Gunslugs

If I waited until I was good at Gunslugs to write this review, it would basically never go up. Roguelikes are just not something I’m good at. I get accused all the time of disliking certain games only because of my lack of skill with them. Instead of wasting time defending myself, I’ve taken to waving Spelunky back-and-forth with one hand while flipping the bird with the other. I *suck* at Spelunky. I’m fucking terrible at it. And yet, it’s the only game I’ve played for review at Indie Gamer Chick that I play every single day, especially since they added Daily Challenges to the console and handheld ports. Mind you, my skill level is still nowhere near being classified as “respectable.” But I love it.

Or, a more recent example would be Don’t Starve. I put a lot of time into Don’t Starve, fulling expecting to review it here. While I liked it.. a lot.. I was so bad at it (as people who watched me play it on Indie Gamer Chick TV will testify to) that I didn’t experience 90% of the content. I still play it and plan on being good at it some day. But, considering how little of the game I’ve as of yet seen, reviewing it now seems somehow unfair. I typically have no problem slamming bad games that I don’t make it far into. I’ve never yet encountered a game that was bad or boring for the opening hours suddenly become worth playing. On the other hand, I’ve played a LOT of good games that went bad later on, and for all I know, Don’t Starve is ready to jump shark on me.

Okay, okay, I'll start talking about Gunslugs now. Yeesh. Impatient much?

Okay, okay, I’ll start talking about Gunslugs now. Yeesh. Impatient much?

There’s really no worry of that happening with Gunslugs. It is what it is: a fun, quirky, simple, and charming roguelike-like shooter. Think Contra or Metal Slug, only with a lifebar instead of one-hit-kills. Oh, and the graphics are ultra-cute 8-bit fare. I’m kind of over the whole “cutesy graphics juxtaposing FUCK YOU levels of difficulty” thing, which is about as common in gaming these days as the ability to jump is, but at least Gunslugs does it well. I can’t stress enough how tough this game gets. I’ve had multiple instances of where I thought I was having a good run only for some cunt with a flamethrower to jump out and drain my health almost instantly, resulting in me screaming unintelligible gibberish that my boyfriend believes translates to “I’m appalled that you would ambush me in such an unbecoming, ungentlemanly manner and I wish to state my displeasure over the situation.”

He’s wrong. I’m trying to say “fuck you, you fucking fucker!” but I get choked up on my own rage.

But, the formula works. Difficult enough to be addictive, like loading a Pez-dispenser. Gunslugs is genuinely fun. It’s not perfect by any means. Like any randomly-generated game, not every run is equally as fun or rewarding. Or fair, for that matter. Gunslugs has all kinds of quirky ideas, like being able to enter levels modeled after Game Boy stuff. But the problem is, that all costs coins. Just now, as I was writing this section, the first randomly generated level asked for 50 coins to enter an “art school” minigame thing. The problem is, I had just started. I couldn’t have possibly had 50 coins by that point. So I went off to murder some enemies, all of whom liberally drop money, ammo, and health refills. By time I had the 50 coins, the door to the art thing was locked. Shit like that happens constantly in Gunslugs, and it’s infuriating.

The random weapon drops often lack “oomph” too. I kept getting stuff like the double gun, which allows you to shoot in both directions. Sounds great, except 90% of the enemies you encounter are in front of you, and thus shooting behind you is about as useful as a snorkel is for exploring the Mariana Trench. The ratio of double-guns to anything else was about 10 of them for any other item. When the most boring item is far and away the most common pick-up, it lessens the entertainment value of the game.

Enjoy this screencap, because I died attempting to take it. Paid 75 coins for it. This job sucks sometimes.

Enjoy this screencap, because I died attempting to take it. Paid 75 coins for it. This job sucks sometimes.

Basically, every problem I have can boil down to the random-generation engine not being refined enough. On one stage, I was able to get a bottle of alcohol (a spendy 25-coin purchase), which makes everything move in slow-motion. “FINALLY!” I screamed. Sure, it had a limited timer, but at least I would be able to put that bad-boy to good use while it lasted. Unfortunately, I got this at the very end of a level. As in, the exit was right next to the building I got it from. As I hopped in the escape helicopter, I watched in fucking horror as the power-meter for it instantly disappeared. No, what remained did NOT carry over to the next level. Sigh. What a dick this game is.

Gunslugs is a lot of fun, in the same way hanging out with one of those whack jobs that blows up bullfrogs for giggles can be. But, unlike a game like Spelunky, it lacks a certain intelligence in design. Not that Spelunky is a genius or anything. Anyone who has seen the damsel stuck in ten feet of solid rock when you’ve almost certainly not had a chance to collect enough bombs to get to him or her can attest to that. Gunslugs is too dumb though. Not so dumb that I would say “skip it.” Fuck that. At $2.49 ($1.99 with PS+ discount), it’s one of the best steals in gaming at this point in 2014. But I feel they had something special going here, and blew it by being too lax in how the computer can spit out the layout. And I’m not saying that because it would make Gunslugs easier. The difference in difficulty fixing all this stuff would result in is negligible. No, I’m saying all this because it would make Gunslugs more fun. That’s what you guys are supposed to be doing. Entertain us. I’m ranking Gunslugs as the 68th best indie I’ve reviewed as of this writing, and that’s somehow disappointing to me. It should have been better. It *deserved* to be better. Instead, Gunslugs is like one of those prodigies that by all rights should be lecturing at Harvard but instead is flipping burgers.

GunslugsGunslugs was developed by OrangePixel

$1.99 with PlayStation Plus discount ($2.49 normal price) shot a man just to see him die in the making of this review.

Gunslugs is also Chick-Approved on Ouya ($2.99 there). The best version to get is the Vita version. Cheaper and portable.

IGC_ApprovedGunslugs is Chick-Approved and ranked on the Indie Gamer Chick Leaderboard

*Note: only the PlayStation Vita port is approved here. The iPhone/Android versions are horrendous, like any game that features on-screen digital control schemes. Can we all agree those suck and abolish the fucking things?

Adam’s Venture: Chronicles

Cathy’s notes on Adam’s Venture

I’m supposed to be taking notes when I game for reviews now. Stupid brain. It used to soak up information like a sponge. Now it soaks up information like, I dunno, a washcloth or something. Stuff still clings, but it gets wrung out whenever I have a seizure. Now I have to write down everything like a fucking savage. And what is my first game I’m doing under this primitive system? Some piece of shit religious game that feels like it fell out of a time warp from 1999. Oh, and get this, it’s called Adam’s Venture. The only problem is, the character is called Adam Venture. It’s Adam Venture’s Venture. Works for me. My name is Cathy Vice. Cigarettes are my vice. They’re Cathy Vice’s Vice. I should use that in the review. It’s fucking clever.

9:18 AM: Okay, well let’s just fire this fucker up. Yes, I’m aware that this game autosaves. What kind of idiot just randomly turns off their console when a little circle-thing is spinning in the corner, indicating that the game is saving? Oh shit, Judge Judy is on. A…….. oops.

10:11AM: All system errors are now fixed. Stupid short attention span. Now I feel like an idiot. Later today, I’ll go on Twitter and get all preachy and self-righteous about Nintendo or how much cooler I am than everyone else. That always cheers me up. Okay, onto the game.

Da nanana, nu nu nuuuuuuuu. Da-nana, nah nu nah nah nah.

Da nanana, nu nu nuuuuuuuu. Da-nana, nah nu nah nah nah.

10:30AM: Ugh. I can’t believe they still make games like this. The character moves like he’s shit his pants. He jumps like he’s liquid-shit his pants and it’s seeping through his underwear. Dude, I have epilepsy. Been there, buddy. I’ll save my own panty-oopsie stuff for later, when I say something stupid on Twitter and need to get sympathy. Suckers. So easy to manipulate.

