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

Charlie Murder

Ever heard of something called “The Impressive Monkey Test?” Probably not. I invented it just now. But I think the Impressive Monkey Test could be a valuable tool in judging how much raw brainpower a game requires to play. You see, I would be impressed if a monkey could be trained to beat Super Mario Bros. I would be very impressed if a monkey could be trained to play Tetris. Brawlers, on the other hand, I would so not be impressed if a monkey could be trained to play them. They’re games designed for apes, where slapping buttons without finesse is as valid a strategy for winning as mastering combos.  Don’t get me wrong: games for apes can be fun. But generally, games that can be played just as well by both humans and primates tend to get boring pretty quickly.

Charlie Murder is a brawler that probably couldn’t be enjoyed by our simian cousins. It has a lot more going for it than just randomly mashing buttons and moving to the right. There’s a fairly complex item system, leveling up, special skills, lots of hidden stuff, and a quirky punk rock story that kept me interested until the end. But what really sets Charlie Murder apart is that it’s a brawler that’s more about the adventure than the fisticuffs. Yea, I know. Some other brawlers have been doing that lately too. Recent XBLIG/PC title Fist Puncher certainly aimed to be more about the story than the action, but after playing just a little bit of Charlie Murder, I felt Fist Puncher was positively antiquated. The funny thing is, I’ve met people who feel the same way about Charlie Murder after playing Dragon’s Crown.

Yea, this was a tough one for me to play, and inspired my most passed around editorial ever. Then again, I Made a Game with Zombies was also pretty bad for me. The only explanation: SKA Studios wants me dead. After this review, I don't blame them.

Yea, this was a tough one for me to play, and inspired my most passed around editorial ever. Then again, I Made a Game with Zombies was also pretty bad for me. The only explanation: SKA Studios wants me dead. After this review, I don’t blame them.

Actually, these last two weeks have been eye-opening to say the least. I figured fans of brawlers would be all for things like experience and level-up systems. In fact, a whole lot of them are not. That’s weird, because having a sense of advancement is pretty much the only thing that kept me going once Charlie Murder grew teeth and became difficult to work with. I guess SKA Studios, the guys behind I Made a Game with Zombies In It, are infamous for games that cross the line from enjoyable to infuriating. I would think such a reputation wouldn’t be a badge of honor. Any moron can frustrate people, a fact I demonstrate on a daily basis with my boyfriend and parents. Being able to hold someone’s attention by means other than a sense of obligation? That takes talent. SKA undoubtedly has talent. I just question whether they’re more interested in their poop-stained “we make hard games” badge.

Early on, Charlie Murder is a joy to play. The enemies are well-balanced and the stages are fun to explore. But it doesn’t take too long to realize that there’s going to be some major problems here. Chief amongst them: Charlie Murder is designed with multiplayer in mind. In solo play, the game ramps up in toughness faster than you can level up. I had to replay multiple stages. That didn’t annoy me so much, because I was stockpiling the best clothing and hocking all the rest for cash. But then I would get to bosses that, without hyperbole, I would spend an hour or longer fighting and making no progress. There was one that had a parasite growing out of his head that spawned a full battalion of little worm things. You couldn’t possibly kill the little fuckers fast enough before more would arise to devour you. This forced me to take a smack and run approach with the boss, all the while drip-feeding myself health refills. After a while, I had finally whittled him down to his last tick of health. To beat this boss (and a few others), you have to finish him with a button-mashing quick time event. For the next ten minutes (felt like much longer), every time i went to do the move, one of the minions would grapple on to me, breaking the killing blow and forcing me to mash a different button to shake it off. Of course, when there’s a small army of baddies that can do that attack, you can shake one off and get caught by another. Bosses become such a clusterfuck because of this. One boss has infinitely respawning enemies that can refill its health from across the room. Kill one and another appears within seconds. Just to be clear, Charlie Murder, you want to be enjoyed, right?

No? Only on your terms you say? Those terms being four-players or bust?

Well what if your terms aren’t an option?

No, I don’t particularly feel like going and fucking myself right now.

Grind? That’s your solution? Grind up my stats to have a fighting chance? That’s a shitty deal. I haven’t avoided a single baddie, and I’ve varied my fighting style to try to win over supporters on your in-game Twitter thing (seriously, that’s how leveling up works). Why is the game not progressing with me? Why am I encountering boss fights where I have to practically carry a buffet with me to avoid dying? Why does it take me several minutes to fight normal baddies? Why on earth would you make your end-game such a tedious, boring, repetitive chore?

There's a few minigames to break up the same old shit, like a few rhythm games.  The last of which lagged on me (single player offline play, mind you), got skippy, and cost me a perfect score.

There’s a few minigames to break up the same old shit, like a few rhythm games. The last of which lagged on me (single player offline play, mind you), got skippy, and cost me a perfect score.

Fine. I’ll jump on Xbox Live and play with friends and ohhhhh right. We tried that and the connection kept lagging out. And it wasn’t just on me. I tried it with different partners, at home and at my office. During certain fights, it just stopped working. I’m sure this will get patched, but it didn’t help my cause here. Instead, I tried to play local. This was fun. In fact, Charlie Murder is always fun with a party, provided that party isn’t lagging out. But this introduced new problems. I had spent time building up my Chick’s stats and I was NOT going to give that up for anyone. Thus, my friends would jump in and out from the ground floor while I walked around like a fucking super hero. They had no remote shot of playing the levels I hadn’t finished. This forced me to go back and start from the beginning with them. Still fun, but significantly less so. I watched them maliciously brawl with the opening baddies, while I could kill any of them with a single punch. I imagine this is how major leaguers must feel when they attend their children’s tee-ball games.

Oh, there was one funny bit in all this. In order to open up the real final level of Charlie Murder and achieve the “good” ending of the game, you have to gather the parts of an evil Dracula thing. His heart, his eye, his finger nail, his.. this really sounds familiar. Anyway, once you do, you have to equip all five parts before entering the final boss fight. Problem: the ability to get this is dependent fully on you picking the right level-up skill upgrades that allow you to equip more buttons. After reaching level 25, I was able to equip four buttons at most. This was the most offered to me, by the way. If it had given me a chance to have a fifth slot, I would have taken it.

So I cheated: I turned on another controller, gave it the eye (which provided the attributes I figured I would need the least for this fight), and opened up a harder boss fight. Then the unused character got killed while I fought the boss. As he laid there waiting for me to come shock him back to life, he leveled up three times (while dead, mind you) as I spent the next thirty minutes fighting this double-boss thing. Okay, so maybe it’s not that funny, but I thought it was hilarious.

I have two pieces of advice for Charlie Murder. #1: Don’t go into it alone, at all. If friends are not going to be available to you, do not buy this game. The frustration of single player outweighs the fun in a huge way. No thought seems to have been given to balance, to pacing, or to scaling the amount of enemies back to accommodate solo play. #2: If you have friends who you’ll be able to play the game with from start to finish, get this game. For all the bitching I did above, Charlie Murder is an extremely satisfying game.

Despite all the whining above, Charlie Murder is my favorite brawler ever. Nothing remotely close.

Despite all the whining above, Charlie Murder is my favorite brawler ever. Nothing remotely close.

It’s like the Dr. Jekyll and Mr. Hyde of games. Well, I mean, no it’s not. There’s already one of those. But you know what I mean. The contrast between the multiplayer experience and the solo game are startling. Alone, Charlie Murder is a sadistically brutal punisher-brawler with bad pacing, unfair design, and frustration from hour two onwards. The end game especially is anything but fun. With friends, it’s a still-difficult but not quite as frustrating romp with charming characters, fun set pieces, and enough variation to keep anyone from getting bored. A few years ago, I would have hated Charlie Murder. I quite enjoyed it now, flaws and all, on account of having friends. And to think, I used to believe the Care Bears were full of shit. It only took a game chalked full of violence, bloodshed, dismemberment, and cannibalism to show that Tenderheart Bear knew what he was talking about all along.

