Gold Miner

Gold Miner is an attempt at cloning Lode Runner.  Fair enough.  Lode Runner is a cherished classic, although the reasons for that are completely lost on me.  I always  thought it was kind of dull.  It’s probably a generational thing.  Lode Runner came out approximately six years before I was born.  Maybe in those dark times, firing up Lode Runner on your Apple II beat adjusting the rabbit ears on your television set so that you could see the latest episode of A*Team.  I don’t know.  I do know that it’s one of those series that should be allowed a graceful retirement, instead of being dragged back out into a market it no longer has a place in.  Granted, I hear that all seven people who bought the Xbox Live Arcade remake of it thought it was just peachy.  And then there was the time they dressed it up in a costume and called it Panda Craze on DSi and PSP.  Same shit, different name, still fucking boring as hell.

Gold Miner plays like a Lode Runner clone that was made by someone who got all their information on the series second-hand.  And then programmed the game using just their feet.  While submerged underwater.  In a swimming pool filled with moonshine.  It’s bad.  You have to run around collecting gold while avoiding little bush monsters.  Once you get ten piles of it, the map restarts and you keep going.  You can cut a hole on a platform with the right trigger.  If an enemy falls in it, you can smack it three times to kill it.  You can jump with A, which is a much faster and easier way to avoid enemies.  There are no Lode Runner-style puzzles here.  Gold Miner is an endless arcade game.

And it’s terrible.  Really, truly awful.  The controls are slow, the jumping is floaty, there’s clipping issues, the sound effects sound like they were recorded using one of those teddy bears that you speak into, and it’s just soul-killingly boring.  I can sum up everything you need to know about how much testing went into Gold Miner with this: if you press the start button in the middle of a game, it takes you to a menu.  The menu has four options, including “new game” and “resume game.”  No matter which you choose, the game gets restarted.  Your score is lost, your lives are reset.  Disgraceful.  I only could stomach twenty minutes of Gold Miner, but with a fundamental mistake that big, I’m guessing that’s nineteen minutes longer than its own developer spent testing it.

Gold Miner was developed by Winsor Computing

80 Microsoft Points thought BurgerTime was the better game over Lode Runner in the making of this review.  I know, apples & oranges and all that. 

Gameplay footage courtesy of

Kickstarting and Screaming

Over the course of April, I have gotten a request to plug someone’s Kickstarter literally every day.  That’s not hyperbole.  Sometimes I get more than one a day.  As of yet, I haven’t plugged a single Kickstarter, and I probably never will.  At the rate I get requests for it, my site, or at minimum my Twitter account, would become a dedicated Kickstarter alert channel.  This has been going on pretty much non-stop since Double Fine Productions asked for $400,000 and received over three million dollars during their Kickstarter.  You can practically see every wannabe indie developer walking around with dollar signs in their eyes since that happened.  Before Double Fine’s, I hadn’t received a single request for one.  Since March, I’ve had over fifty.  Developers also aren’t afraid to hound you by sending you requests several times a week.  In my case, they start getting uppity with me if I don’t immediately tell my readers to spend their hard-earned money towards funding the hobby of someone else for little or no return.

Let’s get something straight here.  You are NOT Double Fine.  They were able to raise money because they have a long, proven track record with the genre they were raising funds for.  You are a person with an idea.  Maybe a good idea, but that doesn’t entitle you to free money to attempt to realize it.  People could confidently give cash to Double Fine, because they know something will come of it.  Meanwhile, there are developers who have a history of abandoning projects before completion who are asking for some shockingly large sums of money.

Having a Kickstarter for an Xbox Live Indie Game seems especially dim to me.  This is a platform where a game is lucky to make $1,000, yet some people ask for ten times that, or more.  And what do they offer back?  XBLIG developers only get 50 tokens to pass out, and they can’t purchase more.  So not everyone will get a copy of the game.  It kind of throws out the whole “Kickstarter as a pre-order outlet” theory I’ve heard a lot of this week.  Then again, who pre-orders a game for $10,000?  Because that’s what some of these developers ask for pledges of.  That’s assuming they can actually program a game while wearing their straight jacket.

Granted, I don't think I could resist pledging for a sequel to LaserCat.

I have viewed a ton of Kickstarters (and some planned ones), and I don’t deny that some people genuinely have the ability to pull off the games they so ambitiously panhandle for.  That’s why I’ve come up with a list of some handy-dandy tips to make your Kickstarter stand out.  No sarcasm here.  These are genuine pointers.

#1 – Have a track record to prove you have the talent needed to make a game.

If you’ve never made a game before, don’t bother with a Kickstarter.  Make a game first.  A good game.  Show us that you’re talented enough and creative enough to see a vision through.  Go through the same ups and downs that any novice developer experiences.  If you have no talent, no amount of money will change your ability to create a good game.  Maybe you’ll find out that developing games is not what you expected it to be and move on to something else.

#2 – Explain why you need the money.

