Battle High 2

In this edition of Second Chance with the Chick, I take a look at a game I played way back in August of 2011.  A game that was a participant in the 2011 Summer Indie Uprising.  A game that..

Huh?  What do you mean this is a different game?  No.

Really?

(checks notes)

Well I’ll be damned.  It really is a sequel.

Awkward.

Even more awkward is the original Battle High that I played I sort of took a big dump on.  Perhaps an undeserved dump.  I was only on my second month as Indie Gamer Chick at that point, and the game was prominently featured in the Uprising event despite being completely unoriginal.  I think my expectations for the types of games in the Uprising (and XBLIGs in general) were misguided.  I thought I would be playing dozens of weird, exotic, experimental games.  Why?  Because I was (some would say “still am“) fucking stupid.

The beautiful truth about Xbox Live Indie Games is that the best titles typically are directly inspired by classic games and formulas.  So was I overly harsh on Mattrified Games?  Yes.  I’ll eat some humble pie and admit that I was wrong, and that Battle High was better than I said.  Their primary goal was to pay respectable tribute to a beloved genre, and I can’t deny they succeeded with Battle High.  I didn’t like it all that much, because I didn’t grow up with an endless stream of 2D fighters that were practically indistinguishable from one another.  I imagine if I had, I might have been more receptive towards it.  Sort like how my father keeps trying to sell me on the new Dallas.  I gave it a shot and thought that it was total crap.  My father watched the original and eats the shit up with a spoon.  The point being whether it’s crap or not is irrelevant to the target audience.

Not that I think Battle High 2 is crap.  It’s not.  If you’re into fighters, I seriously doubt you’ll find a better one on Xbox Live Indie Games.  It controls well.  I guess.  I mean, I would bet it controls much better on an arcade stick.  I had difficulty imputing even the simplest of moves.  Neither the standard Xbox 360 controller or the transforming d-pad one I have are suited for fighters.  But I already learned that lesson years ago when attempting to play Ultimate Mortal Kombat 3 on XBLA.  I can hardly blame the developer for that.

Calling it a sequel is a bit of a stretch though.  It has basically the same graphics, same characters, same bonus games, same setting, and same controls as the original.  Maybe a new move here, or more emphasis on plot there, or a small handful of new characters.  But, it just doesn’t feel like an evolution.  Maybe more like a special edition, sort of how there were five fucking versions of Street Fighter II before they brought out Street Fighter III.  Put it this way.  If you looked at the two screenshots below, could you tell me which is the original and which is the sequel?  Is it this one?

1 or 2 2

Or this one?

1 or 2 1

The top shot is the new one.  The bottom one is the original.  See what I mean?  Not that there’s anything wrong with that.  Capcom made millions re-relasing the same game with minor tweaks.  If it’s good for them, it’s good for XBLIGs.

I guess there is one major difference I could point out: I had fun this time around.  Maybe it’s because I’ve been writing about XBLIGs for nearly two years, so I have a better understanding of the platform.  Originality is not the goal of every developer.  I imagine if you were a kid who played fighters and dreamed of making your own fighting game, your first goal on a platform like XBLIG would be to do just that.  That’s what Mattrified Games did with Battle High, and they did a damn good job.  Maybe Battle High is a glorified patch disguised as a sequel, but I enjoyed it, and I have little love in my heart for 2D fighters of the 90s.  I was weaned on Soul Caliber, Marvel vs Capcom 2, and God-awful 3D Mortal Kombat games.  I chalk my dislike of SNK-style fighters to a generational thing.  To me, they’re boring.  Just like how you guys hate the contributions of my generation, like um.. uhhhhhhh.. we had that thing where that guy did that thing that one time and um.. this review is over.

xboxboxartBattle High 2 was developed by Mattrified Games

Seal of Approval Large80 Microsoft Points thought this game was about Matthew Riddle.  That dude always battled high in the making of this review.

Battle High 2 is Chick Approved and ranked on the Indie Gamer Chick Leaderboard.  No, I’m not retroactively putting Battle High 1 on there, unless you count Battle High 2 as Battle High 1.5, which I do.

Laser Fry

Laser Fry has the feel of a twitchy 80s arcade game.  I can and have gotten into those.  Most of them are based on existing games.  We Are Cubes is like a mixture of Tempest and Buster Bros.  DecimationX3 was a souped-up version of Space Invaders.  There’s been new takes on Defender, Contra, Frogger, Qix, Pac-Man.. pretty much every vintage coin-op under the sun.  Laser Fry is apparently an original idea.  You’re a dude, and there are lasers and balls.  Avoid the balls, or destroy the balls with the lasers.  Just don’t be standing in the path of the laser when you activate it.  Basic stuff they teach you at Testicle Removal School*.

