Cooties: Patient Zero and The Heckler

Sigh.  A few months ago, the much lambasted Silver Dollar Games released their long-awaited, DREAM-BUILD-PLAY winning title One Finger Death Punch onto the market.  Despite being well received by pretty much everyone who played it, it bombed hugely.  And now Silver Dollar is back to throwing out hastily produced mini-games in short order.  This is depressing.   It would be like if Ron Jeremy quit adult films to star in a Martin Scorsese crime epic, winning the critical acclaim and the respect of his peers while sweeping the Academy Awards and the Golden Globes, but the film bombed so it’s back to having bimbos suck him off to make his gas payment.  That’s what this feels like.

I’ve always said that talent is something that can’t be taught.  It’s something you inherently have.   You can improve upon it.  You can nurture it.  But you can’t create it from nothing.  I assure you all, a team that had no talent could not have come up with One Finger Death Punch.  Some people get lucky, but nobody could get that lucky.  Silver Dollar probably wishes they did have that kind of luck.  They’re heartbroken by OFDP’s performance.  I am too, and I barely got to play the game.  Everyone has their theories on why, with the most common explanation being karmic justice.  Look, I get that Silver Dollar is not the most beloved developer, but regardless of your feelings for them, OFDP under-performing is nobody’s victory, and shame of you if you feel that way.

My theory is still that the box art looked too generic, like a bad Last Airbender rip-off.  Allow me to elaborate.  Look at it.

One Finger Death Punch

It’s really good-looking.  Very professional.  A cut above your typical XBLIG release in terms of quality.  But, still kind of generic.  It looks like any other game.  And the art isn’t really representative of the quirky gameplay involving stick-figures pummeling each-other to death.  You would never guess that beautiful box art is connected to this game.

One Finger Death Punch 2

See what I mean?

More over, the box art doesn’t stick out.  Here’s a screenshot of One Finger Death Punch sitting alongside other games released around the same time.

SD2

It blends in.  Gets easily lost in the shuffle.  The box art is good, but it doesn’t do that perfect siren song that lures potential buyers in, even to get a quick sneak peek.  Really, it looks like it could be just any other game.  Now compare it to Learn to Eat, SD’s first post-OFDP rush-job that immediately was a bigger hit despite taking about 1% of the effort OFDP did to create.

SD1

Say what you will about it being lazy or rushed out, but you can’t say it blends in. It sticks out.  People would want to see what that game is.  It’s unfortunate that Silver Dollar wasn’t able to carry that over to their big, award-winning, mega-hyped title.  I truly in my heart of hearts believe that is what cost it sales.

And now, SD is having a sulk and releasing unplayable shit back into the marketplace.  Again, depressing is the word that springs to mind.  I bought two of them.  First up was Cooties: Patient Zero.  It’s a text-based adventure featuring still images instead of static anime screens like a typical game in this genre does on XBLIG.  Here, you’re a loser with touching issues.  Your billionaire father gives you an ultimatum: get laid or get cut off from your inheritance.  Wait, didn’t Chris O’Donnell already make a movie about this?

Look, at the risk of getting quoted (again) in SD’s satirical “Awards” tab they include in games that contains all the hatred and anger they’ve generated from the community, this game really sucks.  And I’m not just saying that because it’s an SD game.  There are dozens of games exactly like this on XBLIG by a variety of developers, and all of them have the same problems.  Firstly, when presented with a multiple choice question for which path you’re taking, it’s impossible to determine which answer is the bad one that will get you killed and which one is the good answer that moves the story along.  In Cooties, three wrong guesses leads to you “getting Cooties” and starting over.  And, by wrong guess, I mean the girl you’re courting physically touches you on the hand.  No, really.

The concept is the guy you're playing has can't stand any female contact. The voice actor playing him seemed miscast. The dude had a deeper voice, sort of like a bad Solid Snake knock-off, instead of a shrill, squeaky, geeky voice that would have been a better fit. But when you rush games out the door like you have a 30 minute delivery or-your-money-back guarantee, I guess casting isn't something you give a lot of thought to.

The concept is the guy you’re playing as can’t stand any female contact. The voice actor playing him seemed miscast. The dude had a deeper voice, sort of like a bad Solid Snake knock-off, instead of a shrill, squeaky, geeky voice that would have been a better fit. But when you rush games out the door like you have a 30 minute delivery or-your-money-back guarantee, I guess casting isn’t something you give a lot of thought to.

So at one point in the game, you end up in a restaurant.  The girl requests that you hand her a menu.  If you do so, you take a hit point because the girl touches you.  Later, she asks to have the salt passed to her.  Doing this does NOT result in a hit point.  Okay, how the fuck does passing a menu (which is typically a large piece of laminated paper) result in any physical contact, but passing a salt shaker, which is, you know, the size a fucking salt shaker, not result in some skin-on-skin contact?  And that’s exactly what I’m talking about.  It’s so random and so illogical that nobody can possibly guess what the correct answer is supposed to be.  All these games have this problem.  I’ve played over ten on XBLIG and not one was exempt.

Cooties: Patient Zero was developed by Silver Dollar Games ($1 said "check points alone might have led to the game getting a very mild recommendation in the making of this review)

Cooties: Patient Zero was developed by Silver Dollar Games ($1 said “checkpoints alone might have led to the game getting a very mild recommendation in the making of this review)

This leads to a bigger problem: no check points.  When you die, you have to start over again.  Only the opening scenes seem to be skippable.  Once you’re past those, you have to sit through the same dialog again and again until you get things right.  There’s no on-screen text here.  All the dialog in Cooties is done via voice acting from two performers that sound so bored that you can practically hear them doze off a few times.  The only thing that ever breaks up the dialog is the occasional quick-time button mashing event.  Ultimately, Cooties is just plain boring, and there is no bigger sin a game can commit.  Yea, it’s also dumb, but endearingly so.  I wanted to see how the story played out, but not so much that I would sit through endless replays of the same dialog until I hit the exact logic-string the developers used.  Beyond that, Cooties is confusing as to what you’re trying to accomplish.  The game encourages you to shack up with a girl, but discourages you from making any contact with them. It seems like a story that had no editing done before it was made.  Given the breakneck speed SD has been putting games out, I’m guessing that is the case.  They’re hardly alone in doing this, but unlike most developers that do, they’ve proven they know how to make really, really good games.  That’s why people like me get frustrated with them.

