Piz-ong

I’ve made a lot of friends since starting Indie Gamer Chick.  Like, a lot.  You probably can’t even grasp what a turnaround that is for my life.  Growing up as an awkward child with autism who still to this day can’t even hold eye-contact with my own parents, having so many people call me their friend is pretty fucking sweet.  It’s been life changing to say the least.  And funny enough, some of those friends I met by saying their game was rancid fecal matter on this very site.  It’s like one of those things you read about where someone meets their soul mate by mowing them down at an intersection, only not as fun and/or crunchy.

One of the cooler guys I can call my friend is Dave Voyles.  He’s a dude who I actually knew in a past life, when I was a poor sport on Dreamcast and would rage-quit games of NBA 2K1 on him (the Knicks cheated, I swear it).  When I showed up on the XBLIG scene, he made me feel welcome and got me involved with developers.  I then shit on his creation, the 2011 Summer Uprising, but he still put up with me.  Or at least he did after the car bomb he planted didn’t go off.  It turns out that make of car had an iron plate under the seat and nobody outside the factory knew about it.  So after determining that I’m unkillable and bad with continuity, he’s actually been a pretty good friend to me.  And so that’s why I’m going to talk about his game.

It’s called Piz-ong.  Not Pez-ong, sadly.  Pez is something I like.  Or at least I used to.  Not the dispensers.  God no.  I could never get the damn things loaded right, and there’s something disconcerting taking candy after it had been in Chewbacca’s mouth.  Actually, it doesn’t really come out of their mouth, does it?  It comes out of their neck.  That’s just sick.  It’s like they had some kind of tracheotomy performed by Willy Wonka.

Oompa Loompa Doopy Dool, Hello Kitty smoked too many Kools.

But the candy?  Oh that stuff was good.  Was being the key word.  For all I know, it still might be.  My problem is I can never find the fucking things, or at least the flavors I like.  The only packages I see is for stuff like the Cola flavored ones.  I drink a lot of cola.  That shit does NOT taste like cola.  It taste like motor oil filtered through the jock strap of someone with the clap.  All I want is Strawberry and Lemon.  Maybe I’ll settle for Cherry flavored, but that’s it.  I don’t want Strawberry-Vanilla, which tastes like the byproduct of some kind of industrial paint thinner.  I don’t want Orange, which always seems to be brittle.  I don’t want Grape, which has a disgusting aftertaste.  I sure as shit don’t want Raspberry, which some states now offer as an alternative to lethal injection.  What’s really a shame is they now offer a putrid Lemon-Raspberry mixture.  So wrong.  It would be like offering filet mignon that’s been seasoned with anthrax.

Sure, I could order it online.  But then I’m getting bled for shipping & handling.  Why should I have to deal with that?  Why can’t they just put the refill packs in stores and stop sticking those unholy flavors spawned from the hemorrhoidal ass of Satan himself in the package?  Look, I’ll even put up with Orange and Grape if I have to.  Just don’t fucking stick Raspberry, Cola, or any mutli-flavored combination in the package.  Nobody in their right mind can possibly want them.  If you actually do, go grab a vacuum cleaner and stick the hose up your ass.  With a little luck, it might just unclog your head from it.

What was I talking about?

This, you attention-span deficient bitch.

Oh yea, Dave’s Pong game.  It fucking sucks.  Not as bad as Cola-flavored Pez does, but then again, what does suck that bad?  If they mixed Hitler’s DNA with a dinosaur to create an army of Hitlersaurus Rexs, it wouldn’t suck as bad as Cola flavored Pez.  And by the way, Piz-ong isn’t a Hitlersaurus Rex.  It’s not even a TriStalintops.  It’s just a really bad idea.  A single-player only Pong game with no frills in 2012?  I believe my good buddy has gone raving mad.  It’s not that the game is broken or unplayable.  It’s just so bleh that I can’t believe he actually put it on the marketplace.  What’s really sad is that for the second straight review, the best part about a game is the cover art.  That’s like saying the best thing about Pez is the foil wrapper.  In the case of Raspberry flavored Pez, that’s actually true.

Piz-ong was developed by Dave Voyles

80 Microsoft Points can’t believe Armless Octopus has only been updated once over the last month because he was working on this piece of shit in the making of this review. 

Love ya, Dave.

Brian says I’m not allowed to sell out my principles and offer a Chick Seal of Approval to the first developer who buys me 5lbs of Pez off of Amazon.  It’s just as well.  Knowing my luck, it would probably be full of Raspberry and I would have to kill myself then.

Divided

Being coordinated is not among my attributes, so being able to play games at all is something of a small miracle.  But some stuff is simply off-limits to me.  Dancing games, for example.  I once fell off the platform playing Dance Dance Revolution at a bowling alley and ended up with a small break in my ankle.  On the XBLIG side of things, I could barely get through NYAN-TECH, which asked gamers to perform finger-yoga while playing a platformer.  It’s something my brain is not wired for.  I didn’t think a game could get any more demanding than that, but having just played Divided, I stand corrected.

I could have sworn I did this puzzle last month when I played Gateways. Not sure which way was the least intuitive.

