Abduction Action! Plus (XBLIG) and Hypership Still Out of Control (iOS)

Full disclosure: Kris Steele, developer of today’s two games, is my friend.  Our relationship got off to a rocky start.  When I was brand new to the scene, barely two weeks after I launched Indie Gamer Chick, I interviewed Kris.  By this point, I hadn’t won the respect of the community, but they were happy to have ANYONE covering XBLIGs besides the two or three sites that already did.  I was someone new to talk to.  Or, more accurately, someone to gossip to.  At the time, I was interviewing developers for the second XBLIG Uprising event, and one of the candidates for it was Volchaos, a game by Kris.  The only problem was Kris was also organizing the event, and there was skepticism on how good Volchaos was.  (Side note: Volchaos did not make the Uprising.  It wasn’t finished in time.  The next year, the developer of Sententia organized the third event, and his game most certainly DID make it in, and it basically soured the whole thing).  At the time, I was still kind of finding my identity, so when the time came for the interview, I was still in “pretend to be a serious writer asking tough-questions” mode.  By the time it was over, I’m pretty sure he didn’t like.  Nor should he have.  I was a douche.  Straight up.

But, he was never unkind to me.  By the time I figured out that I should drop any pretense of professionalism and just be myself, he was still there and willing to help me.  Even after I didn’t enjoy Volchaos, he was encouraging of me, and endorsed me to the community.  Fast forward to today.  Kris is my friend.  A really, really good friend.  I’m proud to be his friend.  All bullshit aside, he’s a good man, and I consider our relationship a privilege.  He’s always there for me to answer questions about game development, indie politics, or if I need his fingerprints on a bloody crowbar.  It’s really a sign of his character that he became friends with me.

And now I'm going to put that character to the test by calling one of his latest games digital dog feces.

And now I’m going to put that character to the test by calling one of his latest games digital dog feces.

One thing I never imagined when I started Indie Gamer Chick is that I would form a close relationship with any developer.  Today, I have just that with a few dozen.  For many of them, I’ve reviewed at least one of their games.  If that’s the case, there’s roughly a 55% chance I didn’t like their effort.  At first, I was worried that people might accuse me of going soft on those that are my friends.  Even if it’s not true (and if you ask Kris Steele or Dave Voyles, they’ll tell you it’s not.  And probably cry), that perception is there.  I take great pride in the fairness of my reviews.  People might think that someone might expect their critic friend to show mercy on them.  To those that believe that, nothing I can say or do would convince them it’s not otherwise.  Anyone with real friends knows that real friends would never ask that of their critic friend.

So, what did my friend release recently?  First up, I looked at Abduction Action! Plus on XBLIG and Ouya.  I had heard of this game days earlier, when a child psychologist recommended that the average punishment for a disobedient child be changed from grounding to playing Abduction Action.  Less timing consuming, faster results.  No child will fuck with mommy and daddy again.  Okay, I’m kidding, but it is a pretty awful game.  The idea is you’re a UFO that must torment Earthlings for shits and giggles.  Using a tractor beam, you’ll abduct humans, or crush them with various objects, or drop them from lethal heights.  In theory, this is the game you give evil little children to break them of their habit of torturing ants for the lulz.

In Iowa, they call this "Tuesday."

In Iowa, they call this “Tuesday.”

Unfortunately, Abduction Action! Plus is let down by poor controls.  Many of the challenges in the game, such flying into birds, requires precision movement, and that’s not really an option.  It gets bad when you’re forced to accelerate into objects using the turbo boost.  For those watching me, it was probably comical.  I tried to splatter a birdie on the UFO, and instead overshot it no less than a dozen times, until it finally flew off the screen.  It was maddening.  And that’s ultimately why I couldn’t enjoy AA+.  It’s a game about lining up to do stuff.  Line up to grab a rock and drop it on a jock’s head.  Line up to pull someone up in your tractor beam.  Line up bullets to turbo-boost through them.  That shit is hard to do when the UFO only has two speeds: too fast and suicidally fast.

Abduction Action! Plus was developed by Fun Infused Games ($2.99 would rather get an anal probe than play this shit ever again)

Abduction Action! Plus was developed by Fun Infused Games ($2.99 would rather get an anal probe than play this shit ever again)

Then there’s the problem of having to remain stationary while you suck up the people and objects.  If a projectile hits your UFO, the beam is deactivated and you drop whatever you’re carrying.  This is kind of tough when you have people shooting you pretty much non-stop anytime you’re low enough to grab anyone.  I’m not sure why a standard gun or even a shotgun would cause a UFO to do anything but laugh.  You mean to tell me these things are designed to travel through space and torment any living creature they happen across, but a single bullet fucks their mojo up?  I tried to find something positive to say about Abduction Action Plus’s gameplay, and I couldn’t come up with anything.  That is unfortunate, because the writing is genuinely laugh-out-loud funny and the concept is solid.  But gameplay is king, and AA+ controls like a game in dire need of an AA meeting.

What’s shocking about Abduction’s badness is Kris released another game recently, this one on iPhone, and it is fucking awesome.  It’s called Hypership Still Out of Control.  It’s a sort-of-sequel, but not really, of a couple earlier games.  I reviewed both Hypership Out of Control for iPhone and Hypership Still Out of Control on Xbox Live Indie Games last year.  Like Abduction Action, the XBLIG version of Hypership was overly-sensitive to control.  On iPhone, the control was near flawless.  Still Out on Control offers more of the same, only the levels are different.  Same graphics, same control scheme, and the levels themselves progress seemingly the same way.  The meteors are in the first stage.  The eyeball wall things are the second stage, etc, etc.  So, despite Kris’ objections, I’m basically calling this more of a DLC pack.  A very good one, mind you.  I highly recommend it.

Damn game won't take the sky from me.

Damn game won’t take the sky from me.

But, the honeymoon with Hypership is over, and now a lot of the glaring flaws are starting to be noticed.  Stuff like how sometimes setting off a bomb is too hard.  You have to double-tap the screen to do it.  I don’t know if it prefers you to tap in the same spot or not.  It’s sometimes a difficult thing to pull off, and setting off a bomb when you most need to is very challenging because the screen is usually too full to safely stay still long enough to detonate it.   Also, when you’ve built up a stockpile of 3 bombs, which is the max, why doesn’t picking up a 4th bomb automatically detonate it?  It wouldn’t make the game too easy, but it’s too hard to see the new bomb on-screen and react fast enough to detonate a bomb you’re holding before picking it up.  Since you can’t use a finger on your spare hand (for those that have such a thing, and to those who don’t, you shouldn’t have played around with firecrackers like that) to set off a bomb, the system is just too busted.  This is a game based around speed, lots of it.  You probably won’t have enough time to safely take your finger off the screen for the less-than-a-second it takes to use it.  I would kill to be able to play Hypership with a mouse or a trackball.  The joystick controls of the XBLIG were too damn loose, while the phone version lacks buttons that would make the game so much better.  A marriage between the two might make one of the best space-shooters of the modern era.

Don’t let any of those complaints turn you off.  They’re here because I’m hoping like hell Kris gets the message and makes some fixes to his already excellent game.  Hypership, no matter which version you get on your iThing, is a truly special game.  One of my favorite iPhone games, indie or otherwise.  One of the few space-shooters I’ve ever enjoyed.  One of the few games on any platform I play on a regular basis.  And my enjoyment of it isn’t based on my friendship with Kris.  If friendship somehow softened my thoughts on his Abduction Action! Plus, then you should be scared because it might be so bad that it causes cancer.  No, I like Hypership purely because it’s one of the best games I’ve ever played.  You know, I’ve had a bad break lately with health issues.  I don’t know what my future holds.  I don’t find out until February 27.  I am lucky that I have friends who will be there for me.  And here’s where the friendship thing matters to me: how fucking cool is it that one of my friends, who will be there for me through the worst of whatever I face, also is someone who made one of the best games I’ve ever played?  It proves once again something I’ve known for a long time: I’m the luckiest person I know.

Hypership loloHypership Still Out of Control was developed by Fun Infused Games

This is for Hypership. For Abduction Action! Plus, picture Sweetie with pock marks on her face, blood dripping out of her nose, the stench of death on her, with skulls and crossbones all around the edges saying "not approved for any use besides enhanced interrogation."

This is for Hypership. For Abduction Action! Plus, picture Sweetie with pock marks on her face, blood dripping out of her nose, the stench of death on her, with skulls and crossbones all around the edges saying “not approved for any use besides enhanced interrogation.”

$1.99 said Kris could remake the same game, only set it on I-80 in California and claim it’s based on a true story in the making of this review.

Hypership Still Out of Control is Chick-Approved and Ranked on the Indie Gamer Chick Leaderboard.

Wii Don’t Get U

Something disturbing happened to me recently: I started liking my Wii U.  Maybe it has something to do with it finally getting a couple of games I actually wanted to own.  No, Nintendo, I’m not really keen on paying $50 for a remake of Wind Waker that you vomited bloom on and called “HD.”  I don’t have anything against it, besides the fact that I already played it enough to get a 100% completion when I was thirteen-years-old and thus I had nothing left to get out of it.  Hey, if you’re a youngin’ and you’ve never played it, it’s totally worth $50.  It’s my favorite Zelda ever.  I just can’t understand why people who still own the GameCube original and have beaten it multiple times were drooling at the thought of ponying up $50 to buy it again.  The already-spectacular graphics are slightly better, but not another $50 better.  The biggest improvement in the game involved REMOVING content.  I don’t get it.

Not to mention that if your best game in your first year is a barely-upgraded port of a game ten years old, you're in big trouble.

Not to mention that if your best game in your first year is a barely upgraded port of a title ten years old, you’re in big trouble.