Charlie Murder releases August 14, 2013

boxartlgCharlie Murder was developed SKA Studios

Seal of Approval Large800 Microsoft Points would make a video of the most horribly violent Charlie Murder four player moments with this song playing in the background if I had such talent in the making of this review.

Charlie Murder is Chick-Approved and will be ranked on the Indie Gamer Chick Leaderboard very soon.

Review copies of Charlie Murder were provided to Indie Gamer Chick.  One was provided to a friend that had no feedback in this review. The other was cashed in by Cathy. At Indie Gamer Chick, we buy our own games. When a game is reviewed before release, a review copy is accepted and a full copy of the game is purchased on release date whether the game is enjoyed or not.  For more on this policy, read the FAQ.

Fist Puncher (Xbox Live Indie Game version)

And the award for worst timing ever goes to………..

FIST PUNCHER ON XBOX LIVE INDIE GAMES!!

Team 2Bit stands up and takes a bow.  Tsutomu Yamaguchi rips up his program and walks out of the auditorium in disgust.

You see, I think Fist Puncher is probably better than your run of the mill brawler.  Think of it as Castle Crashers without having to equip weapons.  You level up.  There are a variety of special moves and combos you can pull off, and you can earn more as you make progress.  Levels aren’t always about smacking some twats around, walking ten feet to the right, then smacking more twats.  Sometimes you’re in a poisoned subway.  Sometimes you’re riding motorcycles.  This is all set in a decidedly mature world with adult themes and occasional voice-over narration.

Sadly, it’s hard for me to get excited about this when I started playing upcoming Xbox Live Arcade brawler Charlie Murder about an hour before trying this.  I haven’t yet formed an option on that game, but playing it undoubtedly soured me on Fist Puncher.  Both games intend to take brawlers in a more progressive, modern direction.  It’s as if they’re both in a race, and Fist Puncher is running at a pretty decent pace.  Unfortunately, that doesn’t matter because Charlie Murder is using quantum time displacement magic to have already finished the race, give Fist Puncher a wedgie, and sleep with its wife.

Oh shit, it's Scientologists!

Oh shit, it’s Scientologists!

All games should stand on their own.  I still believe that.  But, I really am having trouble separating these two games from the same genre which released this close together.  One of which is extremely modernized and the other of which is still has some firm roots in tradition.  If I hadn’t just played Charlie Murder, I think I would have liked Fist Puncher a whole lot more.  Not too much more.  I hate brawlers and I can’t hide my contempt for them.  One of the worst times I’ve had as Indie Gamer Chick was playing the Simpsons Arcade Game with my boyfriend.  It wasn’t even an indie, but I had never played it and figured I could get a decent review out of it.  Then I dragged Brian along for the ride.  I hated every moment of it, but I thought Brian was enjoying it.  Then after we finished, he said “well, that sucked.”

“Why didn’t you say anything?”

“When was I supposed to say something?  You haven’t stopped complaining this entire time.  I’m actually surprised you could complain that much without stopping to breathe.”

The thing with 2D brawlers is, most feel like the same game with different skins.  Even popular ones.  Look, I played Streets of Rage and its sequels when they were in Ultimate Genesis Collection.  I played Final Fight on Capcom Classics Collection.  I’m happy you old school gamers still enjoy them, but I don’t get it.  It’s just button mashing the same guys, walking to the right a few feet, then button mashing more of the same guys.  Repeat this until you run into a boss with an unfair attack pattern and button mash him.  Then maybe you watch a static cut scene before repeating the whole process for seven to eight levels.  It’s boring.  Having a variety of fighting styles doesn’t take the edge off either, because usually there’s one attack that just plain works better than everything else, of which you’ll use it so much that you’ll wear out the buttons you have to hit to activate it.

Fist Puncher, God bless it, does its very best to break up the monotony by including different objectives, branching paths, and fairly short levels.  There’s also an upgrade system that, in the tradition of Indie Gamer Chick, I attempted to abuse by simply putting all my stats into strength.  Didn’t work, because enemies become downright cheap.  I encountered a boss that has a murder of crows surround you.  If you’re unable to run away, those damn crows will stun lock you and utterly drain your health.  At this point, I had maybe two points spent on defense and I didn’t last too long.  Of course, that’s my fault and not the developer’s, but I was still pretty peeved at the cheapness of it.  Not to mention that some of the levels are clearly designed with four players in mind, like a subway that fills with poison.  You have 90 seconds to clear a few waves of bad guys and a boss.  Now, by the time I played this stage, I had nearly filled my strength meter to the brim.  It didn’t matter.  Enemies were spongy as hell, and there was only one of me to finish a stage meant to be played with friends.  The amount of enemies probably should have been scaled back a bit to accommodate solo play.

Since I missed the narration due to a glitch in the sound, I filled in the blanks myself.  in my version of the story, the guy in the yellow is attempting to sell multi-colored chairs shaped like giant assholes.  Someone off-screen claimed to match his low prices and he pulled a gun on them, because thems fightin' words!

Since I missed the narration due to a glitch in the sound, I filled in the blanks myself. in my version of the story, the guy in the yellow is attempting to sell multi-colored toilet seat covers shaped like giant assholes. Someone off-screen claimed to match his low prices and he pulled a gun on them, because thems fightin’ words!

When you play with friends, it does take the edge off.  But while the fighting style consists of more than punches and kicks, Fist Puncher still has a relatively low ceiling before combat gets too repetitive.  And while occasional minigames (such as a batting cage where I swear to Christ I could not line up to hit the fucking balls correctly) or hidden keys do try to make this something more, I just found Fist Puncher to be the type of generic brawler that has been done hundreds of times before and will continue to be done until the end of time.  Plus, the XBLIG port of the PC title is loaded with some awful glitches.  I died during one section of play and had to be brought back to life by being given CPR, which is done by hitting button prompts.  Once I was brought back to life, Brian was still bent over in the CPR position, unable to stand up.  This was not by design.  Weirdly, he eventually stood up, but none of the action buttons would work.  He had to intentionally let an enemy knock him down before anything would work again.  In addition to all of this, the sound effects (including the voice over narration after the first stage) would cut in and out, sometimes leading to playing whole stages without the satisfaction of hearing your fist smack against some asshole’s face.

I’m not scoring against the glitches (unacceptable as they are), because I didn’t like Fist Puncher regardless.  Indie Gamer Guy did, and it would seem many long-term fans of the genre disagree with me as well.  Having played through it, I do admit that Fist Puncher is a well crafted tribute to one of the industry’s most revered game types that does try to do a little bit more than they did.  But I never liked brawlers to begin with, so I was not who this game was aimed at, and Fist Puncher does absolutely nothing to try to convince people like me that we have it all wrong.  Its only ambition was to satisfy fans of games like Streets of Rage or Teenage Mutant Ninja Turtles, and it seems to do that well.  I’ll never understand why games like this are still popular when gaming has come so very far since the mid 90s.  If anything, brawlers are having a revival, and not one of those ironic ones like people watching movies on VHS or pretending to like My Little Pony.  I’m talking honest-to-God elation.  I don’t get it.  A lot of people my age don’t get it.  Then again, people of their age don’t get how we could convince our parents to murder each-other on Black Friday to score the last booster pack of Pokemon cards for Christmas.  It’s a generational thing.

xboxboxartFist Puncher was developed by Team 2Bit

400 Microsoft Points have no opinion of Charlie Murder yet, except that it does try to do more with brawlers, and that’s a step in the right direction in the making of this review.

