It’s strange how Defender, one of gaming’s iconic titles of the Golden Age of arcades, hasn’t been cloned to death by modern indie developers. I’m cool with that. Having played an endless supply of uninspired-inspired neo-retro games, I’m not keen on seeing Defender done wrong. Still, how did Defender fall through the cracks? Here’s a game that was predicted to be a huge bust, but went on to become the seventh-best selling coin-operated game ever. Maybe it’s because it was eclipsed by Pac-Man and Donkey Kong. Or maybe because Defender’s track record since its original release has been mediocre at best. It got one of the laziest sequels of all time (which was called “Stargate” because of some legal posturing by Williams. James Spader was unavailable for comment). There was an unofficial sequel by Midway that nobody I’ve spoken with has ever played. There was an all-but-forgotten update to the format on Atari Jaguar of all systems, which means it probably sold like six copies. And finally, there was a 2002 3D remake for sixth-generation consoles that quickly found its way into clearance bins. Your average child actor has a more graceful flame-out than Defender has had as a franchise.
You know, for a spry young whippersnapper with a reputation for hating classic games, I sure do seem to have a love for Defender. I even have a Defender homage in my top 25. Then again, Orbitron: Revolution only mimics the flight and shooting mechanics of the arcade classic. You’re actually not defending anything So I guess it’s not really Defender More like Aggressor. Was there a game called Aggressor? No? Well, there ought to have been.
Aqua Kitty on Xbox Live Indie Games. AKA the really good version.
If you’re looking for a modern Defender-based indie, Aqua Kitty is probably a closer knock-off. I still prefer Orbitron’s faster pace and modern graphics. But let it be said, Aqua Kitty is a damn fine game. You’re a cat in a submarine that must defend little aquanauts while shooting wave after wave of enemy. And the cat smokes a pipe, which means he’s one cultured pussy. But, other than the setting and a couple of power-ups, this really is Defender.
Despite being a bit on the bare-bones side, Aqua Kitty is really well produced. I played both the XBLIG and PlayStation Mobile versions. I prefer the XBLIG port, which plays faster. The Vita version has the advantage of being mobile, but it seems clunkier in both framerate and controls. Don’t get me wrong: it’s still a pretty good game. But I would go with the XBLIG port.
It’s not perfect by any stretch. What really bugs me about Aqua Kitty is the total lack of ambition. Defender is an old formula in need of renovation. Aqua Kitty does some things to smooth that over, but it’s just not enough. Turbo shots? Good idea. But only have one type of turbo shot? Not so ambitious. Power-ups? Good idea. But having only three power-ups, one of which is a bomb, one of which is a health-up, and one of which adds flankers to your ship? Not so ambitious. Plus, the flankers are time-limited. This was presumably done to preserve the difficulty. Given that the screen gets utterly spammed with enemies and projectiles in later levels, this was unnecessary, as those guys really aren’t that effective at combating it. So where’s the wild, more modern weapons and items? Nowhere to be found, and that’s a shame.
The PlayStation Mobile version. Which, as it turns out, I could have got for free a few weeks ago but I mistook it for another, less epilepsy-friendly title. Instead, I ended up paying more for this version than I did for the superior XBLIG port. Smooth, Cathy.
Don’t let that all discourage you. Aqua Kitty is probably the best pure Defender clone in years and a genuinely good game. Near-perfect difficulty curve. Distinctive enemies. Cutesy themes. Solid play-control. What’s not to love here? I’m not sure why the inferior PlayStation Mobile is priced $0.50 higher than the XBLIG version. Some kind of temporary insanity brought on by the awesomeness of a pipe-smoking kitten perhaps. Happens to the best of us. I saw the pipe-smoking kitten and totally blacked out. The next thing I know, I’ve got a tattoo and I attempted to marry my Wii U.
240 Microsoft Points (XBLIG) and $3.49 (PlayStation Mobile) were unaware of the existence of a Defender song until some bastard sent it to me. It shall never leave my head now in the making of this review.
Both versions of Aqua Kitty are Chick-Approved, and the XBLIG version is ranked on the Indie Gamer Chick Leaderboard. Even the developers admitted to me that they prefer the XBLIG port. Go with that one.
Boob games. They’re all over Xbox. They make more money than most of the top-ranked games on my Leaderboard do. Other XBLIG developers hate them. I’m tolerate of them, and sometimes even award them my Seal of Approval. All I want to do is be entertained, which isn’t as hard as people think. Take the Trailer Park King series. The three main releases (Trailer Park King 1, 2, and 3) all made the Leaderboard. The first spin-off, Cherry Poke Prison, did not. In part, because of burnout on the, ahem, humor, which is exactly what hurt Trailer Park King 3 as well. DERP of Duty is the second spin-off, and now I’m so burned out that I need a fucking skin-graft.
Ha, BB! That’s a gun too! Brilliant! And the place has Bazookas in the name! That’s a euphemism for tits! I haven’t seen this many plays on words since I last played Scrabble!
DERP of Duty was developed by Freelance Games (80 Microsoft Points still think Trailer Park King is begging to be made into an animated series in the making of this review)
I want to say something in defense of Sean Doherty, the developer of the TPK games: he’s a genuinely cool dude. He was the first developer I ever talked directly with as Indie Gamer Chick. I also think he’s probably as burned out on this series as well. DERP of Duty feels like it’s trying too hard. As cringe-inducing and skin-crawly as the dialog could be in the early TPK games, at least it felt somewhat organic. Maybe Sean felt the need to top those efforts with even more shocking banter, but this time it feels hollow. Without a compelling narrative, the overly-simple pointing and clicking simply can’t carry the game. I think even the most staunch fans of Trailer Park King will be letdown by DERP of Duty. It’s time to retire this series. Sean has established he has the talent to make, ahem, interesting characters and accompanying mythology. Now, I want to see him apply all this towards a more involved game.