In fact, “I Don’t Get It” is a running theme with me and my ability to comprehend the Wii U.  I’m even more baffled (and somewhat terrified) by how their fans just absolutely will not give you an inch in regards to any flaw in the machine, or accept how damn gloomy the future of the system appears to be.  I’m certainly not relishing the idea of my Wii U dying an early death.  I look at a video game system as an investment, and with the Wii U, I’ve barely started to get my returns on it.  We’re just over a year into its life.  Consoles typically don’t hit their stride until year three, year four.  I still weep when I think about how the Dreamcast, as good as it was, never really had a “prime” during its existence.  In comparison, the Wii U has barely cleared the starting gate, in terms of realizing its potential.

With news that Nintendo slashed the console’s sales forecast by 69%, I’m sure there are people there who are asking “how could this happen?”  Even though, before it even launched, pretty much everyone that wasn’t a diehard Nintendo fanboy saw this coming.  There are so many factors on why it’s not taking off.  I have a few theories on this.

1. The Wii U is just plain not cool.  Mock all you want, but the original Wii was, for a time, very cool.  Stores could not keep it in stock.  Everyone wanted to play it.  It was hip and trendy, but simple enough so as not to intimidate anyone.  Coolness sells.  The iPad is not remotely the best tablet on the market, but it is very cool.  So if you have an iPad, you must be cool.  When the Wii came out, if you owned one, you were cool.  That’s not the case with the Wii U.  I’ve seen it myself.  We had some teenagers at our Christmas party this year.  When they saw I had an iPad, they thought I was cool.  When they saw I had both a PlayStation 4 and an Xbox One, they thought I was very cool.  When they saw I had a Wii U, they suddenly thought I was a dork with too much disposable income.

Tablets are a big deal now, but tablets are getting increasingly more thin and sleek.  Think of the iPad or the Samsung Galaxy.  In comparison, the Wii U looks like a Etch-a-Sketch that someone jammed buttons and analog sticks on.  A children’s toy, not something high-tech.  Then you get to the screen.  It’s not a bad screen by any means, but it simply is not as cool as your average tablet.  It looks older and outdated, like an early tablet.  I mean, it still uses a stylus for God’s sake.  Again, the Wii’s controllers, whether you liked them or not, stood out as sleek and novel.  The Wii U pad looks like a monstrosity.  Nintendo also dropped the ball by not redesigning secondary controllers, instead allowing you to carry over your old Wii remotes.  Economically, that made sense.  But it reenforced the perception that the Wii U was old and outdated before it even launched.

Then years ago, this would have been the single coolest thing in gaming history.  Now it's something that people shrug off and say "well, at least it's not Virtual Boy."

Ten years ago, this would have been the single coolest thing in gaming history. Now it’s something that people shrug off and say “well, at least it’s not Virtual Boy.”

2. The majority of the utterly insane, never-say-die, ignore all logic and defend Nintendo to the bitter end fanboys are around age 30 and over.  I get into it with them all the time on Twitter.  Although there are some my age, they’re nowhere near as loud, nor do they work as hard to twist logic and spin facts on the increasing amount of bad news related to the Wii U.  Do you wonder why that is?  Well, I have an answer.  My generation, which some call Millennials, have less brand loyalty than any generation that came before.  That is bad news for Nintendo.

Nintendo makes Nintendo-style games.  They control the most iconic franchises in gaming.  There’s no question that their quality of games are typically pretty high.  In the past, they could rely on their franchises and talent to create life-long loyal fans.  The fanboys that sometimes annoy me and sometimes amuse me probably got their start in gaming with an NES or an SNES.  Those fans stuck with Nintendo every step of the way, through good times and bad.  The Virtual Boy sold 140,000 units in the United States.  Who do you think bought those?  It’s the same way sports fans typically cheer for the local team.  It’s what they grew up with, and no matter where they go in life, they always stand by the home team.  If you had only an NES as a kid, Nintendo was your local team.

My generation doesn’t do that.  That probably has a lot of do with how the delivery of entertainment has evolved over the last thirty years.  If you only owned an NES, it didn’t have a lot of competition for your attention.  Maybe a handful of cable stations, Saturday morning cartoons, a comic or two once a month, head down to the video store to rent a VHS tape, or play with some He-Man action figures.  Today, game consoles compete with the internet, 500+ channel cable and satellite systems with DVR, Netflix, YouTube, smart phones, and tablets.  We’re a generation of instant-gratification, where nearly any form of entertainment we want can be accessed instantaneously.  So, because we grew up with so many sources of entertainment, we never formed loyalties to any one brand.

Now mind you, the brand loyalty effect is not exclusive to gaming.  It’s having a profound effect across the entire entertainment spectrum.  But it’s especially bad news for Nintendo.  They’ve sustained themselves for over twenty years on the loyal fanbase they created during the NES era.  NES children became N64 and GameCube adults, who continue to support the company to this day.  The same is not true of those reared on the Nintendo 64 or the GameCube.  Companies across the globe are scrambling to adjust their business models around this phenomena.  Nintendo is a company notoriously slow to adapt with the times.  They were the last company to jump into disc-based storage.  The last to embrace online gaming.  The last to include high-definition visuals.  Just going off their track record, I’m not betting they’ll be fast enough to adjust their marketing strategy to deal with this.

This is a prime example of what I mean.  Children of the NES era were so overcome with joy that they nearly died of a cerebral hemorrhage when Dr. Luigi was announced. People my age said "it's......... seriously, it's the same fucking game, only you throw two pills into the jar instead of one."  Then the fanboys were like "I KNOW, AWESOME RIGHT!  I HOPE IT COMES OUT ON 3DS SO I CAN PAY FOR IT TWICE!"

This is a prime example of what I mean. Children of the NES era were so overcome with joy that they nearly died of a cerebral hemorrhage when Dr. Luigi was announced. People my age said “it’s……… seriously, it’s the same fucking game, only you throw two pills into the jar instead of one.” Then the fanboys were like “I KNOW, AWESOME RIGHT! I HOPE IT COMES OUT ON 3DS SO I CAN PAY FOR IT TWICE!”

3. The Wii U is a confusing machine for the general populace.  I’ve seen it myself.  Let’s go back to that Christmas party earlier.  I was showing off all my game consoles to my colleagues and friends, most of whom are much, much older than me.  My Wii U game pad’s charging cradle is not situated by the console itself.  Nintendo has done well enough marketing it that my partners could identify the pad.  “That’s the Wii U, right?”  Then they looked at my various new consoles.  Xbox One.  PlayStation 4.  Even the Ouya.  Situated somewhere between them was a small, black disc drive that looked like it might be an external component of a PC.

“What’s that?”

“That’s the Wii U.”

“I thought that (pointing at the game pad) was the Wii U.”

“That’s the controller for it.  This is the console itself.”

“Oh, it’s one of those.

Presumably he meant a console.  And there in lies the problem: the people who primarily supported the Wii, your casual fanbase looking for a quick-fix good time with friends and family don’t understand what it is.  They think it’s a portable device.  Or possibly a very expensive accessory for the original Wii.  After all, it uses the same controls as the original.  And it mostly features the same franchises as seen on the original Wii.  If you don’t pay much attention, you might not realize what exactly the Wii U is.  I’ve seen it in person.

4. I hate to be one of those people who rags on a machine being underpowered, but the Wii U is too damn underpowered for third-parties to get behind.  There’s a myth that having less power makes a console less expensive to develop for.  That might be true, if you’re making an exclusive game for the platform.  But for blanket multi-platform releases, it’s a huge handicap that might make development for a console cost-prohibitive.  Don’t take my word for it.  Ask any third-party developer, and they’ll tell you that optimization for less powerful machines takes time and manpower, both of which are expensive.  If a developer targets a game for all the current generation systems, making a game play similar on the PS4 and Xbox One will be negligible.  Getting that same game to look and play as good on the Wii U will be difficult.  I’m not saying it can’t be done.  I’m saying it will eat up more company resources to get it done.  When a system is already floundering, they might just decide it’s not worth the risk.

Talk about the lack of third-party support of Wii U and, without fail, fanboys will wave Bayonetta 2 in your face like a prized bull.  Bayonetta was alright, maybe even good, but it didn't exactly light the world (or the sales charts) on fire. Going exclusive for Wii U, even if they're getting paid to do it, seems like suicide.  Platinum Games also did Mad World on the Wii, which only sold a little over 100,000 units.  They must be gluttons for punishment.

Talk about the lack of third-party support of Wii U and, without fail, fanboys will wave Bayonetta 2 in your face like a prized bull. Bayonetta was alright, maybe even good, but it didn’t exactly light the world (or the sales charts) on fire. Going exclusive for Wii U, even if they’re getting paid to do it, seems like suicide. Platinum Games also did Mad World on the Wii, which only sold a little over 100,000 units. They must be gluttons for punishment.

5. Nintendo bungled the launch badly.  Having two SKUs for the Wii U, the premium model and the basic model, was simply a bad idea.  The basic model, with a pitiful 8 GB of storage and no-game, seemed like a crummy value.  However, besides a pack-in game and a charging cradle, the Deluxe model wasn’t that much better.  Consumers are number oriented.  The basic model was $300 and the Deluxe model was $350.  Their competition at the time had packages available for the same price or less that offered 500 GB of storage space.  The best version of the Wii U offered a miserable 32 GB.  It gave the appearance that the Wii U offered little bang for your buck.

And then you get to the pack-in title for the Deluxe model: Nintendo Land.  I’m not knocking the quality of the game.  With four friends around, Nintendo Land is a very fun game.  But, it sucks to play by yourself.  In comparison, Wii Sports was also most potently entertaining with a group of people, but you could have nearly as much fun Wii golfing or Wii bowling by yourself.  Nintendo Land’s best games also require you to have the extra controls to play.  Wii Sports could be played hot-seat-style.  Out of the box, with only one controller, you could play Bowling and Golf.  You couldn’t play the other games, but they sucked anyway.