Divided is part puzzler, part platformer, and part road sobriety test from hell.  You play as a little blue blob of goo that has to get from point A to point B.  The hook is at times you have to split apart your goo and control each bit independently.  You move one with the left stick and jump it with the left bumper, while moving the other with the right stick and jumping with the right bumper.  It might as well ask me to jump rope while playing the piano, because I’m not capable of it.  I don’t know if it’s because of my autism or a natural lack of dexterity, but I have difficulty walking and breathing at the same time.

I can’t really fault Divided for my own personal hangups.  When I would play and have to move the right-stick blob, I would inevitably fuck it up and instinctively try to move using the left stick.  I couldn’t help it, even after hours I would do it again and again.  I was quite embarrassed.  Brian was laughing his ass off.  My dog walked out of the room and got into the garbage.  Probably not related, but it happened while I was playing Divided, so it seemed worth mentioning.

Where I can fault Divided is it’s just not a very well made game.  Ignoring the pat-your-head-and-rub-your-belly design, the controls are unresponsive.  Some areas of the game require precision platforming, but movement is loose, jumping feels lethargic, and the camera often doesn’t pull back far enough for you to get a clear picture of everything you’re required to do.  Those are three major issues that have nothing to do with my own inability to play the game.  On top of that, the level design is cruel, often requiring you to make timing-based precision jumps using two characters controlled by different sticks.  What kind of freak would be good at this game?  If you have the hand-eye coordination that Divided requires and you’re wasting it playing Divided instead of being a world champion athlete, you’re just a silly poop face.  Yes, I can be childish.

I didn’t make it very far in Divided. I suppose I could have practiced at it, but I would have hated myself for doing so.

Co-op doesn’t work so hot either, because all the control and camera problems I talked about earlier.  Sometimes the game wants you to make a jump, but requires one character to be too far away from the other.  Because of the camera, that often turns into a blind jump.  Otherwise, most of the problems come down to the controls being too fickle.  Using the chains for climbing especially, which caused a lot of slippage.  Ultimately, even if I had been capable of playing Divided the way it’s intended to be played, I don’t think I would have liked it.  Maybe I’m wrong about that.  Who knows, maybe I would be impressed if I saw someone who could maneuver both guys at the same time with total ease.  I probably would give the person a round of applause, and then smack them upside the head for not using their super powers to fight crime or something more productive.

Divided was developed by Angler Games

80 Microsoft Points stand united in Divided fail in the making of this review.  That sounded lot more clever in my head. 

Tiny Tim’s Tremendous Tank

Tiny Tim’s Tremendous Tank has sat on my to-do pile for a while.  I’m not sure why it took me so long to review.  It looked good.  The trailer made it seem cool.  Chalk it up to me being a scatterbrain, but it always slipped through the cracks.  Well, yesterday I finally got around to playing it, because there had been a serious drought in new XBLIGs.  The moment I finished the game about an hour later, I had three review requests.  Today, I have seven total.  It’s like a running gag with Indie Gamer Chick.  The minute I start a game that was released over a year ago, the flood gates open and all the new releases hit.  I’m onto you, XBLIG.

The graphics are nice. Almost Claymation-like.

The idea is you’re a tank that has to plow through a world, shooting enemies and innocent wildlife, rolling over things, and trying not to flip over.  The game is physics based, and rolling over is the toughest thing you’ll have to deal with.  The rolling over stuff is what got me killed the most.  I rolled over more than a dead dog caught in a clothes dryer.  If there was a hill, a crate, or a shell from the machine gun, you can bet I flipped the tank over trying to get past it.  The physics and the terrain seem tailor-made for causing you to do your best beached-turtle impression.  In fact, that seems to be the game’s sole goal, rather than be entertaining.  I mentioned this to the developer, and he told me it was like Trials HD, only with a tank.  I think he forgot the part where Trials HD is actually fun.

Along with bumpy hills, there are enemies.  Guys who shoot guns at you, guys who shoot rockets at you, and landmines.  To counter this, you have a minigun and the tank’s cannon.  Neither of them are easy to line up and aim correctly, especially given how herky-jerky the physics are.  Enemies also seem to fire at a rate faster than you, and are typically placed in a position where you’ll already have rolled over from trying to clear a hill with more divots in it than a driving range.  Thankfully, they don’t respawn if you kill them and you die.  I think.  Honestly, I’m not sure if that’s true because I experienced one of the most pleasant glitches I’ve ever encountered in a game.

Check this out: I’m playing the game and I get a phone call.  So I pause things and answer that.  The phone call ends and I pick the controller back up and press A expecting to continue.  Only I don’t, because for some brain fart of a reason, when you pause the game it doesn’t highlight “Continue.”  It highlights “Restart.”  There’s also no “are you sure?” confirmation screen.  So I had to restart from the beginning.  I handled this about as well as you would expect me to, IE I lost my shit.  Screaming, cussing, declaring my intent to assassinate the last surviving Time Lord, blot out the sun, club a baby seal, and cast every first-born male into the Nile.

“If only I had access to some kind of weapon, perhaps vehicle-based, that I could terrorize people with! Bah, like such a thing exists!”