And I don’t mean more involved as in getting guys to spank their monkeys harder than they already do. XBLIG has enough games that do that, as seen in this collage by Mount Your Friends developer Daniel Steger. Which I’m sure he compiled for market research and not as part of his newest cardio-vascular workout routine.
But, the real question is: how well do they sell? Really, boobs seems like no more a sure bet than recent Minecraft clones do. Judging by the success of Mount Your Friends, it would seem there’s an emerging market for penis-themed games that you guys are missing out on. So stop being boobs and start dicking around.
And while I’m on the subject of boob games, Team Shuriken is back. The guys behind such classics as Temple of Dogolrak and Mystic Forest return with a game that has, gasp, actual gameplay! I know they’ve tried that in the past with Dream Divers, but I still thought the gameplay felt sloppy in execution. Here, Team Shuriken took no risks. Uncraft Me ! is a bare-bones punisher with the hook being instead of just jumping, you use a jetpack to thrust around. And this is Team Shuriken we’re talking about, so beating levels means unlocking risque anime girls with breasts so large I believe they’re medically considered cancerous.
It’s also their first game to win my Seal of Approval and get ranked on the Leaderboard.
Yea.
Pretty sure this was spoken of in Revelations.
Or maybe it’s not a jetpack and the main guysis hovering around using highly-pressurized urine. Which I’m sure is another fetish but I’m too cowardly to Google it.
Look, all I’ve ever cared about is being entertained. If a game is 50.000001% entertaining and 49.999999% shit, it wins my seal of approval. On balance, I had more fun with Uncraft Me ! than not, so it gets it. Sometimes the levels have clever design. Other times they go for precision-platforming involving, simultaneously mind you: buzz saws, missiles, and timed-barriers that stay closed permanently if you’re not fast enough. There’s no margin of error for these sections, and the controls aren’t exactly perfect enough to validate their existence. I had Uncraft Me penciled in as yet another Team Shuriken failure when I played it last week. As often is the case when I dislike a game by a razor-thin margin, I boot it up one last time just to make sure. And, what do you know, I was able to finish the nearly-impossible stages. Barely. My amigo from TheXBLIG.com Tim didn’t like it it, but I thought overall it was Shuriken’s first decent game. Not spectacular, mind you. I could probably name thirty better platformers for XBLIG off the top of my head. But your money isn’t totally wasted here, nor is Team Shuriken’s talent.
Uncraft Mewas developed by Team Shuriken (80 Microsoft Points recommend these girls get a mammogram ASAP in the making of this review)
I guess that’s the most gratifying part. Yes, they have talent. Not just talent to lure in the horny teenage demographic. Actual game design talent. They’re like Larry Flint. Peel away the filthy exterior that makes you feel like you need a shower and you discover something downright decent in them. Do I expect them to focus on gameplay instead of mammary glands? No. Then again, I don’t expect to get struck by lightning while holding the holy grail in one hand and a winning lottery ticket in the other.
I should probably preface this review by making three notes.
#1. I think Penny Arcade is alright.
#2. I really enjoy the work of Zeboyd Games.
#3. As of this writing, I consider the third entry in the series to be the fifteenth best XBLIG ever made.
Got that? Good.
Penny Arcade’s On the Rain-Click Precipice of Darkness 4 is a train-wreck of unfunny dialog that would feel more at home on a bad CBS sitcom. It’s also a very well designed RPG. Great game. Boring storyline with obnoxious characters that you would hate if they were your coworkers or neighbors. The weird thing is, I don’t remember loathing them this much during the first three games. I didn’t like them either, but I could at least tolerate them. I guess that’s because it wasn’t until late in the third game that the narcissism went completely unchecked and the story devolved into the biggest masturbatory ego-trip since Donald Trump teased his candidacy for the US Presidency. Instead of just fighting Gods, it turns out Tycho actually is a God, or something like that. The whole thing really comes across as the type of wish-fulfillment fantasies you would expect from a neglected middle-schooler. At least Kevin Smith had the decency to stop after having a light-saber fight with Mark Hamill.
Seriously though, the old-school graphics with modern gameplay design sensibilities works great. No complaints about that. Well, at least for a paragraph or two.
Whatever happened to Penny Arcade as a source for gaming-related humor? I know they still do it, because I just checked their website and immediately got a mild chuckle out of their latest strip. Have a look.
Topical. Funny. That’s the kind of stuff I look for from Penny Arcade. I said it last year in my review of #3, but it bears repeating here: Penny Arcade is the perfect brand to do full-out absurd gaming parodies. Think Airplane!, Young Frankenstein, or Naked Gun in video game form. I’m not suggesting to be like Scary Movie or Retro City Rampage where all the humor comes in the form of references to other stuff (it’s funny because I’ve heard of Super Mario too!). I’m saying, take an established gaming formula and turn the absurdity up to ten, but play it totally straight. It would be brilliant. Unconventional. This Rain-Slick stuff is the type of crap anyone with RPG Maker and access to a How I Met Your Mother DVD could come up with. Tycho and Gabe really only exist to be joke-delivery devices. As characters, they’re kind of douchebags. That’s fine for thirty seconds at a time, three times a week. Spending ten hours straight listening to their non-stop sarcasm that contains none of the gaming-related humor or “isn’t this whole hobby of ours fucked up?” charm can be, well, exhausting.