Really, the best option would have been to forgo the basic model, sell the Deluxe version only at a $300 cost, beef up the HDD to at least 100 GB to compete with Sony’s more base models that typically were around 120 GB, and put New Super Mario Bros. U as the pack-in.  It was Nintendo’s best-bet as a system-mover.  I’m confident that Nintendo Land by itself would have sold very good.  In fact, it probably would have sold more copies, because I think the Wii U with Super Mario U as the pack-in would have sold a lot more at launch.  Sure, they later did make a bundle that included Mario U and Luigi U, but by that point, the Wii U’s reputation was sealed.  The PS4 and XB1 were not too far off, and because there had been a drought of high-quality games in the months following launch, they lost any advantage they might have gotten by being first-to-market.  You only get one chance to make a first impression, and Nintendo showed up to the party wearing last season’s clothing and in need of a shower.

6. Why didn’t Nintendo design the system to be compatible with the 3DS?  The Wii U itself is basically just a giant DS.  They could have made it so the 3DS could act as extra controllers, which could have made for some very novel game concepts.  The type of wild, experimental stuff you saw on the GameCube with Final Fantasy Crystal Chronicles, Zelda Four Swords, and Pac-Man Vs.

Hey Nintendo, remember this?  How come, now that technology can do all these things wireless and seamlessly, do you not remember it?

Hey Nintendo, remember this? How come, now that technology can do all these things wireless and seamlessly, do you not remember it?

7. Nintendo really needs to handle the Virtual Console differently.  For many games on PlayStation Network, a single purchase nets you a copy of the game on all Sony platforms that support it.  When I cracked open my PS4 on launch day (in the 90 minutes I had before my system bricked and I had to send away for a new one), I immediately owned games like Flower or Sound Shapes for it.  I didn’t have to pay one extra cent for them.  I bought them on my PS3, and thus I had them on my PS4.  When I bought Doki Doki Universe for it, I owned it immediately on my PS3 and Vita as well.

Nintendo’s solution for those that spent oodles of money on Virtual Console stuff?  You can have the old versions of them on your Wii U through a convoluted transfer method, but they don’t work with the Wii U Game Pad.  If you want that, you have to pay extra.  Virtual Console purchases on Wii or Wii U also don’t carry over at all to the 3DS.  It makes them seem kind of like cheapskates and makes Sony look like they’re cooler people than Nintendo.  In the past, they got away with this, because their fans eagerly repurchased games even if they already owned every single version already out there.  Once again, it comes down to the new generation not having that same level of attachment to the company.  It’s yet another aspect of the Wii U that makes it appear to not be a good value for your investment.

The sad thing is, this isn’t Monday-morning quarterbacking here.  These points were stuff that everybody realized.  Everyone, it seems, except Nintendo.  I certainly don’t mean to imply that you won’t have fun with a Wii U.  After a slow start (Mario U not withstanding, I really did enjoy that game), there are a lot of really good games on the Wii U.  I had planned a PlayStation 4 versus Xbox One launch editorial, where the end would have me declare that if I was forced to choose one console to own right now, based on the library of games right now, with no consideration of future potential, I would have chosen the Wii U.  And I meant it.  As of this writing, it’s still true.  The best games available now for the current generation are mostly on it.  Nintendo even pulled a rabbit out of their hat late in the year with the surprise release of NES Remix, a game I absolutely adored.

NES Remix is something special. Marry me.

NES Remix is something special. Marry me.

But the future of the system looks pretty bleak, and I don’t know what can be done to turn the tide.  At one point, I figured Nintendo would hit the panic button, like they did with the 3DS.  A huge price slash, plus an apology-program like the 3DS Ambassador thing for those suckers that bought-in too early.  Now, I don’t even think that would help.  Nintendo’s loyal fans are in denial about it, but the numbers don’t lie.  Nintendo’s own forecast (which, like most companies, will always skew higher than realistic) called for nine-million units sold by 2014’s fiscal year, and instead they revised it to 2.8 million.  The PS4 and Xbox One are already primed to pass it, and already have in many regions.  It took the PS4 only 48 hours to pass the Wii U in the UK.

Going back to the Dreamcast, I want you to think about where it was at this point in its life-cycle.  The shadow of the PlayStation 2 hung over it like a terminal illness.  Yet, the Dreamcast was probably in a better position than the Wii U is today.  It had a more robust first-party library, and high-quality third-party support.  A year later, it was dead, and Sega was releasing games on other platforms.  I don’t think Nintendo will go out that way.  But the Wii U is not going to suddenly explode.  Even if they redesign the pad itself, to make it more in line with sleek and sexy tablets that they seemed to have had in mind in the first place, the system still has too many handicaps.  As a Wii U owner, I don’t want my system to go to the grave this early.  But all the best games are still somewhere off in the distance, and top-quality third-party games seem practically non-existent.  Right now, their big third-party exclusive is Bayonetta 2.  A sequel to a game that was decent at best, for a demographic that doesn’t seem in line with the Wii U at all.  Really, the fact that Bayonetta 2 is the biggest asset in their bullpen, doesn’t that really tell you everything you need to know?  Of course, their fans will disagree with me.  They’ll also disagree with the technology.  And the sales figures.  I just don’t get it.

Chick Speaks

Thank you everyone for your patience since the start of this month.  I’ve got about another month before I learn what my long-term medical situation will be.  I’m doing my best to keep gaming and trying to focus on working on Indie Gamer Chick, but it’s really tough.  My mind is wandering quite a bit.  I appreciate all the well-wishes and support.  I’ve had such an outpouring of it that I’m touched on a level I didn’t realize I could be.  I do love you all.  I don’t plan on going anywhere.

Solar Flux

Games such as Solar Flux rarely hold my interest for very long, so I was very surprised when I found myself in the last few levels of this 82-stage game.

Hiding from a flare.

Hiding from a flare.

Solar Flux is a space-themed action puzzler not all that unlike Angry Birds or Cut the Rope where you have objectives for each stage and are rewarded with skill stars the better you do. Here you’re saving dying stars by shooting plasma into them. You collect this plasma with your ship, which has limited fuel and which cannot get too close to the stars without the risk of exploding due to the loss of its heat shield.

A fun physics system plays a part in this game which has you holding orbit around planets, coasting around space while trying to use as little of your fuel as possible, hiding behind planets to avoid the intense heat of the stars, and riding the solar waves of the stars as you restore energy to them.

The game’s visuals are gorgeous for a game of this kind and the music is great, definitely feeling appropriate for the environment. The colors of the celestial objects are vibrant and stand out nicely. The music is soft and gives you a feeling of solitude as is fitting with the environment. Nothing looks or sounds cheaply done.

(At this point I should mention that for the most part I played the PC version of the game. I cover the differences between this and the Android version later. In short, they are essentially the same.)

A maze of asteroids.

A maze of asteroids.

All in all, the game isn’t terribly difficult if you’re only interested in seeing each level. If you’re after a full clear, achieving three stars on each level, you have a big challenge ahead of you. In most of these games, you only have one thing in mind: collect all the things or kill all the things with as few flying swine as possible. Solar Flux adds some variety and asks you to perform different tasks for various stages. The game may challenge you by requiring you not to use much fuel, not to lose X amount of your heat shield, or to complete your objective within a time limit.

I zipped through the stages, having only an occasional hang up that took more than a few tries to get around. The graphics are rather pretty, and I felt that the game makes good use of the controller, even though the tooltips suggest one use the keyboard.

I decided to try out the mobile version on my Nexus 5. The download is free; however, you only get a few stages at a time, and you MUST complete all of the stars for what few stages you do have in order to advance. Ads appear between every few missions, but at only a dollar to remove them, it’s worth the price if you find you like the game.

Coming from the PC version to this was incredibly difficult due to the controls; movement of your ship isn’t as intuitive as it is with the controller. It took quite a bit of practice to get the hang of it, but eventually things became fluid.

Between the two versions, I think the desktop version is the better choice both because of how it’s easier to control and because you don’t need to collect all three skill stars in order to advance. However, I do suggest trying out the mobile version first since it’s free. Think of it a trial version.

If you enjoy this type of game, I recommend picking this one up. Should you be one who is not into puzzlers, skip it as there’s probably nothing here that will change your mind.

solarfluxlogoSolar Flux was developed by Firebrand Games.

“Space,” it says, “is big. Really big. You just won’t believe how vastly, hugely, mindbogglingly big it is. I mean, you may think it’s a long way down the road to the chemist’s, but that’s just peanuts to space, listen…” – Hitchhiker’s Guide to the Galaxy on the subject of space.

IGTlogo-01

Solar Flux has earned has been awarded the Indie Gamer Team Seal of Approval by Miko.

SteamWorld Dig

SteamWorld Dig.  It sounds like the way a Beatnik would describe visiting Valve’s offices.  “I’m heading to SteamWorld, ya dig?”  But actually, it’s a 3DS game by indie studio Image & Form.  I was told about this game (well, warned would probably be a better description) from a few readers.  “Hey, if you like Miner Dig Deep, you’ll love SteamWorld Dig!”  Others compared it to Terraria, which is an epic-sized bad comparison.  Terraria is a world-building game with time-sinky elements.  Miner Dig Deep forgoes any semblance of story or point and focused on the time-sink stuff, for maximum narcotic effect.  SteamWorld is more like that, only with some minor Metroidvania elements thrown in.  Of course, I like Metroidvanias more than world-building games, which meant that SteamWorld had the possibly to hook me in like a 19th century sailor in my first opium den.

Set in a robotic version of the old west, you play as a dude whose father died and left you his mine.  You go into the mine, dig up minerals to sell for money to buy upgrades with, which you use to dig up minerals to sell for money to buy upgrades with, repeat this about one hundred times, and that’s the game.  The core gameplay is so close to Miner Dig Deep that I’m really curious if the developers of SteamWorld had played it or not.  We’ve got a bet going over here regarding that, with bets taken on the following responses.