I figured when I started Indie Gamer Chick, I would be neck-deep in original game concepts.  That’s not the case, of course.  Entirely original concepts are as rare as a Yeti.  Developers, even gutsy ones, tend to stick to what they know works, only making minor tweaks on established formulas.  Still, the occasional game centered around a new idea does pop up from time to time.  Such is the case here.  I asked around, and nobody had played anything like it (there were some games on the Commodore 64 that looked similar but turned out to be much different).  Great!  So how does this original idea fare?

No, you can't make sense of this. I think you have a better chance of deciphering the Voynich manuscript.

No, you can’t make sense of this. I think you have a better chance of deciphering the Voynich manuscript.

Not so good.  The main gameplay problem is the background is simply too noisy.  On easy mode, you only have to keep track of the yellow balls and yellow lasers.  This by itself is a decent challenge, especially once the action speeds up.  On higher difficulties, you have three different colors of lasers, three colors of balls, and lots of background shit for those to bleed into.  If you can actually follow the action, your super vision could probably be put to better use in the fields of espionage or Lex Luthor foiling.  Despite decent enough play control, the action in this game is incomprehensible.

But, even if it wasn’t, I don’t think the concept lends itself well to a good game.  That’s the biggest sin Laser Fry commits: it simply is not fun, and probably doesn’t have the potential to ever be fun.  So, like most original ideas that flop, I’ll chalk Laser Fry up to being a worthy experiment that produced an undesirable product.  Sometimes you simply can’t know what will and won’t work until you try it.  It takes a brave person to begin with, who sees a void in innovation and says “I’m going to give this a shot!”  Like an egghead with a chemistry set.  Sometimes you accidentally cure cancer, and sometimes you blow yourself up.

xboxboxartLaser Fry was developed by GGGames

80 Microsoft Points thought the game would involve one of these and a random dude’s hair in the making of this review.

*More commonly called UCLA

妖精冒険記 (Chronicles of the Fairy)

Chronicles of the Fairy is kind of like a Kirby game.  The protagonist can “fly” indefinitely, levels center around the simple act of reaching a goal, and the game is as easy as a round of dodge ball against a group of senior citizens.  It also features some pretty good 16-bit graphics and decent play control.  If we left it simply at that, Chronicles of the Fairy would be a decent, albeit forgettable game.

Come on, now.  How often can we leave it at just that?

It looks the part, but Chronicles of the Fairy feels unfinished.

It looks the part, but Chronicles of the Fairy feels unfinished.

Chronicles of the Fairy isn’t really terrible, but it’s underwhelming or mediocre in so many ways that I simply have to shake my head in disappointment.  It looks like it should be good, and feels like it should be good.  But the six levels that take all of twenty minutes to complete are boring and uninspired in design.  The music is annoying, the enemies are all but useless, and lives are far too plentiful.  But what’s really awful is the collision detection on the spikes.  Levels are littered with spikes all over the place, with the main challenge being having to squeeze between them.  The problem with this is, the collision box for the spikes is not too generous.  It leads to many moments where you don’t come that close to the spikes and still take damage for them.  Imagine if real life was like that.  Imagine if, in football, getting to the three yard line was considered good enough for a touchdown.  Raving insanity!  Even if replacement referees apparently liked that idea.

Even if that wasn’t the case, 妖精冒険記 is boring.  The whole experience feels like the demo for what should be a larger game, or perhaps an early beta-build or proof-of-concept, as evidenced by the ball-and-chain swinging enemy who clipped right into a wall and got stuck.  There’s no challenge (even the spikes don’t make much difference when you’re tripping over extra lives every two feet), and no real reason to keep playing once you’re past the opening stage.  Then, just as it looks like the game might grow some teeth and ramp up in difficulty, it’s over.  It’s quite disappointing.  I was interested to check it out because it’s rare when a Japanese-developed XBLIG shows up on the marketplace.  It seemed like it might be exotic.  Instead, I feel like one of those chicks who gets a tramp stamp in Japanese characters that she thinks says “Free Spirit” and only later learns that it says “Insert Umbrella Below.”

xboxboxart妖精冒険記 (Chornicles of the Fairy) was developed by Yuwaka’s Soft

80 Microsoft Points said “maybe Kirbys are the tadpole stage of a fairy.  IT ALL MAKES SENSE NOW!” in the making of this review.