Every time you heckle, the meter fills up a little bit. If you fill it up all the way, the dude has a nervous breakdown and the game is over. It's so badly done.

Every time you heckle, the meter fills up a little bit. If you fill it up all the way, the dude has a nervous breakdown and the game is over. It’s so badly done.

So then I tried The Heckler, and it turned out to be even worse.  The idea is, a dude is on stage reading poetry and you press A to heckle him.  If you do so too much, you game over.  And that’s really it.  The poetry is hilariously pretentious and the concept of heckling someone vomiting it is solid, but there’s almost no play mechanics here.  I kind of wish there had been.  I was so mesmerized by the over-the-top dialog that I did a play-through without pushing anything, laughing my ass off at it.  But the actual game of heckling but not heckling too much, is dull.  What really sucks is that Silver Dollar provably knows how to make a game with minimalist gameplay be fun, exciting, and engaging.  I certainly wouldn’t expect it from every game of theirs, but they’ve put out three games since September 11, none of which really serve to entertain. They’ve been accused of trolling the marketplace in the past, and stuff like this just fuels that.  Why live down to that?  And why deflect everything with “we’re just having fun” or “we have no experience”.  Which, by the way, that’s tough to use when you’ve made nearly a hundred games and won prize money based on how much potential one had.

The Heckler was developed by Silver Dollar Games ($1 said the game really needed some kind of "throw rotten fruit" mechanic in the making of this review)

The Heckler was developed by Silver Dollar Games ($1 said the game really needed some kind of “throw rotten fruit” mechanic in the making of this review)

Silver Dollar has a reputation of not being open to criticism, and I’m fairly certain they hate my guts, but I do want to offer them this: I never say anything I don’t mean.  If I say you have talent, I would hope that means something.  I’ve reviewed over 400 games since 2011, and I’ve seen what games by people who truly have no talent look like.  You guys don’t fall into that category.  I know it must have been demoralizing to have a game you poured your heart and souls into not be well received on a commercial basis.  But you have something many out there only wish they could have: talent.  People aren’t pissed at you because you’re dumping out games in short order.  If the games were fun, nobody would care.  These games are boring, and that’s what bothers people.  One Finger Death Punch wasn’t a very complex game.  It featured minimalist play mechanics, and it was spectacular.  You guys have an eye for that play style, and this was hardly the only game of yours that was well received.  I’m not saying you should stress yourselves to death like you did with OFDP.  You need to find a healthy balance between having fun and making decent games.  Cooties and Heckler were boring.  That’s what pisses people off.  It feels like you’re not trying.  Be honest with yourselves: you’re really not.  With your amount of talent, the sky is the limit for you.  OFDP didn’t bomb because you tried too hard.  It was just shitty luck.  Don’t let that spoil your talent.  You don’t owe it to us.  You owe it to yourselves.  You can do better.

Though I admit, it does suck that OFDP bombed.  Hell, you would have been better off spending your DREAM-BUILD-PLAY prize money on hiring Patrick Stewart to do the poetry for The Heckler.  That.. that would have been fucking awesome.

Cosmic Predator

I chose to play Cosmic Predator to end my short-lived SHMUP September.

This shooter follows the traditional SHMUP format: you pilot a ship (or alien being in this case), fire at enemies, upgrade your ship, and either finish the end boss or die in a blaze of glory.

Killing creatures as a creature while in another creature.

Killing creatures as a creature while in another creature.

In Cosmic Predator you are a creature of some kind, hurtling through space as you try to get the Life Stone back to save what’s left of your people (“the last of your people,” another trope of this genre). As a sort of “fuel” game mechanic, while you’re taking down the evil corporation that took the Life Stone, you are constantly bleeding or something because in order to stay alive you not only need to dodge bullets and scenery, but also drink the blood of your enemies. If your health bar empties completely, your little dude passes out and dies, left floating alone in the cold darkness of space.

The other twist in this game is that upgrades happen at the end of each mission; you get to choose from regular bonuses such as a ball of protection that hovers around you or a powered up shot that is rather self-explanatory. You cannot alter these upgrades one you have selected them, so your decisions will affect gameplay in later stages. There isn’t anything that will outright ruin the experience, though some areas would be easier depending on which upgrade you pick. One of the best quality of life improvements is an upgrade that pulls the blood of enemies you kill to you rather than making you chase it down. When this is your main way to keep being not dead, this is huge.

One major downside to the game as a whole is that there is no native controller support. The keyboard works okay, but until this I hadn’t played a full-fledged game without a controller, unless it was a first-person shooter, in ages; it felt odd to not have this as a built-in option in this day and age. I talked to a friend about this game, and the instant I mentioned the controller thing, he lost his interest in playing.

The game is funny if you look for it.

The game is funny if you look for it.

There are times, particularly during boss fights, when you know that there is no way to defeat a boss before your health bar fades into nothingness and you’re helpless to prevent this. It’s frustrating because the action moves fast enough to where you don’t watch your health meter all that closely and your character stops responding to your movements because he died at some point. Some additional enemies to refill the health meter would be an amazing improvement.

Spoiler alert?

Spoiler alert?

On the positive side, you don’t have a limited number of lives; you can keep going to your heart’s content. Stages are broken up into sections, so if you die you don’t have to go all that far back to reach where you were. On the harder difficulties you will die a lot. In the later parts of the game you’ll find some good humor here and there on the evil corporation’s signs.

The game isn’t bad, really, but it doesn’t make me want to go back for more. There’s nothing groundbreaking here, but fans of the genre will likely have fun with this title.

logo

Cosmic Predator was developed by Steel River Games.

For a mere $4 you can help save your people by shooting energy weapons out of your nethers.