But, before I could turn off the Xbox, I was reminded that I would give every game at least an hour before doing a rage quit.  Well fuck, said I.  So I decided to eat shit and restart the game.  Only this time, there were no enemies.  None.  Every single living thing, even the birds and rabbits that you could shoot just for shits and giggles, were gone.  No landmines either.  Just me, some bumpy hills, a few checkpoints, and a silly ending that teased a sequel.  No, please don’t.  I think you’ve said all that needs to be said with this one.

Of course, the professional thing to do would have been to restart the game and play it again with all the enemies.  I didn’t do that, but it would have been.  I had encountered enemies in my first run.  I didn’t think it was well conceived how they were used over the course of the first twenty minutes of playtime, and I can’t imagine it would have been better for the last twenty.  Really, the problem with Tiny Tim’s Tremendous Tank is it’s just not fun.  The only way to clear some of the hills without flipping over is to inch up them, and what’s fun about that?  Enemies are too easily able to double up on you, and with poor aiming mechanics it’s kind of hard to fight back.  I think somewhere along the lines, the developers had the right idea for a decent game, but the final product is dull, frustrating, and glitchy as hell.  Ignoring the no-enemies thing, I had one instance where I was driving off a hill, barely caught my bumper on the back of a hill and the whole thing fell apart.  I was boggled by how exactly that kind of damage could happen, but soon afterwards my tank fell apart again.  Only that time, I was rolling along a flat piece of terrain.  I hadn’t hit anything, or gone over a hill.  It just sort of crumbled.  Since I have no logical explanation for that, I’ll chalk it up to my tank being driven by Chief Quimby and one of his messages to Inspector Gadget detonated prematurely.  It’s bound to happen once in a while, right?

Tiny Tim’s Tremendous Tank was developed by Lighthouse Games Studio

80 Microsoft Points said “maybe it was built in Russia” in the making of this review.

Xenominer

I’ve never played Minecraft.  Or FortressCraft.  Or CastleMiner.  Or any number of other voxel-type crafting games that are more trendy now than tramp stamps.  Incidentally, I don’t have a tramp stamp either.  I guess I’m not a very trendy person.  But, there’s no malice behind my ignorance of the crafting scene.  I just haven’t played it because it doesn’t look like something I would have fun with.  Yea, I started Indie Gamer Chick to have new experiences, but I was thinking more along the lines of games that simulate what it’s like to be a penguin in heat, or a game where you fling mashed potatoes at gophers.  Let this be said: if you hate something without playing it, you’re an idiot.  To all of you guys who denounce Minecraft, FortressCraft, CastleMiner, or any other crafting game that you haven’t even played, you’ve really lost the plot.  I know trying to appeal to the irrational core of gamers is silly, but I figure I should at least try.

Obvious joke warning: Minecraft…..IN SPAAAAAAACCCEEEEEEEEEE!!!

I can’t compare Xenominer to something I haven’t played, so this final Uprising review will be somewhat unique.  I go into it with no preconceived notions of what to expect.  I have no bias acquired from the games it borrows elements from.  This is a slate so clean you could perform surgery on it.

So I started the game and went through a brief tutorial that made me suck up various blocks and then reposition them in the open world.  First thing I noticed: the graphics are clean.  Second thing: the jumping is really good.  Like, almost Metroid Prime good.  Third, the frame rate was really good.  Hey, this might not be so bad, I thought.  Then the game wanted me to suck up ice to replenish my dwindling oxygen.  This was a problem.  Although I got as far as “ice = shiny” I couldn’t actually tell the difference between an ice block and a crystal block.  Even with a TV large enough that it’s one of the seven wonders of the world, the text that identifies the blocks is practically microscopic.  It’s also written in an alpha-numeric font, which never looks good when it’s smaller than an ant’s penis.

Most of the HUD displays are too small, but I was able to suck up the ice and covert it to oxygen.  And then the sun went to rise up.  This causes radiation to rain down upon you.  The game warned me to take shelter.  So I dug myself down a few blocks and covered myself up with them.  I wasn’t sure how long to wait, and I didn’t want to press my eyeballs up against the TV to find out, so I undug myself and ended up irradiated.  So I redug myself and waited for the sun to pass.  Most games that makes you wait for stuff to happen are probably not going to win any Nobel Prizes for Fun.  I did attempt to pass the time by drilling deeper, but then my battery ran out of juice, and then I ran out of oxygen, and then I expired.  Sigh.

Upon respawning, the sun was still up and I instantly started taking damage.  I did survive and was tasked with building something that required copper.  I fucking turned over half the world looking for the shit, going through more oxygen tanks than a 70-year-old chain smoker.  After an hour (including more respawns) I had found the silicon I needed, but no copper.    Xenominer was unquestionably going to be a time sink.  I tend to view such games favorably.  Hell, there’s two time sinks on my top 10 list: Miner Dig Deep and Smooth Operators.  But I had fun with those.  Once I noticed how much time had passed versus the amount of fun I had up to that point (which would be none), I couldn’t hit the power button fast enough.  I’ve talked with other XBLIG reviewers and they agree: Xenominer doesn’t get you off to a quick enough start, like all great time sinks do.  Some more direction.  Just a big enough push to get you feeling like you’re actually accomplishing stuff.  But there is none.