Interview with Gaming Composer James Hannigan

Last month, I was playing Kris Steele’s Centipede tribute Bad Caterpillar.  It was very impressive.  It felt like an authentic lost chapter in the series.  There was only one problem: the music.  Centipede’s music is iconic.  Replacing it with a generic heavy metal soundtrack that is as far disconnected from the source material as you can get was just plain stupid in my opinion.  And it got me thinking about how music is an often overlooked aspect on the scene.  I’m guilty of this too.  I rarely comment on music here at Indie Gamer Chick.  It wasn’t until Bad Caterpillar that I realized that the wrong music really can take away from the game experience.

So I put out a call on Twitter asking if anyone wanted to do a Tales from the Dev Side on marrying the right music to the right game.  I had a few takers, but the most interesting one came from a gentleman by the name of Joshua Dennison.  His story was a unique one.  He has written hours of music for seven games.  Not one of those games ever got completed, and the music is stuck in purgatory.  Despite my tin ear, I had a listen, and I immediately recognized that the dude has talent.  Just to confirm that, I had my boyfriend Brian and my buddy Alan of Indie Ocean have a listen.  They agreed, the guy has “it.”  And his struggles to land a job with someone who actually will finish a game is a story that ought to be told.

Around the same time, I had another response to the request.  This one came from a man by the name of James Hannigan.  James is not part of the indie scene.  Quite the opposite.  His credits include games in the Command & Conquer series, the Harry Potter game series, and the Lord of the Rings game series.  He’s been nominated for five BAFTA awards and won in 2000 for his work on Sim Theme Park.  Best of all: he’s a fan of the indie scene.  He was open to doing an interview on gaming music, and I figured he might have some words of inspiration for the next generation of game composers.  The problem is, I don’t know shit about music.  Then I remembered Joshua, and decided he would be the right person to conduct this interview.  My hunch was right.  This was a perfect match.  Joshua, the floor is yours!

Read more of this post

Investigate This: Scarecrow!

Before the fiasco with Wright Brothers’ Mysteries, my plan had been to include this title in my review.  Two for one, that sort of thing.  However, Wright Brothers was so embarrassingly horrid that I thought I would be doing a disservice to the guys at Twist-EdGames.  I had reviewed two of their previous “games”, Shattered Slipper and Lucky, and I found them to be decent.  I mean, they weren’t really games.  They were like the end result of a book fucking a DVD menu.  Interactive in the loosest possible sense.  Read a lot of dialog, press A, read more dialog, and then press A some more.  Occasionally a rudimentary puzzle would pop up that would take all of thirty seconds to solve.  Typically, the whole thing would be over with in an hour or so.  Okay, so I wasn’t exactly glowing when I described what their games were like, but the writing was acceptable and they ended before they could bore.  Oh, and they were a little preachy.  I would equate the whole experience to reading a tween mystery novel, pausing only once to fiddle with a Rubik’s Cube, while being lectured by your mother on proper manners.

Actually, that sounds quite horrible.  Bad analogy.

"Hello Ma'am! Can we interest you in a copy of the Watchtower?"

“Hello Ma’am! Can we interest you in a copy of the Watchtower?”

Well, here’s their newest game: Investigate This.  You’re two young private detectives who get hired to investigate this super natural scarecrow that is trying to frighten a woman into selling her farm.  The difference between this and other Twist-EdGames?  It’s fucking boring.  The dialog has a tendency to drone on and on with inane banter that adds nothing to the plot and makes the characters come across like total twats.  The writing is also not up to the quality of previous games, despite the fact that there’s no soapbox this time around.  It just comes across like a really badly done Scooby Doo plot.  In fact, right during the big reveal at the end, just as I said that very line to Brian, the game made a Scooby Doo joke at its own expense.  I also felt the hedge maze stuff was more of a rehash of Lucky’s finale.  The final kick in the pants is the (required due to file size) 240MSP price tag.  It’s simply not worth it.  Thus, this becomes the first game of Twist-EdGames that I can’t recommend.  If I did so, I would need my head investigated for brain parasites.

xboxboxartInvestigate This: Scarecrow! was developed by Twist-EdGames

240 Microsoft Points were hoping this game would star Batman in the making of this review. 

 

 

Wright Brothers’ Mysteries

Oh my God.

Oh.

My.

GOD!!

I can’t believe I live in a world where Wright Brothers’ Mysteries exists.  It’s bad.  Bad bad.  Endearingly bad, yes, but endearingly bad is still bad.  Devoid of anything positive to say about any aspect of it’s design.  Hell, there’s really not a whole lot of game here.  Watch cut scenes that were apparently made using The Movies (the opening credits show the intro to The Movies), maybe answer a question about that scene, do the occasional amateurish quick-time-event, and that’s it.  Fifteen minutes tops.  Fifteen unintentionally hilarious, flat-out fucking weird minutes.  Surreal in ways I’ve only heard in descriptions of drug intoxication.

