is already out.  What can I say, I hate for any of my writing to go to waste.

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The Cusp: 2011 Indie Summer Uprising Retrospective

The Cusp is a monthly highlighting of three Xbox Live Indie Games that came up just short of the leaderboard here at Indie Gamer Chick.

Way back in August, the 2011 Indie Summer Uprising launched ten games as part of a promotion to bring more attention to Xbox Live Indie Games.  The results were a bit of a mixed bag.  Of the ten games, only one landed a spot on my leaderboard.  That’s at a time when I was still new to the scene and the leaderboard was primed for the taking.  The truth was, I thought some degree of quality control was going to be involved in the selection process.  Instead, games were selected on the basis of variety.  Bad move.  Some of the games were truly horrible, especially the title selected to kick off the event: Raventhorne.  A few others were solid in their concept, but deeply flawed in execution, like T.E.C. 3001 and SpeedRunner HD.

Ultimately, despite receiving attention from lots of mainstream gaming outlets, the promotion was a bit of a bust.  That’s a shame, because I owe the initial growth of my site in part to my participation in the event.  Interviewing developers gave me a crash course on the XBLIG scene.  But once the games started hitting, in the words of Cute Things Dying Violently developer Alex Jordan, I started assassinating them one by one.  It wasn’t for the sake of being spiteful.  I truly felt the quality of the games failed to match the amount of hype the event was given.

Despite that, there were some pretty good games in the mix.  Although only one made the leaderboard, three other games were up for consideration.  This month, the Cusp honors those games.  But first, I’ve got some comments from the two guys who organized the event: Dave Voyles and Kris Steele.

What does Dave Voyles (one of the founders of Armless Octopus) have to say?

The Summer Uprising may not have had the best games ever featured on the marketplace, but it certainly contained a collection of some of the most diverse. We had something for everyone in there, from a hack-and-slash all the way to a train simulator. The brief organization period which drove rushed development schedules didn’t help the cause either, but I’m confident that we put together a solid package. Some of the developers didn’t put their strongest foot forward, but I believe have since released games which trumped their prior attempts.

Chester was my favorite Uprising title.

I really don’t know if there will ever be another uprising again. I know the community is stronger than ever, but it’s difficult to promote games when they continue to be buried among a poorly organized and support marketplace. I’d like to see the ability to sort by genre, in addition to linking a developer’s other titles when you select their newest one in the marketplace before we begin to organize another one.

As a whole, the Summer Uprising games sold a decent number, but nowhere near what I was expecting, in relation to the amount of press coverage we were receiving. I don’t think the $3 price point helped any of the sales out, but all of the Uprising games have dropped to $1 since, and seen increased sales.

The future of XNA is shaky at best, as we have yet to hear word as to how it will be supported in the next generation of consoles, and we know that XNA created applications will not supported in the new Windows 8 app store. Perhaps if we were more informed, or had a means to speak with Microsoft in a more direct manner, either through a controlled forum or community manager, then I believe we could see the XBLIG marketplace receive the attention it deserves.

I’ll illustrate all of this and more next month at GDC, where I’ll be speaking on behalf of everyone involved in the Summer Uprising in a 60 minute speech.

What does Kris Steele (developer of VolChaos) have to say?

I never expected to receive the kind of attention from developers and the media that we did when we set out to create the Summer Uprising. We quickly had 50+ developers wanting to be included in the promotion and got a ton of press coverage even months before any of the games were released. So much went right in terms of getting developers on board and getting the word out to consumers through the press.

Unfortunately all the press coverage didn’t translate well into downloads of the games themselves. Some out there were critical of the selection of games (like Kairi) and blamed that for the poor downloads but I’ve never believed that to be the case. If it were, you would have seen higher downloads (at least for the first couple games released) and low sales conversion rates. Right from the get-go, downloads were not high. And while not everyone liked all the games, they were all of higher quality that the average XBLIG title.