No, there’s no killer space bees or space ants. Too bad. That might have livened things up.

So my first real crafting game is in the books.  I didn’t really hate it, because it controlled really well (can’t stress enough how good the jumping physics feel) and the graphics held up.  Mostly.  Actually, the game starts skipping the more you walk around.  I wanted to test how bad it was, so I decided to walk in a straight line with a stopwatch and time how long it would take to start skipping.  Ready for this?  It took less than two seconds per a pause (the average was about 1.7 seconds) .  When the game freezes every two seconds, chances are it might not be quite done yet.  Maybe Xenominer is in an early beta stage, and something amazing will come of it.  I could see myself getting totally hooked into it, just like I did with Miner Dig Deep.  Xenominer’s biggest problem is that it has nothing to hook you in early.  If games are drugs, then picture Miner Dig Deep as heroin.  Every good drug pusher knows you have to hook ’em early, and that game does it.  Xenominer, on the other hand, doesn’t offer you the drug until it makes you watch a documentary on grass growing and the latest episode of the World Series of Paint Drying Watching.  Thanks, but I’ll just say no.

Xenominer was developed by Gristmill Studios

80 Microsoft Points said the Uprising had a 44.44% success rate at making the Leaderboard.  In other words, the promotion had the same success rate as any nine random XBLIGs would have had in the making of this review.

Pixel

Pixel is one of the worst names ever for an XBLIG.  Worse than Brand.  Well, probably not worse than Dark.  It doesn’t really fit with the theme of the game, and doesn’t give you a feel for what to expect.  It’s so lazy and so uninspired that, as a consumer, it makes me question whether any effort was spent making the game itself.  I mean, they phoned in the name, so it stands to reason that the game was equally half-assed.  That’s not the case with Pixel.  Despite being an ungodly piece of shit due to really horrible play control and one game-killing glitch that I couldn’t get past, there was obviously some effort made here.

I’ll step away from my typical smart-assed attitude here and make a heartfelt plea to the Xbox Live Indie Game development community.  You guys already struggle so much to get attention.  Why shoot yourself in the foot right out of the starting blocks by not trying to come up with a memorable name for your game?  Pixel is such a prime example.  It’s a 3D dexterity-shooting puzzler.  I would associate a name like Pixel with 2D sprite-based stuff.  I guess Pixel gets it from the fact that there are blocks.  Okie dokie.  I still don’t understand the logic in it, but then again, XBLIGers seem to operate on a plane of existence where logic doesn’t dare tread.  This is evidenced by the fact that so many developers determined that the best way to get attention for their new XBLIG was to launch it alongside the Uprising, even though every major XBLIG writer was committed to covering the games in the promotion.  They might as well of launched their game on a platform that works exclusively in igloos for as much attention as they ended up getting.

It looks like one of those ink-and-paint cheat modes from Turok: Dinosaur Hunter, does it not?

I guess I went so far off topic because I don’t really have a lot to say about Pixel.  I made it seven levels in before I got fed up with it.  The idea is you walk around a sterile, blocky 3D environment trying to reach a goal.  Right off the bat, the biggest problem becomes apparent: the control sucks.  Everything is too loose, causing your character to scoot along like he’s been lubricated in bacon grease.  I tried fixing this by adjusting the control stick sensitivity, but it only half-worked.  Turning around became slower, but sideways movement was still set to Warp 9 and could not be fixed.  The jumping was also unresponsive, with a noticeable delay.  When you have a game centered around precision movement, having less than precise controls is a good way to turn me (or pretty much any reasonable gamer) off.

I’ve put up with worse, but the final straw for me was a pretty noticeable glitch.  On the 7th level, there are these platforms with a red stem poking out of them, not unlike a dog’s wiener.  You shoot the red part, and the white blocks rise up around the red part, allowing you to hop to the next platform.  As established, the controls are utter shit, so messing up is not only possible, but it’s probably expected.  When you fall off the stage, you just fall back onto it, with the idea being that you’ll have a slower stage time.  Something I filed under things I don’t give a shit about.  However, once I respawned, I hopped back to the first platform and shot the red thing.  At this point, without any movement, I fell off the platform and went back to the start.  Huh.  And then it happened again.  And again.  As it turns out, this is a glitch, and you have to exit out of the stage and try again.  But if you screw up at any point in the stage, the glitch will activate again and you’ll have to once again exit the stage and restart it.  Yea, fuck that, I’m done.

Pixel was developed by Ratchet Game Studio

80 Microsoft Points took a 3 day weekend in a land where Minecraft clones don’t exist in the making of this review. 

Other Pixel reviews: Clearance Bin Review (who also noted the glitch), and hopefully more to come.

City Tuesday

Fourteen minutes, thirty-five seconds.  That’s the time it took me to beat City Tuesday, the game that I was looking.. forward..  whoa, Déjà vu.  Anyway, you go around, like, defusing bombs and stuff and I could have sworn I already did this review.