Arcadecraft (Second Chance with the Chick)

Arcadecraft has been updated three times since I last played it back in February.  Not only have a few bugs been squashed, but a lot of content has been added.  The length of the game has been extended by a full in-game year, with new machines being released during the course of it.  To give the game a more authentic arcade feel, different machine types have been added, including 2-player upright games, pinball machines, more cocktail tables, and more options to dress up your arcade.  Gameplay mechanics have been cleaned up as well, including the problematic hooligan, who is now easier to deal with.  The power doesn’t go out as much, and coin doors don’t jam as much.  Because the busy-work has been significantly toned down, Arcadecraft feels less like one of those plate-spinning things carnies do and more like an actual, professional sim game.

My arcade was never this organized. Nowhere near as bad as my Sim Cities were, but still..

My arcade was never this organized. Nowhere near as bad as my Sim Cities were, but still..

Which is not to say the game’s shelf-life is that much longer.  When Arcadecraft is done, it’s done. There isn’t a whole lot more you can do once you’ve run out the clock.  Replay value is lacking sorely.  Unless the developers could come up with scenario-style missions and side-quests, Arcadecraft probably won’t be the type of game you go back to again and again.  It also still gets off to too slow a start, though this can be negated if you have Firebase’s other game, Orbitron, or Bad Caterpillar by Kris Steele.  If you do, you can unlock cabinets for those games in Arcadecraft.  Games that you can bump up to 50 cents and push the difficulty to hard without them taking a hit.  Arcadecraft was a bit too easy to begin with.  I can’t believe I’m saying this, given that the Bad Caterpillar cabinet has what I think is a shout-out to me in it (or possibly Donna Bailey, but the narcissist in me thinks it’s me), but avoid those two cabinets if you’re looking for a challenge.

A game set in the 1980s has characters using the word "retro". That somehow seems wrong.

A game set in the 1980s has characters using the word “retro”. That somehow seems wrong.

Despite the lack of difficulty, I love Arcadecraft.  Love it.  It no longer feels like it’s in the Beta stage of development.  Arcadecraft is now a fully realized, glorious game.  It’s one of the ten best Xbox Live Indie Games ever made.  By all rights, this should be the next big simulation mega-franchise.  Unfortunately, Firebase has no plans to put Arcadecraft on PC.  Well, I simply cannot accept that.  So I propose that fans of this game line up in single file to set themselves on fire in protest of that.  Their charred remains are on your head, Firebase.  We’ll go in alphabetical order by surname.  I’ve never been happier that my real name is Cathy Zykozawitz.

xboxboxartArcadecraft was developed by Firebase Industries

IGC_Approved$1 (originally $3) have no idea how you would pronounce that in the making of this review.

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

The Useful Dead

The Useful Dead is platform-puzzler where you must intentionally murder the current character you’re playing as in a way that allows the next character you get to finish the stage.  Perhaps a distant, platformer cousin of Lemmings, or maybe Voodoo Vince.  It’s a cool concept, but cool is as far as they get.  I certainly didn’t hate Useful Dead.  I like it enough to give it my seal of quality (spoiler alert).  But it ultimately felt more like a really good proof of concept than a fully realized game.

The biggest problem was the puzzles.  They were too damn easy.  Besides the “kill yourself to use your corpse as a platform and/or crate” gimmick, the difficulty hook comes from only having ten extra-expendable creatures throughout the length of the game.  In other words, if a level’s par is three creatures and you kill four before reaching the goal, you would only have nine expendable creatures left to beat the game.  I actually finished the game with thirteen expendable creatures, having finished a couple of stages under par.  Yea, that was in part by design, but at the same time, I’m pretty sure I was finishing more than one stage in ways the developer didn’t have in mind.  This was especially true of the last stage, which I beat after the game glitched and one of the critters clung to a platform for no reason.

The dude in the yellow circle is NOT supposed to be able to stick to the wall like that. Ironically, this would have been the only stage where I was incorrect about the solution if he had fallen to the ground.

This is the final stage of The Useful Dead.  The dude in the yellow circle is NOT supposed to be able to stick to the wall like that. Ironically, this would have been the only stage where I would have been incorrect about the solution if he had fallen to the ground.

The puzzles lack in variety as well.  Most involve impaling yourself on a spike, then maneuvering your corpse in a way that activates a button that opens the door.  Sometimes you’ll have to do this in two or three different ways.  Others might involve using wind to push corpses into switches, or jumping from high ledges in a way to die and land on a switch, or kicking corpses into switches.  Again, this is where the whole “proof of concept” thing kept beating me over the head like I was a baby seal.  There are multiple different animals, but none of them have unique abilities.  Perhaps having levels use specific animals with unique traits, weaknesses, vulnerabilities, or special maneuvers would have added to the complexity.  As it stands, all the puzzles have self-evident solutions and it’s just a matter of how much time you want to put into breaking the game and coming in under par.  XBLIG has been home to some of the most mind-bending puzzlers of this last console generation, such as Gateways, Spyleaks, and Pixel Blocked!  By comparison, Useful Dead is mere child’s play.  Easy to the point of being insulting.  And I really hate saying that about any indie developer’s puzzles.  I don’t know.  It feels like I’m telling someone that their child has funny ears.

screen3

PETA’s favorite game.

If you think of The Useful Dead as a bare-bones prototype, possibly something you would see if you were pitching a publisher on a concept, it does soften the blow somewhat.  I did like what I saw here, but not as much as I could have.  Yea, my recommendation is as tepid as I’m capable of giving, but I still hope you try it.  And I certainly don’t want to discourage the developer from working with this more.  In fact, I would be really disappointed if The Useful Dead was a one-off experiment.  Fuck that.  There’s a great puzzler somewhere in here.  Something with potential to short-circuit your grey matter, but absurd enough to be a big, word-of-mouth hit.  The product we have here feels like something that barely made it off the drawing board.  You know, Star Wars was originally about a search for a magical crystal.  Sonic the Hedgehog was originally going to be a clown.  Woody was originally an evil bastard trying to murder Buzz Lightyear in Toy Story.  In the case of The Useful Dead, it’s like we got the early draft instead of the finished product.  So help me God, this better not be the end of this project.  If it is, I’ll demonstrate how useful the dead really are when I re-purpose the developer’s corpse as a morbid coffee table.

xboxboxartThe Useful Dead was developed by Bootdisk Revolution

IGC_Approved$1 would have entered the Name the Game Contest with “Animals: They’re Not Just for Eatin’ Anymore” in the making of this review.