The sad part is, if I squint just a little bit, the dude on the right looks kind of like my boyfriend.

The sad part is, if I squint just a little bit, the dude on the right looks kind of like my boyfriend.

The story?  Incomprehensible.  The dialog?  So disjointed and unnatural that it’s practically alien.  The voice acting?  Awful accents, unemotional tones, and delivery so bad that it sounds like it was pieced together with a sound board.  The game?  There is no game.  Two quick-time events, one of which involves picking a lock and the other which necessitates restarting a heart.  That’s really the extend of any “game” function.  Otherwise, you get to watch horrible cut scenes play out.  I spent the first couple minutes rolling my eyes.

And then the Ninja showed up, and I started laughing.

I didn’t stop laughing for ten minutes.  Every single word spoken, every terribly choreographed fight scene where continuity changes from camera angle to camera angle, and just the overall awfulness of the whole mess.  Wright Brothers’ Mysteries made me fall to the floor in a rolling laughter that made my sides hurt and tears run down my cheeks.  I’ve never laughed harder at any game.  Not in a good way, mind you.  Wright Brothers’ Mysteries is the brand new Worst Game I’ve ever played in my entire life.  It’s awful.  But hypnotically so.  I can’t really say you should buy it.  There’s already videos on YouTube that show you the full game, like this one.  It’s just awful.  I don’t know how far unintentional comedy goes towards redeeming something this bad.  I guess that’s in the eye of the beholder.  For me, Wright Brothers’ Mysteries made me laugh until I was clutching my sides and my stomach in agony, not to mention the headache.  I could have probably been trampled by a marching band made entirely of tuba players and walked away in better shape.

xboxboxartWright Brothers’ Mysteries was developed by Archor Games

80 Microsoft Points honestly aren’t sure if this game wasn’t some gigantic gag against the entire XBLIG scene in the making of this review.

Voxel Runner

“Foul!” cried the gaming community.  “Someone made an off-brand, generic version of Bit.Trip 2 and released it right before Bit.Trip 2 came out.  A pox on their house!”  You see the same venom directed towards developers of Minecraft clones, or guys like Milkstone when they release cheap XBLIG clones of popular hits like Slender or Binding of Isaac.  The weird thing is, the gaming community seems to treat this phenomenon like it’s exclusive to them.  Um, The Asylum anyone?  Mock if you will, but they’ve made over fifty movies and never once lost money on a production.  They’ve proven that, if profitability is all you desire, clones made without the slightest tinge of shame are the surest fire bet to get there.

Yes.

Yes.

Voxel Runner sounds like it would be The Asylum’s port of a video game, does it not?  None of that coy “Sushi Castle” type of shit like Milkstone does.  “Voxel Runner!  Done!”  The funny thing is, everyone assumed that the game would be shit, myself included.  Timely release.  Blatant clone.  How could it be good?  Surprise, it is good.  Well, good seems maybe too generous.  How does decent sound?  I’ll go with decent.

Actually, Voxel Runner felt more like The Impossible Game, at least to me.  Maybe it was the art style, the pace, the spikes, or the constant deaths.  While the game offers more complex maneuvers (swiped liberally from Bit.Trip Runner) than simply jumping, it just felt like a memory-tester where you have a minimal chance of success on your first run through.  However, I did beat level 22 on my first attempt.  That was the only such level I was able to do that, but it felt fantastic.  It doesn’t matter if I failed 531 other times.  For a few seconds, I was an invincible destroyer of games.

Yes, because "ducking" is one of the most notoriously difficult to master moves in game history.  It makes Zangief's spinning piledriver look like child's play.

Yes, because “ducking” is one of the most notoriously difficult to master moves in game history. It makes Zangief’s spinning piledriver look like child’s play.

This is a weird one to write-up.  Everything about Voxel Runner is decent.  Not great.  Not memorable.  I played this three days ago and I barely remember any critiques I had.  It’s possible I didn’t have any.  Well, there was one: the controls are slightly unresponsive at times, which resulted in about 10% of my total failures.  Otherwise, there’s really not a lot to cover here.  Voxel Runner is a shameless rip-off of a popular franchise, but it doesn’t suck.  If that’s all the developer was trying for, congratulations Captain Ambitious.  Take a seat in the dollar store hall of fame, next to a bin of movies starring Lorenzo Lamas and a can of expired off-brand chicken noodle soup.

xboxboxartVoxel Runner was developed by Dizzy Pixels Ltd.