I’m sure there’s going to be a lot of people out there saying how hilarious they found the whole series. I’m genuinely happy for those that did. I just don’t get it. I think this series is one gigantic missed opportunity, with #4 being the worst offender. Whereas I felt Penny Arcade 3 had a fair share of hits to go along with the misses, Penny Arcade 4 feels like one misfire after another. Even the timing is bad. A main character gets killed by another, out of nowhere, in what I’m guessing was supposed to be one of those random “It’s funny because I didn’t expect that” type of deals. But it came at about the worst possible time in the narrative, where the camera was shaky and a boss had just been defeated. The dialog sure hinted that it was supposed to be funny, but it’s like trying to tell the joke while everyone is watching a squirrel that appears to be dancing dubstep. It’s best to save the joke until you have everyone’s undivided attention.
By the way, if I sound like I didn’t like Penny Arcade 4 at all, you’re wrong. As always, Zeboyd simply knows how to make a fun, engaging combat system. After four games, it’s fairly safe to say they’re good at this kind of stuff. But, even this feels like a bit of a letdown. Gone from Penny Arcade 3 is the awesome button-upgrade system that I was still tinkering with right up until the end of that game. In its place is a stripped down animal/trainer system where creatures fight in the place of the main characters. For the vast majority of Penny Arcade 4, you’re split into two “parties” made up only of two characters each. Each character has unique trainer abilities for the things you fight with. But again, there’s only two per party, which doesn’t give you a whole lot of flexibility. You know, there’s an ongoing plague in gaming where sequels offer significantly less advancement or gameplay than the games they’re based upon. That’s the type of shit that should be avoided by indies, not emulated.
Even the locations are more drab this time.
Is it still fun? Sure. In fact, it’s really fun. At least for a little while. But unlike the third game in the series, there’s not a whole lot of mixing and matching to do. Thus, it does start to get old, a problem I never encountered in the previous title. Unfortunately, this situation also combines with a game that seems longer than the previous effort. I don’t know if that’s true or not. I didn’t time the game, and I don’t think the game did it for me either. Mind you, I would still call Penny Arcade’s On the Rain-Slick Precipice of Darkness 4 one of the fifty best XBLIGs ever made as of this writing. But this is Zeboyd’s weakest entry yet. I can’t totally blame them. When you do a licensed game, you can’t exactly flex your creative muscles, and this was no different. They jumped into the series with a horrible ground foundation laid. I guess the worst thing you can say about them is they weren’t quite able to make chicken salad out of chicken shit. But now the series is over and they’re free to do their own thing, instead of having to placate the self-indulgent whims of a couple of egotists who slap their likeness on everything for no good reason.
Oh, speaking of which, the Indie Gamer Chick Bundle is coming soon to Indie Royale.
I still say it looks like Titanic-era Leonardo DiCaprio fighting Adam Lambert.
400 Microsoft Points honest to God did not laugh or even smirk once over the twelve hours of this game. And it’s not that I’m that hard to please. I laughed so hard at this video that I couldn’t breathe and my family nearly called 911. Not exactly highbrow humor at work here. Too much sarcasm. A little of it goes a long ways. Too much of it is just annoying.
Penny Arcade 4 is still Chick Approved in a big way and ranked on the Indie Gamer Chick Leaderboard.
Thanks to Todd at DMP Design for the Indie Gamer Chick Collection logo (not to mention my Seal of Quality). Expect an announcement soon on the lineup to be included.
Do you know what the very toughest thing I have to do as Indie Gamer Chick is? Find people to play XBLIGs with or against. It’s my fault. My friends.. well Brian’s friends actually.. have had to deal with nearly two years of complaining. They have bad timing. They never bump into me when I’m playing really awesome games. Oh no, they run into me when I’m playing stuff that would better be used during enhanced interrogation. So when the time comes to say “hey guys, I have a shiny new XBLIG party game” they all seem to have better stuff to do. Wash the car. Run a marathon. Return over-due library books. It’s total bullshit of course. None of my friends read books.
But, sometimes I can wrangle them together. The results aren’t always pretty, but every once in a while a game provides us with a level of entertainment that we can’t get from a movie or, quite frankly, some mainstream games. Take Chompy Chomp Chomp. It was a smash hit last year during a Memorial Day party, and since then, has been on the top ten in my leaderboard. But it wasn’t without issue. The game could spawn players unfairly, and some of the maps were poorly conceived. It’s been a year since I last sat down with it. I know the game got patched, but I never got around to trying it again. Well, on Sunday I had the chance. And guess what? Chompy Chomp Chomp is better than ever. It is, unquestionably, the best party game on Xbox 360, indie or otherwise.
Pictured: absolute multiplayer bliss.
First off, go check out my original review. Nothing has changed with the core gameplay. What’s different is nearly every complaint has been fixed. For starters, spawns are significantly more fair. Before, it wasn’t rare for you to spawn too close to someone that’s designated to eat you. In a couple hours of playtime, that never once happened. Nor did the game ever spawn me or anyone else playing into a live trap. That alone makes Chompy Chomp Chomp so much more fun to play. In our previous play sessions, fits of laughter and general happy chatter would occasionally be interrupted by the random scream of “that’s bullshit!” when the game would screw you with a shitty spawn. Now, it’s all happiness all the time. The only other way that could have been accomplished was with laughing gas, but that wouldn’t have been cost efficient. Fixing it was much easier.
