Seeds of Ralark and Rise of the Ravager

Oopsie.  Last night, I meant to download Rise of the Ravager by Gentleman Squid.  Instead, I downloaded Seeds of Ralark.  The reason for that was I wasn’t 100% sure what the title was, except it had the word “of” in it and the cover art looked a bit generic.  You could see how I might make such a mistake.

Could be twins!

Could be twins!

Well, I plunked down 80 Mystic Syrup Ponies for Seeds of Ralark, so I figure I might as well play it.  Or attempt to at least.  Seeds is the type of game where you almost wonder if it’s meant to be played at all.  It’s a platformer without jumping.  I think the aim of the developer was to be like Bionic Commando, because gameplay revolves around walking around as a gecko, moving from platform to platform by way of a grappling hook.  Or, in the case of Seeds, a sticky tongue.  Positive thing out-of-the-way first: the graphics are pretty.  That’s the only nice thing I can say about Seeds.  The play control is atrocious.  Aiming the tongue is too loose, and the physics don’t want to cooperate.  In a short play time, I even found some little quirks that make me wonder.  Like, how come platforms don’t swing back and forth once you’ve moved them?  You can use the tongue to grapple onto a platform, but move the platform you’re standing on by using sticky feet.  However, when you let go with your tongue, the platform goes back to its starting position and locks into place.  That’s just nonsensical.

I can’t really squeeze a full review out of Ralark because I didn’t even finish the tutorial.  I put about thirty minutes into trying, but Seeds of Ralark had already become one of the most painful gaming sessions I had ever experienced.  I guess this is being passed off as “difficult” by the developers, and I suppose that is the case.  Of course, piecing together a broken statue with super glue might also be difficult, but even if you manage it, that doesn’t change the fact that the statue is broken.  If Ralark handled better, it might be fun.  Might. As it stands now, it’s one of the worst games I’ve ever played.

Seeds of Ralark offended my platforming fandom, and also gave me a desire to dump Geico as my insurance carrier.

Seeds of Ralark offended my platforming fandom, and also gave me a desire to dump Geico as my insurance carrier.

How does a game this bad come along, and how does a developer not realize it’s a problem?  In the case of Seeds of Ralark, I’m guessing this is a simple case of a developer becoming the best at their own game, not realizing that others are going to find it to be a frustrating, joyless chore to play.  After all, they had no problem with the controls.  The ones they designed, and know all the stupid quirks of that nobody else in their right mind would take the time to learn.  And then you have a game like Rise of the Ravager, where the difficulty spikes so dramatically that any lingering fun is sapped away.

Ravager is a decent concept.  A gallery shooter sort of like Galaga, only with the colored-bullets gameplay of something like Ikaruga.  Sounds good, and at first, it is.  Of course, Ikaruga is insanely difficult with just two colors of bullets.  Ravager has four colors to worry about.  For the less coordinated of the populace (raises hand), that alone could be enough of a turnoff to make Ravager easily skippable.  But, the action was decent enough and showed enough promise that I felt I should continue.  This lasted until I encountered the first boss, which was too spongy for its own good.  I tried reshuffling my experience points into other categories (by far the smartest move the guys at Gentleman Squid did here) but still struggled.  After roughly a dozen attempts, I finally beat it.  But, by this point, I was fatigued by this less-than-exciting sequence and was just anxious for the game to be over.  I call this Steven Seagal Syndrome, because I feel the same way when watching his movies.

This is the way the world ends.  Not with a bang but with giant colored heads raining down from the sky.  Just like the Mayans predicted.

This is the way the world ends. Not with a bang but with giant colored heads raining down from the sky. Just like the Mayans predicted.

My boyfriend would like me to note that I’m not this game’s target audience.  I try to be as unbiased as possible, but I also generally dislike shmups and have a tough time warming up to them.  Having said that, Ravager has problems that extend beyond its genre.  The color system requires skills that are typically a cut above what an average gamer possesses.  I can handle it up to a certain point, but when you have different-colored enemies coming at you from different sides, with a couple of waves following right behind them, it really can be a bit overwhelming, to the point of being demoralizing.  I also thought there were a few flaws in the upgrade system.  Some of the upgrades are too expensive.  You also get upgrade points by not taking damage on levels.  However, to do so often requires utter perfection.  If you could go back to previous stages and attempt to earn those points you missed (just the missed points, so as to avoid mindless grinding), this would be a great feature to have.  But you can’t go back.  Thus, those upgrade points that the majority of the gaming population really could use will be unobtainable.

Put it this way: let’s say you put me in a foot race with Usain Bolt.  He would absolutely smoke me the first race.  Now let’s say that because he beat me, I have to run the next race with my shoelaces tied together.  Hey wait, shouldn’t HE be the one running with his shoelaces tied together?  That would make for a closer, more exciting race, and I, the person ill-equipped to do well in such a task, would have a better chance of staying competitive.  And that’s what is wrong with Ravager.  Those upgrade points are out of reach for those who are in need of them the most.  Being able to go back and get those points would take the edge off, but the developers are worried that their game might get too easy.  So I guess that’s that.  If only gaming was a medium where, and I’m speaking hypothetically here, you could have adjustable difficulty levels to cater to players of all skill levels.  I know, there I go again, spouting off pure fanciful crazy talk.  I still hold out hope that my insanely absurd “adjustable difficulty” crap will become a reality.  Maybe the 720 or PS4 will have the processing power to pull of such a radical space age innovation.