Having a good idea for a game doesn’t entitle you to free money.  People should know exactly what the money is being spent on.  High end work station?  Better programs for graphics?  To pay a sound designer?  People should know.  Don’t be vague about it either.  Account for every single dollar you need, and explain exactly why you need it and why you can’t do it yourself.  Do you need to hire an artist?  Find the artist, get a price quote, then include that person’s portfolio and cost in your Kickstarter.  Generically saying “we need to hire a graphics guy” doesn’t work for me, because whose to say you won’t just keep the money yourself, or give it to a novice who is no more qualified to do it than you or I are?  I want to know who you’re hiring.  I should know.  It’s my money.  When I ask what you need it for, saying “because” is not a good way to win me over.  Which leads me into the next point..

#3 – Prove you have the discipline necessary to use Kickstarter wisely.

When I asked one gentleman why he needed his Kickstarter money, his answer was shocking in its glorious stupidity.  “I need it so I can quit my job and devote all my attention to my game.”  That is an actual answer I have gotten from a developer whose previous experience was a couple non-successful (but critically well-received) games.  I’ve said it before and I’ll say it again: a career in independent game development is a long shot at best, so don’t quit your day job.  If you start a Kickstarter so that you can, you’re basically turning yourself into a digital hobo.  Asking people to use money they worked for so that you don’t have to work and can devote all your time to what should be a hobby and nothing else is so incredibly brazen and stupid that I have to chalk it up to some kind of mental illness.  Maybe video games do rot your brain.

I’m not interested in paying you so that you don’t have to work.  If you’re bound and determined to go down this path, my tax dollars will already be footing your bill when your game inevitably busts and you end up on welfare in the coming months.  Ethically speaking, I think giving you a head start on that sends the wrong message.  I want my money to go to someone who has their priorities in life straight.  That generally means someone who makes rational decisions based on their desire to not be on food stamps.

Lack of discipline rears its head in other ways.  When someone opens a Kickstarter, then tweets about their week-long benders and the massive amount of weed they can smoke, I think to myself “so I have to sacrifice my money for you, but you don’t want to sacrifice anything for your own project.”  One person sent me a Kickstarter that was asking for $2,000.  On their Twitter, they talked about a surfboard they had their eye on.  One that costs, you guessed it, $2,000.  Now, I’m not suggesting the person would use the money from their Kickstarter to buy the surfboard.  I’m not saying they wouldn’t either.  What I am saying is the person made it clear, they WOULD be buying the surfboard, yet they wanted an additional $2,000 to fund their other hobby.  So what is getting the priority?  Will you be focusing on the game, the one you’re begging strangers for money so that you can develop it, or the one that benefits nobody but yourself?  If the person had said “I love surfing, but I’ll probably be spending my time this summer finishing my project” I might have taken them more seriously.

#4 – When writing your Kickstarter pitch, at least pretend to give a shit.

I’ve seen Kickstarters where the developer couldn’t bother to do a simple spell check, capitalize words, or use punctuation.  Never mind all the points listed above.  If you can’t even bother to make any effort when asking people for money, why would I think you would make any effort when it comes to the actual development part?  I would assume you’re going to half-ass it, just like you did with your pitch.

#5 – Don’t make your pitch sound like a threat.

One developer who sent me their Kickstarter had made a semi-successful PC game.  They had an idea for another project, but their Kickstarter sounded more like a hostage situation.  It took a pretty snotty tone, something along the lines of “My idea for my next game is blah blah blah, but if I don’t get X amount of dollars, I’m not even going to bother with it.  It’s not worth my time.”  Yea, that makes it sound like you really care about your idea and will make the best effort to do well with it.  I know some game developers pride themselves on being aloof and irreverent, but when you make like you’re holding a knife to the throat of your own concept, I sort of want to tell you to go fuck yourself.  Really, there are thousands of games released every year.  I don’t care if you don’t make your game.  I’ll just play something else.

#6 – Do something original.

This is the final point.  I don’t want to fund something that is a clone of something already out there.  Nor do I want to pay for something that uses RPG Maker or some other lazy game creation tool.  I want something original.  Something weird.  Something one-of-a-kind.  Or especially something risky.  After all, isn’t that why Double Fine had to resort to a Kickstarter?  These are the guys who made Psychonauts and Brutal Legend.  Regardless of whether you liked them or not, they were considered under-performing games, if not outright busts.  So the likelihood of them getting any publisher to stake them on a dead genre like point and click adventures was probably slim to none.

Pictured: the man responsible for me adding the word "Kickstarter" to my spam filter.

I do admire the shit out of Tim Schafer.  I’m not necessarily a fan of his games.  I never even played any of his point and click adventures.  Remember, I’m 22-years-old.  Which doesn’t excuse me for never having played Psychonauts either, but that’s beside the point.  I admire him for being an entrepreneur.  And for Stacking, which was so overlooked.  I also think he needs to tell novice developers that they aren’t him, and to stop with the unnecessary Kickstarters.  For those of you who genuinely have a reason to ask for crowd funding, the six tips above were for you.  For everyone else, before asking for money to create yet another zombie game, put in long hours and work to improve your development skills.  You’ll know you’re ready when your dream project is in fact not another zombie game.

