Plague Inc.: Evolved

It’s been over two years since I tackled Plague Inc. on iPhone. You’ll want to read that review to get my thoughts on the gameplay of Plague Inc, since I won’t be discussing it much in this review. Cliff notes: I quite liked it. Not only was it a fast-paced, fun little simulator, but the look my family had when I would excitedly declare “HOORAH! I JUST KILLED ALL OF HUMANITY!” was priceless. A bit of quiet terror mixed with cautious horror. To compound it, I would triumphantly pump my fist and then make some kind of statement like “I can’t wait to be President someday!” But, I have to admit that while making my parents contemplate whether that one night 26 years ago when their condom failed might someday bring about the end of the world is pretty enjoyable, Plague Inc. didn’t leave a lasting impression on me. It’s not a bad game at all. It’s just so sterile in its presentation and minimalistic in its play mechanics that it didn’t lend itself to “owning” me, like Clicker Heroes or even OMG Zombies did.

Plague Inc. has since “evolved” onto PC, via Steam. It’s a perfectly fine game. Of course it is. It was perfectly fine already. But, like visitors to the Creation Museum in Kentucky, I’m apparently too dense to see any evidence of evolution. There is a free Planet of the Apes tie-in that doesn’t need to be unlocked, but it’s just a barely-modified version of the game’s zombie mode. Otherwise, the same stages and unlockables are present. Maybe the “evolved” part is specific to the graphics. They’re more detailed, sure, but this is one of the few games that really doesn’t benefit at all from a more fancy presentation. Compare the following two screens. Here’s from the iPhone version circa 2013.
Plague 1
And this is from the Steam version, today.
Plague 2
It looks okay. So this should be a really easy review for me, because that’s the only change I could spot.

And that change comes at a cost of $15. That’s $14 more than the mobile version. That’s the most absurd price hike for what you actually get I’ve ever seen in gaming. While it technically meets my criteria to win my seal of approval, I couldn’t possibly recommend it over the cheaper but nearly identical-for-now mobile versions. I can’t even recommend it at this time for the $11.24 I paid for it when it was on sale in June. On the off-chance you don’t own an iOS or Android enabled device, I would still probably recommend waiting for a sale, or until the game exits its current Early Access build. New features that might justify the price hike, such as Multiplayer, still haven’t arrived well over a year after the game released (which could be as much as $6.99, not including future expansions that the game’s FAQ implies will be free to Evolved owners, maybe). All that’s left is scenario creator, which I have to admit, didn’t really hold that much interest to me. Plague Inc. Evolved is fun, make no mistake. But it’ll be equally as fun when it’s out of early access.

I know, I know. I once again didn’t realize I was playing a game in early access and now am bitching that it’s not finished. What can I say? I keep forgetting that early access is only fun when you’re talking about cats and dogs. Because kittens and puppies are awesome and cute. Unfinished indies are just fucking aggravating, and they don’t need to chew up your shoes and piss on your couch to accomplish that. Well, look at the bright side: if I told people I was playing a post apocalyptic bubble popping simulator on my phone, I would be dismissed as a typical “casual” gamer. All hail the PC master race!

headerPlague Inc.: Evolved was developed by Ndemic Creations
Point of Sale: Steam
$11.24 (normal price $14.99) welcomes our new brain worm overlords in the making of this review.

igc_approved1Plague Inc.: Evolved is Chick-Approved, sorta. My rule for earning my seal of approval is to enjoy a game. I did, so it wins it. I’ll give it a more hearty endorsement when the game is finished if the multiplayer is fun. Also, Plague Inc.: Evolved will share a spot on the IGC Leaderboard with its mobile version.

Dyscourse

Early on in Dyscourse, after your plane crashes and you’re stranded on an island with a “quirky” cast of survivors, you salvage a yellow and black hexagonal disk from the wreckage. For some reason, they name it “Disky” and proceed to treat it like Wilson from Castaway.

I don’t get it. That’s not funny.

See, the Wilson joke worked in Castaway because (1) Tom Hanks cut his hand and left a bloody hand print on the volleyball that looked like a face (2) the ball’s brand name was Wilson, which is an actual name real people have (3) Tom Hanks was alone and had nobody to talk to, so he had conversations with the ball.  Disky doesn’t look like anything, even a disk. There’s no face on it, or anything remotely resembling a face. And there’s nobody on this planet named Disky. And there’s six people to talk to. Nothing about this joke works. It’s just dumb. Dumb isn’t really funny just by itself when you use it in dialog. A video of someone doing something stupid is funny, but in writing, you need a punchline. In most of the story paths I took in Dyscourse, there was no payoff to the joke. It’s just, hey, let’s pretend Disky is a person, because QUIRK! However, in one of the story paths, an attempt is made to pay it off by making the group treat Disky like a deity. At this point, the writing transitions from clumsy to trying too hard.

See that little yellow and black circle on the right? That's Disky. In the immortal words of Edna Krabappel: pretty lame, Milhouse.

See that little yellow and black circle on the right? That’s Disky. In the immortal words of Edna Krabappel: pretty lame, Milhouse.

There’s really not a ton of things wrong with what little there is of Dyscourse’s gameplay. In fact, it’s done exactly the way I like choose-your-own adventure games to be. Once you finish the game, you can go back to any the previous days you’ve finished so that you can choose a different option and have the game play out a different way without starting all the way over at the beginning. Where the path deviates is always very clear, so you won’t have to replay one spot multiple times until you figure out the winning formula for getting a different version of the plot to open up. If you’re going to do a game like this, that’s the way you should do it. That doesn’t actually mean the story is told properly, though. Sometimes characters die whether you’re around them or not, leaving you to feel like what little control you have isn’t really enough. If it’s not that, it’s the characters are all stereotypes who don’t really get a chance to develop. In my first play-through, I had no idea Teddy was a weird conspiracy theory-type. But then the end credits implied that he was. Teddy died quickly when I left him to drown while trapped under a tree, but still, there should have been enough time to allow this characterization to come through. So in my next play-through, I tried to get to know him better. The only good that came from this was I stumbled upon the one gag in the game that made me laugh: Teddy spent decades trying to gain access to military secrets to discover what happened to his long-lost brother, eventually getting a job in.. the mail room!

I said he got a job IN THE MAIL ROOM! Get it? No? Eh, fuck it. You had to be there.

The gameplay is fairly limited. Talk to people, click on things, choose an option from a menu, and see what happens. Games like this are dependent on sharp writing to carry them. For what it’s worth, the majority of critics seem to disagree with me about Dyscourse’s writing, which makes me wonder if stuff like Disky is some sort of reference to a deserted island show like Lost or Gilligan’s Island that’s going over my head. But it’s not just the jokes that I felt don’t work. All the transitions from story beat to story beat felt clumsy.