12:15AM: Adam’s Venture is trying to do the Indiana Jones thing. In fact, it reminds me a lot of Indiana Jones and the Infernal Machine. Which was an alright game back in 1999, when I was stupid. All kids are stupid. I was STOOPID stupid. I watched Big Bad BeetleBorgs. Oh, set a reminder to bring that up on Twitter at some point, preferably when someone talks about their superior 80s shows. Even though I found their shows better, I will stand my ground and insist my shows were better. Hell, the retweets I get for mentioning BeetleBorgs will up my geek cred and probably land me at least six new followers.

Anyway, the set pieces are nice. It really does kind of feel like I’m exploring a vast, abandoned, booby-trapped cavern. If not for the Dreamcast-era graphics, I might be positively immersed right now. Oh, and I’m now being followed by an evil cloud-monster-thing that reminds me of Dark Heart from Care Bears II. But it only shows up in cut scenes. There’s no enemies or combat. It’s just about getting from point A to point B by solving rudimentary math and logic puzzles. It’s really linear, so it’s almost impossible to get lost. In a way, I appreciate that. But it all comes back to those controls. It’s like the designers of this game went into full-on panic mode as the millennium neared and locked themselves in a fucking bunker for fourteen years to escape the Y2K fallout. Then they spent the next fourteen years kicking themselves for not hanging the “We’re in here, Jesus!” sign that they had lovingly quilted and figured the rapture had passed by without them being saved . Then, one day, they emerged, blurry-eyed, and discovered the world hadn’t ended. After the initial disappointment, and trying to figure out their cover story for why they only waited two weeks to cannibalize their buddy Harry when they had plenty of rations, they tried their hand at game making. They had a PlayStation 1 and a copy of Tomb Raider and Legacy of Kain to play endlessly to pass the time, and that shit was so cutting edge that there was NO WAY the format was improved over the last fifty-six seasons. Oh, and this is a religious game, so stick a snarky “what a surprise, a religious game that disproves the theory of evolution” quip in the review. Maybe too obvious and lazy a joke, but fuck it, I’ve got shit to do today.

12:20PM: Brian just pointed out to me that I, in fact, don’t have anything to do today. Whatever. You know what? Fuck him. No sex for him tonight.

The settings are the best part of the game. A lot of care went into them. It makes it look like the game will be exhilarating. It's not. It's very slow paced.

The settings are the best part of the game. A lot of care went into them. It makes it look like the game will be exhilarating. It’s not. It’s very slow-paced.

1:15PM: There’s really not enough story to sink my teeth into. Just lots of vague religious stuff. Some of the puzzles involve arranging three lines of scripture in the correct order. I’ll bring up that I’m actually a practicing Catholic here, even though I don’t actually believe that shit. Just hedging my bets, in case when I repent on my deathbed God sees my fingers crossed. Still though, it’s not horrible or offensive. A little old-fashioned, but then again, so is religion. You know what? Maybe I was wrong. Maybe this will win my seal of approval after all.

1:16PM: OMG, fuck this game. Fuck it in its mouth with a hepatitis-laced rusty scrub brush.  It has timed environmental puzzles. And the timer is too short. For this one puzzle, you have to light two torches, climb a rope ladder, jump up on a platform, and duck under a door before one of the torches goes out and it closes. Why that sucks is, lighting the torches is done via context sensitivity. Simply pressing the button doesn’t light the torch. When you do press it, the game takes over movement and gingerly stumbles back and forth until the character is locked into place. Then, it slowly lowers your torch into the torch you’re trying to light. This whole thing DOES NOT STOP THE TIMER, which wouldn’t be an issue if there is only one torch. But, because there’s two, if you don’t hit the button in the very small space that is lined up most ideally, you’re going to watch while the game operates your character like it’s trying to not break a nail.  Mind you, even if you do it correctly, you still have to line up correctly with the ladder, get up it fast enough, then get to the ledge and jump on it. Jumping on it isn’t smooth either. In the very first part of the game that required you to jump, I had to try five times to jump up a ledge that was about six inches off the ground. This is not a game designed with dexterity or speed in mind. I spent forty minutes trying to get this room correct. I was convinced I was doing it wrong and looked for an item or something else I was missing. I can’t believe this made it through play testing without the poor sap playing throwing down his controller in disgust and converting to Scientology. Suddenly, the whole religious thing makes sense. By the time this room was over, I was praying. “Please God, don’t let there be another room like that.”

2:04PM: There was another room like that. This one had four torches that seemed to have even shorter timers. They were all spread out in the corner of a large room. The only thing I had to do was light the torches. No other hoops to jump through. It took me another thirty-minutes to do it, just because of the animation thing. It felt like one of those plate-spinning gags, only it would be like if the plate spinner had to tie his shoelaces before spinning the plate more. 

2:35PM: I’m finally done with Adam Venture’s Venture. Well that was short and…………

2:36PM: Shit. I forgot this is a compilation of a game that had been released episodically on PC. Well, I’m done. I can’t take anymore. If they patch the torch thing, which I’m sure can only be done by increasing the timer on the torches or stopping the timer while the auto-animation is going, I’ll come back to it. I don’t even know if there are going to be more rooms like that, but the fear of it is stronger than my fear of cigar-smoking clowns. Damn that Are You Afraid of the Dark? show. Twenty years later and I still have nightmares. Those sections really were the only things remotely challenging, but not in a good way. I’ll wrap up the review by reenforcing that Adam’s Venture Chronicles is far from horrible, but it really is too old-fashioned for anyone expecting a game released in 2014 to have control-sensibilities from the last ten years. Maybe this would have been a terrific game in 1999. But it’s not 1999. 

Seriously, Vertigo Games. Patch those timed-puzzles and I think I would be ready to award this my Seal of Approval. Also, you guys need to flog yourselves with a cat o' nine tails for committing such a sin in the first place.

Seriously, Vertigo Games. Patch those timed-puzzles and I think I would be ready to award this my Seal of Approval. Also, you guys need to flog yourselves with a cat o’ nine tails for committing such a sin in the first place.

I bet if I had been a kid when this came out, Mommy and Daddy would have gotten this for me. I mean, assuming they could find out about it. How do you find out about games of this nature, anyway? The religious aspects of the Adam’s Venture Chronicles aren’t even mentioned on its PSN profile. Imagine if a militantly secular family accidentally bought this. It seems like it wouldn’t go over well. More over, to not boast of the nature of the game itself defies the scriptures. Timothy 2:15 tells us “Do your best to present yourself to God as one approved, a worker who has no need to be ashamed, rightly handling the word of truth.” Of course, it also tells us to kill every mouthy child, homosexual, or person who works on a Sunday. Grand Theft Auto isn’t this bloodthirsty. But it would be facetious if I put that in the review, even if the liberals who read me would lap it up. In truth, if parents only want their kids playing games of this nature, the kids life wouldn’t be ruined by Adam’s Venture. It’s mostly only a bad game because it’s so outdated in the way it’s executed. Had this controlled like Tomb Raider 2013 did, it wouldn’t have been amazing or anything, but I probably would have liked it a lot more. Hmmm, executed wrong. I should probably work in some kind of really inappropriate joke here. Something involving Jesus and an electric chair or something.

Now for the crappy part: I have to turn these notes into a review. I could just post them like this, lazy as it would be. But then people would realize I’m an aloof, pompous, self-indulgent, self-righteous, stuck-up bitch, instead of the awesome crusader for indie developers people think I am. Hey, wait a second. I’m a game critic. I’m SUPPOSED to be those things.  And…. published.

Adam's LogoAdam’s Venture: Chronicles was developed by Vertigo Games

$9.59 with PlayStation Plus discount ($11.99 MSRP) probably didn’t stick to the concept behind this review well enough in the making of this review.

There are two Vertigo Games as far as I can tell. One of them should consider changing their name to avoid market confusion. The link above points to the guys behind Adam’s Venture. But these guys are also Vertigo Games. It’s an uninspired name anyway.