Wait, I know I did.  I thought it was too short and didn’t fulfill its promise of being something special.  I pointed out that the tutorial lasted twice as long as the actual meat of the game.  I bet any second now a screenshot will pop up saying how I hate branded screenshots.

I hate branded screenshots, but this will have to do.

See!  See!  I’m telling you guys, something fucked up is going on here.

Well, I stand by my belief that City Tuesday isn’t worth a dollar.  It’s a good idea that is unrealized.

City Tuesday was developed by Return to Adventure Mountain

80 Microsoft Points wrote this review from Punxsutawney, Pennsylvania.. oh shit.

Other City Tuesday Reviews: The Indie Ocean, Clearance Bin Review, and more to come.  I wonder if this happened to them too.

Well fuck.

Sigh.

Eleven minutes, eight seconds.  That’s the time it took me to beat City Tuesday, the game..

Serves you right for hating Apple Jack 1 & 2 ya stinkin’ bitch!

City Tuesday

Eighteen minutes, fourteen seconds.  That’s the time it took me to beat City Tuesday, the game that I was looking most forward to during the Uprising.  Like my neighbor who entered her half rottweiler, half-some smaller terrier thing (they named it Crime, short for Crime Against Nature.  I’m not kidding) into the dog agility contest, I think my expectations were a tad bit too high.  The idea is you’re a dude who has five minutes to defuse various bombs that terrorists have scattered around a city.  The hook to that is you can repeat that five minutes as many times as you need to get all the bombs.  Whenever you rewind, everything unfolds exactly the way it did before, unless you manage to interfere.  Using this mechanic, you have to figure out ways to free yourself to snatch the bombs.

This sounds great, but I don’t feel the concept goes far enough.  The first ten minutes of City Tuesday is spent playing two glorified tutorial stages of the “throw the child in the water and see if it learns to tread water” variety.  To City Tuesday’s credit, it actually is designed in a way where you can figure stuff out on your own with minimal fuss.  There’s really not a lot to learn.  Pay attention to the dudes, follow their patterns, and figure out how to get to the bomb.

I hate branded screenshots, but this will have to do.

Once the game opens up into the more open-ended city, you have to follow multiple patterns and probably restart the day several times.  Restarting is handled by pausing the game and selecting it from a menu with no bells and whistles, a very unsatisfactory way of doing it.  Thankfully, you can also fast-forward by holding the right trigger.  There’s only a small handful of tasks to do here, followed by one final chase and platforming section.  Then the game is over.  Again, my one and only play-through took eighteen minutes to finish.

Is it worth a buck?  Well, no.  The opening tutorial levels (with the exception of a bit that involves a vending machine and payphone) offer none of the real meat that City Tuesday seemed to promise, yet they make up the largest chunk of the game.  The city section does offer those Groundhogs Day type of puzzles, but it feels more like a proof-of-concept design for a larger game than something fully realized.  Yea, sometimes a game can leave you wanting more in a good way.  City Tuesday didn’t do that for me.  I felt the game never even really warmed up.  The tasks you’re given in the city are still so fundamental in their simplicity that I didn’t feel like I had accomplished anything at all by solving them.  I love the concept of City Tuesday, but nothing here makes truly good use of it.  Such a shame.

City Tuesday was developed by Return to Adventure Mountain

80 Microsoft Points wrote this review from Punxsutawney, Pennsylvania in the making of this review.

Other City Tuesday Reviews: The Indie Ocean, Clearance Bin Review,  and more to come.

I got you Babe.

Smooth Operators

Smooth Operators is a time sink, and I mean that in a good way.  I started playing yesterday around 11:30AM, and emerged around 8:00PM wondering exactly where the day went.  Titles like this are the alien abductions of the game world.  When you try to explain to people that you just lost eight hours of your life playing a game where you operate a call center, people look at you with rapidly blinking eyes as if you just took that last step off the deep-end.  And then you try to explain your side of the story, saying “no, no!  You don’t understand!  You have to staff out buildings and hire janitors and there’s incoming calls and outgoing calls and it’s really, really fun!”  And they just nod politely while thumbing through their phone, looking for your family’s number and wondering how they’re going to break the news.

As Brian pointed out to me back in July when this very site ran a contest to give Smooth Operators its name, the idea of a Sim Call Center is not original.  A free-to-play game called Corporation Inc has been around since at least November of 2010.  Smooth Operators is perhaps uncomfortably similar to it, but hey, some companies make billions doing this.  At least the XBLIG is both a faithful tribute and a full evolution of the concept.  Just make sure you keep an eye on your wallet in its presence.  It’s a crafty bastard.

Funny how some of the most addictive games sound like weaponized boredom on paper.