Seal of Approval Large80 Microsoft Points look forward to future productions from Dizzy Pixels, such as Super Italian Brothers, Sonny the Hedgehog, and Street Brawler II in the making of this review. 

Voxel Runner is Chick Approved.. don’t look at me like that, it doesn’t suck, I swear.. and is ranked on the Indie Gamer Chick LeaderboardSeriously, stop looking at me.

Voxel Runner is also available for Desura for $2.99.  This version is unverified by Indie Gamer Chick.

Bit.Trip Presents Runner 2: Future Legend of Rhythm Alien

First off, I have to ask what is up with that name?  Or Wii U eShop names in general it would seem.  When I picked up Bit.Trip Runner 2, I also picked up a title on sale called “Mighty Switch Force! Hyper Drive Edition.”  If one didn’t know better, they would think the eShop was compensating for a lack of girth.  The Wii U has only been out for a little while, but it the gap between releases that have looked like something I would want to play has been demoralizing.  And no, I wasn’t interested in The Cave.  Thank God for my lack of interest.  I didn’t buy it on Wii U and now I get it free this month on PlayStation Plus.  Life is sweet.  Probably would have been sweeter if I had held out for the PSN version of Bit.Trip 2 and gotten the 20% discount.

In case you haven’t noticed, I’m stalling my announcement that I haven’t actually played any games in the Bit.Trip series.  Yea, yea, I know.  What can I say?  They’re billed as “rhythm games.”  Not exactly my favorite genre.  The whole Caribbean Beats thing seems to have skipped a generation.  Possibly two generations if my parents are any indication.  I’m honestly not sure if what they do is considered dancing or some new form of mixed martial arts where the object is to break your opponent’s foot.  As it turns out, you don’t really need have a song in your heart to enjoy Bit.Trip Runner 2.  Weird that they would market it that way.  You would think they wouldn’t want to turn off people who couldn’t possible give a shit less about rhythm games.

Don't worry, a little Lyclear will take care of that.

Don’t worry, a little Lyclear will take care of that.

The idea is you’re Commander Video, a dude running in a straight line, collecting gold bars and avoiding enemies.  All stages have a set musical beat, but I typically played Runner 2 muted and I still had a pretty good time with it.  Relying completely on visual cues, I was still able to play the fairly well.  It helps that the controls are responsive and the graphics are mostly clear.  There are some times that enemies seem to bleed into the background.  Playing on a big screen doesn’t help, either.  Having your television on is completely unnecessary.  It’s yet another Wii U game that tethers you to your living room for no fucking reason at all.  If only Nintendo had put out a cheaper, more portable gaming console with a similar button layout.  I know, keep dreaming the dream, Catherine.

Every single complaint I have about Bit.Trip is tied to how shitty the Wii U Game Pad is.  I know Nintendo fanboys are still trying to convince themselves that something good might come from this mess, but come on guys.  This console is an unmitigated piece of shit.  I’ll ignore how slow it is, or how menus have load times, or how fucking cumbersome the controller is.  Why is the button layout for Bit.Trip 2 so random?  B is the jump button.  That’s just weird.  And it gets annoying too.  Everyone always reaches for the jump button to navigate menus.  Of course, B is typically “exit menu.”  Bit.Trip runner chose not to be different here.  Thus, after beating a level, I would inevitably push the wrong button and exit out of the level select screen.  A quick survey of people who bought this confirms that EVERYONE did it at least a few times.  Perhaps this is some social experiment where the guys at Gaijin Games are trying to make the entire gaming populace act like morons.  Too late guys!  Microsoft already did that.  They called it Xbox Live.

Seriously though, the layout is just not comfortable early on.  You do get used to it, I suppose.  Of course, they say people who get their arms blown off get used to that eventually too.  It doesn’t mean I’m going to play chicken with a live grenade.  Ignoring all that bullshit, the levels are well designed and the difficulty seems pretty well paced.  Bit.Trip 2 gives you a lot of different moves to memorize and perform.  I figured it would be too much to juggle.  It’s not.  In fact, I was so successful at adapting that I would sometimes, rarely, finish a stage on my first try without dying.  Not a huge accomplishment for most, granted.  For me?  I felt world conqueringly amazing.

Then I would press the wrong button and exit the stage select screen.  Those moments never last.

I thought this was a screenshot of Adventure Island when I first saw it.  No joke.

I thought this was a screenshot of Adventure Island when I first saw it. No joke.