A review copy of Adam’s Venture: Chronicles was provided to Indie Gamer Chick by publisher Playlogic before the game’s scheduled release on February 4, 2014. At Indie Gamer Chick, all games reviewed are paid for in full by the writer. Upon the release of the game, Cathy provided a $20 PSN card to a friend who purchased the game. The friend has a PlayStation Plus subscription, meaning the purchase price was $9.59. For more on this policy, check out our FAQ.

Doki Doki Universe

Doki Doki Universe comes from famed developer Greg Johnson. Owner of the most generic name in the universe that doesn’t contain “John” or “Smith” in it. I suppose that’s why his most famous title, ToeJam & Earl, is so outlandish. Somebody is overcompensating. But really, you can see the influence to a degree, along with the situational comedy of other titles he contributed to, such as Spore or the Sims 2. And, by situational comedy, I mean such events as adolescent, anamorphic sushi volunteering to be eaten alive by a nauseated sumo wrestler, or having to get a man turned into a toilet seat turned back human in time for his wedding. All this is presided over by a robot named QT3, who was abandoned by his family and set to be scrapped because he lacks humanity. However, if he can learn humanity from an alien named Jeff, he’ll be spared from the junkyard. Oh, and if you so desire, he can travel through space while ridding a giant mound of poo.

Eat Me

I typically only say this to haters.

Okay, so Doki Doki might pile on the “absurdity for the sake of absurdity” brand of humor a little too thick, but actually, it all is really quite sweet. Gameplay consists of choosing a planet to land on. Each planet has some human-condition theme to it. It might be jealousy. It might be bullying. I thought this was going to be obnoxiously heavy-handed. Instead, the over-the-top dialog and comical stupidity of it makes the delivery of the morality digestible. Basically, you’ll walk around the planet collecting “hidden” presents (that are often in plain sight) and conjuring up art-assets to solve the problems for each world’s residents. Every planet has a set number of tasks to complete. Once you finish those, you can go around trying to please or anger the population to earn more presents, which will either be experience points, new art assets to summon, or new decorations for your home planet. It’s sort of Scribblenauts, without the typing, done as a series of fetch-quests. But, unlike Scribblenauts, I found the whole thing really rewarding.

Doki Doki Universe plays out like a simplified personality tester. It’s not subtle about this at all. Sometimes, when making a decision, the game will declare in bold letters some attribute you have, based on your choice. If I told a rock that his name is Rock because he’s a rock, the game declared that I was a realist. What else are you going to name a Rock? Dwayne? Also, between planets, there are multiple little moons that feature a handful of questions that further test your personality. I tried to answer them as honestly as I could. After finishing each quiz (which are between 3 to 5 questions in length), the game will give you an assessment of your personality, and explanations for how they came to that conclusion. You can then return to your home planet to get a more thorough explanation that sums up all the questions you’ve answered. The game determined the following things about me, which I crossed-checked with friends and family to see how accurate they felt it was.

Sorry, no follow-up questions allowed.  Like I wasn't able to find out if the Grim Reaper toy had actual governance over the mortality of other toys or just make-believe powers.  So I chose the RC Car.

Sorry, no follow-up questions allowed. Like I wasn’t able to find out if the Grim Reaper toy had actual governance over the mortality of other toys or just make-believe powers. So I chose the elephant.

  • I enjoy wild and silly humor and visual comedy. 100% agreement.
  • I am a creator of art (not remotely accurate), and seek to enrich the world. The creator of art thing was debated upon. Is the stuff I write at Indie Gamer Chick a form of art? If the answer is no, the art thing is completely inaccurate. Everyone felt the enrich the world part was fair though.
  • I like stories set in the distant past or future. Change is exciting. Another direct hit.
  • In stories, I look for strong plot over emotion. We all agree, that’s not remotely accurate.
  • I search for beauty in the world around me. 100% agreement.
  • I have a good memory and I’m good at finishing things. My memory is great when it’s not messed up by having seizures. The finishing things part? I have like twenty reviews and editorials I’ve started but never finished here. I think that means “wrong.”
  • It also noted at various times that I’m motivated by money (check), have an excellent sense of rhythm (wrong), stand up for others (check) but never in a mean way (some XBLIG developers might disagree with that).
  • In total, we figured it was about 50% accurate.  Which at least beats my level of accuracy when playing Remote Viewer.

    In total, we figured it was about 50% accurate. Which at least beats my level of accuracy when playing Remote Viewer.

So basically horoscope-accurate. In fact, I’m sure the blind horoscope test will apply to pretty much anyone playing Doki Doki Universe. The blind horoscope test is where a room full of people are given the same horoscope, but told each person is getting a unique one based on their birthday. Typically, between 75% to 90% of the room will say the horoscope is “mostly” accurate in describing them. So while I was playing Doki Doki Universe, as my boyfriend watched, he often said “wow, scary accurate” to many things. When something is a hit, the reaction it generates is typically pleasure and awe, which causes your average person to not dwell upon the stuff that is grossly inaccurate. No, I’m not particularly artistic, nor am I rhythmic. But then again, I’m not sure if I expected different from a game that decided to test my personality by asking if I would wear an octopus as a hat. Which, for the record, I wouldn’t. A scarf? Maybe. But not a hat.

Beyond the personality crapola, my biggest complaint is that occasionally you’ll pick an item to conjure up for a local, but it will spit out an entirely different item and call it a “BACKFIRE!!” You can count on this happening at least once, maybe as much as four times, on a single planet. It doesn’t really impede progress, since you can’t game over, so it just because a brief, annoying waste of time that could quickly be overcome. It serves absolutely no point in the game (unless you believe my buddy Bob, who pointed out that sometimes you don’t always get what you want in life. Yea, but this isn’t life. It’s a fucking video game. Give me what I want). I also never really came remotely close to running out of the energy (called Dust-Bunnies) that you use to create the objects. In order to earn the trophy for using them all, I had to use the otherwise useless “find the hidden treasures” power about fifty times in a row. Doki Doki Universe is not a game you should approach if you’re looking for a challenge. I had Christmas presents that gave me a tougher time trying to open than Doki Doki gave me trying to get every trophy.

This is one of the DLC Levels. You can get all six extra planets for $3.98.  If you're into the personality tests, you can get all 24 extra of those for $2.98. The $24.99 "Limited Edition" pack is a total waste of money, with many of the features unrelated to actual gameplay.  Skip it, buy the extras separate.

This is one of the DLC Levels. You can get all six extra planets for $3.98. If you’re into the personality tests, you can get all 24 extra of those for $2.98. The $24.99 “Limited Edition” pack is a total waste of money, with many of the features unrelated to actual gameplay. Skip it, buy the extras separate.

But it was really fun. What I found most satisfying was the relationship between QT3 and a small red balloon on the home planet, which is actually named Balloon. It was the most genuine, heart-string-pulling gaming relationship I’ve seen in quite a while. Very moving, very loving, and it reduced more than one or two tough guys into blubbering crybabies. I was way more interested in what was going on between them than I was with QT3 and his girlfriend that shows up at the end. That whole bit reminded me of Snoopy Come Home, where everything revolved around Snoopy’s reunion with his previous owner, Lila, but when they finally met up it was still sweet, but kind of disappointing. Really, my biggest regret with Doki Doki Universe is that Balloon didn’t accompany QT3 on all his adventures.  Instead, you’re supposed to catch up between planets. I didn’t mind though. I loved the innocence of their dynamic. For a game with numerous shit jokes, it kept things between them pure, sort of like Christopher Robin and Winnie the Pooh, only without the mental illness overtones. So I really recommend Doki Doki Universe. It’s the first really good game available on PSN for PlayStation 4. Don’t worry, PS3 and Vita owners can play it as well. No having to sell a kidney on the black market to be able to play this one.

Doki Doki logoDoki Doki Universe was developed by HumanNature Studios

Seal of Approval Large$14.99 (plus $6.96 worth of DLC) also found out that this doesn’t make the most exciting game for live streaming in the making of this review.

Doki Doki Universe is Chick-Approved and Ranked (pretty dang high) on the Indie Gamer Chick Leaderboard.