The Useful Dead is Chick-Approved and ranked on the Indie Gamer Chick Leaderboard.  Look somewhere near the bottom.

Strange Japanese Game Whose Name WordPress Won’t Let Me Put in the Title

Today’s game is called 一>◇.  No seriously, that’s the name.  一>◇. It’s a name that search engines and headers will not put up with, so for the purposes of today’s review, I’ll be calling this game the Strange Japanese Game. Not that anyone would actually want to Google it or see it on YouTube. It kind of sucks. Which is a shame because the concept is original and quirky, but a horrible control scheme fails the vision.

Strange Japanese Game is a God Game where you play a giant green hand. There’s little sentient beans walking around, reminiscent of Pikmin. They even grow little spouts on their head. When they have a sprout, you can poke them into the ground. Then, you grab a handful of water from the lake that is the main focal point of the game’s challenge and dump it on the sprout. The sprout then grows into a tree. You can flick the tree with your finger to knock more Pikmin-like-things out of it, but ultimately you want to masturbate the tree (I’m not joking) to shape it into a spaceship. Once you’ve beaten your bush into the shape of a shuttle, you have to load it with the Pikmin-like-things. Doing this will make the ship blast off, scoring points. The object of the game is to score as many points as you can.

After beating your bush, the tree becomes a rocket that blasts off in a shaft of fire and two black balls of smoke.  Sickening thought: someone, somewhere is getting horny thinking about this.

After beating your bush, the tree becomes a rocket that blasts off in a shaft of fire and two black balls of smoke. Sickening thought: someone, somewhere is getting horny thinking about this.

First off, props to the developers for taking the God genre and trying to make a quick actiony arcade game out of it. That took a creative spark and balls, and I appreciate that. Having said that: why on Green Skinned God’s blue Earth did they map every action to the X button? The Xbox controller has four face buttons (six if count the clickable analog sticks) and four shoulder buttons. Strange Japanese Game only uses ten percent of the total available buttons, but the actions performed are very different from one another and possibly consequential. For example, flicking. You have to move the hand and press X to flick. If you stop moving and press X, it becomes grab instead. Except there’s a problem: there’s a slight delay in the game recognizing that you’ve stopped moving, even if you release the stick. Thus, there were times when I let go up the stick and pressed X in an attempt to grab a not-a-Pikmin and instead flicked it into the water, killing it. This isn’t the fucking Atari 2600. Why couldn’t grab had been one of the different available buttons?

There’s also no way to separate the little not-a-Pikmins from each-other. When they bunch up, even an action as simple as planting one in the ground can likely result in killing ones next to it. This gets really frustrating when the creatures turn evil if you let them sit around too long (perhaps they ate something after midnight when I wasn’t looking) and start to attack the good ones. If you let THOSE linger too long, they become tentacles (it’s Japanese, OF COURSE they become tentacles). In order to prevent that, you need to flick the critters into the water. Of course, that typically will result in killing a bunch of innocents. Really, imprecision is Strange Japanese Game’s biggest sin. If you grab a handful of not-a-Pikmins to drop them in the spaceship, it’s hard to line it up in such a way where all of them fall into the ship. Any that don’t die upon hitting the ground, even though they fall the same distance and land safely when you knock them out of the trees you grow.

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There’s a really cool and quirky concept at play here. Again, an arcadey God game? Madness! But the slow pace, awful play control, and imprecision of the action kills all potential it had. I truly do feel that the groundwork for something fun and addictive has been laid with this strange Japanese game. With fine-tuning to the controls and something added to the gameplay that would speed up the pace, I think this could be a sleeper hit. Maybe. I should probably note that all the gameplay mechanics above are left up to the player to figure out on their own. There are no instructions in the game, and no on-screen indicators of what to do or how to do it. The only instructions are found on the game’s marketplace page, and in Japanese. I’m a fan of quirk, but being quirky doesn’t have to mean leaving a player to figure out stuff on their own. Then again, this is a game that involves jerking off trees. I imagine writing instructions for such things is a crime in many countries.

xboxboxart一>◇ was developed by Hitmark Brothers

$1 was warned by their father that if they kept doing that, their hand would turn green in the making of this review.

Seriously: horrible name for a game. Horrible. If the game had been good, the name would have doomed it. It’s a game whose title cannot be spread by word of mouth. Sigh. 

Mechanician Alex and Pablo’s Fruit

I’m baffled when unambitious games come along that strive only to look and play kind of, sort of like the classics of ye olden days.  All I can think of is: why?  Why not make them better, or at least give them a different hook?  Especially since those old games already fucking exist and have been played to death.  Hey, not everyone is creative.  But even if you’re uncreative, you must have actually played the games and know what works in them and what doesn’t.  I don’t expect perfection from an indie developer, but I also expect that, as gamers, they know the difference between fun and boring.

I'm going somewhere with this, I swear.  This is Mechanician Alex, a game that from 2013 designed for fans of 80s PC games that fans of PC games from the 80s would have shit on.  In the 80s.

Mechanician Alex, a game from 2013 designed for fans of 80s PC games that 80s PC gaming fans would have shit on.

Then you get into the realm of pure raving insanity, where you try to ape a gameplay style that wasn’t all that good to begin with.  Mechanician Alex wants to be one of those old-timey, single-screened platformers from the Commodore 64 or ZX Spectrum era.  I know a lot of my readers are still gaga over them.  When I reviewed the official XBLIG port of one of the all-time cherished members of that genre, Manic Miner, the old farts that read me were less than receptive to my take on it.  Fine.