Chompy Chomp Chomp was developed by Utopian World of Sandwiches (80 Microsoft Points admit that the Xbox 360 hasn’t exactly been the best platform for party games, but regardless, this is still the best on it in the making of this review.)
Yea, there’s still some really horrible levels where you can get cornered with no hope of escape. The guys at Utopian World of Sandwiches insist that there are people who swear those are the best stages. They’re not. They’re unfair and stupid. Thankfully, they made up for their continued existence by throwing in more stages. These new levels, based on classic gaming themes, are fricking awesome. Finally, some of the dumber traps, such as gaseous time bombs that drain your score away, can outright be turned off. Previously, turning off items was an all or nothing type of deal. Now, you can select which ones you want to use. That’s perfect. The online play was totally hiccup-free as well. I can’t stress how amazing this game is. You simply have to play it, whether you do it locally or online. Make sure you’re playing with real players though. The AI goes from being too easy to too hard. When I was playing with my buddies, it was probably the single best multiplayer experience I’ve had since I’ve known them all. Chompy Chomp Chomp is Fuckity Fuck Fuck excellent.
But, if the whole “no shooting, cutesy characters” stuff is an affront to your heterosexuality (seriously, at least one moron on Twitter said of Chompy Chomp Chomp that it “looked like gay children’s shit”. How this guy is an expert in gay children’s shit is beyond me), you can try Blocks and Tanks instead. In a way, it’s getting a bad shake here, because I’m comparing it directly to Chompy Chomp Chomp. Both are simple party games for XBLIG with online play. But while Chompy’s gameplay reminds me of old school arcade games, Blocks is more like a Nintendo 64 era arena-shooter. Not a whole lot to it. Aim and shoot, one shot kills (with the cannon), most kills wins. The fact that it revels in its simplicity is part of the charm. It’s a shooter stripped down to its purest, most refined fun.
Of course, Blocks and Tanks is also a voxel game. When I announced that this game was on deck and next to be reviewed, people immediately dismissed it as yet another Minecraft clone. It’s not. But, the voxel angle is a neat one, as the environments are destructible and it opens some pretty neat strategies. In addition to the tank shells and machine gun, you can shoot blocks from your turret, which immediately cling to the environment and change colors to fit that. In a way, this crippled one versus one multiplayer, as whoever was able to get the first kill could immediately burrow a hole and fill it in to remain hidden until time ran out. Of course, only a total coward would do that.
Don’t shake your head at me, Brian. You’re only mad because you didn’t think of it first.
Pictured: the developers of games I was less than kind to waiting for my car to get within range. It’s a Honda Fit! Do your worst!
Blocks and Tanks is a lot of fun and does a lot right. The controls are very responsive. There is a bit of a learning curve to aiming, but once you get over it, it does the trick. It also has some very well designed arenas, many of which take after famous locations. It handles eight players online. I was never once able to get into an eight player game, but when I had six players going, it was super fast-paced and very enjoyable. But, the game has more problems than an algebra book.
We’ll start with the spawns. They’re among the most unfair I’ve ever seen. Sometimes the game will respawn you right in front of someone else. You’ll literally die immediately upon respawning. More often than not, you’ll be put back to life in the thick of a battle. There’s no rhyme or reason to it. The game needs to place you away from the action. Movement speed is decent, and maps are not that big, so there’s no reason to have to drop people in the middle of a firefight. It gives the game an unpolished feel.
But the biggest problem, as of this writing, is online stability. The developer is aware of the issues and asked me to go forward with this review, as long as I note that he will continue to improve the game. Duly noted. Over the course of seven play sessions and about three hours of total play, I experienced a magnitude of connectivity problems. Players would be dumped at random. Brian got a rare “code 3” error on his Xbox, while mine simply froze solid. Again, the developers are on top of it, and the current build is easily the most stable yet. The first time I played, we had problems with synchronization, where shots would register as a hit and a kill on my end, but on my opponent’s side of things, they would still be alive and actively fighting. This is no longer a problem. Actually, the weirdest problem is totally out of the hands of the developer. It’s the type of people playing. I kept finding myself in sessions where players were not trying to kill each other, but instead building stuff. When I would go in to attack, they would boot me out. Huh. I mean, sure. It’s not like there are different, more appropriate voxel-based games on XBLIG that cater to that type of gameplay.
We had a ton of fun on stages that had cliffs, trying to blow the ground out from underneath each-other. What would have been really neat is if the game had to rely on structural integrity and you could cause massive cave-ins. Hint hint Maximinus Games.
Blocks and Tanks was developed by Maximinus Games(*NOW DELISTED* 80 Microsoft Points wish the build-gun worked better on water in the making of this review. Yea, that’s not a joke, but I had to squeeze that in somewhere.)
Having said that, if you look around enough, you should be able to find a real game where people have the courtesy to kill each other like civilized people. It’s not as supported as, say, Shark Attack Deathmatch, but Blocks and Tanks does seem to have a growing community. There’s a reason for that. It’s quite good. I feel bad for the guys behind it, that it’s going to be ignored by a lot of people who feel it’s just another generic Minecraft clone. It’s almost unbelievable that such an art style can now be considered a handicap on XBLIG, but that’s what it is now. If Blocks and Tanks had come out three years ago, it would probably be one of the biggest sellers on the platform. Talk about bad timing. It’s a genuinely good game that is worth your time and money. Unless you want to use it to build stuff. It’s not made for that you block heads. Tanks for nothing.
Blocks and Tanks is Chick Approved and Ranked on the Indie Gamer Chick Leaderboard. Chompy Chomp Chomp already was, but hey, it moved up five spots!