The Wolf Among Us – Episode 1: Faith

I had no familiarity with the source material The Wolf Among Us is based on. I like comic books, but I’m not into comic books. At least not anymore. It’s something I grew out of around age twelve, and back then, my parents certainly wouldn’t have let me read anything with this mature of subject matter. Not that they were prudes. Far from it. They wanted to make sure that I grew up with a good moral compass and not, say, rely on absurd allegories centered around farting and inappropriate sexual innuendos just to make it through a simple game critique. Well, mission accomplished there, parental units.

The Wolf Among Us is based on Fables, which in this case refers to a series of comic books and not a series of over-hyped and mediocre adventure games for Xbox. Within about five seconds, I fell in love with the concept. For those unfamiliar with it, think of it as a cross between ABC’s Once Upon a Time and Roger Rabbit, with strong emphasis on the latter. Then take that cross and douse it with the absolutely seediest, darkest aspects of society. That’s the world Wolf Among Us is set in. The idea is fairy tale characters are all real and all live in New York City, just trying to get by. Now, if you’re a human based fairy tale, great. But if you’re not, you have to buy a magic spell known as a Glamor to disguise yourself so that you blend in with society. If you don’t, or if you can’t pass as a human with or without the Glamor, you get sent to a place called “the Farm” in upstate New York that all the fairy tales bitch about like it’s a prison.

I swear, this isn't what it looks like.

I swear, this isn’t what it looks like.

Having played a lot of Telltale’s licensed fair, I figured I had a good idea what to expect from The Wolf Among Us: a good but vastly overrated by the general gaming populace adventure yarn where the main character is the only likable person in the group. I was wrong. The Wolf Among Us is easily Telltale’s best game yet. The only game they made where I am genuinely on the edge of my seat waiting for the next chapter. I certainly couldn’t say that about the Walking Dead. One of the problems with the video game community is you can’t just think something is alright without having people threaten to tar and feather you. I liked Walking Dead, but good lord were those games so not as good as everyone else says they are. People raved about the writing like it was some kind of transcendent moment in-game history. This is the same game where one of the sections centered around a main character who couldn’t figure out why a radio without batteries or any power source at all wouldn’t work. At that very moment it forfeited the right to ever claim to have good writing. But, Walking Dead is trendy right now and anything that is connected to the property would be better received than a pile of blow-job dispensing diamonds that you could then trade in for further blow jobs.

Right away, the characters of Wolf Among Us were far more interesting than the sleeping pill that was Lee or the utterly annoying Clementine. Here the main character is Bigby, other wise known as the Big Bad Mother Fuckin’ Wolf. He’s repented from his evil ways and is now acting as the sheriff of Fabletown.  he only problem is, all the other fairy tales are skeptical of his conversion and openly don’t trust him. The noir-like atmosphere is also very jarring, but exhilarating in its political incorrectness. The characters chain smoke, drink to excess, swear like sailors, engage in prostitution, beat women, and probably spit on little old ladies as they cross the street. Unlike the schizophrenic Walking Dead, the writing is consistently sharp throughout the first chapter. There’s a few technical hang-ups relating to the dialog-tree structure. I don’t know why after asking the Magic Mirror to view characters, backing out of the scene causes Bigby to say “never mind, I don’t want to see anyone” after he just watched scenes play out for three fucking characters. Stuff like that is definitely breaks the immersion, but not in a deal breaker sort of way.

"Mirror, Mirror on the Wall? Who's the coolest critic of all."  "Cathy Vice is the one, the Indie Gamer Chick.  If you send her a shitty game she'll rip off your dick."  Actual dialog from the game. True story. Okay, no, but it should be.

“Mirror, Mirror on the Wall? Who’s the coolest critic of all?” “Cathy Vice is who you seek, the Indie Gamer Chick. If you send her a shitty game, she’ll rip off your dick.” Actual dialog from the game. True story. Okay, no, but it should be.

I found Bigby to be fascinating. Yea, it was annoying that he has the same video game tough guy voice that every fucking gruff male game character has. But, considering this guy goes through cigarettes like some people go through breath mints, I guess it makes sense. I also like how, upon completing the chapter, i found out that most of the players across the world made the same choices I did. It’s nice to know that I wasn’t the only one who played Bigby as a nice guy that was genuinely looking for redemption. Yea, I admit, I lost my cool with Mr. Toad and started bitch slapping the ever-loving shit out of him. What can I say? I regret that I never got to bitch slap the shit out of Carley for the whole battery and radio thing in Walking Dead that I will never, ever get over.

There isn’t a single character in this game whose motivations aren’t interesting. The murder-mystery plot is very well handled, and the character study of Bigby is just about the best example of a character study I’ve seen in a game in a long time. To put it in perspective, I’ve been playing games since I was seven years old. I’ve never once played a game based on a licensed property where I wanted to go out and get the licensed property. I did here. I ordered a few of Fables trade-paperbacks right before I started with this review. Oh, I’m not going to read them right away. I want to finish the game series first. But if there’s anything that is a testament to how strong the story of Wolf Among Us is, I dropped $50 getting the first five volumes off of Amazon. That’s over double what the games will ultimately cost. I think that’s an endorsement.

The quick-time event brawls are still clunky as shit.

The quick-time event brawls are still clunky as shit.

Which is not to say the actual gameplay is perfect. This being a Telltale Game on a console, there are all sorts of technical hiccups. At one point, you’re given two leads to the murder, and you have to choose which location you’ll go to first. Three mother fucking times I tried to select to go investigate a prince’s house and three times the game froze solid. The fourth time I instead selected to go investigate Mr. Toad’s house, and it didn’t freeze. Of course, I didn’t fucking want to go there first, but that was the hand the game dealt me. Also, Telltale’s signature unfair quick-time events that involve lining up a cursor and hitting a trigger button still annoy me to no end, but this time I didn’t care because I just wanted to get to more of the plot. The final scene as the chapter ended made me sit up in my chair and blurt out “HOLY FUCK!!” Do you know how many games have ever done that to me? Not one ever.

So that’s Wolf Among Us. Among the best games I’ve played in 2013. I can’t wait for the remaining chapters. I guess this is proof that Telltale can do better than fan services like Walking Dead, Back to the Future, or Monkey Island. Granted, as a licensed property, this is a fan service as well. Probably one that fans of Fables have been waiting a long time for. Well, at least they got a satisfactory one. Meanwhile, I can only cross my fingers and hope like hell that Telltale gets the license to do Veronica Mars next. If they don’t, well, I can’t be held responsible for my actions.

Wolf LogoThe Wolf Among Us was developed by Telltale Games

IGC_Approved$4.99 (ultimately $20 for the subscription cost) are everything a big bad wolf could want in the making of this review.

I swear to Christ, if any of you spoil the plot from the comics on here and I will fucking go stab happy on you. Oh, and Wolf Among Us is Chick-Approved but not leaderboard eligible.

DuckTales: Remastered

DuckTales: Remastered is a game about two billionaires squabbling over five million dollars worth of junk. Seriously. That’s what the game is about. After beating the five main stages of the game and collecting ancient treasures, Scrooge McDuck’s rival, Flintheart Glomgold (couldn’t have sounded more evil if his name was Adolf Stalin Jong Pot III), steals them from you and declares himself the richest duck in the world. Now, since Scrooge McDuck is established as a billionaire, that means Glomgold is likely one too. One whose net-worth is no more than $4,999,999.99 less than Scrooge’s. This is what happens when old people with too much money end up with too much free time. The worst part is during the end credits when, spoiler alert, Scrooge offers to buy the boys an ice cream cone. Each.  And fill it with ice cream this time. And I thought I was frugal. What a dick.

