Miner Dig Deep

Occasionally I’ll get bored trying to pick from newly released Xbox Live Indie Games and put out a call on Twitter asking for older stuff on the platform that has the chops to compete for my leaderboard.  Normally, this results in stuff that I like.  Sure, I thought Apple Jack was hugely overrated, and in retrospect the choice of NYAN-TECH was baffling, but a pair of games have landed on the board.  Those being Decimation X3 and Johnny Platform Saves Christmas, if you were curious.  Of course, I don’t take on every game that’s suggested.  Since starting Indie Gamer Chick in July, one title has popped up more than any other, by far.  And yet, I avoided it.  Why?  Well, call me shallow, but the game had box art that looked like this.

And screen shots that looked like this.

Plus it seems to be riding coattails on the Minecraft craze, which I’m not against, but I just haven’t given it a try yet.  I just figured Miner Dig Deep would be no good.  So I ignored it.  And now I feel like this.

To clarify, this is a picture of a jackass, not Nate Graves. Although the two are interchangeable.

In Miner Dig Deep, the object is to collect precious metals from deep inside the Earth.  Why?  So you can buy better equipment.  What do you use that equipment for?  To collect precious metals from deeper inside the Earth.  And so forth, and so forth.  I don’t get the comparisons to Minecraft myself.  My understanding is that game is equal parts harvesting and building.  Besides the occasional elevator, you have nothing to build here. So it’s all digging, all the time.

Make no bones about it: Miner Dig Deep is a time sink and nothing more.  It has no purpose and no clear objective.  It’s also got addiction potency that rivals weapons-grade heroin.  How addictive are we talking here?  I was ready to write a Dear John letter to Brian and let him know that I had discovered a new love in life and it was time for us to go our separate ways.  And I totally would have done it, if I could have pried myself away from the game long enough.

The grind of making minimal progress and trying to figure out exactly what upgrades to get, only to come up just short on funds and having to dredge back into the mine is both soul-crushingly dismal yet oddly satisfying.  Not so satisfying was filling my pockets with premium materials only to get cocky and stay in the mine long after the kerosene for my lantern had run out, usually resulting in me getting bludgeoned to death by a falling boulder.  If you die, all metals you’ve pocketed are lost, so save often and remember to load if you die, because that stuff you lost isn’t coming back.  It’s gone to where your dog Spot went when it got ran over by that UPS truck.  You know.  Hell.

I wasn’t kidding about the “just a little bit longer” quality of Miner Dig Deep.  I put about six hours into it.  I’m pretty sure I was having a good time.  Brian said it was hard to tell from his perspective.  I tried to explain to him that joy is expressed in me through slumping six inches down into a couch, mouth gaped, drool slowly cascading off my lips, unblinking eyes locked on a television.  He said “whatever” and spent the rest of the day playing Gears of War on his Xbox and trying to convince people that he really does love his girlfriend, the carrot.

Duhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh.

But all good things must come to an end.  I got to the point in the game where I could no longer place elevators and had to dig for myself.  After finishing upgrades to my drill and buying a large tank of gas to go with it, I dug myself to about 1,500 meters.  Down there, I was harvesting dozens of gems worth 250K a pop.  I was so excited I started singing “We’re in the Money!” while birds fell dead off of power lines and the seas started to boil.  I dug a little more and came across an enormous diamond.  My eyes bugged out and I screamed to Brian “OH MY GOD, LOOK AT THIS ONE!”  And then, as I approached it, the screen faded out and fireworks started to go off.  The game was over.

What?

No.

No, come on, Miner Dig Deep.  Maybe we were spending too much time together, but I think it was too soon to call things off.

I had been dumped.

What followed was the gaming equivalent of a jilted lover cutting her ex’s brake line.  The game gives you the option to continue with your current mine or start a new one while retaining your current items.  For some reason, I figured a new one might have new things.  Sadly, that’s not the case.  Even worse, if you gather “blueprints” that allow you to buy new items, you can’t get rid of them, and they take up a spot in your inventory.  But that’s no problem.  I just bought 100 large elevators and proceeded to line them all in a row across the top of the map.  Now, if you dig too wide open a space in your mine, it can result in a cave in.  Well, elevators can’t be caved in.  So instead the game shook, declaring that a cave-in was happening, although none could be seen.  Finally, the frame rate sputtered and the game crashed.  Ha, serves it right.

Yes, I gave the game the best 300 minutes of my life and it left me high and dry.  But that’s okay, because I’ll always have the memories.  Was Miner Dig Deep the leaderboard contender everyone told me it was?  To hell with the leaderboard.  If things hadn’t ended when they did, I was totally prepared to bear its children.

Miner Dig Deep was developed by Substance Games

80 Microsoft Points tried to explain to their boyfriend that the game really meant nothing to them and he was the only one for me in the making of this review.

Gameplay footage courtesy of this guy.

 

 

Bug Ball

Last month, I stumbled upon an Xbox Live Indie Game with beautiful pre-rendered graphics, online play, and a sense of whimsy that could earn the seal of approval from Disney.  Seriously, Bug Ball is just so damn cute I want to hug it and kiss it and love it forever.  Of course, I do so at the risk of infecting myself with leprosy.  As it turns out, the name of the game is quite appropriate.