Tales from the Dev Side: XNA, XBLIG, and Me by Michael Neel

XNA, XBLIG, and Me (aka The Story of GameMarx)

by Michael C. Neel of GameMarx.com

Tales from the Dev SideIn November 2008, the same month Xbox Live Community Games launched, I organized a geek dinner.  I wanted to make sure there was some real geekery involved, so two days before the dinner I downloaded Microsoft’s XNA Game Studio.  Until that weekend I had never developed a game.

This is not to say I never thought about it.  I have been reading about game development since the early 90’s.  My favorite topic is implementation of artificial intelligence.  By 2008 I had read at least 10 books on game programming and installed the DirectX SDK on three separate occasions.  Generally the process was install DirectX, follow some basic tutorials, see the effort required to make an actual game, loose interest.

XNA was different.  In two days I went from knowing nothing to having a fully working Atari 2600 Combat clone.  I went to the geek dinner with more than just some example code, I had a working game.  I never got to share much code though.  Some people brought kids and the kids wanted to play the game non-stop.  They fully enjoyed this crude little game and got too loud shouting exclamations of fun for the other patrons.  A game that I made!  Granted I stole 100% of the gameplay but seeing the kids faces I was  hooked.  This is the drug that makes indie game developers, aka people willing to starve making something that will make them no money.

Around this time I remember looking at the games in Xbox Live Community Games (now Xbox Live Indie Games).  There was some weird junk like In The Pit (a game with no graphics) and sin(Surfing) (more tech demo than game).  There was also fun games like Weapon of Choice (Contra inspired shooter) and Blow (artistic physics puzzle game by yes, that David Flook).  It was a bizarre freak show of gaming that welcomed everyone to join it.  That has always been best thing about XBLIG, anyone can share their game.  To paraphrase the mis-attributed Voltaire quote, “I think your game is shit, but I’ll defend to the death your right to publish it.”

It would be a year before I could focus on game development again.  I had just launched CodeStock, and had CodeStock 2009 to plan.  I wasn’t completely passive however, in the between time I talked Dylan Wolf into forming FuncWorks with me.  Dylan is by far one of the best programmers I’ve known (also, not found of me linking that post).  We work well together, never clashing on egos.  Probably because he accommodates my ego and I don’t notice.  Shorty there after, acknowledging we need a graphic artist, we add my then girlfriend now wife Cicelie.

As CodeStock 2009 wrapped, we focused on game development (after a brief attempt at a t-shirt site for Cicelie).  With the experience of hosting the Chainsaw Buffett podcast I launched the Feel the Func podcast.  This turned out to be the smartest thing I did, though it was just a side project at the time.  I also did a really dumb thing, common among new game developers.  I made a teaser video for a game that four years later still is nowhere near done.

It doesn’t look like much, but as a developer I had created a model, animated that model (which is why the walk cycle sucks), rendered it in game, moved it with a controller, and blended the animation with user input (turning the torso).  I wish I had a video of Cicelie’s model moving (the mech screenshot at the end) because she did a much better job than I.

In the next few months we began to realize the size of scope required for ROCS.  My oldest daughter wanted a game she had been playing at school for her birthday called Rumis.  I suggested we pause on ROCS and create a game based on Rumis called IncaBlocks.  I also decided I was not under enough stress and signed a publishing contract for my first (and only) eBook the XNA 3D Primer.  Both were completed in the next three months.

I learned a lot in those three months.  First, I have no desire to be an author even though I enjoy writing.  Second, I suck at game design.

IncaBlocks flopped, and flopped hard.  Not even a dead cat bounce.  The best thing I can say about IncaBlocks is it wasn’t ROCS.  If I had taken my dream game and killed it with the mistakes I made on IncaBlocks I don’t think I could have recovered.  I had little emotional investment in IncaBlocks and it was easy to do a cold, clinical autopsy.  Final verdict?  The game is not fun and there is no awareness of XBLIG even within the Xbox community.

I wasn’t sure what to do about the first problem, but I had an idea on the second and GameMarx was born.  The idea was to create an XBLIG review site that treated indies as AAA games were treated.  This mean not just reviews and news, but also podcasts and videos plus a database of games.  Websites and podcasts I knew, but I had a lot to learn about video production.  One of these days I’ll dig out the very first episode of “The Show” that was scrapped and reshot, but man is it rough.

Reviews were serious business at GameMarx.  We create a set of standards and guidelines and followed it religiously.  The biggest rules we didn’t write down: the price of a game is never a factor, avoid the “angry reviewer” style, and a review is the personal view of the author, nothing more.  These rules required a lot of time and effort from a reviewer, but we still ended up writing a combined 99 reviews in the year we spent on written reviews.

There were only a handful of video reviews done.  I wish we had done more of these, but they took a lot of time to edit (I still need to finish editing Dylan’s video review of Aesop’s Garden).  Instead we created a segment on The Show to talk about new releases and recent reviews while playing the games.  This concept lead to GameMarx Trials where we played a game’s trial mode site unseen.  Far from a review (each episode starts off with “this is not a review” title card) these were much easier to produce quickly and get out while the games were still on the new release list.

As GameMarx grew it became clear that XBLIG websites had the same problem as the games – no awareness.  We were far from the only site covering XBLIG, and I decided to build a website of websites that would link us all together (webrings for those old like me).  I contacted all the sites I knew of, got permission, and also contacted Nick Gravelyn and Andy Dunn (aka the ZMan) about taking over the domain XboxIndies.  The site keeps a database of XBLIG, sales and chart performance, and also aggregates news and reviews from the participating sites.  We even made a small API for mobile app developers (check out XBLIG Companion).

In the news category we pretty much had our hands full covering Microsoft’s neglect of the service.  In 2010 Indie Games were moved into specialty shops behind avatar clothing.  I wrote numerous articles about the limitations of XBLIG imposed by Microsoft on pricing and features.  Frozen sales dataGame rating manipulationsDashboard freezes.

None of these articles got much mainstream attention.  So in 2011 when the XBLIG section was again buried, I took my growing video editing skills and created a video using Major Nelson’s own words against him.  This is GameMarx most popular non-boob video to date:

Didn’t make the cut, but there was a bit for the video where I tried to voice search for “Cthulhu Saves the World” and “Zeboyd Games” with no success.  (If you want to know the most viewed video including boobs you’ll have to find it yourself.)

At the end of 2011 we decided to step away from covering the games.  The site was growing, but it was clear to us the effort required was going to mean that’s all we did.  In 2011 we played every game released on XBLIG so before hanging it up we did the GameMarx 2011 XBLIG Game Awards.

What made it easy to leave was XboxIndies had a steady flow of content from other sites, and Indie Gamer Chick was here to stay.  While Cathy has a different style, and is dead wrong about review scores (no I’m not), she is getting attention for XBLIG developers and games.  I’m also 37 and she’s still in high school I think with the I-don’t-have-three-daughters kind of free time I don’t.  This means not only can she review many more games, but also has time to put together a project like the Indie Royale Indie Gamer Chick Bundle.

Leaving the review world meant we had a bunch of game codes we no longer had a right to use.  So we created the GameMarx Indie Mega-Pack Giveaway to unload the extra codes (with permission of course).  Several XBLIG developers contributed more codes and we ended up over 50 games to giveaway.  Voice actress Rina-chan lent her talents to the promo video.  We also ran a survey of the entries and collected some data on what gamers think about XBLIGs.