VolChaos wasn’t finished in time for the Uprising, but it was certainly crappy enough to fit right in.  Sorry, Kris, couldn’t resist.

The Microsoft dash promotion was the only aspect of the Summer Uprising that really seemed to drive additional sales but the overall numbers weren’t huge. It was nice to see Microsoft take notice of the Indie Game channel for once. Perhaps too little, too late though.

I certainly learned new things about marketing throughout this process and learned I severally underestimated the time involvement of running a promotion like this. I highly doubt I will be able to devote this kind of time to another promotion nor will I have my own game to include. In terms of Xbox Live Indie Games, it really only reinforced opinions of the service I already had, perhaps the biggest one being that gamers might take interest online but they don’t often make it to the Xbox to try the games themselves. This makes me sad because XBLIG has a lot of quality games but finding the service isn’t always easy and finding the good games within it is even more difficult. I wish this was something I saw improving but XBLIG today is more buried than it was this past summer.

If another Uprising is to ever occur, one or more people need to step up and take charge. It’s easy to talk about ideas that would be cool but there needs to be someone pushing things forward. I worry that developer interest would not be as high as it was last time though. It’s not a big secret the Uprising sales were disappointing and many developers have fled XBLIG for greener pastures. For all the complaints about the quality of the Summer Uprising games, it would be hard to top the recent selection of titles given that so many developers are looking elsewhere now. That’s not a failing of the Uprising itself but rather Microsoft neglecting and burying the XBLIG service to a point where very few serious developers can be financially prosperous.

And now, for the games.

Cute Things Dying Violently

Reviewed by the Chick on August 24, 2011

What went right?  Some clever physics-based puzzles were married with over-the-top violence to create the best-selling title of the Uprising.

What went wrong?  I’ve always felt that puzzle games are better suiting for smaller gaming sessions on portable devices.  Extending playing sessions of any puzzle game on a television usually lead to me getting bored quickly.  There were also some issues with aiming that have since been patched up.

What does developer Apathy Works have to say?

If you asked me a year ago, “Will Cute Things Dying Violently become an important touchstone in your life?” I would’ve agreed wholeheartedly. Today, I still agree wholeheartedly. Although CTDV doesn’t mean what I thought it would when I kicked off development back in June 2010, the emerging answer is an order of magnitude more revealing.

Back in 2010, I thought I had XBLIG by the balls. I’d been watching it intently, noting what games succeeded, noting what games failed, and I used that knowledge to formulate a game idea that would be in line with the market’s interests (small, funny, quirky) while also being something that I would enjoy making.On top of that, I had a name in mind that was about as subtle as a frying pan to the face. I thought I was going to kick ass and take names. Realistically: 10,000 copies to be sold, easily. Optimistically: 100,000 copies! Next stop, Newt Gingrich’s moon base!

What happened next is instructive. CTDV took 14 months to develop (10 months longer than I expected), hitched a ride on the Indie Games Summer Uprising, reaped all the good press that the Uprising afforded, and landed with good to great reviews. It sold 10,000 copies in less than a month and hit 21,000 copies sold in less than six. Hell, even Kairi managed to not hate it outright, although that might be because she thought I didn’t have a Fainting Couch nearby and was afraid I’d hurt myself when exposed to her vitriol. (It’s like opening the Ark of the Covenant.)

Soon to be a major motion picture by Pixar.

CTDV wasn’t life-altering moment, of course. It didn’t become the next XBLIG darling… not even close… and I didn’t make enough off of it to quit my day job. Hell, I didn’t even make enough off of it to live in a shack outside of Bumfuckleton, Iowa (founded in 1878). 70 cents per purchase (before taxes) doesn’t get you very far in this world. I never truly thought my moment in the sun would come, but hey, who doesn’t entertain that notion every now and then?