I probably should also put out there that the developer was anxious for Brian and I to experiment with the co-op stuff, so we did.  Brian jumped in at level 13.  Again, not wanting their game to be “too easy”, the game features what they claim to be “scaling difficulty” that increases with the number of players.  Thus, once Brian jumped in, the game suddenly had what seemed like three times the amount of enemies you would normally encounter, and those enemies took more bullets to kill.  The dudes at Gentleman Squid based this off Diablo 2.  Which you’ll note is a dungeon crawling hack-and-slasher, not a single-screened gallery shooter with limited movement.  Scaling difficulty they say?  I say the amount of shit two people had to deal with seemed more in line with something meant for four players.  I actually shudder how much shit could be in a four player game.  This was not well thought out.

Rise of the Ravager didn't do much for me, besides make me want to go back and watch Legends of the Hidden Temple.  I'm partial to the Orange Iguanas myself, although the Silver Snakes were not without charm.

Rise of the Ravager didn’t do much for me, besides make me want to go back and watch Legends of the Hidden Temple. I’m partial to the Orange Iguanas myself, although the Silver Snakes were not without charm.

I’m sure there is an audience for Rise of the Ravager.  It has decent enough play control, pretty graphics, and a nice hook.  The fact that I came close to enjoying it might speak volumes of its quality.  But, based on my own subjective opinions, I can’t recommend it.  It’s just not for me, in the same way that hiring someone to tie me to a bed and beat me with a bullwhip isn’t for me.  Some people are into that kind of shit.

Seeds of Ralark was developed by Escapism Entertainment

Rise of the Ravager was developed by Gentleman Squid

80 Microsoft Points apiece noted that the Leaderboard’s ranked percentage is the lowest now that it’s ever been in the making of this review.  Pick it up, guys.

Retro Arcade Adventure Remade

It’s been a little over a year since I reviewed Retro Arcade Adventure, a hack-and-slasher that was sort of like Smash TV for the dark ages.  I didn’t really like the game.  It was short, repetitive, and boring.  You could see potential in the developer, but the experience was tedious.  So I was skeptical when I saw that they had decided to remake the title instead of patching the original.  Ballsy for sure, since the first wasn’t very good.  It would be like burning a steak and trying to correct it by throwing it back on the grill for ten minutes.

Right away, I noticed the game was somewhat improved.  Enemies still come out you in boring, mindless waves, but they hack up pretty good.  Levels felt shorter, power-ups more plentiful, and boss battles were fun if unspectacular.

And then I encountered this fucking thing.

screen3

It could very well be the most boring boss I’ve taken on in an indie game.  It very much reminded me of the final boss in Sonic 4.  Too spongy, takes too long to open itself up to attack, and made me question whether or not I had died in a horrific traffic accident and had gone to gaming hell.  The first time I fought it, I was low on health (I seemed to be taking unaccountable damage in the stage leading up to it), but it took me a full ten minutes to slip up.  The second time around, after over 15 minutes hitting presumably the weak spot on the boss, it still wasn’t dead.  I was though.  I paused the game, casually got up, turned the power off, and decided to go watch some TV.  I think it was a documentary on tape worms.  Vastly more entertaining than that boss was.

In short, this needs to be fixed.  And it will be.  The developer assured me of it, under penalty of torture by honey and fire ants.  Until then, you can spend your time with the two minigames included.  I just realized I never actually played them.  Let me give them a shot.

(15 minutes later)

Oh dear God, what horrible shit.  I’m not waiting.  Break out the honey and fire ants.  This developer needs a good torturing.

xboxboxartRetro Arcade Adventure Remade was developed by SIACTRO

80 Microsoft Points liked Smash TV years ago but don’t think it’s possible to be good in this day and age so prove me wrong indie developers in the making of this review.

Plague Inc.

Plague Inc. is a game where the goal is to unleash a deadly disease onto the world and drive humanity to extinction.  It’s the feel-good game of the year!  I played a game with a similar idea a few months back called Infectonator, but the activities in that title were more hands-on.  In Plague Inc., your actions are mostly indirect.  You choose a starting country for the disease, then spend the next fifteen or so minutes gradually evolving it.  Give it resistance to climates, bacteria, or make it easier to spread.  Ultimately though, you have to jack up what it does to humans, to the point that it causes them to die.  Victory is achieved only through total human extinction, as I learned when a handful of healthy shitheads in New Guinea survived my first attempt at the game on Brutal difficulty.  Fuck them.  If I ever visit there, I’m going to walk around coughing on people out of spite.

I've been trying to warn people about this for years.  Nobody listened.

I’ve been trying to warn people about this for years. Nobody listened.

Let’s get the good out of the way first: Plague Inc. is about as grim a concept as I’ve ever seen in a game, and without cutesy graphics or an over-emphasis on tongue-in-cheek humor (it’s there, but just as garnish), it can be kind of depressing to play.  But, I can’t deny how exhilarating it is to watch the final healthy countries finally come down with the plague, or how satisfying it is when you get a pop-up informing you that humanity is going to go extinct and there’s nothing they can do about it.  There’s also a variety of scenarios for you to mess around with, each with unique properties.  Some plagues might give you less material to evolve the disease with, or it might kill too fast and you have to slow its progress down.  Play sessions are short, lasting ten to twenty minutes.  It’s not visually pleasing in the slightest bit (and sometimes the sound will cause your ears to bleed) but Plague Inc. is a perfectly good waste of time.

Now, in the immortal words of Marlon Brando circa middle age, here comes the but.