Insane Zombie Carnage

I don’t like to play iPhone or even iPad games with flimsy, fake control schemes.  I just can’t get the hang of virtual controls.  So I missed out on the Super Crate Box craze.  Well, if you can call it that.  Compared to other popular games like Draw Something, Cut the Rope, or Angry Birds, Super Crate Box is more like a mild rage than a craze.  I hadn’t given the game a second thought until Brian and I did Indies in Due Time a few weeks ago, where we previewed yet another fucking zombie game, Insane Zombie Carnage.  Several of my readers immediately recognized it as a Super Crate Box clone.  I didn’t, because I never played it.  So I went into Crazy Undead Bloodbath without any prejudice.  Except against people of all races and religions, but that’s unrelated to the game.

So the idea behind Super Zombie Box is zombies rain down and you have to shoot them while collecting crates.  Wooden crates contain weapons of varying usefulness while question mark crates alter the flow of the game.  Body count is irrelevant, and so are the question mark boxes.  The object of the game is to get as many of the wooden boxes as you can before dying.  You start with one stage and unlock alternative modes and levels based on how big a streak you can get.

So what did I think?  I played it for an hour and I would rather be dead than ever play it again.  What a boring concept.  Don’t get me wrong, if suicide was not an option, I would choose Insane Zombie Carnage over Super Crate Box, simply based on my hatred of iOS virtual controls.  Loony Brain-Muncher Brouhaha actually controls fairly decently, which shocked the fucking hell out of me.  Clones tend to skimp on such features as playability in favor of cha-chinging and rolling in the dough.  I do think it’s a touch on the sensitive side, and the collision detection seems a bit off as well.  I cut a few zombie encounters close but know I missed them and I still died.  If I had actually gave a shit about the game, I would have been pissed off about that.  But, by that point, I couldn’t have given two shits less about it.  Perhaps this was because of crates that spawn right under where the zombies drop in at, making them almost impossible to fetch.

I wasn’t a huge fan of Preposterous Poltergeist Pandemonium, but I’m sure there are some Super Crate Box fans out there who are happy to be able to play this on a console.  Even if it’s not even close to the same game.  It doesn’t have the same graphics style.  It doesn’t have that “world-wide community” feel that Super Crate Box has.  It doesn’t have the word “super” in it.  It seems more like it exists to rub in the fact that this is as close as you can get if you’re among the handful of losers out there that still haven’t been assimilated by the Apple Collective.  But again, I really liked this more than Super Crate Box.  Which is like saying I would prefer to have my head blown of with a bazooka than be slowly disembowed using a rusty, urine-soaked samurai sword.

EDIT: Super Crate Box apparently got its start as a PC game.  Um.  Yea.  Move along.  Please.  Pretty please.  With cherries on top?

Insane Zombie Carnage was developed by Geex

80 Microsoft Points says repetition is the heart of gaming, but that doesn’t mean it doesn’t suck 90% of the time in the making of this review.

Drive Fast Think Faster

Drive Fast Think Faster was tragically born without a comma.  That’s just one of many birth defects that plague this reflex-tester.  The idea is you steer a car across a tie-dye stunt course, changing your car’s color to match whatever scheme the course is about to change to.  A changes it to green, B changes it to red, and X changes it to blue.  Y and Yellow is ignored, because fuck yellow.  Am I right?

Drive Fast is probably another example of a developer getting too good at their own game, because this thing is as hard as Jason Stackhouse after he overdosed on V.  On the first level, I got the fastest recorded time of anyone who has just finished one stage.  That’s pretty much as far as I’ll make it, because once I got to level two, the game required a level of reaction time that I simply don’t posses.  In theory, Think Faster is a color-matching game, like Guitar Hero.  In practice, you have to continuously hold the analog stick and fight the physics while matching colors.  I couldn’t do it.  I really did give it a shot, but the lack of checkpoints was too demoralizing.  If you fall through the course, you have to start the stage over from the beginning.  I have no clue how close I actually came to the finish line, but it might as well have been on the dark side of the moon.  After an hour of trying, I headed over to Xbox.com to grab the screenshots I would need for this review, saw the picture below, and decided to bail while I have some sanity left.

Annnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnd fuck it, I quit.

I don’t know if Drive Fast Think Faster was intentionally designed to be a punisher.  Probably.  The second stage starts with a trial-and-errorish series of jumps that require more luck with the physics than actual skills, but this quickly changes to more high-speed color-matching crap that gets old fast.  So, no, I don’t like Drive Fast Think Faster.  I don’t want to make a cop-out “it just wasn’t for me” review, so I do declare that it can lock itself in a garage with the motor running and choke to death on its own multicolored exhaust.

Think Faster Drive Faster was developed by Zebra Games

80 Microsoft Points want to be able to buy just the lime-colored Skittles in the making of this review.

Hidden in Plain Sight

It’s still Thursday if you just woke up from a coma that you fell into on a Thursday. Or possibly a Wednesday if you think you just went to sleep for the night.

It’s taken me a while to get onto the Hidden in Plain Sight bandwagon. This can be attributed to the fact that I have no friends. Well, that’s not entirely true. I do have a limited number of chums and pals, but the problem is getting them to play an XBLIG with me.  Perhaps it has to do with my sales pitch. This usually consists of someone asking me what I think about XBLIGs, followed by me barely squeaking out “they’re alright.” Not exactly the most ringing endorsement, unless you know me. I can barely speak up when my clothes are on fire, so declaring something to be “alright” vocally might as well be myself writing the name of the game on a piece of paper and then dry humping it.