That’s why I don’t get DuckTales. Scrooge McDuck is an utterly unlikable tightwad. A cross between Gordon Gekko and Mr. Burns that practically has an orgasm with every new gem you pick up. He talks down to his loyal employees, calling them countless variations of “stupid” and occasionally making fun of his maid’s girth. He lives in a mansion that has a giant silo filled with money that he swims in. In the game, you even get an achievement for partaking in this selfish, narcissistic pastime. And yet, Scrooge is somehow portrayed as the good guy in this thing. This thing that gamers have been salivating over for months now. Hey wait a second. Wasn’t picketing rich assholes who treated their employees with disdain and kept all the wealth to themselves a thing not too long ago?

I don't get it.  If some evil corporation wanted to bulldoze the rainforest and make gorillas go extinct, there would be worldwide outrage. But a game where you play as a multi-billionaire duck who caves in the skulls of gorillas to earn an extra couple bucks to throw onto the pile (literally) is acceptable children's entertainment.

I don’t get it. If some evil corporation wanted to bulldoze the rainforest and make gorillas go extinct, there would be worldwide outrage. But a game where you play as a multi-billionaire who caves in the skulls of gorillas to earn an extra couple bucks to throw onto the pile (literally) is acceptable children’s entertainment.

Glomgold is the villain because he has an evil beard, I guess. Never mind that it’s Scrooge that’s running around the world like a grave robber, stealing priceless artifacts from primitives and bludgeoning the local wildlife (many of which are endangered species) to death with his cane. By comparison, Glomgold just stealing a few gold trinkets from Scrooge seems positively tame. Though I don’t understand why he would kidnap Huey, Dewey, Louie, and Webby. Presumably to murder them. What else is he going to do with them? Hold them for ransom? I think the courts would frown on that. Scrooge is established as being older than Glomgold. I’m sure there’s probably an in-joke about how he’s only five minutes older or something, but whatever. Here’s a thought, Flinty: just wait for the old fuck to die. They’ll split his inheritance and you’ll then be the richest duck in the world. A little patience goes a long ways.

Okay, fine. Game review.

DuckTales: Remastered isn’t an indie, but as someone who barely watched the show (which started airing two years before I was born) and just played the NES game for the first time last month, I feel my perspective might be unique. Going into the NES game, I’ll be honest: I thought it was going to suck. Nostalgia taints everything. I’ve had children of the 80s tell me with a straight face that episodes of He-Man or movies starring Corey Haim hold up. That’s only the case if you watched them as a child and they remind you of a more innocent time before work, bills, relationships, politics, and children of your own turned you into your parents. Meanwhile, with only a few exceptions, games based on licensed properties tend to suck. So you’ll forgive me for thinking that DuckTales would be shit, just like 90% of the NES games you thirty-somethings tell me rock.

I admit, I was wrong. DuckTales on the NES was a fine game. But the remake, DuckTales: Remastered, is even better. First off, it looks fantastic. Animation and character models are beautiful. And that soundtrack? Wow. The old 8-bit chip tune stuff is alright if you’re into that sort of thing. But the symphonic remakes are stunning. Unfortunately, Remastered has a giant-sized hard-on for endless dialog. You can skip it easily by pausing the game and pushing a button, but I actively question why they bothered in the first place. Fans of the series won’t like it because the voices are all wrong. Well, except for the kids. But Scrooge sounds way off, probably on account of the voice actor being 93 years old now. I mean, yea, it’s cool that he’s not dead (Update: he is now). But when you have the entire force of Disney behind you, perhaps tracking down a sound-alike would have been preferable. Maybe it wouldn’t have been so bad if all the recorded quips were just for gameplay actions, but oh no. Slow cut scenes showing Scrooge being verbally abusive to his staff or being a miserable old bastard to his family. DuckTales: Remastered, a remake of a game from the late 80s, is now one of the poster children for modern gaming’s excesses.

The new opening tutorial stage. You will scream "SHUT THE FUCK UP!!" at least four times this level.

The new opening tutorial stage. You will scream “SHUT THE FUCK UP!!” at least four times this level.

I still enjoyed it quite a bit. I like how the levels aren’t simply about finding a boss anymore. Each stage requires a full exploration to track down hidden trinkets that open up the boss. And the bosses aren’t just about jumping on their heads, but rather play out as an event. Okay, sometimes those go a little long, but never to the point of crossing the line. There’s a new opening stage, and the final boss isn’t found by replaying the Transylvania level, but in an entirely new stage. Using the pogo stick move is easier. Some of the cheap jumps have been eliminated. The last boss doesn’t use random patterns where you could presumably go forever without having him open himself up to attack, like in the original. I mean, really, they took a pretty decent NES game and made it better. You retro nerds that won’t stop bitching about “why couldn’t they just give us the NES game?” really need to ask yourselves why you play games to begin with. Skip those cut scenes and Remastered is clearly the better game.

It’s not perfect. I don’t understand why invincible coins only last like four seconds, long enough to kill maybe two enemies at best. I don’t get why the physics for the climbing ropes weren’t improved along with everything else. I’m really not sure why unlocking the music, which is really all anyone would want to unlock, is buried beneath so much other shit you have to get through first. But that’s all nit picky. DuckTales: Remastered is a jolly good time and one of the best remakes I’ve ever played, so much so that I’m just about ready to tell Virtual Console and it’s endlessly re-released moldy oldies to choke on a duck’s dick and die. Improve the original or don’t bother at all. I’m looking at you, Earthbound, you overrated sleeping pill with antiquated play mechanics that’s about as fun to play today as soccer using cannonballs.

DuckTalesDuckTales: Remastered was developed by WayForward Technologies

Seal of Approval Large$14.99 (I paid $11.99 with PS+ discount) will never get that fucking theme song out of her head now in the making of this review.

DuckTales: Remastered is Chick Approved, but not eligible for the Leaderboard (non-indie)

Cloudberry Kingdom

I hated Cloudberry Kingdom. “Surprise, surprise” longtime readers of mine might say. Hold on there, people, because I didn’t hate it for the reasons you might think. Cloudberry Kingdom is clearly a punisher. I have the same reactions to those that I have to poison ivy. But, I can occasionally indulge in them and come away happier for the experience. I can’t really do that here. Not because the game is difficult, even though it is. No, I don’t like Cloudberry Kingdom because, and I hate to say this about any game, it has no soul.

The big hyped hook for Cloudberry Kingdom is that the levels are done through procedural generation. That’s a fancy-schmancy way of saying enemy and platform placement is randomly done by the AI. Hey, that sounds like it could be cool! I mean, no one game will be the same from person to person. Except, having such a setup pretty much guarantees extreme limitations on what can be placed in each stage. The shallow variety grows old fast, to the point that Cloudberry Kingdom was one of those rare titles I walked away from after several hours just because I couldn’t take the mind-numbing boredom anymore. It’s one of the dullest XBLA/PSN/eShop games of the year.

Good luck following the action on some of the stages. It's like Satan's version of an eye exam.

Good luck following the action on some of the stages. It’s like Satan’s version of an eye exam.

I’ve always been a stickler for creativity in level design. The randomly generated nature of Cloudberry assures none of that shit will be happening. It lacks that human touch. Often, you’re left with stages that just don’t make any logical sense. How can you be forty to fifty stages into a game and have the computer randomly spit out a level that gives you a clear straight-shot to the goal with nothing remotely threatening in your immediate path? Well, that happens quite a lot actually.

On the flip side, sometimes the game will spit out a stage that I would swear is impossible to beat. I mean, yea, you use the game’s currency to buy a short demo of the AI finishing the stage to prove otherwise. The first time I did it, I was using the hobby-horse character, which bounces continuously. In order to reach the first platform of the stage, I had to line up my character on what I’m guessing was the absolute closest pixel to the cliff, with no margin for error. I burned 22 lives trying to do it and couldn’t even come close to the damned platform. The control is loose enough that positioning myself to that one pixel where the correct jump could be made (assuming I then angled the jump exactly right too, which might have been another problem) would have been close to impossible by itself. If the level had been designed by a person, I could complain about the developer being an unreasonable dickhead. But because this is the level layout the game’s invisible lottery commissioner decided for me, I have to just shrug and chalk it up to a failed experiment. For some reason, that just makes me angrier.