There are seven “stages” in Plague Inc., each representing a different form of disease to spread.  The problem is, the strategies for those are all pretty much the same.  I found what worked best was starting the virus somewhere in Africa (typically Egypt, which had both sea and air ports, plus after Moses I figured they’re used to this kind of shit), pump up its resistance to heat and cold, add a couple spreading agents, NEVER actually beefing up the plague myself until everyone in the world had it.  Once I had this down, the game was almost too easy.  Even the later twists and turns like the Bioweapon plague that kills victims too fast was a piece of cake.  I never understood why “piece of cake” became the defacto nonchalance word for “easy.”  Ever had my Daddy’s fruit cake?  Shit will break your teeth.

There’s also some DLC, although there seems to be some confusion as to whether or not it can all be unlocked over the course of the game.  I bought two pieces of it: the first was a worm one that I’m fairly certain can be unlocked by beating all the stages on Brutal difficulty.  The second, a zombie mode, cost $1.99 and if it can be unlocked through the normal channels of the game, that’s news to me and to the game itself, because no reference was made of it.  What’s weird about that mode is the price.  The full game of Plague Inc. costs $0.99, yet this one single stage which is not significantly different from the main game (instead of a virus it’s zombies, which you also have to spend attribute points on. Yawn) costs $1.99.  The game comes with one starting stage and seven more that can be unlocked, not to mention three “cheat” stages that completely remove all the gameplay (and thus fun) from the game.  So for $1.99, you get an extra stage that costs double what the game costs and provides you with 11.1% of the content.  I do believe that is one of the worst values I’ve ever seen in gaming.  And I own a couple Vita memory cards.

Get used to screens looking like this, because there's not a whole lot else to see. Except menus.  Menus and a world map.

Get used to screens looking like this, because there’s not a whole lot else to see. Except menus. Menus and a world map.

A couple technical aspects to complain about: sometimes the “click here” bubbles that pop up to give you DNA points are right on top of the pull-down menu, making them impossible to click.  You have to zoom in and then scoot the map over to click it, and by time you do that, it’s probably gone.  Also, some of the scrolling text is just lazy.  There is no such country as “East Asia.”  Yet, when the population of East Asia is wiped off the planet, the game says “East Asia’s government has fallen.”  Okay, which one?  All of them?  Some of them?  The important ones?  Would it have been too much to ask that non-country regions in the game have different text?  Guess so.  But that’s really nit-picky.  I do wholeheartedly recommend Plague Inc., even if the DLC left a bad taste in my mouth.  It’s fun, and it’s a perfectly acceptable time sink.  Maybe not as addictive as some similar titles (this one certainly won’t mess up my week the same way Infectonator did) but it gets the job done.  Who knew destroying the world could be so fun?  Now I know how congress feels.

Plague IncPlague Inc. was developed by Ndemic Creations

Seal of Approval Large$0.99 (plus $3.98 in DLC) left no survivors for Randall Flagg or Mother Abigail in the making of this review.

Plague Inc. is Chick Approved.

Quiet Christmas

It’s been about a year since I reviewed Quiet, Please!, a pleasant little mix of puzzles and point-and-click adventures.  I enjoyed it, even though it wasn’t exactly the deepest game.  It was also a shorty at around thirty minutes.  To this day, I still get people complaining that I didn’t give a thumbs up to City Tuesday, yet a game like Quiet, Please! got my recommendation, even though they were similar in length and style.  The difference between the two is Quiet felt finished and fully realized, while City Tuesday felt like it was just starting at the moment it ended, making the overall impact of the game unsatisfactory.  It would be like going to a bakery and asking for a dozen cookies, six of them the Quiet cookies and six of them the Tuesday cookies.  First you’re handed the Quiet cookies, and they’re decent, if not memorable.  Then you anxiously await for the Tuesday cookies, only to have the baker throw the uncooked dough at your face.  And then call you a cunt for not being happy with the dough.  Even if the dough was delicious (it was), you can only imagine how good the finished cookie would have been.

Extending that analogy further, Quiet Christmas is an overcooked cookie. If it had been bundled with the original as a freebie, I could have appreciated it more and probably bumped up Quiet’s standing on the leaderboard.  But it’s not, and I can’t.  The real problem with Quiet Christmas is it’s very much the same game, only with a small handful of new puzzles.  It takes place in the same house as the original, features the same cast, and the logic of the puzzles is largely the same as before.  It would be like buying a DVD for $20 and being told that you can get the alternate ending for an additional $20.  No, that should have been on the DVD in the first place.

Once again, my warped brain conceived horrible things to do to my family.  I figured I would grease the floor with butter to cause my hyperactive brother to slip and knock himself unconscious. Not making that up. I watch too much YouTube.

Once again, my warped brain conceived horrible things to do to my family. I figured I would grease the floor with butter to cause my hyperactive brother to slip and knock himself unconscious. Not making that up. I watch too much YouTube.

If you played the first Quiet game, you’ll breeze through this expansion.  I used a stopwatch.  Ten minutes, thirty-seven seconds was my time.  And, because it’s the same location, there’s no surprises here for players.  I think this could possibly become a series of games, but not like this.  Keep the family around (I suspect the parents are both drunks and the brother is hyperactive) but send them to new, exotic locations.  That works!  Look at Home Alone 2.  Same movie.  Same plot.  Same characters.  Different location.  $360,000,000 at the box office.  By the way, I didn’t actually know how much that flick made until just now.  Wow.  I think I’m going to start cutting myself.

xboxboxartQuiet Christmas was developed by Nostatic Software

80 Microsoft Points got a lump of coal in their stocking in the making of this review.

Second Thoughts with the Chick – Terraria

On Monday, I reviewed Terraria for PlayStation Network/Xbox Live Arcade. I said that I did have fun playing the title, but I didn’t recommend it because it was too glitchy and unfinished. I also said that I had lost interest in the game. Since then, there hasn’t been a review up at my blog. Why? Because I’ve been busy playing Terraria. So allow me to eat some crow and do a 180 here. Terraria IS worth your time, glitches and all.

