PAX East 2014 Overview

PAX East 2014 is over and I’m beat. The four days of adrenaline kept me going without much food or sleep but now it’s time to recuperate. While I sniffle and hack away at my desk, recovering from PAX Plague, here are some previews and first impressions to a handful of the indie games that were there. I wish I could do a “Best of PAX” but there is no way that I was able to play everything that was shown. Maybe this time I’ll give out the, “Indie Gamer Chick: Not a Bad Build Out of the Relatively Few Games I Was Able to Play Because There Are So Many Here” Award.

Note, the following are not all-encompassing previews. They are synopses based on a very short amount of time with the games and there may be inaccuracies based on where the presenters decided to start the game or how much background to give me. (Case in point below, Flem would have appeared far different if I hadn’t asked for more info.)

Always Sometimes Monsters (by Vagabond Dog)

The feels, this game gave them to me. Here the player is asked to witness the results of their choices in life. In the demo I played, I played a man whose roommate wanted me to scope out his crush and see if there was any chance the guy he liked, liked him back. I don’t want to spoil what happens but what you decide to do once you do it changes how the game continues.

One of the more mentally deep games I played, this one promises to make you think.

Assault Android Cactus (by Witch Beam)

A dual-stick shooter that’s influenced by bullet hell games. In this 1-4 player game, you’re killing seemingly endless waves of monsters as you make your way through the end. You get to play as a number of cute androids, blasting the ever-living hell out of everything, trying to rack up combos and get the best grade you can. It’s fun and if you can get a few friends locally to play with you, it’s even more of a blast.

The three folks that I played this with kicked the crap out of it, allegedly the first folks of the con to beat the boss at the end.

Bik (by Zotnip Games)

A point-and-click adventure where you play a young boy who was abducted by aliens. Teaming up with some fellow mercenaries and other aliens met along the way, you go through a number of adventures before returning home. Inspired by the point-and-clicks of yore, their focus wasn’t on trying to make you wonder about all the ways you can’t Get Ye Flask and let you have fun experimenting different things. The game even auto-saves for you so you don’t have to worry about being unable to undo the horrible things you’ve accidentally done.

The demo had me set up in a spaceship as one of the aliens. There was a fire in the engine room and I had to save a crewman and stop the fire. It took me a few tries to complete the section for apparently turning off the air supply and killing us was not the immediate solution (I PUT THE FIRE OUT THOUGH!) and sticking a mop into the fire (don’t ask) didn’t do a thing.

Bounden (by Game Oven Studios)

While playing another game in the Indie Mini Booth, out of the corner of my eye I caught some folks making some strange motions while holding a phone between them. Intrigued, I dropped the controller and shoved everyone in my path out of my way.

This mobile game makes heavy use of the gyrometers within the phone to have you “dance” with a partner as you both hold onto the screen as you move together to move objects on the screen. It had us rocking the phone back and forth and even at one point, holding it overhead and twist in a ballet-like maneuver. It had me intrigued as a little party thing to share a fun experience with your friends.

Buddy and Me (by Sunbreak Games)

Adorable. You play a child who is racing through a dream world with his Never Ending Story-like pal named Buddy. It’s meant to be a non-stressful version of an endless runner where you can still “lose” easily but the pace isn’t too fast and you have the cutest imaginary friend to travel with you and help you out over some obstacles. I was able to play a preview of the new female character, which the dev says will be available soon to players in an upcoming update.

The dev tells me that the level generator determines your skill level as you play and makes things more or less difficult for you as you go (but still providing a challenge).

Darknet (by E McNeill)

I talked about this game a little in my “Oculus Rift: Second Impressions” article posted from the show floor (https://plus.google.com/115383603237792435980/posts/JttdvUQb8Pp).

This is a strategy/puzzler that makes use of the Oculus Rift to give you a virtual reality version of cyberspace akin to those of the 90s hacker movies. The goal is to hack into servers, break the security, and retrieve the data you’re after. Once you retrieve that data, your reward is money to buy various hacks (power-ups) to help you break into other systems.

It was one of two experiences I had with the Rift over the weekend and stood out as a one of the better examples of what it can do.

Delver’s Drop (by Pixelscopic)

This is a dungeon crawler which had its camera angle inspired by The Legend of Zelda: A Link to the Past. This build was a bit early and it was missing many of the game assets and enemies, leaving things a tad barren. The dev had to point me in the right direction a few times because I’m an explorer.

It has a number different characters, all which move and attack differently. I admit, in the short time I was able to devote to it, the “fluid” control and momentum felt clunky but it was by design as each character you can select plays with slight differences. I suspect that after a bit more time, the player gets used to it and it’s a non-issue.

Distance (by Refract Studios)

The only game on my list here that I didn’t get to play up front but I did get to chat with the dev at length while watching a few folks play. This is a survival racer heavily inspired by the racers of the late 90s (Rush, Extreme-G) where you speed through a high-tech city, avoiding obstacles on the track that trashes your car. The game is gorgeous and flashy and hits all the right buttons for this TRON-lover.

Interesting note, this game is based on another game of theirs they worked on while attending Digipen. Since it was a Digipen project, the school owns the game so they wanted to do with again under their own names.

Flem (by Henchman & Goon)

Walking by this display and seeing some folks play, my mind immediately went, “Super Meat Boy” clone and I almost kept walking. The crowd around the screen left and I was the only one there which inclined the presenters to ask if I wanted to play. I said sure and thought there may be there’s something here.

It started off just as I suspected. Difficult levels that try to kill you and you restart immediately to keep you going. The presenters (these gentlemen did not work on the game but were marketing students) were telling me about the game and it felt like they were describing Super Meat Boy. I don’t know if they hadn’t played it or not but I had the sense they didn’t know the comparison at all. It wasn’t until I had the chance to ask, “What makes this game differ from it? What makes it stand out?” That’s when I got it out of them.

A few stages in, you gain special powers that allow you such moves as to hover temporarily among a few other things. It requires a different kind of precision to finish a level than jumping, jumping, and more jumping. I asked if I could test out those special powers and they seemed surprised as if no one else had brought it up before me. They were right for at that point, the game changed and was much more fun.

I have a feeling that folks may pass this one up prematurely because of the initial few levels. Stick with it!

Future Unfolding (by Spaces of Play)

In a randomly created, gorgeously styled world, you are one person trying to find your way out of a forest. There are no weapons, no health bars, and no mana – you are one person who uses clues in the environment to find which way you need to go next. “Using” a pair of stones in the ground that don’t quite fit may open up a path in the forest. Connecting some unusual trees together may make bad creatures appear which give chase. You don’t know what’s going to happen until you experiment.

If you are one who loves exploration, keep your eye on this one.