Review copies were provided for both games by the developers. The copies played by Cathy were paid for by her with her own money. The review copies were given to a friend to test online play. That person had no feedback in this review. For more on this policy, consult the Indie Gamer Chick FAQ.
Update: Mount Your Friends received a Second Chance with the Chick. Click here for my updated thoughts. Consider this review to be for the XBLIG version and the Second Chance to be for the Steam version.
Okay, so the name is as absurd and juvenile as a title can possibly get. But, we are talking about a game by Daniel Steger here. His previous hits include a game called Baby Maker Extreme (the ninth all-time selling XBLIG), This is Hard, and Blow Me Up. But the really weird part is, his games tend to be pretty decent. Blow Me Up and Lots of Guns both are Chick Approved and ranked on my Leaderboard. And now we have this, a game about building a human pyramid. In keeping with Steg’s tendency towards gratuitousness, it features Team Ninja-like jiggle physics.. for penises. This is a game tailor-made to generate scorn and ridicule from the XBLIG scene.
It’s also Daniel Steger’s best game by far.
Schwing!
This is exactly the type of weird, experimental game that I had in mind when I started Indie Gamer Chick. Okay, maybe I didn’t picture those games having dicks that behave like bobbleheads. But I figured I would play a lot of games unlike anything I’ve seen before. Mount Your Friends does that. It’s like a video game version of the popular Catalonian pastime known as Castell. In other words, people climbing on each other to build the tallest human-building they can make. Only here, there’s no worries about the laws of physics or structural integrity.
The way you go about moving at first seemed like it would be overly complicated. Each limb is controlled by a separate button. You move one limb at a time, with limbs automatically clinging to the bodies already placed. Each turn, you must climb higher than the highest body on the stack. Once you’ve above the line, you can press start to end the turn and start from the bottom with a new body. In the normal mode, you have 60 seconds to get above the line. It sounds dull, but it can be exhilarating. Especially when time is running short. There were multiple situations where the timer was nearing zero and I just barely got my hand over the line. This always resulted in hooting and hollering. Well, just from me, while my friends told me to sit down and shut up. But hey, I was excited!
Simpsons already did it!
Where Mount Your Friends really shines is in the multiplayer mode. Here, each player takes a turn trying to cross the bar at the highest point in the stack. Play continues until one player can’t make it to the top in the time limit. I’m shocked to say this, but this is one of the best multiplayer experiences to ever hit XBLIG. It even has online play that went off without a hitch. My biggest overall complaints relate to the movement physics. Flinging yourself instead of moving one hand at a time feels loose in terms of gravity and imprecise. I also had issues keeping limbs I didn’t want to use from going limp and getting stuck to one of the guys on the stack. I mean, wait, probably shouldn’t use the term limp in relation to this game. I mean they had trouble staying stiff. NO, erect. NO! God damn, this is tough to write about.
Okay, so the Mount Your Friends might be embarrassing to pull out to show friends and.. FUCK!! See what I mean?
Stegs, I fucking hate you. You make this really awesome game that’s unlike anything I’ve ever seen or played before, but it’s almost impossible to describe without receiving an awkward stare. You know what? I don’t care. Mount Your Friends is fun, plain and simple. It’s not very deep. The best concepts rarely are. But you simply have to try it, because there’s nothing else like it. I’m not the most athletic person in the world, and I’m afraid of heights, so this is probably the closest I can come to climbing a rock wall. Well actually, this is probably more like one of those walls where you hold a peg in each hand.
Don’t do that Cathy. Just don’t give him any more ideas. He’s incorrigible enough as is.
When I first saw the cover art and heard the name, I figured it was going to be a professional wrestling game.
$1 (Steam version $3.99) asked if you heard the one about three guys laying in the same bed? They wake up in the morning and the guy on the left says “I had the best dream! I dreamed I was getting a wonderful handjob!” The guy on the right says “that’s weird, *I* dreamed *I* was getting a wonderful handjob!” The guy in the middle goes “I dreamed I was skiing!” in the making of this review.
A review copy of Mount Your Friends was provided to Indie Gamer Chick to test online functions. The copy purchased by Cathy was paid for by her with her own money. The review copy was given to a friend to test out online components. The person receiving it had no feedback in this review. For more on this policy, consult the Indie Gamer Chick FAQ.
I wasn’t very nice to Hop Til You Drop when I briefly covered it a couple of weeks ago. It’s a twitchy single-screen punisher that involves dodging random hazards the game spits at you. I immediately grasped what the game’s schtick would be and thought “this could be addictive.” But then I died and found out that replaying the game meant going through a seemingly endless series of menus. After just a couple more plays, I decided my time would better be spent brow beating the developer for being such a dummy. My hopes were that he would fix his game. He did. Good thing too, because SWAT was closing in on my house. I admit, taking his family hostage might have been going too far, but at Indie Gamer Chick, we like to take that extra step towards improving the game industry.
None of these screens will make sense. Just look at Aaron the Splazer’s video at the end of this review.
A lot of developers seem to take my advice on aspects of game design, which I have to say is more fucking cool than you can imagine. But a lot of the advice I give them is stuff that they should have come up with on their own. In that spirit, I’m going to offer makers of punishers the biggest no-brainer advice you’ll ever get.
Make your game addictive.
