Thomas Was Alone (and Benjamin’s Flight DLC)

Early on in Thomas Was Alone, I really didn’t get the hype for it. “THIS is the game all the cool kids are talking about?” I tweeted, somewhat baffled. I mean, don’t get me wrong. The game was alright. But my fans had been trumpeting this one since it launched on PC last summer, promising me that it was a platformer unlike anything I’ve played before. To a degree, they were right. You just can’t tell right away. Thomas Was Alone is one of those slow-starters that wakes up at seven but doesn’t get out of bed until eight.

At heart, Thomas Was Alone is a minimalist platform-puzzler with the hook being an eccentric storyline that gives personality to the squares and rectangles you control. Again, it’s something that didn’t grab me at first. It came across as artsy-fartsy, bordering on pretentious. But, about a third of the way through, it started to grow on me. Who would have guessed that it was possible to give such distinct traits to fundamental shapes, with no animation sprites or anything resembling humanity? It does it so well that I would think one could consider Thomas a candidate for strongest writing of the year. But I have to disqualify it for that, on account of a couple groan-inducing references to the Cake is a Lie and the Arrow to the Knee. God damn it so much. Is there some kind of code on the indie development scene that I’m not aware of? Like a secret handshake or something? Two guys go up to each other at a developer conference, lock pinkys, touch ring-fingers with the other hand, say “The Cake is a Lie!” and then fall down laughing until it hurts because that will NEVER EVER grow old or stop being funny ever no matter what? Well it’s not funny and it hasn’t been for years. No matter how many ways you guys try to make it work, it never does. You’ve beaten this dead horse into dust, and now you’re just beating your fist on the blood-soaked ground underneath it. STOP IT!!

I think everyone's favorite character is Claire, the big blue block with delusions of grandeur.  I would love to get more of her story.

I think everyone’s favorite character is Claire, the big blue block with delusions of grandeur. I would love to get more of her story.

Anyway, mostly strong writing. However, it ended without giving me a sense of closure for the characters that I had grown fond of, or anything resembling a satisfactory conclusion for the overall story. It just sort of ends. And don’t look for the DLC to provide the comfort of an ending either, because it doesn’t. I guess Thomas Was Alone’s finale is supposed to be open to interpretation or something, but I was left disappointed.

You know what?  I don’t play platformers for their stories. If they’re decent or better, that’s just a bonus. For this genre, gameplay is king. In which case, Thomas Was Alone is at best a knight, bordering on a rook. After a mind-numbingly dull start, the level design picks up momentum about one-third of the way in. By time you’ve reached the finish line, you’ll have played some of the most inspired levels seen in platforming in a long while. But, the ratio of slog-to-awesome is not so great. A good portion of levels revolve around stacking your characters in a way to make a staircase for the less jumpy in your squad. A handful of these would have been just fine. But sometimes you’ll have to build the exact same staircase five or more times in a single level. It’s tedious busy-work that needlessly cramps the game’s whimsical style.

When Thomas Was Alone’s level design is good, it’s really good. So good that my ear-to-ear grin was in place because of just how clever a world was designed and not because of the narration. Quite frankly, after a way-too-long tutorial sequence with levels and platforming so basic that it makes Atari-era stuff like Pitfall! look advanced, I wasn’t expecting it to be as good as it was. Then I would be hit with some pretty ingenious stages that involve timing, precision platforming, and thinking outside-the-box. I loved these moments. I’ve always said I’ll take those “ta-da!” moments in puzzlers over the best headshots in shooters or game-winning shots in sports games. Thomas doesn’t provide a lot of those moments, but when it does, it’s special.

My only possible complaint about the controls (outside of the DLC pack) is switching between the characters always felt a bit cumbersome. I'm not sure if the Vita handles this with touch-controls, but if it doesn't, that would be quite a good idea.

My only possible complaint about the controls (outside of the DLC pack) is switching between the characters always felt a bit cumbersome. I’m not sure if the Vita handles this with touch-controls, but if it doesn’t, that would be a good idea.

Don’t worry, puzzle haters. There is nothing here that will bend your brain or make you have to consult GameFAQs. At most, Thomas will ask of you to apply some forward thinking and course plotting. Most of the puzzles revolve around what order you guide the blocks to the goal of each stages. Victory is achieved through having all blocks in their unique exit doors at the same time. Once you have a feel for the abilities and limitations of each block, figuring how to get them to the doors comes naturally. Actually, it almost becomes instinctual. It’s so rare that a puzzle-platformer does that to me that I can’t help but be impressed. It also helps that the controls are smooth and the main game never asks more of a player than can be reasonably expected. I don’t consider myself especially skilled at platformers, but I must be getting better. I figure I died probably around a dozen times over the course of the game’s one-hundred levels. Thomas Was Alone gives a trophy out for dying 100 times, but by time I had finished the game, I still hadn’t earned it. I’m pretty proud of that.

I’m not here to give the game an undeserved blowjob though. There’s plenty of problems with it. I’ve described some above, but the one that gets me the most is the difficulty curve. Or lack thereof. Other critics have noted how perfect the curve is. It makes me wonder if they played the same game as me. Even late in Thomas Was Alone, I encountered stages that offered no challenge at all to finish. The sixth world (really the seventh world, since the world numbering starts in the zeros) especially stands out. I wasn’t timing it, but it probably took between ten to fifteen minutes to complete while possessing the most basic and dull stages since the opening tutorial. Just weird that this would pop-up over half-way through. But stages like this are all over the place. I guess the excuse for these (and the overly long fish-in-barrel stages that start this thing) is they’re there as place-holders to drive the story. Well that’s a shitty excuse. A platformer should never let proper storytelling get in the way of proper pacing. People probably should buy the game for the game. I mean, it’s a pretty good game. So while I enjoyed the story, I almost resent the fact that the vastly superior gameplay was in part sacrificed for it. The result is a curve that appeared to be drawn by someone laying in a hammock during an earthquake.

After finishing the final stage, you’re treated to an extremely brief ending, and then the credits roll.  I was disappointed not just by the ending but by the last level.  Thomas Was Alone goes out with a whimper instead of a bang, which left me wanting more.  After stewing on it overnight, I decided to grab the overpriced DLC pack.  My intent was to get my craving for more Thomas out of my system.  Mission accomplished, but not in the way I intended.

The DLC levels are so horrible and mismatched with the main body of the game that I actively questioned whether developer Mike Bithell had entered his emo phase in life when he designed them. Thomas Was Alone was a quirky logic-puzzle-platformer. The DLC levels alternate between back-to-basics platforming (that you have to pay extra to suffer through) and punisher-stages designed with nothing else in mind than a huge body count. What a stupid decision on developer’s part. These levels do not remotely have the almost childish innocence the main game does. It’s also the first time the controls didn’t feel right. Benjamin, the star of the DLC, possess a jet pack, but the only use they could come up with for it was navigating narrow corridors of spikes. The controls here are so touchy and the margin for error so low that any possible fun that could be had gives way to frustration and boredom. Benjamin’s Flight has twenty stages, and while the cutesy story is present, I can honestly say that I didn’t find one single stage of this pack to be worth paying any amount of money for. It might be the worst level pack I’ve ever purchased. I just don’t get why the tone changed so much. It would be like announcing that they’re going to make a new Dark Knight movie, only this one will be a buddy comedy and Batman is being recast as Adam Sandler.

Submitted for your consideration: level 11.6 of the DLC.  I nominate this for "worst stage in a good game" ever created.  It's repetitive and insanely long for what it offers.  Like the rest of the pack, it adds no value to the overall game.

Submitted for your consideration: level 11.6 of the DLC. I nominate this for “worst stage in a good game.”  It’s repetitive and insanely long for what it offers. Like the rest of the pack, it adds no value to the overall game.

So here’s where I stand: Thomas Was Alone is pretty decent, but it takes a while to get that way. I wish the developer had focused more on ingenuity. When the levels in Thomas are clever, it’s one of the best of its breed to come out in a while. There’s just enough meat here to call it a must-buy. At the same time, the story ultimately left me feeling unsatisfied, and the game only has enough “this is amazing!” moments that it ultimately feels under-realized. You can’t count on the DLC to drown-out those thoughts, because it feels rushed and sort of half-assed. So different from the feel of the main quest that I was a little surprised to learn they came from the same guy who had awed me just yesterday. If I had my way, Thomas Was Alone would be alone, because I would bury that DLC in the desert next to unsold Atari carts.