A. “Yes, we loved it.”

B. “We’ve never heard of it.”

C. A dismissive smile followed by walking out of the room like a boss.

I’m not allowed to say which one I’ve got money on, because apparently my chums consider that cheating.  Hopefully the developers will C to it that we get a proper answer.

Yul Brenner is like "Psssh, whatever, already done it."  Shut up, Yul.  Get back to showing up in my dreams and telling me not to smoke.

Yul Brenner is like “Psssh, whatever, already done it.” Shut up, Yul. Get back to showing up in my dreams and telling me not to smoke.

Anyway, the comparisons to Miner Dig Deep can safely end now.  Image & Form have greatly improved the formula by adding platforming and rudimentary combat.  I was skeptical how well this would work, since the controls in Terraia for jumping and combat were a bit flaky.  I guess that’s why I was so blown away by SteamWorld.  It has some of the best platforming mechanics that were not made by Nintendo that I’ve seen in quite a while.  The jumping elements become second nature, making distances easy to get a feel for.  You never feel like you have to course-correct to avoid under-jumping/over-jumping.  And the wall-jump mechanic couldn’t be easier.

The controls aren’t perfect.  You can’t jump and dig, so getting minerals above you is a chore.  Also, for a game that has a lot of enemies, the combat is flaky and lacks appropriate oomph to it.  The pick-axe is a fairly-unsatisfying offensive weapon.  It can be upgraded into a more combat-ready one, but to be frank, I thought the upgrade was too expensive and I never acquired it.  Midway though the game, you pick up a “steam-powered punch” that I found to be a much better way to take on baddies.  But, for the most part, I just avoided fights and stuck to mining.  The time-sinky, hypnotic simplicity of digging up various types of minerals and resources, plus the arbitrary upgrading of my items, is what kept me going.  And it kept me going with a smile on my face.  And drool collecting around my lap.

I’m also not convinced they made the best use of the whole Metroidvania thing.  The game is separated into three “worlds”.  Tippy-top upgrades are found by digging until you stumble upon a door, which leads to a platformer/maze section.  And the end of each of those, you’ll find an upgrade to the robot that allows him to jump higher, fall further, throw punches, etc.  It’s all very linear, with backtracking only necessary at the end of the game.  Part of this is the whole mining thing only lends itself well to going one direction: straight down.  It’s hard to do the open-world thing this genre is famous for when your chosen theme presents fewer options than a light switch.  And SteamWorld takes no risks, which is a shame because all the mechanical parts are in place to have allowed some experimentation.  I guess I should offer kudos for resisting the temptation to have all the platformer/adventure clichés such as an ice level, a fire level, etc.  But, when I reached the end of the game and realized things were being wrapped up, I was genuinely shocked.  “Wait, that’s it?  Three mother fucking levels?”  Not one of which was the slightest bit inspired.  It’s kind of surprising to me that they plan on sequelizing this in short order, because it sure seems like they ran out of ideas quickly here.

"#5 on the Leaderboard? And my agent told me I was a fool for turning down Pixar. HA!"

“#5 on the Leaderboard? And my agent told me I was a fool for turning down Pixar. HA!”

I certainly don’t mean to imply that I disliked SteamWorld Dig.  It’s, as of this writing, the fifth-best indie game I’ve had the privileged of playing for Indie Gamer Chick.  For all it does wrong, it sure does a lot right.  Fluid platforming controls, satisfying play-mechanics, and a sense of progression despite the grindy, time-sinky nature of it.  I would probably still give the Best 3DS eShop game nod to non-indie Pushmo, but SteamWorld Dig comes close.  Probably the highest praise I could offer it is this: if someone had handed me this game, and I knew nothing about it going in, and I was asked who made it, I would have said “Nintendo” without hesitation.  I can think of no greater complement for an indie developer, that a title of theirs could be mistaken for a first-party Nintendo game.  Well, actually, nah.  I probably wouldn’t guess this was a new first-party Nintendo game.  I mean, Nintendo coming up with a new IP?  Ha.  Snort.  Chuckle.

Steamworld Dig logoSteamWorld Dig was developed by Image & Form

IGC_Approved$8.99 (not sure if that’s a sales price or not) wonders how long until Namco digs up Dig Dug for this whole new mining-game crazy in the making of this review.

SteamWorld Dig is Chick-Approved and Ranked on the Indie Gamer Chick Leaderboard. 

Toki Tori and Toki Tori 2+

A few weeks ago, I got a request to review Toki Tori on the PlayStation 3.  “Wait, that game I got way back in 2008 on the Wii?  That’s just now coming to PS3?  Did it get stuck in an elevator?”  But then, it turns out it was the Wii version that was stuck in a time warp, because it was actually a remake of a 2001 Game Boy Color game.  I’m not sure how I missed it.  I played a LOT of Game Boy back then and.. oh.. September of 2001.  You mean right after the Game Boy Advance came out, and right before the Xbox and GameCube released?  Not to mention, you know, 9-11 and shit.  You know, that ranks up there in the shitty timing hall-of-fame with that company that planned to put out Anderson Silva endorsed shin guards next week.

The thing with Toki Tori on the Wii was, I bought it, and I distinctly remember playing it, but I don’t really remember playing a lot of it.  I didn’t hate it or anything.  I just put it down and never got back to it.  I don’t even have my original Wii anymore, so what the hell?  I bought Toki Tori again, this time on the Wii U.  Yea, they requested the PS3 version, but this one was cheaper and I intended to play the sequel while I was at it.  And you know what?  It’s good game.  It really is.  There are some really clever puzzles on display here.  Playing as a newly hatched chick (the bird, not the me) that can’t fly or even jump, you have to collect all the eggs in a stage.  Toki Tori is one of those “plot the correct course” type of puzzlers, where the order in which you collect the eggs is what you most have to solve.

Toki Tori

Toki Tori

Toki Tori isn’t exciting by any means, and you’ll be doing yourself no favors by playing through it all at once.  I probably would have been better off picking up the Game Boy Color original on 3DS, since these types of puzzlers lend themselves to portable gaming better.  But, it plays fine on the Wii U.  The added hook is that you get special items that can bridge gaps, teleport you through walls, or stuff that you can use to fight enemies in a way that clears a path for you to get to the next egg.  Well, that’s actually not much of a hook.  Items?  In a video game?  Fucking hell, next you’ll tell me they’ll add scores to them.

Sorry if this all doesn’t sound enthusiastic enough.  I really liked Toki Tori.  It’s a fairly straight mind-bender.  Probably too difficult for the younger-set that the graphics and theme seem directly aimed at, and there’s minor control issues, like movement being slightly too loose.  But these games don’t lend themselves well to the type of reviews I do here.  It’s borderline baffling that I would attempt to write this up.  It was even more baffling that I intended to make this a 2 in 1 review that discusses the sequel as well.  But, I figured I would have two nearly identical games and thus it would be a slam dunk.

Wrong.

Toki Tori 2+ (I have no idea what the plus is about) has similar movement mechanics, in that you can’t jump and can only climb up small hills, but that’s where the similarities end.  This is more of a traditional platformer mixed with a puzzler.  There’s a world map (one that is largely confusing to navigate) that connects all the stages together in an almost Metroidvania like way.  There’s no special powers to accumulate and use.  Here, the chick can either do a butt stomp or a chirp.  Puzzles are solved by interacting with various animals, chirping to attract them and butt-stomping to repel them.  It’s a radical departure from the original and it took some massive balls to take the franchise this direction.  I appreciate that.  You get a lengthy quest and some pretty ingenious puzzles.

Toki Tori 2+

Toki Tori 2+

But, I do have a few bones to pick.  Some of the puzzles take too long to set up, like maneuvering a grub past a series of obstacles so that it can be eaten by a frog and regurgitated into a bubble.  However, if the frog eats the grub too soon, or if you fuck up and make the frog spit it the wrong way, you have to restart and go through it again.  The rewind function of the original Toki Tori would have been greatly welcomed here, but it’s nowhere to be found.  Also, restarting isn’t done the way anyone sane would have implemented it: by pausing the game and pressing “go back to last checkpoint.”  Oh no, you have to play a series of notes in a specific order, like Zelda or something.  Here’s the problem with that: sometimes while trying to chirp to call attention of something, I would accidentally play the notes that send you back to the last checkpoint.  I don’t know if it that’s on my incredible stupidity, or on the game’s design, but I talked with other people that had this same problem.  It’s a totally unnecessary, artsy play-mechanic that seems to function only to cause problems.

I also have to be perfectly honest about something: I couldn’t finish Toki Tori 2 due to my epilepsy, when one of the final stages took place in a strobey rave-type atmosphere.  However, I did put around six hours into it, and I was satisfied with those six hours.  I’m disappointment that I couldn’t complete it, sure, and I really wish developers would get on the ball with making those flashy special effects optional.  But what I did get to play will go down as one of the biggest surprises of the year for me.  A major departure from the play-style the game had set up in the previous installment, and one for the better.  I kind of wish they had shit-canned the map thing altogether and just had it play out in one linear path, but otherwise, I’m really happy with Toki Tori 2+.  I expected nothing besides more of the same puzzles and generic levels and instead found something that felt, gasp, like a sequel.  Maybe I enjoyed it more because I just came off Peggle 2, which does that thing modern sequels do.  Which is, you know, being the same game as before, only with half the content of the original.  Two Tribes could have totally phoned it in too, but they didn’t.  Sadly, their reward will probably be selling 2% of what Peggle 2 does.  There is no justice.