Hand of Fate (by Defiant Dev)

This game weaves a tale like no other that I’ve seen before it. Using tarot cards, the story is told with randomized encounters and events based on your draw. Once a combat card is shown, your character slips into a battlefield in which you fight using a combat system that’s simple but fun as you get to not only punch and smash your way through enemies, but dodge their blows as well.

Over time and as you complete aspects of the game, you’re granted more cards that are shuffled into your deck. It all makes for a fun and random game each time you play.

This one is a bit on the expensive side for an indie game but it may very well be worth it once it’s released for PC and PS4.

High Strangeness (by Barnyard Intelligence Games)

Readers may soon be cluing in on a a weakness of mine. If your game reminds me of A Link to the Past, there’s a good chance I’m going to like the game. Harking back to the late 80s and early 90s, this game mixes up 8-bit and 16-bit, creating what they call a 12-bit experience. This adventure has players bouncing between the classic era and … slightly less classic era to solve puzzles and kill monsters. When you’re in the 8-bit world, enemies may not have complex attack patterns, but they hit harder. In the 16-bit world, game assets are more detailed so you can see where you need to place a certain object.

The Phantom P.I.: Mission Apparition (by Rocket5 Games)

Another game in the adorable category, you’re playing a ghost buster of sorts in a puzzle/adventure game which places you in a spooky, maze-like mansion to put an end to the chaos caused by the thief ghost, Baublebelly.

Along the way, you encounter traps and puzzles which you need to solve by collecting objects and using them at the right moment. You may need a fuse to activate a switch, or bucket of water to put out a fire.

All in all, it’s a cute little package that works well on a touch screen.

Revolution 60 (by Giant Spacekat)

Set in the future, our hero is tasked with trying to find out why a weapons platform has gone offline which sets you on a course of killing baddies and robots and all sorts of futuristic things. Combat is a mixture of quick-time events and tactics strategy and the narrative combines a choice system that determines the reactions your character has to certain situations. Our hero is this badass woman who stays calm under pressure and looks good doing it. Basically, it’s like playing a blonde version of me. Har. Har.

Normally, I hate quick-time events (QTE). I don’t find it enjoyable in the least when a game is prompting me to smash the hell out of X at just the right moment or move the joystick in just manner so sitting down to play Revolution 60, I was rather skeptical about what I was going to experience. It turns out that I now have an addendum to my hatred of QTE and that is, on touchscreen devices they make much more sense. Why is that? One thing I hate even more than QTE is trying to use controller-like controls on a touch screen and I’m so glad they didn’t do them here. QTEs fit well as they don’t require intense button smashing and still allowed me to enjoy the story.

I introduced myself at the Revolution 60 booth as Bri and the woman who I talked with made a comment about how great that was since their head was also named Bri (Brianna). Interesting fact, the team is entirely (or nearly so) women and I had the opportunity to see Brianna at a panel the shortly before playing the game (that’s me in the pink dress up front in a picture she took: https://twitter.com/Spacekatgal/status/455690195468554241/photo/1).

Rollers of the Realm (by Phantom Compass)

Obviously, these folks have some sort of randomizer for the folks behind Rollers of the Realm somehow got the combination of pinball and RPG. You know what? It’s fun! Set in a medieval world, the main character is a thief girl who is trying to make it on her own with her pet dog. The two, and lots of people you meet along the way, are represented in-game as pinballs, each with their own physics. The playfield is based on the location the storyline is in such as a village with people standing around, boxes to destroy, and more.

Sentris (by Timbre Interactive)

I suck at music. I have no rhythm and typically I couldn’t tell you who sings what. For example, if you know it, it took 20 years for me to be able to pass the Yoshi Island on Mario RPG before I finally “got” it. Always up for a challenge though, I walked up the Sentris booth and said, “Girl, I’m going to try your game. I’m going to suck and you’re going to pretend I’m doing well to help my ego.” (This conversation may have only taken place in my head.)

The playfield is sort of like an LP that spins constantly, playing a background song that you can affect by inserting colorful segments of different sizes into the playfield. Different beats and… other music words… (sorry, I told you I’m inept) begin with each additional segment, leaving you with a unique song that’s truly your own with each play.

Completing certain color matches, you “beat” each stage. That is a bit of a misnomer for you don’t actually beat anything, only move yourself to the next stage to create another musical wonder.

Vertiginous Golf (by Surprise Attack Games)

Long gone are the crazy golf games we used to have; Wicked 18, Kirby’s Dream Course, and so on. When I saw this steampunk-themed, mini golf game, I had to try it out. Given a steampunk controller to control the action, I was given a large number of obstacles to use and bounce off of and hazards to avoid in reaching the pin of each stage. The stages are large and have plenty of going on with plenty of ways to try to reach the end.

There was an Oculus Rift version of this game but it was not demo-ing when I had the opportunity to play.

We Are Doomed (by Caffeine Monster Software)

Another dual-stick shooter to add to the large volume of this type of game, but this one is really, really pretty with bright, vibrant colors that almost has a papercraft-type feel to it. It doesn’t add anything new to the genre but it is fun and doesn’t break the budget. Something about this title kept me interested longer than a lot of dual-stick shooters do.

Woah Dave! (by Gaijin Games)

I broke this game when I played it. Sorry Dant.

Unashamed to admit that it is heavily influenced by the classic Mario Bros. game and Joust, Woah Dave is a mash-up of the two where you are trying to destroy bat-like monsters that get really angry and when they touch the lava on the bottom of the screen. When they hit it, they jump back up to the top of the level, hoping to reach the lava so they can get more pissed. …or something. In any case, it’s fun. It doesn’t try to be anything more than a simple game that is enjoyable and it succeeds.

If you want to know any more about the above games, check out their pages in the associated links. PAX East was an amazing experience for me and if you haven’t been there before, I highly suggest going if you can. Thank you to everyone I got to talk with and meet. Our time was short but it was a blast.

Fez

I had to wait a couple of years longer than most people to experience Fez. I did play it on Xbox Live Arcade back in 2012, and it became one of the first titles I attempted to review at Indie Gamer Chick that gave me a seizure. Which, to be clear, is not the fault of Phil Fish or publisher Polytron. It’s my fault. I took the risk of playing it, and with my condition, gaming is always a risk. I wasn’t sure I would ever get to play it, but by the glory of God, it’s finally on PlayStation Vita. Vita is a great platform for me, because if a game relies heavily on my personal epilepsy triggers, I can significantly dull my risk by dialing back the brightness of the screen. The back-lighting can’t be turned completely off, but it’s far and away my best, safest option to play a lot of games. Please note: this works for me. If you have photosensitive epilepsy, consult your doctor before trying to play any video game.