"Damnit guys, Piggy broke his glasses! Would you get away from that fucking hog's head and give me a hand over here?"

“Damnit guys, Piggy broke the glasses! Would you get away from that fucking hog’s head and give me a hand over here?”

For example, in one section, it starts raining and you have to decide if the group will bail in search of a cave or stay put. I chose to look for a cave. But, before the search, I also had to choose whether or not I would grab the supplies, which at this point consisted of two bags of pretzels and a signal flare. Members of the group hastily shouted at me that WE HAVE TO LEAVE NOW! WE DON’T HAVE TIME! Which was mind-boggling. Why did we have to leave right then? What was the rush? I could have bought the sense of urgency if the game had presented us with something to be nervous over. It didn’t. Not only that, but those supplies? They were right FUCKING there, just a couple of feet away from where I was standing. You could see them! It’s so logically brain-dead that I’m wondering if this is another possible joke that went over my head, or some kind of social commentary on mob mentality. I felt that way every time the plot started to move forward, the motivations and dialog feeling tacked on and rushed through.

Dyscourse is a tough game to review, because this is one of those eye of the beholder games. You’ll either be charmed out of your socks or you’ll be bored. You’ll either laugh your ass off or you’ll cringe. There’s not a lot of middle ground. A lot of people like the art style. I didn’t. I thought main character Rita looked like an anamorphic scarecrow made of wood. I thought Teddy looked like 1910 Frankenstein. The character models were just bizarre. To put it in perspective, my boyfriend created this picture. Can you tell which is a character that’s actually in the game and which is a Garbage Pail Kid that he photoshopped in?

One is Teddy from the popular game Dyscourse. The other is Trash-Can Ken from Garbage Pail Kids. Give up? The one of the right is the Garbage Pail Kid.

Um, can I use a lifeline?

Again, eye of the beholder. Given the sheer number of satisfied backers Dyscourse has (even holding the scroll button down, it takes quite a while for them to finish up in the end credits), obviously this style has its audience. The gameplay does too, though if you’re expecting something like Don’t Starve, keep looking. Dyscourse is a choose-your-own adventure title. Rudimentary fetch-quests and often meaningless point-and-clickery. The stock characters are dull. The Animal Crossing style gibberish they speak gets annoying really fast. I never found myself invested in their plight, and as anyone who has read my Walking Dead reviews knows, when that happens I get a little homicidal. I successfully killed off a couple of members of the party, sometimes without trying, but even that felt oddly unsatisfying. You can sum up my experience with the fact that I eventually decided to commit suicide by giving up a spot in a sleeping bag to the two other survivors while trekking up a mountain, because she was that fucking boring, and the people I was with were boring. Really, if I had actually been stuck with two people like this in a survival situation, starving, freezing, beaten-up? Yea, I would have rather been dead. But even that didn’t work. I survived the night, though one of my hands had frostbite and fell off. My first play-through ended shortly after, and I’ve been struggling to work up the willpower to unlock other story paths ever since. It’s nearly 2AM as I write this, and I’m kicking myself for not grabbing a screencap of Disky when it first popped up, because that means I have to go back and play some more, and I don’t want to.

Dyscourse isn’t terrible. I didn’t hate it. Not even close. I don’t like to use the term “not for me” because it sounds like a huge cop-out, but it really wasn’t for me. I wouldn’t have even bothered playing as far as I did, but it was this month’s charity challenge game from my buddies at Indie Game Riot (the good news? $14.99 will be donated to the Epilepsy Foundation by them for me reviewing this). It comes back to the writing. Some critics have called it witty or sharp. I thought the jokes fell flat, the dialog was Death Valley levels of dry, and the concept as a whole was pretty tired. Mileage on that seems to vary greatly. Throw up a YouTube video of the first chapter. Did you laugh? You might like the game. Did you not? It doesn’t get any better the further you make it in. Meh, I don’t know what else to say. Most people liked it. I didn’t. Please don’t burn my house down, fans of the game. After all, Dyscourse is about discourse, the implication being polite is the way to go.

What’s that? You liked the game but also arbitrarily murdered members of the surviving party, the same way I did? Well shit.

Dyscourse logoDyscourse was developed by Owlchemy Labs
Point of Sale: Steam

$14.99 kept holding out hope we were stuck on the same island with Green Arrow in the making of this review. That way we could have killed and eaten him.

Flem

In Flem you play as a green clump of either phlegm, snot, or a booger. It sounds gross, but really, it’s just a round ball with two eyes and no other characterization. It could be Kirby’s less-gifted Irish cousin Patrick O’Flem and it wouldn’t make the slightest difference. So I don’t get why they took the bodily fluid angle with the game. None of the mechanics feel faithful to the concept. Mucus is sticky, so the inherit ability  to cling to surfaces or walk up walls or anything would have been nice. There are two power ups. One of them lets you inflate and float around, and the other lets you launch forward. You’ll note that neither of these seem like abilities you would associate with stuff you cough up. Only the introductory level (and possibly a finale, I didn’t quite make it that far, though I made it a lot further than most people did before getting bored and quitting) has a setting that fits the idea. It takes place inside your nose, though it ends really quickly. What was the point? It seems slightly thoughtless. Some people will be turned off by the concept of playing as sentient phlegm just because, you know, ewwww. If you’re not going to embrace all-out grossness, why bother with the gross gimmick to begin with? That bugged me.

And actually, why is it called Flem when the game starts off inside a person’s nose? Phlegm is something coughed up from the lungs, not blown out of your nose. “Its definition is limited to the mucus produced by the respiratory system, excluding that from the nasal passages, and particularly that which is expelled by coughing (sputum)” says Wikipedia. And it’s also typically brown, not green. Though if it were brown it might be confused with a sentient lump of shit. Which would be as nonsensical in the setting of the game as sentient phlegm is, since Flem’s developers didn’t take advantage of the idea at all. Okay, I’ll stop whining about that now.

This is pretty much the only part that suggests you're playing as snot. It's such a wasted opportunity.

This is pretty much the only part that suggests you’re playing as snot. It’s such a wasted opportunity.

Flem is a punisher. People wonder why I keep playing these when I typically don’t like them. Well, I do like some of them, and how else will I find the ones I like if I don’t try new ones that come across my desk? Nothing particularly sets Flem apart from other games in the genre. It feels pretty by-the-books, somewhat bland and uninspired. Stages are simple get from point A to point B fare, with no collectables to add additional challenge. In later stages, you’ll get power-ups that allow you to break through certain blocks, float, or pass through other blocks. Eventually you’ll have to switch between the powers. Stages are short, with the average complete time for them being under twenty seconds. Of course, you’ll die a lot on each level before completing it, and there in lies the problem.