But would those gamers be receptive to a game that looks like it could have been a lost game in that series, and plays almost like them, only everything is a little worse?  I’m guessing not.  Strip away the attempt at making a player nostalgic, and Mechanician Alex is simply a bad game.  The controls are atrocious.  Unresponsive controls are a signature of these type of games, and getting used to the wacky delayed timing is supposed to be part of the charm.  I guess if you’re playing a game legitimately made in that era, that’s acceptable.  Well, at least if you’re a child of that era looking to reclaim your youth.  But fans of those games aren’t in denial about the controls being shit.  Why the FUCK would a game made in 2013 try to emulate that?  Manic Miner fans aren’t going to Tweet each other saying “Oh my God, this game controls even worse than Manic Miner.  IT’S FUCKING AWESOME!!”

Mechanician Alex was developed by 3T Games ($1 got a teeny tiny chuckle out of the level where enemies consisted of Rubik's Cubes and the female symbol ♀.  Perhaps the developers were not fans of me or Xona Games)

Mechanician Alex was developed by 3T Games ($1 got a teeny tiny chuckle out of the level where enemies consisted of Rubik’s Cubes and the female symbol ♀. Perhaps the developers were not fans of me or Xona Games)

And the levels are poorly designed too.  The game has a real issue with height.  For example, on one stage you’ll be walking on a cloud that is bumpy, like clouds tend to be.  There’s almost no clearance, and an enemy is scooting back and forth above your head.  Unfortunately, the collision detection is spotty enough that you’re bound to burn lives just trying to get a feel for it, and there’s so many variables on the height that never seem right.  It immediately stinks of a stage that was rushed through production.  Beyond that, if you slip off the cloud, you can’t finish the level regardless of whether you land on a platform or not.  This is really fundamental level design stuff and I shouldn’t have to have explained to you why its bad.  It’s a worst game of the year contender.

Sadly, the same developer recently went on a release spree, and they also brought out a side-scrolling platformer called Pablo’s Fruit, and it’s even worse.  Taking it a step further than Mechanician Alex, it’s a contender for worst XBLIG ever made.  Every gameplay aspect of Pablo’s Fruit is terrible.  Here, the idea is you have to collect all of the fruit in a level to open up an exit.  Movement is slow and jumping is floaty, which makes playing through the levels a tedious chore.  And then you get to the technical issues.  When you take damage, you don’t recoil from it, and you don’t get much (if any) invincibility to prevent further damage.  Thus, it’s conceivable that you could go from 5 “lives” to 0 in a second just from getting pinned next to an enemy.  That’s just utterly lazy, sloppy programming.  This is coupled with poor level design.  In one stage, the level opens with a fruit above your head, out of reach.  At the end of the stage, by the exit, there’s a teleporter that drops you back at the start.  You collect the fruit, but you have to walk all the way back to the exit.  All enemies you’ve taken out are still gone, which begs the question: WHY THE FUCK WOULD YOU MAKE SOMEONE DO SOMETHING SO FUCKING BORING?  Didn’t it occur to anyone making this piece of shit?

And it’s got dumb logic too.  Enemies are beaten by jumping on their heads.  But it’s not always clear which enemies will die when you do it and which ones you’ll pass-through, taking damage along the way.  I made a video to demonstrate.

What the fuck?  By the way, that vulture that’s flying back and forth?  You die from jumping on it too.  Why the hell does a ghost (hypothetically a transparent, dimensional being) die from being crushed but not an insect or a bird?  Is this some kind of PETA subliminal message?

An annoying aspect is there are these butterflies that contentiously fly around.  They're supposed to be in the background, but it's done poorly and thus they often look like enemies in the foreground.

An annoying aspect is there are these butterflies that continuously fly around. They’re supposed to be in the background, but it’s done poorly and thus they often look like enemies in the foreground.

If I sound too negative, please keep in mind that I actively, for days, tried to think of something nice to say about these games.  I came up completely empty.  The sad thing is, both these games are courtesy of the developer of Naoki Tales.  I didn’t like it either, but really, its only true sin was being boring.  These games represent a gigantic step backwards.  Pablo’s Fruit came out a day after Mechanician Alex, and those came out a few days after another game by the same guys, Paper Galactica.  I’m not doing a full review on that (click the link, because Tim Hurley did), but it was pretty fucking boring as well.  Three games, all released in one week.  If I had to ask these guys a question besides “have you ever actually played a video game?” it would be “why didn’t you guys focus on one project?”  Granted, it’s possible that all three games sat in peer review purgatory until the community came out of a coma and put them through to the market.

Pablo's Fruit was developed by 3T Games ($1 asked if Pablo washed his ass in the making of this review)

Pablo’s Fruit was developed by 3T Games ($1 asked if Pablo washed his ass)

Actually, I would have one more question, and this is the most obvious one: would you actually want to play these games if you hadn’t made them?  Would you pay money for them?  Hell, would you play them if they were free?  Yea, that’s three questions, not one, but all of them are valid.  Look, these games suck.  You’re not going to make a lot of money on them.  They don’t even have the absurdity or the charm of Silver Dollar’s low-end, quick cash stuff.  Bad games DO make money on XBLIG, but your stuff isn’t falling into those niches that have such potential.  So don’t rush your games out.  Polish up your work.  Do something wild and creative.  I’ve played four of your games.  Not one of them managed to entertain me or any of my colleagues for a single second, nor did any of them display the slightest bit of creativity.  If I had to guess, I would guess the developers were bored silly making these.  Their existence seems almost cynical.  Both are trying to capitalize on nostalgic memories.  But unless it’s a port of something, you’re not going to lure in day-dreamy nostalgic types.  Being primitive shouldn’t be confused with being a classic, and these games are so primitive that they sacrifice virgins to the sun gods.

Magicians & Looters

UPDATE: Magicians & Looters received a Second Chance with the Chick. To say it improved the game is an understatement. I now consider this to be the best Xbox Live Indie Game ever made. Click here for my updated thoughts.

Welcome to the wonderful world of Xbox Live Indie Games, where expectations are so low that there’s not sufficient clearance for microbes to hang themselves from it.  Because of this, sometimes games that are just not that good end up getting elevated beyond their actual value.  Take Magicians & Looters.  Here’s a really ambitious first effort by a group of developers with not a whole lot of experience, and it’s not terrible.  It also has, for my money, the best comedic writing ever seen on an XBLIG.