So yea, I recommend Bit.Trip Runner 2.  It’s fun, and it’s as good an excuse as any to prevent dust from collecting on your shiny new Nintendo console.  My biggest complaint about Bit.Trip is that Wii U is the wrong machine for it.  I never wanted to play more than thirty minutes of Bit.Trip at a time before walking away.  Not in a bad way.  I just noticed after extended play-sessions that the amount of fucking up I was doing would climb dramatically.  I finished it in short bursts and enjoyed the game much more thoroughly.  I even tried to replay some of the levels to get perfect scores.  Games like this are perfectly tailored for portable devices.  There’s really no reason why I should have been shackled to a fifteen-foot radius around my television set.  The 3DS is right fucking there, and Bit.Trip doesn’t seem so graphically intensive that it just had to be done on a state of the art console like the Wii U.  And no, I couldn’t type the end of that last sentence with a straight face.

Bit Trip logoIGC_ApprovedBit.Trip Presents Runner 2: Future Legend of Rhythm Alien was developed by Gaijin Games

$14.99 is proud of Gaijin Games for resisting the urge to have a stage set to the tune of the theme from Chariots of Fire in the making of this review.

Bit.Trip Runner 2 is Chick Approved.  Stay tuned tomorrow for my review of the off-brand, generic XBLIG version, Voxel Runner.

Tales from the Dev Side: Screw XNA

The last month on the XBLIG scene has been an interesting one.  Since word broke that XNA would be phased out, I’ve been witness to public mourning, disbelief, and nostalgia.  XNA created a community out of dreamers, some of whom wonder where their future will be.  Others have been looking to the future.  At Indie Gamer Chick, we’ve had the guys behind MonoGame offer their version of a lifeboat to the marooned XNA development community.  This was followed up by a pitch that Unity is the way to go.  DJ Arcas, the man behind the million dollar-generating FortressCraft, is throwing his hat into the Unity ring.  And, almost uniquely among his fellow XNA developers, he’s not exactly grieving for the loss of the platform.

Screw XNA

by DJ Arcas

I’ve been programming for a very long time, and almost all of it was writing games. I cut my teeth on BASIC, went onto compiled Basic, learned Pascal, then started to use x86 assembler, to squeeze every erg of performance out of my games. Mind you, that was on a 486.  There wasn’t a great deal of performance in there! That was the way you had to do it; you sacrificed a control, flexibility and development pace, but gained a lot of performance. That was 1992.

When I professionally entered the industry, it was during the death-throes of the PS1, and the rise of the PS2. For the PS2, everyone was using the new-fangled C++. Many of the old-hands decried the use of this language – “It’s too slow!”. And, in a way, they were correct.

Poorly written, massively-inherited C++ is slower than a sloth covered in treacle. Well-written C++ has a tiny margin of difference. The real difference, of course, is how much you can achieve in the same time frame. We never went back, by the way. C++ stayed. Admittedly, you had to change the way you worked; you gained a lot of flexibility and control, but you were sacrificing performance. Still, the Xbox was a 700mhz machine, and we needed a game written in one year, not three!

I first saw XNA during the development of Burnout 3; there was an amazing demo doing the round, showing a car crashing into a wall at high-speed and crumpling. We were impressed, but dismissed it, as it was a PC-only technology. Microsoft promised Xbox, PS2 and GameCube versions. They never appeared, however.

I started with XNA shortly after the launch of XNA for XBLIG, or “Community Games” as it was called back then.  Can you believe it?  It took me seven days from first getting my hands on XNA, to my game being available for download on XBLIG. FallDown, it was called. I believe it was the 74th game on the service.

screen1

This is FallDown. Rats. I was hoping it would involve Michael Douglas somehow.

From then on, I reveled in C#; whilst I had to use the much sleeker, yet clunkier, C++ at work, at home I could write code at a rate five to ten times quicker than I could at work. C# allows you to create working systems much quicker, but at a slight cost in CPU time. You gained a lot of flexibility and power, but you had to work the way that C# wanted you to. Sound familiar? Of course, there was no way that a AAA studio was going to consider using C# on a AAA game. It’s far too slow, surely? The fact that you could write the same game in half the time; or a game that’s twice as good in the same time; never seemed to cross anyone’s mind.

I released many XNA games onto XBLIG, eleven in total. Some did very well (FortressCraft), and some did very badly (Steam Heroes). But each game was a step forwards; I took what I’d learned in the previous games, and applied it to the next one. Particle engines were written. Wrappers for physics. New and improved shaders. But these things took time, so much time, and weren’t always optimal. For instance, in FortressCraft, I developed a way of drawing meshes on the GPU, as opposed to uploading them at render time; many hundreds of times faster. If I’d known that whilst writing Stunning Stunts, I would have released a much better looking game; or the same game in a shorter time frame. Who knows how much better things might have gotten if I’d spent another four years working with XNA?