By the way, even more annoying glitches have popped up over the last few days. The game froze after we defeated the Eye of Cthulhu, crashed while I was harvesting meteor ore, and Brian got a really weird one that forced him to start a new map, then exit that map and reload the old one. Naturally, the one that required that was “our world.” The one we built together. The one that has all of our shit in it. We were seriously worried that we had lost access to it. Apparently, it has something to do with the placement of the bed in the house. Who knew this game was one of those weird “feng shui is real and you must obey it” weirdos?

Starting next year, you'll be fighting pelicans instead of hornets.

Starting next year, you’ll be fighting pelicans instead of hornets.

But, despite dozens of bugs (some of them game-enders), I’ve been pressing on. I figured Terraria was a possible life-ender, and I was spot on. When a game like this owns me, my only choice is to “get it out of my system.” Brian’s heard that term before with me, but this is the only time I’ve dragged him along for the ride. It’s okay though. We’ve both made projects for ourselves. I’ve been focusing on exploring the sky. Brian is alternating between building our house and mining Hell itself. He also built an elaborate trap that we use in the event of a goblin army attacking. Of course, said attacks are rare. Mostly, his trap just kills innocent bunnies.

We named this "Rabbit Season, FIRE" after watching a dozen bunnies off-themselves using it.

We named this “Rabbit Season, FIRE” after watching a dozen bunnies off-themselves using it.

It was sometime a couple of days ago that Brian asked me “do you want to reconsider your review?” After thinking it over, yes. Yes I do. I still stand by all the complaints I said in that review. Terraria is clearly not completely finished and needs a lot of work. But I can’t deny the sheer scope of things you can do in this title. It’s insanity. It’s consumed my thoughts and utterly devoured my free time. I had a seizure earlier this morning (completely unrelated to the game), and since then all I can think about is “I hope I feel good enough to play Terraria later.” It’s single-handedly crippled my productivity here at Indie Gamer Chick. It really says something about a game that, after forty hours, I’m still anxious to dive in. I make no apologies for it either. Look at this game I’m supposed to be writing a review of.

This is Short Circuit for XBLIG by developer Jason Yarber.  Jason's a cool dude, but his game is so fucking boring.  I've always been bored silly by Lights Out, since the moment Santa Claus put one in my stocking when I was ten years old.  And this version doesn't look paticularly engaging.  It has that lazy XBLIG font that makes me break out into hives.  Now, I can either spend hours trying to be snarky over this, or I can spend them fighting monsters and harvesting rare ore.  Hmmmm.. sorry Jason.  For what it's worth, your game isn't total shit or anything, but I can play Lights Out for free at any number of sites.  I can also take a handful of sleeping pills and feel the same stimuli.

This is Short Circuit for XBLIG by developer Jason Yarber. Jason’s a cool dude, but his game is so fucking boring. I’ve always been bored silly by Lights Out, since the moment Santa Claus put one in my stocking when I was ten years old. And this version doesn’t look particularly engaging. It has that lazy XBLIG font that makes me break out into hives. Now, I can either spend hours trying to be snarky over this, or I can spend them fighting monsters and harvesting rare ore. Hmmmm.. sorry Jason. For what it’s worth, your game isn’t total shit or anything, but I can play Lights Out for free at any number of sites. I can also take a handful of sleeping pills and feel the same stimuli.

I haven’t really paid too much attention to recent XBLIG releases. Over the past couple days, a couple of titles have hit that will be reviewed over the next seven days. Well, maybe. When a game utterly owns me the way Terraria does, I can’t make promises. I don’t take back anything else I said about Terraria, except the part where I said I can’t recommend it. I can, and I do. Put it this way: I got the new Bioshock earlier this week and was enjoying what I was playing, until I started playing this. A little $15 indie game on PSN is completely dominating my game time. And now I’m like one of those evil drug pushers, encouraging players to just take one hit. Come on, one won’t kill you.

LogoTerraria was developed by Re-Logic

Seal of Approval Large$14.99 said crow taste quite bitter in the making of this review.

Terraria is Chick Approved and shame on me for not realizing that three days ago.

Terraria

Update: I had second thoughts on Terraria, and you can read them here.  Terraria is now Chick Approved. 

Being primarily an Xbox Live Indie Game critic, I don’t get a whole ton of requests for XBLA/PSN titles.  But, when I do, they usually come in droves.  Terraria was such a game.  Partially that’s because none of the major sites have a review up yet.  Also because people are simply dying to know what I think of crafting games.  Not a day goes by where someone doesn’t ask me about my opinion on Minecraft.  I still haven’t played it.  Not out of any moral or anti-bandwagon objection.  It’s just one of those “I’ll get around to it at some point” type of deals.  Plus I live in fear of the potential addiction factor.  Time sinks like Minecraft have ruined my life in the past.  Now that I work and have a boyfriend and shit, I’m not really up to risking that by playing a game with life-ruining potential.

But, I aim to please my readers, so I decided to go ahead and buy Terraria on PlayStation Network.  And, just to be on the safe side, I brought my boyfriend along for the ride.  If I’m going to destroy my life, I’m bringing him down with me.  It’s the gaming version of the Days of Wine and Roses.

I guess Terraria is supposed to be Minecraft in 2D.  Maybe that’s over simplifying things, but that’s the game in a nutshell.  You have to mine for materials that you use to build shit to mine for more materials.  There are enemies to fight, a huge (and I do mean fucking huge if you pick the largest map) world to explore, lots of different items, and a few twists along the way.  Brian created the world, chose “large” because he’s a total clod who forgot that I needed to play the game as fast as possible so that I could crank out a review, and away we went.