Dante, in his infinite wealth.. of knowledge, couldn’t conceive what circle of Hell has sinners forced to work a call center.  But managing a virtual one is undeniably addictive.  First you have to build an operations center.  Then you have to staff it.  There’s three kinds of duties that need to be done: answer incoming calls, make outbound calls, and back office grunt work.  A helpful meter in the upper right hand corner of the screen tells you the work load and how far each occupation has to go to complete that day’s allotment.  You also have to hire janitors, IT guys, managers, and cheerleaders.  Sudden thought: wouldn’t cheerleaders be counter productive for a call center?  All that shouting and pompom waving is bound to be distracting, especially for a job that involves talking on the telephone.  “Okay, well why don’t you tell me the nature of your computer proGIMMIE AN B! GIMMIE AN E!  GIMMIE AN C!  GIMMIE AN C!  GIMMIE AN A!  WHAT’S THAT SPELL?  BECCA!”  I wouldn’t be too happy about that, even if the people in Smooth Operators seem to like it.

There’s no real goal in Smooth Operators per se.  You just build and staff buildings to earn money to build more buildings to staff to earn more money.  So yea, time sink.  But it works, and it plays relatively well.  Shockingly, I enjoyed playing it more with an Xbox controller than I enjoyed playing the PC game it was, ahem, inspired by.  BUT, I’m not totally in love with the interface.  I don’t think it gives the player enough.  One niggling little thing that bugged me was having to click on an employee’s desk and hope they were somewhere in the building to be able to upgrade them.  The process is slow and cumbersome.  Why can’t there be a drop-down menu that has a list of every employee, so that I can attend to them that way?  Smooth Operators practically demands that you micro-manage all the dudes you hire, but as your staff increases, this becomes more tiresome.

There’s no “increase all wages” or really any helpful shortcuts at all.  I figured hiring Human Resources Managers would take care of issues like schedules and vacation time for me, but it doesn’t.  In fact, all they do is make employees work longer without them becoming less happy.  In a roundabout way, this actually made my employees less happy, as they were now clogging all the facilities and elevators in my building.  I wanted to upgrade things, but even after hiring several spendy “Project Managers” that serve to unlock goodies, unlockables just take too God damn long to get, and most of the early things they get for you are as useless as a fireproof surfboard.  What the FUCK is a potted plant going to do to increase morale when people have to wait two hours to get down one story on an elevator?  If this game were made in the United States, that potted plant would be used to bludgeon the nearest authority figure.

I guess people in Kyrksten like the increased workload and have more patience. Sigh. These are getting harder to work in.

Because of the slowness of the upgrades, and the indifference of my employees to water coolers, my moral dipped to record lows and my employees started resigning on me faster than I could appease them.  Now, if this was Sim City, I would have responded in a perfectly calm and rational manner.  Meaning I would have sent Godzilla in to kill and eat all my employees and knock the building over.  Unfortunately, there’s no Godzilla, or earthquakes, or tornado, or alien invaders, or guys named Gustafsson who prefer to live on the 40th floor.  Sigh, God damn Andreas.  You couldn’t have used words like snickerdoodle or farfanoogin?  Those would have been easier to work in.

So after I lost over half my employees, including most of my janitors and IT guys, I surveyed the remains of my once beautiful office building.  Trash scattered everywhere.  Computers smoking.  Employees swearing at the slowness of the elevators.  Mangers swearing at the employees.  Cheerleaders cheering the one IT guy left who didn’t quit.  Money drying up.  Tasks being unfulfilled.  I thought to myself “really?  I spent the last eight hours of my life doing this and this is all I have to show for it?”  After a brief period of reflection, I did the only thing that seemed rational at the time.  I turned my Xbox back on and spent another eight hours doing the same thing.

Fuck you, Smooth Operators.  Fuck.  You.

Smooth Operators was developed by Andreas Heydeck

80 Microsoft points have no idea what a Bengan is or why it would help upgrade things in the making of this review.

Smooth Operators is Chick Approved!  Find out where it landed on the Indie Gamer Chick Leaderboard

Other Smooth Operators reviews: Clearance Bin Review, TheXBLIG.com, and more to come.

Looking for cheat codes for Smooth Operators?  Look more carefully 😉

Diehard Dungeon

Update: Diehard Dungeon now costs 240 Microsoft Points. 

After Diehard Dungeon, it’s safe to say the Uprising is back on track.  Comparing it to Sententia is like comparing flying in a private luxury jet to having your head stuffed up the ass of a burrow and trotted across country with your legs dangling the whole time.  And here’s the funny part: unlike the Sententia, the argument of “it’s just not for everyone” is actually valid here.  Roguelikes are not for everyone.  And I’m generally among those that they’re not for.  So it might surprise you to hear that I actually kind of enjoyed Diehard Dungeon.  Then again, the only other Roguelike I tackled this year was Spelunky.  Double D wasn’t nearly as sadistic.  If both were school bullies, Diehard would be content to wedgie you and move on.  Spelunky would trap you in a locker with live tarantulas while stealing your date to the Prom.

Which is not to say that Diehard Dungeon is all sunshine and lollipops.  It’s got a mean-streak that might be the result of some design flaws.  The idea is “Roguelike-meets-Zelda.”  Only instead of an obnoxious fairy following you around, you have a mute treasure chest.  Sure, why not?  Levels are randomly generated, but all adhere to the same principle: fight enemies, find key, go to next room.  Occasionally you’ll pick up items or spin a slot machine for upgrades, but really, Diehard Dungeon is all hacking, all slashing.  The mechanics of this were done well enough that somehow the part of my brain that knew I was playing a Roguelike shut off.  As a result, I was practically euphoric during my first play-through.  I had built up twelve hearts, was having good luck with the slot machines, had absolutely slayed all three “upgrade” minigames that play out like a really shitty version of Pac-Man (these have GOT to go), and had the smuggest of smiles plastered on my face.