Ever wonder what the enemies in Pikmin do when Olimar wasn't around? Now you know.

The idea is basically “A Bug’s Life” meets volleyball.  You play as various bugs.  A ball falls.  You want to hit it towards your opponent and hope they don’t return it.  The controls operate like a non-sporting platform game.  A jumps, B does a “spike” jump (which catches the ball and throws it), and the triggers dash to the left and right.  As a fun fact, the original build of the game always had the right trigger going the direction your bug was facing and the left trigger always had it go in the opposite direction.  Well, apparently anyone could recognize how this could be impossible to get the hang of.  Well, anyone but the guys behind Bug Ball.  Thankfully, Brian and I were on the case.  You see, we were unable to fully play Bug Ball due to some severe online glitches, and informed the developers that I would hold off on reviewing their game until some fixes were in.  And then, while they were at it, they should clear up some of the issues with movement as well.

And they did.  Edible Entertainment took on our suggestions exactly as we said them, removing 90% of the stuff I planned on complaining about in this review.  The jumping physics are spot on.  The quick-dash is vastly improved.  When the game is playable, it’s a damn fun experience, and an easy leaderboard contender.  Mostly because it keeps things simple and focused on delivering the most entertaining possible experience.  It embraces its fantasy-sports persona and uses it.  Imagine if a real volleyball game (bore-ring) started tossing extra balls into play that the teams had to keep track of as well.  That happens in Bug Ball.  If the ball comes in contact with a spiny thingie that walks across the ceiling, it splits in two, with each ball now counting against your score.  Ah, but the spiny bug thingie can appear again to further split the ball.  Brian and I had volleys with a half-dozen balls in play all at once.  And trust me when I say, our smiles were never bigger.

Unfortunately, Bug Ball is still besieged with glitches.  Most of them are firmly stuck in online play, so if you’re playing local-only, you’re sure to have a blast.  Maybe the game is a little bit too anal about what constitutes the ball hitting the ground, but otherwise things run smoothly.  Online, shit gets pretty buggy.  It’s not as bad as it once was, where the ball would often go invisible to everyone but the game’s host.  Having said that, I was able to cause the game to “lag out” simply by playing close to the net.  Or by tapping the A button to float in the air.  Or by taking too long to serve the ball.  Or by dashing around before the ball is served.  Or by using the “spike” jump to bounce on and off the ceiling.  Or if more than two balls enter the play field.  Come to think of it, online Bug Ball seems to have problems when you do anything but play the most basic of game with it.

I can only work with the assets I'm given, and for whatever reason the developers decided to post a static shot of the courts on the Marketplace page without any of the action going on. Guys, be more choosey. These pictures could be your one and only chance at making an impression on potential buyers. For the record, the graphics totally hold up in gameplay. These static shots made me think the graphics would suck. They don't, but if I didn't know that I would guess the developers were hiding something.

It’s such a shame, because when Bug Ball worked, it was one of the best times I’ve had playing an Xbox Live Indie Game.  It’s not particularly deep, and it probably won’t excite the type of crowds who expect some kind of six-hour long epic for their $1.  At Indie Gamer Chick, my only criteria has always been “be fun.”  Bug Ball is amazingly fun.  Maybe it’s a call to developers that they should get back to basics.  Drop all the pretentious fluff and filler and accentuate the actual gameplay.  Work it.  Refine it.  Don’t settle for “good enough.”  Strive to be better than all the rest.  If you’re going to put in a half-assed effort, stop developing for XBLIG and go fiddle-fart around with someone who shares your don’t-give-a-shit attitude.  I hear Sega is hiring.

Bug Ball was developed by Edible Entertainment

80 Microsoft Points said more like Buggy Ball.  Nah, that makes it sound like a version of soccer played by Volkswagens in the making of this review.

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

 

NYAN-TECH

I want to try an experiment.  Let’s start by having you pat yourself on the head.  Good.  Now, try rubbing your belly at the same time.  Can you do it?  Impressive.  I can’t even chew in both sides of my mouth at the same time, so I salute you, oh dexterous one.  I have one final challenge for you.  Keep rubbing your belly and patting your head, then boot up Super Mario Bros. and try playing it.  Because that’s essentially what NYAN-TECH is about.

Okay, so maybe the concept is more like Twister meets Solomon’s Key.  You play as an adorable kitty cat person thingie that has to grab a key and exit a level through a door.  The gimmick here is that the platforms you must hop across are activated by holding down various buttons on the Xbox controller.  Usually the combinations are something ridiculous, like holding the X button and left bumper down while jumping, then releasing X mid jump and pressing the right trigger.  To be perfectly frank, I’m not capable of it.  Dexterity is not something I’m famous for.  Well, unless you count my ping-pong ball trick.