Toki Tori logoToki Tori and Toki Tori 2+ were developed by Two Tribes

Seal of Approval Large$1.99 (Toki Tori, normally $3.99 I think) and $7.49 (Toki Tori 2+ normally $14.99) are just happy this series wasn’t sent off to be culled in the making of this review.

Toki Tori 2 logoToki Tori and Toki Tori 2 are Chick-Approved (fittingly enough) and ranked on the Indie Gamer Chick Leaderboard

Peggle 2

Two things of significance happened in 2007 in the Vice household. #1, I turned eighteen. I could vote. I could smoke without breaking the law. I was also obligated to, you know, get a job and pay taxes and do adult types of shit. And #2, my family was held hostage for several months by a productivity terrorist dressed in bright, beautiful colors. The terrorist called itself “Peggle” and it not only enslaved me, but also my decidedly non-gamer parents. At least my Daddy had some experience with games, in that he bought all the new hip and trendy consoles when he was younger. He didn’t really play them all that much, but he had an Atari, Colecovision, NES, and SNES. My mother, on the other hand, was an unexpected victim. Before games on phones became prevalent, I had seen her play exactly two games. One was Wii Sports, and the other was Peggle. I can not stress enough how much time Peggle consumed amongst the three of us for around a four-month period. If it wasn’t eight hours a day at its peak, I’ll eat my hat.

Now that I’m a game critic, I think I have a better appreciation for what PopCap accomplished with Peggle. For all the moaning that gaming elitists do over “casual” games, I appreciate any title that can bring my whole family together. I fell in love with video games when I was seven years old, but gaming wasn’t an activity I shared with the people who I loved the most. So called “casual games”, which is a dirty word in many circles, are exactly the type of games I can share with them. So to snobs who hold their nose up at casuals, I offer you a hearty FUCK YOU, because I wouldn’t trade the memory of playing Peggle with my family for anything.

Same old Peggle.

Same old Peggle.

Having said that, wow, was Peggle 2 ever a let-down for me.

It’s not that Peggle 2 is a badly made game. The problem is, it’s the same fucking game as before. No new twists were added to the formula, beyond the special powers you gain from each world’s mascot. If they had done something more with the pegs, like added new ones that do weird, unexpected things when hit, it might have freshened up the experience. Instead, this feels more like an expansion pack than a sequel. But, they already did that with Peggle Nights. I didn’t get into that either. It’s safe to say, after our months-long bender of Peggle, I was burned out for life. Nothing short of a revolutionary gameplay mechanic could win me back.  Peggle 2 takes no risk, playing it safe and samey. As a result, over the five or so hours I spent playing it, I was never once having a good time. Not once. Not even for a second. It was all been there, done that, when is this going to feel like a sequel? The answer was never.

Some concepts were added to pad out the playtime. Each stage has three special objectives that you can complete to earn points. As of this writing, there’s no online leaderboards, which renders the point of points kind of moot, but I guess it was thoughtful. There’s also special “trial” stages where you’re tasked to do things like earn three bonus balls in a single shot. It sounds like it will be fun, but this is still Peggle.  It’s a game where randomness and luck are going to factor in more than any form of skill nine times out of ten. I found the trial stages to still be boring and repetitive, only with the additional strike of being too hard. There’s also online multiplayer battles, which again, are tough to love because the game is based around luck more than anything else. The same effect could basically be had if they had made Kinect Bingo the big digital launch title.

Yawn.

Yawn.

Also, a not-so-quick technical complaint: Peggle 2 way overuses the Xbone’s DVR function. In theory, it would be cool to have it record your coolest, high-scoring shots, so that the whole world can bask in your, let’s face it, dumb luck. But, in practice, the damn thing records every shot over a small threshold of points, so much so that barely a level passed without at least one shot on it being recorded. In five-hours of playing, I never once had a single shot I thought was worth saving, but there’s no option to set what level of scoring should and shouldn’t be saved. You also can’t turn off the DVR function for just Peggle 2. You have to turn it off for every game (at least as of this writing), or have it on for every game. I hope this isn’t a sign of things to come with the Xbox One’s DVR, but I fear it might be. They really do need to get on the ball about being able to turn it off and on for specific games. They also should try to figure out why some sessions had the achievement notifications pop up and others didn’t. I’m surprisingly fond of my Xbox One, but it is a buggy little bastard.

Do you know what’s most baffling to me about Peggle 2? That it’s an Xbox One exclusive. It just doesn’t seem like it fits with their image or their target demographic or any aspect at all, really. I’m sure Microsoft paid a king’s ransom for it, but I can’t help but wonder if PopCap (and corporate parent EA) lost out on a lot more money going this route. Peggle made its name by being on everything. It was on computers, phones, consoles, handhelds, microwaves, pacemakers, the works. I don’t know if I’m right. Who knows? I have no idea what kind of revenue Plants vs. Zombies 2 generated as a freemium iPhone game, but I do know they would have moved millions of copies at $20 a pop if it had been on PCs as well. I don’t know. Maybe EA doesn’t believe in PopCap themselves and this whole exclusivity bullshit with their marquee franchises is some kind of ploy to try to legitimize “casual” games as viable system-movers. First off, Nintendo already proved that they can back in 1989 with Tetris. Second, casual games are already legitimate to any gamer whose head isn’t stuck up their ass. But Peggle 2 doesn’t suck because it’s an Xbone exclusive. It sucks because I’ve already played it to death and it offered me nothing new. Just to make sure it wasn’t just me, I invited my parents in to play a few rounds with me. They still enjoyed it, though this time around they had no problem putting it down. Then my father asked me if people were seriously sinking $500 on a new platform just to play this, which I’ve really seen mention of on Twitter. I reminded him that if this had been 2007, he would have probably spent that for a sequel during our Peggle addiction period. “$500?  Psssh, I would have traded you for a sequel.” Gee, thanks Daddy.

Peggle 2Peggle 2 was developed by PopCap Games

$11.99 noted that some people are complaining that the game is too short, so if you’re not burned out like me, you might not like that there are only five “masters” to beat and one final world in the making of this review.  Me? When those credits rolled, I felt like I had been paroled. 

Doki Doki Universe

Doki Doki Universe comes from famed developer Greg Johnson. Owner of the most generic name in the universe that doesn’t contain “John” or “Smith” in it. I suppose that’s why his most famous title, ToeJam & Earl, is so outlandish. Somebody is overcompensating. But really, you can see the influence to a degree, along with the situational comedy of other titles he contributed to, such as Spore or the Sims 2. And, by situational comedy, I mean such events as adolescent, anamorphic sushi volunteering to be eaten alive by a nauseated sumo wrestler, or having to get a man turned into a toilet seat turned back human in time for his wedding. All this is presided over by a robot named QT3, who was abandoned by his family and set to be scrapped because he lacks humanity. However, if he can learn humanity from an alien named Jeff, he’ll be spared from the junkyard. Oh, and if you so desire, he can travel through space while ridding a giant mound of poo.

Eat Me

I typically only say this to haters.

Okay, so Doki Doki might pile on the “absurdity for the sake of absurdity” brand of humor a little too thick, but actually, it all is really quite sweet. Gameplay consists of choosing a planet to land on. Each planet has some human-condition theme to it. It might be jealousy. It might be bullying. I thought this was going to be obnoxiously heavy-handed. Instead, the over-the-top dialog and comical stupidity of it makes the delivery of the morality digestible. Basically, you’ll walk around the planet collecting “hidden” presents (that are often in plain sight) and conjuring up art-assets to solve the problems for each world’s residents. Every planet has a set number of tasks to complete. Once you finish those, you can go around trying to please or anger the population to earn more presents, which will either be experience points, new art assets to summon, or new decorations for your home planet. It’s sort of Scribblenauts, without the typing, done as a series of fetch-quests. But, unlike Scribblenauts, I found the whole thing really rewarding.

Doki Doki Universe plays out like a simplified personality tester. It’s not subtle about this at all. Sometimes, when making a decision, the game will declare in bold letters some attribute you have, based on your choice. If I told a rock that his name is Rock because he’s a rock, the game declared that I was a realist. What else are you going to name a Rock? Dwayne? Also, between planets, there are multiple little moons that feature a handful of questions that further test your personality. I tried to answer them as honestly as I could. After finishing each quiz (which are between 3 to 5 questions in length), the game will give you an assessment of your personality, and explanations for how they came to that conclusion. You can then return to your home planet to get a more thorough explanation that sums up all the questions you’ve answered. The game determined the following things about me, which I crossed-checked with friends and family to see how accurate they felt it was.

Sorry, no follow-up questions allowed.  Like I wasn't able to find out if the Grim Reaper toy had actual governance over the mortality of other toys or just make-believe powers.  So I chose the RC Car.

Sorry, no follow-up questions allowed. Like I wasn’t able to find out if the Grim Reaper toy had actual governance over the mortality of other toys or just make-believe powers. So I chose the elephant.

  • I enjoy wild and silly humor and visual comedy. 100% agreement.
  • I am a creator of art (not remotely accurate), and seek to enrich the world. The creator of art thing was debated upon. Is the stuff I write at Indie Gamer Chick a form of art? If the answer is no, the art thing is completely inaccurate. Everyone felt the enrich the world part was fair though.
  • I like stories set in the distant past or future. Change is exciting. Another direct hit.
  • In stories, I look for strong plot over emotion. We all agree, that’s not remotely accurate.
  • I search for beauty in the world around me. 100% agreement.
  • I have a good memory and I’m good at finishing things. My memory is great when it’s not messed up by having seizures. The finishing things part? I have like twenty reviews and editorials I’ve started but never finished here. I think that means “wrong.”
  • It also noted at various times that I’m motivated by money (check), have an excellent sense of rhythm (wrong), stand up for others (check) but never in a mean way (some XBLIG developers might disagree with that).
  • In total, we figured it was about 50% accurate.  Which at least beats my level of accuracy when playing Remote Viewer.