My world started out in a snow-capped mountain.  Brian's started out in a beautiful, serene forest.  I think the game was trying to send me a message with that.

My world started out in a snowy wasteland. Brian’s started out in a beautiful, serene forest. I think the game was trying to send me a message with that.

As a young couple that’s getting ready to buy a house, I figured this would be a good test to see how we do at the whole “co-habitation” thing.  The weird thing is, we sort of fell into what our real life roles will be.  Brian became the home maker.  Literally.  He built our house, while I set about bringing home the materials we would need to survive.  For the first couple hours, Brian never ventured far outside of our home.  He kept adding floors, furniture, basements, and buildings for NPCs to live in.  Meanwhile, I was off fighting monsters and tunneling all over the Earth looking for shit to build us more shit with.  It was quite fun, and very 21st century of us.

Finally, I think Brian got jealous of me constantly going “look at all this cool shit I’m finding!” and built a mineshaft, then proceeded to dig a hole straight to fucking China.  That got me all jealous.  Suddenly he was the one saying “hey Cathy, look at all this cool shit!”  I responded to this in a completely rational way: I dug a tunnel to a lake and flooded his ass out.  We’re going to make a great couple.

We put about fifteen hours into Terraria, but it felt like a lot less.  Despite being a time sink without shame, gameplay is rewarding.  Every piece of progress you make is exhilarating.  And really, what else can you say about a game where at least once every thirty minutes, we looked at each other as if to say “can you believe how much fun this game is?”

So I recommend it right?

Well, no, actually.  I don’t.  Terraria is too unstable and glitchy in its current state.  Over the course of fifteen hours, a laundry list of bugs popped up, grew, and frustrated the ever-loving shit out of me.  Chief of which was the game had a tendency to crash at the worst possible times.  It happened to me twice, and both times I had lost all the materials that I had harvested.  To say I blew a gasket is an understatement.  Who knew I was capable of crushing a controller with my bare hands?

How come our place didn't look this nice, Brian?  You suck at interior design.  Suck suck suck at it!

How come our place didn’t look this nice, Brian? You suck at interior design. Suck suck suck at it!

I can’t stress how furious I was when this happened the second time with Brian.  After hours of searching, I had stumbled upon a vein that was the mother lode of precious metals and rare gems.  I stuffed my pockets and was about to head home with, poof, gone.  Game crashed.  Not for Brian, just for me.  But all those metals that were in my pockets were gone.  Gone permanently from my pockets and from his world.  Ceased to exist.  They can’t be replaced.

At this point, I was done with Terraria.  This had already happened once and I was pretty pissed then, but I was having such a good time that I wanted to go back.  After the second time?  Fuck that.  The game was a waste of my time.  I begrudgingly played on my own just because it seemed like the professional thing to do, but the magic was gone.  That took a lot of work to get those.  Hours of gameplay.  Am I bitter?  Fuck yea, but with just cause.  Call me old-fashioned, but I think a game that cost money should, you know, fucking work.

That crash also made a lot of the niggling little glitches that seemed minor before seem not so innocent.  Such as:

  • Going to craft items and being told I didn’t have the materials.  Even though I did.  Right there, in my pocket.  So I would have to exit out of the crafting menu and reenter it.  Sometimes I would have to do this two or three times before the game would say “oh hey, look, you actually do have them.  My bad!”
  • It had issues keeping track of how much money I had gathered.  I would fight hoards of zombies, picking up coins from each one that died, then go to put my cash away in a chest at home only to find out that the dozens of coins I had picked up was now four or five.  We never actually spent all that much money, so I wasn’t that annoyed by it.  But still.
  • We had trouble picking up the shooting stars.  It seemed to be a networking issue.  Brian would see stars that I wouldn’t and vice-versa.
  • Offline, the game froze for me while it was loading up the world.
  • I had the music start to glitch out on me upon respawning more than once, making it sound like nails on a chalkboard.

It’s also worth mentioning that I had a couple reports on Twitter of XBLA owners also crashing their game.

While going through the screenshots on the official page for Terraria on the PlayStation Store, I realized how very little I had seen of Terraria, even after fifteen hours of gameplay.  I want to keep playing.  But I won't, because I don't want to get burned again.

While going through the screenshots on the official page for Terraria on the PlayStation Store, I realized how very little I had seen of Terraria, even after fifteen hours of gameplay. I want to keep playing. But I won’t, because I don’t want to get burned again.

As far as the non-glitchy elements go, movement physics are fairly smooth.  Jumping is decent.  But, the interface is so cumbersome and clunky that, even after over ten hours, it never feels intuitive.  When we finally got organized and created a room that was nothing but chests to keep all of the stuff we’d dug up, we could spend fifteen or more minutes just fumbling to empty our pockets into them.  Brian got more used to it than I did.  I just couldn’t get the hang of it.  Have you ever been stuck in line at a supermarket while some asshole has to get a price check on a pack of gum, then decides to pay for it with his card instead of the quarter you just fucking know is collecting lint in his pocket?  Every single menu in Terraria feels like that.

I sure hope that patches are on the way for Terraria.  I can’t stress enough: this game is fun.  Very, very fun.  But it’s not worth getting right now.  Simply put: it’s not finished.  Hopefully it will be someday soon.  If you’re one of those types who can put up with great games rendered too buggy to enjoy, have at it.  For me, Terraria can be fun, but it’s too unstable to recommend.  Funny, because that’s exactly how my parents described me to possible suitors.