Sure, addictive gameplay varies from person to person. But there are steps you can take to maximum the potency of a game’s addictive potential. It all boils down to the speed and downtime. If you’re making a game where players will die a lot, keep the time between death and rebirth at a minimum. Look at some of the most successful punishers in recent years. In Super Meat Boy, when you die, BAM, you’re back to life. It’s a game that could offer a lot of frustration, but because the game skips theatrics and bullshit in favor of gameplay, you don’t notice it. Who has time to be frustrated when that giant saw you’ve been trying to jump over for the last ten minutes is right fucking there? Spelunky did this too. When you die in it, restarting the game is done with a single button press. The lack of downtime is what gives those games their hypnotic “just one more try” quality.
Now imagine if Super Meat Boy’s failures resulted in theatrical death animations followed by a menu. It would have been relegated to gaming purgatory. Nobody would remember it today. Super Meat Boy is famous for many things. It’s art style, historical gaming references, and challenge. But its success probably hinged on how accessible it was. It’s a game that wanted to be played, and so it cut the bullshit out. Gameplay was continuous with minimal interruptions. This is something all punishers should have. And yet it’s among the most common things bad punishers have wrong with them. I know you guys have all played these games. So how do you miss such an obvious thing? It’s not about the insane challenge. It never was. Those games succeeded because they were addictive. When a person can lose time to a game and not realize it, that’s a game that is more likely to spread by word-of-mouth.
In a way, it sucks that I won’t have Hop Til You Drop to point to as the poster child for that particular problem. But I’m happy this simple problem was fixed. Now, the game is genuinely fun. Controls might be a bit too loose, and sometimes the random traps are just plain not fair. The biggest problem by far with Hop Til You Drop is that it’s on the wrong platform. It’s the perfect micro-session game, suited more for playing on Vita via PlayStation Mobile. Because it requires precision movement, I wouldn’t want to play it on a touch device like iPhone. But on Vita? This would be the perfect game to bust out on a break. It doesn’t lend itself well to extended play sessions, which is what a platform like XBLIG is better suited for.
But fun is fun, and Hop Til You Drop is fun. There’s even a couple nifty new additions like bullet-time effects that kick in when you have a close call with an enemy. Or a moderately amusing time attack mode. So I do recommend Hop Til You Drop. It won’t have a lasting effect on you. Without online leaderboards, there won’t be a lot to keep you coming back. But it’s a worthy waste of a dollar and probably fifteen to thirty minutes on your Xbox. Congratulations go out to Chris Outen for saving his game. By the way, your mother’s pinky finger should arrive by Fed-Ex tomorrow.
80 Microsoft Points said this game was one “S” away from being a video game version of a gameshow I watched as a kid in the making of this review. Though I usually only watched it because I was too lazy to change the channel after Supermarket Sweep.
Hop Til You Drop is Chick Approved and Ranked on the Indie Gamer Chick Leaderboard. On July 1, the Leaderboard will go multi-platform to include indies from all consoles and handhelds.
From the studio that brought you the Oozi games comes an utterly generic, avatar-based punisher with bad level design. Can’t get enough of those. This is also one of those annoying auto-scrollers. Hate those in general. Especially hate them when they’re done vertically. I probably should have researched my game selection better, because there was almost no way I would have enjoyed Deadly Tomb from the get-go. Yea, it was a bit of a dick move for me to pick it. And if you’re expecting some Planet of the Apes style “it was a good game all along!” twist, think again. I played Avatar and the Deadly Tomb on the easy difficulty, because I’m shamefully bad at punishers and blunt in my admission of this. Even then, I found it to be beyond frustrating.
So boring I can’t even muster the humor to make a funny caption.
But, I think I must stress the difference between a fair challenge and an unfair challenge. I feel a fair challenge means you have a realistic (if far-fetched) shot at getting past an obstacle on your first attempt, using nothing but your reflexes and gaming acumen. When a player of any skill level has no remote shot of clearing some spots on their first try, that’s when a game crosses the line for me. It’s the difference between “smart-difficult” and “asshole-difficult.” Auto-scrolling punishers almost always fall into the asshole-difficult category, and Tomb is no exception. Things like timed-trap platforms combined with vertical auto-scrolling are just cruel, since your vertical field of vision isn’t as large as your horizontal vision. Not only that, but some sections of the game require you to clear timed sections, then drop down to a lower platform before climbing up. This is while a column of fire continuously rises. Unless you are 90% flawless in your run (which you probably won’t be), you have no reasonable chance of clearing these sections on your first attempt. By time you drop to those lower levels, the fire is probably already there and you’re doing your best impression of Frollo.
I’ve had this review sit unfinished for nearly a week now. I’ve made several attempts to finish it, but as of yet have been unsuccessful. Part of that has to do with the utterly generic theme. Whether or not I thought the Oozi games were ambitious, at least they aspired to look good. Avatar and the Deadly Tomb features a bland theme and boring graphics. It doesn’t exactly control that well either. The biggest problem is the wall-jump is handled the same way as the ledge-cling. Sometimes for those timed puzzles you’ll need to cling from a ledge. But most of the time you’ll just want to do wall jumps, but the clinging will get in the way of that. Screw it. I give up. There’s no way to describe my experience with Avatar and the Deadly Tomb in a stimulating way. The game was dull as a book on cooking with tofu, although I would recommend reading that over playing Deadly Tomb. At least you’ll get something to eat out of it.
80 Microsoft Points noted their avatar would never actually have the guts to explore a deadly tomb so the game made no sense from a story perspective either in the making of this review. Then again, my avatar wouldn’t snowboard, do parkour, or run across the top of a moving train either. It’s kind of a coward.