M&L is a Metroidvania.  I fucking love those, but XBLIG hasn’t been the best source for them.  LaserCat is my favorite.  It was the original #1 game on the old, ten-games-only Leaderboard.   But it’s a different breed of Metroidvania.  There’s no combat in it, only avoidance.  It’s also easier than boxing a newborn paraplegic orangutang .  But that was pretty much the cream of the crop.  Other attempts were nowhere near as successful.  There was Astroman, a Metroid-inspired adventure that came very close to hitting the mark, but wasn’t quite there.  Still, this is probably the genre that, if done right, I like the most.

Mom?

Mom?

I try not to get hyped for games, and I certainly try to avoid hearing what my fellow XBLIG critics think of a game that I intend to play.  Unfortunately, becoming good friends with them means sometimes you hear things.  Like, say, Tim Hurley putting Magicians & Looters at #5 on his Leaderboard.  Or Jed Presscott calling this game “better than Symphony of the Night.

Hahahahahaha…………. no.

To get the good out of the way first: Magicians & Looters isn’t broken or glitchy or likely to physically materialize like that spooky chick from The Ring and murder you after seven days.  In fact, all the ingredients seem to be here, fully functional, and primed to present one of the best values a game could have.  But, for me at least, it just never came together.  By far the best aspect of Magicians & Looters is the writing.  The story is a sort of spoof of Harry Potter.  You play as three teenagers enrolled in a wizard’s school.  It gets overrun by evildoers and you must band together and save the day.  They’re also all, to put it politely, type-A personalities.  They spew out non-stop sarcasm, have endless disdain for one-another, and almost seem to speak in the language of a sitcom.  I always hate games like that.  It’s one of the things that turned me off of musical RPG Sequence.  Here?  It works.  Even better, the jokes don’t rely on referential humor.  No callbacks to bad game dialog.  No “remember that movie you’ve seen?  We’ve seen it too, and we’ll demonstrate that by quoting it verbatim, but you should laugh because we’re going to do it in an unexpected way” type of stuff.  Hell, they don’t even directly reference Harry Potter, and the game is a send-up of it.  I mean, damn.  Standing ovation right here.

The sharp writing is the ONLY thing that kept me playing, though.  Mechanically speaking, I just found Magicians & Looters to be boring.  Mostly because of the combat.  I give them props for wanting to do something different.  Here, touching enemies doesn’t inflict damage on you.  Everything is handled by actual hand-to-hand fighting.  You attack a few times, then hold block, wait for them to miss, and then continue on.  That sounds great, but there’s a reason why 2D games typically don’t do that: because it’s slow and it makes combat a plodding chore.  Of course, there’s no real reason to fight enemies.  The leveling-up system is handled entirely by finding hidden trinkets, which was another dumb idea.  For almost any game, combat will stagnate after X amount of hours.  The grind of leveling up could very well be the only thing that keeps your average player from just running past enemies.  In M&L, they do drop money that you can use to buy better weapons, but progress on that is too slow as well.

The main hook is switching between three characters, each with their own unique abilities.  Unfortunately, this also is bungled, because two of the characters (the guy and one of the girls) are too slow.  For a game that already has severe pacing issues, this one really got to me.  Most of the time, I wanted to be playing as the near-naked chick, who was faster in movement and could jump significantly higher than the other two.  But she was especially crappy at combat.  So, you have to switch between the three to open up the map, but playing as the other chick, who was so slow that I was wondering if she had Lou Gehrig’s disease, was torturous.  Also, in order to switch characters, you need to go back to a save-station.  They’re liberally scattered throughout the world, but the needless backtracking when a Castlevania III like on-the-fly switcheroo would have been so much more preferable and obvious just adds to the dullness factor.

Again, the game has all the right parts of a good Metroidvania, such as a very well done map. Unfortunately, being fun just didn't make the cut.  I think this is mostly on the dull combat.  For everything it borrowed from Symphony of the Night, the thing it needed the most was pushed aside in favor of something slower and blander.  If it had been remotely close to Symphony of the Night's combat?  Probably a top-5 XBLIG game.

Again, the game has all the right parts of a good Metroidvania, such as a very well done map. Unfortunately, being fun just didn’t make the cut. I think this is mostly on the dull combat. For everything it borrowed from Symphony of the Night, the thing it needed the most was pushed aside in favor of something slower and blander. If it had been remotely close to Symphony of the Night’s combat? Probably a top-5 XBLIG game.

My dislike for M&L has nothing to do with the hype I got from my buddies.  If anything, I spent more time with it than I would done with any other game because I was trying to find the game they both loved so much.  If you hear something unequivocally called better than one of the best games ever made, it catches your attention.  I also wasn’t looking for reasons why it’s not.  That’s what lifeless fanboys do.  No, I wanted to see what they saw.  I looked hard for it.  Instead, I found dull combat, bland level layouts, and just an overall slowness that I couldn’t get into.  I tip my hat to the guys at Morgopolis Studios.  I typically discourage first efforts from being this ambitious.  Ambition wasn’t what went wrong with Magicians & Looters.  Truth be told, it’s a well designed game.  Results will not be typical, I guess, considering that my colleagues are shaking their fist in anger that it’s a digital-download game and not on disc, meaning there is no hole for (remaining review censored by Brian for the sake of Cathy’s parents.  I don’t want them to know I taught her what THAT is)

xboxboxartMagicians & Looters was developed by Morgopolis Studios

$1 (still censored.  Sorry folks.  Her filth bled into the money joke) in the making of this review. 