With the exception of Spelunky (which hates you and wants you to suffer, with love), the best punishers are really at their best when you live instead of when you die. A lot of start-up indie devs creating punishers get too focused on the dying and the difficulty and not about why people put up with the trial and error to begin with. So instead of making levels designed around novel ways to survive, they just try to kill you a lot. Guys, that’s not really all that fun. Flem takes the “lowest possible margin of error” route for level design. Narrow pathways to victory, spikes above your head that will kill you if you jump your normal height, spikes that will snare you if you activate your dash move on the wrong part of a spot that requires you to use the dash, that kind of stuff. It does have a bit of unfairness too. There are little plant things that spit out projectiles that quickly rain down on you. Sometimes you can’t see the plants at all, but their ability to spit death upon you are still active. So you’ll get to a section and then die out of nowhere because you got killed by one of those projectiles that you had no possibility of avoiding once you see it and never had a chance to know it was coming. How on Earth is that supposed to be fun?

Of course, punishers live and die by their controls, and Flem’s aren’t precise enough to cut it. Jumping has a tinge of lag to it. In a game like this, just a tinge is the difference between fun and frustrating. Movement is fully digital too, which will inevitably lead to you heel-toeing your way through some stage. Check out this screen.

Flem 1

Look at how narrow those passages are. Flem is full of parts like that.

Flem 2

It really comes down to level design. Flem’s primary way of killing you is arranging spikes or enemies in such a way that just normal movement or the activation of an ability will kill you. Use your dash mechanic to clear a gap? Well, you didn’t use it on the right spot, so you die. This might be on me, but I never got a proper feel for judging jumping distance or how far the dash will carry you. Worst of all, movement and landing physics feel slippery. In the above screenshot, the ice setting is window dressing that doesn’t really affect gameplay. All movement in Flem is slightly slippery. Some platformers can get away with that without putting the enjoyability of the game in jeopardy. Punishers can’t. The player needs to feel they are fully in control of the character, one-to-one, you and it. Any control issues in a punisher become magnified, and that’s why it’s not all that fun.

I will say this: late in the game, the level design stops feeling generic. But, by then, you’ve slogged through so much been there, done gameplay that it’s not enough to redeem Flem. I went from being excited by acing a late stage on my first attempt to finally succumbing to boredom and quitting just a few stages away from the finish line. I actually don’t know who this was made for. Fans of punishers want and expect some kind of novel hook these days. There’s just too many games that do stuff like this. Even the novelty of playing as sentient phlegm is meaningless because the character doesn’t look or behave like it. It’s only what it is because the developers say it is. The only redeeming factor of Flem is that there’s nothing offensively awful about it. The game’s developers (total class acts) display a lot of potential here and I wouldn’t bet against them having a bright future. Solid neo-retro graphics, fleeting glimpses of inspired level design, and they’ve proven they can fix stuff that doesn’t work by patching out some earlier control issues. If you think I complained a lot above, you should have seen how frustrated I was before the latest patch. So there’s talent on display here. This is their first game as a team, and even if you have a lot of talent (and I think they might), first games often suck. Flem isn’t a good game. It’s bland, it’s boring, it’s unoriginal. That breaks my heart because I’m a big fan of phlegm. Why do you think I smoke so much? It ain’t for my health.

Flem LogoFlem was developed by Henchman & Goon
Point of Sale: Steam (also on PlayStation Mobile)

$5.39 (normally priced $5.99) noted that phlegm is sometimes green if you have the flu, but it begs the question, why didn’t they include power-ups known to increase phlegm’s potency? Flu, bacteria, cigarettes, etc in the making of this review.

A review copy of Flem was provided to Indie Gamer Chick. A full copy of Flem will be purchased by Cathy with her own money on April 28, 2015 when the game is released on Steam. For more on this policy, check out the FAQ. Update: the copy was purchased on April 29 and was 10% off. The purchase price was adjusted in the review.

Parallax

I’m guessing Parallax would have looked really spiffy using Oculus Rift. I figured that’s what it was designed for. I was wrong. The developers just wanted to make a visually striking first-person maze-puzzler that didn’t suck. Mission accomplished there. The concept is a fairly basic “find your way to the goal by opening the pathway to it” style puzzling. I’ve never found this style of puzzle to be particularly challenging. It’s just a matter of reverse-engineering. It’s still satisfying, I suppose in the same way not getting stuck in a hedge maze and starving to death or being featured on Fox’s Most Embarrassing Rescues: Caught on Tape is. She said wearing her “As Seen on Fox’s Most Embarrassing Rescues: Caught on Tape” tee-shirt. Hey, don’t judge! I got separated from my parents, got scared, and started to cry. It’s not nice to mock either. It was a long time ago. Okay, fine, it was three weeks ago. But I’ve grown up a lot since then.

I kept waiting to be attacked by the White or Black Spy. It never happened. That makes me so Mad.

I kept waiting to be attacked by the White or Black Spy. It never happened. That makes me so Mad.

Parallax’s biggest problem is it stays basic too long. Which benefited me for reasons I’ll get into later, but everyone else will experience a game that only scrapes its potential. The game feels too tutorialish, willing to try to bend brains but only in baby steps. There’s two scaling problems common on the indie scene in games that don’t attempt to be punishers. The first is the Sine Curve Problem. This is where the difficulty feels stop-and-go (see Thomas Was Alone). The second is the Lazy Slope Problem. This is where the difficulty does technically scale properly, but does so in such a slow matter that the game risks getting boring. Parallax suffers from this. When it brings out more challenging or novel play mechanics, such as timing puzzles or especially anti-gravity stages, stuff that the game should have been based around from the start, you’re already sort of tired of the whole concept.

I should point out that this isn’t a problem if you play the game the way I used to play puzzles games before I started IGC. I would knock out a couple of puzzles and then quit for the day before I burned myself out. Puzzlers can be exhausting, especially when their visual stimuli is kept to a minimum. I like playing games like Parallax. I dislike reviewing them, because I have to sort of plow through them as fast as possible so that I can move on to my next review. I don’t think logic puzzles like these lend themselves to an all-day play session. Not in the same way that, say, Portal does. Stuff like Parallax is more in line with the daily crossword puzzle in a newspaper. I like doing those, but I wouldn’t want to sit around all day doing them. It would get boring quickly.