LogoTerraria was developed by Re-Logic

$14.99 briefly thought about taking hostages and demanding that the 73 Gold Ore, 103 Silver Ore, 17 Demeteor Ore, 15 emeralds, 7 Topaz, 8 sapphire, and Skeleton Statue that I lost when the game crashed were returned to me, but Brian said “honey, the cops made it clear, no more hostage situations” in the making of this review.  Well fuck.

How to Get a Girlfriend

Correction: There are apparently more than six questions in this “game”. I played through this four times and got the same six questions in the same order, than I played again to make sure and again got the same six questions in the same order, so you can see how I would think there are only six questions. But, I’ve heard from playtesters that there are apparently more than six questions. Does that make the game better? Um, no.

The bible thumping wackos are right: the only thing keeping me, a well-adjusted heterosexual that is very much in love with a member of the opposite sex, from engaging in full-fledged lesbian orgies straight out of Caligula, is shit like the Defense of Marriage Act and Prop 8. Really, I’m only as straight as the law forces me to be. Of course, I’m a plan-ahead type of chick, and if the Supreme Court rules that I can marry anyone, including a fellow toilet-sitter, I’m going to need tips on how to court them properly. Thank God for How to Get a Girlfriend. Which is ironic when you think about it, because it basically spits on His divine plan. Just think, for the low price of 80 Microsoft Points, someone like me, an introverted autistic girl who took 20 years to get her first boyfriend, can learn the secrets that only the most debonair of ladies men would know. This will certainly give me a leg up on all those house wives that will almost assuredly leave their husbands as society as we know it crumbles around us.

How to Get a Girlfriend presents players (and I sure plan on being a player if you catch my classy drift) with six questions related to picking up women. And it is the same six questions every time, because men who seek dating advice from Xbox Live Indie Games featuring malformed anime girls on the cover art are notoriously slow learners.

The first question asked what you do if you see a cute girl in a bar. I went with the option that most suited me: look really thirsty so that she would buy me a drink.

Shows what I know.

Girlfriend 1

Of course! It all makes sense. So women are parasitic beings whose love, attention, and affection needs to be bought? Oh my God.  I THOUGHT IT WAS JUST ME! I can’t tell you what it means to find out that we’re all really this simplistic and shallow.

The next question hypothesized that you would encounter a girl dancing, but you yourself are not a good dancer. Wow. This game really knows me. Well, I’m an American and I was on Xbox Live at the time, so I figured I would call her a loser and tell her dancing sucks. Wrong again. As it turns out, dancing is vital, because if you can’t dance, you won’t know what to do with a girl in your arms. Duly noted. It would have been nice if it had been more specific about the type of dance you need to learn. The closest I could find was square dancing lessons at the local Y. Chicks dig that, right?

Next up, what do you do if you have a crush on a girl but she only considers you a friend? I admit, this was a head scratcher. Ultimately, I figured the right thing to do would be hit on her best friend to make her jealous. But no, as it turns out, you should instead keep a distance on her.

Girlfriend 2

That.. makes sense to me. I mean, mysterious is way in vogue right now. Think about it.  Those Twilight movies grossed like a bagillion dollars! Sure, I’m not a hundred-plus-year-old-pedophile on the prowl for subservient chicks who can’t think or act for themselves, so those movies weren’t all that educational. But hey, beggars can’t be choosers. I’m not sure how the whole “mysterious” thing works with someone you’re already good friends with, but I guess that’s why I’m not the dating expert.

Next up: where do you take a girl on a first date? I decided not to go with carnival. Worst case is the girl really doesn’t like me and tells them I escaped from their sideshow. Next thing you know, I’m stuck on the road, going to places like Sheboygan, watching meth producers pay two bits a gander to see the Amazingly Ugly Girl. No thanks. As it turns out, coffee is a good first date. Not the movies. Or ice skating. Oh thank God. So a first date won’t involve me falling on my ass repeatedly. Weird, because if I met the chick at a bar, she would already be used to seeing that.

The next question deals with a subject matter important to all people in the hypothetical end of civilization homosexual apocalypse dating scenario:

IMG_1082

With no option for “hire a hitman and have that bitch whacked”, I decided to go with the laxatives. Not only was I wrong, but as it turns out I’ve been using the totally wrong descriptive language towards the women I’ve been courting.

IMG_1083

I admit it. I wouldn’t have thought to call (or even think of) any women I was trying to pick up “broads.” But this is 2013. Maybe it’s time we all embrace aggressive, obnoxious flirtation.

Finally, what do you do if a girl comes up to you and tells you she’s not really interested? I actually know the answer to this, but my lawyer has advised me against going into detail here. At least before the jury comes back with a verdict.

Final score? 0 for 6. Well fuck, I guess I really did buy the right Xbox Live Indie Game dating guide, because I had a lot to learn. With the knowledge I have acquired, I’m in an even better position now to commit a crime against nature. Which I sort of already did when I paid $1 for this absolutely unfunny, unlikable, useless, sexist piece of shit game that was developed by a douchebag who wouldn’t know pussy if it sat on his mouth and queefed.

xboxboxartHow to get a Girlfriend was developed by Fusion Gaming

80 Microsoft Points are waiting for the Supreme Court to legalize working on the sabbath so that I can do that without fear of being put to dea.. wait, what do you mean you can already do that? But the Bible says not to! You’re all a bunch of sinners and you’re going to Hell in the making of this review!