Local four-player is hard for me to put together. At least when it comes to XBLIGs. After months of waiting, I decided to resort of bribery. Thus, I took three interns at my office, promised them time off of work and pizza in exchange for playing a game with me. And wow, that didn’t sound so pitifully sad when I actually did it.

But really, three people who aren’t exactly buddies with me or with each-other seems like the perfect fit for a party game. I mean, if people can’t bond through video games, what the fuck can they bond through? Well, besides war, nuclear holocaust, and intense sexual lust. Having said that, you should have seen the looks on their faces when I told them the game we would be playing was an Xbox Live Indie Game. They didn’t know what that was, and all three guys do own Xbox 360s. I explained to them that it was a home-brew, made by a couple of novice game developers, and it costs $1 to purchase. I swear to God you could see them mentally calculating whether signing up for this was really better than spending the day filing papers.

Their worries were for not. We had a grand ole’ time playing Hidden in Plain Sight. Well, we did when we played the first of five modes on it. It was called Ninja Party. You’re placed in a room with dozens of identical ninjas, with each player randomly being assigned to one. The first you have to do is figure out which one you are. Doing this requires a level of smoothness that a couple of the thickies working for me couldn’t grasp. They would start by spinning their control sticks around, making it obvious which ones they were.  Stanford education at work, folks. There’s two ways to win. First is murder all other players. Thanks to the spinning morons, I found this to be the easiest method. Alternatively, the first player to touch all five statues in any order wins the round. Once the interns figured out that spinning was not the best idea, I moved onto touching the statues to gain victory. At first, the interns smacked everything that moved, giving up their position and typically thinning their ranks out while I made a bee line from statue to statue. I soon noticed that the NPC ninjas did not change directions while they were moving. They walked in a straight line, paused, and then walked someplace else. The interns never caught on to this, and I used it to my advantage in the coming games.

We forgot about the smoke bombs until several rounds in. My theory is this has to do with living in California, where a person can’t smoke in their own office in a building that they own. Let freedom ring.

The second mode is called Catch a Thief, and without sounding too much like I’m bragging, I was a fucking Goddess at this one. The interns, not so much. In this mode, one or more players takes the role of a sniper, while everyone else has to play as thieves that walk over coins. Because their ability to pretend to be NPCs was lacking, I could take them 3 on 1 and win every time if I was the sniper. You only get three bullets, but all I had to do was keep a close eye on the way they walked. A straight line is hard to maintain, and even the slightest curvature of it was enough proof for me to go Lee Harvey Oswald on their asses. However, unlike the previous game, there really doesn’t feel like there’s a point to this one. The thieves have to collect coins. The snipers have to shoot the thieves. However, the sniper can only get three points, while the thieves can rack up a bunch of coins. So how do you decide who wins? And more importantly, why doesn’t the score carry over? Why doesn’t the game have a method of automatically cycling the various combinations of teams so that you can find out who an overall winner is? I mean, it would have been me regardless, but some people care about that stuff.

The third mode is Knights vs Ninjas. It’s like Ninja Party mode, only this time it’s a team game of defend the VIP. We played 2-v-2. The knights have to protect the royal family. The ninjas have to commit regicide. That is to say, they have to kill the royal family, not people named Reggie. We all found this mode to be pretty boring. Anyone the knights strike down remain dead, while anyone the ninjas strike down are only temporarily stunned. Games of this devolved into the two knights letting two members of the family die and protecting just one. They won every time. Boring.

Mode four is Death Race. This is sort of like the Game of Statues (that’s Red-Light, Green-Light for you east-coasters or so I’m told, or maybe not because Brian grew up in California and says that’s what they called it too. Whatever. Statues are more culturally enlightened), where players have to race to a finish line without giving up the fact that they are not an NPC. In this mode, you hold the A button down to walk and the Y button down to run. While doing this, you have a cross-hair with a single bullet that you can use to gun down any player you think is a real player. I had a lot of fun with this, but the interns got hung up on Ninja Party and wanted to go back to it. We didn’t even get to the final game, Assassin, because nobody wanted to play it.

I can say that we played Ninja Party for two thirty-minute spurts and had a really good time doing it. I’ve never really played anything like it, or Hidden in Plain Sight on a whole. This is exactly the type of original idea I started Indie Gamer Chick for. I do wish there was some kind of ongoing scoring system, but otherwise the game is good enough to be properly stolen by a major studio any time now. It is local-multiplayer only, which is a pretty big strike against it. Not everyone is a party animal. I did fit in well with the interns and I had a good time. Mostly because I won every game of Ninja Party except one, which an accounting major named Gavin stole from me. Coincidentally, Gavin just spun cleaning the bathrooms on the job wheel for Monday, which should be fun following my planned Sunday dinner of bean burritos and cabbage.