I can’t completely chalk up the badness of the Cloudberry Kingdom to random levels. There’s a story mode with stages that were human designed. I didn’t realize that was the case at first. Hell, I don’t even know if I totally buy it as I write this. The truth is, those levels are so lifeless and bland that I honestly can’t tell them apart from the random ones fired at me in arcade mode.  And despite the fact that there are multiple different hero-types that add different abilities or game styles, the levels are so samey and the set pieces repeat so much with the same small handful of obstacles that the novelty of each new hero wears off in exceedingly faster times. And some of those different play styles just plain fucking suck. The spaceship is the one I loathed the most. Often, the game starts you right in front of a barrier that you can’t reasonably expect to dodge the first time you encounter it. It’s so cheap.

Hope you enjoy spiky balls on chains, fire chains, the lasers shown above. That's the majority of the stuff you face right there. Really, these screens aren't leaving too much out.

Hope you enjoy spiky balls on chains, fire chains, and the lasers shown above. That’s the majority of the stuff you face right there. Really, these screens aren’t leaving too much out.

And no, bringing friends along for the ride doesn’t take the edge off. Not in the bungee mode, or any other multiplayer mode. Because nothing Cloudberry Kingdom does feels like a tightly designed game. I’ve heard people are enjoying the free-mode, where you can select any game type you want and toggle various attributes like gravity, character size, difficulty, etc. I don’t get it myself. I’m not one of those people who can enjoy an empty sandbox. I need a goal, and that mode doesn’t really offer that. It’s just a time waster. Better games have those in them. Cloudberry Kingdom has no joy about it. I never had a sliver of fun playing it. Not even for a teeny-tiny second. It’s boring. One flavorless stage after another with no incentives to continue except the promise of more blandness to come. Maybe earn a spot on the game’s leaderboard, which isn’t exactly something to strive for. It would be like winning an award for the most quiet person at a mute convention.

imageCloudberry Kingdom was developed by Pwnee Studios

$9.99 (I paid $7.99 with PS+ discount) heard this is Garry Kasparov’s least favorite game in the making of this review.

DO NOT FALL

Sony just started its annual Play event, where some of the top indies (and one random licensed title) get put on PlayStation Network, complete with PlayStation Plus discounts and a special bonus if you buy all the games in the event.  DO NOT FALL is not one of those games.  It just happened to come out the day the event started, alongside actual participant Stealth Inc.  It’s also not really an indie, per se.  It’s by developers XPEC Entertainment.  I get it.  Heh.  XPEC.  That’s like expect. They’re saying “expect entertainment, like, from the games we’re making.”  As opposed to what?  I expect every game to be entertaining.  It’s only when they don’t that I get pissy about it.

I didn’t do the five seconds of research on Google that would have alerted me to these guys’ non-indie status.  They’ve handled such franchises as Shrek, Hello Kitty, and Kung-Fu Panda.  That got me briefly excited, because I thought Kung Fu Panda was a pretty underrated little game.  Then I got unexcited when I found out they only developed the Wii and PS2 version, not the pretty decent Xbox 360 port.  Okay, so I totally screwed the pooch in selecting this game for review.  Unless it doesn’t suck.  Shockingly, it doesn’t.  DO NOT FALL is not bad at all.  It’s not much better than decent either, but at least I found a game that nobody is talking about to review.  Still counts.

do not fall

Behold: the least controversial screenshot any game I’ve reviewed will ever have. That’s what I get for accidentally reviewing a non-indie.

So the basic idea is DO NOT FALL is a maze-like platformer, with the hook being the ground crumbles beneath you as you run along it.  Most of the time it eventually respawns.  Occasionally it doesn’t.  Neat hook.  Original.  The crumbling floor thing is a common theme in games, but never has a game outright centered around it.  At first, I didn’t really care all that much.  DO NOT FALL gets off to a horribly sluggish start.  The opening tutorial stages show off the cutesy animal themes and cheerful music that just beat you over the head with adorableness so much that I wanted to kill myself.

But, it does get better.  In fact, once the game grows some teeth and the difficult ramps up, DO NOT FALL is actually a bit exciting.  Because of the crumbling block hook, you’ll sometimes go long stretches of a level without having a moment to pause, set yourself, and plan out your next move.  Thinking on your feet is the focus here.  Once you reach the third world, level design really takes off.  Worlds become more sprawling, keys get spread further apart, and having to lure enemies to their deaths by crumbling the floors underneath them while still having room to get where you need to go is actually a lot of fun.  When DO NOT FALL does right by its own idea, good times are had.

Unfortunately, numerous problems hold it back.  My biggest issue was perception.  When levels go from being flat to having height and  depth, I had trouble lining up jumps, because it really looked like the blocks I was leaping towards were straight across from the one I was on.  Or at least they did when I had about a second to glance over at them while plotting the course I was taking.  This issue comes up a lot from the third world onwards, and it never failed to frustrate.  It also doesn’t help that you can’t rotate the camera.  You can move it slightly left or slightly right, and you can zoom it out, but you can’t rotate it.  This was apparently done so that they could occasionally hide hidden trinkets behind objects.  I’m fine with that, if the amount of fun from that concept outweighs the amount of frustration not having a better camera option causes.  Not only is that not the case here, but the stuff hidden behind scenery glows so that you can’t possibly miss it.  I hate it when games screw up their concept and are condescending about it.

Controls are an issue too.  DO NOT FALL uses a full 3D game engine, but all the action should hypothetically take place one block at a time.  Because of that, I would think the D-Pad would be the preferable control option.  It’s not an option at all.  Thus, movement is imprecise and too loose to fully be comfortable while maneuvering the stages.  Often, the platforms you’re running across only have a width of one block.  This left me a frequent victim of simply walking off a ledge.  I can’t help but wonder if it would have played better if movement is was handled one full block at a time.  I honestly don’t know if it would have worked better or not, but the current scheme is problematic.  It was never a deal breaker, mind you.  Once you get over the learning curve of the physics (could take a while) and get a feel for distance, you’ll be zipping through levels with the only fusses being those there by design.

I can't help but think this was designed more with the phone market, or possibly Nintendo 3DS, in mind. Not that phones would have been suitable for DO NOT FALL.  I'm pretty sure this game combined with fake touch-screen buttons would have been a complete disaster.  3DS, on the other hand, would have probably been a better fit.  It might have helped with the depth-perception problems.

I can’t help but think this was designed more with the phone market, or possibly Nintendo 3DS, in mind. Not that phones would have been suitable for DO NOT FALL. I’m pretty sure this game combined with fake touch-screen buttons would have been a complete disaster. 3DS, on the other hand, would have probably been a better fit. It might have helped with the depth-perception problems.

There’s a lot not to like about DO NOT FALL, and I focused on the negatives perhaps a little too strongly here.  Trust me, there’s a lot more I left out, like the generic setting, the shop where items are far too expensive, and the difficulty going absolutely bonkers about two-thirds of the way through.  So I would like to close out by saying, DO NOT FALL is worth your money, because it does a lot right.  Level design isn’t always perfect, but when it’s at its most inspired, DO NOT FALL is a lot fun.  Plus, I really dug the concept here.  It took something that is so common a hazard in platformers that it’s practically a cliché and successfully built an entire game around it.  You don’t see that very often at all.  To make a mechanic that has existed and been stale since before I was born fresh and exciting is something to be admired.

Really, what DO NOT FALL could have used was polish.  Instead of fine tuning the campaign, the developers seemed to have spent their free time making an utterly boring series of online-enabled, multiplayer minigames.  None of them are fun.  All of them feel like rejected Mario Party fare with no connection to the main game.  That’s a shame.  If they insisted on including multiplayer support, a co-op mode with levels tailored for that would have been much more preferable.  I guess.  I mean, going off the family-friendly characters and environments, you would forgive me for assuming that DO NOT FALL is designed with the kiddie set in mind.  I’m thinking children will like this more than I did.  Considering that I did like DO NOT FALL, that might be significant.  So if you have kids, this might be a good purchase for them that you won’t get bored with yourself.  And if I’m wrong and they don’t like it at all, do me a solid and tell your kids the guys at PSNStores.com gave you the idea and not me.

imageDO NOT FALL was developed by XPEC Entertainment

Seal of Approval Large$9.99 thinks this is an almost certain nominee for the First Annual Indie Gamer Chick Award for Mediocrity in the Field of Generic Character Design in the making of this review.