    In total, we figured it was about 50% accurate. Which at least beats my level of accuracy when playing Remote Viewer.

So basically horoscope-accurate. In fact, I’m sure the blind horoscope test will apply to pretty much anyone playing Doki Doki Universe. The blind horoscope test is where a room full of people are given the same horoscope, but told each person is getting a unique one based on their birthday. Typically, between 75% to 90% of the room will say the horoscope is “mostly” accurate in describing them. So while I was playing Doki Doki Universe, as my boyfriend watched, he often said “wow, scary accurate” to many things. When something is a hit, the reaction it generates is typically pleasure and awe, which causes your average person to not dwell upon the stuff that is grossly inaccurate. No, I’m not particularly artistic, nor am I rhythmic. But then again, I’m not sure if I expected different from a game that decided to test my personality by asking if I would wear an octopus as a hat. Which, for the record, I wouldn’t. A scarf? Maybe. But not a hat.

Beyond the personality crapola, my biggest complaint is that occasionally you’ll pick an item to conjure up for a local, but it will spit out an entirely different item and call it a “BACKFIRE!!” You can count on this happening at least once, maybe as much as four times, on a single planet. It doesn’t really impede progress, since you can’t game over, so it just because a brief, annoying waste of time that could quickly be overcome. It serves absolutely no point in the game (unless you believe my buddy Bob, who pointed out that sometimes you don’t always get what you want in life. Yea, but this isn’t life. It’s a fucking video game. Give me what I want). I also never really came remotely close to running out of the energy (called Dust-Bunnies) that you use to create the objects. In order to earn the trophy for using them all, I had to use the otherwise useless “find the hidden treasures” power about fifty times in a row. Doki Doki Universe is not a game you should approach if you’re looking for a challenge. I had Christmas presents that gave me a tougher time trying to open than Doki Doki gave me trying to get every trophy.

This is one of the DLC Levels. You can get all six extra planets for $3.98.  If you're into the personality tests, you can get all 24 extra of those for $2.98. The $24.99 "Limited Edition" pack is a total waste of money, with many of the features unrelated to actual gameplay.  Skip it, buy the extras separate.

This is one of the DLC Levels. You can get all six extra planets for $3.98. If you’re into the personality tests, you can get all 24 extra of those for $2.98. The $24.99 “Limited Edition” pack is a total waste of money, with many of the features unrelated to actual gameplay. Skip it, buy the extras separate.

But it was really fun. What I found most satisfying was the relationship between QT3 and a small red balloon on the home planet, which is actually named Balloon. It was the most genuine, heart-string-pulling gaming relationship I’ve seen in quite a while. Very moving, very loving, and it reduced more than one or two tough guys into blubbering crybabies. I was way more interested in what was going on between them than I was with QT3 and his girlfriend that shows up at the end. That whole bit reminded me of Snoopy Come Home, where everything revolved around Snoopy’s reunion with his previous owner, Lila, but when they finally met up it was still sweet, but kind of disappointing. Really, my biggest regret with Doki Doki Universe is that Balloon didn’t accompany QT3 on all his adventures.  Instead, you’re supposed to catch up between planets. I didn’t mind though. I loved the innocence of their dynamic. For a game with numerous shit jokes, it kept things between them pure, sort of like Christopher Robin and Winnie the Pooh, only without the mental illness overtones. So I really recommend Doki Doki Universe. It’s the first really good game available on PSN for PlayStation 4. Don’t worry, PS3 and Vita owners can play it as well. No having to sell a kidney on the black market to be able to play this one.

Doki Doki logoDoki Doki Universe was developed by HumanNature Studios

Seal of Approval Large$14.99 (plus $6.96 worth of DLC) also found out that this doesn’t make the most exciting game for live streaming in the making of this review.

Doki Doki Universe is Chick-Approved and Ranked (pretty dang high) on the Indie Gamer Chick Leaderboard.

NES Remix

No, it’s not an indie. But, I’m not exactly known as someone with a particular fondness for NES “classics” that grew stale before I was even born. When Nintendo surprised everyone Wednesday by debuting NES Remix and announcing it was out right now, it was bizarre. Almost as if they had no confidence in it. But, it looked vaguely like the 9-Volt stages in Wario Ware, which is pretty much my favorite game ever. And my Wii U was starting to get dusty again after I finished Super Mario 3D World. So, $15 later, I was going to see what this game Nintendo was so nervous about hyping for more than a few minutes was all about.

NES Remix is made up of micro-sections of sixteen early first-party NES games, most of which are no fucking good today and probably wouldn’t have been all that fun even back in the day. Look, I appreciate the historical significance of the original Donkey Kong, Super Mario, and Legend of Zelda. But the same franchises have been done better so many times since the 80s. To pretend otherwise seems kind of crazy. Meanwhile, the majority of the games in NES Remix really just aren’t any good at all. Baseball, Pinball, Tennis, Urban Champion, and Golf should be locked in a box and thrown in the middle of the ocean. And Ice Climber? I swear to God, I think it might legitimately be the worst game Nintendo ever made. Not only does it control like it was designed by someone who hates video games, but it also has a tendency to have players fall through the platforms because you’re “too close to the edge.” Even though you’re more than a full character-length on the platform. If there’s a worst first-party game Nintendo has ever put out, I haven’t played it.

Funny enough, it's actually easier to do the bouncy-turtles shell-lives trick in Super Mario 3D World.

Funny enough, it’s actually easier to do the bouncy-turtles shell-lives trick in Super Mario 3D World.

So, a collection of sixteen games that I either hate or am totally indifferent to? Games which have not been blessed with the gift of graceful aging? Games which I would never pay the price for off Nintendo’s Virtual Console if they were sold alone? Obviously, we’re talking a real game of the year contender, right?

Well, actually.. yeah.

NES Remix utterly owned me. I got it Wednesday morning, and I played it so much that I ran out the battery on my Wii U pad three times in a single day. Never mind how pitiful it is that a console could have the battery run out that much in a single day. I also will try not to focus too much on how there is absolutely no reason why NES Remix has to be exclusive to the Wii U, or that Nintendo unquestionably lost out on millions in revenue this week alone by not having a 3DS version launch alongside it. Okay, so that’s a lie. It’s kind of the elephant in the room and it requires scrutiny. Nintendo fanboys are saying it’s because Wii U needs exclusive software to justify owning it. That’s a fucking cop-out excuse if I’ve ever heard one. NES Remix is the perfect portable game. Pick-up-and-play mechanics, small goals, a large variety of gameplay styles, and no consequences if you think you have time to kill, turn on your device, then suddenly become busy and have to turn it off. Tethering this diamond to the Wii U would be like hiring Michael Jordan to be on your golf team. I’m sure he’s a damn fine golfer, probably better than your average schmo, but wouldn’t he be better suited on your basketball team? And NES Remix would be better suited on the 3DS. It just would be.

But, the decision was made, and NES Remix is slumming it on the wrong console. Fine. It doesn’t change the quality of the game at all. NES Remix is, as of this moment, the best digital-exclusive Nintendo has ever produced. Like Wario Ware, Nintendo has taken gameplay, stripped out most of the bullshit, then weaponized what was left into the most potently addictive micro-gaming chunks seen since, well, the original Wario Ware. This is gaming in its purest form.  Scoring and/or speed based, no frills, white-knuckle gaming. And I love it.

Sorry to disappoint white supremacists , but the game is called "Clu-Clu Land". With a "C". Just go back to playing Uncharted.

Sorry to disappoint white supremacists , but the game is called “Clu-Clu Land”. With a “C”. Just go back to playing Uncharted.

The NES games are divided into sections by game, which have anywhere between seven to over twenty levels per game, though I don’t believe every game has its own unique stage selection. Baseball, Tennis, Urban Champion, and Donkey Kong 3 seem to have drawn the short straw and don’t have their own sections, and that’s just fine with me. There’s also fifty “remix” stages that do something wacky with the gameplay or graphics, plus twenty-five “bonus stages” that seem more like deleted scenes, cut from the game for a reason. Each stage is scored on a scale from one-star to three-stars, plus if you do really good, a meaningless rainbow star thing appears that doesn’t seem to unlock anything.

The remix stages are treated like the meat of the game, but really, I enjoyed all the non-psychedelic challenges presented here. Stuff like trying to catch 1-up mushrooms in Super Mario, or fighting bosses in Legend of Zelda, one ten-second stage at a time, was hugely satisfying. It even managed to make games like Golf and Balloon Fight more than enjoyable, something I never imagined was possible. I knocked out most of those before I ever started on the Remix stages, which were often pretty cool too. You might have to play a full stage in Super Mario where the game auto-runs for you. As it turns out, Super Mario makes a great auto-runner. Who would have thunk it? Other challenges might be related to the presentation, like having the camera pull back, showing multiple, progressively smaller screens. When I played these stages, I would then look away from the Wii U pad, where my room now seemed to be pulling back and shrinking. It was trippy. And awesome.

Not all the remix stages were well conceived. A couple of them involve you playing Donkey Kong using Link. No, you can’t use your sword for some fucking stupid reason. Also, you can’t jump. Ever tried to beat the first stage in Donkey Kong without jumping? It’s way tougher than it sounds. You’re basically left up to the whims of fate, hoping against hope that the barrels don’t go down the ladders you’re about to cross, since you have no way of defending yourself or otherwise avoiding them. My gut instinct tells me they originally planned to let you use the sword for these sections (since it makes no fucking sense to have Link in Donkey Kong and not be able to swing your sword) but they couldn’t do it right (it’s really just a ROM hack, with Link painted over Mario), so they just left it the way it was. Of course, the whole ROM hack theory doesn’t explain why you can’t jump. Other ill-thought-out stages include Pinball (a crap game on its own, like most of the games in this collection) where the flippers are invisible, an Ice Climber stage where the only hook is the graphics become Game Boy-like (and this one screws up sometimes by having the mono-Gameboy sound be present during the NES part, and vice versa), or fighting “imposters” in Balloon fight that are the exact same enemies you already take on, re-skinned to look like you. Really, some of them are just plain lazy. But this is the same company that has put out roughly fifty-billion ports of the 75% complete NES version of Donkey Kong. I’m almost convinced that Nintendo is the Japanese word for half-assed.