Hidden in Plain Sight was developed by Adam Spragg Games
Point of Sale: Steam, Xbox Live Indie Games

igc_approved1$1 doesn’t actually have a job wheel or make interns clean the toilets at work, so you can start breathing again, Gavin in the making of this review.

<— What the fuck is with that box art, Adam?

Unnecessary Violence

Unnecessary Violence is a car-combat game set on the largest stretch of straight road in the world, yet has the least diversity in vehicles.  I saw no ambulances, no motorcycles, no convertibles, and no buses.  Plenty of taxi cabs though.  Not sure why someone would be in a taxi on such a long stretch of road that has no turnoffs.  With the cost of taxis being what they are, you would think renting a car and taking it on this road would be cheaper.

I had a witty caption for this, but then I fell asleep while playing and forgot it.

The basic idea is you’re a car tricked out with various weapons.  You drive on a road, shooting at cars.  Then it tells you to shoot a specific car.  You shoot it, then shoot other cars until it tells you shoot a different specific car, rinse, repeat.  Sorry if that sounded unenthusiastic, but never before has an XBLIG with no major technical flaws gotten me so bored so quickly.  This is mostly on the fact that you’ve seen pretty much everything the game is about within the first five seconds of playtime.  The monotony wears thin quickly, and Unnecessary Violence does very little to change things up.

The weapon variety is lame.  You get a machine gun with no “oomph” to it that overheats if you use it for more than a few seconds.  You get rockets that take multiple shots to blow up a car.  If I have a rocket launcher and it takes two shots to blow up ANYTHING, I’m going to be oh so pissed at the asshole I bought it from.  Land mines are present.  I found them to be unsatisfactory, mostly because I want to actually see the shit I’m blowing up, not having to glance at the rear-view mirror.  Enemies have mines too, and they’re fucking impossible to avoid, because you’re traveling at high speeds.  There are anti-tank guns, which require you to carefully select your target, hard to do when you’re cruising at warp-speed and often rear-ending all other cars present.  There are anti-air missiles for helicopters that don’t show up until the third stage, at which point you’ll have quit and started a better game.  Finally, there’s nuclear weapons, which create a nifty explosion but otherwise I could not figure out what the fuck they’re useful for.  To activate them, you have to input a five-button code.  Again, this is while you’re in the middle of busy traffic, often pressed for time.  How could they fuck up the entire assortment of weapons in a car game?  Couldn’t they get just one right?

So bored. Please kill me. Make it stop.

By the end of the third stage, I decided I should either quit the game or kill myself.  I chose the former, obviously.  There’s just no variety in Unnecessary Violence.  Lots of weird stuff that I hated too.  Your car is able to set off a nuclear fucking explosion, but you can’t bump other cars off the road.  If you’re driving at 140 miles an hour and you bump into the back of a car, it doesn’t even nudge forward, yet it cuts your speed down to a snail’s pace.  You do have the ability to give yourself a nitrous boost, but it seems to do little more than give the appearance of moving faster.  The rate at which traffic appears while using it doesn’t seem significantly higher than it is when you’re just putting the regular pedal to the non-nitrous metal.

Despite having fairly decent graphics and control, Unnecessary Violence feels unfinished.  It’s one objective repeated in a loop in a way practically guaranteed to comatize anyone playing.  I almost wonder if the developers had more ambitious plans, but gave up once they had something vaguely resembling a decent video game running.  It needed something else to keep things fresh.  Instead, it just drags along like it’s got worms.

Unnecessary Violence was developed by Tackemon

80 Microsoft Points said you know the game is going to be bad when the FAQ is the most entertaining part of it in the making of this review.

Facebook, Twitter, Digg, and the rest.  Oh whom will be able to find me without my loyal readers forwarding me on them?  There be buttons below, and if you use them, a kingdom I shall grow. 

F*ck Nostalgia: Nintendo

July of 1998.  My parents take me to Toys “R” Us to scope out potential toys for my upcoming ninth birthday.  This included a trip down the video game aisle to see the latest and greatest PlayStation games.  At the age of seven, Santa Claus brought me my PlayStation, along with Crash Bandicoot.  Previously, my father had an NES and SNES that I occasionally played, but gaming was not a big deal to me.  That changed with the PlayStation.  Gaming became my favoritest thing in the whole wide world.  My forthcoming birthday would no doubt bring me to places I couldn’t even imagine.  What far out realms would my Sony device take me?

And then I saw Banjo-Kazooie on the Nintendo 64 demo display.  It looked way cooler than anything on PlayStation.  It had better graphics.  It had more stuff to do.  The worlds looked bigger.  I had to have it.  Low and behold, on July 11, Santa and the Easter Bunny gave word to their associate, the Birthday Badger, that I had been a good little girl and the Nintendo 64 arrived, complete with Banjo-Kazooie.  And I was totally hooked.  I became obsessed with finding every item that could be collected.  I spent the better part of two months doing it.  Then I beat it.  And I wasn’t happy about that.  In fact, I cried.

As a child, I wasn’t very expressive, and rarely emoted.  Crying was a super rare thing for me to do, and it broke my Mom and Dad’s hearts.  I remember my Father actually called the Nintendo consumer support number to find out when a sequel could be expected.  Mind you, this is only two months after the game came out.  Instead, we went to Software Etc. to find the closest Banjo substitute.  When we asked the clerk, he said that Banjo-Kazooie was really just a ripoff of Super Mario 64, and if I liked Banjo, I would love Mario.  What could go wrong?