But as I said earlier, the experience was instructive. CTDV was a good game that could’ve been better. It needed and still does need a lot of work, especially its graphics. Sales were great on XBLIG, everything considering, but I can always do better. And that’s why CTDV is so revealing, and why it’s an important touchstone in my life. And, dare I say, a lesson for just about anyone out there: life is a work in progress. You can always do better, there’s always so much more to achieve, and get-rich-quick options are few to nonexistent. Just because you didn’t make your pie-in-the-sky expectations doesn’t mean the journey was wonderful and valuable.

Which it was, of course: the best side effect of developing CTDV was how it brought me closer to so many interesting, talented people. Fellow developers, gaming journalists, ardent fans, supportive friends… for me, creating games would be only a fraction as fun as it is without the pleasure of knowing and interacting with these people.

I’m not done yet, not by a long shot. CTDV is on its way to PC, I’m entertaining the idea of porting it to mobile devices (if only to get everyone to shut up for three seconds), and there will almost definitely be a CTDV2. With some elbow grease and a little bit of luck, I’ll do a bit better next time, and a bit better the time after that. Hey, that’s life, right?

Oh, and buy my game, dammit!

Doom & Destiny

Reviewed by the Chick on August 30, 2011

What went right? Doom & Destiny made good use of its RPG Maker license to create a genuinely funny JRPG experience.

What went wrong?  If you’ve ever played any RPG Maker title, there are no surprises here.  Basic, generic gameplay and a complete lack of plot.

What does developer HeartBit Interactive have to say?

It took more than one year for Doom & Destiny to become what it is now and we are proud of every character, map, dialogue line and misspelling in it. We don’t care if it’s not in the top 10 of XBLIG, that’s the place for mincraft clones with busty zombie in it. We don’t really look down on the Marketplace, but it’s clearly rewarding low-level marketing rather than quality.

But most of all, we are proud of our fans! Their support and enthusiasm keep us releasing updates with new content, bug fixes and hopefully less misspellings.

Our dedication to the game was the main reason why we did not lower the price to 80 MSP. We believe in the quality of our product and we don’t want to undervalue it with the minimal price tag, just to lure some cheap consumer.

We are just two joyfull nerds wanting to make videogames we would like to play.

No compromise!

Well maybe a few… given we are just two guys with limited resources.

We dream of making bigger games, we dream of expanding our team with talented artists and musicians, we dream to become famous, rich and conquer the Ultraworld… No wait, that’s the dream of the villain in Doom & Destiny.

Right now we are still working on another Doom & Destiny update, the third big one in a few months.

Fans want a ship, a zeppelin and a new continent to explore and we are gonna give them just that!

The WP7 and PC versions are coming soon and we hope to join all the other indie games on Steam and various indie bundles (and make more Golds).

We are also helping a duo of friends into creating a spy themed inspired puzzle game for XBLIG, WP7 and PC.

Last but not least, we are, drum roll, working on a Doom & Destiny sequel!

We just need a 60 hours day long to accomplish all our goals and we are done!

Take Arms

Reviewed by the Chick on September 5, 2011

What went right?  An awesome 2D online shooter that features a variety of maps, character types, and objectives.  Take Arms came the closest of any game in the Uprising to making my leaderboard.  Well, besides Chester, which did make it on.

What went wrong?  The game’s fun is so tied to online play that it makes it a risky investment.

What does developer Discord Games have to say?

Creating our debut title Take Arms was a true labor of love. It was a culmination of almost 5 years of partnership between Tim Dodd and I. We went through failure after failure, with some projects never even getting off the ground. Our ideas were just simply way beyond our reach. We would get a few months into a project, and either reach a challenge we couldn’t achieve technically, or crush ourselves under the weight of a flawed design we just kept throwing more at to make it fun. Our dream games turned out to be just that: dreams. As time wore on, we knew that something had to give. Either we were going to throw in the towel, or figure out some way to actually get a game made.