Magic Racing Rally

I don’t mind racing video games, but I’m bored silly by any real form of automotive racing.  So naturally, I ended up with a boyfriend that’s a gibbering, foaming-at-the-mouth Formula One fan.  Magic Racing GP 2 was made for him, not me.  It was a game with old-school top-down gameplay, and that’s fine.  Where the game made itself inaccessible to me was in the insane attention to detail of the nuances of racing.  You had to calculate and adjust for every thing, right down to the types of wheels used.  Yea, not for me.  Then again, Brian and his F1-loving friends liked the concept more than the execution.  The controls were pretty rough for GP 2.  If they had been smoother, I think Brian and Bryce would still be playing it to this day.  Hell, I think a lot of people would have.  It had such raving devotion to the simulation aspect of F1 that I think people might have used it as an honest-to-God league, in the same way people set up Madden leagues or even Tecmo Bowl.

This is one of those games that looks better in screens than it does in motion.

This is one of those games that looks better in screens than it does in motion.

Magic Racing Rally is a much more simple game.  There’s still a wide variety of race classes and cars (based on real cars but with thinly veiled name changes) with different attributes, but it’s nowhere near as terrifying for non-fans of the sport.  Also, the controls seem more manageable.  But, I was still quite bored by it.  Mechanically, it’s just too basic.  From a graphical point of view, it reminds me of one of those preschool race car toys with the magnets.  Just a static screen with the cars and the skid marks they leave behind being the only moving parts.  It’s quite low tech and not very stimulating, even though the courses are well designed.  Hell, some of the courses are downright beautiful, but when you superimpose a little eight-bit car on them, it kind of looks silly.

The big draw of Magic Racing Rally is the sixteen-player online racing.  Giggle snort chuckle ha.  Look, kudos to them for thinking to include support for sixteen players, but you’re more likely to see Sasquatch rollerblading on UFOs before you find sixteen players at the same time.  The best I could do was three players.  Unfortunately, even with what felt like better controls, all of us kept crashing into the walls repeatedly.  Only on the slowest class were we able to come somewhat close to staying on the road.  Otherwise, it was like trying to trace a doodle in the middle of an earthquake.  I’m sure with patience and practice, I probably could have gotten the hang of it, but I was not engaged enough to want to get good at it.  I hate doing this, but I wasn’t Magic Racing Rally’s target audience.  I think fans of rally racing might enjoy it, assuming that any of the dozens currently available titles from that genre no longer “do it” for them.  The weird part is, the racing was never the best part about their original game.  It was the simulation aspect.  With that significantly toned down, I wonder who this was made for?  I didn’t really like it, and actually Bryce didn’t like it either, and he’s into this kind of stuff.  Oddly enough, as intimidated as I was about Magic Racing GP2, I think that was the better game.  The marginally better controls don’t make up for the lack of customization.  I do think the audience of devoted GP2 fans might enjoy this, but otherwise, this race is permanently stuck in a yellow flag.

xboxboxartMagic Racing Rally was developed by Magic Studios

$1 said “Rest in Peace, Microsoft Points jokes” in the making of this review

A review copy of Magic Rally Racing was provided by Magic Studios to Indie Gamer Chick.  The copy played by Cathy was paid for by her with her own money. The review copy was given to a friend to test online play with her.  That had minimal feedback in this review.  For more on this policy, consult the FAQ.

Gameplay footage via Splazer Productions

The Last Fortune

Lots of XBLIGs look like they’ll be fun.  Then you play them, and they make you actively question whether the concept of fun is something you’ve been hallucinating this whole time.  That’s what The Last Fortune made me ponder.  I took a peek at the screen shots of it and thought it looked kind of like Wonder Boy in Monster Land, a retro gem that I picked up for $1 on PSN that was just swell.  Then I picked up Dragons Curse (which I guess is Wonder Boy 3, or possibly 4.. then again, I’m not sure which one Monster Land is either) on Wii’s Virtual Console and thought that was even better, until I hit a brick wall about halfway through and gave up in shame.  Still, fun series  It’s about time someone tried to make a tribute for them on XBLIG.  It’s just too bad this one turned out a bit warped.

It really does have a bit of a Sega Master System look to it.  There was no problem with the graphics, besides item pick-ups being too small and samey.

It really does have a bit of a Sega Master System look to it. There was no problem with the graphics, besides item pick-ups being too small and samey.

The game starts with a village full of peaceable folks getting ransacked by evil doers that burn it to the ground.  Choosing to play as either a boy or a girl from the village, you seek out revenge.  Because the language of the option menu suggested that The Last Fortune might be, ahem, difficult, I decided to forgo the medium setting (my typical starting point for most reviews here) and play on casual.  But even on sissy mode, I still had a tough time with Last Fortune, because the mechanics of the game kind of suck.  Like the developers fundamentally had a good idea of what to do, but didn’t take the time to polish anything up.  The controls have issues with unresponsiveness, which makes movement a chore, especially when you get to sections of the game with long jumps and an emphasis on platforming.  I was practically praying that the game wouldn’t go nutso with jumping elements.  So naturally, there’s a boss fight that takes place during a vertical auto-scrolling section.  It’s like being on an airplane that just lost an engine, so you pray for safety and get rewarded by having a wing break off.

The Last Fortune simply doesn’t do a whole lot to entertain.  Progression is straight forward.  Get from point A to point B while stabbing everything in-between.  Combat is the focus of Last Fortune, which is unfortunate (pun fully intended) because the combat is shit.  The range of your attack is limited, and thus you’ll have to do most of your fighting up close.  You have no dodge, counterattack, or block.  Thus, most of the time you’ll be forced to trade damage with the enemy in a way that gets downright maddening later in the game.  I especially hated these giant red knights that looked more like a spartan from Halo brandishing a Halloween novelty sword.  You have to get too close to attack them, and they’re spongy enough and fast enough that you will take damage.  Well, unless you unload your special moves on them, assuming you have a good one.  For some reason, you can only have one type of spell at a time.  The item-picks for these are tough to distinguish from one-another, even if you’re on a TV big enough to double as an ark with two of every creature.  You can buy a charge attack that shoots a Zelda-ish beam across the room, but it’s as weak as a watered down Martini.  All the purchasable upgrades are overpriced and money is scarce even if you go out of your way to slay every enemy.  Plus, you can only access the store between levels, which are too long and boring for anyone to reasonably endure.

The Last Fortune was only one dodge or block move away from being a decent game. Alas, it was not to be.