Getting back to development was a wonderful feeling.  I took an idea I had for a game called Captain Dubstep and made a goal of submitting it to Dream Build Play 2012.  At this point most of us XNA developers admitted XNA was dead from Microsoft’s point of view, so I created a site called “XNA’s Last Dance” and extended an invite to XNA developers to add their blogs and commit to entering what was the last Dream Build Play competition for XNA.  This site wasn’t a success in terms of traffic, but it had a since of community behind it and I’ll probably bring over the idea of the site into GameMarx later this year.

What happened to Captain Dubstep?  Well, the game wasn’t fun but we did manage to make the deadline.  We did a whole postmortem at GMX 2012 if you care about the gritty details, but let’s just say we had no scope defined so it was a train wreck of direction changes.

I looked at the screenshots and was like "What is he talking about? It doesn't look bad at all!" Then I watched the trailer, and was like "um, this looks like the worst thing ever created by man."

I looked at the screenshots and was like “What is he talking about? It doesn’t look bad at all!” Then I watched the trailer, and was like “um, this looks like the worst thing ever created by man.  Way worse than Ouya.”

I wish I could say the rest of 2012 was as productive.  We did launch a few open source XNA based projects including XTiled and XSpriter.  Most of the time though we spent in limbo, not sure of where to go after XNA.  We changed the podcast to “mike only” and tried our hands at Let’s Play videos.  I thought exploiting my daughters by making them play NES games on camera would be internet gold, but creating a viral video is harder than it looks.  It also has become clear that making Let’s Play videos takes more time than anything else we’ve done, and would kill any time for game dev.

In May of 2013 I participated in the Ludum Dare, and in a weekend created the game Quest.  For the first time I used Unity and I loved it (after a brief period of projecting my old XNA girlfriend on it).  Unity is not like XNA in that you will do more scripting than programming, but once you get the hang of the IDE you can be much faster.  The asset store is also a huge plus for a Unity developer – tons of art is a few bucks away.

Ludum Dare has a since of community I haven’t felt since the “good ol’e days” of XNA.  If you’re a game developer, go now and mark your calendar for the next completion date.  There are three full competitions a year and mini-LD competitions just about every month.  I cannot recommend this more.

So what’s next for GameMarx and the FuncWorks crew?  I’ve had plenty of time to think on this while recovering from having all teeth extracted due to extended radiotherapy I received ten years ago (fun FuncWorks fact: both Dylan and I are cancer survivors).  The podcast will return shortly and will stay developer focused (probably with more Unity talk).  If the content is useful to other developers I cannot say but hosting it has forced me to study deeper into game design that I would have on my own.

I want to continue Let’s Plays, but with a focus on Indies.  The indier the better.  I’d like to get to a point where I can regularly cover indies in GreenLight or Kickstater.  Yes, that means betas and prototypes.  I have no interest in the review side of things, I’ll leave that to Cathy and her growing staff (besides, she isn’t a fan of Kickstarter so I won’t have to worry about her page views crushing mine).  This doesn’t mean I will play anything, I’m only going to play a game if I find it interesting at some level.  And this doesn’t mean only positive comments – sending me your baby’s prototype means I can comment on how ugly it is even if it’s really smart.  Also it has been eating paint chips so you might wanna check on that.

I’m still kicking around game ideas for FuncWorks.  I want to get out another game or two in Unity before attempting anything like ROCS.

What about Microsoft?  Well Unity means I won’t be making any XBLIGs for the Xbox360.  The Xbox One?  Who knows, even Microsoft can’t figure out what the Xbox One will be for Indies and with no plans for Indies at launch I see no reason to make any plans myself.  If they get their act together and create a viable program I’ll look into it.  Keep in mind while they announced/reversed their self publishing stance this week the XBLIG dashboard was frozen.  Microsoft has yet to put indies on an equal playing field with publisher backed games in any of their stores.  Call me jaded, but I just spent the last five years waiting for them to deliver on the promise of “democratize game distribution” and will need to see proof before believing this time is real.

Last, a big thank you to the fans and community who have shared in our journey.  I’m still surprised and smile every time someone sends us an email!

The Perils and Pitfalls of Putting Together a Bundle

Back in April, as the gaming landscape was preparing for a next-gen level shakeup, I was only thinking about one thing: XBLIG is almost done. I mean, there would be indies on Xbox One of course, but the community that I’ve come to know and love would change. It might be better. It might be worse. But it would certainly not be the same. I’ve thought about how my previous reviews would lose their relevance once those games were no longer available. I’ve thought about the types of games the hundreds of developers I’ve come to know and befriend will create in the future. Change is scary.  I’ve spent two years trying to be the best (if not, the loudest) advocate for Xbox Live Indie Games.

Tough Sell

Has my blog actually done anything? Maybe, but not as much as I would have liked. Some developers have credited positive reviews from me for causing a brief sales spike, but nothing significant. On the flip side, I’ve had developers of games I absolutely cremated credit me with a bump in demo downloads.

LaserCat

LaserCat

But then I get down to the sad truth of the matter. There are games on my Leaderboard that have sold under 1,000 copies. Hell, there are games on it that have sold under 500 copies. There are games on XBLIG where I am literally the only person that bought it. I’ve played amazing games that sold so poorly that the developers became demoralized and quit. Being Indie Gamer Chick has been the privilege of my life, but sometimes the tales of woe from developers can be downright heartbreaking.

With the sun setting on this generation, I wanted to try to make one last big push for Xbox Live Indie Games. The community has come together in the past and done their best to promote the platform. There has been three promotions called the Indie Games Uprising that tried to showcase the best new XBLIGs. Unfortunately, the quality of those games was a mixed bag of some genuine gems to go with some unpolished, unfinished turds. The last Uprising was particularly devastating. Microsoft didn’t promote it until long after it had already ended, and when they finally did, the main game featured was Sententia. A well-meaning title that was almost universally recognized as being one of the most abysmal games the platform had seen. To have a game of its quality be the focus of an event designed to promote the best of XBLIGs only served to cement the unfair reputation XBLIG has of being nothing but low quality games that aren’t worth the average one dollar price tag.

I believed the reputation myself before I stated my blog. From the time XBLIG launched until the time that I started Indie Gamer Chick, I bought two games for it.  Breath of Death VII was the first.  I Made a Game with Zombies in It was the second. I enjoyed both, but attempts at finding more titles of their quality didn’t seem worth the effort. Mostly, I found a lot of demos of stuff that felt like they were developed over the course of a week, devoid of passion, and aimed at entertaining nobody. When I finally started my blog, it didn’t take me too long to find out that there are some really good games on the platform. But the sheer number of awful games drowns out the good.

Beyond that, XBLIG also got a reputation of being nothing but clones of popular games, particularly Minecraft. I’ve played the two most famous of those, Castleminer Z and FortressCraft. I didn’t like them, but I wasn’t really interested in Minecraft either. After playing them, I will say that they are quality games, if you’re into that sort of thing. But there are also a lot of similar games on the platform that weren’t as well produced as those two. At the same time, people would say things like “the top two Minecraft clones weren’t as good as Minecraft was.” Well, of course not (though I’ve heard from some Minecraft fans that actually prefer the XBLIG clones). But their popularity was directly tied to the fact that Minecraft wasn’t available on Xbox. Unfortunately, having clones top the sales charts unfairly painted the platform to look like it was only good for clones. Or if not clones, games featuring Avatars. Regardless of the quality of those games (admittedly, most games centered around Avatars are horrid, but not all of them), most regular gamers don’t like Avatars to begin with, and that turned them off the platform. Then you have non-gaming apps such as Rumble Massage, which is actually the #29 best-selling XBLIG of all-time as of this writing. When there are thousands of titles on the platform and an app that turns your controller into a vibrating dildo has sold better than 99.999% of them, people are just not going to associate that platform with quality video games.