Unfortunately, for me at least, I was spared from doing that with Parallax for the worst reason. Although epilepsy is an every-present issue in my gaming life, motion sickness has always been a rarity for me. For whatever reason, Parallax left me folding over my chair, feeling like I was about to toss my cookies all over the floor. The last time this happened to me was Marathon on Xbox Live Arcade, so it’s been a while. And this is before stages with gravity tricks and pathways that feel like the loops on a roller coaster. That was the first time in my indie gaming life I had to literally put the controller down to avoid caking it in my own vomit. Results won’t be typical, but be warned, if you’re prone to motion sickness, you might want to avoid Parallax. I normally am not, and this one got me. In fairness, I’ve heard no complaints elsewhere.

I call this the "I didn't like having working eyeballs anyway" color scheme.

I call this the “I didn’t like having working eyeballs anyway” color scheme.

Parallax doesn’t really do anything bad, so it’s sort of hard to critique beyond the opening stages lacking the best (or in my case, most stomach-churning) aspects of the game. I liked it. I’m just sort of over the whole two-tone visual thing. It was cool at one point. It’s been done to death and it’s exhausting to the point of sucking fun out of the experience now. But, Parallax is a solid puzzler. If you’re looking for a decent first-first brain bender, give it a shot. I mean, I can’t anymore unless I want to puke all over the place. Note to self: don’t play this before meeting with the Japanese Prime Minister.

ParallaxParallax was developed by Toasty Games
Point of Sale: Steam igc_approved1

$9.99 frequently walked off the ledges while playing, which actually does sound semi-common when playing the game in the making of this review. Not a deal breaker. There’s no consequence for it.

Parallax is Chick Approved and ranked on the Indie Gamer Chick Leaderboard

Cosmochoria

Cosmochoria is not finished yet. I don’t mean it’s buggy (though it is). I mean literally, the game is not finished. The final boss fight and a proper ending have not yet been included as of this writing. It’s weird to me to review a game that isn’t complete. But, Cosmochoria costs money ($9.99 to be exact), and you can purchase the early, near-complete build I’ve put over twenty hours into right now. What does $10 dollars get you? A glitchy, often slow grind-a-thon that left me cursing in frustration and annoyed with myself for breaking my “no Betas” vow.

Also, it’s a lot of fun. I mean, duh. I wouldn’t have put twenty hours into a game I thought was garbage.

Cosmchoria’s concept sounds like it belongs more in a big, blockbuster 3D space epic. You’re a little astronaut that plants seeds on planets. Once you’ve planted X amount of seeds (depending on the planet’s size), the planet becomes terraformed. Terraformed planets restore your health and give you a special treasure. The map is randomly generated, giving you 50 planets. The act of planting seeds, or other “building” options feels a little like an RTS or time management game, but really, Cosmochoria feels more like the evolution of late 70s/early 80s coin-op action titles. Gameplay is super-fast-paced, which juxtaposes the slow grind of acquiring money and leveling up your character. A variety of stats can be built upon (don’t upgrade your movement speed past 3 out of 5. Just, fucking trust me on that), but getting good enough to feel strong and able-bodied feels like it takes too long. Weirdly enough, once I passed a certain point, before my stats were half-way upgraded (buy an upgrade that doubles the money you collect to speed this up), I was suddenly able to make massive progress and finish building my character in just two rounds worth of play. That tells me the upgrade system was like the dragon with dandruff: not scaled properly.

Terraformed planets always get occupied by Cheech & Chong. At least that's what it looks like.

Terraformed planets always get occupied by Cheech & Chong. At least that’s what it looks like.

Give me a second while I figure out if that joke makes any sense. I think it does. Hear me out. Like, if a dragon has dandruff, it would shed scales instead of flakes, right? Dragons don’t have hair. Well, most don’t. European ones don’t. Okay, so that joke won’t make sense in China, but then again, dragons don’t exist so I can make up any rule I want about them. If I say they have dandruff, they have dandruff. If they have dandruff, that means their scales are bad, or not proper. So the joke works. By that, I mean it makes sense, not that it’s funny.

I’m now told jokes are supposed to be funny too. Sorry. I’ll try harder next time.

Lack of trying hard wasn’t an issue for Cosmochoria. It goes overboard in trying to be quirky, aloof, 4th-wall breaking. While there’s a plot in place and a nifty little twist ending, I never got too deep into it. The writing isn’t particularly memorable, and the arcade-style action doesn’t exactly lend itself to the meta-storyline it was aiming for. That’s fine. The action here more than makes up for it. There’s a nice variety of enemies and a wide range of ways to fight them. So why do I wish I had more ways to fight them? You can only bring a single gun (guns are also unlocked with money) on any campaign you make, and there’s only three kinds of offensive-oriented bases you can build. A wider variety would take the edge off of the repetition, which does wear a bit thin. It would also lead to more complex strategies. Cosmochoria is a bit on the dumb, stupid, overly-simple side. Don’t get me wrong, I’m very capable of loving simple-dumb, and its #91 ranking on the IGC Leaderboard as of this writing ain’t too shabby. But it feels like this is more of a proof-of-concept than a fully realized game.

Enemy and especially boss designs aren't exactly inspired. This one looks more like an advertisement for deodorant.

Enemy and especially boss designs aren’t exactly inspired. This one looks more like an advertisement for deodorant.

Most of my issues with Cosmochoria got patched out while I was playing the game, so my relevant complaints are fairly limited right now. The controls are adequate, though selecting specific tasks off the menu ring sometimes felt sticky and unresponsive. The utter clusterfuck of enemies attacking you all at once deep in the game can be overwhelming. And there’s annoying little slime-blob baddies that are only a couple of pixels off the ground and require you to point downwards to kill them. That doesn’t sound too bad, until you remember that all action takes place on spherical surfaces and thus you have to be close enough to risk taking damage to defend yourself against these little bastards. Then again, almost all enemies announce their presence to you by damaging you in a way that you never had any potential of avoiding. The damage they cause is often miniscule, but it adds up quickly when you have over a dozen different enemies attacking you all at once. This all while you’re trying to plant seeds or set up bases. There’s clear-all bombs that wipe the screen clean (without giving you money or points for the enemies that die) but they also clear out any bases you’ve laid down. Well, in theory. Sometimes I would panic, detonate a bomb on a planet I had a ton of bases on, the bases would disappear………. and then keep firing at enemies. Huh?

Actually, the “Huh?” inducing glitches benefited me as often as they hindered me. There’s a nifty exploit where you can stop your character’s movement dead in its tracks while in space simply by pausing the game and unpausing it. Without this, I don’t think I would have beaten the game as easily as I did. I can’t imagine playing the game without it, though I’m guessing it will be removed in later builds. Or there’s the one time I happened upon one of the dragon bosses, which had gotten stuck in one of my Easter Island-like statue bases and died without causing me to so much as break sweat against it. And I lost track of how many times enemies clipped their way through the planet geometry and were stuck indefinitely, which I think prevented similar enemies from spawning and attacking me (or at least it seemed that way). This was awesomely beneficial. Cosmochoria isn’t stable, and it probably won’t be for quite a while, but the charm and enjoyability are undeniable.