I was able to finish NYAN-TECH, mostly by placing the controller on the table in front of me, freeing my hands up to do the proper stretching needed to complete the stages.  Sadly, this wasn’t nearly enough to make the game playable.  Issues with jumping physics, or to be specific, landing physics, kept me firmly grounded in misery.  The ground is slippery, as if the game is set on a glacier.  It’s not.  At least I don’t think so.  It’s kind of hard to tell, what with the camera pulled so far back that you practically need a telescope to decipher things.  My TV could be used by Godzilla as an ironing board, and yet I had trouble seeing which buttons some of the things required me to push.

Finally, I had a big issue with the time limit that is imposed.  Especially on level 3-4, which took me an hour (it felt more like days) to finish.  In NYAN-TECH, the timer only shrinks when you move.  In most of the 27 levels (excluding tutorial stages) you’ll have more than enough time remaining to finish.  But near the end of the “hard” stages, things get a bit fuck-youish.  In 3-4, you literally cannot make a single misstep.  We’re talking about a game that requires you to do things with a game controller that someone with a third arm growing out of their torso would find difficult to pull off, and that’s on top of the questionable physics.  I admit, it felt world-conqueringly amazing when I beat the stage, but then I remembered that I had lost sixty minutes of my life and felt like crying the entire time, which made me feel not so good.

I asked for an XBLIG I missed that could contend for the leaderboard here.  I got a few recommendations of NYAN-TECH, so I gave it a try.  Do I regret that?  Not completely.  After all, I started Indie Gamer Chick looking for new and experimental types of games.  Does that mean I can recommend NYAN-TECH?  Well, no.  Even if I concede that some people are better suited for the type of hand-yoga it requires, the technical flaws still outweigh the gameplay to a significant degree.  That or I’m way off base and the game is spectacular if you can walk and chew gum at the same time.  Which I can do, by the way.  It’s just that I have a 50% chance of somehow landing myself in a coma while trying.

NYAN-TECH was developed by Dot Zo Games

80 Microsoft Points need defibrillators on stand-by just to attempt twiddling my thumbs in the making of this review.

Some dude named made that video.  Only gameplay footage I could find.  Check out his channel I guess.

EvilQuest

EvilQuest confused me.  In it, you play as the villainous Galvis, a magnificently evil bastard whose goal is to murder God and destroy the world.  Let’s see: in touch with his emotions.  Goal-oriented.  Has a spiritual side to him.  Hey hey, I think I found someone I can bring home to my folks if things don’t work out with Brian.

"Mr. Aladdin, Sir, what will your pleasure be? You ain't never had a friend like me!"

But while Galvis is at times utterly delightful to play as, what with his fondness for casual genocide, or the fact that he’ll ignore the pleads for euthanasia of a frost-bitten old man just because letting him linger in pain and suffering is that much more evil, he’s also a bit of a pussy.  Despite being somewhat billed as a character who breaks all the rules, Galvis walks the line with such determination that he might as well be wearing a hall monitor sash.  He still pays for items from stores with actual cash.  He goes on fetch-quests for random people.  Sure, he’ll occasionally knife someone after they helpfully give him an item, and in the end of the game, spoiler alert, he makes the human race extinct.  But come on, paying for items?  That’s not evil.  Even little kids have the balls to shoplift.

So I’m going to ignore the whole “play as the bad guy” stuff because Galvis is provably less evil than Lindsay Lohan and just treat EvilQuest like the generic action-RPG that it is.  And, let’s face it, that’s the only way to describe it.  A lot of people are calling it “Zelda-like” but that’s a load of crap too.  Zelda had some puzzles.  EvilQuest is all action, all the time.  You walk around killing baddies, then you walk around some more.  Sure, there’s the occasional switch, or maybe a maze-like dungeon, but really, it’s just knifey-knifey, killy-killy, walky-walky for the entire length of the game.

I will admit it’s a little fun.  Not a whole lot.  I certainly don’t get why the XBLIG cheerleader brigade is constructing a human pyramid with only their erect penises to act as support beams over EvilQuest.  It’s a bit on the busted side.  As you progress through the game, you can level-up your stats.  As is my typical strategy in these situations, I just pumped every single point I earned into my attack power.  As a result, by game’s end I was able to kill most of the enemies in a single whack.  Two tops.  And bosses would take me about ten seconds to beat, even on the medium setting.  There was no point in forming any strategy to take them out.  I was easily able to max out the amount of health potions I had, quick-map them to the Y button, and then just tap it while attacking.  I went into the last boss battle with 99 hi-potions and was able to finish all four stages of the fight in about a minute tops, only using 6 of them.  In retrospect, I wish I had played the game on hard.  On medium, EvilQuest was about as easy as kitten piñata.

EvilQuest would have probably been a really strong game about twenty-five years ago.  In 2012, it’s basic even by the standards of modern retro-games.  I will say that it at least looks the part.  It successfully fends off the uncanny valley effect of looking old but having a feature that is decidedly modern ruin the entire feel of it.  And I would like to thank the guys at Chaosoft for including an option to disable flashing effects so that epileptics such as myself can more comfortably play their title.  It was a classy move, and hopefully the start of many developers adding similar options to their games.  Of course, Galvis wouldn’t stand for that himself.  He would intentionally try to set off a seizure in me, then skull fuck me while I was twitching.  Or maybe not.  I mean, if he’s willing to tip a stripper with a C-Note, he can’t be THAT evil.