Screen 2

Smooth Operators

So that is the handicap that myself, along with dozens of other advocates of XBLIG, have dealt with. I certainly wasn’t the first critic to focus on XBLIG. I’m just the most successful. But that success is only in comparison to other sites with an XBLIG focus. Your average moderately popular indie gaming site does multiples of what I do on my best day. It’s just plain hard to get gamers excited about good titles on Xbox Live Indie Games. It carries too much baggage. It’s also hard to get someone to take another look at something they’ve long since dismissed. That’s just human nature. In the case of XBLIG, most of what was wrong with it before is still problematic today, so anyone glancing would be likely to assume that nothing has changed. And they’re right, because nothing really has changed. That’s because there were very good games on the service all along. You just had to look closely to find them.

I had two ideas for trying to get a new audience exposed to XBLIG before the new consoles launched. The first was to do a bundle of PC ports for XBLIG. The problem with that was the odds on being able to get one off the ground were probably slim. Even good XBLIGs are a tough sell because of the stigma the brand carries. The other option was to do a massive giveaway of the best XBLIGs over the course of a single day. Well, you know how it played out.

Surprise!  We Like Your Idea!

I sent an email off to the guys at Indie Royale sheepishly explaining my idea for a bundle centered around Xbox Live Indie Games. I couldn’t pitch them on the merits of sales potential, because there is no denying that the whole idea was a long shot at best. Thus, I did exactly what I advise people not to do when seeking investments from venture capitalists, or crowd funding, or angel investors: I pitched to them from the heart. I explained to them how the XBLIG/XNA community “adopted” me and what they’ve meant to my life. I was frank about why XBLIG’s reputation was fair, but the fogging effect it created caused the majority of gamers to miss out on some of the best indies of this generation. Finally, I basically said that these developers deserve a break, and that exposure on Indie Royale would not just benefit those with games in the bundle, but could open up the doors for greater recognition for the hundreds of talented developers whose games have sat unloved on XBLIG.

Little Racers STREET

Little Racers STREET

Graeme, one of the main guys at Indie Royale, did respond to me. Which is awesome considering that I’m ultimately small potatoes on the indie scene. Not only did he respond, but I had caught his interest. We discussed the types of games I would include, and how we could set this apart from other bundles. Then, things went quiet for a while. So quiet that I was sure I got the blow off.  So, I turned my attention to my alternative plan: a huge giveaway of the best PC ports for XBLIG. The idea was, the developers would have their games free for one day only: July 1, for Indie Gamer Chick’s Second Anniversary. After lining up over a dozen top-notch games, many of which I had planned to include in the bundle (plus other games that would be discounted), I thought I had organized a pretty good little event.

Then I heard back from Graeme. The Indie Gamer Chick Bundle was officially on. I just had to round up the games.

I changed my underwear and started contacting developers.

Rounding up Games

Your typical bundle usually has five games. The Indie Gamer Chick Bundle has eight. The reason for that is simple: I wanted gamers to get the best value for their money as possible. Many of these games sell for between $1 to $3 on Xbox Live right now, not to mention that some would have been featured on previous bundles. But most importantly, I wanted people to see that there is a huge variety of very good games on the platform that they had been missing out on.

If I could have, I would have included every single developer who wanted in. But that wasn’t an option. I’ve made tons of friends who develop XBLIGs since starting my site. I wish I could have included those I was closest with. But the concept of the bundle was that it was supposed to represent the tippy-top of XBLIG quality. After coming up with several variations, I ultimately decided to go off my leaderboard and pick the first eight games that were available in sequential order.

For those new to Indie Gamer Chick, the Leaderboard is a concept I adapted from BBC’s automotive show Top Gear. The idea I had was I would rank every game that I enjoyed in the exact order I would prefer to play them. The method is actually very simple. Whenever a new game receives my Seal of Approval, I start at the bottom of my list and ask myself if I would rather play the new game or the old one. If it’s the new one I prefer, I go up to the next game on the list.  I do this until I reach an old game that I prefer over the new one. The new game is then placed below that title on the board. It’s been a fun idea that works really well. It’s interactive. My readers get to debate placement. It also gives developers something to aim for. Just having it made the selection process for this bundle pretty easy. Or so I thought.

Screen 4

Right off the bat, the #3 game on my site, We Are Cubes, was eliminated. It has no PC port, and there wasn’t enough time to get one up and running. The #2 ranked game, Gateways, was not available because the developer already had plans to be in an upcoming bundle. #9, Bleed, was only recently listed on Steam and the timing wasn’t right, but I have no doubt they’ll be in a future bundle. Games like Miner Dig Deep (#11) and Star Ninja (#13) also have no PC ports, while Cthulhu Saves the World (#12) has been in more bundles than I can count. That was cool, because everything in my Top-25 I would proudly stand by as the cream of the XBLIG crop.

But this was a bundle that was about the XBLIGs. So I considered putting some games that were well received by everyone but me in the bundle, with Apple Jack being the game that I felt would probably be the most well received. The problem there was Apple Jack isn’t out on PC yet. It will be soon, and for fans of punishers, you’ll probably like it a hell of a lot more than I did. I thought about including the most popular game on XBLIG that I’m incapable of playing due to my epilepsy: Score Rush by Xona Games. That wasn’t an option because they already had a bundle planned out. Finally, I almost went completely nepotism corrupt and including Aeternum by Brooks Bishop, who is one of my better friends I’ve made through Indie Gamer Chick, not to mention the man who designed my mascot. But that just plain wouldn’t have been right. His game was well received by fans of Bullet Hells, but I absolutely hated it. I get along with bullet hells about as well as I imagine Michael Vick will get along with Cerberus.

So my lineup was set. And then I lost Escape Goat. Unfortunately, the timing was wrong. He wanted in, but he had already committed to other bundles and deals and had to pull out. This was pretty devastating, because Escape Goat is the #1 ranked game on the Leaderboard. I consider it to be the best Xbox Live Indie Game ever made, and I’ve reviewed nearly 400 of them. I also lost Chompy Chomp Chomp, the #5 game on my board, which I consider to be the best party game of this entire gaming generation, indie or otherwise. I was counting on its inclusion because pure party games are quite rare in these kind of bundles, and I wanted it to set this bundle apart from the rest. The developers at Utopian World of Sandwiches were besides themselves when they had to drop out. They wanted in, but a miscommunication forced them out. That sucks. I still get a knot in my stomach thinking about it. Chompy Chomp Chomp is a game that didn’t sell extremely well on XBLIG, but it’s worth your time. Gather up your friends, because you’ll never have a better party for $1, I promise you.

So I went back to the list. Again, many games were just not options based on being too recently featured in other bundles. Penny Arcade Part 3 was out. DLC Quest was out. A couple of my favorite puzzlers, Pixel Blocked! and Aesop’s Garden had no PC ports. Thankfully, the vastly overlooked SpyLeaks was available. Finally, I went to Orbitron, one of my personal favorite games on XBLIG that, I admit, got a mixed-reception elsewhere. Though to be frank, I’m disappointed that ArcadeCraft, which was created by Orbitron developers Firebase Industries, had no PC port. This is thanks to its use of avatars as characters. Yea, ArcadeCraft ranks two spots below Orbitron on the Leaderboard, but there’s no questioning that is has a larger appeal. Seriously guys, get cracking on that PC port. No XBLIG screams “this would be a PC megahit” quite like ArcadeCraft does.

Orbitron: Revolution

Orbitron: Revolution

The eight games confirmed for real, I had one last thing to do. I really did want to include as many developers as I could, but the problem was, the more games, the smaller the piece of the pie each would get. Indie Royale had never had a bundle with eight separate developers. The Indie Gamer Chick Bundle isn’t the largest in terms of total games, but it is the largest in terms of total developers. It also complicates things more from legal and logistical points of view. But I really wanted everyone who had earned my Seal of Approval and genuinely wanted in to have a shot at being in. The only way to do that was to ask if they wanted to simply donate their games to the bundle. A shit deal for them perhaps, but it was all I could do.