Year Walk and Ridiculous Fishing

You know what I don’t understand?  Portable gaming consoles.  I get the concept, I think.  It’s a console, but you can take it anywhere.  Cool, right?  Except, when I think of situations where I use a portable gaming device, I typically only have a few minutes to play.  I’m not into gaming in car rides (even the nice Vita screen is unplayable with the sun glaring), I don’t do a lot of plane rides, and when I’m at home, I would rather play a game on a proper console.  The only times where it makes sense for me to play a portable game are when I’ve got ten minutes or less to kill.  Waiting in a line, or out having a cigarette, or with whatever time I have to spare during a lunch break.  That’s why I’m baffled at the types of portable games that are popular on Vita or 3DS these days.  Hey, I loved Persona 4 Golden as much as the next person, but I would have loved it just as much if I had played in on the PlayStation 3.  Probably more, in fact.  Why does Uncharted even need a stripped down portable version?  Why did Nintendo make a port of Ocarina of Time one of the flagship launch-window titles for 3DS?  These aren’t games designed to be portable.  These are console games that require significant time investments.  What if I just want to play something for five minutes while taking a dump?

The only valid argument I’ve heard is “what if you have to share the television with others?”  Granted, that was never a problem with me.  Only child here that had her own television from an early age.  I guess my parents weren’t keen on watching endless reruns of Barney and Sesame Street.  Still, as someone who is very fond of consoles, I’ve oddly never had the desire to carry one around with me.  Brian says I’m almost certainly in the minority on that.  I say that just proves how much smarter I am than everyone else.

And don’t say I don’t know humility.  I do.  It’s what measures moisture in the air.

The kind of portable gaming sessions I want are readily available.  They’re typically found on phones.  Most of the time.  Year Walk is a bizarre horror-adventure game based on Swedish mythology.  It seems like it could be a decent title, but this is one of those cases where the game failed to grab my interest right out of the gate and I just couldn’t get into it.  I’m not a big fan of point and click games.  This is more exploration-oriented than average, but I fucking hate games where you wander around with no clue of where to go, what your objectives are, or what the ultimate goal is.  Plus, it had features I’m not too keen on, like sound-based puzzles.  I typically play my iPhone games with the sound turned off, because I have a strong desire to not annoy those around me.  I mean, more so than usual.

I don't deny Year Walk is spooky. It really is. But I don't feel it's put to good use on iOS. I would have rather played this on a television.

I don’t deny Year Walk is spooky. It really is. But I don’t feel it’s put to good use on iOS. I would have rather played this on a television.

I didn’t finish Year Walk.  Not even close.  I spent most of the game just aimlessly shambling about.  Yea, the settings were spooky, but I would have rather played this on a console, or the Vita.  I probably should have fired this up on the iPad, where at least I could have seen things better.  But, the truth was, I didn’t want to play it anymore.  I was bored.  I think horror-adventure fans might get a lot more mileage out of this than I did.  Really, I was just disappointed that this wasn’t a game about Wicket’s first birthday.

. .

. .

. .

Get it?  Wicket was an Ewok.  Ewok sounds like Year Walk?

. .

. .

You know, Brian told me that one was no good.  I didn’t listen to him.  And now he’s gloating.  He said “it’s too obscure a Star Wars pun and you have to make too large a logical leap to draw the connection.”  Fine.  Trying again: I thought Year Walk was boring.  Would have been better if it had starred Luke Yearwalker.

. .

. .

. .

Ridiculous Fishing has absolutely no connection to Year Walk, other than being on iPhone.  When I told someone I was reviewing this, they said “I’ve never liked a fishing game.  Never ever ever.”  Although I can’t say the same (I was quite fond of Sega Bass Fishing when I was ten),  saying this is about fishing is like saying Punch-Out is an authentic boxing simulator.  Here, you use the tilt-controls of your phone to lower a fishing lure to the bottom of the sea.  While it’s descending,  you want to avoid touching fish.  Once you touch a fish, the descent stops and the lure starts to surface.  Any fish you touch at this point are on the hook and being reeled in.  When you reach the surface, the fish fly up in the air.  At this point, you whip out a gun and shoot them.

No, seriously.  You shoot them.  With a gun.  Okay, so it’s not the most ridiculous form of fishing I’ve ever seen.  These Lithuanians I believe have that covered.

God bless YouTube.

Fishy fishy in the brook.. I wonder if Brooks Bishop hated that rhyme as a kid?

Fishy fishy in the brook.. I wonder if Brooks Bishop hated that rhyme as a kid?

I’ve never, ever liked tilt-controls.  Ridiculous Fishing is the first game that I truly enjoyed because of tilt-controls.  It just works.  It’s accurate, it feels natural, and it makes the game more fun.  And Ridiculous Fishing is perfectly suited for micro-gaming sessions.  Got five minutes to kill?  Cast a line, scoop up some fish, shoot those fuckers up, and get back to what you were doing.  It also has actual depth to it, with time-sinky upgrades and a decent (not spectacular) variety of fish to catch.   In a sense, it’s the perfect mobile game.  My biggest complaints are how there’s no jelly-fish repellent among the items.  Well, that and the Game Center leaderboards are sort of limited.  Oh, and maybe the game is a teeny-tiny bit overpriced at $2.99.  A little steep for a game with no variety at all, especially on the iPhone market.  Of course, Year Walk cost $3.99 and it’s on the wrong platform.  It would probably make an excellent PC game, but at its price, it’s like paying LeBron James to play on your cricket team.

IMG_1040

Wait, you mean we’re not going to eat them?

Year Walk was developed by Simogo and I really want to try it on a console at some point. Ouya, perhaps?

Ridiculous Fishing was developed by Vlambeer and is Chick Approved.