Thomas LogoThomas Was Alone was developed by Mike Bithell

IGC_Approved$7.99 with PlayStation Plus discount (normally priced $9.99) plus $3.49 (Benjamin’s Flight DLC) said “hey now, Red Kryptonite has caused all sorts of problems, so don’t go there” in the making of this review.

Thomas Was Alone is Chick Approved, but for God’s sake, skip the DLC unless it’s free. And even then, you’re not missing anything by ignoring it. 

Super Brain Eat 3

PlayStation Mobile is to the Vita what Xbox Live Indie Games is to the Xbox 360.  Whether that’s a good thing or not is in the eye of the beholder, I suppose.  I wasn’t around for the early stages of XBLIG, but based on what I hear from my buddies Ryan, George, and Justin, the early days were nowhere near the desolate wasteland that PSM is turning into.  Looking at the slate of recent releases, nothing really has caught my fancy for it.  But then again, nothing really caught my eye on iPhone either.  My Vita has been getting a bit dusty though.  Nothing like my Wii U, which currently wears the same amount of dust as your average mummy.

Again, nothing looked like an attractive purchase, so I just sort of had to guess what might surprise me.  So I bet on Super Brain Eat 3.  Probably because it was only 49¢ and I’m like one of those people on their first trip to Vegas who eases into the experience by playing on the wussy tables.  You know, the ones typically occupied by silver-haired old ladies who try and fail to mask the stench of looming decomposition by coating their bodies in musk oil?  Yea, it was like that.  The game was developed by a dude named Thomas Hopper.  He’s the most prolific PSM developer, with six titles on the platform.  I already reviewed one of his, Super Skull Smash GO!  It was a decent little retro platzzle (I got “punisher” into the lexicon, and by gum, I’m going to get “platzzle” in it too), but it had a few problems.  I felt perhaps the game was too married to the retro concept, to the detriment of the controls and physics.

Saying Super Brain Eat 3 is a bit ugly is like saying water is a bit wet.

Saying Super Brain Eat 3 is a bit ugly is like saying water is a bit wet.

I hadn’t played any of Thomas’ other games.  Skull Smash was easily his best looking title, in that it seemed like it would be fun from screen shots, which is really all you have to go off of on the PSM marketplace.  But what gave me cause to worry is that he was perhaps too prolific.  Like maybe he rushes through development too quickly on titles.   Thus, I set my expectations low for Super Brain Eat 3.  And who knows, maybe I set them too low, because I really did have a good time with it.  It’s a Pac-Man style maze game.  Eat brains, avoid ghosts.  You can get special potions that allow you to fire at enemies, or grant you the ability to destroy ghosts by coming in contact with them.  It also features spikes and various other traps on the floor, plus you have to return to the starting door once you eat all the brains on the stage.  Oh, and SBE3 is needlessly gory, with lots of blood splatters as you pick up the brains.  I’m guessing the aim of the developer was to invoke a Doom-like atmosphere into a Pac-Man style maze title.  Personally, I wish he had gone with a different theme and had a more Namco-like 80s skin on this one.  I believe gaming has evolved past the era where gore sells.  Retro is in, and on a platform where developers are struggling to sell on the same level that XBLIGs are, developers really need to do everything in their power to make a game stand out.  Going off screen-shots (which is all you can do on PSM.  No trailers, no demos), Super Brain Eat 3 looks like it would be boring and awful.  A potentially devastating first-impression, like beginning a first date by spelling out your name in Morse Code using armpit farts.

Having missed the era where 4/5ths of games attempted to be like Pac-Man, I’m not as burned out on these type of games as some of my readers seem to be.  Super Brain Eat 3 is genuinely fun and mostly a well-designed title with lots of great ideas at work here.  Sure, the AI is completely brain-dead.  Fitting I suppose, since they are ghosts, which means they’re dead-dead.  They’re so dumb that it should hurt the game, but because they’re vulnerable to the spikes on the floor, you can manipulate them into killing themselves.  I love it.  It takes a potentially negative aspect and makes it beneficial, rewarding, and hilarious.  Enemies that are somewhere off-screen are marked with indicators on the screen’s edge, and you’ll often see them just randomly die.  It never stops being funny.  It also explains how they ended up as ghosts in the first place.

You get a pretty decent amount of levels in Super Brain Eat 3, plus there’s actually two free level packs coming soon.  I would still give the “best game on PSM” nod to OMG-Zombies! or Cubixx, but I think the best value on the platform firmly belongs to Super Brain Eat 3.  It’s only 49 cents.  Nobody would have faulted the developer for releasing those level packs as spinoffs, but he’s giving them away!  Super Brain Eat 3 is not perfect by any means.  The control is a bit on the loose side, which sometimes led to me going a step further than I meant to.  My biggest gripe, and it’s so rare for me to harp on this, is the graphics.  The game looks bad in screen-shots, and only slightly better in motion.  The environments are sterile and there isn’t any variety in the settings.  The level packs look like they will ease that a bit, but not by much.  There are lots of greys, stark reds, and pale greens.  The game itself isn’t boring, but the graphics almost make it feel like it is.  The graphic style does occasionally get in the way too.  The retractable spikes on the floor, for example, are the same color as the floor is.  In a way, it’s heart breaking.  It would be like having an amazing script for a movie and then finding out they’ve cast Ashton Kutcher in the lead and all the monster effects will be done using Play-Doh.

It's ironic that the spikes don't stick out.

It’s ironic that the spikes don’t stick out.

I alternated between thinking the game was rushed or thinking the developer was lazy.  Do you know why that sucks?  Because it drowned out the thoughts of how talented the developer was.  Super Brain Eat 3 is a good game, but it doesn’t look like it will be.  I had six friends who own Vitas (I think this represents 8% of all Vita owners world-wide) look at this title in the store.  They all agreed it would be a bad game.  The trailer did nothing to diminish that thought.  It looks sloppy.  It looks ugly.  It seems to yell “I will be a terrible!”  Nothing could be further from the truth.  I promise you, Super Brain Eat 3 is worth at least a buck.  It’s unquestionably worth $0.49.  Which I believe is about double the game’s art budget.

Seal of Approval LargeSuper Brain Eat 3 was developed by TACS Games

$0.49 also couldn’t stand the out-of-place, generic metal sound track in the making of this review.  Developers, you really need to select better music for your games.  Cheap plug: we had an interview on this very site with award-winning composer James Hannigan that discussed that.  Give it a read.

Super Brain Eat 3 is Chick Approved.  And no, apparently there is no Super Brain Eat 1 or 2.  That’s another bone-headed development decision.  I’m guessing it was done to be funny.  Instead, it makes it seem like there’s a whole series of games that got no attention, possibly because they were no good.  How could a game that is so good not get one thing right artistically?  Horrible name.  Ugly graphics.  Very enjoyable game.  You should get it. 

Guacamelee!

I wasn’t even sure I was going to get to play Guacamelee!  Many readers, aware that I have epilepsy, warned me that the game occasionally vomits flashy, eye-hurting rainbows.  However, I was given assurances from readers that such effects only happen when you pick up an upgrade or immediately as you enter a boss battle.  They were right, and I was able to play Guacamelee.  Hooray for me!

Unfortunately, after a couple very promising opening hours, Guacamelee fell apart.  For me at least.  I felt the game had issues with padding, humor, and the occasional game-killing bug.  Someone who I think is part of the development team assures me a patch is on the way for such bugs, which might be able to bump the game up to a Seal-of-Quality title.  Despite all the bitching I’m about to do, there’s a pretty good game somewhere in this mess.  A game that at times made me laugh, cheer, and occasional spit on my television.

Guacamelee 0

They should have found someone else to be the hero. Juan slouches. Real heroes don’t slouch.

The idea is you’re a dude who was tragically born with his neck coming out of his chest.  The president’s daughter is kidnapped by an evil undead bullfighter person.  In the process, you’re murdered, but you come back as a super-powered luchador who must save the girl and the world from being merged with the realm of the dead.  I appreciate how the guys behind this took a moldy-old game story and dressed it up with funny dialog and a couple twists along the way.  Having said that, I wasn’t a big fan of the whole luchador thing.  It seems like it was done more out of a desire to be quirky.  The gag seems to be “luchadores are random and weird, get it?”  Yea, I got it.  I got it years ago when Killer 7 had a luchador in it.  I got it when Jack Black played a luchador in a movie.  I got it when WB had a Luchador-themed children’s cartoon and an accompanying awful Game Boy Advance game.