Guess what? As always, the XBLIG community stepped up, and I had volunteers. That mystery game? I’m not even sure what it is, but it will come from one of those games, and it will be a game off my Leaderboard. Incredible. Those who did step up are artists. They also have future projects that are coming very soon to both XBLIG and to PC, and they wanted to show that they’re here, they have talent, and you can trust that they can make good games.

Naming Your Bundle of Joy

When I started Indie Gamer Chick, it was totally on a whim. My boyfriend (along with my parents, coworkers, and the ghost of Jacob Marley) all said I needed a hobby. We were going through my Xbox hard drive and stumbled upon Breath of Death VII and I Made a Game With Zombies, the two XBLIGs I owned before starting my blog. Brian, like many gamers, had honestly never heard of XBLIGs. I had previously considered doing a movie related blog, but Brian suggested that I should do XBLIG reviews instead, since gaming was basically all I did with my free time. The name came about after just a couple of minutes of brain storming. I’m a fan of online movie reviews from sources like Red Letter Media and That Guy with the Glasses. TGWTG included the Nostalgia Chick, whose reviews I had come to enjoy quite a bit. So I thought, hey, Indie Gamer Chick. Done and done.

The name is good and catchy, but I didn’t stop to think about the negative aspects of it. Namely, the whole GURL GAMER thing. Besides the very rare joke, I’ve never played up the girl card here. It takes about five minutes worth of reading my blog to see that I’m not playing the “I’m quirky because I’m a girl and I play games” tit-shaking stereotype. So while the name might land curiosity seekers, I would hope my writing and coverage of games that don’t typically get a lot of attention would be the draw of my site. And for the most part, it is. In two years, the amount of times someone ripped me for having “Chick” in my site’s name was minimum.  It was a non-factor, and I’m proud of that.

Chester

Chester

And then I attached a teaser to the bundle at the end of my review for Penny Arcade 4, and the response was overwhelmingly negative, but in silly ways. Maybe a bit mean-spirited, but mostly the jokes you would expect. Menstruation jokes. Boob jokes. Jokes about casual games that girls play, or games starring girls. That didn’t bother me so much. I mean, if I can’t take that shit (and obviously some people can’t, hence some recent controversies) I should crawl under my bed and never come out because that’s just how people talk. It’s dumb. It’s juvenile. But I’m a critic who liberally uses dick and fart jokes, so I can’t say anything against low brow humor.

The problem is, for the name of a gaming blog, Indie Gamer Chick is perfect. For the name of a bundle? I’ll admit, it’s not so perfect. First off, people unfamiliar with my site (which includes the whole world, give or take a couple thousand people) have no point of reference to why the bundle was called that. None of the games feature girls as the protagonist. Thus, the bundle might seem like Indie Royale was marketing directly to girls in a way that could be considered sexist. This at a time when gender-related tensions in gaming are at an all-time high. Granted, their site and their press release make it clear who Indie Gamer Chick is (raises hand) and that I hand-selected the games. Which is fine, if everyone reads it. They didn’t. The name “Indie Gamer Chick Bundle” appeared on Twitter and across message boards and people lost their shit over it. For most of those people, their anger/outrage was defused when they found out the context of the name. Others moved on to being pissed that my blog had the name “Chick” in it. The rule I guess being that girls that play games are not allowed to say they are girls. I’m not sure if the rule applies to other forms of entertainment. I’ll ask Lady Gaga is she gets shit for her stage name.

The second part is the whole girl gamer thing carries with it the jokes that are such layups that even Kwame Brown couldn’t blow it. “It’s Indie Gamer Chick so of course Bleed will be in the bundle.” Not only does that not bother me, but I laughed. I mean, they’re easy jokes for a reason. Because more than one person thinks of it. Not clever, but hey, funny. And there was no actual malice behind them. Yea, there were a few douchey comments, but the internet has a few douchey people. You know what? The internet is not made up mostly of assholes and misogynists. I know this because I spent two years working with the XBLIG community, which is made up almost entirely of men and they treated me amazing. By the way: making a random girl gamer joke doesn’t make a guy a misogynist or an asshole. Not every joke has malice behind it, and those with malice only seem more represented because they never.. shut.. up!

Should the bundle have been called something else? Maybe. My friend Matt played the devil’s advocate role as we tossed around the merits and detriments of having the bundle carry my name. He floated the idea that calling it the Indie Gamer Chick Bundle would take the attention away from the XBLIG concept. He wasn’t totally wrong about that. Of course, there was no name available that could hammer home that this was an XBLIG themed bundle. Legally, we couldn’t even call it the Xbox Live Indie Game Bundle. The alternative name considered was the XNA Showcase Bundle. XNA is the free gaming development tool set provided by Microsoft upon which all XBLIGs (and some spectacular Xbox Live Arcade games such as Bastion) were built with. XNA was recently discontinued by Microsoft, so having that name for the bundle as a final tribute made sense. Better sense than my friend George Clingerman, who got XNA tattooed on his arm. Though I believe he was merely pining to be Peter Moore’s heir at Microsoft when he did that. Probably while drunk.

Of course, XNA doesn’t mean a whole lot to people outside the development community. And, unlike indies, which will have some future on Xbox as a platform, XNA is done. People will still continue to use it to create PC games, and tools such as MonoGame could potentially lead to some games for next-gen platforms being started on XNA. But it won’t ever again be a major factor in indie development.

The Indie Gamer Chick Bundle was the name to go with. I know it works at catching attention. If I had to go back to July of 2011, the day I started the site, would I have called it something else? Perhaps CathyPlaysIndies.com or something like that? Again, maybe. If I had known I would eventually end up doing one of these bundles, I probably would have come up with something less controversial. I mean, who knew? I figured nobody would read me. But, I’m not ashamed of the name. I’m proud that Indie Gamer Chick has caught on. I’m proud that I am Indie Gamer Chick. I never thought I would catch on enough to be the recipient of backlash.

And it’s not just me, but the guys at Indie Royale who are getting it. Again, they’ve done everything they could to make it clear that the bundle was handpicked by me, but the name is all most people see, and they find the name sexist. I’m getting a small minority of gamers upset by being yet another female gamer who has to call attention to her gender. That was never my intention. I just thought the name sounded cool. It had a ring to it. Now the name is getting me labeled as an anti-feminist. It’s true that I don’t give a flying fuck about feminism. It’s 2013, and despite the best efforts of some politicians, I don’t feel like a second class citizen, nor have I ever. And yet, based purely on gender, I’m supposed to automatically side on every single point made by professional feminists like Anita Sarkeesian. Isn’t the whole idea that I must side with a professional feminist actually sexist in and of itself? So yea, I do regret that the name in the sense that it brings the gender debate (and all accompanying jokes) onto the table. It’s totally fair, because it’s the name I chose.

SpyLeaks

SpyLeaks

I’ve always thought what most set me apart from other bloggers and critics was my age and inexperience. I was about two weeks away from turning 22 when I started Indie Gamer Chick. I didn’t grow up with an Atari 2600 or an NES or even the 16-bit platforms. My first console was the original PlayStation. My average reader tends to be about ten years older than me. It’s having that totally different perspective that sets me apart. This is the first time I’ve really talked about the gender issue, but I sort of have to. Would I have gotten it regardless if I had named my blog Random Game Crap, which was seriously what I almost called it? Probably a little, but not as much. Thankfully, some of the people who were like “what the fuck is an Indie Gamer Chick” took the time to read my blog and realize that I’m not a stereotype.