EvilQuest was developed by Chaosoft

80 Microsoft Points said, spoiler alert, if he kills every human, doesn’t that mean he mercifully put the frost-bitten old man out of his misery in the process?  Wow, talk about a mixed-message in the making of this review.

Octogenarian VIP

Old people creep me out.  And by old, I mean anyone over 50.  Have an odor they do.  It’s the stench of death ripening on their increasingly scaly skin.  So I probably shouldn’t have played a game where the object is to escort one across a psychedelic wonderland while avoiding ninjas and alien monster thingies.  Octogenarian VIP is exactly that.

The basic idea is you and up to three friends have to lead “Granny” around.  Right away, I encountered a laundry list of problems.  Let’s go through them.

Problem #1 is that Grandma looks more like Grandpa.  So I’ll call him Grandpa, because that’s how I roll.

Grandma needs a toupee.

Problem #2 is that Grandpa looks like he’s miserable and ready to die.  Why would I want to escort him to safety?  I should fulfill his wishes and escort him under a pile driver.

Problem #3, and this one is pretty significant, you have no form of defense to keep him alive.  Offensively, you have a cane thingie to swing around.  Why Grandpa’s younger, more nimble escorts would be wielding canes when swords or guns would make more sense against ninjas and monsters is beyond me.  The only explanation I could think of is senility is now contagious.  Meanwhile, there are several stages where the level begins with you and Grandpa being attacked.  And by that I mean the level begins and a ninja or monster is occupying the same space as you, rapidly draining away your lifebars.  Perhaps an allegory for the fact that the grim specter of death is always with you once you get to that age, but more than likely it’s just shitty game design.

Maybe it is a sword. Hell, I dunno. It would have to be the dullest sword in the history of weaponry.

It really didn’t become too much of an annoyance until later in the game.  When I reached a stage called “bad medicine.”  Never mind keeping Grandpa safe.  I could not keep myself, the young and fit protector of the old fart, alive for more than a few minutes because all of the enemies gang-bang you all at once.  The ninjas are capable of throwing stars at you, and if there are any present on the level, they will throw them at you whether you can see them or not.  And they will.  Without any way to block them, your only hope is to jump over them.  That really doesn’t work so well, especially when Grandpa is always a bit slow to react.  The ability to block would have made all the difference.  Well, the game would have still sucked, but it would have been more tolerable.  It’s like the difference between a kick in the shin and a saber through the throat.

Problem #4 is how bad Grandpa’s AI is.  I suppose it makes sense, given that he’s old and therefor decrepit and useless.  But we’re also in a video game where Grandpa is able to jump eleven feet in the air to avoid aliens and ninjas, so to hell with continuity.  Either way, Grandpa is useless.  He can’t defend himself when being attacked.  You have to lock him into following you, but he’s not as spry as you.  Your dude can jump like twenty feet in the air (good genes in this family), but if you’re still completing your jump while grandpa is landing, he’ll jump again.  When you’re trying to zig-zag from platform to platform, that gets quite annoying.

Problem #5 is there’s no old-person sound effects.  None at all.  No moaning.  No complaining.  Hell, the critters in Cute Things Dying Violently were more like geriatrics than Grandpa is.  What, with the random swearing and constant mumbling, it was just like being in the audience of Wheel of Fortune.  All you get here is a completely out-of-place generic metal track.  The graphics suck too.  There’s no blood and limited animation, yet the game somehow got a 2 out of 3 in violence from the XNA community.  Where is the violence that justifies that score?

Problem #6 is that ultimately Octogenarian VIP is boring.  Escort missions are boring in any game, but games based around just escorting characters are fucking awful.  Okay, maybe Ico is an exception to that.  Fine, Resident Evil 4 was too.  Kind of.  That actually gives me an idea.  A game where you tie Ashley Graham to the Grandpa from this game and then feed them feet-first into an industrial wood-chipper.  That’s money right there.

Octogenarian VIP was developed by Enraged Ginger

80 Microsoft Points think old people smell like spoiled mayonnaise in the making of this review.

Video footage courtesy of Aaron the Splazer

Space Command

What do you get when you cross Space Invaders with Missile Command?  You get an Xbox Live Indie Game that I could play in about fifteen minutes so I could get a review up while I wait to finish EvilQuest and XBLA House Party title Warp.  Ladies and Gentlemen, I give you Space Command.  It combines the enemies of Space Invaders with the city-defense firing mechanism of Missile Command.  So what does the offspring of these two iconic games look like?  Well, let’s just say that I think they might have been cousins.

Really, there isn’t much I can say about it.  The blast radius of your missiles doesn’t seem big enough and it disappears too fast.  And the whole point of Missile Command was that it had precision aiming via use of a trackball, something a joystick can’t hope to recreate.  Otherwise, it plays exactly like a mutant hybrid of Space Invaders and Missile Command would play like.  So if you ever wondered, now you have your answer.  As for me, I’m still longing to know what a game that mixes the rhythm and brawler genres would be like.  Sigh, we shall never know.