The luchador setting only serves a purpose to the game in the combat, which has a wrestling theme to it.  You punch, you grapple, you throw, or you buy advanced moves like a suplex or a piledriver.  Great.  But why wasn’t the theme more incorporated into the plot or the humor?  Juan becomes a luchador, and then he’s just a luchador for the rest of the game (except for when he’s a chicken.  Don’t ask).  They could have made gags or a plot that revolved around him having to avoid losing his mask, since that’s a central theme for luchadores.  Or they could have made jokes about how wrestling is staged.  Instead, it’s left at “he’s a luchador, and that in and of itself is quirky.”  No, it’s not.

Other humor in the game comes in the form of referencing online memes, the joke being “it’s that thing you know of.  We also know of it, and we made reference to it in our game!”  That’s not a joke.  If I go up to a stranger and say “did you ever see that video of a monkey that picks its ass, smells its finger, and then passes out?” that is not me performing stand-up comedy to that person.  Guacamelee way over uses this, and that’s sad because there’s some characterizations and bits of dialog that don’t use the referential-humor crutch.  Like the slutty demonic chick that hangs out with the bad guys and shakes her ass at you in an attempt to get her way.  Which doesn’t work, making her pout.  That’s funny.  “Hey look, it’s Strong Bad!” or “Hey look, it’s Link!” is not funny.  It’s just not.  Retro City Rampage had the same problem, where the jokes were mostly “It’s funny because I too have seen the games you played or watched the movies and/or television programs you watched!”  Some people enjoy this type of humor.  There’s been eleven seasons of Family Guy and five installments of Scary Movie.  I personally don’t get it, but I guess there is an audience that just wants assurance that, yes, other people remember the pop culture trivia that you remember.

Why does Juan have a championship belt on? That should have been something you get for beating the game. "He got it for beating death! Get it?" says Brian. I suppose.

Why does Juan have a championship belt on? That should have been something you get for beating the game. “He got it for beating death! Get it?” says Brian. I suppose.

Guacamelee is a 2D Metroidvania, something I probably should have mentioned early.  I love this genre, and I really wanted to love Guacamelee.  At first I did.  The graphics are absolutely stunning, and the play controls seems like it will be pretty good.  The world of Guacamelee is well designed, with vast dungeons to explore, towns to mingle in, and lots of hidden pathways to open up unlockables.  However, I wasn’t thrilled with the combat.  Many are considering it to be the game’s greatest attribute, so I think I could probably have trimmed this review down to “play the demo.  If you like the combat, you’ll like the whole game.”  I really didn’t mind fighting, for the most part.  It’s actually fun to string together huge combos, throw enemies into each-other, or see how long you can keep yourself airborne while dishing out damage.

But then the game starts to lock-down for forced arena-style combat.  This was presumably done to pad out the length.  I came to dread these sections because it kills the pace of the game and makes the combat needlessly feel like busy work.  The developers tried to keep it from stagnating by giving enemies shields which require a specific special move to break, or having enemies appear in one dimension and their shadows (which are still capable of causing you damage) in another.  This forces you to switch from dimension to dimension (this is a thing you can do, I probably should have mentioned that too) to fight the baddies off.  The intentions here were good, but the shields and the phasing-planes combat just adds to the tedium and makes fighting a chore when you’re locked in a single-screen.  Worse yet, your dude dramatically flies back, Simon Belmont-style, when you get knocked down.  Getting up is slow, and once up, your temporary-invincibility is too brief.  Thus, enemies can and will juggle you.  I went into a room late in the game with full health, got knocked down once, and never again had a real opening to fight back as multiple guys (some of whom fire projectiles) just endlessly pounded the crap out of me.  You do have a dodge attack, but the window to use it is too brief.  It also doesn’t help when a room has multiple enemies attacking just out-of-synch enough that, when one attack animation is ending, the other is beginning.  Now admittedly, I have no sense of timing, but a quick look at a few YouTube videos confirms that other players are the victims of cheap hits as well.

By the way, most of those videos end with the players talking about how much they love the combat in Guacamelee.  I guess some people are just wired to enjoy this type of shit.  I really did like the combat, but there’s too many foibles associated with it that I couldn’t get over.  Personally, if I wanted to get ganged up on with no opening to fight back, I’d book myself to go on the O’Reilly Factor.

I'm not so sure Juan would make a good wrestler. He spends most of the combat laying on his back.

I’m not so sure Juan would make a good wrestler. He spends most of the combat laying on his back.

Controls can be frustrating too.  I had trouble hitting just the basic (press circle) headbutt on yellow-shielded enemies, as I would typically do some other form of attack.  This became especially true after I opened up the blue “dash-forward” move.  In order to throw those headbutts, I had to completely stop moving and set myself, as any forward momentum seemed to cause the wrong attack.  This gets kind of difficult when you have multiple enemies ganging up on you and no pure method of blocking.  The only way to avoid getting juggled is to move around, but the only way to break an enemy’s shield is to sit still.  You can see how this might be a problem.  It gets really swear-inducing when enemy shields reappear after you’ve broken them because you didn’t kill them fast enough.  This all just makes the game so much more aggravating than it needs to be.  Those locked in combat rooms too, only done to pad out the play time.  Games don’t need to be long to be amazing or earn critical acclaim.  Look at Journey.  The average player takes barely three hours to finish it, and it won numerous Game of the Year awards over big-hitting contenders and multimillion dollar AAA titles.  So would it have mattered if Guacamelee was an hour shorter and didn’t have those combat rooms?  I don’t think it would have hurt its reputation at all.

I didn’t finish Guacamelee.  Towards the end, it started to bug out on me.  First, I couldn’t complete the training room because every time I got half-way through a combo, the screen would go completely black.  I wasn’t sure if this was done intentionally to add challenge, but then I found out that wasn’t the case.  Then the stuff with the yellow shields took over the combat and slowed the pace down even more.  Finally, I got into one of those combat rooms.  This one was especially annoying due to having nearly-out-of-reach bomb/enemy things that you have to kill before a timer ticks down, or they explode and claim a lot of your life.  On top of those, there was a large pillar with a spike on top of it that you had to hop back and forth over.  The controls were decent, but not so great that such actions could be completed smoothly every time.  On top of those, there were projectile-throwing enemies who (along with the bombs) could phase between the two planes of existence.  I did suck at the combat, quite frankly, and I had reached that point I sometimes get to where I just want a game to be over with.  Well, after failing a couple of times at this room, I finally cleared it out.  Only the game glitched out and the doors never unlocked.  Thus I would be forced to exit to the title screen and start the room over.  But, I don’t want to.  I’m done.  Seen enough.  Satisfied that it’s not going to get better.  Don’t want to risk this happening again.  Get back to me when you’re patched.  It will probably end with the stupid “A Winner Is You” line from Pro Wrestling on the NES anyway.

(spoiler alert, highlight: holy fuck, it does.  Jesus Christ, I was fucking joking!)

Hello? Please let me out? Please? 

There’s a ton to like about Guacamelee.  It has personality.  It has charm.  It has an incredible map.  It’s very beautiful to look at.  Most people even like the music.  I don’t.  Personally, I think Mexican music must have been invented by an atheist to disprove the existence of God.  Really, though, your like or dislike of Guacamelee will come down entirely towards whether or not you enjoy the combo-heavy combat of the game, cheapness and all.  I liked it but couldn’t get past the cheapness.  I would still barely recommend it despite that, but the game has issues with glitches and I really think those need to be cleaned up before I say “okay, now you can get it.”  I’m told fixes are on the way, so if you have PlayStation Plus, get it now while it’s on sale and just wait to play it.  Just don’t expect a game of the year contender.  Expect yourself to say “what were they thinking, making you push this many buttons mid-air just to get across this one room?  Were they fucking mad?”

I have to say, I've never been a fan of the "being chased by a gigantic monster" action beats in games.

I have to say, I’ve never been a fan of the “being chased by a gigantic monster” action beats in games.