And, of course, my review style sets me apart. I’m certainly not the only critic who is known for being harsh. It’s just that indies are typically spared from scorn. I admit. I knew almost nothing about the indie scene before starting Indie Gamer Chick. I had played indie games, mostly through promotions like Xbox’s Summer of Arcade, or various random PSN releases. But, when I went to check on reviews for Xbox Live Indie Games, there were slim pickings. And what little reviews I could find seemed like they were written by cheerleaders. Absolutely nothing negative discussed about the game. Just praise and positivity, as if the developer were a delicate flower who would wilt and die if anything resembling constructive feedback was spoken. Yea, fuck that. If I was going to do this thing, I would just say exactly what I thought. And that’s what I did.

It’s exactly what quality developers want. I mean, they want to get positive reviews, but they want to earn them. They’re meaningless if they’re handed out like candy to trick-or-treaters. Indie developers desire to improve, and the only way they can do that is through honest feedback. And honest feedback is something they couldn’t count on from friends or family or fellow developers. They should have been able to count on it from critics, but the critics failed to actually criticize anything. When the XBLIG community finally discovered my blog, they were briefly mortified by my review style. But community leaders embraced me and my style. Now, developers use my reviews to help them improve. They aspire to be better. To be what they use as a guidepost for improvement is pretty much the greatest thing I’ve ever accomplished. It’s especially touching because they’re the ones with the real talent. I’m just someone who plays games. But they treat me special, and that feels amazing.

Let’s Do Launch

The Indie Gamer Chick Bundle launched yesterday. The response across message boards was generally negative, I admit. But, aside from a handful of people who just plain loath the idea of my name, most of the feedback is centered around game selection. It’s not that the games are bad. The consensus seems to be that these are good games. It’s that there’s too many repeats from previous bundles, or that only one of the games (Dead Pixels) has Steam keys as an option. These criticisms are absolutely fair and anyone who says otherwise is just plain wrong.

Centering a bundle around XBLIGs doesn’t exactly give one the widest range of game selection. There are a lot of solid titles, but stuff I felt worked as a proper showcase for the platform that was available and not completely over-bundled limited my choices. Do I regret not getting Escape Goat? Sure. Am I ashamed that my bundle instead has SpyLeaks? Absolutely not. It’s a wonderful game. I wouldn’t have settled for a selection that wasn’t representative of the best of what XBLIG has to offer. I’m proud that I got to present these eight games to a community that might have overlooked them.

I do admit, not having Steam be an option for seven out of the eight games does suck. Not having Mac as an option for any of the games sucks too. Part of that is that games developed on XNA are tougher to transition to Mac, not to mention costly. You have to remember, with the exception of Dead Pixels (which would qualify as a modest hit), none of these titles were best sellers, and getting the games on Mac could very well have been cost prohibitive. As far as Steam, it again comes down to these games not having the biggest following, and the Greenlight process being slow. Four of the games are going through Greenlight now, and if you enjoyed playing them, give them your vote please. They’ve earned it.

Antipole

Antipole

So who was this bundle aimed at? I really wanted this to reach gamers who ignored XBLIG, or long since dismissed it. I wanted to show that this is what XBLIG was capable of. One gentlemen offered the following feedback: “I haven’t heard of any of these games.” He meant that as a negative. I was thinking “wait, if you’ve never heard of them, isn’t this exactly the kind of bundle you should be looking at Indie Royale for?” Most XBLIGs have no name recognition. That doesn’t mean they have no value to you as a gamer. If ever there was a platform that should have thrived on sleeper hits, it would be Xbox Live Indie Games.

I think the bundle is probably being better received in terms of sales than people expected from an XBLIG-themed bundle selected by a nobody critic. Is it going to break sales records? Probably not. But is it succeeding at exposing a new group of gamers to XBLIG? Thankfully, the answer to that is yes. People are using my Leaderboard to discover some great games that flew under the radar. That a wonderful market full of hidden gems was right there on their Xbox all along. Even if it only creates a handful of new XBLIG fans, it’s still totally worth it.

It’s ironic that Microsoft announced their plans for self-publishing on Xbox One the same day that my bundle launched. The same bundle I wanted to use to create new fans for my beloved XBLIG. The term “better late than never” comes to mind. That applies to new customers for XBLIG as well. And even for those who think the Indie Gamer Chick Bundle stinks, I hope you will at least tip your hat to this development community, because they will factor into your future in gaming. With their amount of talent, crossing paths with them will be unavoidable. If you have an Xbox and you haven’t checked out the indie channel in quite some time, if not ever, I truly hope you fire it up. You have no idea what you’ve been missing. It’s not perfect, and many of its games downright suck. But the good stuff?  The really good stuff? It’s there, and when you find it, it will make your day.

The Indie Gamer Chick Bundle is available now at Indie Royale

Avatar Physics: Running

If I pulled out a gun and shot myself right now, then reincarnated, I’m pretty sure I would be running in my new body faster than I would as my Xbox Avatar if I just stayed alive and kept trying at Avatar Physics: Running.  Based on the popular (and free, and slightly less impossible) flash-based game QWOP, Running is a simple 100 meter dash, only you have to manually work the legs of your avatar to get there.  Of course, doing so is complicated in a way that makes the Impossible Game look like a preschool admission test.  After over thirty minutes of playing, the furthest I had made it was a little over two meters past the starting line.  Mostly, my character just stiffened up and fell down, like she had simultaneously suffered a stroke while catching a glimpse of Medusa.  Take a look at this video from my amigo Splazer Productions.

Splazer did better than I did.  Hell, I typically ran further backwards than I did forwards.  The only value Avatar Physics: Running has is bemusement at your own failures.  This is obviously meant to be the primary draw of the game, as evidenced by the one and only marketplace picture featuring an avatar that has cocked things up about as bad as you can.  The problem is, laughing at how hard this game is only lasts about, oh, two minutes.  After that, it’s just frustration and tedium.  I’m certain someone out there can finish the full 100 meters.  I’m also certain someone out there knows where Jimmy Hoffa is buried.  It doesn’t make him any less dead.

xboxboxartAvatar Physics: Running was developed by Bwoot Games (blog hasn’t been updated in over a year, always a good sign)

80 Microsoft Points could have used some performance-enhancing drugs in the making of this review.

Fishy Warfare

Fishy Warfare in the brook –

Why does your game have no hook?

Games like Fishy Warefare have historical importance.  The Atari 2600 launched with Combat (based on the arcade hit Tank), a game where players stood on opposite sides of the screen, taking shots at each other.  The first video game to have a microprocessor (as opposed to discrete logic) was Midway’s 1975 hit Gun Fight, which was later upgraded to a similar game called Boot Hill (which hit the Atari 2600 as Outlaw).  You’ll notice these games all came out in the 70s and really don’t hold that much relevance today.  I’m not saying you shouldn’t attempt to reinvent this formula that existed a decade before my father was a US citizen.  I’m saying that you have to give it some kind of hook to make it relevant today.  Or at least attempt to be better than those moldy oldies.

Fishy Warfare is a worst XBLIG of the year contender based entirely on uselessness.  It looks ugly.  There’s no multiplayer.  The AI is brain-dead.  The gameplay is boring.  The upgrades are dull.  The final nail is the insulting 240MSP price tag.  All this for a game that was hardly ambitious in concept to begin with.  You’re on one side of a screen.  Your AI opponent is on the other.  You shoot until one of you is dead.  Then you upgrade your ship and do it again.  The game presents nothing resembling a challenge until you fight a giant alligator thing that has some kind of laser-firebreath thing that can kill you in one hit.  Until I got to it, I never needed upgrade my ship.  After dying against this, I had enough money to get the best weapon, ship, hull, and propeller.  So I did.  Then I had to fight my way back to the Alligator, because the game sends you backwards and makes you replay previous fights when you lose (just to make sure maximum boredom and repetition is achieved).  At which point, it instakilled me again.  Grumble.