Smaller levels.  Less to find.  Not as much stuff to collect.  Kind of easy.  Don’t get me wrong, still a great game.  But it was a huge letdown after Banjo.  If you ask people today which was the better game, they say Mario 64.  It wasn’t.  It was just the game they played first.  For most players, it was the first truly 3D game they played, and thus it created the best memories for them.  Some people actually have the audacity to call it the best 3D platformer to this day.  Really?  Over fifteen years later and the genre has never been done better?  That really makes you sound like you’re stuck in a time warp.

By the way, I treasure my memories of playing Banjo-Kazooie as a child, but I don't delude myself into saying it's a game that holds up to repeated play. I bought the Xbox Live Arcade port and immediately regretted the loss of $15. You know what? It's okay to say a game you loved from your childhood doesn't hold up today. If doing so spoils your memories of it, you probably know deep down you didn't like it as much as you thought.

Of the four branches of the Unholy Quartet of Gaming Nerds, Nintendo fanboys are probably the most docile these days.  That’s probably because it’s tough to be a cheerleader for a company that puts out systems named after the babytalk word for urination.  At the same time, they seem to suffer from Peter Pan Syndrome.  They never want to grow up.  They’re stuck playing reskinned, repackaged versions of the same games for their entire life.  If any deviation hits, the fans shit a collective brick.  Take Zelda, for example.  Ocarina of Time was brilliant.  Majora’s Mask was gutsy, but still kind of the same game.  Then came Wind Waker.  It was still the same game as the rest, but the graphics were changed to make it look like a living cartoon.  This was simply too much for the fanboys, who were left inconsolable by this besmirching of their manhood.  In fact, the first time I remember hearing the term “gay” used to describe something outside of San Francisco was someone talking about Wind Waker.  Right.  Obviously Nintendo’s plan was to demasculate the American dweeb population, setting the stage for Pearl Harbor II.

Nintendo wanted to try something different.  Probably because stamping out the same game year after year gets old.  But no, fanboys couldn’t handle it, so we returned to more of the same old shit with Twilight Princess.  Ocarina of Time was my first Zelda, so I didn’t have the 2D games as a reference point to chart the deterioration of the series.  Having said that, I was a veteran of three Zeldas by that point, and I got bored about halfway through Twilight Princess and never finished it.  It never at any point had me.  Ocarina of Time did.  Majora’s Mask did.  Wind Waker did.  All three of them had me from the very start.  Twilight Princess felt like an apology for Wind Waker, but I didn’t think Nintendo had anything to apologize for.  Just like that, Zelda wasn’t fun anymore.  Then they came out with Skyward Sword, which felt like it had less content than any previous 3D Zelda, and it had horrible, delayed, boring, exhausting motion control tacked on.  Different?   Yes.  Fun?  No.  Nintendo isn’t likely to experiment with actual gameplay anymore.  Different, less intuitive control inputs?  That’s fine.  As long as there’s an elf with a boomerang and a grappling hook, the fanboys won’t throw their first-born into a bonfire.

Skyward Sword felt like a step backwards.  Nintendo has become masters of that lately.  They brought out two 2D Super Mario games over the last generation, and they just set the internet abuzz with word that a game is coming called “Super Mario 4.”  I’m hearing things on Twitter like “finally!’ and “I always wanted a sequel to Super Mario Bros. 3.”  I guess Super Mario World, Super Mario World 2, Super Mario 64, Super Mario Sunshine, New Super Mario, New Super Mario Wii, Mario Galaxy, and Mario Galaxy 2 just weren’t sequelish enough for them and their lives have been incomplete ever since Bowser crashed through the last brick at the end of Mario 3.  Let’s talk about the New Super Mario games.  The ones with “new” in the title, named as such because adding a “4” would suggest some kind of advancement and “rehash” was frowned upon by the guys in marketing.  Nintendo had a chance to show they still had it.  In my opinion, they didn’t.

They should call the next Nintendo platform the "Nintendo Microwave" since all they'll use it for is rewarming old stuff.

I first really played the original Mario titles when they were ported to the Game Boy Advance and I thought they were just swell.  But there’s something very telling about the ordering of them that Nintendo chose.  They didn’t bring the games out in the order they were originally released.  First came Super Mario 2, then they went to Super Mario World, then Yoshi’s Island, then Super Mario Bros 3.  This is Nintendo admitting that they never did better than Mario 3.  That’s why they saved it for last.  So Nintendo has clearly stated what the benchmark is.  Then comes New Super Mario Bros. on the Nintendo DS.  Not only did it feel like a gigantic step backwards from any of the four games listed above, but the real kick is Nintendo didn’t even try to make it better.  They were content releasing a stripped down, bare bones, no frills Mario game.  Sure, a whole generation of fans never were exposed to Mario, but even the fanboys beat themselves blistered over it.  The Wii version was the same way.  Both these games felt like deleted scenes from good Mario games.  Fans reacted to these half-assed efforts the only way Nintendo fans can: they made them two of the best-selling games of all time.  Gimmie an N!  Gimmie an I!  Gimmie an N!  Gimmie a T!..