Oh, and in closing, I know this wasn’t my funniest review (was my longest though).  To make up for it, here’s a random sampling of games I’ve played and movies I’ve seen.  Feel free to bust a gut if you’ve watched/played the same things.  Remember, this qualifies as humor: Portal, Final Fantasy, Mario, Sudoku, Parcheesi, Snow White and the Seven Dwarfs, Seven Psychopaths, Se7en, Seven Samurai, Total Recall, Total Recall that sucks, the Zapruder film of Kennedy’s assassination, and a video of a monkey that picks its butt, sniffs its finger, then passes out.  Okay, you can stop laughing now.  The review is over.

GuacameleeGuacamelee! was developed by DrinkBox Studios

$11.99 ($14.99 for non PlayStation Plus members) said “it’s different when *I* make referential jokes because.. um.. hey look over there!” in the making of this review. 

Second Thoughts with the Chick – Terraria

On Monday, I reviewed Terraria for PlayStation Network/Xbox Live Arcade. I said that I did have fun playing the title, but I didn’t recommend it because it was too glitchy and unfinished. I also said that I had lost interest in the game. Since then, there hasn’t been a review up at my blog. Why? Because I’ve been busy playing Terraria. So allow me to eat some crow and do a 180 here. Terraria IS worth your time, glitches and all.

By the way, even more annoying glitches have popped up over the last few days. The game froze after we defeated the Eye of Cthulhu, crashed while I was harvesting meteor ore, and Brian got a really weird one that forced him to start a new map, then exit that map and reload the old one. Naturally, the one that required that was “our world.” The one we built together. The one that has all of our shit in it. We were seriously worried that we had lost access to it. Apparently, it has something to do with the placement of the bed in the house. Who knew this game was one of those weird “feng shui is real and you must obey it” weirdos?

Starting next year, you'll be fighting pelicans instead of hornets.

Starting next year, you’ll be fighting pelicans instead of hornets.

But, despite dozens of bugs (some of them game-enders), I’ve been pressing on. I figured Terraria was a possible life-ender, and I was spot on. When a game like this owns me, my only choice is to “get it out of my system.” Brian’s heard that term before with me, but this is the only time I’ve dragged him along for the ride. It’s okay though. We’ve both made projects for ourselves. I’ve been focusing on exploring the sky. Brian is alternating between building our house and mining Hell itself. He also built an elaborate trap that we use in the event of a goblin army attacking. Of course, said attacks are rare. Mostly, his trap just kills innocent bunnies.

We named this "Rabbit Season, FIRE" after watching a dozen bunnies off-themselves using it.

We named this “Rabbit Season, FIRE” after watching a dozen bunnies off-themselves using it.

It was sometime a couple of days ago that Brian asked me “do you want to reconsider your review?” After thinking it over, yes. Yes I do. I still stand by all the complaints I said in that review. Terraria is clearly not completely finished and needs a lot of work. But I can’t deny the sheer scope of things you can do in this title. It’s insanity. It’s consumed my thoughts and utterly devoured my free time. I had a seizure earlier this morning (completely unrelated to the game), and since then all I can think about is “I hope I feel good enough to play Terraria later.” It’s single-handedly crippled my productivity here at Indie Gamer Chick. It really says something about a game that, after forty hours, I’m still anxious to dive in. I make no apologies for it either. Look at this game I’m supposed to be writing a review of.

This is Short Circuit for XBLIG by developer Jason Yarber.  Jason's a cool dude, but his game is so fucking boring.  I've always been bored silly by Lights Out, since the moment Santa Claus put one in my stocking when I was ten years old.  And this version doesn't look paticularly engaging.  It has that lazy XBLIG font that makes me break out into hives.  Now, I can either spend hours trying to be snarky over this, or I can spend them fighting monsters and harvesting rare ore.  Hmmmm.. sorry Jason.  For what it's worth, your game isn't total shit or anything, but I can play Lights Out for free at any number of sites.  I can also take a handful of sleeping pills and feel the same stimuli.

This is Short Circuit for XBLIG by developer Jason Yarber. Jason’s a cool dude, but his game is so fucking boring. I’ve always been bored silly by Lights Out, since the moment Santa Claus put one in my stocking when I was ten years old. And this version doesn’t look particularly engaging. It has that lazy XBLIG font that makes me break out into hives. Now, I can either spend hours trying to be snarky over this, or I can spend them fighting monsters and harvesting rare ore. Hmmmm.. sorry Jason. For what it’s worth, your game isn’t total shit or anything, but I can play Lights Out for free at any number of sites. I can also take a handful of sleeping pills and feel the same stimuli.

I haven’t really paid too much attention to recent XBLIG releases. Over the past couple days, a couple of titles have hit that will be reviewed over the next seven days. Well, maybe. When a game utterly owns me the way Terraria does, I can’t make promises. I don’t take back anything else I said about Terraria, except the part where I said I can’t recommend it. I can, and I do. Put it this way: I got the new Bioshock earlier this week and was enjoying what I was playing, until I started playing this. A little $15 indie game on PSN is completely dominating my game time. And now I’m like one of those evil drug pushers, encouraging players to just take one hit. Come on, one won’t kill you.

LogoTerraria was developed by Re-Logic

Seal of Approval Large$14.99 said crow taste quite bitter in the making of this review.

Terraria is Chick Approved and shame on me for not realizing that three days ago.

Terraria

Update: I had second thoughts on Terraria, and you can read them here.  Terraria is now Chick Approved. 

Being primarily an Xbox Live Indie Game critic, I don’t get a whole ton of requests for XBLA/PSN titles.  But, when I do, they usually come in droves.  Terraria was such a game.  Partially that’s because none of the major sites have a review up yet.  Also because people are simply dying to know what I think of crafting games.  Not a day goes by where someone doesn’t ask me about my opinion on Minecraft.  I still haven’t played it.  Not out of any moral or anti-bandwagon objection.  It’s just one of those “I’ll get around to it at some point” type of deals.  Plus I live in fear of the potential addiction factor.  Time sinks like Minecraft have ruined my life in the past.  Now that I work and have a boyfriend and shit, I’m not really up to risking that by playing a game with life-ruining potential.

But, I aim to please my readers, so I decided to go ahead and buy Terraria on PlayStation Network.  And, just to be on the safe side, I brought my boyfriend along for the ride.  If I’m going to destroy my life, I’m bringing him down with me.  It’s the gaming version of the Days of Wine and Roses.

I guess Terraria is supposed to be Minecraft in 2D.  Maybe that’s over simplifying things, but that’s the game in a nutshell.  You have to mine for materials that you use to build shit to mine for more materials.  There are enemies to fight, a huge (and I do mean fucking huge if you pick the largest map) world to explore, lots of different items, and a few twists along the way.  Brian created the world, chose “large” because he’s a total clod who forgot that I needed to play the game as fast as possible so that I could crank out a review, and away we went.

My world started out in a snow-capped mountain.  Brian's started out in a beautiful, serene forest.  I think the game was trying to send me a message with that.

My world started out in a snowy wasteland. Brian’s started out in a beautiful, serene forest. I think the game was trying to send me a message with that.

As a young couple that’s getting ready to buy a house, I figured this would be a good test to see how we do at the whole “co-habitation” thing.  The weird thing is, we sort of fell into what our real life roles will be.  Brian became the home maker.  Literally.  He built our house, while I set about bringing home the materials we would need to survive.  For the first couple hours, Brian never ventured far outside of our home.  He kept adding floors, furniture, basements, and buildings for NPCs to live in.  Meanwhile, I was off fighting monsters and tunneling all over the Earth looking for shit to build us more shit with.  It was quite fun, and very 21st century of us.

Finally, I think Brian got jealous of me constantly going “look at all this cool shit I’m finding!” and built a mineshaft, then proceeded to dig a hole straight to fucking China.  That got me all jealous.  Suddenly he was the one saying “hey Cathy, look at all this cool shit!”  I responded to this in a completely rational way: I dug a tunnel to a lake and flooded his ass out.  We’re going to make a great couple.

We put about fifteen hours into Terraria, but it felt like a lot less.  Despite being a time sink without shame, gameplay is rewarding.  Every piece of progress you make is exhilarating.  And really, what else can you say about a game where at least once every thirty minutes, we looked at each other as if to say “can you believe how much fun this game is?”

So I recommend it right?

Well, no, actually.  I don’t.  Terraria is too unstable and glitchy in its current state.  Over the course of fifteen hours, a laundry list of bugs popped up, grew, and frustrated the ever-loving shit out of me.  Chief of which was the game had a tendency to crash at the worst possible times.  It happened to me twice, and both times I had lost all the materials that I had harvested.  To say I blew a gasket is an understatement.  Who knew I was capable of crushing a controller with my bare hands?