 

As a last-ditch effort, we decided to make the “simplest” game we possibly could that still caught our interest and did something different. We started with just the idea of a 2D version of Battlefield for XBLIG, and the design quickly evolved from there. We finally started to learn from our failures, and focused on getting the core gameplay working quickly to make sure it was fun. Simultaneously, we worked on the design and were consistently cutting fluff and keeping it as lean as possible. After getting a playable prototype and finalizing the design document, we spent the next 18 months working tirelessly on just that. We very rarely strayed from the document and only added details, not features. It’s awesome when people take notice of small things such as the camera zooming out when you crouch for increased visibility. If you can nail good core gameplay, everything else is just in the details.

As we wrote in the post-mortem and other places, doing a multiplayer based game for Xbox was very difficult due to a variety of factors. That combined with the incredibly flawed launch, the over-inflated expectations of sales and market size, and the total lack of traction pretty much just devastated us both. Tim decided to call it quits to focus on other stuff and I started looking into mobile development to keep the studio alive. I don’t think either of us found what we were looking for, and after the New Year we slowly began talks of a new game. It started as an idea I had for a mobile game, but it continued to evolve as we threw ideas back and forth. After we were comfortable with the concept, we approached Take Arms artist Jianran Pan and got him back on board. We’ve settled on PC as our primary platform this time, with our eyes dead set on Steam. Hopefully we can take the skills we’ve learned over the past 5 years, and finally go full-time doing what we love. Look for an official announcement of our next game in the coming weeks!

100,000 Served

IndieGamerChick.com was opened with no expectations grander than “make my boyfriend and his pals have a chuckle or two.”  My Xbox Live Indie Game experience was limited to exactly two games, and I hadn’t even thought of the channel in months.  I had never done a blog, wrote extensively about gaming, or really paid much attention to the process of independent game production.  I wasn’t looking to join a community.  I wasn’t expecting anyone to pay attention to me at all.  Indie Gamer Chick was kind of a lark that fulfilled my need for a hobby and my desire to play some original games during the summer gaming drought.

219 days later, Indie Gamer Chick has just cleared 100,000 views, and is now viewed as a force to be reckoned with on the Xbox Live Indie Game scene.  Go figure.

I’ve run the well dry on thanking people individually, so I’ll just issue one all-encompassing THANK YOU to everyone.  To all those developers who embraced me, to community leaders who have endorsed me, to readers who have recommended me, and even the haters that have made this whole thing so fun, thank you.

My only goal with Indie Gamer Chick is to have fun.  I think that’s why it’s doing so well.  I’m not a professional writer and I don’t aspire to be one, so doing reviews as if I was one would be silly and probably boring.  Boring for me to write, and boring for you to read.   Video games are supposed to be fun, so why would I not want to transfer that fun to the writing process?  Hopefully, if I’m having fun writing, that means you’re having fun reading.

Well, I’ve had a ton of fun so far.  And I’ve played some really amazing games as well.  I’ve met some incredibly talented people.  Hopefully I’ve helped sell their games.  I hope I can continue to do well for your community.  Although Kairi Vice is tough and mean and has to bust your balls from time to time, the real Catherine has boundless respect and love for you all.

Thank you for allowing me your company.  Hopefully you leave room for the hilarious Alan C with Tea of Indie Ocean (the funniest Xbox Live Indie Game reviewer alive) and the awesome (and awesomely plageristic!) guys at Gear Fish, even when they’re late with my celebratory banner.  I really should work on those Photoshop skills.

And no, I didn’t review Fortress Craft.  I realized that I probably should have played MineCraft first.

And no, I didn’t extend the leaderboard.  But I’m working on something to make up for that.

And no, I didn’t watch the Superbowl.  I’m still pissed that Stanford didn’t get in.

And no, I’m not that stupid.  I know Standford can’t play in the Superbowl.  AFC Championship game at most.

And no, I’m not just padding this out because the longer I do, the longer I have to go without playing Fortress Craft.

And no, I’m not going to mention that I started playing Fortress Craft and was as lost as Ted Nugent in a gay bar.

And no, I’m not going to keep this joke running any longer.  Tootle-loo.

28,880 Microsoft Points can’t believe anyone reads this shit in the making of this site.