Some of the glitches are totally meaningless. Like this one. Before you can plant seeds on a planet, you have to plant a flag first. You only get one flag per planet. Only this time it gave me two. Weird. Didn't hurt or help or do anything. But it also shows how unstable the game can be. Totally random mechanical glitches happen constantly. Like, almost every play session.

Some of the glitches are totally meaningless. Like this one. Before you can plant seeds on a planet, you have to plant a flag first. You only get one flag per planet. Only this time it gave me two. Weird. Didn’t hurt or help or do anything. But it also shows how unstable the game can be. Totally random mechanical glitches happen constantly. Like, almost every play session.

I liked Cosmochoria. For all its buggery, there’s something quintessentially gamey about it. I think the development team behind it would have thrived in the golden age, where glitches became features and those who could exploit them ruled the arcades. They would have turned out stuff like Robotron or Defender. Maddening action titles that were anything but fair, but you still had to play them because they’re so entertaining. I actually whine a lot about games that aren’t fair, which means Cosmochoria makes a hypocrite out of me. If you strip out all the glitches, you’re left with a game where enemies hit you before you even have a chance to realize there is an enemy present. But, it’s fun. So I guess the rule when making an unfair game is, you probably shouldn’t do it. BUT, if you do it, at least make sure it’s fun. Cosmochoria is fun.

And glitchy.

And annoying.

And frustrating.

And unsophisticated.

And unbalanced.

And unfinished.

But fun. Fun is all that matters. It’s gaming, people. That’s what we’re here for, remember?

Cosmo logoCosmochoria was developed Nate Schmold
Point of Sale: Steam

igc_approved1$9.99 avoided picking up the sword like it was made out of plutonium in the making of this review. It glowed. It might have been.

Cosmochoria is Chick Approved and ranked on the Indie Gamer Chick Leaderboard.

Short Subject Saturdays: Plug & Play and The Plan

igclogo

In my review of The Old Tree, I said I would like to see more indies tackle short subjects. This got me thinking: why don’t I do a feature where I look for these games? So, I put out a call on Twitter asking for suggestions on games that could be finished in under twenty minutes. I didn’t really think this through all that much. Most developers pitched their own games under the guise that hypothetically, if you never make a single mistake and do none of the side quests, a game could be finished in twenty minutes. Or people pointed me at arcade style games that can be played in bursts of a minute at a time if I so wished. Sigh.

So, here’s my unofficial definition on a short subject indie game. A game with a beginning and an ending that unfolds in a linear fashion, where a player can see 99% of the content in a single play-through, all in under twenty minutes.

Every Saturday, I’ll take a look at a couple such titles. You can hit me on Twitter with your suggestions.

First up is Plug & Play. Originally, my definition of short subject indie games mentioned that they were story driven, but I realized that didn’t apply to this one. There really isn’t a story. Plug & Play is a series of vignettes. Take power plugs, stick them into sockets. Or there are Plug People: anamorphic plugs and sockets that you might end up having to plug into each other. Even David Lynch was like “whoa, slow down there, bro, that’s too weird.”

Human Centiplug?

 Plug & Play. Human Centiplug?

Plug & Play was developed by Mario von Rickenbach and Michael Frei ($2.99 were similtanntious creeped out and turned on in the making of this review. Available now on Steam)

Plug & Play was developed by Mario von Rickenbach and Michael Frei ($2.99 was simultaneously creeped out and turned on in the making of this review. Available now on Steam)

Plug & Play is Chick Approved and ranked on the Indie Gamer Chick Leaderboard.

Plug & Play is Chick Approved and ranked on the Indie Gamer Chick Leaderboard.

Gameplay is just typical point and click puzzle fare. I really wish more short subject indies would incorporate conventional gameplay mechanics into their work. But what’s here is enjoyable enough. It successfully got me to shake my head and say “wow” several times, which I’m guessing was its goal. Heck, it even caused me to laugh out loud a few times. Is there a point? No. Is it worth ten minutes of your time? I think so. Is it worth $3? Maybe not. When I tweeted that I enjoyed this title a lot, many of my fans balked at paying $2.99 for a game that takes ten minutes to finish and has no replay value. If this had been my title, I would have priced it at a dollar. $1 feels more comfortable for a game that is, for better or worse, a novelty. It’s not meant to compete against the likes of Shovel Knight or Super Meat Boy. It’s meant to compete against over-sized gumballs and temporary tattoos. $1 for a game falls into the realm of impulse buy. $3 puts you head-to-head with some more lengthy titles. Why compete against them when you don’t have to?

Jeff Goldblum was unavailable for comment.

The Plan. Jeff Goldblum was unavailable for comment.

Not that being cheap is an indication of having value. I nearly died from boredom playing this next title, which is free on Steam. The Plan puts you in the role of a fly who has to, well, fly. You fly up. At one point you escape from a spiderweb. Then you fly up some more. Than something happens and the game ends. It lasts about five minutes, and I thought it was boring. It felt more like a tech demo. A “get your feet wet coding your first game” experience. Solid graphics, and maybe it was trying to make a point, but I didn’t get it if it was. The Plan is one of those art for the sake of art titles that some people get and others don’t. Those that don’t get it and call it fart-sniffing, pretentious fluff are right. But those that are moved by it and call it a work of genius are also right, because art is always in the eye of the beholder. But I thought it was duller than being trapped in a conversation with Siri.

The PlanThe Plan was developed by Krillbite Studio
Available for free on Steam.

Thank you to Nate for creating the Short Subject Saturdays logo!

 

 

Three Dead Zed (Second Chance with the Chick)

It’s been over two years since I reviewed Three Dead Zed, by former Indie Gamer Chick Leaderboard sponsors Gentlemen Squid. Last time, I interviewed them alongside the review. And I didn’t like the game. The only way that whole situation could have been more awkward is if I had just run over their dog beforehand. I considered bringing them back for this Second Chance with the Chick, but I’m not doing that for the same reason I decided not to pursue a career as an obstetrician: because I didn’t want to ever have to tell an anxious parent that their child was stillborn.

To their credit, Gentlemen Squid fixed the worst issues from my first play through. I never once reached for a switch that didn’t activate on my first attempt. Just having that work by itself makes Three Dead Zed playable. But I still really didn’t like it. It’s not for a lack of personality, either. The hilarious story of a shape-shifting zombie getting loose and trying to find cats with tinfoil hats is raving lunacy. And I mean that in the best possible way. I sort of wish the best bits unfolded when you started and completed levels, instead of having to find hidden rooms. In the event I missed one, I shook my hand at the sky, as if God himself was responsible for me somehow missing it. I never once wanted to replay a stage to find those secrets. I just wanted the fucking game to be over with, which is never a good sign. Having said that, the writing is extraordinarily sharp. If you can put up with everything else I’m about to say, Three Dead Zed might be worth it for you.