Nostalgia should have a place in gaming.  But a company shouldn’t be able to live in cruise control based solely on it.  Nintendo can though, and it does.  And the fanboys treat every new Nintendo release like a reunion.  Maybe I’m not wired to be able to understand this.  I crave new experiences.  I can’t believe anyone out there anxiously awaits the announcement of yet another fucking Mario Kart that changes nothing.  “Oooh, which obscure character will join the roster this year?  I bet it will be Pauline from Donkey Kong!”  For real, show of hands, who here got bored and never finished Skyward Sword?  Mario Galaxy 2?  Metroid Prime 3?  New Super Mario Bros. Wii?  And be totally honest with yourself.  Were you having fun, or telling yourself that you were?  I’m not anti-Nintendo based on some kind of bizarre principle.  My favorite system ever is still the Nintendo DS, which gave me the most new and original experiences of any platform in recent history.  You know what though?  Fuck Nintendo.  What have they done for me lately?

48 Chambers (Second Chance with the Chick)

48 Chambers hasn’t even had a chance to fall off the first page of my site and it’s been updated to include more backgrounds.  Oh, and a casual mode with no limit on lives for the crybaby population among us, specifically me.  Well, at least now I can see what chambers 21 through 48 look like.  And they look swell.  Most of them at least.  Some of them are just reskinned previous chambers with extra traps added, but that’s fine.  At least 48 Chambers is now a game that can be played (and finished) by anyone, and that’s good enough for me to recommend it.

48 Chambers was deve-

HEY, wait, I still had some stuff to say.  Damn jumpy Microsoft Points joke.  Just wait your turn.  You’re not even funny this time around.

How I hated this fucking stage.

So I did enjoy playing 48 Chambers in casual mode, mostly because I was able to escape the sense of dread that it would take me weeks of getting good at this just to see the inevitably lame “Thanks for Playing” screen.  You see, just because I like something doesn’t mean I can’t nit pick it to shreds.  In the case of 48 Chambers, I don’t think the developer went far enough with it.  It feels more like a concept than a fully realized game.  Do you know what would have killed in this?  A multiplayer race mode.  Local or online, doesn’t matter.  Just racing the mazes would have beefed up the content.  Level select once you’ve cleared a stage or a time trial mode would have been swell as well.  I’m told level select is on the way.  Time Trial following that should be a no-brainer.

For you sadomasochists out there, Discord also added a hardcore mode where you get exactly one life to finish the game.  Yea, fuck that.  I was told by the developer that some people actually did manage to finish the game in its original incarnation.  Psssh, whatever.  Freaks.  Either way, I’m just glad that my suggestions thus far have been realized, so I figured I would chime in with a few others.  It’s nice to have the developer’s ear in a strictly metaphorical sense for a change.  I mean, like, it’s always a metaphor!  It’s not like I cut off ears and wear them as a necklace or anything.  I swear.  Quit staring at me!

48 Chambers was developed by Discord Games

IGC_Approved80 Microsoft Points watched a snail crawl along the edge of a straight razor. That’s my dream.  It’s my nightmare.  Crawling, slithering, along the edge of a straight razor, and surviving in the making of this review. 

I told you it wasn’t worth it.

Quiet, Please!

Quiet, Please! is pretty much a point and clicker set in 2D side-scrolling frame.  I’ve been lambasting the genre for a few weeks now, making it clear that I hate these games.  Quiet, Please! is better than most because it doesn’t use static screens and it feels like you’re actually doing stuff.  I will say that it makes me wonder if I’m starting to hate the genre because of what it’s doing to me.  Psychologically.

As I pointed out in my Without Escape review, these games usually involve a degree of logic so unglued that it’s probably dangerous to speak of it in the presence of others.  Following my play-through of Quiet, I’m now certain these games also rewire your brain.  The basic idea is you’re a girl who wants silence in her house so she can get some sleep, forcing you to figure out ways to shut off anything making noise.  The actual ways this is accomplished are as sane and valid as any P’n’C title I’ve come across.  However, the ways I hypothesized I would do it are probably enough to get me sectioned.

For example, you have a brother who chases you around and won’t stop bugging you.  I don’t have any siblings, so I can’t relate.  Among the items in the house are a remote control car and a comic book, both of which he seemed to be drawn to.  The game begins with you being dropped off on the sidewalk.  If there’s a sidewalk, there must be a street.  If there’s a street, there are moving cars.  So I theorized that I would use the remote control car to lure my brother onto the busy street, thus killing him, or at least maiming him into silence.

I wish I was making that up.

Hey little bro, do you want to go play with the big zoom zooms?

Oh come on, don’t look at me like that.  The first thing you do is distract your mother by plying her with wine.  I figured if that was copacetic, why wouldn’t splattering your brother be justifiable?  It still doesn’t excuse a later moment in Quiet, Please where you have to pacify three noisy kittens.  At the same time, there’s a neighbor who has a lawnmower going all day and all night.  I turned to Brian and plainly, calmly, and completely seriously said what is perhaps the worst sentence uttered out loud since the fall of Nazi Germany.  “I probably need to get him to run over the kittens with the lawnmower.”  And I meant every word of it.