And then something that looked like an armed Cabbage Patch Kid knocked me into a corner and drained my entire stockpile of life in about four seconds.  I had gone from not taking any damage to being dead before I could even process what was going on.  There’s no temporary “immunity” when you take damage, so if you get pinned into a corner, you’re fucked amigo.

Games give you immunity for a reason: because the other way isn’t fun.  Imagine if Mario didn’t blink after taking damage in the original Super Mario Bros.  If you went from being big Mario, getting shrunk, and then dying because of the lack of blinking, that game does not become the all-time classic that it did.  Hell, you might as well not have a life system and make all hits instant-death.  But since you numbskulls can’t seem to grasp that, I’ve arranged a deal with Microsoft.  From now on, all XNA starter kits will come with ankle monitors that must be worn to use the program.  If you even think about allowing enemies to gang-bang you in the corner without having any means of defending yourself, you get a 50-volt shock.

Of course, word is this is already getting patched out, along with a few of my other complaints.  The game frequently skips.  This formed a “fuck me over” tag team with the aforementioned killer Cabbage Patch Kids.  Well, it’s being fixed.  Keys slow you down too much when you have them.  That’s getting fixed.  Bonuses don’t stack.  That’s getting fixed too.  Grumble.  You guys are kinda ruining my schtick here.  Oooh, I have one that I don’t think is getting fixed: you can’t slash diagonally.  What the fuck is up with that?  Do we live in a world where diagonal doesn’t exist?  Bullshit.  I saw something that looked like a triangle.  You can’t have triangles without having diagonal.  But I’m being nitpicky.  Even in its present, non-patched state, Diehard Dungeon is pretty fun.  It’s not only one of the best hack-and-slashers on XBLIG, it’s also one of the best twin-stick shooters too.

Wait..

Huh?

Yea, as it turns out, the developers tacked on a seemingly half-assed (at least compared to the main game) TwickS minigame as an afterthought and it could very well be the most fun TwickS on the entire marketplace.  Go figure.  It even has online leaderboards, which is more than qrth-phyl had to offer.  I’m not complaining or anything, but it’s kind of weird.  It would be like if Lord of the Rings had 1996 Chicago Bulls highlights play over the credits.

I’m guessing they never got over the whole Garbage Pail Kids thing.

Diehard Dungeon could very well be in a Beta state right now.  Other planned changes include improving the graphics (which I had no complaints about, besides not being able to tell blood apart from hearts), fixing some of the cheap trap placement issues that happen when shit is random, improving the odds of getting the rare “gold keys”, and  a whole slew of other things I never even thought to complain about.  Mind you, Diehard Dungeon is already pretty damn good and well worth your money, but that’s not enough for the developers of it.  They want it to be better.  As opposed to deflecting critiques back with “It’s not for everyone, and I wouldn’t change anything.”  It’s actually encouraging to see a developer so much on the ball that the ball can claim its personal space is being violated.

Diehard Dungeon was developed by Tricktale

IGC_Approved80 Microsoft Points refuse to not capitalize the “T” in “Tricktale” even if they won’t do it in the making of this review. 

Diehard Dungeon is also available for PC on Desura for $4.99.  This version is unverified by Indie Gamer Chick.  The XBLIG version is Chick Approved and ranked on the Indie Gamer Chick Leaderboard.

Check out what the rest of the dorks are saying about Diehard Dungeon: TheXBLIG.com, Indie Theory, and more to come!

Sententia

As I noted in my review of qrth-phyl, I get called out a lot for picking on developers. I really try to avoid this and focus on the game, but sometimes my methodology on criticism can seem like I’m going after someone when I’m not. If I say a developer’s game sucks, it’s taken to mean I think the developer sucks. And if I’m especially harsh on a game, it’s thought that I need to lighten up and look for positive things to talk about and “quit being so personal.” It’s never personal. Ever. So hopefully I’ve cleared that all up and can now focus on writing a balanced review.

Sententia is the worst Xbox Live Indie Game of the year.

I spent a few hours slogging through it, including accidentally scrubbing my save file while attempting to show someone how the game began, which meant I got to start over. Of all the critics who are covering the Uprising, I’m pretty sure I made the least progress in the game. I know there are people who say that a review doesn’t count if you don’t finish the game. To that I say, unless it has a magical stop-being-crappy section, I don’t think there’s anything I can possibly miss discussing about it.

The idea is you’re some kind of demon monster thingie (I think) who is coming of age and learning to use magical connect-the-dots to um, do something. I honestly have no clue. Which is odd because there’s certainly enough writing that I would hope to grasp what is going on. Instead, a kid just kinda wanders off on the woods, sees giant-sized devil thingies, and doesn’t turn around and run home to his daddy.