DO NOT FALL is Chick Approved but not Leaderboard-eligible (non-Indie)

A review copy of DO NOT FALL was provided to Indie Gamer Chick to test online multiplayer.  If I had known what the online multiplayer would be like, I would have turned it down.  Another thing I didn’t research properly.  Anyway, the review copy was provided to a friend who had no input in this review.  The copy played by me was paid for by me with my own money.  For more on this policy, check my FAQ.

Aqua Kitty

It’s strange how Defender, one of gaming’s iconic titles of the Golden Age of arcades, hasn’t been cloned to death by modern indie developers. I’m cool with that. Having played an endless supply of uninspired-inspired neo-retro games, I’m not keen on seeing Defender done wrong. Still, how did Defender fall through the cracks? Here’s a game that was predicted to be a huge bust, but went on to become the seventh-best selling coin-operated game ever. Maybe it’s because it was eclipsed by Pac-Man and Donkey Kong. Or maybe because Defender’s track record since its original release has been mediocre at best. It got one of the laziest sequels of all time (which was called “Stargate” because of some legal posturing by Williams. James Spader was unavailable for comment). There was an unofficial sequel by Midway that nobody I’ve spoken with has ever played. There was an all-but-forgotten update to the format on Atari Jaguar of all systems, which means it probably sold like six copies. And finally, there was a 2002 3D remake for sixth-generation consoles that quickly found its way into clearance bins. Your average child actor has a more graceful flame-out than Defender has had as a franchise.

You know, for a spry young whippersnapper with a reputation for hating classic games, I sure do seem to have a love for Defender. I even have a Defender homage in my top 25. Then again, Orbitron: Revolution only mimics the flight and shooting mechanics of the arcade classic. You’re actually not defending anything  So I guess it’s not really Defender  More like Aggressor. Was there a game called Aggressor? No? Well, there ought to have been.

Aqua Kitty on Xbox Live Indie Games.  AKA the really good version.

Aqua Kitty on Xbox Live Indie Games. AKA the really good version.

If you’re looking for a modern Defender-based indie, Aqua Kitty is probably a closer knock-off. I still prefer Orbitron’s faster pace and modern graphics.  But let it be said, Aqua Kitty is a damn fine game. You’re a cat in a submarine that must defend little aquanauts while shooting wave after wave of enemy. And the cat smokes a pipe, which means he’s one cultured pussy. But, other than the setting and a couple of power-ups, this really is Defender.

Despite being a bit on the bare-bones side, Aqua Kitty is really well produced. I played both the XBLIG and PlayStation Mobile versions. I prefer the XBLIG port, which plays faster. The Vita version has the advantage of being mobile, but it seems clunkier in both framerate and controls. Don’t get me wrong: it’s still a pretty good game. But I would go with the XBLIG port.

It’s not perfect by any stretch. What really bugs me about Aqua Kitty is the total lack of ambition. Defender is an old formula in need of renovation.  Aqua Kitty does some things to smooth that over, but it’s just not enough. Turbo shots? Good idea. But only have one type of turbo shot? Not so ambitious. Power-ups? Good idea. But having only three power-ups, one of which is a bomb, one of which is a health-up, and one of which adds flankers to your ship? Not so ambitious. Plus, the flankers are time-limited. This was presumably done to preserve the difficulty. Given that the screen gets utterly spammed with enemies and projectiles in later levels, this was unnecessary, as those guys really aren’t that effective at combating it. So where’s the wild, more modern weapons and items? Nowhere to be found, and that’s a shame.

The PlayStation Mobile version.  Which, as it turns out, I could have got for free a few weeks ago but I mistook it for another, less epilepsy-friendly title.  Instead, I ended up paying more for this version than I did for the superior XBLIG port.  Smooth, Cathy.

The PlayStation Mobile version. Which, as it turns out, I could have got for free a few weeks ago but I mistook it for another, less epilepsy-friendly title. Instead, I ended up paying more for this version than I did for the superior XBLIG port. Smooth, Cathy.

Don’t let that all discourage you. Aqua Kitty is probably the best pure Defender clone in years and a genuinely good game. Near-perfect difficulty curve. Distinctive enemies. Cutesy themes. Solid play-control. What’s not to love here?  I’m not sure why the inferior PlayStation Mobile is priced $0.50 higher than the XBLIG version. Some kind of temporary insanity brought on by the awesomeness of a pipe-smoking kitten perhaps. Happens to the best of us. I saw the pipe-smoking kitten and totally blacked out. The next thing I know, I’ve got a tattoo and I attempted to marry my Wii U.

xboxboxartAqua Kitty was developed by Tikipod

IGC_Approved240 Microsoft Points (XBLIG) and $3.49 (PlayStation Mobile) were unaware of the existence of a Defender song until some bastard sent it to me. It shall never leave my head now in the making of this review.

Both versions of Aqua Kitty are Chick-Approved, and the XBLIG version is ranked on the Indie Gamer Chick Leaderboard. Even the developers admitted to me that they prefer the XBLIG port. Go with that one.

 

Limbo

Probably spoilers in here.  Just a warning.

People are always asking me what I think of certain indie games that existed before I started Indie Gamer Chick. The two most commonly asked about titles are Fez and Limbo. I couldn’t finish Fez because of my epilepsy, so Limbo is the only one I’m really qualified to speak of. (UPDATE: I did end up reviewing it!) But seriously, it’s like a daily thing.  “What did you think of Limbo?” As if Limbo is the be-all, end-all of console-based indies.

I liked Limbo. I really did. I also feel the game is fairly overrated. When you strip out of the visuals and bleakness, it’s just a good, but not great, platformer. A trend I’ve noticed is that a lot of people only played through the early part of the game. When you first enter Limbo, you can be left shell-shocked by the dark tone, spooky visuals, and the fact that one of the first things that happens is an awesome, intense encounter with a giant spider. It perhaps gives the false impression that all those emotions will retain their impact through-out the game. They don’t. At least for me, I found myself desensitized to the whole concept not even half-way in. Once Limbo started focusing more on twitchy-platforming instead of physics-based puzzles, I started finding myself almost bored. It never fully becomes a chore, but once it starts becoming a platforming cliché, it does sort of burn out.

I filled in the blanks by pretending that the game starred Schroeder from The Peanuts.  Here he is, learning of Charlie Brown's final fate.

I filled in the blanks by pretending that the game starred Schroeder from The Peanuts. Here he is, learning of Charlie Brown’s final fate.

Also, it was hard to get worked up about the setting when the game was using the all-deflecting “it’s an art game” shield, which pretty much guaranteed an ending “left open to interpretation.” Never been a fan of that. Especially when the game was abstract to begin with. So I guess the idea is the kid, or kids, are dead. How they died or when or where or why is never explained. Theories range from a car wreck to falling out of the tree house to being murdered. I guess from a marketing point of view, it works, because at least people are talking about the game. But I found the ending unsatisfying, because it offered no closure at all. When you invest hours into a game hoping to get some kind of explanation for all the fucked up happenings and the payoff is more questions, it almost feels like the director himself didn’t really know where to go with it. I’ll call this the “Tim Burton’s Planet of the Apes Effect.”

Yea, sometimes the questions are more fun than the answers, but in the case of Limbo, you’re playing characters that have no characterization at all. The boy has no back story, no dialog, no personality, no facial expressions, or anything else going for him. The girl is no different. You’re forced to fill in the blanks yourself, but most of the symbolism is in the background and can be easily missed on account of you playing the game. Because the actual gameplay starts to dull towards the end, Limbo really doesn’t lend itself well to replaying to look for the clues that you missed.