And now we move onto the end of XNA. What’s next? Quite unsurprisingly, many people are sticking with what they know, and are moving onto MonoGame, which is basically XNA all over again. When asked why, well, anything more advanced would be slower, wouldn’t it? and you’d lose control, and would have to do it the way they told you? All these things, sound awfully familiar to my ears…

Always been one to try out adventurous new things (You should see the bottom drawer in my bedroom!), I decided, at the end of last year, to try this new-fangled Unity everyone had been going on about. It had just gained Linux support, and was destroying the competition in the mobile arena.

Five days later, AndyRoo and I had put together an underwater deathmatch game, in steam-punk, animated submarines, where you could fire physics-based torpedos through thick foliage, and dive in and out of shipwrecks, in a game that has full configurable controls, massively scalable detail, and would ‘just work’ on almost every platform under the sun.

Now. let’s just write that again. I wrote a game with the approximate gameplay complexity of Doom, with substantially better graphics, in 5 days flat, in an engine I had never seen before.

Now, XNA could most certainly have done that, barring the multiplatform stuff (MonoGame solves that tho), but I really can’t begin to imagine the timeframe it would have taken me write it. And in that timeframe, who knows what Unity would have added? Having a tech team of a few hundred people writing amazing new features for you really does help you stay on the cutting edge!

The real beauty of Unity, to my mind, is that you can try out advanced tech, and see if it fits your game. For instance, should your game have edge detection? In XNA, you’re looking at a few days of different ways of writing the shader, considering normal or luminance-based edge detection, optimizing, and then deciding that, actually, it looks crap.

In Unity, you simply drag the shader onto the camera, and comes fully configurable.. It comes with dozens of shaders like this, allowing you to quickly prototype up how it should look.

So you’re talking about several days of work, played off against several seconds. I already know where my vote is heading…

This is the usual point where people leap in and go “AH HAH! Whilst Unity is better for prototyping, it’s no quicker for writing a full game!”

This sort of comment is really self-evidently false; if you have a fixed timeframe in both systems, you’ll either finish in a 20th of the time in Unity, or end up making something substantially better looking in Unity. The fact that, in Unity, everything inherits from a generic object, meaning you can manipulate everything quickly; re-use of scripts, code and objects in Unity is truly incredible; from having actually used both systems, I can say that writing gameplay in Unity is much, much faster. I’ve never heard this from anyone who has ACTUALLY used both XNA and Unity, mind you.

“Oh, but it’s slower!”

True! Unity is slower. Is a LOT slower? No. A few percent, perhaps. Are you confident that your cascading shadow engine, which you wrote from scratch, is faster than Unity’s one? I wouldn’t be. Will your physics engine be faster than PhysX? Almost definitely not. Will you be able to optimised your graphics engine for the iPhone better than the Unity guys did? No chance.

“Ah, but once you try to do something Unity doesn’t want you to, it’s way easier in an API like XNA!”

I’m glad to say this isn’t true. If you try to do something Unity doesn’t want you to, you end up in exactly the same boat as you’re in with XNA; having to write it yourself, and wishing it was already written for you. You can even interface with C++ DLLs, meaning that, WORST CASE, it takes exactly the same amount of time.

That’s what really does it for me; if I want to mess about with their state-of-the-art lighting engine, I can. I don’t have to spend 3 years writing it first. If I decide that I need to implement some new, hitherto unheard of technique in my game, then that will take the same amount of time; but every other facet of my game will be done faster.

But I think the main thing I love about Unity is that if you make a variable public, a designer can then edit that from the WYSIWYG interface. That right there is a mountain of work in XNA.

For me, it boils down to a simple choice. Do you want to write a good game, or a good engine? FortressCraft was, really, a good engine, designed with the future in mind, and the much more complicated and in-depth Chapter 2.

But I managed to write this in 4 weeks:

And this in a few days :

Why would I want to order a bunch of parts from a garage, when I could pay someone to fix my car for me? Fixing your own car only has 2 real reasons; either you love it, or you’re trying to save money. If your goal is to have a car to actually drive on the road, you’d pick the garage option every time.

And that right there is the only – only – advantage I can see that XNA/MonoGame has over Unity. It’s free. (as the old adage goes, anything free is worth what you paid for it). Mind you, Unity has a free version; you miss out a bunch of the extras, but you can decide it’s for you (Slender was written using Unity Free, for instance)

If your game isn’t going to make $1,500, then Unity Free or MonoGame might be more suited for you. Go for it. Great stuff was written using free tools. But if they don’t work, or you need help? There’s almost  no support for free software, and you need to rely on the community.