H.i.v.e. is a digital version of a moderately popular, award-winning tabletop game. It’s also one of those rare Xbox Live Indie Games that is officially licensed. You can think of H.i… you know what, fuck it, I’m not using the periods. Think of Hive as a cross between chess and dominoes. You’re given a collection of hexagonal tiles, each with its own movement properties. One of the tiles is a queen bee. You have to place the queen on the board within your first four turns. Gameplay continues until one queen bee has been completely surrounded on all sides, whether the titles belong to you or your opponent. In addition to the bee, there’s also ants, grasshoppers, spiders, and beetles. Ants can move to any free space as long as there is a path to get to it. Spiders must move three spaces at a time. Beetles can walk over and cover other tiles. And grasshoppers can only move by jumping over pieces. If you want to read the full rules, you can click here. You probably should too. Our first game didn’t involve any rule reading, because Bryce thinks rules are for squares. We didn’t know fuck all what we were doing, which explains why I lost to.. sorry Bryce.. a FUCKING MORON!
Of course, that doesn’t explain why I lost eight straight games to Brian immediately following that, but you shouldn’t dwell on that. I certainly haven’t. Sniffle.
Because there is no board, the camera sometimes has to pull pretty far back. But, worry not, because all the tiles are easy to see and distinctive from each-other.
H.i.v.e. is a lot of fun. I’ve never played the board game that it’s based on, but the interface created by BlueLine Games is well handled. I’ve always questioned the existence of video-board games that only strive to recreate the exact experience of the corporeal version. But actually, I think in the case of games like H.i.v.e., they serve a purpose of making complex games easier to learn. It lays out for you exactly what moves are legal, what pieces can be moved, where they can be moved, etc. It takes the edge off the learning curve to a huge degree. But, it still is a no-frills video game version of a board game. I firmly believe that the best video board game do things that only can be done in the realm of games, and that doesn’t apply to Hive.
Hive is also not without faults. As of this writing, online play is unstable. In thirty attempts at playing online, only eight games successfully connected. If both players are able to make an opening move, the connection won’t drop, but that barely happens a quarter of the time. The developers are aware of this issue, but I’m actually not grading against it. I preferred playing locally against human opponents sitting right next to me. You can play against the AI, which actually isn’t that bad as far as video game AI from a first-time developer goes. Early on at this site, I played Avatar Chess, which had genius-level AI even on the easiest settings. While the AI in Hive can lean towards the fierce side on medium, the easy setting is a good way to break into the game, but not so dumb that you’re embarrassed to play it. I can’t tell you how good the hard mode is, because I didn’t really try it. I had enough difficulty beating Brian, who isn’t exactly a rocket scientist. Not that I’m obsessed with the fact that I couldn’t beat such a simpleton. I’m not. Really. DAMN YOUR ACCUSING EYES, STOP LOOKING AT ME!!
So let it be said that Hive, a simple adaption of a cult board game, is the game that ended the Leaderboard’s losing streak. Despite having no apparent talent for it, I had a great time playing it. I even played a few rounds against my father, and it was very fun to bond over. I mean, he wiped the floor with me too, but I still had fun in my failure. I liked H.i.v.e. so much that I ordered the actual game off Amazon. So while it doesn’t really need to exist as a video game, I’m happy it does. And by the way, Brian can’t even remotely come close to beating me at chess, so obviously I’m better than him. I think that’s how it works.
A review copy of H.i.v.e. was provided to Indie Gamer Chick by BlueLine Game Studios. The version played by Cathy was paid for by her with her own money. The review copy was provided to a friend just to help test online functions. That person had no feedback in this review. Consult the Indie Gamer Chick FAQ for how this policy works.
After fumbling around with what might be the worst point-and-click interface I’ve ever encountered, my patience was stretched to the limit during one sequence in Life in the Dorms. While on a scavenger hunt, I accidentally clicked one of the beds in my room. What followed was an interaction system so comically awful that I was convinced that I had broken the game. Upon clicking the bed, the dude you control (named Dack, poor kid) walked over to the door. Then back in front of the bed. Then back to the door. Then back to the bed. Then the door. Bed. Door. Bed. Door. Bed. I couldn’t stop it. Door. Bed. Door. Bed. Door. Bed. No interrupt button. Door. Bed. Door. Bed. Door. Bed. Door. Bed. WHY IS IT DOING THIS? Door. Bed. Door. Bed. Door. Bed. A minute straight of walking back and forth. Door. Bed. Door. Bed.
Finally, Dack sat down on the bed, and sputtered out a one-liner bitching about how hard the mattress was. I turned to my boyfriend and said,
“Brian?”
“Yes, sweetie?”
“Please turn off my Xbox before I murder it.”
Despite the clunky interface, the puzzles of Life in the Dorms seem about as logical as your average point-and-click game. Such as “Use lightsaber to get toilet paper down from shelf.”
I’m sure the above CPU brain fart was due to a criminally horrible design choice that required the lead character to physically touch every object you point-and-click on. Though for the life of me, I can’t bring myself to the mindset where anyone could believe this was a good idea. Point-and-clickers are slow enough without having to watch your character lock into the appropriate place. The above example with the bed actually happened, and it kept going because the character couldn’t properly line up in the spot that triggered the “sit down” animation. That’s the only explanation I could come up with for why he staggered back and forth like a flash bang had gone off next to his face. But it wasn’t the only time I had problems.
I didn’t make it out of the first chapter of Life in the Dorms before my patience wore thin. I wouldn’t have even bothered going as long as I did if the writing didn’t at least hold the promise of being good. Unfortunately, the awful interface negates whatever potential the dialog had. Like going through a box of DVDs. Instead of being able to collect every DVD, the game plays out like this.