Space Command was developed by Jason Keiderling

80 Microsoft Points wouldn’t mind seeing a combination of Frogger and Pac-Man in the making of this review.

Video footage courtesy of Aaron the Splazer

SpaceFighter4000 Training

Muuuuh.  It’s hard to muster up the energy to properly convey how horrible SpaceFighter4000 Training is.  It’s so boring that it sucks your ability to give a shit from you.  It’s also hard on account that I only played so much of it that I might as well have lit 240 Microsoft Points on fire and just played the demo.  But I wouldn’t do that.  Among other reasons, Microsoft Points lit on fire smell like a combination of ethanol farts and burning hair.

Unbeknownst to me, SpaceFighter4000 is a tribute to a Playstation/Saturn/3DO title that predates my gaming history by a couple of years.  I’ve never even heard of it, but it must have some form of a following.  I know this because when I took to Twitter to bitch about what a miserable time I was having with it, I got a couple of people telling me that the original was better because it had homing missiles.  This might seem like an insignificant thing to bring up, but actually it probably would have made the difference between a recommendation or taking a rusty chainsaw to my own hands just to avoid ever being this bored by a game ever again.

SpaceFighter4000 falls into the same category as UnBound, Cell: emergence, and Merball Tournament in that it feels more like a prototype or a technical demonstration than a commercial game.  From a purely visual standpoint, SpaceFighter is a slight cut above your typical 3D XBLIG.  It has an impressive draw-distance without fogging, much like Flight Adventure 2.  It also maintains this without a lot of slowdown.  But that’s as far as complements will go in this review.  Everything else is pitiful.

What it really comes down to is the bad firing mechanics.  You have three weapons at your disposal: missiles, bombs, and an unlimited laser cannon.  There’s no cross-hairs, so aiming is a bitch.  Also, despite the impressive draw distance, depth-perception is very bizarre.  I could be tailgating an enemy ship and firing my lasers, but centering yourself for a straight-shot is almost impossible.  As a result, I felt more like I was piloting a TIE-Fighter, where my lasers hit everything but the thing I was shooting at.

Even when the lasers hit, they don’t do a lot of damage.  They’re also watch-Grandma-wheelchair-up-Lombard Street slow.  Which is weird.  I would think light would be able to travel faster.  Instead, your laser shots seem to get pushed out of trajectory, as if they’re being effected by the wind.  Maybe it’s not lasers you’re shooting.  Maybe it’s paper-mache.  Maybe it’s pink balloons.  Either way, the laser is worthless.  So are the missiles.  Again, there’s no cross-hairs, so you can’t line up a shot.  The camera is often slopped at an angle, so it’s hard to get the right feel for where the missile is going to go.  And if the object you’re shooting at is at any distance greater than right on top of you, you’re bound to misfire.

I have no fucking clue why some form of locking-on wasn’t included.  It’s such a no-brainer move.  The game is problematic enough with controls that are slow to respond, a camera that could induce motion sickness, and the problems with perception.  There’s other weird things too.  Take the bombs.  They’re simple gravity bombs, but when you drop one they land in front of you.  How is that even possible?  I tried for over 30 minutes to land one on a target and never could accomplish it.  Nor could I shoot an enemy out of the sky.  The lasers were too slow, and the missiles are even slower.  And mind you, this is only the first stage.  Apparently enemies will start firing back at you after this.  Yea fucking right.  As it stands, I had trouble taking out the stationary ground targets without having a piece of the debris slowly drift upwards and blowing up my ship. So much for me getting drafted into the war with Xur.

$3 down the drain for a game I could have just as easily played the demo for.  I’ll never learn.  And yes, it’s another case of an unfinished, broken, clunky, glorified-tech demo that is way overpriced.  It’s beyond obnoxious.  240 fucking points for this? Are you fucking kidding me?  You know XNA developers, $3 buys a LOT in video gaming these days.  You can get three Xbox Live Indie Games for that price.  Games that are actually finished.  You can get DLC for mainstream games for that price.  If you charge $3 for a game and nobody buys it, you officially forfeit the right to complain that nobody bought your game.

And no, it’s not because it’s a race to the bottom.  Where did you guys get that term from?  There is no nice way of putting this: you sound like fucking idiots when you say that.  “CRRRRYYYY I’m not going to charge only one dollar for my game.  I don’t want to be in a race to the bottom.”  First off, you’re developing for Xbox Live Indie Games.  That is the bottom.  Second, you’re an independent game producer that nobody has heard of.  Third, you’re competing with mainstream games across various platforms that cost the same amount.  At Christmas, I could buy the entire EA catalog on my iPhone for $1 a game.  One fucking dollar a pop got me any game by the biggest video game producer in the history of the world.  Are they racing to the bottom?  Is Rovio?  Activision?  No.  It’s called smart business.  So if you’re worried about being in a race to the bottom, chances are that’s exactly where you belong.