Sententia describes itself as an art game in its marketplace blurb. I’m not a huge fan of games that label themselves as such, because most that do so use it as an all-purpose bullet-proof vest for criticism. It gives a developer or a game’s fans the ability to deflect any valid complaints by saying “it’s art house, it’s not for everyone.” I got this vibe when I interviewed Michael last month. I came away liking the guy and admiring his amazing effort in organizing the Uprising. I also looked at his game, compared it to the other eight games, and figured it didn’t belong. And it doesn’t.  I get no pleasure from saying that, but it’s true. It probably should have been the last game to release, so as to not taint the event.

Let’s picture non-regulars on the XBLIG scene catching wind of the Uprising through some of the big time coverage it has got. Sententia is the second game in the promotion, after the very good but also very weird qrth-phyl. Maybe qrth-phyl looked too weird to sample. Thus, Sententia becomes the first game that many people sample in this promotion that purports to show off the best XBLIG has to offer. Within fifteen minutes, everything wrong with Sententia becomes evident. Bad graphics. Annoying sound effects. Horrible play control. Sloppy interface. Bad writing. Cheap level design. Those people who think XBLIG is a joke and avoid the channel like the plague who decide to take a chance because of the hype say “this is the best Xbox Indies are capable of?” They don’t know that Sententia, and this will really sound harsh, only got in because it’s the game created by the guy who ran the promotion. So those people play this, are completely turned off by the scene, and they never come back.

And for the record, I feel like a total bitch for saying that.

Guys, next year I’m picking the order.  

Sententia’s hook is that you occasionally have to pause the game and do a connect-the-dots puzzle. Every dot has little slash-marks on it, signifying how many lines will extend from it. This is actually a cool idea for a standalone game, assuming it’s done right.  Sententia doesn’t do it right, mostly owing to the clumsy building interface. It’s slow-moving, awkward, and accident-prone. If you make a mistake, deleting a line can be an exercise in frustration. There were times where the cursor simply refused to highlight the line I wanted to delete. I had to delete all the other lines that it wanted to highlight instead before I could correct the mistake. There’s also no “clear-all, start over” button. So if you’ve totally cocked-up a puzzle (and you will do that a bunch, trust me), your punishment is to slowly clean up before starting over. I asked Michael if anyone had pointed this stuff out to him, and he said no, the play testing went well. So going off that, good job play testers! Given the nearly universal negative reaction to Sententia I’ve seen today, I can’t believe none of you thought “maybe I should say something.”

This is where I quit. The smaller, hard-to-see blocks in the center of the level drop quickly after you land on them. Because of the timing of the controls, you don’t have enough time to shoot the enemies or defend yourself in any way against them. It’s one of the most horribly conceived layouts I’ve ever seen in any game.

So the hook was botched. The rest of the game pretty much plays like a run-of-the-mill platformer, assuming the run was given to a recently lobotomized goldfish. The controls are horribly sluggish, with movement and jumping being slow. There’s a noticeable delay in responsiveness. So naturally the game has several sections that require timed-precision platforming with respawning enemies. The enemies are typically placed on narrow platforms, and will fire at you if you are on the same plane as them. Since you can’t jump and fire at the same time, you pretty much have no choice but to rely on luck and hope the game glitches out and the enemies get respawned on the wrong platform. That happens. And thankfully the enemies can’t possibly respawn on the wrong platform in a way that makes it impossible to proceed. Oh wait, that happens too. Don’t worry though, it won’t matter, because you’ll get stuck trying to walk past two respawning enemies on platforms that drop out from underneath you almost as soon as you step on them. Or “get as close to the edge as you can before jumping” platforms that are scattered all over the game. I honestly can’t come up with a single positive thing to say about the gameplay. It’s abysmal in every way a game can be.

I’m not sure how Sententia was released in the state it’s in, or how anyone, even the creator of the game, could be delusional enough to think this should have been included in an Xbox Live Indie Game showcase. A theory kicked to me on my Twitter feed is that Sententia made it in as a matter of convenience, because it was a game that was available and done. If that’s the case, I object to the use of the word “done.” Unless we’re using the “stick a fork in it, it’s done” context. Simply put, you don’t stick a game that is total and complete uncompromising and unapologetic garbage in a lineup of games designed to showcase the potential of a game platform on the grounds that there was nothing else available. It would be like not having enough food to cover a reception, so one lucky guest gets the honor of eating a plate full of shit. Again, not trying to pick on Michael Hicks. He’s a cool dude. But his game could very well be the worst game on the entire XBLIG platform, and should not have been used in a promotion designed to lure in new fans. Michael, I commend you for your efforts in the third Indie Games Uprising. You busted your ass hard for your fellow developers and you should be saluted for that. You spread the gospel of Xbox Live Indie Games like a modern-day John the Baptist. And, like John, your head ended up being served on a silver platter.

“Where the Mild Things Are”

Sententia was developed by MichaelArts

80 Microsoft Points had no fun writing any of the above in the making of this review. In fact, I feel pretty dang rotten about it. 

Also check out the reviews of Sententia from my associates at Indie Theory, Clearance Bin Review, TheXBLIG.com and more to come.