The biggest problem with NES Remix is these are the exact same games that they’ve always been, only broken down into microscopic chunks. Although this makes some of the games more palatable, all their original control flaws are still present. I mentioned Ice Climber above, which is probably Nintendo’s most broken controlling game. But actually, the original Mario Bros. is nearly as crippled. The jumping physics are horrible, requiring you to build up momentum to make a jump. Only sometimes this doesn’t seem to work. Plus, landing on a platform above you requires you to land perfectly flush on it. If a micro-pixel isn’t on, you fall through the platform. In games scored entirely around timing, shit like this is fucking maddening. Additionally, Baseball, Tennis, and especially Clu Clu Land (my buddy Cyril’s choice for Nintendo’s worst first-party game) control the same as they always have: like shit.

One of the Zelda stages (not the one pictured) required me to use the candle to burn a tree down and reveal a hidden staircase. As God as my witness, I burned every God damned tree on the screen at least three times each and the staircase never appeared. I restarted the stage and the next time the very first tree I torched revealed the staircase. I'm not sure if it was a glitch or not. I never bothered to replay it after that. I had already ripped out enough of my hair by that point that my scalp was bleeding.

One of the Zelda stages (not the one pictured) required me to use the candle to burn a tree down and reveal a hidden staircase. As God as my witness, I burned every God damned tree on the screen at least three times each and the staircase never appeared. I restarted the stage and the next time the very first tree I torched revealed the staircase. I’m not sure if it was a glitch or not. I never bothered to replay it after that. I had already ripped out enough of my hair by that point that my scalp was bleeding.

Another issue, which is kind of minor, is that the difficulty of each challenge, in terms of what will give you a three-star rating and what won’t, varies wildly. In one of the Super Mario levels that is divided into three sub-stages, the object is to enter a warp pipe. The target time for three stars was 30 seconds. Getting this required near-perfect runs. I twice finished at 30.1 seconds because I had trouble lining up in the under-water pipe or something. Eventually, I did get the three-star rating I had coveted, clocking in at 29.6. No rainbow stars though, and I’ll be damned if I can guess where I could possibly make up the time for it. Edit: Oh my God, I am such a fucking idiot.  I thought I had attempted to enter all the pipes in the second stage. It turns out there was a much, much closer pipe I could have entered than the one I was going into. I just finished in 24 seconds and rainbowed. I suck. But then I would play multiple other stages where I could die three or four times and still score three-stars with rainbows even though my performance could best be summed up as “pitiful.” There was no consistency from one stage to the next, and it takes the oomph out of the sense of accomplishment I sometimes felt.

Despite those issues, NES Remix is honest-to-God my new favorite Wii U game. Certainly Nintendo’s best digital-exclusive in their history. I was utterly hooked for three solid days on it. It even did the impossible and made Urban Champion fun for like five seconds, which by my count, is three seconds longer than Wario Ware accomplished. (UPDATE: I hadn’t ever played Urban Champion by this point, and eventually gave it the IGC Seal of Approval. Go figure!) Although I have no fucking clu-clu why this is exclusive to Wii U, this is a must own. At least, I think it is. Opinions are hugely divided here. One trend I’ve noticed: older gamers that played the originals to death in the 80s seem to like this a lot less than myself and younger gamers have. I’m guessing if you’ve played the original Super Mario Bros. once a week for the last thirty years, you probably would be bored by some of the “challenges” here, like playing level 3-3 with all the platforms invisible. See though, I don’t have every nuisance of these games committed to memory, and probably for that reason, this could very well end up being my Game of the Year. So a word of advice to the younger Nintendo fanboys out there: don’t schedule a monthly play-through of New Super Mario Bros. or Pikmin 3, or else when Wii U Remix comes out in 2043 for the Nintendo Wii UeuPrince logo.svgmI3, you’ll be sorry.

NES Remix LogoNES Remix was developed by Nintendo

Seal of Approval Large$14.99 said “the game just fucking came out, so stop talking about sequels already you annoying fucking fanboys” in the making of this review.

NES Remix is Chick-Approved, but not remotely Leaderboard eligible (non-Indie)

ibb & obb

Do you know how long it’s been since I downloaded ibb & obb with the intent of reviewing it? 128 days. They even threw me a review code to pass out to a friend to test the online play. It’s not out of laziness that I haven’t gotten around to writing it up. It comes down to two things. First, the original build that released had some patchwork needed, and since my slate was full at the time, I let the developers fix it up before continuing further. And second, and certainly most importantly here: I couldn’t find a partner to play with, even after I handed out the code. Because apparently I have a bit of a temper about me and my partners didn’t appreciate being called idiots. Even my boyfriend. But, it’s not my fault. ibb & obb is a game designed to ruin relationships.

ibb & obb is a cooperative puzzle-platformer. Well, unless you’re talented enough to play solo by controlling Ibb with the left stick and Obb with the right stick. Freak. I don’t possess that talent, or any other coordination-based talent.  I can barely throw a robe on without breaking at least one bone in my body. Thus, I was forced to play with partners. The results were not pretty.

Do you know what I hate about the PS Store?  It often has either the trailer or pictures, but not both. In the case in Ibb and Obb, I had to swipe the pictures from Ibb and Obb's official site, which only had pics of the prototype.  Screw it.  Just look at the trailer below.

Do you know what I hate about the PS Store? It often has either the trailer or pictures, but not both. In the case in ibb & obb, I had to swipe the pictures from its official site, which only had pics of the prototype. Screw it. Just look at the trailer below.

Partner One: the Boyfriend

Our first attempt at playing ibb & obb came back in August. At first, we thought we would really dig the clever level design, which heavily stresses teamwork. Especially using each-other as platforms to reach higher plateaus. ibb & obb has a hard-on for that set-up. Of course, it also heavily leans on the “reverse-gravity, walk on the ceiling” school of platform design that I used to think was cute before I became Indie Gamer Chick. Since then, I’ve seen no less than twenty games attempt it, and it gets more annoying and unoriginal every time. Ibby Obby tries to at least mix it up by having the gravity stuff take place all over the map, often forcing you to use the gravity as a sort of springboard that you launch yourself to a higher platform with. And, for what it’s worth, Brian still thinks the level design is splendid. He just refuses to play with me. Because he doesn’t like being smacked in the head and called an imbecile when HE screws up jumps. I never screwed up jumps. Perfect jumping is one of my finer qualities, second only to my modesty.

ibb & obb demands utter perfection in the puzzlish jumps it presents you. There is nothing wrong with that kind of platform design, if the game’s controls are tight and responsive. ibb & obb does not possess those qualities. That, and that alone, kills it dead.  It’s just too damn frustrating how loose and slippery the controls are. Now, in the original build, the D-pad was completely unmapped, which meant you were stuck using the incredibly over-sensitive analog stick for all the movement. The patient team at Sparpweed Games, who I utterly respect the shit out of despite hating their game, promised they would use my early feedback. And they did. They added D-pad support, which made a world of difference, but the characters still slid a lot when moving and jumping. The looseness and imprecision of the controls was far and away the most challenging aspect of ibb & obb.

Even with the D-pad, we found it hard to line-up jumps, stack ourselves, or aim long-distance jumps without overshooting. If this had been a single-player game with only one character to worry about, I would have been frustrated to the point of meltdown. But ibb & obb is a cooperative game, which means you need precision of not just one, but two players. Both of whom need to play absolutely perfectly, especially in later stages. Every enemy is an instata-kill, and one player dying means both players have to start from the last checkpoint. Now granted, the checkpoints are very generously present, often immediately before each new “puzzle” in a stage. But when the loose controls result in puzzles that can take up to thirty minutes to clear, in part because coordinating two people to solve a puzzle is akin to learning a new dance from scratch, my frustration reached a level that I later learned is called “domestic violence.” Brian took it with good grace, because he’s that kind of guy (and also because I wear the pants in this relationship), but he’s not a regular gamer, or a puzzle person, or particularly smart. He also got sick of me saying he wasn’t particularly smart, then showed his intelligence by telling me to find someone else to play with.

The reverse gravity thing used to be novel. Now, it's almost a prerequisite if you want to make an indie platformer.

The reverse gravity thing used to be novel. Now, it’s almost a prerequisite if you want to make an indie platformer.

Partner Two: a friend I met through Indie Gamer Chick

A few weeks ago, I was bitching about the, ahem, quality of my partner on Twitter when a skilled platforming fan that I met through Indie Gamer Chick offered to play a bit with me. Mindful that I have difficulty communicating, we hooked up and attempted to play. This was a bit of a disaster, partially unrelated to the game itself.  I do have quirks related to my autism, one of which being I tend to talk over people during those times I can speak.  I try not to, but it’s tough. That annoyed him. He annoyed me by being non-stop sarcastic. Sarcasm is a tricky thing for me, because most of the time I’m incapable of recognizing it, even when it’s obvious. My brain processes information literally, like Drax only not as sexy. If I write sarcasm, I know my intent, but hearing it from others throws me off. And this dude could not grasp this concept. We got on each-others nerves.

Now thankfully, there is a communication-aid in the game that draws the pathway you’re trying to show by using the right analog stick. Sounds great, except even once you and the partner get done arguing over the solution, you still have to both be very precise with very imprecise controls. Again, the later levels leave little room for error, which meant both of us were screwing up. Like I did with Brian, we both laughed during the first few screw-ups. But once you’ve crossed a dozen between you (mostly via me, I admit), frustration and anger sets in. We did make progress, but the constant follies that were more on the shoddy controls than us were too much and we both agreed we weren’t having fun. And that if we had been sitting next to each-other with sharp objects, at least one of us would be dead.