Has any indie game ever come with the crushing hype of Fez? Indies ideally shouldn’t have this much hype attached to them. It’s asking for a letdown. When it finally released on XBLA two years ago, the critics loved it, but I saw a bit of a mixed-reaction on social media. I’m sure some of that has to do with hostility towards creator Phil Fish. But I think most of that is the game was possibly over-hyped, at least from their perspective. It was featured in magazines, major websites, and a feature-length documentary. This is an independent video game we’re talking about here, not a first-round draft pick or a Rhodes Scholar. Getting excited about it is one thing, but some people were expecting some kind of life-changing experience out of it, and screamed “OVERRATED!” when it didn’t happen. Well, yeah. With those kind of expectations, of course you were. Fez didn’t change my life or make me see the world any differently. But I didn’t expect it to. I was hoping for decent indie platform-puzzle and nothing more.

It's a game, people. Not a pilgrimage.

It’s a game, people. Not a pilgrimage.

Well, I didn’t get a decent indie platform-puzzler.

I got the best indie platform-puzzler.

I’m two years behind the party, so I’m sure everyone knows the idea, but here’s a quick recap: you’re a baby Stay-Puff Marshmallow who lives in a world that’s 2D. A magical something happens, the game reboots, and when it’s back, you can rotate the world 90° at a time for a full 360° perspective, which alters the way you travel the land. You thus embark on a quest to find cubes. The rotation gimmick is one of the most inspired gameplay mechanics in a 2D game I’ve seen. Yea, it’s been done before. Super Paper Mario used a similar mechanic. But, where Super Paper Mario bored me to tears (the whole game felt really lazy and phoned in), Fez uses the gimmick almost flawlessly. That alone kept me interested from start to finish.

Truthfully, there really isn’t anything in Fez that hasn’t been done before. Fez almost plays out like one of those “Now That’s What I Call Music” CDs. They could call it “Now That’s What I Call Indies!” Name any major indie gaming trope and it’s here. Retro graphics? Check. Self-aware 4th-wall-breaking jokes? Check. Minimalist story? Check. Call-backs to classic games or platforms? Check. Lots of games do this and it often comes across like trying too hard (see Guacamelee), but Fez has just the right balance of it all. I’ll admit, the story didn’t work for me. The minimalistic quirk stuff is over-saturated these days and I’m over it. For me, I can get a good story from any number of mediums. I play games for the gameplay. And Fez’s gameplay is something special.

I have to admit, even with the duller back-lighting and extra precautions, I had to hand off Fez a couple times.

I have to admit, even with the duller back-lighting and extra precautions, I had to hand off Fez a couple times.

You can tell Fez was crafted with care by people with a genuine love of gaming. There’s almost nothing to complain about with the controls. They’re sharp and accurate. Jumping is spot-on. I honestly can’t think of a single knock on the controls. Or the graphics. Or the sound effects. Or the music. The puzzle design is not only clever, but I really dug the extra-circular stuff that you practically have to solve with pen and paper. I know this review is getting boring, but it’s hard to be snarky with a game I enjoyed this much.

My one and only gripe is sort of significant: it’s easy to get lost, and not know what to do next. The game doesn’t point you in the right direction, which I’m sure a lot of the old-school readers I have will enjoy (I swear, the next time I hear “back in MY day games didn’t hold our hands” I’m personally going to donate money to Trump for President, which will no doubt result in the collapse of society as we know it. TRY ME MOTHER FUCKERS!). But there was a lot of time I spent wandering aimlessly trying to figure out what exactly I missed to move the game forward. There is a useful map system that tells you when you’ve cleared every possible part of a stage, but I almost wish there was something more, for those who don’t wish to spend hours just plain stuck.

Perhaps a small non-complaint complaint is that Fez takes the "you're in a glitchy game world" concept too far a few times. The game starts with a sequence that mimics an old-timey PC reboot sequence, then does it again during the finale. It was cute the first time. The second time felt like a person saying "GET IT?" after you've already laughed, indicating that you indeed "got it."

Perhaps a small non-complaint complaint is that Fez takes the “you’re in a glitchy game world” concept too far a few times. The game starts with a bit that mimics an old-timey PC reboot sequence, then does it again during the finale. It was cute the first time. The second time felt like a person saying “GET IT?” after you’ve already laughed, indicating that you indeed “got it.”

That is literally my only complaint. Fez is a love letter to gamers. It practically dares you to not fall in love with it. I know not everyone does, but it charmed the socks off me. Again, I’m convinced that a lot of the dislike and disappointment stems from it being created by an asshole. Yea, welcome to the world of consumer entertainment. Entertainment is made by unlikable people of all stripes. Racists and anti-Semites. Homophobes and misogynists. Hawks and cowards. Far-left extremists and far-right wingnuts. Phil Fish seems like little more than your garden-variety fart-sniffer. So why is he such a pariah? I’ll tell you why: because it’s annoying that someone who is such a douchebag could also be so talented and create such an amazing work of art as Fez. Get over it, people. Embrace the douchery.

FezFez was developed by Polytron Corporation

$12.99 noted that Fish’s Twitter picture is Andy Kaufman, who was noted for his douchery, so are we sure this whole thing isn’t performance art in the making of this review?

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

 

 

Cubesis

Cubesis is one of the most challenging turn-based puzzlers out of the box that I’ve encountered.

You’re given a 2.5D view of a world in which you have to accomplish a few objectives for each level. Objectives typically involve collecting treasure but also can also include such things as, “gather X amount of food” or “build a thing”. Treasures are spread out across the map and to collect them, you need to figure out how you are going to terraform the world by appeasing or displeasing the gods with the use of churches and monoliths. You’ll also need to determine which buildings to build while you wait for the world-changing effects to take place. Being able to store more food, sometimes build a second city for more population, weather control devices, and so on are all important.

cubesis01

The concept of the game is simple but it takes a long time to master. Much of the difficulty lies in trying to figure out just which buildings you need to build, for if you waste your resources on the wrong one or too many of one, you may waste precious turns because the planet is often either heating up or cooling down. If it gets too hot your people burn or if the sea levels rise too high and flood the land, you’re done for and must start over.

As you progress through the game, restarting the level is very common as many of your actions are trial and error. “If I build this, that could happen and then… OH GOD NO MY CROPS ARE DRYING UP!” Game over. Fuck!

One of the more frustrating parts, but also rewarding, is the terraforming (disguised as swaying the gods). To raise the sea level or push it back, you must build a certain type of building to make them happy, the above-mentioned churches or monoliths. The annoying part is that you need the right balance, or lack thereof, to force the effects you desire but sometimes what you need to create that balance is confusing. Building one of the buildings doesn’t seem to have any effect so you overcompensate and build three. RESULT! Oh, I spent too many resources building them all? Fuddy.cubesis03

Now, is all of this fun? Yes and no. See, I had some fun with the title. There were times where I was really feeling it and into it and others where I was frustrated and didn’t want to play anymore. This IS a good game but for a certain type of person and I apparently am not that person. It is no fault of the devs as I feel it’s a quality product. If you like real thinkers and a challenge, not minding having to start from scratch when you mess up, yes. Get this game. For me folks like me who I’ve discovered are not that person, skip it.

cubesis_logo

Cubesis was developed by Ikkju.