You know a game is in trouble when its best comedy bits are often hidden in the background. Like the warning about the company BBQ. Why would a company need to caution against a barbeque you ask? Maybe my father is there serving his infamous chili. Though if that were the case, the only place they would draw the fire is around the buttocks.

You know a game is in trouble when its best comedy bits are often hidden in the background. Like the warning about the company BBQ. Why would a company need to caution against a barbeque you ask? Maybe my father is there serving his infamous chili. Though if that were the case, the only place they would need to draw the fire is around the buttocks.

It wasn’t for me. Movement is just all over the place. Which, um.. you know, come to think of it, movement by definition should be all over the place. What I’m trying to say is the controls are crap. Honestly, with the game’s engine and the way the characters were built, there wasn’t much they could do to fix this part of Three Dead Zed from the first time out. So I was sort of bracing myself for the worst when I restarted it. And I was right. There’s just a lack of parameters for certain actions. Like it’s easy to have a tiny sliver of your body standing on the edge of a moving platform and getting crushed from passing by a ceiling. Or you’ll struggle to make jumps with the moves-too fast while jumping-too-loose frog-athlete-zombie thing. You have to use this zombie all the time too, because it’s the only one that can make long jumps, or do wall jumping. But judging how close you can get to something before you die never quite clicked for me.

It’s really hard to put a finger on the difference between a good platformer and a bad one when it comes to just the act of movement. It almost defies explanation, but I’ll try. In a good platformer, you form an equilibrium with the layout of stages. You can instinctively judge distances in jumps, or how close you can get to that buzz saw trap before you’re going to die. I never got that from Three Dead Zed. A long time ago, I might have thought that would be on me, but considering that I’m able to easily find that balance in almost any other platformer, I think I sort of have to blame the game. I also don’t think it has to do with switching between three characters. I had to do that in Trine as well, but never had that issue. Three Dead Zed lacks a certain elegance of movement and jumping. I don’t think with the engine they used, it could have ever been precise.

I did appreciate the effort. The stages are pretty well constructed, even lending themselves well to non-linear exploration. I would have probably taken more advantage of this, if not for the bad controls, or if Gentlemen Squid haven’t been so obsessed with dick-move enemy placement. They really had a fetish for putting soldiers on the exact spots where they best stood to unfairly tag you with bullets in a way that you never had a reasonable chance to know they existed, and even less chance of avoiding their attacks. I hate it when games do this. When I mention it to developers, sometimes they giggle and say “I know right?” as if they expect a high-five. Sorry to leave you guys hanging, but I need to level with you: any idiot can make an unfair game. It takes no talent. It takes no creativity. It takes no artistry. When Mario Maker hits the Wii U, you’ll probably see hundreds, if not thousands, of user levels that center around “last pixel jumping” or dick move enemy placement. I assure you, nobody will complement the twelve-year-olds making those stages on their mastery of level design. When you have absolutely no hope of dodging attacks, or even knowing the enemies exist, that takes no skill to create. This also shouldn’t be mistaken for adding “difficulty” to your game. Difficulty should be something where a player has a reasonable chance to overcome it, thus displaying their skills. When they have no hope, that’s difficult in the same way you would use the word to describe someone who chains themselves to a McDonalds and claims they’re going on hunger strike until they stop serving beef. “How’s it going with that nut who chained himself to McDonalds?” “Well, sir, he’s being.. difficult.”

Three Dead Zed 2

Hooray for busywork!

Did Three Dead Zed ever have a chance, even with patchwork? Probably not. The devs were frank with me in admitting that they could only do so much with the engine they used. That’s fine. You know what? They showed me that they have a lot of talent to work with in the future. The writing was very sharp, even inspired, and the level layouts (sans bastard enemy placement) were well done. With a better platforming engine with more precision movement, Three Dead Zed probably could have been something special. Chalk this one up to life on the learning curve. I’m certain Gentlemen Squid will blow me away next time. They seem determined to. If they weren’t, they wouldn’t have bothered fixing the stuff that made Three Dead Zed unplayable the first time around. I’m excited for their future. I think they are too, since they just squirted ink all over me. Well, at least I hope that’s ink.

Three Dead Zed logoThree Dead Zed was developed by Gentlemen Squid
Point of Sale: Steam, Xbox Live Indie Games

$4.99’s father’s chili is banned by the Ginevra Convention in the making of this review.

 

The Old Tree

Think of The Old Tree by Red Dwarf Games as one of those beautiful looking animated shorts that people see at the Oscars and say “looks neat! Ill have to check it out sometime!” Even though they never do. Well, most people who read this review will probably never check out The Old Tree, and that’s a shame. In it, you clear a baby alien’s path as it works it ways to the top of an old tree. The alien thing really doesn’t make any sense. I figured it was more like some kind of stylized bug larva. Given the ending, that seems more logical to me. You don’t control the alien directly. Instead, you click on various objects that clears whatever is holding you up from moving forward. Ten to fifteen minutes of that and you’re done. And a satisfying ten to fifteen minutes it is.

No joke to go with this picture. I just like the art direction.

Beautiful, and yet uncomfortable and creepy. I loved the art direction of The Old Tree.

This kind of short-subject storytelling is something I want to see explored more by indie developers. It seems like it would be a great way to challenge yourself as an artist. Can you tell a compelling tale with a beginning, middle, and an end, work in decent play mechanics, end in under fifteen minutes, and leave the majority of gamers completely satisfied? Maybe even inspired? Red Dwarf Games seems to have here. While it’s not perfect (I had to get stabby with the cursor to figure what exactly I was supposed to click more than once), the art direction is great and the ending is both satisfying and enchanting. The game is free on Steam and on the developer’s website, but what’s here is good enough that they could have gotten away charging a buck for it. The Old Tree is a wonderful example that the length of a game isn’t always proportionate to how big an impression it can make on a gamer. Great game to play with children, too. It has a bedtime story quality to it. I don’t know what else to say. It’s free! Go play it! Seriously, go!

You’re not going, are you?

Don’t make me do it.

Alright, you’ve forced my hand.

its-come-to-this

Works every time. Enjoy the game!

The Old Tree LogoThe Old Tree was developed by Red Dwarf Games
Play it for free on Steam!