Partner Three: The Business Partner, then his Kid

I don’t even remember what game it was, but last year my partner Christian dropped by my house to talk about something or another and we ended up playing a game I was reviewing for Indie Gamer Chick. We don’t exactly have the type of relationship outside of work where we just randomly game, so it was a cool bonding moment. Last week, Chris dropped by the house and I thought “hey, I should show him ibb & obb.” Chris had recently been playing New Super Mario Bros. Wii U with his son, age eight, so I figured I would show him an indie version of a platformer. It took me about ten seconds to realize he wouldn’t exactly be a premium playing partner. He literally couldn’t do such simple actions as jumping on top of me. So his kid Brent took over. An eight-year-old, mind you, who kept asking why the controls weren’t more Super Mario-like accurate. It made me wonder how high the ceiling for ibb & obb would have been if it had NSMB-levels of accuracy. Although Brent took direction relatively well, not to mention that ibb & obb sure looks like it would be aimed squarely at his age-range, it was too difficult for him. We then booted up Wii U and he proceeded to utterly humiliate me at Mario. Kid is going to be a pro someday.

Sorry guys, I had to make due with the pictures I had available. For what it's worth, the  whole game doesn't look like this.

Sorry guys, I had to make due with the pictures I had available. For what it’s worth, the whole game doesn’t look like this.

Partner Four: Daddy

So it’s come to this. By this point, I had tried ibb & obb multiple times with Brian, and a few times with various other people. I never really got over how loose and annoying the controls were. But, ibb & obb’s level design is undeniably clever. I get accused of quitting many games I play at IGC too early. Actually, often I quit and then while writing the review I go back and give it another shot, just because I don’t feel good about it otherwise. I try my best to be fair.  In that interest, I borrowed my father. Even he commented on how bland the game looked, and he was unaware that this had been a showcase title during Sony’s last Play event. Alas, my father is not a gamer. ibb & obb’s more challenging platform sections and loose controls require someone with experience, and my father is always the one holding everyone back when we play New Super Mario. He’s also probably reading this right now. Hi Daddy. Don’t worry, I didn’t tell anyone that you pronounce Mario “Merry-Oh.”

In conclusion, ibb & obb is a game that probably should have been a lot better than it turned out. I feel like Tim Russert, writing “CONTROL CONTROL CONTROL” on a marker-board, because that’s all that ibb & obb needed. The concept is as niche and indie as possible, and if you don’t have a partner, don’t bother even trying. But currently ibb & obb is free on PS+, and at that price, it’s probably worth looking at, just based on how good the intentions were here. A lot of thought was put into the puzzles, the level design, and the cooperative gimmick. But, I didn’t really like it. And maybe it’s not entirely on the controls. I love puzzle games, but puzzles to me are something I prefer to work out on my own. Portal is one of my all time favorite games, but even playing Portal 2’s coop with people who I genuinely love felt like I was having my space violated. And then you have the moments where ibb & obb is more about the platforming precision, almost like a punisher, where one or both players end up holding each-other back over multiple attempts. It’s not an experience that’s best shared, in my opinion. Little Big Planet kind of figured that out.  It’s not a game that, on its own, is especially difficult. But the more players you add, the greater the odds that someone is going to fuck up and force everyone to restart. Now imagine ramping the difficulty of level design on that up. It would be maddening. Combine that with the loosened controls, and any fun would have long been replaced by aggravation. ibb & obb has been critically popular (though I think the big-league critics give minimalistic indies a lot of leeway they otherwise wouldn’t), so maybe I’m in the minority here. Or maybe I would have enjoyed it more if I had personally been more skilled at it. I mean, I get that a lot, where people determine that the only explanation for my dislike of a game is that I must suck at all games. It’s a bullshit theory. I love Spelunky about as much as anyone reasonably could, and if I were any worse at that game, I would be able to use it to qualify for disability.

ibbibb & obb was developed by Sparpweed Games

$7.99 with PS+ discount (at the time I purchased, currently free with PS+) thought the name sounded like something that would be seen on Nickelodeon in the making of this review.

A review copy of ibb & obb was provided to Indie Gamer Chick. The copy played by Cathy was paid for by her with her own money. The review copy was passed on to a friend to test online play. That player had no feedback in this review.  For more on this policy, check our FAQ.

Iota

Protip: when naming your game, don’t give it a name that is just asking to be mocked.  Such is the case with Iota.  If I wanted to be an unoriginal wiseass, I could say “I didn’t like Iota one iota.”  But I’m above such laziness.

Well, then again, I’ve been updating only like once a week for a couple of months now.  So fuck it.  Laziness for the win.

I didn’t like Iota one iota.

Iota looks really good.. for an XBLIG. But typically, really good XBLIGs would look merely decent on Sega Dreamcast.

Iota looks really good.. for an XBLIG. But typically, really good XBLIGs would look merely decent on Sega Dreamcast, which you’ll note is fifteen years old.

Iota is one of those XBLIGs that falls into the category of “looks too good.”  It’s the curse of the platform.  With only a few exceptions, the better an XBLIG looks, the worse it plays.  Iota looks pretty dang good, which means the curse is especially potent here.  The idea is you play as a robot that must go around stages collecting shiny balls of light.  Collecting all of them opens up a shinier ball of light, clearing the stage.  Oh, and the platforming is sort of like a stripped-down Outland, which itself could best be described as “Ikaruga with jumping.”

In the interest of fairness, I’ll disclose that I’m not wired to really like Iota all that much to begin with.  I don’t like bullet hells, and I don’t like platformers that drink the bullet-hell Kool-Aid.  But, in the case of Iota, the stuff I dislike the most has nothing to do with the bulletly hellness of it, and honestly the bullet-hell stuff isn’t even that bad, at least up to the point where I determined that I would never have fun with this and quit.  Quick: what’s the most important thing a precision-based platformer OR a bullet hell would need?  Tight controls, right?

Guess what Iota doesn’t have?

If Sega hit the Sake too much and made a platformer that controlled exactly like Sonic the Hedgehog, only heavier and starring Juggernaut from X-Men, that’s what Iota would feel like.  Starting movement is too slow, stopping isn’t instantaneous, jumping feels too heavy or sometimes just doesn’t respond in time at all.  In just the first three levels, I lost count of how many times I went to jump, hit the button long before I got to the cliff, and then watched as my character didn’t jump and plunged to his death.  If it was less than ten times, I’ll eat my hat.

I didn't like it, but it did help to pretend this was a modern ReBoot game :P

The 2.5D perspective also made calculating distances and heights annoying at times, but that’s hardly Iota’s biggest problem.

Another issue is the inconsistency of the color-swapping bullet hell gimmick.  You switch the robot from red to blue, which allows you to pass harmlessly through bullets.  Using the triggers as a sort of dash-attack, you can also knock out the enemies.  Except the game is a bit fickle about the timing of it.  Switching mostly allows you to instantaneously pass through the bullets with relative ease, but upon landing on the platform and dashing into the robot (which has to match your color in order to kill it), sometimes it would register me as still changing colors, resulting in a death.  I experimented with this a lot (probably more than any play-tester did, judging by how bad it is), and it was bizarre how the bullets could be passed through instantaneously, but there was a lag in using it to kill enemies.  I found out that the jumping and landing had nothing to do with the lag.  I could situation myself on a platform, wait for the robot to come at me, switch colors, to the point that my robot looked fully like he had switched, dash, and die because it thought I was still the wrong color.

Level design was nearly my biggest issue, which is really impressive considering that I only played four stages.  I don’t think the idea of collecting all the trinkets in a level to open up an exit works in a game like this.  Maybe it was worth experimenting to find out, but really, a game based around one-hit kills and a broken checkpoint system should have simply been about getting from point A to point B.  With all the backtracking, it bogs the game down, makes it less exciting.  And then there was the third level, which is almost entirely done in the dark.  It’s not a particularly hard stage, but because you have very limited visibility, you have to heel-toe it, nudging the stick one tiny bit at a time, like you’re masturbating the microscopic penis of a Ferrari owner.  It’s shameful that the developers didn’t recognize this as BORING design.  Because, above all else, your games should not bore.  Every other aspect of Iota has potential to be a pretty decent platformer.  But a stage like this, which can’t be played at a speed above molecular-degradation of an atom, never had potential to be anything but the most boring level in platform history.  It’s only purpose is now to point and it and say “for fuck’s sake, don’t ever make a stage like this” to other developers.

Although I found nothing to like about Iota, I don’t deny this could have been something good.  Certainly a foundation has been laid for something that could be entertaining.  But Iota put a premium on graphics, and didn’t focus on the stuff that really matters in a platformer of this sort, and the result is a game with limited value.  Tighter controls would have made a world of difference here.  And stuff like the all-dark level should have never entered into the thoughts of the developer.  Ten seconds of research would have shown that the number-one gripe of the vast majority of Spelunky player  are the dark stages, and in Iota, the visibility a player has is much worse.  Thus, Iota serves as a reminder that, with the freedom indie developers have, the flip side is you end up with level design such as this that nobody in their right fucking mind would attempt.  I absolutely can’t believe the developers didn’t second-guess some of the design choices here.  Ultimately, Iota’s only hope is to lure people in with its impressive graphics.  Except, Iota really only looks good for an XBLIG.  And that’s like saying melanoma looks good as far as cancer goes.

xboxboxartIota was developed by Cashie Brothers

$1 will be keeping an eye on the Cashie Brothers, as I suspect they’ll get things right in their next game in the making of this review.

Gameplay footage courtesy of Splazer Productions