SpaceFighter4000 Training was developed by Fednet Software

240 Microsoft Points said the only thing Rovio and Activision are in a race to the bottom of is a giant silo full of money in the making of this review.

Oozi: Earth Adventure Ep. 3

Our esteemed heroine took time out of her busy schedule working on a cure for cancer and rescuing orphans from a fire to play an episodic platform game for Xbox Live Indie Games called Oozi.  The graceful and magnanimous Kairi forgave the first installment for being such a generic bore that it caused joy itself, manifested corporeally as a beautiful baby koala, to commit suicide by throwing itself in the path of a steamroller.  The villainous Oozi, regretful that it had erased joy from the world (and made a gruesome yet morbidly hilarious mess of a patch of forest in Queensland in the process) reformed itself with episode two.  The sequel proved just fun enough to play that the puddle of gore that formerly was the Koala of Joy started to piece itself together.  However, the threat of Oozi still existed.  Will Episode 3 cause the Koala of Joy to re-liquify itself, or will it spring to life and bring happiness to sad children?  We rejoin the mighty Kairi, already in progress.

As you can see, Oozi: Episode 3 brings us to a science lab.  Ooooh, that’s bold innovation, fellas.  What’s next?  A castle?  A desert?  A sewer?  I bet it’s a sewer.  It can’t be an action video game if there isn’t a sewer level.  It’s a sewer, right?

Okay, so originality was never what Oozi was about.  I’ve actually had people explain this to me like I’m some kind of idiot.  “You know, I think it’s actually supposed to be completely devoid of a personality of its own.  That’s the point.  I think.”  Even if that’s so, let me pose this question: does anyone really think back fondly on the time they played Prehistorik Man?  Gex?  Spanky’s Quest?  Plok?  Of course they don’t.  They remember playing Mario, Crash, and yes, even Sonic.  Paying tribute to the also-rans of gaming sounds more like a skit from Family Guy than a potentially lucrative XBLIG concept.

All bullshit gaming philosophy aside, not a whole lot has changed for Oozi.  The graphics are still far above the standards of a typical Xbox Live Indie Game.  In fact, they’re so good that you can’t help but notice how many corners they’ve managed to cut.  Back when I reviewed Episode 1, I noted that there’s no unique drowning animation, or gurgling sound effect that accompanies it.  Episode 3 has so many situations where a comical death scene could be used for effect, yet Oozi simply disintegrates into a pile of ash or just flops up in the air.  Having a larger variety of animations might have given the game some kind of personality, which is what the series desperately needs.

Really though, any complaint that I could make about Oozi has pretty much been made by me here on this site.  And also through a bullhorn in front of the police station, but they asked me to quit doing that.  Episode 3 doesn’t bring anything new to the table.  It does try to, but it fails miserably at it.  The feature that stands out the most are these annoying parts in one stage where you have to avoid security lights.  If you set one off, a gate shuts and you have to walk out of the security zone and start over again.  Don’t mistake this for stealth.  It’s not.  In fact, the security lights operate under the same principles as various traps and enemies do.  The only difference is instead of taking damage, you have to just wander backwards and then start over.  Some might argue that’s actually worse than death.

Oh, and there’s a boss, just like the last two times.  And, like the last two times, it’s fucking boring as hell to fight.  Oozi boss encounters always operate like the telephone game.  They do one series of attacks at you, then open themselves up to be hit.  Then they repeat the same cycle of moves as last time, adding one new twist before opening themselves up for attack again.  Finally, they repeat all the previous steps, add one final twist, and then leave themselves open for the killing blow.  It’s so fucking tedious, and the opening attacks (the ones that get repeated the most) are so insultingly easy to avoid that I wonder what they were thinking making you go through over a dozen rounds of them.  A lobotomized blind wino would brush them off.  It’s just busy work.  Meanwhile, the later attacks are so cheap that you’ll inevitably die a couple of times, forcing you to go through the same lazy attacks again and again.

Snore.

You know what?  I really am bitching too much here.  I did have fun with Oozi’s third chapter.  I can’t even say I think the game got off to a slow start, like Chapter 2 did.  It actually got my interest right from the start and held on until the boss fight bored me out of the mood.  The level design is so much better than the previous two games, and difficulty is much sharper, if a bit inconsistent.  It looks like the next chapter will be a wrap on Oozi’s tales, and by golly gee wiz, I’m actually looking forward to it.  Mostly because I actually believe it will see the light of day sometime before I start collecting Social Security.  Hey, Red Candy Games, we all like Valve and everything, but you don’t have to follow their lead and treat episodic gaming like you’re operating a bizarre nerd version of a time-share scam.

Oozi: Earth Adventure Ep. 3 was developed by Awesome Game Studio

80 Microsoft Points believe Half Life 2 episode 3 is currently being playtested by Santa Claus, Batman, and the Koala of Joy in the making of this review. 

I got interviewed twice this week.  Check out the interviews from Albatross Revue and Recensopoli.   