The Last Fortune was only one dodge or block move away from being a decent game. Alas, it was not to be, making all combat an exercise in frustration and annoyance. The only way to safely fight these flying bastards is to hit once, run away, and wait for another opening. Also known as Zzzzzzword Play.

There’s just no hook to keep you going.  In fact, the game seems to go out of its way to make you want to quit.  The asinine continue system forces you to spend your coins (which again, you aren’t provided enough of to make shopping enjoyable) to continue from the beginning of whatever stage you’re on.  To salt the wounds, you have to pay extra to start midway through the stage.  Lives systems are obsolete anyway.  A continue system this punishing for a game that isn’t very fun to begin with will not add incentive or replay value to it.  It will just make people quit and find something better to play.

That’s what aggravated me the most about Last Fortune.  It looks good enough that obvious care was put into it.  The developers just forgot to bring the fun.  Gameplay is bare-bones.  Enemies are cheap.  Damage is often unavoidable.  The level design is basic and boring.  The dialog is soul-crushingly long and dull.  I truly believe the building blocks for a good game are somewhere in this mess, but Last Fortune never puts it together.  It’s like the developers were given multiple paths for each mechanic: the fun way and the boring way.  They fully intended to go down the fun way, but couldn’t read the map properly and ended up in the boring capital of the world.  And that’s a shame.  Bad game or not, nobody should be stuck in Sacramento.

xboxboxartThe Last Fortune was developed by Misty Day Games

80 Microsoft Points have friends that live in Roseville, which is right next to Sacramento and thus is a like a satellite of boredom in the making of this review. 

Gameplay footage courtesy of Splazer Productions

One Finger Death Punch (non-review review)

I’m a dumbass.  I attempted to play One Finger Death Punch, the final Dream-Build-Play winner.  Both the developer and my boyfriend had declared the game off-limits to me due to my epilepsy.  However, that didn’t stop me from playing Charlie Murder, and I still had all the equipment I used to make it through that game (an older, fading projection TV and extra lighting in the room, in addition to sunglasses I was wearing), so why not?

Well, because it still wasn’t safe for me.  That’s why.  One Finger Death Punch was much more intense in its effects than Charlie Murder was.  I was only able to play a little past the first world before a flickery background made me feel a little off and it was decided I shouldn’t play any further.  Rats, I say.  Rats, because I was really enjoying it up to that point. The basic concept is using only two buttons, you kung-fu your way through wave after wave of stick figures.  You don’t even move your character.  All the action in the game is done using only the X and B buttons.  When an enemy enters your attack range, you hit them.  The violence is over the top, but really, One Finger Death Punch reminded me of Nintendo’s Game & Watch line of titles.  It’s just about timing and patterns.  Gameplay boiled down to its purest core.  Yet, OFDP is a total reinvention of some extremely old concepts, and it works well.

Theory #1 why this game bombed in sales: the screenshots are obnoxiously saturated with sales pitches for the game. I speak on behalf of all consumers when I say "we'll read the sales blurb for that shit. All we want to see is an unbranded, uncovered, unblemished pictures of the fucking game. Yeesh."

Theory #1 on why this game bombed in sales: the screenshots are obnoxiously saturated with sales pitches for the game. I speak on behalf of all consumers when I say “we’ll read the sales blurb for that shit. All we want to see is an unbranded, uncovered, unblemished pictures of the fucking game!” Yeesh. That goes double for all you iPhone developers.

At least it did until I got to the part that simply wasn’t compatible with my medical condition.  So I can’t vouch for the game completely.  That wouldn’t be fair.  I can say this: it seemed good enough that I think I would have ultimately awarded it the Seal of Quality.  I mean, you never know.  I really did suck at what little I got to play.  Once enemies started to come in different colors (green enemies take two hits, blue ones dodge your first hit and jump into the other button’s range, and I’m sure more colors were coming) I started to fail with more consistency.  I also was downright embarrassing against the first boss, losing three times before getting it right.  But I was enjoying my mediocrity.  I wish I could have played further.

Either way, One Finger Death Punch is, according to developer Silver Dollar Games (yep, those guys), a total bust in sales.  What sucks about that is this was their most expensive production, and their most critically acclaimed title.  These guys have been lambasted by the community, including me, and yet in the end they proved that they were real artists with real talent.  Let it be said, even though I couldn’t finish their game, Silver Dollar today made me proud that I’m Indie Gamer Chick.  Perhaps they’ll be the final reminder of how Xbox Live Indie Games cultivated talent.  These guys went from being demonized for their, how shall we say it, less than play-value-chalked titles to being demoralized by their best game doing poorly at the point of sale.  It’s almost like a microcosm of the XBLIG community as a whole.  Don’t let this get you down, guys.  You made a believer in me.  Stand up, lick your wounds, and go make something else spectacular.  I have no doubt you can do it.

Oh, and that spectacular thing you’re going to make?  Yea, can you do me a solid and try to make it something that won’t potentially kill me?  Thanks.

Theory #2 why it bombed: the box art sucks. Part of the charm of the game is its minimalist characters (literally stick figures), and this captures none of that. This looks like the type of generic cover you would expect on a clone of an Avatar: Last Airbender game. XBLIG developers are already screwed by not having trailers at the point of sale. Don't screw yourselves further by making the box art look generic. Well drawn, but generic nonetheless.

Theory #2 why it bombed: the box art sucks. Part of the charm of the game is its minimalist characters (literally stick figures), and this captures none of that. This looks like the type of cover you would expect on a clone of an Avatar: Last Airbender game. XBLIG developers are already screwed by not having trailers at the point of sale. Don’t screw yourselves further by making the box art look generic. Well drawn, but generic nonetheless.

One Finger Death Punch was developed by Silver Dollar Games

80 Microsoft Points are really bummed about this because the thing that made me feel ill was a darker, wavy-pulsing background effect.  Not my typical trigger.  Shows how unpredictable this shit can be in the making of this non-review review.

This review will not count against the Leaderboard’s percentage.  For a full review, check out my amigo Tim Hurley’s thoughts on One Finger Death Punch at TheXBLIG.com