For $5, this game will last you a while as you try to figure out how to pronounce it. “Cube-sis”? “Cube-eh-sis”?

Cookie Clicker and Banana Bananza

Earlier this week, I was browsing the XBLIG marketplace when I came across a game that caught my attention. It featured two lesbians on the cover making out and suggestively wielding bananas like they were dildos. I’m not kidding. The game, Banana Bananza, was pulled today from the XBLIG market place. I guess having two chicks make like they’re going to fuck each-other with a banana is just the sort of thing that gets you yanked. By the way, when that happens with an XBLIG you’ve already bought, they WILL remove your ability to play the game from your Xbox. Check it out. Here’s what it looks like on my “recent” tab from the dashboard.

Banana 2

Here’s what it looks like when you try to boot it up.

Banana 3

Sucks, huh? But that’s how it works. If MS deems a game unsuitable for the marketplace, they can delete your ability to play it. No refund. Welcome to the digital age.

I actually did buy it. I figured, why not? Among other things, I live in the San Fransisco Bay Area and I support gay rights, so I’m going to Hell anyway. More over, I can be just as cynical as game developers. These games get attention, and not just for devs. My most popular reviews are all, sadly, games with anime-style graphics and lots of boobies. If not for the fact that I’ve heard from a lot of regular readers who discovered me and the XBLIG scene from those reviews, I unquestionably would be leaving them alone. It makes me wonder if the boob games have been an overall positive for XBLIG as a whole.

I’m being dead serious.

Anyway, Banana was the worst game I’ve ever played in my entire life. I’m not joking. I found out it was based on a popular free web game called Cookie Clicker. The idea being you would press A to “pick a banana” and watch a counter go up. After picking enough bananas, you could spend those on upgrades that pick the bananas automatically for you. And that’s the entirety of the game. But here’s the weird part: people who were making fun of this lazy version of Cookie Clicker were also warning me to not actually try Cookie Clicker myself. For fear of losing me. “We know you. We know your addictive personality. Please don’t Cathy. We all love you.” I was thinking “oh come ON, any game that could have inspired this can’t possibly win me over.

The original marketplace page for Banana had no screenshots of the "gameplay" so I took one myself. This is the entirety of the game.

The original marketplace page for Banana had no screenshots of the “gameplay” so I took one myself. This is the entirety of the game.

50+ hours later, with my index finger swollen from all the clicking, I have to admit, yea, they were right. I was legitimately addicted to Cookie Clicker, which is less a game and more a narcotic, only more legal and dangerous to your relationships.

So yes, you click a cookie to earn cookies which you spend on “buildings” that produce more cookies, or bonus items that increase the amount of cookies you can earn. I vastly underestimated how quickly and poorly the XBLIG clone was handled, because Cookie Clicker has a lot more going for it than just purchasing upgrades and watching cookies roll in. For starters, the XBLIG clone only had six possible things you could buy, and those things couldn’t be upgraded. Cookie Clicker has twelve, all of which can be upgraded multiple times to be more productive. There’s also bonus cookies that appear randomly somewhere on the screen that set off random special effects. There’s holiday-themed special events that unlock new upgrades. There’s even an end game involving the Grandmas you hire. Plus, you know, it’s free. As opposed to not free.

That thing in the corner is Santa Claus. Don't ask.

That thing in the corner is Santa Claus. Don’t ask.

Just playing Cookie Clicker earned me a lot of scorn and “you’re not a gamer” ridicule from the usual gang of idiots. I don’t understand it myself. How do we, as a community, broaden our horizons if we don’t explore every facet of gaming. Especially stuff that’s popular, and Cookie Clicker is popular. And I can totally see why. Some things are enjoyable on a level that defies explanation. Why do people just sit around and pop bubble wrap? I have no clue. And I have no clue why I spent so long watching a glorified number counter go up like I did with Cookie Clicker. But I would be lying if I said I didn’t enjoy it.

IGC_ApprovedCookie Clicker was developed by Orteil (who I think is now legally my dealer)

Banana Bananza is no longer available.

Cookie Clicker is Chick-Approved and ranked on the Indie Gamer Chick Leaderboard. Banana Bananza is most certainly not.

Check out a review of Banana Bananza before it was pulled from the market from my buddy Tim Hurley of TheXBLIG.com

Circix

Just a quickie review here, since Circix doesn’t exactly lend itself to 1,000 words. In this free-to-play mobile game, you connect different circuits together to solve puzzles. Each circuit has a number on it telling you the amount of lines you must connect to other circuits. In order to solve a puzzle, all circuits must be connected to each-other while following each circuit’s required line count. It’s a relatively simple concept, but it’s pretty satisfying as a puzzler. It gets off to a slow start and some of the basic puzzles are insultingly easy, but you can easily skip them and just focus on the intermediate or advanced stages (although most of the intermediate stages are also far too easy). In the higher difficulty puzzles, sometimes you’ll have to double up or even triple-up the amount of lines coming from a single circuit. Circix is an ideal portable puzzler for killing a couple of minutes on a road trip, waiting in line, etc. Awesome game. Really, they probably should have charged money for it.

It doesn't look like much, but Circix just owned my afternoon.

It doesn’t look like much, but Circix just owned my afternoon.

And.. well.. that’s really all I have to say. Again, Circix doesn’t really lend itself to the type of reviews I do here. The gameplay is one-dimensional, works, and doesn’t give me a lot to discuss. There’s no storyline quirks or control issues for me to get snarky about. It’s just a really solid, enjoyable puzzler that nobody will talk about or remember a day after they finish it. I get a lot of requests for simple, free-to-play iPhone games along these lines. Most of them I find enjoyable enough to tweet my approval of. In the case of Circix, I’m going a little bit further with it because I realized that I enjoyed it much more than the typical “I can’t possibly write a review about this” game. In fact, it’s one of the 50 best indies I’ve ever played. So even if it’s impossible for me to be all Indie Gamer Chickish on it, it deserves recognition. And a smack in the face for forcing me to bore myself and my readers writing up this review. Yeesh guys, some kind of annoying mascot or SOMETHING I could criticize would have killed you?

PromoGraphic_180x120Circix was developed Graham Barber & Russell King

IGC_ApprovedCircix is free to play on iOS and Android devices.