This is the instakilling Alligator instakilling a dude piloting the frog. Familiarize yourself with this, because it will happen to you too. You know, assuming you don't spend your Microsoft Points on THREE better games that have actual polish to them.

This is the instakilling Alligator instakilling a dude piloting the frog. Familiarize yourself with this, because it will happen to you too. You know, assuming you don’t spend your Microsoft Points on THREE better games that have actual polish to them.

Despite what people think, I do look for good things to say about even the worst games.  But, I couldn’t find one for Fishy Warfare.  The graphics look like they were drawn in MS Paint.  The backgrounds are a bit on the loud side, which sometimes makes the projectiles hard to see.  The highest upgraded weapon is also the most visually uninteresting of the whole lot.  That’s extraordinarily nit-picky, but for some reason that stuck with me long after I finished playing.  Maybe because it sums up everything wrong with Fishy Warfare.  Everything feels so rushed and not handled with care.  I don’t know what else to say.  Boring.  Bad.  Overpriced.  You could probably buy a couple actual fighting fish for the same price and make them fight to the death, then eat the loser.  And then eat the winner too, because it probably is meatier and yummier.

xboxboxartFishy Warfare was developed by Elemental Zeal

240 Microsoft Points could buy the top three games on the Indie Gamer Chick Leaderboard for the same price as this in the making of this review.  I don’t have a joke to go with that, just thought I would state the obvious.

 

Man, I Hate That Indie Game!

I get Man, I Hate That Indie Game.

I don’t like it, but I get it.

I think.

Hate That Indie comes from the developers of Don’t Die Dateless Dummy!, which is far and away the most popular review I’ve ever done here at Indie Gamer Chick.  It has more total views from search engines than the next thirteen highest games do combined.  This statistic has led to various developers threatening to jump out of windows.  And yet, that review is also responsible for me converting many Looky Loos into long-term readers.  Incidentally, that’s also why I won’t be shaking any of my fans’ hands at game conventions.  I know where those hands have been, and it ain’t pretty.

This follow-up to Don’t Die Dateless Dummy comes at a time when the views for it were finally dropping off.  The cynic crowd is decrying it as another soulless boob game designed to attract the genital tug-of-war crowd and make a quick buck.  But actually, Hate That Indie is more of an indictment against various gaming factions.  The anti-feminist crowd, cynical indie developers, and boob games (I shit you not) are all satirized in an insanely over-the-top fashion here.  The basic idea is a group of girls that are part of an indie development club recruit you to help them with their projects, and you’re put in the middle of a power struggle between them.  Your.. girlfriend I guess?.. wants to make a game just for the fun of it.  The other two are looking for profits.  And this is where the game gets touchy for some folks.

For you pocket miners out there, the title screen is pretty much as erotic as this game gets. Sorry to disappoint you.  You know, they have this thing called "Google" now that you can use to look for boobs that don't cost Microsoft Points.  Some of them come from actual human females and not from drawings made by guys who will never actually see a female naked.

For you pocket miners out there, the title screen is pretty much as erotic as this game gets. Sorry to disappoint you. You know, they have this thing called “Google” now that you can use to look for boobs that don’t cost Microsoft Points. Some of them come from actual human females and not from drawings made by guys who will never actually see a female naked.

There’s the Ex-Indie Developing Cynic who hates indie games because nobody tries to make good games and developers are all geeks who speak in techno-babble and make games with animated boobs.  His girlfriend is the optimistic go-getter who has no actual game design talent, and he calls her out on it.  Her two friends either want to make games for money by copying existing games or cloning stuff based on what’s trendy, or simply to build their computer science portfolio.  Dialog trees only have two options, a good one and a bad one.  If you choose the bad one, you verbally tear into the girl in just about the most mean-spirited, online-bully speak possible.  This is rubbing people the wrong way.

Guys, come on.  This is clearly a satire.  And I’m not joking about that either.  I’m not playing the sarcastically oblivious game reviewer here.  This was obviously a joke.  And, in a way, it might be brilliant.  I’ve probably talked with close to five-hundred different developers or would-be developers in the two years I’ve done Indie Gamer Chick.  Trust me, there are a LOT of people like the main character.  Jaded.  Bitter.  Fed up with the culture and ready to pack up their shit and quit.  The main lead, when you pick the “good” answers, is a near-perfect caricature of dozens of guys I’ve talked with.  It’s so spot-on that it’s spooky.

As for the “evil” dialog, again, come on guys.  You can’t be that thick.  It’s the type of over-the-top sexism that is all over the gaming community.  The kind that nobody really should take seriously.  I went two years without it, and now I’ve been getting it by the boatload ever since I announced that I was working with Indie Royale on an XBLIG-themed bundle with my name on it.  The evil options in Man, I Hate That Indie Game! sound just like the stuff I’ve been getting.  It’s uncanny.  And it’s also clearly parody.  The guys take swipes at themselves frequently in the dialog.  They make fun of boob games, when in fact this game is itself a boob game.  Get it?  This was spot on.  Perhaps too deadpan though.  There’s Leslie Nielsen deadpan and Sean Penn reading the local obituaries deadpan where anyone listening wants to crawl into a hole and die.  They did the Sean Penn thing, and it makes the game kind of depressing.

Don’t worry though, you won’t have to do too much of it.  I followed the “good” dialog and finished the game in under ten minutes.  No, really.  There are multiple endings of course.  I played a few times and got one where I died alone, one where I stole a girl’s game engine and used it for myself, and finally one where I shacked up one of the girls.  This ending even made a joke about doing a time-jump, which seemingly skipped entire chapters of the game.  Since I played Don’t Die Dateless Dummy several times and never once got an ending that didn’t die with me becoming an all-powerful virginal wizard (which is the bad ending for some reason), getting laid after approximately six minutes seemed like the total victory of Mount Midoriyama to me.  Yea, go figure.  I finally play one of these fucking games where I might give two squirts about the story and where they’re going with it and it turns out they don’t really have all that far to go with it.  My theory is they needed to make sure the game ended before the blistered hand brigade climaxed.

After I saw this picture on the marketplace, I named my character "John Conner" and pretended that one of the girls was secretly building Skynet instead of an indie game. It was almost fun.

After I saw this picture on the marketplace, I named my character “John Conner” and pretended that one of the girls was secretly building Skynet instead of an indie game. It was almost fun.

The biggest problem is that everything wrong with Don’t Die Dateless Dummy from a purely mechanic point of view is still present.  When the game ends, you can’t go back to just try the other parts of dialog.  You have to start from the beginning.  Unless you save, which is a very slow, clunky process that is also quite unresponsive to the controller for some reason.  The main draw is still clearly presented as still images of school-aged anime girls.  Combine that with the satirical take on indie gaming culture being too short and unrealized (plus an absolutely asinine $3 price tag) and there is simply no reason to get Man, I Hate This Indie Game!  You know what?  I do hate this fucking game, but not for the reasons people would have thought.  I hate it because they actually had a good idea here and didn’t take it as far as it seems they could have.  It felt like I was being pitched on this hilarious idea for a game, then the person cut themselves off after a minute by pulling out some piano wire and garroting themselves.

xboxboxartMan, I Hate That Indie Game! was developed by cupholder

240 Microsoft Points.. seriously, that’s too fucking much.. will be playing the first game by the guys behind this and Don’t Die Dateless Dummy sometime soon in the making of this review.  You know what?  It’s an RPG that actually looks good!