Seal of Approval Large

Dead Sea II: Mutation

Imagine a game centered around quick-time events where pressing the correct button doesn’t always work.  Sounds fucking terrible, right?  But wait, what if I told you that if you fail (or if the game determines you fail even when you don’t), the load times can take anywhere from 10 to 30 seconds before you get a chance at restarting?  Or what if I told you the frame-rate can stutter right as the enemy that will touch-off the quick time event draws near you, causing the quick-time-event to only appear on-screen for a small fraction of a second?  What if the graphics are choppy and the enemies have issues clipping when interacting with your character?  What if your character moves as slow as a snail encased in liquid nitrogen?  What if the text was so small that you have to physically get out of your chair to read it, even when you possess a television large enough to cover an active volcano?  What can you say about a game where nothing seems to have gone right?

It’s really strange because the first Dead Sea was not God awful or anything.  I ultimately didn’t recommend it, because the gameplay was boring and repetitive.  But I think with some work, the concept of being stuck in the middle of the ocean with sharks out to turn you into the catch-of-the-day might be a good one.  When I heard the guys at Brave Men Games were working on a sequel, I was hoping they would try to mend the concept, which I think is salvageable.  The developers seemed to disagree with that assessment, because Dead Sea II is completely different from the original, with no real connection besides starring the same chick.  Actually, I think the “mutation” part refers to the girl, because that’s the only explanation for why she has the spray-on-tan from Hell, making her look like the love child of Courtney Stodden and Hulk Hogan.  How did she get that tan?  Didn’t she just spend, like, days bobbing around the ocean?  That wouldn’t have bronzed her.  That would have had her peeling a human onion.  A pickled human onion.

It's also possible she's in need a liver transplant.  In which case, I'm sorry.

It’s also possible she’s in need a liver transplant. In which case, I’m sorry.

My biggest disappointment with Dead Sea 2 is that the original was a bad game merely because the mechanics were not fun.  It did give me hope that the developers were on the right track.  Instead, the sequel is broken to the point of being nearly unplayable.  Being attacked by giant mutant-shark-people-things might not be the worst idea, but the execution here is awful.  I searched around for viable pathways to make stealth kills on the enemies, but couldn’t find any without being detected.  When an enemy charges you, you have to perform a quick-time-event to escape.  However, sometimes I would push the correct button almost immediately and still die.  It seemed completely random when it would work.  Combine this with excruciating load times and I didn’t really feel the urge to press on.  I tried to finish one floor that had two mutant dudes for a good solid hour, but a combination of stuttering frame rate, broken quick-time-events, and demoralizing load times made me give up.  Maybe without technical hangups, Dead Sea 2 could have been decent.  Instead, it’s dead in the water.  Ba-ba-baaaaaaa.

Dead Sea 2Dead Sea II: Mutation was developed by Brave Men Games

80 Microsoft Points said this series has jumped shark in the making of this review.

Loot Grinder

How to Please Indie Gamer Chick

  • Step one: make sure your planned video game is actually a video game.
  • Step two: Send a bribe to P.O. Box…………..

Actually, Loot Grinder didn’t make it past step one, so there’s no need to continue.  What it does manage to do is be one of the most baffling “games” I’ve ever played.  It’s menial data-entry from Hell.  Who would see the potential in taking a genre, removing the aspects of it that are most important to gamers, and then releasing it for mass consumption?  Dirt-eating insanity!  But that’s exactly what Loot Grinder is.  No story.  No characters to interact with.  No world to explore.  No hidden treasures.  No dungeons.  No plot twists.  No real dialog at all.  Thus, all that’s left is the grinding.  Also known as the least fun part of any game.  That’s why they called it “grinding” instead of “super fun happy time!”

I don't remember any game making me yawn more.  No, I didn't finish it.  I quit saving my progress and the first time I died after that, I decided I had seen enough.  Two hours of utter tedium.

I don’t remember any game making me yawn more. No, I didn’t finish it. I quit saving my progress and the first time I died after that, I decided I had seen enough. Two hours of utter tedium that should be avoided at all costs by anyone looking to have a good time.

They didn’t even get the whole grinding part right.    Without a world to explore, there’s no way you can hang out in a specific area, fighting guys you know you can beat.  That’s what I consider grinding to be.  Here, you could very well end up fighting guys who are well out-of-bounds for your party, get smacked down, and have to start over from your last save.  Money is too slow to be acquired.  Potions are way over-priced, and so is use of the inn.  Progress feels slow.  Upgrades are expensive enough to seem well out or reach.  And then there’s weird moments, like buying a spell only to find out that your particular dude can’t actually use that spell.  I bought a spell called Fire 1, but it turns out that’s for diamond wizard things, and my guy was a pearl wizard thing.  Unless I missed something, and I was looking very closely, there was no way of knowing that until I had already spent a large chunk of money on the spell.  It’s like buying a used car and not getting to know if there’s a dead body in the trunk until you pass your first police checkpoint.

Worst of all, the game only leaves in battles, but the battles are slow, basic, and boring.  Gaming traditionalists might appreciate them, since they’re lifted liberally from the 16-bit era.  Of course, those battles were palatable because they had the benefit of advancing the narrative.  Without that, the gameplay has no sense of achievement.  This is one of those “sounds like it might work” on paper concepts that probably shouldn’t have made it out of the planning stages.  Loot Grinder is one of the most boring ideas in gaming history and should only be put to use in weeding out which interns at the office are unsuited for redundant filing work.

xboxboxartLoot Grinder was developed by Pixel Polish Games

80 Microsoft Points said this game should come with one of those “may cause drowsiness” warnings in the making of this review.