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

Super Dungeon Quest

I booted up Super Dungeon Quest for XBLIG today. I selected the Barbarian, selected normal for a difficulty level, and started the game. I then immediately took damage, literally right as the screen faded into the first fucking level. There was an instruction overlay on the screen explaining what all the shit does, which required a press of the A button to get out of. The game was not paused during this, so the enemies, which spawned right next to me (levels are generated at random) immediately started munching on me. It was as if I was the embodiment of Old Country Buffet and the enemies were old people you see and shudder at that wait for the place to open every morning.

And thus a new Indie Gamer Chick record was set: fastest a game caused me to, as they say in the hood, “lose my shit.” 1.7 seconds. That’s how long it took me to realize that I had already lost a full heart and was still actively taking damage, as I was reading the fucking instruction screen that was on top of the fucking action. And lose my shit I did. I couldn’t even manage to swear. I literally shook my fist in anger (I didn’t know people really did that until just now) while letting out a primal scream. I’m not even kidding. At that moment, I fully believe I was capable of doing things to my fellow human beings that any rational person would label as “evil.”

All the levels are randomly generated, which is why they lack of the elegant complexity of Gauntlet. I think I would prefer developer-made stages for games like this, but randomly generated stuff is hot right now, so whatever.

All the levels are randomly generated, which is why they lack of the elegant complexity of Gauntlet. I think I would prefer developer-made stages for games like this, but randomly generated stuff is hot right now, so whatever.

Now, here’s a thought since I’m 99.9% sure the developer will read this: I’m a critic. So I felt an obligation to continue past this point. I originally didn’t. I was going to turn off my Xbox and write a review based on that 1.7 seconds of digital “fuck you” the game threw at me. But even my mother said “you know, that’s not very professional.” I guess she had a point. BUT, if I hadn’t been a critic, and this had been my first experience with your game, that would have been it for me. Presumably, I would have only been playing the demo, which I would never have touched again. You really do only get one chance to make a good first impression. And if you don’t fix this stuff quickly, you stand to lose a lot of potential players based on a bad first impression. That goes for all you indie developers. Even if the game stands to get unfair later, at least make sure the opening, ease-in levels don’t screw you right off the bat.

But, I pressed on, and I’m happy I did. I kind of liked Super Dungeon Quest (another new record set: most generic name in gaming history). Think of it as Gauntlet meets a rogue-like, only with much simpler levels, and no multiplayer (bad choice). You choose a class of hero, then hack-and-slash your way through enemies, collecting loot and waiting for one of them to drop a key to the next level. After about thirty minutes of this, the game ends. You can also play an arena mode, or an endless arena mode. And um, that’s really it.

Like any other game that involves stat-grinding, I decided to throw caution to the wind and abuse my upgrades. This time, I tried a different tactic: I threw all my XP into luck. Upgrading luck allegedly increases the odds of an enemy dropping rare items like life-refills or defensive shields by 1%. So, in theory, I should have seen a 5% increase in drops, once I maxed out my luck upgrades. Instead, enemies were dropping shit for me like waiters at a banana peel convention. Throw in the fact that the Paladin’s “special power” is being able to refill his own health, and I was able to cruise through the game on normal difficulty with minimal effort. Then I went into the endless arena mode, and lasted nearly two hours, clearing 25 stages, before I succumbed to boredom and let myself die. Had that not happened, I would still be playing it.

By the way, I attempted to play endless arena on hard with the Paladin and crashed the game with a code 4. I took it as a sign and quit trying.

In fact, I got no less than four "Code 4" crashes on this screen alone.

In fact, I got no less than four “Code 4” crashes on this screen alone.

I feel the groundwork for a really spectacular game has been laid here, but the product that’s out now is just okay. It’s also infuriating in its unfinishedness.  I think that’s a word. I crashed the game more than once. I sometimes passed right through gold or other items, unable to pick them up (the developer is aware of this but has no clue why it’s happening). Enemies would be spawned on the other side of walls and couldn’t be reached (thankfully none of them ever had the keys needed to make progress, but in theory, it could have happened). And the game is lacking some features that I felt like it needed: more upgrades, more levels, multiplayer, online play, leaderboards, and a larger variety of enemies. What I played feels more like a proof of concept. I *did* have fun with it, so it’s at least worth a look, and possibly a purchase. But Super Dungeon Quest needed more time to cook. All spit and no polish. I don’t think that actually makes any sense, but what do you want from me? I’ve been playing Fez for the last few days and had to go to the doctor to remove a used condom from my ear on account of my mind being fucked.

xboxboxartSuper Dungeon Quest was developed by Smoodlez

IGC_Approved$2.99 nearly froze the game during 20 odd levels into endless mode by rounding up all the enemies into one cluster in the making of this review.

Super Dungeon Quest is Chick-Approved and ranked on the Indie Gamer Chick Leaderboard. I see no reason why, with more development time and more modes of play, this couldn’t be a top 25 game, so get to work, Smoodlez!

Gameplay footage via Splazer Productions. Follow him on Twitter too!

Congratulations to Master Blud on the birth of his healthy baby boy, Lucas: the Indie Gamer Ankle-Biter!

Delivered on schedule. There's mud in your eye, Fumito Ueda.

Delivered on schedule. There’s mud in your eye, Fumito Ueda.

 

E.Y.E.R.I.S.

Twin-stick shooters. I’m willing to bet that I’ve played more of them than anyone my age on the planet. I’ve reviewed over a dozen here alone, and that’s not counting the ones I sampled for a few minutes before realizing that there would be no unique hook. I get why they exist in the numbers they do. It’s a relatively simple genre to pull off successfully. It’s perfect for a new developer who wants to get his or her feet wet in the whole game creation process. But I’m to a point where I’m so over twin-stick shooters. They need something that makes them stand out, or I’ll bore quickly.

E.Y.E.R.I.S., God bless it, really does try to be different. Unfortunately, it takes the art-house route to get there. There have been artsy TwickS in the past. Hell, I would say the grand-daddy of all XBLIG hits I Made a Game with Zombies is an artsy example of the genre. Here, the art vibe is less subtle and borderline pretentious, as you get motivational snippets of guidance that seemingly have no relevancy or anchor of any sort to the goings-on. Maybe it means more to the guys who made this, but for me, I just couldn’t get a feel for what concept or feeling they were trying to invoke here. It just came across as snooty.

Wait, without vision your path is revealed? How in the fuck do see the path? Without vision, I'll end up walking into walls!

Wait, without vision your path is revealed? How in the fuck do see the path? Without vision, I’ll end up walking into walls!