Limbo’s ending. I apologize for comparing it to Burton’s Planet of the Apes. That’s a low-blow.

I don’t mean to be too negative here. Sometimes Limbo is brilliantly designed from a gameplay perspective. The bits with the spider early on are one of my all-time gaming highlights. Unfortunately, Limbo pretty much shot its wad in the first twenty minutes. Nothing that followed the sequence where you’re hopping in the spider’s cocoon came remotely close to the thrills and chills that section offered. All that’s left is solid physics-based platforming that I almost wish was in a more cheerful setting, because too much dark shit can get exhausting. But hey, dark is in right now. Any product that aims to be joyful is setting itself up for failure. If an indie game isn’t so bleak that you want to bury your face in your hands and cry, the developer must be mentally ill. Or possibly not mentally ill enough.

boxartlgLimbo was developed by Playdead

IGC_Approved1200 Microsoft Points honest to God can’t believe they just ported this thing to iOS. There is no fucking way this can be played well with fake virtual buttons in the making of this review.

Limbo is Chick Approved

Hotline Miami

I’ve always hated using the cop-out “it’s just not for me” in relation to anything.  It just seems so non-committal.  And yet, after putting a few hours into Hotline Miami and simply not getting what everyone else is raving about, I feel “it’s just not for me” is the only answer I can give, because it really isn’t for me.

And that has nothing to do with the violence.  I like violence.  I’m proud that I live in a time where the violence on television is so awesome that it makes even the most grizzled of war veterans become physically ill.  People are talking about the violence in Hotline Miami like we’ve reached the zenith of virtual murders.  Where have you people been the last few years?  There’s shit in the latest Mortal Kombat that would make even the most fetishistic psychopath go limp with shame.  Hell, I’ve played a game that gives you an achievement for tying a nun to railroad tracks and letting her get hit by a train.  And I loved it.  Sorry Hotline Miami, but your eight-bit violence is just not cutting it with me.

The typical after-party at the MTV Music Video Awards.

The typical after-party at the MTV Music Video Awards.

I think the raving is based mostly on the novelty factor.  Violence was never this masterful when games looked like this.  With modern indie gaming, we can take all the theatrical bloodshed we’ve accumulated from years of premium cable shows and modern M rated titles and apply it to games that seem like they could have existed in the 80s.  So the thrill comes from “hey, it’s an old game but it’s really gory.  Neat!”  But it’s not an old game.  I’m not saying Hotline Miami isn’t extraordinarily fucked up.  It is.  What I’m saying is, shouldn’t everyone over the age of twenty  be desensitized to this type of shit by now?

What turned me off most about Hotline Miami was the difficulty.  I just could not make any progress, often repeating stages several dozen times to no avail.  Hypothetically, the game is a bit of a puzzler, a bit of a brawler, a bit of a shooter, and a bit of a stealthy dungeon crawler type of thing.  It’s a cavalcade of ideas and it doesn’t always blend together smoothly.  This also helps mute the violence that is, let’s face it, the chief selling point of the game.  For example, the scalding water thing.  Everyone had been telling me about the water thing for the last year.  Grab a pot of boiling water off a stove and throw it on some dude.  Pretty brutal, right?  But the act of throwing boiling water loses its sting when you have to repeat that upwards of fifty times because of any number of reasons, such as having one of the enemies randomly move off its preset path and blow you away.  Or having enemies that can turn and fire on you faster than you can react.  Or clearing out a room only to miss one dude who gets up and casually blows you away with a shotgun.

My guess is Hotline Miami would have played better if I could have played it with a mouse and keyboard.  Using the PS3 controller was an exercise in frustration.  Locking on to an enemy requires lining up a cursor somewhere near them.  Of course, sometimes enemies bunch together, so trying to line up exactly the right is tough.  The game probably needed something along the lines of Metroid Prime’s lock-on system that generally lined up the closest person to you.  Not that it would have mattered.  The AI is a crack shot every time from seemingly all distances, and it can process information faster than you.  Thus the moment one centimeter of your body is exposed, you’re dead.  The puzzle aspect doesn’t really work right because the AI can be so brutally unfair but also prone to fits of randomness where guys break off their preset paths.  Or sometimes they just wouldn’t play along at all.  I would play rounds where I would fire a shotgun through a door and set off every single dude in the place to come and murder me.  At other times I could fire from the exact same location, killing the exact same guy, and have nobody react to it.  There was no consistency from one life to the next.

As a full disclosure type of deal, I had to play Hotline Miami in shorter play sessions (about 30 to 45 minutes at a time) due to epilepsy concerns.  But I was never bummed when it was time for a break.  The repetition can be exhausting.

As a full disclosure type of deal, I had to play Hotline Miami in shorter play sessions (about 30 to 45 minutes at a time) due to epilepsy concerns. But I was never bummed when it was time for a break. The repetition can be exhausting.

I will say this: if you absolutely do not want to play the PC version and you have Vita as an option, go with it.  It’s a trend I’ve noticed with these cross-platform PS3/Vita releases.  The Vita version always has superior control.  For Miami, movement isn’t as loose, aiming is more efficient because targeting is handled via the touch screen, and scrolling is done by dragging your finger around.  By comparison, the PS3 port is clunky, cumbersome, and imprecise.  As if the too smart, too quick, too accurate AI isn’t enough of a problem, you have to deal with controls that never feel intuitive or smooth.

I can’t really explain how I could enjoy a game like Spelunky and not enjoy Hotline Miami.  Both had control issues.  Both are based around frequent dying, trial-and-error gameplay and unfair design.  I wish I could explain it.  It would probably save me a lot of grief that I’m already getting from fans of this game.  I can’t even say I hate the game.  Maybe it’s been the year of crushing hype that everyone has been showering me with.  People talked about Hotline Miami like it was the second coming of Grand Theft Auto.  But I don’t think it’s that.  I really don’t think this game is as good as everyone is saying.  What it does do is meet the three rules for an indie game to get critical acclaim no matter how flawed or broken it is.  They are:

1. Have retro graphics.  Because if you hate a game with retro graphics, you’re pissing on gaming’s heritage and thus your opinion is invalidated.  Even if you’re talking about a brand new game released this year (or the port of a PC game released last year).

2. Be insanely, unfairly, unreasonably difficult.  Because if you hate a game that’s all of those, you’re just a low-skill gamer whose opinion is invalidated by the sheer force of your sucking.  Or you’re too young to remember a period when all games were this hard (there’s no such thing) and thus your opinion is invalidated because you’re a whippersnapper used to be coddled by games that hold your hand from start to finish.

3. Be gratuitously violent and shocking in ways so brazen that if you were to describe them to a psychiatrist out of context, you would be committed.  Disliking games like this means you’re a prude at best, and an anti-gaming sissy in league with the Jack Thompsons of the world at worst.  Clearly someone whose opinion isn’t valid.

Me?  I’m a neo-retro loving, violence embracing gamer.  Okay, fine, I’ve never understood the whole “be as insanely difficult as possible” thing that some people thrive on, but I can put up with it if I’m having fun.  I didn’t have fun with Hotline Miami.  Not just for the controls or the unfair AI.  I just didn’t like it.  It was boring to me.  Almost everyone else seems to like it.  Which is fine, because the groundwork for something spectacular is laid here.  I just couldn’t get into it.  So I’ll chalk this one up to “it’s not for me” and move on.  By the way, Brian is noting right now that I’ve used the “it’s not for me” excuse to avoid watching F1 with him, so I can’t claim this is my first use of it.  Fine.  I’ll you what Brian: when drivers start throwing scalding water on each-other and are allowed to use firearms during the race, get back to me.

imageHotline Miami was developed by Dennaton Games

$9.99 admits that I didn’t make it very far, but not for a lack of trying.  Having said that, I spent five hours failing again and again, so I feel I have enough room to talk about this game in the making of this review.