How come our place didn't look this nice, Brian?  You suck at interior design.  Suck suck suck at it!

How come our place didn’t look this nice, Brian? You suck at interior design. Suck suck suck at it!

I can’t stress how furious I was when this happened the second time with Brian.  After hours of searching, I had stumbled upon a vein that was the mother lode of precious metals and rare gems.  I stuffed my pockets and was about to head home with, poof, gone.  Game crashed.  Not for Brian, just for me.  But all those metals that were in my pockets were gone.  Gone permanently from my pockets and from his world.  Ceased to exist.  They can’t be replaced.

At this point, I was done with Terraria.  This had already happened once and I was pretty pissed then, but I was having such a good time that I wanted to go back.  After the second time?  Fuck that.  The game was a waste of my time.  I begrudgingly played on my own just because it seemed like the professional thing to do, but the magic was gone.  That took a lot of work to get those.  Hours of gameplay.  Am I bitter?  Fuck yea, but with just cause.  Call me old-fashioned, but I think a game that cost money should, you know, fucking work.

That crash also made a lot of the niggling little glitches that seemed minor before seem not so innocent.  Such as:

  • Going to craft items and being told I didn’t have the materials.  Even though I did.  Right there, in my pocket.  So I would have to exit out of the crafting menu and reenter it.  Sometimes I would have to do this two or three times before the game would say “oh hey, look, you actually do have them.  My bad!”
  • It had issues keeping track of how much money I had gathered.  I would fight hoards of zombies, picking up coins from each one that died, then go to put my cash away in a chest at home only to find out that the dozens of coins I had picked up was now four or five.  We never actually spent all that much money, so I wasn’t that annoyed by it.  But still.
  • We had trouble picking up the shooting stars.  It seemed to be a networking issue.  Brian would see stars that I wouldn’t and vice-versa.
  • Offline, the game froze for me while it was loading up the world.
  • I had the music start to glitch out on me upon respawning more than once, making it sound like nails on a chalkboard.

It’s also worth mentioning that I had a couple reports on Twitter of XBLA owners also crashing their game.

While going through the screenshots on the official page for Terraria on the PlayStation Store, I realized how very little I had seen of Terraria, even after fifteen hours of gameplay.  I want to keep playing.  But I won't, because I don't want to get burned again.

While going through the screenshots on the official page for Terraria on the PlayStation Store, I realized how very little I had seen of Terraria, even after fifteen hours of gameplay. I want to keep playing. But I won’t, because I don’t want to get burned again.

As far as the non-glitchy elements go, movement physics are fairly smooth.  Jumping is decent.  But, the interface is so cumbersome and clunky that, even after over ten hours, it never feels intuitive.  When we finally got organized and created a room that was nothing but chests to keep all of the stuff we’d dug up, we could spend fifteen or more minutes just fumbling to empty our pockets into them.  Brian got more used to it than I did.  I just couldn’t get the hang of it.  Have you ever been stuck in line at a supermarket while some asshole has to get a price check on a pack of gum, then decides to pay for it with his card instead of the quarter you just fucking know is collecting lint in his pocket?  Every single menu in Terraria feels like that.

I sure hope that patches are on the way for Terraria.  I can’t stress enough: this game is fun.  Very, very fun.  But it’s not worth getting right now.  Simply put: it’s not finished.  Hopefully it will be someday soon.  If you’re one of those types who can put up with great games rendered too buggy to enjoy, have at it.  For me, Terraria can be fun, but it’s too unstable to recommend.  Funny, because that’s exactly how my parents described me to possible suitors.

LogoTerraria was developed by Re-Logic

$14.99 briefly thought about taking hostages and demanding that the 73 Gold Ore, 103 Silver Ore, 17 Demeteor Ore, 15 emeralds, 7 Topaz, 8 sapphire, and Skeleton Statue that I lost when the game crashed were returned to me, but Brian said “honey, the cops made it clear, no more hostage situations” in the making of this review.  Well fuck.

Gun Commando, Samurai Beatdown, Cubixx, and OMG-Zombies!

Today we’re playing the Lightning Round of game reviews.  I played four PlayStation Mobile games this week in a quest to find something fun and original that justifies the existence of the platform.

First up was Gun Commando, a neo-retro Doom clone.  I have no idea why such games fascinate me, considering that Doom was well before my time.  I don’t know.  It just seems to me like the classic formula should be able to lend itself well to hit neo-retro indie titles in 2013.  However, Gun Commando is not that game.  It feels like Doom, what with brain-dead enemy AI, retro graphics, and labyrinthine levels.  Where it falls apart is the God awful controls.  Adjusting the sensitivity settings doesn’t seem to fix button-based controls, and thus lining up enemies to shoot is damn near impossible.  You’re forced to do everything on the touch screen, and this would work except any slight twitch of your finger forces you to fire your gun.  This is combined with enemy fire that is nearly impossible to avoid, dull weapons, and an absurd difficulty spike about halfway through.  It looks the part, but in truth, Gun Commando was doomed from the start.

Yea, that was lame.  I’ll move on.

Gun Commando was developed by Green Hill Games ($2.79)

If Doom was set in a trucking scrapyard and demons were replaced with angry football players.

If Doom was set in a trucking scrapyard and demons were replaced with angry football players.

Up next was Samurai Beatdown, which was free last week, normally priced at $0.99.  It’s alleged to be a rhythm game, but I found the actions on screen rarely seemed to synch up to the generic beat.  The concept is operating-a-light-switch-simple: enemies run at you from both sides.  Tap the left side of the screen to kill enemies running at you from the left, and the right side to kill enemies running at you from the right.  Again, even when you’re perfect, the enemies don’t seem to match up to the beat of the music.  I’m not musically inclined, so that was fine with me, but even on the hardest difficulty setting, Samurai Beatdown is so easy that it’s insulting, and it gets boring quite fast.  Not really worth the bandwidth when offered for free, I can’t even fathom paying money for it.

Samurai Beatdown was developed by Beatnik Games ($0.99)

You can enter an indestructible mode if you're running out of health.  This will never happen.

You can enter an indestructible mode if you’re running out of health. This will never happen.

As it turns out, the best PlayStation Mobile games are actually ports of existing PlayStation Mini titles.  Cubixx is free this week on Mobile.  It’s basically the exact same game as the PlayStation Mini title from a few years back, only the graphics are ever so slightly improved and it weighs less (22MB) than the original Mini version (29MB).  If you don’t already own it somewhere, shame on you.  It’s a fantastic take on the classic Qix formula.  I would actually recommend Cubixx HD on PlayStation 3 first and foremost, but Cubixx on Vita for free isn’t a bad alternative.  Draw lines on a cube, avoid enemies, fill in as much area as possible, move on to the next level.  It sounds dull, but if you’re gutsy, it can be an intense, extremely rewarding experience.  However, I can’t really get too excited over it, because I’ve played Cubixx to death over the last four years and it has nothing new to offer me.  If you haven’t already played it, it’s one of the best neo-retro games of the last generation.  If you have, there’s absolutely nothing new here.

Cubixx was developed by Laughing Jackal ($2.99, free right now)

Probably the most unenthusiastic I've ever wrote about a game I loved. Sorry, but after four years it's tough for me to get excited about the same game.

Probably the most unenthusiastic I’ve ever wrote about a game I loved. Sorry, but after four years it’s tough for me to get excited about the same game.

Finally, OMG Zombies, by the same guys that made Cubixx.  It’s also a PSP Mini port, but I somehow never played it despite apparently owning it.  The only explanation I can think of is I must have gotten it for free with PlayStation Plus and never touched it because I avoided zombie games like the plague before I started Indie Gamer Chick.  My loss really, because OMG Zombies is fucking awesome in a time-sink kind of way.  The idea is a field of zombies shamble around aimlessly, and you have a limited number of shots to pick them off.  Shooting a zombie causes them to explode, and if another zombie is close by, it detonates them too.  You have to set off a chain reaction that clears as many of them as possible.  There’s five classes of zombie.  Normal ones explode, fat ones explode bigger, cop zombies shoot bullets in a straight line when they die, commando zombies fire off a round of Uzi bullets when they die, and acid zombies turn into a pool of acid.  As you beat levels, you accumulate money that you can spend to upgrade the strength of your gun, or the potency of the damage zombies do to each other.