There is an actual game here though, and it’s a decent one. Of course it is. It’s pretty fucking hard to botch a twin-stick shooter. In E.Y.E.R.I.S. (I have no clue what it stands for, and the game doesn’t tell you) you start off on a stage where you have no ability to shoot and have to avoid the baddies for about a minute. Once you finish that, you’ll be given a choice of what the next stage will be. All the stages are the same, as far as I can tell, with the only difference being what gun you’re given. Repeat this three more times, adding additional weapons and shields with each new stage, and afterwards the game ends and simply cycles back to the opening screen, with no explanation of what this whole thing was about. I made up my own and assumed I was fighting off some kind of aggressive eye-infection.

Bad picture for the marketplace. It makes it seem like the soft-focus will be a major element in the game. It isn't.

Bad picture for the marketplace. It makes it seem like the soft-focus will be a major element in the game. It isn’t.

Again, it’s pretty hard to screw up a genre this simple. I spent a lot of time on the fence, trying to figure out how I felt about E.Y.E.R.I.S., and I came to the conclusion that it’s a decent game, and for those not burned out on the genre, or for those that get all touchy-feelly about games like this, you’ll probably enjoy it more than me. I don’t feel strongly about it one way or another, which means it gets to hang out at the bottom of the Leaderboard, but a decent game is a decent game, even if it sniffs its own farts.

xboxboxartE.Y.E.R.I.S. was developed by AbstrAKT Games

IGC_Approved$1 has no idea why I complain about people sniffing farts when I’m a world-renowned fan of picking one’s own nose. Mmm Hmmm, few things in life as satisfying as picking one’s own nose in the making of this review.

Hey, I wash my hands afterward. And I don’t eat any thing that comes out of it. Hello? Gross.

E.Y.E.R.I.S. is Chick-Approved and ranked very, very low on the Indie Gamer Chick Leaderboard.

Shipwreck

If you’ve been browsing the Xbox Live Indie Game marketplace, there’s a chance you might have noticed a fairly convincing Zelda clone pop-up over the last month. That is, if you can see past the dozen or so Flappy Bird clones littering the new releases. Then again, you might have missed it. After all, it has box art that looks like this:

Insert Tom Hanks and/or Gilligan's Island joke here.

Insert Tom Hanks and/or Gilligan’s Island joke here.

And it has a name that isn’t likely to inspire thoughts of the game whose legacy it tries so very hard to invoke. Shipwreck? Seriously? Still, it caught my attention, even though I’m not all teary-eyed nostalgic over Zelda. Chances are, it meant more to your childhood than it did mine. Don’t get me wrong. I love the series. Link Between Worlds was my favorite game of 2013, which I’m just as shocked by as anyone else. And I admit, the thought of a really good Zelda clone had me a bit excited. But it was all for not. My rule is, if I like a game 50.1% more than I dislike it, it gets my seal of approval. Shipwreck hovers around 40%. Maybe 45%. Close, but no cigar.

But I’m getting ahead of myself. The idea is, you’re a chick whose ship crashes and you have to gather four magical elements and defeat a ghost inside a lighthouse so that you can get a new ship and return home. The graphical style, sword-swinging animation, and castaway theme of the game is clearly aimed after Link’s Awakening, which I’ve always felt was one of the more overrated Zeldas. Still a solid game, mind you, but just not all that. Shipwreck still does a good job of emulating the feel of it. But then some glaring flaws pop up.

Credit where it's due: it looks the part.

Credit where it’s due: it looks the part.

For starters, the overworld has no enemies in it. For real. You just wander from place to place, looking for the next dungeon. There’s also no hidden caves, secret passageways, or surprises of any sorts. It’s an empty, sprawling, lifeless world. That worked in a game like Shadow of the Colossus (which mind you, still had SOME collectables, like the fruit or lizard tails), but in a 2D Zelda style game? It’s just so boring. Given the fact that Zeldas have been based around secret doors from the very start of the franchise, neglecting to include them in a Zelda tribute seems to miss the point of the series entirely.

There’s also not many items to collect. I got a shield (which you have to equip and activate, just like in Link’s Awakening), a crossbow, a lantern, and a pick-axe. That’s it. The game’s dungeons (one starter, four “gather the holy trinkets”, and one finale) don’t contain special items that you need to solve puzzles or advance further. Really, the more you play Shipwreck, the less tributey this Zelda tribute feels. It’s missing so many key elements of the formula, with only the boring stuff that anyone can do left in. It would be like if at Shaquille O’Neal’s hall of fame induction, they left out his four championships and focused on Kazaam and his free-throw shooting. Why would you even do that? And why would you leave the best parts of Zelda out of a Zelda tribute?

It does a lot of other fundamental stuff wrong. There’s no overworld map. The enemies “blink” when they take damage and don’t recoil enough. They also all seem to take two shots to kill. Except the boring bosses, which are spongy as hell. Oh, and you know how in some Zelda games, in order to get to where you’re supposed to go in a dungeon, you have to fall through the floor? Yea, Shipwreck does that too. Only in Shipwreck, you take damage for it. What a horrible idea! And why the FUCK does it only use two equip buttons when there are four face buttons on an Xbox controller? No, it doesn’t matter if you’re paying tribute to a two-button game. Not using all the resources at your disposal is just obnoxious.

The first boss is a giant crab monster. Of course it is.

The first boss is a giant crab monster. Of course it is.

Yes, Shipwreck does a lot of things right. I like how, instead of enemies dropping hearts (even when you have full health), they drop apples that you can save and use later. Now that’s a good idea. I liked the desert dungeon. And…….. well actually that’s the only stuff that really stood out to me. Everything else never got brutally awful or anything, but Shipwreck was bland and boring from the start and never really picks up steam. It will find an audience because it looks Zeldaish enough to warrant a purchase. I’m also not this game’s target audience, and I’m sure children of the 80s will probably enjoy this a lot more than I did. But, taken on its own merit, Shipwreck is just a dull video game experience. And taken as a Zelda clone? No secrets. No clever puzzles oriented around items found in dungeons. All that’s really left is the combat and some aspects of dungeon exploration, and even those are quite a bit off. Let Shipwreck be a lesson to everyone: when paying tribute to your favorite childhood classic, looking the part should take a back seat to feeling the part. Shipwreck is to Zelda what Lucky Charms would be without the marshmallows.

xboxboxartShipwreck was developed by Brushfire Games

$2.99 really did enjoy the desert dungeon quite a bit in the making of this review.

My amigo Tim Hurley really disagrees with me on this one. Read his review.

South Park: The Stick of Truth

This should be relatively spoiler free, but a few plot points kind of have to be discussed.