As it turns out, you can deal with the kittens by giving them a ball of yarn, and the lawnmower thing is also handled in a rational (albeit totally illegal) way as well.  This is what playing these games has done to me.  I’ve gone from being grounded in reality to dealing with problems in the most roundabout way possible.  In a way, I should thank Quiet, Please! because it’s one of the first games that you deal with problems the way they should be dealt with.  Lull your brother to sleep with comic books and clean pajamas.  No murder.  Huh, makes sense.

So I won't silence Daddy by smothering him with a pillow? Huh. Weird game.

So how is the actual game?  Well, it plays well enough and it’s a nice change of pace from how this type of crap is usually presented.  It only takes about thirty minutes to finish, if that, so you don’t have to clear your schedule or anything.  I guess I’m squeezing out a mild recommendation on it.  If nothing else, it won’t cause any further damage to your psyche.  It also won’t undo any damage already caused by point and click games, so if your first instinct when handed an object is to do something insane with it, sorry, you’re stuck that way.  There is no turning back.  Just do what I did and find someone like Brian to follow you around and remind you that if you pick up a stick, do with it things sticks are usually used for.  Apparently, this does not include waking up your friends by sticking it up their peeholes.

The name of the game is School? That doesn't sound very fun. Oh wait..

Quiet, Please was developed by Nostatic Software

80 Microsoft Points have a boyfriend have who is saying “that’s just wrong” at the moment this is being typed in the making of this review.  “You wouldn’t actually do that, would you?”  Christ, I don’t even know anymore. 

There’s some cool buttons right below this review that allow you to share my stuff on all kinds of social networking sites.  Help my site grow by taking twenty seconds to click one and share.  If you don’t, I will switch the Puppy of Sadness‘ food from his preferred Kibbles ‘N Bits to a generic, off brand food, causing his sadness to reach weaponized levels that I will then unleash upon the masses, ridding the world of joy forever.

Dark

It’s still Thursday in Alpha Centauri.

I think I would be hard pressed to come up with a game that’s a bigger violator of what I call the “Google Rule” than Dark.  Let’s put it this way.  I searched for “Dark” on Xbox.com and set the results per page to 90.  Dark falls all the way to 88th, the very bottom of the first page.  And once you get over to Google, good luck.  The word “Dark” alone brings up nearly two billion hits.  And then my point was lost as I typed this, because when I searched for “Dark Xbox” it was the second result.  Ah ha, but then I added “Indie” to “Xbox” and it somehow dropped Dark completely out of the top 100 results.  My point is, it needed something other than Dark.  May I suggest adding “Crap” to the title?

Dark is really, really awful.  It tries to mix Limbo-esq minimalistic presentation in platforming with Little Big Planet-style manipulable environments.  Well actually, this came out before Limbo, so another point is lost.  Meh.  Off my game tonight.

The problem with Dark is the physics are horrible enough that I couldn’t get the floor to correctly break apart the way it’s supposed to on the second stage, after multiple attempts.  With no direction given, I’m not entirely sure I was doing enough to accomplish this.  As best as I can tell, I was supposed to push a large rock off a cliff and let gravity take over.  The problem is, gravity didn’t put in enough effort and the flooring got sandwiched between the rock, then stopped moving.  I tried jumping on it to smooth things along, but my dude had no weight about him and I somehow got pinned between the two things, unable to move at all.

Given that each section of the game could take as little as a minute to finish, it seems odd that a chapter-skip option is included.  After three or four failed tries to break the floor properly, I realized why it’s there and skipped to chapter 3.  About five minutes later, I finished Dark, because the whole thing takes like ten minutes to beat.  So what did I think?  Didn’t find the graphics impressive despite what others would say.  Bad play control.  Unclear objectives.  Physics that don’t work.  A final puzzle that took me literally under ten seconds to solve on my first try.  It’s maybe the biggest waste of a dollar I spent this year.  It’s between this and some novelty chewing gum I bought for a buck that dyes your tongue black.  I gave it to an intern at work to screw with them and they didn’t care about being the butt of a joke because “whatever, it still tasted good.”

Screw it, I only played this because my buddy Mark at GRcade told me I could finish it quickly if I was short on time for a Katch-Up.  Which I was.  Now I can pretend this never happened and move on to Fez.  I would tell you not to play Dark, but actually this game came out three years ago and probably would have been totally forgotten if I had just left it alone.  What can I say?  Oops.

Dark was developed by Andrew Russell

80 Microsoft Points were absolutely shocked to read the critical praise this game got.  Well, different strokes for different folks I suppose in the making of this review. 

There’s some cool buttons right below this review that allow you to share my stuff on all kinds of social networking sites.  Help my site grow by taking twenty seconds to click one and share.  If you don’t, I will switch the Puppy of Sadness‘ food from his preferred Kibbles ‘N Bits to a generic, off brand food, causing his sadness to reach weaponized levels that I will then unleash upon the masses, ridding the world of joy forever.