If you want to spend a huge amount of your available dev time re-inventing the wheel, go with XNA. Go with MonoGame. Enjoy scratching your head about calculating tangents for reflections, wondering how cascading shadows work, and if you should implement A* or Dijkstra’s for route-finding. Me, I’ll be busy getting on with writing the game.

Fuck XNA. Long live the future.

Marble Masters: The Pit

You’re a ball.  You try to shove other balls into a pit.  Marble Masters: The Pit isn’t completely original.  I played a similar minigame in the original Mario Party.  Plus I vaguely recall there was something kind of sort of like it on Wii Fit.  But this is the first full game centered around the idea, and I had my doubts as to whether they could stretch it out for 50 levels.  Things started easy enough.  There were a few holes in the ground and balls located conveniently next to them.  “Okay, well this won’t hold my interest too long.”

I have to say, it looks quite dull in screenshots.  But give it a chance. It's a pretty fun, fast-paced hour-and-a-half.

I have to say, it looks quite dull in screenshots. But give it a chance. It’s a pretty fun, fast-paced hour-and-a-half.

Then the balls came to life.  Well, “life” being relative, as the AI in Marble Masters is clinically brain-dead.  The enemy balls will roll at you in a straight line, even if there’s a pit between you and them.  They have no survival instinct at all.  The developer might as well have dressed them up like they were zombie balls.  Hell, that probably would have been worth at least an extra 500 downloads.  Still, it was something unexpected.  There’s no way that could extend the shelf life though.  Oh wait, now there’s no pits, and instead you have to get the balls to break against spikes.  Oh wait again, now the spikes are chasing you like the balls were.  Well I’ll be damned, they did stretch it out to fifty levels without feeling padded.  Call me William Kemmler because I’m genuinely shocked.

Marble Masters is one of those rare instances of a game pacing itself perfectly.  There’s enough twists to hold a player’s attention for the maximum two hours it would take to complete.  It’s not without some huge flaws though.  The difficulty curve tends to spike up and down.  Even late in the game, there were levels that took me twenty or more tries to finish, which were immediately followed with stages that I completed without any fuss on my first attempt.  So the difficulty is inconsistent, but not as much as the gravity.  The physics engine in the game is all sorts of fucked up.  Sometimes it feels entirely too heavy.  Sometimes it feels like you’re doing battle on the surface of the moon.  This leads to some nifty glitches, like the times I collided with an enemy and we both slowly floated up and out of the map.  Maybe the balls passed away and they went up to heaven.  My dog Spot can relate.

A lot of the gravity problems came in levels with the arrows, which have wind-tunnel like things that push you around.

A lot of the gravity problems came in levels with the arrows, which are wind-tunnel like things that push you around.

Of course, the glitches worked to my advantage as much as they screwed me over.  They’re never so prevalent that you’ll rely on them to complete stages.  They’re happy accidents when they work for you, and swear-generating events when they cause you to unfairly die.  Then again, maybe I’m focusing on physics stability a little too much.  It reality, the gravity reached insane weirdness maybe 10% of the time.  It never feels completely right, but you learn to live with it.  Best of all, right as the game seems like it might be ready to run out of ideas, it ends.  I’ve seen a lot of games that don’t have that kind of restraint.  So yea, I really enjoyed Marble Masters: The Pit.  It’s an original idea executed relatively well.  The gravity sucks, but gravity seems to have it in for me anyway, always making me trip and shit.  No, it’s not my fault.  It’s gravity’s.  Look at it, just existing there, smug force of nature, thinking it’s holding the world together.  Who needs it?  Well I dontja;utiqjgqghakl;nag

DAMN YOU GRAVITY!  I hate you!  I don’t care if you make YouTube worthwhile!

xboxboxartMarble Masters: The Pit was developed by Polyart

80 Microsoft Points look forward to such sequels as Marble Masters: Bell Tower, Marble Masters: The Armory, and Marble Masters: Shang Tsung’s Throne Room in the making of this review.

IGC_ApprovedMarble Masters: The Pit is Chick Approved and ranked on the Indie Gamer Chick: Leaderboard, now sponsored by Smooth Operators: Call Center Chaos.  If you combined the two, it would be called Marble Operators, which sounds a little pornographic.  I bet Team Shuriken is working on it.

Oh, and I don’t actually have a dog named Spot.  Her name is Cherry, and she’s upset that she gets no love at this blog.  Hopefully this shout-out is enough to get her to stop pissing in my shoes while I sleep.