No, it’s not an indie. But I sort of have to write this review and eat a plate full of crow. From the moment Trey Parker and Matt Stone took the stage of E3 a while back, I said there was no chance in hell that South Park: The Stick of Truth would be a decent, worthwhile title. I was just going off the property’s track record. South Park on Nintendo 64 and especially the PlayStation? Horrible. South Park Rally? Possibly the worst kart-racer ever. Chef’s Luv Shack? Possibly the worst quiz and/or minigame collection ever. The Tower Defense game? Well, I never really got around to it, but it mostly got a bunch of 7s out of 10s, which as we all know, is critic speak for “Worst thing since Hitler.” (By the way, I’m pretty sure that joke will get me banned in Germany) Hell, there was a fairly hyped Scott Tenorman based game that ultimately was a mediocre platformer. I think my doubts about how Stick of Truth would turn out were completely justified. If all you’ve ever shit out are turds, only someone delusional would expect the next turd to be a solid gold nugget.

I was wrong. South Park: The Stick of Truth is incredible. In fact, dare I say, it sets a new standard for licensed video games. In other news, crow has never been so delicious. Now, there are about a quagillion reviews of this out there, so I’m not going to waste time talking about the fun (though sometimes too button-mashy) combat mechanics, or how the fart mechanics are the only thing I really disliked about the game. Well, besides a laundry list of glitches and game hangs. That kind of stuff was to be expected anyway. The game is made by Obsidian Entertainment. That’s like putting a big banner on the box art saying “this shit will not work right for at least the first six to twelve months, not that it matters because you sheep will buy it anyway!” Hey, guilty as charged. And also, baaaaaaaaaaa.

You'll notice that the main character is a guy in all the pictures. That's because there is no option to select a girl. Do you know why there is no option? Because it didn't fit into the narrative the creators wanted to tell. I'm just pointing that out because a few weeks ago, the Big Bullshit Fake Outrage of the Day© was people whining because some upcoming free-to-play Capcom MMO would not include the option to play as a girl. Butthurt was felt across the land. I guess people thought that as a vagina-owner, I should be outraged as well. I wasn't. Which again proved that I'm a self-hating Uncle Tom that should voluntarily disenfranchise myself because obviously not being able to play as a girl in a free-to-play MMO will lead to girls being walled up in the tower and fed through a slit in the wall. That's another reason I loved Stick of Truth: because the same people whining about that game were delighted by how this turned out. The hypocrisy was too delicious to not point out, which just made them matter. Yea, it's okay to have a double standard when you're dealing with a property you love. But actually pointing out that double standard? Bad form!

You’ll notice that the main character is a guy in all the pictures. That’s because there is no option to select a girl. Do you know why there is no option? Because it didn’t fit into the story the creators wanted to tell. I’m just pointing that out because a few weeks ago, the Big Bullshit Fake Outrage of the Day© was people whining because some upcoming free-to-play Capcom MMO would not include the option to play as a girl. Butthurt was felt across the land. I guess people thought that as a vagina-owner, I should be outraged as well. I wasn’t. I pointed out that not every game has a story that a female lead-character can fit comfortably into. I guess this proved that I’m a self-hating anti-feminist that should voluntarily disenfranchise myself because obviously not being able to play as a girl in a free-to-play MMO will lead to women being walled up in the tower and fed through a slit in the wall. That’s another reason why I loved Stick of Truth: because the same people whining about that game were delighted by how this one turned out. The hypocrisy was too delicious to not point out, which just made them madder. “Um, weren’t you one of those guys (and it is almost always guys) who was whining about that Capcom MMO not having girls in it just a couple weeks ago?” “Well that’s different. This is South Park. Girls can’t fit into the story as easily!” “Weird, that’s the same argument I used for why not every game can have a girl character and you told me I was wrong. How come it’s okay for South Park but not okay for a company whom their every move you whine about?” “HOW DARE YOU POINT OUT MY DOUBLE STANDARDS! BAD FORM! BOOOOO!” By the way, tongue firmly in cheek the whole time. I just found humor in the whole situation. I guess getting outraged over the lack of mandatory, uninspired female characters in games is serious business.

Stick of Truth feels like it could be an episode of South Park. Hell, if you cut out all the exploration and battles, what’s left would probably be an episode long. Two-parter tops. That’s fine. There’s enough gags between the main narrative to keep you laughing your ass off from start to finish. It’s unquestionably a fan service, but it never feels condescending about it, like some of the more well-liked television or movies turned into games do. Some of the bits feel like they’re shoe-horned at first, like a section involving Al Gore and ManBearPig. It felt tacked on and kind of hokey at first. Then the joke paid off in such a satisfying and unconventional way that I wanted to high-five the developers through the television screen.

I also owe a big thank you Trey Parker, Matt Stone, and all the guys who worked on this game (including former XBLIG developer Roby Atadero, creator of Spoids. Ha, there, I tied this to Xbox Live Indie Games. I’m still an indie Goddess). Because of them, I realized I’m nowhere near as desensitized as I thought I was. A section based around Planned Parenthood squashed any lingering doubts about that. I played that part with my mouth gaping open, eyes blank in stunned awe, with a knowing awareness that I’m officially going to Hell now. After digesting it………. probably the wrong word considering that I think I threw up three times in between fits of laughter………. I put down the controller and spent the next hour actively wondering how on Earth this game skated by with only an M rating.

Oh, and in the “wow, this is awkward” department, my staunch Catholic mother walked in during a scene in which I was performing an abortion. Granted, there was no scene she could have walked in on that wouldn’t have resulted in a priceless look. But I’m still grateful she walked in there. Because it was so glorious. That “every suspicion I’ve had about my daughter is true” look. Sadly, I’m not as quick-witted as people think I am. If I had been, I would have said “if you think this is bad, you should see it when you’re using Kinect!”

The only part of Stick of Truth I truly loathed was the cut-scenes where you learn to fart. Because if you screw them up, you have to listen to the long, dull, repetitive, dialog all over again. It blows.

The only part of Stick of Truth I truly loathed was the cut-scenes where you learn to fart. Because if you screw them up, you have to listen to the long, dull, repetitive, dialog all over again. It blows.

By the way, for my European and Australian readers, I guess we are supposed to pretend that abortions aren’t a thing and that if you find any humor in them at all, your countries will fall into anarchy or something like that. So if you laughed at the above story, for God’s sake, don’t tell anyone. I will not be held responsible for your respective collapses into moral bankruptcy.

South Park isn’t a perfect game, but I dare say, it’s a perfect use of an IP. Some of the stuff ran a bit too long. The Canadian section was funny for about five seconds. Then it kept going and refused to fucking end. You know, sort of like every single unfunny episode based around Canada on the show. And South Park also does that thing that nobody likes where there are collectables in a game, but some of them you only have one shot at, and if you miss them, you can’t get them later. South Park isn’t the only game guilty of this, but it stings a little more here because such TLC was put into it. This felt like something made by people who love games for people who love games. Whenever that’s the case, those awful, always bitched-about problems always seem more damning.