IGC_ApprovedThe Old Tree is Chick-Approved and Ranked on the Indie Gamer Chick Leaderboard

 

 

 

Super Win: The Game

You know, for someone who “hates” retro gaming (their words, not mine), I sure review a lot of neo-retro stuff. I think I know why I’m drawn to games that look and play like this. Because with stuff like Super Win, you just know that the developers had dreamed of making it since they were little kids. I think it’s cool as shit to see a dream play out like this. Just look at Super Win. It has elements lifted from games like Metroid, Zelda II, Super Mario Bros, and probably several more NES-era classics I’ve never even played. It’s a fan service, only it’s made by a fan, for fans. There’s something admirable in that. As if the person waited their whole life for Nintendo to make a game like this, then threw up their hands and said “you know what, fuck it! I’ll do it myself!”

Sometimes that’s a disaster. Their hearts are usually in the right place, but something goes wrong and the final product is not so fun, even if you admire the effort. Ultimately, it comes down to the talent of the developer. You either have talent to make games or you don’t. You can safely file J. Kyle Pittman, creator of Super Win: The Game, under the “talented” column.

I chose not to play Super Win using the old-timey TV effects. Are you old people really nostalgic for crappy picture quality? Yikes!

I chose not to play Super Win using the old-timey TV effects. Are you old people really nostalgic for crappy picture quality? Really? Yikes!

Super Win is a Metroidvania where you take the role of a wandering hero. The good King of the land’s heart has been ripped out.. presumably he was a Seahawks fan.. and it’s up to you to piece it back together and bring happiness back to the kingdom. The over-world system, towns, and dungeon layout most closely resemble Zelda II, also known as the weird one that nobody really talks about anymore. You see a lot of indies spoof it. I expected more lampooning here. But, Super Win isn’t a parody. When games like this play the material straight, it usually comes across as too serious, maybe even a little pretentious. Super Win avoids falling into that trap. In fact, the story actually gets very deep and self-reflective. It was so unexpected that I kept waiting for the game to flip the switch and turn into a self-aware satire. It never happened. Kudos for that, developer. In a way, I feel like I had the wrong mindset going in to Super Win. It’s not my fault. I’ve had game after game condition me to expect stuff like this to aim for repetitive NES jokes. It’s actually really cool that Super Win took itself seriously, played the material sincerely, and succeeded. It’s one of the better surprises I’ve had at IGC.

Not so successful is the gameplay itself. Super Win’s mechanics are stripped down to bare-essential platforming elements. There’s no combat. You can’t kill enemies. There’s no bosses. Upgrades are limited to items that let you access other platforms. Platforming by itself is too old a mechanic to keep things interesting for multiple hours of questing. Yea, yea, LaserCat had no upgrades and even less mechanics. LaserCat was a 90-minute-at-best experience. And it had a map. It was designed to be finished quickly and not over-stay its welcome. Super Win will often leave you wondering if you’re tackling things in the correct order. You’ll wish there was some kind of map that pointed you in the correct direction. If you know what you’re doing, you can probably finish Super Win in an hour or so. I put about six hours into it, most of which was spent sort of wandering around. When I found an item that I needed to progress, it never felt like I was on the right track. Instead, it felt like I had simply stumbled upon the item. There was really never a sense of accomplishment while playing Super Win. It seemed all the progress I made was purely by accident.

Show of hands: who spent at least a minute trying to figure out how to make the cat jump off the the balcony?

Show of hands: who spent at least a minute trying to figure out how to make the cat jump off the the balcony?

To its credit, the game handles really well. Controls are rock solid with an Xbox One pad. I just wish the level design took advantage of it. Stages are so conventional in their layouts that it’s hard to get truly sucked in by the experience. Part of that is because you can only do so much when you’re working with bare-bones platforming mechanics. You eventually get a double jump and a wall jump, the latter of which has some nifty little sections that utilize them. One spot stuck out to me. A wall of spikes featured a series of blocks that shifted in and out of existence. You had to time your wall jumps off the disappearing blocks up and over the spiked wall. That was awesome. Challenging. And sad, because over the course of the entire game, that’s the only spot that really stuck out to me as trying something new.

Well, except the dream sequences that usually come after finding an item. Those were unexpected, disorienting, and fucking awesome. They totally defy convention, which left me wishing they had made a game based around them. I started to look forward to them. But even those betrayed me. The last couple of them I finished in just seconds. Seconds! Super Win, you shameless tease of a game, you! I can’t believe I could accuse a game that utterly nails the retro feel the way it does of being unambitious, but I sort of have to. Another example is the key system. Finding or buying keys to open doors is a core mechanic of the game. You even have the ability to borrow keys from lenders, as long as you pay them back. Sounds great! But, you can buy a master-key that unlocks all the doors for only 30 gems. I had that after just an hour of playtime. It was too easy to acquire and it crippled what was an interesting concept. At first, I thought it was simply a case of being too cheap. In retrospect, it shouldn’t have existed at all. You can also buy access to other levels (a part that reminded me of Star Road in Super Mario World) after you purchase the master-key, but after that, there’s nothing really left.

I have this term that I use called “Late Development Anxiety.” It’s a theory of mine that, when a game gets close to completion, developers get so anxious to release their game that they just speed along the final bits of their project. While the writing at the end of Super Win is satisfying, and the level design does get slightly more interesting, it still feels like it was rushed out the door, ultimately ending with a whimper instead of a bang. This happens so much on the indie scene that I’m almost certain it’s a real phenomena. The end bits of a game should have a feel of finality to them, and Super Win super fails at that. J. Kyle Pittman is undoubtedly a very talented game designer. If this review came across as particularly harsh, it’s only because I don’t feel like he reached his fullest potential here.

♫Spikes, spikes, everywhere are spikes. Pointy and killy, impaling my mind! ♫

Spikes, spikes, everywhere are spikes! Pointy and killy, impaling my mind!

He will some day. For all the complaining I did above, Super Win is a very satisfying experience. A childhood dream project, fully realized and undoubtedly fun. I love playing games like that. And this comes from a hateful millennial that doesn’t even like the NES and thinks games like the original Legend of Zelda or Metroid aren’t fun at all when stacked against the type of games they make in 2015. I wasn’t its target audience, but I liked Super Win: The Game. I think you’ll like it too! I’ve spent the last week telling all my NES-loving friends that they really need to give it a try. It doesn’t do anything wrong, per se. Most of my complaints are about what it didn’t do. The level design is fairly straight forward, conventional, and honestly kinda bland. But the writing is top-notch, and when it gets ambitious, it gets really good. This is a nostaligic tribute done right. Congratulations, Kyle! You did it!

Oh, and now for the awkward part, Mr. Pittman. I checked with my attorney and he found out that I get to horse whip you for the slow underwater movement. Too Sonicy. Look at the bright side, I’m letting you off the hook for the ice level, but that’s only because the Shovel Knight guys haven’t finished their sentence in the Turkish prison.