Where's Waldo has gotten pretty dark lately.

Where’s Waldo has gotten pretty dark lately.

OMG Zombies is so smart, because you can’t abuse the upgrade system with random grinding.  You can only earn each stage’s  four monetary rewards once.  It makes the gameplay so very engaging and rewarding that I almost forgot that OMG Zombies is much more based on luck than skill.  I would often restart levels multiple times because the exploding barrels were randomly placed together instead of spread apart.  Or there are stages where every enemy is one of the cop zombies, where no amount of skill is going to help you make sure that when the bullets start flying, they fly in the correct directions.  It can be frustrating for sure, but I never grew bored with it.  Everything you need to know about OMG Zombies can be summed up with the following two statements.  #1: I ran out my Vita’s battery twice playing it.  #2: I can’t even remember the last time I felt compelled to achieve 100% completion of a game, but I simply had to here.  I would say that qualifies OMG Zombies as a worthy use of your time.  My boyfriend might disagree.  He says with the amount of time I spent with it, it qualifies more as a hostage situation.

IGC_ApprovedOMG-Zombies! was developed by Laughing Jackal ($2.99)

Cubixx and OMG-Zombies! are Chick Approved.

The Future of Indie Gamer Chick

It’s been 580 days since I started Indie Gamer Chick.  In that time, I’ve reviewed 352 games, 327 of which are for Xbox Live Indie Games.  My participation in the XBLIG community has been nothing short of life changing for me.  Sometimes my reviews aren’t exactly nice, so being embraced by developers was not something that I expected.  I feel like I’ve been adopted by a loving, nurturing family.  Yea, Xbox Live Indie Games don’t always produce the highest quality of titles, but that’s the price you pay for having an open platform.  For all the bitching people (including myself) do about some truly abysmal games that were intended to be bad from the get-go, it’s all worth it.  It created a place where talented, enthusiastic dreamers could create and market their very own video games.

Proof that XBLIG isn't dead: there's some very exciting looking titles still on the horizon.  This is Ring Runner, coming this Summer.  Click the picture for a trailer.

Proof that XBLIG isn’t dead: there’s some very exciting looking titles still on the horizon. This is Ring Runner, coming this Summer. Check out their YouTube channel by clicking the picture.

Unfortunately, word from Microsoft leaked this week that XNA, which is the sole development language of Xbox Live Indie Games, has begun to be phased out.  While not discontinued, XNA is now classified as “no longer under development.”  Along with this, all current XNA MVPs will be relieved of their duties on April 1, 2014.  This has caused widespread mourning among the XBLIG community.  Mind you, we’re over a year away from the date that MVPs are being let go.  Still, the future of Xbox Live Indie Games, which was always shaky at best, now seems downright bleak.

To clear-up some misconceptions for those non-hardcore XBLIG fans that read me, Xbox Live Indie Games are, to the best of my knowledge, not being removed from the Xbox 360 Marketplace at this time.  In fact, it’s a safe bet that they’ll be around for at least another year.  If the time comes where membership to the App Hub is stopped, then you can feel free to panic.  However, there’s no question that XBLIGs as we know them today will cease to exist sometime in the future.  Hopefully some questions will be answered with the next generation Xbox is unveiled in the coming months.

Another reason to stay excited about Xbox Live Indie Games: DLC Quest has a sequel on the way.  It's called Live Freemium or Die and it's coming "very soon" says creator Ben Kane.  Click

Another reason to stay excited about Xbox Live Indie Games: DLC Quest has a sequel on the way. It’s called Live Freemium or Die and it’s coming “very soon” says creator Ben Kane. Okay, so I’m the one and only person who begged him to NOT do a sequel, but if anyone can prove me wrong, it’s him.  Click the picture for the trailer.

The end of XNA is not the end of Xbox Live Indie Games.  Indies will factor into the next generation Xbox.  Not because Xbox Live Indie Games was a rousing success, because it wasn’t.  It’s because the game industry is trending this way.  iPhone has become one of the most successful gaming consoles in history.  Sony has created its own open-to-anyone platform.  This is the direction the industry is heading.  Microsoft won’t keep indies around because they’re trendy or because they’re artists.  They’ll do so because it’s sound business sense.

In the meantime, my fans on Twitter want to know what this means for Indie Gamer Chick.  Well, since Xbox Live Indie Games aren’t going anywhere in the immediate future, I’m not going anywhere either.  Yea, I suffered from a bit of burnout earlier this month, but then a couple of games came along that reminded me why I’ve stuck by this platform for the last eighteen months.  Of course, I can’t say what the future holds once XBLIGs begin to roll out on the next generation platform.   Whether they remain the focus of my site will depend on how open the platform is and the volume of games released on it.  If it sees the same amount of games as PlayStation Mobile, I obviously wouldn’t be able to center my site around it.  Thankfully, my name is Indie Gamer Chick, and thus I’m not tied down to anything.

Heh, sorry Tim.

Escape Goat 2 might not come to Xbox Live Indie Games, which is exactly why I need to start paying more attention to other avenues of indie gaming.

Escape Goat 2 might not come to Xbox Live Indie Games, which is exactly why I need to start paying more attention to other avenues of indie gaming.  You can head to the developer’s website by clicking the picture and threaten bodily harm if he doesn’t release on XBLIG.  Or, you know, ask politely.

I am announcing that I’m going to include more coverage of non-XBLIG platforms.  Until recently, reviews of games on Xbox Live Arcade, PlayStation Network, iOS, and Wii U eShop were rare here.  That’s going to change.  Xbox Live Indie Games will remain the primary focus of my site until Xbox Live Indie Games cease to be.  But I’ll also make a good effort to have one non-XBLIG review weekly.  Along with this, you can also expect features like Indies in Due Time (returning soon) and Tales from the Dev Side to look outside of Xbox Live Indie Games.  In fact, the MonoGame Team will be doing an editorial sometime in the near future.  There might also be changes in the Leaderboard in July in time for my second year anniversary, so that it includes iOS and PlayStation Mobile titles.  I’ll keep those elitist PlayStation Network and Xbox Live Arcade games off it.  Snooty bastards.  And don’t even get me started on Wii U’s eShop.  It seems to have suffered some kind of gaming version of Sudden Infant Death Syndrome.

Life of Pixel

Update: Life of Pixel received a Second Chance with the Chick and is now Chick ApprovedClick here for the updated review

Indie gaming fans keep asking me to look outside of Xbox Live Indie Games for material to do my reviews on.  However, my loyalty remains with XBLIG, so I only hit up other platforms when I’m suffering from complete and total burnout of XBLIG due to the endless mountain of shit that populates the platform.  That’s the only time I look elsewhere.

So um..

Let’s see what’s on PlayStation Mobile this week, shall we?  What have we here?  A Super Meat Boy-esq punisher with the hook being you’re a pixel who journeys through gaming history?  Interesting.  Of course, I’ve already played a game where you journey through game history, and if that one had been any bigger a disaster they would have to scrub the Titanic from history books just to make room for it.  However, as a concept, a stroll through gaming history is not only sound, but enticing.  That’s why I chose to pick up Life of Pixel, even though it’s one of those godforsaken punishers.

Life of Pixel

Looks Atarishi, I guess.

I want to start by saying that artistically, Life of Pixel is mostly a triumph.  The eight worlds presented authentically capture the look of each era they pay tribute to.  I’m guessing at least.  Some of the platforms covered are vintage UK-only PCs such as the Spectrum or the 2X81, along with such American relics as the Commodore 64.  As an American born in 1989, I have never touched those platforms, nor do I plan on it.  But, comparing screenshots to games from those devices, they look spot-on.  However, no effort at all was made for the games to sound like their respective platforms.  There’s a single awful chip-tune that plays no matter which era you’re in, and all stages make the same bleeps and bloops.  Why go so far to look authentic but not sound authentic?  It makes no sense at all.  It would be like having the most accurate-looking Elvis impersonator on the planet performing hip-hop.