Step one: click on the box. Make sure you click the eye, which means you want to look at the contents of the box.
Step two: wait for the camera to hover over the box.
Step three: select one of the DVDs in the box.
Step four: Slowly pull the DVD out of the box and put it in your inventory.
Step five: Click another DVD in the box.
Step six: Dack will address the camera directly saying how he better put one of the DVDs back.
Step seven: you watch Dack put the DVD back, then the camera pulls back, then zooms in again when Dack grabs the next DVD you selected and puts it in his inventory. The length between steps five and seven is fucking atrocious.
It’s even worse because the dude who addresses the camera (and occasionally has awkward hugs with various NPCs) has no expression on his face except “I will steal your immortal soul.” Shit will haunt my nightmares.
This is one of the most clunky, cumbersome, awful interfaces I’ve ever seen. It’s like Life in the Dorms is overdosing from that slow-motion drug from Dredd. I just want to move the plot forward with as little resistance as possible. Yet every rinky dinky action requires Dack to turn and face the camera to address the situation, in what I can only guess is an attempt to break down the fourth wall. I’m actually embarrassed that I gave up on a game this quickly, even though I was an hour in and had made almost no progress. The only thing I could think about was “this is a point-and-click game. Those typically require lots of insane logical-leaps and guesswork. That means I’ll be seeing a whole lot of wrong guesses where the punishment is more slow movement from Dack as he turns to address the camera. Fuck that.” I think what happened is the developers forgot they had made a story driven game. Imagine if the only way you could watch a DVD was to fumble with the controller and push a random sequence of buttons, then wait for the next portion of the movie to slowly load up. So slowly that you see five minutes worth of story over the course of your first hour in. Nobody would find it unreasonable if you just moved on to something else. With that in mind, I’ll move onto something more exciting. Like sleeping.
Here are two games that seem like good ideas, but the execution is just a bit off, resulting in the losing streak the Leaderboard has been on continuing. First off is Bug Zapper, which comes from the developer of previous Leaderboard title Zomp 3 (#84 as of this writing). This time, instead of a Lolo-esq puzzler, Chris Skelly went for the good-old-boy pasttime of bug zapping, with the idea being you’re the one insect who is immune to the hypnotic glow of electric death device. Thus, you have to prevent your fellow pests from going towards the light. This is hilariously done by beating them to a bloody pulp. As far as solutions to potential problems go, that’s pretty fucking awesome. It would be like helping a coke head stay sober by breaking his nose.
Bug Zapper gives you a lot to keep up with, and in its present form, it really is too much.
As far as game concepts go, it’s actually pretty good. Bug Zapper also features upgradable stats and a wide variety of bugs to smack down. So what’s the problem? Well, I had two major problems. The first was I couldn’t get the hang of the throw controls. Bug Zapper heavily relies on throwing bugs into each other in order to rack up combos that build your special moves meter, but even with lots of practice, I had just as good a chance of throwing a rescued bug into the zapper as I did into another bug. This is because the swarms of bugs heading for the zapper is utterly relentless and you have to keep moving nonstop to have a chance to prevent them from dying. More control over what directions the bug could be thrown would help, because throwing at angles was imprecise.
A more troubling problem is the fact that the player can completely ruin the ability to throw bugs by picking the wrong upgrades. You can upgrade the strength of your punching and of your throwing. In order to throw a bug, you must weaken their health past a certain point, depending on how many times you’ve upgraded your throw. However, it is possible for you to have a punch so powerful that bugs are knocked out before being weak enough to throw. Since many of the stages later in the game rely on this ability, the result is you have to grind upgrade points to strengthen your throw. It really saps the fun out of it, because grinding doesn’t really fit well with this style of game. There’s a few other smaller issues dealing with the difficulty levels (consider “Medium” to be hard and “Easy” to be medium) and collision detection (it’s too easy to accidentally get zapped by the zapper), but there’s a real game here. It just needs a tiny amount of work to fix the pacing issues.
Screen from Hop Til You Drop. Not a fan of the background changing colors here either, but I didn’t play the game long enough to grow what was certain to be a hatred for it.
Speaking of pacing problems, I didn’t get very far into Hop Til You Drop at all. Why? Well, the concept is decent enough, I guess. You’re a dude who has to hop around a room collecting coins. The hook is, when you hop, the gravity switches and you end up walking on the ceiling, then back on the floor, etc, etc. Meanwhile, the game randomly spawns a huge number of traps that try to kill you. Just get as many coins as you can before dying. Simple enough. Hey, I’m into games based on high scores, even if they tend to suffer without online leaderboards, which I don’t believe Hop Til You Drop has. No, here’s my problem: rounds in Hop Til You Drop can be very, very short. That’s fine, if it’s done right. However, once you die, you have to first view a screen that gives you your stats for this last game. Then you have to go to main menu. Then you have to select your character again. There is no quick-load to start playing again, so you’ll spend as much or more time in menus then you will playing the game. Fuck. That. Jesus Farting Christ, hasn’t the developer ever played a fucking good punisher before? In the good ones, you die and BAM you’re playing again. There is no break. That’s how they become addictive, because they cater to that “just one more try” mentality. Hop Til You Drop openly fights it, and that’s why it sucks. The game itself is probably good enough to make the board, but I would rather give myself a swirly then play it again in its present state.
80 Microsoft Points said guys named Chris must have problems getting proper playtesters in the making of this review. It’s because guys named Chris are too sweet for their own good. Think about it. Do you know a Chris in your life? I bet you can walk all over him.
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