Vaya Con Dios, Rodger

Cell: emergence

Cell: emergence costs $5 on Xbox Live Indie Games.  That’s 400 Microsoft Points.  That’s the cost of some pretty good Xbox Live Arcade Games.  What does it get you here?  An obviously unfinished piece of shit with horrible graphics, busted play control, and antiquated gameplay.  What a bargain.

"What did I tell you about licking toads?"

The story revolves around a child being infected with some kind of mystery illness.  Instead of doing the sensible thing, IE calling Dr. House, you inject the kid with some kind of computerized yellow beam shooting thingie to fight off the disease.  At this point, the game starts and things go downhill faster than a soapbox derby racer powered by a jet engine.  The first level starts with a screen of purple voxel gunk.  You’re not given any real instructions other than A shoots and Y zooms in.  I wasn’t sure if the purple stuff was good or bad, and the game doesn’t explain this.  Or anything, really.

Well, the purple stuff started multiplying fast, which clued me in that it might be a bad thing.  So, I started shooting.  However, waiting a couple of seconds proved to be too long, as the purple stuff quickly overran the screen and the child died.  That’s Obamacare for you.  Once I was able to restart the stage, I started firing right away and cleared it in approximately three seconds.  The second stage was basically more of the same “shoot the gunk” type of stuff, and this time I earned my medical degree in Voxelgunkology and cleared everything in about five seconds.  I was starting to think Cell: emergence was trying to be a Wario Ware clone, only instead of a new game loading up every second, it loaded up every three minutes.

That all changed on the third stage.  A purplish ball that I guessed was a tumor was present in a white cylindrical shaft.  The only instruction given was “Shoot membrane to assist antibody diffusion (projectiles coat membranes with prion gel).”  What the fuck does that mean?  The game doesn’t tell you what exactly the membrane is, or what the antibodys look like, or what prion gel does.  It took me several rounds of failure before I realized that it meant shooting the walls, ignoring the tumor-thingie, and watching some little flickery spark thingies dance around.  I guess those were the gel.  After a few minutes, I actually thought I failed the level, seeings how most of the stage had still been obliterated.  Instead, I had won and was moved to the next stage.  Sure, the kid would have been bleeding internally, but I’m a glass is half-full type of gal.  That vein wasn’t 96% dead.  It was 4% functional!

The next level is where I gave up.  It was another “shoot the wall” level, only this time there were germs flying in.  Once again, the only instructions given were vague.  “NEW ENEMY: Germ is invulnerable to all known weaponry. Defend membrane and observe.”  What.  The.  Filth.  Well, I decided I’m obviously supposed to lube up my membrane, so I started firing on it.  And then the biggest problem suddenly became apparent: there is no visual indication of what wall has been “protected” and what one has not.  The “membrane” doesn’t change colors.  A orange-red streak does go through it, but it fades out, and the game doesn’t give off any indication of whether it’s a positive thing or not.  Red is usually a sign that something has gone wrong, and the enemies, or germs, are in fact represented by simple red dots.  I spent about a dozen rounds firing on the surface, adjusting the angle I shot from, and it still didn’t matter.  I continuously died, or rather the little kid did.  You know what, fuck you kid.  It’s your mom’s fault for letting some strange “doctor” (for all she knows it’s drug dealer trying to hook the boy on smack) inject you with a needle full of God knows what instead of taking you to the emergency room.

If you think this screenshot is baffling, just wait until you actually play the fucking thing.

In case you couldn’t tell, I fucking hated Cell: emergence, so much so that I can pull out the not-at-all-hyperbolic “new worst game I’ve played on Xbox Live Indie Games” title for it.  It’s that bad.  The graphics are horrible.  The camera is unmanageable.  It’s not so much a game as it is a proof-of-concept demo for 3D gaming.  Which would be fine, if this was 1992.  I’ve played games on XBLIG that felt this way before.  UnBound for example.  But at least they had the decency to only charge a buck for them.  Cell: emergence costs five bucks.  400MSP that can get you five extremely awesome titles, and the guys behind Cell: emergence expect you to instead spend it on their obviously unfinished game.  That takes a lot of nerve.  The hubris on display here is sickening.

Cell would be boring even if you knew what was going on.  It’s a glorified gallery shooter, only the graphics are indistinguishable blobs of digital vomit.  Hell, the shit you shot at in Space Invaders, a game that is thirty-four years old, actually look like things.  Nothing looks like anything in Cell.  The lack of direction given to a player is irrelevant.  The way things were going, the child is just as likely to get bored to death.  The syringe might as well have been full of air for all the good it does him, and that would have been way more humane.

Cell: emergence was developed by New Life Interactive

400 Microsoft Points took two aspirin and called me in the morning in the making of this review. 

Katana Land

Ninjas.  At one point they were the most overused cliché in gaming.  Then came zombies, and the time of the ninja had passed.  In a way, it makes sense.  Zombies are easier to shoehorn into pretty much any type of game.  I mean, can you imagine if they tried to do a DLC pack where you take on ninjas in Red Dead Redemption?  It would be fucking absurd.  Who could take that kind of thing seriously?  What is this, Shanghai Noon?  But a zombie DLC pack?  Fuckin’ A!