Where the game falls apart completely is level design.  There is cheap design, and then there is Life of Pixel.  Every bad possible design choice is given center-stage here.  Leap of faith platforming, blind jumps, no checkpoints in slow-paced large levels, erratic enemy movement, and an overall sense that the game really wants you to not have a good time playing it.  It ultimately comes across like a poor Super Meat Boy clone.  The main character even looks like Super Meat Boy.  But this is yet another case of a developer not grasping why that game was so popular.  Nothing in Super Meat Boy was unfair.  It required little to no guess-work from the player.  And dying wasn’t so bad because levels were fast paced and respawning was quick.  Plus, death was sort of rewarded by the fact that you got to see a replay of all your failures play out simultaneously at the end of each stage.  The only reward in Life of Pixel is seeing a new graphics style when you open a new world.  A novelty that wears off on average in about 11.3 seconds each time you get a new world.

Actually, this looks slightly different from the Spectrum ports I've seen on XBLIG, so I'm not sure how close this is to the real thing.

Actually, this looks slightly different from the Spectrum ports I’ve seen on XBLIG, so I’m not sure how close this is to the real thing.

I can’t even complain about the controls really.  They’re mostly accurate, and offer non-slippery controls and decent jumping physics.  100% of Life of Pixel’s problems are level-design related.  The game is cheaper than a dime store whore and seems to revel in that fact.  There are one or two other design flaws.  Early stages are single-screen affairs, and during these the game is quite fun.  But once you get to the Spectrum era, the game does that thing where you have to walk to the edge of the screen to scroll the level over, and it scrolls a full screen at a time.  The game doesn’t pause while it does that scroll thing, and so if you have to jump to a platform, it’s a forced blind jump that often will result in your death.  It’s something that is horrible and cheap for the sake of being horrible and cheap.  Later stages avoid the “scroll a full screen at a time” design in favor of smoother scrolling, but the level design never strays away from “be as cheap as possible.”

There’s also spikes that retract into the walls only to pop out again.  These are weird because you can walk over them as long as they are like 75% buried in the ground.  It makes getting the timing down of when you can make a run for it nearly impossible.  I’m not sure why they didn’t just have the spikes retract and pop up faster than they did, except again, because it’s aggravation just for the sake of being aggravating.  Finally, sometimes dying is a slow process.  In the best punishers, death and respawning happen quickly.  Here, if you land in water (or quicksand), you slowly sink down and have to wait for your character to reach the bottom, linger for a bit, and then blink out of existence.  It’s absolutely amazing that a game that so clearly wants to be Super Meat Boy could end up getting wrong every single thing that made Super Meat Boy the beloved cult hit that it is.  Bad level design, lack of rewarding gameplay, blind jumps, slow deaths, and boring, sprawling levels.

Don't worry. Nothing about Life of Pixel gets me wet.

Don’t worry. Nothing about Life of Pixel gets me wet.

Yea, maybe trial-and-error platforming was a big deal thirty years ago, but we’re in 2013 now.  100% authenticity was obviously not a priority for Life of Pixel, as evidenced by the half-assed sound, so why make the game so cheaply frustrating?  I’m so pissed off because these guys obviously had talent.  There’s no way they could make a game that looks this good and controls this acceptably just by sheer fucking luck.  So what happened guys?  Why did you choose to make your game so unfair and unlikable that it’s almost certain to never catch on by word of mouth?  The amount of potential squandered here makes me want to cry.  And by the way, my friends are disappointed that there’s no Life of Pi reference here, but I disagree, because this game proves there is no God.

logoLife of Pixel was developed by Super Icon Ltd

$1.99 searched for a Life of Pixel trailer on YouTube and instead found a video series about a little girl named Pixel in the making of this review.  Who the hell would name their daughter Pixel?  I look forward to meeting her siblings, Polygon and Bit-Mapping. 

In all seriousness, I couldn’t find any gameplay footage of this on YouTube.  If someone finds some, give me a heads up.

The Unfinished Swan

I’ve spent the last couple days attempting to write a game of the year piece, and when I tweeted that I was ready to name Journey my game of the year, I had a few skeptics say “what about Unfinished Swan?”

Oh yea. Forgot about that one.

Well, now I’ve played Unfinished Swan. It’s fun. It’s original. It’s got a very cool narrative. And it’s not a game of the year contender. Not even close. It would be lucky to catch a sniff of the game of the year’s stale fart.

But it’s really cool though.

TUS.E3.2012.001

What stands out about Unfinished Swan is how good a job it does of making the player revert back to childhood. It does feel like you are a child whose imagination while being read a fairy tale is running wild. This could have been mishandled so badly, but instead it comes across as totally authentic and charming. I could see why so many people would name this game of the year, especially those that put a premium on story and emotion over gameplay. My only real complaint with the story is Unfinished Swan, which seems very suited for young children, takes a bit of a dark turn during the final chapter, which doubles as the end credits. This includes a scene where you’re at a funeral and see a body inside a coffin. Jeez, guys.  Even Disney had the good taste to not show Mrs. Bambi’s bullet-ridden corpse.

So the story is really good. Not as emotionally exhilarating as Journey, or as likely to make you think deep, introspective thoughts. Instead, the game invokes a relaxing innocence. This is the first game I’ve played in a long time that feels like a sophisticated family game. No joke. Unfinished Swan seems like it would be great for little kids. Nothing here is too challenging, and even some later spooky scenes set in a dark forest aren’t too scary for young children. If you have kids, I couldn’t strongly suggest any game more. Any form of media that’s narrative can appeal to very young children or adults is rare, but such stories in video games are really, really rare.

Uniqueness extends to the gameplay as well.  In fact, the experience is so unique that if you don’t already know what it’s like, I suggest you quit reading now and just go buy it. You won’t regret it. My verdict on the gameplay? Fun, very simple, puzzles aren’t exactly puzzles, some frustrating elements, but everything here is light and breezy and could be finished in under four hours. There is absolutely no challenge at all here. None whatsoever.  

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Still reading? Okay, let’s talk level design. So the game starts you in a stark white room with no indication of what to do or where to go. A common experience among people I’ve talked with about Unfinished Swan seems to be people not realizing the game has begun. But it has. Each of the three chapters has a unique take on what exactly you have to do to navigate them. In the first world, everything is white, and you find your way around by throwing water balloons filled with ink. They splatter on objects, revealing their shape and size. Using these, you paint the terrain until you can find the path to move on. It’s quirky and neat, but sometimes annoying. Often times, I had to rely on spinning around in a circle and throwing ink at everything trying to figure out where I was supposed to go next. I called this the “octopus caught in a centrifuge method” and it did work, but seemed like it shouldn’t be necessary. Occasionally, you’ll spot swan tracks on the ground that point you in the right direction, and thank Christ for that, because otherwise I think I would still be trying to find my way out of the first stage.

In the second stage, objects finally have shadows, and thus you don’t need to heel-toe your way around anymore. Your ink balloons are also replaced with water balloons. The idea here is to navigate a vast city and castle with all kinds of tall buildings and exotic locations. And actually, this is the part of the game where I did get bored at times. The design here is fairly bland. The gutsy stylized gameplay of the first stage is almost completely gone, and in its place is the type of navigation puzzles that have been done to death in games, only these ones are much easier. Later in the stage, you have to use the water balloons to grow vines used for climbing walls. The problem with these are they tend to be a bit stubborn. Sometimes I couldn’t get them to go where they were supposed to go at all.

In one spot, you’re given a fire hose that you’re supposed to use to saturate a wall to grow the vines towards another platform. I spent several minutes trying and failing to get the vines to grow in that particular direction. They simply refused to do what they were told. So I said fuck it and made a mad leap for the platform, missed, and fell to my death. When I respawned back on the platform, not only were the vines willing to cooperate, but they had already grown where they needed to go. No clue at all what happened there. I’m guessing the game’s engine crapped out on me. That, or this is the developer’s way of advocating suicide to solve all your problems.

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The final proper stage is set in a dark and spooky forest where you’re attacked by spiders if you don’t stay in well-lit areas. You deal with this by hitting lights with your balloons. At one point, you need to push around a little glowing ball of light (a moment that gave me Entropy flashbacks) to keep yourself safe. Later, you have to follow the ball of light down a river. After this, you have geometry puzzles that require you to create platforms by throwing the water balloons at specially marked walls. I have to say, the efforts to change-up the gameplay are well done in general, but no one mechanic seems to reach its fullest potential. After all this, you’re given a brief epilogue where you relive past moments in the game, while the credits appear on the walls. Afterwards, you can go back and look for hidden balloons that open up various unlockables.