Super Win logoSuper Win: The Game was developed by J. Kyle Pittman
Point of Sale: Steam

IGC_Approved$12.99 doesn’t even get nostalgic for games from her own generation in the making of this review.

Super Win is Chick-Approved and ranked on the Indie Gamer Chick Leaderboard

samurai_jazz

Today’s game is called samurai_jazz. No caps, and an underscore instead of a space. I think that’s meant to be a joke, because the game has 8-bit graphics. You know, back in the 8-bit days, people used punctuation. Get it? It’s an anachronism! Ha! Haha!

Or it wasn’t meant to be a joke, just a stylization thing. Well, I laughed either way.

What I’m not laughing at is the game itself. samurai_jazz is a prime example of how I can’t get into a game at all if it controls poorly. The basic concept is you hack-and-slash your way through enemies, occasionally taking part in key quests that open up more levels for you to hack-and-slash through. It gets dull really quickly, though that’s because you spend the majority of the experience fighting with the controls.

To the game's credit, it does make a joke about the name of the diner being "EAT."

To the game’s credit, it does make a joke about the name of the diner being “EAT.”

I’ll give samurai_jazz this: it does feel like an early NES game. I mean, besides the tiny little squirts of blood that come from enemies. Not to mention the first thing you see when you start the game is a guy commit Seppuku. By the way, is there a more horrific act that one can do that has such an adorable-sounding name attached to it? It’s a cute word! It sounds like something you would name a baby penguin. But really, I’m over the whole “graphic 8-bit violence” thing. Was novel for a while. These days, it’s about as common an indie convention as it gets. I’m also still not fully sure what the opening suicide had to do with the game, since the story unfolds only in dialog and, as far as I can tell, wasn’t brought up again over the next three chapters. In fact, there’s not an actual lot of storytelling done at all. Weirdly enough, the marketing blurb brought up the writing, but what little is here didn’t exactly stand out to me. Most characters that do talk only do so to note that you need to fetch an item to proceed to the next part of the game. Maybe the story becomes more in-depth later. I wouldn’t know. I quit midway through the third chapter. I know some people don’t like it that I still go forward with writing reviews for games that I quit early. My response is I paid for the game, I put a couple hours into it, I didn’t like it and I know why I didn’t like it. I think I have a right to say why I didn’t.

I’m a control freak. I need accurate controls. Ideally, I should not even notice the controller at all when I play. If a developer accomplishes that, they’ve done a spectacular job. With samurai_jazz, the controls were so unresponsive that I actually thought my Xbox pad was broken. I switched to a different one. Then I switched from using Xbox One controllers to Xbox 360. I mean, maybe an elephant had gotten loose in my house and stomped on all my controllers. Well, something was broken, but it wasn’t them. Unlike a martial arts movie, enemies in samurai_jazz do the sensible thing with you: gang up and attack all at once instead of being polite and engaging you one at a time. That would be fine if controls didn’t have a massive delay. Turning to face the enemies you intend to slice-up shouldn’t be so difficult. But sometimes the inputs just do not respond to you. I don’t know what else to say. When you try to face an enemy and the controller is fickle about when it listens to you or not, that’s sort of a deal breaker for any action game. It’s not just movement, either. Often when you press the attack button, you don’t actually swing your sword. I think it might have to do with how the game requires you to stop moving before changing direction or going into an attack. If that’s by design, it’s a horrible idea, plain and simple.

Because movement is so inconsistent, it screws up almost every other aspect of the game. There’s a block-counter system in place, but you can’t possibly get the timing of it down because the inputs don’t always listen to you. There’s also timed spike-trap puzzles that become infuriating because the act of simply walking in anything but a straight line can be subject to the whims of the game. I figured maybe switching over to the keyboard would help. Although that does improve things (especially attacking), movement can still be sticky and unresponsive. The majority of my deaths playing samurai_jazz would not have happened if the character had done the stuff my button presses had told it to do. I’m sorry to say this, but yea, it does render everything else irrelevant. Someone argued against that idea when I posted my Shovel Knight review and said If the controls had been sloppy, I wouldn’t have been able to appreciate all the other stuff that people have been raving about. It would have all been irrelevant, because the game would have been no good.”

These fireball-throwing ladies are indicative of everything wrong with samurai_jazz. How would you like to die against them? Option A: try to block their attack with your sword, press the attack button, not have your sword actually attack, die. Option B: try to dodge the fireballs. Press a direction to move out of the way of an incoming fireball, but have your character ignore your commands, sit perfectly still, and die. It's nowhere near as bad if you use a keyboard, but I would never want to play a game like this with a keyboard. I only bought it because it had Xbox 360 controller support.

These fireball-throwing ladies are indicative of everything wrong with samurai_jazz. How would you like to die against them? Option A: try to block their attack with your sword, press the attack button, not have your sword actually attack, die. Option B: try to dodge the fireballs. Press a direction to move out of the way of an incoming fireball, but have your character ignore your commands, sit perfectly still, and die. It’s nowhere near as bad if you use a keyboard, but I would never want to play a game like this with a keyboard.

I don’t understand how anyone can argue against that. If the controls are awful to the point of distraction, how can anyone say a game is worth playing? Controls for me will always be paramount. Get them wrong, and nothing else matters. This concept should not be controversial.

I don’t know if I would have liked samurai_jazz if it had decent or better controls. It seemed kind of dull. Light on story, incredibly repetitive combat, bland setting, and boring mechanics. But who knows? Maybe I would have appreciated the gameplay itself if I hadn’t been forced to repeat room after room just because I wanted to face an enemy to the right of me and kept facing anywards but the way I wanted to. It certainly would have made the pace faster, making it harder for tedium to set in. But, honestly, I don’t think it would have been my thing either way. The 8-bit violence thing is old hat by now. Everyone does it. I had the slightest hint of a smile when I killed my first enemy by literally cutting them in half. But then, enemies started showing up that had no actual attack animation themselves, and when you kill them, they don’t have any death animation. They just sort of blink out of existence. I can’t help but wonder if this is one of those games where the developer started the project all full of energy and enthusiastic to get the ball rolling, but just ran out of will halfway through. Instead of shelving the game or taking a break, they rushed it through just to say they finished it. No clue if that’s the case here, but I’ve seen it enough that I at least wonder if that’s what happened. Either way, it’s a shame. The concept is solid, and it certainly looks and sounds the part, but samurai_jazz had me singing the blues.

samurai 1samurai_jazz was developed by Blaze Epic
Point of Sale: Steam

$0.99 kept calling it “samurai_jack” in the making of this review.