Ninjas are still stars on the gaming scene, but it’s only in the same way that John Travolta is still technically a movie star.  They get pulled out and dusted off from time to time to star in increasingly ignored and unsold games, usually stuff developed by Tecmo, hoping against hope that their day in the sun will come again.  Maybe once zombies are done being the flavor of the month, that day will come.  Personally, I’m betting on mutant gophers being the next big thing.  Don’t scoff, we’re one Caddyshack remake away from it.

In a way, ninjas are a perfect fit for Xbox Live Indie Games, where genres of a bygone era are the perfect training ground for the next generation of game designers, or a place where hobbyists can try their hand at getting involved in their favorite pastime.  It’s just too bad that most of their games turn out mediocre.

For example, we have Katana Land, an action-platformer where you have to save a princess from some evil ninjas.  Why can’t it ever be something more practical, like a ninja saving a country from economic downturn?  But no, save the princess and rescue the kingdom, blah blah blah.  What sets Katana Land apart is each level has a different objective.  Sometimes you’ll have to kill all the enemies.  Sometimes you’ll have to disable all the traps in a room.  Sometimes you’ll have to purpose sweeping legislation that will help begin the recovery from an economic downturn.

This would be fine, if the game wasn’t obsessed with being a total prick.  The controls are actually pretty decent, but Katana Land pulls the ultimate dick move sandwich by not granting your character invincibility when you take damage.  As a result, enemies are free to juggle your ass until you run out of life.  And they will, especially if you jump up to a ledge they’re standing on and end up occupying the same space as them.  I can see why your dude wasn’t recruited to join the more lucrative evil ninja organization, because he’s twice as slow as most of the enemies and doesn’t have their random immunity to damage.

Throwing a ninja star at common enemies is a bit of a mixed bag.  Sometimes it works.  Sometimes the star hits them and does nothing.  I’m talking about a straight shot right in the middle of the enemy that they make no attempt to avoid, doing no damage at all.  When a hit registers, the enemy either dies or recoils a little.  But sometimes the star would hit them and nothing would happen other than the enemy charging at you and chopping you up. It’s not as if those characters have protection from the stars either, as I was able to kill enemies of the same class using it.  The game simply failed to register half the stars I would throw, like it has attention deficit disooooh look at the kitty cat.

Our hero has a few other annoying quirks.  If you fall too great a distance, the guy bounces and rolls to the left.  No matter which way you fall, it’s always to the left.  Did you jump off a high platform with the control stick pushed as far to the right as you can possible go and hit the ground?  Your dude is going to bounce left when you hit.  And the bounce is a fairly theatrical one.  Even when landing near the center of a large platform, there’s a good chance the bounce will be good enough to send your dude completely off of it and into a pit.  It makes me wonder if the guy really is a ninja or just plays one at the amateur dramatics society, because he over-acts every single bit of damage by flying backwards several feet.  If an enemy isn’t juggling you, there’s a good chance you’re going to fall off the stage when they hit you.

There are some things that lessen the aggravation factor.  You get a full health-restore every time you kill an enemy.  But every step in the right direction is immediately followed by a giant leap backwards.  In some of the stages you have to fight zombie ninjas.  If you kill them, they turn into ghosts that are unkillable and stalk you for the rest of the stage, charging faster than you can jump and juggling you until dead.  Thus it creates the situation of the forced-pussyfest, excuse me, pacifist section.

Fuck these guys.

If this makes the game sound overly difficult, it’s actually not.  It takes about an hour and a half to beat the whole thing.  The difficulty curve is all kinds of fucked up.  There’s four bosses.  Of them, the first boss is by far the most difficult, as he attacks you with lightning and the reaction time of your dude assures that it’s almost impossible to avoid it.  I had to restart the level several times against it.  Bosses two, three, and four were complete pansies that I beat on the first try.  The final boss in particular is embarrassing.  He just sort of slowly strolls towards you, allowing you to unload ninja stars into him.  When he takes three hits, he pauses and allows some easily avoidable fireball demon thingies to pass by the screen.  Then, you get to attack him some more.   That’s it.  That’s the only attack he has.  And then the game is over.  Thank God.

Really, Katana Land is not awful by any means.  It’s aggravating to get caught in an enemy juggle, and the level design is pretty low rent.  There’s a stage where the object is to find the hidden exit, which is marked by giant-sized flags.  I found the exit just by scrolling right until I happened across it.  You know, sort of like every fucking platform game out there.  So it’s not exactly original or inspiring, but it is a functional game.  There’s some good ideas at work here, and with some more refinement and level design to change things up, it would have been a pretty good game.  Of course, you can say that about pretty much any game.  “It would be better if only it didn’t suck in the following ways.”  But Kablammo Games actually has something here that they can build on in the future, so I’ll keep an eye out for them.  Maybe they’ll even get some courage and try something other than ninjas.  I hear mutant gophers are expected to be hot.

Katana Land was developed by Kablammo Games

80 Microsoft Points think ninjas never recovered from working with Vanilla Ice in the making of this review.