I really liked Unfinished Swan, and other than some dead points in the second chapter, the gameplay here is fresh and well-paced. I ultimately recommend it because there’s nothing quite like it, and because it plays well. But there’s no challenge here. After telling a friend to get this for their six-year-old kid over the weekend, I found out that the kid easily beat the game in roughly the same time I did. I hear he totally loved it too. So yea, it’s not challenging. But neither was Journey. I would say both titles would be better described as game-like experiences. Where actual gaming elements almost seem to distract from the unfolding narrative. Both could also easily ride the art-house label if they so wished, but they don’t need to. They let their art credentials speak for themselves without battering you over the head with a copy of Rudolf Arnheim’s Art and Visual Perception. If Unfinished Swan has any real failings, it’s that it feels like they didn’t do enough with the visual gameplay concepts. Maybe that’s a good thing. Maybe the whole “you can’t see anything” direction of the first level could have been maddening without the type of restraint the guys at Giant Sparrow showed. Maybe. But I can’t shake the feeling that this could have very well been called the Unrealized Swan.

The_Unfinished_Swan_logoIGC_ApprovedThe Unfinished Swan was developed by Giant Sparrow

$14.99 never did hit that blasted swan with a water balloon in the making of this review.

The Unfinished Swan is Chick Approved, but only Xbox Live Indie Games get ranking on the Indie Gamer Chick Leaderboard.  For now. 

Retro City Rampage

Warning: there will be some spoilers.  The gist of this review is that Retro City Rampage is fun in spurts but the Grand Theft Auto stuff is the only parts that are good.  Every classic gaming section is boring or worse, and most of the jokes are not funny.  I don’t recommend it.

Retro City Rampage is a good game destroyed by a lack of restraint.  It’s popular among older players because it hits all the right buttons that get their juices flowing.  In other words, it references a lot of 80s gaming and pop culture, and that’s all you need to do to get most retro gamers happy.  Sean Penn is statistically proven to be the most boring man in the world, but if he ever just blurted out “our princess is in another castle” you would have the entire gaming population over the age of 30 lining up to give him head.  That’s the basis for all the humor in Retro City Rampage.  If it’s 80s and pop culture, it’s here.  Do you remember Metal Gear?  Back to the Future?  Battletoads?  Bill & Ted?  The dog from Duck Hunt?  Married with Children?  Saved by the Bell?  Pitfall?  Mega Man?  Smash TV?  Teenage Mutant Ninja Turtles?  The guy who made this certainly did.

So what’s the punchline?  “Hey, it’s that thing I remember from my childhood!”  Well that’s not funny.  There has to be some kind of gag to go with it.  When Retro City Rampage has an actual joke, with a beginning, middle, and end, it’s typically funny.  Otherwise, it’s just painful.  I never got how humor like this is supposed to work.  You know how every Adam Sandler movie has a Col. Sanders look-alike in it?  What exactly is funny about that?  Someone please explain it to me.  I’m hoping some context will make it funny in time for his next shitty flick.

This section looks like Contra. I think we’ll all agree that Contra is a pretty good game. The problem here is the game only looks like Contra. It doesn’t play like it, or more importantly, feel like it. It plays and feels like a bad ripoff of Contra that was lifted straight out of the 80s. I’m guessing that isn’t what the developer was aiming for.

When Retro City Rampage is good, it’s really good.  That might sound like high praise, but the flip side of it is when Retro City Rampage is bad, it’s really, really bad.  The sad thing is, the game does the old-school Grand Theft Auto better than the last two official 2D GTAs did.  It controls reasonably well, there’s a fun variety of weapons, and the game keeps track of all the damage you’ve rang up.  If the game had stuck to this stuff, it would have been sublime.  But it doesn’t.  Because it’s so married to the whole classic-gaming thing, it keeps doing “homages” to that era.   And the material chosen here is head scratching.  The dam stages from Teenage Mutant Ninja Turtles on the NES.  I’ve never played it, but I know of its reputation and it’s not a good one.  The same goes for the hoverbike sequence from Battletoads.  I don’t know if it improves the mechanics (since I didn’t choose suicide over finishing the stage, I’m guessing it must have), but why include them in the first place?

The shitty thing is the guy who made this obviously knew sections of the game were not fun, because the game outright tells you such.  When you have a mission where you have to tail a car without being spotted and also refilling on coffee every ten feet, the game outright tells you that it’s “one of those boring missions.”  Which would be funny if it somehow took the piss out of the genre, but it doesn’t.  When it turns out the mission really is boring, it crosses a line from being cute to being to being obnoxious.  When you do the Ninja Turtles dam sequence, it moans “oh no, not another water stage!”  And then it proceeds to be slow, boring, and not fun at all.  I acknowledge that I’m probably not Retro City Rampage’s target audience, but with all the great stuff in gaming history, why pay tribute to the crappy stuff?  Even worse, why keep it crappy?  If you know what’s wrong with something, why not fix it?  If I have a leaky sink, I don’t build a fucking shrine to it.  I fix the damn thing.  Retro City Rampage decided to go with the shrine, and as a result this tribute to bad games itself becomes a bad game.

The Paperboy section, which feels like a bad clone of the real thing.

Whenever it deviates from the Grand Theft Auto stuff, the game sucks.  Sadly, the game keeps forcing you to do these “classic gaming” sections like you’re being dragged by a choke chain.  With no exceptions, I found those fell into two categories: boring, or long and boring.  A section based on Paperboy?  Boring.  And bad, because the engine isn’t suited for Paperboy.  A section based on Contra?  Boring.  An extended section based on ‘Splosion Man?  Long and boring.  And again, the engine isn’t suited for it.  Nor is it suited for a boring Smash TV section, or especially a long and boring Smash TV section.  Yep, there’s two.  Or a portion of the game based on Tapper.  There’s an extended boss fight with Dr. Robotnik (or Buttnik as the game calls him) that is long, boring, and has no check points.  For a game that I was so overjoyed when I started it, and even after several hours, I couldn’t believe how horrible it had become by about eight hours in.  I had just beaten the Robotnik boss, and suddenly the game decided to pay tribute to some 3D motorcycle racing thing.  The good news is they actually used a different engine for this part.  The bad news is this is where I finally said “you know what?  All the fun I’ve had in this game has long since been drowned out by shit like this.”  Exact quote.  I made Brian write it down.  This was somewhere near the end of the game.  After three stages with a motorcycle, you end up in a time-traveling DeLorean, fighting a boss.  I spent an hour with this thing, fighting spotty collision detection, unfair enemy placement, and tedium on a level I didn’t think was possible in something I had previous had a lot of fun with.  Finally, after getting close to the end of its lifebar, something happened and I went from having all three of my hit-points left to having none.  I’m not sure what happened.  I think I should have taken one point of damage from getting hit, but my health was instantly all gone and it was time to restart for the 35th time.  Fuck.  That.

If Retro City Rampage had stuck to gameplay like this, I wouldn’t be calling it Retro Shitty Rampage to Brian right now.

For those of you who will love this game no matter how flawed it is, go ahead and tell yourselves that I only disliked it because I grew up with a PlayStation instead of an NES.  Yea, I probably didn’t get all the references (or “jokes” as they are being passed off as), but if that’s all you really want in a game, you need to get your head examined.  Why punish yourself with a game that sometimes brags about being boring (and it’s not a joke, it really is boring in those sections) just so you can see a reference to Mr. Belding or the raccoon suit from Super Mario 3?  Retro City Rampage can be fun, but it’s so bad in so many sections that you’ll never really reach that apex of satisfaction.  I was practically floating two hours into it, before the game lost me forever by rubbing in the fact that a section designed to be boring had been placed in the game.  That really soured the mood, and it never recovered.   There were still fleeting moments of greatness, but the threat that the game might decide to intentionally be bad again tainted it all.  It also brought to light some stuff I might have missed if I had remained in a blissful state.  Stuff like close-quarters combat being shitty, club-based weapons being useless, and having too much recoil from getting hit.  And then the game would have more sections of intentional badness.  Sigh.  Who could possibly think being bad is a good thing?  Nobody likes things that suck on purpose, unless it involves a mouth and genitals.

Retro City Rampage was developed by Vblank Entertainment

$14.99 killed more dogs than hip dysplasia in the making of this review.

Cathy was assisted in gameplay while playing Retro City Rampage to help her avoid having a seizure due to epilepsy.  The bulk of the game was played by her.  All opinions in this review are her’s alone.