And yea, I have to go back on my word and bring up all the fucking glitches. They really start to pop up over the last hour of the game. I had a few game-killing hangs, where it would enter a load screen and never leave it. There is a practical fix to this, in that you can get past it just by switching which secondary character you’re using. But it seems fairly common, in that most of the people I’ve talked with have encountered it. I also had a hang while in a, ahem, “cave” in the final level of the game. Then one immediately following that. Then in the final boss battle, some of the secondary character abilities caused the animation to lag, which made correctly using those abilities a bit fickle.

By the way, this is your fault. Yes, you. And you too. All of you. If you guys wouldn’t whine like babies whenever a hyped game gets delayed (which is typically done to make sure shit like this doesn’t happen), games wouldn’t come out like this. I saw it with Grand Theft Auto V too. “Waaaaaa! They delayed GTA V! It won’t be out when I thought it would be out and I will have nothing better to do for months! A pox on your studio!” Then it did come out, but GTA Online wasn’t ready yet, and a lot of people absolutely shit a brick over it. South Park had a few delays, then was set to come out in December. It got delayed again, and everyone farted. It could have probably stood a few more months of play-testing, but given how you guys farted over the last delay, I can’t really blame them for putting it out like this. It’s basically what you asked for.

Pictured: an average gamer upon learning of a small delay in a game's release date.

Pictured: an average gamer upon learning of a small delay in a game’s release date.

But, South Park: The Stick of Truth is still an awesome video game. The best adaption of a television show I’ve seen. Possibly just the best adaption, period. I’ve heard arguments that it’s actually Escape From Butcher Bay (yea, but the movie sucked), Spider-Man 2 (ugh, try playing it today), or one of the Arkham games (okay, yeah, those were pretty good. Well, at least the first two were). Nah. South Park is the best because it feels like you’re playing the show. There’s no seams or stitches to be seen. The plot, writing, and voice acting all feel like it fits into the South Park universe, as opposed to being a video game built around it. Those Arkham games feel like video games based around Batman. The Stick of Truth simply is the South Park we all know and love. And it is so very, very wrong. You guys are sick fucks, you know that?

South Park LogoSouth Park: The Stick of Truth was developed by Obsidian Entertainment

IGC_Approved$59.99 said an episode of the show where the boys fight over making and indie game is a no-brainer in the making of this review.

South Park: The Stick of Truth is Chick-Approved.

Rad Raygun

When people mock the 80s, they tend to mock synthesizers, tall hair, and movie montages. When games mock the 80s, they joke about how we accepted a lot of shit when it came to video games. Strangely enough, it’s not all that common for games to mock the other big event from the 80s, apart from New Coke of course. By that, I mean the Cold War. Finally someone has stepped up to the plate. Enter Rad Raygun.

I previously hadn’t read up on the game much other than to see that it looked like a Mega Man clone. I haven’t played one of those since Vintage Hero so I was ready to give it a shot.

After a few minutes, it was clear that I was wrong in that it isn’t a Mega Man clone but more of a Mega Man-inspired game. It has some similarities in that you’re a robot with a blaster and that it’s a platformer with boss battles at the end of each stage, but there are many differences that make this title stand apart.

White House Down!

White House Down!

In this trek through 198X, you are Ray Raygun, a robot on a mission to bringing the war Soviets have started back to Russia after they attacked Washington DC. In your adventure which takes you to the Berlin Wall, Chernobyl’s nuclear plant, and the Kremlin, you’ll encounter the cutest little Soviet robots and missiles to destroy in this light-hearted look at the Cold War.

Setting itself apart from Mega Man, rather than copying the abilities of the bosses you defeat, you gain abilities as you find them on the ground such as a slide maneuver to sneak under things, a mid-air moonwalk that allows you to cross gaps, and an aimable cannon shot that helps you reach enemies placed at an angle your blaster has trouble reaching.

Poking fun at the 80s era of video games is a tried and true method to get a few laughs. Right away you’re treated to a joke about how enemies will reappear the instant you backtrack even a few pixels. While typically annoying in the games it’s mocking, it’s not a big deal here because none of the enemies are overly difficult and serves its purpose as an amusing quirk.

There is a fun nod to Tetris while inside the Kremlin where you can actually play the classic game in order to, I assume, gain bonuses to your power-ups. I only assume because while it is a cute nod, unless I’m missing something, controls for this mini-game were brutally difficult in that every few seconds, a piece would fall in a certain location depending on where your character was on the board and which direction he faced. If you want a piece to fall where you are standing, you’re out of luck for there is little you can do to get out-of-the-way before the piece comes crashing down. It would have been nice if the player could control when the piece fell rather than let it be a timed event since a game like Tetris requires careful placement of blocks.

The levels are laid out in a fashion along the same vein of Mega Man with a few key differences.

The game makes it a point to simulate the way stages, as in Mega Man, would “scroll” when you reach the border of an area, but it forgets one thing. Enemies and enemy attacks that occur during the scroll should be forgotten by the game and disappear. Something so seemingly minor in text here comes off as quite an annoyance while playing. I encountered a few areas where an enemy was able to fire homing missiles at me off-screen and I would have to flail about to avoid the attacks.

A Tetris minigame found in Moscow.

A Tetris minigame found in Moscow.

While there is never a dull moment in fighting off the sheer number of baddies in Mega Man, many of the areas in this game are devoid of any life at all. These areas are purely for aesthetic reasons such as, “A cooling tower is tall so we will make it tall in our video game.” This is all fine and dandy but give me something to shoot! No one wants to walk through an empty game where they’re encouraged to kill all the things and there are no things.

I encountered a few bugs along the way but nothing game-breaking and not really worth mentioning other than one that was a bit strange. If backtracking and you cross back through one of the “scroll” areas and were hit while the game scrolled, crossing back through that scroll would cause you to take damage again, even if there were no longer enemies there. While I did die to this once, the game is easy enough and lives are plentiful that it wasn’t anything more than a small annoyance.

It may seem like I’m picking on a number of things here but actually, I had a lot of fun with this title and children of the 80s and those with a little knowledge about the global politics of the era will laugh at the nice touches the devs added to make this title stand out. It’s a cute homage to the time of my youth that, for the most part, does what it tried to do well.

At its cheap price ($1), this is a fun title that you can finish in a short amount of time and I highly recommend it. Between the Tetris area mentioned above, Matryoshka Sputniks, and a lone red balloon floating, there was plenty to make me giggle with delight.

title

Rad Raygun was developed by Trufun Entertainment.

IGTlogo-01For 36 rubles, you can pick up this game and beat up Soviet-era commies with capitalism.

Rad Raygun has been awarded the Indie Gamer Team Seal of Approval.